Re: Digital Tutors - All tutorials free for 3 days (if I read correctly).
I found that the vast majority of Houdini rigging tutorials are dreadful (dt or othewise). the 3dbuzz ones are still workable and relatively solid. Where they go a bit manky, it's easy enough to correct with a modicum of rig experience. for getting back into Maya, i gave up, dug out my old farenheight digital and Shliefer AFR dvds and just used vimeo and blogs to fill in the gaps. -- Jon Swindells jon_swinde...@fastmail.fm On Thu, Jan 29, 2015, at 07:50 PM, John Richard Sanchez wrote: > Yes I should finally get around to watching those. Thanks for the > reminder. > > On Wed, Jan 28, 2015 at 10:30 PM, Jason S > wrote: >> These are probably way better >> >> ET_rigging courseware videos >> http://vimeo.com/album/1512001 >> >> >> >> >> On 01/28/15 16:00, Raffaele Fragapane wrote: >>> There's actually some pretty decent stuff on DT, I've used them in the past to catch up to features or as background noise for new apps. Some of the XSI ones are actually by list fellows, those I'm sure are good. >>> It's just the run-of-the-mill default dude rigging ones that were fraught with inaccuracies and bad advice to the point of being counter productive. >>> >>> On Wed, Jan 28, 2015 at 9:57 PM, Tenshi S. wrote: >>>> Haha. A few tutorials are really good. The rigging ones i think are very basic. Cmivfx are better in terms of quality. Nevertheless, it's a great opportunity to reach a few of them that could save you time. >>>> >>>> On Wed, Jan 28, 2015 at 3:40 PM, Raffaele Fragapane wrote: >>>>> Given some of them, especially the rigging ones when I last reviewed their training, if you absorb all of them you have very good chances of devolving into something that can only live at the bottom of the ocean and feed on bacteria. >>>>> >>>>> On Wed, Jan 28, 2015 at 7:25 PM, Tenshi S. wrote: >>>>>> Better absorb all Softimage tutorials they have :) >>>>>> >>>>>> >>>>> >>>>> >>>>> >>>>> -- >>>>> >>>>> Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! >>>>> >>>> >>> >>> >>> >>> -- >>> Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! >> > > > > -- > www.johnrichardsanchez.com
Re: Downloading soft2015 for deployment purposes
If the standalone is the same as the trial (and no reason why it wouldn't be) : [1]http://trial.autodesk.com/SWDLDNET4/2015/SFTIM/DLM/Autodesk_ Softimage_2015_English_Japanese_Win_64bit_dlm.sfx.exe -- Jon Swindells jon_swinde...@fastmail.fm On Thu, Aug 21, 2014, at 04:49 PM, Jules Stevenson wrote: Hey List, Can anyone download 2015 from subscription without having to use the 'install now' button? I need to get the standalone install so I can create a deployment for our farm and it's getting really rather frustrating. This 'feature' seems specific to windows. Have tried in various browsers so I don't think this is a cache / preferences thing, it's just stupid. Any help much appreciated. Jules References 1. http://trial.autodesk.com/SWDLDNET4/2015/SFTIM/DLM/Autodesk_Softimage_2015_English_Japanese_Win_64bit_dlm.sfx.exe
Re: Softimage is not EOL
Gingham pattern label generator for my mum's burgeoning pickle business. scalable is as scalable does if only AD had marketed xsi towards insane retired mothers :) -- Jon Swindells jon_swinde...@fastmail.fm On Tue, Jul 29, 2014, at 03:34 PM, Sebastien Sterling wrote: Softimage seems pretty scalable, adviz, kids TV, videogames, MMO, feature film :P
Re: Softimage is not EOL
remind us again, what stage of grief is denial ? -- Jon Swindells jon_swinde...@fastmail.fm On Mon, Jul 28, 2014, at 11:55 PM, Sven Constable wrote: Hi list, Some people (Adsk) told me recently that Softimage is EOL. Well, one could argue that the word "life" in terms of software is ridicilous in the first place. But because I thought about what Softimage is currently as a product, I would like to dive deeper into the subject:) The question is: Is it EOL software or not? Answer: It's not EOL software. It's proprietary software! The definition of EOL software is: A: A software that doesn't fit current production needs. B: A software that doesn't run on todays hardware, so it's no longer usable on your hardware (like SGI or NT software). On the other hand the definition of proprietary software is: A: A software that can accomplish things that are not doable by common (or commercial software), out of the box or in the same timeframe or at the same cost. Companies developing their own inhouse tools to do just that. B: A software that is not available to the public. Think about it and decide on your own. Softimage ist not EOL at all. It'sproprietary software. sven
Re: PyQt: performing a QtSQL query in Soft
have you tried adding the driver path manually (in the .conf or through qapp.AddLibraryPath( \PyQt4\plugins\sqldrivers) ) ? -- Jon Swindells jon_swinde...@fastmail.fm On Wed, Jul 23, 2014, at 05:17 PM, Simon Anderson wrote: > Hi List, > > Its been a while, I hope everyone is well. > > I was wondering if anyone has encountered this error and found a way > around it (there was a thread a while back which had some mention of > this problem, but didn't have a solution). > We have been performing mySQL queries outside of soft using Qt's QSQL > framework, it has been great, and today we started testing it in > Softimage, and we hit a wall. When you run the widget in softimage, > there are no available drivers. In Qt the SQL drivers get loaded when > QApplication get initialized, and initializes the drivers. > > I have been trying to figure out a way of reinitializing the drivers, by > calling QtCore.QCoreApplication, but this doesn't help. > > Any suggestions would be great. > > Thanks, > Simon >
Re: Application focus ?
if si's built in events arent' cutting the proverbial mustard i'd go with simple win32 funcs. simplest possible ones i could think of: import win32gui # callback def enum_handler(hwnd, lParam): wt = win32gui.GetWindowText(hwnd) # if soft is minimized to task bar if win32gui.IsIconic(hwnd) and 'Autodesk Softimage' in wt: #if your timing is tight, probably better to use this callback # to store the pid, hwnd for future access #-> _, pid = win32process.GetWindowThreadProcessId(hwnd) # although you'd still need to enum the pid->hwnd. dunno without testing print 'soft is minimized, abandon all hope!' win32gui.EnumWindows(enum_handler, None) # OR - def softimage_has_focus(): ## script editor will count as focused. probably no need to call # GetParent if running in a plug # -> par_hwnd = win32gui.GetForegroundWindow() par_hwnd = win32gui.GetParent(win32gui.GetForegroundWindow()) if 'Autodesk Softimage' in win32gui.GetWindowText(par_hwnd): return True return False if softimage_has_focus(): print 'hullo Soft' ----------- --- -- Jon Swindells jon_swinde...@fastmail.fm On Tue, Jul 22, 2014, at 11:58 PM, Matt Lind wrote: The View object has an siViewState that can be checked if you can find a way to tuck your event into a PPG of some sort. Otherwise, you’re probably looking at something in the WSH (Windows Script Host) API which should be accessible from inside any scripted code. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fabricio Chamon Sent: Tuesday, July 22, 2014 5:53 AM To: softimage@listproc.autodesk.com Subject: Application focus ? Hey experts, is it possible to know wether xsi app has focus ? I have a timer script that fires up some alerts, but want to run only if softimage is not minimized. I took a look at Application object and didn't find anything related.. thanks
Re: XSI's 'Shift-click to check/uncheck multiple' inside a Qmenu?
you'll probably need to make sure that the filter is installed on the qmenu before any items/slots are added. without opening maya, that's about the best i can offer. i'll have a play in the morning (2:30am here) -- Jon Swindells jon_swinde...@fastmail.fm On Thu, Jul 10, 2014, at 02:24 AM, Tim Crowson wrote: Well, your example works fine on its own. I'm trying to incorporate it into an existing QMainWindow, and although the menu draws correctly, it doesn't behave as though the eventFilter is actually installed... i.e. Shift-clicking just checks the item under the cursor and closes the menu. I'll keep working with it. -Tim On 7/9/2014 6:02 PM, Jon Swindells wrote: no problem. good luck :) -- Jon Swindells [1]jon_swinde...@fastmail.fm On Thu, Jul 10, 2014, at 01:46 AM, Tim Crowson wrote: Oh wow, I was looking in another direction entirely. This looks more interesting though. Thanks for sharing this because I would not have figured this out at all. I tend to stick to the pre-packaged events and setups, and rarely roll anything really original. -Tim -- References 1. mailto:jon_swinde...@fastmail.fm
Re: XSI's 'Shift-click to check/uncheck multiple' inside a Qmenu?
no problem. good luck :) -- Jon Swindells jon_swinde...@fastmail.fm On Thu, Jul 10, 2014, at 01:46 AM, Tim Crowson wrote: Oh wow, I was looking in another direction entirely. This looks more interesting though. Thanks for sharing this because I would not have figured this out at all. I tend to stick to the pre-packaged events and setups, and rarely roll anything really original. -Tim
Re: XSI's 'Shift-click to check/uncheck multiple' inside a Qmenu?
