Re: Fabric update - Rigging Toolbox

2014-12-13 Thread Edy Susanto Lim
I'm just gonna stay on the original subject. Great tool release guys!

Edy


Re: Save Softimage Petition

2014-03-05 Thread Edy Susanto Lim
done


On Wed, Mar 5, 2014 at 10:16 AM, Martin Yara furik...@gmail.com wrote:

 It's been tweeted and RT already.

 Martin



 On Thu, Mar 6, 2014 at 12:10 AM, javier gonzalez 
 javi09warr...@gmail.comwrote:

 Can anyone pass the info to japan fellows...





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TD
http://sawamura.neorack.com


Re: Rigging Reel 2013

2014-03-04 Thread Edy Susanto Lim
Looks great Cesar. Good luck with the job hunt ;)


On Mon, Mar 3, 2014 at 11:40 AM, Emilio Hernandez emi...@e-roja.com wrote:

 Great work!  Congratulations!




 2014-03-03 10:03 GMT-06:00 Eric Turman i.anima...@gmail.com:

 Clean design and great results. Nicely done!

 -=Eric Turman


 On Mon, Mar 3, 2014 at 9:55 AM, Eric Thivierge ethivie...@hybride.comwrote:

 Really great stuff Cesar! Any company would be lucky to have you!

 Eric T.


 On Monday, March 03, 2014 10:44:31 AM, Cesar Saez wrote:

 Hey folks,

 Sorry for the self plug, but I just updated my reel and I would love
 to get feedback.

 I'm also looking for a job opportunity as Character TD/Technical
 Artist (preferably full-time, I'm ok with relocation), so I would
 really appreciate if you can pass this around or get in touch off
 list, here's a link to my resume
 https://www.dropbox.com/s/n0m9obs24x1czd7/csaez_resume_2013.pdf just

 in case.

 http://vimeo.com/88004455

 Thank you!





 --




 -=T=-





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Edy Susanto Lim
TD
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Re: CG Cat's face and Budgie by Glassworks.

2014-03-04 Thread Edy Susanto Lim
same one https://vimeo.com/87084920?
Amazing work guys... Anything with feathers always caught my eyes :P

-edy


On Tue, Mar 4, 2014 at 9:20 AM, Alastair Hearsum
hear...@glassworks.co.ukwrote:

  We've been asked to take it down for some reason. Hopefully we'll get it
 back up soon


  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
  (Company registered in England with number 04759979. Registered office 25
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
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  On 04/03/2014 13:28, adrian wyer wrote:

 im getting access denied in multiple browsers anyone?



 a


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 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Simon Reeves
 *Sent:* 04 March 2014 13:23
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: CG Cat's face and Budgie by Glassworks.



 great stuff as usual




 Simon Reeves

 London, UK

 *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*

 *www.analogstudio.co.uk http://www.analogstudio.co.uk*



 On 4 March 2014 13:15, Dan Yargici danyarg...@gmail.com wrote:

 I should point out that I did not work on this!  I'm just sharing... :)





 On Tue, Mar 4, 2014 at 3:06 PM, Ognjen Vukovic ognj...@gmail.com wrote:

 Awesome, the cannery is mindbogglingly good. Congrats.



 On Tue, Mar 4, 2014 at 2:03 PM, Maurício PC goneba...@gmail.com wrote:

 That's some amazing work Dan.



 Congrats to all you guys, really impressive.



 On Tue, Mar 4, 2014 at 9:55 AM, Dan Yargici danyarg...@gmail.com wrote:

 Because I know how modest everyone over at Glassworks is and that it
 wouldn't occur to anyone to share this, I'll go and do it myself!



 http://www.glassworks.co.uk/news/how-we-made-freeviews-catandbudgie



 Be sure to watch the making-of video!



 Amazing work from all involved!



 It's poignant at this time, what with everything that's going on to point
 out that Glassworks are more or less exclusively Softimage.  I would say
 %99 of the 3D you see on the their website is created in Softimage.



 Shame on you Autodesk.



