Re: Bifrost graph - Really trying but it's not happening

2020-02-18 Thread Ben Beckett
Houdini works why waste your time

On Tue, 18 Feb 2020 at 20:59, Ben Beckett  wrote:

> Hi
>
> Why do you just make it work like Naiad that worked perfectly
>
> Please
>
> Something is defo wrong now
>
> On Tue, 18 Feb 2020 at 20:36, Jonah Friedman  wrote:
>
>> Hi Chris, I'm the Product Owner of the Bifrost graph. I'd be happy to
>> answer any questions about it. What specifically are you trying to do?
>>
>> The graph is different from ICE in several ways, but it's very open and
>> very powerful.
>>
>> On Tue, Feb 18, 2020 at 4:16 AM Chris Marshall 
>> wrote:
>>
>>> OK So is Bifrost graph years away from getting close to ICE or am I
>>> missing something?
>>> I really am trying to figure it out, but either I'm doing something
>>> wrong or it's very very limited.
>>> Anyone got anywhere with it?
>>> Thanks
>>> Chris
>>>
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>>>
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Re: Bifrost graph - Really trying but it's not happening

2020-02-18 Thread Ben Beckett
Hi

Why do you just make it work like Naiad that worked perfectly

Please

Something is defo wrong now

On Tue, 18 Feb 2020 at 20:36, Jonah Friedman  wrote:

> Hi Chris, I'm the Product Owner of the Bifrost graph. I'd be happy to
> answer any questions about it. What specifically are you trying to do?
>
> The graph is different from ICE in several ways, but it's very open and
> very powerful.
>
> On Tue, Feb 18, 2020 at 4:16 AM Chris Marshall 
> wrote:
>
>> OK So is Bifrost graph years away from getting close to ICE or am I
>> missing something?
>> I really am trying to figure it out, but either I'm doing something wrong
>> or it's very very limited.
>> Anyone got anywhere with it?
>> Thanks
>> Chris
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
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Re: [Maya] Spring equivalent?

2020-01-28 Thread Ben Beckett
Hi David

Hair curves driving a bone chain.

Ben

On Tue, 28 Jan 2020 at 08:00, David Saber  wrote:

> Hey all, I hope you are still alive and kicking!!
>
> I'd like to know what's the Maya equivalent for Softimage's springs? To
> animate follow through on joints?
>
> Thanks!
>
> David
>
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Re: who's busy

2017-09-22 Thread Ben Beckett
Get him to contact David at animated people, or Simon Percy at Darkside
animation

On 22 September 2017 at 14:17, Chris Marshall 
wrote:

> I should also mention he's previously worked in TV motion graphics, so has
> a number of years experience in the industry. He took a year out to do the
> MA and wanted to move to London.
> Cheers
>
>
> On 22 September 2017 at 14:16, Chris Marshall 
> wrote:
>
>> Hi All,
>> I'm trying to help a young guy who was one of my students when I ran the
>> VFX MA in University of South Wales last year. He's just moved to London is
>> desperately looking for a break into the industry. He's very capable on
>> Nuke and After effects and is looking for any roto type work to get him
>> some experience. So does anyone know who might be hiring at the moment?
>>
>> Cheers
>>
>> Chris
>>
>>
>
>
> --
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
>
>
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Re: Using Agile Scrum in vfx production

2017-01-11 Thread Ben Beckett
Its defiantly assumes we don't mind working weekends!

On 6 January 2017 at 17:06, Marc-Andre Carbonneau <
marc-andre.carbonn...@ubisoft.com> wrote:

> Oh and I know Jira looks very ugly to artists but you can customize it to
> make it work and "look" the way you want.
> ;)
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] On Behalf Of Marc-Andre Carbonneau
> Sent: January-06-17 11:45 AM
> To: Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list 
> Subject: RE: Using Agile Scrum in vfx production
>
> I don't believe this was mentionned yet but Jira from Atlassian is a very
> good task tracking tool and has all the Agile methodology implemented
> (Kabaan waterfalls, Agile etc...) and about 3 years ago, Shotgun
> implemented a way to talk to Jira. Might be worth checking it out. Haven't
> tested myself yet and now I can't find it on Shotgun's website... :S
>
> MAC
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] On Behalf Of Maurice Patel
> Sent: January-05-17 1:40 PM
> To: Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list 
> Subject: RE: Using Agile Scrum in vfx production
>
> It is hard to say - it is whatever tools work best for you and your team
> to understand the scope of the backlog. It could well be a whiteboard that
> you update every meeting to start. I'd at least start there for a few
> tests. Once you get an understanding for it and feel it works you can
> formalize it with some digital tools. This is actually not really the hard
> part of agile.
>
> There are a few other things to take into consideration when implementing
> agile:
> - How ready is the team to change the way they work? If the team is
> hierarchical or you have team leaders who very much want to be in control
> (micromanage) it is going to take a cultural shift in the team before agile
> can be successful
> - How good is the team at scoping work? The better you are at that the
> easier it is to migrate to agile methods
>
> Scrum works well when everyone is aligned as to what needs to get done its
> priority and its effort. The meeting than can focus on impediments and
> resolving them. This is the real value of agile the continual course
> correction that can happen on a daily basis. But its only effective if
> everyone has a voice and everyone has a common if understanding on terms
> and scope. Agile works badly if you spend the entire meeting discussing how
> long it takes to do each task.
>
> You also need a strong scrum master to keep meetings on track (they are
> facilitators not managers but they need to be empowered) and the product
> owner (vfx sup) needs to understand their role is not to micromanage or
> even to direct the scrum but to provide guidance on what needs to be done.
> So team dynamics are pretty critical here. The product owner defines what
> needs to be done - the scrum team figures out how much it can do and how it
> needs to be done.
>
> You will have to go through several sprints before you can figure out
> exactly how much can be done realistically and whether you are scoping
> correctly.
>
> The challenge is that agile is a means of fast iteration and collaboration
> - but to work you actually need to establish some things well in advance -
> such as methods of scoping and prioritizing work. Agile methods can provide
> tools for that too - such as epics and stories that are used to define the
> importance of a feature set - but you can use your own. An important thing
> to consider is ROI of work. Although it is impossible to actually quantify
> you typically need some way of establishing the value of different types of
> work. Having a good knowledge of the priority, effort and ROI of every item
> in the backlog leads for much easier discussions
>
> Maurice Patel
> Tél:  514 954-7134
> Cell: 514 242-6549
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] On Behalf Of javier gonzalez
> Sent: Thursday, January 05, 2017 12:43 PM
> To: Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list 
> Subject: Re: Using Agile Scrum in vfx production
>
> About the implementation,  its better a simple white board for the kanban
> board or use some agile tools for this and to calculate a burndown chart
> etc?
> Thank for the link maurice, i think i will ask to some software
> development friends.
>
> 2017-01-05 11:42 GMT-05:00, Maurice Patel :
> > It is an interesting article and as pointed out VFX shares a lot of
> > commonality with the problems faced in software development where
> > iterations, ‘feature creep,’ the subjective nature of product quality
> > and disparate stakeholders create complexity and a high potential for
> > budget and scheduling overruns.
> >

Re: Maya Help (Legacy Particles)

2016-12-06 Thread Ben Beckett
Thank you Ben

On 6 December 2016 at 15:06, Ben Barker  wrote:

> It's been awhile for me but I believe you can use a per-particle age
> attribute, (agePP maybe?) to check the age of the particle in your
> expression.
>
> From there you can do a few things to apply the force. You could manually
> read/add the force inside the runtime expression rather than connecting the
> force. You could simply add velocity purely in the expression (ease of this
> depends on the force you want to emulate). Or Maya also has this somewhat
> dirty feature where if you give the particle a PP attribute with the
> correct name it will allow you to control field magnitude inside the
> expression on a PP basis:
>
> https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/
> cloudhelp/2017/ENU/Maya/files/GUID-CFEFD7A0-0236-4CE9-8C71-
> B7A94C7C1E7D-htm.html
>
>
> On Tue, Dec 6, 2016 at 9:08 AM, Ben Beckett  wrote:
>
>> I would love to do it in ice but if I leave no one can fix it, not that
>> any one can use Maya particles there any way!
>>
>> On 6 December 2016 at 13:17, Rob Wuijster  wrote:
>>
>>> Just do it in ICE, and forget about the Maya legacy stuff. It's a
>>> unworkable system, keen on afflicting massive headaches..
>>>
>>> Or just grab Houdini ;-)
>>>
>>> Rob
>>>
>>> \/-\/\/
>>>
>>> On 6-12-2016 14:03, Ben Beckett wrote:
>>>
>>> Hi all
>>>
>>> Easy to do in ice and any other software, but particles in Maya is nuts.
>>>
>>> All I want to do is birth spheres from a objects surface (easy), But
>>> then have them grow a bit (scale up) and then on a "per particle basis"
>>> when they get to a certain size move away from there position of birth with
>>> a force.
>>>
>>> In ice I would of done it with a state machine, any thing like that in
>>> maya.
>>>
>>> Its like a alka seltzer effects.
>>>
>>> Any help would be great!
>>>
>>> Thanks
>>> Ben
>>>
>>>
>>> --
>>> Softimage Mailing List.
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>>> "unsubscribe" in the subject, and reply to confirm.
>>>
>>>
>>>
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
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>
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Re: Maya Help (Legacy Particles)

2016-12-06 Thread Ben Beckett
I would love to do it in ice but if I leave no one can fix it, not that any
one can use Maya particles there any way!

On 6 December 2016 at 13:17, Rob Wuijster  wrote:

> Just do it in ICE, and forget about the Maya legacy stuff. It's a
> unworkable system, keen on afflicting massive headaches..
>
> Or just grab Houdini ;-)
>
>
> Rob
>
> \/-\/--------\/
>
> On 6-12-2016 14:03, Ben Beckett wrote:
>
> Hi all
>
> Easy to do in ice and any other software, but particles in Maya is nuts.
>
> All I want to do is birth spheres from a objects surface (easy), But then
> have them grow a bit (scale up) and then on a "per particle basis" when
> they get to a certain size move away from there position of birth with a
> force.
>
> In ice I would of done it with a state machine, any thing like that in
> maya.
>
> Its like a alka seltzer effects.
>
> Any help would be great!
>
> Thanks
> Ben
>
>
> --
> Softimage Mailing List.
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> "unsubscribe" in the subject, and reply to confirm.
>
>
>
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Maya Help (Legacy Particles)

2016-12-06 Thread Ben Beckett
Hi all

Easy to do in ice and any other software, but particles in Maya is nuts.

All I want to do is birth spheres from a objects surface (easy), But then
have them grow a bit (scale up) and then on a "per particle basis" when
they get to a certain size move away from there position of birth with a
force.

In ice I would of done it with a state machine, any thing like that in maya.

Its like a alka seltzer effects.

Any help would be great!

Thanks
Ben
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Re: Xsi particles to 3dmax

2016-05-12 Thread Ben Beckett
Hi

I was a XSI user but we switch to 3d max. We currently are using max 2106
and am looking at doing some particle in XSI because maya is becoming a
problem, and ice is what I know.

If we are able to (Someone is looking into it) it would be Soft 2015/max
2016.

Caching them to Alembic would I guess be the way. Thanks for your help.

Ben

On 12 May 2016 at 16:11, Pierre Schiller 
wrote:

> What kind of particles? there´s an Ice strand to fibermesh er... brush..
> to maya and another Softimage ICE particle sims to MAX on youtube.
> It is always armed (build) from softimage to external apps.
>
> Basically you CACHE your particles to NCache or you Export them by Caching
> your sim and using Alembic exporter. What version of SI and MX are you
> using?
>
> On Thu, May 12, 2016 at 9:46 AM, Ben Beckett  wrote:
>
>> Hi all
>>
>> Is it possible!
>>
>> Thanks
>> Ben
>>
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Portfolio 2013 <http://be.net/3dcinetv>
> Cinema & TV production
> Video Reel <https://vimeo.com/3dcinetv/reel2012>
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If you Own 3d max or your on subscription can you use a copy of Xsi

2016-05-12 Thread Ben Beckett
Hi all

If you Own 3d max or your on subscription for 3dmax, can you use a copy of
Xsi in production.

Thanks
Ben
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Xsi particles to 3dmax

2016-05-12 Thread Ben Beckett
Hi all

Is it possible!

Thanks
Ben
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Re: Max question

2015-04-28 Thread Ben Beckett
cheers

On 28 April 2015 at 21:06, Vladimir Jankijevic 
wrote:

> you said willy? -> https://www.youtube.com/watch?v=qrBj3u5dPgM <- watch
> at your own risk :)
>
>
> On Tue, Apr 28, 2015 at 3:58 PM, Chris Johnson  wrote:
>
>> Not sure there is a way? You can set the original structure path to
>> anywhere via Customize>Configure user paths. However that will set up a
>> folder structure.
>>
>> I find from my short time being in Max that users don't tend use that
>> folder structure and tend to make up their own and save things a little
>> willy nilly? But that could just be my co-workers.
>>
>>
>>
>> On Tue, Apr 28, 2015 at 10:57 AM, Ben Beckett 
>> wrote:
>>
>>> Hi All
>>>
>>> I was just wondering. Whats the best way to set a project in Max,
>>> without adding any additional default structure folders.
>>>
>>> like Maya set project.
>>>
>>> This help me navigate to my scene quickly, its a pain going through a
>>> big drive with loads of other jobs.
>>>
>>> Have I missed something.
>>>
>>> Cheers
>>> Ben
>>>
>>>
>>>
>>>
>>
>>
>


Max question

2015-04-28 Thread Ben Beckett
Hi All

I was just wondering. Whats the best way to set a project in Max, without
adding any additional default structure folders.

like Maya set project.

This help me navigate to my scene quickly, its a pain going through a big
drive with loads of other jobs.

Have I missed something.

Cheers
Ben


Re: Billowing smoke

2015-03-31 Thread Ben Beckett
sexy voice!

