Autokey while playback

2016-05-16 Thread toonafish
I remember it being possible to automatically set keyframes while playing the 
animation by simply enabling autokey and translating or rotating an object in 
the viewport. But no matter what I try, it no longer seems to work. I only get 
a keyframe at the beginning and end of playback.

Is it me, or is this feature broken in SI 2015 ?

Thanks, Ronald


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RE: Autokey while playback

2016-05-16 Thread Sven Constable
Works here in 2015. Make sure, the Autokey function is using 'on any value
change' (Preferences/Animation)

 

sven

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of toonafish
Sent: Monday, May 16, 2016 1:51 PM
To: softimage@listproc.autodesk.com
Subject: Autokey while playback

 

I remember it being possible to automatically set keyframes while playing
the animation by simply enabling autokey and translating or rotating an
object in the viewport. But no matter what I try, it no longer seems to
work. I only get a keyframe at the beginning and end of playback.

 

Is it me, or is this feature broken in SI 2015 ?

 

Thanks, Ronald

 

 

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To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
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Re: Autokey while playback

2016-05-16 Thread toonafish
Strange, can’t get it to work. But I used the Device Input thingy instead, it 
needs a little more work to setup, but gets the job done.

Thanks, Sven


> On 16 May 2016, at 15:36, Sven Constable  wrote:
> 
> Works here in 2015. Make sure, the Autokey function is using 'on any value 
> change' (Preferences/Animation)
>  
> sven
>   <>
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of toonafish
> Sent: Monday, May 16, 2016 1:51 PM
> To: softimage@listproc.autodesk.com
> Subject: Autokey while playback
>  
> I remember it being possible to automatically set keyframes while playing the 
> animation by simply enabling autokey and translating or rotating an object in 
> the viewport. But no matter what I try, it no longer seems to work. I only 
> get a keyframe at the beginning and end of playback.
>  
> Is it me, or is this feature broken in SI 2015 ?
>  
> Thanks, Ronald
>  
>  
> --
> 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: Is there a well know workflow to have deformers drive/blendnicely with Syflex?

2016-05-16 Thread pedro santos
Hi Pierre
I'm not doing the animation, but here's the latest test I've uploaded
closer to completion: https://gfycat.com/NaughtySleepyBurro
I'm not using the same corrugation deformer. The previous one was more
interesting but the setup was very mesh specific and with lots of support
calcs not making it very friendly to port around. But it was cool enough
that I could have any custom shape. Shame.

What of the setup spiked your interest.

Anyways, Delta Much revealed itself very useful to recover some details
post sim as explained here. A tip for the future:
http://i.imgur.com/mNuSIKf.png

Cheers
Pedro



On Thu, May 12, 2016 at 3:53 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Wait, so could we see how did it ended up resulting? and the setup?
> Please? :D
>
> Cheers.
>
> On Thu, May 12, 2016 at 7:12 AM, Jason S  wrote:
>
>> Like the story of life  :P
>>
>>
>> On 05/12/16 7:36, pedro santos wrote:
>>
>> First time using Syflex, so after that fact clicked much simpler to get
>> to what I wanted, yes! Some wasted time on the way, though.
>>
>> Cheers
>>
>> On Thu, May 12, 2016 at 12:21 PM, Olivier Jeannel > > wrote:
>>
>>> this was ...simple in the end ?
>>>
>>>
>>> On Thu, May 12, 2016 at 12:46 PM, pedro santos 
>>> wrote:
>>>
 Just to conclude for any late readers. Constrains need some value in
 distance so the weight map does. Until this clicked it was a bit annoying.
 Going through the old operator documentation helped :)

 [image: Inline image 1]

 Cheers

 On Mon, May 9, 2016 at 3:17 PM, pedro santos 
 wrote:

