Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-04 Thread Fabricio Chamon
ok thanks a lot for the deep explanation Nicolas.. All I need is a quick
way to get acceptable mocap results to feed into my own crowd workflow.
>From your description it seems that after some trial and error one is able
to get it going and produce some decent animations. For the price maybe
it's worth a try,
thanks again.

2016-08-04 11:19 GMT-03:00 Enter Reality <3dv...@gmail.com>:

> Hi Fabricio,
>
> If you take a look at the forum there are quite a lot of people
> complaining about lots of stuff, but it's also true that with 1500$ you
> won't get a super-professional product, even if I can say that the money I
> spent were well spent ( I backed the kickstarter campaign and got 2 of them
> for a total of 1000$ )
>
> In general the suit works pretty good and I have been working with it
> since January...in order to speed up the recording and to put the animation
> onto a character I created my own pipeline which right now allows me to
> record and process the animations in very short time.
>
> The time consuming part is at the beginning when you're start testing the
> entire setup ( lots of things can go wrong and will probably go wrong )
> The calibration itself ( if followed properly ) gives good results, but
> the actual "virtual puppet" which is rapresented isn't a 1:1 copy of you,
> since you can choose only the height of the character, nothing else.
> Since it's a IMU based mocap suit there are issues when you try to clap or
> you two-hand a sword for example, but this is something which can be easily
> adjusted later inside Maya/MoBu.
>
> You can use two methods to record animation: via USB or via Wifi
> USB works every time and it takes 1 second to be connected, while Wifi
> connection is ( most of the time ) completely random, so sometimes you're
> connected in 10 seconds while sometimes it takes up to 5 minutes...the
> developers themself are not sure why this is happening, which is great :D
>
> Once you're connected the only thing you need to take care of is to be
> away from magnetic source ( mobile phones, pc, and so on ).
> The software used to record the animation allows for some tweaking ( hips
> fixed in place, smoothing and so on ) and in general it works quite good,
> also considering that there are dedicated plugins for UE4, Unity, Motion
> Builder and iClone.
> Since January the sensors got magnetized last week, but that happended
> because I constantly worked with my mobile phone in my hands or very close
> to them, so I'm experiencing some drifting while recording...to demagnetize
> you have to re-calibrate the sensors, which is a bit time consuming, but in
> 20 minutes you're done.
>
> Overall I think that 1500$ for this suit are worthed if you don't need a
> super-high mocap suit, this is a very good solution for hobbyst but also
> for those who wants to create their own animation rather then paying
> someone else and probably giving away the amount of 4 suits.
> The tech issues are there, but it also depends on your setup.
> With my tower pc the wifi streaming works great, with my laptop the suit
> is not recognized, so if I need to record long animations in a large space
> I need to move my tower pc ( and everything else ) outside, which is a bit
> annoying but doable.
>
> Nicolas
>
> 2016-08-04 15:48 GMT+02:00 Fabricio Chamon :
>
>> Hey Nicolas, very nice! I'm particularly interested in the mocap suit.
>> Does it work well? How is the setup/calibration time? Any pros/cons? I can
>> see in the perception neuron website that you have to be extremely carefull
>> with your calibration or the system really will not work good enough. How
>> is your experience with that?
>>
>> Thanks for sharing, nice experiment!
>>
>>
>> Em quinta-feira, 4 de agosto de 2016, Enter Reality <3dv...@gmail.com>
>> escreveu:
>>
>>> Yep, I couldn't find a good enough sword so I put that in :D
>>>
>>> Possibly during the weekend I'll updated the scene with a multi-level
>>> environment ( which helps a lot with the ridiculous restriction on mobile )
>>> and maybe turn it into a game, but I doubt it ( single person development
>>> with zero programming knowledge ), but I'm curious to see how other people
>>> will use this setup
>>>
>>> 2016-08-04 13:00 GMT+02:00 Sebastien Sterling <
>>> sebastien.sterl...@gmail.com>:
>>>
 Is that Artoria's sword :P

 On 4 August 2016 at 12:39, Olivier Jeannel 
 wrote:

> Super ! Please keep us posted, very inspirating !
>
> On Thu, Aug 4, 2016 at 11:54 AM, Enter Reality <3dv...@gmail.com>
> wrote:
>
>> Hi guys,
>>
>> I just want to share one of the projects I'm developing using the
>> GearVR and a mocap suit.
>>
>> In short I'm walking inside a VR environment using the mocap suit to
>> walk around and interact with the environment
>>
>> GearVR Test Demo 
>>
>> I'm using a Samsung Galaxy S7 Edge and the 

Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-04 Thread Enter Reality
Hi Fabricio,

If you take a look at the forum there are quite a lot of people complaining
about lots of stuff, but it's also true that with 1500$ you won't get a
super-professional product, even if I can say that the money I spent were
well spent ( I backed the kickstarter campaign and got 2 of them for a
total of 1000$ )

In general the suit works pretty good and I have been working with it since
January...in order to speed up the recording and to put the animation onto
a character I created my own pipeline which right now allows me to record
and process the animations in very short time.