On 31 March 2015 at 17:01, Cristobal Infante  wrote:

> Cool! thanks for the workflow tip ;)
>
> On 31 March 2015 at 16:23, Ciaran Moloney 
> wrote:
>
>> He's not using the super-secret workflow that makes opencl in Houdini
>> smoke at least a little worthwhile:
>>
>>
>> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=25234
>>
>> On Tue, Mar 31, 2015 at 4:15 PM, Ciaran Moloney > > wrote:
>>
>>> 40 frames per minute vs 1.2 frames per second not exactly blowing my
>>> mind.
>>>
>>> On Tue, Mar 31, 2015 at 4:07 PM, Cristobal Infante 
>>> wrote:
>>>
 and if you have a nice GPU like a titan X:

 https://vimeo.com/123128103

 On 31 March 2015 at 16:04, Cristobal Infante  wrote:

> This appeared today on the sidefx vimeo channel, possibly to late and
> not what you need but still interesting :)
>
> https://vimeo.com/123657201
>
> On 31 March 2015 at 13:05, Chris Marshall 
> wrote:
>
>> Oh yes, cool! I think that'll do what I need.
>> Thanks a lot!
>>
>>
>> On 30 March 2015 at 20:59, Schoenberger  wrote:
>>
>>>
>>> For the old school way: Check the SI sample scenes.
>>> https://vimeo.com/123662527
>>>
>>> I have created some ICE nodes to mimic the rotation of the "cloud
>>> chunks".
>>> It is simply based on the observation that particles rotate away
>>> from the center.
>>>  No Fluids= fast to simulate+render, over-all movement/scale can be
>>> adjusted with splines and cages, refinement without changing the
>>> movement.
>>>
>>> You just need a few particles. And you should probably not use many
>>> more, otherwise you loose the cell shape.
>>> Many overlapping particles with small density break the billowing
>>> look. And do not reduce the size.
>>> If you want to use use more, carve more of the particle away, that
>>> you have a few cell spikes.
>>> Render even less particles to view how you shape them via the render
>>> tree. And use the thumbnails in the render tree that you know what you 
>>> are
>>> tweaking.
>>>
>>>
>>> Holger Schönberger
>>> technical director
>>> The day has 24 hours, if that does not suffice, I will take the night
>>>
>>>
>>>  --
>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob Chapman
>>> *Sent:* Monday, March 30, 2015 6:11 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: Billowing smoke
>>>
>>>  heres an old school particle volume  way you could still use
>>> slipstream with. demo scene with link
>>>
>>> https://vimeo.com/45430754
>>>
>>>
>>>
>>> On 30 March 2015 at 16:50, Chris Marshall >> > wrote:
>>>
  OK yes looks very cool
 Thanks


 On 30 March 2015 at 16:37, adrian wyer <
 adrian.w...@fluid-pictures.com> wrote:

>   emfluid for sure!
>
>
>  --
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris
> Marshall
> *Sent:* 30 March 2015 16:34
> *To:* softimage@listproc.autodesk.com
> *Subject:* Billowing smoke
>
>
>
> Hi,
>
> i need to do some thick billowing smoke and have Slipstream and
> Fury, but I'm struggling to get that thick smoke look. Just wondering 
> if
> anyone can help or what alternative solutions are there?
>
> Thanks
>
> Chris
>
>


 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk


>>>
>>
>>
>> --
>>
>> Chris Marshall
>> Mint Motion Limited
>> 029 20 37 27 57
>> 07730 533 115
>> www.mintmotion.co.uk
>>
>>
>

>>>
>>
>


Re: Aw: OT Maya: ncache hell

2015-02-18 Thread Ben Beckett
Maya 2016!

On 18 February 2015 at 04:23, Adrian Graham 
wrote:

> Hey guys, the best way to retime nCaches is in the Trax editor. Select the
> cached node and open the editor. You’ll see a bar representing the length
> of your cache on disk. You can expand/compress this bar to achieve the
> retiming you desire. You can’t ramp-in/ramp-out the speed, unfortunately.
> Not without extremely unpredictable results, that is.
>
> Now it gets tricky, so I recorded a couple of videos (in .swf format) to
> maybe provide a bit of insight:
>
> nCache_retiming_01.swf<
> https://autodesk.box.com/s/ves0ye66ny9sc0y78a8ck8xi8af2zyns>
> nCache_retiming_02.swf<
> https://autodesk.box.com/s/bxwfnuupxw11fz9tvfr94k72djb9fwfv>
>
> Also, as I mentioned at the end of the second video, a suggestion from one
> of our devs here is to goal ‘classic’ particles to your nParticles
> (post-retiming), cache those out and render them, rather than the
> nParticles:
>
> You could export it as a classic particle cache (with dynExport) , and
> then create a classic particle shape with exactly the same set of
> attributes as you exported. (which means that you either have to explicitly
> specify the list of PP attrs so that you don't end up with ramp input
> attrs, or you may need to add any extra cached attrs to the classic
> particle system).
>
> Hope this helps,
> Adrian
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Gerbrand Nel
> Sent: Monday, February 16, 2015 4:59 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: Aw: OT Maya: ncache hell
>
> Ugh
> Well thanks for the heads-up.
> G
> On 16/02/2015 11:50, Leo Quensel wrote:
> I've been through this hell.
> Long story short: Do it in Softimage, it is next to impossible to do it
> properly in Maya and it is a buggy mess.
>
> Gesendet: Montag, 16. Februar 2015 um 10:45 Uhr
> Von: "Gerbrand Nel" 
> An: softimage@listproc.autodesk.com >
> Betreff: OT Maya: ncache hell
> Hey guys
> So I have to re-time my particles in Maya, and no one seems to know how
> to do this properly.
> Do you guys know if I can bring them into softimage, re-time, and then
> re-export the ncache to maya?
> Even if you know how to do it with houdini, please shout!
> Thanks guys
>
>
>


Re: Sad days...

2015-02-03 Thread Ben Beckett
It does not need to stop here, we all going to be trying out new software,
Were a knowledgeable bunch. It could evolve.

Ben

On 3 February 2015 at 19:25, Jordi Bares Dominguez 
wrote:

> Such an amazing job you did with Softimage Creatives… sad thing to loose
> it but you are right.
>
> sniff.
>
> jb
>
>
> > On 3 Feb 2015, at 18:23, a...@andynicholas.com wrote:
> >
> > The timing is to do with the expiry of the web hosting. It's not really
> about
> > the money, but more to do with the fact that we stopped having the
> meetings over
> > a year ago after The Announcement, and we currently don't have any plans
> to
> > restart.
> >
> > Cheers,
> > A
> >
> >
> > On 03 February 2015 at 18:00 olivier jeannel 
> wrote:
> >
> >
> >> Does it really have to close ? Is this about money for the website ?
> >>
> >> Le 02/02/2015 10:39, Jon Hunt a écrit :
> >>
>  This is sad times,
> >>> A big thanks to the Softimage Creatives Team. I always left these
> event
> >>> either inspired, informed, half cut or well networked. Truth be told it
> >>> usually would be all of these!
> >>> Its a shame I got to only meet a few of you Softies and if the
> >>> community should arise in a different from and some spare
> hands/help/supoort
> >>> is needed then give us a hola.
> >>>
> >>> Thanks again,
> >>>
> >>> Jon
> >>>
> >>>
> >>> On Mon, Feb 2, 2015 at 8:27 AM, Laurence Dodd  >>>  > wrote:
> >> Denial is getting much harder these days. Thanks guys.
> 
> 
>   On 2 February 2015 at 01:27, Jason S    > wrote:
>  I would rather identify Softimage related declines as
>  "Bullshit days".
> >
> >
> >   On 02/01/15 18:49, Matt Morris wrote:
> >
> >
> >
> >> Man I loved the atmosphere of that first meeting!
> >> Ok we had some sound troubles, but the enthusiasm
> >> and just the sheer amount of people there made it
> >> feel like SI still had a future. Thanks for the
> >> good times Andy and everyone there!
> >>
> >>
> >>   On Sunday, 1 February 2015, Jacob Gonzalez
> >> mailto:jacobgo...@gmail.com> > wrote:
>  sad indeed!!
> >>>it was certainly great stuff what you guys put together
> >>> with SIC!!
> >>>
> >>>J
> >>>
> >>>On Sunday, 1 February 2015, a...@andynicholas.com
> >>>  wrote:
> >> One last tribute as our web hosting is
> >> about to run out...
> 
>  http://www.softimagecreatives.com
>  
> 
> 
>  A huge thanks to all of you who supported us.
> 
>  Andy
> >>>
> >>   --
> >>   www.matinai.com 
> >>
> >>
> >
> 
> 
> 
> 
> 
>   --
>   Laurence Dodd
>   Porkpie Animation
>   E: laure...@porkpie.tv 
>   W: www.porkpie.tv 
>   M: 07570 702 576
>   T: 01273 278 382
> 
> >>
> >>>
> 
> >
>
>
>


Re: more maya......

2014-11-04 Thread Ben Beckett
Its a easy fix. go, file, new scene, click the little box set it once in
there.

Once you open one new scene from there all scenes will be it until you
change it.

If you crash before you close maya you will need to redo it.

Ben

On 4 November 2014 13:39, Sebastien Sterling 
wrote:

> Chin up buddies, chin up. (cry)
>
> On 4 November 2014 11:17, Gerbrand Nel  wrote:
>
>>  Yup.. been there.. still waiting for my composure though
>> G
>>
>> On 2014-11-04 12:47 PM, Andi Farhall wrote:
>>
>> maybe i just need to sit quietly here for a bit a regain my composure.
>>
>>  The first hour of my day taken up by figuring out why my fps resets
>> itself every time I start a new scene. They should have called it "Caveat".
>>
>>  as you were.
>>
>>
>> ...
>> http://www.hackneyeffects.com/
>> https://vimeo.com/user4174293
>> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>>
>>
>>  http://www.flickr.com/photos/lord_hackney/
>> http://spylon.tumblr.com/
>>
>>  This email and any attachments to it may be confidential and are
>> intended solely for the use of the individual to whom it is addressed. Any
>> views or opinions expressed are solely those of the author and do not
>> necessarily represent those of Hackney Effects Ltd.
>>
>> If you are not the intended recipient of this email, you must neither
>> take any action based upon its contents, nor copy or show it to anyone.
>>
>> Please contact the sender if you believe you have received this email in
>> error.
>> 
>>
>>
>>
>


Re: .emp and .emp2

2014-09-15 Thread Ben Beckett
Thank you

On 15 September 2014 16:09, Eric Mootz  wrote:

> Hi Ben,
>
> ".emp2" is the file format that came with 2nd version of emPolygonizer,
> i.e. emPolygonizer2, and ".emp" is a very old format of the very first
> emPolygonizer. It is in fact so old I ask myself where those files possibly
> come from ;)
>
> Any way, neither emReader nor any of the current emPolygonizer versions
> can read is.
>
> Maybe those files aren't even polygonizer files?
>
> Best,
> Eric
>
>
>
>
> Am 15.09.2014 15:38, schrieb Ben Beckett:
>
>  Does any one know if the above are the same.
>>
>> Has any one ever used emReader to read .emp files with out the 2 at the
>> end!
>>
>> Cheers
>> Ben
>>
>
>


.emp and .emp2

2014-09-15 Thread Ben Beckett
Does any one know if the above are the same.

Has any one ever used emReader to read .emp files with out the 2 at the end!

Cheers
Ben


Re: OT Maya: Skinning

2014-09-03 Thread Ben Beckett
I see what your saying. But i have been know to Bind then remove the
default weights and then paint it back, as per what I need. But I suggest
some loud music in your head phones, to drown out the angry voices in your
head!

or do it in soft and fbx it back save off the weights and load them on to
your maya rig.

Ben


On 3 September 2014 21:20, Will Sharkey  wrote:

> honestly I have a lot of joints in this character and Im finding it
> difficult to get even smoothing along many joints. The only way I can see
> to do this is to 'flood' the mesh, which isnt what i want, I was hoping
> just to paint the smooth but thats not giving me good results either.
>
>
> On Wed, Sep 3, 2014 at 4:12 PM, Rob Chapman  wrote:
>
>> What is the issue, speed of interaction with dense geometry or complexity
>> of model hierarchies?
>>  On 3 Sep 2014 20:30, "Will Sharkey"  wrote:
>>
>>> Im attempting to paint weights on a fairly complex creature and it is a
>>> bit of a pain. I seem to recall people saying that the built in weighting
>>> tools in Maya aren't great. What were other options?
>>>
>>> I think somebody mentioned ngSkinTools and that seems pretty cool. Is
>>> that still a top choice?
>>>
>>> At least the relax/smooth tool looks like it works in the ngSkinTools
>>> demo, the built in smooth tool in Maya frustrating.
>>>
>>> cheers
>>>
>>
>


Re: OT Maya: Skinning

2014-09-03 Thread Ben Beckett
In fairness it 's the same, it just looks different, less colourful. Though
you should consider you morph's first before you bind your mesh. Adding
additional morphs target after a bind can cause you headaches.

Ben


On 3 September 2014 20:34, Eric Thivierge  wrote:

> Yes that is the one and only skinning tool I hear of these days in Maya. :)
>
>
> On Wednesday, September 03, 2014 3:29:58 PM, Will Sharkey wrote:
>
>> Im attempting to paint weights on a fairly complex creature and it is
>> a bit of a pain. I seem to recall people saying that the built in
>> weighting tools in Maya aren't great. What were other options?
>>
>> I think somebody mentioned ngSkinTools and that seems pretty cool. Is
>> that still a top choice?
>>
>> At least the relax/smooth tool looks like it works in the ngSkinTools
>> demo, the built in smooth tool in Maya frustrating.
>>
>> cheers
>>
>
>


Re: Lagoa

2014-08-24 Thread Ben Beckett
Just saw this,

http://vimeo.com/11250519

1 million inelastic points does that also mean elastic setting are set
 zero or solve Elasticity is switched off.

