RE: Looking for a 3D-scanner

2018-06-14 Thread Sven Constable
Thanks Andy for the vids. Nice reviews of the Einscans. I think the SE model 
could be sufficient for my needs.

 

Regardings that Cappasity tool: That’s not a 3d scanner, it just creates 
turntable movies.

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of F Sanchez
Sent: Thursday, 14 June 2018 22:46
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=ymEJiByD1syYTmzp6p4brAyfBmxOxnMCFn1a-xNfABI&s=DKLwNQeoYRGGUOqWQ9ssAIVytV9He16ZNTKLPCCUpwo&e=
Subject: Re: Looking for a 3D-scanner

 

https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3DbzZKWlHzxrw&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=ymEJiByD1syYTmzp6p4brAyfBmxOxnMCFn1a-xNfABI&s=ly9nwe_fg0ur3YgQefUTQI3wRjdvfgI1_EiIWQp3GEE&e=




https://urldefense.proofpoint.com/v2/url?u=https-3A__sanchezfilms.wixsite.com_rebel&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=ymEJiByD1syYTmzp6p4brAyfBmxOxnMCFn1a-xNfABI&s=lZ2DQNI3culE-r1R09j89RJRqGYCjdP5LBvSU8shKj8&e=

 

 

On Thu, Jun 14, 2018 at 3:29 PM, Andy Chlupka (Goehler) 
 wrote:

Have you seen these videos?

 

https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3DoGwcOrsWSjo&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=ymEJiByD1syYTmzp6p4brAyfBmxOxnMCFn1a-xNfABI&s=IvruGupQI-JnLMX8pAIhr1qkJCItTaABd2IuKrLr81A&e=

 

https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3DgUuRZdz0hz8&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=ymEJiByD1syYTmzp6p4brAyfBmxOxnMCFn1a-xNfABI&s=mxzVku4yq47e4bz_Z2WmzaXiYc7yU9UPA_Na8DgayA8&e=

 

I’ve been following both YouTubers for a long time and I like their content. 
Maybe these videos help you out. 

 

Cheers

 

Andy

 

 

On Jun 14, 2018, at 5:51 PM, Sven Constable  wrote:

 

Hey list,

as I did a lot of product renderings lately, I was thinking about buying a 3D 
scanner to reduce modeling time. Doesn't need to be top notch but should be a 
professional and good scanner so I think in the range of maybe 1 to 2k 
dollars/euros? I checked out a few from low budget (couple hundred bucks, 
disregarded them immediatly) to high budget (several thousands)  and came up 
with this:
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.einscan.com_einscan-2Dse-2Dsp&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=ymEJiByD1syYTmzp6p4brAyfBmxOxnMCFn1a-xNfABI&s=sCRTYix_iXlLH-0NeBWmEsZ-54XWXhYOByT6q3asEIY&e=

Around 1.500 euros and a point distance of 0.09-0.12mm, what sounds good to me. 
I have no experience with 3D scanning though and maybe you guys have some hints 
or recommendations?

Objects to scan will be no larger than maybe 30x30 cm, in most cases much 
smaller.

 

Thanks and regards.

Sven

  

 

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Re: Looking for a 3D-scanner

2018-06-14 Thread F Sanchez
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3DbzZKWlHzxrw&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=l4bsR6WwsVlaOTkRaa5DohACRFaDD_mmzwb0oqAzC4c&s=Rz3KED63DZAg1UOtYD37a2vgzydCpZB8RifwuLRoGTM&e=

https://urldefense.proofpoint.com/v2/url?u=https-3A__sanchezfilms.wixsite.com_rebel&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=l4bsR6WwsVlaOTkRaa5DohACRFaDD_mmzwb0oqAzC4c&s=osIOlWJzPHSUxtCtXqwldrOsyxW5woTb8FatJW8Aq8s&e=
 



On Thu, Jun 14, 2018 at 3:29 PM, Andy Chlupka (Goehler) <
lists.andy.goeh...@gmail.com> wrote:

