RE: Getting consistent path to property in scene

2012-09-19 Thread Dave
Hi Matt,

 

What version of XSI are you using? 

 

Using XSI 2013 SP1 on Windows, with a sphere with a default texture, running
the following Python

 

import win32com.client

from win32com.client import constants as c

import types, string, sys, os

 

xsi = win32com.client.Dispatch( 'XSI.Application' ).Application

log = xsi.LogMessage

log(xsi.Dictionary.GetObject("sphere.polymsh.cls.Texture_Coordinates_AUTO.Te
xture_Projection.Texture_Projection_Def.projtrsu").FullName)

 


produces the following

 

# INFO :
sphere.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection.Texture_Proje
ction_Def.projtrsu

 

 

Which seems to work with the path obtained from Parameter.FullName, unless
I'm missing the obvious

 

Dave

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: 20 September 2012 02:26
To: softimage@listproc.autodesk.com
Subject: RE: Getting consistent path to property in scene

 

That would be an alternate route to doing this:

var ObjectID = oProjectItem.ObjectID;

 

var oObject = Dictionary.GetObject( "Object<" + ObjectID +
">", false );

 

Which in itself is a shortcut to using
XSIUtils.DataRepository.GetIdentifier().   

 

 

Unfortunately it's only valid in the current session.  Can't use that in an
import/export environment.

 

 

Matt

 

 

 

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Cosky
Sent: Wednesday, September 19, 2012 6:12 PM
To: softimage@listproc.autodesk.com
Subject: RE: Getting consistent path to property in scene

 

I just did a quick test and as it turns out, UniqueName is exposed to script
despite not being mentioned on the doc page
http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.
html?url=si_om/SIObject.html,topicNumber=si_om_SIObject_html . 

 

I made a cube with a projection, ran this VBScript:

 

SelectObj "cube.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection"

logmessage selection(0).UniqueName

 

It produced this output, which matches the unique name shown in the SDK
explorer.

 

' INFO : Texture_Projection<338>

 

I was able to select the object using this name in vbscript, 

 

SelectObj "Texture_Projection<338>"

 

Again I don't know if that will help you but I figured I'd mention it since
the docs don't show UniqueName as being available.

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Wednesday, September 19, 2012 6:00 PM
To: softimage@listproc.autodesk.com
Subject: RE: Getting consistent path to property in scene

 

I am having the issue with clusters and anything inside of them.  So, yes,
it is related.

 

I reported a similar issue with paths for parameters used in ICE trees a few
years back as the paths would be different depending how you obtained them,
but that was eventually fixed.

 

The specific items I'm having problems with the most are properties of type
'uvprojdef' which is the _Def property that resides directly under a texture
projection (property of type 'uvspace').  If I select the _Def in the scene
explorer, I get the correct paths.  If I obtain the _Def through any means
in scripting, I get the wrong path.

 

 

 

Matt

 

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alok Gandhi
Sent: Wednesday, September 19, 2012 5:55 PM
To: softimage@listproc.autodesk.com
Subject: Re: Getting consistent path to property in scene

 

Not sure if this is the case, but the other day I had an issue where I was
not able to get path for cls uv properties. It was odd becuase it worked for
a single object in a loop but not for others. The only solutions I found to
use dynamic dispatch for the objects created. It totally solved the issue
for me. But that is the case for python.

 

On Wed, Sep 19, 2012 at 7:50 PM, Eric Cosky  wrote:

I assumed you were doing C++, which is what I was referring to. Sorry for
not making that clear.

 

I don't know if it's available to scripting.

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Wednesday, September 19, 2012 4:44 PM


To: softimage@listproc.autodesk.com
Subject: RE: Getting consistent path to property in scene

 

I don't see SIObject.GetUniqueName() in the scripting API.

 

 

Matt

 

 

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Cosky
Sent: Wednesday, September 19, 2012 4:28 PM
To: softimage@listproc.autodesk.com
Subject: RE: Getting consistent path to property in scene

 

 

I'm not sure if this is h

Re: Softimage 2015 Last Release Announcement

2014-03-04 Thread Dave Thomlison
Suck a fat one, Autodesk execs.  This industry is already artist-hostile as
it is.  And how can you possibly open a letter such as this with "committed
to providing [y]our customers with the most technologically advanced
products and highest quality customer service possible" ??


On Tue, Mar 4, 2014 at 2:23 PM, Steve Parish  wrote:

> I don't actually see anything to aid the transition. How about some
> courses? Videos? The approach (so far) has been to "just use something
> else". For a company that has just screwed a portion of its users, I would
> have thought they would have bent over backwards to keep their loyalty.
>
> Its funny, I've known about this for a while and yet I knew when the news
> was announced it would be done completely unprofessionally, thanks for
> living up to my expectations Autodesk.
>
>
> On Tue, Mar 4, 2014 at 12:20 PM, Alex Arce  wrote:
>
>> 2015 feature set...
>>
>> http://area.autodesk.com/userdata/products/What's_New_in_Autodesk_Softimage_2015_latest.pdf
>>
>> would have liked to see something a bit more exciting.
>>
>
>


-- 
Dave Thomlison


Re: Save Softimage Petition

2014-03-04 Thread Dave Thomlison
agreed Nick, can't say we didn't try!


On Tue, Mar 4, 2014 at 2:37 PM, Nick Martinelli wrote:

> I agree Eric, but it beats not doing anything.  Worst case scenario,
> things will stay exactly as they are.
>
>
> On Tue, Mar 4, 2014 at 2:34 PM, Eric Thivierge wrote:
>
>> Hey Nick, sorry to spoil your idea but if you look at the history of AD
>> they only acquire, dev, kill products. It isn't a sound business decision
>> to sell something that would allow a competitor to compete with you. It's
>> futile.
>>
>>
>> On Tuesday, March 04, 2014 2:31:41 PM, Nick Martinelli wrote:
>>
>>> Hi list,
>>>
>>> I'm generally pretty quiet on here, but I feel like it might be time
>>> to finally make some noise.
>>>
>>> I know it's a long shot but maybe if we get enough signatures we can
>>> at least help entice Autodesk to sell off Softimage.  I don't know if
>>> it will work or if anything will happen from it, but it's worth a
>>> try.  Worst case scenario, nothing.  Best case, Softimage is back
>>> before we know it.
>>>
>>> let the signing commence!
>>>
>>> https://www.change.org/petitions/autodesk-save-softimage
>>>
>>>
>>>
>>> --
>>>
>>> Nick Martinelli
>>> www.nickMartinelli.net <http://www.nickMartinelli.net>
>>> n...@nickmartinelli.net <mailto:n...@nickmartinelli.net>
>>>
>>
>>
>
>
> --
>
> Nick Martinelli
> (201) 424 - 6518
> www.nickMartinelli.net
> n...@nickmartinelli.net
>