> @Olivier The interpolation I was looking for was more in terms of
> "influence" as a force and not of the point positions as I do that with 
> the
> Delta Mush, but I'll give it another try on that front. Thanks.
>
> @Paul Will give that a stab as ICE one is stabbing me.
>
> Cheers
>
>
> On Mon, May 9, 2016 at 9:53 AM,  wrote:
>
>> One thing I’d say about Syflex is that the original non ICE version,
>> produces far better results in general than the ICE one, especially when
>> using things like Pinning. Its a totally different and more complex /
>> interesting result.
>> Worth trying to see the difference anyway.
>>
>> *From:* Olivier Jeannel 
>> *Sent:* Monday, May 09, 2016 8:51 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Is there a well know workflow to have deformers
>> drive/blendnicely with Syflex?
>>
>> A blend between positions ?
>> I think instead of using the exe out port of Syflex, you can dive
>> inside and output the point position.
>> Then blend (linear interpolate) between your "shape" point position
>> with a weightmap.
>> Not always ideal, because you usualy feels the "over the top"
>> deformation.
>> I sometimes used Mimic, but I had to fight with the stiff result.
>>
>> On Mon, May 9, 2016 at 8:53 AM, pedro santos 
>> wrote:
>>
>>> I like to build setups that are immediate, so I usually avoid
>>> simulation venues as they bring a processing overhead and visualization
>>> restriction (you have to build up from frame 0/1), but this time I 
>>> couldn't
>>> escape and I'm struggling to have to artistic direction with Syflex.
>>> So you have a reference of what I have in hands and accomplished so
>>> far: https://gfycat.com/WearyHappygoluckyAnole
>>>
>>> Issues:
>>> - I need to something like silk under water. I'm struggling to get
>>> the right mesh density/parameters/setup/forces for this and it seems
>>> whenever I change Syflex to something it's closer to it I bring it to a
>>> halt.
>>> - It's not clear to me the best way to blend between deformers and
>>> cloth so everything before the Syflex ICE operator can drive the sim but
>>> also be changed by it:
>>> a) I tried Mimic to another mesh, but although I could even animate
>>> the weight map to have a transition the interpretation of the weight map
>>> values is too abrupt: I can only get some transition effect between 
>>> around
>>> .01 and down, otherwise it will Mimic completely.
>>> b) I went with Pin instead but the weight map in this one doesn't
>>> even work. So it's just the cluster which is also quit abrupt but I like
>>> more the simulation in this one of the unaffected parts. If there's no
>>> simulation stack can use the object it"self" to as Pin input. Simulated 
>>> ICE
>>> tree also seems quite slower.
>>>
>>> I've read some threads but nothing conclusive, especially because
>>> it's a subject that requires lootttss of testing. So thank you for any
>>> insight.
>>>
>>> Cheers
>>> Pedro
>>>
>>>
>>> --
>>>
>>>
>>>
>>> * -- [image:
>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig

Re: equirectangular uv

2016-05-16 Thread pedro santos
Does this help?
https://gfycat.com/ShabbySeriousDrafthorse

On Sun, May 15, 2016 at 7:02 AM, Matt Lind  wrote:

> 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 r

Re: equirectangular uv

2016-05-16 Thread Francisco Criado
Nice!
is it available?
F.


2016-05-16 14:57 GMT-03:00 pedro santos :

> Does this help?
> https://gfycat.com/ShabbySeriousDrafthorse
>
> On Sun, May 15, 2016 at 7:02 AM, Matt Lind  wrote:
>
>> 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 U

Re: equirectangular uv

2016-05-16 Thread Matt Lind
Why does adding/removing a polygon cause the sphere to pick up a texture 
from the wrong part of the projection?

The last few seconds of the video shows a polygon being inserted in the 
front, but is mapped with a "&" symbol which is located at the opposite end 
of the UV texture space from those mapped to the adjacent polygons.

Matt



Date: Mon, 16 May 2016 18:57:43 +0100
From: pedro santos 
Subject: Re: equirectangular uv
To: Softimage Mailing List 

Does this help?
https://gfycat.com/ShabbySeriousDrafthorse

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Re: Is there a well know workflow to have deformers drive/blendnicely with Syflex?

2016-05-16 Thread pedro santos
You Delta Much!?
Funny mistake, name got all mushed up :)

On Mon, May 16, 2016 at 6:54 PM, pedro santos  wrote:

