Re: OT - In Berlin

2017-02-10 Thread Fabricio Chamon
..and of course I mispelled Germany! haha..shame =)

2017-02-11 0:53 GMT+01:00 Fabricio Chamon :

> Hey German folks,
>
> Sorry for the OT, I'm in Berlin for the next 2 months, maybe someone is up
> for a beer or two, chat about 3d, life or anything else. I know German has
> many great former Softimage TDs around, and super talented artists as
> well... so if someone is keen to catch up sometime just tell me the place.
> =)
>
> Better reply to this e-mail: fabricio.cha...@gmail.com
>
> Have a nice weekend guys.
>
> Cheers,
> Fabricio Chamon
>
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OT - In Berlin

2017-02-10 Thread Fabricio Chamon
Hey German folks,

Sorry for the OT, I'm in Berlin for the next 2 months, maybe someone is up
for a beer or two, chat about 3d, life or anything else. I know German has
many great former Softimage TDs around, and super talented artists as
well... so if someone is keen to catch up sometime just tell me the place.
=)

Better reply to this e-mail: fabricio.cha...@gmail.com

Have a nice weekend guys.

Cheers,
Fabricio Chamon
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Re: Soft to Houdini custom shelf / scripts.

2017-02-10 Thread Jordi Bares
A few thoughts of mine.. hope you don’t mind poking at those suggestions…

> On 3 Feb 2017, at 20:11, Ed Schiffer  wrote:
> hi Tim
> I am just starting in Houdini as well and would be interested in a XSI Shelf 
> tools.

Good idea

> for these particular issues you mentioned, you could match the Translate, 
> Rotate, Scale and or Pivot using the icons on the right of these parameters. 
> very useful!

You have matching of transformations but may be I could put together a few 
Softimage friendly ones too…

> and on the Modify shelft tab you have the Center Pivot button as well.

You may not want that, I rather suggest you install qLib and you will have a 
bunch of presets installed on normal translation nodes that allow you to do the 
centroid quickly, also placing in the center of the world, on the floor, etc...

> also, under the Pre-Transform dropdown at the top of the Transforms tab, you 
> have Clean Transforms/Translate/Rotate/Scale with for my understanding are 
> basic as the Freeze in XSI. when you Extract these you get your global 
> transforms and when you Reset them you'd be setting the Pre-Transforms back 
> to zero…

The pretransforms are like XSI neutral pose

Regarding Freeze… that is one of the things you may not want to inherit in 
Houdini. Although at first made sense to me once I got a bit more under the 
bonnet it was obvious that you can do it without having to rely on freezing. 
Either by saving to disk, storing the resulting network on the scene or other 
means.
> 
> hope that makes sense, I thought it to be very straightforward. Houdini is 
> very rewarding to learn, hope you enjoy.

:-)
jb

> 
> cheers
> 
> On 3 February 2017 at 15:12, Tim Bolland  > wrote:
> Hey, I'm currently taking a good look at Houdini as an application moving 
> forward and I'm wondering if anyone has or uses any custom scripts to mimic 
> some of the more used functions of Softimage. I'm thinking of things such as 
> "Match All Transforms" and "Move Center to Vertices". General workflow 
> commands you realise you miss when you jump into new software, I can imagine 
> a script savvy guy out there must have whipped up custom shelf as soon as the 
> program opened . Any information would be hugely 
> appreciated. 
> 
> Cheers,
> 
> 
> Tim
> 
> 
> 
> 
> 
> 
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> 
> 
> 
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Re: Soft to Houdini custom shelf / scripts.

