Re: Save Softimage Petition

2014-03-07 Thread Chris Chia
Thanks for making this effort.
I have also signed it!

Chris Chia
Ex Softimage QA

Sent from my iPhone

> On 5 Mar, 2014, at 3:31 am, Nick Martinelli  wrote:
> 
> Hi list,
> 
> I'm generally pretty quiet on here, but I feel like it might be time to 
> finally make some noise.
> 
> I know it's a long shot but maybe if we get enough signatures we can at least 
> help entice Autodesk to sell off Softimage.  I don't know if it will work or 
> if anything will happen from it, but it's worth a try.  Worst case scenario, 
> nothing.  Best case, Softimage is back before we know it.
> 
> let the signing commence!
> 
> https://www.change.org/petitions/autodesk-save-softimage
> 
> 
> 
> -- 
> 
> Nick Martinelli
> www.nickMartinelli.net
> n...@nickmartinelli.net


Re: rumor, Soft dead within the next year

2013-12-21 Thread Chris Chia
If this happens, please buy a copy to keep ;) 

Chris

> On 21 Dec, 2013, at 1:12 am, Nicolas Esposito <3dv...@gmail.com> wrote:
> 
> Positivism!
> 
> If that happen I think I'll still keep using Soft for at least a couple of 
> years and in the meantime I'll probably switch to Maya or one of the new 
> software which I haven't even tried ( but I heard good things )
> 
> 
> 2013/12/20 Kris Rivel 
>> Sorry...can't resist.  Nasty rumor going around that Soft will be done 
>> within the next year.  I'm just hearing this from a few NYC peeps.  I 
>> personally find it odd especially since we know there's a beta program 
>> running now and that a lot of places still rely on it, especially ICE.
>> 
>> I WOULD NOT be surprised at all if development stopped within a year or two 
>> and it was just a "left as it is" product but I don't see how or why the 
>> door would be slammed shut in anyone's face.
>> 
>> I doubt anyone can "confirm" this rumor but curious what others thoughts 
>> are.  I'm looking to learn more Houdini and C4D for the volume of work but 
>> have no desire to use antiquated and archaic platforms like Maya and Max to 
>> be honest.
>> 
>> Regardless, its tragic to see Soft slowing down and how it never managed to 
>> take over as the #1 option years ago.  It really is the best but a few 
>> limitations, bad timing and bad marketing didn't do it any favors.
>> 
>> The community, addons, plugins and contributions though are incredible and I 
>> think thats the part I would miss the most.
>> 
>> and discuss
>> 
>> Kris
> 


Re: positivity

2013-12-21 Thread Chris Chia
Hi guys,
Just popping by to greet all the fellows here a Merry Xmas and a Happy 2015 
ahead! Stay Positive and look on the bright side!

Chris

Sent from my iPhone

> On 21 Dec, 2013, at 7:07 am, Matt Lind  wrote:
> 
> My computer graphics career has circular logic.
>  
> My first computer was the Apple II when I was barely in grade school and had 
> to write commands to draw pictures like:
>  
> HLINE 60, 80
> COLOR=8
> RUN
>  
> In college I used the Amigas 500 thru 4000 systems with deluxe paint, video 
> toaster, DCTV, Lightwave 0.9, and so on, but just before graduation I had the 
> luxury of working with the ever popular Tandy TRS-80 for use with motion 
> control camera stands to do multi-planar and slit scans.  Caused so much 
> interference we couldn’t get reception on the boombox despite being located 
> only a few blocks away from the Sears Tower where the signals were broadcast.
>  
> http://en.wikipedia.org/wiki/TRS-80
>  
> Shortly after that I got my chance on the SGI with Softimage Creative 
> Environment 2.6
>  
>  
>  
>  
> Matt
>  
>  
>  
>  
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Lampi
> Sent: Friday, December 20, 2013 2:52 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: positivity
>  
> WICAT systems, System 300 and 150.
> http://bitsavers.trailing-edge.com/pdf/wicat/brochures/System_300_Brochure.pdf
> 
> 1988
> 
> I worked for a defense contractor making computer based training lessons for 
> a naval combat system.  It had vector graphics program, it had a 16 color 
> palette based on 4096 colors and one of 16 was used overlay laser disc video. 
> I didn't have a mouse or a gui. It was a command line interface, to activate 
> a drawing mode, cl - create line, cb- create box etc... I had to use the 
> arrow keys to move the cursor around to pin start and end points for 
> elements. I won't even get into what it took to do animation on it.
> 
> My boss was a 55 year old retired Master Chief from Texas who ate ramen 
> noodles every day for lunch and never washed his coffee cup, EVER. He told me 
> once that a graphic I was working on was wrong because it looked skewed if he 
> looked at the screen off center.
> 
> Good times.
> 
> Eric
> 
> Freelance 3D and VFX animator
> 
> http://vimeopro.com/user7979713/3d-work
>  
> 
> On Fri, Dec 20, 2013 at 5:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
>  wrote:
> I can say I miss the cheese and monkeys humor and do wonder what Porl is up 
> to these days.
> But as for old…. Maybe we should have a contest.
>  
> What’s the oldest computer graphics system you worked on, and the year?
> It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It just 
> had to be a computer than did any kind of graphics.
>  
> Takers?
>  
> --
> Joey Ponthieux
> __
> Opinions stated here-in are strictly those of the author and do not
> represent the opinions of NASA or any other party.
>  
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of 
> sc...@turbulenceffects.com
> Sent: Friday, December 20, 2013 2:24 PM
> To: softimage@listproc. autodesk. com
> Subject: Re: positivity
>  
> Ha ha yeah Ed, you're old. But dang, so am I. 
> 
> Sent from my HTC EVO 4G LTE exclusively from Sprint
> 
> - Reply message -
> From: "Ed Harriss" 
> To: "softimage@listproc.autodesk.com" 
> Subject: positivity
> Date: Fri, Dec 20, 2013 2:07 PM
> 
>  
> Maybe we need to go back to a multi-address list system like we had in the 
> old days. There was the discussion list, which was all 
> fun/monkeys/cheese/Porl and there was the Softimage list, which is pretty 
> much what we are using now. There were even other lists like eddie, particle, 
> etc.. (Yea, I’m old..) Anyway, we could have this list stay a Softimage list 
> and create another one for all the gloom and doom.
>  
> Perfect!
>  
> Now get to work Autodesk listproc person! ;)
> Thanks!
>  
> Happy Holidays!
> Ed “cheese and monkeys” Harriss
>  
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel
> Sent: Friday, December 20, 2013 1:33 PM
> To: Softimage List
> Subject: Re: positivity
>  
> Ha ha...Merry Christmas to all!!  LOL.  I'm not trying to start 
> anything...just want to see if I'm the only one hearing this.  I told the 
> guys that told me to go tell the people that said this to go F themselves for 
> what its worth.  It does piss me off to see rumors like this butI do sit 
> at home mostly working all day and night.  I don't get to mingle with my 
> peers as much as I used to so I didn't know if this may be old news or 
> something new.  Sounds bunk so I'll leave it at that :-)
>  
> Kris
> 
> On Fri, Dec 20, 2013 at 1:11 PM, Eric Thivierge  
> wrote:
> Only thing I have beef with myself is the thread hijacking that snowballs 
> i

Re: xsibatch 2014 crashes on CentOS 6.5

2013-12-07 Thread Chris Chia
Does it happen to CentOS 6.2?
1. Does your vm have a graphic card?
2. Could you try using a desktop instead of vm?

It seems like your OpenGL lib driver is the problem... 

And are you trying to run vms for rendering ?

Regards,
Chris


> On 6 Dec, 2013, at 6:20 am, Félix-Antoine Fortin 
>  wrote:
> 
> Could you elaborate on the "usual backup/remove preferences"? I am not 
> exactly familiar with Softimage. I am currently trying to setup a new user 
> who wishes to use our cluster for rendering. Therefore, I apologize in 
> advance if I have missed something that is obvious...
> 
> Ideally it would be on a render blade, and the installation would not be on 
> the default install path. However, since it was not working on the render 
> blade, I have simply reproduced our working environment in a VM, in which I 
> can run a X session.
> 
> I was unable to start xsi 2013 for a different reason, a missing symbol in 
> libGL. 
> /usr/Softimage/Softimage_2013_SP1/Application/bin/XSI.bin: symbol lookup 
> error: /usr/lib64/libGL.so.1: undefined symbol: _XGetRequest
> 
> Although, for now I suppose it could be related to the fact that I am running 
> it in a VM. The missing symbol error is not triggered when using xsibatch.
> 
> Thank you for your help,
> Félix-Antoine
> 
>> Le 2013-12-05 à 16:44, Xavier  a écrit :
>> 
>> Well, that's a starting point (: 
>> Have you tried the usual backup/remove preferences? Is that on a render 
>> blade or your machine running a X session? Have you started 2013 
>> successfully on the same machine the same way?
>> 
> 


Re: I'd like to punch Softimage in the face today

2013-10-24 Thread Chris Chia
Must be a nvidia issue. What's the other card model?

And don't punch Softimage ;) Not its fault. 


Chris


On 25 Oct, 2013, at 1:04 AM, Paul Griswold 
 wrote:

> Thanks guys!
> 
> I possibly have solved it (at least it's not crashing).  I have 2 nVidia 
> cards & physX was set to auto in the nVidia control panel.  I specified my 
> GTX 680 and that seems to have fixed it for now.
> 
> -Paul
> 
> 
> 
> On Thu, Oct 24, 2013 at 12:11 PM, Greg Punchatz  wrote:
> Look for an extra environment in the   MCP explorer 
> ..MCP>Select>Explore>Enviroments.
> 
> I have seen a glitch like this many years ago and somehow there were extra 
> simulation environments in the scene for some unknown reason. 
> Greg Punchatz
> Sr. Creative Director
> Janimation
> 214.823.7760
> www.janimation.com
> On 10/24/2013 10:52 AM, olivier jeannel wrote:
>> I was about to say this as well. Save at frame 1. Mute all your viewport 
>> before opening. 
>> I had the same issue lately with Momentum (Supressing the whole   
>> simulation re-made the scene stable) (though, in your case it could be 
>> different reasons of course). 
>> You could save your icetree in a big compound, delete your environments, 
>> save your scene (without any sim) and re-past your   compounds in fresh 
>> new pointclouds. 
>> 
>> I just hate when SI does this... 
>> 
>> 
>> Le 24/10/2013 17:40, Luc-Eric Rousseau a écrit : 
>>> I'm pretty sure he tired merging. in anycase, whatever you do try to 
>>> be at frame 1 when you do it. there could be issues if you are not 
>>> 
>>> On Thu, Oct 24, 2013 at 11:20 AM, David Barosin  wrote: 
 merge the scene rather than load it.  It might give you a fresh sim 
 environment 
>>> 
>> 
>> 
> 
> 


Re: I'd like to punch Softimage in the face today

2013-10-24 Thread Chris Chia
Hi Paul,
If possible (after your deadline), give the team the repro steps.

Chris 

Sent from my iPhone

On 24 Oct, 2013, at 10:31 PM, Paul Griswold 
 wrote:

> Yep - running the script crashes Soft as well.  The good news is, at least 
> with this crash I was able to submit a crash report.  If anyone on the dev 
> team is here, it's:  
> CER_86953364
> 
> 
> 
> 
> 
> 
> On Thu, Oct 24, 2013 at 10:05 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
>  wrote:
> Do you get the same result if you move an object via command line or script 
> editor?
> 
>  
> 
> This will nudge the selected object by 1 unit in X from its current position:
> 
> Application.Translate("", 1, 0, 0, "siRelative", "siGlobal", "siObj", 
> "siXYZ", "", "", "siXYZ", "", "", "", "", "", "", 0, "")
> 
>  
> 
>  
> 
> This will set the object to X=1,Y=0, Z=0:
> 
> Application.Translate("", 1, 0, 0, "siAbsolute", "siGlobal", "siObj", 
> "siXYZ", "", "", "siXYZ", "", "", "", "", "", "", 0, "")
> 
>  
> 
>  
> 
> Testing it in this way will possibly tell you if the error is at the 
> interface level or something much deeper such as the transformation matrix.
> 
>  
> 
> --
> 
> 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.
> 
>  
> 
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold
> Sent: Thursday, October 24, 2013 9:51 AM
> To: softimage@listproc.autodesk.com
> Subject: I'd like to punch Softimage in the face today
> 
>  
> 
> I'm working under a tight deadline in 2014 SP2.  Doing an animation that 
> involves physX simulation, which I know virtually nothing about.  Client has 
> been loving everything so far, then we have the dreaded conference call when 
> they have a list of "little tweaks", none of which are little.
> 
>  
> 
> Today I come to the office at 5am, load my scene and start to try to make the 
> tweaks.  The moment I try to use translate, scale or rotate on anything in my 
> scene - BAM, Softimage crashes.
> 
>  
> 
> Reboot the machine - same thing.  Run "runonce.bat" - same thing.  Delete the 
> Softimage 2014 SP2 folder from my User profile - same thing.  Disable physX - 
> same thing.
> 
>  
> 
> Merge the scene into a new one same thing.
> 
>  
> 
> WTF???
> 
>  
> 
> There's no crash dump, no attempt at recovery - just Autodesk Softimage 2014 
> has stopped working.
> 
>  
> 
> The only option I can find is to go back to a version of the scene prior to 
> physX being applied.
> 
>  
> 
> Stuff like this makes me want to throw my system out the window & become 
> Amish.
> 
>  
> 
> -Paul
> 
>  
> 
> 


Re: Global Python interpreter?

2013-10-22 Thread Chris Chia
Having used Maya in the past, storing global variables for uses in other 
sessions of python is more like an ugly hack which many should avoid using. 
Even though it is quite useful, it could also be dangerous too.

Chris


On 22 Oct, 2013, at 9:38 PM, Sergio Mucino  wrote:

> The thing is that the data I tend to keep at the global level I usually need 
> it briefly, and I tend to change it quite often. I use it more for 
> development, not for actual steady access, so having to go through files and 
> load them into memory is just a bit more trouble for what I'll get from them.
> Say I'm developing certain tools and I need some functions I need to call as 
> I develop stuff. But these functions are constantly fluctuating too. It's 
> just very convenient to have them in memory and call them from whichever tool 
> or even from the command line at any time I need them. It just allows for 
> very fast iterations of my work. I have no problems managing my changes, and 
> I tend to keep good track of what I'm doing. SI's current way of handling 
> script scope doesn't really help, but that's just because of the way I'm used 
> to working (just as long-time SI users have gotten used to how things work in 
> SI, and probably feel a little weird when having to switch to a different 
> environment). I'll deal with it somehow.
> Thanks for throwing all the suggestions in, though! It's great to know the 
> options available. :-) 
> 
> 
> 
> On 21/10/2013 7:57 PM, Chris Chia wrote:
>> 
>> I know this is a bit foolish suggestion which is to write your global data 
>> (in py format) to a temp file on disk. Then load that file as a py file. 
>> This is a quick workaround.
>> 
>> Chris
>> 
>> 
>> On 22 Oct, 2013, at 5:46 AM, Raffaele Fragapane 
>>  wrote:
>> 
>>> To be perfectly honest I'm still on the fence about that behaviour.
>>> In some ways it's nice, and it's relatively easier to debug Maya live 
>>> because of it than it is Softimage.
>>> 
>>> On the other hand multiple runs and coarsely grained iterations tend to 
>>> pollute the environment beyond belief, and God forbid you change your mind 
>>> about a name, or commit a typo that you repeat further down the line or 
>>> other similar mistakes, since you get those odd to debug situations but 
>>> without the benefit of having everything plain to read, and your work is 
>>> committed to some transient void somewhere.
>>> 
>>> All in all it's occasionally convenient, but generally a horrible way to 
>>> work.
>>> 
>>> Ultimately I find that either way (Soft's or Maya) you have a trade off 
>>> somewhere, in Soft you have to spend extra time on a framework for 
>>> persistent items, in Maya on one to investigate and clean up the mess.
>>> 
>>> Between the two I probably prefer Soft's by a small margin, while overly 
>>> safe it's not as infuriating as Maya's constant, undoable, easily mis 
>>> triggered nuking and committing of anything you happen to dump in a script 
>>> editor tab.
>>> I'm not sure I'd consider it a nice to have feature to make Soft equally 
>>> twitchy, especially since we have successfully hooked debuggers and all to 
>>> it and it's easy to write a simple framework to work with for transient 
>>> objects and experimentation (while Maya's infamous editor nuke is 
>>> impossible to prevent).
>>> 
>>> Try to invest a little bit of time in how you work through it, and you 
>>> might find the same way of   working will trickle to your Maya 
>>> work as well after a while with its added safety and structure.
>>> 
>>> 
>>> On Tue, Oct 22, 2013 at 12:51 AM, Sergio Mucino  
>>> wrote:
>>> Thanks Raffaele. Yes, in both applications I've used (Maya and Max) this is 
>>> how it works. Any functions and variables I declare or define at the global 
>>> scope remain in memory throughout the session. This makes it very easy to 
>>> iterate over different version of tool development.
>>> It seems SI won't be as user-friendly in the same department (Modo used to 
>>> be like that, but they just released a Python API with 7.1 that allows for 
>>> a persistent interpreter, which solves the same problem). Given that this 
>>> is one of those things I can't really work around, I'll just consider it as 
>>> a little "would be really nice to address" note for the Softimage team.
>>> Thanks a

Re: Global Python interpreter?

2013-10-21 Thread Chris Chia
I know this is a bit foolish suggestion which is to write your global data (in 
py format) to a temp file on disk. Then load that file as a py file. This is a 
quick workaround.

Chris


On 22 Oct, 2013, at 5:46 AM, Raffaele Fragapane  
wrote:

> To be perfectly honest I'm still on the fence about that behaviour.
> In some ways it's nice, and it's relatively easier to debug Maya live because 
> of it than it is Softimage.
> 
> On the other hand multiple runs and coarsely grained iterations tend to 
> pollute the environment beyond belief, and God forbid you change your mind 
> about a name, or commit a typo that you repeat further down the line or other 
> similar mistakes, since you get those odd to debug situations but without the 
> benefit of having everything plain to read, and your work is committed to 
> some transient void somewhere.
> 
> All in all it's occasionally convenient, but generally a horrible way to work.
> 
> Ultimately I find that either way (Soft's or Maya) you have a trade off 
> somewhere, in Soft you have to spend extra time on a framework for persistent 
> items, in Maya on one to investigate and clean up the mess.
> 
> Between the two I probably prefer Soft's by a small margin, while overly safe 
> it's not as infuriating as Maya's constant, undoable, easily mis triggered 
> nuking and committing of anything you happen to dump in a script editor tab.
> I'm not sure I'd consider it a nice to have feature to make Soft equally 
> twitchy, especially since we have successfully hooked debuggers and all to it 
> and it's easy to write a simple framework to work with for transient objects 
> and experimentation (while Maya's infamous editor nuke is impossible to 
> prevent).
> 
> Try to invest a little bit of time in how you work through it, and you might 
> find the same way of working will trickle to your Maya work as well after a 
> while with its added safety and structure.
> 
> 
> On Tue, Oct 22, 2013 at 12:51 AM, Sergio Mucino  
> wrote:
> Thanks Raffaele. Yes, in both applications I've used (Maya and Max) this is 
> how it works. Any functions and variables I declare or define at the global 
> scope remain in memory throughout the session. This makes it very easy to 
> iterate over different version of tool development.
> It seems SI won't be as user-friendly in the same department (Modo used to be 
> like that, but they just released a Python API with 7.1 that allows for a 
> persistent interpreter, which solves the same problem). Given that this is 
> one of those things I can't really work around, I'll just consider it as a 
> little "would be really nice to address" note for the Softimage team.
> Thanks a lot for all the comments!
> 
> 
> 
> On 20/10/2013 5:44 PM, Raffaele Fragapane wrote:
>> 
>> I might have been unclear, sorry.
>> No, it won't work across tabs of course, but it gets closer to Maya's way of 
>> working within each tab (which I understand is where Sergio comes from), and 
>> it allows to expand or contract module functionality on the fly.
>> For it to work across different interpreters yes, you need to extend it with 
>> some files, a directory parser, and a push to dir wrapper to extend the 
>> magic module.
>> 
>> 
>> On Sat, Oct 19, 2013 at 2:46 AM, Luc-Eric Rousseau  
>> wrote:
>> On Thu, Oct 17, 2013 at 6:22 PM, Raffaele Fragapane
>>  wrote:
>> > If you want something to be available across the board you can simply write
>> > it, register it as a module, and push it. No need for it to exist as a 
>> > file.
>> 
>> 
>> I've read the link, but I can't see how you could use this to push
>> functions to a different instance of the python interpreter without
>> using some file on disk (or copy/pasting the code between script
>> editor tabs)
>> 
>> 
>> 
>> -- 
>> Our users will know fear and cower before our software! Ship it! Ship it and 
>> let them flee like the dogs they are!
> 
> 
> 
> -- 
> Our users will know fear and cower before our software! Ship it! Ship it and 
> let them flee like the dogs they are!


