Re: Random Thoughts about H.

2017-03-27 Thread Andy Nicholas

No problem Jonathan.

A quick update to this following discussions with SideFX:

1) I don't recall if this was mentioned in the thread earlier, but they 
mentioned that you can enable/disable the auto-connect on wires using 
CTRL+8 or in the Network View menu under Tools-> Allow Dropping Nodes on 
Wires. This doesn't work during a drag operation though, so I've gone 
back and explained the desired workflow of having a modifier key to 
toggle the behaviour during the dragging of nodes. I just thought I'd 
post this in here now case it's useful to anyone in the mean time.


2) They pointed out that I was incorrect when I said earlier in this 
thread there wasn't an equivalent view of Softimage's Explorer view 
where you can see clean hierarchies of objects. You can do it in the 
Tree View. You just need to enable the Object Filter (the first button 
in the Tree View's tool bar). You can also right click on the Tree View 
toolbar, and there are various other options in there which can be 
helpful for sorting and grouping the objects in a tree structure. 
Definitely worth playing with anyway. Sorry for the misinformation before!


Cheers,
A

On 26/03/2017 13:55, Jonathan Moore wrote:


Thanks Andy.

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Andy 
Nicholas

*Sent:* 26 March 2017 00:37
*To:* Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 


*Subject:* Re: Random Thoughts about H.

I also like Pauls idea of a modifier key to disable the auto
connection on demand. Definitely seems a worthwhile enhancement
request.

FYI, I’ve submitted an RFE to Side Effects and sent them the link to 
this thread.


A



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Nice video explaining the benefits of VEX over VOP's for art directable motion.

2017-03-27 Thread Jonathan Moore
https://vimeo.com/206788209

 

It's a bit of a ramble but productive none the less.

 

The key outtake is the amount of multithreaded control you can get via a
very streamlined amount of code (in comparison to the spaghetti junction
that VOP's can end being for certain challenges).

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maya timeline

2017-03-27 Thread Eugene Flormata
does anyone know why the time display would show fractional frame numbers?
it used to just be whole numbers only??I think it may have changed in the
2017 update 3?
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RE: maya timeline

2017-03-27 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Check your preferences for time: working units. Is it set to milliseconds or5 
something else? Set it to the proper frame rate.

Joey

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Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugene Flormata
Sent: Monday, March 27, 2017 4:27 PM
To: softimage@listproc.autodesk.com
Subject: maya timeline

does anyone know why the time display would show fractional frame numbers?
it used to just be whole numbers only??I think it may have changed in the 2017 
update 3?
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Re: maya timeline

2017-03-27 Thread Rob Wuijster

Welcome to Maya, where another scene can screw up your preferences.
In your case 25-30 fps.
It's not just 2017, it's there since 1.0. :-\


Rob
\/-\/\/

On 27-3-2017 22:26, Eugene Flormata wrote:

does anyone know why the time display would show fractional frame numbers?
it used to just be whole numbers only??I think it may have changed in 
the 2017 update 3?



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Re: maya timeline

2017-03-27 Thread Eugene Flormata
ahh I havne't found any settings that changes the fractional numbers maybe
I'll post in the autodesk forums and get a response next week
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Re: Latest Houdini Wrangle Masterclass

2017-03-27 Thread Andy Nicholas
Here’s a variant that doesn’t require you to type any names, plus you get super 
efficient packed primitives. 

Basically, you just pack each set of primitives (i.e. one for each sphere, 
torus, etc) first, then merge them all together in a Merge SOP. Now you can 
just grab them as individual primitives inside VEX which is incredibly 
convenient. It works because each packed primitive has the @path attribute to 
indicate where it came from that you can use directly in the @instancepath 
attribute.

Hopefully the attached image should show up below.