The time consuming part is at the beginning when you're start testing the
entire setup ( lots of things can go wrong and will probably go wrong )
The calibration itself ( if followed properly ) gives good results, but the
actual "virtual puppet" which is rapresented isn't a 1:1 copy of you, since
you can choose only the height of the character, nothing else.
Since it's a IMU based mocap suit there are issues when you try to clap or
you two-hand a sword for example, but this is something which can be easily
adjusted later inside Maya/MoBu.

You can use two methods to record animation: via USB or via Wifi
USB works every time and it takes 1 second to be connected, while Wifi
connection is ( most of the time ) completely random, so sometimes you're
connected in 10 seconds while sometimes it takes up to 5 minutes...the
developers themself are not sure why this is happening, which is great :D

Once you're connected the only thing you need to take care of is to be away
from magnetic source ( mobile phones, pc, and so on ).
The software used to record the animation allows for some tweaking ( hips
fixed in place, smoothing and so on ) and in general it works quite good,
also considering that there are dedicated plugins for UE4, Unity, Motion
Builder and iClone.
Since January the sensors got magnetized last week, but that happended
because I constantly worked with my mobile phone in my hands or very close
to them, so I'm experiencing some drifting while recording...to demagnetize
you have to re-calibrate the sensors, which is a bit time consuming, but in
20 minutes you're done.

Overall I think that 1500$ for this suit are worthed if you don't need a
super-high mocap suit, this is a very good solution for hobbyst but also
for those who wants to create their own animation rather then paying
someone else and probably giving away the amount of 4 suits.
The tech issues are there, but it also depends on your setup.
With my tower pc the wifi streaming works great, with my laptop the suit is
not recognized, so if I need to record long animations in a large space I
need to move my tower pc ( and everything else ) outside, which is a bit
annoying but doable.

Nicolas

2016-08-04 15:48 GMT+02:00 Fabricio Chamon :

> Hey Nicolas, very nice! I'm particularly interested in the mocap suit.
> Does it work well? How is the setup/calibration time? Any pros/cons? I can
> see in the perception neuron website that you have to be extremely carefull
> with your calibration or the system really will not work good enough. How
> is your experience with that?
>
> Thanks for sharing, nice experiment!
>
>
> Em quinta-feira, 4 de agosto de 2016, Enter Reality <3dv...@gmail.com>
> escreveu:
>
>> Yep, I couldn't find a good enough sword so I put that in :D
>>
>> Possibly during the weekend I'll updated the scene with a multi-level
>> environment ( which helps a lot with the ridiculous restriction on mobile )
>> and maybe turn it into a game, but I doubt it ( single person development
>> with zero programming knowledge ), but I'm curious to see how other people
>> will use this setup
>>
>> 2016-08-04 13:00 GMT+02:00 Sebastien Sterling <
>> sebastien.sterl...@gmail.com>:
>>
>>> Is that Artoria's sword :P
>>>
>>> On 4 August 2016 at 12:39, Olivier Jeannel 
>>> wrote:
>>>
 Super ! Please keep us posted, very inspirating !

 On Thu, Aug 4, 2016 at 11:54 AM, Enter Reality <3dv...@gmail.com>
 wrote:

> Hi guys,
>
> I just want to share one of the projects I'm developing using the
> GearVR and a mocap suit.
>
> In short I'm walking inside a VR environment using the mocap suit to
> walk around and interact with the environment
>
> GearVR Test Demo 
>
> I'm using a Samsung Galaxy S7 Edge and the Noitom Perception Neuron
> Suit, and all the data is sent to the smartphone via Wifi...a bit laggy,
> but considenring the setup I'm quite satisfied by the results.
>
> I've shared the entire project on the UE4 forum
> 
> if someone want to test the scene
>
> The video shows just a very simple environment, but future updates
> will include more content and 

Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-04 Thread Sebastien Sterling
Praise the Sun !