> Hi Pierre
> I'm not doing the animation, but here's the latest test I've uploaded
> closer to completion: https://gfycat.com/NaughtySleepyBurro
> I'm not using the same corrugation deformer. The previous one was more
> interesting but the setup was very mesh specific and with lots of support
> calcs not making it very friendly to port around. But it was cool enough
> that I could have any custom shape. Shame.
>
> What of the setup spiked your interest.
>
> Anyways, Delta Much revealed itself very useful to recover some details
> post sim as explained here. A tip for the future:
> http://i.imgur.com/mNuSIKf.png
>
> Cheers
> Pedro
>
>
>
> On Thu, May 12, 2016 at 3:53 PM, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> Wait, so could we see how did it ended up resulting? and the setup?
>> Please? :D
>>
>> Cheers.
>>
>> On Thu, May 12, 2016 at 7:12 AM, Jason S  wrote:
>>
>>> Like the story of life  :P
>>>
>>>
>>> On 05/12/16 7:36, pedro santos wrote:
>>>
>>> First time using Syflex, so after that fact clicked much simpler to get
>>> to what I wanted, yes! Some wasted time on the way, though.
>>>
>>> Cheers
>>>
>>> On Thu, May 12, 2016 at 12:21 PM, Olivier Jeannel <
>>> facialdel...@gmail.com> wrote:
>>>
 this was ...simple in the end ?


 On Thu, May 12, 2016 at 12:46 PM, pedro santos 
 wrote:

> Just to conclude for any late readers. Constrains need some value in
> distance so the weight map does. Until this clicked it was a bit annoying.
> Going through the old operator documentation helped :)
>
> [image: Inline image 1]
>
> Cheers
>
> On Mon, May 9, 2016 at 3:17 PM, pedro santos 
> wrote:
>
>> @Olivier The interpolation I was looking for was more in terms of
>> "influence" as a force and not of the point positions as I do that with 
>> the
>> Delta Mush, but I'll give it another try on that front. Thanks.
>>
>> @Paul Will give that a stab as ICE one is stabbing me.
>>
>> Cheers
>>
>>
>> On Mon, May 9, 2016 at 9:53 AM,  wrote:
>>
>>> One thing I’d say about Syflex is that the original non ICE version,
>>> produces far better results in general than the ICE one, especially when
>>> using things like Pinning. Its a totally different and more complex /
>>> interesting result.
>>> Worth trying to see the difference anyway.
>>>
>>> *From:* Olivier Jeannel 
>>> *Sent:* Monday, May 09, 2016 8:51 AM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: Is there a well know workflow to have deformers
>>> drive/blendnicely with Syflex?
>>>
>>> A blend between positions ?
>>> I think instead of using the exe out port of Syflex, you can dive
>>> inside and output the point position.
>>> Then blend (linear interpolate) between your "shape" point position
>>> with a weightmap.
>>> Not always ideal, because you usualy feels the "over the top"
>>> deformation.
>>> I sometimes used Mimic, but I had to fight with the stiff result.
>>>
>>> On Mon, May 9, 2016 at 8:53 AM, pedro santos 
>>> wrote:
>>>
 I like to build setups that are immediate, so I usually avoid
 simulation venues as they bring a processing overhead and visualization
 restriction (you have to build up from frame 0/1), but this time I 
 couldn't
 escape and I'm struggling to have to artistic direction with Syflex.
 So you have a reference of what I have in hands and accomplished so
 far: https://gfycat.com/WearyHappygoluckyAnole

 Issues:
 - I need to something like silk under water. I'm struggling to get
 the right mesh density/parameters/setup/forces for this and it seems
 whenever I change Syflex to something it's closer to it I bring it to a
 halt.
 - It's not clear to me the best way to blend between deformers and
 cloth so everything before the Syflex ICE operator can drive the sim 
 but
 also be changed by it:
 a) I tried Mimic to another mesh, but although I could even animate
 the weight map to have a transition the interpretation of the weight 
 map
 values is too abrupt: I can only get some transition effect between 
 around
 .01 and down, otherwise it will Mimic completely.
 b) I went with Pin instead but the weight map in this one doesn't
 even work. So it's just the cluster which is also quit abrupt but I 
 like
 more the simulation in this one of the unaffected parts. If there's no
 simulation stack can use the object it"self" to as Pin input. 
 Simulated ICE
 tree also seems quite slower.

 I've read some threads but nothing conclusive, especially bec

Re: Autokey while playback

2016-05-16 Thread Jason S

  
  
Hi,
  
  @Sven are you sure you got it working?  I may be wronng, but I
  don't think playback with transforms + autokey ever worked 
  (or was meant to work) to capture transform actions.
  