2017-02-10 Thread Pierre Schiller
Tagging along. Amarok broke all my expectations, placed the bar even
higher. :D

On Fri, Feb 3, 2017 at 3:11 PM, Ed Schiffer  wrote:

> hi Tim
>
> I am just starting in Houdini as well and would be interested in a XSI
> Shelf tools.
>
> for these particular issues you mentioned, you could match the Translate,
> Rotate, Scale and or Pivot using the icons on the right of these
> parameters. very useful!
>
> and on the Modify shelft tab you have the Center Pivot button as well.
>
> also, under the Pre-Transform dropdown at the top of the Transforms tab,
> you have Clean Transforms/Translate/Rotate/Scale with for my
> understanding are basic as the Freeze in XSI. when you Extract these you
> get your global transforms and when you Reset them you'd be setting the
> Pre-Transforms back to zero...
>
> hope that makes sense, I thought it to be very straightforward. Houdini is
> very rewarding to learn, hope you enjoy.
>
> cheers
>
> On 3 February 2017 at 15:12, Tim Bolland 
> wrote:
>
>> Hey, I'm currently taking a good look at Houdini as an application moving
>> forward and I'm wondering if anyone has or uses any custom scripts to mimic
>> some of the more used functions of Softimage. I'm thinking of things such
>> as "Match All Transforms" and "Move Center to Vertices". General workflow
>> commands you realise you miss when you jump into new software, I can
>> imagine a script savvy guy out there must have whipped up custom shelf as
>> soon as the program opened [image: ]. Any information would be hugely
>> appreciated.
>>
>> Cheers,
>>
>>
>> Tim
>>
>>
>>
>>
>>
>>
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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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>
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>



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RR, XSI and leading zeroes

2017-02-10 Thread Sven Constable
Hey list,

 

as you might know, Royal Render (6) ignores the pass settings for leading
zeroes (eg. framename_#.tiff) and uses the scene settings that uses four
digits as maximum. In most cases it's sufficient but not always. Is there
any way to have RR uses the pass settings for leading zeroes and ignore the
scene setting completely regarding the frame padding?

I have learned to live with it but I wonder if there is a way to fix it.

 

Thanks,

Sven

 

 

 

 

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Re: houdini 16

2017-02-10 Thread Pierre Schiller
I'm jumping into HU. But from the looks of it, indie and self teaching
isn't first option. It would seem I'd need to get into HU by partnering
with someone more experienced, as the tabs, sims and other tools need to be
further digged on the interface and -of course- they are all needed. Having
said that, HU has impressed me at new ocean sims and crowd sims with
colliders, along with fur tools. Simply breath taking. Yes, it feels as a
new software instead of an upgrade (and that is staying healthy) on the
industry.
We all know in the end, we miss working with nodes on ICE, and HU offers
anoher cool set of nodes to keep playing with.

Cheers.

On Feb 10, 2017 7:38 AM, "Sebastien Sterling" 
wrote:

> looks awesome !!! more modeling stuff creeping in to the update
>
> On 10 February 2017 at 08:59, Jordi Bares  wrote:
>
>> Yes, all of that is pretty straightforward without any maths although the
>> ice looking growth structures may require some more involvement.
>>
>> Certainly directing it and making it look like that will take a lot of
>> work and flair but the underlying toolset can do that without any calculus.
>>
>> Jb
>>
>> Sent from my iPhone
>>
>> On 10 Feb 2017, at 03:41, Ognjen Vukovic  wrote:
>>
>> I mean to keep things flowing.
>>
>> On Fri, Feb 10, 2017 at 4:41 AM, Ognjen Vukovic 
>> wrote:
>>
>>> Why not just make rray.de/houdini ?
>>>
>>>
>>> On Thu, Feb 9, 2017 at 11:43 PM, Jonathan Moore <
>>> jonathan.moo...@gmail.com> wrote:
>>>
 When I think of emTopolizer I always think of Tim Borgmann's work for
 Framestore. Any of the Nissan projects of 2013 are a strong showcase for
 emTopolizer. But this Altima spot is my pick of the three.

 https://vimeo.com/46490225

 On 9 February 2017 at 22:28, Jordi Bares  wrote:

> Could I see some projects to be able to be more accurate? I would hate
> to give you the wrong impression of either easiness or difficulty.
>
> jb
>
>
> On 9 Feb 2017, at 21:16, phil harbath 
> wrote:
>
> thanks for the response,  as far as the emtopolizer question, I guess
> what I was asking was can I do that sort of thing without digging into 
> deep
> is there something close to the surface that already does that sort of
> things or do those nodes already exist.  And mostly I am just talking 
> about
> the way emtopolizer is able to control islands of a mesh with a non
> simulated particle system.
>
>
> *From:* Jordi Bares
> *Sent:* Thursday, February 9, 2017 3:59 PM
> *To:* Official Softimage Users Mailing List.https://groups.google.com
> /forum/#!forum/xsi_list
> *Subject:* Re: houdini 16
>
> Trying to answer you questions… below
>
>
> On 9 Feb 2017, at 20:48, phil harbath 
> wrote:
>
> sorry, yes, I meant emtopolizer.  I really like using ice to control
> each piece (fragment) of a geometry,  I am really hoping whatever I move 
> to
> next has that capability, so if anyone knows if there is anything out 
> there
> like it for any problem, I would be grateful.
>
> *From:* Jonathan Moore
> *Sent:* Thursday, February 9, 2017 3:43 PM
> *To:* Official Softimage Users Mailing List.https://groups.google.com
> /forum/#!forum/xsi_list
> *Subject:* Re: houdini 16
>
> emTopology or emTopolizer? If we're talking emTopolizer, Eric stuck
> enough unique tools and workflows in there to keep me coming back for 
> years
> to come.  :)
>
> Much as I love Houdini, it would be even better with Eric on the
> payroll!
>
> On 9 February 2017 at 20:24, Olivier Jeannel 
> wrote:
>
>> Emtopology, yeah it's for free in Houdini :)
>>
>> 2017-02-09 19:57 GMT+01:00 phil harbath 
>> :
>>
>>> while houdini is a topic of conversation, as a person still
>>> entrenched in softimage I have a couple of questions.  I use emtopology 
>>> a
>>> lot to control object fragments and find it indispensable, is this
>>> something that houdini can do without, like you know, knowing the math 
>>> to
>>> recreate the actual emtop tools.
>>>
>>
> You will be able to do that and more but of course, being more
> granular you should expect an adaptation period that surely may be
> frustrating or even painful (like any transition) but I am sure you will
> see the posibilities and what is possible to do with Houdini out of the 
> box.
>
> In terms of maths, I would expect you should be fine although you may
> want to take advantage of some tools by reinforcing some basic maths. This
> should be all you need for pretty much 90% of what you may be after.
>
> 

Re: houdini 16

2017-02-10 Thread Sebastien Sterling
looks awesome !!! more modeling stuff creeping in to the update

On 10 February 2017 at 08:59, Jordi Bares  wrote:

> Yes, all of that is pretty straightforward without any maths although the
> ice looking growth structures may require some more involvement.
>
> Certainly directing it and making it look like that will take a lot of
> work and flair but the underlying toolset can do that without any calculus.
>
> Jb
>
> Sent from my iPhone
>
> On 10 Feb 2017, at 03:41, Ognjen Vukovic  wrote:
>
> I mean to keep things flowing.
>
> On Fri, Feb 10, 2017 at 4:41 AM, Ognjen Vukovic  wrote:
>
>> Why not just make rray.de/houdini ?
>>
>>
>> On Thu, Feb 9, 2017 at 11:43 PM, Jonathan Moore <
>> jonathan.moo...@gmail.com> wrote:
>>
>>> When I think of emTopolizer I always think of Tim Borgmann's work for
>>> Framestore. Any of the Nissan projects of 2013 are a strong showcase for
>>> emTopolizer. But this Altima spot is my pick of the three.
>>>
>>> https://vimeo.com/46490225
>>>
>>> On 9 February 2017 at 22:28, Jordi Bares  wrote:
>>>
 Could I see some projects to be able to be more accurate? I would hate
 to give you the wrong impression of either easiness or difficulty.

 jb


 On 9 Feb 2017, at 21:16, phil harbath 
 wrote:

 thanks for the response,  as far as the emtopolizer question, I guess
 what I was asking was can I do that sort of thing without digging into deep
 is there something close to the surface that already does that sort of
 things or do those nodes already exist.  And mostly I am just talking about
 the way emtopolizer is able to control islands of a mesh with a non
 simulated particle system.