-- 
Dave Thomlison


Re: Luxology Modo 50% off for this mailing list - A new word from Brad Peebler

2014-03-07 Thread Dave Thomlison
Webinar sounds great.  +1


On Fri, Mar 7, 2014 at 12:54 PM, Francisco Criado wrote:

> +1
>
>
> 2014-03-07 14:50 GMT-03:00 Kevin mc bride :
>
> Would love a webinar as well. Count me in if its going ahead.
>>
>>
>> On 7 March 2014 15:56, Robert Kjettrup  wrote:
>>
>>> only been a lurker on this list, but a relative long time Softimage user
>>> (since XSI v4), and considering my next options so count me in an webinar
>>> too
>>>
>>> Robert
>>>
>>>
>>>
>>> 2014-03-07 16:37 GMT+01:00 Jon Swindells :
>>>
>>>  me too please
>>>>
>>>> :)
>>>> --
>>>>  Jon Swindells
>>>>  jon_swinde...@fastmail.fm
>>>>
>>>>
>>>>
>>>> On Fri, Mar 7, 2014, at 05:00 PM, Bill Hinkson wrote:
>>>>
>>>> I'm interested in the webinar as well.
>>>>
>>>>
>>>> On Fri, Mar 7, 2014 at 9:41 AM, Alan Fregtman 
>>>> wrote:
>>>>
>>>>
>>>> Me too. I'm curious what else Modo can do well besides modeling.
>>>>
>>>>
>>>>
>>>> On Fri, Mar 7, 2014 at 6:33 AM, Mikael Pettersén <
>>>> mikael.petter...@gmail.com> wrote:
>>>>
>>>>
>>>>
>>>> I'm also interested in the webinar.
>>>>
>>>> On Friday, March 7, 2014, Chris Marshall 
>>>> wrote:
>>>>
>>>>
>>>> I wouldn't mind knowing more
>>>>
>>>>
>>>> On 7 March 2014 10:33, Greg Maguire  wrote:
>>>>
>>>>
>>>> +1 on webinar
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> --
>>>>
>>>> *Greg Maguire* | Inlifesize
>>>> Mobile: +44 7512 361462 | Phone: +44 2890 204739
>>>>  g...@inlifesize.com | www.inlifesize.com
>>>>
>>>>
>>>>
>>>>
>>>> --
>>>>
>>>> Chris Marshall
>>>> Mint Motion Limited
>>>> 029 20 37 27 57
>>>> 07730 533 115
>>>> www.mintmotion.co.uk
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> bill hinkson
>>>> animator & designer
>>>> http://billhinksondesign.com
>>>>
>>>>
>>>
>>
>


-- 
Dave Thomlison


Re: Maya feature request from Softimage users

2014-03-07 Thread Dave Thomlison
Ability to open more than one outliner?


On Fri, Mar 7, 2014 at 1:41 PM, Luc-Eric Rousseau wrote:

> On Fri, Mar 7, 2014 at 11:59 AM, Jeremie Passerin 
> wrote:
> > I would really like to hear Autodesk plan to incorporate some of those
> > features in Maya.
> > I'm guessing there not all super easy to merge, but some of them would be
> > considered as amazing new feature by the Maya users.
>
> we have been furiously collecting feedback about what's missing in
> Maya from a Softimage point of view.
> Can't talk about the action plans, but we welcome the feedback, it is
> not futile.
>



-- 
Dave Thomlison


Re: Anyone in the SI list transitioning to MODO? -Please add your mail here

2014-03-12 Thread Dave Thomlison
Looking as well - snosilm...@gmail.com


On Wed, Mar 12, 2014 at 5:55 PM, Mario Reitbauer
wrote:

> add me in, gonna do the transition to modo and houdini.
>
> cont...@marioreitbauer.com
>
>
> 2014-03-11 17:00 GMT+01:00 Ahmed Barakat 
> :
>
> I would sure like to take a look at it aabara...@gmail.com
>>
>>
>> On Mon, Mar 10, 2014 at 3:21 PM, Tim Crowson <
>> tim.crow...@magneticdreams.com> wrote:
>>
>>>  Yes the lack of  non-rigging-related operator stack (not just history)
>>> has been an issue for some people who really do like to model more
>>> procedurally. In rigging, you'll find that deformers are stacked using
>>> Order of Operations, similarly to the operator stack in Softimage, on a
>>> per-deformer basis. But that's not the same thing as a construction
>>> history, or procedural modeling, which every agrees would be awesome to
>>> have.
>>> -Tim
>>>
>>>
>>> On 3/10/2014 3:05 AM, Szabolcs Matefy wrote:
>>>
>>>  I am evaluating modo now as an alternative, and it looks really
>>> promising, however, I miss the history. But since I worked with LW before
>>> SI for four years, it's really fun to feel a somehow familiar feeling :D
>>>
>>>
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [
>>> mailto:softimage-boun...@listproc.autodesk.com]
>>> *On Behalf Of *David Rivera
>>> *Sent:* Saturday, March 08, 2014 9:23 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Anyone in the SI list transitioning to MODO? -Please add
>>> your mail here
>>>
>>>
>>>
>>> Hi, I was really touched by some of the in-depth opinions about leaving
>>> SI. TD´s perspective, and other
>>>
>>> users who have dedicated their lives (literally) to build a rock-solid
>>> pipeline for studios all around the world
>>>
>>> using softimage, have really made me think a lot into consideration.
>>>
>>>
>>>
>>> So, to cut a long story short, I´d like to know if there´s a thread in
>>> the list that´s already being aligned into
>>>
>>> the Softimage/MODO transition? If not, I´d like to start it off with
>>> this post.
>>>
>>>
>>>
>>> I´m going into MODO and here´s my email:
>>>
>>>
>>>
>>> david_rivera...@yahoo.com
>>>
>>>
>>>
>>> Thanks.
>>>
>>>
>>>
>>> *David Rivera*
>>> *3D Compositor/Animator*
>>> LinkedIN <http://ec.linkedin.com/in/3dcinetv>
>>> Behance <https://www.behance.net/3dcinetv>
>>> VFX Reel <https://vimeo.com/70551635>
>>>
>>>
>>> --
>>>
>>>
>>
>