 DAN





 --

 gonebadfx.com

 - your source for bad fx











-- 
Edy Susanto Lim
TD
http://sawamura.neorack.com


Re: My Speedometer plugin

2013-10-17 Thread Edy Susanto Lim
wait.. what's the difference again? example when you run in circle? :p


On Thu, Oct 17, 2013 at 11:34 PM, Alok Gandhi alok.gan...@modusfx.comwrote:

  There we go again.

 On 10/17/2013 10:52 AM, Grahame Fuller wrote:

 It's the other way around. Velocity is a vector, speed is a scalar.

 gray

 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com 
 softimage-boun...@listproc.autodesk.com] On Behalf Of Sam Cuttriss
 Sent: Wednesday, October 16, 2013 6:36 PM
 To: softimage
 Subject: Re: My Speedometer plugin

 hahaha, technically correct.




 On Wed, Oct 16, 2013 at 3:10 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com 
 raffsxsil...@googlemail.com wrote:
 Twice the velocity is actually perfectly possible if you're allowed to alter 
 the direction when you double the magnitude :p
 It's twice the speed that's impossible.


 On Thu, Oct 17, 2013 at 4:34 AM, Sam Cuttriss 
 tea...@gmail.commailto:tea...@gmail.com tea...@gmail.com wrote:
 i shit you not:

 In the same amount of time,
 travel the same distance,
 but at twice the velocity






 --

 ALOK

 GANDHI

 / directeur technique senior- senior technical director

 alok.gan...@modusfx.com

 T:
 *450 430-0010 x225

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 450 430-0009
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Re: SetValue question...

2013-10-07 Thread Edy Susanto Lim
 works perfectly...


 http://xsisupport.com/2012/03/17/python-example-constraining-nulls-to-components/

 I'm now trying to extend the script snippet to be a little more friendly
 to my needs. The first thing I'd like to do is specify the name for the
 clusters created. So, I modified the loop to read like this...

 for i in si.Selection(0).SubElements:
 c = o.ActivePrimitive.Geometry.AddCluster( clusterType, , [i] )
 cName = c.Name
 si.SetValue(cName, Test, )
 n = si.ActiveSceneRoot.AddNull()
 n.Kinematics.AddConstraint( ObjectToCluster, c )

 ... but SI is barfing on the SetValue line. It claims that the parameter
 is incorrect. I know the problem is in the cName reference I'm using, but
 I can't figure out how I need to feed it properly. I know that cName's type
 is 'instance', so I'm not sure how to reference it correctly. If anyone has
 any pointers into how to get this working right, I'll be quite grateful.
 The noob thanks you in advance.

 --
 *Sergio Mucino*
 Lead Rigger
 Modus FX




 

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Re: Dual Quaternion ICE node woes...

2013-09-26 Thread Edy Susanto Lim
Somebody please give Eric and his kitten a kiss already...


On Fri, Sep 27, 2013 at 5:22 AM, Eric Thivierge ethivie...@hybride.comwrote:

 Yeah, I said it first so I win. Got you this time Fregtman!!! In your
 face!

 On September-26-13 5:20:17 PM, Sergio Mucino wrote:
  Thanks Alan! I did following Eric's instructions, and it worked like a
  charm. Thanks again! Day saved... :-)
 
  *Sergio Mucino*
  Lead Rigger
  Modus FX
 
  On 26/09/2013 4:11 PM, Alan Fregtman wrote:
  Hello again,
 
  You must rebuild the deformer group every time you add/remove
  deformers to a envelope used by the DualQuaternion Envelope compound.
 
  1. Rightclick the deformer group, Select Members.
  2. Rightclick again, Remove from Group.
  3. Select enveloped mesh whose deformers changed.
  4. In the menu Envelope-Select Deformer from Envelope (it's kinda
  lying, it selects more than one.)
  5. Rightclick the group, Add to group.
 
  Deleting the group and making it again from the selected deformers
  (via Select Deformer from Envelope) works too.
 