A





> On 27 Mar 2017, at 18:47, Fabricio Chamon  wrote:
> 
> hijacking the thread, while staying on topic =) :
> 
> I'd like to instance randomly between 3 objects on the resulting points of a 
> scatter node. Here`s my take at it:
> 
> 
> 
> now the question: while this works I don't like the idea of typing in object 
> names on the string array..I'd prefer something like wiring inputs to a merge 
> node and querying the connected nodes from that merge node from inside attrib 
> wrangle. Is that possible, or are there more clever ways to accomplish the 
> same task?
> 
> thanks!
> 
> 
> 2017-03-21 10:13 GMT+01:00 Fabricio Chamon  >:
> thanks for the link Jonathan. It is so informative! And it clearly points a 
> beginner to the right direction performance-wise, as there are many ways to 
> do the same thing in vex.
> 
> 2017-03-21 0:42 GMT+01:00 Eugene Flormata  >:
> so this hasn't changed much since in the 16 update? I just started some 
> tutorials on game tutors 
> and bought https://vimeo.com/195580569 , it got 
> into vex pretty quickly.
> coding in general is pretty outside my skillset, so I'm looking for basics in 
> houdini to pick up.
> https://www.pluralsight.com/courses/houdini-practical-math-tips 
>  I even 
> bought a month of pluralsight to learn this, which I think Jordi posted in a 
> thread a while back?
> 
> 
> I'm trying to find more things to learn houdini and upgrade my skillset
> thanks for the post!
> 
> On Mon, Mar 20, 2017 at 4:02 AM, Jonathan Moore  > wrote:
> Something for those of you that are trying to get to grips with VEX Wrangles 
> in Houdini
> 
>  
> 
> https://vimeo.com/173658697 
>  
> 
> It’s a Jeff Wagner 2hr session so it has plenty of (valuable) digressions, 
> and on that basis it’s one that you’ll want to watch a few times. Be sure to 
> download the deck and example files too (I’d download the Vimeo video as well 
> so you can setup bookmarks in VLC). Jeff has been with SideFX since the very 
> beginning so his webinars are always full of great insights into Houdini’s 
> mysterious ways. 😉
> 
>  
> 
> This was released soon after 15.5 was introduced so it’s the most up to date 
> VEX Wrangles material available from SideFX.
> 
> 
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Re: Latest Houdini Wrangle Masterclass

2017-03-27 Thread Jordi Bares
Nice seed

Sent from my iPhone

> On 27 Mar 2017, at 22:36, Andy Nicholas  wrote:
> 
> Here’s a variant that doesn’t require you to type any names, plus you get 
> super efficient packed primitives. 
> 
> Basically, you just pack each set of primitives (i.e. one for each sphere, 
> torus, etc) first, then merge them all together in a Merge SOP. Now you can 
> just grab them as individual primitives inside VEX which is incredibly 
> convenient. It works because each packed primitive has the @path attribute to 
> indicate where it came from that you can use directly in the @instancepath 
> attribute.
> 
> Hopefully the attached image should show up below.
> 
> A
> 
> 
> 
> 
> 
>> On 27 Mar 2017, at 18:47, Fabricio Chamon  wrote:
>> 
>> hijacking the thread, while staying on topic =) :
>> 
>> I'd like to instance randomly between 3 objects on the resulting points of a 
>> scatter node. Here`s my take at it:
>> 
>> 
>> 
>> now the question: while this works I don't like the idea of typing in object 
>> names on the string array..I'd prefer something like wiring inputs to a 
>> merge node and querying the connected nodes from that merge node from inside 
>> attrib wrangle. Is that possible, or are there more clever ways to 
>> accomplish the same task?
>> 
>> thanks!
>> 
>> 
>> 2017-03-21 10:13 GMT+01:00 Fabricio Chamon :
>>> thanks for the link Jonathan. It is so informative! And it clearly points a 
>>> beginner to the right direction performance-wise, as there are many ways to 
>>> do the same thing in vex.
>>> 
>>> 2017-03-21 0:42 GMT+01:00 Eugene Flormata :
 so this hasn't changed much since in the 16 update? I just started some 
 tutorials on game tutors 
 and bought https://vimeo.com/195580569, it got into vex pretty quickly.
 coding in general is pretty outside my skillset, so I'm looking for basics 
 in houdini to pick up.
 https://www.pluralsight.com/courses/houdini-practical-math-tips I even 
 bought a month of pluralsight to learn this, which I think Jordi posted in 
 a thread a while back?
 
 
 I'm trying to find more things to learn houdini and upgrade my skillset
 thanks for the post!
 
> On Mon, Mar 20, 2017 at 4:02 AM, Jonathan Moore 
>  wrote:
> Something for those of you that are trying to get to grips with VEX 
> Wrangles in Houdini
> 
>  
> 
> https://vimeo.com/173658697
> 
>  
> 
> It’s a Jeff Wagner 2hr session so it has plenty of (valuable) 
> digressions, and on that basis it’s one that you’ll want to watch a few 
> times. Be sure to download the deck and example files too (I’d download 
> the Vimeo video as well so you can setup bookmarks in VLC). Jeff has been 
> with SideFX since the very beginning so his webinars are always full of 
> great insights into Houdini’s mysterious ways. 😉
> 
>  
> 
> This was released soon after 15.5 was introduced so it’s the most up to 
> date VEX Wrangles material available from SideFX.
> 
> 
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 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com 
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>>> 
>> 
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RE: Latest Houdini Wrangle Masterclass

2017-03-27 Thread Jonathan Moore
I was waiting for ‘who at all the pies?’

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
Sent: 27 March 2017 22:48
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: Latest Houdini Wrangle Masterclass

 

Nice seed

Sent from my iPhone


On 27 Mar 2017, at 22:36, Andy Nicholas mailto:a...@andynicholas.com> > wrote:

Here’s a variant that doesn’t require you to type any names, plus you get super 
efficient packed primitives. 