Cheers


On 24 August 2014 11:56, Ben Beckett  wrote:

> Hi all
>
> Am having a play with Lagoa
>
> It would be nice to achieve a look like in Thiago video (In Particular the
> first 4 clips) where when the particles crash and there still is larger
> chunks remaining in the sim.
>
> http://vimeo.com/13457383
>
> Can any one recommend any setting, for inelastic and Elasticity.
>
> Am using the highly Breakable material at the moment.
>
> Any idea would be fantastic.
>
> Thanks
> Ben
>
>
>


Lagoa

2014-08-24 Thread Ben Beckett
Hi all

Am having a play with Lagoa

It would be nice to achieve a look like in Thiago video (In Particular the
first 4 clips) where when the particles crash and there still is larger
chunks remaining in the sim.

http://vimeo.com/13457383

Can any one recommend any setting, for inelastic and Elasticity.

Am using the highly Breakable material at the moment.

Any idea would be fantastic.

Thanks
Ben


Re: OT Maya: push deformer

2014-08-20 Thread Ben Beckett
Thanks Gerbrand


On 20 August 2014 14:39, Jason S  wrote:

>  Lol! Yeah I know I parethesise lots   :)
>
>
> On 08/20/14 9:04, Francois Lord wrote:
>
> Hey Jason, have you been programming in Lisp lately?
> Just askin'.
> ;)
>
> On 20-Aug-14 01:05, Jason S wrote:
>
>
> As mentionned, I may totally be disproven,
> (especially with the all the expectation for it to be at least ICE (or
> more) )
>
> And to be honest, while being fully aware that many dedicated people
> including yourself are working hard to make Bifrost something great,
> (which is the main thing that I'm sure will make it at least very good)
> I must admit that despite that, I -do- wish it would somewhat more or less
> 'fail' just enough for the floor to be, lets say "freed-up" (in a
> non-aggressive/non-invasive way) for other players also making great things
> to have a shot, but while not being completely bent on having the entire
> floor for themselves.
>
> Cause as it stands now, it could very well be the case that good or less
> good, there would just not be any comparison base, or any (remaining)
> choices to choose from, like it can arguably be (already) the case today.
> (being -clearly- not out of mere circumstance or (at-all) achieved with
> means that anyone (except AD) would identify as being -fair- or
> 'non-destructive')
>
> And if hoping for an outcome (with diversity) is being delusional,
> (which I hardly think it is)  then may that be as it may.
>
>
>
>


Re: OT Maya: push deformer

2014-08-19 Thread Ben Beckett
On the subject of Soup

I love these plugins as well and also for them hard to install. My shelf
never worked as well.

If any one out there has any idea's that would be great.

Ben


On 16 August 2014 12:51, Marco Godinho  wrote:

>  does maya have a relax or smooth deformer?
>
> Yes, the cMuscleSystem node can be used as smooth or relax deformer.
>
> http://download.autodesk.com/us/maya/2010help/files/Muscle_Nodes_cMuscleSystem_node_.htm
>
> The rest point positions are stored when you create the node but I believe
> you can reset this rest state later (never tried, sorry) .
>
> The scripts that create the deformer will throw an error if you try to
> stack more than one, you can change those scripts or trick them by creating
> any other deformer before applying a new cMuscleSystem, afterwards you can
> delete the extra deformer (a cluster does the trick just fine).
>
> Hope it helps,
> Marco
>
>
>
>
> On 13 August 2014 12:24, Gerbrand Nel  wrote:
>
>>  Ok now for the next problem.. does maya have a relax or smooth deformer?
>>
>> G
>> On 2014-08-13 12:29 PM, Raffaele Fragapane wrote:
>>
>> That's probably a better way to do it, working on components isn't a
>> Deformer and will eventually bite you in the arse.
>> On 13 Aug 2014 19:18, "Gerbrand Nel"  wrote:
>>
>>>  oh cool, thanks Ben.
>>> I just figured out another way.
>>> I used a texture deformer, with no texture, just a white color and set
>>> my strength to -1.
>>> Seems to work pretty well too.
>>> G
>>>
>>> On 2014-08-13 11:07 AM, Ben Beckett wrote:
>>>
>>> it's in Edit Mesh  "Transform component"
>>> select your mesh and pull the z translate in or out
>>>
>>>  Ben
>>>
>>>
>>>  On 13 August 2014 09:33, Gerbrand Nel  wrote:
>>>
>>>> Hey guys
>>>> Doing a bifrost job at the moment, and I would like to flatten my
>>>> liguid mesh a bit.
>>>> I'm thinking something like the softimage push deformer would work.
>>>> Is there something like this in Maya, and would it work on a bifrost
>>>> mesh?
>>>> Thanks guys
>>>> G
>>>>
>>>
>>>
>>>
>>
>


Re: OT Maya: push deformer

2014-08-13 Thread Ben Beckett
it's in Edit Mesh  "Transform component"
select your mesh and pull the z translate in or out

Ben


On 13 August 2014 09:33, Gerbrand Nel  wrote:

> Hey guys
> Doing a bifrost job at the moment, and I would like to flatten my liguid
> mesh a bit.
> I'm thinking something like the softimage push deformer would work.
> Is there something like this in Maya, and would it work on a bifrost mesh?
> Thanks guys
> G
>


Re: OT Maya: Spring Dynamics in Maya

2014-08-03 Thread Ben Beckett
We have to ask why do autodesk feel the need to add bonus tool. They should
just come with the software.




On 2 August 2014 01:22, Sebastien Sterling 
wrote:

> Hey Will,
>
> Maya bonus tools might be what you are looking for (free addon for maya):
>
> https://www.youtube.com/watch?v=F5oPTUHN-5U#t=67
>
> Dynamic joints added in bonus tools 2013
>
> Hope this helps.
>
> Give everyone at PB my best ;P
>
>
> On 1 August 2014 22:52, Jeremie Passerin  wrote:
>
>> Hey Will,
>>
>> I think they attach rig to a simulated hair strand... I'm not quite sure
>> but heard something like that.
>> Also MT_springs = Gear Springs. It's part of the contribution from Helge
>> to Gear.
>> The code is open source by the way, so it shouldn't be too difficult to
>> port it to Maya.
>>
>> Good luck in your research.
>> Jeremie
>>
>>
>> On 1 August 2014 14:12, Will Sharkey  wrote:
>>
>>> Hello,
>>>
>>> I posted this at maya_he3d google group but there is so little traffic,
>>> only 2 posts over there today and I think they were all from me!
>>>
>>> I wonder if you all could shed some light on spring dynamics in Maya,
>>> maybe something similar to mt springs or the cool spring solvers in gear.
>>>
>>> What are some good solutions or tools to achieve this? I noticed there
>>> is a Jiggle Deformer but that seems point based as opposed to an offset on
>>> a controller. Any information would be much appreciated.
>>>
>>> Thanks!
>>>
>>
>>
>


Re: Alembic workflow question/problem

2014-07-25 Thread Ben Beckett
In the past I cached and then cached with Alembic


On 25 July 2014 12:11, Ben Beckett  wrote:

> You could prebake there positions
>
>
> On 25 July 2014 10:36, Ho Chung Nguyen 
> wrote:
>
>> You might have to also export the parent hierarchy of those extra items,
>> cause the animation is in their transforms.
>> Do you have a scene we can help look into?
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
>> Sent: Friday, July 25, 2014 1:42 AM
>> To: softimage@listproc.autodesk.com
>> Subject: Alembic workflow question/problem
>>
>> I'm testing out the Alembic cache workflow to get characters from Maya to
>> Softimage. The enveloped characters are coming in good but sometimes the
>> parented objects don't receive the animation. Extra items like hats,
>> glasses and eyeballs are having trouble because they aren't enveloped. It
>> seems like I'm just missing a checkbox or something when I send it out but
>> I can't figure it out. Right now we are using Maya 2014 and Softimage 2015.
>> Could go to Maya 2015 if needed.
>>
>> Thanks for any tips!
>>
>> Byron
>>
>
>


Re: Alembic workflow question/problem

2014-07-25 Thread Ben Beckett
You could prebake there positions


On 25 July 2014 10:36, Ho Chung Nguyen  wrote:

> You might have to also export the parent hierarchy of those extra items,
> cause the animation is in their transforms.
> Do you have a scene we can help look into?
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
> Sent: Friday, July 25, 2014 1:42 AM
> To: softimage@listproc.autodesk.com
> Subject: Alembic workflow question/problem
>
> I'm testing out the Alembic cache workflow to get characters from Maya to
> Softimage. The enveloped characters are coming in good but sometimes the
> parented objects don't receive the animation. Extra items like hats,
> glasses and eyeballs are having trouble because they aren't enveloped. It
> seems like I'm just missing a checkbox or something when I send it out but
> I can't figure it out. Right now we are using Maya 2014 and Softimage 2015.
> Could go to Maya 2015 if needed.
>
> Thanks for any tips!
>
> Byron
>


Re: Hanging basket

2014-06-27 Thread Ben Beckett
ncloth is your baby


On 27 June 2014 20:57, Byron Nash  wrote:

> Is there an obvious out of the box solution for simulating a basket or
> other rigid object being held by multiple ropes/chains? It's definitely
> beyond the rope sim since the rigid object has mass and is affected by
> gravity. Probably don't have time to R&D a complex ICE solution from
> scratch.
>


Re: OT: What strong features have you found in your new transition software that SI didn´t have?

2014-06-02 Thread Ben Beckett
Maya is VERY SLOW


On 2 June 2014 10:47, Cristobal Infante  wrote:

> I believe nodal shading for C4D is coming very soon, it's one of the top
> requests from uesrs..
>
>
> On 2 June 2014 10:30, David Saber  wrote:
>
>> Thanks Perry for your testimonial about C4D. How does non linearity
>> feels? Obvious example: going back to modelling after skining?
>> David
>>
>
>


Re: Free Student version of Softimage - Doesn't allow batch render - Any workarounds

2014-04-26 Thread Ben Beckett
Does this work just a idea good luck

put the following code into a Nopepad .txt change the .txt to .exe . add
your file path and the pass name. run the file

@echo off
call "C:\Program Files\Autodesk\Softimage 2012
SP1\Application\bin\setenv.bat"
"C:\Program Files\Autodesk\Softimage 2012 SP1\Application\bin\XSIBatch.exe"
%*

xsibatch -r -scene "Filepath\###.scn" -pass "PassName" -verbose "full"


On 26 April 2014 12:08, Angus Davidson  wrote:

>  No worries. I haven’t tried it on Maya. I seem to recall when I was
> grumbling to Graham about it a few years back he did mention that it was
> across the board I could be wrong though.
>
>
>
>   From: Jon Hunt 
> Reply-To: "softimage@listproc.autodesk.com" <
> softimage@listproc.autodesk.com>
> Date: Saturday 26 April 2014 at 12:51 PM
> To: "softimage@listproc.autodesk.com" 
> Subject: Re: Free Student version of Softimage - Doesn't allow batch
> render - Any workarounds
>
>Thanks for the response Angus,
>
>  The student has a 3 minute film to render, each scene has 70 or so
> reference models.
> When you load each scene you have to press OK this many times to the
> dialogue box that says its been created in a student version.
>  Absolute hindrance.
>  Got a fix but its a good 20 minute fix per shot just to be able to
> render...
>
>  Hate asking this but I wonder if this is the the same with Maya? If so,
> I shall definatley need to start looking at our licensing.
>
>  Thanks,
>
>  Jon
>
>
>
>
>
>
> On Sat, Apr 26, 2014 at 4:28 AM, Angus Davidson  > wrote:
>
>>  Hi Jon
>>
>>  This is the major reason why we switched to the arc Licences. The EDU,
>> Commercial and the Free Student version all had interop issues. The worst
>> begin the contamination from the free version. What we do now is allow the
>> students to bring in their own workstations and we lend them a licences for
>> the duration of the course. That way we ensure that we are all on the same
>> version,.
>>
>>  Its bloody stupid that we have to do that . But its the only way we
>> could practically not run into batch render issues.
>>
>>
>>   This communication is intended for the addressee only. It is 
>> confidential. If you have received this communication in error, please 
>> notify us immediately and destroy the original message. You may not copy or 
>> disseminate this communication without the permission of the University. 
>> Only authorised signatories are competent to enter into agreements on behalf 
>> of the University and recipients are thus advised that the content of this 
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>> Law unless the University agrees in writing to the contrary.
>
>


Mornning Autodesk

2014-03-21 Thread Ben Beckett
https://www.youtube.com/watch?v=FWBUl7oT9sA


Mayas Render Layers Can Really Kill a job

2014-03-20 Thread Ben Beckett
If your not working on the master layer, there lot of pain to be endured.

Working with Maya's render layers is like working with a red hot poker up
ya bum! It lts like a child you need to have eyes in the back of your head
to make sure it does not screw up.

If I owned a small studio and wanted to waste a lot of time redoing shading
I would use maya.

What can we do about render layers, nothing!, because autodesk has done
nothing about fixing it since some wonky person over at mental ray added
them.

Heck the words pass
*contribution*maps
puts the shiver through me.

Ben


mdd writer for maya

2014-03-05 Thread Ben Beckett
Hi

I need your help does any one know of a of a free mmd plugin for maya.

Its needs to be a mdd nothing else. point  oven licence is taking to long
to come through.

Cheers#
Ben


Re: Retirement.....

2014-03-04 Thread Ben Beckett
Houdini


On 4 March 2014 11:55, nick name  wrote:

> The future is bright.
> Not for XSI users, obviously.
>
>
> On Tue, Mar 4, 2014 at 1:45 PM, Sofronis Efstathiou <
> sefstath...@bournemouth.ac.uk> wrote:
>
>>
>>
>> Was it announced - been in lectures all morning?
>>
>>
>>
>> Arse
>>
>>
>>
>>
>> http://www.jigsaw24.com/news/news/11949-autodesk-softimages-retirement-what-you-need-to-know/
>>
>>
>>
>>
>>
>>
>>
>> Sofronis Efstathiou
>>
>> Postgraduate Framework Leader and BFX Competition & Festival Director
>>
>> Computer Animation Academic Group
>>
>> *National Centre for Computer Animation*
>>
>>
>> Email: sefstath...@bournemouth.ac.uk
>>
>>
>>
>> Tel: +44 (0) 1202 965805
>>
>>
>>
>> Profile: http://uk.linkedin.com/in/sofronisefstathiou
>>
>>
>> Student Work:
>>
>> http://www.youtube.com/NCCA3DAnimation
>>
>> http://www.youtube.com/NCCADigitalFX
>>
>> http://www.youtube.com/NCCAAnimation
>>
>>
>>
>> [image: 
>> cid:image006.jpg@01CF21AB.FD567660]
>>
>>
>>
>> [image: Description: Description:
>> C:\Users\sefstathiou\Pictures\nccalogo.jpg]
>>   [image: Description: Description: C:\Users\sefstathiou\Documents\My
>> Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png]
>>
>>
>>
>>
>>
>> [image: http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg]
>>
>>
>>
>> *Awarded for world-class computer animation teaching *
>>
>> *with wide scientific and creative applications*
>>
>>
>>
>>   BU is a Disability Two Ticks Employer and has signed up to the
>> Mindful Employer charter. Information about the accessibility of University
>> buildings can be found on the BU DisabledGo 
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<><><><>

Re: tips on working with dense reference models?