  That should fix it.
  Cheers,
 
 -- Alan
 
 
 
 
 
  On Thu, Sep 26, 2013 at 3:50 PM, Sergio Mucino
  sergio.muc...@modusfx.com mailto:sergio.muc...@modusfx.com wrote:
 
  I'm seeing something quite strange with this node here, and I
  have no idea why it is happening.
  I've got this mesh that had already been rigged. It has a lot of
  stuff going on, but most of it I can ignore (I have already
  tested it doesn't relate to my problem). There is an Envelope
  Operator (muted... more on this later) that is used to deform the
  mesh. On top of it, there's an ICE Tree. This tree has a Dual
  Quat node that blends between linear and DQ deformations. The
  Envelope Cluster Property is set to reference the Envelope
  Weights cluster that already exists on the mesh. There is a
  referenced Deformer Group, which references the objects deforming
  the mesh. Everything pretty standard.
  The problem is that Animation has requested to have some more
  controls on a certain part of the mesh to deform it. I've created
  the rig, and I'm ready to include the deformers in the Envelope
  so they can deform the mesh. I made sure to include them in the
  group referenced by the Deformer Group in the ICE DQ node. I
  added them to the Envelope with Automatic Reassign set to off (so
  I would not disturb the existing deformations, and just paint my
  new influences manually), and when I start painting an area of
  the mesh to have it be affected by one of my new deformer, the
  weighted verts move back to [0,0,0]!
  I've disconnected and reconnected this DQ node and saw that it is
  the one causing the problem. I have no idea why it is sending the
  verts down to the origin even if the deformer has not been moved
  yet. As a matter of fact, moving the deformer makes no
  difference. If I unmute the Envelope operator, I can see the
  verts move a bit with the deformer, but they're still at the
  origin. I guess the operator was muted because the deformations
  coming from it are not needed, only the weights stored in the
  weight map and referenced by the DQ node.
  Anyone has any clues as to why my vert weights are being
  'rejected' (or whatever this is) by the DQ node, and how to get
  it to 'refresh' or accept them somehow? I would hate to have to
  rig this on a separate copy of the mesh and blend the point
  movements onto this one, but if that's what it takes to get this
  going, I'll have to.
  Thanks for any help!
  --
  *Sergio Mucino*
  Lead Rigger
  Modus FX
 
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Toggle viewport zoom lock from script when rotoscope

2013-09-19 Thread Edy Susanto Lim
Hi,
Anyone knows if it's possible to set the viewport zoom lock from script.
It seems that that flag is per camera becouse when I click that zoom icon
from one viewport it also affect other viewport zoom lock.
p.s. what I mean by zoom lock it the icon that appears next to the X Y Z on
each view when rotoscope is enabled.

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Re: Toggle viewport zoom lock from script when rotoscope

2013-09-19 Thread Edy Susanto Lim
SOLVED
bummer found it 2 minutes after posting the question..
so it was the subpixelzoom parameter of the Camera object

edy



On Fri, Sep 20, 2013 at 12:18 PM, Edy Susanto Lim edysusant...@gmail.comwrote:

 Hi,
 Anyone knows if it's possible to set the viewport zoom lock from script.
 It seems that that flag is per camera becouse when I click that zoom icon
 from one viewport it also affect other viewport zoom lock.
 p.s. what I mean by zoom lock it the icon that appears next to the X Y Z
 on each view when rotoscope is enabled.

 --
 Edy Susanto Lim
 TD
 http://sawamura.neorack.com




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Re: Object View to Orthorgraphic via scripting

2013-09-14 Thread Edy Susanto Lim
I previously use this code for creating a view with headlight on.
but this should also be useful for your case, sexy Eric.


xsi = Application
import win32com.client

def getLastView():
coll = win32com.client.Dispatch( XSI.Collection )
coll.Items = Views.View*
return coll(coll.Count-1)


def createOrthoView(objColl=None):
layout = xsi.Desktop.ActiveLayout

orthoView = layout.CreateView2( Object View, OrthoCam)
orthoView.Resize(400,500)
# this has to be called to force xsi to immediately create the view
# then we can set it's attribute
xsi.Desktop.RedrawUI()

# get last view returns the latest created view
viewName = getLastView().Fullname

# get the active camera
cameraName = orthoView.GetAttributeValue(camera)
if cameraName == default:
cameraName = %s.UserCamera%viewName

orthoCam = xsi.Dictionary.GetObject(cameraName)