  @toonafish   Sorry for not posting sooner, but this also should
  work for recording viewport actions;
  http://www.si-community.com/community/viewtopic.php?p=53922#p53922
  
  Cheers,
  -J
  
  On 05/16/16 13:25, toonafish wrote:


  
  Strange, can’t get it to work. But I used the Device Input thingy
  instead, it needs a little more work to setup, but gets the job
  done.
  
  
  Thanks, Sven

  


  



  
On 16 May 2016, at 15:36, Sven Constable 
  wrote:


  
Works
here in 2015. Make sure, the Autokey function is
using 'on any value change' (Preferences/Animation)
 
sven
 

  
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of toonafish
Sent: Monday,
May 16, 2016 1:51 PM
To: softimage@listproc.autodesk.com
Subject: Autokey
while playback
  

 
I
  remember it being possible to automatically set
  keyframes while playing the animation by simply
  enabling autokey and translating or rotating an object
  in the viewport. But no matter what I try, it no
  longer seems to work. I only get a keyframe at the
  beginning and end of playback.

   


  Is
it me, or is this feature broken in SI 2015 ?
  
 
  
  
Thanks, Ronald

  

   

  

 
  

  
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  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: Autokey while playback

2016-05-16 Thread Sven Constable
Yes, autokey while playing works here. With transformations as well as other
keyable parameters.

sven 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S
Sent: Monday, May 16, 2016 10:52 PM
To: softimage@listproc.autodesk.com
Subject: Re: Autokey while playback

 

Hi,

@Sven are you sure you got it working?  I may be wronng, but I don't think
playback with transforms + autokey ever worked 
(or was meant to work) to capture transform actions.

@toonafish   Sorry for not posting sooner, but this also should work for
recording viewport actions;
http://www.si-community.com/community/viewtopic.php?p=53922#p53922

Cheers,
-J

On 05/16/16 13:25, toonafish wrote:

Strange, can't get it to work. But I used the Device Input thingy instead,
it needs a little more work to setup, but gets the job done. 

 

Thanks, Sven

 

 

On 16 May 2016, at 15:36, Sven Constable  wrote:

 

Works here in 2015. Make sure, the Autokey function is using 'on any value
change' (Preferences/Animation)

 

sven

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of toonafish
Sent: Monday, May 16, 2016 1:51 PM
To: softimage@listproc.autodesk.com
Subject: Autokey while playback

 

I remember it being possible to automatically set keyframes while playing
the animation by simply enabling autokey and translating or rotating an
object in the viewport. But no matter what I try, it no longer seems to
work. I only get a keyframe at the beginning and end of playback.

 

Is it me, or is this feature broken in SI 2015 ?

 

Thanks, Ronald

 

 

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To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
"unsubscribe" in the subject, and reply to confirm.

 






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"unsubscribe" in the subject, and reply to confirm.

 

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Re: modding

2016-05-16 Thread jentzen mooney
I am not sure what kind area of modding you want to focus on,
I would choose the version that has most supported tools, but I am sure
once you find the file formats you will be golden
Here is one forum list of tools
http://www.twcenter.net/forums/showthread.php?619470-Tools-Tutorials-and-Resources-%28updated-Sept-17th%29

Here is another
http://www.twcenter.net/wiki/M2TW_Modding_Tools

happy modding

On Thu, Feb 25, 2016 at 2:41 AM, Chris Marshall 
wrote:

> Hi All,
> Slightly off at a tangent. Anyone know anything about modding Total War?
> I've never done anything like that before and have no idea where to start?
> What copy of Total War do I need? Where do I start?
>
> Cheers
>
>
>
>
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> 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: Autokey while playback

2016-05-16 Thread Jason S

  
  
Hum! perhaps there is another pref that
  may affect it?
  
  So it creates a key every frame while playback as you do
  transforms (or slider changes) ?
  
  
  On 05/16/16 17:43, Sven Constable wrote:


  
  
  
  
Yes,
autokey while playing works here. With transformations as
well as other keyable parameters.
sven

 

  
From:
softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On
  Behalf Of Jason S
Sent: Monday, May 16, 2016 10:52 PM
To: softimage@listproc.autodesk.com
Subject: Re: Autokey while playback
  

 

  Hi,

@Sven are you sure you got it working?  I may be wronng, but
I don't think playback with transforms + autokey ever worked

(or was meant to work) to capture transform actions.