-- 
Dave Thomlison


Re: YOUR TOP 5

2014-03-13 Thread Dave Thomlison
ICE
Operator Stack
Render Passes
Explorer
Community


On Thu, Mar 13, 2014 at 12:01 PM, Simon Reeves wrote:

> If it's mostly relative to other autodesk apps, I'm mostly comparing to
> 3dsmax...
>
> *ICE*
> *Explorer* -  the backbone and ridiculously powerful and clear - and
> that encapsulates what is great about passes/partitions/group + so much
> more. But I can't put it as well as Nuno:
> *"1. Scene Explorer  which is great for scene assembly, more intuitive,
> cleaner and fast, also helps setting up passes faster while maya Outliner
> is as close as bad as 3dsMax's Object lister, both quite limited compared
> to XSI's"*
> *Multiple Object select editing* which you don't realise how great it is
> until you don't have it (max)
> Scripting is so straight forward in xsi - the editor is great, the help is
> so accessible, feedback is great, again, 10x better than when I've done
> some scripting in Max/Maya/Nuke
>
>
>
>
>
>
>
>
>
>
>
> Simon Reeves
> London, UK
> *si...@simonreeves.com *
> *www.simonreeves.com <http://www.simonreeves.com>*
> *www.analogstudio.co.uk <http://www.analogstudio.co.uk>*
>
>
> On 13 March 2014 15:45, Chris Marshall  wrote:
>
>> Am I the only person using the FX Tree? It's a very big plus for us.
>>
>
>


-- 
Dave Thomlison


Re: Gator and Curves

2013-03-18 Thread Dave Thomlison
Almost a year later I've used this script a few times now, I've always
gotten the same error message when trying to copy over weights


62 WeightsArray.push(NewWeights);
"// ERROR : Object doesn't support this property or method - [line 62]"

In the past the curves have always stuck fairly well to the geo so I
assumed it was working properly.  This latest time it seems to be ignoring
the geo's weights and is applying a new envelope as if I'd just set a new
envelope - lots of stretching between the curves.  Has anybody else run
into this?  Does anybody know of a workaround for copying weights from a
mesh to a curve?


Thanks,

Dave





On Mon, Mar 28, 2011 at 9:16 AM, Jeremie Passerin wrote:

> Eric, maybe we should just log the request :)
>
> cheers, Cyril !
> I'll try it next time.
> hope you're doing fine, long time no see ;-)
>
>
> On 28 March 2011 15:10, Cyril Gibaud  wrote:
>
>>  Hi
>>
>> No idea of the actual reason...except that poymeshes/Surfaces geometries
>> are not defined as Curves geometries, so I guess the exact same algorithm
>> cannot be used.
>>
>> I don't know if you need something like that but I had to gator curves to
>> polymeshes recently so I wrote a very simple function that acts pretty much
>> like a gator curve...Maybe could be helpfull for others anyway ^^.
>>
>> The script is not commented...for a simple usage select your curve then
>> your polymesh, or just the curve and you will be asked to pick a polymsh.
>> Don't hesistate to contact me if it doesn't work anymore.
>>
>> cheers
>>
>> Cyril
>>
>>
>> // --- JAVASCRIPT ---
>>
>> var oSel = GetValue("SelectionList");
>>
>> if(oSel.Count > 0)
>> {
>>  if(oSel.Count > 1)
>>  {
>>   GatorCurve(oSel(0), selection(1));
>>  }
>>  else
>>  {
>>   var rtn = PickElement(siPolyMeshFilter, "Select polymesh", "Select
>> polymesh");
>>   var element = rtn.Value( "PickedElement");
>>
>>   logmessage(element.Type);
>>
>>   if(element.Type == "polymsh")
>>   {
>>GatorCurve(GetValue("SelectionList")(0), element);
>>   }
>>  }
>> }
>> else
>> {
>>  logmessage("Please select the curve, and eventually the mesh to be
>> \"gatorized\" !", siError);
>> }
>>
>> function GatorCurve(inCurve, inMesh)
>> {
>>  var NurbsCurve = inCurve.ActivePrimitive.Geometry.Curves(0);
>>  var oGeo = inMesh.ActivePrimitive.Geometry;
>>  var oEnvelope = inMesh.ActivePrimitive.ConstructionHistory.Find(
>> "envelopop" );
>>  var oDefs = oEnvelope.Deformers;
>>
>>  var oEnvelopeWeights = oEnvelope.Weights.Array.toArray();
>>
>>  ApplyFlexEnv(inCurve + ";" + oDefs.GetAsText(), null, 2);
>>
>>  var CurveEnvelope = inCurve.ActivePrimitive.ConstructionHistory.Find(
>> "envelopop" );
>>
>>  var WeightsArray = new Array();
>>  var DeformWeightsArray = new Array(oDefs.Count);
>>
>>  for(var i = 0; i < NurbsCurve.ControlPoints.Count ; i++)
>>  {
>>   //Get closest from the point
>>   var ClosestPointLocator = oGeo.GetClosestLocations(new
>> Array(NurbsCurve.ControlPoints(i).Position.X,
>> NurbsCurve.ControlPoints(i).Position.Y,
>> NurbsCurve.ControlPoints(i).Position.Z))
>>
>>   var TriangleVertices =
>> oGeo.GetTriangleVertexIndexArray(ClosestPointLocator).toArray();
>>   var TriangleWeights =
>> oGeo.GetTriangleWeightArray(ClosestPointLocator).toArray();
>>
>>   //GetWeights for each vertex
>>
>>   var NewWeights1 = GetSubArray(oEnvelopeWeights, oDefs.Count,
>> TriangleVertices[0]);
>>   var NewWeights2 = GetSubArray(oEnvelopeWeights, oDefs.Count,
>> TriangleVertices[1]);
>>   var NewWeights3 = GetSubArray(oEnvelopeWeights, oDefs.Count,
>> TriangleVertices[2]);
>>
>>   //Blend Arrays
>>   var NewWeights = BlendArrays(NewWeights1, TriangleWeights[0],
>> NewWeights2, TriangleWeights[1], NewWeights3, TriangleWeights[2]);
>>
>>   WeightsArray.push(NewWeights);
>>  }
>>
>>  for(var k = 0; k < oDefs.Count ; k++)
>>  {
>>   DeformWeightsArray[k] = new Array(WeightsArray.length);
>>
>>   for(var j = 0; j < WeightsArray.length ; j++)
>>   {
>>DeformWeightsArray[k][j] = WeightsArray[j][k];
>>   }
>>  }
>>
>>  for(var j = 0; j < oDefs.Count ; j++)
>>  {
>>   CurveEnvelope.SetDeformerWeights(oD