> Have you seen these videos?
>
> https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3DoGwcOrsWSjo&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=l4bsR6WwsVlaOTkRaa5DohACRFaDD_mmzwb0oqAzC4c&s=dMvF_Ij5zx14PwpArzYL2-Y-Qe2mQWnGCZbO0Wl9OyI&e=
> 
>
> https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3DgUuRZdz0hz8&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=l4bsR6WwsVlaOTkRaa5DohACRFaDD_mmzwb0oqAzC4c&s=uK7MT5WMpJUxPj6kE9cfj0BP-_1enmBX54mH029HUJQ&e=
> 
>
> I’ve been following both YouTubers for a long time and I like their
> content. Maybe these videos help you out.
>
> Cheers
>
> Andy
>
>
> On Jun 14, 2018, at 5:51 PM, Sven Constable 
> wrote:
>
> Hey list,
> as I did a lot of product renderings lately, I was thinking about buying
> a 3D scanner to reduce modeling time. Doesn't need to be top notch but
> should be a professional and good scanner so I think in the range of maybe
> 1 to 2k dollars/euros? I checked out a few from low budget (couple hundred
> bucks, disregarded them immediatly) to high budget (several thousands)
> and came up with this:
> *https://urldefense.proofpoint.com/v2/url?u=https-3A__www.einscan.com_einscan-2Dse-2Dsp-2A&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=l4bsR6WwsVlaOTkRaa5DohACRFaDD_mmzwb0oqAzC4c&s=LUDQUQVO-ptzawiZxVtxU37DjkXYhAChCAP-BZUQuYM&e=
> 

Re: Maya Manipulators How to keep them in the vieport.

2018-06-14 Thread Stefan Kubicek
You mean you want to see the manipulator even when the object to be 
manipulated is off screen? Afaik this is a very Softimage-specific 
feature, I'm almost certain neither Maya nor 3dsmax do that.

I remember a conversation I had with a colleague in 2007 that even if 
Softimage would stop developing their software it would take Autodesk at 
least 5 years before they could pimp Maya enough to catch up. That was 
before Autodesk bought Soft from Avid, and I thought I was making a very 
conservative, not to say pessimistic, estimate. From todays POV it was 
hopelessly optimistic.



On 6/14/2018 9:26 PM, F Sanchez wrote:
> I would like to keep the manipulator always visible even if I zoom in on 
> something.  How do I do this in Maya? I know there must be a way. I just 
> cant find any mention of this. Anyone?
> https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzSHNkSzixRBldLshOpvo8CwFXi-2B40dpCumSorWPhDPKfd-2FcKUAGb54g4KxzX7Tst130vpyj8wzdnrFkt4dU-2FnIyEIJWT-2FxtfJKHNMYKbB0fvMT68D-2FpEObcUAzmAqrdktDpD4q7H-2Ft2z9-2BWOc52oXrhL1MJ96OuIpQfQeuEZR0qZ40Q-2FmMHg2c6jTa39k9LBp80eo5bTzuu9h-2Fh6RK59zlRPkH7-2Fia-2BiEk-2FI3-2B7b4gNCq8hEj6TBoHPZdCJtEKGe-2FiWo3PL-2BLVUUu4smlctksGrVF6qGsIRG2BeZy2XlUQZqQkmaR3LtCa58Tzv8UwF9T_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuT6DRsfc-2F-2FzmoHMSVvI5tMSW93r4uqF7yhbrR3b55rkazxjCK0tQzb3osDjj0wQSKAadtwjly8qUf-2FTQVvN0IYbKAOwLjkDgN4xm6yOdb6y133rxwdUCTXQf-2Bhv5mg3iKOnCSraq8PsjUJd6niXcp9qcKpEskE-2Fj8nyooDaTavoIAGIrgIADFYLbM-2FKudKh4QU-3D
>  
> 
> 
> 
> 
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Re: Looking for a 3D-scanner

2018-06-14 Thread Andy Chlupka (Goehler)
Have you seen these videos?

https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3DoGwcOrsWSjo&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=N6nQKs762uiDuQdANV8X6AE0yESE9CyDwz5KTfsdftU&s=b-K8yIjgh0iJOGYVQDdMS4N_lL3Rcdp8Tb_iYklAQQs&e=
 


https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3DgUuRZdz0hz8&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=N6nQKs762uiDuQdANV8X6AE0yESE9CyDwz5KTfsdftU&s=4a4KZaoDExp8Gal7Y3fAjZFyWE_N6lW4dqp_glAbGzU&e=
 


I’ve been following both YouTubers for a long time and I like their content. 
Maybe these videos help you out. 