@toonafish   Sorry for not posting sooner, but this also
should work for recording viewport actions;
http://www.si-community.com/community/viewtopic.php?p=53922#p53922

Cheers,
-J

On 05/16/16 13:25, toonafish wrote:


  Strange, can’t get it to work. But I used
the Device Input thingy instead, it needs a little more work
to setup, but gets the job done. 
  
 
  
  
Thanks, Sven

  

   

  

 

  

  On 16 May 2016, at 15:36, Sven
Constable 
wrote:

 

  
Works
here in 2015. Make sure, the Autokey function is
using 'on any value change'
(Preferences/Animation)
  
  
 
  
  
sven
  
  
 
  
  

  
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On
  Behalf Of toonafish
Sent: Monday,
May 16, 2016 1:51 PM
To: softimage@listproc.autodesk.com
Subject: Autokey
while playback
  

  
  
 
  
  
I remember it being possible to
  automatically set keyframes while playing the
  animation by simply enabling autokey and
  translating or rotating an object in the viewport.
  But no matter what I try, it no longer seems to
  work. I only get a keyframe at the beginning and
  end of playback.
  
  

   

  
  

  Is it me, or is this feature
broken in SI 2015 ?


  
 
  


  
Thanks, Ronald
  
  

  

   

  

  
  
 
  

  
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  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: Autokey while playback

2016-05-16 Thread Sven Constable
I did a few tests and changed most of the prefs in the playback option,
playback preferences and global preferences back and forth  but it remains
working. So, yes, autokey during playback works here (it creates keyframes
for every parameter changed, no matter if its sliders or interactive
transforms . I'm on SI2015 SP2. I have no idea why it should not work. Afaik
it was always like that.

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S
Sent: Tuesday, May 17, 2016 12:12 AM
To: softimage@listproc.autodesk.com
Subject: Re: Autokey while playback

 

Hum! perhaps there is another pref that may affect it?

So it creates a key every frame while playback as you do transforms (or
slider changes) ?


On 05/16/16 17:43, Sven Constable wrote:

Yes, autokey while playing works here. With transformations as well as other
keyable parameters.

sven 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S
Sent: Monday, May 16, 2016 10:52 PM
To: softimage@listproc.autodesk.com
Subject: Re: Autokey while playback

 

Hi,

@Sven are you sure you got it working?  I may be wronng, but I don't think
playback with transforms + autokey ever worked 
(or was meant to work) to capture transform actions.

@toonafish   Sorry for not posting sooner, but this also should work for
recording viewport actions;
http://www.si-community.com/community/viewtopic.php?p=53922#p53922

Cheers,
-J

On 05/16/16 13:25, toonafish wrote:

Strange, can't get it to work. But I used the Device Input thingy instead,
it needs a little more work to setup, but gets the job done. 

 

Thanks, Sven

 

 

On 16 May 2016, at 15:36, Sven Constable  wrote:

 

Works here in 2015. Make sure, the Autokey function is using 'on any value
change' (Preferences/Animation)

 

sven

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of toonafish
Sent: Monday, May 16, 2016 1:51 PM
To: softimage@listproc.autodesk.com
Subject: Autokey while playback

 

I remember it being possible to automatically set keyframes while playing
the animation by simply enabling autokey and translating or rotating an
object in the viewport. But no matter what I try, it no longer seems to
work. I only get a keyframe at the beginning and end of playback.

 

Is it me, or is this feature broken in SI 2015 ?

 

Thanks, Ronald

 

 

--
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: Autokey while playback

2016-05-16 Thread Sven Constable
Here are screenshots of the prefs I'm using:
www.imagefront.de/tmp/playback_prefs.jpg

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Tuesday, May 17, 2016 12:41 AM
To: softimage@listproc.autodesk.com
Subject: RE: Autokey while playback

 

I did a few tests and changed most of the prefs in the playback option,
playback preferences and global preferences back and forth  but it remains
working. So, yes, autokey during playback works here (it creates keyframes
for every parameter changed, no matter if its sliders or interactive
transforms . I'm on SI2015 SP2. I have no idea why it should not work. Afaik
it was always like that.

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S
Sent: Tuesday, May 17, 2016 12:12 AM
To: softimage@listproc.autodesk.com
Subject: Re: Autokey while playback

 

Hum! perhaps there is another pref that may affect it?

So it creates a key every frame while playback as you do transforms (or
slider changes) ?