Re: Chris Chia

2013-10-21 Thread Chris Chia
Yes. But my support here is still valid.
Just post your question here, or log a bug report at the Official Support site 

http://usa.autodesk.com/adsk/servlet/item?id=12331406&siteID=123112&SelProduct=Softimage


(Actually I was a QA, not so much a support. Stephen Blair knows more.)


Chris


On 21 Oct, 2013, at 9:37 PM, "Luca"  wrote:

> So, you are not anymore with Softimage Support?...
> 
> 
> 2013/10/21 Chris Chia 
> Lol! That's funny!
> 
> Chris
> 
> On 21 Oct, 2013, at 7:40 PM, Toonafish  wrote:
> 
>> Ah,  you're impersonating a push up bra ?
>> 
>> ;-)
>> 
>> - Ronald
>> On 10/21/2013 13:28, Chris Chia wrote:
>>> Yes I have decided to give offline support instead. Haha
>>> 
>>> Chris
>>> 
>>> 
>>> On 21 Oct, 2013, at 6:18 PM, Szabolcs Matefy  wrote:
>>> 
>>>> Ahem. I see. Unfortunate thing
>>>> 
>>>>  
>>>> 
>>>> From: softimage-boun...@listproc.autodesk.com 
>>>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Morris
>>>> Sent: Monday, October 21, 2013 12:14 PM
>>>> To: softimage@listproc.autodesk.com
>>>> Subject: Re: Chris Chia
>>>> 
>>>>  
>>>> 
>>>> Chris decided to leave the company I think...
>>>> 
>>>>  
>>>> 
>>>> On 21 October 2013 11:12, Szabolcs Matefy  wrote:
>>>> 
>>>> Hey guys,
>>>> 
>>>>  
>>>> 
>>>> My mail bounce back from autodesk that addressed to Chris Chia.. Anyone 
>>>> knows what happened? I hope nothing..
>>>> 
>>>>  
>>>> 
>>>> Cheers
>>>> 
>>>>  
>>>> 
>>>>  
>>>> 
>>>> Szabolcs
>>>> 
>>>> ___
>>>> This message contains confidential information and is intended only for 
>>>> the individual named. If you are not the named addressee you should not 
>>>> disseminate, distribute or copy this e-mail. Please notify the sender 
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>>>> delete this e-mail from your system. E-mail transmission cannot be 
>>>> guaranteed to be secure or error-free as information could be intercepted, 
>>>> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. 
>>>> The sender therefore does not accept liability for any errors or omissions 
>>>> in the contents of this message, which arise as a result of e-mail 
>>>> transmission. If verification is required please request a hard-copy 
>>>> version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 
>>>> Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: 
>>>> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>>>> 
>>>> 
>>>> 
>>>> 
>>>>  
>>>> 
>>>> -- 
>>>> www.matinai.com
>>>> 
>> 
> 
> 
> 
> -- 
> ...superpositiviii...qualunque cosa accada!...


Re: Chris Chia

2013-10-21 Thread Chris Chia
Lol! That's funny!

Chris

On 21 Oct, 2013, at 7:40 PM, Toonafish  wrote:

> Ah,  you're impersonating a push up bra ?
> 
> ;-)
> 
> - Ronald
> On 10/21/2013 13:28, Chris Chia wrote:
>> Yes I have decided to give offline support instead. Haha
>> 
>> Chris
>> 
>> 
>> On 21 Oct, 2013, at 6:18 PM, Szabolcs Matefy  wrote:
>> 
>>> Ahem. I see. Unfortunate thing
>>>  
>>> From: softimage-boun...@listproc.autodesk.com 
>>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Morris
>>> Sent: Monday, October 21, 2013 12:14 PM
>>> To: softimage@listproc.autodesk.com
>>> Subject: Re: Chris Chia
>>>  
>>> Chris decided to leave the company I think...
>>>  
>>> 
>>> On 21 October 2013 11:12, Szabolcs Matefy  wrote:
>>> Hey guys,
>>>  
>>> My mail bounce back from autodesk that addressed to Chris Chia.. Anyone 
>>> knows what happened? I hope nothing..
>>>  
>>> Cheers
>>>  
>>>  
>>> Szabolcs
>>> ___
>>> This message contains confidential information and is intended only for the 
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> 


Re: Chris Chia

2013-10-21 Thread Chris Chia
Yes I have decided to give offline support instead. Haha

Chris


On 21 Oct, 2013, at 6:18 PM, Szabolcs Matefy  wrote:

> Ahem. I see. Unfortunate thing
>  
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Morris
> Sent: Monday, October 21, 2013 12:14 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Chris Chia
>  
> Chris decided to leave the company I think...
>  
> 
> On 21 October 2013 11:12, Szabolcs Matefy  wrote:
> Hey guys,
>  
> My mail bounce back from autodesk that addressed to Chris Chia.. Anyone knows 
> what happened? I hope nothing..
>  
> Cheers
>  
>  
> Szabolcs
> ___
> This message contains confidential information and is intended only for the 
> individual named. If you are not the named addressee you should not 
> disseminate, distribute or copy this e-mail. Please notify the sender 
> immediately by e-mail if you have received this e-mail by mistake and delete 
> this e-mail from your system. E-mail transmission cannot be guaranteed to be 
> secure or error-free as information could be intercepted, corrupted, lost, 
> destroyed, arrive late or incomplete, or contain viruses. The sender 
> therefore does not accept liability for any errors or omissions in the 
> contents of this message, which arise as a result of e-mail transmission. If 
> verification is required please request a hard-copy version. Crytek GmbH - 
> http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
> Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
> Avni Yerli, Cevat Yerli, Faruk Yerli
> 
> 
>  
> -- 
> www.matinai.com


Re: Overriding commands

2013-10-19 Thread Chris Chia
+1
Do it carefully. 


On 20 Oct, 2013, at 11:40 AM, Alok Gandhi  wrote:

> In my opinion, overriding the commands is not advisable. You are effectively 
> removing the native funtionality of the app, which might be needed in certain 
> cases, if not now, then in future.
> 
> Yes you can do it by hooking into the command events but note that the 
> command is still going to finish doing what it is supposed to. You can only 
> do some pre/post stuff. In your case, for example, you can nullify the 
> extrude in a post procedure and proceed to your custom extrude. You also call 
> undo but not all commands support it.
> 
> I would still consider overriding commands as a bad practice. Maybe in some 
> extreme scenario you can, if the situation absolutely warrants it. In such 
> case you have to remember which commands you have overridden and how, so that 
> you can restore the original behaviour when need be. You have to baby-sit it 
> basically.
> 
>> On Oct 19, 2013, at 9:24 PM, Mathias N  wrote:
>> 
>> Is it at all possible to intercept and override commands made by the user?
>> 
>> For instance, in my case I need to make a number of other changes every time 
>> the user extrudes something.
>> At the moment I have implemented my own separate extrude command, but I 
>> imagine the user would often end 
>> up using the normal extrude tool purely out of habit.
>> 
>> It would be nice to be able to prevent them from doing so, or better yet 
>> redirect it to my own custom command.
> 



Re: Overriding commands

2013-10-19 Thread Chris Chia
Why overriding commands?
Have a separate command and make it available on custom tool shelf. If not, 
bind it to a custom hot keys

Chris

On 20 Oct, 2013, at 9:24 AM, Mathias N  wrote:

> Is it at all possible to intercept and override commands made by the user?
> 
> For instance, in my case I need to make a number of other changes every time 
> the user extrudes something.
> At the moment I have implemented my own separate extrude command, but I 
> imagine the user would often end 
> up using the normal extrude tool purely out of habit.
> 
> It would be nice to be able to prevent them from doing so, or better yet 
> redirect it to my own custom command.



Re: crowdFX question - do textures transfer to max and maya when cached?

2013-10-16 Thread Chris Chia
You can try using the crowd export plugin which is available in Subscription 
page. It generates fbx and works in 2014.

Chris

On 16 Oct, 2013, at 5:41 AM, Greg Punchatz  wrote:

> Is it possible to transfer the charcters back to Max and Maya and retain the 
> ability to have them textured properly in both apps?
> 
> Thanks everyone
> -- 
> Greg Punchatz
> Sr. Creative Director
> Janimation
> 214.823.7760
> www.janimation.com


Re: File size limit?

2013-10-15 Thread Chris Chia
Just imagine from those days with KB limit to the current 2GB limit... 

Salute to all for surviving all these crap issues in technology. Lol

Chris

On 15 Oct, 2013, at 3:34 PM, Raffaele Fragapane  
wrote:

> I wonder how many people had to look up who Stibitz was :)
> 
> 
> On Tue, Oct 15, 2013 at 5:28 PM, olivier jeannel  
> wrote:
> This is not "these days", it's "once upon a time" :)
> 
> Le 15/10/2013 06:52, Raffaele Fragapane a écrit :
>> Where's Kim Aldis when you need him?
>> His first computer was, allegedly, the product of a collaboration with 
>> George Stibitz.
>> 


Re: File size limit?

2013-10-14 Thread Chris Chia
"these days" just makes you guys sound so old! Lol

Chris

On 15 Oct, 2013, at 11:47 AM, Raffaele Fragapane  
wrote:

> Kids these days, hei?
> 
> 
> On Tue, Oct 15, 2013 at 2:17 PM, Eric Turman  wrote:
> These days the posts about these days have too many these days in them ;)
> 
> 
> On Mon, Oct 14, 2013 at 9:55 PM, Raffaele Fragapane 
>  wrote:
> Wow, editing fail. I think I have the highest occurrences of "these days" per 
> sentence ever to hit this list.
> 
> 
> On Tue, Oct 15, 2013 at 1:49 PM, Raffaele Fragapane 
>  wrote:
> You won't have to since a stupid file limitations prevents it from happening.
> Why would it be a problem to have a 2GB environment in one scene anyway? 2GB 
> is nothing these days, any moderately complex compositing shot moves several 
> times that much data to memory or tier 0 before even opening these days.
> 
> And I don't know where you work these days, but 32GB of ram, SSD storage (or 
> even FX I/O style flash tier0) and multiple synced gigabit networks are cheap 
> as dirt these days. 2GB is nothing.
> 
> Besides, if you're provided with things such as LIDARs, and you need the lot 
> BEFORE you partition, how would you work around that?
> 
> "640KB of memory should be enough for anybody". It's a silly way to think and 
> there should be no limit by the app that is by such a gigantic margin shorter 
> than the actual OS barriers to it.
> 
> 
> 
> On Fri, Oct 11, 2013 at 7:54 PM, Christopher Crouzet 
>  wrote:
> I would totally go on strike if I had to deal with a 2GB environment within a 
> single scene!
> 
> 
> On 10 October 2013 23:21, Raffaele Fragapane  
> wrote:
> Plenty cases, such as environment bakes with multiple passes and complex geo, 
> where the 2GB limit is crippling and referencing is a workaround and not just 
> a smarter way to go about it.
> It's kinda silly that this type of limitation is still around, and generally 
> so common.
> 
> 
> On Fri, Oct 11, 2013 at 2:23 AM, Christopher Crouzet 
>  wrote:
> At first glance, saving 2GB of data into a single scene doesn't sound like a 
> good practice anyways... can't you offload some logical pieces using 
> referenced models?
> 
> 
> 
> On 10 October 2013 16:50, Sergio Mucino  wrote:
> Thanks a lot guys! Tough luck... we're on 2012...
> 
> 
> Sergio Mucino
> Lead Rigger
> Modus FX
> 
> On 10/10/2013 10:46 AM, Srecko Micic wrote:
>> 
>> There was limitation like that but on 2014 version is now 4gb I think (on 
>> Linux it is still  2GB limit).
>> 
>> 
>> On Thu, Oct 10, 2013 at 4:35 PM, Sergio Mucino  
>> wrote:
>> Hello everyone. I just wanted to know if it's true that SI files have a size 
>> limit. I'm working on a file I cannot save. Every time I try to, Softimage 
>> tells me that certain elements were not saved, and that I should contact 
>> Softimage. If I try to   open said fail, SI crashes almost 
>> immediately. People here at work are telling me that apparently, SI cannot 
>> save/load files over 2 GB. I just wanted to confirm this is true so I can 
>> take appropriate actions. Thanks!
>> 
>> -- 
>> Sergio Mucino
>> Lead Rigger
>> Modus FX
>> 
>> 
>> 
>> -- 
>> Micic Srecko
>> ---
>> Mail: 
>> srecko.mi...@gmail.com
>> Skype:srecko.micic
>> ---
>> 3D/Graphic Portfolio:
>> http://www.coroflot.com/SreckoM
> 
> 
> 
> 
> -- 
> Our users will know fear and cower before our software! Ship it! Ship it and 
> let them flee like the dogs they are!
> 
> 
> 
> 
> -- 
> Our users will know fear and cower before our software! Ship it! Ship it and 
> let them flee like the dogs they are!
> 
> 
> 
> -- 
> Our users will know fear and cower before our software! Ship it! Ship it and 
> let them flee like the dogs they are!
> 
> 
> 
> -- 
> 
> 
> 
> 
> -=T=-
> 
> 
> 
> -- 
> Our users will know fear and cower before our software! Ship it! Ship it and 
> let them flee like the dogs they are!


Re: Unofficial Softimage user voice

2013-10-12 Thread Chris Chia
Yes I started the thread at xsibase requesting for bugs and later became 
improvement requests. I did log all the bugs and improvements into the system. 
As for why I didn't issue the ticket ids, the Soft QAs only issue ticket ids to 
users in betas.

And some even forwarded me google docs on the improvement request which I have 
forwarded personally to the management. 

I did and am still doing my best for everyone! ;)


Chris

Sent from my iPhone

On 12 Oct, 2013, at 5:22 AM, Matt Lind  wrote:

> I could be wrong, but I believe Chris started the thread on XSIbase.com.  It 
> was later duplicated on this list as its own thread.
>  
>  
> Matt
>  
>  
>  
>  
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek
> Sent: Friday, October 11, 2013 12:38 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Unofficial Softimage user voice
>  
> +1 on all your arguments Matt, btw if I remember correctly the SAT thread was 
> started by Eugen Sares (not implying that Chris wasn't very proactive for the 
> time he was in charge).
>  
>  
> Autodesk should expose the feature requests which have been logged so we know 
> what we have to follow up on, for a few reasons:
>  
> 1) We don’t know if our own requests were logged.  I have come across cases 
> where I requested a feature, but due to database or logging system changes 
> the requests were lost.  For example, when changing from Avid to Autodesk 
> ownership, or from Microsoft to Avid.
>  
> 2) In past betas not all topics of discussion were not logged unbeknownst to 
> us until it was too late.  In other cases like the ‘small annoying things’ 
> list which Chris Chia started a year or two ago, he only logged some of the 
> items in that thread but didn’t tell us which were logged and which were not. 
>  We have no idea if our requests are even in the system.  It’s not trivial to 
> spend the time to re-write all that information.
>  
> 3) Some of us have been around for many years (20+ in my case) and do not 
> have access to what has been requested due to changes in employment and 
> locale. 
>  
> 4) Seeing the requests on file would allow items which no longer apply to be 
> more quickly filtered out so you can spend more time on the ones that are 
> important.  I cannot possibly remember every single thing I’ve requested over 
> the past 20 years, but I know I’ll recognize my requests in the list when I 
> see them and be able to let you know if they’re no longer valid.
>  
> 5) Some requests are linked to other requests.  As in, some features are 
> closely related and are expected to be implemented together.  It would be 
> helpful to see all the requests so we can identify which are meant to be 
> paired so you can better understand how to organize your development 
> resources.
>  
>  
>  
>  
> Matt
>  
>  
>  
>  
>  
>  
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Rueffer
> Sent: Thursday, October 10, 2013 11:04 PM
> To: softimage@listproc.autodesk.com
> Subject: RE: Unofficial Softimage user voice
>  
> Hello,
>  
> For sure we will not forget about the old requests, but the priority might 
> change over time and so it’s helpful to see that.
> So please mention features and improvements again, even if they have been 
> already logged to give them the proper weight.
> Most beneficial would be to get information about the small things that might 
> be easy to implement, but would mean a big improvement on your daily 
> workflows.
>  
>  
> Please take my apologies for not introducing myself.
>  
> I am Product Designer for Softimage specifying the details for new features, 
> enhancements and workflows for Softimage in coordination with Product 
> Management.
>  
> Concerning my background I am a long term Softimage user since version 2.0.
> I have started on the technical side doing scripting and pipeline integration 
> but switched later to be a TD and Generalist.
> During my 8 years in the tv commercial industry I have worked in nearly all 
> areas of 3d production like modeling, animation, shading, rendering, 
> simulation,… and ICE.
> 
> And a long time ago I made a presentation for ICE that some of you might 
> remember :-)
> http://area.autodesk.com/forum/autodesk-softimage/ice---interactive-creative-environment/vcc-blaupunkt-xsi-7-ice-demo/
> 
> Cheers,
> Stefan
> 
>  
> 
> 
> 
> --
> ---
> Stefan Kubicek
> ---
> keyvis digital imagery
> Alfred Feierfeilstraße 3
> A-2380 Perchtoldsdorf bei Wien
> Phone: +43/699/12614231
> www.keyvis.at ste...@keyvis.at
> -- This email and its attachments are --
> --confidential and for the recipient only--


Re: File size limit?

2013-10-11 Thread Chris Chia
There's nothing you could do as you have saved the file in 2012. 
One needs to work in 2014 to enjoy the 4gb benefit in windows.

Chris

On 10 Oct, 2013, at 10:50 PM, Sergio Mucino  wrote:

> Thanks a lot guys! Tough luck... we're on 2012...
> 
> Sergio Mucino
> Lead Rigger
> Modus FX
> 
> On 10/10/2013 10:46 AM, Srecko Micic wrote:
>> 
>> There was limitation like that but on 2014 version is now 4gb I think (on 
>> Linux it is still  2GB limit).
>> 
>> 
>> On Thu, Oct 10, 2013 at 4:35 PM, Sergio Mucino  
>> wrote:
>> Hello everyone. I just wanted to know if it's true that SI files have a size 
>> limit. I'm working on a file I cannot save. Every time I try to, Softimage 
>> tells me that certain elements were not saved, and that I should contact 
>> Softimage. If I try to open said fail, SI crashes almost immediately. People 
>> here at work are telling me that apparently, SI cannot save/load files over 
>> 2 GB. I just wanted to confirm this is true so I can take appropriate 
>> actions. Thanks!
>> 
>> -- 
>> Sergio Mucino
>> Lead Rigger
>> Modus FX
>> 
>> 
>> 
>> -- 
>> Micic Srecko
>> ---
>> Mail: 
>> srecko.mi...@gmail.com
>> Skype:srecko.micic
>> ---
>> 3D/Graphic Portfolio:
>> http://www.coroflot.com/SreckoM


Re: OT: Softimage Cross Grade

2013-10-09 Thread Chris Chia
Think it was a maya issue (hint, see the URL...). Not Soft.
I could be wrong... Luc Eric would prob know more ;)

Chris

On 9 Oct, 2013, at 5:23 PM, Graham Bell  wrote:

> Interesting, wonder if it's just a Soft thing, as I haven't had any
> problems with the other packages.
> 
> 
> 
> 
> On 09/10/2013 00:42, "Luc-Eric Rousseau"  wrote:
> 
>> http://mayastation.typepad.com/maya-station/2013/05/file-send-to-function-
>> fails-in-custom-install-of-entertainment-creation-suite-2014.html
>> 
>> On Tue, Oct 8, 2013 at 6:35 PM, Graham Bell 
>> wrote:
>>> The C drive thing is a new one on me.
>>> 
>>> The Send To option will only appear if the target application is
>>> installed on your system. But if you're running something like Maya off
>>> a network, you can set a couple of suite specific environment variables
>>> to enable the Send to commands.
>> --
>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
>> "unsubscribe" and reply to the confirmation email.
> 
> 
> --
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Re: OT: reset your Adobe password

2013-10-06 Thread Chris Chia
Wow, it's pretty embarrassing here...
AD needs to take precautions against such act for our term licenses... 

