RE: Maya - What were they thinking 3 - pivots

2017-10-05 Thread Steven Caron
Thank you Brent!

*written with my thumbs

On Oct 5, 2017 6:54 AM, "Brent McPherson" 
wrote:

> I added bake pivot as it was frequently requested by Softimage users. ;-)
>
>
>
> If you want to look behind the curtain it is implemented by the
> bakeCustomToolPivot.mel script in the Maya runtime directory.
>
>
>
> Internally it just calls the move/rotate commands with the
> -preserveChildPosition and -preserveGeometryPosition flags. (after figuring
> out the desired orientation and position)
>
> --
>
> Brent
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Ponthieux, Joseph G.
> (LARC-E1A)[LITES II]
> *Sent:* 05 October 2017 14:42
> *To:* softimage@listproc.autodesk.com
> *Subject:* Maya - What were they thinking 3 - pivots
>
>
>
> Hey,
>
>
>
> Given the recent discussion on Maya transforms, and my prior comments on
> the subject, I thought I would post this here since I think most Softimage
> folks will find it useful.
>
>
>
> I’ve been attempting to acclimate to Maya again after a long time away
> from it and as a result of some recent projects that I had that felt were
> better suited to Maya. In the process I’ve discovered a few things that
> have changed or been added in recent version. One discovery in particular I
> think most former SI users will find useful is Bake Pivot.
>
>
>
> It appears that the command Bake Pivot was added somewhere during version
> 2016, and evolved a bit between extension 1 and extension 2 of that
> version. In its current incarnation in 2017 and 2018 it appears to function
> in a way that will permit you the ability to edit the pivots to get a
> result similar to what you were getting in Softimage. To use it:
>
>
>
>
>
> Create an object
>
> Hit the Insert key
>
> Modify your pivot as desired in both position and orientation (do not exit
> the pivot editing before baking)
>
> Execute Modify>Bake Pivot (make sure it is Position and Orientation)
>
>
>
>
>
> Once baked, the pivot will now be relative the object much the way you
> experienced this in XSI. And it seems to inversely modify the transforms so
> that everything is maintained within Maya space but in a way that will be
> familiar to anyone with a prior Softimage background. It seems to be doing
> something very similar to what we used to do in Maya by performing a
> unparent/freeze/reset/reparent relative the object and a dummy locator at
> world space. The Bake Pivot apparently performs all the inverse
> transformations and freeze/reset without the need to unparent.
>
>
>
> If you’re not on Maya 2016 Ext 2 or later you will still have to deal with
> pivots in the legacy manner. And  I’m still of the mindset to recommend
> that it is best not to edit pivots in Maya at all if you can avoid it. And
> least till I better understand what Bake Pivot is really doing…
>
>
>
>
>
> Joey
>
> --
> 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.

RE: Maya - What were they thinking 3 - pivots

2017-10-05 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Brent,

Given Maya's inherently awkward way of dealing with transforms, this was very 
well done! Thanks!

So far I've been unable to detect any resulting position or orientation 
differences between setting Center live in Softimage and baking the pivot in 
Maya under like circumstances. Are you aware of any differences or caveats that 
would affect its use or at least not maintain a result similar to SI?

Joey



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Brent McPherson
Sent: Thursday, October 05, 2017 9:54 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFAg&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=06Hmoh3WyFJ2198eqo_UaLyT3ZMiL4zfvG13CFOGzjI&s=6IW36Y4_XkyqKrDhZ40X17YynNSXAnaERExxfNq4BIE&e=
  
Subject: RE: Maya - What were they thinking 3 - pivots

I added bake pivot as it was frequently requested by Softimage users. ;-)

If you want to look behind the curtain it is implemented by the 
bakeCustomToolPivot.mel script in the Maya runtime directory.

Internally it just calls the move/rotate commands with the 
-preserveChildPosition and -preserveGeometryPosition flags. (after figuring out 
the desired orientation and position)
--
Brent

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES II]
Sent: 05 October 2017 14:42
To: softimage@listproc.autodesk.com
Subject: Maya - What were they thinking 3 - pivots

Hey,

Given the recent discussion on Maya transforms, and my prior comments on the 
subject, I thought I would post this here since I think most Softimage folks 
will find it useful.

I've been attempting to acclimate to Maya again after a long time away from it 
and as a result of some recent projects that I had that felt were better suited 
to Maya. In the process I've discovered a few things that have changed or been 
added in recent version. One discovery in particular I think most former SI 
users will find useful is Bake Pivot.

It appears that the command Bake Pivot was added somewhere during version 2016, 
and evolved a bit between extension 1 and extension 2 of that version. In its 
current incarnation in 2017 and 2018 it appears to function in a way that will 
permit you the ability to edit the pivots to get a result similar to what you 
were getting in Softimage. To use it:


Create an object
Hit the Insert key
Modify your pivot as desired in both position and orientation (do not exit the 
pivot editing before baking)
Execute Modify>Bake Pivot (make sure it is Position and Orientation)


Once baked, the pivot will now be relative the object much the way you 
experienced this in XSI. And it seems to inversely modify the transforms so 
that everything is maintained within Maya space but in a way that will be 
familiar to anyone with a prior Softimage background. It seems to be doing 
something very similar to what we used to do in Maya by performing a 
unparent/freeze/reset/reparent relative the object and a dummy locator at world 
space. The Bake Pivot apparently performs all the inverse transformations and 
freeze/reset without the need to unparent.

If you're not on Maya 2016 Ext 2 or later you will still have to deal with 
pivots in the legacy manner. And  I'm still of the mindset to recommend that it 
is best not to edit pivots in Maya at all if you can avoid it. And least till I 
better understand what Bake Pivot is really doing...