On 05/16/16 17:43, Sven Constable wrote:

Yes, autokey while playing works here. With transformations as well as other
keyable parameters.

sven 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S
Sent: Monday, May 16, 2016 10:52 PM
To: softimage@listproc.autodesk.com
Subject: Re: Autokey while playback

 

Hi,

@Sven are you sure you got it working?  I may be wronng, but I don't think
playback with transforms + autokey ever worked 
(or was meant to work) to capture transform actions.

@toonafish   Sorry for not posting sooner, but this also should work for
recording viewport actions;
http://www.si-community.com/community/viewtopic.php?p=53922#p53922

Cheers,
-J

On 05/16/16 13:25, toonafish wrote:

Strange, can't get it to work. But I used the Device Input thingy instead,
it needs a little more work to setup, but gets the job done. 

 

Thanks, Sven

 

 

On 16 May 2016, at 15:36, Sven Constable  wrote:

 

Works here in 2015. Make sure, the Autokey function is using 'on any value
change' (Preferences/Animation)

 

sven

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of toonafish
Sent: Monday, May 16, 2016 1:51 PM
To: softimage@listproc.autodesk.com
Subject: Autokey while playback

 

I remember it being possible to automatically set keyframes while playing
the animation by simply enabling autokey and translating or rotating an
object in the viewport. But no matter what I try, it no longer seems to
work. I only get a keyframe at the beginning and end of playback.

 

Is it me, or is this feature broken in SI 2015 ?

 

Thanks, Ronald

 

 

--
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.

 





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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: Autokey while playback

2016-05-16 Thread Jason S

  
  
Hum! Okay,  perhaps I was thrown of
  because there has been 2 different addons for that, and as far as
  I know (perhaps because of a setting) making transforms while
  playback with autokey, created one keyframe on drag release, and
  then couldn't be moved as well as with anything already with
  keyframes.
  
  Good to know it's possible! It's a pretty neat feature (also for
  sliders!)
  
  On 05/16/16 18:41, Sven Constable wrote:


  
  
  
  
I
did a few tests and changed most of the prefs in the
playback option, playback preferences and global preferences
back and forth  but it remains working. So, yes, autokey
during playback works here (it creates keyframes for every
parameter changed, no matter if its sliders or interactive
transforms . I'm on SI2015 SP2. I have no idea why it should
not work. Afaik it was always like that.
 
 

  
From:
softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On
  Behalf Of Jason S
Sent: Tuesday, May 17, 2016 12:12 AM
To: softimage@listproc.autodesk.com
Subject: Re: Autokey while playback
  

 

  Hum! perhaps there is another pref that
may affect it?

So it creates a key every frame while playback as you do
transforms (or slider changes) ?


On 05/16/16 17:43, Sven Constable wrote:


  Yes,
  autokey while playing works here. With transformations as
  well as other keyable parameters.
  sven

   
  

  From:
  softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com]
  On Behalf Of Jason S
  Sent: Monday, May 16, 2016 10:52 PM
  To: softimage@listproc.autodesk.com
  Subject: Re: Autokey while playback

  
   
  
Hi,
  
  @Sven are you sure you got it working?  I may be wronng,
  but I don't think playback with transforms + autokey ever
  worked 
  (or was meant to work) to capture transform actions.
  
  @toonafish   Sorry for not posting sooner, but this also
  should work for recording viewport actions;
  http://www.si-community.com/community/viewtopic.php?p=53922#p53922
  
  Cheers,
  -J
  
  On 05/16/16 13:25, toonafish wrote:
  
  
Strange, can’t get it to work. But I
  used the Device Input thingy instead, it needs a little
  more work to setup, but gets the job done. 

   


  Thanks, Sven
  

  
 
  

  
   
  

  
On 16 May 2016, at 15:36, Sven
  Constable 
  wrote:
  
   
  

  Works
  here in 2015. Make sure, the Autokey function
  is using 'on any value change'
  (Preferences/Animation)


   


  sven


   


  

  From: softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com] On
Behalf Of toonafish
  Sent: Monday,
  May 16, 2016 1:51 PM
  To: softimage@listproc.autodesk.com
  Subject: Autokey
  while playback

  


   


  I remember it being possible
to automatically set keyframes while playing the
animation by simply enabling autokey and
translating or rotating an object in the
   

Re: Autokey while playback

2016-05-16 Thread Jason S

  
  
Hum, Perhaps it's also a GPU thing.  Or
  perhaps it works, but when the mouse is released that a keyframe
  is created during playback? Or does it create consecutive
  keyframes -while- a slider is being dragged (without ever
  releasing mouse) ?
  