Cheers

Andy


> On Jun 14, 2018, at 5:51 PM, Sven Constable  wrote:
> 
> Hey list,
> as I did a lot of product renderings lately, I was thinking about buying a 3D 
> scanner to reduce modeling time. Doesn't need to be top notch but should be a 
> professional and good scanner so I think in the range of maybe 1 to 2k 
> dollars/euros? I checked out a few from low budget (couple hundred bucks, 
> disregarded them immediatly) to high budget (several thousands)  and came up 
> with this:
> https://urldefense.proofpoint.com/v2/url?u=https-3A__www.einscan.com_einscan-2Dse-2Dsp&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=N6nQKs762uiDuQdANV8X6AE0yESE9CyDwz5KTfsdftU&s=gx99HEIP25_skM4EqTIN5x-nsvL2WYHJFGMi6p5CYPw&e=
>  
> 
> Around 1.500 euros and a point distance of 0.09-0.12mm, what sounds good to 
> me. I have no experience with 3D scanning though and maybe you guys have some 
> hints or recommendations?
> Objects to scan will be no larger than maybe 30x30 cm, in most cases much 
> smaller.
> 
> Thanks and regards.
> Sven
> 
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> Softimage Mailing List.
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> "unsubscribe" in the subject, and reply to confirm.

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Maya Manipulators How to keep them in the vieport.

2018-06-14 Thread F Sanchez
I would like to keep the manipulator always visible even if I zoom in on
something.  How do I do this in Maya? I know there must be a way. I just
cant find any mention of this. Anyone?
https://urldefense.proofpoint.com/v2/url?u=https-3A__sanchezfilms.wixsite.com_rebel&d=DwIBaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=X8_yZ4lg6KUW_x5mGESj6YfqOt-Ep76CRLEEq-YLo0Y&s=yq9wPU2PKU4ie1msvCRYnIA1Ikkm5RpRPtsLP9vE6bI&e=
 

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Looking for a 3D-scanner

2018-06-14 Thread Sven Constable
Hey list,

as I did a lot of product renderings lately, I was thinking about buying a
3D scanner to reduce modeling time. Doesn't need to be top notch but should
be a professional and good scanner so I think in the range of maybe 1 to 2k
dollars/euros? I checked out a few from low budget (couple hundred bucks,
disregarded them immediatly) to high budget (several thousands)  and came up
with this:
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.einscan.com_einscan-2Dse-2Dsp&d=DwICAg&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=FhtgfnTxY6habA9BZOlodEMz_UYcYKTBhRl5Rd3qHIs&s=tyCs68rw-ZNmVgDVHEP5kB6NC-agKthP2crPSXItuF8&e=

Around 1.500 euros and a point distance of 0.09-0.12mm, what sounds good to
me. I have no experience with 3D scanning though and maybe you guys have
some hints or recommendations?
Objects to scan will be no larger than maybe 30x30 cm, in most cases much
smaller.

Thanks and regards.
Sven
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Softimage Mailing List.
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Re: OTish - Maya namespaces - clearing that up

2018-06-14 Thread Morten Bartholdy
Interesting - so there is a good use for it.

Personally I hate it when imported or referenced models don't have unique 
names, but I guess it depends on your pipeline and type of work :)

Thanks for the script - it will come in handy!