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

RE: OT Maya Q - default cameras clipping planes

2017-10-05 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Brent,

Thanks! I had not been able to get around to submitting it yet. 

Joey



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Brent McPherson
Sent: Thursday, October 05, 2017 12:07 PM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIGaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=IPWu-N_w2ofkgXSwipB-xc4RMHrBL8P0YyaTdHzPV5k&s=dhlZth5P7jGw2KRbG6HhIOabzQtDDjrDhf_CQTh2IeA&e=
  
Subject: RE: OT Maya Q - default cameras clipping planes

I entered a bug for this:

MAYA-87698 - Large objects are incorrectly framed in the 3D ortho views

The workaround is to just select the ortho camera in the outliner and increase 
the translation channel but I agree it looks like a bug due to the fact it does 
translate the ortho camera a little bit if you pan and then frame.

Thanks.
--
Brent

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES II]
Sent: 05 October 2017 14:31
To: softimage@listproc.autodesk.com
Subject: RE: OT Maya Q - default cameras clipping planes


It seems this might be a bug actually. I posted this to the Area yesterday and 
the only response I got back seems to confirm that. I'm finding that there are 
times when Frame Selection actually does affect the lens position, but for some 
reason it seems like it is broken in most cases for the ortho panels. What 
Default View is doing is correctly positioning the lens outside the extent of 
the geometry by positioning the Z. When you hit Frame Selection again, you're 
then setting the ortho width and that frames the XY. 

It does not appear to have any issues setting camera position for non-ortho 
cameras. So this must be an error in how it resolves the framing in ortho mode 
only. 

You will find that the predefined Front Bookmark also works correctly setting 
the Z position like you would expect, and when the camera doesn’t reposition 
properly after a Frame Selection, if you just alt-middle click drag the camera 
a little to one side or the other, then frame selection again, it will actually 
change the Z position a little. After several repeats it will find its way 
outside the geometry extent. I would be surprised if there was a divide by zero 
error hidden in the Frame Selection code somewhere.

Joey



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Thursday, October 05, 2017 6:15 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIGaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=HUtkv4Ex045kP5iHOzaFo51-41knkpa0DiMyZ-aZ7DA&s=ZNGqh5ZKBMsbBz85z_29XeT1kNMKI5NCprXj8q1UehA&e=
  
Subject: RE: OT Maya Q - default cameras clipping planes

Holy crap, this is lame, even for Maya. Your suggestion works - upon inspection 
the default cameras are too close to the large objects, which effectively clips 
the closest parts. I had no idea, as there is still a ton of stuff I don't know 
about Maya. This is after framing the objects using both A and F in order to 
see what might fix it, plus trying to dolly away to no avail.

What I do know about Maya - never expect it to act or behave sensibly nor 
logically :-/

Since you know the ins and outs - it drives me crazy that there apparently is 
no actual zoom function in Maya wievports, like the one we know from Softimage. 
I am talking about changing camera fov using Z interactively while working on 
framing in a scene. Asking our Maya residents they reply they don't use that so 
they don't know how. They say to select camera and change fov in the Attribute 
Editor.

How do you manage stuff like that (assuming you have found a smarter way).

Thanks
Morten





> Den 4. oktober 2017 klokken 19:15 skrev "Ponthieux, Joseph G. 
> (LARC-E1A)[LITES II]" :
> 
> 
> So it seems I was wrong. The 1000.1 value can change when using the Framing 
> function. The F key. But It doesn’t change when attempting to zoom or dolly 
> in the front, top or side viewport using the mouse.
> 
> What I am seeing is the part of a really large object closest the camera is 
> clipped and the near clip is incapable of seeing anything because the camera 
> head is not actually in front of the object. And I can't set near clip to a 
> negative value. Is this what you are experiencing?
> 
> To replicate, in a new scene create a sphere with a radius of 1500 units. 
> Select the sphere and hit F key in the Front viewport. This illustrates that 
> part of the 1500 radius sphere is past the normal position of the Front 
> camera which is 1000.1 units 

Re: mTextureEditor

2017-10-05 Thread Michael Amasio
Great stuff.  Thanks for sharing.

On Thu, Oct 5, 2017 at 5:12 AM, Sven Constable 
wrote:

> Looks like a very effective and clean gui to work with. Thanks for sharing.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Martin Yara
> *Sent:* Thursday, October 05, 2017 12:57 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* mTextureEditor
>
>
>
> Hi, I just released a custom Texture Editor I hope some of you find it
> useful.
>
>
>
> I started to write this because we have 2 Softimage projects that are
> going to last at least 1 more year (at least one of them), and the UV work
> is pretty heavy so using default tools is a little slow and painful.
>
>
>
> I'm using also a modified version of Ahmidou Lyazidi's StampUV. Thanks for
> the code and permission !
>
>
>
> https://urldefense.proofpoint.com/v2/url?u=http-3A__skymill.co.jp_tools_Softimage_mTextureEditor_mTE-5Fhelp.html&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=qMLoT8FZjTnlXnXln4tkTExEQ6Ot_tHzVnIvtlq-liQ&s=m9fMGow1lovMFlkvTSPaowOlMe4etvBibdXWroNt2a8&e=
>  
> 
>
>
>
> Martin
>
> --
> 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.

RE: OT Maya Q - default cameras clipping planes

2017-10-05 Thread Brent McPherson
I entered a bug for this:

MAYA-87698 - Large objects are incorrectly framed in the 3D ortho views

The workaround is to just select the ortho camera in the outliner and increase 
the translation channel but I agree it looks like a bug due to the fact it does 
translate the ortho camera a little bit if you pan and then frame.