  (would be awesome if so :-] ) 
  
  
  On 05/16/16 18:59, Sven Constable wrote:


  
  
  
  
Here
are screenshots of the prefs I'm using:
www.imagefront.de/tmp/playback_prefs.jpg
 
 

  
From:
softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On
  Behalf Of Sven Constable
Sent: Tuesday, May 17, 2016 12:41 AM
To: softimage@listproc.autodesk.com
Subject: RE: Autokey while playback
  

 
I
did a few tests and changed most of the prefs in the
playback option, playback preferences and global preferences
back and forth  but it remains working. So, yes, autokey
during playback works here (it creates keyframes for every
parameter changed, no matter if its sliders or interactive
transforms . I'm on SI2015 SP2. I have no idea why it should
not work. Afaik it was always like that.
 
 

  
From:
softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Jason S
Sent: Tuesday, May 17, 2016 12:12 AM
To: softimage@listproc.autodesk.com
Subject: Re: Autokey while playback
  

 

  Hum! perhaps there is another pref that
may affect it?

So it creates a key every frame while playback as you do
transforms (or slider changes) ?


On 05/16/16 17:43, Sven Constable wrote:


  Yes,
  autokey while playing works here. With transformations as
  well as other keyable parameters.
  sven

   
  

  From:
  softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com]
  On Behalf Of Jason S
  Sent: Monday, May 16, 2016 10:52 PM
  To: softimage@listproc.autodesk.com
  Subject: Re: Autokey while playback

  
   
  
Hi,
  
  @Sven are you sure you got it working?  I may be wronng,
  but I don't think playback with transforms + autokey ever
  worked 
  (or was meant to work) to capture transform actions.
  
  @toonafish   Sorry for not posting sooner, but this also
  should work for recording viewport actions;
  http://www.si-community.com/community/viewtopic.php?p=53922#p53922
  
  Cheers,
  -J
  
  On 05/16/16 13:25, toonafish wrote:
  
  
Strange, can’t get it to work. But I
  used the Device Input thingy instead, it needs a little
  more work to setup, but gets the job done. 

   


  Thanks, Sven
  

  
 
  

  
   
  

  
On 16 May 2016, at 15:36, Sven
  Constable 
  wrote:
  
   
  

  Works
  here in 2015. Make sure, the Autokey function
  is using 'on any value change'
  (Preferences/Animation)


   


  sven


   


  

  From: softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com] On
Behalf Of toonafish
  Sent: Monday,
  May 16, 2016 1:51 PM
  To: softimage@listproc.autodesk.com
  Subject: Autokey
  while playback
   

RE: equirectangular uv

2016-05-16 Thread Matt Lind
Implicit simply means the texture is projected without explicitly defined UV
coordinates per polygon.  Like using a slide projector to project the image
onto a surface.  That's why it's confined to the basic texture projection
types as the method to project the image onto the surface needs to be
defined as an algorithm.  The advantage is polygon surfaces can get more
granular/precise placement of texels because normally they rely on normals
and UVs defined at the vertices and interpolated across the polygon for
placement which gets less accurate the larger the polygon is relative to the
texture space coverage.  That is independent of an equirectangular
projection mapping method which Softimage does not have by default (other
than spherical mapping).

I don't think it's strictly a mental ray feature, but even if it were, any
surface attribute produced by mental ray can be captured using
rendermap/ultimapper/lightmapper and exported where needed.  You may be able
to build your own projection using ICE, but a mental ray shader would
produce better results as it has the advantage of the subsampling and
interpolation methods available in the renderer which are significantly
higher quality and more granular than anything ICE has access to.
Developing a shader would also be easier.

I conducted an experiment by applying Catmull-Clark subdivision smoothing to
a cube, applying a spherical texture projection, then rendermapping the
result.  After that, I created my own spherical mapping shader in the
rendertree using the available nodes, applied it to the cube, then
rendermapped that too.  Comparing the results side by side revealed some
broken internals of Softimage.