Chris 

On 4 Oct, 2013, at 6:39 PM, Paul Griswold 
 wrote:

> I'm sure you've all seen the news, but for those who missed it - Adobe was 
> hacked & over 2 million encrypted account files were stolen.
> 
> They recommend resetting your password.  Here's the URL:
> 
> www.adobe.com/go/passwordreset
> 
> 
> -Paul
> 
> --
> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
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Re: Unofficial Softimage user voice

2013-10-04 Thread Chris Chia
Greg! Salute to the great effort needed to setup one.

Chris

On 4 Oct, 2013, at 11:23 PM, Gregory Ducatel  wrote:

> Hi Guys,
> 
> In order to centralise ideas, features... In one place I have opened
> an unofficial Softimage user voice.
> 
> https://softimage.uservoice.com/
> 
> Please fell free to add any ideas, features or improvements that pop
> in your mind I will be glad to spam Autodesk using this platform.
> 
> Cheers,
> 
> Greg
> --
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Re: Custom Icenode singlethreaded memory leak

2013-10-02 Thread Chris Chia
I believe the memory leak issue in single threaded node has been worked on. 
Should check the next beta release.

Chris


On 2 Oct, 2013, at 5:12 AM, Mathias N  wrote:

> If you happen to be running x64, would you (or anyone else listening in)  
> mind running the node and scene file below and seeing if it affects your 
> memory usage?
> 
> http://www.mayulive.com/memleak.scn
> http://www.mayulive.com/MemLeakSingleThread.dll
> 
> (Post with files attached got stuck in the moderator queue due to file size 
> limits. Link to cancel it is not reachable so a duplicate may show up later)
> 
> 
> On Tue, Oct 1, 2013 at 9:50 PM, Guillaume Laforge 
>  wrote:
> This is strange because I'm actually working on a single threaded ICENode and 
> don't have any memory leaks. The output port is a single structure of type 
> Vec3 in 0D context.
> I can run it on a mesh with 3 millions points for 10 000 frames without 
> memory issue.
> 
> I'm using 2013 QFE7 btw.
> 
> 
> 
> 
> On Tue, Oct 1, 2013 at 2:57 PM, Mathias N  wrote:
> Thanks for the reply.
> 
> The trial version I'm using is 2014 SP2. 
> Testing is being done in an empty scene with nothing but the newly created 
> pointcloud and a simple ice tree. There are no attribute display properties 
> present.
> 
> To rule out any other possible culprits I created two identical nodes that 
> simply output the float input (0D component), one single-threaded and the 
> other multi-threaded. Both created via the wizard with the only manual change 
> being setting each to pass the value instead of printing it as the sample 
> code does.
> 
> Switching between the two, the multi-threaded node barely affected memory 
> usage, while the single-threaded node resulted in a steady increase in memory 
> usage that was never released.
> 
> It does not appear to have been fixed in SP2 :(
> 
> Given that I am only passing a relatively modest number of components through 
> it, I can imagine this would be quite a showstopper for larger sets of data.
> 
> 
> 
> On Tue, Oct 1, 2013 at 7:25 PM, Guillaume Laforge 
>  wrote:
> Hi,
> 
> Indeed, there has been some memory leaks issues in the past. If you were 
> testing in 2014, you should try 2014 SP2 as it fixed (some parts) of the ICE 
> related memory issue.
> If 2014 SP2 doesn't fix the pb you can also check if you've got some 
> attribute display properties on your objects. They could be the culprit.
> 
> Guillaume
> 
> 
> On Tue, Oct 1, 2013 at 12:24 PM, Mathias N  wrote:
> Please excuse any errors; mailing lists are confusing.
> 
> While wrapping up work on a system that includes 5 custom icenodes, I noticed 
> that memory usage was increasing by about 1mb per second during playback.
> 
> I eventually narrowed it down to a per-point-array node, the only 
> single-threaded node in the setup. In a test scene I have it reading about 30 
> turbulized mesh point positions and spitting them into a single per-object 
> array, and after leaving it for 15-30 minutes a while memory usage had 
> increased from 400mb to 1.5gb. It is not released until the program is closed.
> 
> Being at loss as to what might be causing it I removed everything but the 
> absolute necessary pieces of the code (port declarations etc), only to find 
> that the problem persisted.
> 
> Next I created a new icenode using the wizard, adding one input and one 
> output port with the default settings, and setting it to single threaded. 
> This also slowly increases memory consumption when executed. Using an 8x8x8 
> grid as input it increases memory usage by about 150kb per second.
> 
> If the input is singular (object context) there is no perceivable increase in 
> memory usage. The rate of increase appears to be relative to the number of 
> input components.
> 
> I primarily use Softimage 2011, but running it in the 2014 trial produces the 
> same result. Were it a legitimate bug it would seem unlikely that it would 
> persist for so long.
> 
> Could anyone shed some light on what is going on here? Is this normal?
> 
> Thanks
> 
> 
> --
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> "unsubscribe" and reply to the confirmation email.
> 
> 
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Re: Friday Flashback #139

2013-09-27 Thread Chris Chia
Yea nice flashback... But how accurate are those figures?

Chris 


On 28 Sep, 2013, at 12:28 AM, Luc-Eric Rousseau  wrote:

> 13, 22 and 32 million dollar loss.  nice.
> can't believe that stuff was public.. (can you really have
> "flashbacks" about stuff you didn't know :P )
> 
> On Fri, Sep 27, 2013 at 10:36 AM, Greg Punchatz  wrote:
>> 1? the one being ILM?
>> 
>> In 1998, how many customers accounted for a little over 25% of Softimage
>> revenue?
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Re: Softimage 2014 SP2 and custom ICE node crash

2013-09-27 Thread Chris Chia
I believe there is a change to the data structure of a class...
The dev would know better.

Chris 


On 27 Sep, 2013, at 11:29 PM, Stephen Blair  wrote:

> Yes I understand that. But if your plugin works with SP1 and not SP2, then 
> that narrows it down somewhat, since there were presumable so few changes in 
> SP2.
> 
> 
> On Fri, Sep 27, 2013 at 11:25 AM, Guillaume Laforge 
>  wrote:
> Yes, SP2 fixed the ICE instance memory issue in SiToA I think.
> So it does not make sense to use 2014 SP1 as we are using Arnold.  
> 
> 
> On Fri, Sep 27, 2013 at 10:56 AM, Stephen Blair  
> wrote:
> Maybe you should try compiling against SP1 and see if that crashes too.
> In SP2, wasn't there just that one SDK change for ICE array access, which 
> broke binary compatibility?
> 
> 
> On 27/09/2013 10:37 AM, Guillaume Laforge wrote:
>> Hi guys,
>> 
>> I compiled a custom ICE node for 2014 SP2 and it crash all the time (It 
>> works perfectly in 2013 QF7).
>> As this node is rather complicated and call external libraries, it is not 
>> easy to send it to support (and I don't have the time right now to isolate 
>> the problem in a simpler code).
>> Because of that we are staying in 2013 for the production.
>> 
>> I'm wondering if other users got similar issue with custom ICE node in SP2 ?
>> 
>> Thanks,
>> 
>> Guillaume Laforge
>> 
>> 
>> --
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Re: Softimage 2014 SP2 and custom ICE node crash

2013-09-27 Thread Chris Chia
Hi Guillaume,
You sure know who to send to to troubleshoot your custom node.
Mind sending it to them?

Chris


On 27 Sep, 2013, at 11:25 PM, Guillaume Laforge 
 wrote:

> Yes, SP2 fixed the ICE instance memory issue in SiToA I think.
> So it does not make sense to use 2014 SP1 as we are using Arnold.  
> 
> 
> On Fri, Sep 27, 2013 at 10:56 AM, Stephen Blair  
> wrote:
> Maybe you should try compiling against SP1 and see if that crashes too.
> In SP2, wasn't there just that one SDK change for ICE array access, which 
> broke binary compatibility?
> 
> 
> On 27/09/2013 10:37 AM, Guillaume Laforge wrote:
>> Hi guys,
>> 
>> I compiled a custom ICE node for 2014 SP2 and it crash all the time (It 
>> works perfectly in 2013 QF7).
>> As this node is rather complicated and call external libraries, it is not 
>> easy to send it to support (and I don't have the time right now to isolate 
>> the problem in a simpler code).
>> Because of that we are staying in 2013 for the production.
>> 
>> I'm wondering if other users got similar issue with custom ICE node in SP2 ?
>> 
>> Thanks,
>> 
>> Guillaume Laforge
>> 
>> 
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Re: Softimage 2014 SP2 sketch curve bug

2013-09-26 Thread Chris Chia
Find the repro steps and submit a bug report. Softimage QAs will verify. 

Chris

On 27 Sep, 2013, at 6:13 AM, Rob Chapman  wrote:

> dont think its the preferences folder. we tried it on 4 separate 
> workstations, but of course will give it a go. but I have no choice on the 
> centos 6.2 install either - it was recently updated from 5.x and was the same 
> bug there as well I think - will check
> 
> 
> On 26 September 2013 22:58, Chris Chia  wrote:
> Try purging the preference folder. Might be corrupted.
> 
> Chris 
> 
> On 27 Sep, 2013, at 3:12 AM, Rob Chapman  wrote:
> 
>> thats good to know, thanks Alan!
>> 
>> 
>> On 26 September 2013 20:00, Alan Fregtman  wrote:
>> I think it's something with your setup.
>> 
>> On CentOS 6.3 here. Sketched 20 curves and gave up. No crashes.
>> 
>> 
>> 
>> On Thu, Sep 26, 2013 at 5:23 AM, Rob Chapman  wrote:
>> Centos 6.2 
>> 
>> Create>Curve>Sketch curve
>> 
>> 2nd or 3rd curve drawn
>> 
>> Softimage disappears with segmentation fault.
>> 
>> we are having to open Maya to sketch curves?  :(
>> 
>> 
>>  
>> 
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Re: Softimage 2014 SP2 sketch curve bug

2013-09-26 Thread Chris Chia
Try purging the preference folder. Might be corrupted.

Chris 

On 27 Sep, 2013, at 3:12 AM, Rob Chapman  wrote:

> thats good to know, thanks Alan!
> 
> 
> On 26 September 2013 20:00, Alan Fregtman  wrote:
> I think it's something with your setup.
> 
> On CentOS 6.3 here. Sketched 20 curves and gave up. No crashes.
> 
> 
> 
> On Thu, Sep 26, 2013 at 5:23 AM, Rob Chapman  wrote:
> Centos 6.2 
> 
> Create>Curve>Sketch curve
> 
> 2nd or 3rd curve drawn
> 
> Softimage disappears with segmentation fault.
> 
> we are having to open Maya to sketch curves?  :(
> 
> 
>  
> 
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Re: Creating a polymesh out of ICE pointcloud instances of polymeshes

2013-09-18 Thread Chris Chia
In fact, this concept is also being used in ICE crowd. 1 big mesh created in 
ICE.

Chris


On 18 Sep, 2013, at 3:56 PM, Szabolcs Matefy  wrote:

> Hi Chris,
>  
> Yep, I was thinking on that…I try to figure out, I never tried this before 
> yet :D
>  
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
> Sent: Wednesday, September 18, 2013 9:11 AM
> To: softimage@listproc.autodesk.com
> Cc: softimage@listproc.autodesk.com
> Subject: Re: Creating a polymesh out of ICE pointcloud instances of polymeshes
>  
> Have a new ice tree to write out the point position and polygondescription.
>  
> And create an empty polymesh and use a create topo ice node to create the 
> mesh ;)
> 
> Chris
> 
> On 18 Sep, 2013, at 3:07 PM, Szabolcs Matefy  wrote:
> 
> Huh
>  
> So the question is how can I create a polymesh out of an ICE point cloud 
> containing instances of polymeshes. I need the exact copy, but in polymesh 
> form… The thing is we need a reliable instance on curve solution, and what we 
> found so far was an ICE addon generating a pointcloud only 
> (http://www.si-community.com/community/viewtopic.php?f=19&t=2943&start=0&sid=d1a6b3bafcedc489600b068fbb2d454e).
>  Then I tried to use Guillome Laforge 
> compound(http://www.si-community.com/community/viewtopic.php?f=15&t=1579&start=0)
>  but at certain point the generated mesh was not in sync with the pointcloud 
> instances.
>  
> Does anybody have any solution for this
>  
>  
> Cheers
> Szabolcs
> ___
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Re: Creating a polymesh out of ICE pointcloud instances of polymeshes

2013-09-18 Thread Chris Chia
Have a new ice tree to write out the point position and polygondescription.

And create an empty polymesh and use a create topo ice node to create the mesh 
;)

Chris

On 18 Sep, 2013, at 3:07 PM, Szabolcs Matefy  wrote:

> Huh
>  
> So the question is how can I create a polymesh out of an ICE point cloud 
> containing instances of polymeshes. I need the exact copy, but in polymesh 
> form… The thing is we need a reliable instance on curve solution, and what we 
> found so far was an ICE addon generating a pointcloud only 
> (http://www.si-community.com/community/viewtopic.php?f=19&t=2943&start=0&sid=d1a6b3bafcedc489600b068fbb2d454e).
>  Then I tried to use Guillome Laforge 
> compound(http://www.si-community.com/community/viewtopic.php?f=15&t=1579&start=0)
>  but at certain point the generated mesh was not in sync with the pointcloud 
> instances.
>  
> Does anybody have any solution for this
>  
>  
> Cheers
> Szabolcs
> ___
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Re: 2014

2013-09-17 Thread Chris Chia
Np. That's the least I could do ;)
Just post if u come across any difficulty with those builds.

Chris 

On 18 Sep, 2013, at 2:08 PM, Nick Angus  wrote:

> Thanks Chris, good advice as always!
> 
> N
> From: softimage-boun...@listproc.autodesk.com 
> [softimage-boun...@listproc.autodesk.com] on behalf of Chris Chia 
> [softimage...@gmail.com]
> Sent: 18 September 2013 15:44
> To: softimage@listproc.autodesk.com
> Cc: softimage@listproc.autodesk.com
> Subject: Re: 2014
> 
> If u have incompatibility issue with your plugins in 2014SP2, then use 
> 2014SP1.
> 
> But make sure u test the rendering if you are using 2014 or 2014SP1. Arnold 
> guys found certain issues in them and that's the reason why there's a 
> 2014SP2. 
> 
> I would advise you to test your workflow on 2014SP1 to see if you like it. If 
> happy, spend some time to check thoroughly on your plugins if using 2014SP2.
> 
> Chris 
> 
> 
> On 18 Sep, 2013, at 1:18 PM, Nick Angus  wrote:
> 
>> Such as Mootzoid? or Momentum?
>> Would you advise not to upgrade to 2014 at all or just not sp2?
>> 
>> Thanks Chris
>> From: softimage-boun...@listproc.autodesk.com 
>> [softimage-boun...@listproc.autodesk.com] on behalf of Nick Angus 
>> [n...@altvfx.com]
>> Sent: 18 September 2013 15:11
>> To: 
>> Subject: 2014
>> 
>> About to take the plunge and update from 2013 (not sp1) to 2014 (latest 
>> build).
>> Are there any caveats I should be wary of?
>> 
>> Appreciate any advice either way!
>> 
>> Cheers, Nick
>> --
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Re: 2014

2013-09-17 Thread Chris Chia
If u have incompatibility issue with your plugins in 2014SP2, then use 2014SP1.

But make sure u test the rendering if you are using 2014 or 2014SP1. Arnold 
guys found certain issues in them and that's the reason why there's a 2014SP2. 

I would advise you to test your workflow on 2014SP1 to see if you like it. If 
happy, spend some time to check thoroughly on your plugins if using 2014SP2.

Chris 


On 18 Sep, 2013, at 1:18 PM, Nick Angus  wrote:

> Such as Mootzoid? or Momentum?
> Would you advise not to upgrade to 2014 at all or just not sp2?
> 
> Thanks Chris
> From: softimage-boun...@listproc.autodesk.com 
> [softimage-boun...@listproc.autodesk.com] on behalf of Nick Angus 
> [n...@altvfx.com]
> Sent: 18 September 2013 15:11
> To: 
> Subject: 2014
> 
> About to take the plunge and update from 2013 (not sp1) to 2014 (latest 
> build).
> Are there any caveats I should be wary of?
> 
> Appreciate any advice either way!
> 
> Cheers, Nick
> --
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Re: 2014

2013-09-17 Thread Chris Chia
Go for 2014SP2.
But if u are using any 3rd party plugin which is ice related, I won't advise so.

There is also a Boolean bug in 2014.
Unless u don't use that modelling tool.

2014 however has a lot of benefits compared to 2013... Ice crowds, overrides, 
camera seq...

U weigh the pros and cons...

Chris

On 18 Sep, 2013, at 1:11 PM, Nick Angus  wrote:

> About to take the plunge and update from 2013 (not sp1) to 2014 (latest 
> build).
> Are there any caveats I should be wary of?
> 
> Appreciate any advice either way!
> 
> Cheers, Nick
> --
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Re: Anyone have an idea what this error message means?

2013-09-17 Thread Chris Chia
Try merging the scene...

Chris


On 18 Sep, 2013, at 11:27 AM, Daniel Kim  wrote:

> Thanks Alan
> I saved the scene and open it, but keep showing me that error message... and 
> also crash down : /
> I had to make a complete new scene Q_Q
> I guess some models or reference models were corrupted : /
> 
> Daniel
> 
> 
> On Wed, Sep 18, 2013 at 11:07 AM, Alan Fregtman  
> wrote:
> It means that framebuffer is no more, but it's in your scene, connected to 
> nothing. It will get cleaned up when you reopen the scene after saving.
> 
> It happens sometimes. Hopefully it wasn't anything important! :p
> 
> 
> 
> On Tue, Sep 17, 2013 at 6:46 PM, Daniel Kim  wrote:
> I get this message all of sudden, and have no idea what it means.
> ' WARNING : 3000 - -- [Framebuffer<2400>] was saved, but is disconnected from 
> the scene. (Floating object)
> Anyone have an idea?
> 
> Daniel
> 
> 
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> 
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> 
> 
> -- 
> ---
> Daniel Kim
> Animation Director & Professional 3D Generalist
> http://www.danielkim3d.com
> ---
> 
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RE: Poll. How frequently 2014 SP2 crashes, and when?

2013-09-11 Thread Chris Chia
Vincent, it's looking good on your image ;)


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Ullmann
Sent: Thursday, September 12, 2013 6:07 AM
To: softimage@listproc.autodesk.com
Subject: Re: Poll. How frequently 2014 SP2 crashes, and when?

Stephen just postet a nice Script, regarding this Topic:
http://xsisupport.com/2013/09/11/getting-crash-dirty-exit-and-clean-exit-counts/

Would be nice to se some of your Stats
wondering if i do something completly wrong ;-)

PS:
Here are some Stats from me
https://dl.dropboxusercontent.com/u/32213900/XSI_Crashes.JPG

Am 11.09.2013 11:56, schrieb Doeke Wartena:
I dont use xsi that much but so far i did not have a single crash yet.

2013/9/11 Jens Lindgren 
mailto:jens.lindgren@gmail.com>>
Thomas just reminded me that you can put the key map in your personal workgroup 
so no need to copy it back and forth.

/Jens

On Wed, Sep 11, 2013 at 11:30 AM, Jens Lindgren 
mailto:jens.lindgren@gmail.com>> wrote:
Haha, yeah, if I switched Arnold that many times I wouldn't delete my user 
folder.
I only switch like once a month or something like that.
But instead of deleting the Arnold Render.Preset and all references to Arnold 
in default.xsipref, I usually delete the whole folder and run my script to set 
all preferences again.
I don't have any addons or plugins at all in my user folder but instead have a 
personal workgroup on the network. That way the farm can still use my personal 
stuff.
The only drawback is that the recent files and Project Manager gets cleared but 
that's sometimes a good thing as well as old project that has been archived and 
not accessible anymore gets cleared out.
Oh, and the key map needs to be backed up and copied back to the new user 
folder.

/Jens

On Wed, Sep 11, 2013 at 11:14 AM, Vincent Ullmann 
mailto:vincent.ullm...@googlemail.com>> wrote:
Deleteing my UserFolder every time i install Arnold?
So sometimes this might be 5-8 times a day if i work on multiple Projects at 
once?
I might give it a try


We are using Softimage2014 here for about 2 Months now.
It didnt crashed on August 9th and September 5th.
On all other Days it crashes every 10 - 60 minutes.
Mostly in combination with external Renderers or ICE

Also i'am not sure how stable it is on Saturday and Sundays only a few 
Crahes here.