Thanks.
--
Brent

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES II]
Sent: 05 October 2017 14:31
To: softimage@listproc.autodesk.com
Subject: RE: OT Maya Q - default cameras clipping planes


It seems this might be a bug actually. I posted this to the Area yesterday and 
the only response I got back seems to confirm that. I'm finding that there are 
times when Frame Selection actually does affect the lens position, but for some 
reason it seems like it is broken in most cases for the ortho panels. What 
Default View is doing is correctly positioning the lens outside the extent of 
the geometry by positioning the Z. When you hit Frame Selection again, you're 
then setting the ortho width and that frames the XY. 

It does not appear to have any issues setting camera position for non-ortho 
cameras. So this must be an error in how it resolves the framing in ortho mode 
only. 

You will find that the predefined Front Bookmark also works correctly setting 
the Z position like you would expect, and when the camera doesn’t reposition 
properly after a Frame Selection, if you just alt-middle click drag the camera 
a little to one side or the other, then frame selection again, it will actually 
change the Z position a little. After several repeats it will find its way 
outside the geometry extent. I would be surprised if there was a divide by zero 
error hidden in the Frame Selection code somewhere.

Joey



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Thursday, October 05, 2017 6:15 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIGaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=HUtkv4Ex045kP5iHOzaFo51-41knkpa0DiMyZ-aZ7DA&s=ZNGqh5ZKBMsbBz85z_29XeT1kNMKI5NCprXj8q1UehA&e=
  
Subject: RE: OT Maya Q - default cameras clipping planes

Holy crap, this is lame, even for Maya. Your suggestion works - upon inspection 
the default cameras are too close to the large objects, which effectively clips 
the closest parts. I had no idea, as there is still a ton of stuff I don't know 
about Maya. This is after framing the objects using both A and F in order to 
see what might fix it, plus trying to dolly away to no avail.

What I do know about Maya - never expect it to act or behave sensibly nor 
logically :-/

Since you know the ins and outs - it drives me crazy that there apparently is 
no actual zoom function in Maya wievports, like the one we know from Softimage. 
I am talking about changing camera fov using Z interactively while working on 
framing in a scene. Asking our Maya residents they reply they don't use that so 
they don't know how. They say to select camera and change fov in the Attribute 
Editor.

How do you manage stuff like that (assuming you have found a smarter way).

Thanks
Morten





> Den 4. oktober 2017 klokken 19:15 skrev "Ponthieux, Joseph G. 
> (LARC-E1A)[LITES II]" :
> 
> 
> So it seems I was wrong. The 1000.1 value can change when using the Framing 
> function. The F key. But It doesn’t change when attempting to zoom or dolly 
> in the front, top or side viewport using the mouse.
> 
> What I am seeing is the part of a really large object closest the camera is 
> clipped and the near clip is incapable of seeing anything because the camera 
> head is not actually in front of the object. And I can't set near clip to a 
> negative value. Is this what you are experiencing?
> 
> To replicate, in a new scene create a sphere with a radius of 1500 units. 
> Select the sphere and hit F key in the Front viewport. This illustrates that 
> part of the 1500 radius sphere is past the normal position of the Front 
> camera which is 1000.1 units Z. You can clearly see the problem if you have 
> the viewport set to shading. So in Front camera for example you have to 
> manually set camera Z to a value which places the camera in front of all 
> geometry, such as 1600 units Z, which means you have to know the geometry 
> extent relative that camera. And then make sure the far clipping plane is 
> beyond the far side.
> 
> It seems that you can somewhat correct the situation by executing 
> View>Default View for the viewport in question, executing the A key or 
> selecting the object or objects then hit the F key. Then suddenly it will set 
> the Z extent in front of the selected geometry without difficulty.
> 
> 

RE: Maya - What were they thinking 3 - pivots

2017-10-05 Thread Brent McPherson
I added bake pivot as it was frequently requested by Softimage users. ;-)

If you want to look behind the curtain it is implemented by the 
bakeCustomToolPivot.mel script in the Maya runtime directory.

Internally it just calls the move/rotate commands with the 
-preserveChildPosition and -preserveGeometryPosition flags. (after figuring out 
the desired orientation and position)
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES II]
Sent: 05 October 2017 14:42
To: softimage@listproc.autodesk.com
Subject: Maya - What were they thinking 3 - pivots

Hey,

Given the recent discussion on Maya transforms, and my prior comments on the 
subject, I thought I would post this here since I think most Softimage folks 
will find it useful.

I've been attempting to acclimate to Maya again after a long time away from it 
and as a result of some recent projects that I had that felt were better suited 
to Maya. In the process I've discovered a few things that have changed or been 
added in recent version. One discovery in particular I think most former SI 
users will find useful is Bake Pivot.

It appears that the command Bake Pivot was added somewhere during version 2016, 
and evolved a bit between extension 1 and extension 2 of that version. In its 
current incarnation in 2017 and 2018 it appears to function in a way that will 
permit you the ability to edit the pivots to get a result similar to what you 
were getting in Softimage. To use it:


Create an object
Hit the Insert key
Modify your pivot as desired in both position and orientation (do not exit the 
pivot editing before baking)
Execute Modify>Bake Pivot (make sure it is Position and Orientation)


Once baked, the pivot will now be relative the object much the way you 
experienced this in XSI. And it seems to inversely modify the transforms so 
that everything is maintained within Maya space but in a way that will be 
familiar to anyone with a prior Softimage background. It seems to be doing 
something very similar to what we used to do in Maya by performing a 
unparent/freeze/reset/reparent relative the object and a dummy locator at world 
space. The Bake Pivot apparently performs all the inverse transformations and 
freeze/reset without the need to unparent.

