RE: Any Dinosaurs Still Lurking?

2018-05-17 Thread Daniel Brassard
Just Cheese and Monkeys ….

Sent from Mail for Windows 10

From: Morten Bartholdy
Sent: Thursday, May 17, 2018 11:10 AM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=SEE9pK5OcASZuUd9OJMjdL79HixWwaN9d5xPh9OI0rI&s=VLzmIWYIE_BbvFXfprtLZET7qA6nzwIhiMj_4837s94&e=
Subject: Re: Any Dinosaurs Still Lurking?

Does he rant on Instagram too?? ha, ha
MB
Den 16. maj 2018 klokken 17:47 skrev Chris Marshall :
check out Instagram kim_aldis
On 16 May 2018 at 14:43, Morten Bartholdy  wrote:
Very well put Paul :)
Quote:
This year I’m making my latest attempt to learn Maya and Houdini, just so I can 
get a bit more work, but can’t see either of them knocking XSI off the top spot 
any time soon, until they up their game to a comparable standard of creative 
fluidity.
End quote
I guess I am a bit dinoish, as I started using Softimage 3D in 1992 and DP 
4:2:2 before that, so doing 3D since 1989. I had a go at Maya 1.0 thinking I 
could start learning it by modeling in it and move stuff to Softimage for 
animation and rendering, but abandoned it because it didn't have any of the 
NURBS Powermodeling from Alias PA yet. I eventually switched to XSI around v1.5
Nowadays I am forced to use Maya at work because of client compatibility and 
the need to keep the small workforce here on the same DCC. I get to use 
Softimage every now and then for stuff that Maya sucks at or simply can't do 
(which is quite often), but it has been a while since I did a full production 
with Soft – sadly. We sort of switch between doing fx and other advanced stuff 
in XSI and Houdini (between two guys) and put that into Maya.
Arnold and lately Redshift are the only reasons Maya has not yet driven me 
stark raving mad.
I still use XSI/Redshift for fun stuff at home and can't really see anything 
taking over anytime soon.
Great to hear from all you guys – I have always loved this list and still do :) 
I miss Kims rant's though and Porls tutorials.
Morten Bartholdy
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Re: Maya installation error

2017-09-19 Thread Daniel Brassard
All the other service packs are available here as well. Cheers and good
luck.

Dan

https://knowledge.autodesk.com/support/maya/downloads

On Tue, Sep 19, 2017 at 3:02 PM, Leoung O'Young 
wrote:

> Thanks again Daniel, I will give it a shot.
> Loeung
>
> On 9/19/2017 2:41 PM, Daniel Brassard wrote:
>
> SP2 link below
>
> https://knowledge.autodesk.com/search-result/caas/
> downloads/content/autodesk-maya-2015-service-pack-2.html
>
> On Tue, Sep 19, 2017 at 2:34 PM, Leoung O'Young 
> wrote:
>
>> Thanks Daniel,
>>
>> Strange I didn't have to do that before, perhaps I was using a different
>> installer.
>> I have Maya SP2, I wonder if the SP6 will work.
>>
>> Leoung
>>
>> On 9/19/2017 2:26 PM, Daniel Brassard wrote:
>>
>> You need to install mental ray with Maya 2015 as its a separate install.
>>
>> https://knowledge.autodesk.com/search-result/caas/downloads/
>> content/autodesk-maya-2015-service-pack-6.html
>>
>> On Tue, Sep 19, 2017 at 1:32 PM, Leoung O'Young 
>> wrote:
>>
>>> We have Softimage 2015 that came with Maya 2015. I have installed both
>>> on most of my computers but on one of them, a laptop I didn't  to saved
>>> disk space.
>>>
>>> Now would like to install Maya 2015 but am getting this error as in the
>>> attached image.
>>>
>>> Any help is appreciated.
>>>
>>> Thanks,
>>>
>>> Leoung
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
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>> "unsubscribe" in the subject, and reply to confirm.
>>
>>
>>
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>
>
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Re: Maya installation error

2017-09-19 Thread Daniel Brassard
SP2 link below

https://knowledge.autodesk.com/search-result/caas/downloads/content/autodesk-maya-2015-service-pack-2.html

On Tue, Sep 19, 2017 at 2:34 PM, Leoung O'Young 
wrote:

> Thanks Daniel,
>
> Strange I didn't have to do that before, perhaps I was using a different
> installer.
> I have Maya SP2, I wonder if the SP6 will work.
>
> Leoung
>
> On 9/19/2017 2:26 PM, Daniel Brassard wrote:
>
> You need to install mental ray with Maya 2015 as its a separate install.
>
> https://knowledge.autodesk.com/search-result/caas/
> downloads/content/autodesk-maya-2015-service-pack-6.html
>
> On Tue, Sep 19, 2017 at 1:32 PM, Leoung O'Young 
> wrote:
>
>> We have Softimage 2015 that came with Maya 2015. I have installed both on
>> most of my computers but on one of them, a laptop I didn't  to saved disk
>> space.
>>
>> Now would like to install Maya 2015 but am getting this error as in the
>> attached image.
>>
>> Any help is appreciated.
>>
>> Thanks,
>>
>> Leoung
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
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>
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Re: Maya installation error

2017-09-19 Thread Daniel Brassard
You need to install mental ray with Maya 2015 as its a separate install.

https://knowledge.autodesk.com/search-result/caas/downloads/content/autodesk-maya-2015-service-pack-6.html

On Tue, Sep 19, 2017 at 1:32 PM, Leoung O'Young 
wrote:

> We have Softimage 2015 that came with Maya 2015. I have installed both on
> most of my computers but on one of them, a laptop I didn't  to saved disk
> space.
>
> Now would like to install Maya 2015 but am getting this error as in the
> attached image.
>
> Any help is appreciated.
>
> Thanks,
>
> Leoung
>
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: OTish and F****** Mayaish rant - or the multiple UV sets conundrum

2017-06-01 Thread Daniel Brassard
Hi Morten,

There is a google group list similar to our own and very active for Maya

https://groups.google.com/forum/#!forum/maya_he3d

Maybe that is what your are looking for.

On Tue, May 30, 2017 at 3:56 AM, Morten Bartholdy 
wrote:

> You guys are unearthing new levels of moronic on the part of the Maya devs.
>
> Thanks for the insight. I have renamed the first UV set to something else
> than map1 (which I have always hated when receiving models from Maya) so
> that might explain why the UV relationship editor is not behaving quite
> like it says on the tin.
>
> Soldiering on.
>
> Morten
>
>
>
> > Den 26. maj 2017 klokken 12:57 skrev Anto Matkovic :
> >
> >
> > I think Relationship Editor is only way through UI. Action in
> Relationship Editor creates UV Chooser node, which then allows to choose
> something else than first member of array of UV Sets, so theoretically it's
> possible to invoke this by some script, and un-hide the node in Hypergraph
> (it's visible in Node Editor). But, once you're in node un-hiding business,
> it easily shows what you do not want to see, in this case, perhaps all
> objects having this texture assigment. So, imho only solution is what Ivan
> suggested, to use some plugin, written by Maya guru.By the way it's full of
> such crazy, partial workarounds over twenty year old framework. This seems
> to be a tradition, even in newer versions. For example, new ''improved''
> Connect Tool (Subdivide Edges in SI) in Maya 2017, creates one operator for
> each subdivision, or twice if symmetry modeling is used - first operator is
> subdivide at 0.5, second is 0.5 of previous 0.5, or 0.5 of previous 0.66,
> so on. Unbelievable in any oth
>  er 3d on planet, even for quick user solution posted on some forum, but
> in ''official'' Maya, this is ''normal''.Funny enough, long time ago
> exactly the same nodal framework had great reputation, comparable with our
> opinions about Softimage ICE, while these 'duct tape' workarounds were
> considered as temporary, not important stuff for smart Maya people. Today I
> think for everyone, it is just a chore, an old fashion can-do
> everything-but-poorly thing.
> >   From: Morten Bartholdy 
> >  To: "Userlist, Softimage" 
> >  Sent: Tuesday, May 23, 2017 10:45 AM
> >  Subject: OTish and F** Mayaish rant - or the multiple UV sets
> conundrum
> >
> > I am late to the sad and boring party of learning Maya and have run into
> what looks like total idiosyncracy in the way you manage and use multiple
> UV sets in Maya.
> >
> > Trying to keep an open mind and keeping the learning hat on, I am
> willing to accept there might be a good reason for the way Maya does it,
> but having to Link each UV set to a given texture using the Relationship
> Editor rather than just selecting the desired UV set in a texture
> projection node like in Soft is beyond my imagination. It seems like
> programmers harassment.
> >
> > Can someone here indicate a good reason for this, expanded
> functionality, or perhaps a simpler workaround for using multiple UV sets
> in shader networks in Maya?
> >
> > Thanks, and apologies for blowing off steam.
> >
> >
> > Morten
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
> >
> >
> >--
> > Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: Happy Holidays!

2016-12-25 Thread Daniel Brassard
Merry Xmas and Happy New Year!

On Dec 25, 2016 10:27 AM, "Francisco Criado"  wrote:

> Merry Christmas and Happy New Year! A complete honor to share this group
> with you guys! Long live Softimage!
>
> Francisco.
>
>
> 2016-12-25 6:43 GMT-03:00 Olivier Jeannel :
>
>> Merry Christmas guys :)
>>
>> 2016-12-25 3:53 GMT+01:00 Alok Gandhi :
>>
>>> Have a great year ahead!
>>>
>>> --
>>>
>>> --
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>>>
>>
>>
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>>
>
>
>
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Re: City generator?

2016-03-01 Thread Daniel Brassard
What about using Fabric engine to generate the city, similar to the work of
WHISKYTREE?

https://vimeo.com/85581391
https://vimeo.com/71148018

On Tue, Mar 1, 2016 at 12:22 PM, Sven Constable 
wrote:

> yeah, I think that was it.
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame
> Fuller
> Sent: Tuesday, March 01, 2016 5:43 PM
> To: softimage@listproc.autodesk.com
> Subject: RE: City generator?
>
> Some of the details sound like you might be thinking of MassMotion, but
> that's a crowd/evacuation simulator, not a city generator. IIRC it was
> originally based on Behavior, but was later updated to use ICE and I think
> it's completely standalone now.
>
> gray
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer
> Sent: Tuesday, March 01, 2016 6:49 AM
> To: softimage@listproc.autodesk.com
> Subject: RE: City generator?
>
> i remember that, wasn't it like $100,000 or something?
>
>
> a
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven
> Constable
> Sent: 29 February 2016 20:56
> To: softimage@listproc.autodesk.com
> Subject: RE: City generator?
>
> Btw I remember a company several years ago, using XSI to build a similar
> thing to CityEngine. It was quite decent stuff. They had a dedicated
> website
> for the product and it was heavily based on Softimage. Wasn't it launched
> as
> a standalone application based on ICE? I'm pretty sure I saw a video by
> that
> company showing the XSI GUI within the standalone application they were
> selling. I remember because I was wondering how they would have sold it
> with
> the XSI codebase somehow involved. Maybe the Foundation version of Soft?
> Probably a guy on the list was working on it or posted the link to it.
> Can't
> remember, my head hurts. :)
>
> sven
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
> Sent: Monday, February 29, 2016 8:36 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: City generator?
>
> Esri CityEngine is truly something else because it revolves around the
> architecture and urbanist language and being procedural allow for a much
> more sophisticated and realistic result.
>
> It is not cheap (last time I checked) but if you need to do some
> architecture landscape anything else is truly a toy in comparison, and the
> proof of time will certainly tell. Meaning, today may look like a curve
> duplication does the job, in 3-5 years you will want to hide.
>
> Ultimately, like Marvellous Designer, and any other specialised tool, it
> requires certain knowledge that is in the realm of cloth manufacturing (MD)
> or architecture (CE), my guess is that you want get a young clever guy with
> a degree in architecture to help you out, I sincerely believe  the pay off
> will be certainly there.
>
> hope it makes sense.
> jb
>
>
>
>
> > On 29 Feb 2016, at 14:12, Morten Bartholdy  wrote:
> >
> > I have pored over Esri's site and their reseller here in DK but no
> > pricing available without actually contacting them. Smells expensive
> > too :)
> >
> > I think I will fall back on some simpler methods with curve
> > duplication and scattering for this one.
> >
> > /Morten
> >
> >
> >
> >> Den 27. februar 2016 klokken 02:25 skrev Francois Lord
> :
> >>
> >>
> >> CityEngine is amazing, but very expensive. We've used it several
> >> times in the past. I think it now has some sort of link to Houdini to
> >> be able to work procedurally directly in Houdini.
> >>
> >> On 2016-02-25 10:11 AM, Morten Bartholdy wrote:
> >>> Thanks Chris, but I am looking for something that allows for more
> >>> irregular and organic looking cityscapes. I found the tool I was
> >>> thinking of - unfortunately it was not ICE based:
> >>>
> >>> http://www.esri.com/software/cityengine
> >>>
> >>> https://www.youtube.com/watch?v=aFRqSJFp-I0
> >>>
> >>>
> >>> Morten
> >>>
> >>>
> >>>
>  Den 25. februar 2016 klokken 15:31 skrev Chris Marshall
>  :
> 
> 
>  I did this really simple one:-
> 
>  https://vimeo.com/5200892
> 
> 
> 
>  On 22 February 2016 at 13:00, Morten Bartholdy
>  
> >>> wrote:
> 
> > Thanks Sven - I will check that one out :)
> >
> > MB
> >
> >
> >
> >> Den 22. februar 2016 klokken 13:51 skrev Sven Constable
> >> :
> >>
> >>
> >> Theres also CityEngine. I have no clue about pricing.
> >> http://www.esri.com/software/cityengine
> >>
> >>
> >> -Original Message-
> >> From: softimage-boun...@listproc.autodesk.com
> >> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
> >> Morten Bartholdy
> >> Sent: Monday, February 22, 2016 1

Re: can I still get softimage?

2015-11-23 Thread Daniel Brassard
Hi Chris,

Did you try Scalar?

https://www.scalar.ca/en/contact-us/

I deal with the office in Montreal but they have an office in Toronto.

My contact in Montreal is Joseph Ngo 

On Mon, Nov 23, 2015 at 9:58 AM, Chris Johnson 
wrote:

> Rob,
>
> Any chance you know a reseller honoring this? The one I talked to here in
> Toronto does not. : (
>
> On Fri, Nov 13, 2015 at 8:29 AM, Rob Chapman  wrote:
>
>> not necessarily only the suite, you can currently get Maya 2016 with
>> softimage option. Standalone license with no maintenance.  have to be
>> quick, this 'offer' wont be available for long as everything soon will be
>> cloud subscription and softimage aint ever going to be on there
>>
>> On 13 November 2015 at 13:21, Personal  wrote:
>>
>>> I think that is only option.
>>>
>>> --
>>> Micic Srecko
>>> ---
>>> Mail:
>>> srecko.mi...@gmail.com
>>> Skype:srecko.micic
>>> ---
>>>
>>> On 13/11/2015 14:17:20, Chris Johnson  wrote:
>>> Sorry guysI disappeared from the list for a while...I'm sure this
>>> subject has come up a number of times!?
>>>
>>> What is the cheapest/best way to get a license of soft? Or can I still
>>> even do that? Last time I touched base with a reseller I had to buy the
>>> Suite which was around $10,000 Canadian!
>>>
>>>
>>>
>>> --
>>>
>>> Chris Johnson | www.someonescousin.com | 416.473.1624
>>>
>>>  
>>> 
>>> 
>>> 
>>>
>>>
>>>
>>
>
>
> --
>
> Chris Johnson | www.someonescousin.com | 416.473.1624
>
>  
> 
> 
>
>
>


Re: End of the ride

2015-05-13 Thread Daniel Brassard
Thank you Graham for your help and advice in ICE and programming over the
years. Good luck in your new ventures and keep in touch here.

wish you the best,

Dan
Thanks Graham, you work has been great and Autodesk is loosing a key asset
and the culture few of the remaining Softimage guys brought to it, sad
strategy they have.

Wish you the best and hope we can work together in the near future.
jb

On 13 May 2015, at 15:53, Alan Fregtman  wrote:

Thank you for all the help throughout the years, Graham! :)


On Wed, May 13, 2015 at 11:39 AM Morten Bartholdy 
wrote:

>  Well then thanks for the assistance you have provided over the years and
> good luck where ever you will be going!
>
>
> Cheers Graham!
>
>
>
>
> Best Regards
> Morten Bartholdy
> - Softimage user since 1992
>
>
>
>
>
>
> Den 13. maj 2015 kl. 00:59 skrev Graham Bell :
>
>   I hadn't wanted to make any kind of announcement, but reading Stephens
> latest Flashback thread and the discussions on where peoples journey with
> Softimage first started, it's kinda made me realise that mine has basically
> ended.
> And as I'm posting here, I didn't want to fly under false colours, so to
> speak.
>
> As of the start of this month, I'm no longer at Autodesk, The bloodline of
> european Softimage AE's from Ben, Chinny, and James, to myself has now
> ended.
>
> Perhaps it's time to start earning an honest living again. lol :-)
>
>
>
>


Re: Renderman

2015-03-24 Thread Daniel Brassard
Thanks Andreas, I forgot about affogato.

Probably much more trouble that I can spare at the moment anyway, and I can
use Maya to render ... the new RIS mode is useful and a nice addition, got
a couple of crashes from Maya  as usual.

Having Mental Ray, Renderman and 3Delight for rendering is quite a
selection at the moment.



On Tue, Mar 24, 2015 at 4:27 AM, Morten Bartholdy 
wrote:

>   + seeing as 3Delight is free for eight core use for one user, why
> bother with a free non-commercial PrMan...
>
>
>
> Morten
>
>
>
>
>
>
> Den 23. marts 2015 kl. 23:24 skrev Andreas Bystrom <
> andreas.byst...@gmail.com>:
>
>   for playing around with it, sure, but if you use softimage I don't
> think prman is a serious alternative for commercial projects these days.
> 3delight will export ribs sure, but to actually get those to render in
> prman is a different thing, getting shaders to work etc.
>
>  On Tue, Mar 24, 2015 at 10:59 AM, Francois Lord < flordli...@gmail.com > 
> wrote:
>
>
>  Well... the non-commercial version is a damn good reason to use it. I
> sure will try it once it's available for Houdini.
>
> On 23-Mar-15 17:47, Andreas Bystrom wrote:
>
>   I think the old XSIMan by graphicprimitves was the closest you could
> get to a prman bridge, sadly the product was discontinued a long time ago..
> I tested it quite a bit when it came out, nice little plugin but the
> implementation was rather basic in a way, no render-region support etc.
>  there is also the opensource affogato:
> http://sourceforge.net/projects/affogato/
>
>  anyway, with all the renderers out there I don't see much reason to use
> prman anymore..
>  -Andreas
>
>
>  On Tue, Mar 24, 2015 at 10:35 AM, Rob Chapman < tekano@gmail.com > wrote:
>
>
> cmd line renderman is available but not sure how you would make a rib
> with all the new shader parameters etc straight outa softimage :(
>
> On 23 March 2015 at 21:32, Daniel Brassard < dbrassar...@gmail.com >
> wrote:
> > Just received notice from Pixar that Renderman free for non-commercial
> use
> > is now available.
> >
> > Does anybody have used Renderman before with Softimage and is their a
> bridge
> > between Softimage and Renderman available?
> >
> > (yes, I have Maya too, so I can use it with Maya but I would like to
> test
> > Renderman with Softimage)
> >
> > Cheers!
> >
> > Dan
> >
> >
>
>
>
>


Renderman

2015-03-23 Thread Daniel Brassard
Just received notice from Pixar that Renderman free for non-commercial use
is now available.

Does anybody have used Renderman before with Softimage and is their a
bridge between Softimage and Renderman available?

(yes, I have Maya too, so I can use it with Maya but I would like to test
Renderman with Softimage)

Cheers!

Dan


OT: Maya programming Blog

2015-03-18 Thread Daniel Brassard
Learned some programming tricks lately from this site. Maybe some of you
guys would be interested.

Around the Corner 

Cheers!

Dan


Re: Maxon sets up shop in Montreal

2015-03-18 Thread Daniel Brassard
Official announcement from Maxon here:

http://www.maxon.net/en/news/singleview-default/article/maxon-announces-opening-of-new-canada-office.html

interesting time 

On Wed, Mar 18, 2015 at 12:02 PM, Oliver Weingarten 
wrote:

>  ...maybe 15k potential users seems to be an inetresting amount for other
> companies than AD ;)
>
> ...fingers crossed somebody comes up with something coming even close to
> good old  XSI..!
>
> Am 18.03.2015 um 16:27 schrieb Stephan Haitz:
>
> Could it be there are set free quite other energies with the EOL of
> Softimage than intented?
>
> Am 18.03.2015 um 14:24 schrieb Ed Harriss:
>
>  Maxon… as in Maxon Cinema4D?
>
> If so, exciting!
>
>
>
> I’ve been using C4D and it’s got some really, really great stuff but there
> are a few areas that could use some Softimage style love. ;)
>
> Regardless, we are working on integrating it into our pipeline.
>
>
>
> Ed
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com
> ] *On Behalf Of *Greg Punchatz
> *Sent:* Wednesday, March 18, 2015 9:14 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Maxon sets up shop in Montreal
>
>
>
> Ex softie Alain Laferrière leading a new dev team :)
>
>
>
>


Re: OT - Blueprints/dimensions > 1K

2015-02-20 Thread Daniel Brassard
You must have some serious filters in Germany for weapons. It took me 1
Google minute to fing a blueprint of the stoner 63.

http://www.ar15.com/archive/topic.html?b=3&f=123&t=650934

Middle of the page has a full scaled blueprint.

Yes, company are very protective of their IP. You also have toconsider
that information like weapons are controlled for safety and security
reasons.

Look like you are working on game assets.

On Fri, Feb 20, 2015 at 4:30 AM, Tim Leydecker  wrote:

>  Thanks guys for the links and suggestions.
>
> I´ve checked my specs, turns out that my triangle limit for a car should be
> in the 25000 - 45 000 tri region, incl. interiors.
>
> That means interesting silhouettes are still possible but no specific make
> details.
>
> I´ve ordered some books to cook things down into their essence and go from
> there,
> still trying to find representative examples of a specific area as
> "C-Frame" masters
> to pop various grills and bodies on, generalising wheelbases and interiors.
>
>
> For the guns, stuff like the Stoner 63 or any type of shotguns like
> Winchester M97 or M12´s
> are hard to come by in Germany and airsoft replicas are the only option,
> also for stuff
> like some types of tactical lights, nightvision scopes and pistol-grip
> shotguns, as there
> are quite some restrictions for possession of such stuff in Germany.
>
> Not to mention thatColt for example is touchy when using their IP. Like
> IKEA.
>
> In short, I guess I´ll be able to depict a specific class but not specific
> makes.
>
> Cheers,
>
> tim
>
>
> Am 19.02.2015 um 16:29 schrieb Tom Kleinenberg:
>
> Sorry, the complete list is a little more impressive
> http://www.suurland.com/assets.php
>
> On 19 February 2015 at 17:28, Tom Kleinenberg  wrote:
>
>> I use Suurland (
>> http://www.suurland.com/blueprints.php?catagory=2&order=name) but
>> they're not >1k.
>>
>> On 19 February 2015 at 16:57, Gerbrand Nel  wrote:
>>
>>> For weapons you could look into airsoft replicas.
>>> The insides are airsoft, but the outsides of these"toys" are sometimes
>>> very accurate.
>>> Just a thought :)
>>> G
>>>
>>> On 19/02/2015 16:15, Tim Leydecker wrote:
>>>
 Hi guys,


 does anyone know of a good ressource for firearms and vehicles:

 weapons blueprints - Swedish K´s/Port Said´s, Stoner 63´s, S&W
 K-Frames, M16/M16A1´s, M60s.
 vehicle blueprints, especially 60´s cars, from sedans to station wagons.