Am 11.09.2013 09:44, schrieb Jens Lindgren:
I have been using it for about a month and not a single crash yet. Used the 
knife tool like crazy on the current project.
I never migrate the preferences and I delete the user folder every time it's 
time to update Arnold. I then have a script that I run manually to set up all 
my preferences again.

/Jens

On Wed, Sep 11, 2013 at 9:23 AM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
Hey folks

Here most of our artists have plenty of crashes with Softimage 2014 SP2 (Daily 
4-5 on average)
They have crashes on Knife tool, Connect edge, Texture Editor.

They have migrated their preferences from previous versions (SI2013 or so)

I myself have also problems, but most of them are because of an ICE based 
modeling tool I use for extrusion.

I want to isolate the source of their crashes, and I need to know if you have 
similar issues. I suspect corrupted memory, but I was told that maybe a user 
preference might cause this (it sounds bullshit, to be honest), but I want to 
stay on the safe side, so will test it.



Cheers
___
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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this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli



--
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios




--
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios



--
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios


<>

Re: something broken in syflex ice?

2013-09-11 Thread Chris Chia
Yes the bug: syflexIsSpring is already being worked.


On 11 Sep, 2013, at 2:23 AM, "David Barosin" 
mailto:dbaro...@gmail.com>> wrote:

I had a similar problem with the length parameter on the syflexISpring node not 
working.  I'm guessing it happened with the introduction of weightmaps for 
syflex.

I submitted a bug report but you may want to add this one to the list.


On Tue, Sep 10, 2013 at 1:31 PM, Andi Farhall 
mailto:hack...@outlook.com>> wrote:
2 point springs appear to broken in 2014sp2/linux. Just to double check, i 
loaded the sample scene that demonstrates the 2 point spring, and there's 
nothing going on. I'll have a butchers at the win7 version later.


cheers,

Andi.

...
http://www.hackneyeffects.com/
https://vimeo.com/user4174293
http://www.linkedin.com/pub/andi-farhall/b/496/b21


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http://spylon.tumblr.com/


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RE: Poll. How frequently 2014 SP2 crashes, and when?

2013-09-11 Thread Chris Chia
Have been using Knife tool and Split, Add Poly and any other modeling tools 
that you can think of... for modeling (characters for 3d printing :) ) And it 
doesn't crash on us.

Fyi, we don't use any workgroup and plugin...


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Wednesday, September 11, 2013 3:24 PM
To: softimage@listproc.autodesk.com
Subject: Poll. How frequently 2014 SP2 crashes, and when?

Hey folks

Here most of our artists have plenty of crashes with Softimage 2014 SP2 (Daily 
4-5 on average)
They have crashes on Knife tool, Connect edge, Texture Editor.

They have migrated their preferences from previous versions (SI2013 or so)

I myself have also problems, but most of them are because of an ICE based 
modeling tool I use for extrusion.

I want to isolate the source of their crashes, and I need to know if you have 
similar issues. I suspect corrupted memory, but I was told that maybe a user 
preference might cause this (it sounds bullshit, to be honest), but I want to 
stay on the safe side, so will test it.



Cheers
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
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does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
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<>

Re: Animation layers and Boolean parameters

2013-09-06 Thread Chris Chia
I remember that there's a Boolean keying issue in the custom param and we 
should have fixed it. Not sure whether it's the same issue.

Let us know whether you still can repro it in 2014.

Chris


On 7 Sep, 2013, at 7:50 AM, "Jeremie Passerin" 
mailto:gerem@gmail.com>> wrote:

Oh and it's XSI2013. I would have to check in 2014


On 6 September 2013 16:49, Jeremie Passerin 
mailto:gerem@gmail.com>> wrote:
The new layer is the current layer on my test.
So I vote for a bug too ;-)

thanks


On 6 September 2013 16:45, Matt Lind 
mailto:ml...@carbinestudios.com>> wrote:
Edit:

Just thought about it – depends on whether or not the new animation layer is 
defined as current or not.

If the new layer is not set to be the current layer, then the behavior you’re 
experiencing is correct as your last key from the base layer is set to false.

If the new layer is the current layer, then it’s a bug as the last key was set 
to true.



Matt



From: Matt Lind
Sent: Friday, September 06, 2013 4:43 PM
To: 'softimage@listproc.autodesk.com'
Subject: RE: Animation layers and Boolean parameters

Sounds like a bug to me, but of the small annoyance kind.


Matt




From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin

Sent: Friday, September 06, 2013 4:41 PM
To: softimage
Subject: Re: Animation layers and Boolean parameters

just tested and yeah I have the same issue with the viewvis parameter

On 6 September 2013 16:21, Matt Lind 
mailto:ml...@carbinestudios.com>> wrote:
Do you get the same behavior when keying a native Boolean parameter instead of 
a custom parameter?  CustomParamSets are kind of the wild west in terms of 
behavior.  I would test a Boolean parameter like viewvis and compare with a 
Boolean on a self installing customproperty.

Under the hold the animation layer system is actually the animation mixer which 
has it’s own rules and logic.  Perhaps some of that is bubbling up.



Matt








From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Jeremie Passerin
Sent: Friday, September 06, 2013 4:08 PM
To: softimage
Subject: Animation layers and Boolean parameters

Before I log a bug report, I want to make sure I'm not doing something stupid.
Here is what I do.

- New Scene
- Create a null
- Create a custom property on that null with a boolean parameter
- Set a key on the parameter ( value = False )
- Now create a new animation layer
- Set the param to True and Key
- Move to another frame and key again
BAM ! The parameter is set to False without asking !

Am I doing anything wrong there ?


You can also reproduce the bug with this script :
Application.NewScene("", "")
Application.GetPrim("Null", "", "", "")
Application.AddProp("Custom_parameter_list", "", "", "CustomPSet", "")
Application.SIAddCustomParameter("null", "Param", "siBool", 0, 0, 1, "", 2053, 
0, 1, "", "")
Application.SelectObj("null.CustomPSet", "", "")
Application.SetValue("null.CustomPSet.Param", True, "")
Application.SetValue("null.CustomPSet.Param", False, "")
Application.SaveKey("null.CustomPSet.Param", 1, "", "", "", "", "")
Application.AddAnimationLayer("Scene_Root", "", 1)
Application.SetValue("null.CustomPSet.Param", True, "")
Application.SaveKey("null.CustomPSet.Param", 1, "", "", "", "", "")
Application.SetValue("PlayControl.Key", 10, "")
Application.SetValue("PlayControl.Current", 10, "")
Application.SaveKey("null.CustomPSet.Param", 10, "", "", "", "", "")



<>

RE: Unsubscribe

2013-09-05 Thread Chris Chia
Hi Daniel,
It's done! dani...@magicboxandapps.com has 
been removed.

Cheers,
Chris

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Daniel Kim
Sent: Friday, September 06, 2013 12:57 PM
To: softimage@listproc.autodesk.com
Subject: Re: Unsubscribe

I'm just here Mirko @_@ just wanted to unsubscribe office email :) But still 
don't know how to unsubscribe...

On Fri, Sep 6, 2013 at 4:34 PM, Mirko Jankovic 
mailto:mirkoj.anima...@gmail.com>> wrote:
hey Daniel, where are you going man? :)

On Thu, Sep 5, 2013 at 11:21 PM, Daniel Kim 
mailto:dani...@magicboxandapps.com>> wrote:
Ah, okay. Thanks for the info.
I should find out that email address first.

Thanks

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Sven Constable
Sent: Friday, September 06, 2013 8:57 AM
To: softimage@listproc.autodesk.com
Subject: RE: Unsubscribe

I think you need to put "unsubscribe" in the body, not in the subject. Wasn't 
the mail adress also different from 
softimage@listproc.autodesk.com ? back 
in the days it was majordomo@... Dont know whats today. :)

sven

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Daniel Kim
Sent: Thursday, September 05, 2013 10:50 PM
To: softimage@listproc.autodesk.com
Subject: Unsubscribe




Confidentiality Note: The contents of this e-mail message and any attachments 
are confidential and are intended solely for addressee. The information may 
also be legally privileged. This transmission is sent in trust, for the sole 
purpose of delivery to the intended recipient. If you have received this 
transmission in error, any use, reproduction or dissemination of this 
transmission is strictly prohibited. If you are not the intended recipient, 
please immediately notify the sender by reply e-mail or phone and delete this 
message and its attachments, if any.


Confidentiality Note: The contents of this e-mail message and any attachments 
are confidential and are intended solely for addressee. The information may 
also be legally privileged. This transmission is sent in trust, for the sole 
purpose of delivery to the intended recipient. If you have received this 
transmission in error, any use, reproduction or dissemination of this 
transmission is strictly prohibited. If you are not the intended recipient, 
please immediately notify the sender by reply e-mail or phone and delete this 
message and its attachments, if any.




--
---
Daniel Kim
Animation Director & Professional 3D Generalist
http://www.danielkim3d.com
---

<>

Re: softimage.tv - Hello World!

2013-09-04 Thread Chris Chia
Thanks for making the effort!
This would definitely keep every studio updated with what Softimage could do.

Chris

On 4 Sep, 2013, at 8:18 PM, "Cristobal Infante" 
mailto:cgc...@gmail.com>> wrote:

Hi All,

Would like to announce the launch of softimage.tv created 
to showcase the best softimage work out there. It's meant to be mainly a video 
depository but hoping it will also function as a hub for the community.

The idea sparked from Andy Moorer's Nike Evolution write up on that Nike job, I 
thought amazing effort but how do we showcase it a bit more? The list and 
si-community are great place to discuss soft, but I think a lot users are not 
on it, not to mention producers, agencies and decision makers.

It is still early days so this is a work in progress, we will be adjusting the 
layout based on the predominant content we receive. This is where eveyone can 
help us a bit, If you ever created a tutorial for soft, uploaded a test, done 
an amazing tool,  have a  showreel to show off, finished a good looking job 
help us by submitting it.

You can directly submit your videos via very simple form in the website (Submit 
video). All you need to send is a title, vimeo/youtube url, and description. 
The wordpress will look after the thumbnails, then all we have to do is approve 
it. Ideally you will be logged in when submitting, so the system will put all 
videos under your profile.

The website was created by myself with the help of Cesar Saez . Would love to 
know what you guys think about it, and how we can move things foward.

Best,
Cris


<>

RE: unsubscribe

2013-09-03 Thread Chris Chia
Done :D

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Guillaume Laforge
Sent: Tuesday, September 03, 2013 11:36 PM
To: softimage@listproc.autodesk.com
Subject: unsubscribe

Please...

:)

<>

Re: undocumented flag for Command.SetFlag()

2013-08-30 Thread Chris Chia
I will forward that to dev. It's already weekend for us. Will get back to you 
asap.

Regards,
Chris


On 31 Aug, 2013, at 2:38 AM, "Matt Lind" 
mailto:ml...@carbinestudios.com>> wrote:

Edit:

C:\Program Files (x86)\Autodesk\Softimage 2013 
SP1\Application\Commands\GlobalVarPlugin.js



From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, August 30, 2013 11:33 AM
To: softimage@listproc.autodesk.com
Subject: undocumented flag for Command.SetFlag()

Can anybody with inside information explain this one?

I am looking at GlobalVariable.js which is the plugin for the SetGlobal(), 
SetGlobalObject(), and GetGlobal() commands.  In the _Init() of each command 
there is a line that looks like this:

Cmd.SetFlag( 262144, false );

Normally you’d see Cmd.SetFlag( siNoLogging, true ), or something like that, to 
define behavior of the command’s execution environment.  Upon looking in the 
SDK docs for Command.SetFlag(), there is no combination of enums that 
individually or bitwise combined that resolve to 262144 as shown above.  So 
what does this flag do?

Thanks,


Matt
<>

RE: Deform ICE pointcloud, not

2013-08-27 Thread Chris Chia
ICE Bend works well on pointcloud...
Even Bend operator from Model works.

Did you check the axis direction?


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Pingo van der 
Brinkloev
Sent: Tuesday, August 27, 2013 3:32 PM
To: softimage@listproc.autodesk.com
Subject: Deform ICE pointcloud, not

Hey list,

I wanted to apply a bend operator (or whatever ole deformer) to a pointcloud 
and I just assumed that I could. But I can't deform an ICE pointcloud? Was that 
the old legacy particles?

- Would I have to build the deformer in ICE (with getters and setters and some 
math) and apply it under post sim?

Cheers!
<>

RE: Softimage 2015 User Survey

2013-08-20 Thread Chris Chia
Hi Doeke,
This survey is posted here to seek for a bigger audience as it's result would 
be useful for certain decision needed for Linux support.
Of course we do contact the users and sometimes we brought it offline [out of 
mailinglist] and emailed users instead to collect more information.

And lastly, please rest assured that many eyes are on this list.


Regards,
Chris

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Doeke Wartena
Sent: Wednesday, August 21, 2013 3:19 AM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage 2015 User Survey

I wondered, are people that work on softimage ever active on the mailinglist 
apart from asking for a survey?
In other words, how is the contact between the creators and the users?

2013/8/19 Rob Wuijster mailto:r...@casema.nl>>
Just a friendly warning, this only works without issues on non-UEFI machines.
Due to the UEFI 'Secure Boot' Wubi will not run, and could in some cases 
destroy data on disk.
So if you recently bought a new (W8) pc, chances are it boots with UEFI. So 
YMMV on these pc's with Ubuntu

But yes, there are tricks to work around this if you want ;-)




Rob



\/-\/\/
On 16-8-2013 19:29, Alan Fregtman wrote:
If anyone is new to Linux but wants to get their feet wet in the easiest way 
possible, check out the Wubi installer:
http://www.ubuntu.com/download/desktop/windows-installer

It will install as a program under Windows and will set up dual boot perfectly 
for you without touching your partitions (using a file as a virtual disk.) 
Because of this virtual disk thing, it's not recommended for very serious use, 
but it's a great way to try things out...

and if you don't like it, go to Windows, Control Panel, Uninstall Programs, 
type in Wubi and that's it.

If you do end up liking I suggest install Ubuntu with the install cd on a real 
partition. Copying your settings is not hard, if you're worried about that.



On Fri, Aug 16, 2013 at 1:00 PM, Andres Stephens 
mailto:drais...@outlook.com>> wrote:
I'm curious about Linux. As.. the multiprocessor support would be perfect for 
some machines we are thinking to buy as servers for a renderfarm.

I use Windows 7 and 8 a lot, and I use thirdparty apps for multidesktop 
features, with the functions like the ones mentioned below. I am starting to 
use free software, like GIMP, Blender and other suites for my needs, and 
wondered what other pro's of Linux to consider the switch. It would be nice to 
have Softimage as an easy package for Linux based renderfarm solutions or 
alternative OS solutions.

The last mail you wrote was good to know, other than the conflicting 
intuous/bamboo driver conflict and multi user accounts logged in on different 
monitors at the same time, I do do the same virtual desktop system in Windows 
(Virtuawin or Dexpot) , and yes also, there are some other great productivity 
tools I use in Windows I am sure I'd miss in Linux. Many pro's and con's.

If SI was an option for some kind of linux system, I would consider it once I 
upgrade to new hardware that Windows couldn't take advantage of.

Any "ease of use" and "compatibility" development is welcome.

+1


> Date: Fri, 16 Aug 2013 18:34:51 +0200
> From: c...@glarestudios.de

> To: softimage@listproc.autodesk.com
> Subject: Re: Softimage 2015 User Survey
>
> ...you do realize that i can make the exact same statement with a search
> and replace for linux vs windows, do you?
>
> just sayin'...
>
> but joking aside: for me switching to linux brought a lot more
> advantages than staying with good old windows.
>
> first i don't miss any tools. i have softimage, mudbox, maya, photoshop,
> inkscape and all our inhouse editors. they all work fine. secondly, the
> killerfeature of linux is its window managers. in my case mate desktop.
> its slick, fast and powerful. i can have as many virtual desktops as i
> want, keep several apps open in parallel (and not stacked up behind each
> other), each screen is customized to my needs. sessions get saved, i can
> switch and shuffle them around with a few keystrokes and i almost never
> reboot - updates happen in the background...i have two monitors chained
> to one desktop and another monitor on a second x session that kind of
> acts like a second computer with a shared mouse, keyboard and
> copy/paste-buffer for email etc.. it's the real life equivalent of those
> funky hollywood-operating systems that we've all seen so many times
> before and it's boosting my day2day performance a LOT.
>
> oh, and i can switch between wacom intous and bamboo without
> deinstalling and installing drivers. try that with windows :)
>
> cheers!
> chris
>
> On 08/16/2013 06:05 PM, Mirko Jankovic wrote:
> > yea so far I also saw only problems with linux after trying to switch
> > couple times
> > fro missing so many other tools to making every day t

RE: Softimage 2015 User Survey

2013-08-18 Thread Chris Chia
Hi Ales,
I didn't forget... I have been pushing every year... :)

Regards,
Chris

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ales Dlabac
Sent: Monday, August 19, 2013 2:35 AM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage 2015 User Survey

Hi Chris,
sorry for OT question but it should be related for getting info from users when 
do you think you will start Small annoying things for XSI?
Thank you
Ales Dlabac

On Fri, Aug 16, 2013 at 4:51 AM, Chris Chia 
mailto:chris.c...@autodesk.com>> wrote:
Hi guys,
We need some inputs from everyone. Please fill up the survey below:
https://customer.voice.autodesk.com/se.ashx?s=077012DC304DCD63

The reason for this survey is to access the impact of dropping official support 
for Fedora 14.
If we do drop support, we intend to continue running automated sanity checks on 
Fedora 14 for a while longer.
The officially supported Linux distributions for 2015 is expected to be 
RedHat/CentOS 6.2.

Please do so by the end of August. Thanks.


Regards,
The Softimage Team

<>

Re: Softimage 2015 User Survey

2013-08-16 Thread Chris Chia
Thanks Andi for taking your time to complete the survey.
The survey is aimed to get some answers from our Linux users.

Nevertheless it's still good to know how many Windows users for Softimage.

Regards,
Chris

Sent from my iPhone

On 16 Aug, 2013, at 9:38 PM, "Andi Farhall" 
mailto:hack...@outlook.com>> wrote:

The shortest survey ever? or just me.

Q1: Do you use linux?
no

Thanks you for participating in the survey.

A>

...
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.





Date: Fri, 16 Aug 2013 15:10:55 +0200
Subject: Re: Softimage 2015 User Survey
From: mirkoj.anima...@gmail.com<mailto:mirkoj.anima...@gmail.com>
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>

+1 for bigger developer team and more R&D dedicated to SI instead of only 
maintenance crew ;)


On Fri, Aug 16, 2013 at 3:03 PM, Miquel Campos 
mailto:miquel.cam...@gmail.com>> wrote:
+1 for any easy to use distro




Miquel Campos
www.miquelTD.com<http://www.miquelTD.com>



2013/8/16 Alan Fregtman 
mailto:alan.fregt...@gmail.com>>
+1 for Ubuntu support n̶o̶t̶ ̶i̶n̶v̶o̶l̶v̶i̶n̶g̶ ̶p̶l̶a̶n̶e̶t̶a̶r̶y̶ 
̶a̶l̶i̶g̶n̶m̶e̶n̶t̶ ̶a̶n̶d̶/̶o̶r̶ ̶v̶o̶o̶d̶o̶o̶ ̶s̶a̶c̶r̶i̶f̶i̶c̶e̶s being 
simple.


On Fri, Aug 16, 2013 at 12:48 AM, Angus Davidson 
mailto:angus.david...@wits.ac.za>> wrote:
Hi Chris

Very happy to see this survey (completed)

The linux installer for Softimage needs a lot of polish. ;) When you guys get 
to it would it be possible to allow an Ubuntu / Linux Mint version as well. I 
know you cant specifically target all distributions, but at least allowing an 
easy install via rpms or deb would be a big step forward. Also if it could be 
robust enough that you don't need to spend days trying to get your .so file and 
other celestial entities to align so that it will actually work within a decent 
timeframe.

Kind regards

Angus



From: Chris Chia [chris.c...@autodesk.com<mailto:chris.c...@autodesk.com>]
Sent: 16 August 2013 04:51 AM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Softimage 2015 User Survey

Hi guys,
We need some inputs from everyone. Please fill up the survey below:
https://customer.voice.autodesk.com/se.ashx?s=077012DC304DCD63

The reason for this survey is to access the impact of dropping official support 
for Fedora 14.
If we do drop support, we intend to continue running automated sanity checks on 
Fedora 14 for a while longer.
The officially supported Linux distributions for 2015 is expected to be 
RedHat/CentOS 6.2.