no idea how it would handle inside maya but, this should get you started: /code from PySide import QtGui, QtCore class XSITypeMenuThing(QtCore.QObject): def eventFilter(self, obj, event): mods = QtGui.QApplication.keyboardModifiers() if mods == QtCore.Qt.ShiftModifier: if event.type() in [QtCore.QEvent.MouseButtonRelease] and isinstance(obj, QtGui.QMenu): if obj.activeAction() and not obj.activeAction().menu(): obj.activeAction().trigger() return True return super(XSITypeMenuThing, self).eventFilter(obj, event) if __name__ == '__main__': app = QtGui.QApplication([]) window = QtGui.QMainWindow() menu = QtGui.QMenu("menu", window) fil = XSITypeMenuThing() menu.installEventFilter(fil) menu.addAction(QtGui.QAction('You', menu, checkable=True)) menu.addAction(QtGui.QAction('Will', menu, checkable=True)) menu.addAction(QtGui.QAction('Need', menu, checkable=True)) menu.addAction(QtGui.QAction('To', menu, checkable=True)) menu.addAction(QtGui.QAction('Send', menu, checkable=True)) menu.addAction(QtGui.QAction('Me', menu, checkable=True)) menu.addAction(QtGui.QAction('Money', menu, checkable=True)) window.menuBar().addMenu(menu) window.show() app.exec_() -- Jon Swindells jon_swinde...@fastmail.fm On Wed, Jul 9, 2014, at 07:10 PM, Tim Crowson wrote: I'm asking this here because XSI users will immediately know the behavior I'm trying to emulate. I want to recreate Soft's menu behavior whereby shift-clicking on a menu item will check/uncheck it, but keep the menu open and let you click on other entries as well. Is this behavior reproducible in PySide/PyQt, if so how? I'm searching around now, but wanted to drop a line here too. -- Tim Crowson
Re: OT: Marionettes - Direct TV - The Mill
the sublte art of persuasion, a little wine and some Barry White on the gramophone works everytime :) -- Jon Swindells jon_swinde...@fastmail.fm On Thu, Jun 19, 2014, at 08:46 PM, Ed Schiffer wrote: just trying to figure out how the marionette took of her robe, but, hey, great piece!! -- [1]www.edschiffer.com References 1. http://www.edschiffer.com/
Re: Softimage Rigging Videos
as the saying goes - Those that can, do. Those that can do, teach* that's what i meant by missed your calling :) -- Jon Swindells jon_swinde...@fastmail.fm * there are other versions of this saying. they are wrong On Wed, Jun 11, 2014, at 03:08 AM, Eric Thivierge wrote: Are you saying that I shouldn't be rigging? :P Eric Thivierge [1]http://www.ethivierge.com On Tue, Jun 10, 2014 at 4:06 PM, Jon Swindells <[2]jon_swinde...@fastmail.fm> wrote: Just had a watch through of these. I think you missed your calling Eric excellent stuff, thanks for sharing :) -- Jon Swindells [3]jon_swinde...@fastmail.fm On Tue, Jun 10, 2014, at 10:45 PM, Eric Thivierge wrote: > Thanks Nick! > > On Tuesday, June 10, 2014 3:11:11 PM, Nick Martinelli wrote: > > Eric and I went to Rutgers together, and I did have a chance to check > > these out a couple years ago. > > > > I can say first hand that if you are looking for rigging fundamentals > > (bone placement, workflow, etc.), these are a great starting point. > > > > Well done Eric. > > > > > > On Tue, Jun 10, 2014 at 8:39 AM, Morten Bartholdy <[4]x...@colorshopvfx.dk > > <mailto:[5]x...@colorshopvfx.dk>> wrote: > > > > __ > > > > Cool - very generous of you Eric and big thanks! > > > > Morten > > > > > > Den 8. juni 2014 kl. 18:39 skrev Eric Thivierge > > <[6]ethivie...@gmail.com <mailto:[7]ethivie...@gmail.com>>: > > > > Hello all, > > Since Softimage is EOL, I figured that I could share these > > videos with everyone. It's a series of videos I created while > > teaching at Rutgers University around 2010-2011. The concepts > > and methods still remain valid and should be able to be ported > > to Maya pretty easily. Hope this helps anyone out there that > > may need it. This is to be considered an intro to rigging with > > basic concepts covered. Roughly 9-10 hrs of material. > > Rigging Course Videos: > > [8]http://vimeo.com/album/1512001 > > Cheers, > > > > > > Eric Thivierge > > [9]http://www.ethivierge.com > > > > > > > > > > > > -- > > > > Nick Martinelli > > [10](201) 424 - 6518 > > [11]www.nickMartinelli.net <[12]http://www.nickMartinelli.net> > > n...@nickmartinelli.net <mailto:[13]n...@nickmartinelli.net> > References 1. http://www.ethivierge.com/ 2. mailto:jon_swinde...@fastmail.fm 3. mailto:jon_swinde...@fastmail.fm 4. mailto:x...@colorshopvfx.dk 5. mailto:x...@colorshopvfx.dk 6. mailto:ethivie...@gmail.com 7. mailto:ethivie...@gmail.com 8. http://vimeo.com/album/1512001 9. http://www.ethivierge.com/ 10. tel:%28201%29%20424%20-%206518 11. http://www.nickMartinelli.net/ 12. http://www.nickMartinelli.net/ 13. mailto:n...@nickmartinelli.net
Re: Softimage Rigging Videos
Just had a watch through of these. I think you missed your calling Eric excellent stuff, thanks for sharing :) -- Jon Swindells jon_swinde...@fastmail.fm On Tue, Jun 10, 2014, at 10:45 PM, Eric Thivierge wrote: > Thanks Nick! > > On Tuesday, June 10, 2014 3:11:11 PM, Nick Martinelli wrote: > > Eric and I went to Rutgers together, and I did have a chance to check > > these out a couple years ago. > > > > I can say first hand that if you are looking for rigging fundamentals > > (bone placement, workflow, etc.), these are a great starting point. > > > > Well done Eric. > > > > > > On Tue, Jun 10, 2014 at 8:39 AM, Morten Bartholdy > <mailto:x...@colorshopvfx.dk>> wrote: > > > > __ > > > > Cool - very generous of you Eric and big thanks! > > > > Morten > > > > > > Den 8. juni 2014 kl. 18:39 skrev Eric Thivierge > > mailto:ethivie...@gmail.com>>: > > > > Hello all, > > Since Softimage is EOL, I figured that I could share these > > videos with everyone. It's a series of videos I created while > > teaching at Rutgers University around 2010-2011. The concepts > > and methods still remain valid and should be able to be ported > > to Maya pretty easily. Hope this helps anyone out there that > > may need it. This is to be considered an intro to rigging with > > basic concepts covered. Roughly 9-10 hrs of material. > > Rigging Course Videos: > > http://vimeo.com/album/1512001 > > Cheers, > > > > > > Eric Thivierge > > http://www.ethivierge.com > > > > > > > > > > > > -- > > > > Nick Martinelli > > (201) 424 - 6518 > > www.nickMartinelli.net <http://www.nickMartinelli.net> > > n...@nickmartinelli.net <mailto:n...@nickmartinelli.net> >
Re: PyQt or PySide
if your priority is to embed your standalone app then pyside is the api i'd choose. licensing issues aside, it's the supported platform for Maya and Nuke but, having said that, if you are using a qt4.8 based build then it's trivial to switch to either as long as you stick to basic python data types. [1]http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt -- Jon Swindells jon_swinde...@fastmail.fm On Tue, Jun 10, 2014, at 08:05 AM, Halim Negadi wrote: Thank you guys for the hints, really helpfull. Cheers, -H. On Tue, Jun 10, 2014 at 7:01 AM, Eric Thivierge <[2]ethivie...@gmail.com> wrote: PySide if you can get it working with the Softimage Plugin that is available, otherwise if you can't do the work yourself to get it working, use PyQt. Eric Thivierge [3]http://www.ethivierge.com On Tue, Jun 10, 2014 at 12:53 AM, Alok Gandhi <[4]alok.gandhi2...@gmail.com> wrote: Hi Halim, Although I think pyside is more actively developed but for more information please dig up an old thread for a similar discussion. Sent from my iPhone > On Jun 10, 2014, at 10:09 AM, Halim Negadi <[5]hneg...@gmail.com> wrote: > > Hello All, > > I need to write a standalone client to deal with a web database through a rest API. > The python CLI is done and I just need to wrap this up in a nice GUI. > I will need the GUI to be working as a standalone application as well as embedded in softwares like Soft, Nuke or Maya. > Both PySide and PyQt toolkits are actively maintained, I was wondering wich one to use and would be intersted in your guys opinion on this. > > Thank you in advance. > > -H. > References 1. http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt 2. mailto:ethivie...@gmail.com 3. http://www.ethivierge.com/ 4. mailto:alok.gandhi2...@gmail.com 5. mailto:hneg...@gmail.com
Re: MediaFileParserServer.exe not releasing on aborted renders
it's been there since at least 2013. locked media files is nothing new to anyone who browses media filled directories with explorer, maybe the app is using the process through com or similar ? the old fix used to be unregistering shmedia.dll (not sure on the name) google will fix all i'm sure :) -- Jon Swindells jon_swinde...@fastmail.fm On Wed, May 28, 2014, at 06:43 PM, Ed Manning wrote: definitely part of XSI, and I'm nearly certain it's new in 2014. On Wed, May 28, 2014 at 3:13 AM, Ales Dlabac <[1]adla...@gmail.com> wrote: Are you sure it's part of XSI? We are dealing with locked files too(even without using any mov file in scene) but I never noticed that application. On Tue, May 27, 2014 at 3:31 PM, Ed Manning <[2]etmth...@gmail.com> wrote: Hey -- I guess this is the only place to bring up bugs for Soft now?!? Okay, Soft now starts something called MediaFileParserServer.exe whenever any sort of movie file is present in a scene. If you start a render and then abort it, for some reason, even though there's no obvious reason for an executable that deals with input formats to care about output images, you can't delete the stub file that an aborted render often leaves behind; Windows thinks MediaFileParserServer.exe is using that stub file. You can't kill the MediaFileParserServer.exe process without putting Soft in an unstable state, so you have to kill Soft in order to release the lock on the stub file. I don't recall ever seeing this executable in the process viewer -- is it new for 2014? My workaround will be to not use movie files, which will be inconvenient as a lot of image sequence assets from my clients get delivered to me as .mov or .avi. References 1. mailto:adla...@gmail.com 2. mailto:etmth...@gmail.com
Re: Accessing NFS share on Windows with Softimage.
