Re: Asymmetrical GATORing
Hey Chris, Here's an oversimplification, if it helps you or others visualize it better: 1. For every point on the source mesh, find the closest triangle our target's mesh our point fits in -- a quad has 2 triangles, of course, so one of them. 2. Imagine that triangle's edges are tightropes, and you start taking a turn walking on each rope... you take steps and make your way to the closest you can get to the point of interest while staying on that rope. 3. When you're the closest you can be, you mark it with a napkin where you write the number of steps it took divided by a known number of steps it takes to walk that rope. The result is your weight for that rope, or edge. . Repeat for the other two ropes. 4. Now you know that, let's say, your point of interest is 0.25 of rope A, 0.7 of rope B and 0.15 of rope C. (0.25, 0.7, 0.15) are your barycentric coordinates, more or less. 5. Now, if we want to know shapekey data (3d vectors per actual vertex) from this arbitrary point in the target mesh triangle, how do we compute it? Well, using those same weights from before we use interpolation, which is just a fancy word for mixing up the values from that triangle's vertices using each weight, and the result would be our new shape vector. Make more sense now? (I hope it didn't come off condescending; not my intent.) Cheers, -- Alan On Tue, Jun 26, 2012 at 9:43 AM, Chris Covelli kylevar...@gmail.com wrote: Thanks Alan, That link you provided is a bit over my head, but I get what you're saying. On Mon, Jun 25, 2012 at 3:42 PM, Alan Fregtman alan.fregt...@gmail.comwrote: Well GATOR is not doing a 1:1 copy of the shapes, it's reinterpreting every point by the transformation of each individual closest triangle using pointlocator/locations magic, a.k.a. barycentric coordinateshttp://alokgandhi.com/blog/2012/05/28/barycentric-coordinates-and-the-magic-of-locations/ sorcery math. Unless your meshes are completely and absolutely the same volume there is always a chance of slight error, unfortunately. On Mon, Jun 25, 2012 at 11:00 AM, Chris Covelli kylevar...@gmail.comwrote: Hey Guys, Lets say I have a perfectly symmetrical mesh ( along the X axis ) and I build a few blendshapes for that mesh that are also perfectly symmetrical. Next, lets say I GATOR those blendshapes onto a different but also perfectly symmetrical mesh ( a lower/higher res version that has the same basic shape but different topology, for instance ). I've noticed that every time I do this the shapes on the new mesh end up being slightly asymmetrical. Anyone know why this happens? This is more of a curiosity rather than a problem I need fixed as I have a pretty quick method for getting the shapes symmetrical again without changing the topology. Thanks!! -Chris -- Chris Covelli http://kylevargas.net/ -- Chris Covelli http://kylevargas.net/
Re: Storing a variable within the softimage application
It's the first docs I had handy. If you read the page closer, you'll see it's an old feature. :) Introduced v5.0 On Wed, Jun 27, 2012 at 11:31 AM, Sandy Sutherland sandy.sutherl...@triggerfish.co.za wrote: Please do not tell us this a 2012 thing - as we are still on 2011! S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _ -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Alan Fregtman [ alan.fregt...@gmail.com] *Sent:* 27 June 2012 17:10 *To:* softimage@listproc.autodesk.com *Subject:* Re: Storing a variable within the softimage application Or use SetGlobal() and GetGlobal(): http://download.autodesk.com/global/docs/softimage2012/en_us/sdkguide/si_cmds/SetGlobal.html (These are only alive for the duration of the session though.) On Wed, Jun 27, 2012 at 5:15 AM, patrick nethercoat patr...@brandtanim.co.uk wrote: A quick and dirty one would be to create a custom parameter. On 27 June 2012 10:06, Jared Glass jared.gl...@triggerfish.co.za wrote: Hi I need to store a vairable created by a plugin and then access it later on from a different plugin. For individual plugins I know you can keep variables in the plugin's UserData. Is there something like this say maybe like Application.Data? Or any other ideas? -- Kind Regards, Jared Glass jared.gl...@triggerfish.co.za | Technical Lead Triggerfish Animation Studios http://www.triggerfish.co.za Zambezia Movie http://www.zambeziamovie.com/ | Khumba Moviehttp://www.triggerfish.co.za/khumba/
Re: Storing a variable within the softimage application
Alternatively, you could write your data to a dictionary saved out to a json file to that same path, and there wouldn't be errors ever. On Wed, Jun 27, 2012 at 7:21 PM, Bradley Gabe witha...@gmail.com wrote: Thanks Simon. Just an additional note, these preference PPG's are saved out in your user install location: ~/Autodesk/Softimage_2012.SAP/Data/Preferences If any of these stored PPG's were created using registered plugins that are removed in the future, XSI will log warnings complaining about missing Property definitions. You can stop the warning messages by clearing out the files in that directory. -B On Wed, Jun 27, 2012 at 6:30 PM, Simon Anderson simonbenandersonl...@gmail.com wrote: Thats pretty handy piee of code, especially for persisting data Thanks On Thu, Jun 28, 2012 at 2:40 AM, Bradley Gabe witha...@gmail.com wrote: Don't forget, you can also create a custom PPG and install it into the user preferences. Once there, Softimage saves all the values out to disk each time you quit a session, so it will persist. I use this technique for all of my custom tools so as to prevent a buildup of PPG chaff under the SceneRoot (which has sadly become all too common). Here's a snippet of Python that demonstrates: findColl = win32com.client.Dispatch( XSI.Collection ) findColl.items = 'preferences.MyStoredPPG' if findColl.count: oPPG = findColl(0) else: oPPG = CreateCustomPPGFunction() Application.InstallCustomPreferences(oPPG, 'MyStoredPPG') findColl.items = 'preferences.MyStoredPPG' oPPG = findColl(0) Application.InspectObj(oPPG, '', 'MyStoredPPG', c.siLock, 0) -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/
Any tips to fix non-manifold vertices in Soft?
Hey guys, We're making some shells with ZBrush and when they come in they sometimes have non-manifold vertices, the only kind of non-manifold geometry that XSI unfortunately permits. Any modelers out there know any tool to find and/or fix this sort of bad geo? Right now I'm opening Maya and using Mesh-Cleanup. There must be a better way. Any help appreciated. Cheers, -- Alan
Re: Any tips to fix non-manifold vertices in Soft?
I don't see a non-manifold filter. Where did you mean? On Tue, Jun 26, 2012 at 10:55 AM, Szabolcs Matefy szabol...@crytek.comwrote: Never met this issue before. However what if you try to use filter points, or filter edge tools? ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman *Sent:* Tuesday, June 26, 2012 4:46 PM *To:* XSI Mailing List *Subject:* Any tips to fix non-manifold vertices in Soft? ** ** Hey guys, ** ** We're making some shells with ZBrush and when they come in they sometimes have non-manifold vertices, the only kind of non-manifold geometry that XSI unfortunately permits. ** ** Any modelers out there know any tool to find and/or fix this sort of bad geo? Right now I'm opening Maya and using Mesh-Cleanup. There must be a better way. ** ** Any help appreciated. Cheers, ** ** -- Alan ** **
Re: Any tips to fix non-manifold vertices in Soft?
It's the only kind that Softimage allows... http://softimage.wiki.softimage.com/xsidocs/ca076000.jpg When two otherwise disconnected faces share a point. On Tue, Jun 26, 2012 at 11:00 AM, Chris Covelli kylevar...@gmail.comwrote: Theres a few different ways a mesh can be non-manifold. Like, are there more than two faces sharing the same edge? A bunch of edges sharing the same vertex? Can you post some pics? On Tue, Jun 26, 2012 at 10:45 AM, Alan Fregtman alan.fregt...@gmail.comwrote: Hey guys, We're making some shells with ZBrush and when they come in they sometimes have non-manifold vertices, the only kind of non-manifold geometry that XSI unfortunately permits. Any modelers out there know any tool to find and/or fix this sort of bad geo? Right now I'm opening Maya and using Mesh-Cleanup. There must be a better way. Any help appreciated. Cheers, -- Alan -- Chris Covelli http://kylevargas.net/
Re: Any tips to fix non-manifold vertices in Soft?
Maybe docs are wrong then? download.autodesk.com/global/docs/softimage2013/en_us/userguide/files/poly_basic_PolygonMeshes.htmhttp://softimage.wiki.softimage.com/xsidocs/poly_basic_PolygonMeshes.htm *Softimage does support one case of non-manifold geometry. A single point can be shared by two otherwise unconnected parts of a single mesh object.* On Tue, Jun 26, 2012 at 11:21 AM, Stefan Kubicek s...@tidbit-images.comwrote: Hmm, I just managed to create an object where three polygons share an edge, not just a vertex. It can even be subdivided (not implying that it looks great). It's the only kind that Softimage allows... http://softimage.wiki.**softimage.com/xsidocs/**ca076000.jpghttp://softimage.wiki.softimage.com/xsidocs/ca076000.jpg When two otherwise disconnected faces share a point. On Tue, Jun 26, 2012 at 11:00 AM, Chris Covelli kylevar...@gmail.com wrote: Theres a few different ways a mesh can be non-manifold. Like, are there more than two faces sharing the same edge? A bunch of edges sharing the same vertex? Can you post some pics? On Tue, Jun 26, 2012 at 10:45 AM, Alan Fregtman alan.fregt...@gmail.com **wrote: Hey guys, We're making some shells with ZBrush and when they come in they sometimes have non-manifold vertices, the only kind of non-manifold geometry that XSI unfortunately permits. Any modelers out there know any tool to find and/or fix this sort of bad geo? Right now I'm opening Maya and using Mesh-Cleanup. There must be a better way. Any help appreciated. Cheers, -- Alan -- Chris Covelli http://kylevargas.net/ -- --**- Stefan Kubicek Co-founder --**- keyvis digital imagery Wehrgasse 9 - Grüner Hof 1050 Vienna Austria Phone:+43/699/12614231 --- www.keyvis.at ste...@keyvis.at --- -- This email and its attachments are --confidential and for the recipient only--
Re: Any tips to fix non-manifold vertices in Soft?