Please do so by the end of August. Thanks.


Regards,
The Softimage Team




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 message may 
not be legally binding on the University and may contain the personal views and 
opinions of the author, which are not necessarily the views and opinions of The 
University of the Witwatersrand, Johannesburg. All agreements between the 
University and outsiders are subject to South African Law unless the University 
agrees in writing to the contrary.











<>

Softimage 2015 User Survey

2013-08-15 Thread Chris Chia
Hi guys,
We need some inputs from everyone. Please fill up the survey below:
https://customer.voice.autodesk.com/se.ashx?s=077012DC304DCD63

The reason for this survey is to access the impact of dropping official support 
for Fedora 14.
If we do drop support, we intend to continue running automated sanity checks on 
Fedora 14 for a while longer.
The officially supported Linux distributions for 2015 is expected to be 
RedHat/CentOS 6.2.

Please do so by the end of August. Thanks.


Regards,
The Softimage Team
<>

RE: ICE - polygon grow selection to unfold

2013-08-15 Thread Chris Chia
You would need to use Polygonal Description and Point Position attributes.
I think you can write a custom ice node to do some math and output the new 
pointposition.
<>

Re: Latest work from Whiskytree -- Elysium

2013-08-13 Thread Chris Chia
Nice Work Whiskytree!
If you have a publicity video with Softimage involved, do let us know... Need 
to show to A marketing ;)


On 14 Aug, 2013, at 5:12 AM, "Votch" 
mailto:megavo...@gmail.com>> wrote:

Now that Elysium is out I can mention the project publicly!

Here is an article on some of the work we did for Elysium.

http://library.creativecow.net/kaufman_debra/VFX_Elysium-Whiskytree/1

When I was a kid I wanted to work in VFX so that I could build space ships and 
work on SCI-FI films. Elysium is my first SCI-FI project and personally it was 
totally worth the wait.

Votch Levi
Whiskytree
<>

Re: Soft 2014 in Linux is "always-on-top"?

2013-07-27 Thread Chris Chia
It's not because it is fragile in Linux but there are so many flavours of Linux 
and the system lib versions differ in these flavours.

To make sure the installation works 100% on your machine, do check the release 
note for the list of supported OSes. Else, one would probably have to customise 
his lib to be in sync with Softimage's.


Cheers,
Chris


On 27 Jul, 2013, at 4:53 PM, "Christoph Muetze"  wrote:

> Hi Sylvain,
> 
> ...i came across the same problem. Softimage seems to becoming more and more 
> fragile on the Linux side of things, an install becomes harder with every 
> release :/
> 
> Fortunately the solution to your problem is fairly simple:
> 
> mv 
> /usr/Softimage/Softimage_2014_SP2/Application/mainwin/mw/lib-amd64_linux/X11/libX11.so.6
>  
> /usr/Softimage/Softimage_2014_SP2/Application/mainwin/mw/lib-amd64_linux/X11/~libX11.so.6
> 
> Cheers,
> Chris
> 
> 
> On 07/27/2013 03:12 AM, Sylvain Lebeau wrote:
>> Hi thomas and Christoph
>> 
>> i am struggling to make Softimage work in Fedora 18.  I remember seeing some 
>> errors in the install log too. But i dont have it underhands right now.
>> 
>> here's the error i get when i try to launch XSI
>> if any of you could help me out, it would be greatly appreciated.
>> 
>> /usr/Softimage/Softimage_2014_SP2/Application/bin/XSI.bin: symbol lookup 
>> error: /usr/lib64/libXext.so.6: undefined symbol: _XGetRequest
>> 
>> thanks!
>> 
>> sly
>> 
>> 
>> 
>> On 07/26/2013 04:25 AM, Thomas Volkmann wrote:
>>> Nope, I'm on Fedora19. I'm not a 100% sure if I get that problem with all 
>>> Windowmanagers (KDE/Gnome/Fluxbox). I can check later.
>>> 
>>> > Chris Chia  hat am 26. Juli 2013 um 10:14 
>>> > geschrieben:
>>> >
>>> >
>>> > Just curious, is everyone using just CentOS?
>>> >
>>> > From: softimage-boun...@listproc.autodesk.com 
>>> > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele 
>>> > Fragapane
>>> > Sent: Friday, July 26, 2013 6:51 AM
>>> > To: softimage@listproc.autodesk.com
>>> > Subject: Re: Soft 2014 in Linux is "always-on-top"?
>>> >
>>> > Hadn't noticed you guys referred specifically to 2014. Ignore my previous 
>>> > post, we don't use 2014 yet, only 12 and 13.
>>> >
>>> > On Thu, Jul 25, 2013 at 11:48 PM, Alan Fregtman 
>>> > mailto:alan.fregt...@gmail.com>> wrote:
>>> > Yep, exact same symptoms... it doesn't register in the window manager at 
>>> > all. Not sure why, but I'm betting it's Mainwin. :(
>>> >
>>> >
>>> > On Thu, Jul 25, 2013 at 8:43 AM, Christoph Muetze 
>>> > mailto:c...@glarestudios.de>> wrote:
>>> > Hi,
>>> >
>>> > i can relate, i'm experiencing exactly the same problem :(
>>> >
>>> > Softimage 2014 ignores the windowmanager completely, when maximized it 
>>> > goes beyond the usual borders (almost like fullscreen), it doesn't show 
>>> > up in taskbar either and when minimized then it becomes a little 
>>> > icon-like square that is floating on top of every other application or 
>>> > window. Also it stays fixed to the screen, no matter what workspace i'm 
>>> > on. So switching spaces always drags Softimage with, no matter what you 
>>> > do...
>>> >
>>> > The same behaviour is true for the mainwin control app after the 
>>> > update... it's the usual suspect for this, i guess - but it is still 
>>> > noteworthy imho, especially since Softimage 2013 still behaves a 100% 
>>> > correctly on the same machine... (So do Mudbox 2014 and Maya 2014)..
>>> >
>>> > If any of the Developers is up for troubleshooting i'm more than willing 
>>> > to step in and help out as much as i can on my side... just drop me a 
>>> > line.
>>> >
>>> > Cheers,
>>> > Chris
>>> >
>>> >
>>> > On 07/09/2013 11:54 PM, Alan Fregtman wrote:
>>> > Hey guys,
>>> >
>>> > Anybody out there using Soft2014 with Linux have the problem that it sits
>>> > always-on-top of every other window?
>>> >
>>> > It's pretty annoying and I'm wondering if it's just me. We're on CentOS at
>>> > work.
>>> >
>>> > Cheers,
>>> >
>>> > -- Alan
>>> >
>>> >
>>> >
>>> >
>>> >
>>> > --
>>> > Our users will know fear and cower before our software! Ship it! Ship it 
>>> > and let them flee like the dogs they are!
>> 
>> 
> 
<>

RE: Soft 2014 in Linux is "always-on-top"?

2013-07-26 Thread Chris Chia
Just curious, is everyone using just CentOS?

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Friday, July 26, 2013 6:51 AM
To: softimage@listproc.autodesk.com
Subject: Re: Soft 2014 in Linux is "always-on-top"?

Hadn't noticed you guys referred specifically to 2014. Ignore my previous post, 
we don't use 2014 yet, only 12 and 13.

On Thu, Jul 25, 2013 at 11:48 PM, Alan Fregtman 
mailto:alan.fregt...@gmail.com>> wrote:
Yep, exact same symptoms... it doesn't register in the window manager at all. 
Not sure why, but I'm betting it's Mainwin. :(


On Thu, Jul 25, 2013 at 8:43 AM, Christoph Muetze 
mailto:c...@glarestudios.de>> wrote:
Hi,

i can relate, i'm experiencing exactly the same problem :(

Softimage 2014 ignores the windowmanager completely, when maximized it goes 
beyond the usual borders (almost like fullscreen), it doesn't show up in 
taskbar either and when minimized then it becomes a little icon-like square 
that is floating on top of every other application or window. Also it stays 
fixed to the screen, no matter what workspace i'm on. So switching spaces 
always drags Softimage with, no matter what you do...

The same behaviour is true for the mainwin control app after the update... it's 
the usual suspect for this, i guess - but it is still noteworthy imho, 
especially since Softimage 2013 still behaves a 100% correctly on the same 
machine... (So do Mudbox 2014 and Maya 2014)..

If any of the Developers is up for troubleshooting i'm more than willing to 
step in and help out as much as i can on my side... just drop me a line.

Cheers,
Chris


On 07/09/2013 11:54 PM, Alan Fregtman wrote:
Hey guys,

Anybody out there using Soft2014 with Linux have the problem that it sits
always-on-top of every other window?

It's pretty annoying and I'm wondering if it's just me. We're on CentOS at
work.

Cheers,

-- Alan





--
Our users will know fear and cower before our software! Ship it! Ship it and 
let them flee like the dogs they are!
<>

RE: Thread safety in Softimage

2013-07-23 Thread Chris Chia
I have yet heard any update on this.
And I believe this would involve a lot of work for many DCCs.




<>

RE: FBX issues

2013-07-21 Thread Chris Chia
Hi Sandy,
We could repro at our end.
Sorry for the inconvenience.

We'll log a defect.


Regards,
Chris

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland
Sent: Monday, July 22, 2013 1:51 PM
To: softimage@listproc.autodesk.com
Subject: Re: FBX issues

Chris,

I am using the Crosswalk > Import FBX to come in and export fbx with nulls off 
the crowdFX tools to export.

Thanks

Sandy

On 2013/07/22 4:02 AM, Chris Chia wrote:
> Hi Sandy,
> Were you using File > Import and Export FBX option?
>
>
> Regards,
> Chris
>

<>

RE: FBX issues

2013-07-21 Thread Chris Chia
Hi Sandy,
Were you using File > Import and Export FBX option?


Regards,
Chris

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Pingo van der 
Brinkloev
Sent: Sunday, July 21, 2013 5:42 PM
To: softimage@listproc.autodesk.com
Subject: Re: FBX issues

Hey Sandy, recently had this problem myself. I just focused on how many frames 
I needed.

In my case I needed 10 secs in PAL = 250 frames. So I retained the 30 fps (that 
fbx loves) in softimage untill I comped.

Still very annoying!

Cheers

Pingo



On 20/07/2013, at 09.54, Sandy Sutherland  wrote:

> Hi Chris,
> 
> Currently I am working on a workaround, not ideal.
> 
> There seems to be no way to get the FPS right, it defaults to 30fps and no 
> options.
> 
> Do you think you guys can help?  We purely need the FBX exporter to allow us 
> to either default to the FPS set in Softimage or allow us to select it on 
> export.
> 
> Thanks
> 
> Sandy
> 
> On 2013/07/20 12:46 AM, Chris Chia wrote:
>> Sandy, is this fixed?
>> 
>> 
>> On 19 Jul, 2013, at 11:00 PM, "Sandy Sutherland"  
>> wrote:
>> 
>>> OK so we are exporting out of 2014 SP2 our crowdFX stuff using FBX with 
>>> nulls.  Problem - our scenes are all PAL so 25fps settings. The FBX seems 
>>> to default to 30 fps so when we import the FBX file it sets our scene to 30 
>>> - and there seems to be no way to stop that or avoid it!  So - how do we do 
>>> this now?  There used to be an FPS setting in the FBX options, it has gone 
>>> AWOL and it is really needed!
>>> 
>>> We did try then resetting the scene to 25, but this seems to introduce a 
>>> couple of bumps and slight pops in the animation so is not really a 
>>> solution as we do not want to have to go in and try and clean animation up!
>>> 
>>> Any ideas how to get round this?
>>> 
>>> Thanks
>>> 
>>> S.
>>> 
>>> 
> 



<>

Re: Re[2]: OT: The making of Pacific Rim

2013-07-19 Thread Chris Chia
Hi Mathieu,
Thanks for making the effort to make this reply to elaborate on how you guys 
used ICE in the movie. Everyone here would surely benefit from this detailed 
description. And i'll definitely keep an eye on them when I catch the movie. 

Wow! Nice R&D people you have gotten there ;) unfortunately I won't be going to 
the siggraph but will definitely tell my colleagues to look out for you people 
at the mentioned booth.

Lastly hope to see more great works from Hybride! And do share with us here 
whenever a great work is done in Softimage. 


Chris 


On 20 Jul, 2013, at 1:59 AM, "Mathieu Leclaire"  wrote:

> 
> OK... I guess that's my cue then...
> 
> 
> We here at Hybride used a lot of ICE to create the motion graphics inside the 
> Jaegers... but there's not much to say, on my part anyway. We trained our 
> staff and created a few ICE based tools over the years so that they could do 
> these type of effects on their own. I was mostly only involved in debugging 
> some stuff and doing a few prototypes/suggestions of certain more complex 
> graphic effects. I was mainly busy working on White House Down, so I've been 
> a bit out of the loop on Pacific Rim. I wish I could tell you more, but I 
> don't really have much information. I know there's a lot of people who worked 
> very hard to make these graphics as cool as possible. I'm very proud of my 
> crew who are now comfortable enough to tackle such complex motion graphic 
> projects using ICE on their own, freeing me and my team up to focus on other 
> more complex technical challenges. Not all graphics where done
> using ICE. Some stuff was done with Cinema 4D, After Effects, Fusion, Flames, 
> etc. But the more complex graphics where pretty much all ICE based.
> 
> So yeah... lots of Softimage based effects where used on Pacific Rim from 
> many vendors... Who said Softimage wasn't used on films? We've been doing a 
> few miracles with it for years here at Hybride and we've worked on quite a 
> few films. You can do whatever you want with Softimage as long as you take 
> the time to set it up properly.
> 
> 
> I'll be at SIGGRAPH with some of my R&D colleagues (Guillaume Laforge, Eric 
> Thivierge & Julien Couet). Feel free to come and chat us up if ever you cross 
> our path. We'll participate in the deep compositing birds of a feather on 
> Monday and on the Fabric Engine birds of a feather on Wednesday, showing a 
> preview of some of our in house tools we are working on. I'll also be keeping 
> an eye on this mailing list if ever you have questions about our work.
> 
> 
> Cheers,
> 
> 
> Mathieu Leclaire
> Head of R&D
> Hybride Technologies, a Ubisoft division
> 
> 
> -Original Message- 
>> From: "Chris Chia"  
>> To: softimage@listproc.autodesk.com 
>> Date: 07/19/13 10:33 
>> Subject: RE: OT: The making of Pacific Rim 
>> 
>> Was just too excited and wanted to share the link...
>> 
>> Alan, hope there's another studio which would talk about its making in 
>> Softimage...
>> 
>>  
>  From: softimage-boun...@listproc.autodesk.com 
> [softimage-boun...@listproc.autodesk.com] on behalf of Gustavo Eggert Boehs 
> [gustav...@gmail.com]
>> Sent: Friday, July 19, 2013 10:25 PM
>> To: SI mailing list
>> Subject: Re: OT: The making of Pacific Rim
>> 
>>  
>  Zbrush is an AD M&E product??
>> 
> Its SIGGRAPH time, who knows? Time to buy a new company?
> lol
>  
>  
>  
> 
> 
> 
> 
<>

Re: FBX issues

2013-07-19 Thread Chris Chia
I am not familiar with FBX and I am not at my work place right now.

But I am thinking whether you can use the camera sequencer to scale by to 25 
fps?


On 19 Jul, 2013, at 11:00 PM, "Sandy Sutherland"  
wrote:

> OK so we are exporting out of 2014 SP2 our crowdFX stuff using FBX with 
> nulls.  Problem - our scenes are all PAL so 25fps settings. The FBX seems to 
> default to 30 fps so when we import the FBX file it sets our scene to 30 - 
> and there seems to be no way to stop that or avoid it!  So - how do we do 
> this now?  There used to be an FPS setting in the FBX options, it has gone 
> AWOL and it is really needed!
> 
> We did try then resetting the scene to 25, but this seems to introduce a 
> couple of bumps and slight pops in the animation so is not really a solution 
> as we do not want to have to go in and try and clean animation up!
> 
> Any ideas how to get round this?
> 
> Thanks
> 
> S.
> 
> 
<>

Re: FBX issues

2013-07-19 Thread Chris Chia
Sandy, is this fixed?


On 19 Jul, 2013, at 11:00 PM, "Sandy Sutherland"  
wrote:

> OK so we are exporting out of 2014 SP2 our crowdFX stuff using FBX with 
> nulls.  Problem - our scenes are all PAL so 25fps settings. The FBX seems to 
> default to 30 fps so when we import the FBX file it sets our scene to 30 - 
> and there seems to be no way to stop that or avoid it!  So - how do we do 
> this now?  There used to be an FPS setting in the FBX options, it has gone 
> AWOL and it is really needed!
> 
> We did try then resetting the scene to 25, but this seems to introduce a 
> couple of bumps and slight pops in the animation so is not really a solution 
> as we do not want to have to go in and try and clean animation up!
> 
> Any ideas how to get round this?
> 
> Thanks
> 
> S.
> 
> 
<>

RE: OT: The making of Pacific Rim

2013-07-19 Thread Chris Chia
lol.
It's late night here... :(

Hope everyone continue to post great works and share them with us.
Thanks Alan for the headsup!


From: Eric Thivierge [ethivie...@hybride.com]
Sent: Friday, July 19, 2013 10:09 PM
To: softimage@listproc.autodesk.com
Cc: Chris Chia
Subject: Re: OT: The making of Pacific Rim

Zbrush is an AD M&E product??


Eric Thivierge
===
Character TD / RnD
Hybride Technologies


On July-19-13 10:08:28 AM, Chris Chia wrote:
> Saw this which is posted a day ago.
> http://www.youtube.com/watch?v=_qBfMPFmmm4&feature=youtu.be
>
> Autodesk M&E Product featured: Maya, Softimage, ZBrush.
>
> and who said Softimage is not used in any big project.
> Thanks for all the creative works guys!
>
>

<>

RE: OT: The making of Pacific Rim

2013-07-19 Thread Chris Chia
Was just too excited and wanted to share the link...

Alan, hope there's another studio which would talk about its making in 
Softimage...


From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Gustavo Eggert Boehs 
[gustav...@gmail.com]
Sent: Friday, July 19, 2013 10:25 PM
To: SI mailing list
Subject: Re: OT: The making of Pacific Rim

Zbrush is an AD M&E product??

Its SIGGRAPH time, who knows? Time to buy a new company?
lol
<>

RE: The making of Pacific Rim

2013-07-19 Thread Chris Chia
oops, typo.
Product featured: Maya, Softimage, Zbrush

lol

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Chris Chia
Sent: Friday, July 19, 2013 10:08 PM
To: softimage@listproc.autodesk.com
Subject: OT: The making of Pacific Rim

Saw this which is posted a day ago.
http://www.youtube.com/watch?v=_qBfMPFmmm4&feature=youtu.be

Autodesk M&E Product featured: Maya, Softimage, ZBrush.

and who said Softimage is not used in any big project.
Thanks for all the creative works guys!


<>

OT: The making of Pacific Rim

2013-07-19 Thread Chris Chia
Saw this which is posted a day ago.
http://www.youtube.com/watch?v=_qBfMPFmmm4&feature=youtu.be

Autodesk M&E Product featured: Maya, Softimage, ZBrush.

and who said Softimage is not used in any big project.
Thanks for all the creative works guys!


<>

RE: I can't believe there is no tutorial for Softimage on Autodesk webiste

2013-07-18 Thread Chris Chia
And a cool tutorial site on face robot:
http://www.youtube.com/playlist?list=PL551AE1C29578EAE9



From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Daniel Kim 
[danielki...@gmail.com]
Sent: Thursday, July 18, 2013 5:43 PM
To: softimage@listproc.autodesk.com
Subject: I can't believe there is no tutorial for Softimage on Autodesk webiste

Softimage in NZ is almost $7k including subscription, but I can't believe they 
don't give any tutorials to customer.
I've been using Softimage for long time, but still have to learn like ICE or 
new tools. It is unfair paying a lot for a software but no even basic 
tutorials...
Getting sick of finding movies on Youtube or Digital Tutors for it... Even 
cheaper software like Modo, Cinema4D, and Blender(free) has great tutorials on 
their website or Youtube channel...

AD seriously need to consider put some tutorials on their website or nicely run 
Softimage channel on Youtube

Daniel


<>

Re: I can't believe there is no tutorial for Softimage on Autodesk webiste

2013-07-18 Thread Chris Chia
Hi Daniel,
What Softimage areas are you looking at?