i've not had much experience with nfs but the one problem i did have was that it defaulted to root_squash try no_root_squash -- Jon Swindells jon_swinde...@fastmail.fm On Tue, May 27, 2014, at 02:51 PM, Manu Allasia wrote: Thank you for the help Fabrice ! But I think this is not a solution in my specific situation. As far as I know NFS share on windows are not available via UNC path To create the share I need to use the mount command : mount -o nolock fileaccess=777 mtype=soft 10.1.1.12:/mnt/def0/ N: Note the syntax "10.1.1.12:/mnt/def0/" that is not UNC. I cannot use \\10.1.1.12\mnt for example, this is not valid. 2014-05-27 13:41 GMT+02:00 Fabrice Altman <[1]fabr...@studioaka.co.uk>: Tried accessing the NFS share via UNC path? From:[2]softimage-boun...@listproc.autodesk.com [mailto:[3]softimage-boun...@listproc.autodesk.com] On Behalf Of Manu Allasia Sent: 27 May 2014 11:55 To:[4]softimage@listproc.autodesk.com Subject: Accessing NFS share on Windows with Softimage. Hi everybody At GobiStudio, we are using "NFS for windows" service to acces our NAS from th windows workstations. (included in windows 7 corporate/ultimate) The performances are really better than on a CIFS share. But, the softimage Application is unable to create a new project using the NFS share. Using the windows explorer, the user have all the needed privileges to modify, create execute or anything. I can also save or modify script using the Softimage script editor using the NFS share. Resume : N: is the NFS share W: is the CIFS share i'm not abble to create a new project in N:\tmp But this is possible in W:\tmp The rights and the privilege are the same : Everything is allowed for the user. I hope someone can help us ! -- Emmanuel Allasia - R&D [5]3D MatchMovers | [6]Gobi Studio [7]+33 663 713 381 / [8]+33 486 517 444 -- Emmanuel Allasia - R&D [9]3D MatchMovers | [10]Gobi Studio +33 663 713 381 / +33 486 517 444 References 1. mailto:fabr...@studioaka.co.uk 2. mailto:softimage-boun...@listproc.autodesk.com 3. mailto:softimage-boun...@listproc.autodesk.com 4. mailto:softimage@listproc.autodesk.com 5. http://www.3d-matchmovers.com/ 6. http://www.gobistudio.fr/ 7. tel:%2B33%20663%20713%20381 8. tel:%2B33%20486%20517%20444 9. http://www.3d-matchmovers.com/ 10. http://www.gobistudio.fr/
Re: Houdini Weaknesses
houdini is pretty much where it was 6yrs ago, utterly fantastic procedural workflow. abysmal for anything else, normal modelling tasks are painful. forget uv/topo work. the tools just aren't there and the selection model gets in the way. rigging is light years ahead of anything i've ever seen but it's mostly moot because the anim workflow is dire compared to xsi (or any other app for that matter) sim/fx - no real need to comment on this other than to utter 'sweet mother of god!! look at the waves!' :) mantra is the poodles plums the glsl implementation has the potential to make vp 2.0 look like s/w TnL - i got matcap, a rudimentary grease pencil and currently having a go at getting a pixar style rig selection/manip workflow going. viewport tech is fantastic i'm having a rather bizarre time with houdini. -- Jon Swindells jon_swinde...@fastmail.fm On Wed, May 21, 2014, at 09:59 PM, Sebastien Sterling wrote: well... there's no organic modeling ? On 21 May 2014 19:42, Francois Lord <[1]flordli...@gmail.com> wrote: So... What are houdini weaknesses? What is missing in Houdini compared to Softimage? Would you run a company only using Houdini as 3D app? Why not? References 1. mailto:flordli...@gmail.com
Re: Torn
I've gone for a blender->houdini->nuke thing adding modo to the pipe as soon as resources become less scarce :) i would keep on with blender, you'd be surprised where you can fit it into your pipeline. currently, it's my main modeller, idea/face shape sculpter (skin mesh + dyna-topo is fantastic) and story board/previs tool current work is due to wrap in a couple of months so i've planned to take some time off to really get to grips with houdini/nuke -- Jon Swindells jon_swinde...@fastmail.fm On Thu, May 1, 2014, at 02:54 PM, Mirko Jankovic wrote: the question is what is your area of expretese what do you wanna do, are you cahracter animator, effects guy, simulations cloth, lighting rendering.. al full generalist and wanna deliver final product from modeling to final rendering. that can help out choosing On Thu, May 1, 2014 at 1:07 PM, Chris Marshall <[1]chrismarshal...@gmail.com> wrote: I'm still struggling. There's a lot to take on board. References 1. mailto:chrismarshal...@gmail.com
Re: Modo 801 Reveal
Stream is on replay for those that missed it - needs a foundry login [1]http://www.thefoundry.co.uk/modo801live/stream/ -- Jon Swindells jon_swinde...@fastmail.fm On Fri, Apr 25, 2014, at 09:03 AM, Angus Davidson wrote: Firstly it was definitely worth waking up at 3:45am to see. Brad doing a captain america live action improv while waiting for the screen to be sorted out was great. For me the two things of interest are time spacing bar. That is such an amazing teaching tool right there. One of my bugbears in Modo 701 is the shader system. I don’t like it. 5 Minutes of playing with the new Node based shader tree in 801 and I am in heaven ;) Have a look at [2]http://www.thefoundry.co.uk/products/modo/latest-version/ This communication is intended for the addressee only. It is confidential. If y ou have received this communication in error, please notify us immediately and d estroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are compet ent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the Univ ersity and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, J ohannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. References Visible links 1. http://www.thefoundry.co.uk/modo801live/stream/ 2. http://www.thefoundry.co.uk/products/modo/latest-version/ Hidden links: 4. http://t.co/J3KnIXOXjm
Re: my first experiment with rigging in Houdini :-))))
Hi Max, XSI user since v2 currently migrating to Houdini as my main commercial app with a view to going full Houdini/Modo sometime early next year Blender/Krita/FOSS stack for my personal work :) Jon Swindells jon_swinde...@fastmail.fm On Thu, Apr 24, 2014, at 11:33 PM, Max Evgrafov wrote: Jon Swindells, good to see you ! ( i didn't try your rig, but i wont to do it) I am sorry for my question. Can you say , are you xsi user ? Were are you going migrait?
Re: SI and Houdini
if only my animation was timed as well... thanks lots :) -- Jon Swindells jon_swinde...@fastmail.fm On Thu, Apr 24, 2014, at 05:42 PM, Jordi Bares wrote: The very short introduction and transform guides are now online… [1]https://www.dropbox.com/sh/y0ti6tyf7o3435u/thsQH1Kf2o Jordi Bares [2]jordiba...@gmail.com On 16 Apr 2014, at 08:08, javier mansilla <[3]jmansill...@gmail.com> wrote: References 1. https://www.dropbox.com/sh/y0ti6tyf7o3435u/thsQH1Kf2o 2. mailto:jordiba...@gmail.com 3. mailto:jmansill...@gmail.com
Re: my first experiment with rigging in Houdini :-))))
I did start out with the simple toon rig and, don't get me wrong, it's a decent rig (which i learned a lot about houdini through) but it also avoids all the issues with a quality character rig by just not implementing any features that even the most basic of shots would require. squash and stretch, hose limbs, intersection tests (self and prop), simple face shapes etc all pretty much require a skinned mesh and, coming from an xsi workflow, it's a huge step backwards to have to playblast everything on such a simple character I'm probably sounding overly negative but it's quite frustrating to be let loose with tools that are about as creative and open as anything i've ever had the pleasure to break only to be stymied by issues that shouldn't be there. it almost feels like it's bugged but it seems to be the same on prod build as it is on daily iv'e not touched the auto-rig btw (other than an initial poke around) contrary to the tone of my post, i'm actually really enjoying my time in houdini :) -- Jon Swindells jon_swinde...@fastmail.fm On Thu, Apr 24, 2014, at 04:19 PM, Jordi Bares wrote: > Well put Jon, it is true that the character rig Side Effects provide is > painfully slow when deforming but the issue is that it is trying to do > s much it is really sophisticated… and slow. > > I will suggest to play with a fast rig like this one to get a feel… it > won't be as fast as Maya, this is one of the few strong points of Maya > but it is good. > > http://www.orbolt.com/asset/SideFX::toonsimple > > And its a free asset so you can dig it and learn a lot from optimised > rigging in Houdini. > > > Jordi Bares > jordiba...@gmail.com > > On 24 Apr 2014, at 13:13, Jon Swindells > wrote: > > > houdini's handling of transforms is about as good as it gets. > > > > by default, you will get a zeroed out transform on creation but this can > > be pushed back onto the stack > > as needed. > > > > you can also quite happily stack utility transforms ala xsiNulls too if > > that floats your boat. > > > > the real eye opener though, is when you realise you can pull a transform > > from anywhere, at any time, from any object > > and branch however you like. > > > > it really does make the awkward maya (and xsi to some extent) type > > workarounds painfully trivial. > > > > pre/post firing morphs are trivial, as is quat/angle based triggering of > > morphs. > > > > there are really only 2 downsides to houdini for rigging/character setup > > - > > > > deformations are painfully slow - on a production scale character, you > > will be segmenting your mesh (hello 2004) and using bog standard > > non-deforming parenting to get anything remotely approaching realtime > > feedback. > > even the dist based skin is slow as mollasses. > > > > if your animator is used to (and wants/needs) the niceties of char > > pickers or on char controls > > expect to spend lots of time with pyside/pyqt. > > > > of course, that is if you can find an animator who doesn't look at you > > like your insane for suggesting houdidni as a char anim platform. > > > > Jordi hinted at something coming down the pipe for anim/char setup so, > > there's hope for it yet. > > > > > > gimbal mode is there if you need it. > > > > -- > > Jon Swindells > > jon_swinde...@fastmail.fm > > > > On Thu, Apr 24, 2014, at 02:47 PM, David Saber wrote: > >> Cool! How about transforms on rig objects, how do you "zero out" control > >> objects? Is the object's coordinate relative to its parent, like in > >> XSI's "parent" translation mode? is there "add" mode for rotations? > >> > >> On 2014-04-24 13:23, Max Evgrafov wrote: > >>> http://www.youtube.com/watch?v=B7bRzijbsnA&feature=youtu.be > >>> completed the effect of collisions. (there are some bugs in the > >>> corners of obstacles. but I'm tired of doing this rig. :) > >>> > >>> Next step creating digital asset( I think it like model in XSI), Reach > >>> an understanding how working reference models in Houdini and then do > >>> animation. > >
Re: my first experiment with rigging in Houdini :-))))
houdini's handling of transforms is about as good as it gets. by default, you will get a zeroed out transform on creation but this can be pushed back onto the stack as needed. you can also quite happily stack utility transforms ala xsiNulls too if that floats your boat. the real eye opener though, is when you realise you can pull a transform from anywhere, at any time, from any object and branch however you like. it really does make the awkward maya (and xsi to some extent) type workarounds painfully trivial. pre/post firing morphs are trivial, as is quat/angle based triggering of morphs. there are really only 2 downsides to houdini for rigging/character setup - deformations are painfully slow - on a production scale character, you will be segmenting your mesh (hello 2004) and using bog standard non-deforming parenting to get anything remotely approaching realtime feedback. even the dist based skin is slow as mollasses. if your animator is used to (and wants/needs) the niceties of char pickers or on char controls expect to spend lots of time with pyside/pyqt. of course, that is if you can find an animator who doesn't look at you like your insane for suggesting houdidni as a char anim platform. Jordi hinted at something coming down the pipe for anim/char setup so, there's hope for it yet. gimbal mode is there if you need it. -- Jon Swindells jon_swinde...@fastmail.fm On Thu, Apr 24, 2014, at 02:47 PM, David Saber wrote: > Cool! How about transforms on rig objects, how do you "zero out" control > objects? Is the object's coordinate relative to its parent, like in > XSI's "parent" translation mode? is there "add" mode for rotations? > > On 2014-04-24 13:23, Max Evgrafov wrote: > > http://www.youtube.com/watch?v=B7bRzijbsnA&feature=youtu.be > > completed the effect of collisions. (there are some bugs in the > > corners of obstacles. but I'm tired of doing this rig. :) > > > > Next step creating digital asset( I think it like model in XSI), Reach > > an understanding how working reference models in Houdini and then do > > animation.