 *From:* Jordi Bares
 *Sent:* Thursday, February 9, 2017 3:59 PM
 *To:* Official Softimage Users Mailing List.https://groups.google.com
 /forum/#!forum/xsi_list
 *Subject:* Re: houdini 16

 Trying to answer you questions… below


 On 9 Feb 2017, at 20:48, phil harbath 
 wrote:

 sorry, yes, I meant emtopolizer.  I really like using ice to control
 each piece (fragment) of a geometry,  I am really hoping whatever I move to
 next has that capability, so if anyone knows if there is anything out there
 like it for any problem, I would be grateful.

 *From:* Jonathan Moore
 *Sent:* Thursday, February 9, 2017 3:43 PM
 *To:* Official Softimage Users Mailing List.https://groups.google.com
 /forum/#!forum/xsi_list
 *Subject:* Re: houdini 16

 emTopology or emTopolizer? If we're talking emTopolizer, Eric stuck
 enough unique tools and workflows in there to keep me coming back for years
 to come.  :)

 Much as I love Houdini, it would be even better with Eric on the
 payroll!

 On 9 February 2017 at 20:24, Olivier Jeannel 
 wrote:

> Emtopology, yeah it's for free in Houdini :)
>
> 2017-02-09 19:57 GMT+01:00 phil harbath :
>
>> while houdini is a topic of conversation, as a person still
>> entrenched in softimage I have a couple of questions.  I use emtopology a
>> lot to control object fragments and find it indispensable, is this
>> something that houdini can do without, like you know, knowing the math to
>> recreate the actual emtop tools.
>>
>
 You will be able to do that and more but of course, being more granular
 you should expect an adaptation period that surely may be frustrating or
 even painful (like any transition) but I am sure you will see the
 posibilities and what is possible to do with Houdini out of the box.

 In terms of maths, I would expect you should be fine although you may
 want to take advantage of some tools by reinforcing some basic maths. This
 should be all you need for pretty much 90% of what you may be after.

 https://www.pluralsight.com/courses/houdini-practical-math-tips



>> Also is there some sort of autorig generator and is there an
>> equivalent to character sets.  I assume that whatever the houdini mixer 
>> is,
>> it is not up there with the ease of use as the softimage mixer.  I am 
>> very
>> happy with the Softimage toolset for character animation, so I hate to 
>> take
>> huge step down,  all this talk about maya needing all sorts of scripts
>> really turns me off, and the need to redo weights if any topology is
>> changed.
>>
>>
 Yes, there have been various incarnations and in the very latest
 version 16 now brings a much simpler and more powerful now approach built
 by a super experienced top rigger so I am sure will fit your needs without
 sweating blood.

 You can literally go from mesh to fully rig in under 30 

Re: houdini 16

2017-02-10 Thread Jordi Bares
Yes, all of that is pretty straightforward without any maths although the ice 
looking growth structures may require some more involvement.

Certainly directing it and making it look like that will take a lot of work and 
flair but the underlying toolset can do that without any calculus.