Re: Gator and Curves

2013-03-18 Thread Dave Thomlison
I'm living in the past, almost two years?  Damnit.


On Mon, Mar 18, 2013 at 10:03 PM, Dave Thomlison wrote:

> Almost a year later I've used this script a few times now, I've always
> gotten the same error message when trying to copy over weights
>
>
> 62 WeightsArray.push(NewWeights);
> "// ERROR : Object doesn't support this property or method - [line 62]"
>
> In the past the curves have always stuck fairly well to the geo so I
> assumed it was working properly.  This latest time it seems to be ignoring
> the geo's weights and is applying a new envelope as if I'd just set a new
> envelope - lots of stretching between the curves.  Has anybody else run
> into this?  Does anybody know of a workaround for copying weights from a
> mesh to a curve?
>
>
> Thanks,
>
> Dave
>
>
>
>
>
> On Mon, Mar 28, 2011 at 9:16 AM, Jeremie Passerin wrote:
>
>> Eric, maybe we should just log the request :)
>>
>> cheers, Cyril !
>> I'll try it next time.
>> hope you're doing fine, long time no see ;-)
>>
>>
>> On 28 March 2011 15:10, Cyril Gibaud  wrote:
>>
>>>  Hi
>>>
>>> No idea of the actual reason...except that poymeshes/Surfaces geometries
>>> are not defined as Curves geometries, so I guess the exact same algorithm
>>> cannot be used.
>>>
>>> I don't know if you need something like that but I had to gator curves
>>> to polymeshes recently so I wrote a very simple function that acts pretty
>>> much like a gator curve...Maybe could be helpfull for others anyway ^^.
>>>
>>> The script is not commented...for a simple usage select your curve then
>>> your polymesh, or just the curve and you will be asked to pick a polymsh.
>>> Don't hesistate to contact me if it doesn't work anymore.
>>>
>>> cheers
>>>
>>> Cyril
>>>
>>>
>>> // --- JAVASCRIPT ---
>>>
>>> var oSel = GetValue("SelectionList");
>>>
>>> if(oSel.Count > 0)
>>> {
>>>  if(oSel.Count > 1)
>>>  {
>>>   GatorCurve(oSel(0), selection(1));
>>>  }
>>>  else
>>>  {
>>>   var rtn = PickElement(siPolyMeshFilter, "Select polymesh", "Select
>>> polymesh");
>>>   var element = rtn.Value( "PickedElement");
>>>
>>>   logmessage(element.Type);
>>>
>>>   if(element.Type == "polymsh")
>>>   {
>>>GatorCurve(GetValue("SelectionList")(0), element);
>>>   }
>>>  }
>>> }
>>> else
>>> {
>>>  logmessage("Please select the curve, and eventually the mesh to be
>>> \"gatorized\" !", siError);
>>> }
>>>
>>> function GatorCurve(inCurve, inMesh)
>>> {
>>>  var NurbsCurve = inCurve.ActivePrimitive.Geometry.Curves(0);
>>>  var oGeo = inMesh.ActivePrimitive.Geometry;
>>>  var oEnvelope = inMesh.ActivePrimitive.ConstructionHistory.Find(
>>> "envelopop" );
>>>  var oDefs = oEnvelope.Deformers;
>>>
>>>  var oEnvelopeWeights = oEnvelope.Weights.Array.toArray();
>>>
>>>  ApplyFlexEnv(inCurve + ";" + oDefs.GetAsText(), null, 2);
>>>
>>>  var CurveEnvelope = inCurve.ActivePrimitive.ConstructionHistory.Find(
>>> "envelopop" );
>>>
>>>  var WeightsArray = new Array();
>>>  var DeformWeightsArray = new Array(oDefs.Count);
>>>
>>>  for(var i = 0; i < NurbsCurve.ControlPoints.Count ; i++)
>>>  {
>>>   //Get closest from the point
>>>   var ClosestPointLocator = oGeo.GetClosestLocations(new
>>> Array(NurbsCurve.ControlPoints(i).Position.X,
>>> NurbsCurve.ControlPoints(i).Position.Y,
>>> NurbsCurve.ControlPoints(i).Position.Z))
>>>
>>>   var TriangleVertices =
>>> oGeo.GetTriangleVertexIndexArray(ClosestPointLocator).toArray();
>>>   var TriangleWeights =
>>> oGeo.GetTriangleWeightArray(ClosestPointLocator).toArray();
>>>
>>>   //GetWeights for each vertex
>>>
>>>   var NewWeights1 = GetSubArray(oEnvelopeWeights, oDefs.Count,
>>> TriangleVertices[0]);
>>>   var NewWeights2 = GetSubArray(oEnvelopeWeights, oDefs.Count,
>>> TriangleVertices[1]);
>>>   var NewWeights3 = GetSubArray(oEnvelopeWeights, oDefs.Count,
>>> TriangleVertices[2]);
>>>
>>>   //Blend Arrays
>>>   var NewWeights = 

Arnold plug-in install failure

2015-04-20 Thread Dave Sisk
Hopefully someone here has some experience with this sort of issue:

We're setting up some new workstations with Softimage 2015 SP1 and SItoA
3.4.0 2015, and I'm getting an error on startup, as follows:

// ERROR : 2006 - Unexpected failure. - [line 53 in
C:\pipe\softimage\workgroups\arnold\Addons\SItoA\Application\Plugins\ArnoldTools.js]
// ERROR : 21000 - Unspecified failure - [line 4 in
C:\pipe\softimage\workgroups\arnold\Addons\SItoA\Application\Plugins\ArnoldCommonShaderDef.js]

Additionally, Softimage says it cannot find the sitoa.dll library although
it it is present and accounted for.