 I´d be willing to pay handling fees for machining level data and or
 reliable dimensions
 depending on origin (laws applicable) bolthead/receiver int. detail
 data can be excluded.

 I´m finding it especially hard to find really good vehicle data.

 There´s some GMC heritage stuff and a variety of books on amazon
 available
 but multi view plans of 60s/70cars are rare, as is photo data.

 There are many 3D models available (like from humster3D.com) to start
 with but I would appreciate
 to be able to add more accuracy and detail based on plans and
 references.

 For weapons, here in Germany, I can resort to getting deact´s for hands
 on data aquisition or check
 weaponeer.net to see enthusiasts at work but for cars, there´s loads
 of stuff less than accurate enough.

 Cheers,

 tim







>>>
>>
>
>


Re: OT - Blueprints/dimensions > 1K

2015-02-19 Thread Daniel Brassard
Start with The-blueprints.com 

The weapons are in rifle section or sub-machine gun section.

Lots of vehicle blueprints as well.

On Thu, Feb 19, 2015 at 9:57 AM, Gerbrand Nel  wrote:

> For weapons you could look into airsoft replicas.
> The insides are airsoft, but the outsides of these"toys" are sometimes
> very accurate.
> Just a thought :)
> G
>
> On 19/02/2015 16:15, Tim Leydecker wrote:
>
>> Hi guys,
>>
>>
>> does anyone know of a good ressource for firearms and vehicles:
>>
>> weapons blueprints - Swedish K´s/Port Said´s, Stoner 63´s, S&W K-Frames,
>> M16/M16A1´s, M60s.
>> vehicle blueprints, especially 60´s cars, from sedans to station wagons.
>>
>> I´d be willing to pay handling fees for machining level data and or
>> reliable dimensions
>> depending on origin (laws applicable) bolthead/receiver int. detail data
>> can be excluded.
>>
>> I´m finding it especially hard to find really good vehicle data.
>>
>> There´s some GMC heritage stuff and a variety of books on amazon available
>> but multi view plans of 60s/70cars are rare, as is photo data.
>>
>> There are many 3D models available (like from humster3D.com) to start
>> with but I would appreciate
>> to be able to add more accuracy and detail based on plans and references.
>>
>> For weapons, here in Germany, I can resort to getting deact´s for hands
>> on data aquisition or check
>> weaponeer.net to see enthusiasts at work but for cars, there´s loads of
>> stuff less than accurate enough.
>>
>> Cheers,
>>
>> tim
>>
>>
>>
>>
>>
>>
>>
>


Re: Setting User Normals from tool

2015-02-18 Thread Daniel Brassard
Maybe

CClusterPropertyBuilder::AddUserNormal
ClusterProperty::SetValues


Re: Merry Christmas everyone

2014-12-24 Thread Daniel Brassard
Merry Christmas, Happy Holidays and to all a very good Year 2015.


On Wed, Dec 24, 2014 at 4:23 PM, Jason S  wrote:

>  MMMerrry  Christmas!!!   :-) :-P
>
> On 12/16/14 12:21, Dan Yargici wrote:
>
> Is he the sweaty one that was PM for something like 5 days?  Great!
>
>  Massive dose of sarcasm aside, merry Christmas and good luck with your
> future endeavors Jill.
>
> DAN
>
> On Tue, Dec 16, 2014 at 7:07 PM, Jill Ramsay (Contractor) <
> jill.ram...@autodesk.com> wrote:
>>
>> Hey guys, wishing you all the best for the festive season and just to let
>> you know my contract here at the Desk is done as of this week. Daniel
>> Tutino will be taking over Softimage transition matters from a PM point of
>> view – he’s a former Softimage PM and is now looking after the Project
>> Humanize Maya initiative, so he’s well placed to help those of you who are
>> considering transitioning to Maya.
>> Good luck to you all wherever you end up.
>> Jill
>>
>>
>


Re: Maya Rigging Online courses

2014-11-27 Thread Daniel Brassard
Part 1 to 4 can be found here:

Animation Friendly Rigging <http://jasonschleifer.com/afr/>


On Thu, Nov 27, 2014 at 10:28 AM, Daniel Brassard 
wrote:

> Maybe these 4 Masterclass docs from Jason Schleifer can help.
>
>
>
> On Thu, Nov 27, 2014 at 4:33 AM, Marco Peixoto  wrote:
>
>> Yeah i have been looking for some time at Animschool for a rigging
>> course, was even once going to ask if they also did it for Softimage... but
>> now Maya it is... thing is.. im pretty sure Maya will change a lot in a so
>> not distant future or that other solutions might appear... should I be
>> investing time, lots of effort (and money) to learn how to properly rig the
>> "old" in Maya? Im not really interested in "learning" Maya and thankfully i
>> only have to animate on it... but i feel a complete stranger (and junior)
>> now that Soft is no more...
>>
>> On Thu, Nov 27, 2014 at 10:06 AM, Gerbrand Nel  wrote:
>>
>>>  I did this to get into rigging.. pretty good rig at the end of the
>>> day, and I now like the node editor :)
>>> G
>>> http://www.youtube.com/watch?v=MV4XRgmTynY
>>>
>>> On 27/11/2014 07:57, David Gallagher wrote:
>>>
>>> AnimSchool is awesome  ;)
>>>
>>> iAnimate is more geared toward gaming, if that's relevant for you.
>>>
>>> Dave G (CEO of AnimSchool)
>>> Email me with any questions.
>>>
>>> On 11/26/2014 7:09 PM, Sofronis Efstathiou wrote:
>>>
>>>  Hi all,
>>>
>>>
>>>
>>> I’m trying to get my head around the rigging tools in Maya, and need a
>>> quick boost in terms of knowledge - I need to support a ton of rigs my
>>> students are creating after Christmas. Any recommendations? I would prefer
>>> not to have a course aimed at beginners,  just something that can introduce
>>> some mid/high level concepts and techniques. Having said that, as I need to
>>> learn an entire new toolset it’s probably wise to start with the basics (as
>>> long as it moves quickly into other areas). Has anyone taken the iAnimate
>>> course? http://www.ianimate.net/workshops/rigging.html
>>>
>>>
>>>
>>> Animschool also allows you to take a single class via its express option
>>> as well -
>>> http://www.animschool.com/Catalog/ProgramDescription.aspx?ID=1#
>>> <http://www.animschool.com/Catalog/ProgramDescription.aspx?ID=1>
>>>
>>>
>>>
>>> Any help, opinions or guidance much appreciated…
>>>
>>>
>>>
>>> Cheers
>>>
>>>
>>>
>>> Sofronis (Saf) Efstathiou
>>>
>>> Postgraduate Framework Leader and BFX Competition & Festival Director
>>>
>>> Computer Animation Academic Group
>>>
>>> *National Centre for Computer Animation*
>>>
>>>
>>> Email: sefstath...@bournemouth.ac.uk
>>>
>>>
>>>
>>> Tel: +44 (0) 1202 965805
>>>
>>>
>>>
>>> Profile: http://uk.linkedin.com/in/sofronisefstathiou
>>>
>>>
>>> Student Work:
>>>
>>> http://www.youtube.com/NCCA3DAnimation
>>>
>>> http://www.youtube.com/NCCADigitalFX
>>>
>>> http://www.youtube.com/NCCAAnimation
>>>
>>>
>>>
>>> [image: Description: Description:
>>> C:\Users\sefstathiou\Pictures\nccalogo.jpg]
>>> <http://ncca.bournemouth.ac.uk/>  [image: Description: Description:
>>> C:\Users\sefstathiou\Documents\My
>>> Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png]
>>> <http://www.bfxfestival.com/>
>>>
>>>
>>>
>>>
>>>
>>> [image: http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg]
>>>
>>>
>>>
>>> *Awarded for world-class computer animation teaching *
>>>
>>> *with wide scientific and creative applications*
>>>
>>>
>>>
>>>
>>>
>>>   BU is a Disability Two Ticks Employer and has signed up to the
>>> Mindful Employer charter. Information about the accessibility of University
>>> buildings can be found on the BU DisabledGo webpages
>>> <http://www.disabledgo.com/en/org/bournemouth-university>
>>>
>>> This email is intended only for the person to whom it is addressed and
>>> may contain confidential information. If you have received this email in
>>> error, please notify the sender and delete this email, which must not be
>>> copied, distributed or disclosed to any other person.
>>>
>>> Any views or opinions presented are solely those of the author and do
>>> not necessarily represent those of Bournemouth University or its subsidiary
>>> companies. Nor can any contract be formed on behalf of the University or
>>> its subsidiary companies via email.
>>>
>>>
>>>
>>>
>>
>


Re: SDK: mental ray shader doesn't recognize scene light list

2014-11-11 Thread Daniel Brassard
I have no s at the end of light[1]

On Tue, Nov 11, 2014 at 10:36 PM, Daniel Brassard 
wrote:

> In my book:
>
> typedef struct
> {
>// Light list
>int   i_light; // memory address of first light in light array
>int   n_light; // number of lights in the light array;
>miTag light[1];   // pointer to light array
> } ml_shader_params
>
> On Tue, Nov 11, 2014 at 6:20 PM, Matt Lind  wrote:
>
>>   Update:
>>
>> Renderer Options set in the shaderdef don’t seem to be getting pushed to
>> mental ray at all.  Not only is the light list not getting properly wired
>> up, but the ‘trace’ and ‘derivatives’ flags I set in the renderer options
>> of my material shader don’t get wired up either.  When I query for those
>> specific flags using mi_query() in the shader _init() or _main() functions,
>> the flags are not set.  I have attempted this in Softimage 2013 SP1 and
>> Softimage 2014 SP2 with identical results.  I have also attempted to port
>> my shaderdef to JScript to see if it is a language problem.  same
>> results...although PPG logic works better in JScript.
>>
>> Am I doing something fundamentally wrong, or is this a bug?
>>
>>
>> Matt
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> I am updating some mental ray shaders I wrote many years ago.
>>
>> When using a .spdl for the UI and making the most minimal of tweaks to my
>> C++ code to be compliant with the current version of mental ray, the
>> shaders render as expected.  However, when using a ShaderDefinition to
>> define the UI and registration, the scene light list is always empty
>> resulting in dark rendered images.
>>
>> Code snippet illustrating how I’m declaring the scene light list in the
>> shader definition (C++):
>>
>> Context oContext( oContextRef );
>> Factory XSIFactory = Application().GetFactory();
>>
>> // Shader definition
>> ShaderDef oShaderDefinition = oContext.GetAttribute( "Definition"
>> );
>> oShaderDefinition.AddShaderFamily( siShaderFamilySurfaceMat );
>> oShaderDefinition.AddShaderFamily( siShaderFamilyShadowMat );
>> oShaderDefinition.AddShaderFamily( siShaderFamilyPhotonMat );
>>
>> // Parameter definitions
>> ShaderParamDef oParameterDef;
>> ShaderParamDefOptions paramOptions;
>> ShaderParamDefContainer oParametersInput  = oShaderDefinition.
>> GetInputParamDefs();
>> ShaderParamDefContainer oParametersOutput = oShaderDefinition.
>> GetOutputParamDefs();
>>
>> // Add light list parameter
>> paramOptions = XSIFactory.CreateShaderParamDefOptions();
>> paramOptions.SetLongName( L"lights" );
>> paramOptions.SetAnimatable( true );
>> paramOptions.SetTexturable( true );
>> paramOptions.SetReadOnly( false );
>> paramOptions.SetInspectable( true );
>> paramOptions.SetAttribute( siReferenceFilterAttribute,
>> siLightReferenceFilter );
>>
>> oParametersInput.AddParamDef( L"lights", siShaderDataTypeReference,
>> paramOptions );
>>
>>
>> The light list as defined in my mental ray shader code.  Works correctly
>> with .spdl files, but fails without warning or error when using shader
>> definition files:
>>
>> typedef struct
>> {
>>// Light list
>>int   i_light; // memory address of first light in light array
>>int   n_light; // number of lights in the light array;
>>miTag lights[1];   // pointer to light array
>> } ml_shader_params;
>>
>>
>> when I dump the number of lights in the scene via mi_info(), it returns
>> the expected number of lights in the scene when the shader is registered
>> using .spdl, but always returns zero when registered using a shader
>> definition:
>>
>> miInteger NbLights = *mi_eval_integer( & paras->n_light );   //
>> number of lights in light list
>>
>> mi_info( “Nblights: %d\n”, NbLights );
>>
>>
>>
>> Anybody know what the secret handshake is to get light lists to be
>> recognize by a mental ray shader when using shader definition files (C++)?
>> I would really like to ditch the .spdl format if possible.
>>
>> thanks,
>>
>> Matt
>>
>
>


Re: SDK: mental ray shader doesn't recognize scene light list

2014-11-11 Thread Daniel Brassard
In my book:

typedef struct
{
   // Light list
   int   i_light; // memory address of first light in light array
   int   n_light; // number of lights in the light array;
   miTag light[1];   // pointer to light array
} ml_shader_params

On Tue, Nov 11, 2014 at 6:20 PM, Matt Lind  wrote:

>   Update:
>
> Renderer Options set in the shaderdef don’t seem to be getting pushed to
> mental ray at all.  Not only is the light list not getting properly wired
> up, but the ‘trace’ and ‘derivatives’ flags I set in the renderer options
> of my material shader don’t get wired up either.  When I query for those
> specific flags using mi_query() in the shader _init() or _main() functions,
> the flags are not set.  I have attempted this in Softimage 2013 SP1 and
> Softimage 2014 SP2 with identical results.  I have also attempted to port
> my shaderdef to JScript to see if it is a language problem.  same
> results...although PPG logic works better in JScript.
>
> Am I doing something fundamentally wrong, or is this a bug?
>
>
> Matt
>
>
>
>
>
>
>
>
>
>
> I am updating some mental ray shaders I wrote many years ago.
>
> When using a .spdl for the UI and making the most minimal of tweaks to my
> C++ code to be compliant with the current version of mental ray, the
> shaders render as expected.  However, when using a ShaderDefinition to
> define the UI and registration, the scene light list is always empty
> resulting in dark rendered images.
>
> Code snippet illustrating how I’m declaring the scene light list in the
> shader definition (C++):
>
> Context oContext( oContextRef );
> Factory XSIFactory = Application().GetFactory();
>
> // Shader definition
> ShaderDef oShaderDefinition = oContext.GetAttribute( "Definition"
> );
> oShaderDefinition.AddShaderFamily( siShaderFamilySurfaceMat );
> oShaderDefinition.AddShaderFamily( siShaderFamilyShadowMat );
> oShaderDefinition.AddShaderFamily( siShaderFamilyPhotonMat );
>
> // Parameter definitions
> ShaderParamDef oParameterDef;
> ShaderParamDefOptions paramOptions;
> ShaderParamDefContainer oParametersInput  = oShaderDefinition.
> GetInputParamDefs();
> ShaderParamDefContainer oParametersOutput = oShaderDefinition.
> GetOutputParamDefs();
>
> // Add light list parameter
> paramOptions = XSIFactory.CreateShaderParamDefOptions();
> paramOptions.SetLongName( L"lights" );
> paramOptions.SetAnimatable( true );
> paramOptions.SetTexturable( true );
> paramOptions.SetReadOnly( false );
> paramOptions.SetInspectable( true );
> paramOptions.SetAttribute( siReferenceFilterAttribute,
> siLightReferenceFilter );
>
> oParametersInput.AddParamDef( L"lights", siShaderDataTypeReference,
> paramOptions );
>
>
> The light list as defined in my mental ray shader code.  Works correctly
> with .spdl files, but fails without warning or error when using shader
> definition files:
>
> typedef struct
> {
>// Light list
>int   i_light; // memory address of first light in light array
>int   n_light; // number of lights in the light array;
>miTag lights[1];   // pointer to light array
> } ml_shader_params;
>
>
> when I dump the number of lights in the scene via mi_info(), it returns
> the expected number of lights in the scene when the shader is registered
> using .spdl, but always returns zero when registered using a shader
> definition:
>
> miInteger NbLights = *mi_eval_integer( & paras->n_light );   // number
> of lights in light list
>
> mi_info( “Nblights: %d\n”, NbLights );
>
>
>
> Anybody know what the secret handshake is to get light lists to be
> recognize by a mental ray shader when using shader definition files (C++)?
> I would really like to ditch the .spdl format if possible.
>
> thanks,
>
> Matt
>


OT: Lucasfilm's ILM opens in London

2014-10-16 Thread Daniel Brassard
Some good news from London.

Lucasfilms-ILM-opens-in-london



Re: Any recommended tutorials/training on building Maya plugins in Python?

2014-04-17 Thread Daniel Brassard
+1 for what Luc-Eric Said. I also like these video tutorials (part 4 deal
with the UI):


http://www.youtube.com/watch?v=eXFGeZZbMzQ&feature=player_detailpage

http://www.youtube.com/watch?v=d7FIkbzB_N0&feature=player_detailpage

http://www.youtube.com/watch?v=ijMyo-6T8Ow&feature=player_detailpage

http://www.youtube.com/watch?v=kUkk7rcwtI8&feature=player_detailpage
http://www.youtube.com/watch?v=ZmCYXzsCMO0&feature=player_detailpage


On Thu, Apr 17, 2014 at 11:16 AM, Luc-Eric Rousseau wrote:

> First check the SDK User Guide (not the reference), under "Maya Python
> Plugin Learning Path"
> http://www.autodesk.com/maya-sdkdoc-2015-enu
>
> if you need more complicated help, there is a "Python Inside Maya"
> google group.  But there is a lot of stuff in the guide, including how
> to use Qt, sample plug-ins, etc.
>
> On Thu, Apr 17, 2014 at 9:30 AM, Tim Crowson
>  wrote:
> > And no this isn't the only place I'm asking this :-)
> >
> > I'm getting into the Maya API and I need to port some of our tools over
> from
> > Soft. Google gives me all kinds of interesting links, but I'm curious to
> > know from people here who have done dev work for both Soft and Maya
> (there's
> > so many of you, I know right?) if you can recommend resources for
> learning
> > how to create a proper Python-based plugin in Maya. Basically, what's the
> > equivalent to the XSI Addon or the self-installing plugin? Stuff like
> that.
> > I think I can figure out the deployment side of things. I'm just
> wondering
> > what's required for a Python plugin to be a python plugin in Maya. Would
> be
> > nice to have Ye Olde SDK Wizarde around
> >
> >
> > And on another note
> >
> > I know this isn't a Maya list but since I'm here and you've read this
> > far... here's something on the weird chance you might know... I've been
> > messing around in Maya 2015 with my userSetup.py to have a custom menu
> pop
> > up in the menu bar at launch. But the userSetup.py file seems get run
> prior
> > to the Maya Window being initialized, so it fails to add my menu because
> it
> > can't get the main window to which it needs to add the menu. The main
> window
> > is simply returned as a NoneType object. The function looks something
> like
> > this...
> >
> > def buildMenu():
> > ptr = mui.MQtUtil.mainWindow()  # at launch this returns None?
> > mayaWindow = shiboken.wrapInstance(long(ptr), QtGui.QWidget)
> >
> > mainMenu = cmds.menu('MyMenu', p=mayaWindow, l='My Menu')
> > cmds.menuItem(p=mainMenu, d=True, dl='Some Divider')
> > cmds.menuItem(p=mainMenu, l='Some Tool')
> >
> > The error comes from wrapInstance(long(ptr)), because ptr is being
> returned
> > as None.
> >
> > Anyway, on the off-chance...
> >
> > --
> >
> >
> >
> > Tim Crowson
> > Lead CG Artist
> >
> > Magnetic Dreams, Inc.
> > 2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
> > Ph  615.885.6801 | Fax  615.889.4768 | www.magneticdreams.com
> > tim.crow...@magneticdreams.com
> >
> >
> >
>


Re: humanize maya, SOFT top 5

2014-04-17 Thread Daniel Brassard
Viktoras maitain also a GitHub account and a google group forum for the
tool. Maybe you want to contact him there. He is looking for help to
improve the tool.

https://github.com/viktorasm/ngSkinTools
https://groups.google.com/forum/#!forum/ngskintools



On Thu, Apr 17, 2014 at 8:33 AM, Eric Turman  wrote:

> Thank you for sharing Cesar,
>
> There are some interesting improvements there, but it still looks like
> you're dealing with Maya's goofy single-bone-at-a-time-mask-style
> weighting. So while, better than Maya standard, it still adhere's pretty
> hard to Maya's flawed core paradigm.
>
> The other and bigger problem--and this is a deal-breaker for me--is that
> it is only for 2014 and older. Since we received 2015 with our $0
> transitions, this is a no-go. For the meantime I'll have to stick with the
> bind it in Maya, export to Soft, weight in Soft, export to Maya and
> constrain to rig in Maya approach.
>
> The relax algorithm looks much better than either Maya or Soft, and
> weighting on layers is intriguing. Maybe Viktoras would be open to adapting
> his tools to work more like a Soft paradigm.
>
> Cheers,
>
> -=Eric
>
>
>
> On Thu, Apr 17, 2014 at 2:01 AM, Cesar Saez  wrote:
>
>> ngSkinTools to the rescue!
>> http://www.ngskintools.com/
>>
>>
>> On Wed, Apr 16, 2014 at 7:00 PM, Eric Turman wrote:
>>
>>> Agreed, point weighting in Maya is horrible. I'm doing some freelance
>>> Maya rigs now and bringing them into Softimage to point weight because
>>> Maya's point weighting wants to make me want to lobotomize myself with
>>> chopsticks through my eyes :P
>>>
>>>
>>> On Wed, Apr 16, 2014 at 3:39 PM, Sebastien Sterling <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
 Has anyone mentioned the horrible Maya weight painting ? the fact you
 have to lock every bone you are not skinning to, less influences be
 splattered throughout the mesh Jackson Pollock style?

 I know it's a classic complaint but a lot of people are going to feel
 the pain.


>
>
> --
>
>
>
>
> -=T=-
>


Re: Please Trim posts!!

2014-04-03 Thread Daniel Brassard
Ha, the rule of forum ethiquette.

Somebody gave me this one day which I modernize a bit. It's funny, I got
this 30 years ago in the early time of the internet/BBS slow pipe. Good
times.


   - Be Factual, brief and complete. Don't use obscure abbreviations; keep
   it clear and to the point.
   - Be Respectful of the peoples and their opinions. Find common ground.
   Foster and grow relationship. Lend a helping hand and be a leader. Be
   Polite and civil, be confident and approachable.
   - Show genuine interest. Keep a positive attitude and participate
   willingly.
   - Search the forum first for related topics. Avoid duplication of post.
   - Trim to the relevant subject or post and refer to the person your
   reply to if necessary.
   - Ask questions or clarifications before you speak your mind. Be fair in
   your response and avoid judging people.
   - Use topic specific title. Avoid posting off-topic or high jacking
   somebody else post or thread.
   - Be your own moderator. Use your words carefully, watch your language
   and correct yourself before pressing the send button. Avoid posting in
   anger, there is no recall button.
   - Be thankful. If somebody provides advice and or alternate methodology,
   thanks them for their input.
   - Post solutions to questions to keep topics complete too, not just that
   you found it (within the realms of copyrights or Intellectual property
   obviously). Use private messaging only when necessary.
   - Avoid the use of ALL CAPS if possible, this is understood as shouting
   - Take personal issues off the forum. Don't harass, insult, belittle, or
   threaten. Avoid flaming or trolling. Don't engage the flamers or trolls.
   Do not attack or add insult to the injuries. Avoid gossips.
   - Ask, don't assume. People come from various backgrounds, many with
   lots of knowledge, expertise and skills. A person may be new to the forum
   but could be an industry leader with a lot to contribute.
   - And, most importantly ...Be Professional in everything you do.