MB



> Den 14. juni 2018 klokken 12:12 skrev Enrique Caballero 
> :
> 
> 
> Namespaces are annoying.
> 
> When building assets, what I do to deal with them is I bind a hotkey to
> collapse all namespaces, as sometimes when you are building an asset, you
> are drag and dropping several other assets into the scene and
> frankensteining them together.  You then end up with a huge nested tree of
> namespaces that just takes forever to delete one at a time in the namespace
> editor.  I will share my script for collapsing namespaces at the end of
> this email.
> 
> As annoying as they are, you can disable viewing namespaces in most
> editors,  and I recommend that you use them for your referenced assets,
> otherwise you will end up with name clashing on the scene Root.
> 
> For example, the root object of all of our rigs is named "ROOT_NUL"
> 
> If we didnt use namespaces, each one of those would get a number appended
> to them once imported.  Not the end of the world, but I don't want my
> referenced assets to go around changing their naming randomly.
> 
> yes we could use more unique names for our ROOT_NULS, like putting the
> asset name in there, but I rather just let the namespace handle that, and
> keep all of our assets and rigs standardised.
> 
> 
> 
> 
> script for collapsing namespaces follows:
> 
> 
> """
> 
> Collapses all namespaces (including nested) to root.
> 
> """
> 
> 
> # Recursively collect all namespaces.
> 
> def get_all_namespaces(iter_nsp=[":"]):
> 
> for nsp in iter_nsp:
> 
> yield nsp
> 
> all_nested_nsp = cmds.namespaceInfo(nsp, listOnlyNamespaces=True) or []
> 
> for nested_nsp in get_all_namespaces(iter_nsp=all_nested_nsp):
> 
> yield nested_nsp
> 
> default_namespaces = [":", "UI", "shared"]
> 
> 
> scene_namespaces = list(get_all_namespaces())
> 
> 
> for nsp in reversed(scene_namespaces):
> 
> 
> if nsp in default_namespaces:
> 
> continue
> 
> print "Removing namespace {}".format(nsp)
> 
> cmds.namespace(removeNamespace=nsp, mergeNamespaceWithRoot=True)
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> On Thu, Jun 14, 2018 at 4:47 PM, Stefan Kubicek 
> wrote:
> 
> > Everybody hates Namespaces, but you don't necessarily need to use them.
> > First of all: Maya is more permissive with regards to duplicate names since
> > it only demands an objects “Full Name” (i.e. the name of the object
> > prepended by all it's parent's names) to be unique in a scene. In
> > Softimage, an objects name needs to be unique within it's Model,
> > irrespective of it's location in the hierarchy under that model, which is
> > of course a more deterministic way of identifying objects with regards to
> > file referencing, the animation mixer, etc, but that's not the point here.
> >
> > In Maya, just like in 3dsMax or Softimage (or any other 3d package I
> > think), you get automatic numbering of objects in case of a name clash
> > (i.e. when the full name of the new object is similar). That usually occurs
> > when creating or duplicating an object or node, importing or referencing a
> > file, or rearranging objects in a hierarchy. The closest thing to the
> > Softimage Model paradigm in Maya you can get is to use groups. For example,
> > instead of maintaining your character rig and meshes under a model in Soft,
> > you do the same under a group in Maya. There is even an option to
> > automatically group objects on import, which is what I usually do, and/or
> > to rename (i.e. number) clashing names on import, which is less tidy but
> > also helpful sometimes. That's it.
> >
> > Stefan
> >
> > PS: I still hope to find out the address of that moron at Alias one fine
> > day who decided that namespaces are a clever way to handle scene complexity.
> >
> > On 14.06.2018 09:56, Morten Bartholdy wrote:
> >
> > I am sure I am not the only one finding Mayas namespaces extremely
> > annoying.
> >
> > If I do a search on Maya namespaces, numerous hits explain how namespaces
> > are annoying and how to handle them and/or get rid of them via built-in
> > tools, scripts, or other methods – one of these even come from an Autodesk
> > Technical Specialist: 
> > https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6ui9ndn-2BrPckKmQuMExySxAF7AEEWRZo1kjS9DxWL-2B7-2B_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuSFQA3BANXOcg1Ajy-2F9rZ0Mlq3UqL281AuNcW-2Bdp2wFN-2FdZrRRLj3Pc77Dxh3HxNdpsXYcUBChAulwxHCmn22zVFxpUGwJXMTnSO5uOqwUVmbwsv35goYhbv9uFH72tt-2Fwu2aHpDJ7MUzMSh-2F6OTVoAnCf9yETf-2B3xuPg6iFMOD4RBr1N7vX-2FvssM9ylNQgzCs-3D
> > blogs/the-maya-blog/maya_2012_namespace_and_prefix_tips_and_tricks/
> > 

Re: OTish - Maya namespaces - clearing that up

2018-06-14 Thread Enrique Caballero
Namespaces are annoying.

When building assets, what I do to deal with them is I bind a hotkey to
collapse all namespaces, as sometimes when you are building an asset, you
are drag and dropping several other assets into the scene and
frankensteining them together.  You then end up with a huge nested tree of
namespaces that just takes forever to delete one at a time in the namespace
editor.  I will share my script for collapsing namespaces at the end of
this email.

As annoying as they are, you can disable viewing namespaces in most
editors,  and I recommend that you use them for your referenced assets,
otherwise you will end up with name clashing on the scene Root.