On 4 August 2016 at 15:48, Fabricio Chamon  wrote:

> Hey Nicolas, very nice! I'm particularly interested in the mocap suit.
> Does it work well? How is the setup/calibration time? Any pros/cons? I can
> see in the perception neuron website that you have to be extremely carefull
> with your calibration or the system really will not work good enough. How
> is your experience with that?
>
> Thanks for sharing, nice experiment!
>
>
> Em quinta-feira, 4 de agosto de 2016, Enter Reality <3dv...@gmail.com>
> escreveu:
>
>> Yep, I couldn't find a good enough sword so I put that in :D
>>
>> Possibly during the weekend I'll updated the scene with a multi-level
>> environment ( which helps a lot with the ridiculous restriction on mobile )
>> and maybe turn it into a game, but I doubt it ( single person development
>> with zero programming knowledge ), but I'm curious to see how other people
>> will use this setup
>>
>> 2016-08-04 13:00 GMT+02:00 Sebastien Sterling <
>> sebastien.sterl...@gmail.com>:
>>
>>> Is that Artoria's sword :P
>>>
>>> On 4 August 2016 at 12:39, Olivier Jeannel 
>>> wrote:
>>>
 Super ! Please keep us posted, very inspirating !

 On Thu, Aug 4, 2016 at 11:54 AM, Enter Reality <3dv...@gmail.com>
 wrote:

> Hi guys,
>
> I just want to share one of the projects I'm developing using the
> GearVR and a mocap suit.
>
> In short I'm walking inside a VR environment using the mocap suit to
> walk around and interact with the environment
>
> GearVR Test Demo 
>
> I'm using a Samsung Galaxy S7 Edge and the Noitom Perception Neuron
> Suit, and all the data is sent to the smartphone via Wifi...a bit laggy,
> but considenring the setup I'm quite satisfied by the results.
>
> I've shared the entire project on the UE4 forum
> 
> if someone want to test the scene
>
> The video shows just a very simple environment, but future updates
> will include more content and features.
>
> I'm not planning to focus on games using this setup, but I guess that
> this is a good way to show everyone what I'm doing.
>
> Best Regards
>
> Nicolas Esposito
>
> --
> 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: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-04 Thread Fabricio Chamon
Hey Nicolas, very nice! I'm particularly interested in the mocap suit. Does
it work well? How is the setup/calibration time? Any pros/cons? I can see
in the perception neuron website that you have to be extremely carefull
with your calibration or the system really will not work good enough. How
is your experience with that?

Thanks for sharing, nice experiment!

Em quinta-feira, 4 de agosto de 2016, Enter Reality <3dv...@gmail.com>
escreveu:

> Yep, I couldn't find a good enough sword so I put that in :D
>
> Possibly during the weekend I'll updated the scene with a multi-level
> environment ( which helps a lot with the ridiculous restriction on mobile )
> and maybe turn it into a game, but I doubt it ( single person development
> with zero programming knowledge ), but I'm curious to see how other people
> will use this setup
>
> 2016-08-04 13:00 GMT+02:00 Sebastien Sterling <
> sebastien.sterl...@gmail.com
> >:
>
>> Is that Artoria's sword :P
>>
>> On 4 August 2016 at 12:39, Olivier Jeannel > > wrote:
>>
>>> Super ! Please keep us posted, very inspirating !
>>>
>>> On Thu, Aug 4, 2016 at 11:54 AM, Enter Reality <3dv...@gmail.com
>>> > wrote:
>>>
 Hi guys,

 I just want to share one of the projects I'm developing using the
 GearVR and a mocap suit.

 In short I'm walking inside a VR environment using the mocap suit to
 walk around and interact with the environment

 GearVR Test Demo 

 I'm using a Samsung Galaxy S7 Edge and the Noitom Perception Neuron
 Suit, and all the data is sent to the smartphone via Wifi...a bit laggy,
 but considenring the setup I'm quite satisfied by the results.

 I've shared the entire project on the UE4 forum
 
 if someone want to test the scene

 The video shows just a very simple environment, but future updates will
 include more content and features.

 I'm not planning to focus on games using this setup, but I guess that
 this is a good way to show everyone what I'm doing.