I think he means Stefan's pic. ;) Also, cool trick! I'll see if I can automate it reliably. On Tue, Jun 26, 2012 at 11:41 AM, Chris Covelli kylevar...@gmail.comwrote: Pretty sure theres no double edge..theyre crappy rez screen grabs so the edges may looks jagged and thick like a double edge On Tue, Jun 26, 2012 at 11:38 AM, Sven Constable sixsi_l...@imagefront.de wrote: sure? Looks like a double edge has been created. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek Sent: Tuesday, June 26, 2012 17:21 To: softimage@listproc.autodesk.com Subject: Re: Any tips to fix non-manifold vertices in Soft? Hmm, I just managed to create an object where three polygons share an edge, not just a vertex. It can even be subdivided (not implying that it looks great). It's the only kind that Softimage allows... http://softimage.wiki.softimage.com/xsidocs/ca076000.jpg When two otherwise disconnected faces share a point. On Tue, Jun 26, 2012 at 11:00 AM, Chris Covelli kylevar...@gmail.comwrote: Theres a few different ways a mesh can be non-manifold. Like, are there more than two faces sharing the same edge? A bunch of edges sharing the same vertex? Can you post some pics? On Tue, Jun 26, 2012 at 10:45 AM, Alan Fregtman alan.fregt...@gmail.comwrote: Hey guys, We're making some shells with ZBrush and when they come in they sometimes have non-manifold vertices, the only kind of non-manifold geometry that XSI unfortunately permits. Any modelers out there know any tool to find and/or fix this sort of bad geo? Right now I'm opening Maya and using Mesh-Cleanup. There must be a better way. Any help appreciated. Cheers, -- Alan -- Chris Covelli http://kylevargas.net/ -- --- Stefan Kubicek Co-founder --- keyvis digital imagery Wehrgasse 9 - Grüner Hof 1050 Vienna Austria Phone:+43/699/12614231 --- www.keyvis.at ste...@keyvis.at --- -- This email and its attachments are --confidential and for the recipient only-- -- Chris Covelli http://kylevargas.net/
Re: Boolean
I got it working in 2012 with some tinkering. Probably the same process to make it work in 2013. I had to regenerate the presets or something like that. I'll check when I have some proper free time. On Tue, Jun 26, 2012 at 1:28 PM, Stephen Davidson magic...@bellsouth.netwrote: I was trying to find the same thing and found BoolTrace which is part of the Binary Iris addon. This is supposed to do boolean functions on solid models, at render time, though the use of it as a shader. It was tough to find as Binary Iris seems to have gone away. I found id it via the wayback machine. http://web.archive.org/web/20080627113211/http://binaryiris.com/main/?id=BoolTrace However, I could not get this to work in 2013 SP1. The render seems to break after installing the addon. If anyone has a better solution for Booleans in Softimage, it would be appreciated. Any modeling compounds in ICE, maybe? I searched the Area, but didn't find anything. I did see a post on using a transparent plane, that has the primary rays turned off, but I haven't tried that yet. On Tue, Jun 26, 2012 at 3:20 AM, Szabolcs Matefy szabol...@crytek.comwrote: Hey folks, ** ** I’m looking for a free Boolean solution. I have seen ImplosiaFX GigaBoolean, and I love it when it works. However, in Demo mode, it always crashes, even when a single sphere and cylinder is to be united… ** ** So is there any normal Boolean solution for Softimage besides the built-in? ** ** ** ** Cheers ** ** Szabolcs ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli -- Best Regards, * Stephen P. Davidson** **(954) 552-7956 *sdavid...@3danimationmagic.com http://www.3danimationmagic.com My Website is *GREEN*, Is yours? [image: affiliate_link]http://www.fatcow.com/join/index.bml?AffID=626478
Re: Malaware on XSIbase
http://safebrowsing.clients.google.com/safebrowsing/diagnostic?site=http%3A%2F%2Fwww.xsibase.com%2Fforum%2Findex.php%3Fboard%3D7%3Baction%3Ddisplay%3Bthreadid%3D46476client=googlechromehl=en-US and yeah, I get it too. The owner needs to check with Google Webmaster Tools to see what's up. On Sat, Jun 23, 2012 at 10:47 AM, Javier Vega javierelas...@gmail.comwrote: Yes, I see the same. El 23/06/2012, a las 16:42, Adam Sale escribió: just tried surfing over to the base and hit a block page in Chrome letting me know the site may have been hacked.. anyone getting this as well?
Re: Evalution outside simulation
Depending what you're after post-sim might work if you think of Simulation as storage of values to use and process in post-sim. I recently did a sim of falling money bills. I drove ICE-modeling-instanced meshes with particles and to deform them I only needed to know the velocity difference between frames so I stored that stuff in Simulation and in Post-Sim I could interactively adjust the bend intensity and such, without resimulating completely. On Fri, Jun 22, 2012 at 6:21 PM, Gustavo Eggert Boehs gustav...@gmail.comwrote: I understand your point, but since the idea is to stack a bunch of diferent modifications on top of eachother they always rely on point position. So I am always doing something like self.pointposition + x,y,z... therefore cumulating values. Thinking harder about it, if I relied on emit location instead of point position, that might work... Having two clouds sounds like it could really work. Will try that. I did a quick test using post-sim Fabricio. I felt like it had limitaions, but since I am not in front of Si right now I cant really describe it. Thanks for all the good insights guys, ill do some tests and post back with the pros and cons of each approach. Chears Em 22/06/2012 16:54, Grahame Fuller grahame.ful...@autodesk.com escreveu: The point that Steven and I were getting at is that simulations don't need to be cumulative. For example if you plug (0,0,0) into Set PointPosition, it's not going anywhere. So, you might be able to accomplish what you want to do with states. Another approach that might work is to have multiple point clouds, e.g., one for display and rendering, one for animation, and one for simulation, and then use a Boolean to control whether the display cloud reads its poistion from the animation or simulation cloud. gray From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Gustavo Eggert Boehs Sent: Friday, June 22, 2012 03:37 PM To: softimage@listproc.autodesk.com Subject: Re: Evalution outside simulation It is simple stuff like transformations, randomizations, sin functions and all that. Problem is I am trying to reproduce the (perceived) ease of use from moGraph. In it MOST things happen in a unsimulated envoiroment, as it is a lot faster to work in this fashion. You can work and scrub through the timeline interactivly. But then it allows you to trigger simulation at some point or event, which is nice. I could even try to re-work most of my nodes to have a simulated and unsimulated version, as the cumulative effect of simulation will break most of them, as they are right now. But fact is, it is a goal to be as non-simulated as possible. I understand it is an uncommon request, a bit of overkill really, and people can achieve the effect they want in other ways... I just wanted to double check if there was any undocumented way of doing this. 2012/6/22 Steven Caron car...@gmail.commailto:car...@gmail.com also, can you just branch and set point position on those particles instead? s On Fri, Jun 22, 2012 at 11:30 AM, Grahame Fuller grahame.ful...@autodesk.commailto:grahame.ful...@autodesk.com wrote: What sort of procedural animation? Can it not be expressed as a simulation? Do you have an example of what you mean? gray From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Leonard Koch Sent: Friday, June 22, 2012 02:17 PM To: softimage@listproc.autodesk.commailto: softimage@listproc.autodesk.com Subject: Re: Evalution outside simulation You can disable behaviours on a per particle basis, but everything will have to be simulated at all times. The thing you described is at the core of how ice works and there is no way around that as far as I know. On Jun 22, 2012 8:01 PM, Gustavo Eggert Boehs gustav...@gmail.com mailto:gustav...@gmail.commailto:gustav...@gmail.commailto: gustav...@gmail.com wrote: Hey there list! Trying to go further in my efforts of reproducing much of the functionallity found in C4Ds moGraph I´ve hit a wall. The problem is trying to mix procedural animation with simulations. When a pointcloud has a simulation in its stack, as we all know, everything which is underneath this point wont be evaluated. My question is: is it possible to trigger in and out of a state of simulation with a per point boolean? Best regards -- Gustavo E Boehs 3d Artist http://www.gustavoeb.com.br/blog
Re: ICE Color Attribute Q
Hi Morten, Is the node plugged in? It won't list things properly if it's floating, disconnected. It also won't be proper if the material is not yet applied on those meshes. (It uses the current objects with the material to populate those Attribute lists.) If it's still flaky, then you may need to force the attribute to be visible (by using Show Values in its connection) as it could be the dreaded internal ICE optimization thinking oh, you're not using that attribute in the ICE tree, so I'm gonna ignore it.. Good luck! Cheers, -- Alan On Thu, Jun 21, 2012 at 7:28 AM, Morten Bartholdy x...@colorshopvfx.dkwrote: ** I need to pass gradient color from ICE to the Rendertree, and following the docs, I have set up the ICE Tree with Get Data and Set Data for the pointcloud.Color. Now when I look up the attribute in the Rendertree for a Polygonizer object I only get Use Default Value in the dropdown menu of the Color_Attribute shader. I am sure I am doing this wrong, but the docs explain it like this. What might I have missed? Morten
Re: Who has switched to Vray and loves it?
I agree with you. It's way easier than mentalray. On Thu, Jun 21, 2012 at 4:15 PM, Mirko Jankovic mirko.janko...@aeonproduction.com wrote: Hmm I found Arnold learning curve to be really really short and in less than a week you can be production ready.
Re: Rigging or Character TD type courses question
Hi Sandy, I agree with Eric. It's really a mixed bag without having word of mouth from people you trust... I too took Raff's course and found it fantastic, but I also took a certain Maya rigging one -- not the Judd one -- only knowing his credentials were good, but it turned out quite terribly produced. :/ (I don't wanna name names.) The teacher in this case clearly knew a lot, was a nice guy and had lots of experience, but as a teacher he'd seriously drag on and make mistakes in his very elongated videos that he would not edit out; I don't know if due to lack of time on a busy schedule, lack of editing software, or just lazyness. Either way, you'd waste half an hour doing some setup to find out in the last 3 or 4 minutes that he missed a key part and then backtracked to fix it. Sometimes like 10 minutes went by before he completely throw away the approach he was doing. If you were to skip through his two hour video, even just by minute increments, you could very easily miss a crucial backtracking moment, and then your setup didn't match his. The Rigging Dojo videos look good, though I've never taken a course there myself so who knows. That said, their teachers seem to really love their field, which is a good sign. David Gallagher's AnimSchool looks great too. In another topic, how's her vector math? You can do quite a bit of rigging without knowing any, but if you know a little bit it can help a ton to slowly master doing some nifty deformers in ICE and so on. -- Khan Academy has some good general videos on linear algebra concepts: http://www.khanacademy.org/math/linear-algebra and CMIvfx has these good ICE ones: http://www.cmivfx.com/tutorials/view/418/Softimage+ICE+Deformers http://www.cmivfx.com/tutorials/view/197/Softimage+ICE+For+A+Production+Pipeline http://www.cmivfx.com/tutorials/view/212/Softimage+ICE%3A+Scalar+Data and this one I recently heard of, not watched, but it's probably good cause Mr.Vernon makes awesome things: http://www.cgcircuit.com/lessondetailcomplete.php?val=599 Cheers, -- Alan On Wed, Jun 20, 2012 at 4:25 AM, Eric Thivierge ethivie...@gmail.com wrote: Its a tough call. I only took the general TD with Python in XSI with Raf. Hopefully they'll be selling it stand alone shortly. I haven't seen any others that are terribly appealing. Not saying they don't offer great quality but its hard to tell without word of mouth and recommendations, basically what you're asking for. :) Overall I think rigging-wise you can get a lot out of rigging courses even if they are Maya based. It's more the concepts and approaches than actual application. If you're going to a course to just see how to push this button and then this one, then this one... so on and so on, you're not going to get anything out of it. I'd try to find a bunch of different course and see if you can email the instructor ahead of time to get an overview of the course and ask more in depth questions about what you're hoping to learn from it. Also ask for references that you can email / ask opinions in regards to the course. I have a mixed riggng experience from XSI to Maya and back and many rigging concepts are universal. Implementation in the application is where it varies, not the concepts. I saw this one a while back, not sure about how good it is: http://www.riggingdojo.com/ Eric Thivierge http://www.ethivierge.com On Wed, Jun 20, 2012 at 6:09 PM, Sandy Sutherland sandy.sutherl...@triggerfish.co.za wrote: Hi Guys, Quick question - what do you guys think would be the best Rigging or Character TD type course to have someone take - would be ideally an online type course. Currently the idea is to start with the 8 week Facial Rigging by Judd Simantov off cgsociety - http://workshops.cgsociety.org/courseinfo.php?id=275 - anyone done this course, it looks quite good but I am concerned it is Maya-centric? This is for one of our Riggers who is going for the lead role. Thanks for any input. S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _
Re: ICE Particles - Initial state / particle pre-roll?