Any advice you guys can send my way would be most appreciated.


Re: Arnold plug-in install failure

2015-04-20 Thread Dave Sisk
Solved: It turns out it was a conflict with emFluid5.

On Mon, Apr 20, 2015 at 12:10 PM, Stephen Blair 
wrote:

> Solid Angle Support has a lot of experience with these sorts of issues.
> https://www.solidangle.com/support/
>
> Sounds like a missing DLL dependency, or a DLL conflict. Do you have the
> VC 2010 runtimes installed yet?
>
> On Mon, Apr 20, 2015 at 12:57 PM, Dave Sisk  wrote:
>
>> Hopefully someone here has some experience with this sort of issue:
>>
>> We're setting up some new workstations with Softimage 2015 SP1 and SItoA
>> 3.4.0 2015, and I'm getting an error on startup, as follows:
>>
>> // ERROR : 2006 - Unexpected failure. - [line 53 in
>> C:\pipe\softimage\workgroups\arnold\Addons\SItoA\Application\Plugins\ArnoldTools.js]
>> // ERROR : 21000 - Unspecified failure - [line 4 in
>> C:\pipe\softimage\workgroups\arnold\Addons\SItoA\Application\Plugins\ArnoldCommonShaderDef.js]
>>
>> Additionally, Softimage says it cannot find the sitoa.dll library
>> although it it is present and accounted for.
>>
>> Any advice you guys can send my way would be most appreciated.
>>
>
>


Generating and animating 4-polytopes in Softimage/ICE

2015-09-01 Thread Dave Sisk
We're looking at the possibility of animating a 120-cell rotation for a
project, similar to the one halfway down the wikiepedia page for the thing
( https://en.wikipedia.org/wiki/120-cell ).

Does anyone know where they would even start with such a thing?


Re: Drinks Friday in NYC

2013-01-03 Thread Dave Thomlison
If you're meeting up at Psyop I think the plan is to congregate at the
Whiskey Ward or Fontana's until everybody's finished.  Fontana's might be
better, Whiskey Ward is shoulder to shoulder on Fridays.

On Thu, Jan 3, 2013 at 12:48 AM, Mitchell Lotierzo
wrote:

> I have to second what Milady said. Stand4 is an awesome burger place.
>
> If you're looking for some good pub food (wings especially) and a great
> beer selection, I'd highly recommend Croxley's in Manhattan on Avenue B. I
> don't think there are any specials on Friday, but there are some on the
> weekends if I remember correctly. Best wings I've ever had.
>



-- 
Dave Thomlison


Re: Friday Flashback #102

2013-01-24 Thread Dave Shirk
3 words come to mind when I remember that shirt:

Extreme back sweat.  Phill Avanzato called it 'printed back plating.'  :)


On Thu, Jan 24, 2013 at 6:28 AM, Chris Marshall
wrote:

> Here you go. Got some close ups of the back as well.
>
>
>
> On 14 January 2013 13:47, Chris Marshall wrote:
>
>> Have always kept it at the bottom of my industry / tradeshow / freebee
>> t-shirt draw. Will dig it out and supply the necessary pics soon!! From
>> what I remember, on the back are two crazy characters!
>>
>>
>> On 14 January 2013 13:34, Stephen Blair  wrote:
>>
>>>  Hi Chris
>>>
>>> If you ever come across that t-shirt again, send me a pic!
>>>
>>> Thanks
>>>
>>> Steve
>>>
>>>
>>>
>>> On 14/01/2013 8:19 AM, Chris Marshall wrote:
>>>
>>> Hey I've got the t-shirt to go along with this campaign!!
>>>
>>>
>>> On 11 January 2013 11:52, Stephen Blair  wrote:
>>>
 Friday Flashback #102
 1995. Tools to break rules. Microsoft.
 http://wp.me/powV4-2rc

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


ICE emit particles and follow branching geometry

2015-03-19 Thread Dave Sisk
Hi, I'm trying to create an effect with particles flowing from one several
ends of branching geometry to another of several ends on the same geometry.

Right now I'm working with Flow Along Curve and a bunch of
partially-overlapping curves that go from one end to the other, but since
ICE is pretty limited in what you can plug a geometry port into, I'm
running into a LOT of duplication that makes adding or removing curves a
labor intensive process.

Is there another approach to this I should be trying?

Thanks,
Dave Sisk


Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Dave Sisk
Thanks for the responses guys.

I've continued with my "brute force" method for now because it gets the job
done. It involves several "Select Case" nodes with 29 cases each though, so
you can imagine why I was reluctant to string that up. :)

I've tried the suggested approach, but I usually get a jump to the same
curve over and over again when they overlap instead of continuing along
their first curve.


[image: Inline image 1]

On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge 
wrote:

> Huh... works actually. I remember this not working before...  carry on
> never mind.
>
> Eric T.
>
>
> On 3/19/2015 12:25 PM, Eric Thivierge wrote:
>
>> Closest location doesn't work with curves fed in with a group. It always
>> uses the first one.
>>
>> Eric T.
>>
>> On 3/19/2015 12:23 PM, Grahame Fuller wrote:
>>
>>> Greg, any details about not getting it to work on curves? As far as I
>>> know, it should.
>>>
>>> gray
>>>
>>> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
>>> listproc.autodesk.com] On Behalf Of Eric Thivierge
>>> Sent: Thursday, March 19, 2015 12:02 PM
>>> To: softimage@listproc.autodesk.com
>>> Subject: Re: ICE emit particles and follow branching geometry
>>>
>>> Your best bet is to create a mesh from those curves and transfer the
>>> curve's tangent onto the mesh as a vector attribute.
>>>
>>> Emit from the curve but use the geo's attribute to set the direction.
>>> How Paul Smith's hair grooming stuff works essentially.
>>>
>>> Using a group of curves or even doing one curve at a time won't get a
>>> nice smooth result I don't think. You'll probably get popping.
>>>
>>> Eric T.
>>> On 3/19/2015 11:48 AM, Greg Punchatz wrote:
>>> Dave has got something worked out, but its not ideal.  He cannot get a
>>> group of curves to work, and is wiring up each one in by hand in the ICE
>>> tree.
>>>
>>> What he wants to do is emit an objects from one end of a curve and the
>>> have it follow the curve to the end.. but he wants to do this to a group of
>>> curves.  He can make it work one curve at a time fine, he can wire the
>>> bizzilion curves up by hand but its not ideal.
>>>
>>> On Thu, Mar 19, 2015 at 9:50 AM, mailto:pete
>>> r...@skynet.be>> wrote:
>>> I think you can get the closest point on a group of curves,
>>> get the point-tangent from there and use that (vector) as a force,
>>> combine to taste with turbulence, and perhaps a force pulling towards
>>> the curve (vector from point to closest point) for extra control.
>>>
>>> adding/removing curves to the group is all you’d need to do to add them
>>> to the simulation.
>>> hope this helps.
>>>
>>>
>>>
>>> From: Dave Sisk<mailto:d...@janimation.com>
>>> Sent: Thursday, March 19, 2015 3:27 PM
>>> To: softimage@listproc.autodesk.com<mailto:softimage@listproc.
>>> autodesk.com>
>>> Subject: ICE emit particles and follow branching geometry
>>>
>>> Hi, I'm trying to create an effect with particles flowing from one
>>> several ends of branching geometry to another of several ends on the same
>>> geometry.
>>>
>>> Right now I'm working with Flow Along Curve and a bunch of
>>> partially-overlapping curves that go from one end to the other, but since
>>> ICE is pretty limited in what you can plug a geometry port into, I'm
>>> running into a LOT of duplication that makes adding or removing curves a
>>> labor intensive process.
>>>
>>> Is there another approach to this I should be trying?
>>>
>>> Thanks,
>>> Dave Sisk
>>>
>>>
>>>
>>
>
>


[Job] XSI character rigger and generalists needed

2017-10-31 Thread Dave Sisk
Hey all,

Janimation has one last big job to tackle in Softimage, and is looking for
an XSI character rigger and generalist freelancers for a project currently
in house.

The rigger will need to be available through early February and is on-site
preferred (we're in Dallas, TX) but we are willing to consider remote.

The generalist positions will need to be on-site and also need to be
available through early February.

Please send resumes and reels to j...@janimation.com to apply.

Thanks!
-- 
Dave Sisk

Technical Director, Janimation 
<https://urldefense.proofpoint.com/v2/url?u=http-3A__www.janimation.com_&d=DwIBaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=slg4kVvuRilahdc3UxhvPGJjrXYMoGR3JY2Hj4DAPQI&s=RMol1w2SBp9yGMuiRJYjokANdOdOvrRsaYy493o-s9A&e=>
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Re: Any Dinosaurs Still Lurking?

2018-05-18 Thread Dave Shirk
Still here, mostly on momentum. I do enjoy hearing the occasional
reminiscence by anyone from the ancient days :)

On Fri, 11 May 2018 at 17:23, Bradley Gabe  wrote:

> Just curious?
>
> Now that I’m a resident in San Antonio, I was reminiscing about old
> SIGGRAPHs on the Riverwalk, and came to the realization that the Softimage
> mailing lists, for me at least, were my Facebook before there was official
> social media.
>
> San Antonio still owes me a camera! -- Softimage Mailing List. To
> unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
> “unsubscribe” in the subject, and reply to confirm.
>
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Re: Species in NYC

2012-05-08 Thread Dave Thomlison
Any place downtownish tonight would be good.  Anybody object to Broome
Street Bar?

On Mon, May 7, 2012 at 1:29 PM, Eric Thivierge  wrote:

> Hey everyone,
>
> Just wanted to drop a note that Chris Covelli and I will be in the city
> tomorrow doing some demos at some of the studios. We are planning to go out
> tomorrow night for a few drinks. We would love to see anyone who is around.
>
> Not sure where we are meeting for drinks yet but will post back to let
> everyone know.
>
> Later!
> Eric Thivierge
>



-- 
Dave Thomlison


Crosswalk in Maya

2015-08-14 Thread Dave Gallagher Softimage


Hi all! My computer died and I've been reconstructing my work 
environment in a new one.


Question. How do I get dotxsi importing in Maya? I assume its related to 
the Crosswalk install which I think happens when I install Softimage. I 
already installed Softimage before the Maya installs. So do I install it 
again? How does that work exactly?


Thanks,
Dave G



Re: Crosswalk in Maya

2015-08-14 Thread Dave Gallagher Softimage

Thanks!

On 8/14/2015 11:56 AM, Leendert A. Hartog wrote:
AFAIK Maya Crosswalk was a separately and manually installed plugin 
for Maya,

but I don't know if there is a Maya 2016 version of it.
You could try (at your own risk, obviously) the 2015 version, which is 
included in the downloads on this page:
http://knowledge.autodesk.com/support/3ds-max/downloads/caas/downloads/content/autodesk-crosswalk.html#cross 



Greetz
Leendert
AKA Hirazi Blue






test

2015-08-25 Thread Dave Gallagher Softimage

test


autodesk subscription

2016-01-08 Thread Dave Gallagher Softimage


Hello! Maybe this goes without saying but is there any reason to be on 
maintenance for Softimage at this point?


I let it lapse because there are no updates. I just want to make sure 
since I got this warning email. And the resellers are completely 
clueless about Softimage.


• 	Our records indicate that on Contract 11594901, there is 1 seat 
that has expired 	
	• 	Before January 31, 2016, the cost to renew this seat is 
approximately $850 USD 	
	• 	After January 31, 2016 you will not be able to renew this license, 
and the estimated cost to purchase a new seat will be $5,950 USD





Re: this is the end......

2016-01-27 Thread Dave Gallagher Softimage


How could I buy an extra one today before it's too late? I don't see it 
on their online store. Do I have to go through a reseller?