Re: SDK: detecting changes in Custom Operator (C++)
probably stating the obvious here but, wouldn't you just cache the deltas (blob, userdata etc) and use that for your sparse/dirty call on the next eval cycle ? -- Jon Swindells jon_swinde...@fastmail.fm On Wed, Apr 16, 2014, at 05:15 AM, Matt Lind wrote: Is there any way to detect what exactly has changed between calls to a C++ custom operator? (eg; which inputs were dirtied?) I have a custom operator (deformer) which has several inputs. Each time an input is dirtied, the custom operator must iterate through all the point positions, samples (UV), and weight maps from the polygon mesh during each update, and modify that data using information obtained from the other inputs. While my operator computes the correct result, it comes with significant overhead. 95% of the time, less than 5% of polygon mesh’s points are modified. It seems like a waste to iterate through all those points when only a tiny bit actually changes requiring processing. I would like to only process points where the positions, samples, and/or weight maps have changed between updates and skip the rest. Is that information available to a custom operator? If so, how do I access it? To pre-emptively answer the obvious question that will be asked – No, I cannot do this in ICE because my custom operator must work with NURBS in a particular fashion that is not supported by ICE. Matt
Re: MODO webinar for Softimage Users - tomorrow, April 3 - Register here...
started early -- Jon Swindells jon_swinde...@fastmail.fm On Thu, Apr 3, 2014, at 08:44 PM, Sebastien Sterling wrote: hit the link in advance, apparently you need to install a small ap called GotoWebinar, it will take you through it On 3 April 2014 18:25, Ognjen Vukovic <[1]ognj...@gmail.com> wrote: ok, Thanks. On Thu, Apr 3, 2014 at 7:22 PM, Jon Swindells <[2]jon_swinde...@fastmail.fm> wrote: 9pm kickoff (my time) so, 40 mins to go. -- Jon Swindells [3]jon_swinde...@fastmail.fm On Thu, Apr 3, 2014, at 08:15 PM, Ognjen Vukovic wrote: I thought it was at 6 gmt, im in gmt+1 so shouldn't it be on by now? On Thu, Apr 3, 2014 at 7:07 PM, Jon Swindells <[4]jon_swinde...@fastmail.fm> wrote: an hour to go yet surely ? -- Jon Swindells [5]jon_swinde...@fastmail.fm On Thu, Apr 3, 2014, at 08:05 PM, Ognjen Vukovic wrote: Waiting for users now i guess and for the organizers of course. References 1. mailto:ognj...@gmail.com 2. mailto:jon_swinde...@fastmail.fm 3. mailto:jon_swinde...@fastmail.fm 4. mailto:jon_swinde...@fastmail.fm 5. mailto:jon_swinde...@fastmail.fm
Re: MODO webinar for Softimage Users - tomorrow, April 3 - Register here...
9pm kickoff (my time) so, 40 mins to go. -- Jon Swindells jon_swinde...@fastmail.fm On Thu, Apr 3, 2014, at 08:15 PM, Ognjen Vukovic wrote: I thought it was at 6 gmt, im in gmt+1 so shouldn't it be on by now? On Thu, Apr 3, 2014 at 7:07 PM, Jon Swindells <[1]jon_swinde...@fastmail.fm> wrote: an hour to go yet surely ? -- Jon Swindells [2]jon_swinde...@fastmail.fm On Thu, Apr 3, 2014, at 08:05 PM, Ognjen Vukovic wrote: Waiting for users now i guess and for the organizers of course. References 1. mailto:jon_swinde...@fastmail.fm 2. mailto:jon_swinde...@fastmail.fm
Re: MODO webinar for Softimage Users - tomorrow, April 3 - Register here...
an hour to go yet surely ? -- Jon Swindells jon_swinde...@fastmail.fm On Thu, Apr 3, 2014, at 08:05 PM, Ognjen Vukovic wrote: Waiting for users now i guess and for the organizers of course.
Re: good simple linux distro for laptop?
and by 'this Island' i mean Zakynthos. apologies to the non-psychics out there ;) -- Jon Swindells jon_swinde...@fastmail.fm On Tue, Apr 1, 2014, at 10:09 PM, Jon Swindells wrote: I have a good portion of this islands retired population on mint15/16 (most from xp). once people get over the slight bump that passes for a learning curve (it usually amounts to panicked text messages about not having antivirus) they couldn't be happier. i'd go for the ubuntu base if possible (deb edition is a lot faster but you'll need to go with sid/testing for wifi/skype phones etc) This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary.
Re: good simple linux distro for laptop?
I have a good portion of this islands retired population on mint15/16 (most from xp). once people get over the slight bump that passes for a learning curve (it usually amounts to panicked text messages about not having antivirus) they couldn't be happier. i'd go for the ubuntu base if possible (deb edition is a lot faster but you'll need to go with sid/testing for wifi/skype phones etc) -- Jon Swindells jon_swinde...@fastmail.fm On Tue, Apr 1, 2014, at 09:58 PM, Angus Davidson wrote: Hi Paul its worth seeing what drivers his machine uses and doing some research as to what drivers are available. For my personal preference I really like the Mint releases, Go for the Long Term Support ones. Think the most current LTS one is version 13. __ From: Paul Griswold [pgrisw...@fusiondigitalproductions.com] Sent: 01 April 2014 08:54 PM To: softimage@listproc.autodesk.com Subject: OT: good simple linux distro for laptop? I figure there are some linux fans here, so hopefully someone has a suggestion. My 70+ year old dad has a very old laptop that's still running XP. It's not worth paying money to update, but he still wants to use it. I figure linux was the way to go & normally would go right to Ubuntu. But I know a few years back they started their Unity front end and I don't think my dad could handle it. Is there something super-easy that a completely non-tech savvy older person could use? I've heard some decent things about Mint, but know nearly nothing about it. If not, I'm just going to boot & nuke the thing and tell him to give it away and buy a new computer. Thanks, Paul [t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3D&t ype=zerocontent&guid=a2adcbc8-b0d6-4152-8380-3259134f77e8] ᐧ This communication is intended for the addressee only. It is confidential. If y ou have received this communication in error, please notify us immediately and d estroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are compet ent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the Univ ersity and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, J ohannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary.