 

Basically, you just pack each set of primitives (i.e. one for each sphere, 
torus, etc) first, then merge them all together in a Merge SOP. Now you can 
just grab them as individual primitives inside VEX which is incredibly 
convenient. It works because each packed primitive has the @path attribute to 
indicate where it came from that you can use directly in the @instancepath 
attribute.

 

Hopefully the attached image should show up below.

 

A

 

 



 

 

On 27 Mar 2017, at 18:47, Fabricio Chamon mailto:xsiml...@gmail.com> > wrote:

 

hijacking the thread, while staying on topic =) :

 

I'd like to instance randomly between 3 objects on the resulting points of a 
scatter node. Here`s my take at it:

 



 

now the question: while this works I don't like the idea of typing in object 
names on the string array..I'd prefer something like wiring inputs to a merge 
node and querying the connected nodes from that merge node from inside attrib 
wrangle. Is that possible, or are there more clever ways to accomplish the same 
task?

 

thanks!

 

 

2017-03-21 10:13 GMT+01:00 Fabricio Chamon mailto:xsiml...@gmail.com> >:

thanks for the link Jonathan. It is so informative! And it clearly points a 
beginner to the right direction performance-wise, as there are many ways to do 
the same thing in vex.

 

2017-03-21 0:42 GMT+01:00 Eugene Flormata mailto:eug...@flormata.com> >:

so this hasn't changed much since in the 16 update? I just started some 
tutorials on game tutors 
and bought https://vimeo.com/195580569, it got into vex pretty quickly.
coding in general is pretty outside my skillset, so I'm looking for basics in 
houdini to pick up.
https://www.pluralsight.com/courses/houdini-practical-math-tips I even bought a 
month of pluralsight to learn this, which I think Jordi posted in a thread a 
while back?


I'm trying to find more things to learn houdini and upgrade my skillset
thanks for the post!

 

On Mon, Mar 20, 2017 at 4:02 AM, Jonathan Moore mailto:jonathan.moo...@gmail.com> > wrote:

Something for those of you that are trying to get to grips with VEX Wrangles in 
Houdini

 

https://vimeo.com/173658697

 

It’s a Jeff Wagner 2hr session so it has plenty of (valuable) digressions, and 
on that basis it’s one that you’ll want to watch a few times. Be sure to 
download the deck and example files too (I’d download the Vimeo video as well 
so you can setup bookmarks in VLC). Jeff has been with SideFX since the very 
beginning so his webinars are always full of great insights into Houdini’s 
mysterious ways. 😉

 

This was released soon after 15.5 was introduced so it’s the most up to date 
VEX Wrangles material available from SideFX.

 

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

 


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Re: Latest Houdini Wrangle Masterclass

2017-03-27 Thread Andy Nicholas
It’s actually a special seed that causes the rand() function to cycle its value 
every 100 frames ;)


> On 27 Mar 2017, at 22:50, Jonathan Moore  wrote:
> 
> I was waiting for ‘who at all the pies?’
>   <>
> From: softimage-boun...@listproc.autodesk.com 
>  
> [mailto:softimage-boun...@listproc.autodesk.com 
> ] On Behalf Of Jordi Bares
> Sent: 27 March 2017 22:48
> To: Official Softimage Users Mailing List. 
> https://groups.google.com/forum/#!forum/xsi_list 
>  
> mailto:softimage@listproc.autodesk.com>>
> Subject: Re: Latest Houdini Wrangle Masterclass
>  
> Nice seed
> 
> Sent from my iPhone
> 
> On 27 Mar 2017, at 22:36, Andy Nicholas  > wrote:
> 
>> Here’s a variant that doesn’t require you to type any names, plus you get 
>> super efficient packed primitives. 
>>  
>> Basically, you just pack each set of primitives (i.e. one for each sphere, 
>> torus, etc) first, then merge them all together in a Merge SOP. Now you can 
>> just grab them as individual primitives inside VEX which is incredibly 
>> convenient. It works because each packed primitive has the @path attribute 
>> to indicate where it came from that you can use directly in the 
>> @instancepath attribute.
>>  
>> Hopefully the attached image should show up below.
>>  
>> A
>>  
>>  
>> 
>>  
>>  
>>> On 27 Mar 2017, at 18:47, Fabricio Chamon >> > wrote:
>>>  
>>> hijacking the thread, while staying on topic =) :
>>>  
>>> I'd like to instance randomly between 3 objects on the resulting points of 
>>> a scatter node. Here`s my take at it:
>>>  
>>> 
>>>  
>>> now the question: while this works I don't like the idea of typing in 
>>> object names on the string array..I'd prefer something like wiring inputs 
>>> to a merge node and querying the connected nodes from that merge node from 
>>> inside attrib wrangle. Is that possible, or are there more clever ways to 
>>> accomplish the same task?
>>>  
>>> thanks!
>>>  
>>>  
>>> 2017-03-21 10:13 GMT+01:00 Fabricio Chamon >> >:
 thanks for the link Jonathan. It is so informative! And it clearly points 
 a beginner to the right direction performance-wise, as there are many ways 
 to do the same thing in vex.
  