# enable headlight
orthoCam.Properties(Camera Display).Parameters(headlight).Value =
True
# set ortho
orthoCam.Parameters(proj).Value = 0

orthoView.SetAttributeValue(autoframe,True)
if objColl:
orthoView.SetAttributeValue(targetcontent, objColl.GetAsText() )
orthoView.SetAttributeValue(displayall,False)
orthoView.SetAttributeValue(autoframe,False)
orthoView.SetAttributeValue(lockstatus,True)
orthoView.SetAttributeValue(autoalign,True)
orthoView.SetAttributeValue(displaymode,shaded)
orthoView.SetAttributeValue(modifycameras, False)


# test create cylinder and create a view for it
xsi.CreatePrim(Cylinder, MeshSurface, , )
createOrthoView(xsi.Selection)



Have fun,
edy


On Fri, Sep 13, 2013 at 11:52 PM, Jon Swindells squi...@gmail.com wrote:

 yup, i was missing something :)

 add me to the list of +1's


 On 13 September 2013 18:10, Daniel Brassard dbrassar...@gmail.com wrote:

 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 squi...@gmail.com 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 ethivie...@hybride.comwrote:

 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 
 ethivie...@hybride.com 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





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




-- 
Edy Susanto Lim
TD
http://sawamura.neorack.com


Re: emission by point velocity of emitter

2013-09-01 Thread Edy Susanto Lim
Hi Eric,
If you want to still drive a weightmap though, you can duplicate the mesh
and link the point position to the original mesh at the simulation stack.
Then you should be able to store the previous point position in the
duplicated mesh sim stack to calculate the point velocity for your
weightmap.

Cheers,
edy


On Mon, Sep 2, 2013 at 11:09 AM, Eric Lampi ericla...@gmail.com wrote:

 This is a huge help!

 Thanks!
 Eric

 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work


 On Sun, Sep 1, 2013 at 10:08 PM, Leonard Koch leonardkoch...@gmail.comwrote:

 Hey Eric.

 unfortunately you can't drive a weightmap on an object based on its
 pointvelocity, since you only have access to previous frame values, if your
 ice-tree is in the simulation part of the stack, which in turn, makes all
 envelopes useless.
 You can only effectively use this data in the simulated ice-tree on
 another object, like in the pointcloud where you are emitting the particles
 for example.

 Here is a screenshot which shows how to emit particles based on the
 movement of a mesh:
 https://leonard-koch.squarespace.com/s/EmittingBasedOnVelocityForEric.jpg

 And here is the scene:
 https://leonard-koch.squarespace.com/s/EmitByVelocity.scn

 I hope this helps!


 On Mon, Sep 2, 2013 at 1:37 AM, Eric Lampi ericla...@gmail.com wrote:

 I'm trying to get this to work, but I am having little success. It seems
 like it should be fairly straightforward.

 I would like to drive a weightmap by the velocity of the geo's points
 that are being deformed by a skeleton. I can't seem to quite figure out how
 to access it and I am guessing some of it will depends where the envelope
 is set and where the ice tree is located. The result of which I can use to
 emit particles or set properties where there is the most movement, probably
 clipping it below a certain threshold. I understand in principal, but right
 now I'm just stuck.

 I've taken a look around in for some reference. I'm actually pretty
 surprised there aren't at least a couple nodes floating around that already
 do this kind of thing..

 Thanks,

 Eric


 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work






-- 
Edy Susanto Lim
TD
http://sawamura.neorack.com


Re: Deforming instances on strands

2013-07-10 Thread Edy Susanto Lim
Hi, I think StrandDeform is a rendertime effect.
means you'll only see it when you render if your render engine supports it.

no other trick as far as I know if you're restricted to particle instance
and strand.

Cheers,
edy


On Sat, Jun 15, 2013 at 3:51 AM, Antonin Messier antoni...@gmail.comwrote:

 Sorry for interrupting your Friday beer, folks, but aZZZny other trick to
 deforming instances on strands than using instance shape and setting the
 StrandDeform property to True? All the doc seems to say it's that simple,
 but no matter what I try, my instances stay attached to my particles rather
 than deforming on my strands.

 (Example with a sample scene attached.)