 Best Regards

 Nicolas Esposito

 --
 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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>>> 
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
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Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-04 Thread Enter Reality
Yep, I couldn't find a good enough sword so I put that in :D

Possibly during the weekend I'll updated the scene with a multi-level
environment ( which helps a lot with the ridiculous restriction on mobile )
and maybe turn it into a game, but I doubt it ( single person development
with zero programming knowledge ), but I'm curious to see how other people
will use this setup

2016-08-04 13:00 GMT+02:00 Sebastien Sterling 
:

> Is that Artoria's sword :P
>
> On 4 August 2016 at 12:39, Olivier Jeannel  wrote:
>
>> Super ! Please keep us posted, very inspirating !
>>
>> On Thu, Aug 4, 2016 at 11:54 AM, Enter Reality <3dv...@gmail.com> wrote:
>>
>>> Hi guys,
>>>
>>> I just want to share one of the projects I'm developing using the GearVR
>>> and a mocap suit.
>>>
>>> In short I'm walking inside a VR environment using the mocap suit to
>>> walk around and interact with the environment
>>>
>>> GearVR Test Demo 
>>>
>>> I'm using a Samsung Galaxy S7 Edge and the Noitom Perception Neuron
>>> Suit, and all the data is sent to the smartphone via Wifi...a bit laggy,
>>> but considenring the setup I'm quite satisfied by the results.
>>>
>>> I've shared the entire project on the UE4 forum
>>> 
>>> if someone want to test the scene
>>>
>>> The video shows just a very simple environment, but future updates will
>>> include more content and features.
>>>
>>> I'm not planning to focus on games using this setup, but I guess that
>>> this is a good way to show everyone what I'm doing.
>>>
>>> Best Regards
>>>
>>> Nicolas Esposito
>>>
>>> --
>>> 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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>
>
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Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-04 Thread Sebastien Sterling
Is that Artoria's sword :P

On 4 August 2016 at 12:39, Olivier Jeannel  wrote:

> Super ! Please keep us posted, very inspirating !
>
> On Thu, Aug 4, 2016 at 11:54 AM, Enter Reality <3dv...@gmail.com> wrote:
>
>> Hi guys,
>>
>> I just want to share one of the projects I'm developing using the GearVR
>> and a mocap suit.
>>
>> In short I'm walking inside a VR environment using the mocap suit to walk
>> around and interact with the environment
>>
>> GearVR Test Demo 
>>
>> I'm using a Samsung Galaxy S7 Edge and the Noitom Perception Neuron Suit,
>> and all the data is sent to the smartphone via Wifi...a bit laggy, but
>> considenring the setup I'm quite satisfied by the results.
>>
>> I've shared the entire project on the UE4 forum
>> 
>> if someone want to test the scene
>>
>> The video shows just a very simple environment, but future updates will
>> include more content and features.
>>
>> I'm not planning to focus on games using this setup, but I guess that
>> this is a good way to show everyone what I'm doing.
>>
>> Best Regards
>>
>> Nicolas Esposito
>>
>> --
>> 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: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-04 Thread Olivier Jeannel
Super ! Please keep us posted, very inspirating !

On Thu, Aug 4, 2016 at 11:54 AM, Enter Reality <3dv...@gmail.com> wrote:

> Hi guys,
>
> I just want to share one of the projects I'm developing using the GearVR
> and a mocap suit.
>
> In short I'm walking inside a VR environment using the mocap suit to walk
> around and interact with the environment
>
> GearVR Test Demo 
>
> I'm using a Samsung Galaxy S7 Edge and the Noitom Perception Neuron Suit,
> and all the data is sent to the smartphone via Wifi...a bit laggy, but
> considenring the setup I'm quite satisfied by the results.
>
> I've shared the entire project on the UE4 forum
> 
> if someone want to test the scene
>
> The video shows just a very simple environment, but future updates will
> include more content and features.
>
> I'm not planning to focus on games using this setup, but I guess that this
> is a good way to show everyone what I'm doing.
>
> Best Regards
>
> Nicolas Esposito
>
> --
> 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: OT: Camera lens distortion

2016-08-04 Thread Jordi Bares
You want to approximate it from the track, that is the only truth you have.. 
where to put your VFX.