Cache out the beginning of the sim. Load it with a Cache on File node set to Read, but only in the first frame. (You can use an If mode and an Equals node to test the current frame.) On Wed, Jun 20, 2012 at 11:18 AM, David Rivera activemotionpictu...@yahoo.com wrote: Hello list. I was reading the SI help about the initial state ICE particles could have. So I do ICE-Particles-Simulation-Set initial state in the frame I would like my simulation to start (in the help file they mention a candlelight already emmiting). But my emmiter it´s a moving object. And travels at a certain velocity. I´d like the particles to already exist in this trajectory. How can I set up this? Bests. David R.
Re: Rigging or Character TD type courses question
* Another tip: Even though scripting small repetitive tasks is not a bad idea, if you're new'ish to rigging, stay away from making the ultimate auto-rigger script, because chances are your methods will evolve with practice, your script will thus soon be outdated and if you use the script to make the -same- setup -every time- you may not find yourself looking at ways to do things differently, and in my opinion you'll never innovate if you work the same way forever. On Wed, Jun 20, 2012 at 10:13 AM, Eric Thivierge ethivie...@gmail.comwrote: You learn a lot in production working on things and improving your own work, but also working with / around others with different approaches allows for filling your rigging toolbox too. Working with different riggers and animators helps you learn what different people like in rigs and can come up with solutions for different projects a lot more rapidly. My terribly late night feeling. ;) Eric Thivierge http://www.ethivierge.com On Thu, Jun 21, 2012 at 12:06 AM, Guillaume Laforge guillaume.laforge...@gmail.com wrote: Rigging is very similar to programming. Courses are very important of course, but you will learn much more efficiently by spending more time on doing your own rigs (and animating them) than reading too many books ;).
Re: accessing XSIUtils, XSIMath, ... in netview
And to complete the collection, don't forget: XSIUIToolkit = 'XSI.UIToolkit' XSIDialog = XSIDial.XSIDialog By the way, not sure in JS but in Python when getting the XSI.Application object, I have to get .Application from it to get the real Application object. On Fri, Jun 15, 2012 at 6:58 PM, Matt Lind ml...@carbinestudios.com wrote: Nevermind. Figured it out: ** ** try { var oXSIFactory = new ActiveXObject( XSI.Factory ); var Application = oXSIFactory.CreateActiveXObject( XSI.Application ); var XSIMath = oXSIFactory.CreateActiveXObject( XSI.Math ); var XSIUtils= oXSIFactory.CreateActiveXObject( XSI.Utils ); } catch(e) { // Cannot access XSI, we're not running in Netview. Application.LogMessage( e.description ); var Application = null; } ** ** ** ** This should be documented, but isn’t. ** ** Matt ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind *Sent:* Friday, June 15, 2012 3:52 PM *To:* softimage@listproc.autodesk.com *Subject:* accessing XSIUtils, XSIMath, ... in netview ** ** Anybody know how to get access to global intrinsic objects in netview? ** ** I can get reference to XSIFactory and Application just fine, but when I use the same technique to get a reference to XSIUtils, XSIMath, or any of the other global objects, netview throws errors. ** ** try { var oXSIFactory = new ActiveXObject( XSI.Factory ); // OK var Application = oXSIFactory.CreateActiveXObject( XSI.Application ); // OK var XSIMath = oXSIFactory.CreateActiveXObject( XSI.XSIMath ); // fail var XSIUtils= oXSIFactory.CreateActiveXObject( XSI.XSIUtils );// fail } catch(e) { // Cannot access XSI, we're not running in Netview. Application.LogMessage( e.description ); var Application = null; } ** ** // throws error: Application.LogMessage( “’” + XSIUtils.Slash + “’” ); ** ** ** ** ** ** Thanks, ** ** Matt ** ** ** **
Re: ERROR : 2356 - This plug-in is not installed: ...
One way to cheaply save and restore settings manually in a big PPG is by saving a preset... click the little folder icon at the top right of the PPG, save a *.Preset and load it when you want the parameter values back. (In the case of merging you're typically only messing the render global settings. Those local to partitions should survive fine.) On Tue, Jun 5, 2012 at 11:54 AM, Tim Leydecker bauero...@gmx.de wrote: Hi Alan, I´ll give that a try. I´d like to keep the other rendersettings. Admittedly, I tend to get confused between apps, e.g. Maya and XSI, etc. when it comes to merging scenes and keeping passes/rendersettings. Good chance to try it out again... Cheers, tim On 05.06.2012 15:18, Alan Fregtman wrote: Didn't it used to be that to get rid of render options from an engine you no longer have installed you simply had to merge your scene with a fresh empty one? Did you try that, Tim? On Tue, Jun 5, 2012 at 7:09 AM, Tim Leydecker bauero...@gmx.de mailto: bauero...@gmx.de wrote: Thanks guys! Except for the warning message, there hadn′t been any problems sofar. I had deleted the Fury render options at an earlier scene increment already but the warning still pops up on scene loads. I′ll live with it for now and the time of geometry collection, then export the set and whatsoever anyway - just found I′m also using some obsolete shaders... haha. Rebuilding it is, then... I shouldn′t have switched the scene to 2012... Cheers, tim On 05.06.2012 12:29, Sandy Sutherland wrote: Yes - this should be pretty much all you need to do - BTW even with that error - it should not affect anything. S. _ Sandy Sutherland Technical Supervisor sandy.sutherland@triggerfish.**co.zasandy.sutherl...@triggerfish.co.zamailto: sandy.sutherland@**triggerfish.co.za sandy.sutherl...@triggerfish.co.za _ __**__ From: softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.commailto: softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com [softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.com mailto:softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] on behalf of Rob Chapman [tekano@gmail.com mailto: tekano@gmail.com] Sent: 05 June 2012 12:14 To: softimage@listproc.autodesk.**comsoftimage@listproc.autodesk.commailto: softimage@listproc.**autodesk.com softimage@listproc.autodesk.com Subject: Re: ERROR : 2356 - This plug-in is not installed: ... I think its a spare Fury render settings lying around, as far as Im aware you can find the offending pass(es), delete the render properties for Fury and if you do not have Fury installed it should not bother you anymore. It's been like this for a long time and shouldn't really affect anything apart from the warning messages. On 5 June 2012 10:57, Matt Lindml...@carbinestudios.com mailto: mlind@carbinestudios.**com ml...@carbinestudios.com wrote: If you know the GUID/CLSID, you can search for all instances of the plugin/operator in the scene and flush it out via script. Otherwisecould be a hair pulling day. Matt -Original Message- From: softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.commailto: softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com mailto:softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: Tuesday, June 05, 2012 2:56 AM To: softimage@listproc.autodesk.**comsoftimage@listproc.autodesk.commailto: softimage@listproc.**autodesk.com softimage@listproc.autodesk.com Subject: ERROR : 2356 - This plug-in is not installed: ... Hi guys, I have a scene that has been shared but seems to have used Exocortex Fury at some point. For the task I惴 dealing with, this is not required but the scene comes with geometry and especially PassRender settings I悲 like to keep and wouldn愒 want to rebuild from scratch. ERROR : 2356 - This plug-in is not installed: Exocortex Fury Options How can I make sure I correctly identify and delete any dependencies to the above plug-in? Would this be advisable or should I clean up by starting the (environment geo) scene from scratch? Cheers, tim
Re: Parsing and extracting an xsiaddon with Python
Do the .dll and other binary files load alright at least? It's interesting that it would do that with plaintext files. On Mon, Jun 4, 2012 at 6:01 AM, Martin Saechsinger x...@saechsinger.dewrote: Hey Martin, that is really great! Thanks for making the GUI and adding the folder hierarchy!! One little thing I discovered is that the actual script files in the addon (e.g. *.py or *.js) have an additional blank line after each line of code (compared to the installation through Softimage.) Cheers, Martin On Jun 1, 2012, at 2:53 PM, Martin wrote: Thanks Alan ! I took the liberty to add a GUI and some minor changes. If anyone is interested : https://www.4shared.com/file/SSiUQxWK/ExtractXsiAddon.html The code is 99.99% from Alan's blog. M.Yara On Fri, Jun 1, 2012 at 1:22 AM, Alok Gandhi alok.gandhi2...@gmail.comwrote: Nice one Alan ! On Thu, May 31, 2012 at 9:07 AM, Martin Saechsinger x...@saechsinger.dewrote: Great Alan, thank you very much! Martin On May 31, 2012, at 4:00 AM, Alan Fregtman wrote: Hey, Just wrote a snippet of sample code I thought someone might find educational: http://darkvertex.com/wp/2012/05/30/parse-xsiaddons-in-python/ I'd reply to the thread about extracting files in xsiaddons but Gmail is still being a jerk. I'm not receiving anything. However, the non-Google archive at http://tinyurl.com/softimagelist seems to indicate that outgoing mail still gets sent, so here's hoping this goes through. Cheers, -- Alan --
Re: Soft constraints evaluating differently when their nulls are invisible