2013-12-24 Thread Ben Beckett
I had a very heavy crab once in a scene, I had the Low d mesh visable and
non renderable, and the HD mesh Hidden and renderable.

I did this so I did not have to switch out my ref's

The scenes may have take a few min more to open but it work great.

But Standin are brill

Ben


On 24 December 2013 01:29, Peter Agg  wrote:

> If moving between resolutions is a pain then you can always have visible
> low-res geo with the high res stuff hidden. You don't get the same speed
> boost that you get with multiple resolutions, but sometimes it's enough to
> make it workable.
>
>
> On 23 December 2013 18:33, Cristobal Infante  wrote:
>
>> another way is to use 2 resolutions for your reference models. One very
>> low res, and only switch to the highres when you are ready to render. The
>> trick is to use the same rig so the animation sticks.
>>
>> If you want to give this a shot I recommend you download the scn toc
>> manager created by Alok to switch those models from outside the scene.
>>
>> The standin route is great if you are rendering with Arnold IMHO.
>>
>> good luck!
>>
>>
>>
>> On Monday, 23 December 2013, Paul Griswold wrote:
>>
>>> Thanks Alan!  Yep, this is all solid, non-deforming stuff (CAD data).  I
>>> have rigged it all with nulls the way you mention.  The problem I'm having
>>> is just updating when I scrub the timeline.  Even if the object has zero
>>> animation, simply scrubbing the timeline causes Softimage to freeze for
>>> several seconds.
>>>
>>> I'm actually testing Redshift for this one.  They've got a stand-in, but
>>> it's very alpha IMHO.  You either get a box or a full representation of the
>>> geometry.  There's nothing in-between, yet.  VRay's implementation looks
>>> somewhat nifty - I think they give you a bunch of points in the shape of
>>> your object.
>>>
>>> It sounds like the fastest solution would be to decimate the geometry
>>> and use it as a stand-in.
>>>
>>> I just wasn't sure why there's such a huge difference in performance
>>> between local and reference.  It's really significant.
>>>
>>> Thanks!
>>>
>>> Paul
>>>
>>>  ᐧ
>>>
>>>
>>> On Mon, Dec 23, 2013 at 1:05 PM, Alan Fregtman 
>>> wrote:
>>>
 >> Is it as simple as building low res stand-ins and offloading?

 Pretty much... yeah.

 Is it a solid, (mostly if not completely) non-deforming thing like a
 vehicle? If that's the case, you may wanna consider making a null hierarchy
 where each null contains a selection of meshes that "move as one".

 For example, a regular solid car's rig might be: car body, left/right
 front/back wheel rotation and left/right front/back wheel brakes, so 9
 nulls. Animating those 9 nulls will be way lighter than dealing with
 hundreds or thousands of parts deforming or individually constrained to
 whatever, plus it's less data for the Delta property to keep track of. By
 the way, I like to call these nulls "segment nulls".

 If you're dealing with mentalray or Arnold, both have the standins
 concept that works quite well, especially in Arnold. (Maybe XSI Vray does
 it too, not sure.)

 You'll want a standin per "segment" and if you name your standins the
 same as your segment nulls in a separate resolution, then it's very easy to
 animate a very light rig that is high-res compatible. Also makes it a piece
 of cake to republish update geo and shading by simply reexporting the
 standin files.

 At work we had stupid mesh density in Pacific Rim's control pod
 "stilts" and this *segmented workflow *of standin nulls constrained to
 a rig worked out great. ;)


 On Mon, Dec 23, 2013 at 11:09 AM, Paul Griswold <
 pgrisw...@fusiondigitalproductions.com> wrote:

> I don't work a lot with reference models, but I am now.  The mesh is
> dense and has a lot of parts to deal with.  When the mesh is local,
> Softimage handles it fine.  But when it's reference, just moving through
> the timeline takes 8-10 seconds per frame.  Even in Bounding Box mode,
> Softimage grinds to a halt.
>
> Can anyone point me to any FAQs or guidelines on working with heavy
> reference models?
>
> Is it as simple as building low res stand-ins and offloading?
>
> Thanks & Merry Christmas!
>
> -Paul
>
> ᐧ
>


>>>
>


Inspire GLG

2013-11-13 Thread Ben Beckett
I know a few of us crossed this chaps path!

http://www.shropshirestar.com/news/crime/2012/10/02/shropshire-businessmen-to-face-trial-for-theft-and-fraud/

Ben


Re: mb feathertools cache issue

2013-11-05 Thread Ben Beckett
With the re grooming you could just save out your old weight maps and
reapply them

Maybe as long as you have not edited the mesh!

Ben


On 5 November 2013 15:41, Jonny Grew  wrote:

> Just thought I'd give you an update about this...
>
> Mr MB had a look at our scenes and encountered the same problem with
> reading the cache - the feather instances appeared on frame 1 but
> disappeared on subsequent frames.
>
> As there were some nested models under the main chicken model it was
> thought that there was confusion with ICE recognising certain elements of
> the setup... I ran a test by removing the nested models and there was no
> change - still a problem reading the cache.  His suggestion was it was a
> soft cache reading error as it was a little sporadic with the errors we
> were getting.
>
> After much faffing and eliminating every conceivable thing from the list
> of things that could cause an issue we started over. Removed EVERYTHING
> other than the meshes to be surfaced with feathers.  The feathers were
> remade and then I reapplied the rig with saved out envelope weights.  So
> far so good. Maybe the issue was with the initial build of the feather
> system?  No answer but problem solved. Although the re-grooming of the
> feathers obviously adds time, at least we have a setup that works including
> writing the cache out from referenced animation models and applying it to
> referenced render models.
>
> Thanks for your thoughts.
>
> Jonny
>
>
>
> On 4 November 2013 19:53, Sandy Sutherland wrote:
>
>> You might be right Jonny, been a while since I used it.  I am sure you
>> can look see what attributes are being written and find the instance one -
>> it is most likely an integer that can then be fed into an instance node.
>>
>> S.
>>
>>
>> On 2013/11/04 9:01 PM, Jonny Grew wrote:
>>
>>>
>>>
>>> The problem is, Sandy, that I cannot recreate the instancing section of
>>> the ice tree. The compound for MB feather tools is not explorable. You
>>> simply point it at an instance group but the allocation of each individual
>>> feather instance is defined by an envelope weight on a duplicate of the
>>> render mesh (called the envelope mesh) Under the hood this will give the
>>> particles a custom attribute (I'm guessing) that is used to inform which
>>> instance each particle should use-the same goes for size and rate but
>>> driven by a weight map that is local to the render mesh.  Determining which
>>> attribute is being used and how is what I would need to know in order to
>>> use on a secondary ice tree by using the set instance geometry node in my
>>> 'cache read' particle cloud.
>>>
>>> MB looking at it but cache issue could be down to how the feather tools
>>> were set up originally or some kind of internal confusion due to the fact
>>> we have 3 separate feather tool setups all referencing the same instance
>>> feather group.
>>>
>>> Will report back when I know more.
>>>
>>> Jonny
>>>
>>>
>>>
>>
>


Re: mb feathertools cache issue

2013-11-04 Thread Ben Beckett
I found this plugin brill but its a bit of a fiddle, There is a addon out
there that will export all the feathers together as one mesh.

I've seen at Glassworks, if that person want to give it out I suggest you
set up a new thread to see if this person comes forward. He all over this
list, so he may!

Start your title with some thing like, this was once a thread
Freeze ICE tree to geometry?

Ben


On 4 November 2013 16:53, Jonny Grew  wrote:

> Cheers, guys.
>
> So it appears that with either of these methods we can only get it to work
> with one feather type?
>
> Am I missing something?
>
> As we can't access the attribute that defines the feather type (1-6 within
> the group) the set instance doesn't look like an option and the polymesh
> duplicator only allows one instance object too? I seem to remember that
> momentum has an instance to geometry function but the studio I'm at doesn't
> have it. Is there another instance to geometry script out there? I can't
> seen to find one.
>
> Cheers
>  On Nov 4, 2013 4:24 PM, "Sandy Sutherland" 
> wrote:
>
>>  We did it this way too on Zam - but you can only use one instance this
>> way, unless things have changed since then?
>>
>> S.
>>
>> On 2013/11/04 6:22 PM, Ben Beckett wrote:
>>
>>  I have been working with this feather tool for two years now my formula
>> to make it work is:
>>
>>  Step1
>> In scene one
>> Create the feathers with mbfeather tool on your character save this as a
>> base scene
>>
>>  Step2
>> PolyMesh Duplicate the feathers (this example is for one type of feathers)
>>
>>  Step3
>> With that *poly mesh* of the feathers, save it out as a obj and
>> texturing that.(remeber to set the UVs before export)
>>
>>  Step4
>> In scene two, I animate the bird.
>> Then point caching animated Character and a applying the cache to the
>> mbfeather character in your base scene, the character now movers and the
>> feathers go with him.
>>
>>  Step5
>> cache the mbfeathers* Poly mesh* as it still is linked to the mbfeathers
>> sim
>>
>>  Step6
>> apply the cache to the exported obj, in scene two, the animated scene.
>>
>>  Works nicely
>> Ben
>>
>>
>>


Re: mb feathertools cache issue

2013-11-04 Thread Ben Beckett
I have been working with this feather tool for two years now my formula to
make it work is:

Step1
In scene one
Create the feathers with mbfeather tool on your character save this as a
base scene

Step2
PolyMesh Duplicate the feathers (this example is for one type of feathers)

Step3
With that *poly mesh* of the feathers, save it out as a obj and texturing
that.(remeber to set the UVs before export)

Step4
In scene two, I animate the bird.
Then point caching animated Character and a applying the cache to the
mbfeather character in your base scene, the character now movers and the
feathers go with him.

Step5
cache the mbfeathers* Poly mesh* as it still is linked to the mbfeathers
sim

Step6
apply the cache to the exported obj, in scene two, the animated scene.

Works nicely
Ben


On 4 November 2013 16:05, Jonny Grew  wrote:

> Hello list,
>
> Just wondered if anyone can shed any light on some issues we have with mb
> feather tools
>
> When we're caching out the pointcloud we're getting sporadic results in
> reading the cache back.
>
> We have 3 separate mb feather tool setups (body, head and wings) all under
> different models. These all reference the same feather group in it's own
> model) and all nodes have been switched to say 'this_model' as advised
> within the documentation.
>
> We're using 6 different feathers and populating the surface using the
> envelope weights on the 'envelope mesh' that determines which feather
> within the feather group goes where. This all works great when live but
> when caching out we're finding that either:
> 1/The instances aren't there (the particles are - you can see if you
> change the pointcloud display property to point)
> 2/Certain feathers are missing (ie feather 3 and 4).
>
> You can force the instances to be visible by adding another ice tree on
> the empty cache read point cloud with a 'set instance geometry' node,
> however this only populates with the first feather in the feather group. -
> As the compounds are locked we're not sure what attribute we could use to
> ensure that the correct feathers are in the correct place.
>
> It appears that when things do sporadicly work that they only do from a
> single scene.  Exporting the model from this scene and caching causes even
> weirder results which means it looks like using reference models in our
> animation scenes is a no-go. We'll have to export animation action clips,
> apply them into this scene that sporadicly works and export the ICE Cache
> into our render scene.
>
> Any pointers much appreciated on stating our blindingly obvious faults or
> hooky work-arounds.
>
> Cheers
> Jonny
>
>
>


Re: Strands

2013-07-30 Thread Ben Beckett
http://www.digitaltutors.com/tutorial/3618-Introduction-to-ICE-Strands-in-Softimage


video 8 and 9 is what you want

Thanks
Ben


On 30 July 2013 17:09, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

> Hello,
>
> ** **
>
> I’m trying to use strands again, and what I want to do is have a strand
> act as a trail along a curve. The things I want to achieve are:
>
> ** **
>
> **1.   **Display the strand along a curve starting at any U location
> on a curve.
>
> **2.   **Strand length will need to be shorter than the curve,
> typically a percentage of the length of the curve.
>
> **3.   **The strand needs to be able to move along the curve
> linearly, regardless the parameterization of the curve.
>
> **4.   **Strand needs to be a set color and needs to fade out to
> transparent as it reaches the end of the strand. 
>
> **5.   **The strand appearance needs to remain relative to the length
> of the strand as it moves along the curve.
>
> ** **
>
> Using Create Strand from Curves I was able to get some of the position and
> length settings the way I wanted by hacking the compound. However, I’m not
> sure this is the best approach. Further, there appears to be
> parameterization issues with the strand position.
>
> ** **
>
> I’ve been unable to figure out how to accomplish the trail appearance.
>
> ** **
>
> This is new territory for me so I’m not sure if I am approaching this from
> the right direction. Any suggestions would be appreciated.
>
> ** **
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not 
>
> represent the opinions of NASA or any other party.
>
> ** **
>


Re: Expression help please

2013-07-02 Thread Ben Beckett
Ok alls good thanks I made it work thanks


On 2 July 2013 14:08, Alok Gandhi  wrote:

> In case you want to know the distance traveled from the current position
> of the null, what you need is a scripted operator. It will not be possible
> with expressions.
>
>
> On Tue, Jul 2, 2013 at 8:59 AM, Vladimir Jankijevic <
> vladi...@elefantstudios.ch> wrote:
>
>> you are still not clear in respect to what the first null is moving. How
>> should the second null know what distance the first null has moved, if you
>> don't specify the point from which you measure the distance. Thank about it
>>
>>
>>
>
>
> --
>


Expression help please

2013-07-02 Thread Ben Beckett
Hi all

If I had 2 nulls, null1 and null2 and I want null2 to move 50% of the
distance null1 has moved

what would the expression be, that would write in the kine.global.posx,
posy & posz of null2

This sound like a good old fashion maths question!!