On Wed, Apr 2, 2014 at 10:37 PM, Martin  wrote:

> I hate when people reply an email to create a new thread and don't trim
> the previous messages, mixing both threads when you read them in an iphone.
>
> Martin
> Sent from my iPhone
>
>
>>


Re: AnimSchool Student Showcase

2014-03-27 Thread Daniel Brassard
If I remember correctly, David said that they are "software agnostic" in
their teaching i.e the priciple remains the same that be in Softimage, Maya
or Max. Its just much more fun and less stressfull to animate in Softimage.

Similar priciples are covered in "Stop Staring: Facial Modeling and
Animation Done Right" by Jason Osipa or

"Rig it Right! Maya Animation Rigging Concepts" by Tina O'Hailey. Their
software of choice is Maya but the principles remains the same.


On Thu, Mar 27, 2014 at 3:32 PM, David Gallagher <
davegsoftimagel...@gmail.com> wrote:

>
> Hello! We will begin to remove Softimage assignment options,
> unfortunately, as it appears the students will no longer be able to
> download a student version, and we would be unwise to promote it for their
> sakes.
>
> We will continue to offer our more advanced rigs in Softimage to the
> animation students who may already have it, and our free, public rigs as
> well.
>
> I will continue to show Softimage's amazing capabilities to our students
> in my extra help sessions with the students.
>
> Thanks for the compliment!
> Dave G
>
>
> On 3/27/2014 1:05 PM, Tenshi S. wrote:
>
>  Hello David,
>
>  I haven't heard what the school is going to do, but after all this
> disaster; AnimSchool will still be teaching Softimage?
>  I'm just curious, i always was amaze by those modeling/animation reels.
>
>
> On Tue, Mar 25, 2014 at 2:16 PM, David Gallagher <
> davegsoftimagel...@gmail.com> wrote:
>
>>
>> Yes, all AnimSchool student work.
>>
>> We have different instructors for the various classes. I help in a
>> supplemental session. Thanks!
>>
>>
>>
>> On 3/25/2014 1:00 PM, Jason S wrote:
>>
>> Wow all that is student work?   Very good teacher I guess :)
>>
>> On 03/25/14 14:25, Sebastien Sterling wrote:
>>
>> That was quite a daring choice on Emilio's part, Vintage Disney is very
>> difficult to pull off.
>>
>>
>> On 25 March 2014 17:04, David Gallagher wrote:
>>
>>> In case you're interested, our Modeling/Rigging Student Showcase.
>>>
>>> http://www.youtube.com/watch?v=RW6-R2xDP8I&list=UUPYQOUnJ3G1-QVUtZg62JNQ
>>>
>>> I worked with many of the students on their models and face rigs, mostly
>>> bringing their models into Softimage to edit them for appeal. Note the work
>>> of list member Emilio Hernandez!
>>>
>>> Dave G
>>>
>>
>>
>>
>>
>
>


Re: Save Softimage Petition

2014-03-05 Thread Daniel Brassard
Done.




On Wed, Mar 5, 2014 at 7:30 AM, Ognjen Vukovic  wrote:

> I am really really gutted right now, i am probably one of the younger
> users on the mailing list, i was introduced to softimage back around 2010
> and since then my life got a lot easier and i really enjoyed my work.
> Everything was just so much fun and i had much less overtime.I was
> seriously investing in softimage, i started to learn python because of soft
> and ice was something i was dead set on mastering. Damn, its just
> awefull And i seriously cannot even begging to understand how it is for
> most of you long time users, im seriously very very sorry, and i think this
> is just bullshit. This petition needs to get more exposure and it would be
> best spread across linkedin and facebook or whatever.
>
>
> On Wed, Mar 5, 2014 at 1:11 PM, michael johansson wrote:
>
>> Signed
>>
>>
>> 2014-03-05 12:32 GMT+01:00 Ognjen Vukovic :
>>
>> Signed.
>>>
>>>
>>> On Wed, Mar 5, 2014 at 12:19 PM, Byungchul Kang  wrote:
>>>
 done!!!


 2014-03-05 20:16 GMT+09:00 Chris Marshall :

 Signed. There's over 1000 on there now, which is more than I thought
> there'd be. Well done!
>
>
> On 5 March 2014 11:03, Nicolas Esposito <3dv...@gmail.com> wrote:
>
>> Done, please share, maybe something can be done ( hopefully ) but I
>> don't trust Autodesk at all
>>
>>
>> 2014-03-05 11:53 GMT+01:00 Eric Mootz :
>>
>>>  hell, yes: DONE!
>>>
>>>
>>
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
>
>


 --
 *Byungchul Kang* | MBC CG TEAM [http://imbc.com]
 http://cgndev.com

>>>
>>>
>>
>>
>> --
>> Michael Johansson
>> Artist/Senior Lecturer/Researcher
>> Kristianstad University
>> Digital Design
>> 29188 Kristianstad
>> Email michael.johans...@hkr.se
>>
>> Infobloom
>> Grönegatan 4a
>> 222 24 Lund
>> Email: mich...@lowend.se
>>
>> www.lowend.se
>> www.abadyl.com
>>
>
>


Re: Softimage 2015 Last Release Announcement

2014-03-04 Thread Daniel Brassard
To all the Devs, past and present, Thanks for a great product, your support
and dedication.

Its a sad day indead. See you on the other Side (FX)...

Dan


On Tue, Mar 4, 2014 at 4:57 PM, Octavian Ureche  wrote:

> Sad fucking day.
>
>
> On Tue, Mar 4, 2014 at 11:52 PM, Nicholas Breslow wrote:
>
>>  Clearly Autodesk is feeling the heat from the competition.  Check out
>> these prices!
>>
>>
>>
>> http://www.daz3d.com/software/daz-studio-4/
>>
>>
>>
>> I feel like these are the types of discussions that have been taking
>> place at ADHQ lately:
>>
>>
>>
>> "Let's make a version of 3DSMax called 3DSMax Design so we can confuse
>> the hell out of our customers!"
>>
>>
>>
>> "Let's make a version of Maya called Maya LT so we can annoy the hell out
>> of our customers!"
>>
>>
>>
>> "Let's make a version of Softimage called Softimage 2015 EOL so our
>> customers can tell us to go to hell!"
>>
>>
>>
>> "Let's make a free character generator!!!"
>>
>>
>>
>> I'm pouring out a little bit of my latte as a sign of respect for our
>> fallen brother, Softimage.  I hope the list keeps going so I can find out
>> where all you amazing people wind up investing your efforts (I will likely
>> follow you).  The lack of creativity in how the death of this truly
>> creative piece of software is being handled is very telling.
>>
>>
>>
>> -Nick
>>
>>
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Christopher
>> Crouzet
>> *Sent:* Tuesday, March 4, 2014 4:23 PM
>> *To:* Softimage Mailing List
>>
>> *Subject:* Re: Softimage 2015 Last Release Announcement
>>
>>
>>
>> That video is gold!
>>
>> He actually seems disturbed... like if he knew that he was lying. Could
>> totally be used as an animation reference!
>>
>>
>>
>>
>>
>> On 4 March 2014 16:08, Steven Caron  wrote:
>>
>>  he looked nervous...
>>
>>
>>
>> On Tue, Mar 4, 2014 at 1:01 PM, Dan Yargici  wrote:
>>
>>  While you try and find it, remind yourself of this little gem from not
>> even a year ago!
>>
>>
>>
>> http://area.autodesk.com/2014unfold/products/softimage.html#future
>>
>>
>>
>>
>>
>>
>>
>> --
>>
>> Christopher Crouzet
>> *http://christophercrouzet.com* 
>>
>>
>>
>
>
>
> --
> Octavian Ureche
>  +40 732 774 313 (GMT+2)
>  Animation & Visual Effects
>   www.okto.ro
>


Re: Gradient in PPG

2014-01-22 Thread Daniel Brassard
Just a thought, how about using FCurves to drive the colors?


On Wed, Jan 22, 2014 at 1:03 PM, Luc-Eric Rousseau wrote:

> Sorry, I checked into this further, and the Gradient control expects a
> hierarchy of parameters (color.red, color.green, etc) and not flat
> list. Creating hierarchy of parameters on a custom property has never
> been exposed to the SDK, so you can't construct one, and therefore
> could never use this widget in its current form
>
> On Tue, Jan 21, 2014 at 6:07 PM, Luc-Eric Rousseau 
> wrote:
> > you need to create an array of parameters with the right types and add
> > the control on the first parameter. So it's just like the color
> > widget.
> > Check the Gradient operator in the fxtree.  Open its .spdl file to see
> > how it works.
> >
> > it's something like, one integer for type, and 8 groups of rgb color
> > and a float for their position. something like that.
> >
> > isn't the SDK documentation awesome.
> >
> > On Tue, Jan 21, 2014 at 5:13 PM, Mathias N  wrote:
> >> Evening
> >>
> >> Would any of you happen to know how to add a gradient
> (siControlGradient)
> >> item to a PPG layout?
> >>
> >> With any of the standard data types it is pretty straight forward:
> >> parameter, label, UI type.
> >> A color item is given its own method, where instead of pointing to a
> single
> >> parameter you point to float parameter representing red and it handles
> the
> >> rest.
> >>
> >> But how exactly does this function with gradients? By definition it
> cannot
> >> be linked to only a single parameter, but there is no special method
> for it
> >> like with color.
> >>
> >> The docs would suggest that it is possible, but provides no information
> as
> >> to how. Blindly flinging arguments at it has gotten me nowhere.
> >>
> http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/siPPGControlType.html
> >>
> >> Cheers
>


Re: A correct peeling effect

2014-01-14 Thread Daniel Brassard
Mario Domingos did an ICE effect using Softimage 2014 and provide a file
here.

http://lickingtheice.tumblr.com/post/65603536997/peeling-effect-file


On Tue, Jan 14, 2014 at 8:50 AM, olivier jeannel wrote:

>  I've digged and digged ...but...
>
> Le 14/01/2014 13:06, Adam Seeley a écrit :
>
> Hi,
>
> I'm sure I saw a similar compound for this a couple of years ago.
>
> Have a good riffle through the rray site, might have ended up there.
>
> Cheers,
>
> Adam.
> -
> 07956 976 245
> http://www.linkedin.com/in/adamseeleyuk
>  https://vimeo.com/adamseeley 
>
>
>
>
>--
>  *From:* olivier jeannel 
> *To:* softimage@listproc.autodesk.com
> *Sent:* Tuesday, 14 January 2014, 8:53
> *Subject:* A correct peeling effect
>
> Hi gang,
>
> I'm looking for doing a convincing peeling effect in Softimage
> Scenario is :peeling of a thin aluminium sheet from a chocolate plate,
> the tiny pieces of sheet then fly away, like are gently blown away by
> the wind
> I'm running after this : https://vimeo.com/77579764 or
> https://vimeo.com/69646311 quality. (those are Max Mcloth)
> The shot should be very close up. I'm not sure, for example, that the
> Topolizer trick https://vimeo.com/80829002 would be enough.
>
> What do guys think ? Another Method ? Syflex à la Mario-Domingo ?
> https://vimeo.com/73933574
>
> Any thoughts to share ? Would be great :)
>
>
>
>
>


Re: [ICE] B-Spline/NURBS curve compound?

2014-01-09 Thread Daniel Brassard
I did some experiment in ICE with Cubic B Spline. You can see the result on
si-community, there even some compound you can download and experiment with.

http://www.si-community.com/community/viewtopic.php?f=15&t=1802

Hope that help.

Daniel



On Thu, Jan 9, 2014 at 5:38 AM, Martin Chatterjee <
martin.chatterjee.li...@googlemail.com> wrote:

> Cheers Vladimir, that definitely helps!
>
> Can't believe I actually overlooked this compound in my search... :)
>
> Martin
>
>
> --
>Martin Chatterjee
>
> [ Freelance Technical Director ]
> [   http://www.chatterjee.de   ]
> [ https://vimeo.com/chatterjee ]
>
>
> On Thu, Jan 9, 2014 at 11:23 AM, Vladimir Jankijevic <
> vladi...@elefantstudios.ch> wrote:
>
>> there is the 'Piecewise Cubic B Spline' Compound you could use as a
>> starting point.
>>
>> Cheers,
>> Vladimir
>>
>>
>> On Thu, Jan 9, 2014 at 11:21 AM, Martin Chatterjee <
>> martin.chatterjee.li...@googlemail.com> wrote:
>>
>>> Hey there,
>>>
>>> is anybody aware of an ICE compound solving B-Spline/NURBS curves?
>>>
>>> You know, like the existing 'Bezier 4' and 'Bezier 5' compounds but for
>>> a curve with an arbitrary number of control points?
>>>
>>> Thanks in advance, cheers,
>>>
>>> Martin
>>> --
>>>Martin Chatterjee
>>>
>>> [ Freelance Technical Director ]
>>> [   http://www.chatterjee.de   ]
>>> [ https://vimeo.com/chatterjee ]
>>>
>>
>>
>


Re: positivity

2013-12-20 Thread Daniel Brassard
Marry Chrismas, Happy Holidays and Happy New Years to all and a successful
year 2014.

Cheers!


On Fri, Dec 20, 2013 at 9:44 PM, Daniel Brassard wrote:

> Fortran on a Dell PDP-1124 circa 1974
>
> Build my first computer based on the motorola 6500 chipset, Heathkit
> keyboard, four color display screen circa 1977. Burned a hole on my wooden
> desk on the first try! What a glory!
>
>
> On Fri, Dec 20, 2013 at 8:20 PM, William Morrison <
> williamdmorri...@gmail.com> wrote:
>
>> Jeez.  yeah I do think I still remember some Basic.
>>
>>
>> On Fri, Dec 20, 2013 at 4:59 PM, Paul Griswold <
>> pgrisw...@fusiondigitalproductions.com> wrote:
>>
>>> I think some of my first paid jobs as an animator was using an Amiga
>>> 2000 and a DCTV going direct to an MII recorder.  The DCTV was an amazing
>>> piece of tech!
>>>
>>> —
>>> Sent from Mailbox <https://www.dropbox.com/mailbox> for iPad
>>>
>>>
>>> On Fri, Dec 20, 2013 at 6:14 PM, Eric Lampi  wrote:
>>>
>>>>  I had an A2000, DCTV was awesome!
>>>>
>>>>  Screw you single frame controllers! Real-time animation to tape!
>>>>
>>>> Wow, I almost forgot how painful it was to output video to tape on
>>>> anything other than an Amiga in those days.
>>>>
>>>> Eric
>>>>
>>>> Freelance 3D and VFX animator
>>>>
>>>> http://vimeopro.com/user7979713/3d-work
>>>>
>>>>
>>>> On Fri, Dec 20, 2013 at 6:07 PM, 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<http://bitsavers.informatik.uni-stuttgart.de/pdf/wicat/brochures/WISE_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 in

Re: positivity

2013-12-20 Thread Daniel Brassard
Fortran on a Dell PDP-1124 circa 1974

Build my first computer based on the motorola 6500 chipset, Heathkit
keyboard, four color display screen circa 1977. Burned a hole on my wooden
desk on the first try! What a glory!


On Fri, Dec 20, 2013 at 8:20 PM, William Morrison <
williamdmorri...@gmail.com> wrote:

> Jeez.  yeah I do think I still remember some Basic.
>
>
> On Fri, Dec 20, 2013 at 4:59 PM, Paul Griswold <
> pgrisw...@fusiondigitalproductions.com> wrote:
>
>> I think some of my first paid jobs as an animator was using an Amiga 2000
>> and a DCTV going direct to an MII recorder.  The DCTV was an amazing piece
>> of tech!
>>
>> —
>> Sent from Mailbox  for iPad
>>
>>
>> On Fri, Dec 20, 2013 at 6:14 PM, Eric Lampi  wrote:
>>
>>>  I had an A2000, DCTV was awesome!
>>>
>>>  Screw you single frame controllers! Real-time animation to tape!
>>>
>>> Wow, I almost forgot how painful it was to output video to tape on
>>> anything other than an Amiga in those days.
>>>
>>> Eric
>>>
>>> Freelance 3D and VFX animator
>>>
>>> http://vimeopro.com/user7979713/3d-work
>>>
>>>
>>> On Fri, Dec 20, 2013 at 6:07 PM, 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" 
>>

Re: CDH or Graphic Sequencer

2013-12-10 Thread Daniel Brassard
Hi Steven,

Thanks for the advise. I'll try the CDH way then. Cheers!

Dan


On Tue, Dec 10, 2013 at 1:52 PM, Steven Caron  wrote:

> i guess CDH would be if you have an existing app you would like to display
> in a viewport/window. it doesn't attempt to use softimage's rendering
> pipeline at all. where the sequencer can use rendering features of the
> softimage.
>
>
> On Tue, Dec 10, 2013 at 10:48 AM, Daniel Brassard 
> wrote:
>
>> Hi List, Just a short question.
>>
>> I would like to display my PTEX maps within Softimage using the PTEX
>> viewer that come with OpenSubDiv.
>>
>> What would you recommend to run this little apps with: the Custom Display
>> Host or the Graphic Sequencer? I am leaning toward the Sequencer but it's
>> not cut and dry between the two.
>>
>> Thanks for the advice. Cheers!
>>
>> Dan
>>
>>
>>
>


CDH or Graphic Sequencer

2013-12-10 Thread Daniel Brassard
Hi List, Just a short question.

I would like to display my PTEX maps within Softimage using the PTEX viewer
that come with OpenSubDiv.

What would you recommend to run this little apps with: the Custom Display
Host or the Graphic Sequencer? I am leaning toward the Sequencer but it's
not cut and dry between the two.

Thanks for the advice. Cheers!

Dan


Re: tangent/binormal space computation

2013-12-05 Thread Daniel Brassard
Oops, should had read your last sentence, moving on.


On Thu, Dec 5, 2013 at 8:21 AM, Daniel Brassard wrote:

> Is a cross product between the normal and tangent vectors not giving you
> the bi-normal vector?
>
>
>
> On Wed, Dec 4, 2013 at 6:50 PM, Matt Lind wrote:
>
>> Those calculations are for converting the normal in the normal map
>> between color and euler space.  The normal stored in the normal map needs a
>> basis (ie: transform matrix) to act as a frame of reference so the renderer
>> knows how to orient the normals in the map to the topology .  That basis is
>> derived from information in the Texture UV space, geometry normal, and
>> Tangents and BiNormals vertex color properties.
>>
>>
>>
>> I need the algorithms for the computation of the basis, and I need to
>> know how ultimapper compensates for the case when the binormals are not
>> present.  For example, does ultimapper assume the basis will always be
>> orthogonal and do a cross product of the tangent and geometry normal to
>> generate the binormal?
>>
>>
>>
>>
>>
>> Matt
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *francisco criado
>> *Sent:* Wednesday, December 04, 2013 3:36 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: tangent/binormal space computation
>>
>>
>>
>> Hi Matt,
>>
>> will this help?
>>
>>
>> http://softimage.wiki.softimage.com/xsidocs/tangents_binormals_SettingtheDataTypeforTangentsandBinormals.htm#Rga95703
>>
>>
>>
>> Francisco.
>>
>>
>>
>> 2013/12/4 Matt Lind 
>>
>> I need to write a variant of ultimapper to support our proprietary
>> workflows, but our content (tangent space normal maps) currently uses the
>> softimage standard.  I need to know the algorithms Softimage uses so I can
>> make an accurate conversion to our proprietary standards.
>>
>>
>>
>> Specifically, I need to know:
>>
>>
>>
>> - how the vectors are computed in the Tangents and BiNormal vertex color
>> properties
>>
>> - how Ultimapper does a tangent space normal transfer when only a
>> Tangents vertex color property exists on the hi res mesh.
>>
>> (eg; what assumptions does it make / what calculations
>> does it do to compensate for lack of binormals?)
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> Matt
>>
>>
>>
>
>


Re: tangent/binormal space computation

2013-12-05 Thread Daniel Brassard
Is a cross product between the normal and tangent vectors not giving you
the bi-normal vector?



On Wed, Dec 4, 2013 at 6:50 PM, Matt Lind  wrote:

> Those calculations are for converting the normal in the normal map between
> color and euler space.  The normal stored in the normal map needs a basis
> (ie: transform matrix) to act as a frame of reference so the renderer knows
> how to orient the normals in the map to the topology .  That basis is
> derived from information in the Texture UV space, geometry normal, and
> Tangents and BiNormals vertex color properties.
>
>
>
> I need the algorithms for the computation of the basis, and I need to know
> how ultimapper compensates for the case when the binormals are not
> present.  For example, does ultimapper assume the basis will always be
> orthogonal and do a cross product of the tangent and geometry normal to
> generate the binormal?
>
>
>
>
>
> Matt
>
>
>
>
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *francisco criado
> *Sent:* Wednesday, December 04, 2013 3:36 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: tangent/binormal space computation
>
>
>
> Hi Matt,
>
> will this help?
>
>
> http://softimage.wiki.softimage.com/xsidocs/tangents_binormals_SettingtheDataTypeforTangentsandBinormals.htm#Rga95703
>
>
>
> Francisco.
>
>
>
> 2013/12/4 Matt Lind 
>
> I need to write a variant of ultimapper to support our proprietary
> workflows, but our content (tangent space normal maps) currently uses the
> softimage standard.  I need to know the algorithms Softimage uses so I can
> make an accurate conversion to our proprietary standards.
>
>
>
> Specifically, I need to know:
>
>
>
> - how the vectors are computed in the Tangents and BiNormal vertex color
> properties
>
> - how Ultimapper does a tangent space normal transfer when only a Tangents
> vertex color property exists on the hi res mesh.
>
> (eg; what assumptions does it make / what calculations
> does it do to compensate for lack of binormals?)
>
>
>
>
>
>
>
>
>
> Matt
>
>
>


Re: Whiskeytree Athens tech demo

2013-11-22 Thread Daniel Brassard
Tron Legacy Daft Punk, "Recognizer"


On Fri, Nov 22, 2013 at 12:37 PM, Juhani Karlsson  wrote:

> Tron legacy? Daft Punk? Maybe?
> On Nov 22, 2013 7:12 PM, "Peter Agg"  wrote:
>
>> What's that soundtrack from? Seems familiar but I can't quite place it...
>>
>>
>> On 22 November 2013 16:58, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Hairy ballz of the Gods !!!
>>>
>>>
>>> On 22 November 2013 17:46, Sylvain Lebeau  wrote:
>>>
  holy mother of god..

 you guys rock at WT!

 sly



 On 11/22/2013 09:04 AM, adrian wyer wrote:

  congrats to everyone at Whiskeytree for this epic demo!



 https://vimeo.com/71148018



 your library toolset is a thing of beauty!



 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: Autodesk´s Sales model

2013-10-15 Thread Daniel Brassard
It is this article and the current Softimage cross-grade offer that make me
decide to take the jump to the Ultimate Suite. I am glad I did, I can now
test plugins and shaders on the three platforms and do other things as
well. And enough money left for some nice plugins or apps too.