-- 
Edy Susanto Lim
TD
http://sawamura.neorack.com


Re: Gear IK chain seems to be scaled

2013-07-05 Thread Edy Susanto

Hi,

Having a quick look at this, and I manage to repro it here.
What causes the deformer to move when doing fk-ik blend is the 
expression that is driving the position of (chain_C0_1_loc etc.. 
assuming that the bone will translate) is blending between the local 
position of ik bone that has no neutral pose againts the FK chain 
controller position that has neutral pose.


To fix this, you could try to set neutral translation on the bones of 
the IK chain. (chain_C0_chain_0_bone  etc.. when name is default) 
considering the deformer parent also has the same neutral pose on it.
The other thing that worth mentioning is that the FK chain doesn't seems 
to align to the IK chain by default,  but you should be able to match 
the rotation easily.


Cheers,
edy

On 05-Jul-13 8:51 PM, Szabolcs Matefy wrote:

Anyone uses Gear here?

*From:*softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs
Matefy
*Sent:* Friday, July 05, 2013 11:22 AM
*To:* softimage@listproc.autodesk.com
*Subject:* RE: Gear IK chain seems to be scaled

OK, now it seems to be an issue with the chain itself. In a brand new
scene I created a chain with 3 guide elements. I unhide the deformers
group to see the deformers, and when I play with IK/FK blend value, the
deformer seems to move along its local X axis. At blending of 1 the
deformer is double the distance from its parent than originally

Anyone could make me a test?

Cheers

Szabolcs

*From:*softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com]
mailto:[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Szabolcs Matefy
*Sent:* Friday, July 05, 2013 10:40 AM
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com; gee...@hotmail.com
mailto:gee...@hotmail.com
*Subject:* Gear IK chain seems to be scaled

I’m creating a rig with Gear, but when I use Chain (simple), the
compiled rig has a strange IK behavior. It looks like that the IK chain
is scaled compared to the FK. It is visible when I switch the blending
to IK and the deformers start to offset from their original position…

Cheers

Szabolcs

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Re: path constraint via ICE

2013-06-28 Thread Edy Susanto Lim
Hi,
If we use object as an upvector, then we don't need the Increment Rotation
with 2 vectors compound. We can just use 'Direction to Rotation' node.
-tangent as 'Point At'
-the position difference of the upvector object position to the curve
position as 'Up Vector'

Cheers,
edy


On Fri, Jun 28, 2013 at 5:58 PM, olivier jeannel olivier.jean...@noos.frwrote:

  I don't know the official way, but since the tangency will control the
 rotation on one axis, you just need to add a second Set Rotation that look
 UP on another axis.
 Like this :

 (Local vector set to 0, 1, 0 )

 Le 28/06/2013 10:49, Morten Bartholdy a écrit :

  Pretty cool Alan! So tangency is controlled in the Increment Rotation
 node - how would I control the upvector, say with another null?

 To better understand how it works, how come it is necessary to key the
 null to zero rot and pos for it to work?



 Morten





 Den 26. juni 2013 kl. 16:45 skrev Alan Fregtman 
 alan.fregt...@gmail.comalan.fregt...@gmail.com:



 http://s3.darkvertex.com/hlinked/ice/ICE_example_kinematics_pathOrCurveUConstraint.png

 Maybe something like this? You may need to do more to deal with the
 upvector better if your curve complexity is intense.



  On Wed, Jun 26, 2013 at 10:34 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov  wrote:

  Is there a way to perform a path constraint using ICE?



 I’m certain that it can be done but I can’t find a task or tool
 prepackaged to do this.





 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.










-- 
Edy Susanto Lim
TD
http://sawamura.neorack.com
deicbehb.gif

Re: Keyable vs. Animatable

2013-06-27 Thread Edy Susanto Lim
siKeyable is mainly for the parameter visibility flag in the keying panel I
guess..
http://softimage.wiki.softimage.com/sdkdocs/sicppsdk/html/group__siCapabilities.html


On Fri, Jun 28, 2013 at 9:01 AM, Matt Lind ml...@carbinestudios.com wrote:

 What is the technical difference between a parameter flagged as siKeyable
 vs. siAnimatable?  I’m interpreting it to mean Keyable only determines if
 an FCurve can be set on the parameter whereas Animatable defines whether a
 parameter can receive any kind of animation data.