On 1/27/2016 6:46 AM, adrian wyer wrote:


well seeing as today is the final day you can purchase stand alone 
licenses of Softimage, i guess i'll be the first to say


farewell old friend, long will you be remembered as the better app

a

ps. still use it everyday, but freelancers are hard to find..

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


adrian.w...@fluid-pictures.com 
mailto:adrian.w...@fluid-pictures.com>


www.fluid-pictures.com 
http://www.fluid-pictures.com/> 



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





Re: this is the end......

2016-01-27 Thread Dave Gallagher Softimage


Thanks. Apparently it's not on their site, but I was able to get a 
Maya/Softimage on B&H as someone suggested. At least I made the purchase 
and I hope I actually get a license from Autodesk.


On 1/27/2016 6:08 PM, Martin wrote:
Maya / Max with Softimage is your only option. I don't know if you can 
buy it thought their website though.


Martin
Sent from my iPhone

On 2016/01/28, at 7:03, Dave Gallagher Softimage 
mailto:davegsoftimagel...@gmail.com>> 
wrote:




How could I buy an extra one today before it's too late? I don't see 
it on their online store. Do I have to go through a reseller?



On 1/27/2016 6:46 AM, adrian wyer wrote:


well seeing as today is the final day you can purchase stand alone 
licenses of Softimage, i guess i'll be the first to say


farewell old friend, long will you be remembered as the better app

a

ps. still use it everyday, but freelancers are hard to find..

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


adrian.w...@fluid-pictures.com 
mailto:adrian.w...@fluid-pictures.com>


www.fluid-pictures.com 
http://www.fluid-pictures.com/> 



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







Re: Free Animation?

2016-01-28 Thread Dave Gallagher Softimage


No animation data, but there's our Malcolm rig:
http://www.animschool.com/DownloadOffer.aspx

On 1/28/2016 7:12 AM, Jeff McFall wrote:


Apologies if this is obvious but there are a few samples in the 
Character shelf that might fit the bill if looking for a quick and 
easy setup.


*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *gareth 
bell

*Sent:* Thursday, January 28, 2016 6:38 AM
*To:* softimage@listproc.autodesk.com
*Subject:* OT: Free Animation?

Hey guys,

I'm doing some dynamics hair/fur tests in Houdini - does anyone know 
of a source I can get a free or cheap character model + animation data 
to test my hair setups on?


Cheers





shape mirror scripting need (paid)

2016-07-20 Thread Dave Gallagher Softimage

Hello! I would like to pay someone to write a script for me.

When I update blendshapes on one side of the body or face, I now use 
gShapeTools>Mirror Shape Key (thank you, Jeremie Passerin!) which 
mirrors the shapes and makes new mixer items. I then have to turn on 
each of those mirrored shapes and solo them, find the one it's mirrored 
to and replace that shape key, one by one.

I want a script to:
register which shapes I have selected in the Explorer (or maybe tracks 
in the Mixer) and
mirror those
copy the mirrored shapes to the corresponding other side, according to 
my naming standards. If a mirrored shape doesn't exist, it prints an 
error, but continues with others.
e.g. browContractNegLf  > browContractNegRt
(Sometimes there are two side markers in a single shapename:)
e.g.  browInLfBrowContractLf >  browInRtBrowContractRt

Then cleanup/delete any of the parts.

So the workflow would be for me to maybe work on a bunch of left side 
shapes, then select those updated shapes and hit a button to push those 
updates to the already existing right shapes, in one click.

(I know many people don't use the Mixer for this, but I have very good 
reasons I do.)

Let me know if you can help. Thanks!
Dave G

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Re: redshift materials show gray in viewport

2016-08-15 Thread Dave Gallagher Softimage

Good thought Matt. But in Softimage 2011 it appears to work fine when 
applying a texture to a Phong, but not when I switch to the redshift 
material.

However, when I remove the material and reapply it in Softimage 2014, I 
do see the texture after all, so it looks like it is a version issue.

On 8/15/2016 5:52 PM, Matt Lind wrote:
> If the texture only displays in the viewport when the texture editor is
> open, then it means that object doesn't have a texture officially assigned
> to it.  This is true for all materials/textures, not just redshift.
>
> I'm not a redshift user, but the symptoms indicate you haven't applied the
> material to the object, and therefore the object defaults to using the scene
> material.
>
>
> Matt
>
>
>
>
> Date: Mon, 15 Aug 2016 17:43:51 -0600
> From: Dave Gallagher Softimage 
> Subject: redshift materials show gray in viewport
> To: "softimage@listproc.autodesk.com"
>
>
> Hey you Redshift users. I have a question about using redshift with
> Softimage 2011's viewport.
>
> When I apply a redshift shader, the object then shows as gray in the
> viewport regardless of the render color. There doesn't appear to be
> setting to change that.
>
> Then adding redshift materials to the eyes make it very hard to see anymore.
>
>
> I notice opening the file in Softimage 2014, the shaders show correctly
> (sort of- the color is pretty skewed). So, do I need to upgrade to see
> the shaders?
>
>
> And, regardless of the version, the textures don't display unless I open
> the texture editor and fiddle with the settings. That seems to wake it
> up and it suddenly displays the texture. BUT! As soon as I close the
> Texture Editor, the skin turns gray again. I haven't seen this behavior
> before.
>
> Thanks for any help!
> Dave G
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.

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Re: redshift materials show gray in viewport

2016-08-15 Thread Dave Gallagher Softimage
Yes, it renders great. It's only the viewport that isn't showing the 
colors&textures. I'll hunt around more, thanks!


On 8/15/2016 7:39 PM, Stephen Davidson wrote:
If you are talking about the viewport and not the render,  then it is 
probably you viewport settings.  There are a lot of them. Does it 
render ok?  If so,  it is not Redshift.


On Mon, Aug 15, 2016, 8:31 PM Dave Gallagher Softimage 
mailto:davegsoftimagel...@gmail.com>> 
wrote:



Good thought Matt. But in Softimage 2011 it appears to work fine when
applying a texture to a Phong, but not when I switch to the redshift
material.

However, when I remove the material and reapply it in Softimage
2014, I
do see the texture after all, so it looks like it is a version issue.