AD may have a smart thing going here, let's see what the future bring.


On Tue, Oct 15, 2013 at 2:12 PM, Alan Fregtman wrote:

> Did you read the whole thing?
>
> From the article:
> *"The plan is to shift customers away from single product purchases
> toward suites, and to move from buying perpetual licenses to acquiring
> software on long-term subscription or short-term rental."*
>
>
>
> On Tue, Oct 15, 2013 at 1:56 PM, David Rivera <
> activemotionpictu...@yahoo.com> wrote:
>
>> I came across this link:
>>
>> http://gfxspeak.com/2013/10/02/autodesk-sales-strategy-includes-discontinuing-upgrade-purchases/
>>
>> So what happened to the "rental" sales model?
>>
>> David R.
>>
>
>


Re: Unofficial Softimage user voice

2013-10-11 Thread Daniel Brassard
Olivier,

The Area account is linked to your subscription account ID/Password if you
have one. Try it.


On Fri, Oct 11, 2013 at 8:11 AM, Marc-Andre Carbonneau <
marc-andre.carbonn...@ubisoft.com> wrote:

> Willkommen Stefan,
>
> Happy to see a Product Designer at the helm!
>
> ** **
>
> Can you share with us who else you’re working with? 
>
> Who’s in charge of Softimage? PM, Lead Dev? What’s the structure?
>
> It’s not to argue how things are run but rather to get to know who’s
> working for the Softimage community?
>
> ** **
>
> Thanks
>
> MAC
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stefan Rueffer
> *Sent:* 11 octobre 2013 02:04
>
> *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
>
> ** **
>


Re: MILA materials

2013-10-11 Thread Daniel Brassard
BTW, The Mill in LA did try the MILA on a spot for Norfolk Southern with
impressive results.
*
*
*https://www.youtube.com/watch?v=OL_V_y2zYR4
*
*
*
*
*


On Fri, Oct 11, 2013 at 8:07 AM, Daniel Brassard wrote:

> Yes, there is a full thread on the si-community about the new MILA shaders.
>
> http://www.si-community.com/community/viewtopic.php?f=33&t=3241
>
>
> Note that for some shader effect to work you will need access to the
> string options therefore you will need this plugin:
>
> http://www.si-community.com/community/viewtopic.php?f=27&t=3312
>
> The plugin use the geoshader to set the string options until we get
> something native in Softimage (which will be needed for MILA official
> release). Unfortunately their is a "bug" in the geoshader that make this
> solution less than desirable.
>
>
>


Re: MILA materials

2013-10-11 Thread Daniel Brassard
Yes, there is a full thread on the si-community about the new MILA shaders.

http://www.si-community.com/community/viewtopic.php?f=33&t=3241


Note that for some shader effect to work you will need access to the string
options therefore you will need this plugin:

http://www.si-community.com/community/viewtopic.php?f=27&t=3312

The plugin use the geoshader to set the string options until we get
something native in Softimage (which will be needed for MILA official
release). Unfortunately their is a "bug" in the geoshader that make this
solution less than desirable.


Re: Unofficial Softimage user voice

2013-10-10 Thread Daniel Brassard
Softimage Community, the Area and Softimage.tv have a link or thread
dedicated to the User voice.

Voted and added some request to the list. Good initiative, thanks Greg.


On Thu, Oct 10, 2013 at 11:23 AM, Luc-Eric Rousseau wrote:

> on the first day, weren't votes unlimited? What happened to these
> votes after you set the limits?  It is possible that some early
> suggestions have a disproportionate number of votes?
>


Re: New Plugin: LK Fabric

2013-10-10 Thread Daniel Brassard
LK Spindle
LK Weaver


On Thu, Oct 10, 2013 at 9:03 AM, Marc-Andre Carbonneau <
marc-andre.carbonn...@ubisoft.com> wrote:

> LK_FlyKnitKit
>
> (just hope no law suit comes knocking at your door.. ;)
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Toonafish
> *Sent:* 10 octobre 2013 08:03
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: New Plugin: LK Fabric
>
> ** **
>
> Leonards Knitting Nodes
>
> - Ronald
>
> On 10/10/2013 11:46, Stefan Kubicek wrote:
>
> LKYarnMaster, ..SpeedThreads, ..PowerThreads.
>
> How about LKCartwright, after the British inventor Edmund Cartwright who
> invented to mechanical Loom, aka "Power Loom".
>
> ** **
>
> I always find it very hard to come up with sound and  sticky names for new
> things, for new things lack the history of evolution and impliciteness of
> established things, even if their names are sometimes stupid.
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> Sounds like a soap.
> LK_Textile wash better
>
>
> Le 10/10/2013 02:35, Eric Turman a écrit :
>
> LK_Textile
>
> ** **
>
> On Wed, Oct 9, 2013 at 7:32 PM, Eric Thivierge 
> wrote:
>
> Even more reason... :P
>
>
> 
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
> ** **
>
> On Wed, Oct 9, 2013 at 8:24 PM, Paul Doyle  wrote:*
> ***
>
> I'm right here.
>
> ** **
>
> On 9 October 2013 20:21, Eric Thivierge  wrote:
>
> I think you should just say "screw those Fabric Engine dorks" and just
> keep it as LK Fabric.
>
>
> 
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
> ** **
>
> On Wed, Oct 9, 2013 at 8:02 PM, Eric Turman  wrote:*
> ***
>
> Bwahahaha
>
> ** **
>
> On Wed, Oct 9, 2013 at 6:57 PM, Luc-Eric Rousseau 
> wrote:
>
> RTFM: Realtime Textile Fiber Maker.
>
> You're welcome.
>
>
>
> 
>
> ** **
>
> --
>
>
>
>
> -=T=- 
>
> ** **
>
> ** **
>
> ** **
>
>
>
> 
>
> ** **
>
> --
>
>
>
>
> -=T=- 
>
> ** **
>
>
>
> 
>
> -- 
>
> ---
> 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: New Plugin: LK Fabric

2013-10-09 Thread Daniel Brassard
Thanks Leonard.

XMas came early this year  Mootzoid emTopolizer2 and emReader and now
Leonard LK Fabric. You rocks guys!






On Wed, Oct 9, 2013 at 9:18 AM, olivier jeannel wrote:

>  Enormous gift here !
> That's super cool, the community has grown to a certain level of maturity
> regarding overal ice strand manipulation.
> Top of my head : the lectures on productions such as G star Raw, nike,
> polynoid and some tutorials on vimeo (like the ones from Vincent Ulmann)
> All those tools and methods shared makes effective and efficient users in
> the strands area !
>
>
> Le 09/10/2013 15:02, Paul Griswold a écrit :
>
>  The Softimage community continues to be one of the most generous I've
> ever been a part of.
>
>  Thank you Leonard!
>
>  -Paul
>
>
>
> On Wed, Oct 9, 2013 at 8:54 AM, Alok Gandhi wrote:
>
>>  Very nice! Thanks Leonard.
>>
>> Sent from my iPhone
>>
>> On Oct 9, 2013, at 6:31 AM, Leonard Koch 
>> wrote:
>>
>>   Hey list, today I have a new plugin for you.
>>
>> LK Fabric is an unsimulated tool-set made up of 50+ components, designed
>> for the creation and animation of fabrics and cloths.
>> Here is a video  giving a tour of the basic
>> functionality: https://vimeo.com/76474426
>>
>>  LK Fabric gives you control over the geometry of the cloth down to the
>> fibres which make up the threads which then in turn make up the fabric.
>> It supports motionblur, strand-texturing directly in ICE, fabric flowing
>> over multiple surfaces and many more things.
>>
>> This tool has come out of a series of commercials for Nike, which I got
>> to work on at *Royale*  this summer. Here
>> is their site: http://www.weareroyale.com/
>> They have graciously given me permission to release this tool-set for
>> free to the community. Major thanks to them for that!
>>
>> Big thanks also go to Billy Morrison and Andy Moorer who provided pages
>> and pages of feedback during production and then used the tools to create
>> all the pretty images.
>>
>> The two spots are available on Vimeo.
>> Nike Tech Fleece 
>> Nike Evolution 
>>
>> Andy did a nice write-up about the production here on the list:
>> https://groups.google.com/d/msg/xsi_list/hOECya3-bOA/JMNTPhu2qXUJ
>>
>> *You can download LK Fabric  for free
>> at: **http://leonardkoch.com/download* 
>>
>> If you find any bugs or have suggestions, feel free to shoot me an email
>> to lkplug...@gmail.com.
>>
>> I hope you guys check out the tool and that it helps you out in
>> production.
>>
>> Thanks!
>>
>>  --
>>
>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
>> subject "unsubscribe" and reply to the confirmation email.
>>
>>
>> --
>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
>> subject "unsubscribe" and reply to the confirmation email.
>>
>
>
>
> --
> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
> "unsubscribe" and reply to the confirmation email.
>
>
>
> --
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>
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Re: OT: Softimage Cross Grade

2013-10-09 Thread Daniel Brassard
Thanks All for the advice. I will follow Luc-Eric advice and install the
apps on the C drive.

It was good to know why.

Angus, thanks for the imaging advice as well. I follow similar procedures
between incremental backups, specially for major install like the one
coming up. It save me a few time (HD crash, virus attack, non responsive
drivers).

Cheers!

Dan


On Wed, Oct 9, 2013 at 8:17 AM, Luc-Eric Rousseau wrote:

> as far as I know it's something that requires all apps in the suite to be
> updaded and because of that will have to wait for the 2015 of the suite.
>  maybe the problem dooesnt show up if you've at least installed on autodesk
> app on the c: drive to get the "synergy" folder with some stuff it needs
> there
>
> On Wednesday, October 9, 2013, Chris Chia wrote:
>
>> Think it was a maya issue (hint, see the URL...). Not Soft.
>> I could be wrong... Luc Eric would prob know more ;)
>>
>>
>>
> --
> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
> "unsubscribe" and reply to the confirmation email.
>
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Re: OT: Softimage Cross Grade

2013-10-08 Thread Daniel Brassard
Thanks Luc-Eric for the advice.

I would have installed the apps on the second partition (as an old habit, I
normally reserve the c: drive for the OS and the d: for the apps)

i will have to make sure the C: is big enough for the OS and the apps.

Updating all the drivers at this moment before installing the apps. Should
be good to go soon.

Dan


On Tue, Oct 8, 2013 at 1:33 PM, Luc-Eric Rousseau wrote:

> "send to" apparently doesn't work if the apps are not installed on the c:
> drive
>
>
> On Tue, Oct 8, 2013 at 12:36 PM, Daniel Brassard 
> wrote:
> > Hello List,
> >
> > I took the opportunity to cross-grade from Softimage 2014 to the
> > Entertainment Creation Suite Ultimate over the weekend. I just received
> my
> > license and in the process of getting ready to install.
> >
> > Before I install the suite, any pitfall or issues I should be aware of or
> > that I should watch out?
> >
> > Thanks for your advice, its very much appreciated.
> --
> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
> "unsubscribe" and reply to the confirmation email.
>
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OT: Softimage Cross Grade

2013-10-08 Thread Daniel Brassard
Hello List,

I took the opportunity to cross-grade from Softimage 2014 to the
Entertainment Creation Suite Ultimate over the weekend. I just received my
license and in the process of getting ready to install.

Before I install the suite, any pitfall or issues I should be aware of or
that I should watch out?

Thanks for your advice, its very much appreciated.

Daniel

Window 7, 64bit
NVidia graphic card
32 M RAM
2TB HD
8 Cores CPU
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Re: Siggraph Tech papers 2013

2013-10-07 Thread Daniel Brassard
http://kesen.realtimerendering.com/sig2013.html


On Sun, Oct 6, 2013 at 8:03 PM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> A lot of them are available for free, some are exclusive to ACM members.
> Anything in particular you're after?
>
>
> On Mon, Oct 7, 2013 at 5:36 AM, David Rivera <
> activemotionpictu...@yahoo.com> wrote:
>
>> Hello, I was wondering if anyone has had the chance to see or download
>> one of the
>> white tech papers from this year´s Siggraph? Are they available to
>> download from somewhere?
>> I went to the official page, but there´s not a link.
>>
>> Anyone knows where to get them?
>> Thanks.
>>
>> David R.
>>
>> --
>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
>> subject "unsubscribe" and reply to the confirmation email.
>>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>
> --
> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
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>
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Re: Copying weights from specific deformers onto new mesh

2013-09-20 Thread Daniel Brassard
If you are going to look at gear, go for the updated one GEAR_mc from
Miquel Campos

https://github.com/miquelcampos/GEAR_mc


On Fri, Sep 20, 2013 at 3:28 PM, Steven Caron  wrote:

> as do the blur tools, the skin panel specifically has a lot of tools
> related to copying and pasting weights. via gator and via direct scripted
> means.
>
> On Fri, Sep 20, 2013 at 9:45 AM, Matt Morris  wrote:
>
>> You're welcome! Btw have you got GEAR installed? There are some veeery
>> useful tools on the shapes, envelope and weightmaps side in the drop down
>> menu.
>>
>>
> --
> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
> "unsubscribe" and reply to the confirmation email.
>
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Re: HDR 32 bit colors in SI and Photoshop.

2013-09-20 Thread Daniel Brassard
When you did the assembling in photoshop, were you using an Apple system?

Can you show the entire image clip property editor, specially the HSGB
settings?


On Fri, Sep 20, 2013 at 9:26 AM, olivier jeannel wrote:

>  Linear and Srgb are giving the same results.
> I don't know, it doesn't seem to be a gamma problem... :(
>
>
>
> Le 20/09/2013 15:18, Ognjen Vukovic a écrit :
>
> Try setting the color profile to linear.
>
>
> On Fri, Sep 20, 2013 at 3:12 PM, olivier jeannel 
> wrote:
>
>>  Mmm... I tried in Tiff 32Bits and similar (Kind of Hue sliding) problem.
>> Working with 16Bits seems fine colorwise  It's a little bit flatter,
>> of course...
>>
>>
>>
>> Le 20/09/2013 14:35, olivier jeannel a écrit :
>>
>>  Hello there,
>>
>> It's the first time I'm "building" my own HDR's environment from a serie
>> of photos (Raw 8bit from Canon 5D).
>> Basicly it's a desert set : Sand + cloudy sky.
>>
>> I'm using Photoshop to do this, I use "Merge to HDR" to build the .hdr.
>>
>> The thing is in photoshop I'm having fine colors :
>> Sand is orange/brown and the sky is blue
>> BUT
>> In Softimage Sand is yellow and the sky is purple (-ish)
>>
>> See attached picture :
>>
>> Is there a setting somewhere (maybe even in photoshop) that I should
>> check ?
>>
>>
>> Thank's a lot !
>>
>>
>>  --
>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
>> "unsubscribe" and reply to the confirmation email.
>>
>>
>>
>> --
>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
>> subject "unsubscribe" and reply to the confirmation email.
>>
>
>
>
> --
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> "unsubscribe" and reply to the confirmation email.
>
>
>
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Re: Object View to Orthorgraphic via scripting

2013-09-13 Thread Daniel Brassard
I understand Eric predicament. The objectview by default open to
perspective, if you tick orthographic, the objectview does not retain the
setting when closed and their is not current setting in the attributes to
change it in the preference setting either.

http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cmds/ObjectViewAttributes.html

I tried the SetValue("preferences.objectview. ) way and it is not
accessible.

+1 on Eric request.


On Thu, Sep 12, 2013 at 4:35 PM, Jon Swindells  wrote:

> wouldn't a relational view with max instance prop set to 1 be the way to
> go ?
>
> if you are popping it up through script i don't see a problem with getting
> the camera properties also,
> you'd have an easy to search for named singleton if you need it
>
> or am i missing the obvious here ?
>
>
> On 12 September 2013 20:40, Eric Thivierge  wrote:
>
>> I'd like to open the object view and have it set to ortho automatically.
>> For creating and editing bone chains and other things that need to lay flat
>> on the plane between root, 2nd bone and effector orthographic is usually
>> best. I'd like to not have to add additional objects or edit objects
>> already in the scene but looks like I'll have to do so.
>>
>> If I could get at the camera under the view I could automatically set the
>> ortho so the user doesn't have to and I don't change anything else in the
>> scene and I can create a simple and streamlined workflow for the tools I'm
>> building.
>>
>>
>> On September-12-13 1:35:16 PM, Luc-Eric Rousseau wrote:
>>
>>> there is no technical reason for that attribute return value to be so
>>> terse, but I'm not sure exactly what you need. maybe you need a user
>>> pref to the default camera mode, or maybe you want to open the object
>>> view with a scene camera that you control (which should be possible
>>> with setattribute)
>>>
>>> On Thu, Sep 12, 2013 at 12:59 PM, Eric Thivierge 
>>> wrote:
>>>
 Should I even bother logging a feature request or is it something that
 isn't
 possible because they are dynamic and tied to the view?


>>
>
>
> --
> Jon Swindells
> squi...@gmail.com
>


Re: Object View to Orthorgraphic via scripting

2013-09-12 Thread Daniel Brassard
Sorry about the double post. The link should had been:

http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/Camera.html



On Thu, Sep 12, 2013 at 12:59 PM, Eric Thivierge wrote:

> Should I even bother logging a feature request or is it something that
> isn't possible because they are dynamic and tied to the view?
>
>
> On September-12-13 12:52:03 PM, Luc-Eric Rousseau wrote:
>
>> I think there is nothing you can do to know the real name of the
>> camera if it's not a scene camera.  The camera will be one of those
>> under Application/Views/List/View#/**UserCamera.  but there is no way
>> for you to know for sure the "#" if you have multiple object views.
>>
>> On Thu, Sep 12, 2013 at 11:58 AM, Eric Thivierge 
>> wrote:
>>
>>> I feel like I asked this before but came up with nothing from searching
>>> google. Can you set an object view to orthorgraphic via scripting? No
>>> view
>>> attributes are able to get me to the embedded camera it's using to set
>>> this.
>>>
>>> Eric T.
>>>
>>>
>


Re: Object View to Orthorgraphic via scripting

2013-09-12 Thread Daniel Brassard
 oCamera.Parameters( “proj” ).value

1 (perspective) , 0 (orthographic)


On Thu, Sep 12, 2013 at 11:58 AM, Eric Thivierge wrote:

> I feel like I asked this before but came up with nothing from searching
> google. Can you set an object view to orthorgraphic via scripting? No view
> attributes are able to get me to the embedded camera it's using to set this.
>
> Eric T.
>
>


Re: Strand Mechanics

2013-09-11 Thread Daniel Brassard
+1

Martian creatures maybe?


On Wed, Sep 11, 2013 at 4:59 PM, Eric Lampi  wrote:

> Seconded...
>
> Freelance 3D and VFX animator
>
> http://vimeopro.com/user7979713/3d-work
>
>
> On Wed, Sep 11, 2013 at 4:53 PM, Ed Manning  wrote:
>
>> Gee, sometimes I really wish I knew what NASA has you working on, Joey.
>>  Gotta love that you're working in Soft in that environment.
>>
>>
>> On Wed, Sep 11, 2013 at 4:36 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
>> j.ponthi...@nasa.gov> wrote:
>>
>>>  So…..
>>>
>>> ** **
>>>
>>> If there is anyone out there who can share any insight to strand
>>> mechanics in ICE I’d really enjoy hearing your thoughts.
>>>
>>> ** **
>>>
>>> I took the OEM “Create Strand from Curves” Task and modified it into
>>> something where I can animate the strand along the curve, generate dashed
>>> lines, strand masking, transparency, offset, length, direction, etc, etc.
>>> I’ve run into a couple things which puzzle me.
>>>
>>> ** **
>>>
>>> **1.   **The default strand draws with a round tip on one end and a
>>> flat tip on the other. Can’t really quite figure out why the particle
>>> segment is being cut in this way.  Any ideas?
>>>
>>> ** **
>>>
>>> **2.   **When I reposition the strand along the curve, that is to
>>> push the strand back towards the start of the curve at least partially, I
>>> sometimes get artifacts in the strand trail where the end of the strand is
>>> terminated at the end of the curve. This is usually only visible if the
>>> strand has gradient colors or transparent color and occurs on the same end
>>> with the flat tip. The appearance is as if multiple particles are getting
>>> stacked on eachother or are masking segments. But I can’t make sense of
>>> what is happening.
>>>
>>> ** **
>>>
>>> I’m really looking for some insight on how a strand works, and what the
>>> risks are in attempting to manipulate the strands along the curve. I get
>>> that underneath there is an array with positions that sync with an array of
>>> colors etc etc and that the positions are relative to the number of
>>> segments, what I don’t understand is what is happening to the segment
>>> stamps when they are pushed off the curve. Any insight is welcome.  
>>>
>>> ** **
>>>
>>> --
>>>
>>> Joey Ponthieux
>>>
>>> LaRC Information Technology Enhanced Services (LITES)
>>>
>>> Mymic Technical Services
>>>
>>> NASA Langley Research Center
>>>
>>> __
>>>
>>> Opinions stated here-in are strictly those of the author and do not 
>>>
>>> represent the opinions of NASA or any other party.
>>>
>>> ** **
>>>
>>
>>
>


Re: Softimage Rental?

2013-09-10 Thread Daniel Brassard
The hidden value of Softimage is in it's patents. AD did a smart move
buying Softimage from Avid. It allowed them freedom to implement features
in other apps with less risk of infringement. Less so for a competitor. I
don't think AD will let that go.


On Tue, Sep 10, 2013 at 11:26 AM,  wrote:

>   couldn’t agree more with your analysis Matt.
>
> I don’t think AD is reading the situation very well – but who knows... a
> lot of men-in-suit’s necks must be on the line, so perhaps out of sheer
> necessity they might come up with something - and if they hurry it might
> still make a difference. Or not.
>
>
>
>
>  *From:* Matt Lind 
> *Sent:* Monday, September 09, 2013 8:01 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Softimage Rental?
>
>
> Well, if they want to generate revenue they’re not reading the situation
> very well.
>
> 
>
> To use an analogy, they’re running a lemonade stand and are realizing
> there aren’t as many customers when summer ends.  However, instead of
> reducing prices to encourage more customers to stop by for a drink, they’re
> jacking the price up to recoup the voids from lesser traffic.
>
> 
>
> If Autodesk wants more revenue they should develop something appropriate
> for the times, perhaps something other than lemonade.
>
> 
>
> Matt
>
> 
>
> 
>
> 
>
> 
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *pete...@skynet.be
> *Sent:* Monday, September 09, 2013 10:48 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Softimage Rental?
>
> 
>
> This does not come out of a need from Autodesk (or Adobe or any other
> vendor) to accommodate your activities – it comes out of a need from them
> to generate revenue. 
>
> Surely they can see the number of new licenses declining – so perhaps
> rentals can compensate somewhat?
>
>  
>
> Next? licenses bundled with hardware or turnkey solutions – or
> selling/licensing parts of software,... 
>
>  
>
>  
>
>  
>
> *From:* Angus Davidson  
>
> *Sent:* Monday, September 09, 2013 7:17 PM
>
> *To:* softimage@listproc.autodesk.com 
>
> *Subject:* RE: Softimage Rental?
>
>  
>
> Apart from the glaring omission of SI from that list the things that
> worries me in the FAQ is that rental options dont have previous version
> rights. Unless I have read that incorrectly your SOL if your client needs
> you to work on a older version. 
>
>  
>
> One wonders how much if any thought has gone into this at all.
>
>  
>   --
>
> *From:* Rob Wuijster [r...@casema.nl]
> *Sent:* 09 September 2013 05:38 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Softimage Rental?
>
> not seeing Softimage on that list
>
> 
>
> Rob
>
> 
>
> \/-\/\/
>
> On 9-9-2013 17:18, Eric Thivierge wrote:
>
> So are we going to be getting a rental option?
>
> http://www.autodesk.com/buy/us-prices
>
>
>
> -
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2013.0.3392 / Virus Database: 3222/6648 - Release Date: 09/08/13
>
> 
>
> 
>
> 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. 
>
> 
>


Re: Softimage Rental?