Good trick! Thanks for looking into the problem, Manny. :) On Fri, Jun 1, 2012 at 12:26 PM, Manny Papamanos manny.papama...@autodesk.com wrote: I repro this too. I think this has been around since day 1. To counter this, I usually soft constrain a cube instead of nulls and then hide all it's polys. Probably the center must exist in the viewport for proper eval with soft cns. My test scene: http://3dmastermind.com/repro_cns.rar Click play and unhide the hidden object to see the difference. -Manny Softimage and Mobu support specialist From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland Sent: Friday, June 01, 2012 1:49 AM To: softimage@listproc.autodesk.com Subject: RE: Soft constraints evaluating differently when their nulls are invisible Odd, works all fine here - but we are on 2011 SAP SP1 - not sure if it has changed for later versions. S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _ From: softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Alan Fregtman [ alan.fregt...@gmail.com] Sent: 31 May 2012 17:16 To: softimage@listproc.autodesk.com Subject: Re: Soft constraints evaluating differently when their nulls are invisible It was off but turning it on made no difference. On Wed, May 30, 2012 at 10:34 AM, Sandy Sutherland sandy.sutherl...@triggerfish.co.zamailto: sandy.sutherl...@triggerfish.co.za wrote: have you got transform hidden objects off?? S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.zamailto: sandy.sutherl...@triggerfish.co.za _ From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com] on behalf of Alan Fregtman [ alan.fregt...@gmail.commailto:alan.fregt...@gmail.com] Sent: 30 May 2012 16:20 To: XSI Mailing List Subject: Soft constraints evaluating differently when their nulls are invisible Hey guys, It's been years since I used soft constraints but for what I'm doing right now they are just what I needed. I thought about trying to do them with ICE or a SCOP, but it seemed like reinventing the wheel for no reason. Now I'm finding that if I show only the geo of my rig, the soft constraints appear to evaluate differently. What gives? :p They look mostly right, but tamer. I know sometimes invisible objects don't evaluate, but they are driving constrained solid pieces so I figured they should be evaluating at all times regardless because of this. Any tips before I go reinvent the wheel? Cheers, -- Alan
Re: Scripting Development with an external IDE
I know what you mean and I'm afraid not. Nobody's made one yet. Some handy tips though: * ctrl+r to cycle through functions in the current file * if you install SublimeCodeIntel, alt+click on a function and it should find the relevant file and pop it open to the line with that function declaration. * ctrl+p to cycle through open files Of course like everything that pops up the command panel, autocomplete is built-in and works great. On Tue, May 29, 2012 at 1:43 PM, Guillaume Laforge guillaume.laforge...@gmail.com wrote: By the way, is there any package in Sublime to list all the class/methods in an explorer a la Eclipse Outline view ? On Tue, May 29, 2012 at 1:30 PM, Xavier Lapointe xl.mailingl...@gmail.com wrote: Sweet (: Make sure to install Package Control (the link Alan sent), they are all in there. 2012/5/29 Guillaume Laforge guillaume.laforge...@gmail.com Thanks for the link Xavier :), I will give it a try ! On Tue, May 29, 2012 at 12:30 PM, Xavier Lapointe xl.mailingl...@gmail.com wrote: https://github.com/Kronuz/SublimeCodeIntel does this for you, but maybe it's not as good as PyDev ... not sure. But yes, the Python Debugger is a missing point. There's one I've seen in the Package Control called SublimeXDebug https://github.com/Kindari/SublimeXdebug, but it's probably not as good as PyDev or Komodo (i remember we could visually inspect the Python stack). This guy has a good amount of package that you can install to enhance the Sublime: https://github.com/Kronuz Cheers 2012/5/29 Guillaume Laforge guillaume.laforge...@gmail.com Did you find any good python debugger package for Sublime ? For me it is the missing point, but maybe I didn't search correctly ? Also the auto-completion is cool but doesn't search for imported modules and doesn't filter methods on instantiated objects:-/ All those stuffs are standard in Eclipse/PyDev. On Tue, May 29, 2012 at 12:06 PM, Alok Gandhi alok.gandhi2...@gmail.com wrote: Sublime has tons of autocompletion feature, for example in one stroke you generate code for a class with all the necessary function like __init__. You can do multiline edit with just one change. If you have a variable 'foo' in used in multilines of your code, you can change it at one place and all the other occurrences gets updated. There is a whole gamut of color coding with infinite color combinations. You can define your own color coding. There are just few of the features. I can not do much justice to it as I personally do not use it a lot, but I always hear great things about it. May be others can fill you on in this. But remember that sublime is only a text editor, not an IDE. -- Xavier -- Xavier
Re: mail...
Loud and clear, yo! On Wed, May 30, 2012 at 11:21 AM, Jeff McFall jeff.mcf...@sas.com wrote: check, check 1,2,3 anyone here? ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Morris *Sent:* Sunday, May 27, 2012 2:22 AM *To:* softimage@listproc.autodesk.com *Subject:* Re: mail... ** ** Yeah!! All good. Receiving loud and clear again! On Sunday, 27 May 2012, Alan Fregtman alan.fregt...@gmail.com wrote: Finally some mail. Tumbleweeds be gone! :D On Sat, May 26, 2012 at 9:39 PM, J. Jones jgjones...@gmail.com wrote: Ditto. Whatever was haywire appears to be fixed. On Sat, May 26, 2012 at 6:34 PM, Eric Thivierge ethivie...@gmail.com wrote: Whoo hooo!! I got it! Eric Thivierge http://www.ethivierge.com On Sun, May 27, 2012 at 11:32 AM, jim bough jimbo...@hotmail.com wrote: I second that. First two emails in last 10 days. Date: Sat, 26 May 2012 21:29:01 -0400 Subject: Re: mail... From: guillaume.laforge...@gmail.com To: softimage@listproc.autodesk.com Hey Matt, You are the first email a received from this list (from my gmail) since 10 days ! Is the problem fixed for others too? On Sat, May 26, 2012 at 8:44 PM, Matt Morris matt...@gmail.com wrote: Hi Gray, I unsubscribed and resubscribed to the list by sending mails to softimage@listproc.autodesk.com Got the verification mails etc so it feels like it should have worked but still not receiving mail from the xsi list - am getting everything from other lists I'm on such as sitoa. -- www.matinai.com -- www.matinai.com
Re: ping
You guys doing ping-pong? Dammit! I forgot my table tennis paddles. Someone have a spare? On Wed, May 30, 2012 at 2:34 AM, Szabolcs Matefy szabol...@crytek.comwrote: PONG ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *patrick nethercoat *Sent:* Tuesday, May 29, 2012 6:59 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: ping ** ** gnip On 29 May 2012 17:57, rs3d r...@sapo.pt wrote: Ping ** **
Re: Test
That's a good Beastie Boys song. check-check-check-che-check it out, wha-wha-wha-what-what's it all about, ... http://www.azlyrics.com/lyrics/beastieboys/chcheckitout.html :p On Thu, May 31, 2012 at 2:14 PM, Scott Lange sc...@turbulenceffects.comwrote: check ...check...check ** ** *Scott Lange***
Soft constraints evaluating differently when their nulls are invisible
Hey guys, It's been years since I used soft constraints but for what I'm doing right now they are just what I needed. I thought about trying to do them with ICE or a SCOP, but it seemed like reinventing the wheel for no reason. Now I'm finding that if I show only the geo of my rig, the soft constraints appear to evaluate differently. What gives? :p They look mostly right, but tamer. I know sometimes invisible objects don't evaluate, but they are driving constrained solid pieces so I figured they should be evaluating at all times regardless because of this. Any tips before I go reinvent the wheel? Cheers, -- Alan
Re: Scripting Development with an external IDE
Screencast.com cut me off for eating the free monthly limit of 2GB, lol. Just put the video on my blog thanks to Vimeo: http://darkvertex.com/wp/2012/05/30/i-love-sublimetext2/ On Tue, May 29, 2012 at 9:58 PM, Alan Fregtman alan.fregt...@gmail.comwrote: Recorded a little video running down through some Sublime features: http://www.screencast.com/t/0KEX9gW0 My apologies for uhms, ehhs and ocassional ranting. This is what happens when you record straight ahead. :p By the way, while it is a commercial product, you can try it out for as long as you wish with all features; it just nags once every so many file saves. Go try! http://www.sublimetext.com/2 On Tue, May 29, 2012 at 12:04 PM, Alan Fregtman alan.fregt...@gmail.comwrote: It's good for everyone, projects big or small. The multi-select tricks in particular are like pure witchcraft. I'll make a video capture showing some of the cool stuff later when I get home. On Tue, May 29, 2012 at 11:56 AM, Gustavo Eggert Boehs gustav...@gmail.com wrote: what is so good about it? will it help me on my very narrow PY developments, or is it only good for thousands of lines type of work?
Re: Scripting Development with an external IDE
I keep a Plugin Manager open and the Script Editor open to the file of my plugin. I write to it outside of SI, save and when I switch back XSI detects it changed and reloads the plugin. I try using it, find a bug, rinse, repeat... Pretty rudimentary but it works. Oh, and the best general code editor in this corner of the universe as far as I'm concerned: http://www.sublimetext.com/2 On Tue, May 29, 2012 at 3:34 AM, Leo Quensel le...@gmx.de wrote: Hey guys, I am trying to find out how to properly develop python scripts using an external IDE. In Maya this works pretty well by using the mayapy.exe as the interpreter and enables code completion for Maya commands in Eclipse. Is there any way to do this for Soft? How is everyone doing (Python) script development? Cheers, Leo -- NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone! Jetzt informieren: http://mobile.1und1.de/?ac=OM.PW.PW003K20328T7073a
Uh oh, GoogleGroups archive admin, you need to confirm
https://groups.google.com/forum/?fromgroups#!topic/xsi_list/TowIZVpByOQ
Re: Scripting Development with an external IDE
It's good for everyone, projects big or small. The multi-select tricks in particular are like pure witchcraft. I'll make a video capture showing some of the cool stuff later when I get home. On Tue, May 29, 2012 at 11:56 AM, Gustavo Eggert Boehs gustav...@gmail.comwrote: what is so good about it? will it help me on my very narrow PY developments, or is it only good for thousands of lines type of work?