If you're not on Maya 2016 Ext 2 or later you will still have to deal with 
pivots in the legacy manner. And  I'm still of the mindset to recommend that it 
is best not to edit pivots in Maya at all if you can avoid it. And least till I 
better understand what Bake Pivot is really doing...


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

Maya - What were they thinking 3 - pivots

2017-10-05 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Hey,

Given the recent discussion on Maya transforms, and my prior comments on the 
subject, I thought I would post this here since I think most Softimage folks 
will find it useful.

I've been attempting to acclimate to Maya again after a long time away from it 
and as a result of some recent projects that I had that felt were better suited 
to Maya. In the process I've discovered a few things that have changed or been 
added in recent version. One discovery in particular I think most former SI 
users will find useful is Bake Pivot.

It appears that the command Bake Pivot was added somewhere during version 2016, 
and evolved a bit between extension 1 and extension 2 of that version. In its 
current incarnation in 2017 and 2018 it appears to function in a way that will 
permit you the ability to edit the pivots to get a result similar to what you 
were getting in Softimage. To use it:


Create an object
Hit the Insert key
Modify your pivot as desired in both position and orientation (do not exit the 
pivot editing before baking)
Execute Modify>Bake Pivot (make sure it is Position and Orientation)


Once baked, the pivot will now be relative the object much the way you 
experienced this in XSI. And it seems to inversely modify the transforms so 
that everything is maintained within Maya space but in a way that will be 
familiar to anyone with a prior Softimage background. It seems to be doing 
something very similar to what we used to do in Maya by performing a 
unparent/freeze/reset/reparent relative the object and a dummy locator at world 
space. The Bake Pivot apparently performs all the inverse transformations and 
freeze/reset without the need to unparent.

If you're not on Maya 2016 Ext 2 or later you will still have to deal with 
pivots in the legacy manner. And  I'm still of the mindset to recommend that it 
is best not to edit pivots in Maya at all if you can avoid it. And least till I 
better understand what Bake Pivot is really doing...


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

RE: OT Maya Q - default cameras clipping planes

2017-10-05 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]

It seems this might be a bug actually. I posted this to the Area yesterday and 
the only response I got back seems to confirm that. I'm finding that there are 
times when Frame Selection actually does affect the lens position, but for some 
reason it seems like it is broken in most cases for the ortho panels. What 
Default View is doing is correctly positioning the lens outside the extent of 
the geometry by positioning the Z. When you hit Frame Selection again, you're 
then setting the ortho width and that frames the XY. 

It does not appear to have any issues setting camera position for non-ortho 
cameras. So this must be an error in how it resolves the framing in ortho mode 
only. 

You will find that the predefined Front Bookmark also works correctly setting 
the Z position like you would expect, and when the camera doesn’t reposition 
properly after a Frame Selection, if you just alt-middle click drag the camera 
a little to one side or the other, then frame selection again, it will actually 
change the Z position a little. After several repeats it will find its way 
outside the geometry extent. I would be surprised if there was a divide by zero 
error hidden in the Frame Selection code somewhere.

Joey



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Thursday, October 05, 2017 6:15 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIGaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=HUtkv4Ex045kP5iHOzaFo51-41knkpa0DiMyZ-aZ7DA&s=ZNGqh5ZKBMsbBz85z_29XeT1kNMKI5NCprXj8q1UehA&e=
  
Subject: RE: OT Maya Q - default cameras clipping planes

Holy crap, this is lame, even for Maya. Your suggestion works - upon inspection 
the default cameras are too close to the large objects, which effectively clips 
the closest parts. I had no idea, as there is still a ton of stuff I don't know 
about Maya. This is after framing the objects using both A and F in order to 
see what might fix it, plus trying to dolly away to no avail.

What I do know about Maya - never expect it to act or behave sensibly nor 
logically :-/

Since you know the ins and outs - it drives me crazy that there apparently is 
no actual zoom function in Maya wievports, like the one we know from Softimage. 
I am talking about changing camera fov using Z interactively while working on 
framing in a scene. Asking our Maya residents they reply they don't use that so 
they don't know how. They say to select camera and change fov in the Attribute 
Editor.

How do you manage stuff like that (assuming you have found a smarter way).

Thanks
Morten





> Den 4. oktober 2017 klokken 19:15 skrev "Ponthieux, Joseph G. 
> (LARC-E1A)[LITES II]" :
> 
> 
> So it seems I was wrong. The 1000.1 value can change when using the Framing 
> function. The F key. But It doesn’t change when attempting to zoom or dolly 
> in the front, top or side viewport using the mouse.
> 
> What I am seeing is the part of a really large object closest the camera is 
> clipped and the near clip is incapable of seeing anything because the camera 
> head is not actually in front of the object. And I can't set near clip to a 
> negative value. Is this what you are experiencing?
> 
> To replicate, in a new scene create a sphere with a radius of 1500 units. 
> Select the sphere and hit F key in the Front viewport. This illustrates that 
> part of the 1500 radius sphere is past the normal position of the Front 
> camera which is 1000.1 units Z. You can clearly see the problem if you have 
> the viewport set to shading. So in Front camera for example you have to 
> manually set camera Z to a value which places the camera in front of all 
> geometry, such as 1600 units Z, which means you have to know the geometry 
> extent relative that camera. And then make sure the far clipping plane is 
> beyond the far side.
> 
> It seems that you can somewhat correct the situation by executing 
> View>Default View for the viewport in question, executing the A key or 
> selecting the object or objects then hit the F key. Then suddenly it will set 
> the Z extent in front of the selected geometry without difficulty.
> 
> I'm seeing this in 2018 and all the way back to 2014. As long as your scene 
> is never beyond 2000 units wide, or twice the distance wide of the camera 
> position to world center, you're not likely to ever see the problem. Further, 
> the inability to frame on the object appears to be affected by the size of 
> the object rather than its position. In other words multiple objects at a 
> distance of 3000 units apart but at normalized sizes seem less likely to 
> exhibit the framing problem than one object that is 3000 units across.
> 
> I don’t recall if this is how it worked in the past. This does not seem 
> normal. But this seems to not

RE: OT Maya Q - default cameras clipping planes

2017-10-05 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
What Martin describes here is correct. Zoom Tool is what you are looking for, 
just remember that Angle of View and Focal Length are associative, you change 
one it affects the other. And be aware that this only works for 
non-orthographic cameras.