Any help would be brill.

Cheers
Ben


Re: Creation: Horde - new Softimage integration

2013-05-01 Thread Ben Beckett
It looks birll, but now much coding do you need to know to make it work


On 1 May 2013 22:21, Jeremie Passerin  wrote:

> Woow, this is very impressive. The integration of the real-time render in
> amazing.
>
>
> On 1 May 2013 08:02, olivier jeannel  wrote:
>
>>  Not at all, SI is just the best software ever ^^
>>
>> Le 01/05/2013 15:30, Alan Fregtman a écrit :
>>
>> Almost unavoidable when the majority of your staff worked at Softimage in
>> the past. hehe :p http://fabricengine.com/company/team/
>>
>>  Outstanding work yet again. Kudos, Fabric Team! :D
>>
>>
>>
>> On Wed, May 1, 2013 at 9:11 AM, Enrique Caballero <
>> enriquecaball...@gmail.com> wrote:
>>
>>> yep amazing.  I love how they actually care about integrating into
>>> Softimage as well.
>>>
>>>
>>> On Wed, May 1, 2013 at 8:55 PM, olivier jeannel >> > wrote:
>>>
  Wow !
 Super innovative ! Makes me hyper enthousiastic (the hysteric way) each
 time I watch your demos guys :D


 Le 01/05/2013 03:42, Paul Doyle a écrit :

  Hi guys – I've held off posting any updates on Horde as I knew we had
 a sweet Softimage/ICE integration in the pipe. The nice thing with our
 locomotion system is that it lends itself well to closer shots when you're
 working with a few characters - and combined with ICE that makes for some
 really interesting options. Helge has only scratched the surface with this,
 but already you can see just how awesome the combination is.



 1)  Reel: https://vimeo.com/61358674

 2)  Maya integration info:
 http://fabricengine.com/creation-modules/inside-maya/ (there's more of
 a breakdown here that we don't duplicate in the Softimage section, so I
 recommend looking here first).

 3)  Softimage integration:
 http://fabricengine.com/creation-modules/inside-softimage/

 4)  Main page: http://fabricengine.com/creation-modules/horde/


 We're currently in closed alpha/beta - if you're a commercial studio
 and you'd like to help with the testing program, please drop me a line.

  Cheers,

  Paul



>>>
>>
>>
>


Re: Triggerfish?

2013-04-26 Thread Ben Beckett
It's no trick you. Firstly you have to tell the company concerned you will
be billing through a company so you do not go no there books. When you do
your return it is better if the are multi sources of income coming from
different places.

The best thing to do is talk to a good accountant he or she may cost more
but you will be better off for it.




On 26 April 2013 08:45, Ben Davis  wrote:

> @Ben - Out of curiosity, what are the limits of doing your company trick?
> Can you stay more than 3 months for a long job? What if you have family,
> kids in school, etc?
>
> --
> Ben Davis
>
> www.moondog-animation.com
>
> +33 6 88 48 54 50
>
>
> On Fri, Apr 26, 2013 at 12:40 AM, Ben Beckett wrote:
>
>> If  you works as a company director, selling your services as a company
>> the visa problem goes away (effectively a freelancer).
>> Meaning you pay your tax as a reg company in the place were your company
>> is Reg, a little more paper work, but you can travel, and the employer pays
>> a company not a person.
>>
>> If your single I highly recommend marring a accountant like me. it make
>> for a easy life!
>>
>> All the big companies sell there services every were!
>>
>> one bonus, More paper work = less tax
>>
>> just my two cents or pence
>>
>>
>> On 25 April 2013 22:22, David Gallagher wrote:
>>
>>> On 4/25/2013 4:16 PM, Andy Moorer wrote:
>>>
>>>> There are some seriously skilled softimage talents who were at
>>>> triggerfish, if there are any producers lurking the list this downsizing
>>>> has resulted in a number of at-large artists of a caliber and experience
>>>> level which would ordinarily be very difficult to find at all..
>>>>
>>>> It's frustrating seeing studios in LA and NyC desperate for experienced
>>>> softimage talent but unable to hire outside of the states because of visa
>>>> issues. Time to grumble at my congressional rep (that's sure to fix it,
>>>> right?)
>>>>
>>>
>>> Which L.A./N.Y. Softimage studios are hiring?
>>>
>>
>>
>


Re: Triggerfish?

2013-04-25 Thread Ben Beckett
If  you works as a company director, selling your services as a company the
visa problem goes away (effectively a freelancer).
Meaning you pay your tax as a reg company in the place were your company is
Reg, a little more paper work, but you can travel, and the employer pays a
company not a person.

If your single I highly recommend marring a accountant like me. it make for
a easy life!

All the big companies sell there services every were!

one bonus, More paper work = less tax

just my two cents or pence


On 25 April 2013 22:22, David Gallagher wrote:

> On 4/25/2013 4:16 PM, Andy Moorer wrote:
>
>> There are some seriously skilled softimage talents who were at
>> triggerfish, if there are any producers lurking the list this downsizing
>> has resulted in a number of at-large artists of a caliber and experience
>> level which would ordinarily be very difficult to find at all..
>>
>> It's frustrating seeing studios in LA and NyC desperate for experienced
>> softimage talent but unable to hire outside of the states because of visa
>> issues. Time to grumble at my congressional rep (that's sure to fix it,
>> right?)
>>
>
> Which L.A./N.Y. Softimage studios are hiring?
>


Re: Camera Focal Length

2013-04-18 Thread Ben Beckett
NIce thanks, this is what am saying.


On 18 April 2013 11:48, Martin  wrote:

> You need to enable Projection Plane and specify the Film Aperture.
> You may need to convert mms to inches because SI only uses inches for Film
> Aperture.
>
> You could also create a custom property like this:
>
> http://www.softimageblog.com/archives/65
>
> This addon is a little old so you may need to modify it to support newer
> standards.
> It works even with the default film aperture locked and automatically
> converts the orientation to the vertical/horizontal equivalent.
>
> SI should have something like that by default.
>
> M.Yara
>


Re: Camera Focal Length

2013-04-18 Thread Ben Beckett
Well there is no confussion in Maya as such, it just seem very odd in soft.
It maybe base on real world settings, but for a dum nut like me some times
maya seem to have it nailed.


On 18 April 2013 11:37, Rob Wuijster  wrote:

>  not really getting it.
>
> If you set the proper settings for the backplane, the focal length lens
> settings are as they are.
> There's no 'equate in soft' setting for lenses, all 3D apps follow real
> world mechanics.
>
>
> Rob
>
> \/-----\/----\/
>
> On 18-4-2013 12:26, Ben Beckett wrote:
>
>  Sorry maybe I have confussed I mean the standard numbers such as 40mm
> 35mm 22mm lenz, When he said lets try a 40mm lenz how does that equate in
> soft
>
>  Thanks
>
>
> On 18 April 2013 11:10, Jens Lindgren  wrote:
>
>>  Yeah the Film Aperture should really be in mm in Softimage... Don't get
>> why it's in inches.
>>
>> /Jens
>>
>>
>> On Thu, Apr 18, 2013 at 12:08 PM, Leonard Koch 
>> wrote:
>>
>>> I would think because mm is the standard in focal lengths.
>>> Lenses' focallengths and also sensor sizes - which also play a role in
>>> how much the camera sees - are always given in mm.
>>>  On Apr 18, 2013 11:44 AM, "Ben Beckett"  wrote:
>>>
>>>>   Hi
>>>>
>>>>  Maya's cameras clearly have a defined Focal Length Tab.
>>>>
>>>>  Where in Soft is this because sitting with the Driector yesterday soft
>>>> really did it self no favours, I was telling him how it a great app is but
>>>> he now not having any of it.
>>>>
>>>>  On the camera prop's menu there is the Focal Length but its in (mm)
>>>> , can it be switch, and why mm's.
>>>>
>>>>  Thanks
>>>>  Ben
>>>>
>>>>
>>>>
>>>>
>>
>>
>>  --
>> Jens Lindgren
>> --
>> Lead Technical Director
>> Magoo 3D Studios <http://www.magoo3dstudios.com/>
>>
>
>  No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2013.0.3272 / Virus Database: 3162/6252 - Release Date: 04/17/13
>
>
>


Re: Camera Focal Length

2013-04-18 Thread Ben Beckett
Thanks that brill to know, thankyou everyone


On 18 April 2013 11:32, Jens Lindgren  wrote:

> On the Projection Plane tab:
> Enable it, set Film Aperture X to 0.9354 (the value of a Arri Alexa
> camera), chose whatever lens in mm in the Focal Length field.
>
> /Jens
>
>
> On Thu, Apr 18, 2013 at 12:26 PM, Ben Beckett wrote:
>
>> Sorry maybe I have confussed I mean the standard numbers such as 40mm
>> 35mm 22mm lenz, When he said lets try a 40mm lenz how does that equate in
>> soft
>>
>> Thanks
>>
>>
>> On 18 April 2013 11:10, Jens Lindgren wrote:
>>
>>> Yeah the Film Aperture should really be in mm in Softimage... Don't get
>>> why it's in inches.
>>>
>>> /Jens
>>>
>>>
>>> On Thu, Apr 18, 2013 at 12:08 PM, Leonard Koch >> > wrote:
>>>
>>>> I would think because mm is the standard in focal lengths.
>>>> Lenses' focallengths and also sensor sizes - which also play a role in
>>>> how much the camera sees - are always given in mm.
>>>> On Apr 18, 2013 11:44 AM, "Ben Beckett"  wrote:
>>>>
>>>>> Hi
>>>>>
>>>>> Maya's cameras clearly have a defined Focal Length Tab.
>>>>>
>>>>> Where in Soft is this because sitting with the Driector yesterday soft
>>>>> really did it self no favours, I was telling him how it a great app is but
>>>>> he now not having any of it.
>>>>>
>>>>> On the camera prop's menu there is the Focal Length but its in (mm)
>>>>> , can it be switch, and why mm's.
>>>>>
>>>>> Thanks
>>>>> Ben
>>>>>
>>>>>
>>>>>
>>>>>
>>>
>>>
>>> --
>>> Jens Lindgren
>>> --
>>> Lead Technical Director
>>> Magoo 3D Studios <http://www.magoo3dstudios.com/>
>>>
>>
>>
>
>
> --
> Jens Lindgren
> --
> Lead Technical Director
> Magoo 3D Studios <http://www.magoo3dstudios.com/>
>


Re: Camera Focal Length

2013-04-18 Thread Ben Beckett
Sorry maybe I have confussed I mean the standard numbers such as 40mm 35mm
22mm lenz, When he said lets try a 40mm lenz how does that equate in soft

Thanks


On 18 April 2013 11:10, Jens Lindgren  wrote:

> Yeah the Film Aperture should really be in mm in Softimage... Don't get
> why it's in inches.
>
> /Jens
>
>
> On Thu, Apr 18, 2013 at 12:08 PM, Leonard Koch 
> wrote:
>
>> I would think because mm is the standard in focal lengths.
>> Lenses' focallengths and also sensor sizes - which also play a role in
>> how much the camera sees - are always given in mm.
>> On Apr 18, 2013 11:44 AM, "Ben Beckett"  wrote:
>>
>>> Hi
>>>
>>> Maya's cameras clearly have a defined Focal Length Tab.
>>>
>>> Where in Soft is this because sitting with the Driector yesterday soft
>>> really did it self no favours, I was telling him how it a great app is but
>>> he now not having any of it.
>>>
>>> On the camera prop's menu there is the Focal Length but its in (mm)
>>> , can it be switch, and why mm's.
>>>
>>> Thanks
>>> Ben
>>>
>>>
>>>
>>>
>
>
> --
> Jens Lindgren
> --
> Lead Technical Director
> Magoo 3D Studios <http://www.magoo3dstudios.com/>
>


Camera Focal Length

2013-04-18 Thread Ben Beckett
Hi

Maya's cameras clearly have a defined Focal Length Tab.

Where in Soft is this because sitting with the Driector yesterday soft
really did it self no favours, I was telling him how it a great app is but
he now not having any of it.

On the camera prop's menu there is the Focal Length but its in (mm)
, can it be switch, and why mm's.

Thanks
Ben


Re: deleating Particals

2013-04-10 Thread Ben Beckett
Yep I made a super heavy bug swarm and I need to take out a few to render
it.