Regards,
Chris

Sent from my iPhone

On 18 Jul, 2013, at 5:43 PM, "Daniel Kim"  wrote:

> Softimage in NZ is almost $7k including subscription, but I can't believe 
> they don't give any tutorials to customer.
> I've been using Softimage for long time, but still have to learn like ICE or 
> new tools. It is unfair paying a lot for a software but no even basic 
> tutorials...
> Getting sick of finding movies on Youtube or Digital Tutors for it... Even 
> cheaper software like Modo, Cinema4D, and Blender(free) has great tutorials 
> on their website or Youtube channel...
> 
> AD seriously need to consider put some tutorials on their website or nicely 
> run Softimage channel on Youtube
> 
> Daniel
> 
> 
<>

RE: CrowdFX Define Move questions

2013-07-18 Thread Chris Chia
Posted online for you: 
http://img571.imageshack.us/img571/7770/a7f.png


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland
Sent: Thursday, July 18, 2013 5:06 PM
To: softimage@listproc.autodesk.com
Subject: Re: CrowdFX Define Move questions

Hi Chris - not sure what is going on, but the attachment always seems to be 
stripped off - all I am getting this side is winmail.dat.

Thanks

S.

On 2013/07/18 9:53 AM, Chris Chia wrote:
> Sure! See attached.
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy 
> Sutherland
> Sent: Thursday, July 18, 2013 4:35 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: CrowdFX Define Move questions
>
> Hi Chris,
>
> Many thanks for reply.
>
> Your screenshot did not get through for some reason. - any chance you can 
> send it again?
>
> Thanks
>
> Sandy
>
> On 2013/07/18 7:35 AM, Chris Chia wrote:
>> Hi Sandy,
>> Glad that you have started to use CrowdFX.
>>
>> See below for my reply:
>>
>> 1. Yes you could add any number of animation sources to the "Define Move 
>> Animation State" node.
>> And to help you troubleshoot on your own to see whether the crowd is playing 
>> the right animation sources, please check the "Update Move Params" node in 
>> the "Define Move Animation State" and check the value for the Weights 
>> connection output of the "Solve Animation State Parameters".
>>
>> In my screenshot example, I have 3 animation sources; Walking, Jump_Forward, 
>> Running.
>> The weights value (0.0804, 0.9196, 0) in the screenshot indicates that it is 
>> playing 91.96% of Jump_Forward and 8.04% of the Walking animation.
>>
>> 2. Unfortunately, the blending is done automatically by the 
>> Solve_Animation_State_Parameters node.
>> Note that the blending always takes place between 2 sources at any one time.
>>
>> 3. No default flag for that. We give the users the flexibility to define any 
>> attribute they wish to add.
>>
>> Hope to see some cool crowdfx works from you.
>>
>>
>> Cheers,
>> Chris
>>

<>

RE: CrowdFX Define Move questions

2013-07-17 Thread Chris Chia
Pardon me on the screenshot with the wrong value.

Correction:
The weights value (0.7267, 0, 0.2733) in the screenshot indicates that it is 
playing 72.67% of Walking and 27.33% of the Running animation at that frame.


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Thursday, July 18, 2013 2:36 PM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX Define Move questions

Hi Sandy,
Glad that you have started to use CrowdFX.

See below for my reply:

1. Yes you could add any number of animation sources to the "Define Move 
Animation State" node.
And to help you troubleshoot on your own to see whether the crowd is playing 
the right animation sources, please check the "Update Move Params" node in the 
"Define Move Animation State" and check the value for the Weights connection 
output of the "Solve Animation State Parameters".

In my screenshot example, I have 3 animation sources; Walking, Jump_Forward, 
Running.
The weights value (0.0804, 0.9196, 0) in the screenshot indicates that it is 
playing 91.96% of Jump_Forward and 8.04% of the Walking animation.

2. Unfortunately, the blending is done automatically by the 
Solve_Animation_State_Parameters node. 
Note that the blending always takes place between 2 sources at any one time.

3. No default flag for that. We give the users the flexibility to define any 
attribute they wish to add.

Hope to see some cool crowdfx works from you.


Cheers,
Chris

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland
Sent: Wednesday, July 17, 2013 11:54 PM
To: softimage@listproc.autodesk.com
Subject: CrowdFX Define Move questions

Hi All,

Am deep in crowdFX world and generally loving it - quite impressed with it.  A 
couple of questions if I may-

1.  Is it possible to put more than one action into a define move node?  
I am trying trot - run - faster run, when I do this, the middle action does not 
work correctly it seems to lose cycles (some of these actions are several 
cycles long, not just one exact cycle) - if I change it to two, and have trot - 
run - then the run works as expected.

2. Is it possible to change the speed at which crowdfx blends in the motions 
included in the define move setup - I see in the legacy stuff you were able to 
change this speed setting, but I cannot find it now?  I am asking as my current 
trot would be nice if it held a tad longer.  I am guessing if I speed it up a 
little it might work - i.e. the action as I am guessing the reason that the 
original options were removed was the system now thinks it is clever enough to 
make the switch when the actor gets to the speed that the action was at anyway?

3. Is there anything that I can use to flag turning?  i.e. would love a default 
attribute that I could use to trigger a lean or something like that?

Thanks

Sandy

<>

RE: Short introduction and a big hello.

2013-07-16 Thread Chris Chia
Welcome Ognjen,
It would be nice to share with us your studio name and works done in Softimage 
(if any).
We would be happy to see our community starting to share.

Lastly, a big warm welcome.


Regards,
Chris

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ognjen Vukovic
Sent: Tuesday, July 16, 2013 5:48 PM
To: softimage
Subject: Short introduction and a big hello.

Hi guys,
I have been browsing around through the mailing list for the past couple of 
days and i thought it would be correct to just drop in with a little 
introduction and to say hello to everyone here.
Firstly i would like to proclaim my love the software that is Softimage , i 
think i got involved with it when a really cool guy at my previous work 
place,"Ivan Vasiljevic" got us to change our lighting pipeline to Softimage 
from Maya a couple of years ago, and since then its really been a smooth ride. 
No unexplainable bugs( well there was this one time... :) ), no random crashes 
and defiantly less nights of debugging scenes till your eyes go red and a lot 
more productivity... All i have to say is that it defiantly changed the way i 
perceived my work and brought in a whole new level of fun to it :). So even if 
i am a bit late i would like to thank the guys at Softimage 3D for starting it 
all...
Also a big hello to everyone here on the mailing list, hope you guys are out 
there somewhere also enjoying your work as i am, and its a pleasure to be here.
Thanks for taking the time to read this fan-boy drivel :)
Cheers,
Ogi.
<>

RE: Pacific Rim

2013-07-15 Thread Chris Chia
Hi Alan,
Yea, do share with us some visuals (especially screenshot of SI in 
production)... so that we could share your thoughts with everyone here in A ;)

Regards,
Chris

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Tuesday, July 16, 2013 3:07 AM
To: XSI Mailing List
Subject: OT: Pacific Rim

Hey guys,

A lot of people say Softimage doesn't get used much in movies, so I personally 
love to hear stories when it does happen. Therefore, I wanted to share some 
details with you. :)

I'm the lead rigger at Rodeo FX http://rodeofx.com and we did all of the 
interiors of the control pods (the cockpits, that is), including the visors, 
foot actuators & mechanical stilts, some digidoubles, etc. (except the 
holograms/UI graphics that were done by the folks at Hybride.) We also had the 
chance of doing our first organic creature, the brain in the lab (which 
involved a lot of "gross" ICE deformations), as well as many beautiful matte 
paintings and a couple of helicopters.

Overall, we did over a hundred shots. CG was done in Softimage and as far as I 
know it was all rendered in our favourite renderer, Arnold! We'd still be 
rendering today if Mentalray had been used. :p We threw countless ~8k textures 
with displacement and stupid amounts of topology, and good ol' Arnie performed 
like a champ.

The stilts (the leg controls in the cockpit) had anything from 1500 to 2500 
separate meshes and on average about 150 segments (solid groups of parts that 
moved as one.) Once we identified the "segments" by the end we had a rig of 
Arnold stand-ins with each segment saved as one ass file, and low-res geo 
representing that segment constrained to some part of the rig. It then became 
relatively "light" to have the standins rigged instead of the full raw geo, and 
it made it quite easy to replace parts or textures later in the pipeline during 
or after animation. (Also caching was a piece of cake in this scenario, as we 
only needed to plot the segment nulls instead of thousands of meshes or 
pointcaching anything.)

On the brain there was procedural pulsing animation driven by ICE deformers. 
Globules would "breathe", a heart-like organ would pump its ventricles 
intermittently and an intestine-like organ flowed with bulges travelling along 
its tract. It was gross and (in my opinion) kind of awesome. lol Speaking of 
ICE, there was a kind of lettuce behind the brain that was also moving a bit. 
The modeling was done with strips that were procedurally curled and then if I 
remember correctly the whole thing was driven via Syflex as the brain gently 
floated. This lettuce thing was handled by another guy on this mailing list, my 
 coworker and friend Jonathan Laborde. Maybe if he's reading this he can give 
more details of how he used ICE in a few other shots.

It was crazy fun project to work on. Fingers crossed that Pacific Rim 2 becomes 
a reality. :) Anyway, did you guys go see it? What'd you think?

Oh and speaking of other movies, we did a ton of work in "Now You See Me" as 
well, including hundreds of stadium dudes with our propietary ICE static crowd 
system, falling/flying money, cg bubbles, an art-directed liquid, lockpicking, 
flying cards, many vehicles, the projected motiongraphics near the end and a 
few invisible fx. (I feel like I probably missed something, but anyway, we did 
a lot.) We were the main vfx vendor on that film, delivering just over 20 
minutes worth of vfx "magic" (pun intended.) Again, Soft & Arnold and lots of 
effects in ICE all throughout.

Cheers,

   -- Alan

<>

Re: unsubscribe

2013-07-13 Thread Chris Chia
He's long gone... :'(


On 11 Jul, 2013, at 7:56 PM, "Marc-Andre Carbonneau" 
 wrote:

> Don't leave us Margot. We barely learn to know each other! ;)
> 
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of 
> mar...@thisisdetta.se
> Sent: 10 juillet 2013 13:27
> To: softimage@listproc.autodesk.com
> Subject: unsubscribe
> 
> 
> 
> Margot Edström, DETTA
> 
> +46 73 975 39 83
> Stora Varvsgatan 14
> 211 19 Malmö
> 
> www.thisisdetta.se
> 
> 
<>

RE: Wacom tablet in Softimage

2013-07-11 Thread Chris Chia
And they were also using large scenes when encountering similar problem.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Friday, July 12, 2013 1:31 PM
To: softimage@listproc.autodesk.com
Subject: RE: Wacom tablet in Softimage

Hi Xaiver,
Are you using the following driver version:
input-wacom-0.16.0
xf86-input-wacom-0.20.0

Becos upgrading to them seems to have fixed some Wacom unresponsiveness problem 
for our client.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Xavier Lapointe
Sent: Friday, July 12, 2013 12:05 PM
To: softimage@listproc.autodesk.com
Subject: Re: Wacom tablet in Softimage

Oh don't get me wrong, it works perfectly most of the time. Just that we have 
some memory intensive scenes atm and for some reasons it get stuck. They get 
can unstuck by using the mouse, but still pretty annoying. I think their next 
test will be disabling the pressure sensitivity and see if that helps.

Cheers
<>

RE: Wacom tablet in Softimage

2013-07-11 Thread Chris Chia
Hi Xaiver,
Are you using the following driver version:
input-wacom-0.16.0
xf86-input-wacom-0.20.0

Becos upgrading to them seems to have fixed some Wacom unresponsiveness problem 
for our client.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Xavier Lapointe
Sent: Friday, July 12, 2013 12:05 PM
To: softimage@listproc.autodesk.com
Subject: Re: Wacom tablet in Softimage

Oh don't get me wrong, it works perfectly most of the time. Just that we have 
some memory intensive scenes atm and for some reasons it get stuck. They get 
can unstuck by using the mouse, but still pretty annoying. I think their next 
test will be disabling the pressure sensitivity and see if that helps.

Cheers
<>

RE: Wacom tablet in Softimage

2013-07-11 Thread Chris Chia
I have tested the following driver for Wacom 4 and 5.
They work with the drivers below for CentOS and Fedora.

input-wacom
 (Kernel driver)
xf86-input-wacom
 (X11 drivers)
Source: 
http://sourceforge.net/apps/mediawiki/linuxwacom/index.php?title=Downloads


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Friday, July 12, 2013 9:21 AM
To: softimage@listproc.autodesk.com
Subject: RE: Wacom tablet in Softimage


This?  But I think it was fixed in later versions of softimage. Not sure though:

Work-Around to Problems with Tablets and Softimage

March 11th, 2011 by Luc-Eric:
There is a strange user interface lag that affects Softimage XSI when you use a 
Wacom tablet. With heavy scenes or simulation, you may never be able to stop 
playback. Other users have reported problems with the render region.The best 
work-around is to disable tablet support in Softimage (any version). This will 
not affect any other program.To do this, start a "Command Prompt" using the 
link in the Autodesk Softimage Start menu group. If you are running under Vista 
or Windows 7, it's best to run it as an administrator.

A command prompt will will start in the 'bin' directory of the application. 
Type this command:
C:\Program Files\Autodesk\Softimage 2011\Application\bin> copy xsi.bat 
wintab32.dll
And re-launch the Softimage. You should now be fine.

The only place Softimage uses the tablet is for pen pressure in Weight Painting 
and in the compositor, and it doesn't work very well anyway. To restore tablet 
support, simply delete wintab32.dll from the bin directory from that command 
prompt.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Xavier Lapointe
Sent: Friday, July 12, 2013 2:55 AM
To: softimage@listproc.autodesk.com
Subject: Wacom tablet in Softimage

Hey guys,

does someone know where we could find the content of the article Luc-Eric wrote 
a while ago?

§  Problems using Wacom tablets with Softimage? See Workaround for Problem with 
Wacom Tablets and Softimage.
This link is dead unfortunately, and we have some issues at the moment with 
Wacom on Linux with heavy scenes.

Any info of how to resolve freezes or lags would be really appreciated.

Thank you!

--
Xavier
<>

RE: LEGO - the Movie Trailer

2013-06-19 Thread Chris Chia
Arnold? ;)

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Wednesday, June 19, 2013 5:27 PM
To: softimage@listproc.autodesk.com
Subject: Re: LEGO - the Movie Trailer

Well, not quite, really :p Not any more than our assets are all Linux because 
it's the platform Softimage and Maya run on ;)
I don't think we can disclose yet though.

On Wed, Jun 19, 2013 at 6:56 PM, Ahmidou Lyazidi 
mailto:ahmidou@gmail.com>> wrote:
I love the work of the lighting team here, it's all renderman

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com

2013/6/19 olivier jeannel 
mailto:olivier.jean...@noos.fr>>
What about rendering ?

Le 19/06/2013 02:03, Raffaele Fragapane a écrit :

Well, trailer's out:
http://www.youtube.com/watch?v=lPnY2NjSjrg

Animal Logic, so layout, rigging and animation are Softimage.
Still in production.





--
Our users will know fear and cower before our software! Ship it! Ship it and 
let them flee like the dogs they are!
<>

RE: LEGO - the Movie Trailer

2013-06-19 Thread Chris Chia
Thanks for sharing Raffaele!

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Wednesday, June 19, 2013 8:04 AM
To: softimage@listproc.autodesk.com
Subject: LEGO - the Movie Trailer

Well, trailer's out:
http://www.youtube.com/watch?v=lPnY2NjSjrg
Animal Logic, so layout, rigging and animation are Softimage.
Still in production.
<>

RE: OT: (sort-of) getting in to game dev

2013-06-17 Thread Chris Chia
+1

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nasser Al-Ostath
Sent: Monday, June 17, 2013 8:53 PM
To: softimage@listproc.autodesk.com
Subject: Re: OT: (sort-of) getting in to game dev


I recommend full sail university ... they are specialized in game dev
On 17 Jun 2013 14:43, "Paul Griswold" 
mailto:pgrisw...@fusiondigitalproductions.com>>
 wrote:
Hi guys,

My daughter's boyfriend has expressed an interest in getting into game 
development.  He's just a teenager, so he really doesn't have much of a focus 
yet other than "I want to get into games".

But I told my daughter I'd get some recommendations on things like what he 
should study, good colleges for careers in games, different job descriptions, 
good entry-level positions, etc.

So, I'd love to hear what you guys have to say.  Any advice at all would be 
great.


Thanks,

Paul

<>

RE: FBX and vertex colors

2013-06-17 Thread Chris Chia
Just curious, what's stopping you from removing the Vertex color from the 
cluster of the imported fbx obj? ;)


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Monday, June 17, 2013 4:03 PM
To: softimage@listproc.autodesk.com
Subject: FBX and vertex colors

Hi guys,

Is it possible to turn off vertex color exporting for FBX export?

Cheers


Szabolcs
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Avni Yerli, Cevat Yerli, Faruk Yerli
<>

RE: icecache zlib or gzip?

2013-06-16 Thread Chris Chia
Take a look at this example?
http://code.google.com/p/ice-cache-explorer/source/browse/trunk/icereader.py

https://groups.google.com/forum/?fromgroups#!topic/xsi_list/_XC2ArOhED8


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Doeke Wartena
Sent: Friday, June 14, 2013 6:25 PM
To: softimage@listproc.autodesk.com
Subject: icecache zlib or gzip?

Believing the documentation a icecache is compressed with zlib.
I tried multiple ways to decompress it but all give problems.

Here is a post on stackoverflow.

http://stackoverflow.com/questions/17053145/unknown-compression-method-with-zlib?noredirect=1#comment24663064_17053145

Is it changed over time from zlib to gzip without updating the reference or 
something?

would be nice if someone can help.

best Doeke
<>

Re: icecache zlib or gzip?

2013-06-16 Thread Chris Chia
Which ice documentation are you referring to?


On 14 Jun, 2013, at 6:25 PM, "Doeke Wartena" 
mailto:clankil...@gmail.com>> wrote:

Believing the documentation a icecache is compressed with zlib.
I tried multiple ways to decompress it but all give problems.

Here is a post on stackoverflow.

http://stackoverflow.com/questions/17053145/unknown-compression-method-with-zlib?noredirect=1#comment24663064_17053145

Is it changed over time from zlib to gzip without updating the reference or 
something?

would be nice if someone can help.

best Doeke
<>

RE: Mill 98% Human

2013-05-20 Thread Chris Chia
Is it rendered in Arnold?
How much time does it take to render the hair?
And how many strands are we talking about?

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeffrey Dates
Sent: Tuesday, May 21, 2013 5:40 AM
To: softimage@listproc.autodesk.com
Subject: Re: Mill 98% Human

Actually, That's false.

Hairs are strands in ICE.

Source: Jimmy Gass sits across from me.


On Mon, May 20, 2013 at 5:30 PM, Christopher 
mailto:christop...@thecreativesheep.ca>> wrote:
Nice work.  The Hairs are old school XSI Hair system.

::Christopher

Kris Rivel wrote:
> Just wanted to say congrats to anyone at the Mill for the 98% human
> spot.  An amazing piece of CG and probably one of the most impressive
> examples of Softimage that I've ever seen.  Here's links to the spot
> and a brief making of for anyone who hasn't seen it:
>
> Spot:  http://youtu.be/McD0dKuj5mA
>
> Making of:  http://youtu.be/wLmVm0nc5Gg
>
> Kris

<>

Re: CrowdFX action errors

2013-05-16 Thread Chris Chia
Hi Jonny,
You could send me the scene. I'll take a look.

Regards,
Chris

Sent from my iPhone

On 16 May, 2013, at 7:21 PM, "Jonny Grew" 
mailto:jonny.g...@gmail.com>> wrote:

I am creating custom actions on the standard pedestrian rig based on bvh mocap 
files (plotted out all transforms and then storing an action on transform 
f-curves)  These actions recall correctly when I apply them to the rig or drop 
them into the animation mixer.  However, when I am importing actor and applying 
the actions on a pedestrian crowd the animation on the arms is wrong - on some 
meshes it seems that the hands are swapped (the position of the right hand is 
where the left should be and visa-versa).

I have altered the mesh of the pedestrian to add variance on the clothing and 
hair (creating some female characters).  The action appears correct in the 
standard pedestrian rig and if I chose to use the same sources on all other 
characters there is a better result, however I want the male and female actors 
to have different idle, walk and run cycles so this isn't an option.  Is there 
any blindingly obvious reason this would be happening?

I'm using 2013 SP1

Cheers folks

www.Jonnygrew.com
http://vimeo.com/jonnygrew/showreel2013


<>

RE: Any (CG) software as a service. Now.