 ** **

 This sound correct?

 ** **

 ** **

 Matt

 ** **

 




-- 
Edy Susanto Lim
TD
http://sawamura.neorack.com


Re: A custom openGL Icons for TD/riggers (SI-2014+ only)

2013-06-23 Thread Edy Susanto Lim
slightly off topic.. I'm now wondering how much is the time difference of a
null object drawing compared to a linear curve...
Congrats for the release btw :) (shake hands)

-edy


On Fri, Jun 21, 2013 at 10:03 PM, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 Unfortunatly we don't have 2014 at work, and I'm on win7 at home, but you
 can get the sources here:
 https://bitbucket.org/ahmidou_lyazidi/al_icons/src

 About the benefits, well not that much :)
 I was frustrated by the null's icons and the fact that you can't rotate
 them, so when the custom primitive came out,
 that was an occasion to play with them. Actually I was excpecting a better
 performance... but that still OK
 The two things I see is it's typed as an Icon, so it's easier and more
 robust to filter and you can't accidentaly edit them.


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


 2013/6/21 Alan Fregtman alan.fregt...@gmail.com

 Any chance for Linux support?

 Also, what do you see as the benefits to OpenGL icons over say,
 curve-based ones?



 On Fri, Jun 21, 2013 at 9:12 AM, Ahmidou Lyazidi 
 ahmidou@gmail.comwrote:

 Hi gang,
 I was missing this feature since a long time so I gave it a go
 This plugin use a json file as definition so you can add as many shapes
 as you want.

 things to know:
 -It have SRT offset and size parameters, and currently support only one
 closed curve per icon.
 -The icon.json file must be in the same directory than the dll (in the
 plugin folder), and the definition is a flat array of formatted like
 this [x0,x1,x2...,y0,y1,y2...,z0,z1,z2...].
 -Performance wise, a quick benchmark showed that it's ~7% slower than a
 curve equivalent, but the good thing is that it has it's own type (Icon)
 and can be filtered .
 -The primitive is located in the createprimitive menu

 -You need to install this: http://www.microsoft
 .com/en-us/download/details.aspx?id=30679
 -It's not tested that much, use it at you own risk!!!


 Download: 
 AL_Iconshttp://www.si-community.com/community/download/file.php?id=2981

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






-- 
Edy Susanto Lim
TD
http://sawamura.neorack.com


Re: A custom openGL Icons for TD/riggers (SI-2014+ only)

2013-06-23 Thread Edy Susanto Lim
Merci Ahmidou. I'm fluent!   :p
btw, is that comparison is 16 points lin curve againts a null with circle
shape (which has 16 points) ?

-edy


On Mon, Jun 24, 2013 at 10:05 AM, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 Thanks Edy :)
 From my test, a 16 point linear curve is 30% slower than a null... I
 didn't expect that.

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


 2013/6/24 Edy Susanto Lim edysusant...@gmail.com

 slightly off topic.. I'm now wondering how much is the time difference of
 a null object drawing compared to a linear curve...
 Congrats for the release btw :) (shake hands)

 -edy


 On Fri, Jun 21, 2013 at 10:03 PM, Ahmidou Lyazidi 
 ahmidou@gmail.comwrote:

 Unfortunatly we don't have 2014 at work, and I'm on win7 at home, but
 you can get the sources here:
 https://bitbucket.org/ahmidou_lyazidi/al_icons/src

 About the benefits, well not that much :)
 I was frustrated by the null's icons and the fact that you can't rotate
 them, so when the custom primitive came out,
 that was an occasion to play with them. Actually I was excpecting a
 better performance... but that still OK
 The two things I see is it's typed as an Icon, so it's easier and more
 robust to filter and you can't accidentaly edit them.


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


 2013/6/21 Alan Fregtman alan.fregt...@gmail.com

 Any chance for Linux support?

 Also, what do you see as the benefits to OpenGL icons over say,
 curve-based ones?