On 11 April 2013 03:51, Andy Moorer  wrote:

> Sometimes when the opportunity presents itself (such as a weekend
> available to cache on a local machine) I like to save out the maximum
> density I can in a given timeframe simply because its easier to remove data
> than to not have it at all or build up density by interpolating between
> particles or the like.
>
> In regards to simple workflows... I have a couple of easy-to-build
> compounds I keep handy (though its just as easy to build them as you go)
> one which assigns particles a random number between 1-100, another which
> tests for that value against a defined threshold for deletion or whatever.
> It makes it very quick to be able to build structures which act on a
> certain percentage of particles or to modulate other values with that
> number.
>
> By always using the same compound/logic I free myself from having to give
> it any particular attention or thought, I just drop the compounds in and
> know what I'm going to get. Simple but useful, and since it is (for better
> or worse) my own logic instead of one of the factory compounds I know what
> is happening under the hood and don't have to worry about unexpected
> results, pre-set contexts, or other caveats.
>
> Same goes for a number of other simple tools - the most useful being one
> which returns a uniformly random vector of a defined magnitude. The factory
> "randomize by cone" compounds irritate me. :)
>
>


Re: deleating Particals

2013-04-10 Thread Ben Beckett
The modula works good but the random value is better in this case thanks
for all your help guys

Cool
Ben


On 10 April 2013 20:52, Peter Agg  wrote:

> For what it's worth, I'd actually recommend giving every each particle a
> random value between 0 and 1, then delete any over 0.5. It's not as clear
> cut as the modulo way, but it means you get to re-seed the values if you
> don;t like the result - where as you're kinda suck with whatever ID the
> particle is given otherwise.
>
> Depends on what you're doing, of course. If you have a billion points to
> make a vapour you're probably not as fussed!
>
>
>  On 10 April 2013 20:23, Rob Chapman  wrote:
>
>> welcome to logic my fren
>>
>>
>> On 10 April 2013 21:19, Ben Beckett  wrote:
>>
>>> Sweet it work Am no sort why but I will read it through Thanks
>>>
>>>
>>> On 10 April 2013 20:11, Gustavo Eggert Boehs wrote:
>>>
>>>> Not infront of SI but you could Get IDs and run them through modulo
>>>> node (using 2 as input).
>>>> It basically returns the leftover of a division... in your case, odds
>>>> will always return 1.
>>>>
>>>> More here:
>>>> http://xsisupport.com/2009/10/24/using-the-modulo-node/
>>>>
>>>>
>>>> 2013/4/10 Ben Beckett 
>>>>
>>>>> Hi Everyone
>>>>>
>>>>> I have to may particals and I want to reduce the cache by haft.
>>>>>
>>>>> I want to deleat if your odd or even with a condition.
>>>>>
>>>>> Am playing but if any one could say how to to save me some time thta
>>>>> would be brill
>>>>>
>>>>> Thanks All
>>>>> Ben
>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> Gustavo E Boehs
>>>> http://www.gustavoeb.com.br/blog
>>>>
>>>
>>>
>>
>


Re: deleating Particals

2013-04-10 Thread Ben Beckett
Sweet it work Am no sort why but I will read it through Thanks


On 10 April 2013 20:11, Gustavo Eggert Boehs  wrote:

> Not infront of SI but you could Get IDs and run them through modulo node
> (using 2 as input).
> It basically returns the leftover of a division... in your case, odds will
> always return 1.
>
> More here:
> http://xsisupport.com/2009/10/24/using-the-modulo-node/
>
>
> 2013/4/10 Ben Beckett 
>
>> Hi Everyone
>>
>> I have to may particals and I want to reduce the cache by haft.
>>
>> I want to deleat if your odd or even with a condition.
>>
>> Am playing but if any one could say how to to save me some time thta
>> would be brill
>>
>> Thanks All
>> Ben
>>
>>
>
>
> --
> Gustavo E Boehs
> http://www.gustavoeb.com.br/blog
>


deleating Particals

2013-04-10 Thread Ben Beckett
Hi Everyone

I have to may particals and I want to reduce the cache by haft.

I want to deleat if your odd or even with a condition.

Am playing but if any one could say how to to save me some time thta would
be brill

Thanks All
Ben


Re: Maya realtime viewport

2013-03-11 Thread Ben Beckett
thats nice but:

Why don't you now in 2014 sort your render layers out so we can remove
objects.

or spank the Muppet that created  the the system at mental ray!


On 11 March 2013 18:13, Szabolcs Matefy  wrote:

> http://www.youtube.com/watch?v=X6vnCotQ5Yw
>
> ** **
>
> TheExtension pack with Dx11 for Maya again (of course)
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs Matefy
> *Sent:* Monday, March 11, 2013 6:49 PM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Maya realtime viewport
>
> ** **
>
> Actually if it can display realtime tessellation, and a complex shader, I
> do not think that animation playback is crappy…I think, I start to
> understand, why game developers turn to maya…And it doesn’t matter how much
> I love modeling in Softimage, the once glorious viewport is now mediocre…*
> ***
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Marc-Andre
> Carbonneau
> *Sent:* Monday, March 11, 2013 6:26 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Maya realtime viewport
>
> ** **
>
> Very nice but how’s the animation playback? ;)
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs
> Matefy
> *Sent:* 11 mars 2013 13:13
> *To:* softimage@listproc.autodesk.com
> *Subject:* Maya realtime viewport
>
> ** **
>
> http://www.youtube.com/watch?v=L5fOwSmSaW8&feature=youtu.be
>
> ** **
>
> Now that IS what I call High Quality Viewport…
>
> ___
> 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
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>


Re: Motion vector for ReelSmart MB

2013-01-14 Thread Ben Beckett
Hi Olivier

Your best using this http://www.alamaison.fr/3d/lm_2DMV/lm_2DMV_ref.htm

Create a pass, add the shader as a over ride,

Setting you render options here is key so follow the section
*2) Render Options Settings*
*and*
*3) Normalize*


Ben


On 14 January 2013 12:34, Ian Baxter  wrote:

> What are you comping in?
> I would try Raster Motion and make sure you render scanline or you won't
> get the camera contribution.
>
>
>
>
> On Mon, Jan 14, 2013 at 10:24 AM, olivier jeannel  > wrote:
>
>> Hi list,
>>
>> I'm post processing a crowdFX sequence. I'd like to enhance the motion
>> blur a bit, I'm having a rotative camera movement.
>> I thought I'd output a MotionVector Pass using  Motion_Vector(mip) pass
>> shader.
>> I'm just running some test atm.
>>
>> 1/Is this the correct shader ?
>> 2/It's a bit long to render, it's computing several frames, right ?
>> 3/Then I guess I'm supposed to cache the whole sim, right ?
>>
>> Thank's
>>
>
>


Re: FBX I/O camera weirdness

2013-01-14 Thread Ben Beckett
One word Crosswalk



On 14 January 2013 12:08, Xavier Lapointe  wrote:

> It's been a while since I touched fbx ( :D ), but I remember having that
> kind of issue and it was somehow related to the fbx/crosswalk version.
> Using an older one would avoid weird behaviour (Something like 2010 .. ).
> Or at least the same version between Maya and Soft ... is that the case?
>
>
>


Re: Particle Sim question

2013-01-13 Thread Ben Beckett
Brill Rob That's sorted it.


Thanks


On 13 January 2013 12:45, Rob Chapman  wrote:

> and.. if you wanted to try the other way of splitting your particles into
> numerical amounts use the 'modulo' math node like below - this basically
> splits your particle amount into half
>
> ive used element index as input because no doubt, like myself, you never
> used to bother to save the Particle ID with the cache when you were
> starting out with ICE :)
>
> cheers
>
> Rob
>
>
>
>
>
>
>
> On 13 January 2013 11:58, Rob Chapman  wrote:
>
>> few things Ben,
>>
>> so you are using MR? - have you tried creating Stand-ins and instancing
>> these rather than geometry? Ive managed to get a animated crowd of 80k+ low
>> to mid res characters with stand-ins that normal instanced particles would
>> not render due to memory limitations.
>>
>> easiest way (imo) to split the cache up would be to partition it. get
>> some very big cubes to divide up the scene space and use If> the 'point in
>> volume' node to detect if the particle is inside the cube or not > delete.
>>
>> cheers
>>
>> Rob
>>
>>
>> On 13 January 2013 11:44, Ben Beckett  wrote:
>>
>>> Hi All
>>>
>>> I was wondering I have a particle sim that is cached I need to instance
>>> the cache with a bug there quite a few and when it goes to render it said
>>> "no way!" Computer said NO.
>>>
>>> So it bring me to ask a question does any one know how  I could split
>>> the cache or even split it in to 5 scenes, am thinking.
>>>
>>> What am thinking is that I need is to delete every second particle lets
>>> say with a condition.
>>>
>>> I have tried with no luck maybe this does not work with a cache am
>>> thinking!
>>>
>>> I would love to to keep every other like every 5th or 9th for example.
>>>
>>> Is there any one that could point me in the right direction please.
>>>
>>> Thanks
>>> Ben
>>> Happy new year everyone!
>>>
>>
>>
>


Re: Particle clumping technique

2013-01-08 Thread Ben Beckett
Hi Vladimir

What does self.partID do am a little lost in the sim stack wondered if you
had time to basically explain

nice job though

Thanks
Ben



On 8 January 2013 11:42, Tim  wrote:

> I'm just playing around with it now, and I'm wondering if there is a way
> to generate clumps in simulation mode, and still get the forces to work
> correctly? I have set it up so clumps are created every frame (which works
> as expected) but It seems when I try to apply forces to this It breaks the
> simulation completely and all the points disapear.
>
> I'm not sure if I'm setting this up wrong, or it's a limitation with this
> kind of set up. Basically I'm trying to get smokey dirt to fall from a
> character over time.
>
> I have attached an image to show how I structured the tree.
>
>
> Regards,
>
> Tim
>
>
> On 07/01/2013 19:17, Sebastian Kowalski wrote:
>
>> here you go, thats one of the first prototypes I've made.
>> the whole system evolved a bit after the catrice project (had to reuse it
>> on an other job), but the essential idea seems not to differ from vladimirs
>> solution. (hope thats true, didn't had a look yet ;) )
>> you need to set a custom id value to each member of a cluster of points
>> (clump id).
>> in that case all clumps have the same amount of points.
>>
>> in that scene file its just a drag force, dissolving the clumps. when you
>> need some more forces you have to use the position average of every clump,
>> and apply the needed force from that.
>> i am gonna share the more "sophisticated" scenes too, just need to
>> comment them a bit.
>>
>> i should say that the initial idea came from tim borgmann, I've just
>> implemented it in an icy way ;)
>>
>> take care
>> sebastian
>>
>>
>>
>>


Re: FBX and soft is rubbish

2012-12-29 Thread Ben Beckett
Hi Chris

Alls good, Sorry if I was a bit well way!

But Cross walk is brill all. I was give a load of mocap to sort very late.

Importing them in to XSI seems never to work the way one would expect, the
key are all over the place. I guess they come in at 30 or 24 fps never 25.

But Importing via Maya back to xsi via crosswalk works a treat. but bit
long winded!

So It leaves me with one question why can't we force the FPS on FBX imports
into XSI.

Hope everyone a happy new thanks
Ben


On 29 December 2012 10:12, Chris Chia  wrote:

> Hi Ben,
> Have you tried Crosswalk?
> And what exactly do you wish to achieve?
>
>
> Regards,
> Chris
>
>
> On 28 Dec, 2012, at 8:12 AM, "Ben Beckett"  nebbeck...@gmail.com>> wrote:
>
> more option on import would be nice.
>
>
>
>
>
> On 28 December 2012 00:07, Ben Beckett  nebbeck...@gmail.com>> wrote:
> Am I missing something
>
> To import a FBX in to soft is pile of #$%?? there no FPS seting so it all
> was Fup
>
> Sort it out Autodesk
>
> So the only way for a while one has been able to do it is via another app
> like Maya
>
> So the way I do it is maya import FBX
>
> check it at the right FPS
>
> expoxt via cros walk back to soft
>
> TIT wa#k
>
>


Re: FBX and soft is rubbish

2012-12-27 Thread Ben Beckett
more option on import would be nice.





On 28 December 2012 00:07, Ben Beckett  wrote:

> Am I missing something
>
> To import a FBX in to soft is pile of #$%?? there no FPS seting so it all
> was Fup
>
> Sort it out Autodesk
>
> So the only way for a while one has been able to do it is via another app
> like Maya
>
> So the way I do it is maya import FBX
>
> check it at the right FPS
>
> expoxt via cros walk back to soft
>
> TIT wa#k
>


Re: congrats to centreNAD

2012-12-20 Thread Ben Beckett
Sweet just seen it  very good, I think I saw it first on the Suns website



On 20 December 2012 11:04, Ben Beckett  wrote:

> Can we see a wire mesh
>
>
>
> On 20 December 2012 11:01, Cristobal Infante  wrote:
>
>> Well done!
>>
>>
>> http://www.lapresse.ca/videos/actualites/201212/19/46-1-canular-de-laigle-le-making-of-.php/ebcdcf6cf0a240b9872184f400d7522e
>>
>>
>> C
>>
>> On 20 December 2012 10:57, Matt Morris  wrote:
>>
>>> For the 16 million views and counting in under 48 hours, amazing job by
>>> the students there!
>>>
>>> http://youtu.be/CE0Q904gtMI
>>>
>>>
>>>
>>> --
>>> www.matinai.com
>>
>>
>>
>


Re: congrats to centreNAD

2012-12-20 Thread Ben Beckett
Can we see a wire mesh



On 20 December 2012 11:01, Cristobal Infante  wrote:

> Well done!
>
>
> http://www.lapresse.ca/videos/actualites/201212/19/46-1-canular-de-laigle-le-making-of-.php/ebcdcf6cf0a240b9872184f400d7522e
>
>
> C
>
> On 20 December 2012 10:57, Matt Morris  wrote:
>
>> For the 16 million views and counting in under 48 hours, amazing job by
>> the students there!
>>
>> http://youtu.be/CE0Q904gtMI
>>
>>
>>
>> --
>> www.matinai.com
>
>
>


Re: Easy Ice question

2012-12-11 Thread Ben Beckett
Am going to give it a bash in a hour or so, I will let you know how I get
on thanks every one


On 11 December 2012 16:33, patrick nethercoat wrote:

> not quite sure what you're missing from Brad'z vidz. the 'funnel up bit'
> (I'm guessing you mean the force along the curve rather than around it?) is
> dealt with in the first 'build force from curve' vid. This one adds the
> rotational component.
> Or am I missing the point?
>
> P
>
>
>
> On 11 December 2012 16:14, Ben Beckett  wrote:
>
>> well it not missing but he never got that far to explain the funnel up
>> bit.
>>
>> Thanks
>> Ben
>>
>>
>> On 11 December 2012 16:13, Ben Beckett  wrote:
>>
>>> Those tut's are brill but it the rotation around the curve bit he missing
>>>
>>> B
>>>
>>>
>>> On 11 December 2012 15:55, César Sáez  wrote:
>>>
>>>> Bradley Gabe to the rescue :)
>>>>
>>>> ICE Demo: Building a Force from a Curve
>>>> http://vimeo.com/1313863
>>>>
>>>> Vortex Control
>>>> http://vimeo.com/1330615
>>>
>>>
>>>
>>
>


Re: Easy Ice question

2012-12-11 Thread Ben Beckett
well it not missing but he never got that far to explain the funnel up bit.