Zoom in the orthographic cameras does not change Focal Length but rather 
changes the Orthographic Width which you can find in the Orthographic Views tab 
of the camera Shape node.

Joey


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
Sent: Thursday, October 05, 2017 6:49 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIGaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=opCnd6HpEuRS_TAzvgVRurN676kse6YdvpUV2bGOEis&s=wplpfgY72p11VYtB-KeMxekp-WQIaProeunVjZ6el9k&e=
  
Subject: Re: OT Maya Q - default cameras clipping planes

I have to manually move those cameras when I'm modeling big things or in a 
weird scale.

About the Zoom, Maya does have a zoom tool. Or should I say 2 zoom tools.

1. 2D Zoom : Hotkey : \
Press \ and right click to zoom. \ and middle click to Pan.
Press again \ to toggle between this zoom and normal view
This Zoom and Pan doesn't change your camera settings and doesn't render. I 
don't really know what people use this for.

2. 3D Zoom: View > Camera Tools > Zoom Tool
No hotkey by default AFAIK, but you can create your hotkey.
This one is linked to the camera Focal Length.

Martin

On Thu, Oct 5, 2017 at 7:15 PM, Morten Bartholdy 
mailto:x...@colorshopvfx.dk>> wrote:
Holy crap, this is lame, even for Maya. Your suggestion works - upon inspection 
the default cameras are too close to the large objects, which effectively clips 
the closest parts. I had no idea, as there is still a ton of stuff I don't know 
about Maya. This is after framing the objects using both A and F in order to 
see what might fix it, plus trying to dolly away to no avail.

What I do know about Maya - never expect it to act or behave sensibly nor 
logically :-/

Since you know the ins and outs - it drives me crazy that there apparently is 
no actual zoom function in Maya wievports, like the one we know from Softimage. 
I am talking about changing camera fov using Z interactively while working on 
framing in a scene. Asking our Maya residents they reply they don't use that so 
they don't know how. They say to select camera and change fov in the Attribute 
Editor.

How do you manage stuff like that (assuming you have found a smarter way).

Thanks
Morten





> Den 4. oktober 2017 klokken 19:15 skrev "Ponthieux, Joseph G. 
> (LARC-E1A)[LITES II]" mailto:j.ponthi...@nasa.gov>>:
>
>
> So it seems I was wrong. The 1000.1 value can change when using the Framing 
> function. The F key. But It doesn’t change when attempting to zoom or dolly 
> in the front, top or side viewport using the mouse.
>
> What I am seeing is the part of a really large object closest the camera is 
> clipped and the near clip is incapable of seeing anything because the camera 
> head is not actually in front of the object. And I can't set near clip to a 
> negative value. Is this what you are experiencing?
>
> To replicate, in a new scene create a sphere with a radius of 1500 units. 
> Select the sphere and hit F key in the Front viewport. This illustrates that 
> part of the 1500 radius sphere is past the normal position of the Front 
> camera which is 1000.1 units Z. You can clearly see the problem if you have 
> the viewport set to shading. So in Front camera for example you have to 
> manually set camera Z to a value which places the camera in front of all 
> geometry, such as 1600 units Z, which means you have to know the geometry 
> extent relative that camera. And then make sure the far clipping plane is 
> beyond the far side.
>
> It seems that you can somewhat correct the situation by executing 
> View>Default View for the viewport in question, executing the A key or 
> selecting the object or objects then hit the F key. Then suddenly it will set 
> the Z extent in front of the selected geometry without difficulty.
>
> I'm seeing this in 2018 and all the way back to 2014. As long as your scene 
> is never beyond 2000 units wide, or twice the distance wide of the camera 
> position to world center, you're not likely to ever see the problem. Further, 
> the inability to frame on the object appears to be affected by the size of 
> the object rather than its position. In other words multiple objects at a 
> distance of 3000 units apart but at normalized sizes seem less likely to 
> exhibit the framing problem than one object that is 3000 units across.
>
> I don’t recall if this is how it worked in the past. This does not seem 
> normal. But this seems to not be framing the objects correctly nor permitting 
> the user to dolly the orthographic cameras in a predictable fashion without

RE: mTextureEditor

2017-10-05 Thread Sven Constable
Looks like a very effective and clean gui to work with. Thanks for sharing.

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
Sent: Thursday, October 05, 2017 12:57 PM
To: softimage@listproc.autodesk.com
Subject: mTextureEditor

 

Hi, I just released a custom Texture Editor I hope some of you find it useful.

 

I started to write this because we have 2 Softimage projects that are going to 
last at least 1 more year (at least one of them), and the UV work is pretty 
heavy so using default tools is a little slow and painful.

 

I'm using also a modified version of Ahmidou Lyazidi's StampUV. Thanks for the 
code and permission !

 

https://urldefense.proofpoint.com/v2/url?u=http-3A__skymill.co.jp_tools_Softimage_mTextureEditor_mTE-5Fhelp.html&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=AXxqprWm14YKCTK1emXF4uPIqtOa1Qcppl1Yo7yw8c4&s=o2NJFK6DyfBvThgSbY_j54x3tS4ky4oM4oDmuUNAqXA&e=
  

 

 

Martin

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Re: mTextureEditor

2017-10-05 Thread Morten Bartholdy
This looks pretty cool Martin - thanks for sharing, and not least thanks for 
making another great tool for our beloved.