Re: Scripting Development with an external IDE
Sublime is better than just a text editor. It has a concept of packages, which are best managed with Package Control: http://wbond.net/sublime_packages/package_control Among the packages available are several implementations of git and svn addons, and many other cool things as Xavier has pointed out. On Tue, May 29, 2012 at 12:41 PM, Alok Gandhi alok.gandhi2...@gmail.comwrote: As I said I do not use sublime so I am not really in a position to do a comprehensive critique. For me a text editor will always be a different entity than an IDE, I am happy with Komodo so far. Another important thing is that, if you are working in a dev team than code sharing, collobration and version controls bocome important. Most of the IDE's (Eclipse, Komodo, Visual Studio) provide extentions/addons to push/pull code directly with the repositories, which also is not possible through text editors.
Re: [Python] Storing datas in a UserDataBlob
For a dictionary the json module is nice: http://docs.python.org/library/json.html A bit less ugly than storing base64 text. On Tue, May 29, 2012 at 2:34 PM, Jeremie Passerin gerem@gmail.comwrote: okay.. I was thinking of that too... just wondering if that was the only way... so it looks like this for me : # Python code starts import pickle import base64 root = Application.ActiveSceneRoot blob = root.Properties(Test) if not blob: blob = root.AddProperty(UserDataBlob, False, Test) LogMessage(blob) data = {} data[test] = 123 data[hello] = hello d = base64.b64encode(pickle.dumps(data, protocol=pickle.HIGHEST_PROTOCOL)) blob.Value = d out = pickle.loads(base64.b64decode(blob.Value)) LogMessage(out) # Python Code ends On 29 May 2012 11:26, Francois Lord flordli...@gmail.com wrote: I've done it for binary data with pickle and base64. Yes I know, it's very ugly. On 29/05/2012 14:03, Jeremie Passerin wrote: Hi list ! This morning I've been trying to do something that I thought would be fairly easy... but I'm stuck How do you store a dictionary inside a userdatablob in Python? My dictionary is just made of integer, strings, float... nothing fancy And it doesn't have to be a dictionary... I just need a way to connect a value to a name... I've seen this example : http://softimage.wiki.**softimage.com/sdkdocs/**scriptsdb/scriptsdb/** UserDataBlob_ByteArray_1_pys.**htmhttp://softimage.wiki.softimage.com/sdkdocs/scriptsdb/scriptsdb/UserDataBlob_ByteArray_1_pys.htm but I would need a untyped array as my values are not all of the same type. Any idea ? cheers, Jeremie
Re: Scripting Development with an external IDE
Recorded a little video running down through some Sublime features: http://www.screencast.com/t/0KEX9gW0 My apologies for uhms, ehhs and ocassional ranting. This is what happens when you record straight ahead. :p By the way, while it is a commercial product, you can try it out for as long as you wish with all features; it just nags once every so many file saves. Go try! http://www.sublimetext.com/2 On Tue, May 29, 2012 at 12:04 PM, Alan Fregtman alan.fregt...@gmail.comwrote: It's good for everyone, projects big or small. The multi-select tricks in particular are like pure witchcraft. I'll make a video capture showing some of the cool stuff later when I get home. On Tue, May 29, 2012 at 11:56 AM, Gustavo Eggert Boehs gustav...@gmail.com wrote: what is so good about it? will it help me on my very narrow PY developments, or is it only good for thousands of lines type of work?
Re: mail...
Confirmation links never worked. Just reply to the email. On Mon, May 28, 2012 at 9:48 AM, Miquel Campos miquel.cam...@gmail.comwrote: 2012 is the end, ahhh!!!Ok, seriously same issue here. Confirmation link is dead. :( + Miquel Campos Character Animation TD at: www.shedmtl.com Personal web: www.akaosaru.com + 2012/5/28 David Barosin dbaro...@gmail.com Just pinging to myself
Re: mail...
Yes! You're either alive, or a very articulate zombie. On Mon, May 28, 2012 at 10:02 AM, Amaan Akram xsil...@warpedspace.orgwrote: Hi guys, can you please confirm if I am alive? it will make my day. cheers, amaan On 28 May 2012 14:55, Alan Fregtman alan.fregt...@gmail.com wrote: Confirmation links never worked. Just reply to the email. On Mon, May 28, 2012 at 9:48 AM, Miquel Campos miquel.cam...@gmail.comwrote: 2012 is the end, ahhh!!!Ok, seriously same issue here. Confirmation link is dead. :( + Miquel Campos Character Animation TD at: www.shedmtl.com Personal web: www.akaosaru.com + 2012/5/28 David Barosin dbaro...@gmail.com Just pinging to myself -- 3D Artist/TD @ The Mill, London http://www.amaanakram.com
Re: subscribed
yes, yes you are. :p On Mon, May 28, 2012 at 10:24 AM, Leoung O'Young digim...@digimata.comwrote:
7zip can open SCN and EMDL files and show you a file structure inside
So it turns out I wasn't delusional. It was 7zip -- not WinRAR, in fact -- that can open a SCN or EMDL file and show you files inside. I wonder if we swap the Version file it will open in older versions if nothing new is used? :p [image: Inline image 1] 7zip_opens_guts_of_SCN_and_EMDL.gif
Re: mail...
Finally some mail. Tumbleweeds be gone! :D On Sat, May 26, 2012 at 9:39 PM, J. Jones jgjones...@gmail.com wrote: Ditto. Whatever was haywire appears to be fixed. On Sat, May 26, 2012 at 6:34 PM, Eric Thivierge ethivie...@gmail.comwrote: Whoo hooo!! I got it! Eric Thivierge http://www.ethivierge.com On Sun, May 27, 2012 at 11:32 AM, jim bough jimbo...@hotmail.com wrote: I second that. First two emails in last 10 days. -- Date: Sat, 26 May 2012 21:29:01 -0400 Subject: Re: mail... From: guillaume.laforge...@gmail.com To: softimage@listproc.autodesk.com Hey Matt, You are the first email a received from this list (from my gmail) since 10 days ! Is the problem fixed for others too? On Sat, May 26, 2012 at 8:44 PM, Matt Morris matt...@gmail.com wrote: Hi Gray, I unsubscribed and resubscribed to the list by sending mails to softimage@listproc.autodesk.com Got the verification mails etc so it feels like it should have worked but still not receiving mail from the xsi list - am getting everything from other lists I'm on such as sitoa. -- www.matinai.com
Re: __sipath__, why are you so useless :/
Saw here: http://xsisupport.wordpress.com/2010/10/24/python-importing-modules-into-plugins/ ...that I'm supposed to import from within my custom command? Not in the beginning of my file like I was doing. Are we really supposed to import (our module freshly added to the PATH) on every command we use it in? That sounds silly. On Fri, May 18, 2012 at 5:57 PM, Alan Fregtman alan.fregt...@gmail.comwrote: Why is it that __sipath__ isn't set most of the time? Docs say: import siutils # Add this plug-in path to python path siutils.add_to_syspath(__sipath__) but it errors! :( # File Script Block , line 29, in module # siutils.add_to_syspath(__sipath__) # NameError: name '__sipath__' is not defined # I'm trying to load a Python module in the same folder as the plugin. I can't use Application.Plugins(PLUGIN_NAME).OriginPath until the plugin is registered, and __sipath__ doesn't really work, so what else can I try? Any help appreciated. Cheers, -- Alan
Executing system commands in Linux from XSI but outside of XSI's environment?
Hey guys, I'm stuck trying to run a compiled executable utility from a plugin in XSI in Linux (CentOS though, not Fedora) and I'm getting this: /path/to/softimage/linux/Softimage_2012.SAP/Application/bin/libstdc++.so.6: version `GLIBCXX_3.4.11' not found (required by /path/to/myprogram) Anyone know any reliable tricks to have the system run the stupid thing? The system can run the program, but XSI's Python environment in Linux cannot. I hoped XSIUtils.LaunchProcess() would do some magic, but no... it gives up silently. :( Any tips appreciated. Cheers, -- Alan
Re: Ping!
I'm told by a friend one or more people replied to me on this ping... but I haven't seen a thing yet. *cue twilight zone theme* On Tue, May 22, 2012 at 5:48 PM, Alan Fregtman alan.fregt...@gmail.comwrote: I'm not getting any messages since May 18th. Anybody out there?? I think something is messed up.
__sipath__, why are you so useless :/
Why is it that __sipath__ isn't set most of the time? Docs say: import siutils # Add this plug-in path to python path siutils.add_to_syspath(__sipath__) but it errors! :( # File Script Block , line 29, in module # siutils.add_to_syspath(__sipath__) # NameError: name '__sipath__' is not defined # I'm trying to load a Python module in the same folder as the plugin. I can't use Application.Plugins(PLUGIN_NAME).OriginPath until the plugin is registered, and __sipath__ doesn't really work, so what else can I try? Any help appreciated. Cheers, -- Alan
Re: XSI on linux
We run it on CentOS 6 and it usually only segfaults like 3 or 4 times a day. On Thu, May 17, 2012 at 1:12 PM, Sandy Sutherland sandy.sutherl...@triggerfish.co.za wrote: We run Softimage on FC 14 on our farm here and it works very well. S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _ -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Sue Jang [ suejan...@gmail.com] *Sent:* 17 May 2012 19:03 *To:* softimage@listproc.autodesk.com *Subject:* XSI on linux Hi list, I'm currently helping out at a linux based company. they installed few seats of XSI over here. (XSI+Arnold+linux) I must say though, that the performance of XSI is rather embarrassing. To a degree where the crash is frequent every 5 to 10 minutes. (even for a simple lighting task.) I've worked at few other linux places where XSI worked beautifully. So I know that this is not Linux related issue in this case- Can someone kindly point me or forward me any info - even helpful XSI/Linux thread on the autodesk site? (besides contacting autodesk support) Any information would be greatly appreciated- Thanks in advance! S
Re: Another ICE workshop event in NYC
That is disgustingly awesome!! :D Can't wait to see how it was done in detail. On Tue, May 15, 2012 at 7:37 AM, Vladimir Jankijevic vladi...@elefantstudios.ch wrote: Hi Gang, here is a small sneak peak of one of the things that I presented at this event. Todd is preparing the recordings of the event so they can be uploaded for a wider audience. have fun: http://vimeo.com/42070208 cheers Vladimir On Sun, Apr 15, 2012 at 8:23 AM, tak...@earthlink.net wrote: Hi Guys - I know it's super-short notice but let's hope it's not too short... In the spirit of the excellent ICE workshop that Bradley Gabe did that was hosted by the Mill, we were hoping to try to keep the ball rolling by hosting a similar event at Psyop with different folks and of course different material. This time around Vladimir Jankijevic of Elefant Studios in Switzerland has agreed to head up the lineup and there's a couple of other out-of-towners in NY who've expressed interest in presenting material as well. I think the idea is to make this somewhat loosely-structured and organic event divided roughly in to halves or thirds (depending on the number of speakers). The date and time we're looking at is Satruday, the 21st April between 3 to 5pm. You can RSVP at the link below: http://new.evite.com/services/links/VYHUPE7S7A Due to size considerations we're probably going to have to cap the # of attendees at about 25 heads, on a first-come first-serve basis. Any people past that number will be added to a waiting list if it gets really crazy. Thanks, and hope to see people there! -Todd Akita -- --- Vladimir Jankijevic Technical Direction Elefant Studios AG Lessingstrasse 15 CH-8002 Zürich +41 44 500 48 20 www.elefantstudios.ch ---
Re: Moving polygonized mesh from Soft to Max?