Re: March 28, 2014
bear in mind, i wasn't really comparing Houdini to ICE, regardless - things that account for the 'phenomena' in my view: the sheer scalability and iterative workflow that you can get with vops and a little bit of inline cpp really did impress me, assets and otls seem solid and much improved since last i used houdini in anger (v9) the python integration feels complete and mind numbingly simple to learn, internal organization of large networks seems to be handled well At the moment, i'd agree that ice is vastly better for deformation in terms of speed, still too early for me to tell if it's better in scope yet. i put the potential clunkiness of houdini rigs down to the vp speed. all the rigs i've done in the past week or so have all cooked within acceptable limits yet handled like mollasses. -- Jon Swindells jon_swinde...@fastmail.fm On Mon, Mar 31, 2014, at 02:04 PM, Raffaele Fragapane wrote: I have to admit to not having tried again in at least two and half years, but I haven't seen any related release notes related to rigging since then, so bear with me if this is not recent or still actual information, but in what way is rigging in Houdini phenomenal? It's a major pain in the arse, generally slow both performance wise and to actually produce the rigs, and it has absolutely zero adequate facilities for a lot of stuff such as shape manipulation, and while VOPs are great, when it comes to deformations they don't even scratch the surface of what ICE can do. And while it's true assets are phenomenal, the sheer scope of investment to wrap a character up to give it to an animator is staggering, it takes forever to truly and properly armor up a rig and expose only the right context in the right way. As for modelling, I agree I'd rather model in ZB and retopo in topogun or 3DCoat, but shape modelling at a certain level and almost any shape modelling for character FX is still often best done inside the anim/rigging app in the whole low to middle end of quality, and frankly only Soft had anything right in those regards. Maya might or might not kind of almost be alright for the pointpushing side of things now with 2015, but the shape management itself tends to be so bad that if you use it more than an hour a day you get AIDS. So, can someone illuminate me on why Houdini gets recommended for rigging? (other than procedural or FX heavy animation, in which case I won't disagree) -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: March 28, 2014
It's also a task that can be shunted off onto lesser mortals and the great unwashed :) j/k Paul pretty much nailed it -- Jon Swindells jon_swinde...@fastmail.fm On Mon, Mar 31, 2014, at 01:23 PM, p...@bustykelp.com wrote: > Hi David, > > Although you might see it as modelling twice, Whats really happening is > that > you are splitting up the artistic from the technical decision making. > Firstly you can just concentrate on what looks good without having to > worry > about the topology. This makes this stage a lot more fun. > The second stage is made a lot easier, as you have the form already > there; > So it is much clearer where the topology loops need to go to describe > that > form. > Overall, doing these 2 procedures is still faster in my experience, and > far > less tedious more satisfying than doing it the 'traditional' way. > > Paul
Re: March 28, 2014
Rigging in Houdini is phenomenal. getting an animator to work in Houdini is another thing entirely. while it's perfectly possible to make a decent ui for your animators, they will still be hamstrung by the viewport speed and painful interaction/fcurve tools. expect hissy fits and dummy spitting.. -- Jon Swindells jon_swinde...@fastmail.fm On Mon, Mar 31, 2014, at 12:36 PM, Mirko Jankovic wrote: Zbrush + retopo is basically part of a lot of workflows. Also modeling seems to be least app dependent part of production. Fun start with rigging and animation. How's that? On Mon, Mar 31, 2014 at 11:29 AM, Angus Davidson <[1]angus.david...@wits.ac.za> wrote: Houdini is not what I would call a great character modeller just yet. Most people who seem to be planning to put Houdini as the main part of the pipeline are looking at something Like Modo / Zbrush for the modelling Kind regards Angus On 2014/03/31, 11:20 AM, "David Saber" <[2]davidsa...@sfr.fr> wrote: >A question for Houdini users: >My main concern is characters. From modeling to texturing to rigging to >animating, that's what I'm most interested in when I use a 3D app. In >this perspective, is Houdini the right way to go? >David This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. References 1. mailto:angus.david...@wits.ac.za 2. mailto:davidsa...@sfr.fr
Re: Another alternative to Softimage
there are hotkey/navigation setups for maya and max either set it on the splash or ctrl+alt+u and they are in the input section. have a dig around for 'release confirms' and set the select to be lmb and you should find things start getting better faster :) -- Jon Swindells jon_swinde...@fastmail.fm On Fri, Mar 28, 2014, at 11:59 AM, Mirko Jankovic wrote: Is tehre option in Blender to have "normal viewport interaction, something that we are used to over the last decades of work on all other 3d apps? s or alt and mouse and walk around the scene? :)
Re: Storing Plugins in a UserPath
if you are doing any amount of linking then this: [1]http://schinagl.priv.at/nt/hardlinkshellext/linkshellextension.html is your best friend. (works on 7, 8 and 8.1) -- Jon Swindells jon_swinde...@fastmail.fm On Sun, Mar 16, 2014, at 03:14 AM, Tiago Craft wrote: now THAT rocks!! ;)) thx Cesar 2014-02-21 15:52 GMT+01:00 Cesar Saez <[2]cesa...@gmail.com>: Hey Andreas, I used to work with a similar setup until I discovered that there are real symbolic links in Windows since Vista (mklink in a prompt). Now I simply symlink plugin files to any location is needed keeping everything in sync by free. It works great :) Cheers References Visible links 1. http://schinagl.priv.at/nt/hardlinkshellext/linkshellextension.html 2. mailto:cesa...@gmail.com Hidden links: 4. http://schinagl.priv.at/nt/hardlinkshellext/linkshellextension.html
Re: YOUR TOP 5
1. Tool/gfxSequencer API 2. Gator 3. Operators (ICE, scops - dev and gen usage) 4. Rig and shapes workflow 5. M-tool -- Jon Swindells jon_swinde...@fastmail.fm
Re: [OT] Some musings regarding Blender...
[1]http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_inter action/Enhanced_3D_Cursor they take paypal ;p -- Jon Swindells jon_swinde...@fastmail.fm On Tue, Mar 11, 2014, at 12:53 PM, Arvid Björn wrote: I'd donate to that! Actually, I'd pay a large sum to them if they remove that red/white circle thingie from the viewport. And changed how to scale/rot/transform objects by default. On Tue, Mar 11, 2014 at 10:40 AM, Thomas Volkmann <[2]li...@thomasvolkmann.com> wrote: On another note: Maybe we should run a fundraiser to Softimagify Blender. :) References 1. http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Enhanced_3D_Cursor 2. mailto:li...@thomasvolkmann.com
Re: [OT] Some musings regarding Blender...
this might help clarify a tad: http://urchn.org/post/nodal-transform-experiment -- Jon Swindells jon_swinde...@fastmail.fm - A kinematic engine that I still haven't figured out. I may have missed something but I could never rely on actual transforms values.It seems that the values displayed in the transforms channels are actually offsets and not local transforms but I still have trouble understanding where these offsets comes from. I would really appreciate any hint about this. References Visible links Hidden links: 2. http://urchn.org/post/nodal-transform-experiment
Re: Just a thought - I hear the framestore use an ancient version of maya......
running fine in mint16 (ubuntu 13.10 based i think), no sacrificial poultry needed. running unity by any chance ? -- Jon Swindells jon_swinde...@fastmail.fm On Fri, Mar 7, 2014, at 05:59 PM, Alan Fregtman wrote: Oh and let's not even talk about modern Linux support... You need to sacrifice a chicken and chant some unholy spell to get Softimage working in Ubuntu.
Re: Luxology Modo 50% off for this mailing list - A new word from Brad Peebler
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 <[1]alan.fregt...@gmail.com> 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 <[2]mikael.petter...@gmail.com> wrote: I'm also interested in the webinar. On Friday, March 7, 2014, Chris Marshall <[3]chrismarshal...@gmail.com> wrote: I wouldn't mind knowing more On 7 March 2014 10:33, Greg Maguire wrote: +1 on webinar -- Greg Maguire | Inlifesize Mobile: [4]+44 7512 361462 | Phone: [5]+44 2890 204739 g...@inlifesize.com | [6]www.inlifesize.com -- [mint.png] Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 [7]www.mintmotion.co.uk -- bill hinkson animator & designer [8]http://billhinksondesign.com References 1. mailto:alan.fregt...@gmail.com 2. mailto:mikael.petter...@gmail.com 3. mailto:chrismarshal...@gmail.com 4. tel:%2B44%207512%20361462 5. tel:%2B44%202890%20204739 6. http://www.inlifesize.com/ 7. http://www.mintmotion.co.uk/ 8. http://billhinksondesign.com/
Re: Just a thought - I hear the framestore use an ancient version of maya......
there's a vast difference between building upon an old, supported architecture and a soon to be obsolete and desolate one. besides, are you really going to base your pipeline on the goodwill of AD ? -- Jon Swindells jon_swinde...@fastmail.fm On Fri, Mar 7, 2014, at 05:24 PM, Arvid Björn wrote: What's the risk of Soft 2015 ceasing to work with future versions of operating systems and hardware? On Fri, Mar 7, 2014 at 4:17 PM, Jonah Friedman <[1]jon...@gmail.com> wrote: Long term, that's roughly my thinking with using Fabric Engine for in house development. It puts that very idea within reach of smaller places. On Fri, Mar 7, 2014 at 10:06 AM, Andi Farhall <[2]hack...@outlook.com> wrote: just as a shell basically with their own customization and updating, so could one of the larger houses using soft not do the same thing? ... [3]http://www.hackneyeffects.com/ [4]https://vimeo.com/user4174293 [5]http://www.linkedin.com/pub/andi-farhall/b/496/b21 [6]http://www.flickr.com/photos/lord_hackney/ [7]http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. References 1. mailto:jon...@gmail.com 2. mailto:hack...@outlook.com 3. http://www.hackneyeffects.com/ 4. https://vimeo.com/user4174293 5. http://www.linkedin.com/pub/andi-farhall/b/496/b21 6. http://www.flickr.com/photos/lord_hackney/ 7. http://spylon.tumblr.com/
Re: survey on visual programming
+1 admittedly, i put 'b00bs' as every answer :) j/k -- Jon Swindells jon_swinde...@fastmail.fm On Sun, Mar 2, 2014, at 04:40 AM, Alok Gandhi wrote: Done! Sent from my iPhone On Mar 2, 2014, at 5:25, Paul Doyle <[1]technove...@gmail.com> wrote: Hi everyone – there has been some interesting discussion on the ICE thread about likes and dislikes. Fabric 2.0 will lend itself well to visual programming, and this is an area our team has a lot of experience in (most of our engineers worked on ICE) – we have our own views on what we want to achieve with FE over the next year or so, and now is a very good time for us to get your views. Hopefully they're aligned ;) I have setup a survey to enable us to collect responses, and I will share the results in the next few weeks – the questions are quite generic, there is nothing specific to Fabric. [2]https://www.surveymonkey.com/s/7GGKHML Thanks, Paul References 1. mailto:technove...@gmail.com 2. https://www.surveymonkey.com/s/7GGKHML
Re: Where to download the SI 2014 documentation files?