On 8/15/2016 5:52 PM, Matt Lind wrote:
> If the texture only displays in the viewport when the texture
editor is
> open, then it means that object doesn't have a texture
officially assigned
> to it.  This is true for all materials/textures, not just redshift.
>
> I'm not a redshift user, but the symptoms indicate you haven't
applied the
> material to the object, and therefore the object defaults to
using the scene
> material.
>
>
> Matt
>
    >
>
>
> Date: Mon, 15 Aug 2016 17:43:51 -0600
> From: Dave Gallagher Softimage mailto:davegsoftimagel...@gmail.com>>
> Subject: redshift materials show gray in viewport
> To: "softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>"
>
>
> Hey you Redshift users. I have a question about using redshift with
> Softimage 2011's viewport.
>
> When I apply a redshift shader, the object then shows as gray in the
> viewport regardless of the render color. There doesn't appear to be
> setting to change that.
>
> Then adding redshift materials to the eyes make it very hard to
see anymore.
>
>
> I notice opening the file in Softimage 2014, the shaders show
correctly
> (sort of- the color is pretty skewed). So, do I need to upgrade
to see
> the shaders?
>
>
> And, regardless of the version, the textures don't display
unless I open
> the texture editor and fiddle with the settings. That seems to
wake it
> up and it suddenly displays the texture. BUT! As soon as I close the
> Texture Editor, the skin turns gray again. I haven't seen this
behavior
> before.
>
> Thanks for any help!
> Dave G
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to
softimage-requ...@listproc.autodesk.com
<mailto:softimage-requ...@listproc.autodesk.com> with
"unsubscribe" in the subject, and reply to confirm.

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Re: redshift materials show gray in viewport

2016-08-16 Thread Dave Gallagher Softimage


Thanks Mirko and Stephen and Matt! I will try these.


On 8/15/2016 11:33 PM, Mirko Jankovic wrote:
just to remove this case, did you try assigning proper UV space for 
texture in image node?
I've sen sometimes that happens, mostly when more objects share same 
material, after assigning proper UV space in node material then it 
shows fine.
Also in open GL settings of material choosing "Use specific image/UV 
pair" or "Track shader" instead of "Track shader tree" works.

ᐧ

On Tue, Aug 16, 2016 at 3:41 AM, Dave Gallagher Softimage 
mailto:davegsoftimagel...@gmail.com>> 
wrote:


Yes, it renders great. It's only the viewport that isn't showing
the colors&textures. I'll hunt around more, thanks!


On 8/15/2016 7:39 PM, Stephen Davidson wrote:

If you are talking about the viewport and not the render,  then
it is probably you viewport settings.  There are a lot of them.
Does it render ok?  If so,  it is not Redshift.

On Mon, Aug 15, 2016, 8:31 PM Dave Gallagher Softimage
mailto:davegsoftimagel...@gmail.com>> wrote:


Good thought Matt. But in Softimage 2011 it appears to work
fine when
applying a texture to a Phong, but not when I switch to the
redshift
material.

However, when I remove the material and reapply it in
Softimage 2014, I
do see the texture after all, so it looks like it is a
version issue.

On 8/15/2016 5:52 PM, Matt Lind wrote:
> If the texture only displays in the viewport when the
texture editor is
> open, then it means that object doesn't have a texture
officially assigned
> to it.  This is true for all materials/textures, not just
redshift.
>
> I'm not a redshift user, but the symptoms indicate you
haven't applied the
> material to the object, and therefore the object defaults
to using the scene
> material.
>
>
> Matt
>
>
>
>
> Date: Mon, 15 Aug 2016 17:43:51 -0600
> From: Dave Gallagher Softimage
mailto:davegsoftimagel...@gmail.com>>
> Subject: redshift materials show gray in viewport
> To: "softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>"
>
>
> Hey you Redshift users. I have a question about using
redshift with
> Softimage 2011's viewport.
>
> When I apply a redshift shader, the object then shows as
gray in the
> viewport regardless of the render color. There doesn't
appear to be
> setting to change that.
>
> Then adding redshift materials to the eyes make it very
hard to see anymore.
>
>
> I notice opening the file in Softimage 2014, the shaders
show correctly
> (sort of- the color is pretty skewed). So, do I need to
upgrade to see
> the shaders?
>
>
> And, regardless of the version, the textures don't display
unless I open
> the texture editor and fiddle with the settings. That seems
to wake it
> up and it suddenly displays the texture. BUT! As soon as I
close the
> Texture Editor, the skin turns gray again. I haven't seen
this behavior
> before.
>
> Thanks for any help!
> Dave G
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to
softimage-requ...@listproc.autodesk.com
<mailto:softimage-requ...@listproc.autodesk.com> with
"unsubscribe" in the subject, and reply to confirm.

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--
Mirko Jankovic
_http://www.cgfolio.com/mirko-jankovic_
__
Need to find freelancers fast?
www.cgfolio.com <http://www.cgfolio.com>
Need some help with rendering an Redshift project?
http://www.gpuoven.com/

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Re: OT: Today it hit me again. EOL SI on networks?!

2016-09-22 Thread Dave Gallagher Softimage


They haven't stopped me from using it. A new character I rigged all in 
Softimage (then ported to Maya):


http://www.animschoolblog.com/2016/09/animschools-new-character-maggie.html


On 9/22/2016 8:37 AM, Pierre Schiller wrote:

What´s up everyone? How do you do?
Go to behance. Try to select (or suggest) you made something with 
Autodesk Softimage, the item list on the subject erases itself, and 
Autodesk Softimage doesn´t get input as a product anymore.


Darn. AD did a brilliant job erasing us from the map on America.

Fortunately on the other side of the planet, Softimage continues to 
hit hard. Another game conference, and CG production, shows how ROBUST 
(and I want it emphasize it on a Schwarzenegger accent) is Softimage 
in Japan!


Open this URL so that this post is not only about bad news...
https://entry.cgworld.jp/column/post/201609-cedec-cell.html

The CG World JP workbook on 2016 is about street fighter V and guilty 
gear XXrd. A lot of tech screencaps and concepts, just in case you´re 
wondering how HIGH concept ASIA always had of softimage.


Cheers.

--
Portfolio 2013 
Cinema & TV production
Video Reel 


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