Hmm, I think the Realflow plugin supports exporting meshes with dynamic topology. Try that? Alembic would be good for this, if Max supported it out of the box. On Tue, May 15, 2012 at 7:35 AM, Morten Bartholdy x...@colorshopvfx.dkwrote: ** We have a mesh created with Polygonizer in Soft which one of the guys would like to move to Max. Obj export fails as Max craps out, apparently because the geo is too heavy. We tried Crosswalk FBX export, but it seems to be one geometry and point cache files, so no changing mesh polycount per frame. Are there other ways to do this straight out of the box? Morten
Melena - multiple grooms?
Hey guys, Anyone done multiple StrandGrooms with Melena? If I have 2 hairstyles based on Classic Hair with equal details, just different grooming, I'd like to blend my strands grooming between the two. Anybody know the correct way to approach this? It's been a while since I played with Melena. I can set my strandgroom, duplicate and freeze the cloud and use it remotely but surely there is more elegant way to do it? Any help appreciated. Cheers, -- Alan
Re: New Tool: ICE Tree Trace
Sweet tool, Brad! Good job. :) On Mon, May 14, 2012 at 1:14 PM, Bradley Gabe witha...@gmail.com wrote: Greetings Folks- I'm releasing a new tool for the Softimage community that I had been using extensively on a recent project, and figured plenty of folks might find it helpful. In a nutshell, it's a tool that helps you find instances of strings inside ICE Trees. If you lose track of when and where you were getting or setting attributes, forgot if you were pointing to a specific geometry name in a Shape Instance node, or need to hunt down the names of cache files set in your tree, this tool will help. Here's the link to the download in google docs (Feel free to post this on whatever Softimage community sites you like). https://docs.google.com/open?id=0B1YpeWdrXDofSEFYWW9LUG5LclE Let me know if you find any glaring bugs. I'll do my best to repair things in the short term. -Bradley *ICE_TraceRefString: * Tool for tracing instances of strings inside ICE Trees. Can be used, for example, to track down the number of times a specific attribute is called. Via filters, may also be used to determine how an attribute is called, whether by Get Data, Set Data, or other ICE nodes that handle string parameters. ** -- *Usage:* Specify search options, enter a Match String, then press the trace button. If matches are found, the address of the ICE Nodes are listed in the Match List at the bottom of the GUI. If items are selected in the Match List, their corresponding nodes are selected in the scene NOTE: At present, there is no access in the SDK to directly select nodes inside an ICE Tree node graph interface. ICE nodes are selected in the scene, and may be accessed via the explorer. ** -- *GUI Parameters: * *Search Scope: * - Selected ICE Nodes - Search only within currently selected nodes in ICE Tree - Local ICE Tree - Search all nodes in the currently open ICE Tree - ICE Trees on Sel Scene Items - Any ICE Tree on selected scene items - Global Scene - All ICE Trees in the scene *ICE Node Filter:* - All ICE Nodes - No filter - Get Data only - Search for string matches only in Get Data nodes - Set Data only - Search for string matches only in Set Data nodes - Other Nodes - Search for string matches in nodes that are not Get Data or Set Data (Shape Instance, String nodes, etc) *Match String: *String to be searched for inside ICE Tree *Cap Sensitive:* Consider capitalization in search string (Overridden by RegExpr matching) *Use Regular Expression Matching:* Allows user to specify match strings using regular expression syntax
Re: Get Scene File Version
That's a good way. One time I opened a .scn with WinRAR by accident and to my surprise, it was a compressed archive with several files, one of which contained the scene version quite plainly. Scene data, however, was binary. It made me ponder if one could edit the version file or at least swap it with that of an older version, would the scene still open if no new features were used? Oh the mysteries... On Thu, May 10, 2012 at 1:05 PM, Jeremie Passerin gerem@gmail.comwrote: You could read the scntoc in Softimage : # Python Code import xml.etree.ElementTree as etree tree = etree.parse(PATH_OF_THE_SCNTOC) root = tree.getroot() version = root.get(xsi_version) LogMessage(version) On 10 May 2012 09:59, Stephen Blair stephen.bl...@autodesk.com wrote: Sorry about that. The last time this came up, using printver.exe was the best suggestion. From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Sent: May-10-12 12:47 PM To: softimage@listproc.autodesk.com Subject: Re: Get Scene File Version I know that one, but as far as I know it onlly gives me the Softimage Application version, not the scene file. When I log Application.Version in 2012 I get: 10.0.422.0 And when I open an old file, SI logs something like : Loaded scene was created with build number: 8.0.201.0 This last one is the version number I want to get so I can compare it with Application.Version. M.Yara
Re:
Well you can't set PointPosition on a group, or set anything on a group really. That's not permitted. There may be a way to get the highest of each object in a group without a loop though. On Wed, May 9, 2012 at 2:16 PM, Sam Cuttriss tea...@gmail.com wrote: is there any way in ice we can get info from inside a topo. I want to take a group of geo, find the highest point in y per object and then start messing with that array of positions. at the moment i am doing it looping over the group and temporarily setting the topo on an empty mesh per then running get point position etc from there. its sad that A: im running a loop, B: im dependent on temp geo any ideas? _sam
Create Copies from Polygon Mesh not copying UVs or materials like it's supposed to
Hey guys, Anyone had any problems with this compound? I'm on 2012.SAP at work and I enabled the Texture Projection options in the compound, but it doesn't seem to transfer them. Material isn't transferring either it seems. The source mesh is a super simple grid with a frozen planar XZ projection. Anyone seen any problems like this before? Cheers, -- Alan
Re: Create Copies from Polygon Mesh not copying UVs or materials like it's supposed to
Ouuhhh *hides for missing that part of the docs* Thanks Guillaume! On Thu, May 3, 2012 at 9:45 AM, Guillaume Laforge guillaume.laforge...@gmail.com wrote: It is always better with a picture :) : On Thu, May 3, 2012 at 9:35 AM, Guillaume Laforge guillaume.laforge...@gmail.com wrote: Hi Alan, From the doc : http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/iceref_Create_Copies_from_Polygon_Mesh.htm,topicNumber=d30e616076 It is saying that it will copy the Materials and MaterialID attributes. Do you have such data on your grid ? Guillaume On Thu, May 3, 2012 at 9:29 AM, Alan Fregtman alan.fregt...@gmail.com wrote: Hey guys, Anyone had any problems with this compound? I'm on 2012.SAP at work and I enabled the Texture Projection options in the compound, but it doesn't seem to transfer them. Material isn't transferring either it seems. The source mesh is a super simple grid with a frozen planar XZ projection. Anyone seen any problems like this before? Cheers, -- Alan
Re: Create Copies from Polygon Mesh not copying UVs or materials like it's supposed to
Found the problem... I hadn't noticed that apparently a MaterialID of 0 is not permitted (and not noticed you used 1 in your screenshot.) I was under the impression that 0 = first, but apparently 0 is not a good MaterialID to set and the first = 1. Everything works fine now. In retrospect I should've paid extra attention to the integer of 1 in your screenshot and the sample tree screenshot from the Cloning and Copying Topology in ICE docs page. It even says: The value 0 is for polygons that use the object's material. but it's not in bold or anything. That's a pretty important point imho. Sorry for the noise. Cheers, -- Alan On Thu, May 3, 2012 at 10:55 AM, Guillaume Laforge guillaume.laforge...@gmail.com wrote: What are the values of Materials and MaterialID on the source object ? (Add an Attribute Display property to read them ) On Thu, May 3, 2012 at 10:49 AM, Alan Fregtman alan.fregt...@gmail.com wrote: Hmmm, it's not displaying the materials so I think something's wrong still. If I apply the source material on the ice polymesh object then I can see the UVs transferred properly, but it's not setting materials from source. I put Set Materials from Library and Set Material ID like in your screenshot. No luck. What else could it be? On Thu, May 3, 2012 at 9:56 AM, Alan Fregtman alan.fregt...@gmail.com wrote: Ouuhhh *hides for missing that part of the docs* Thanks Guillaume! On Thu, May 3, 2012 at 9:45 AM, Guillaume Laforge guillaume.laforge...@gmail.com wrote: It is always better with a picture :) : On Thu, May 3, 2012 at 9:35 AM, Guillaume Laforge guillaume.laforge...@gmail.com wrote: Hi Alan, From the doc : http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/iceref_Create_Copies_from_Polygon_Mesh.htm,topicNumber=d30e616076 It is saying that it will copy the Materials and MaterialID attributes. Do you have such data on your grid ? Guillaume On Thu, May 3, 2012 at 9:29 AM, Alan Fregtman alan.fregt...@gmail.com wrote: Hey guys, Anyone had any problems with this compound? I'm on 2012.SAP at work and I enabled the Texture Projection options in the compound, but it doesn't seem to transfer them. Material isn't transferring either it seems. The source mesh is a super simple grid with a frozen planar XZ projection. Anyone seen any problems like this before? Cheers, -- Alan
Re: Tricks for cameras to get the steady cam feel
Am I the only one that likes to use the mouse device driver to *mocap* the X,Y of the mouse to the X,Y of a virtual camera? *If you hold a hard mousepad or cardboard vertical in front of a surface or your other hand and hold the mouse like a small camera, your natural human shakiness will *translate* (pun intended) over to the virtual one. *Docs don't have much about usage but... It basically goes like this: 1. In the Animate module, go to Tools, Devices-Manage Device Drivers. 2. Click Add and pick the Mouse driver. (By default it will set x, y to posx and posy of the current object. You can see this in the Target column. You can leave it like so or specify the path to the parameter to be driven.) 3. Make a null or camera and click Device Manager Active and then Active in the Mouse driver ppg; the object will now be driven by the mouse. 4. Press the Start button and quickly hold your mousepad vertical and the mouse like a camera gently against it. 5. When done, press the down arrow to stop and then uncheck Device Manager Active. Don't forget to turn off Autokey mode. (Unchecking Device Manager Active will delete the Mouse PPG and settings. If you want to reuse them, just turn off Active in the Mouse PPG.) If you did the animation on a camera directly by affecting its position you get the shake plus the bonus of being able to aim with the Camera_Interest null still. On that note, here's a fun project idea for anyone with electronics chops: Use an Arduino to make a faux HID (Human Interface Device) that turns gyroscope sensor data into raw mouse motions. It's totally possible. Maybe someday I get the hang of the Arduino and do it myself. I'm a total noob with it. Another way to make real camera shake: 1. Draw a + sign in black on a whiteboard. 2. Film it with your phone. Be relaxed and let the natural shakiness happen. 3. Track the cross in the FXtree with the 2D point tracker. 4. Use expressions to read the tracked data into a null or camera's posx and posy. 5. Rejoice! ;) Just my $0.04. Cheers, -- Alan On Thu, May 3, 2012 at 6:41 AM, Anthony Martin anthonymarti...@googlemail.com wrote: Here it is. Just change the .txt to .vbs Instructions: Animate your camera. Select your camera (not the root or the interest, the actual camera) and run the script. Then just play with the sliders. On Thu, May 3, 2012 at 11:32 AM, adrian wyer adrian.w...@fluid-pictures.com wrote: feel free to throw it online Anthony a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Anthony Martin Sent: 03 May 2012 10:44 To: softimage@listproc.autodesk.com Subject: Re: Tricks for cameras to get the steady cam feel I'll endorse Adrian's script. Works really well for both camera shake and steadicam-style motion. If you can't find it, Adrian, I have it. I always keep it close to me! Anthony On Wed, May 2, 2012 at 5:17 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: a bit late to the party, but i wrote a script that adds noise function expressions to the camera's direction constrain offset and the pivot offset, then connects them to a custom parameter it gives you keyable noise, which works over an already animated camera... with no need for a rig... i'll try and dig it up a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Beckett Sent: 02 May 2012 17:03 To: softimage@listproc.autodesk.com Subject: Re: Tricks for cameras to get the steady cam feel Thanks everyone On 2 May 2012 16:42, Ben Beckett nebbeck...@googlemail.com wrote: Hay that addon from Autodesk site is nice thanks Ben On 2 May 2012 15:58, Ben Beckett nebbeck...@googlemail.com wrote: Thanks chats I will have a look! On 2 May 2012 15:28, Ed Manning etmth...@gmail.com wrote: don't use an interest, use rotations. On Wed, May 2, 2012 at 7:59 AM, Fabricio Chamon xsiml...@gmail.com wrote: the download link is broken...use this instead: http://area.autodesk.com/downloads/plugins/camera_shake (needs area login) No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.1913 / Virus Database: 2411/4972 - Release Date: 05/01/12
Re: Scripting: Closest Point On a Point Cloud?