Morten



> Den 5. oktober 2017 klokken 12:56 skrev Martin Yara :
> 
> 
> Hi, I just released a custom Texture Editor I hope some of you find it
> useful.
> 
> I started to write this because we have 2 Softimage projects that are going
> to last at least 1 more year (at least one of them), and the UV work is
> pretty heavy so using default tools is a little slow and painful.
> 
> I'm using also a modified version of Ahmidou Lyazidi's StampUV. Thanks for
> the code and permission !
> 
> https://urldefense.proofpoint.com/v2/url?u=http-3A__skymill.co.jp_tools_Softimage_mTextureEditor_mTE-5Fhelp.html&d=DwIBaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=rB5xRIqUx0dITeyxknE_1lFLBT29b91AbjQ0PU181hU&s=sBJ1p4w3xWOIfhyHJdLP06WCsY_IqYrWiAVseVWdn2Q&e=
>  
> 
> Martin
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> "unsubscribe" in the subject, and reply to confirm.
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Re: mTextureEditor

2017-10-05 Thread Martin Yara
Thanks. I uploaded a video about 1 month ago when it was a work in
progress, beta version. I just released it last night.

I think it got usable enough, but yeah, probably add a few tools in the
future if needed.

Right now I have to focus on our Maya projects...

Martin

On Thu, Oct 5, 2017 at 7:59 PM, kenny wood  wrote:

> I saw the video for this last week. Looks awesome . Are you still adding
> more features to it in the future ?
>
>
>
> On 5 Oct 2017 12:56, "Martin Yara"  wrote:
>
>> Hi, I just released a custom Texture Editor I hope some of you find it
>> useful.
>>
>> I started to write this because we have 2 Softimage projects that are
>> going to last at least 1 more year (at least one of them), and the UV work
>> is pretty heavy so using default tools is a little slow and painful.
>>
>> I'm using also a modified version of Ahmidou Lyazidi's StampUV. Thanks
>> for the code and permission !
>>
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__skymill.co.jp_tools_Softimage_mTextureEditor_mTE-5Fhelp.html&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=fOYnE9ZBDNfLp3Z8p8htq-2-745pMEwzsqNulufjWr0&s=HwmFQsPA3LcLubelZH4ny0v3LqqLJ1FK1k7onecQG6g&e=
>>  
>> 
>>
>> Martin
>>
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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: mTextureEditor

2017-10-05 Thread kenny wood
I saw the video for this last week. Looks awesome . Are you still adding
more features to it in the future ?



On 5 Oct 2017 12:56, "Martin Yara"  wrote:

> Hi, I just released a custom Texture Editor I hope some of you find it
> useful.
>
> I started to write this because we have 2 Softimage projects that are
> going to last at least 1 more year (at least one of them), and the UV work
> is pretty heavy so using default tools is a little slow and painful.
>
> I'm using also a modified version of Ahmidou Lyazidi's StampUV. Thanks for
> the code and permission !
>
> https://urldefense.proofpoint.com/v2/url?u=http-3A__skymill.co.jp_tools_Softimage_mTextureEditor_mTE-5Fhelp.html&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=ruyF3SLK9UXkVQyIQUafGqVf03Vy6doICcpmSdbky78&s=XNZ6iZ7wX2shNPAQR3YiibKUYe6gucHBARlUP7YjzNc&e=
>  
> 
>
> Martin
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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mTextureEditor

2017-10-05 Thread Martin Yara
Hi, I just released a custom Texture Editor I hope some of you find it
useful.

I started to write this because we have 2 Softimage projects that are going
to last at least 1 more year (at least one of them), and the UV work is
pretty heavy so using default tools is a little slow and painful.

I'm using also a modified version of Ahmidou Lyazidi's StampUV. Thanks for
the code and permission !

https://urldefense.proofpoint.com/v2/url?u=http-3A__skymill.co.jp_tools_Softimage_mTextureEditor_mTE-5Fhelp.html&d=DwIBaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=rB5xRIqUx0dITeyxknE_1lFLBT29b91AbjQ0PU181hU&s=sBJ1p4w3xWOIfhyHJdLP06WCsY_IqYrWiAVseVWdn2Q&e=
 

Martin
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Re: OT Maya Q - default cameras clipping planes

2017-10-05 Thread Martin Yara
I have to manually move those cameras when I'm modeling big things or in a
weird scale.

About the Zoom, Maya does have a zoom tool. Or should I say 2 zoom tools.

1. 2D Zoom : Hotkey : \
Press \ and right click to zoom. \ and middle click to Pan.
Press again \ to toggle between this zoom and normal view
This Zoom and Pan doesn't change your camera settings and doesn't render. I
don't really know what people use this for.

2. 3D Zoom: View > Camera Tools > Zoom Tool
No hotkey by default AFAIK, but you can create your hotkey.
This one is linked to the camera Focal Length.

