RE: equirectangular uv

2016-05-14 Thread Matt Lind
I would need to see the problem to give a good answer as I'm not sure what 
I'm envisioning in my head matches what is being described.

Knowing how the sphere is modified is important.  Unfold tries to evenly 
distribute the texture space of the texture to match the topology while 
minimizing stretch/compression.   If the poles have elongated triangles, 
then that will obviously play into the distribution of the unfolded texture 
(in theory it shouldn't, but in practice it does).  One way to mitigate that 
issue is to add vertices and perpendicular edges at regular intervals along 
the elongated edges to closely match the spacing of other edges around the 
rest of the mesh, but that will have limited influence on the result and is 
more of a brute force technique.

Unfold is also a flawed tool as even simple cases come out distorted.  for 
example, get a primitive sphere and imagine it's the Earth.  Place a 
vertical UV seam down one side at the international date line, then two more 
seams at the arctic/antarctic circles.  Deselect the vertical edges 
connecting the circles to the poles.  Now unfold the mesh.  Notice the 
sphere is splayed in butterfly fashion, but one half is larger than the 
other and slightly off kilter in alignment with the texture editor.  The 
circle at one pole is often (but not always) larger than the other circle 
too.  These are the kinds of issues you'll battle, but on more complex cases 
they'll be too complex to solve without resorting to cleanup via 
pushing/pulling points to correct the flawed parts of the unfold.

However, let's put all that aside and look at the goal from the beginning 
and not the current situation which has a roadblock.

An equirectangular projection comes in a few flavors, but most are similar 
to a cubic projection.  The main difference is in how the top and bottom 
sides are projected.  Simple analysis of the problem would suggest one could 
take a cube and use Catmull-Clark subdivision smoothing to round it into a 
sphere.  That would accomplish nicer edge placement which closely match the 
meridians of the projection to handle (or fabricate) the texture space.  A 
single vertical seam from pole to pole (despite no physical poles) could be 
used to unfold and splay the sphere to accept/define the projection, but 
subtle details may need to be tweaked for a perfect match.

Alternately, use rendermap applied to a sphere to capture the external 
world.  The rendermap generated image should mimic an equirectangular 
projection. You may have to open the poles like the Earth without the 
arctic/antarctic circles, for example, to adjust the field of view for the 
rendermap process.  Invert the sphere's normals so rendermap points outwards 
into the world instead of inwards towards the sphere's surfaceand of 
course, exclude self or make the material 100% transparent so it doesn't 
block the rendermap camera from seeing the world.  Since rendermap travels 
texel-to-texel along the geometry, a high resolution image and smooth 
surface are really important.  I'd encourage you to use a NURBS sphere with 
view dependent smoothing for best results.  you set those in the sphere's 
geometry approximations PPG.  Try setting length/distance/angle values to 
less than 2 degrees and 0.5 units, activate view dependent subdivision 
smoothing, and make sure the min/max subdivision limits are increased beyond 
the default 1,3 (well, just the max.  shouldn't have to go beyond 6).  If 
you get sawtoothing at the poles or faceting artifacts in the resulting 
texture, then it means your smoothing parameters are not set correctly.  The 
reason for using NURBS over polygons is the better interpolation of the 
shading normal between texels.  Rendermap is highly dependent on the shading 
normal orientation to determine what it's camera points at.  When pointing a 
camera into the outside world, even very tiny deviations in normal 
orientation can produce big errors in the result.  NURBS are infinitely 
smooth whereas polygons are only as smooth as they are subdivided - and even 
then approximations at best.

Matt




Date: Sat, 14 May 2016 17:33:32 +0200
From: "Sven Constable" 
Subject: RE: equirectangular uv
To: 

To fix distortion on the poles, XSI has a special mapping feature called 
'implicit' (Clusters/?Texture Projection Def), but this is actually a mental 
ray feature and doesn't deal with UVs at all. So when exporting meshes you 
cannot use it, I think. I'm not familiar with Unity unfortunatly, maybe 
there is a similar feature for spherical projections not using UVs but 
instead a special projection method (perfect spherical) ?