Hey Brad, I wondered if using math directly would be faster than working with XSIMath objects, so I tried. You probably knew this, but to get a distance between two 3D vectors the formula is quite easy: * d = √ (Ax-Bx)2 + (Ay-By)2 + (Az-Bz)2 * where A and B are two vectors to measure from. However, you can skip the squareroot if you're only comparing relative distances. Squareroots can be computationally expensive. Knowing this, I wrote a version which appears to run about 77% faster, and it's shorter too! (It takes 4.5s testing a null near a 1000x1000 pointcloud grid, vs your code taking about 20.3s on the same task.) def FindClosestPoint( inObj, inPos ): fX, fY, fZ = inPos.Get2() pts = inObj.ActivePrimitive.Geometry.Points pos = pts.PositionArray d = dict( [ (i, (fX-pos[0][i])**2 + (fY-pos[1][i])**2 + (fZ-pos[2][i])**2 ) for i in xrange(pts.Count) ] ) closestIndices = sorted(d, key=d.get) # distance = d[closestIndices[0]]**0.5 return closestIndices[0] I love me a Python optimization challenge. :) Cheers, -- Alan ps: Friendly nod to Xavier for pointing out ** syntax does to the power of so I don't need to use math.pow() in my code. On Tue, May 1, 2012 at 5:55 PM, Bradley Gabe witha...@gmail.com wrote: Sure, have at it: def FindClosestPoint( inObj, inPos): dist = 1 ID = -1 Pos = XSIMath.CreateVector3() PosArr = inObj.ActivePrimitive.Geometry.Points.PositionArray for index in range(inObj.ActivePrimitive.Geometry.Points.Count): Pos.Set( PosArr[0][index], PosArr[1][index], PosArr[2][index] ) Pos.SubInPlace(inPos) D = Pos.Length() if D dist: dist = D ID = index return ID On Tue, May 1, 2012 at 5:52 PM, Alan Fregtman alan.fregt...@gmail.comwrote: Care to share a sample snippet? Maybe there are even faster ways to approach it. On Tue, May 1, 2012 at 5:42 PM, Bradley Gabe witha...@gmail.com wrote: UPDATE: All things considered, it's not too horrible simply looping through every position from the Geometry.Points.PositionArray, and comparing the distance in order to find the closest point in the cloud. So far, that technique is faster than anything else I've attempted to cook up. -Bradley On Tue, May 1, 2012 at 3:01 PM, Bradley Gabe witha...@gmail.com wrote: Nah, it was raising errors when I tried it before starting this thread, and it still is now [?]: # ERROR : 2028 - Traceback (most recent call last): # File Script Block , line 2, in module # obj.ActivePrimitive.Geometry.GetClosestLocations([0, 0, 0]) # File COMObject unknown, line 2, in GetClosestLocations # COM Error: Invalid argument specified. - [line 2] On Tue, May 1, 2012 at 2:58 PM, Bradley Gabe witha...@gmail.comwrote: I was going by the following quote from the docs: Note: Point locators are currently only supported by NurbsSurfaceMeshand PolygonMesh objects. But I'll still give it a shot... On Tue, May 1, 2012 at 2:54 PM, Stephen Blair stephen.bl...@autodesk.com wrote: But doesn't a PointCloudGeometry support GetClosestLocations? Can you use that (I didn't try it yet) ? 347.gif
Re: Convert Position Fcurves key's tangents in 3d space
Nice response man! A good way to paste code safely is to highlight it first: http://tohtml.com/python/ then copy from the browser and paste into Gmail while Rich Formatting is enabled. On Mon, Apr 30, 2012 at 2:19 PM, jo benayoun jobenay...@gmail.com wrote: Hi Ahmidou, looks quite nice ! :) For your problem, I would go in c by reproducing a kinda structure that mimic FCurves ones like the following. struct bezfragments { double cps[4][3]; uint_t interp; }; struct motionpath { constchar_t *source; ushort_t color[3]; uint_t flags; uint_t nbezfragments; struct bezfragments *[1]; }; A MotionPath as a FCurve is a fixed length array of bezier curves with some extra informations like the object which is the source, the color of the path and some other flags for ui convenience (selection mode, ...). You have the choice to represent your bezier segments by pairing control points by 3 or by 4, I dont think it makes a huge difference. This system coupled with a MotionPathManager will avoid you to have to query the softimage API each time you need to redraw your viewport as your datas are cached in memory. Also, by subscripting to any event like siOnValueChange, you will be able to rebuild a motion path targeting just what you need. Also a good point for perfs. Anyways Here is a little pysnippet (I dont have the possibility to write it in C right now) ! It should I hope answer to your first question ! :) jo # Im quite sure gmail will eat my indent efforts so take care about that ! # Each key for each params must have a buddy on the others axes. # Create a cube, animate its pos's being sure a key is set at the same frame for the three axes. # import random class BezFragment(object): cpoints = tuple() interp = int() class MotionPath(object): source = str() color = tuple() bezfragments = tuple() def build_axis_data(param): keys = tuple(param.Source.Keys) res = list() bfrag = None i = 0 while i (len(keys)-1): cp = list() key = keys[i] nextkey = keys[i+1] cp.append(round(key.Value, 1)) cp.append(round(key.Time, 1)) cp.append(round(key.Value + key.LeftTanX, 1)) cp.append(round(key.Time + key.LeftTanY, 1)) cp.append(round(nextkey.Value - key.RightTanY, 1)) cp.append(round(nextkey.Time - key.RightTanX, 1)) cp.append(round(nextkey.Value, 1)) cp.append(round(nextkey.Time, 1)) bfrag = BezFragment() res.append(bfrag) bfrag.interp = key.Interpolation bfrag.cpoints = tuple(cp) i += 1 return tuple(res) def build_motion_path(siobj): x = build_axis_data(siobj.Kinematics.Local.posx) y = build_axis_data(siobj.Kinematics.Local.posy) z = build_axis_data(siobj.Kinematics.Local.posz) mp = MotionPath() mp.source = siobj.FullName mp.color = (random.randint(120, 255), random.randint(120, 255), random.randint(120, 255), ) mp.bezfragments = tuple(zip(x, y, z)) return mp def log_bezfragment(bfrag): msg = {0}:({1}, {2})---o ({3}, {4}) ({5}, {6})o---({7}, {8})\n \ \__/ print msg.format(, *bfrag.cpoints) return None def log_obj_motionpath(): for obj in Application.Selection: mp = build_motion_path(obj) print source: {0}.format(mp.source) print mp-color: {0}.format(mp.color) for bezf in mp.bezfragments: print \ncp for xyz in bezf: log_bezfragment(xyz) return None log_obj_motionpath() 2012/4/30 Ahmidou Lyazidi ahmidou@gmail.com I think I got it :) 2012/4/30 Halim Negadi hneg...@gmail.com Looks awesome Ahmidou, can't wait to play with it. Cheers, H. On Mon, Apr 30, 2012 at 4:44 PM, Ahmidou Lyazidi ahmidou@gmail.com wrote: Well, as soon as I have resolved the tangent handle stuff :) I'm sure it's simple, but I can't get it... 2012/4/30 Philip Melancon philip.melan...@modusfx.com This is looking amazing, do you have an idea of when/how you plan to release this nice little piece of animation goodness? I know that the animators I work with would kill for something like this! Philip Melancon Lead Crowd TD Modus FX On 4/30/2012 10:30 AM, Xavier Lapointe wrote: Whoa, this is awesome. I feel some animators out there are probably jubilating right now :) No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.1913 / Virus Database: 2411/4969 - Release Date: 04/30/12 -- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos -- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos
Re: Belly Wobble Ice
Also if you look for the Rabbit ICE rigging example in your XSI_SAMPLES, he's got some verlet-based belly wobble stuff you can pick apart. On Mon, Apr 30, 2012 at 5:52 PM, Ben Beckett nebbeck...@googlemail.com wrote: Fantastic thanks On 30 April 2012 17:51, Tim Marinov tim.mari...@gmail.com wrote: Hi Ben, I made one short overview how to do that. There is a download link for the scene and the compound so you can take a look. https://vimeo.com/41299656 http://www.si-community.com/community/viewtopic.php?f=19t=2339 Please excuse my English :) On Mon, Apr 30, 2012 at 11:17 AM, Ben Beckett nebbeck...@googlemail.com wrote: Tim that would be nice if you get time Thanks Ben On 30 April 2012 08:59, Sandy Sutherland sandy.sutherl...@triggerfish.co.za wrote: We wish - due to getting stung by the node disconnecting thing on our last show - we have stuck with 2011 SAP SP1 for this show - so we just look with longing at the new versions - don't even have time to play with them! S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _ From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Tim Marinov [tim.mari...@gmail.com] Sent: 30 April 2012 09:39 To: softimage@listproc.autodesk.com Subject: Re: Belly Wobble Ice BTW You can also use syflex.The cool thing about it is that doesn't have to be under simulation stack so you don't have to create a second mesh to do the jiggle over envelope.And also is very fast.When I get a time(hope today or tomorrow)I will post a video on Vimeo how it works. On Mon, Apr 30, 2012 at 9:29 AM, Adam Sale adamfs...@gmail.com wrote: yes.. And fast.. On Sun, Apr 29, 2012 at 11:18 PM, Sandy Sutherland sandy.sutherl...@triggerfish.co.za wrote: BTW Verlet is suprisingly simple - we are using it in our fur and feather system now. Cheers S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _ From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Ben Beckett [nebbeck...@googlemail.com] Sent: 28 April 2012 18:36 To: softimage@listproc.autodesk.com Subject: Re: Belly Wobble Ice Thats the word it all come flowing back, Thanks On 28 April 2012 16:55, Sandy Sutherland sandy.sutherl...@triggerfish.co.za wrote: http://softimage.wiki.softimage.com/xsidocs/idef_deforms_VerletIntegration.htm Good info there! S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _ From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of pete...@skynet.be [pete...@skynet.be] Sent: 28 April 2012 15:14 To: softimage@listproc.autodesk.com Subject: Re: Belly Wobble Ice search for ‘verlet’ in the ice tree – that should get you started you can drive it with a weightmap From: Ben Beckett Sent: Saturday, April 28, 2012 2:37 PM To: softimage@listproc.autodesk.com Subject: Belly Wobble Ice Hi list Some time ago there was a video out there that a very kind person made on how to use ice to achieve some secondary motion in a characters belly thought the painting of a weight map. I did save it for times like this but it gone! Would any one know of this or have some suggestion how could do it. Thanks a bunch Ben
Re: Scripting: Closest Point On a Point Cloud?