 On Fri, Jun 21, 2013 at 9:12 AM, Ahmidou Lyazidi ahmidou@gmail.com
  wrote:

 Hi gang,
 I was missing this feature since a long time so I gave it a go
 This plugin use a json file as definition so you can add as many
 shapes as you want.

 things to know:
 -It have SRT offset and size parameters, and currently support only
 one closed curve per icon.
 -The icon.json file must be in the same directory than the dll (in
 the plugin folder), and the definition is a flat array of formatted
 like this [x0,x1,x2...,y0,y1,y2...,z0,z1,z2...].
 -Performance wise, a quick benchmark showed that it's ~7% slower than
 a curve equivalent, but the good thing is that it has it's own type (Icon)
 and can be filtered .
 -The primitive is located in the createprimitive menu

 -You need to install this: http://www.microsoft
 .com/en-us/download/details.aspx?id=30679
 -It's not tested that much, use it at you own risk!!!


 Download: 
 AL_Iconshttp://www.si-community.com/community/download/file.php?id=2981

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






 --
 Edy Susanto Lim
 TD
 http://sawamura.neorack.com





-- 
Edy Susanto Lim
TD
http://sawamura.neorack.com


Re: LEGO - the Movie Trailer

2013-06-18 Thread Edy Susanto Lim
Looks great guys.. Wish I was there heheheh


On Wed, Jun 19, 2013 at 8:38 AM, Christopher 
christop...@thecreativesheep.ca wrote:

 I meant thought. Oh well.
  Interesting, why they choose to mash all hero characters into a
  storyline, I'm sure they could have though of something else, Que Sera
 Sera.
 
  ::Christopher::
  Well, trailer's out:
  http://www.youtube.com/watch?v=lPnY2NjSjrg
 
  Animal Logic, so layout, rigging and animation are Softimage.
  Still in production.




-- 
Edy Susanto Lim
TD
http://sawamura.neorack.com


Re: OT: Animated film made in Softimage - Justin The Knights of Valour

2013-05-26 Thread Edy Susanto

+1

Looks awesome btw :) Congrats to the team :)

On 25-May-13 9:38 PM, Guillaume Laforge wrote:

Someone noticed a character looking like Kim Aldis in the latest IGA
work from Shed, but here we can see clearly Mr Fregtman as the hero :D


On Fri, May 24, 2013 at 10:46 AM, Alan Fregtman alan.fregt...@gmail.com
mailto:alan.fregt...@gmail.com wrote:

If you guys haven't seen this new trailer already:
http://www.youtube.com/watch?v=nJPlEoXdfVw

It's made in Softimage, rendered in Arnold and some people on this
list worked on it. :)




Re: Moving a rigged character and animation from Softimage into Maya.

2013-03-27 Thread Edy Susanto Lim
Go for it Simon. You can squeeze lots of things out of eric when he is
drunk. surely rigging would be a no problemo :D

On Thu, Mar 28, 2013 at 3:32 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 As long as I don't have to implement it, I can think any scale you can
 possibly wish for :)


 On Thu, Mar 28, 2013 at 3:18 PM, Simon Pickard m...@simonpickard.comwrote:

 What is this? 2009?
 You have to think bigger Raf.





-- 
Edy Susanto Lim
TD
http://sawamura.neorack.com


Re: Last day at Animal Logic

2013-01-01 Thread Edy Susanto Lim
and the beard

On Wed, Jan 2, 2013 at 9:20 AM, Simon Pickard m...@simonpickard.com wrote:

 I miss your hair.
 :(


 On 1 January 2013 19:56, Simon Anderson simonbenandersonl...@gmail.comwrote:

 Cheers buddy was epic working with you. enjoy the holidays and checks you
 some time in the future or sooner or the mailing list, or 9GAG bombing me
 while im trying to work at home XD haha..

 all the best

 On Sat, Dec 29, 2012 at 4:49 PM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 i used to work there as well, 4 years. mostly left with quite fond
 memories.  at times a very political environment though, i hope thats
 softened a bit, all big studios are like that though, ill happily go back
 in 5 years or so when im done with asia


 On Thu, Dec 27, 2012 at 12:22 AM, Paul Sultan paul.sul...@psyop.tvwrote:

 Good luck wherever your off to Thivierge!