Thanks
Ben


On 11 December 2012 16:13, Ben Beckett  wrote:

> Those tut's are brill but it the rotation around the curve bit he missing
>
> B
>
>
> On 11 December 2012 15:55, César Sáez  wrote:
>
>> Bradley Gabe to the rescue :)
>>
>> ICE Demo: Building a Force from a Curve
>> http://vimeo.com/1313863
>>
>> Vortex Control
>> http://vimeo.com/1330615
>
>
>


Re: Easy Ice question

2012-12-11 Thread Ben Beckett
the need to spin lets say like a tornado

Thanks for helping


On 11 December 2012 15:27, Stephen Blair  wrote:

>  Set Particle Orientation?
>
>
> On 11/12/2012 10:25 AM, Andi Farhall wrote:
>
>  you could try "spin particle" or the "rotate vector" nodes for an
> automated approach. If you want to rotate each one very specifically in a
> different way you could have more trouble….. no  idea about that one.
>
> ** **
>
> cheers,
>
> ** **
>
> Andi.
>
> ** **
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com]
> *On Behalf Of *Ben Beckett
> *Sent:* 11 December 2012 15:04
> *To:* softimage@listproc.autodesk.com
> *Subject:* Easy Ice question
>
> ** **
>
> HI all
>
> ** **
>
> If I had a bunch of particles shaped as a cone and a way from zero, how
> would one rotate them from there center using ice.
>
> ** **
>
> Currently am freezing the ice tree and  then rotating them this works, but
> I would love to know how to rotate a bunch of points in ice.
>
> ** **
>
> Any ideas would be brill
>
> ** **
>
> ** **
>
> Thanks
>
> Ben
>
>
>


Easy Ice question

2012-12-11 Thread Ben Beckett
HI all

If I had a bunch of particles shaped as a cone and a way from zero, how
would one rotate them from there center using ice.

Currently am freezing the ice tree and  then rotating them this works, but
I would love to know how to rotate a bunch of points in ice.

Any ideas would be brill


Thanks
Ben


Re: Any one running Window 8 yet

2012-12-10 Thread Ben Beckett
Hi

Thanks
Forgetting back, on that i think am going to stay with what works at the
mo, until am force to do it.

Ben


On 10 December 2012 16:45, Leoung O'Young  wrote:

> I upgraded one of my systems from win7 pro to win8 and I tried to install
> XSI V7.1, everything went fine with the installation, sees the license
> servers but
> when I tried to run XSI, it gave me an error can't find an interactive
> license. I even open the up the ports in the firewall
>
>
>
>
> On 12/10/2012 6:02 AM, Ben Beckett wrote:
>
>> Before the end of the year I hear it cheep, has any one switch is it any
>> good
>>
>> Any thoughts
>> Thanks
>> Ben
>>
>
>


Re: Importing FBX from Maya to SI

2012-11-20 Thread Ben Beckett
Hi

I get round importing from Maya using crosswalk it works treat as we do all
our mocap in maya, but you have to keep a sharp eye out on maya fps so it
comes in to xsi right.

Thanks
Ben


On 20 November 2012 05:20, Debdas Mohanty  wrote:

> Softimage2013 SP1...


Re: Exporting ASS for rendering standin

2012-11-14 Thread Ben Beckett
Cool thanks




On 14 November 2012 23:13, Gene Crucean wrote:

> Not to mention that time savings is only one aspect of why you would want
> to use a standin.
>
> As far as speed is concerned though... look at it this way. If you have a
> huge asset that doesn't move, you export once. Render frame 1. Now what
> happens at frame 2? No more export, just render ;)
>
>
>
>
> On Wed, Nov 14, 2012 at 3:08 PM, Steven Caron  wrote:
>
>> the time savings is in scene export time.  look for this line in the
>> script editor history pane...
>>
>> # INFO : [sitoa] Exported Frame 1001 to Arnold in 12.245 sg
>>
>> render your scene without the standing and with the standin, compare them
>> and see what your savings is. if there is no savings there must be
>> something wrong.
>>
>> s
>>
>>
>>
>> On Wed, Nov 14, 2012 at 2:48 PM, Ben Beckett wrote:
>>
>>> Hi All
>>>
>>> Just quick one.
>>>
>>> The way I see it is that if I export a large scene to the ass format so
>>> when I render it renders quicker.
>>>
>>> Though I still have to export the Ass file before I render, So if am not
>>> doing it when I render, were is the time saving it still needs to be
>>> exported either way .
>>>
>>> Any one have any thoughts on this or am I talking rubbish!
>>>
>>> Thanks
>>> Ben
>>>
>>>
>>
>
>
> --
> Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
> Developer / Filmmaker / Photographer
> ** *Freelance for hire* **
> www.genecrucean.com
>
> ~~ Please use my website's contact form on www.genecrucean.com for any
> personal emails. Thanks. I may not get them at this address. ~~
>
>


Re: Python Heads Please spread the love

2012-11-06 Thread Ben Beckett
Thanks you guys your brill. Am at home now but in the morning I will look
at it again. If any one has any other idea's thats great.

Thankyou
Ben


On 6 November 2012 22:47, Xavier Lapointe  wrote:

> Should have been a little more explicit on that one.
>
> Like Raff and Eric said, don't patch it. Use the dispatch fix coming with
> pywin32.
>
> Also, make sure to use the Python installer (64bits), and reinstall
> pywin32 64 bit.
>
> You can use the 2.7 version I think without having trouble:
> http://python.org/download/
>
> One you have both 64bit version installed if python 2.7 and pywin32, you
> should be ok.
>


Re: Strands Question

2012-10-23 Thread Ben Beckett
Hi Adam

In the create Strand node, It might fix your problem if you tick on reverse
strand direction.

Thanks
Ben


On 22 October 2012 17:54, Adam Sale  wrote:

> Dang.. forgot that I had built it in a 2014 Beta..
>
> Here is a link with a similar simple setup for 2012
>
> https://www.dropbox.com/sh/z8p4v5kkh24fqhg/PlWaklwcbU/Raintest2012.scn
>
> Frame 27 is the first instance of this extra tail on the newly spawned
> blue particles..
>
> Just not remembering how to fix this one..
> Thanks for any help..
>
> Adam
>
>
> On Mon, Oct 22, 2012 at 12:47 AM, Thomas Volkmann <
> li...@thomasvolkmann.com> wrote:
>
>> **
>>  Unfortunately the scene crashes at startup... at least on my machine :/
>>
>>  /Thomas
>>
>>
>> Adam Sale  hat am 22. Oktober 2012 um 05:35
>> geschrieben:
>>
>> Hey folks, Its been a while since I've used strands, and I recently came
>> across an issue that I can't remember how to fix. Searching archives yields
>> no useful results, as I'm not sure how to frame my query.
>>
>>  If I emit Strands from particles ( like rain streaks), and then spawning
>> particles based on collisions with say a grid, the spawned particles
>> inherit the strands, but they have this behavior where the strands are
>> actually ahead of the actual particle from which they are supposed to
>> trail. In the create Strands Dialogue, there is a Reverse Strand direction
>> option, but this doesn't do it.
>>
>>  Its easiest to see this on frames 15 and 16 of the dropbox attach.
>>
>>  Heres a link to a scene so you can see what I mean.. I feel like this is
>> one of those duh moments...
>>
>>  https://www.dropbox.com/sh/z8p4v5kkh24fqhg/hOZ9aew6n9
>>
>>  Thanks for any thoughts..
>>
>> Adam
>>
>>
>>
>>
>
>


Setting a value on a emiter

2012-10-12 Thread Ben Beckett
Hi List

I was wondering if I had two emitters, and I wanted to give the particles
coming out of emitter 1  a value  of 1 and particles coming out of emitter
2 a value 2.

Or in another terms, emitter 1 would all have a ID of 1 and emitter 2 would
all have a ID of 2 so later I could filter and make them do something
different.

Any help would be brill
Thanks
Ben


Re: Soft -> Maya : 23.98 to 24 FPS Problem

2012-09-27 Thread Ben Beckett
When you open a Maya Scene (a fresh scene) you set your preferences.

To open the preferences click the square icon at the bottom Left corner of
the interface ( it a square button with a red running man in it, below the
shuttle controls)

In there you will find a tab call "settings"

In the setting tab you can specify with frame rate your require, per fresh
scene.

Now my problem was the frame rate keep changing back to its default every
time I started maya each time.

So Luc Eric said,

In File menu,
click the [ ] option box button next to "New Scene" and that will change
your default for all new scene.

Which works, hope this helps

Ben


On 27 September 2012 16:41, Alok  wrote:

>  Hi Luc Eric, can you tell me exactly how to set custom frame rate in
> Maya. I am missing the point here
>
>  On 27/09/2012 11:38 AM, Luc-Eric Rousseau wrote:
>
> Maya does support custom framerates..
>
>
>
<>

Re: Soft -> Maya : 23.98 to 24 FPS Problem

2012-09-27 Thread Ben Beckett
You Star! Luc

On 27 September 2012 16:12, Luc-Eric Rousseau  wrote:

> On Thu, Sep 27, 2012 at 9:47 AM, Ben Beckett  wrote:
> >
> > While we are on this subject, does am one know how to force maya to open
> and have the scene prefs  all ready set at lets say 25fps not 24fps. its
> caused us some problems in the past.
>
> there is a magic trick to set your scene defaults..  In File menu,
> click the [ ] option button next to "New Scene" and that will change
> your default for all new scene.
>


Re: Soft -> Maya : 23.98 to 24 FPS Problem

2012-09-27 Thread Ben Beckett
While we are on this subject, does am one know how to force maya to open
and have the scene prefs  all ready set at lets say 25fps not 24fps. its
caused us some problems in the past.

Ben

On 27 September 2012 14:35, Alok Gandhi  wrote:

> I agree, personally I would stay with 24.00. But in this case it was
> clients requirement. We received the plates at 23.98 and delivery will be
> at 23.98.
>
>
>
>
> On Thu, Sep 27, 2012 at 9:27 AM, Christian Keller wrote:
>
>> I'd stay with 24 fps. 23.98 could give you all sort of headaches with im
>> and export . Also motionblur in 3d and rendered motion vectors could behave
>> strangely.
>> We had this in a recent project with nuke and si/Arnold .
>> But there was no time to investigate where the origin of the problems had
>> been ...
>>
>> --
>> christian keller
>> visual effects|direction
>>
>> m +49 179 69 36 248
>> f +49 40 386 835 33
>> chris3...@me.com
>>
>> gesendet von meinem iDing
>>
>> Am 27.09.2012 um 14:39 schrieb Marc-Andre Carbonneau <
>> marc-andre.carbonn...@ubisoft.com>:
>>
>> Ahaha same for 3DSMAX.
>>
>> Oh and sot rue about the multi-ppg…grr! The comfort Softimage gives
>> makes it so hard to switch to other DCC.
>>
>> ** **
>>
>> Now is it possible to do all this in Modo? ;)
>>
>> ** **
>>
>> ** **
>>
>> *From:* softimage-boun...@listproc.autodesk.com [
>> mailto:softimage-boun...@listproc.autodesk.com]
>> *On Behalf Of *Greg Punchatz
>> *Sent:* 26 septembre 2012 17:12
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Soft -> Maya : 23.98 to 24 FPS Problem
>>
>> ** **
>>
>> "We bring the animation in Maya, but in Maya there is no custom FPS
>> setting available"
>>
>> Wow is that true??? and this is the next generation app AD thinks is the
>> strongest of the lotLOL next thing you  will tell me is that in maya
>> you cant edit PPGs in multi mode ;)
>> --
>>
>> *Greg Punchatz*
>>
>> *Sr. Creative Director*
>> Janimation
>> 214.823.7760
>> www.janimation.com 
>>
>> On 9/26/2012 4:03 PM, Alok wrote:
>>
>> We have tracked and animated objects in Softimage at 23.98 fps. We bring
>> the animation in Maya, but in Maya there is no custom FPS setting
>> available. The closest is 24 FPS, so obviously the animation does not
>> match. The only solution I can think is to quickly script to scale the
>> FCurves.
>>
>> Does that seems to be the approach or is there anything else I can do
>> differently.
>>
>> Any help much appreciated.
>>
>> Thanks.
>>
>> --
>> 
>>
>> ** **
>>
>>
>
>
> --
>
>


Re: Random offset image sequence based on particle ID

2012-09-18 Thread Ben Beckett
Hi Olivier

Could you test the particle id with a condition if the id is in this range
set this! if in another range set this!

Ben

On 18 September 2012 07:56, olivier jeannel  wrote:

> Hi gang,
>
> I know how to set image-texture based on particle ID (image01 set to
> particle ID 01, image02 set to particle ID 02,etc.)
>
> I'd like to have one image sequence (a video), with time offseted based on
> Particle ID. Example :
> Particle 01 gets sequence from 0 to 100, particle 02 gets sequence from 50
> to 150, etc.
>
> How do I achieve that ? I'd really like to avoid having 100 various videos
> filling my hard drive...
>
> Thanks !
>


Re: Ping

2012-09-10 Thread Ben Beckett
Thanks

On 10 September 2012 12:59, Leonard Koch  wrote:

> Yes, this is visible for me.
>
>
> On Mon, Sep 10, 2012 at 1:57 PM, Ben Beckett  wrote:
>
>> Just want to know if any one can see this mail
>>
>> Thanks
>> Ben
>>
>
>


Ping

2012-09-10 Thread Ben Beckett
Just want to know if any one can see this mail

Thanks
Ben


Re: Tricks for cameras to get the steady cam feel

2012-05-02 Thread Ben Beckett
Thanks everyone

On 2 May 2012 16:42, Ben Beckett  wrote:

> Hay that addon from Autodesk site is nice thanks
>
> Ben
>
> On 2 May 2012 15:58, Ben Beckett  wrote:
>
>> Thanks chats I will have a look!
>>
>>
>> On 2 May 2012 15:28, Ed Manning  wrote:
>>
>>> don't use an interest, use rotations.
>>>
>>>
>>> On Wed, May 2, 2012 at 7:59 AM, Fabricio Chamon wrote:
>>>
>>>> the download link is broken...use this instead:
>>>> http://area.autodesk.com/downloads/plugins/camera_shake
>>>>
>>>> (needs area login)
>>>>
>>>
>>>
>>
>


Re: Tricks for cameras to get the steady cam feel

2012-05-02 Thread Ben Beckett
Hay that addon from Autodesk site is nice thanks

Ben

On 2 May 2012 15:58, Ben Beckett  wrote:

> Thanks chats I will have a look!
>
>
> On 2 May 2012 15:28, Ed Manning  wrote:
>
>> don't use an interest, use rotations.
>>
>>
>> On Wed, May 2, 2012 at 7:59 AM, Fabricio Chamon wrote:
>>
>>> the download link is broken...use this instead:
>>> http://area.autodesk.com/downloads/plugins/camera_shake
>>>
>>> (needs area login)
>>>
>>
>>
>


Re: Tricks for cameras to get the steady cam feel

2012-05-02 Thread Ben Beckett
Thanks chats I will have a look!