2013-09-10 Thread Daniel Brassard
Quick question for Maurice, if you rent over time pass the two year mark,
can you then be provided the option to convert to a permanent license?


On Tue, Sep 10, 2013 at 11:35 AM, Daniel Brassard wrote:

> The hidden value of Softimage is in it's patents. AD did a smart move
> buying Softimage from Avid. It allowed them freedom to implement features
> in other apps with less risk of infringement. Less so for a competitor. I
> don't think AD will let that go.
>
>
> On Tue, Sep 10, 2013 at 11:26 AM,  wrote:
>
>>   couldn’t agree more with your analysis Matt.
>>
>> I don’t think AD is reading the situation very well – but who knows... a
>> lot of men-in-suit’s necks must be on the line, so perhaps out of sheer
>> necessity they might come up with something - and if they hurry it might
>> still make a difference. Or not.
>>
>>
>>
>>
>>  *From:* Matt Lind 
>> *Sent:* Monday, September 09, 2013 8:01 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* RE: Softimage Rental?
>>
>>
>> Well, if they want to generate revenue they’re not reading the situation
>> very well.
>>
>> 
>>
>> To use an analogy, they’re running a lemonade stand and are realizing
>> there aren’t as many customers when summer ends.  However, instead of
>> reducing prices to encourage more customers to stop by for a drink, they’re
>> jacking the price up to recoup the voids from lesser traffic.
>>
>> 
>>
>> If Autodesk wants more revenue they should develop something appropriate
>> for the times, perhaps something other than lemonade.
>>
>> 
>>
>> Matt
>>
>> 
>>
>> 
>>
>> 
>>
>> 
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *pete...@skynet.be
>> *Sent:* Monday, September 09, 2013 10:48 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Softimage Rental?
>>
>> 
>>
>> This does not come out of a need from Autodesk (or Adobe or any other
>> vendor) to accommodate your activities – it comes out of a need from them
>> to generate revenue. 
>>
>> Surely they can see the number of new licenses declining – so perhaps
>> rentals can compensate somewhat?
>>
>>  
>>
>> Next? licenses bundled with hardware or turnkey solutions – or
>> selling/licensing parts of software,... 
>>
>>  
>>
>>  
>>
>>  
>>
>> *From:* Angus Davidson  
>>
>> *Sent:* Monday, September 09, 2013 7:17 PM
>>
>> *To:* softimage@listproc.autodesk.com 
>>
>> *Subject:* RE: Softimage Rental?
>>
>>  
>>
>> Apart from the glaring omission of SI from that list the things that
>> worries me in the FAQ is that rental options dont have previous version
>> rights. Unless I have read that incorrectly your SOL if your client needs
>> you to work on a older version. 
>>
>>  
>>
>> One wonders how much if any thought has gone into this at all.
>>
>>  
>>   --
>>
>> *From:* Rob Wuijster [r...@casema.nl]
>> *Sent:* 09 September 2013 05:38 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Softimage Rental?
>>
>> not seeing Softimage on that list
>>
>> 
>>
>> Rob
>>
>> 
>>
>> \/-\/\/
>>
>> On 9-9-2013 17:18, Eric Thivierge wrote:
>>
>> So are we going to be getting a rental option?
>>
>> http://www.autodesk.com/buy/us-prices
>>
>>
>>
>> -
>> No virus found in this message.
>> Checked by AVG - www.avg.com
>> Version: 2013.0.3392 / Virus Database: 3222/6648 - Release Date: 09/08/13
>>
>> 
>>
>> 
>>
>> 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. 
>>
>> 
>>
>
>


Re: Softimage Rental?

2013-09-10 Thread Daniel Brassard
Thanks Maurice.


On Tue, Sep 10, 2013 at 1:07 PM, Maurice Patel
wrote:

> Hi Daniel,
> No. unfortunately there is no option to convert to a permanent license. It
> is not really designed as a lease-to-buy plan. Not saying that might not
> happen in the future but it is not what the plan is today.
> Maurice
>
> Maurice Patel
> Autodesk : Tél:  514 954-7134
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Daniel Brassard
> Sent: Tuesday, September 10, 2013 11:37 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: Softimage Rental?
>
> Quick question for Maurice, if you rent over time pass the two year mark,
> can you then be provided the option to convert to a permanent license?
>
> On Tue, Sep 10, 2013 at 11:35 AM, Daniel Brassard  <mailto:dbrassar...@gmail.com>> wrote:
> The hidden value of Softimage is in it's patents. AD did a smart move
> buying Softimage from Avid. It allowed them freedom to implement features
> in other apps with less risk of infringement. Less so for a competitor. I
> don't think AD will let that go.
>
> On Tue, Sep 10, 2013 at 11:26 AM,  pete...@skynet.be>> wrote:
> couldn't agree more with your analysis Matt.
>
> I don't think AD is reading the situation very well - but who knows... a
> lot of men-in-suit's necks must be on the line, so perhaps out of sheer
> necessity they might come up with something - and if they hurry it might
> still make a difference. Or not.
>
>
>
>
> From: Matt Lind<mailto:ml...@carbinestudios.com>
> Sent: Monday, September 09, 2013 8:01 PM
> To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com
> >
> Subject: RE: Softimage Rental?
>
> Well, if they want to generate revenue they're not reading the situation
> very well.
>
> To use an analogy, they're running a lemonade stand and are realizing
> there aren't as many customers when summer ends.  However, instead of
> reducing prices to encourage more customers to stop by for a drink, they're
> jacking the price up to recoup the voids from lesser traffic.
>
> If Autodesk wants more revenue they should develop something appropriate
> for the times, perhaps something other than lemonade.
>
> Matt
>
>
>
>
> From: softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com> [mailto:
> softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com>] On Behalf Of pete...@skynet.be
> <mailto:pete...@skynet.be>
> Sent: Monday, September 09, 2013 10:48 AM
> To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com
> >
> Subject: Re: Softimage Rental?
>
> This does not come out of a need from Autodesk (or Adobe or any other
> vendor) to accommodate your activities - it comes out of a need from them
> to generate revenue.
> Surely they can see the number of new licenses declining - so perhaps
> rentals can compensate somewhat?
>
> Next? licenses bundled with hardware or turnkey solutions - or
> selling/licensing parts of software,...
>
>
>
> From: Angus Davidson<mailto:angus.david...@wits.ac.za>
> Sent: Monday, September 09, 2013 7:17 PM
> To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com
> >
> Subject: RE: Softimage Rental?
>
> Apart from the glaring omission of SI from that list the things that
> worries me in the FAQ is that rental options dont have previous version
> rights. Unless I have read that incorrectly your SOL if your client needs
> you to work on a older version.
>
> One wonders how much if any thought has gone into this at all.
>
> 
> From: Rob Wuijster [r...@casema.nl<mailto:r...@casema.nl>]
> Sent: 09 September 2013 05:38 PM
> To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com
> >
> Subject: Re: Softimage Rental?
> not seeing Softimage on that list
>
> Rob
>
>
>
> \/-\/\/
> On 9-9-2013 17:18, Eric Thivierge wrote:
> So are we going to be getting a rental option?
>
> http://www.autodesk.com/buy/us-prices
>
>
>
> -
> No virus found in this message.
> Checked by AVG - www.avg.com<http://www.avg.com>
> Version: 2013.0.3392 / Virus Database: 3222/6648 - Release Date: 09/08/13
>
> 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 sig

Re: Softimage Rental?

2013-09-09 Thread Daniel Brassard
$1840 for a yearly rental of and individual license of Maya or 3DMax.

I'll stay on subscription, thank you!


On Mon, Sep 9, 2013 at 2:28 PM, Luc-Eric Rousseau wrote:

> On Mon, Sep 9, 2013 at 1:17 PM, Angus Davidson
>  wrote:
> >
> > Apart from the glaring omission of SI from that list the things that
> worries me in the FAQ is that rental options dont have previous version
> rights. Unless I have read that incorrectly your SOL if your client needs
> you to work on a older version.
> >
> > One wonders how much if any thought has gone into this at all.
>
> Presently, that's not technical possible anyway, as the older builds
> cannot deal with the new kind of licensing implementation.  Only 2014
> SP1 and up can.
>


Re: arrays yet again

2013-09-05 Thread Daniel Brassard
The other array is also a modulo, this time devided by 2 to select between
two values in an array {1,3} and add to the previous number in the main
array like so, starting at zero, previous plus one, previous plus three,
previous plus one, previous plus three and so on.


On Thu, Sep 5, 2013 at 7:44 PM, David Barosin  wrote:

> Where are the values coming from?   You could convert a string to an array
> (String to Array Node)
> Or use a (build array from constant node) and replace the values with
> whatever method you need (modulo etc...)
>
>
>
> On Thu, Sep 5, 2013 at 7:06 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> j.ponthi...@nasa.gov> wrote:
>
>>  OR….
>>
>> ** **
>>
>> An array that looks like
>>
>> ** **
>>
>> 0,1,4,5,8,9,12,13,16,17,20,21,etc
>>
>> ** **
>>
>> would also do…
>>
>> ** **
>>
>> Thanks
>>
>> --
>>
>> 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 *Ponthieux,
>> Joseph G. (LARC-E1A)[LITES]
>> *Sent:* Thursday, September 05, 2013 6:51 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* arrays yet again
>>
>> ** **
>>
>> Howdy,
>>
>> ** **
>>
>> I want to build a 100 index array in ICE that looks like
>>
>> ** **
>>
>> 0,0,1,1,0,0,1,1,00,1,1 etc
>>
>> ** **
>>
>> I’m guessing that this is doable, but I’m stumped.
>>
>> ** **
>>
>> --
>>
>> Joey Ponthieux
>>
>> LaRC Information Technology Enhanced Services (LITES)
>>
>> Mymic Technical Services
>>
>> NASA Langley Research Center
>>
>> __
>>
>> Opinions stated here-in are strictly those of the author and do not 
>>
>> represent the opinions of NASA or any other party.
>>
>> ** **
>>
>
>


Re: Dx11?

2013-08-30 Thread Daniel Brassard
A comment from Max Underground:

by Frank DeLise - August 28, 2013 7:53 pm

As for Shader FX, we are designing it in a way that its product agnostic.
I’ll take the comment as a suggestion that you would also like to see it in
Max as well. I think its a great tool and while I cant give a roadmap, I
would also love to see it in all our tools and possibly standalone. Its not
in Maya either at the moment, its only in LT.



On Fri, Aug 30, 2013 at 8:17 AM, Luc-Eric Rousseau wrote:

> > From: Matt Lind 
> > Our game has been DX11 for a while now.  It would be nice to see our
> HLSL shaders applied
> > natively to the assets instead of having to be wrapped inside of OpenGL
> shaders where we
> > lose some functionality because not all HLSL features can be ported.
>
> On the subject of shader authoring, my colleague Kees has posted some
> more information about ShaderFX, a feature new to Maya LT
>
> http://forums.cgsociety.org/showthread.php?f=7&t=1122360
>
> there also an autodesk video
> http://www.youtube.com/watch?v=PRPizhU_oi0
>


Re: SI Matrix3 and Maths

2013-08-27 Thread Daniel Brassard
BTW, the order of operation on the matrices is important. For Softimage you
scale, rotate then translate (SRT like the order in the MCP, easy way to
remember). Any other way and you will have unpredictable results.




On Tue, Aug 27, 2013 at 2:12 PM, Daniel Brassard wrote:

> A pretty good explanation of row vector and transform Matrix here.
>
>
> http://msdn.microsoft.com/en-us/library/windows/desktop/bb206269(v=vs.85).aspx
>
>
> On Tue, Aug 27, 2013 at 1:39 PM, Grahame Fuller <
> grahame.ful...@autodesk.com> wrote:
>
>> I'm pretty sure it's the row versus column vector issue. In a nutshell,
>> most of the CG world, including Softimage, treats vectors as rows, i.e.,
>> 1x3 matrices. The rest of the world, including most references you'll find
>> for math, physics, robotics, etc., treats vectors as columns, i.e., 3x1
>> matrices.
>>
>> In a row-vector world, you construct your transform by inserting your
>> X,Y,Z basis vectors into a matrix as rows. The order of multiplication for
>> transforms is Mchild x Mparent, and when multiplying a vector and matrix
>> the vector goes on the left and the matrix on the right.
>>
>> In a column-vector world, it's the opposite. You construct your transform
>> by inserting your X,Y,Z basis vectors into a matrix as columns. The order
>> of multiplication for transforms is Mparent x Mchild, and when multiplying
>> a vector and matrix the vector goes on the right and the matrix on the left.
>>
>> In particular, note that the row-vector transform is transposed (mirrored
>> across the diagonal) from the column-vector transform. So if the formulas
>> for your individual rotation matrices matX, matY, and matZ came from a
>> reference that uses column-vectors, you need to transpose the matrices.
>>
>> To calculate the various rotation orders, you just need to multiply the
>> matrices in different orders. In a row-vector world, you use reverse order,
>> for example, if you want XYZ order then you calculate matZ x matY x matX.
>> Luckily matrix multiplication is the same in both row-vector and
>> column-vector worlds, so you can save some processor time by figuring it
>> out long-hand and stuffing the final values into the full transform matrix
>> directly, like in the code sample you showed, but of course it's easy to
>> make a typo or other mistake.
>>
>> gray
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
>> Sent: Monday, August 26, 2013 8:21 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: SI Matrix3 and Maths
>>
>> Thanks Raf I saw that today. It's a problem somewhere with my matrix
>> multiplication I think. Tried a bunch of different combos but I'm thinking
>> it's what Matt touched on either the row / column mixing or a mistake in
>> the shorthand somewhere.
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>> On Mon, Aug 26, 2013 at 8:15 PM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com<mailto:raffsxsil...@googlemail.com>> wrote:
>> The rotation order matters.
>> It's as simple as each rotation pushing a gimbal along by a linear
>> distance of trigonometric functions of that angle in turns, in the rotation
>> order... order.
>> Wikipedia has the matricial forms:
>> http://en.wikipedia.org/wiki/Rotation_matrix#Basic_rotations
>> What's not working from that? Or if you haven't looked at it, shame on
>> you!
>>
>>
>>
>


Re: SI Matrix3 and Maths

2013-08-27 Thread Daniel Brassard
A pretty good explanation of row vector and transform Matrix here.

http://msdn.microsoft.com/en-us/library/windows/desktop/bb206269(v=vs.85).aspx


On Tue, Aug 27, 2013 at 1:39 PM, Grahame Fuller  wrote:

> I'm pretty sure it's the row versus column vector issue. In a nutshell,
> most of the CG world, including Softimage, treats vectors as rows, i.e.,
> 1x3 matrices. The rest of the world, including most references you'll find
> for math, physics, robotics, etc., treats vectors as columns, i.e., 3x1
> matrices.
>
> In a row-vector world, you construct your transform by inserting your
> X,Y,Z basis vectors into a matrix as rows. The order of multiplication for
> transforms is Mchild x Mparent, and when multiplying a vector and matrix
> the vector goes on the left and the matrix on the right.
>
> In a column-vector world, it's the opposite. You construct your transform
> by inserting your X,Y,Z basis vectors into a matrix as columns. The order
> of multiplication for transforms is Mparent x Mchild, and when multiplying
> a vector and matrix the vector goes on the right and the matrix on the left.
>
> In particular, note that the row-vector transform is transposed (mirrored
> across the diagonal) from the column-vector transform. So if the formulas
> for your individual rotation matrices matX, matY, and matZ came from a
> reference that uses column-vectors, you need to transpose the matrices.
>
> To calculate the various rotation orders, you just need to multiply the
> matrices in different orders. In a row-vector world, you use reverse order,
> for example, if you want XYZ order then you calculate matZ x matY x matX.
> Luckily matrix multiplication is the same in both row-vector and
> column-vector worlds, so you can save some processor time by figuring it
> out long-hand and stuffing the final values into the full transform matrix
> directly, like in the code sample you showed, but of course it's easy to
> make a typo or other mistake.
>
> gray
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
> Sent: Monday, August 26, 2013 8:21 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: SI Matrix3 and Maths
>
> Thanks Raf I saw that today. It's a problem somewhere with my matrix
> multiplication I think. Tried a bunch of different combos but I'm thinking
> it's what Matt touched on either the row / column mixing or a mistake in
> the shorthand somewhere.
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
> On Mon, Aug 26, 2013 at 8:15 PM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
> The rotation order matters.
> It's as simple as each rotation pushing a gimbal along by a linear
> distance of trigonometric functions of that angle in turns, in the rotation
> order... order.
> Wikipedia has the matricial forms:
> http://en.wikipedia.org/wiki/Rotation_matrix#Basic_rotations
> What's not working from that? Or if you haven't looked at it, shame on you!
>
>
>


Re: GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-27 Thread Daniel Brassard
OK, Found his Github site.

https://github.com/jpasserin


On Tue, Aug 27, 2013 at 8:02 AM, Daniel Brassard wrote:

> Thanks Miquel,
>
> A couple of questions:
> * Do you need the original Gear for your addons?
> * Do you need to remove the original Gear before installing?
>
> Dan
>
> P.S.  Look like Jeremie main site is offline.
>
>
> On Tue, Aug 27, 2013 at 6:31 AM, Darren Macpherson wrote:
>
>>  I'm a big fan of GEAR, so thank you Miquel and Shed for sharing, and of
>> course Jeremie.  Looking forward to the videos.
>>
>>
>> --
>> darren macpherson | 3d artist | +2772 355 0924 |
>> www.darrenmacpherson.com | dar...@darrenmacpherson.com | skype:
>> darren.macpherson
>>
>>
>> On 2013/08/27 04:48 AM, Miquel Campos wrote:
>>
>> Hello,
>>
>>  I have just uploaded to github my custom fork of Jeremie Passerin's
>> GEAR project.
>>
>>  https://github.com/miquelcampos/GEAR_mc
>>
>>  Here is a little list of what's the new:
>>
>>  -New Menu re-arrange
>> -New Facial components
>> -New options for icon creator
>> -Selection sets and poseLib not part of Gear
>> -poseLib should work now in Linux (but not tested)
>> -Zipper tool for curves
>> -New solvers
>> -Wireframe color tool
>> -Guides support for store wireframe color
>> -New commands for inspect Guides PPG and solvers options
>> -Command for merge symmetry mapping templates.
>>
>>  Some of these new features were initially developed by Jeremie, who
>> kindly shared with me some of his personal WIP code.
>>
>>   BIG THANKS to Jeremie for the original code and all the help. And also
>> BIG THANKS to Sly and PH from Shed  Montreal to allow me to release some
>> internal code for the poseLib, selection sets and some of the facial
>> components.
>>
>>  I will prepare with Alan some videos explaining the new features and
>> tools. Stay tune to TDsurvival ;)
>>
>>  Cheers,
>> Miquel
>>
>>
>>  
>>
>> Miquel Campos
>> www.miquelTD.com
>>
>>
>>
>


Re: GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-27 Thread Daniel Brassard
Thanks Miquel,

A couple of questions:
* Do you need the original Gear for your addons?
* Do you need to remove the original Gear before installing?

Dan

P.S.  Look like Jeremie main site is offline.


On Tue, Aug 27, 2013 at 6:31 AM, Darren Macpherson wrote:

>  I'm a big fan of GEAR, so thank you Miquel and Shed for sharing, and of
> course Jeremie.  Looking forward to the videos.
>
>
> --
> darren macpherson | 3d artist | +2772 355 0924 |
> www.darrenmacpherson.com | dar...@darrenmacpherson.com | skype:
> darren.macpherson
>
>
> On 2013/08/27 04:48 AM, Miquel Campos wrote:
>
> Hello,
>
>  I have just uploaded to github my custom fork of Jeremie Passerin's GEAR
> project.
>
>  https://github.com/miquelcampos/GEAR_mc
>
>  Here is a little list of what's the new:
>
>  -New Menu re-arrange
> -New Facial components
> -New options for icon creator
> -Selection sets and poseLib not part of Gear
> -poseLib should work now in Linux (but not tested)
> -Zipper tool for curves
> -New solvers
> -Wireframe color tool
> -Guides support for store wireframe color
> -New commands for inspect Guides PPG and solvers options
> -Command for merge symmetry mapping templates.
>
>  Some of these new features were initially developed by Jeremie, who
> kindly shared with me some of his personal WIP code.
>
>   BIG THANKS to Jeremie for the original code and all the help. And also
> BIG THANKS to Sly and PH from Shed  Montreal to allow me to release some
> internal code for the poseLib, selection sets and some of the facial
> components.
>
>  I will prepare with Alan some videos explaining the new features and
> tools. Stay tune to TDsurvival ;)
>
>  Cheers,
> Miquel
>
>
>  
>
> Miquel Campos
> www.miquelTD.com
>
>
>


Re: ocean surface generation - arete stylee

2013-08-23 Thread Daniel Brassard
You can try Piotrek adaptive subdivision compound. Gustavo modified it and
did a similar effect based on camera distance.

http://www.si-community.com/community/viewtopic.php?f=19&t=1409&p=23749&hilit=adaptive+subdivision#p23749


On Fri, Aug 23, 2013 at 7:39 AM, Amaan Akram wrote:

> that would work very nicely!
>
>
> On 23 August 2013 12:31, Adam Seeley  wrote:
>
>> Hi,
>>
>> I figure thatrather than topo generating,  you could get a similar result
>> by fixing a grid in front of the camera and effectively, shrink wrapping
>> the grid forward onto a sea plane using the camera as the line of
>> projection.
>>
>> Adam.
>>  -
>> http://www.linkedin.com/in/adamseeleyuk
>>  https://vimeo.com/adamseeley 
>>
>>
>>
>>
>>   --
>>  *From:* Amaan Akram 
>> *To:* softimage@listproc.autodesk.com
>> *Cc:* Adam Seeley 
>> *Sent:* Friday, 23 August 2013, 10:56
>>
>> *Subject:* Re: ocean surface generation - arete stylee
>>
>> Hi Adam,
>>
>> I am not aware of any plugin that generates polygon density based on
>> camera distance. It is something that I have often wanted to do with my
>> ocean setups, but never spent the time to come up with a procedural method.
>> Doing this in ICE *should* be possible ( i have never tried it), and
>> exactly like how you mentioned -- using a grid of points in front of the
>> camera to decide polygon density on an ocean grid.
>>
>> I am linking below the latest build of aaOcean with Softimage 2013 sdk.
>> It should allow you to write out exr vector displacement maps via the
>> shader, in case that is desired. It also adds some extra controls to match
>> those introduced by sidefx H12.5's ocean implementation.
>>
>> www.amaanakram.com/plugins/aaOceanSuite_2.6/aaOcean2.6_deploy_Rev_226.rar
>>
>> There are no docs, but there are sample scenes to look at. I haven't had
>> time lately to do much softimage work and haven't been able to update the
>> docs on my site to reflect the feature changes.
>>
>> hope this helps in some way.
>>
>> thanks
>> amaan
>>
>>
>> On 23 August 2013 08:55, Stephan Hempel  wrote:
>>
>> are you looking for something like this:
>> http://www.si-community.com/community/viewtopic.php?f=4&t=3504
>>
>> Stephan.
>>
>> am Donnerstag, 22. August 2013 um 23:23 schriebst Du:
>>
>>
>> Hi,
>>
>> For those that remember the old Arete Psunami plugin...
>>
>> I always liked ocean surface geometry generator, the one that gave you a
>> grid with fine detail close up and low detail in the distance and that was
>> only generated within the cameras field of view.
>> I think it kept the girid lines it aligned with the camera as well.
>>
>> Does anyone know of something similar floating around?
>>
>> I'd love to have the time to figure out an ICE topo tree to create it but
>> no such chance right now.
>>
>> (hm.. could try projecting a grid from the camera position onto a ground
>> plane though!)
>>
>> Thanks,
>>
>> Adam.
>>
>> -
>> http://www.linkedin.com/in/adamseeleyuk
>> https://vimeo.com/adamseeley
>>
>>
>>
>>
>>
>> From: Toonafish 
>> To: softimage@listproc.autodesk.com
>> Sent: Thursday, 22 August 2013, 15:11
>> Subject: Re: Envelope freeze
>>
>>
>> why not create a duplicate of the character, freeze it, and then toggle
>> render visibility of the enveloped and frozen one? Simple but effective.
>>
>> - Ronald
>>
>>
>> On 8/22/2013 15:47, Eric Lampi wrote:
>> Can anyone think of a clever way to "freeze" a mesh that's enveloped but
>> not destructively?
>>
>> I'm adding some simulation functions to our character rig, basically just
>> a copy of the enveloped mesh that I am using for particle generation. In
>> order for my setup to work, it needs to be a static pose. So what I am
>> looking for is a way to remove the envelope's influence on a frame I
>> choose, but keeping that static pose. Something like when you mute the
>> envelope operator, but the mesh needs to stay in that pose and not snap
>> back to it's pre-enveloped position.
>>
>> I want to be able to re-enable the envelope if I need to.
>>
>> Thanks,
>> Eric
>>
>>
>> Freelance 3D and VFX animator
>>
>> http://vimeopro.com/user7979713/3d-work
>>
>>
>>
>>
>>
>> --
>> 3D Artist/TD @ The Mill, London
>> http://www.amaanakram.com
>>
>>
>>
>
>
> --
> 3D Artist/TD @ The Mill, London
> http://www.amaanakram.com
>


Re: just not normal

2013-08-15 Thread Daniel Brassard
MIT Courseware Linear Agebra with videos

http://ocw.mit.edu/courses/mathematics/18-06-linear-algebra-spring-2010/


On Thu, Aug 15, 2013 at 1:51 PM, Matt Lind  wrote:

> Tell me, Gray – what is a ‘true’ vector?  I’ve never heard of that term.
> ;-)
>
> ** **
>
> As for the textbooks, I only recommend the Gerald Farin book for the same
> reason as you – the textbook I used in college was awful.  Awful enough I
> purchased 5 different linear algebra textbooks to figure it all out as most
> come with the same 8 topics, but only explain 2 or 3 of them well, and
> rarely come with examples directly applicable to what we do here.
>
> ** **
>
> The Farin book complements a traditional linear algebra course by
> illustrating the subset of concepts applicable to the case of working in 2D
> or 3D computer graphics.  If you have a linear algebra background, you’ll
> breeze through the book pretty fast.  However for somebody getting their
> feet wet in the subject, it’s really good for introducing concepts and
> guiding the reader on the right track for pursuit of further knowledge.
> Hindsight being 20/20, I would be more interested to learn the subject if I
> had the Farin book before my college textbook.
>
> ** **
>
> The Farin book, by the way, is a reworking and simplification of his
> previous book whose name escapes me at the moment, but is based on linear
> algebra for CAD and CG co-written with Dianne Hansford.
>
> ** **
>
> ** **
>
> Matt
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Grahame Fuller
> *Sent:* Thursday, August 15, 2013 9:18 AM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: just not normal
>
> ** **
>
> Joey,
>
> ** **
>
> ICE doesn’t convert locations directly. It can display them as vectors for
> debugging purposes but under the hood they are really a triangle ID +
> barycentric coordinates. Or perhaps you meant true vectors?
>
> ** **
>
> The list of attributes that ICE will convert to the self’s reference frame
> is here:
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/ICE_trees_GettingandSettingDatainICETrees.htm,topicNumber=d30e274098(scroll
>  down to “Reference Frames”, right before “Setting Data”). You can
> trust ICE to use the correct math, 3x3 or 4x4 matrices, depending on
> whether the attribute is a true vector or position, but if it’s a custom
> attribute then it’s up to you to know what it is and take the appropriate
> action. 
>
> ** **
>
> The book that Matt mentioned looks interesting as an intuitive,
> geometrical approach. For a more technically oriented book I’d recommend
> Shilov’s “Linear Algebra” — when I was at uni the assigned textbook was
> awful but Shilov’s just clicked with me.
>
> ** **
>
> gray
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com]
> *On Behalf Of *Matt Lind
> *Sent:* Wednesday, August 14, 2013 7:52 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: just not normal
>
> ** **
>
> It will differentiate how to handle orientation vectors differently from
> position vectors which is the solution to the problem you said you couldn’t
> solve on your own.
>
> ** **
>
> Matt
>
> ** **
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com]
> *On Behalf Of *Ponthieux, Joseph G. (LARC-E1A)[LITES]
>
> *Sent:* Wednesday, August 14, 2013 4:49 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: just not normal
>
> ** **
>
> I’m certain that it would be very useful, but what I am more interested in
> is what ICE is pre-computing that changes what might be normal expectations
> such as the example provided with locations.  With ICE, positions are
> converted to global using 4x4 matrices and locations are converted to
> global using 3x3 matrices. Will a linear algebra book be able to tell me
> that, in context to ICE?
>
> ** **
>
> --
>
> 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 *Matt Lind
>
> *Sent:* Wednesday, August 14, 2013 7:39 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: just not normal
>
> ** **
>
> The documentation you’re searching for is a linear algebra textbook.  I
> think you’ll find the subject very useful and directly applicable to your
> work on many fronts.  “Practical Linear Algebra: A Geometry

Re: OT: Yost Group - related to the Naiad/SIGGRAPH discussion

2013-08-06 Thread Daniel Brassard
Eric's beard is not blurred, it's 3D


On Tue, Aug 6, 2013 at 8:43 PM, Gustavo Eggert Boehs wrote:

> Well Tony literally has beard in his last name:
> http://www.wordreference.com/iten/Barbieri
>
>
> 2013/8/6 Eric Thivierge 
>
>> Well, we were in Anaheim California...  maybe it was the smog?
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>>
>> On Tue, Aug 6, 2013 at 8:26 PM, Ahmidou Lyazidi wrote:
>>
>>> Well he wasn't when he was in OZ, is it a canadian thing?
>>>
>>> ---
>>> Ahmidou Lyazidi
>>> Director | TD | CG artist
>>> http://vimeo.com/ahmidou/videos
>>> http://www.cappuccino-films.com
>>>
>>>
>>> 2013/8/7 Guillaume Laforge 
>>>
 He's not blurred at all! He is like this in real life too. A very rare
 "skill"... or maybe I need some new glasses.


 On Tue, Aug 6, 2013 at 8:10 PM, Eric Thivierge wrote:

> Only way it's possible to capture the awesomeness of my face is to
> blur...
> On Aug 6, 2013 8:08 PM, "Paul Doyle"  wrote:
>
>> That's just the effect his face has - I shared a room with him for
>> ten days. I need therapy.
>>
>>
>> On 6 August 2013 19:59, Aloys Baillet wrote:
>>
>>> The subliminal images of Andrea's face disturbed me more than seing
>>> Eric though!
>>>
>>>
>>> On Wed, Aug 7, 2013 at 8:09 AM, Raffaele Fragapane <
>>> raffsxsil...@googlemail.com> wrote:
>>>
 You have clearly never met Chris Bone :)


 On Wed, Aug 7, 2013 at 7:56 AM, Eric Lampi wrote:

> It's between Tony at Psyop and Wyatt over at The Mill, the most
> epic
> beards in VFX.
>
> Eric
>
> Freelance 3D and VFX animator
>
> http://vimeopro.com/user7979713/3d-work
>
>
> On Tue, Aug 6, 2013 at 5:54 PM, Eric Thivierge <
> ethivie...@hybride.com> wrote:
> > Not arguing that point at all. Tony wins by leaps and bounds.
> >
> > Eric Thivierge
> > ===
> > Character TD / RnD
> > Hybride Technologies
> >
> >
> > On August-06-13 5:42:17 PM, Paul Doyle wrote:
> >>
> >> I think Tony at Psyop has you on the beard. Glorious confection
> that
> >> it is.
> >>
> >
>



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

>>>
>>>
>>>
>>> --
>>> Aloys Baillet
>>> Lead Software Developer
>>> Research & Development - Animal Logic
>>> --
>>> *Eat Real Food! I buy my sustainable produce from local farmers
>>> through Food Connect Sydney. http://sydney.foodconnect.com.au*
>>> --
>>>
>>
>>

>>>
>>
>
>
> --
> Gustavo E Boehs
> http://www.gustavoeb.com.br/blog
>


Re: Nike Evolution and a community thank you

2013-08-02 Thread Daniel Brassard
Thanks Andy for the inspiring story.

Link added to this story and the ad on "Great Work done with Softimage" on
si-community.

Cheers!

Dan


On Fri, Aug 2, 2013 at 7:33 AM, olivier jeannel wrote:

>  Super movie, super story and super pluggin !
>
>
> Le 02/08/2013 12:56, Leonard Koch a écrit :
>
> This was intense but fun.
> LK Fabric is indeed soon coming to a Softimage near you.
> Thanks for the write-up Andy!
>
>
> On Fri, Aug 2, 2013 at 12:34 PM, Vladimir Jankijevic <
> vladi...@elefantstudios.ch> wrote:
>
>> Very cool! This should actually be something for Autodesk to make a
>> Marketing Case out of it. This is how Softimage should be marketed and
>> sold. This is the real power of the tool we all are using day in day out.
>> Congrats to all involved!
>>
>>  Cheers
>>  Vladimir
>>
>>
>> On Fri, Aug 2, 2013 at 4:53 AM, Darren Macpherson wrote:
>>
>>>  Awesome spot guys, well done to everyone involved.  Thanks for sharing
>>> Andy, a nice little ray of Soft sunshine after some heavy reading on the
>>> list this week.  Looking forward to seeing the others.
>>>
>>> D
>>>
>>>
>>> --
>>> darren macpherson | 3d artist | +2772 355 0924<%2B2772%20355%200924> |
>>> www.darrenmacpherson.com | dar...@darrenmacpherson.com | skype:
>>> darren.macpherson
>>>
>>>
>>>
>>> On 2013/08/02 06:05 AM, Andy Moorer wrote:
>>>
>>> Hi gang. I wanted to give a shout out to the folks who worked on Nike
>>> Evolution, it just posted. Those who weren't involved, this is a pretty
>>> nice story...
>>>
>>>  A young studio, Royale, got interested in this ICE buzz and invited a
>>> number of us from the list to visit the studio and work on a commercial.
>>> Their designers had been watching cool stuff on ICE for a while, admiring
>>> Tim Borgmanns work and the tools Eric was writing, and had tried
>>> Exocortex's tools for maya. They decided this was pretty neat and when they
>>> got a chance to reach out, they took it.
>>>
>>>  The brief was to take what Digital Domain had accomplished (about a
>>> year ago?) with "Biomorph" and introduce a new product with an effect
>>> similar to the Biomorph knitting sequence... But with a small team, for a
>>> very short produvtion duration and a fraction of the budget.
>>>
>>>  Oh and three commercials, not 1.
>>>
>>>  These are the times we live in.
>>>
>>>  Given this challenge, Royale turned to the ICE community they had been
>>> eyeing... names were passed around and folks talked to and consulted. In
>>> the end I wound up CG sup, leaning heavily on Ciaran Moloney as lighting
>>> lead and Leonard Kotch as a tool builder. Steven Caron took a short break
>>> from Whiskytree to lend a hand with some pipeline tools and general
>>> expertise, Billy Morrison dove in with me on VFX, and aside from that we
>>> had the help and assistance of Royale's maya artists and designers. And not
>>> a few of you on the list helped by offering the studio names and advice
>>> when contacted.
>>>
>>>  So the job was greenlit and we started the clock - about three weeks,
>>> from installing Softimage to delivery.
>>>
>>>   http://youtu.be/932FiLPe4kc
>>>
>>>  We rented a farm and populated it with 25 Arnold nodes, the folks at
>>> SolidAngle were awesome, plugged everything in and made the spot. Our
>>> principal tool was ICE, specifically a very cool and robust system Leonard
>>> Kotch put many hard hours in to create which we called "LKFabric" and
>>> inspired by the example Psyop's Jonah Froedman has set earlier, Anto's
>>> "knit the strands," and earlier work Polynoid did with their "carbon" spot.
>>>
>>>  Leonard went all the way with LKFabric... it let us manage some of the
>>> complexity of trying to get the major components of the shoe to weave
>>> themselves procedurally, from fibers, to threads, to cloth. Because the
>>> next spot, which we're wrapping up right now, required us to get in on
>>> individual fibers in extreme macro shots, Leonard built the system in an
>>> abstracted out manner, unsimulated, and supporting motion blur etc. I would
>>> send him pages and pages of feedback and requests, and he chewed away at it
>>> like a trouper. Pretty outstanding Leonard, I owe you many beers.
>>>
>>>  Royale has been kind enough to agree to share the system out to the
>>> community, through Leonard, some time after the final project wraps.
>>>
>>>  Ciaran, Billy and Steven worked similarly hard and with the same good
>>> cheer we see so often here on the list. This is why I like Softimage so
>>> much, it attracts artists of this calibre and can do mindset. I should
>>> add that emTools, emTopo and polygonizer were used as well, though largely
>>> in the design phase and for an effect that was later cut (no fault of the
>>> tools lol the idea just didn't gel with the client.) Thanks Eric!
>>>
>>>  It's very rare for a small studio with literally no staff using
>>> Softimage to get excited over ICE and have the courage to jump in with it
>>> no hold barred, for multiple spots, like Royale did. I can't 

Re: Why did I pay support?? Why did I buy a suite ? I want my moneyback!

2013-07-31 Thread Daniel Brassard
Madness
This is Sparta! *[kicks the AD messenger into the deep well]*


On Wed, Jul 31, 2013 at 3:14 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> http://area.autodesk.com/mayaleapplugin
>
>
> Meanwile ! Yay ! Warning ! its like a sick parody of kinect for maya so
> not for the faint hearted !, i wonder if any user money went into this, or
> if some resourceful little dude just cooked it up by himself?
>
> "Give your users the ability to imagine, design, and create in true 3D
> space."
>
>
> On 31 July 2013 17:23, Tim Crowson  wrote:
>
>>  This thread is simultaneously awesome and horrendous. I need
>> anti-depressants
>>
>> -Tim
>>
>>
>>
>> On 7/31/2013 3:27 AM, Jordi Bares wrote:
>>
>> I meant "wherever the decision makers are now.." or course.
>>
>>  Jordi Bares
>> jordiba...@gmail.com
>>
>>  On 31 Jul 2013, at 09:24, Jordi Bares  wrote:
>>
>>  I could safely say that since the acquisition it has been a downhill
>> experience and I can only think on blaming AD management, whoever the
>> decision makers are now let's make sure we keep an eye on them as it is
>> very likely they will f*ck everything else they touch.
>>
>>  Strategic thinking only, nothing personal.
>>
>>  Jordi Bares
>> jordiba...@gmail.com
>>
>>  On 31 Jul 2013, at 07:49, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>   Last time I heard a definite figure it was 12, later on I heard a
>> not-as-reliable 14.
>>  I'd say between 10-15 actual developers sounds like the realistic
>> ballpark (without management etc).
>>
>>  Don't think Maya has hundreds though :)
>>
>>  I think currently one of the largest, if not the largest, permanently
>> staffed (so exclude temp contractors and third parties) might actually be
>> C4D's.
>>
>>
>> On Wed, Jul 31, 2013 at 4:44 PM, Szabolcs Matefy wrote:
>>
>>>  Exactly how many developers Softimage really has?
>>>
>>>
>>>
>>> I doubt if Mudbox will be implemented in Maya, but who knows what AD is
>>> planning. It is sure the Softimage is not on their hot topic list.
>>>
>>>
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Greg Punchatz
>>>
>>> *Sent:* Wednesday, July 31, 2013 12:23 AM
>>> *To:* Softimage List
>>>  *Subject:* Why did I pay support?? Why did I buy a suite ? I want my
>>> moneyback!
>>>
>>>
>>>
>>>  As I find out more and more about what is going on behind the scenes at
>>> at AD in regards to Softimage (plus all the others) the more and more angry
>>> I get.  And frankly the more I want my support money back, seriously.
>>>
>>> This has been a huge bait and switch scam  I feel like I have been
>>> consistently lied to about the future of Soft, there is even a video of a
>>> "product manager of the week"  telling me the future of Softimage is *
>>> good* on the Autodesk site.  Buyers remorse is one thing, but frankly
>>> no one has been honest with us about where all of this was headed, in fact
>>> I would say that I was deliberately lied to by the PR machine that is AD.
>>> The video of Daniel Tutino talking about the future of softimage is a prime
>>> example of AD misleading us. What's  sad if you watch the video, he is
>>> acting like a really bad liar .  ( I have the video downloaded just in case
>>> I need it to back up my case against AD.)
>>>
>>>  First off I wish I would have NEVER bought a suite... I did not want a
>>> single dollar of mine going to support Maya, but apparently if you jumped
>>> on the suite bandwagon your money went toward a bazzilion Maya developers,
>>> even if you checked "softimage is my main interest"  in the AD suite
>>> surveys.  I wanted a Softimage branded suite for that very reason.  Now
>>> from what I gather soft has less developers than my hand has fingers, and
>>> Maya has over a hundred??  WTF are all those developers working on, really?
>>> 100 devs working under the bad management of AD guys cant even compete with
>>> 15 devs working at an under funded Softimage run by Avid .
>>>
>>>  I am also hugely disappointed in Mudbox... The only thing I ended up
>>> using in the whole suite is SOFTIMAGE.. Zbrush and Mari got my personal
>>> dollars because they delivered while AD promised.  Now Luc Eric is all but
>>> saying Mudbox is going into Maya on Softimage forums Do the powers that
>>> be at AD still think putting everything into one app makes sense?? There is
>>> a reason why niche products do a better job at niche work :)
>>>
>>> I would be happy with if AD made an attempt at a next gen app, I would
>>> give that a shotbut I passed on Maya for a reason.
>>>
>>> I paid my support so Softimage could be developed furthernot so AD
>>> could put a nail in its coffin.
>>>
>>> Feeling like I just got robbed... is there something we can do as a
>>> group to get our voices heard?  Anyone know any good lawyers that will work
>>> for next years support money ;)
>>>
>>> --
>>>  --
>>>
>>> *Greg Punc

Re: totally OT, but totally badass

2013-07-25 Thread Daniel Brassard
The making of ArtFX's Thousandth Street

Thousandth Street Making-Of 


On Thu, Jul 25, 2013 at 7:11 AM, Ognjen Vukovic  wrote:

> Top notch work. It really has that old school feel to it, even reminds me
> a bit of ghost in the shell.
> Someone should forward it to Ridley Scot, maybe remind him of his old
> work, before he starts work on a Blade runner sequel.
>
>
> On Thu, Jul 25, 2013 at 12:44 PM, adrian wyer <
> adrian.w...@fluid-pictures.com> wrote:
>
>> ** ** ** ** **
>>
>> https://vimeo.com/69375721#at=0
>>
>> ** **
>>
>> ** **
>>
>> one of the best grad films i've seen
>>
>> ** **
>>
>> pacing, fx, soundtrack... stunning!
>>
>> ** **
>>
>> this is what i want from the new Bladerunner movie!
>>
>> ** **
>>
>> 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: I can't believe there is no tutorial for Softimage on Autodesk webiste

2013-07-22 Thread Daniel Brassard
Just notice this book updated to 2014. Very basic but can help new students
and others transitioning to Softimage.