Otherwise, since a sphere always has poles/singularities you will get 
distortions on them. Workaround could get rid of the poles by deleting the 
inmost polygons on each pole, duplicating the resulting (open) edge loop, 
and scale it to zero. Resulting in many point on the same spot. Then 
relaxing them in the texture editor. Results could

Re: Using ICE to drive text, how?

2016-05-14 Thread Alan Fregtman
Hi Andres,

Here's an old trick from my blog:

http://darkvertex.com/wp/2010/11/15/softimage-ice-string-to-particles/

It requires preparing the alphabet/glyphs as separate objects but after
that you can type sentences as particles.

On Thu, May 5, 2016, 7:34 AM Andy Nicholas  wrote:

> Okay...
>
> Another way to look at it is that if you go into XSI Explorer with it set
> to view "All Nodes" at the top, you can expand the "Text To Curve
> Converter" operator, and then expand the Text primitive. Under there,
> you'll find a Text parameter and a Width parameter. There's also another
> parameter that doesn't show its name. If you use the SDK Explorer, you can
> see that it's actually called "singleline" that represents whether to use
> single or multiple lines in your text.
>
> You can drag'n'drop the Text or Width parameters into an ICE tree to get
> their values, or use a Set Data to set the Text parameter. The Width
> parameter is read-only so you can't change it. You can change "singleline",
> but you have to type that one in, as drag'n'drop won't work as it doesn't
> have a label.
>
> None of these parameters have the green divot because their siCapabilities
> flags mean they're not animatable (again, see SDK Explorer and this:
> http://docs.autodesk.com/SI/2015/ENU/Softimage-Developer-Help//index.html#!/url=./si_om/siCapabilities.html),
> but there's nothing stopping you changing them over time using a scripted
> operator or ICE.
>
> Incidentally, if you want to try setting up a Scripted Operator to modify
> the text, just right click on the Text primitive (the one with the (P) icon
> under the "Text To Curve Convertor") and select "Set Scripted Operator..."
> in the context menu. Then, in the Scripted Operator Editor just set the
> Update code to read:
>
> Out.Value.text="Hello World!"
>
> (and don't forget to indent!)
>
> Does that help?
>
> A
>
> On 05/05/2016 11:53, Olivier Jeannel wrote:
>
> Would love a more in depth explanation
>
> On Thu, May 5, 2016 at 12:48 PM, Andy Nicholas 
> wrote:
>
>> I've used "text.text" before as an output port in scripted operators to
>> drive the text. So it stood to reason you could do it using ICE too. It's
>> just a normal parameter, albeit well hidden!
>>
>> On 05/05/2016 11:25, p...@bustykelp.com wrote:
>>
>> How did you discover that? I had no idea ICE could be used to ‘write’
>> text. It makes me wonder what other abilities are concealed within ICE.
>>
>> *From:* Andy Nicholas 
>> *Sent:* Wednesday, May 04, 2016 6:36 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Using ICE to drive text, how?
>>
>> To set the text for geometry, just create an ICE tree on the text object
>> and make a Set Data with it pointing at "self.text.text".
>> For conversions for integers and scalars to string, you can either use
>> Dan Yargici's "DanyTools" on http://www.rray.de/xsi, or create
>> expressions in parameters and pull those into ICE.
>>
>> Cheers,
>> Andy
>>
>> On 04/05/2016 18:27, Andres Stephens wrote:
>>
>>
>> I was delighted to see that I can use strings with ICE, even arrays.
>>
>> I started working with animation nodes in Blender but quickly hit a snag
>> as my large node trees drove the software to a grind. I could not scale my
>> data sets. I know ICE is better optimized.
>>
>> One thing I liked about Animation Nodes in Blender is the fact I can use
>> any value, integers to strings, on a text object. Great for motion
>> graphics.
>>
>> How do I do this in ICE? I hope it's obvious...
>>
>>
>> -Draise
>>
>>
>> --
>> Softimage Mailing List.
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>>
>>
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>
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Re: equirectangular uv

2016-05-14 Thread Francisco Criado
Sven!