Martin

On Thu, Oct 5, 2017 at 7:15 PM, Morten Bartholdy 
wrote:

> Holy crap, this is lame, even for Maya. Your suggestion works - upon
> inspection the default cameras are too close to the large objects, which
> effectively clips the closest parts. I had no idea, as there is still a ton
> of stuff I don't know about Maya. This is after framing the objects using
> both A and F in order to see what might fix it, plus trying to dolly away
> to no avail.
>
> What I do know about Maya - never expect it to act or behave sensibly nor
> logically :-/
>
> Since you know the ins and outs - it drives me crazy that there apparently
> is no actual zoom function in Maya wievports, like the one we know from
> Softimage. I am talking about changing camera fov using Z interactively
> while working on framing in a scene. Asking our Maya residents they reply
> they don't use that so they don't know how. They say to select camera and
> change fov in the Attribute Editor.
>
> How do you manage stuff like that (assuming you have found a smarter way).
>
> Thanks
> Morten
>
>
>
>
>
> > Den 4. oktober 2017 klokken 19:15 skrev "Ponthieux, Joseph G.
> (LARC-E1A)[LITES II]" :
> >
> >
> > So it seems I was wrong. The 1000.1 value can change when using the
> Framing function. The F key. But It doesn’t change when attempting to zoom
> or dolly in the front, top or side viewport using the mouse.
> >
> > What I am seeing is the part of a really large object closest the camera
> is clipped and the near clip is incapable of seeing anything because the
> camera head is not actually in front of the object. And I can't set near
> clip to a negative value. Is this what you are experiencing?
> >
> > To replicate, in a new scene create a sphere with a radius of 1500
> units. Select the sphere and hit F key in the Front viewport. This
> illustrates that part of the 1500 radius sphere is past the normal position
> of the Front camera which is 1000.1 units Z. You can clearly see the
> problem if you have the viewport set to shading. So in Front camera for
> example you have to manually set camera Z to a value which places the
> camera in front of all geometry, such as 1600 units Z, which means you have
> to know the geometry extent relative that camera. And then make sure the
> far clipping plane is beyond the far side.
> >
> > It seems that you can somewhat correct the situation by executing
> View>Default View for the viewport in question, executing the A key or
> selecting the object or objects then hit the F key. Then suddenly it will
> set the Z extent in front of the selected geometry without difficulty.
> >
> > I'm seeing this in 2018 and all the way back to 2014. As long as your
> scene is never beyond 2000 units wide, or twice the distance wide of the
> camera position to world center, you're not likely to ever see the problem.
> Further, the inability to frame on the object appears to be affected by the
> size of the object rather than its position. In other words multiple
> objects at a distance of 3000 units apart but at normalized sizes seem less
> likely to exhibit the framing problem than one object that is 3000 units
> across.
> >
> > I don’t recall if this is how it worked in the past. This does not seem
> normal. But this seems to not be framing the objects correctly nor
> permitting the user to dolly the orthographic cameras in a predictable
> fashion without first executing Default View which apparently knows how to
> correctly set the orthographic camera's lens position outside the volume of
> the existing geometry.
> >
> > Joey
> >
> >
> > -Original Message-
> > From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] On Behalf Of Ponthieux, Joseph G. (LARC-E1A)[LITES
> II]
> > Sent: Wednesday, October 04, 2017 11:56 AM
> > To: softimage@listproc.autodesk.com
> > Subject: RE: OT Maya Q - default cameras clipping planes
> >
> >
> > I'm seeing them work even after 1 Billion units in the front camera.
> Having issues at 1500 units does not seem normal. I suspect the camera has
> been edited.
> >
> > Check the following in the Front Camera:
> >
> > 1. Select the front camera in the outliner
> > 2. In the attribute editor for front, is Z set to 1000.1.
> >
> > Top should have always have 1000.1 for Y, and Side should have 1000.1
> for X. These should never change though the remaining position values will.
> >
> > I

Re: OT Maya Q - default cameras clipping planes

2017-10-05 Thread Rob Wuijster
Thanks for figuring this out, as it was driving me crazy. Still annoying 
behavior, as framing with the F key is something you do all the time.


Rob

\/-\/\/

On 4-10-2017 19:15, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:

So it seems I was wrong. The 1000.1 value can change when using the Framing 
function. The F key. But It doesn’t change when attempting to zoom or dolly in 
the front, top or side viewport using the mouse.

What I am seeing is the part of a really large object closest the camera is 
clipped and the near clip is incapable of seeing anything because the camera 
head is not actually in front of the object. And I can't set near clip to a 
negative value. Is this what you are experiencing?

To replicate, in a new scene create a sphere with a radius of 1500 units. 
Select the sphere and hit F key in the Front viewport. This illustrates that 
part of the 1500 radius sphere is past the normal position of the Front camera 
which is 1000.1 units Z. You can clearly see the problem if you have the 
viewport set to shading. So in Front camera for example you have to manually 
set camera Z to a value which places the camera in front of all geometry, such 
as 1600 units Z, which means you have to know the geometry extent relative that 
camera. And then make sure the far clipping plane is beyond the far side.

It seems that you can somewhat correct the situation by executing View>Default 
View for the viewport in question, executing the A key or selecting the object or 
objects then hit the F key. Then suddenly it will set the Z extent in front of the 
selected geometry without difficulty.

I'm seeing this in 2018 and all the way back to 2014. As long as your scene is 
never beyond 2000 units wide, or twice the distance wide of the camera position 
to world center, you're not likely to ever see the problem. Further, the 
inability to frame on the object appears to be affected by the size of the 
object rather than its position. In other words multiple objects at a distance 
of 3000 units apart but at normalized sizes seem less likely to exhibit the 
framing problem than one object that is 3000 units across.

I don’t recall if this is how it worked in the past. This does not seem normal. 
But this seems to not be framing the objects correctly nor permitting the user 
to dolly the orthographic cameras in a predictable fashion without first 
executing Default View which apparently knows how to correctly set the 
orthographic camera's lens position outside the volume of the existing geometry.

Joey


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES II]
Sent: Wednesday, October 04, 2017 11:56 AM
To: softimage@listproc.autodesk.com
Subject: RE: OT Maya Q - default cameras clipping planes


I'm seeing them work even after 1 Billion units in the front camera. Having 
issues at 1500 units does not seem normal. I suspect the camera has been edited.