Care to share a sample snippet? Maybe there are even faster ways to approach it. On Tue, May 1, 2012 at 5:42 PM, Bradley Gabe witha...@gmail.com wrote: UPDATE: All things considered, it's not too horrible simply looping through every position from the Geometry.Points.PositionArray, and comparing the distance in order to find the closest point in the cloud. So far, that technique is faster than anything else I've attempted to cook up. -Bradley On Tue, May 1, 2012 at 3:01 PM, Bradley Gabe witha...@gmail.com wrote: Nah, it was raising errors when I tried it before starting this thread, and it still is now [?]: # ERROR : 2028 - Traceback (most recent call last): # File Script Block , line 2, in module # obj.ActivePrimitive.Geometry.GetClosestLocations([0, 0, 0]) # File COMObject unknown, line 2, in GetClosestLocations # COM Error: Invalid argument specified. - [line 2] On Tue, May 1, 2012 at 2:58 PM, Bradley Gabe witha...@gmail.com wrote: I was going by the following quote from the docs: Note: Point locators are currently only supported by NurbsSurfaceMeshand PolygonMesh objects. But I'll still give it a shot... On Tue, May 1, 2012 at 2:54 PM, Stephen Blair stephen.bl...@autodesk.com wrote: But doesn't a PointCloudGeometry support GetClosestLocations? Can you use that (I didn't try it yet) ? 347.gif
Re: Project Structure
Hi Nick, That's awesome you're moving to Softimage! As a polite waiter would say, Excellent choice, sir. I haven't experienced that post-reference UV creation deal you're getting. I would probably check (like Eric pointed out) that you've frozen your projections, particularly the Unfold op in them. That said, there are a number of refmodel woes (though nothing catastrophic provided you're aware of them in advance) and I have a big writeup on the common problems here: http://darkvertex.com/wp/2010/02/21/clean-softimage-deltas/ Cheers, -- Alan On Tue, May 1, 2012 at 9:07 PM, Nick Angus n...@altvfx.com wrote: Hi Folks, I am slowly but surely porting my facility over from Maya to XSI, it will be a tricky process as I traverse the pro’s and cons (many more pros of course!) Our directory structure is currently broken into two categories, Global and Shots. Global has an XSI project which contains all assets, and Shots contains an XSI project (per shot) where we do the layout/animation/lighting. I am curious as to what best practice is in this case, is it going to cause problems referencing models from a separate project for instance? The main reason for this question is a strange (and not very re-producible) problem we are having on referenced models where we get a second blank set of UV’s. I have checked the Delta and they don’t seem to be being created post referencing, but they are also not in the original model file, so it stands to reason that they must be being created post reference! Referencing is the area I most need to catch up in, so it may be a symptom of my knowledge gap as well. It may help to note these uv’s were created with the built in unfold tool, and are named as such, I do recall having trouble at one point with unfold but I can’t remember if it was related. Cheers, Nick
Re: OT: ICE demo suggestions for a usergroup
Some handy basic topics I'd recommend you tried to cover: - Understanding how to debug data. Learn to use Show Values. - Remembering about ICE optimizations, such as if you don't use a custom attribute, it doesn't really exist for reals, yo -- unless maybe you freeze your cloud. - States and machines! - Understanding context to some extent; realising that if you put your cursor on top of a plug/input it will hint you the context it wants to be. - How to manipulate arrays, merge arrays and select from them. - Using Filter nodes. - Understanding the difference between an array and a set. - Understanding what a location is, knowing that it sticks to geo really well automagically, how to use built-in ones (like self.NodeLocation) vs creating them with lookups, that Raycast is faster than Get Closest Location and realising that locations are the solution to most of the context woes. - Simulation substeps and why you might need to increase them for some simulations. On 4/20/2012 10:53 AM, Byron Nash wrote: I lead a local usergroup in my city (cavemode.com http://cavemode.com) and am on tap for the next meeting to discuss ICE. I wondered what aspects you all think would be most beneficial to a crowd who has no experience with it? I have a few scenes I plan on showing and will hit some high points of all the different areas it covers. I'm not an expert like most of you on this list so I can't (competently) get into a Bradley Gabe style exercise in awesome maths. ;-) Any feedback appreciated. Byron
Re: Softimage development
And Guillaume too! He's still reading, being helpful when he can (especially with the CrowdFX questions.) Kudos to that. :) On 4/18/2012 7:44 PM, Eric Thivierge wrote: Just to add, I really appreicate Luc-Eric being active on the list and giving us the low-down even after he's moved on. Eric Thivierge http://www.ethivierge.com On Thu, Apr 19, 2012 at 9:24 AM, Eric Turman i.anima...@gmail.com mailto:i.anima...@gmail.com wrote: Its not a well known, popular, or even a factual theory. But by some anthropologists' estimation, 2012 is the the year of the underpants ferrets according to the Mayan calendar. On Wed, Apr 18, 2012 at 6:14 PM, Eric Thivierge ethivie...@gmail.com mailto:ethivie...@gmail.com wrote: For goodness sake! NOT THE FERRETS!! and erm, yeah what Alan said. Eric Thivierge http://www.ethivierge.com On Thu, Apr 19, 2012 at 4:10 AM, Alan Fregtman alan.fregt...@modusfx.com mailto:alan.fregt...@modusfx.com wrote: 3) Put ferrets in your underpants. -- -=T=-
Re: ICE - Offset node-animation per particle
How about plugging that animated Scalar node's output into a Multiply node's first input, then on its second input you plug either a Turbulize Around Value or a Randomize Around Value, where either's base value is set to 1. That should do it. On 4/17/2012 4:02 AM, Thomas Volkmann wrote: Good morning List, maybe it's just too early, but I have a scalar-node with animation on it (that is supposed to drive scaling) and I want it to offset to get some variation. Is this possible in this easy way, or do I have to give each point a triggerAtFrame-attribute, compare to current frame and use a new state (or similar using an if-node). How do you do this normally? (I do it with if-nodes, current-frame compared to triggerFrame and rescaling usually, but my mind is so slow this morning that I am longing for a quick one-node solution) Thanks, Thomas
Re: clean human walk cycle in .fbx or softimage format?
The Carnegie Mellon University mocap database has several walks: http://mocap.cs.cmu.edu/ in various mocap formats. (bvh works best.) They don't cycle, but with a bit of work I'm sure one could be adapted to cycle properly. ;) On 4/17/2012 10:59 AM, Ed Manning wrote: Working on a pitch, so no budget available. I have to come up with a walking human skeleton. Anyone know a good (preferably free) source of a human walk cycle animation that I could attach geo to? thanks! Ed
Re: Softimage development
Bummer. :/ Let's hope he can make Maya less painful to use. On 4/17/2012 11:10 AM, Alex wrote: on his linked in page http://ca.linkedin.com/pub/guillaume-laforge/7/49/bb6 On 17 April 2012 16:07, Alan Fregtman alan.fregt...@modusfx.com mailto:alan.fregt...@modusfx.com wrote: I don't remember reading about Laforge going to Maya... Where are you getting that from? On 4/17/2012 11:03 AM, Alex wrote: I am really sorry for starting another one of the post but was just wondering what was going on with the current development of Softimage now that Lu-Eric and Guillaume Laforge have both jumped ship to the Maya team now.
Re: Softimage development
Isn't 2012 the end of the world for mayans anyhow? ;) On 4/17/2012 1:43 PM, David Gallagher wrote: Please don't make me go back to Maya. On 4/17/2012 12:06 PM, Luc-Eric Rousseau wrote: On Tue, Apr 17, 2012 at 8:53 AM, Eric Turmani.anima...@gmail.com wrote: Did the Softimage team get any new people to replace them though? yes.. we've been interviewing, hiring and training many new developers and QA for the last two years. there are more than a dozen new softimage people compared to three years ago.