On 2 May 2012 15:28, Ed Manning  wrote:

> don't use an interest, use rotations.
>
>
> On Wed, May 2, 2012 at 7:59 AM, Fabricio Chamon wrote:
>
>> the download link is broken...use this instead:
>> http://area.autodesk.com/downloads/plugins/camera_shake
>>
>> (needs area login)
>>
>
>


Tricks for cameras to get the steady cam feel

2012-05-02 Thread Ben Beckett
Hi

Does any one have any tips forgetting a steady cam feel, the slight
wondering/ handheld feel. Is there any plugins or scripts out there.

Thanks
Ben


Re: Belly Wobble Ice

2012-04-30 Thread Ben Beckett
Fantastic thanks

On 30 April 2012 17:51, Tim Marinov  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=19&t=2339
>
>
> Please excuse  my English :)
>
>
>
> On Mon, Apr 30, 2012 at 11:17 AM, Ben Beckett 
> 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  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
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>


Curves

2012-04-30 Thread Ben Beckett
Hi List

I have a couple of characters which have had a mocap applied as a action.
Effectively there baked curves.

Am cleaning up the curves and and doing a bit of retiming but what am
finding the curves won't let me switch them to either stepped linear or
spine in fact these option is greyed out. It would be nice if I could spine
them!

Am using 2012

All the best
Ben


Re: Belly Wobble Ice

2012-04-30 Thread Ben Beckett
Tim that would be nice if you get time

Thanks
Ben

On 30 April 2012 08:59, Sandy Sutherland  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  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: This is a growing problem in the VFX industry.

2012-04-28 Thread Ben Beckett
office furniture breakage,  $30 million spent on food! anyone have there
accounts number. I think he or she needs to do my books.

Ben

On 28 April 2012 19:11, Bradley Gabe  wrote:

> Those vikings sure were horny...
>
>
> On Sat, Apr 28, 2012 at 2:02 PM, Fabian Schnuer Gohde <
> list@schnuer.com> wrote:
>
>> 1) Less hours, probably check
>> 2) More time for skiing, I guess
>> 3) You have to buy the bicycles yourself in Norway anyway, maybe they are
>> free in Sweden.
>> 4) You should look for "Sykkelsutra" the Norwegian guide to
>> multi-partner-sex-positions-on-bikes. Uses ancient Viking agility exercises
>> to train you up to be able to perform these truly amazing feats of agility.
>> Of course we have a parade of experts riding through town every 17th of May.
>>
>> Best of luck and don't try this at home :p
>> Fabian
>>
>>
>> On 28 April 2012 11:47,  wrote:
>>
>>>   “Scandinavian studios still show the lowest overall rates of obesity.
>>> This is attributed to the fact that Scandinavians work less hours ... and
>>> therefore have more time to devote to activities that counter obesity, such
>>> as skiing and having multiple partner intercourse on government-provided
>>> bicycles.“
>>>
>>> anyone care to confirm?
>>>
>>>
>>>  *From:* Steven Caron 
>>> *Sent:* Saturday, April 28, 2012 1:25 AM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: This is a growing problem in the VFX industry.
>>>
>>>  http://2dayinanimation.com/
>>>
>>> On Fri, Apr 27, 2012 at 4:23 PM, Eric Turman wrote:
>>>
 Apparently from the cover picture it isn't the onion...it is most
 likely one of two lesser known publications either "the sausage" or "the
 cabbage" XD



 On Fri, Apr 27, 2012 at 6:15 PM, Meng-Yang Lu wrote:

> Dr. Lippid??  C'mon.  Is this the Onion?
>
> -Lu
>
> On Fri, Apr 27, 2012 at 4:04 PM, John Richard Sanchez <
> youngupstar...@gmail.com> wrote:
>
>>
>>
>> http://www.awn.com/news/business/obesity-rates-studios-driving-commissary-costs-afternoon-nap-rates
>> --
>> www.johnrichardsanchez.com
>>
>>
>



 --




 -=T=-

>>>
>>>
>>
>>
>


Re: Belly Wobble Ice

2012-04-28 Thread Ben Beckett
Thats the word it all come flowing back, Thanks

On 28 April 2012 16:55, Sandy Sutherland  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
>


Belly Wobble Ice

2012-04-28 Thread Ben Beckett
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: Intro to the new team (was RE: Softimage development)

2012-04-20 Thread Ben Beckett
If it takes the soft boys and girls to fix maya than that can't be a bad
thing, we know we love the way they made soft work. let hope no one from
the Maya team is trying to better soft!

Ben
On 20 April 2012 14:33, Rob Chapman  wrote:

> Thanks Brent, I'm not sure what to believe, still pretty shocked, from
> my perspective it looks right now like things are changing for the
> better of Maya and for worse for Softimage. Survival of the fittest
> and all that,  is this why we got a dinosaur primitive in the last SAP
> release - a not so subtle hint of things to come.
>
> Oh and am expected to believe all of the previous Soft Dev team
> collectively came up with the idea of working on Maya themselves did
> they? and they suggested it to the powers that be at AD and they said
> - wow what a fantastic idea, lets do it!  Cynical and glass half empty
> perhaps, but you really expect us last remaining folk who work within
> a Softimage only based pipeline to be happy and optimistic about this?
>
> A smooth transition to what?
>
>
>
> On 20 April 2012 14:11, Brent McPherson 
> wrote:
> > Things change. It is a simple fact of life.
> >
> > Sometimes change is good and sometimes it is bad. You can believe what
> you want but some of us are optimistic and have done everything we can to
> try and make this a smooth transition.
> >
> > Now excuse me while I go and refill my half-full coffee cup... ;-)
> > --
> > Brent
> >
> > -Original Message-
> > From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
> > Sent: 20 April 2012 13:57
> > To: softimage@listproc.autodesk.com
> > Subject: Re: Intro to the new team (was RE: Softimage development)
> >
> > 'Until you manage to reverse the information flow, then the people will
> remain subjected to the sick message dished out from the top'  , Noam
> Chomsky
> >
> >
> >
> > On 20 April 2012 13:35, Stefan Andersson  wrote:
> >> hahaha!! So the whole team is gone, and replaced by games people in
> >> Singapore. Do you actually believe that WE will believe that nothing
> >> will change?? Excuse me but... what?
> >>
> >> Yeah right
> >>
> >>
> >>
> >>
> >> On Fri, Apr 20, 2012 at 1:24 PM, Brent McPherson
> >>  wrote:
> >>>
> >>> Ummm, all the devs are moving on to the new project and we are
> >>> keeping the team together.
> >>>
> >>> All the Softies have had a hand in training the Singapore team to
> >>> make sure the transition is a smooth one. They have not been scared
> >>> to jump into such a large product so I'm excited to see what they can
> >>> do. As Chun-Pong mentioned there are some very experienced Softimage
> >>> devs in the consulting team in Montreal that still work on Softimage
> >>> and many of their fixes get rolled into each release. Everyone
> >>> involved with Softimage over the past few years is still around so the
> knowledge is not going anywhere.
> >>> --
> >>> Brent
> >>>
> >>> From: softimage-boun...@listproc.autodesk.com
> >>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven
> >>> Caron
> >>> Sent: 19 April 2012 22:41
> >>> To: softimage@listproc.autodesk.com
> >>> Subject: Re: Intro to the new team (was RE: Softimage development)
> >>>
> >>> stay calm, there are others still around... unless they are leaving
> too.
> >>> sean, marc-andre, yanick, brent... those are just off the top of my
> head.
> >>>
> >>> dont forget all the support guys too! stephen, graham, siddarth,
> matthew..
> >>> i am sure i am missing someone...
> >>>
> >>> s
> >>>
> >>> On Thu, Apr 19, 2012 at 2:33 PM, Rob Chapman
> >>> mailto:tekano@gmail.com>> wrote:
> >>> incredulous, absolve the the entire known dev team ( except Brent
> >>> stays
> >>> yes?) into fecking Maya, plan it for over year, whilst denying
> >>> everything and that nothing is going to happen to Softimage.
>  seriously?
> >>>
> >>
> >>
> >>
> >> --
> >>
> >> STEFAN ANDERSSON // Creative Director // Mad Crew AB //
> >> http://www.madcrew.se
> >>
> >>
> >
>
>


Re: 2012 SAP stability (or... not so much...)

2012-04-18 Thread Ben Beckett
Hi I had similar problems and they we solve through switching off, under
Pref data management, Detect corrupted meshes.

Thanks
Ben

On 18 April 2012 15:28, Tim Crowson  wrote:

>  So... I renamed my User directory. Soft created a new one of course. The
> first thing I did was start adding some of my projects back in the Project
> Manager. I added 5 projects, and as I set my Default project, Softimage
> froze and required me to kill it.
>
> I'll get familiar with Process Monitor and see if I can learn more about
> what's causing this. Could something in a project's system file cause a
> crash?
> -Tim
>
>
>
>
> On 4/18/2012 9:19 AM, Tim Crowson wrote:
>
> Thanks, I'll try renaming my User folder. I have already stripped out
> unnecesary plugins, but there are a few that I still need to use that must
> be kept locally to my User directory.
>
> I'll see what renaming does.
>
> -Tim
>
> On 4/18/2012 6:14 AM, Stephen Blair wrote:
>
> Hi
>
> Support hasn't seen any trend in "general instability" cases for 2012.SAP.
> I would suspect something specific to your situation.
>
> That post is more about a startup crash.
> Here's an intro to Process 
> Monitor:http://xsisupport.wordpress.com/2011/04/19/process-monitor-101/
>
>
> You can try running Process Monitor to see what's going on.
> Often I use it to look for conflicts (wrong DLLs, other apps, ...)
>
> Do you get a chance to send a CER report?
>
> Did runonce.bat report any errors?
>
> Try renaming your User folder, so that you are running with the default 
> preferences and settings, and with no extra plugins or workgroups.
> (User folder = C:\Users\blairs\Autodesk\Softimage_2013)
>
> If you install anything in the Factory install folder (C:\Program 
> Files\Autodesk\Softimage2013), remove it.
>
>
>
>
> There was a similar thread awhile ago:
>
>
>
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com 
> ] On Behalf Of Len Krenzler
> Sent: March-15-12 12:58 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: 2012 SAP stability
>
> Hi Adrian,
>
> I had some similar issues a about a month ago.  In my case this is what 
> solved it.  Turn OFF "Threaded Optimization" in the Nvidia control panel 
> (assuming you're using Nvidia cards).  This seemed to be causing all sorts of 
> UI related crashes, especially with render region and the rendertree.
>
> Of course I have no idea if this is the same issue for you but it's worth a 
> try.
>
> Cheers - Len
>
> On 3/15/2012 10:40 AM, adrian wyer wrote:
> how's everyone getting on with 2012 SAP?
>
> just lately we seem to have hit a wall of crashes and scene corruption, and 
> im not sure whether this is caused by our new server, changed working 
> practice or general ropeyness in the software
>
> artists will be working on scenes, that seem fine, then out of the blue, 
> when, for example, opening a ppg, or a rendertree soft will hang, or just 
> plain disappear!
>
> once this has happened the scene becomes practically unusable some 
> respite after blowing away the local user folder, but generally crippling to 
> workflow
>
> this is all on win7x64, wondering whether it's a windows update related 
> issue.
>
> driving me insane!
>
> /end rant
>
> a
>
>
>
>
>
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com 
> ] On Behalf Of Tim Crowson
> Sent: April-17-12 10:04 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: 2012 SAP stability (or... not so much...)
>
> Thank you Xavier, I'll take a look at these.
> -Tim C.
>
> On 4/17/2012 8:50 PM, Xavier Lapointe wrote:
> An article from xsisupport that might be related:
> http://xsisupport.wordpress.com/2011/08/27/the-case-of-the-missing-registry-values/
>
>
> 2012/4/17 Xavier Lapointe 
> mailto:xl.mailingl...@gmail.com> 
> >
> Might be handy:
> http://technet.microsoft.com/en-us/sysinternals/bb896645.aspx
>
> 2012/4/17 Xavier Lapointe 
> mailto:xl.mailingl...@gmail.com> 
> >
> I don't know what you've tried so far except runonce and the user's Autodesk 
> folder reset, but I would also suggest to remove all external 
> addons/plugins/workgroup (not provided with Soft), and see if you experience 
> the same crash. If you don't, then you know your problem lies somewhere in 
> there. Having a virgin Autodesk directory would be a good thing too, I've 
> seen crashes with custom UI Layout sometimes, even if they were not in use.
>
> You could also try any equivalent of strace (linux) on windows ... I think 
> there's one. Might tell you at which point it's crashing.
>
>
>
>
>
> --
> Xavier
>
>
>
> --
> Xavier
>
> --
>
>
>
> Tim Crowson
> Lead CG Artist
>
>
> [cid:image001.gif@01CD1D31.E8BDAC80]
>
>
> Magnetic Dreams Animation Studio, Inc.
> 2525 Lebanon Pike, Building C. Nashville, TN 37214
> Ph  615.885.6801 | Fax  615.889.4768 | 
> www.magneticdreams.com 
> tim.crow...@magneticdreams.com