Sorry for the late reply, already did the same jejej, just was looking
(innecesary) a more detailed way for unwraping the sphere...i think its
beacuse of having half of my brain on the unity scripting editor :S
Cheers,

Francisco.

2016-05-14 12:54 GMT-03:00 Sven Constable :

> Just did a test:
>
>
>
> Apply a spherical projection. Delete the inmost polygons on the pole,
> duplicate the resulting edge loop, scale it to zero. Move it up in the TE.
> :)
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sven Constable
> *Sent:* Saturday, May 14, 2016 5:34 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: equirectangular uv
>
>
>
> To fix distortion on the poles, XSI has a special mapping feature called
> 'implicit' (Clusters/…Texture Projection Def), but this is actually a
> mental ray feature and doesn't deal with UVs at all. So when exporting
> meshes you cannot use it, I think. I'm not familiar with Unity
> unfortunatly, maybe there is a similar feature for spherical projections
> not using UVs but instead a special projection method (perfect spherical) ?
>
> Otherwise, since a sphere always has poles/singularities you will get
> distortions on them. Workaround could get rid of the poles by deleting the
> inmost polygons on each pole, duplicating the resulting (open) edge loop,
> and scale it to zero. Resulting in many point on the same spot. Then
> relaxing them in the texture editor. Results could be ok, not sure. Maybe
> I'm  overcomplicating it.  Matt Lind needs to chime in :)
>
> Can't you use cubic mapping? That should avoid the problem in the first
> place.
>
>
>
> sven
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com
> ] *On Behalf Of *Francisco Criado
> *Sent:* Saturday, May 14, 2016 4:30 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: equirectangular uv
>
>
>
> Hi Sven,
>
> Tried to use spherical projection for mapping but get usual distortion on
> the poles, and since i need to export the sphere to unity for mapping 360
> it has to be perfect.
>
> Cheers,
>
> Francisco
>
>
>
> 2016-05-14 10:49 GMT-03:00 Sven Constable :
>
> Sorry, if I'm misunderstanding your question, but don't you need just a
> spherical projection using a equirectangular image?
>
> sven
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado
> *Sent:* Saturday, May 14, 2016 3:17 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* equirectangular uv
>
>
>
> Hi guys,
>
>
>
> i have a modified sphere on the poles, and tried using unfold to get a uv
> equirectangular projection. Its been a while since using softimage for uv
> work so maybe i have the answer just in front of me without notice.
>
> Any tips for achieving this?
>
> Thanks in advance!
>
>
>
> Francisco.
>
>
>
> --
>
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
>
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RE: equirectangular uv

2016-05-14 Thread Sven Constable
Just did a test:

 

Apply a spherical projection. Delete the inmost polygons on the pole, duplicate 
the resulting edge loop, scale it to zero. Move it up in the TE. :)  

 

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Saturday, May 14, 2016 5:34 PM
To: softimage@listproc.autodesk.com
Subject: RE: equirectangular uv

 

To fix distortion on the poles, XSI has a special mapping feature called 
'implicit' (Clusters/…Texture Projection Def), but this is actually a mental 
ray feature and doesn't deal with UVs at all. So when exporting meshes you 
cannot use it, I think. I'm not familiar with Unity unfortunatly, maybe there 
is a similar feature for spherical projections not using UVs but instead a 
special projection method (perfect spherical) ?

Otherwise, since a sphere always has poles/singularities you will get 
distortions on them. Workaround could get rid of the poles by deleting the 
inmost polygons on each pole, duplicating the resulting (open) edge loop, and 
scale it to zero. Resulting in many point on the same spot. Then relaxing them 
in the texture editor. Results could be ok, not sure. Maybe I'm  
overcomplicating it.  Matt Lind needs to chime in :)

Can't you use cubic mapping? That should avoid the problem in the first place.