Jb

Sent from my iPhone

> On 10 Feb 2017, at 03:41, Ognjen Vukovic  wrote:
> 
> I mean to keep things flowing.
> 
>> On Fri, Feb 10, 2017 at 4:41 AM, Ognjen Vukovic  wrote:
>> Why not just make rray.de/houdini ?
>> 
>> 
>>> On Thu, Feb 9, 2017 at 11:43 PM, Jonathan Moore  
>>> wrote:
>>> When I think of emTopolizer I always think of Tim Borgmann's work for 
>>> Framestore. Any of the Nissan projects of 2013 are a strong showcase for 
>>> emTopolizer. But this Altima spot is my pick of the three.
>>> 
>>> https://vimeo.com/46490225
>>> 
 On 9 February 2017 at 22:28, Jordi Bares  wrote:
 Could I see some projects to be able to be more accurate? I would hate to 
 give you the wrong impression of either easiness or difficulty.
 
 jb
 
 
> On 9 Feb 2017, at 21:16, phil harbath  wrote:
> 
> thanks for the response,  as far as the emtopolizer question, I guess 
> what I was asking was can I do that sort of thing without digging into 
> deep is there something close to the surface that already does that sort 
> of things or do those nodes already exist.  And mostly I am just talking 
> about the way emtopolizer is able to control islands of a mesh with a non 
> simulated particle system.
>  
>  
> From: Jordi Bares
> Sent: Thursday, February 9, 2017 3:59 PM
> To: Official Softimage Users Mailing 
> List.https://groups.google.com/forum/#!forum/xsi_list
> Subject: Re: houdini 16
>  
> Trying to answer you questions… below
>  
>> On 9 Feb 2017, at 20:48, phil harbath  
>> wrote:
>>  
>> sorry, yes, I meant emtopolizer.  I really like using ice to control 
>> each piece (fragment) of a geometry,  I am really hoping whatever I move 
>> to next has that capability, so if anyone knows if there is anything out 
>> there like it for any problem, I would be grateful.
>>  
>> From: Jonathan Moore
>> Sent: Thursday, February 9, 2017 3:43 PM
>> To: Official Softimage Users Mailing 
>> List.https://groups.google.com/forum/#!forum/xsi_list
>> Subject: Re: houdini 16
>>  
>> emTopology or emTopolizer? If we're talking emTopolizer, Eric stuck 
>> enough unique tools and workflows in there to keep me coming back for 
>> years to come.  :)
>>  
>> Much as I love Houdini, it would be even better with Eric on the payroll!
>>  
>>> On 9 February 2017 at 20:24, Olivier Jeannel  
>>> wrote:
>>> Emtopology, yeah it's for free in Houdini :)
>>>  
>>> 2017-02-09 19:57 GMT+01:00 phil harbath :
 while houdini is a topic of conversation, as a person still entrenched 
 in softimage I have a couple of questions.  I use emtopology a lot to 
 control object fragments and find it indispensable, is this something 
 that houdini can do without, like you know, knowing the math to 
 recreate the actual emtop tools.
>  
> You will be able to do that and more but of course, being more granular 
> you should expect an adaptation period that surely may be frustrating or 
> even painful (like any transition) but I am sure you will see the 
> posibilities and what is possible to do with Houdini out of the box.
>  
> In terms of maths, I would expect you should be fine although you may 
> want to take advantage of some tools by reinforcing some basic maths. 
> This should be all you need for pretty much 90% of what you may be after.
>  
> https://www.pluralsight.com/courses/houdini-practical-math-tips
>  
  
 Also is there some sort of autorig generator and is there an 
 equivalent to character sets.  I assume that whatever the houdini 
 mixer is, it is not up there with the ease of use as the softimage 
 mixer.  I am very happy with the Softimage toolset for character 
 animation, so I hate to take huge step down,  all this talk about maya 
 needing all sorts of scripts really turns me off, and the need to redo 
 weights if any topology is changed.
 
>  
> Yes, there have been various incarnations and in the very latest version 
> 16 now brings a much simpler and more powerful now approach built by a 
> super experienced top rigger so I am sure will fit your needs without 
> sweating blood.
>  
> You can literally go from mesh to fully rig in under 30 minutes 
> (depending how fast you are