 2017-03-21 0:42 GMT+01:00 Eugene Flormata >>> >:
> so this hasn't changed much since in the 16 update? I just started some 
> tutorials on game tutors 
> and bought https://vimeo.com/195580569 , it 
> got into vex pretty quickly.
> coding in general is pretty outside my skillset, so I'm looking for 
> basics in houdini to pick up.
> https://www.pluralsight.com/courses/houdini-practical-math-tips 
>  I even 
> bought a month of pluralsight to learn this, which I think Jordi posted 
> in a thread a while back?
> 
> 
> I'm trying to find more things to learn houdini and upgrade my skillset
> thanks for the post!
>  
> On Mon, Mar 20, 2017 at 4:02 AM, Jonathan Moore 
> mailto:jonathan.moo...@gmail.com>> wrote:
>> Something for those of you that are trying to get to grips with VEX 
>> Wrangles in Houdini
>>  
>> https://vimeo.com/173658697 
>>  
>> It’s a Jeff Wagner 2hr session so it has plenty of (valuable) 
>> digressions, and on that basis it’s one that you’ll want to watch a few 
>> times. Be sure to download the deck and example files too (I’d download 
>> the Vimeo video as well so you can setup bookmarks in VLC). Jeff has 
>> been with SideFX since the very beginning so his webinars are always 
>> full of great insights into Houdini’s mysterious ways. 😉
>>  
>> This was released soon after 15.5 was introduced so it’s the most up to 
>> date VEX Wrangles material available from SideFX.
>>  
>> --
>> 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: maya timeline

2017-03-27 Thread Anto Matkovic
You can write them in userPrefs.mel directly, "workingUnitTime" "pal" or else, 
"workingUnitTimeDefault" is able to set default, too. Can't say anything about 
possible consequences :)

  From: Eugene Flormata 
 To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
 
 Sent: Monday, March 27, 2017 11:37 PM
 Subject: Re: maya timeline
   
ahh I havne't found any settings that changes the fractional numbers maybe I'll 
post in the autodesk forums and get a response next week

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Re: maya timeline

2017-03-27 Thread Artur W
When I setup renders in Maya, the first thing that struck me was, when you
hit render, sometimes, timeline starts to live its own life. It goes
fraction of a frame forwards and then backwards or vice versa. The first
couple of times i was like, WTF is happening?

It's maya.

Artur

2017-03-28 0:39 GMT+02:00 Anto Matkovic :

> You can write them in userPrefs.mel directly, "workingUnitTime" "pal" or
> else, "workingUnitTimeDefault" is able to set default, too. Can't say
> anything about possible consequences :)
>
>
> --
> *From:* Eugene Flormata 
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list 
> *Sent:* Monday, March 27, 2017 11:37 PM
> *Subject:* Re: maya timeline
>
> ahh I havne't found any settings that changes the fractional numbers maybe
> I'll post in the autodesk forums and get a response next week
>
>
> --
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>
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Re: maya timeline

2017-03-27 Thread Will Sharkey
I believe this has to do with how your Render Engine is handling
sampling/motion blur. Cant speak for Arnold but this is usually the case
with Redshift.

On Mon, Mar 27, 2017 at 7:14 PM, Artur W  wrote:

> When I setup renders in Maya, the first thing that struck me was, when you
> hit render, sometimes, timeline starts to live its own life. It goes
> fraction of a frame forwards and then backwards or vice versa. The first
> couple of times i was like, WTF is happening?
>
> It's maya.
>
> Artur
>
> 2017-03-28 0:39 GMT+02:00 Anto Matkovic :
>
>> You can write them in userPrefs.mel directly, "workingUnitTime" "pal" or
>> else, "workingUnitTimeDefault" is able to set default, too. Can't say
>> anything about possible consequences :)
>>
>>
>> --
>> *From:* Eugene Flormata 
>> *To:* Official Softimage Users Mailing List.
>> https://groups.google.com/forum/#!forum/xsi_list <
>> softimage@listproc.autodesk.com>
>> *Sent:* Monday, March 27, 2017 11:37 PM
>> *Subject:* Re: maya timeline
>>
>> ahh I havne't found any settings that changes the fractional numbers
>> maybe I'll post in the autodesk forums and get a response next week
>>
>>
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Re: maya timeline

2017-03-27 Thread Eugene Flormata
I think it's from importing a sketchup scene? crazy maya
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