As it turns out, the default spherical mapping as seen in the viewports is
all Fd up, but if you rendermap that projection, the resulting image
will be perfectly clean without distortion at the poles.  Conversely, my
self-devised spherical shader built in the rendertree looked perfect in the
viewports/render region, but rendermap captured distortion at the poles
equivalent to what you see in the viewports with the default spherical
projection.  Apparently the viewports and rendermap use different algorithms
for the same work.

Getting back to the original question - the fact you see garbage at the 
poles of the sphere in the Softimage viewports should be of no concern 
because it's isolated to the viewports and should not transfer to Unity or 
whatever engine you're exporting your stuff.  Equirectangular projections 
created with Rendermap will come out clean.

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 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 

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RE: Autokey while playback

2016-05-16 Thread Sven Constable
No, it creates keyframes on release. Consecutive keyframes *could* be
possible when using channels, like back in the days with Soft|3D. I never
used that feature in XSI but it's implemented somewhere. I was thinking of a
possible GPU or maybe OS issue too. I can't verify it, because I'm entirely
on Win7 on all machines (tested Win10 an dropped it).  I'm using a Nvidia
GTX980ti. Are you able to change parameters and drag stuff around during
playback at all?
Would be interesting if others could check the autokey on playback behavior
on their machines.

sven

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S
Sent: Tuesday, May 17, 2016 1:25 AM
To: softimage@listproc.autodesk.com
Subject: Re: Autokey while playback

 

Hum, Perhaps it's also a GPU thing.  Or perhaps it works, but when the mouse
is released that a keyframe is created during playback? Or does it create
consecutive keyframes -while- a slider is being dragged (without ever
releasing mouse) ?

(would be awesome if so :-] ) 


On 05/16/16 18:59, Sven Constable wrote:

Here are screenshots of the prefs I'm using:
www.imagefront.de/tmp/playback_prefs.jpg

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Tuesday, May 17, 2016 12:41 AM
To: softimage@listproc.autodesk.com
Subject: RE: Autokey while playback

 

I did a few tests and changed most of the prefs in the playback option,
playback preferences and global preferences back and forth  but it remains
working. So, yes, autokey during playback works here (it creates keyframes
for every parameter changed, no matter if its sliders or interactive
transforms . I'm on SI2015 SP2. I have no idea why it should not work. Afaik
it was always like that.

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S
Sent: Tuesday, May 17, 2016 12:12 AM
To: softimage@listproc.autodesk.com
Subject: Re: Autokey while playback

 

Hum! perhaps there is another pref that may affect it?

So it creates a key every frame while playback as you do transforms (or
slider changes) ?


On 05/16/16 17:43, Sven Constable wrote:

Yes, autokey while playing works here. With transformations as well as other
keyable parameters.

sven 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S
Sent: Monday, May 16, 2016 10:52 PM
To: softimage@listproc.autodesk.com
Subject: Re: Autokey while playback

 

Hi,

@Sven are you sure you got it working?  I may be wronng, but I don't think
playback with transforms + autokey ever worked 
(or was meant to work) to capture transform actions.

@toonafish   Sorry for not posting sooner, but this also should work for
recording viewport actions;
http://www.si-community.com/community/viewtopic.php?p=53922#p53922

Cheers,
-J

On 05/16/16 13:25, toonafish wrote:

Strange, can't get it to work. But I used the Device Input thingy instead,
it needs a little more work to setup, but gets the job done. 

 

Thanks, Sven

 

 

On 16 May 2016, at 15:36, Sven Constable  wrote:

 

Works here in 2015. Make sure, the Autokey function is using 'on any value
change' (Preferences/Animation)

 

sven

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of toonafish
Sent: Monday, May 16, 2016 1:51 PM
To: softimage@listproc.autodesk.com
Subject: Autokey while playback

 

I remember it being possible to automatically set keyframes while playing
the animation by simply enabling autokey and translating or rotating an
object in the viewport. But no matter what I try, it no longer seems to
work. I only get a keyframe at the beginning and end of playback.

 

Is it me, or is this feature broken in SI 2015 ?

 

Thanks, Ronald

 

 

--
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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2013 Licenses

2016-05-16 Thread Martin Yara
Is anyone having problems with their 2013 licenses?

We have a few stand alone Maya with SI licenses with subscription and a few
days ago (about a week or maybe more), SI 2013 licenses have stopped
working and they are not longer in my Account License Manager. I've
contacted my reseller but I'm still waiting for their response.

At this rate, eventually we won't be able to use Softimage anymore?

Martin
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