2013-05-16 Thread Chris Chia
Great job to the lagoa team.
I was expecting some particle system though~

Great job Chinny!


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek
Sent: Thursday, May 16, 2013 12:34 AM
To: softimage@listproc.autodesk.com
Subject: Re: Any (CG) software as a service. Now.

Indeed, if only I had more time to play with it :-/


> Thiago's new Lagoa cloud-based renderer is also a pretty impressive 
> use of
> HTML5 for a 3D DCC:
>
> http://home.lagoa.com/
>
>
>
> On Wed, May 15, 2013 at 6:15 AM, Stefan Kubicek wrote:
>
>> I have the slight feeling that this isn't necessarily going to slow 
>> down the migration from desktop to web-based applications:
>> https://www.youtube.com/watch?**v=YUsCnWBK8gc&hd=1> e.com/watch?v=YUsCnWBK8gc&hd=1>
>>
>> Press release: 
>> http://www.otoy.com/130501_**OTOY_release_FINAL.pdf> om/130501_OTOY_release_FINAL.pdf>
>>
>>
>>
>> --
>> --**-
>> Stefan Kubicek
>> --**-
>> keyvis digital imagery
>>Alfred Feierfeilstraße 3
>> A-2380 Perchtoldsdorf bei Wien
>>   Phone:+43/699/12614231
>>www.keyvis.at  ste...@keyvis.at
>> --  This email and its attachments are   --
>> --confidential and for the recipient only--
>>
>>
>


--
---
   Stefan Kubicek
---
 keyvis digital imagery
Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
   Phone:+43/699/12614231
www.keyvis.at  ste...@keyvis.at
--  This email and its attachments are   --
--confidential and for the recipient only--

<>

Re: CrowdFX: Animation States

2013-05-10 Thread Chris Chia
Hi Bryon,
here you go:
http://subscription.autodesk.com/

Szabolcs, please correct me if the link is not the same as from where you have 
downloaded the plugin.


Regards,
Chris

Sent from my iPhone

On 11 May, 2013, at 11:38 AM, "Byron Nash" 
mailto:byronn...@gmail.com>> wrote:

Chris, can you send me a link? I logged into Subscription center but didn't see 
anything there. I'm not sure what page you are referring to.

Thanks for the info Adam. The people I'm working with are using Cinema4D so 
that is going to add some extra hassle I'm sure. I sent them a test file so we 
will see how it goes. The fallback is to import their cameras and render passes 
for them out of Soft.


On Fri, May 10, 2013 at 8:40 PM, Chris Chia 
mailto:chris.c...@autodesk.com>> wrote:
Hi Bryon,
Like what I've mentioned in the other post with Szabolcs, if you are on 2014 
subscription, you should find a freebie for Crowdfx on the website which would 
do the fbx stuff that you were saying ;)

Regards,
Chris

Sent from my iPhone

On 11 May, 2013, at 2:39 AM, "Byron Nash" 
mailto:byronn...@gmail.com><mailto:byronn...@gmail.com<mailto:byronn...@gmail.com>>>
 wrote:

Thanks for the tips Adam. Some parts of it are beginning to make sense but I 
still have that wandering in the dark feeling. I'm only needing to do a fairly 
simple stadium crowd for wide shots. I think the hardest parts are going to be 
dealing with the quantity of characters and getting them exported to the people 
rendering them.


On Fri, May 10, 2013 at 12:24 PM, Adam Sale 
mailto:adamfs...@gmail.com><mailto:adamfs...@gmail.com<mailto:adamfs...@gmail.com>>>
 wrote:
Yes, and also remember that for move based states, you should have all the 
action sources in the one move state listed from slowest to fastest velocity so 
the crowd can pick the appropriate source based on the actors velocity.

I didn't come up with a better way to treat idle based actions, other than 
having them added as one action per state. So with 4 idle actions, I used 4 
states with unique names.

Not sure if thats the best way to handle it, but I found it easy this way to 
pick and choose the appropriate state to pull based on the logic in the 
Behavior ICE tree.

Also make sure that you define state transitions to account for all of the 
possible permutations from one state to another, and make sure you define 
whether or not the transition is bi-directional or one directional.

Crowd makes a lot of sense once you have gone through it a couple of times. I 
really enjoy the changes that were made for 2014.

Adam


On Fri, May 10, 2013 at 7:31 AM, Byron Nash 
mailto:byronn...@gmail.com><mailto:byronn...@gmail.com<mailto:byronn...@gmail.com>>>
 wrote:
Nevermind, I found it. If it was written down in the docs I missed it. You need 
to define each state in the Animation Definition compound in the Animation 
Blending tree.

I'm sure I'll be back with a thousand more questions shortly. ;-)


On Fri, May 10, 2013 at 9:52 AM, Byron Nash 
mailto:byronn...@gmail.com><mailto:byronn...@gmail.com<mailto:byronn...@gmail.com>>>
 wrote:
Actually, after looking at the sample scenes again, I don't see the Define 
Animation State node anywhere. When I get a default pedestrian and a basic 
pedestrian crowd, I still don't get the animation sources to show up in the 
drop down box inside Set Animation State node.


On Fri, May 10, 2013 at 9:33 AM, Byron Nash 
mailto:byronn...@gmail.com><mailto:byronn...@gmail.com<mailto:byronn...@gmail.com>>>
 wrote:
OK, I think that sort of answers my question. You have to use Define Animation 
States node to set up the states right? Where does that node plug into for the 
defining?


On Thu, May 9, 2013 at 10:18 PM, Chris Chia 
mailto:chris.c...@autodesk.com><mailto:chris.c...@autodesk.com<mailto:chris.c...@autodesk.com>>>
 wrote:
Hello Byron,
You could do the following.


1.   CrowdFx > Simulation > New Basic Crowd

2.   CrowdFx > Actors > Inspect Actor Proxies

3.   Use the Import in the ActorProxies PPG

4.   In the same PPG, Select your model and Click on Inspect Animations

5.   Bring your action sources and apply the actions.

6.   CrowdFx  > Crowd > Draw Directional Emitter

7.   CrowdFx > Simulation > Inspect Crowd Simulation Tree

8.   You can now Define the Animation States in the 
Crowd.Point_Cloud.Animation_Blending,Animation_Definition.


Regards,
Chris


From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com><mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com><mailto:softimage-boun...@listproc.autodesk.

Re: GridData widgets crashing in PPG

2013-05-10 Thread Chris Chia
But I thought u have your home machine too? It's time to try the SP1 RC1...

Regards,
Chris

Sent from my iPhone

On 11 May, 2013, at 9:42 AM, "Matt Lind" 
mailto:ml...@carbinestudios.com>> wrote:

Here at Carbine I do not have the permissions to install a license.  I have to 
submit the license to my IT staff to install on a server.  They are currently 
busy with other stuff.  Therefore I must wait.


Matt




From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Friday, May 10, 2013 6:37 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: GridData widgets crashing in PPG

you should be able to use the existing beta install and just update the license 
it uses. the license chris is talking about is available on the beta site.

i was able to go to help>product license information>update and enter the new 
serial number. maybe this is doable from outside of softimage too?

s

On Fri, May 10, 2013 at 6:29 PM, Matt Lind 
mailto:ml...@carbinestudios.com>> wrote:
Having new licenses doesn't make installation any faster   ;-)

Matt



-Original Message-
From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Chris Chia
Sent: Friday, May 10, 2013 5:53 PM
To: mailto:softimage@listproc.autodesk.com>>
Subject: Re: GridData widgets crashing in PPG
There is a new set of beta standalone license. You can give it a try.

Regards,
Chris


<>

Re: GridData widgets crashing in PPG

2013-05-10 Thread Chris Chia
There is a new set of beta standalone license. You can give it a try.

Regards,
Chris
<>

Re: GridData widgets crashing in PPG

2013-05-10 Thread Chris Chia
Hi Matt,
Have you tried this issue in SP1 beta? We have some fixes for griddata.

Regards,
Chris

Sent from my iPhone

On 11 May, 2013, at 8:30 AM, "Matt Lind" 
mailto:ml...@carbinestudios.com>> wrote:

I’ve asked this before, but I have a little more info this time:

Anybody crash using Griddata widgets in a custom property PPG?

It seems I can only put one Griddata into a PPG.  If I use two, Softimage 
crashes when PPG events interacting with the griddata are invoked.



Matt


<>

Re: CrowdFX: Animation States

2013-05-10 Thread Chris Chia
Hi Bryon,
Like what I've mentioned in the other post with Szabolcs, if you are on 2014 
subscription, you should find a freebie for Crowdfx on the website which would 
do the fbx stuff that you were saying ;)

Regards,
Chris

Sent from my iPhone

On 11 May, 2013, at 2:39 AM, "Byron Nash" 
mailto:byronn...@gmail.com>> wrote:

Thanks for the tips Adam. Some parts of it are beginning to make sense but I 
still have that wandering in the dark feeling. I'm only needing to do a fairly 
simple stadium crowd for wide shots. I think the hardest parts are going to be 
dealing with the quantity of characters and getting them exported to the people 
rendering them.


On Fri, May 10, 2013 at 12:24 PM, Adam Sale 
mailto:adamfs...@gmail.com>> wrote:
Yes, and also remember that for move based states, you should have all the 
action sources in the one move state listed from slowest to fastest velocity so 
the crowd can pick the appropriate source based on the actors velocity.

I didn't come up with a better way to treat idle based actions, other than 
having them added as one action per state. So with 4 idle actions, I used 4 
states with unique names.

Not sure if thats the best way to handle it, but I found it easy this way to 
pick and choose the appropriate state to pull based on the logic in the 
Behavior ICE tree.

Also make sure that you define state transitions to account for all of the 
possible permutations from one state to another, and make sure you define 
whether or not the transition is bi-directional or one directional.

Crowd makes a lot of sense once you have gone through it a couple of times. I 
really enjoy the changes that were made for 2014.

Adam


On Fri, May 10, 2013 at 7:31 AM, Byron Nash 
mailto:byronn...@gmail.com>> wrote:
Nevermind, I found it. If it was written down in the docs I missed it. You need 
to define each state in the Animation Definition compound in the Animation 
Blending tree.

I'm sure I'll be back with a thousand more questions shortly. ;-)


On Fri, May 10, 2013 at 9:52 AM, Byron Nash 
mailto:byronn...@gmail.com>> wrote:
Actually, after looking at the sample scenes again, I don't see the Define 
Animation State node anywhere. When I get a default pedestrian and a basic 
pedestrian crowd, I still don't get the animation sources to show up in the 
drop down box inside Set Animation State node.


On Fri, May 10, 2013 at 9:33 AM, Byron Nash 
mailto:byronn...@gmail.com>> wrote:
OK, I think that sort of answers my question. You have to use Define Animation 
States node to set up the states right? Where does that node plug into for the 
defining?


On Thu, May 9, 2013 at 10:18 PM, Chris Chia 
mailto:chris.c...@autodesk.com>> wrote:
Hello Byron,
You could do the following.


1.   CrowdFx > Simulation > New Basic Crowd

2.   CrowdFx > Actors > Inspect Actor Proxies

3.   Use the Import in the ActorProxies PPG

4.   In the same PPG, Select your model and Click on Inspect Animations

5.   Bring your action sources and apply the actions.

6.   CrowdFx  > Crowd > Draw Directional Emitter

7.   CrowdFx > Simulation > Inspect Crowd Simulation Tree

8.   You can now Define the Animation States in the 
Crowd.Point_Cloud.Animation_Blending,Animation_Definition.


Regards,
Chris


From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Byron Nash
Sent: Friday, May 10, 2013 4:18 AM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: CrowdFX: Animation States

I'm trying to set up a basic stadium crowd. I have tried following the help 
docs and used the "New Crowd with Collision Avoidance" and also "New Basic 
Crowd". I have the actors emitting properly and I have set the velocity to 0 
since I want them to stay put. I'm getting tripped up with the States though. 
In the Behavior tree the Set Animation State node does not include the 3 
animations I chose when I imported the actor. I do see those animations if I 
drill into the Get Animations Sources Core node. How do I get those actions to 
show up for use in the States tree?





<>

RE: CrowdFX: Animation States

2013-05-09 Thread Chris Chia
Hello Byron,
You could do the following.


1.   CrowdFx > Simulation > New Basic Crowd

2.   CrowdFx > Actors > Inspect Actor Proxies

3.   Use the Import in the ActorProxies PPG

4.   In the same PPG, Select your model and Click on Inspect Animations

5.   Bring your action sources and apply the actions.

6.   CrowdFx  > Crowd > Draw Directional Emitter

7.   CrowdFx > Simulation > Inspect Crowd Simulation Tree

8.   You can now Define the Animation States in the 
Crowd.Point_Cloud.Animation_Blending,Animation_Definition.


Regards,
Chris


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
Sent: Friday, May 10, 2013 4:18 AM
To: softimage@listproc.autodesk.com
Subject: CrowdFX: Animation States

I'm trying to set up a basic stadium crowd. I have tried following the help 
docs and used the "New Crowd with Collision Avoidance" and also "New Basic 
Crowd". I have the actors emitting properly and I have set the velocity to 0 
since I want them to stay put. I'm getting tripped up with the States though. 
In the Behavior tree the Set Animation State node does not include the 3 
animations I chose when I imported the actor. I do see those animations if I 
drill into the Get Animations Sources Core node. How do I get those actions to 
show up for use in the States tree?
<>

RE: CrowdFX help again

2013-05-09 Thread Chris Chia
|| Now I have to find out, if bones could be exported as FBX and not just Crowd 
pointcache :D

If you are on 2014 subscription, do login and check the freebies for Crowd.


Regards,
Chris

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 5:51 PM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX help again

OK, now I did my very first crowd simulation with CrowdFX! Finally I start to 
understand how it works, and actually, it's real fun...When I'm ready I'll 
share (and if my boss allows it of course)



Cheers!

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Thursday, May 09, 2013 11:14 AM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX help again

Hi Szabolcs,
I have sent you the file and have modified your scene.
All I can say is the walk cycle action clips need not have different actions 
such as Run_Idle_Front and Idle_Run_Front.
The new crowdfx is doing the blending for you.

Hint: follow the default pedestrian walk cycle to be on the Safe side.

Regards,
Chris

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com]<mailto:[mailto:softimage-boun...@listproc.autodesk.com]>
 On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 4:07 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: RE: CrowdFX help again

However I can't find the setting the minimum speed of the animations as it's 
indicated in the Documentation...

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com]<mailto:[mailto:softimage-boun...@listproc.autodesk.com]>
 On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 9:30 AM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: RE: CrowdFX help again

I RESOLVED!!! THANKS FOR EVEN thinking on it!

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com]<mailto:[mailto:softimage-boun...@listproc.autodesk.com]>
 On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 9:15 AM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: CrowdFX help again

Guys,

I made a simple Crowd, made out of our characters. However, when I start the 
playback, the animation speed of our characters is a  lot faster than it should 
be. Our simple run cycle is about 21 frames, the timecode we use is 30 fps, and 
the character should go forward 3.5 unit in one cycle. When I set the target 
speed properly (using 3.5 unit/second * 21/30 (the anim length and framrate 
ratio) I receive a funny, but annoying extreme speed of animation playback...
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli
<>

RE: CrowdFX help again

2013-05-09 Thread Chris Chia
Hi Szabolcs,
I have sent you the file and have modified your scene.
All I can say is the walk cycle action clips need not have different actions 
such as Run_Idle_Front and Idle_Run_Front.
The new crowdfx is doing the blending for you.

Hint: follow the default pedestrian walk cycle to be on the Safe side.

Regards,
Chris

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 4:07 PM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX help again

However I can't find the setting the minimum speed of the animations as it's 
indicated in the Documentation...

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 9:30 AM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX help again

I RESOLVED!!! THANKS FOR EVEN thinking on it!

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 9:15 AM
To: softimage@listproc.autodesk.com
Subject: CrowdFX help again

Guys,

I made a simple Crowd, made out of our characters. However, when I start the 
playback, the animation speed of our characters is a  lot faster than it should 
be. Our simple run cycle is about 21 frames, the timecode we use is 30 fps, and 
the character should go forward 3.5 unit in one cycle. When I set the target 
speed properly (using 3.5 unit/second * 21/30 (the anim length and framrate 
ratio) I receive a funny, but annoying extreme speed of animation playback...
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli
<>

RE: Latest work from SHED - Behind-The-Scenes

2013-05-07 Thread Chris Chia
So which version of XSI is used in this production?

Regards,
Chris

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Js Guillemette
Sent: Tuesday, May 07, 2013 10:37 PM
To: softimage@listproc.autodesk.com
Subject: Latest work from SHED - Behind-The-Scenes

Hey guys,

sorry for cross-posting this in different mailing list, but some of you might 
not be on those.. and since this is a pure softimage project rendered in 
arnold, well I guess it fits here :)

You can read about our production on our blog here. At the top of the post you 
can view the spot in HD. Don't forget to go full screen! :) 
http://shedmtl.blogspot.ca/2013/05/iga-aide-gourmet.html

--
Js Guillemette // SHED
3D Artist
www.shedmtl.com

<>

RE: 2014 in production anyone?

2013-05-07 Thread Chris Chia
Yes Szabolcs,

The old workflow does not setup the Animation states automatically.

Only through the Crowdfx> Simulation > New Pedestrian Setup would set the basic 
ice tree with the states.



Trust me, it doesn't take a long time before you would get used to this new 
Crowdfx system.



Regards,

Chris





From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Szabolcs Matefy 
[szabol...@crytek.com]
Sent: Tuesday, May 07, 2013 8:08 PM
To: softimage@listproc.autodesk.com
Subject: RE: 2014 in production anyone?

http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html

Actually we think to create a crowd scene in our game, and I try to set up a 
simple scene. It seems that the Aniamtion state definition is not created when 
I simple select my actor source model, and press Actors|Get From Scene

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Tuesday, May 07, 2013 1:46 PM
To: 
Subject: Re: 2014 in production anyone?

I will draft one first by tomorrow asap!
Could you give me the link of the doc which you were looking? Maybe it's not 
the right page ;)


Regards,
Chris

On 7 May, 2013, at 7:35 PM, "Szabolcs Matefy" 
mailto:szabol...@crytek.com>> wrote:
Oh n. Today everybody has lost the sense of humor? :D

As I said, or Major regression, I mean that it’s our biggest problem so 
far…c’mon guys, don’t take everything so serious….

But if we are here, I followed the “tutorial” of creating CrowdFX, and to be 
honest, the description is not really straightforward…Is there any working step 
by step tutorial of crowdfx?

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com]<mailto:[mailto:softimage-boun...@listproc.autodesk.com]>
 On Behalf Of Chris Chia
Sent: Tuesday, May 07, 2013 1:32 PM
To: mailto:softimage@listproc.autodesk.com>>
Subject: Re: 2014 in production anyone?

Your Major regression unhided polygon issue has a fix. Check the post sent by 
my dev in the other earlier thread ;)

Regards,
Chris

On 7 May, 2013, at 5:33 PM, "Szabolcs Matefy" 
mailto:szabol...@crytek.com>> wrote:
As I told, major regression for us. So that means that was our biggest issue so 
far :D

Cheers

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com]<mailto:[mailto:softimage-boun...@listproc.autodesk.com]>
 On Behalf Of Raffaele Fragapane
Sent: Tuesday, May 07, 2013 10:25 AM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: 2014 in production anyone?

I'm not 100% sure I would call something that can be fixed with a script swap, 
or a 20 lines script bound to the hotkey, a MAJOR regression ;) I know you got 
super annoyed at that though.
2012 was actually quite a good release for us, but that's after QFEs, 2013 
seems to be doing ok too, but we use it more "experimentally" and for batched 
jobs at the end of the pipe, not user-facing.

A lot of the things fixed from production reports though I saw cropping up in 
2014, some of them are very, very significant, so that's encouraging.
Currently waiting on my license to come in to play at home more with it, at 
work and home both I'm on 2012 and I don't agree that it's a bad release, quite 
the opposite in my experience, and we milked it like a pregnant cow on two 
shows, but as is often the case depending on how and where it's used, other 
than some disastrous releases, individual mileage varies greatly.
I feel sorry for Matt every time I read his posts :p I'm glad I don't have to 
live with that kind of legacy to support.

On Tue, May 7, 2013 at 6:12 PM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
We switched from 2013 SP1 to 2014. Major regression for us is that when you 
hide polygons, and select some polygons then unhide the hidden polygons, your 
selection will be lost. There are several bugs still present, however overall 
feeling is better.  We don’t rely on RT shading, but HQV is way better than the 
previous versions, and there some important bugfixes too. So I suggest you to 
check your current assets in 2014, work for a week, and if you find no issues, 
migrate.