[1]http://knowledge.autodesk.com/support/softimage/downloads/caas/downl oads/content/download-and-install-autodesk-softimage-product-help.html ;) -- Jon Swindells jon_swinde...@fastmail.fm On Fri, Feb 28, 2014, at 10:30 AM, Rob Wuijster wrote: Hi, As an addition to the 'new upgrade policy' thread, is there a place on the AD website where I can download the documentation for SI 2014? -- cheers, Rob \/-\/\/ References 1. http://knowledge.autodesk.com/support/softimage/downloads/caas/downloads/content/download-and-install-autodesk-softimage-product-help.html
Re: Gear installation question
setenv would be my first choice .pth file works well too -- Jon Swindells jon_swinde...@fastmail.fm On Mon, Jan 20, 2014, at 06:13 PM, Manny Papamanos wrote: > Did you try > C:\Program Files\Autodesk\Softimage 2014\Application\bin\setenv.bat > instead of global? > > -m > > From: softimage-boun...@listproc.autodesk.com > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs > Matefy > Sent: Monday, January 20, 2014 11:02 AM > To: softimage@listproc.autodesk.com > Subject: Gear installation question > > Hey folks, > > Does anybody have an idea how can I install Gear without changing the > Environment variable on the computer? Our head of IT was a bit nervous > when I told, I wanted to change that... > > 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: concealing error messages
it was more in relation to where the use of commands typically lead you. disabling logging being a most heinous artifact -- Jon Swindells jon_swinde...@fastmail.fm On Mon, Jan 20, 2014, at 02:11 PM, Peter Agg wrote: I'd hardly call an if statement 'coding jiggery-pokery', seems like best practice to me. On 20 January 2014 12:05, Jon Swindells <[1]jon_swinde...@fastmail.fm> wrote: __ [2][avast-mail-stamp.png] Diese E-Mail ist frei von Viren und Malware, denn der [3]avast! Antivirus Schutz ist aktiv. References 1. mailto:jon_swinde...@fastmail.fm 2. http://www.avast.com/ 3. http://www.avast.com/
Re: concealing error messages
code looks clean to me. if you don't like the error output from commands then don't use them the time spent finding and coding jiggery-pokery is much better spent developing an OM parenting function. replete with your own error messages :) -- Jon Swindells jon_swinde...@fastmail.fm On Mon, Jan 20, 2014, at 11:25 AM, Eugen Sares wrote: Hi, for the sake of cleanness in my code - is there a way to hide the error message that shows when trying to parent an object to something that it is already child of? Can't get that try catch trick to work. Thanks! Eugen var oObj= CreatePrim("Cube", "MeshSurface", null, null); var oParent = ActiveSceneRoot; //ParentObj(oParent, oObj); // WARNING : 3030-EDIT-ParentObj - Command was cancelled. try { ParentObj(oParent, oObj); } catch(e) { //LogMessage(e); } __ [1][avast-mail-stamp.png] Diese E-Mail ist frei von Viren und Malware, denn der [2]avast! Antivirus Schutz ist aktiv. References 1. http://www.avast.com/ 2. http://www.avast.com/
Re: New solidangle.com
Site looks nice. grabbed a trial/demo to play with :) -- Jon Swindells jon_swinde...@fastmail.fm On Thu, Jan 16, 2014, at 09:17 PM, Cristobal Infante wrote: awesome, great work Stephen! On Thursday, 16 January 2014, Stephen Blair wrote: Check it [1]http://www.solidangle.com, and maybe even try Arnold in Softimage. References 1. http://www.solidangle.com/
Re: Dispatch Problems?
ahem... import win32com.client as client app = client.Dispatch("XSI.Application").Application -- Jon Swindells jon_swinde...@fastmail.fm On Tue, Jan 14, 2014, at 07:40 PM, Jon Swindells wrote: try using the full namespace. it sounds like the module isn't loading everything it needs. import win32com.client app = client.Dispatch("XSI.Application").Application -- Jon Swindells jon_swinde...@fastmail.fm On Tue, Jan 14, 2014, at 07:20 PM, Tony Barbieri wrote: This is in Softimage 2013 SP1 btw. On Tue, Jan 14, 2014 at 12:17 PM, Tony Barbieri <[1]great...@gmail.com> wrote: Hello! Sorry for such a newbish question but I'm having a hard time isolating a problem in some code. Sometimes this works, sometimes it doesn't and I can't find out how to fix it. Basically I have some code running in a python module that is outside of a typical Softimage Plugin. I've tried to getting a handle to the Softimage Application object 2 different ways: from win32com.client import Dispatch Application = Dispatch("XSI.Application").Application and from win32com.client import dynamic Application = dynamic.Dispatch("XSI.Application").Application The error I am getting the first time I run my code is: # metadata_dict[ 'workgroups_loaded' ] = str( "; ".join( Application.Workgroups ) ) # File "C:\Program Files\Autodesk\Softimage 2013 SP1\Application\python\Lib\site-packages\win32com\client\dynamic.py", line 495, in __getattr__ # raise pythoncom.com_error, details # 2028 - pywintypes.com_error: [2](-2147352567, 'Exception occurred.', (0, None, u'Invalid argument specified.', None, 0, -[3]2147418113), None) The second time I run the code that line works fine and I get an error at: # custom_params.append( customProp.AddParameter2("metadata", c.siString, yaml_metadata) ) # File ">", line 7, in AddParameter2 # File "C:\Program Files\Autodesk\Softimage 2013 SP1\Application\python\Lib\site-packages\win32com\client\dynamic.py", line 258, in _ApplyTypes_ # result = self._oleobj_.InvokeTypes(*(dispid, LCID, wFlags, retType, argTypes) + args) # 2028 - pywintypes.com_error: [4](-2147352567, 'Exception occurred.', (0, None, u'Invalid argument specified.', None, 0, -[5]2147418113), None) It's very odd and seems to be a problem with the way Dispatch is working but I'm too much of a newb to say for sure...Are these just false trails and not the actual errors that are occuring? If I run Application.Workgroups in the script editor before ever running this code it will error out at the second error I posted above. Am I missing some sort of initialization procedure that has to happen before I can run code in an outside python module? Any help is much appreciated! Best, -- -tony -- -tony References 1. mailto:great...@gmail.com 2. tel:%28-2147352567 3. tel:2147418113 4. tel:%28-2147352567 5. tel:2147418113
Re: Dispatch Problems?
try using the full namespace. it sounds like the module isn't loading everything it needs. import win32com.client app = client.Dispatch("XSI.Application").Application -- Jon Swindells jon_swinde...@fastmail.fm On Tue, Jan 14, 2014, at 07:20 PM, Tony Barbieri wrote: This is in Softimage 2013 SP1 btw. On Tue, Jan 14, 2014 at 12:17 PM, Tony Barbieri <[1]great...@gmail.com> wrote: Hello! Sorry for such a newbish question but I'm having a hard time isolating a problem in some code. Sometimes this works, sometimes it doesn't and I can't find out how to fix it. Basically I have some code running in a python module that is outside of a typical Softimage Plugin. I've tried to getting a handle to the Softimage Application object 2 different ways: from win32com.client import Dispatch Application = Dispatch("XSI.Application").Application and from win32com.client import dynamic Application = dynamic.Dispatch("XSI.Application").Application The error I am getting the first time I run my code is: # metadata_dict[ 'workgroups_loaded' ] = str( "; ".join( Application.Workgroups ) ) # File "C:\Program Files\Autodesk\Softimage 2013 SP1\Application\python\Lib\site-packages\win32com\client\dynamic.py", line 495, in __getattr__ # raise pythoncom.com_error, details # 2028 - pywintypes.com_error: [2](-2147352567, 'Exception occurred.', (0, None, u'Invalid argument specified.', None, 0, -[3]2147418113), None) The second time I run the code that line works fine and I get an error at: # custom_params.append( customProp.AddParameter2("metadata", c.siString, yaml_metadata) ) # File ">", line 7, in AddParameter2 # File "C:\Program Files\Autodesk\Softimage 2013 SP1\Application\python\Lib\site-packages\win32com\client\dynamic.py", line 258, in _ApplyTypes_ # result = self._oleobj_.InvokeTypes(*(dispid, LCID, wFlags, retType, argTypes) + args) # 2028 - pywintypes.com_error: [4](-2147352567, 'Exception occurred.', (0, None, u'Invalid argument specified.', None, 0, -[5]2147418113), None) It's very odd and seems to be a problem with the way Dispatch is working but I'm too much of a newb to say for sure...Are these just false trails and not the actual errors that are occuring? If I run Application.Workgroups in the script editor before ever running this code it will error out at the second error I posted above. Am I missing some sort of initialization procedure that has to happen before I can run code in an outside python module? Any help is much appreciated! Best, -- -tony -- -tony References 1. mailto:great...@gmail.com 2. tel:%28-2147352567 3. tel:2147418113 4. tel:%28-2147352567 5. tel:2147418113
Re: Advice For Tracking Down Why A Python Plugin Is Not Loading?
pip freeze ? -- Jon Swindells jon_swinde...@fastmail.fm On Mon, Jan 13, 2014, at 10:33 PM, Alan Fregtman wrote: Any failed imports? You can start there. On Mon, Jan 13, 2014 at 2:55 PM, Avinash Sunnasy <[1]sa.69...@konami.com> wrote: Hello all, I’ve developed a python plugin that will successfully load for all members of the team except one. How can I track down why the plugin doesn’t load? Unfortunately a try/catch around in_reg.RegisterCommand hasn’t given me any output. Any ideas? My hunch is that the user doesn’t have something installed that others do, but I’m not sure what that is. Thanks, Avinash. References 1. mailto:sa.69...@konami.com
Re: Windows 8
I'd run it in a vm and have a proper look around before you commit to a full install. -- Jon Swindells jon_swinde...@fastmail.fm On Sat, Jan 11, 2014, at 04:47 AM, Emilio Hernandez wrote: Hey thx for your thoghts Jon. I have a stable 7. Just wondering if it will be more "agile" for saying so.
Re: Windows 8
once you get rid of all the surface gubbins win8 is actually quite nice. Performance is noticeably better on the whole...but that could just be due to it being a fresh install. I did notice a marked difference in Maya viewport speed (and in bf4 :) ) no strange issues with XSI as of yet but i did have a hell of a time setting up the sdk to build with vs2010/SDK v7.x is it worth it? if you are on a stable win7 system then i don't think so. if you want to tinker or are fed up with your sludgy 7 install then, yes, definately -- Jon Swindells jon_swinde...@fastmail.fm On Sat, Jan 11, 2014, at 04:08 AM, Emilio Hernandez wrote: I am about to install windows 8. Just wanted to ask if it is worth it or not. Any increase in performance? Strange issues with Softimage? Thx. [erojamailpleca.jpg]
Re: PyQT installed?