For example, the root object of all of our rigs is named "ROOT_NUL"

If we didnt use namespaces, each one of those would get a number appended
to them once imported.  Not the end of the world, but I don't want my
referenced assets to go around changing their naming randomly.

yes we could use more unique names for our ROOT_NULS, like putting the
asset name in there, but I rather just let the namespace handle that, and
keep all of our assets and rigs standardised.




script for collapsing namespaces follows:


"""

Collapses all namespaces (including nested) to root.

"""


# Recursively collect all namespaces.

def get_all_namespaces(iter_nsp=[":"]):

for nsp in iter_nsp:

yield nsp

all_nested_nsp = cmds.namespaceInfo(nsp, listOnlyNamespaces=True) or []

for nested_nsp in get_all_namespaces(iter_nsp=all_nested_nsp):

yield nested_nsp

default_namespaces = [":", "UI", "shared"]


scene_namespaces = list(get_all_namespaces())


for nsp in reversed(scene_namespaces):


if nsp in default_namespaces:

continue

print "Removing namespace {}".format(nsp)

cmds.namespace(removeNamespace=nsp, mergeNamespaceWithRoot=True)










On Thu, Jun 14, 2018 at 4:47 PM, Stefan Kubicek 
wrote:

> Everybody hates Namespaces, but you don't necessarily need to use them.
> First of all: Maya is more permissive with regards to duplicate names since
> it only demands an objects “Full Name” (i.e. the name of the object
> prepended by all it's parent's names) to be unique in a scene. In
> Softimage, an objects name needs to be unique within it's Model,
> irrespective of it's location in the hierarchy under that model, which is
> of course a more deterministic way of identifying objects with regards to
> file referencing, the animation mixer, etc, but that's not the point here.
>
> In Maya, just like in 3dsMax or Softimage (or any other 3d package I
> think), you get automatic numbering of objects in case of a name clash
> (i.e. when the full name of the new object is similar). That usually occurs
> when creating or duplicating an object or node, importing or referencing a
> file, or rearranging objects in a hierarchy. The closest thing to the
> Softimage Model paradigm in Maya you can get is to use groups. For example,
> instead of maintaining your character rig and meshes under a model in Soft,
> you do the same under a group in Maya. There is even an option to
> automatically group objects on import, which is what I usually do, and/or
> to rename (i.e. number) clashing names on import, which is less tidy but
> also helpful sometimes. That's it.
>
> Stefan
>
> PS: I still hope to find out the address of that moron at Alias one fine
> day who decided that namespaces are a clever way to handle scene complexity.
>
> On 14.06.2018 09:56, Morten Bartholdy wrote:
>
> I am sure I am not the only one finding Mayas namespaces extremely
> annoying.
>
> If I do a search on Maya namespaces, numerous hits explain how namespaces
> are annoying and how to handle them and/or get rid of them via built-in
> tools, scripts, or other methods – one of these even come from an Autodesk
> Technical Specialist: https://area.autodesk.com/
> blogs/the-maya-blog/maya_2012_namespace_and_prefix_tips_and_tricks/
> 
>  3A__u7507473.ct.sendgrid.net_wf_click-3Fupn-3D5SmYwFIJXHmC5X9wAP0G6ui9ndn-
> 2D2BrPckKmQuMExySxDcB-2D2B2Cv43FA1Cl3CAceI0DUKvGEyTF
> paxxyHOzrsJPBkmw8ivBqIosXKC6PGdBtnsN407Paq9UtwShjpFRRsmi19O8
> ieW0TuwT44wrPXhckQ-2D3D-2D3D-5FAiuOPJnPrj4wc3JxtM6Fu4BFTLWf
> PgU-2D2BZSdmfLFS5-2D2BsJ3JlitusvKzDTX4sOR42u811Ikqqfqfz0-
> 2D2By5Zky5FBVUhYfw

Re: OTish - Maya namespaces - clearing that up

2018-06-14 Thread Stefan Kubicek
Everybody hates Namespaces, but you don't necessarily need to use them.
First of all: Maya is more permissive with regards to duplicate names 
since it only demands an objects "Full Name" (i.e. the name of the 
object prepended by all it's parent's names) to be unique in a scene. In 
Softimage, an objects name needs to be unique within it's Model, 
irrespective of it's location in the hierarchy under that model, which 
is of course a more deterministic way of identifying objects with 
regards to file referencing, the animation mixer, etc, but that's not 
the point here.