Autodesk Softimage 2014: A
Tutorial-Approach

I wish they would update the Production Serie CDs. Learned a lot from those
CDs



On Mon, Jul 22, 2013 at 9:52 AM, Angus Davidson
wrote:

>  If I can just chime in from an education point of view.
>
>  Firstly I will say they have been getting better, but in the 6 years we
> have used Softimage the overall learning resources have been abysmal
> compared with the likes of Maya and 3Dmax. Both from a visibility and just
> easily availability. Yes there have been some awesome third party ones done
> and many have been shown on this list they haven't always been easy to find
> (sometimes you have to wade through a lot of crap unless you know of the
> exact artist).
>
>  Its a complaint we have had from students pretty much every year. Most
> students end up purchasing a digital tutors sub because they now have some
> really good Softimage stuff. Its not always about whether something is
> available, but whether its in a place that your person just starting out
> can find it.
>
>  Softimage even used to ship with a free digital tutors CD in.
> Unfortunately those have become fairly dated (although still in very active
> use by our students as fundamentals remain the same. There have been very
> many discussions over the last few years (quite heavily before 2014 was
> released)  about how a lot of folks don't feel they are getting value from
> their subscriptions. Something as simple as the DT intro courses bundled
> with it would be a massive gamechanger as far as education is concerned.
>
>  I dont think anyone is suggesting dumbing down the software is a
> solution but I do think Andy has a big point in that if we are to gain more
> folks using Softimage there needs to be more ways to get people past the
> initial hump.
>
>
>  --
> *From:* Andy Moorer [andymoo...@gmail.com]
> *Sent:* 22 July 2013 03:25 AM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: I can't believe there is no tutorial for Softimage on
> Autodesk webiste
>
>   Whoa, hold on. I'm not suggesting Softimage try to become C4D... I'm
> just pointing out that they have done a great job of gaining new users by
> eliminating the fear of the learning curve and by putting effort into
> smoothing the barriers for new untechnical artists.
>
>  But not hobbyists, artists, ones who are professionals, perhaps not
> technical directors but lets face it we as TDs are creating these people's
> visions, and many people who start out clueless with any tool of any kind
> of complexity end up doing amazing and sophisticated work in a few short
> years.
>
>  I agree with you that in many ways C4D is a dead end when those people
> get to a point where their ideas outstrip its capabilities as a production
> tool. Heck, the discovery by small studios and creatives that C4d can't cut
> it past a certain point is where my most recent paychecks as a hired gun
> have originated.
>
>  So why not pave the way for those same talented people to get into
> Softimage, not by diverting the development of the software itself but by
> putting significant effort into demonstrating via educational resources
> like tutorials how easy it is to do very impressive graphics work with
> minimal training, using Softimage?
>
>  You don't have to dumb down the software to appeal to nontechnical
> people, you just have to recognize that many of these people are not
> natural self-trainers and give them guidance to get rolling. Those
> "nontechnical" people aren't dumb, and might just find themselves going
> further than they could have ever foreseen.
>
> Sent from my iPad
>
> On Jul 21, 2013, at 5:27 PM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
> In all honesty, if Soft was to go down the route C4D went in the last
> four years I'd move away from it in a hurry.
>  This isn't some kind of mis-placed elitism, it's more that the appeal to
> the MCD of the app becomes more apparent each version, and while it's very
> fast and practical at doing many small things, it's growing sclerotically
> dysfunctional at the bigger picture and it's developed an extremely narrow
> sighted user-base.
>
>  There's also a big Apple factor to its success in that field unrelated to
> the situation you outline that shouldn't be left out of the picture.
>
>  C4D is more likely to still be a product in three years, for sure, but
> it's lost all chances to become a platform.
>
> ZBrush I don't believe should feature in the comparison and context at
> all, it's a singular, field defining blip in history that has little to
> nothing in common with the availability of education or its target, and it
> results from a singular and very left field vision to begin with.
>
>  I can't say I have seen such complex work done in 

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

2013-07-18 Thread Daniel Brassard
Paul Smith excellent video series as well:

http://vimeo.com/pooby


On Thu, Jul 18, 2013 at 12:13 PM, Stephen Davidson
wrote:

> When you first open up Softimage a window opens up called Netview.
> In that Netview window, there are two links listed:
> "Essential Skills Videos - Getting Started" (this is a good place to start)
> and "Softimage YouTube Learning Channel"
>
> If you left click on "Essential Skills Videos - Getting Started",
> Netview will open up a menu of videos about certain beginner
> subjects. Left clicking on any of these subjects will launch
> a movie that explains that particular subject.
>
> If you left click on "Softimage YouTube Learning Channel",
> Netview will open up you default internet browser to the
> Softimage YouTube Learning Channel.
>
>
> I can see that other helpful users have posted many other sites
> that contain Softimage tutorials. If you need more, you can
> use a web browser search engine. Google is a great search engine.
> All you have to do is go to www.Google.com and type in the words
> "Softimage Tutorials" in the box marked "search"
> and Google will list even more websites that contain Softimage Tutorials.
>
> If you have any problems accessing these websites, just ask here in the
> discussion group,
> and I'm sure many, here, will jump at the chance to assist you.
>
> I hope these tools helps you to get acquainted with Softimage.
>
> Good Luck.
>
>
> On Thu, Jul 18, 2013 at 11:11 AM, Luc-Eric Rousseau 
> wrote:
>
>> On Thu, Jul 18, 2013 at 5:43 AM, Daniel Kim 
>> wrote:
>> > Softimage in NZ is almost $7k including subscription, but I can't
>> believe
>> > they don't give any tutorials to customer.
>> [...]
>> >
>> > AD seriously need to consider put some tutorials on their website or
>> nicely
>> > run Softimage channel on Youtube
>>
>> seriously dude, there is already a softimage youtube channel, which
>> others have pointed out.
>> here are some other tutorials on the autodesk web site.
>>
>> Softimage tutorials:
>> http://area.autodesk.com/tutorials?word=&where=1&software=14
>>
>> Brad's ice masterclass:
>> https://area.autodesk.com/masterclasses/masterclass/class09_softimage
>>
>> Adam's "Exploring the power of Non-Linear Character Setup with
>> Autodesk Softimage"
>>
>> http://area.autodesk.com/masterclasses/masterclass/class3_q2_2012_adam_sale
>>
>> ICE particle rendering video..
>> http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=15505585
>>
>
>
>
> --
>
> Best Regards,
> *  Stephen P. Davidson**
>**(954) 552-7956
> *sdavid...@3danimationmagic.com
>
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>
>- Arthur C. Clarke
>
> 
>


Re: OFF:Game job in Canada?

2013-06-26 Thread Daniel Brassard
Three other companies to look at:
- Digital Extremes (London, Ontario) my backyard, a nice and not too big
city to live
- Bioware (Edmonton, Alberta)
- Gameloft (Montreal & Toronto)


On Wed, Jun 26, 2013 at 2:48 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Maybe I'll join the stubborn few one day too :P
>
>
> On 26 June 2013 20:34, Marc-Andre Carbonneau <
> marc-andre.carbonn...@ubisoft.com> wrote:
>
>> Hey, I’m one of the stubborn people keeping Softimage alive in this
>> joint!! :)
>>
>> ** **
>>
>> Yeah, I understand your point, but it’s all about lots of in-house tools
>> built on top of MAX… is MAX still relevant in today’s game pipelines? My
>> opinion is less and less…
>>
>> ** **
>>
>> ** **
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien
>> Sterling
>> *Sent:* 26 juin 2013 13:38
>>
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: OFF:Game job in Canada?
>>
>> ** **
>>
>> ow Marc you say that like its a bad thing :)
>>
>> i remember trying to work with 5 characters i modelled rigged and
>> animated in 3Ds Max, feed back was so slow i had to make playblasts,
>> (previews) and when i did, the rig and bones would leave the meshes behind.
>> 
>>
>> i find it difficult to imagine how max is still relevant when every year
>> game assets get heavier, and i really liked max.
>>
>> ** **
>>
>> On 26 June 2013 19:00, Marc-Andre Carbonneau <
>> marc-andre.carbonn...@ubisoft.com> wrote:
>>
>> There’s a couple of stubborn people in here, so yeah, Softimage is still
>> in the house, running silently. :P
>>
>> But Softimage or not, Szabolcs mentions he knows all the DCCs. :)
>>
>>  
>>
>>  
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien
>> Sterling
>> *Sent:* 26 juin 2013 12:56
>>
>>
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: OFF:Game job in Canada?
>>
>>  
>>
>> Do ubisoft use softimage ? i thought they had a history of 3ds max ?
>>
>>  
>>
>> On 26 June 2013 18:37, carl callewaert  wrote:
>>
>> Do you have work permit in Canada?
>> If not, once you have a job offer in Canada (excluding the province of
>> Quebec) it takes 1 day to get the work visa.
>>
>> Carl
>>
>>
>> On 2013-06-26 11:29 AM, "Szabolcs Matefy"  wrote:
>>
>> >Thanks guys, I really appreciate the help! I'll look those site at home!
>> >
>> >Cheers
>> >
>> >
>> >Szabolcs
>> >
>> >-Original Message-
>> >From: softimage-boun...@listproc.autodesk.com
>> >[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric
>> >Thivierge
>> >Sent: Wednesday, June 26, 2013 4:12 PM
>> >To: softimage@listproc.autodesk.com
>> >Subject: Re: OFF:Game job in Canada?
>> >
>> >FYI, Hybride is not games. We are owned by Ubisoft though. I'd say
>> >Ubisoft Montreal would be a good choice since they've been around for
>> >quite some time. It depends on availability though obviously.
>> >
>> >Your best bet would be to apply for a job and then get the company to do
>> >the work for the visa.
>> >
>> >Eric Thivierge
>> >===
>> >Character TD / RnD
>> >Hybride Technologies
>> >
>> >
>> >On June-26-13 9:47:21 AM, Eric Lampi wrote:
>> >> There's a fair bit of work going on in Canada, but some of it seems
>> >> that there's a significant portion of it driven by the availability of
>> >> subsidies being offered. Take some time and read up what's been going
>> >> on at VFX Soldier: http://vfxsoldier.wordpress.com/
>> >>
>> >> You'd be better off with a company that has a long presence and a
>> >> proven track record of doing right by their staff as opposed to the
>> >> ones that have just popped up in order to take advantage of that free
>> >> money. Those jobs might not stick around once that money is gone.
>> >>
>> >> I hope this helps, I'm just tired of hearing stories about people in
>> >> our community getting jerked around when all they want to do is work
>> >> and have some kind of stability in their lives. Good luck!
>> >>
>> >> Eric
>> >>
>> >> Freelance 3D and VFX animator
>> >>
>> >> http://vimeopro.com/user7979713/3d-work
>> >>
>> >>
>> >> On Wed, Jun 26, 2013 at 5:29 AM, Szabolcs Matefy > >
>> >>wrote:
>> >>> Hey guys,
>> >>>
>> >>>
>> >>>
>> >>> Anybody knows how hard is to get job in Canada nowadays in games
>> >>>industry?
>>
>> >>> Iąm considering to move to Canada with my family from Europe, but I**
>> **
>>
>> >>> do not know what opportunities are there, and how things are
>>
>> >>> workingŠI have fair experience in Character Modeling and I am quite
>> >>> good in Softimage, Maya and Max, and ZBrush, Mudbox as wellŠSo if
>> >>> anyone has information how to start, Iąd appreciate it. I also
>>
>> >>> consider outsource jobs, so if anyone needs outsource artist let me
>> >>> know J
>> >>>
>> >>>
>> >>>
>> >>> I think nowadays standard job-seekin

Re: OFF:Game job in Canada?

2013-06-26 Thread Daniel Brassard
Start with this

www.cgstudiomap.com

seached and filtered for game and sorted by country.

There are quite a few big studios in the Montreal area including Ubisoft,
Hybride and EA. Vancouver has also its fair share of studios including
Microsoft, Nintendo, Capcom, EA.

Hope that help. Good Luck.


On Wed, Jun 26, 2013 at 5:29 AM, Szabolcs Matefy wrote:

> Hey guys,
>
> ** **
>
> Anybody knows how hard is to get job in Canada nowadays in games industry?
> I’m considering to move to Canada with my family from Europe, but I do not
> know what opportunities are there, and how things are working…I have fair
> experience in Character Modeling and I am quite good in Softimage, Maya and
> Max, and ZBrush, Mudbox as well…So if anyone has information how to start,
> I’d appreciate it. I also consider outsource jobs, so if anyone needs
> outsource artist let me know J
>
> ** **
>
> I think nowadays standard job-seeking is not really viable, in many cases
> I don’t get any response from the companies I try to contact with, that’s
> why I’m asking.
>
> ** **
>
> Cheers
>
> ** **
>
> ** **
>
> Szabolcs
>
> ** **
>


Re: bezier -> nurbs

2013-06-18 Thread Daniel Brassard
There are also the degree and parameterization of the NURB curve. Did you
try that (uniform vs non-uniform)?


On Tue, Jun 18, 2013 at 4:49 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

> Yeah, tried that, except when I set the multiplicity to 3 it apparently
> converts the curve to Bezier control. Kinda defeats the purpose as I could
> just create the curve a Bezier from the get go if I wanted that.
>
> ** **
>
> --
>
> 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 *Daniel Brassard
> *Sent:* Tuesday, June 18, 2013 4:40 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: bezier -> nurbs
>
> ** **
>
> Oops, reverse.
>
> ** **
>
> From the book
>
> ** **
>
> Multiplicity is a property of knots that refers to the number of control
> points associated to a knot. On a cubic curve, a knot can have a
> multiplicity of 1, 2, or 3. On a surface, each knot curve has two
> multiplicities: one in the U direction and one in V. All knots along a knot
> curve must have the same multiplicity in the corresponding direction.
>
> Knots with a multiplicity greater than 1 are sometimes called *multiknots*.
> Multiknots allow for greater control over the trace of the curve through
> the knot, at the expense of smoothness.
>
> **· **A knot with a multiplicity of 1 has C2 continuity
> (curvature).
>
> **· **A knot with multiplicity 2 has C1 continuity (tangency).
>
> **· **A knot with multiplicity 3 has C0 continuity (position) if
> the three control points are not lined up. It is like a Bézier point, with
> one control point exactly at the position of the knot on the curve and the
> other two control points acting like tangent handles. You can manipulate
> these knots on curves in a Bézier-like manner — see Using the Tweak Curve
> Tool<http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/files/curves_DrawingandManipulatingCurves.htm#WS20FD922AA9DF2240AD94FFADCE73807F-002F>
> .
>
> ** **
>
> On Tue, Jun 18, 2013 at 4:36 PM, Daniel Brassard 
> wrote:
>
> Raise the knot to multiplicity 3 (similar to bezier)
>
> ** **
>
> Lower the knots to 2 (curvature) first and second derivative continuity,
> smoother curve.
>
> Lower the knots to 1 (tangent) first derivative continuity, tangent
> continuity
>
> Lower the knots to 0 (linear), sharp turns, no continuity between knots***
> *
>
> ** **
>
> On Tue, Jun 18, 2013 at 4:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> j.ponthi...@nasa.gov> wrote:
>
> Its been so long since I’ve tried this in Soft I can’t remember…
>
>  
>
> Is there any logic or formula that will allow you to replicate a Bezier
> Knot curve as a CV curve?
>
>  
>
> I thought all you had to do was make sure the CVs on a Nurbs curve matched
> the handle points on a Bezier curve and they would align perfectly, but the
> continuity of the Bezier curves is slightly different than the Nurbs,
> almost as though the Bezier is a different degree than the Nurbs curve. Is
> that the case?
>
>  
>
> Second, is it possible to convert a Bezier curve to a Nurbs CV curve and
> maintain continuity, bias, etc?
>
>  
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not 
>
> represent the opinions of NASA or any other party.
>
>  
>
> ** **
>
> ** **
>


Re: bezier -> nurbs

2013-06-18 Thread Daniel Brassard
Bezier and NURBS are different.

NURBS have a weight attribute on each knot that allow you to adjust the
curve. You cannot create a perfect circle with bezier curve but you can
with NURBS curves because of the non-rational attributes (weighting or the
Knots).


On Tue, Jun 18, 2013 at 4:39 PM, Daniel Brassard wrote:

> Oops, reverse.
>
> From the book
>
> Multiplicity is a property of knots that refers to the number of control
> points associated to a knot. On a cubic curve, a knot can have a
> multiplicity of 1, 2, or 3. On a surface, each knot curve has two
> multiplicities: one in the U direction and one in V. All knots along a knot
> curve must have the same multiplicity in the corresponding direction.
>
> Knots with a multiplicity greater than 1 are sometimes called *multiknots*.
> Multiknots allow for greater control over the trace of the curve through
> the knot, at the expense of smoothness.
>
>-
>
>A knot with a multiplicity of 1 has C2 continuity (curvature).
>-
>
>A knot with multiplicity 2 has C1 continuity (tangency).
>-
>
>A knot with multiplicity 3 has C0 continuity (position) if the three
>control points are not lined up. It is like a Bézier point, with one
>control point exactly at the position of the knot on the curve and the
>other two control points acting like tangent handles. You can manipulate
>these knots on curves in a Bézier-like manner — see Using the Tweak
>Curve 
> Tool<http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/files/curves_DrawingandManipulatingCurves.htm#WS20FD922AA9DF2240AD94FFADCE73807F-002F>
>.
>
>
>
> On Tue, Jun 18, 2013 at 4:36 PM, Daniel Brassard wrote:
>
>> Raise the knot to multiplicity 3 (similar to bezier)
>>
>> Lower the knots to 2 (curvature) first and second derivative continuity,
>> smoother curve.
>> Lower the knots to 1 (tangent) first derivative continuity, tangent
>> continuity
>> Lower the knots to 0 (linear), sharp turns, no continuity between knots
>>
>>
>> On Tue, Jun 18, 2013 at 4:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
>> j.ponthi...@nasa.gov> wrote:
>>
>>> Its been so long since I’ve tried this in Soft I can’t remember…
>>>
>>> ** **
>>>
>>> Is there any logic or formula that will allow you to replicate a Bezier
>>> Knot curve as a CV curve?
>>>
>>> ** **
>>>
>>> I thought all you had to do was make sure the CVs on a Nurbs curve
>>> matched the handle points on a Bezier curve and they would align perfectly,
>>> but the continuity of the Bezier curves is slightly different than the
>>> Nurbs, almost as though the Bezier is a different degree than the Nurbs
>>> curve. Is that the case?
>>>
>>> ** **
>>>
>>> Second, is it possible to convert a Bezier curve to a Nurbs CV curve and
>>> maintain continuity, bias, etc?
>>>
>>> ** **
>>>
>>> --
>>>
>>> Joey Ponthieux
>>>
>>> LaRC Information Technology Enhanced Services (LITES)
>>>
>>> Mymic Technical Services
>>>
>>> NASA Langley Research Center
>>>
>>> __
>>>
>>> Opinions stated here-in are strictly those of the author and do not 
>>>
>>> represent the opinions of NASA or any other party.
>>>
>>> ** **
>>>
>>
>>
>


Re: bezier -> nurbs

2013-06-18 Thread Daniel Brassard
Oops, reverse.

>From the book

Multiplicity is a property of knots that refers to the number of control
points associated to a knot. On a cubic curve, a knot can have a
multiplicity of 1, 2, or 3. On a surface, each knot curve has two
multiplicities: one in the U direction and one in V. All knots along a knot
curve must have the same multiplicity in the corresponding direction.

Knots with a multiplicity greater than 1 are sometimes called *multiknots*.
Multiknots allow for greater control over the trace of the curve through
the knot, at the expense of smoothness.

   -

   A knot with a multiplicity of 1 has C2 continuity (curvature).
   -

   A knot with multiplicity 2 has C1 continuity (tangency).
   -

   A knot with multiplicity 3 has C0 continuity (position) if the three
   control points are not lined up. It is like a Bézier point, with one
   control point exactly at the position of the knot on the curve and the
   other two control points acting like tangent handles. You can manipulate
   these knots on curves in a Bézier-like manner — see Using the Tweak
   Curve 
Tool<http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/files/curves_DrawingandManipulatingCurves.htm#WS20FD922AA9DF2240AD94FFADCE73807F-002F>
   .



On Tue, Jun 18, 2013 at 4:36 PM, Daniel Brassard wrote:

> Raise the knot to multiplicity 3 (similar to bezier)
>
> Lower the knots to 2 (curvature) first and second derivative continuity,
> smoother curve.
> Lower the knots to 1 (tangent) first derivative continuity, tangent
> continuity
> Lower the knots to 0 (linear), sharp turns, no continuity between knots
>
>
> On Tue, Jun 18, 2013 at 4:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> j.ponthi...@nasa.gov> wrote:
>
>> Its been so long since I’ve tried this in Soft I can’t remember…
>>
>> ** **
>>
>> Is there any logic or formula that will allow you to replicate a Bezier
>> Knot curve as a CV curve?
>>
>> ** **
>>
>> I thought all you had to do was make sure the CVs on a Nurbs curve
>> matched the handle points on a Bezier curve and they would align perfectly,
>> but the continuity of the Bezier curves is slightly different than the
>> Nurbs, almost as though the Bezier is a different degree than the Nurbs
>> curve. Is that the case?
>>
>> ** **
>>
>> Second, is it possible to convert a Bezier curve to a Nurbs CV curve and
>> maintain continuity, bias, etc?
>>
>> ** **
>>
>> --
>>
>> Joey Ponthieux
>>
>> LaRC Information Technology Enhanced Services (LITES)
>>
>> Mymic Technical Services
>>
>> NASA Langley Research Center
>>
>> __
>>
>> Opinions stated here-in are strictly those of the author and do not 
>>
>> represent the opinions of NASA or any other party.
>>
>> ** **
>>
>
>


Re: bezier -> nurbs

2013-06-18 Thread Daniel Brassard
Raise the knot to multiplicity 3 (similar to bezier)

Lower the knots to 2 (curvature) first and second derivative continuity,
smoother curve.
Lower the knots to 1 (tangent) first derivative continuity, tangent
continuity
Lower the knots to 0 (linear), sharp turns, no continuity between knots


On Tue, Jun 18, 2013 at 4:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

> Its been so long since I’ve tried this in Soft I can’t remember…
>
> ** **
>
> Is there any logic or formula that will allow you to replicate a Bezier
> Knot curve as a CV curve?
>
> ** **
>
> I thought all you had to do was make sure the CVs on a Nurbs curve matched
> the handle points on a Bezier curve and they would align perfectly, but the
> continuity of the Bezier curves is slightly different than the Nurbs,
> almost as though the Bezier is a different degree than the Nurbs curve. Is
> that the case?
>
> ** **
>
> Second, is it possible to convert a Bezier curve to a Nurbs CV curve and
> maintain continuity, bias, etc?
>
> ** **
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not 
>
> represent the opinions of NASA or any other party.
>
> ** **
>


Re: scene saver/loader

2013-06-13 Thread Daniel Brassard
Fat finger don't work today, anyway the link will bring you to the
Threesixty3D site, go to the free plugins page and download the plugin from
there.


On Thu, Jun 13, 2013 at 4:37 PM, Daniel Brassard wrote:

> Yeah, Chinny (not Chinney ...duh)
>
> There is also the Threesixty3D one on RRay
>
> XSI Increment and save v1 <http://www.threesixty3d.com/software/#>
>
>
> On Thu, Jun 13, 2013 at 4:13 PM, Mirko Jankovic  > wrote:
>
>> one of addons that should be integrated in SI completely :)
>>
>>
>> On Thu, Jun 13, 2013 at 10:09 PM, Alan Fregtman 
>> wrote:
>>
>>> If you dislike *The Area* as much as I do, here's the direct
>>> attachment. :p
>>>
>>> ps: It's Chinny, not Chinney.
>>>
>>> On Thu, Jun 13, 2013 at 3:57 PM, Daniel Brassard 
>>> wrote:
>>>
>>>> Incremental save by 
>>>> Chinney<http://area.autodesk.com/accessdenied?/downloads/plugins/incrementalsave_v2_5_and_autosave_v2_5>
>>>>
>>>>
>>>> On Thu, Jun 13, 2013 at 10:16 AM, adrian wyer <
>>>> adrian.w...@fluid-pictures.com> wrote:
>>>>
>>>>> ** ** ** ** **
>>>>>
>>>>> someone posted an addon to do (amongst other things) incremental
>>>>> saving, slates etc
>>>>>
>>>>> ** **
>>>>>
>>>>> lost the post and can't find it in the archive...
>>>>>
>>>>> ** **
>>>>>
>>>>> anyone jog my failing memory?
>>>>>
>>>>> ** **
>>>>>
>>>>> was it fifty eight 3D maybe?
>>>>>
>>>>> ** **
>>>>>
>>>>> anyone?
>>>>>
>>>>> ** **
>>>>>
>>>>> 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 saver/loader

2013-06-13 Thread Daniel Brassard
Yeah, Chinny (not Chinney ...duh)

There is also the Threesixty3D one on RRay

XSI Increment and save v1 <http://www.threesixty3d.com/software/#>


On Thu, Jun 13, 2013 at 4:13 PM, Mirko Jankovic
wrote:

> one of addons that should be integrated in SI completely :)
>
>
> On Thu, Jun 13, 2013 at 10:09 PM, Alan Fregtman 
> wrote:
>
>> If you dislike *The Area* as much as I do, here's the direct attachment.
>> :p
>>
>> ps: It's Chinny, not Chinney.
>>
>> On Thu, Jun 13, 2013 at 3:57 PM, Daniel Brassard 
>> wrote:
>>
>>> Incremental save by 
>>> Chinney<http://area.autodesk.com/accessdenied?/downloads/plugins/incrementalsave_v2_5_and_autosave_v2_5>
>>>
>>>
>>> On Thu, Jun 13, 2013 at 10:16 AM, adrian wyer <
>>> adrian.w...@fluid-pictures.com> wrote:
>>>
>>>> ** ** ** ** **
>>>>
>>>> someone posted an addon to do (amongst other things) incremental
>>>> saving, slates etc
>>>>
>>>> ** **
>>>>
>>>> lost the post and can't find it in the archive...
>>>>
>>>> ** **
>>>>
>>>> anyone jog my failing memory?
>>>>
>>>> ** **
>>>>
>>>> was it fifty eight 3D maybe?
>>>>
>>>> ** **
>>>>
>>>> anyone?
>>>>
>>>> ** **
>>>>
>>>> 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 saver/loader

2013-06-13 Thread Daniel Brassard
Incremental save by
Chinney


On Thu, Jun 13, 2013 at 10:16 AM, adrian wyer <
adrian.w...@fluid-pictures.com> wrote:

> ** ** ** ** **
>
> someone posted an addon to do (amongst other things) incremental saving,
> slates etc
>
> ** **
>
> lost the post and can't find it in the archive...
>
> ** **
>
> anyone jog my failing memory?
>
> ** **
>
> was it fifty eight 3D maybe?
>
> ** **
>
> anyone?
>
> ** **
>
> 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: Pixar OpenSubdiv and Autodesk webinar

2013-04-25 Thread Daniel Brassard
for anyone who missed this webinar, here's the video we made with Pixar
showing Open Subdivs:

Pixar Animation Studios, The OpenSubdiv Project<http://youtu.be/xFZazwvYc5o>

_
Graham Bell - Technical Specialist
Autodesk Media & Entertainment - EMEA
Any opinions expressed here are my own, and do not represent those of my
employer.