> On 3 Aug 2016, at 15:58, Adam Seeley  wrote:
> 
> Thanks peeps,
> 
> I was really just wondering whether any tracking software would just allow 
> you enter a camera/lens combination rather than having to approximate it from 
> the track.
> 
> Ta,
> 
> Adam.
> 
> 
> On 3 August 2016 at 14:50, christian  > wrote:
> maybe just use lightroom ? pretty easy to do lens adjustments in there and 
> batch conversions and so on.
> 
> On Wed, Aug 3, 2016 at 11:13 AM, Waylon Winn  > wrote:
> You could try PTLens. It has been awhile since I used it but it might be 
> useful.
> 
> http://epaperpress.com/ptlens/ 
> 
> Take care,
> 
> Waylon
> 
> On Wed, Aug 3, 2016 at 2:08 AM, Adam Seeley  > wrote:
> Hi folks,
> 
> Wondered if I could tap into some accumulated knowledge on the list.
> 
> Does any of the software out there allow you to undistort plates using ready 
> made profiles based on camera/lens combinations?
> 
> Have the problem of there not being enough time to shoot grids due to the 
> camera being fitted to a helicopter for evening shots.
> 
> I know there's various software for DLSR/lens combinations like DxO and even 
> Photoshop ,that will read EXIF or manually input information that will do the 
> job.
> 
> Thanks,
> 
> Adam
> 
> _
> Adam Seeley
> Love Vfx Ltd.
> www.LoveVfx.co.uk 
> www.linkedin.com/in/adamseeleyuk 
> www.vimeo.com/adamseeley 
> 
> 
> 
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Re: OT: Camera lens distortion

2016-08-04 Thread Jordi Bares
The big issue with lens databases is that they need to be very well crafted or 
you will end up trusting something that is not right although surely better 
than nothing… I guess.

To do it well we should be registering the grids with variations of focal 
lengths (zoom lenses of course) and for each of those a series of focal 
distances and this is VERY time consuming to do well. Assume a full day for a 
normal set of lenses and you will need a massive (truly massive) grid on a wall 
so there are some logistics involved too.

Furthermore, when you face old anamorphic lenses then all bets are off and you 
have to scale up the operation in a big way to do some decent tracking, only 
3DE can model degree 6 anamorphic distortions with lens breathing and the lot, 
therefore my tool of choice is 3DE, the rest feel like toys, very capable tools 
for 90% of the cases though but when things turn ugly… in my experience only 
3DE can crack these.

But it is obvious that with today’s constraints (time and money) it may be 
unrealistic to do the full thing so my suggestion is to operate with the new 
generation of Cooke or Arri lenses (Ultra Primes) and simplify the distortion 
grids to focal length and only on those shots that you envision problems to do 
the full set of Focal Length and Focal Distance.

A question I have… How much would you be happy to pay a month to have access to 
a properly constructed lens database (ready to go with any software)? consider 
this, if the lens is not already in the database you get the distortion done 
(provided you send the grids properly done) within hours for free and from then 
on is available to everyone. Would that be something the majority of people 
would be happy to pay for? I know I would but I am interested.

hope it helps
jb


> On 3 Aug 2016, at 13:17, Rob Wuijster  wrote:
> 
> Haven't used it in a while, but SynthEyes can do some undistorting as well, 
> when you have no grid while shooting.
> Rob
> \/-\/\/
> On 3-8-2016 11:13, Waylon Winn wrote:
>> You could try PTLens. It has been awhile since I used it but it might be 
>> useful.
>> 
>> http://epaperpress.com/ptlens/ 
>> 
>> Take care,
>> 
>> Waylon
>> 
>> On Wed, Aug 3, 2016 at 2:08 AM, Adam Seeley > > wrote:
>> Hi folks,
>> 
>> Wondered if I could tap into some accumulated knowledge on the list.
>> 
>> Does any of the software out there allow you to undistort plates using ready 
>> made profiles based on camera/lens combinations?
>> 
>> Have the problem of there not being enough time to shoot grids due to the 
>> camera being fitted to a helicopter for evening shots.
>> 
>> I know there's various software for DLSR/lens combinations like DxO and even 
>> Photoshop ,that will read EXIF or manually input information that will do 
>> the job.
>> 
>> Thanks,
>> 
>> Adam
>> 
>> _
>> Adam Seeley
>> Love Vfx Ltd.
>> www.LoveVfx.co.uk 
>> www.linkedin.com/in/adamseeleyuk 
>> www.vimeo.com/adamseeley 
>> 
>> 
>> 
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>> subject, and reply to confirm.
>> 
>> 
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Get all active objects (no comps selected)

2016-08-04 Thread Andrew Prostrelov
Here is a thread that already discussed similar problem:
https://xsisupport.com/2012/08/23/scripting-how-to-get-the-active-objects-for-component-selection/

But i can't figure out C+_+ realisation.

In short words:
Select object and switch to Edge or any component mode.
If we have no components selected, XSI::Selection instance after
Application().GetSelection() is empty.
So we can't get active objects until we select some edges etc.

So i try to find a way to get all active objects without any components
selected.
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