Cheers

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Jens Lindgren
Sent: Tuesday, May 07, 2013 10:02 AM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>

Subject: Re: 2014 in production anyone?

I had to switch to 2014 for the current project d

Re: 2014 in production anyone?

2013-05-07 Thread Chris Chia
I will draft one first by tomorrow asap!
Could you give me the link of the doc which you were looking? Maybe it's not 
the right page ;)


Regards,
Chris

On 7 May, 2013, at 7:35 PM, "Szabolcs Matefy" 
mailto:szabol...@crytek.com>> wrote:

Oh n. Today everybody has lost the sense of humor? :D

As I said, or Major regression, I mean that it’s our biggest problem so 
far…c’mon guys, don’t take everything so serious….

But if we are here, I followed the “tutorial” of creating CrowdFX, and to be 
honest, the description is not really straightforward…Is there any working step 
by step tutorial of crowdfx?

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Tuesday, May 07, 2013 1:32 PM
To: mailto:softimage@listproc.autodesk.com>>
Subject: Re: 2014 in production anyone?

Your Major regression unhided polygon issue has a fix. Check the post sent by 
my dev in the other earlier thread ;)

Regards,
Chris

On 7 May, 2013, at 5:33 PM, "Szabolcs Matefy" 
mailto:szabol...@crytek.com>> wrote:
As I told, major regression for us. So that means that was our biggest issue so 
far :D

Cheers

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com]<mailto:[mailto:softimage-boun...@listproc.autodesk.com]>
 On Behalf Of Raffaele Fragapane
Sent: Tuesday, May 07, 2013 10:25 AM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: 2014 in production anyone?

I'm not 100% sure I would call something that can be fixed with a script swap, 
or a 20 lines script bound to the hotkey, a MAJOR regression ;) I know you got 
super annoyed at that though.
2012 was actually quite a good release for us, but that's after QFEs, 2013 
seems to be doing ok too, but we use it more "experimentally" and for batched 
jobs at the end of the pipe, not user-facing.

A lot of the things fixed from production reports though I saw cropping up in 
2014, some of them are very, very significant, so that's encouraging.
Currently waiting on my license to come in to play at home more with it, at 
work and home both I'm on 2012 and I don't agree that it's a bad release, quite 
the opposite in my experience, and we milked it like a pregnant cow on two 
shows, but as is often the case depending on how and where it's used, other 
than some disastrous releases, individual mileage varies greatly.
I feel sorry for Matt every time I read his posts :p I'm glad I don't have to 
live with that kind of legacy to support.

On Tue, May 7, 2013 at 6:12 PM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
We switched from 2013 SP1 to 2014. Major regression for us is that when you 
hide polygons, and select some polygons then unhide the hidden polygons, your 
selection will be lost. There are several bugs still present, however overall 
feeling is better.  We don’t rely on RT shading, but HQV is way better than the 
previous versions, and there some important bugfixes too. So I suggest you to 
check your current assets in 2014, work for a week, and if you find no issues, 
migrate.

Cheers

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Jens Lindgren
Sent: Tuesday, May 07, 2013 10:02 AM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>

Subject: Re: 2014 in production anyone?

I had to switch to 2014 for the current project due to a bug in 2013 that 
crashed Softimage when importing reference models with Ice Trees on it. In 2014 
I can import these models as references without problems.
One other bonus is the premultiply on LUTs options. Being able to set it to 
"No" is a really nice addition and I don't have any artifacts with the LUTs 
anymore.

/Jens

On Tue, May 7, 2013 at 7:04 AM, Enrique Caballero 
mailto:enriquecaball...@gmail.com>> wrote:
Hmm i thought 2012 and 2013 were decent releases.  13 for some reason really 
slowed down importing of referenced models that had ICE strands in them

but 2011 was a very troublesome release, the broken shader issue was painful

On Tue, May 7, 2013 at 11:59 AM, Matt Lind 
mailto:ml...@carbinestudios.com>> wrote:
Let me follow up and say 2014 is probably a safer bet to use in production than 
2013, 2012 or 2011.

I would definitely stay away from 2012 as there are some hidden gremlins that 
won’t show up until the data is migrated forward into a newer version.


Matt





From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc

Re: 2014 in production anyone?

2013-05-07 Thread Chris Chia
Your Major regression unhided polygon issue has a fix. Check the post sent by 
my dev in the other earlier thread ;)

Regards,
Chris

On 7 May, 2013, at 5:33 PM, "Szabolcs Matefy" 
mailto:szabol...@crytek.com>> wrote:

As I told, major regression for us. So that means that was our biggest issue so 
far :D

Cheers

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele 
Fragapane
Sent: Tuesday, May 07, 2013 10:25 AM
To: softimage@listproc.autodesk.com
Subject: Re: 2014 in production anyone?

I'm not 100% sure I would call something that can be fixed with a script swap, 
or a 20 lines script bound to the hotkey, a MAJOR regression ;) I know you got 
super annoyed at that though.
2012 was actually quite a good release for us, but that's after QFEs, 2013 
seems to be doing ok too, but we use it more "experimentally" and for batched 
jobs at the end of the pipe, not user-facing.

A lot of the things fixed from production reports though I saw cropping up in 
2014, some of them are very, very significant, so that's encouraging.
Currently waiting on my license to come in to play at home more with it, at 
work and home both I'm on 2012 and I don't agree that it's a bad release, quite 
the opposite in my experience, and we milked it like a pregnant cow on two 
shows, but as is often the case depending on how and where it's used, other 
than some disastrous releases, individual mileage varies greatly.
I feel sorry for Matt every time I read his posts :p I'm glad I don't have to 
live with that kind of legacy to support.

On Tue, May 7, 2013 at 6:12 PM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
We switched from 2013 SP1 to 2014. Major regression for us is that when you 
hide polygons, and select some polygons then unhide the hidden polygons, your 
selection will be lost. There are several bugs still present, however overall 
feeling is better.  We don’t rely on RT shading, but HQV is way better than the 
previous versions, and there some important bugfixes too. So I suggest you to 
check your current assets in 2014, work for a week, and if you find no issues, 
migrate.

Cheers

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Jens Lindgren
Sent: Tuesday, May 07, 2013 10:02 AM
To: softimage@listproc.autodesk.com

Subject: Re: 2014 in production anyone?

I had to switch to 2014 for the current project due to a bug in 2013 that 
crashed Softimage when importing reference models with Ice Trees on it. In 2014 
I can import these models as references without problems.
One other bonus is the premultiply on LUTs options. Being able to set it to 
"No" is a really nice addition and I don't have any artifacts with the LUTs 
anymore.

/Jens

On Tue, May 7, 2013 at 7:04 AM, Enrique Caballero 
mailto:enriquecaball...@gmail.com>> wrote:
Hmm i thought 2012 and 2013 were decent releases.  13 for some reason really 
slowed down importing of referenced models that had ICE strands in them

but 2011 was a very troublesome release, the broken shader issue was painful

On Tue, May 7, 2013 at 11:59 AM, Matt Lind 
mailto:ml...@carbinestudios.com>> wrote:
Let me follow up and say 2014 is probably a safer bet to use in production than 
2013, 2012 or 2011.

I would definitely stay away from 2012 as there are some hidden gremlins that 
won’t show up until the data is migrated forward into a newer version.


Matt





From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Sylvain Lebeau
Sent: Monday, May 06, 2013 8:51 PM
To: softimage@listproc.autodesk.com
Cc: 3...@shedmtl.com
Subject: Re: 2014 in production anyone?

My god Matt thanks so much for this bible!!!

Altought we dont rely on rt shaders, your manifesto is such a good pointer 
man Much appreciated

Thanks a big bunch!

Sly

Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 
849-5025WWW.SHEDMTL.COM

On 2013-05-06, at 22:31, Matt Lind 
mailto:ml...@carbinestudios.com>> wrote:
We haven’t switched to 2014 yet, but in testing we’ve encountered a number of 
regressions in important areas to us.  Let me emphasize what is important to us 
might not be important to you.

In our case the problem has been the ability to upgrade and migrate old data 
into a current release and have it continue to function as expected – e.g. be 
durable.  For example, we use realtime shaders very heavily in our 
production…in fact every sing

Re: CrowdFX help...

2013-05-07 Thread Chris Chia
Hi Szabolcs,
Screenshot your ice tree (point cloud > behaviour and animation blending)
And tell us what u did?

And you said there is no state, what does that mean?

Regards,
Chris

Sent from my iPhone

On 7 May, 2013, at 5:37 PM, "Szabolcs Matefy" 
mailto:szabol...@crytek.com>> wrote:

So, I started to dig into Crowd FX, and I tried to follow the help file for 
2014. I’ve set up my crowd, and I want to set up the animation states. 
Interesting that though I followed the guide step by step, I have no states in 
the ICE tree…Anyone know a true step-by-step tutorial?
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli
<>

RE: Tips on volumetric strand render

2013-05-02 Thread Chris Chia
You could achieve this in compositing inside FX Tree.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Thursday, May 02, 2013 4:58 PM
To: softimage@listproc.autodesk.com
Subject: Tips on volumetric strand render


I am doing glowing trails using strands and it is working pretty much like I 
want it - see attached greenish trails with glowing tips. I have one snag 
though - the client really likes the look seen in the attached Trapcode still 
(the multi clored one) - much like lightpainting with long exposure time, so 
overlapping trails and especially bends in the trail become brighter by the 
exposure effect.



So my question is, is there a way to achieve something similar with MR and 
volumetric rendering of strands? Currently I am piping a gradient with high 
values for the glowing tip into the ambient slot of the Particle Volume Cloud, 
which would not provide the look my client likes :/



I would very much like to avoid finding an AE artist to do this in Trapcode 
since I need these trails to fly in between and behind 3D objects in the scene, 
and preferably also reflect in the surfaces of said objects.



Any tips are much appreciated!



Cheers - Morten




<>

RE: WWD the 3D movie

2013-05-02 Thread Chris Chia
Should continue to buy more to support us ;)
We will catch that movie to give our support.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Thursday, May 02, 2013 2:32 PM
To: softimage@listproc.autodesk.com
Subject: Re: WWD the 3D movie

It was all Animal Logic from storyboard to DI, even a good chunk of the EPing 
in the end fell onto us.
Only key person not in house staff was the director (Barry Cook), but he was 
around all the time and had his room here.
It's finished btw, it's just the release date that's far away, but the show's 
been wrapped.
Fair bit of Softimage and ICE in there.
You might be surprised by the budget and team size it got done with, but I 
don't think numbers have been disclosed yet :)

X, I doubt we're their best customers, game studios in Japan buy licenses in 
triple digit amounts ;)

On Thu, May 2, 2013 at 4:21 PM, Chris Chia 
mailto:chris.c...@autodesk.com>> wrote:
Which are the studios working on this? Impressive :D
<>

RE: WWD the 3D movie

2013-05-01 Thread Chris Chia
Which are the studios working on this? Impressive :D

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Thursday, May 02, 2013 8:39 AM
To: softimage@listproc.autodesk.com
Subject: WWD the 3D movie

Thought I'd plug it here since all rigging and animation (not to mention a 
considerable amount of topology work) is Softimage, and some familiar names 
from the list worked on it:

http://io9.com/walking-with-dinosaurs-3d-trailer-is-simply-stunning-486248262
<>

Re: scene size limit

2013-04-30 Thread Chris Chia
After you save... The data in memory isn't saving to disk properly as it's 
exceeding it's limit.


On 1 May, 2013, at 2:55 AM, "Eric Thivierge"  wrote:

> Is that before or after you save your scene that becomes corrupt?
> 
> Eric Thivierge
> ===
> http://www.ethivierge.com
> http://www.exocortex.com/species
> 
> On 30/04/2013 12:27 PM, Chris Chia wrote:
>> Yes Rob and Stephen are right.
>> Just be careful and it's better to move to 2014 if you constantly work on 
>> big files.
>> 
>> As for Linux, I think it got to do with our Mr Mainwin... Not sure the exact 
>> reason. But if u do encounter more than 2gb file, we do provide warning 
>> message to notify the users.
>> 
>> 
>> Regards,
>> Chris
>> 
>> 
>> On 30 Apr, 2013, at 11:45 PM, "Vladimir Jankijevic" 
>> mailto:vladi...@elefantstudios.ch>> wrote:
>> 
>> :) that's like saying go f**k yourself to the linux users. Thanks and I'm so 
>> happy to one of them :)
>> 
>> 
>> On Tue, Apr 30, 2013 at 5:37 PM, Stephen Blair 
>> mailto:stephenrbl...@gmail.com>> wrote:
>> 
>> Unless you are on Linux, apparently:
>> 
>> 
>> http://download.autodesk.com/global/docs/softimage2014/en_us/files/new_ViewingandPlayback.htm
>> 
>> Softimage now supports the scene (.scn) and model (.emdl) files of size up 
>> to 4 GB on Windows and 2 GB on Linux operating systems.
>> 
>> 
>> 
>> On 30/04/2013 11:32 AM, Alan Fregtman wrote:
>> 2014 does have a limit. It's 4GB, twice the previous limit. (Please correct 
>> me if I'm wrong, Chris.)
>> 
>> 
>> 
>> On Tue, Apr 30, 2013 at 10:13 AM, adrian wyer 
>> mailto:adrian.w...@fluid-pictures.com>> 
>> wrote:
>> can anyone shed light on a method that's going to save my a$$?
>> 
>> working with heavy point cloud data in 2013SP1
>> 
>> scene size ended up being just a nat's over 2Gb
>> 
>> now i can't open the scene due to it's size being over some arbitrarily 
>> decided limit
>> 
>> although 2014 has no limit, it can't open the scene...
>> 
>> have i just lost a couple of days of work? is  my scene file corrupt?
>> 
>> if so.. thanks whoever decided that 2Gb was 'more than enough' !
>> 
>> a
>> 
>> Adrian Wyer
>> Fluid Pictures
>> 75-77 Margaret St.
>> London
>> W1W 8SY
>> ++44(0) 207 580 0829
>> 
>> adrian.w...@fluid-pictures.com
>> www.fluid-pictures.com
>> 
>> Fluid Pictures Limited is registered in England and Wales.
>> Company number:5657815
>> VAT number: 872 6893 71
>> 
>> 
>> 
>> 
>> 
>> 
>> --
>> ---
>> Vladimir Jankijevic
>> Technical Direction
>> 
>> Elefant Studios AG
>> Lessingstrasse 15
>> CH-8002 Zürich
>> 
>> +41 44 500 48 20
>> 
>> www.elefantstudios.ch<http://www.elefantstudios.ch>
>> ---
> 
> 
<>

Re: scene size limit

2013-04-30 Thread Chris Chia
Yes as long as u are < 2048MB for 2013 and < 4096MB in 2014.


On 30 Apr, 2013, at 11:07 PM, "adrian wyer"  
wrote:

> i have one older scene that is 2030Mb and it opens, i'm cleaning what i can
> and offloading the clouds to reference models... seems to be working
> 
> still lost best part if a days work though
> 
> thanks anyway Chris
> 
> :o(
> 
> a
> 
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
> Sent: 30 April 2013 16:01
> To: 
> Cc: softimage@listproc.autodesk.com
> Subject: Re: scene size limit
> 
> Hi Adrian,
> You have to work in 2014 to enjoy the "more than 2GB" benefit. In earlier
> version, if the file is more than 2GB, then the file is not saved correctly.
> 2014 would be able to allow you to save it correctly.
> 
> Can you do a merge scene and try to export the compound out into 2014?
> 
> 
> Regards,
> Chris
> 
> Sent from my iPhone
> 
> On 30 Apr, 2013, at 10:13 PM, "adrian wyer"
> mailto:adrian.w...@fluid-pictures.com>>
> wrote:
> 
> can anyone shed light on a method that's going to save my a$$?
> 
> working with heavy point cloud data in 2013SP1
> 
> scene size ended up being just a nat's over 2Gb
> 
> now i can't open the scene due to it's size being over some arbitrarily
> decided limit
> 
> although 2014 has no limit, it can't open the scene...
> 
> have i just lost a couple of days of work? is  my scene file corrupt?
> 
> if so.. thanks whoever decided that 2Gb was 'more than enough' !
> 
> a
> 
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
> 
> adrian.w...@fluid-pictures.commailto:adrian.wyer
> @fluid-pictures.com>
> www.fluid-pictures.comhttp://www.fluid-pictures.
> com/>
> 
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
> 
> 
> -
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2012.0.2240 / Virus Database: 2641/5745 - Release Date: 04/14/13
> Internal Virus Database is out of date.
> 
<>

Re: scene size limit

2013-04-30 Thread Chris Chia
And yes to Alan too. You are right ;)

Regards,
Chris

On 30 Apr, 2013, at 11:33 PM, "Alan Fregtman" 
mailto:alan.fregt...@gmail.com>> wrote:

2014 does have a limit. It's 4GB, twice the previous limit. (Please correct me 
if I'm wrong, Chris.)



On Tue, Apr 30, 2013 at 10:13 AM, adrian wyer 
mailto:adrian.w...@fluid-pictures.com>> wrote:
can anyone shed light on a method that's going to save my a$$?

working with heavy point cloud data in 2013SP1

scene size ended up being just a nat's over 2Gb

now i can't open the scene due to it's size being over some arbitrarily decided 
limit

although 2014 has no limit, it can't open the scene...

have i just lost a couple of days of work? is  my scene file corrupt?

if so.. thanks whoever decided that 2Gb was 'more than enough' !

a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829

adrian.w...@fluid-pictures.com
www.fluid-pictures.com

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71


<>

Re: scene size limit

2013-04-30 Thread Chris Chia
Yes Rob and Stephen are right.
Just be careful and it's better to move to 2014 if you constantly work on big 
files.

As for Linux, I think it got to do with our Mr Mainwin... Not sure the exact 
reason. But if u do encounter more than 2gb file, we do provide warning message 
to notify the users.


Regards,
Chris


On 30 Apr, 2013, at 11:45 PM, "Vladimir Jankijevic" 
mailto:vladi...@elefantstudios.ch>> wrote:

:) that's like saying go f**k yourself to the linux users. Thanks and I'm so 
happy to one of them :)


On Tue, Apr 30, 2013 at 5:37 PM, Stephen Blair 
mailto:stephenrbl...@gmail.com>> wrote:

Unless you are on Linux, apparently:


http://download.autodesk.com/global/docs/softimage2014/en_us/files/new_ViewingandPlayback.htm

Softimage now supports the scene (.scn) and model (.emdl) files of size up to 4 
GB on Windows and 2 GB on Linux operating systems.



On 30/04/2013 11:32 AM, Alan Fregtman wrote:
2014 does have a limit. It's 4GB, twice the previous limit. (Please correct me 
if I'm wrong, Chris.)



On Tue, Apr 30, 2013 at 10:13 AM, adrian wyer 
mailto:adrian.w...@fluid-pictures.com>> wrote:
can anyone shed light on a method that's going to save my a$$?

working with heavy point cloud data in 2013SP1

scene size ended up being just a nat's over 2Gb

now i can't open the scene due to it's size being over some arbitrarily decided 
limit

although 2014 has no limit, it can't open the scene...

have i just lost a couple of days of work? is  my scene file corrupt?

if so.. thanks whoever decided that 2Gb was 'more than enough' !

a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829

adrian.w...@fluid-pictures.com
www.fluid-pictures.com

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71






--
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---
<>

Re: scene size limit

2013-04-30 Thread Chris Chia
Hi Adrian,
You have to work in 2014 to enjoy the "more than 2GB" benefit. In earlier 
version, if the file is more than 2GB, then the file is not saved correctly. 
2014 would be able to allow you to save it correctly.

Can you do a merge scene and try to export the compound out into 2014?


Regards,
Chris

Sent from my iPhone

On 30 Apr, 2013, at 10:13 PM, "adrian wyer" 
mailto:adrian.w...@fluid-pictures.com>> wrote:

can anyone shed light on a method that's going to save my a$$?

working with heavy point cloud data in 2013SP1

scene size ended up being just a nat's over 2Gb

now i can't open the scene due to it's size being over some arbitrarily decided 
limit

although 2014 has no limit, it can't open the scene...

have i just lost a couple of days of work? is  my scene file corrupt?

if so.. thanks whoever decided that 2Gb was 'more than enough' !

a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829

adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com>
www.fluid-pictures.comhttp://www.fluid-pictures.com/>

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

<>

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