Re: Fabric update - Rigging Toolbox
I'm just gonna stay on the original subject. Great tool release guys! Edy
Re: Save Softimage Petition
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... -- Edy Susanto Lim TD http://sawamura.neorack.com
Re: Rigging Reel 2013
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=- -- Edy Susanto Lim TD http://sawamura.neorack.com
Re: CG Cat's face and Budgie by Glassworks.
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 necessarily represent those of the Company. If you are not the intended recipient, be advised that you have received this e-mail in error and that any use, dissemination, forwarding, printing, or copying of this e-mail is strictly prohibited. If this transmission is received in error please kindly return it to the sender and delete this message from your system. On 04/03/2014 13:28, adrian wyer wrote: im getting access denied in multiple browsers anyone? a -- *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
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 F: 450 430-0009 www.modusfx.com - MODUS FX 120 Rue Turgeon, Sainte-Therese (Quebec) CANADA J7E 3J1 Follow us on Facebook http://www.facebook.com/ModusFX Twitter https://twitter.com/Modusfx * -- Edy Susanto Lim TD http://sawamura.neorack.com
Re: SetValue question...
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 -- 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. -- 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. -- Edy Susanto Lim TD http://sawamura.neorack.com -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
Re: Dual Quaternion ICE node woes...
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 -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com mailto:softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mailsoftimage-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. -- Edy Susanto Lim TD http://sawamura.neorack.com -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
Toggle viewport zoom lock from script when rotoscope
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 -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
Re: Toggle viewport zoom lock from script when rotoscope
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 -- Edy Susanto Lim TD http://sawamura.neorack.com -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
Re: Object View to Orthorgraphic via scripting
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
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
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
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 ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
Re: path constraint via ICE
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
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)
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)
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
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
+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.
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
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
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!
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