If it's working, it's working :) if PyQt imports you are good to go (and it does so you are) try: import PyQt4 except ImportError, e: print e -- Jon Swindells jon_swinde...@fastmail.fm On Mon, Dec 30, 2013, at 09:32 PM, Emilio Hernandez wrote: Hello After a lot of installing and grabbing I think everything I need, I finally managed to instal PyQT and it seems is running as I have Eric's rename tool and it is no longer warning PyQT is not installed. I am new to this PyQT thing so how I can actually be sure it is working ok, besides the warning not showing anymore? I feel like an old dog trying to learn new tricks here. Thanks [erojamailpleca.jpg]
Re: AnimSchool Picker in Softimage
I have to agree with Jeremie, the only real OOTB python soloution would be Tkinter. but then again, on the majority of *nix systems they would need to either build the right version or apt-get it. so you might as well go with QT/Pyside and have a much easier time. -- Jon Swindells jon_swinde...@fastmail.fm On Thu, Dec 5, 2013, at 12:41 AM, Jeremie Passerin wrote: You definitely won't be able to do half of those feature without using Qt which is not native in Softimage. On 4 December 2013 12:52, Eric Thivierge <[1]ethivie...@hybride.com> wrote: Only reason I asked was that if it was, why not go back to the original source. :) On Wednesday, December 04, 2013 3:51:32 PM, David Gallagher wrote: No, we had used abxPicker before, so we certainly looked at that. But it was inspired more by my experience at Blue Sky and their tools. It doesn't use any code from anything else though. On 12/4/2013 1:42 PM, Eric Thivierge wrote: Was that picker not a derivative of another generic Maya picker plugin? - Eric T. References 1. mailto:ethivie...@hybride.com
Re: Whiskeytree Athens tech demo
even seeing the viewcube didn't stop me enjoying this love it. :) -- Jon Swindells jon_swinde...@fastmail.fm On Fri, Nov 22, 2013, at 06:25 PM, Jonah Friedman wrote: Wow- this is what having one's shit truely together looks like. Congrats to Whiskytree. On Fri, Nov 22, 2013 at 11:11 AM, Emilio Hernandez <[1]emi...@e-roja.com> wrote: Absolutley impressive! And the tools! Wow! What a powerful plugin is Softimage for Maya that Maya didn't need to be used at all! Good work Whiskey Tree! [] 2013/11/22 Rares Halmagean <[2]ra...@rarebrush.com> Excellent! Sharp breakdown. On 11/22/2013 8:04 AM, adrian wyer wrote: congrats to everyone at Whiskeytree for this epic demo! [3]https://vimeo.com/71148018 your library toolset is a thing of beauty! a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY [4]++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71 -- Rares Halmagean ___ visual development and 3d character & content creation. [5]rarebrush.com References 1. mailto:emi...@e-roja.com 2. mailto:ra...@rarebrush.com 3. https://vimeo.com/71148018 4. tel:%2B%2B44%280%29%20207%20580%200829 5. http://rarebrush.com/
Re: Python cross platform problem
on deb: /usr/Softimage/Softimage_#year#_SP#/Application/python could it be that your soft python isn't registered on your render boxes ? from your /app/bin mwpython win32com/axscript/client/pyscript.py On 15 November 2013 16:49, Jean-Louis Billard wrote: > H… ok, but where does the module reside for it to be accessible by > Linux? Are they installed by XSI? > > > Jean-Louis > > > > > On 15 Nov 2013, at 15:18, Luc-Eric Rousseau wrote: > > > these are Windows API modules, but I think they should run in xsibatch > > on linux. But no way they'll work outside of XSI. > > > > On Fri, Nov 15, 2013 at 9:13 AM, Jean-Louis Billard > > wrote: > >> Hi SI warriors, > >> > >> We have a rig that was made by someone using some python script based > property sets. > >> He did all this in a windows environment, but the moment we send the > scenes to our linux based renderfarm the clients fail to render. > >> > >> Looking at his script I see the lines: > >> > >> import win32com.client > >> from win32com.client import constants as c > >> > >> It looks like this is what is failing, since the module doesn’t exist > in linux, but since I am not a python-head, and google hasn’t been any > help, I’m hoping that some kind soul here will be able point me in the > right direction. > > > > > > > > Jean-Louis Billard > > Digital Golem > BE: +32 (0) 484 263 563 > UK: +44 (0) 7973 660 119 > jean-lo...@digitalgolem.com > http://www.digitalgolem.com/ > 53 Rue Gustave Huberti > 1030 Brussels > > > > > > -- Jon Swindells squi...@gmail.com
Re: OT: Shadertoy webGL shaders
Also a fan of this one: http://glsl.heroku.com/ both tons of fun for all the family :) On 24 October 2013 17:43, Paul Doyle wrote: > They presented at Real-Time Live at Siggraph and it was very cool :) > > > On 24 October 2013 09:46, Thomas Volkmann wrote: > >> ** >> Since a colleague just stumbled over it: >> https://www.shadertoy.com/view/XslGRr >> >> cheers, >> Thomas >> > > -- Jon Swindells squi...@gmail.com
Re: Global Python interpreter?
i have to admit confusion on this topic too. to be able to push your temp module onto pythons sys you'd need a constantly running instance surely ? python cmd line in the background seems a trifle silly (if that is what's needed) when you might as well just make a command and have done with it On 18 October 2013 18:46, Luc-Eric Rousseau wrote: > On Thu, Oct 17, 2013 at 6:22 PM, Raffaele Fragapane > wrote: > > If you want something to be available across the board you can simply > write > > it, register it as a module, and push it. No need for it to exist as a > file. > > > I've read the link, but I can't see how you could use this to push > functions to a different instance of the python interpreter without > using some file on disk (or copy/pasting the code between script > editor tabs) > -- Jon Swindells squi...@gmail.com
Re: pivot and pivot compensation
i was sort of right :) quick port of the ppg logic -> [code] #port of reset pivot button code vec = XSIMath.CreateVector3() xfmPC = XSIMath.CreateTransform() xfmL = XSIMath.CreateTransform() xfmN = XSIMath.CreateTransform() matN = XSIMath.CreateMatrix4() params = [] values = [] def resetPivot(kineObj): # neutral pose v = setVec(kineObj, 'nscl') xfmN.SetScaling(v) v = setVec(kineObj, 'nrot', True) xfmN.SetRotationFromXYZAngles(v) v = setVec(kineObj, 'npos') xfmN.SetTranslation(v) v = setVec(kineObj, 'scl') xfmL.SetScaling(v) v = setVec(kineObj, 'rot', True) xfmL.SetRotationFromXYZAngles(v) v = setVec(kineObj, 'pos') xfmL.SetTranslation(v) xfmN.GetMatrix4(matN) matN.InvertInPlace() xfmN.SetMatrix4(matN) xfmL.Mul( kineObj.Transform, xfmN ) params.append( str(kineObj) + '.sclx' ) params.append( str(kineObj) + '.scly' ) params.append( str(kineObj) + '.sclz' ) params.append( str(kineObj) + '.rotx' ) params.append( str(kineObj) + '.roty' ) params.append( str(kineObj) + '.rotz' ) params.append( str(kineObj) + '.posx' ) params.append( str(kineObj) + '.posy' ) params.append( str(kineObj) + '.posz' ) xfmL.GetScaling(vec) # comp scaling vec values.append(vec.X) values.append(vec.Y) values.append(vec.Z) xfmL.GetRotationXYZAngles(vec) # comp rotation vec vec.ScaleInPlace( XSIMath.RadiansToDegrees(1) ) values.append(vec.X) values.append(vec.Y) values.append(vec.Z) xfmL.GetTranslation(vec) # comp trans values.append(vec.X) values.append(vec.Y) values.append(vec.Z) params.append( str(kineObj) + '.psclx' ) params.append( str(kineObj) + '.pscly' ) params.append( str(kineObj) + '.psclz' ) params.append( str(kineObj) + '.protx' ) params.append( str(kineObj) + '.proty' ) params.append( str(kineObj) + '.protz' ) params.append( str(kineObj) + '.pposx' ) params.append( str(kineObj) + '.pposy' ) params.append( str(kineObj) + '.pposz' ) params.append( str(kineObj) + '.pcsclx' ) params.append( str(kineObj) + '.pcscly' ) params.append( str(kineObj) + '.pcsclz' ) params.append( str(kineObj) + '.pcrotx' ) params.append( str(kineObj) + '.pcroty' ) params.append( str(kineObj) + '.pcrotz' ) params.append( str(kineObj) + '.pcposx' ) params.append( str(kineObj) + '.pcposy' ) params.append( str(kineObj) + '.pcposz' ) #nope for p in range(2): for s in range(3): values.append(1.0) for pr in range(6): values.append(0.0) #__repr__ def formatVector(v): return ' [{0}, {1}, {2}] '.format(v.X, v.Y, v.Z) # needs &vec def setVec(kineObj, prefix, d2r=False): _xn = prefix + 'x' _yn = prefix + 'y' _zn = prefix + 'z' _x = kineObj.Parameters(_xn).Value _y = kineObj.Parameters(_yn).Value _z = kineObj.Parameters(_zn).Value if d2r: _x = XSIMath.DegreesToRadians(_x) _y = XSIMath.DegreesToRadians(_y) _z = XSIMath.DegreesToRadians(_z) vec.Set(_x, _y, _z) else: vec.Set(_x, _y, _z) return vec # copy ##-main for i,each in enumerate(Application.Selection): #print 'resetting pivot for object: {0} - {1}'.format(i, each.name) resetPivot(each.Kinematics.Local) Application.SetValue(params, values) [/code] On 12 October 2013 07:13, Jon Swindells wrote: > > > If i recall correctly, you need to invMul your pivot against the neutral > pose so it's compensated then zero out the pivot params > > memory is a fickle thing though so i could be way off. :) > > > On 12 October 2013 06:37, Matt Lind wrote: > >> Anybody know how the pivot and pivot compensation values are computed for >> an object? >> >> ** ** >> >> I’m trying to write a tool to freeze scaling, reset pivot, reset neutral >> pose, and so on for an entire scene. I’ve got everything working except >> resetting the pivot only because I don’t know what the order operations are >> and whether neutral pose is factored in. >> >> ** ** >> >> When I click the ‘reset pivot’ button in the object’s Pivot tab in its >> PPG, it logs as a SetValue() with 27 parameters and associated values. The >> last 18 numbers are the values to be assigned for the pivot and pivot >> compensation respectively (identity), but the first 9 numbers are a >> mystery. At first glance they appear t
Re: pivot and pivot compensation