On Mon, Apr 22, 2013 at 1:01 PM, Daniel Brassard wrote:

> Originally posted by Graham on Si-community.
>
> Next Tuesday, the 23th, yours truly will be hosting a webinar with special
> guests, Bill Polson, Dirk Van Gelder, Manuel Kraemer, Takahito Tejima,
> David G. Yu and Dale Ruffolo, from Pixar Animation Studios’ GPU team, to
> show how Autodesk and Pixar are working together to build technology with
> stunning real-time results and how real time display of subdivision
> surfaces helps artists be more productive, and how this code is open source
> and engineered for ease of integration.
>
> OpenSubdiv is a set of open source libraries that implement
> high-performance subdivision surface (subdiv) evaluation on massively
> parallel CPU and GPU architectures. The code embodies decades of research
> and experience by Pixar.
>
> Here's a link to the webinar: Join Pixar Animation Studios, to learn
> about the OpenSubdiv 
> Project<http://www.autodesk.co.uk/adsk/servlet/pc/index?id=17144365&siteID=452932&mktvar001=558804&mktvar002=558804>
>
> The webinar page has different links depending on what general time zone
> you're in, so be sure to choose the right one.
>
> Webinar will be in English only.
>
> _
> Graham Bell - Technical Specialist
> Autodesk Media & Entertainment - EMEA
>
>
> -------
> Should be informative.
>
> OpenSubdiv website and access to Github:
>
> http://graphics.pixar.com/opensubdiv/
>
> Cheers!
>
> Daniel Brassard
>
>
>


Pixar OpenSubdiv and Autodesk webinar

2013-04-22 Thread Daniel Brassard
Originally posted by Graham on Si-community.

Next Tuesday, the 23th, yours truly will be hosting a webinar with special
guests, Bill Polson, Dirk Van Gelder, Manuel Kraemer, Takahito Tejima,
David G. Yu and Dale Ruffolo, from Pixar Animation Studios’ GPU team, to
show how Autodesk and Pixar are working together to build technology with
stunning real-time results and how real time display of subdivision
surfaces helps artists be more productive, and how this code is open source
and engineered for ease of integration.

OpenSubdiv is a set of open source libraries that implement
high-performance subdivision surface (subdiv) evaluation on massively
parallel CPU and GPU architectures. The code embodies decades of research
and experience by Pixar.

Here's a link to the webinar: Join Pixar Animation Studios, to learn about
the OpenSubdiv 
Project<http://www.autodesk.co.uk/adsk/servlet/pc/index?id=17144365&siteID=452932&mktvar001=558804&mktvar002=558804>

The webinar page has different links depending on what general time zone
you're in, so be sure to choose the right one.

Webinar will be in English only.

_
Graham Bell - Technical Specialist
Autodesk Media & Entertainment - EMEA

---
Should be informative.

OpenSubdiv website and access to Github:

http://graphics.pixar.com/opensubdiv/

Cheers!

Daniel Brassard


Re: LAST component

2013-04-03 Thread Daniel Brassard
interesting conversation.

Is the XSICollection not a linked list and could linked list operations be
used on the Collection?

What is Softimage based on: DCEL, Wing-edge or Half-Edge structure?


On Wed, Apr 3, 2013 at 3:14 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

> That’s an interesting idea. Maybe.
>
> ** **
>
> Thanks
>
> ** **
>
> --
>
> 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 *Eric Thivierge
> *Sent:* Wednesday, April 03, 2013 3:08 PM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: LAST component
>
> ** **
>
> Create a cluster of the selected components, do your stuff, then get the
> components back from the cluster and remove it?
>
>
> 
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
> ** **
>
> On Wed, Apr 3, 2013 at 3:02 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> j.ponthi...@nasa.gov> wrote:
>
> I’m creating a poly modeling tool
>
>  
>
> I have a polymesh object.
>
>  
>
> I may or may not have edge components on the mesh selected.
>
>  
>
> If I have a group of components arbitrarily selected I save them then
> deselect them.
>
>  
>
> Then I execute the tool.
>
>  
>
> I make changes to the mesh, as a result some components will be deleted,
> and for each deletion a single component a new component will be put back
> in its place. In theory the execution will not  delete or replace the
> pre-selected saved components if there were any, but that’s not been fully
> addressed yet. As of this time that’s not been an issue. 
>
>  
>
> When done editing the tool exits, there are the same number of components
> on the mesh when the tool started. But the mesh is different.
>
>  
>
> The saved pre-selected components are then reselected in order to return
> the selection back to its original state so that the user doesn’t have to
> reselect a complex selection.
>
>  
>
> Work goes on.
>
>  
>
>  
>
> The issue at the moment is that if LAST was in the preselected saved
> component list, the explicit index which LAST represents physically changes
> when you delete any other component than LAST. Thus invalidating the saved
> pre-selection. I thought what was happening was that LAST was an alias and
> that only the alias was changing, but it appears even the explicit index is
> changing.
>
>  
>
> --
>
> 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 *Matt Lind
> *Sent:* Wednesday, April 03, 2013 2:43 PM
>
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: LAST component
>
>  
>
> This doesn’t sound right.  What are you attempting to do that requires
> this particular workflow?
>
>  
>
>  
>
> Matt
>
>  
>
>  
>
>  
>
>  
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com]
> *On Behalf Of *Ponthieux, Joseph G. (LARC-E1A)[LITES]
> *Sent:* Wednesday, April 03, 2013 11:39 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: LAST component
>
>  
>
> Steve,
>
>  
>
> The problem it turns out is not LAST. Both your and Matt’s examples worked
> helped answer my original question and I can get the explicit index
> precisely. The problem is that the explicit index for LAST physically
> changes if some other component is removed from the topology.
>
>  
>
> It’s something I can circumvent but will require something with a bit more
> sophistication to track the index changes manually. Luckily its
> predictable. If you know what edge you are deleting for example, that’s the
> index the LAST edge changes to, then LAST moves down line.
>
>  
>
> Oh fun. 
>
>  
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not 
>
> represent the opinions of NASA or any other party.
>

Re: New ww.Lagoa.com

2013-04-02 Thread Daniel Brassard
Yes, Chinny joinned Thiago last year on his new venture.

More info here:

http://techcrunch.com/2013/04/02/lagoa-debuts-industry-first-cloud-based-3d-design-platform-raises-1-6m-round-from-500-startups-atlas/



On Tue, Apr 2, 2013 at 4:39 PM, Jason S  wrote:

> **
> Chinny? :)
>
>
> On 02/04/2013 4:45 PM, Daniel Brassard wrote:
>
> Surprise this has not hit the list yet!
>
>  The new Lagoa is a different to the MultiPhysics we know inside Soft.
> Lagoa MultiOptics deals with interactive photoreal cloud rendering, which
> is mainly targeted at Designers, Engineering and Architecture.
>
> We have launched today, and yes this is a shameless plug [image: ;)]
>
> More information on Lagoa MultiOptics
> http://www.lagoa.com
>
> Video
> http://vimeo.com/63170024
>
>  All the best
>
> Chinny
>
>
>


New ww.Lagoa.com

2013-04-02 Thread Daniel Brassard
Surprise this has not hit the list yet!

The new Lagoa is a different to the MultiPhysics we know inside Soft. Lagoa
MultiOptics deals with interactive photoreal cloud rendering, which is
mainly targeted at Designers, Engineering and Architecture.

We have launched today, and yes this is a shameless plug [image: ;)]

More information on Lagoa MultiOptics
http://www.lagoa.com

Video
http://vimeo.com/63170024

All the best

Chinny


Re: [Inspiration] Tron Legacy's screens. Motion graphics at its best

2013-04-02 Thread Daniel Brassard
I like this making of Tron as well.

http://vimeo.com/22298831

On Fri, Mar 29, 2013 at 4:47 AM, olivier jeannel wrote:

>  Very interesting Makings of Tron motion graphics, designs and researches
> here :
> https://vimeo.com/mn8er/videos/page:1/sort:date
>
>
>
> Le 06/04/2011 22:53, Marc-Andre Carbonneau a écrit :
>
>  Motion graphics at its best
>
> http://jtnimoy.net/workviewer.php?q=178
>
> ** **
>
> Funny guy too. J
>
> ** **
>
> MAC
>
> ** **
>
>
>


Re: Pipes and tools u can't live without

2013-01-15 Thread Daniel Brassard
http://blog.blackredking.org/?p=47

Here you go!

On Tue, Jan 15, 2013 at 1:26 PM, olivier jeannel wrote:

> What is Ciaran's distance field emitter ?
> Sounds good...
>
>
> Le 15/01/2013 04:38, Andy Moorer a écrit :
>
>  Hi all. I'm interested in what people consider as the essentials for a
>> small studio Softimage pipeline, in terms of essential tools, scripts and
>> customization. I have my own ideas and opinions but want to get a sanity
>> check in case I'm missing some cool workflow or toolset, and just out of
>> interest.
>>
>> I'd also be interested in hearing what people have in their personal
>> toolkits. For instance wherever I bring along a personal workgroup which
>> contains a plethora of ICE nodes, a small script library of example code
>> and esoteric tools, a set of useful addons by others, and a custom menu
>> with a set of more personal tools, mostly little time savers, things like
>> general purpose models and lighting rigs, etc.
>>
>> A lot of these things are little but I'd hate to be without 'em. For
>> instance a simple menu command which removes screen widgets and makes the
>> BG dark grey is so trivial but I'd really miss it. Same goes for Ciaran's
>> signed distance field emitter, I love that thing...
>>
>>
>


Re: Strands Question

2012-10-24 Thread Daniel Brassard
Maybe delay set data node need to go in there somewhere.

Dan

On Tue, Oct 23, 2012 at 4:52 PM, Adam Sale  wrote:

> I've tried it with both options, still the same behavior for me when I use
> it with  spawn on collision
>
> On Tue, Oct 23, 2012 at 8:28 AM, Ben Beckett  wrote:
>
>> Hi Adam
>>
>> In the create Strand node, It might fix your problem if you tick on
>> reverse strand direction.
>>
>> Thanks
>> Ben
>>
>>
>> On 22 October 2012 17:54, Adam Sale  wrote:
>>
>>> Dang.. forgot that I had built it in a 2014 Beta..
>>>
>>> Here is a link with a similar simple setup for 2012
>>>
>>> https://www.dropbox.com/sh/z8p4v5kkh24fqhg/PlWaklwcbU/Raintest2012.scn
>>>
>>> Frame 27 is the first instance of this extra tail on the newly spawned
>>> blue particles..
>>>
>>> Just not remembering how to fix this one..
>>> Thanks for any help..
>>>
>>> Adam
>>>
>>>
>>> On Mon, Oct 22, 2012 at 12:47 AM, Thomas Volkmann <
>>> li...@thomasvolkmann.com> wrote:
>>>
 **
  Unfortunately the scene crashes at startup... at least on my machine
 :/

  /Thomas


 Adam Sale  hat am 22. Oktober 2012 um 05:35
 geschrieben:

 Hey folks, Its been a while since I've used strands, and I recently
 came across an issue that I can't remember how to fix. Searching archives
 yields no useful results, as I'm not sure how to frame my query.

  If I emit Strands from particles ( like rain streaks), and then
 spawning particles based on collisions with say a grid, the spawned
 particles inherit the strands, but they have this behavior where the
 strands are actually ahead of the actual particle from which they are
 supposed to trail. In the create Strands Dialogue, there is a Reverse
 Strand direction option, but this doesn't do it.

  Its easiest to see this on frames 15 and 16 of the dropbox attach.

  Heres a link to a scene so you can see what I mean.. I feel like this
 is one of those duh moments...

  https://www.dropbox.com/sh/z8p4v5kkh24fqhg/hOZ9aew6n9

  Thanks for any thoughts..

 Adam




>>>
>>>
>>
>


Re: [SDK] UserDataBlobs not translated to mental ray when attached to scene root

2012-09-25 Thread Daniel Brassard
I was thinking a shader parameter assignment but I don't know if that would
work in your case.

http://docs.autodesk.com/MENTALRAY/2013/ENU/mental-ray-help/files/manual/node113.html#paramassign



On Tue, Sep 25, 2012 at 11:08 AM, Rémi Arquier  wrote:

> There is several instances of the lightmap shader. Some parameters values
> of the shader need to be different "per shader instance", and others, like
> the path of a directory where to put the all lightmaps maps, need to be the
> same for each shader instances.
>
> For the moment, I put a single UserDataBlob nested in a single null
> X3dObject in the Softimage scene, and in the the shader's code, I recurse
> down the scene db over all miInstance until the UserDataBlob with correct
> ID is found. If you have a simpler solution ... would be good.
>
> 2012/9/25 Daniel Brassard 
>
>> Instances in MR inherit from the main shader declaration/definition
>> itself. Is the custom lightmap shader only used once in the Softimage scene
>> and all instance inherit from the lightmap or is each instance of the
>> lightmap has it's own UserDataBlob?
>>
>> On Tue, Sep 25, 2012 at 9:51 AM, Rémi Arquier  wrote:
>>
>>> Hi Daniel, Yes it looks like it is by design. But note that the Scene
>>> Root derive from a X3DObject.
>>> I think the UserDataBlob is exported for scene elements which generate
>>> leaf instances only.
>>>
>>> I just need to export global data for a custom lightmap shader, all
>>> shader instances need that same data, and I don't realy know where to put
>>> it on Softimage side. Nothing very exciting.
>>>
>>> As you seem aware of thoses things, how do you do when you need a global
>>> parameter for a given shader, regarding the spdl parameters ? By "global",
>>> I mean that all shader instances would share the same parameter' value, and
>>> if I would change the value using one of the spdl interface of one shader
>>> instance, the others values of the other parameter instances would change
>>> also. You see what I mean ?
>>>
>>> Rémi
>>>
>>>
>>> 2012/9/25 Daniel Brassard 
>>>
>>>> I think it is by design unfortunately, Rémi,
>>>>
>>>> This feature is only available when the UserDataBlob is nested directly
>>>>> under a 
>>>>> Camera<http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/Camera.html>
>>>>> , 
>>>>> Light<http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/Light.html>
>>>>> or 
>>>>> X3DObject<http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/X3DObject.html>
>>>>> .
>>>>
>>>>
>>>> What I wish would be an ICE UserDataBlob node that we could feed
>>>> anything we want to it!
>>>>
>>>> It look like you are thinking outside the box to have a need for
>>>> userdatablob on scene root! I'm curious!
>>>>
>>>> On Tue, Sep 25, 2012 at 5:19 AM, Rémi Arquier wrote:
>>>>
>>>>> Hi list
>>>>>
>>>>> I don't know if it is a bug or not, but when I put a renderable
>>>>> UserDatablob on the Scene Root, I cannot get it back in my Mental Ray
>>>>> shaders. I looked into the miArchive and I don't see it (I see it when it
>>>>> is attached to an other X3DObject like object/cam/light, but not when
>>>>> attached on the scene root).
>>>>>
>>>>> Is it normal ? I find it sad since it would be a good place for
>>>>> placing global data for shaders.
>>>>>
>>>>> cheers
>>>>>
>>>>> Rémi Arquier
>>>>>
>>>>>
>>>>
>>>
>>
>


Re: [SDK] UserDataBlobs not translated to mental ray when attached to scene root

2012-09-25 Thread Daniel Brassard
Instances in MR inherit from the main shader declaration/definition itself.
Is the custom lightmap shader only used once in the Softimage scene and all
instance inherit from the lightmap or is each instance of the lightmap has
it's own UserDataBlob?

On Tue, Sep 25, 2012 at 9:51 AM, Rémi Arquier  wrote:

> Hi Daniel, Yes it looks like it is by design. But note that the Scene Root
> derive from a X3DObject.
> I think the UserDataBlob is exported for scene elements which generate
> leaf instances only.
>
> I just need to export global data for a custom lightmap shader, all shader
> instances need that same data, and I don't realy know where to put it on
> Softimage side. Nothing very exciting.
>
> As you seem aware of thoses things, how do you do when you need a global
> parameter for a given shader, regarding the spdl parameters ? By "global",
> I mean that all shader instances would share the same parameter' value, and
> if I would change the value using one of the spdl interface of one shader
> instance, the others values of the other parameter instances would change
> also. You see what I mean ?
>
> Rémi
>
>
> 2012/9/25 Daniel Brassard 
>
>> I think it is by design unfortunately, Rémi,
>>
>> This feature is only available when the UserDataBlob is nested directly
>>> under a 
>>> Camera<http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/Camera.html>
>>> , 
>>> Light<http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/Light.html>
>>> or 
>>> X3DObject<http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/X3DObject.html>
>>> .
>>
>>
>> What I wish would be an ICE UserDataBlob node that we could feed anything
>> we want to it!
>>
>> It look like you are thinking outside the box to have a need for
>> userdatablob on scene root! I'm curious!
>>
>> On Tue, Sep 25, 2012 at 5:19 AM, Rémi Arquier  wrote:
>>
>>> Hi list
>>>
>>> I don't know if it is a bug or not, but when I put a renderable
>>> UserDatablob on the Scene Root, I cannot get it back in my Mental Ray
>>> shaders. I looked into the miArchive and I don't see it (I see it when it
>>> is attached to an other X3DObject like object/cam/light, but not when
>>> attached on the scene root).
>>>
>>> Is it normal ? I find it sad since it would be a good place for placing
>>> global data for shaders.
>>>
>>> cheers
>>>
>>> Rémi Arquier
>>>
>>>
>>
>


Re: [SDK] UserDataBlobs not translated to mental ray when attached to scene root

2012-09-25 Thread Daniel Brassard
I think it is by design unfortunately, Rémi,

This feature is only available when the UserDataBlob is nested directly
> under a 
> Camera
> , 
> Light
> or 
> X3DObject
> .


What I wish would be an ICE UserDataBlob node that we could feed anything
we want to it!

It look like you are thinking outside the box to have a need for
userdatablob on scene root! I'm curious!

On Tue, Sep 25, 2012 at 5:19 AM, Rémi Arquier  wrote:

> Hi list
>
> I don't know if it is a bug or not, but when I put a renderable
> UserDatablob on the Scene Root, I cannot get it back in my Mental Ray
> shaders. I looked into the miArchive and I don't see it (I see it when it
> is attached to an other X3DObject like object/cam/light, but not when
> attached on the scene root).
>
> Is it normal ? I find it sad since it would be a good place for placing
> global data for shaders.
>
> cheers
>
> Rémi Arquier
>
>


Re: In case you missed it..

2012-09-12 Thread Daniel Brassard
the strategy across all Autodesk industries is to promote Suites and we
need to align to that strategy and (2) we have a business to run and our
largest business opportunity for Suites is of course 3ds max and Maya users.


Thanks! I'll have a dark blue suite with stripe!

Make me think of IBM rhetoric selling PC with OS2! Where are they now?


Re: Friday Flashback

2012-08-31 Thread Daniel Brassard
Who was hiring lately in Montreal  hummm!

http://www.hybride.com/

my 2e-57 cents (CDN)

On Fri, Aug 31, 2012 at 8:17 AM, David Barosin  wrote:

> Stephen I'm very saddened to hear this.  I really appreciate all your time
> and help.  You went above and beyond for the Softimage community.  I hope
> you find better things with a company that understands how valuable you are
> to have on the team.
>
>


Re: Friday Flashback

2012-08-31 Thread Daniel Brassard
Guillaume Laforge is also in the 7% . What the F*^%^%^ AD.

Good luck Stephen and Guillaume. You are invaluable people in the Softimage
community. Hope you land in a good studio!

Cheers!

Dan

On Fri, Aug 31, 2012 at 7:58 AM, Eric Turman  wrote:

> I am so sorry to hear this news Stephen. You have been amazingly helpful
> to us over the years and it is quite a blow to hear this news. I most
> sincerely wish you the best of luck.
>
> -=Eric
>
> On Fri, Aug 31, 2012 at 6:53 AM, Graham Bell wrote:
>
>> Frankly no, the recent layoffs have affected many locations, divisions,
>> and departments. No one in particular seems to have been singled out.
>>
>> For the record, I didn’t like this news any more than anyone else.
>>
>>
>> G
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
>> Sent: 31 August 2012 12:36
>> To: softimage@listproc.autodesk.com
>> Subject: Re: Friday Flashback
>>
>> I wonder if this is the action of Mr. 'Mayalicious' Softimage's new
>> product manager?  I need a phone number or email address to complain to,
>> this is a truly preposterous decision.
>>
>
>
>
> --
>
>
>
>
> -=T=-
>


Re: Per primitive data from Softimage to mental ray

2012-08-14 Thread Daniel Brassard
Hi Rémi,

Look here for some details on user data, specifically the literal data
types:

http://www.lamrug.org/resources/userdatatips.html

The two tag numbers are the "magic" numbers mentioned in the ShowEdges
examples, they are unique ID numbers used between SI UserDataBlob and MR
User Data to assign the correct data block from SI to the shader of Mental
Ray.

Daniel

On Tue, Aug 14, 2012 at 9:58 AM, Rémi ARQUIER  wrote:

> While investigating how to pass per primitive data from Softimage to MR, I
> found in a simple .mi archive those interesting user data associated to
> leaf box instances, present only when the object is split into several leaf
> instance boxes :
>
> data "sphere/Polygon Mesh_TriLinkUD(0)" tag 7482834
>  1600 [
> some long hexa data here
> ]
>
> and also :
>
> data "sphere/Polygon Mesh_PropDescUD(0)" tag 7482835
>  1600 [
> some hexa data here
> ]
>
> Regarding the name of thoses user data I suppose they are put by the
> translator for shaders, maybe they keep a track of the original polygon
> indexes and the final boxes triangles indexes ? If yes I could use them to
> map my user data of a simple UserDataBlob to final boxe's triangles.
>
> Anyone know how to interpret thoses data ? I didn't find anything in
>  about tags 7482834 and 7482835
>
> thanks :)
>
>
> 2012/8/13 Rémi ARQUIER 
>
>> Hi all,
>>
>> I would like to compute some per primitive data in Softimage and get it
>> back in a mental ray custom shader. I successfully tried the per object
>> data using UserDataBlob and a custom Operator + mi_query + miQ_INST_DATA (I
>> used the well documented ShowEdges example of the SDK documentation). But
>> now I would need *per triangle data*, if possible using the same way as the
>> ShowEdges example, i.e : with a custom OP.
>>
>> The UserDataMap and the mi_query + miQ_PRI_DATA look goods but I didn't
>> find any example.
>>
>> Any ideas / links ?
>>
>> Many thanks
>>
>> Rémi Arquier
>>
>>
>


test

2012-07-18 Thread Daniel Brassard
Sorry for the noise!