In Maya, just like in 3dsMax or Softimage (or any other 3d package I 
think), you get automatic numbering of objects in case of a name clash 
(i.e. when the full name of the new object is similar). That usually 
occurs when creating or duplicating an object or node, importing or 
referencing a file, or rearranging objects in a hierarchy.
The closest thing to the Softimage Model paradigm in Maya you can get is 
to use groups. For example, instead of maintaining your character rig 
and meshes under a model in Soft, you do the same under a group in Maya.
There is even an option to automatically group objects on import, which 
is what I usually do, and/or to rename (i.e. number) clashing names on 
import, which is less tidy but also helpful sometimes. That's it.

Stefan

PS: I still hope to find out the address of that moron at Alias one fine 
day who decided that namespaces are a clever way to handle scene complexity.





On 14.06.2018 09:56, Morten Bartholdy wrote:
> I am sure I am not the only one finding Mayas namespaces extremely annoying.
> 
> If I do a search on Maya namespaces, numerous hits explain how 
> namespaces are annoying and how to handle them and/or get rid of them 
> via built-in tools, scripts, or other methods – one of these even come 
> from an Autodesk Technical Specialist: 
> https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6ui9ndn-2BrPckKmQuMExySxDcB-2B2Cv43FA1Cl3CAceI0DUKvGEyTFpaxxyHOzrsJPBkmw8ivBqIosXKC6PGdBtnsN407Paq9UtwShjpFRRsmi19O8ieW0TuwT44wrPXhckQ-3D-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuQUWkBhFKTjN6aNanGKm8YRhT75SW5Xky-2BRRPjw0fH-2FbXhsJApYTxE3RHou7BgCPV2jY2y7HWel32ZHdEFZvLwYx4P-2BIJ0QkZTvDtupX5nq9eh0KTIIQ17nUsMuzu7YtnObQXeyUzMEiil1v-2BB4UC7-2BS3p5sBRqy5QPghrxR-2FyiEFFxWB4UCwt0t7ssJjoVbGA-3D
>  
> 
>  
> so even Autodesk knows how annoying this is… these guys are inane.
> 
> I get why there has to be a nameclash handling mechanism but find the 
> straightforward method of incremental numbering in XSI as hassle free as 
> possible, so I was wondering if anyone knows if there are any benefits 
> at all with the Maya namespace method or if it has to do with Maya data 
> handling why they haven't used the more straightforward incremental 
> numbering which seems to be working in Maya anyway!?
> 
> Thanks Morten -- 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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OTish - Maya namespaces - clearing that up

2018-06-14 Thread Morten Bartholdy
I am sure I am not the only one finding Mayas namespaces extremely annoying.

If I do a search on Maya namespaces, numerous hits explain how namespaces are 
annoying and how to handle them and/or get rid of them via built-in tools, 
scripts, or other methods - one of these even come from an Autodesk Technical 
Specialist: 
https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6ui9ndn-2BrPckKmQuMExySxDcB-2B2Cv43FA1Cl3CAceI0DUKvGEyTFpaxxyHOzrsJPBkmw8ivBqIosXKC6PGdBtnsN407Paq9UtwShjpFRRsmi19O8ieW0TuwT44wrPXhckQ-3D-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuSc2nqqW8Y54tq7n4u9rSVHFV0FksjdsnqTVoJ4XEGV4kNA2o-2F0sox-2FSOdztr2iCBhJ6HeqBo9kzejuYJ6p-2FMwZA51d4uOLy88gVyE27l9KkSYVFufCKy09a1imJAmlgDWtLT-2BUMm5N9bMeVrYpF-2Fh-2B9BvWS-2Fy8mMqB-2BMsUHXVSnYshj3M7ccaj3tgLGETlPVc-3D
 so even Autodesk knows how annoying this is... these guys are inane.

I get why there has to be a nameclash handling mechanism but find the 
straightforward method of incremental numbering in XSI as hassle free as 
possible, so I was wondering if anyone knows if there are any benefits at all 
with the Maya namespace method or if it has to do with Maya data handling why 
they haven't used the more straightforward incremental numbering which seems to 
be working in Maya anyway!?

Thanks
Morten
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To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
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