 On Sat, Dec 22, 2012 at 1:00 PM, Eric Thivierge 
 ethivie...@gmail.comwrote:

 Visit is a bit of an understatement. :)

 On Dec 21, 2012 5:09 PM, Miquel Campos miquel.cam...@gmail.com
 wrote:

 Awesome good mood Softimage thread!  :)

 BTW: Are you coming to visit Montreal?

 

 Miquel Campos
 www.akaosaru.com



 2012/12/21 Eric Thivierge ethivie...@gmail.com:

  Heading home for a bit them heading up north. :)
 
  I really just wanted this thread to let every...






 --
 ---
 Simon Ben Anderson
 blog: http://vinyldevelopment.wordpress.com/





-- 
Edy Susanto Lim
TD
http://sawamura.neorack.com


Re: WeightMap Tools going Beta

2012-08-23 Thread Edy Susanto Lim
I didn't know about the those gradient settings for many years until one
day Raff showed it to me..
me -- xsi noobs

btw, Good job Simon. Should I blame this tool for kidnapping you from D3
world?

-edy

On Fri, Aug 24, 2012 at 9:40 AM, Alan Fregtman alan.fregt...@gmail.comwrote:

 Thanks.  I was over-thinking it. I'm aware of the Generator but didn't
 know of those settings and I was thinking it was a new factory compound I
 hadn't heard of or something.

 On Thu, Aug 23, 2012 at 2:44 PM, Sandy Sutherland 
 sandy.sutherl...@triggerfish.co.za wrote:

  I think Stephen means the factory weight map generator - when you
 create a weight map - it pops up the operator - and you can specify one
 'fill' or fill X, Z, Y - ermm I think - something like that not in front of
 Soft right now.

 S.

 _
 Sandy Sutherland
 Technical Supervisor
 sandy.sutherl...@triggerfish.co.za
 _




   --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Alan Fregtman [
 alan.fregt...@gmail.com]
 *Sent:* 23 August 2012 20:34

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: WeightMap Tools going Beta

  Where can I find this generator you speak of?

 On Thu, Aug 23, 2012 at 12:43 PM, Steven Caron car...@gmail.com wrote:

 did you know the factor weight map generator has that already? but it
 could be handy to provide arbitrary world start/end points for the grad or
 more than just a linear grad.


 On Thu, Aug 23, 2012 at 6:32 AM, Alan Fregtman 
 alan.fregt...@gmail.comwrote:

 A gradient generator would be cool too.






-- 
Edy Susanto Lim
TD
http://sawamura.neorack.com


Re: OT Wing rigger needed!

2012-08-21 Thread Edy Susanto Lim
Hi.

I could take a look.
The latest bird rig I did is for this commercial :
http://www.youtube.com/watch?feature=player_embeddedv=6J4GH9AXAAo
http://www.youtube.com/watch?feature=player_embeddedv=_eG6foUo6Yw

The rig was done in xsi, but the rest I believe is in Maya. I was only in
charge for the body rig and some modeling adjustment of the character
excluding the body feathers.

* Thanks for refering me Nick :)


Cheers,

edy

On Wed, Aug 22, 2012 at 11:05 AM, Nick Angus n...@altvfx.com wrote:

 I would try contacting this person!
 https://vimeo.com/edysusanto

 Cheers, Nick

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Pablo Tufaro
 Sent: Wednesday, 22 August 2012 7:06 AM
 To: softimage@listproc.autodesk.com
 Subject: OT Wing rigger needed!


 Hello list, sorry for the spam but we are kind of desperately needing a
 rigger that can be capable of rig a pigeon wing, and the body of course in
 softimage.
 We are modelling the wing and placing the feather, so we will be
 delivering a correct wing modeling. The body is already done. This is a
 remote kind of job.

 If there is someone interested, we have a couple of weeks to do it, just
 drop me an email to pa...@laposta.com.ar

 I hope to find someone soon! the last guy that tried it, droped the towel
 after 3 weeks of timming!

 Cheers to everyone!

 Pablo.






-- 
Edy Susanto Lim
TD
http://sawamura.neorack.com