 

sven 

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado
Sent: Saturday, May 14, 2016 4:30 PM
To: softimage@listproc.autodesk.com
Subject: Re: equirectangular uv

 

Hi Sven,

Tried to use spherical projection for mapping but get usual distortion on the 
poles, and since i need to export the sphere to unity for mapping 360 it has to 
be perfect.

Cheers,

Francisco

 

2016-05-14 10:49 GMT-03:00 Sven Constable :

Sorry, if I'm misunderstanding your question, but don't you need just a 
spherical projection using a equirectangular image? 

sven

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado
Sent: Saturday, May 14, 2016 3:17 PM
To: softimage@listproc.autodesk.com
Subject: equirectangular uv

 

Hi guys,

 

i have a modified sphere on the poles, and tried using unfold to get a uv 
equirectangular projection. Its been a while since using softimage for uv work 
so maybe i have the answer just in front of me without notice. 

Any tips for achieving this?

Thanks in advance!

 

Francisco.


 

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RE: equirectangular uv

2016-05-14 Thread Sven Constable
To fix distortion on the poles, XSI has a special mapping feature called 
'implicit' (Clusters/…Texture Projection Def), but this is actually a mental 
ray feature and doesn't deal with UVs at all. So when exporting meshes you 
cannot use it, I think. I'm not familiar with Unity unfortunatly, maybe there 
is a similar feature for spherical projections not using UVs but instead a 
special projection method (perfect spherical) ?

Otherwise, since a sphere always has poles/singularities you will get 
distortions on them. Workaround could get rid of the poles by deleting the 
inmost polygons on each pole, duplicating the resulting (open) edge loop, and 
scale it to zero. Resulting in many point on the same spot. Then relaxing them 
in the texture editor. Results could be ok, not sure. Maybe I'm  
overcomplicating it.  Matt Lind needs to chime in :)

Can't you use cubic mapping? That should avoid the problem in the first place.

 

sven 

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado
Sent: Saturday, May 14, 2016 4:30 PM
To: softimage@listproc.autodesk.com
Subject: Re: equirectangular uv

 

Hi Sven,

Tried to use spherical projection for mapping but get usual distortion on the 
poles, and since i need to export the sphere to unity for mapping 360 it has to 
be perfect.

Cheers,

Francisco

 

2016-05-14 10:49 GMT-03:00 Sven Constable :

Sorry, if I'm misunderstanding your question, but don't you need just a 
spherical projection using a equirectangular image? 

sven

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado
Sent: Saturday, May 14, 2016 3:17 PM
To: softimage@listproc.autodesk.com
Subject: equirectangular uv

 

Hi guys,

 

i have a modified sphere on the poles, and tried using unfold to get a uv 
equirectangular projection. Its been a while since using softimage for uv work 
so maybe i have the answer just in front of me without notice. 

Any tips for achieving this?

Thanks in advance!

 

Francisco.


 

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Friday Flashback #274

2016-05-14 Thread Stephen Blair
Another nice ICE tshirt design...

http://wp.me/powV4-3jK
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Re: equirectangular uv

2016-05-14 Thread Francisco Criado
Hi Sven,

Tried to use spherical projection for mapping but get usual distortion on
the poles, and since i need to export the sphere to unity for mapping 360
it has to be perfect.

Cheers,
Francisco

2016-05-14 10:49 GMT-03:00 Sven Constable :

> Sorry, if I'm misunderstanding your question, but don't you need just a
> spherical projection using a equirectangular image?
>
> sven
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado
> *Sent:* Saturday, May 14, 2016 3:17 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* equirectangular uv
>
>
>
> Hi guys,
>
>
>
> i have a modified sphere on the poles, and tried using unfold to get a uv
> equirectangular projection. Its been a while since using softimage for uv
> work so maybe i have the answer just in front of me without notice.
>
> Any tips for achieving this?
>
> Thanks in advance!
>
>
>
> Francisco.
>
>
>
> --
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



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RE: equirectangular uv

2016-05-14 Thread Sven Constable
Sorry, if I'm misunderstanding your question, but don't you need just a 
spherical projection using a equirectangular image? 

sven

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado
Sent: Saturday, May 14, 2016 3:17 PM
To: softimage@listproc.autodesk.com
Subject: equirectangular uv

 

Hi guys,

 

i have a modified sphere on the poles, and tried using unfold to get a uv 
equirectangular projection. Its been a while since using softimage for uv work 
so maybe i have the answer just in front of me without notice. 