Check the following in the Front Camera:

1. Select the front camera in the outliner
2. In the attribute editor for front, is Z set to 1000.1.

Top should have always have 1000.1 for Y, and Side should have 1000.1 for X. 
These should never change though the remaining position values will.

If they are not 1000.1, does setting them manually to that value fix the 
problem?

Alternatively, does executing View> Default View for each viewport fix the 
issue?

Joey





-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Wednesday, October 04, 2017 11:30 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIGaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=NyDUWHiGTmPTrUyJA1FzibkPOsRIiAEVWCVDPe_yfy0&s=iAHP0nbxB5ngtcbuawEGG8f_VOSTfR3gqg7TD6w0uEw&e=
  
Subject: RE: OT Maya Q - default cameras clipping planes

The scene is not that large - only about 1500 Maya units across and deep. I 
have worked with scenes 100x larger in Soft. It seems ridiculous.

Changing clipping plane values has no effect on the default scene cameras - I 
am on Maya 2016 base version if that makes any difference, and the cameras are 
neither scaled nor rotated as far as I can tell.

I use wip cameras that I create for moving cameras around as I don't know the 
do's and dont's with Maya default cameras, so I thought it better to leave them 
be.

MB




Den 4. oktober 2017 klokken 17:04 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES II]" 
:


I’m wondering exactly how large your scene is. Sometimes things get weird with 
astronomically large scenes.

You should be able to edit the Far Clip Plane for frontShape, topShape, or 
sideShape. I just tested this and it works as expected. But the numbers I am

RE: OT Maya Q - default cameras clipping planes

2017-10-05 Thread Morten Bartholdy
Holy crap, this is lame, even for Maya. Your suggestion works - upon inspection 
the default cameras are too close to the large objects, which effectively clips 
the closest parts. I had no idea, as there is still a ton of stuff I don't know 
about Maya. This is after framing the objects using both A and F in order to 
see what might fix it, plus trying to dolly away to no avail.

What I do know about Maya - never expect it to act or behave sensibly nor 
logically :-/

Since you know the ins and outs - it drives me crazy that there apparently is 
no actual zoom function in Maya wievports, like the one we know from Softimage. 
I am talking about changing camera fov using Z interactively while working on 
framing in a scene. Asking our Maya residents they reply they don't use that so 
they don't know how. They say to select camera and change fov in the Attribute 
Editor.

How do you manage stuff like that (assuming you have found a smarter way).

Thanks
Morten





> Den 4. oktober 2017 klokken 19:15 skrev "Ponthieux, Joseph G. 
> (LARC-E1A)[LITES II]" :
> 
> 
> So it seems I was wrong. The 1000.1 value can change when using the Framing 
> function. The F key. But It doesn’t change when attempting to zoom or dolly 
> in the front, top or side viewport using the mouse.
> 
> What I am seeing is the part of a really large object closest the camera is 
> clipped and the near clip is incapable of seeing anything because the camera 
> head is not actually in front of the object. And I can't set near clip to a 
> negative value. Is this what you are experiencing?
> 
> To replicate, in a new scene create a sphere with a radius of 1500 units. 
> Select the sphere and hit F key in the Front viewport. This illustrates that 
> part of the 1500 radius sphere is past the normal position of the Front 
> camera which is 1000.1 units Z. You can clearly see the problem if you have 
> the viewport set to shading. So in Front camera for example you have to 
> manually set camera Z to a value which places the camera in front of all 
> geometry, such as 1600 units Z, which means you have to know the geometry 
> extent relative that camera. And then make sure the far clipping plane is 
> beyond the far side.
> 
> It seems that you can somewhat correct the situation by executing 
> View>Default View for the viewport in question, executing the A key or 
> selecting the object or objects then hit the F key. Then suddenly it will set 
> the Z extent in front of the selected geometry without difficulty.
> 
> I'm seeing this in 2018 and all the way back to 2014. As long as your scene 
> is never beyond 2000 units wide, or twice the distance wide of the camera 
> position to world center, you're not likely to ever see the problem. Further, 
> the inability to frame on the object appears to be affected by the size of 
> the object rather than its position. In other words multiple objects at a 
> distance of 3000 units apart but at normalized sizes seem less likely to 
> exhibit the framing problem than one object that is 3000 units across.
> 
> I don’t recall if this is how it worked in the past. This does not seem 
> normal. But this seems to not be framing the objects correctly nor permitting 
> the user to dolly the orthographic cameras in a predictable fashion without 
> first executing Default View which apparently knows how to correctly set the 
> orthographic camera's lens position outside the volume of the existing 
> geometry.
> 
> Joey
> 
> 
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
> Joseph G. (LARC-E1A)[LITES II]
> Sent: Wednesday, October 04, 2017 11:56 AM
> To: softimage@listproc.autodesk.com
> Subject: RE: OT Maya Q - default cameras clipping planes
> 
> 
> I'm seeing them work even after 1 Billion units in the front camera. Having 
> issues at 1500 units does not seem normal. I suspect the camera has been 
> edited.
> 
> Check the following in the Front Camera:
> 
> 1. Select the front camera in the outliner
> 2. In the attribute editor for front, is Z set to 1000.1.
> 
> Top should have always have 1000.1 for Y, and Side should have 1000.1 for X. 
> These should never change though the remaining position values will. 
> 
> If they are not 1000.1, does setting them manually to that value fix the 
> problem? 
> 
> Alternatively, does executing View> Default View for each viewport fix the 
> issue?
> 
> Joey
> 
> 
> 
> 
> 
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
> Sent: Wednesday, October 04, 2017 11:30 AM
> To: Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIGaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=NyDUWHiGTmPTrUyJA1FzibkPOsRIiAEVWCVDPe_yfy0&s=