Any tips for achieving this?

Thanks in advance!

 

Francisco.


 

-- 

  

 

 

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equirectangular uv

2016-05-14 Thread Francisco Criado
Hi guys,

i have a modified sphere on the poles, and tried using unfold to get a uv
equirectangular projection. Its been a while since using softimage for uv
work so maybe i have the answer just in front of me without notice.
Any tips for achieving this?
Thanks in advance!

Francisco.

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Re: Google Earth Pro 3D data or similar?

2016-05-14 Thread philipp seis
1+ for DEM Earth. All you need and super simple.

2016-05-13 17:11 GMT+02:00 adrian wyer :

> the problem with google is getting licensing sorted out... they are
> basically renting the imagery and different companies own different
> areas (it says which ones at the bottom of the page when you zoom in)
>
> a
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
> Bartholdy
> Sent: 13 May 2016 15:59
> To: softimage@listproc.autodesk.com
> Subject: Re: Google Earth Pro 3D data or similar?
>
> Sucks when you can sit and look at what you want in Google Earth, but just
> need some better filtering plus animation and additional 3D bits :/
>
> //MB
>
>
>
> > Den 13. maj 2016 klokken 16:35 skrev Jordi Bares :
> >
> >
> > Agreed, is either that or a world of massive pain to have full control.
> >
> > good luck
> > jb
> >
> >
> > > On 13 May 2016, at 15:33, adrian wyer 
> wrote:
> > >
> > > not what you want to hear but there's a really good plugin for cinema
> 4D
> > > that makes this stuff incredibly easy
> > >
> > > meh
> > >
> > > a
> > >
> > > -Original Message-
> > > From: softimage-boun...@listproc.autodesk.com
> > > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
> > > Bartholdy
> > > Sent: 13 May 2016 14:44
> > > To: softimage@listproc.autodesk.com
> > > Subject: RE: Google Earth Pro 3D data or similar?
> > >
> > > Thanks guys - good advice! You might have thunk it to be easier to do
> stuff
> > > like this in this day and age ;)
> > >
> > > //MB
> > >
> > >
> > >
> > >> Den 13. maj 2016 klokken 15:31 skrev adrian wyer
> > > :
> > >>
> > >>
> > >> buy global mapper for sure! although it's better if you have a budget
> for
> > >> the premium satellite imagery (the free stuff is ok in continental
> USA,
> > > but
> > >> globally not so hot)
> > >>
> > >>
> > >>
> > >> also buy this tutorial from Gnomon
> > >>
> > >
>
> https://www.thegnomonworkshop.com/tutorials/creating-terrains-with-satellite
> > >> -data-volume-1
> > >>
> > >>
> > >>
> > >> really good sections on using global mapper and getting elevation data
> and
> > >> imagery to line up
> > >>
> > >>
> > >>
> > >> finally screw google, we spent months trying to buy imagery from them
> and
> > >> they just don't know how to deal with 'customers'
> > >>
> > >>
> > >>
> > >> there are also independent satellite imaging companies, that often
> supply
> > >> their data for use in google maps/earth, so if you are well funded,
> you
> > >> could approach them directly
> > >>
> > >>
> > >>
> > >> a
> > >>
> > >>
> > >>
> > >>  _
> > >>
> > >> From: softimage-boun...@listproc.autodesk.com
> > >> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fabian
> > > Schnuer
> > >> Gohde
> > >> Sent: 13 May 2016 13:08
> > >> To: softimage@listproc.autodesk.com
> > >> Subject: Re: Google Earth Pro 3D data or similar?
> > >>
> > >>
> > >>
> > >> Hi,
> > >>
> > >> I have tried a few times and failed trying to get anything from Google
> > >> Earth. I used public DEM/GeoTIFF data last time I had to do something
> like
> > >> that. Depending where you are flying over there are also some good
> > > national
> > >> databases out there.
> > >>
> > >>
> > >>
> > >> You have stuff like http://aescripts.com/geolayers/ and there is at
> least
> > >> one 3dsmax plugin also.
> > >>
> > >>
> > >>
> > >> http://www.bluemarblegeo.com/products/global-mapper.php is a good
> low-cost
> > >> product for dealing with this sort of data and converting various
> GeoTIFF
> > >> projections for example.
> > >>
> > >>
> > >>
> > >> Best of luck.
> > >>
> > >> Fabian
> > >>
> > >>
> > >>
> > >> On 13 May 2016 at 13:44, Morten Bartholdy 
> wrote:
> > >>
> > >> I need to create a flyover of parts of Europe which is supposed to
> look
> > > very
> > >> much like in Google Earth, but with added bits and pieces I need to
> > > create.
> > >> I took a look at Google Earth Pro which pretty much provides the type
> of
> > >> imagery I need, but I want to get my hands on the 3D data with
> textures
> so
> > > I
> > >> can do my stuff in XSI, not just render a movie out from GEP.
> > >>
> > >> Google are not very helpful concerning how to contact them, so I
> thought
> > >> someone here surely had to do something similar at some point.
> > >>
> > >> Has anybody here succeeded in getting said Google Data or gone with a
> DM
> > >> data and sattelite imagery provider?
> > >>
> > >> Any hints will be most welcome.
> > >>
> > >> Thanks
> > >> Morten
> > >> --
> > >> Softimage Mailing List.
> > >> To unsubscribe, send a mail to
> softimage-requ...@listproc.autodesk.com
> > > with
> > >> "unsubscribe" in the subject, and reply to confirm.
> > >>
> > >>
> > >>
> > >> --
> > >> Softimage Mailing List.
> > >> To unsubscribe, send a mail to
> softimage-requ...@listproc.autodesk.com
> > > with "unsubscribe" in the subject, and reply to confirm.
> > > --
> > > Softim

Re: Open Weight Editor with specific properties

2016-05-14 Thread Martin Yara
I figured out my problem.

My solution was to create a new Weight Editor view, select  the property
you want, refresh the View and select back your selection.

In case someone need it, here is the script I'm using to open a Vertex
Color Editor.

#Python
from win32com.client import Dispatch as disp
xsi = Application

layout = xsi.Desktop.ActiveLayout
views = layout.Views

#Lock Weight Editor
xsi.SetValue("preferences.weighteditor.selectlock", True, "")

#Create New Weight Editor
WEview = views('VColor')
if not WEview:
WEview = layout.CreateView('Weight Editor', 'VColor')

#Get Selection
sel = xsi.GetValue('selectionlist')

#Gather All VColor Props
VCCol = disp( "XSI.Collection" )

for i in range(sel.Count):
item = sel(i)
itemType = str(item.type)
if itemType.find('SubComponent')!=-1:
obj = item.SubComponent.Parent3DObject
else:
obj = item

samplesCls = obj.ActivePrimitive.Geometry.Clusters.Filter('sample')
for sampleCl in samplesCls:
sampleClprops = sampleCl.Properties
for prop in sampleClprops:
if prop.type == 'vertexcolor':
VCCol.Add(prop)

#Select All Vertex Color Properties
xsi.SelectObj(VCCol)

#Select Back Original Selection
xsi.SelectObj(sel)

#Refresh View
WEview.Refresh()

On Wed, May 11, 2016 at 11:19 PM, Martin Yara  wrote:

> Hi, we are using the Vertex Color info for real time shading in our
> project, so we need to constantly edit the vertex colors, while dealing
> with envelope weights.
>
> I know that I can use the Open Weight Editor from the View menu or the
> Paint Tools panel to open multiple Editors and specify the property with
> the Select Property button. Now I'd like to automatize that, is it possible?
>
> Thanks
>
> Martin
>
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