If i recall correctly, you need to invMul your pivot against the neutral pose so it's compensated then zero out the pivot params memory is a fickle thing though so i could be way off. :) On 12 October 2013 06:37, Matt Lind wrote: > Anybody know how the pivot and pivot compensation values are computed for > an object? > > ** ** > > I’m trying to write a tool to freeze scaling, reset pivot, reset neutral > pose, and so on for an entire scene. I’ve got everything working except > resetting the pivot only because I don’t know what the order operations are > and whether neutral pose is factored in. > > ** ** > > When I click the ‘reset pivot’ button in the object’s Pivot tab in its > PPG, it logs as a SetValue() with 27 parameters and associated values. The > last 18 numbers are the values to be assigned for the pivot and pivot > compensation respectively (identity), but the first 9 numbers are a > mystery. At first glance they appear to be the object’s local transform as > those are the parameter values logged, but upon closer inspection that is > not the case because when I apply the same values from code using > SetValue(), I get different results. I’ve also tried applying an inverse > transform thinking it would be a local transform from the pivot location to > put the object back into the proper global transform, but that isn’t it > either. > > ** ** > > Anybody? > > ** ** > > ** ** > > Thanks, > > ** ** > > Matt > -- Jon Swindells squi...@gmail.com
Re: OT: Softimage Cross Grade
can't you just install to C: then move it afterwards and symlink it ? On 8 October 2013 23:38, Angus Davidson wrote: > Hi Daniel > > over the years I have got int the habit of creating disk images of my > installs > > I do the following > > One with just windows installed > One with windows updated and drivers working (use this for testing new > installs) > One with windows and my Base apps installed (for things like soft I have > one image with each of the major versions we used) > > Other then that I keep all of the other stuff on D drive so if I need to > test a different version of Soft etc I can very easily (about 20 minutes) > get back to the system I need without loosing any of my data on the other > drives. > > While its a bit of a nutbuster to begin with its saved my hide and that > of the students many a time. > > Kind regards > > Angus > > > -- > *From:* Daniel Brassard [dbrassar...@gmail.com] > *Sent:* 08 October 2013 10:07 PM > *To:* softimage@listproc.autodesk.com > *Subject:* Re: OT: Softimage Cross Grade > > Thanks Luc-Eric for the advice. > > I would have installed the apps on the second partition (as an old > habit, I normally reserve the c: drive for the OS and the d: for the apps) > > i will have to make sure the C: is big enough for the OS and the apps. > > Updating all the drivers at this moment before installing the apps. > Should be good to go soon. > > Dan > > > On Tue, Oct 8, 2013 at 1:33 PM, Luc-Eric Rousseau wrote: > >> "send to" apparently doesn't work if the apps are not installed on the c: >> drive >> >> >> On Tue, Oct 8, 2013 at 12:36 PM, Daniel Brassard >> wrote: >> > Hello List, >> > >> > I took the opportunity to cross-grade from Softimage 2014 to the >> > Entertainment Creation Suite Ultimate over the weekend. I just received >> my >> > license and in the process of getting ready to install. >> > >> > Before I install the suite, any pitfall or issues I should be aware of >> or >> > that I should watch out? >> > >> > Thanks for your advice, its very much appreciated. >> -- >> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with >> subject "unsubscribe" and reply to the confirmation email. >> > > This communication is intended for the addressee only. It is > confidential. If you have received this communication in error, please notify > us immediately and destroy the original message. You may not copy or > disseminate this communication without the permission of the University. Only > authorised signatories are competent to enter into agreements on behalf of > the University and recipients are thus advised that the content of this > message may not be legally binding on the University and may contain the > personal views and opinions of the author, which are not necessarily the > views and opinions of The University of the Witwatersrand, Johannesburg. All > agreements between the University and outsiders are subject to South African > Law unless the University agrees in writing to the contrary. > > > -- > To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject > "unsubscribe" and reply to the confirmation email. > -- Jon Swindells squi...@gmail.com -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject "unsubscribe" and reply to the confirmation email.
Re: SetValue question...
you have to have some sort of perverse 'i use notepad to make webs' fetish to use either of them. PVTS is really nice, definately worth a go if you use VS On 8 October 2013 18:17, Eric Turman wrote: > Yeah the very first time I wrote a script in MEL--a couple dozen lines or > so) I used the editor (like I would in Soft) and ran it to test it, I was > like "okay, it mostly works...if I just tweak the code a little...wait., > where did the code go.N!" > > LOL > Maya is a troll :P > > > On Tue, Oct 8, 2013 at 9:46 AM, Luc-Eric Rousseau wrote: > >> On Tue, Oct 8, 2013 at 9:24 AM, Sergio Mucino >> wrote: >> > I'm not too fond of the Softimage script editor... like Maya's, I only >> use >> > it when I want to execute command-line style querying or commands, or >> > copy/paste my scripts onto it. That's about it. >> >> Maya's script editor is terrible, it doesn't even remember that you >> loaded a script from a file on disk, so it doesn't know what to do >> when you hit ctrl+s. plus it deletes your script if you run it with >> the default button. >> >> the softimage script editor works just as you would expect. Use >> View->Layout->Tools Development Environment for a larger view >> -- >> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with >> subject "unsubscribe" and reply to the confirmation email. >> > > > > -- > > > > > -=T=- > > -- > To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject > "unsubscribe" and reply to the confirmation email. > -- Jon Swindells squi...@gmail.com -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject "unsubscribe" and reply to the confirmation email.
Re: graphics board issue?
sounds more like a sys ram error than a dodgy gfx card On 6 October 2013 12:46, James De Colling wrote: > hey guys, one of our boxes keeps throwing an error "Memory Allocation > Warning" > > "Cannot allocate -1 bytes of contiguous memory. XSI may become unstable > from now on" > > anyone else seeing this? its a machine running a gtx580 > > our machines with quadro 4000's run fine (but are very slow compared) > > > also if we need to replace the card, anyone successfully running a 770 or > 780 with no problems? > > cheers, > > james, > > -- > To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject > "unsubscribe" and reply to the confirmation email. > -- Jon Swindells squi...@gmail.com -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject "unsubscribe" and reply to the confirmation email.
Re: SetValue question...
Jocularity not on the Friday syllabus for you eh Matt :P for the record, i thought yours was a beautiful explanation :) On 5 October 2013 02:06, Matt Lind wrote: > No, it’s not strictly a matter of being faster. It’s also a matter of > code stability and creating tools that do not produce unwanted side effects. > > > ** ** > > Unfortunately, not everything is exposed in the scripting object model. > On some rare occasions you have to bite the bullet and use commands. > > ** ** > > ** ** > > Matt > > ** ** > > ** ** > > ** ** > > ** ** > > ** ** > > *From:* softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jon Swindells > *Sent:* Friday, October 04, 2013 4:00 PM > > *To:* softimage@listproc.autodesk.com > *Subject:* Re: SetValue question... > > ** ** > > /start codegolf > > it's faster. > > /end > > ** ** > > ;) > > ** ** > > ** ** > > ** ** > > On 5 October 2013 01:52, Matt Lind wrote: > > SetValue() and the accompanying GetValue() are commands. Commands > essentially work from scratch every time they are invoked. > > > > When using SetValue() to set the name of the cluster in your example, > SetValue() needs to parse the string of the cluster name and the ‘.Name’ > parameter, then search the entire scene graph to see if that parameter > exists. If so, set the value as specified in your arguments (test). > Actions performed by commands are logged in the script editor and often > invoke events or other validations of the application before the task(s) > are allowed to be performed or completed. While functional and flexible, > you can imagine this loop of having to re-parse the entire scene graph to > set a value can be rather inefficient. Enter the Scripting object model.* > *** > > > > The scripting object model is similar to working with a DOM in a web > browser or other application where the graph is exposed for direct > manipulation. The methodology of working in the object model is to get a > reference to an object (node) in the graph, then use the object’s available > methods and properties to do work. Because you have a reference to an > existing object, you don’t have to explicitly get names of things you want > to manipulate. You can work in more generic and abstracted terms to make > your code more universal and bulletproof. Although you’ll often have to > write more code to do the same work in the scripting object model compared > to commands, your code will be significantly more efficient as it doesn’t > have re-parse the scene graph for every operation you want to carry out, > nor will it trigger many of the validations and events. Actions performed > using the object model are also not logged, so that overhead is eliminated > as well. > > > > Rewriting your code using the scripting object model would look something > like the example below (Jscript). I added ‘a lot’ of verbosity and error > checking for learning purposes, so don’t let the size of the code scare you > away. The name of the game is to get a reference to an object in the scene > graph (provided by the selection in this case), then traverse that graph > using the obtained object’s properties and methods until you get what you > want. Notice I didn’t use any commands in the entire code snippet. If you > remove the LogMessage() statements and run this on a large polygon > selection you’ll find it runs much faster than anything using SetValue().* > *** > > > > > > for ( var i = 0; i < Selection.Count; i++ ) { > > > > var oItem = Selection(i); > > > > if ( oItem.IsClassOf( siCollectionItemID ) ) { > > > > // selected item is a collection item (eg; > a subset of something) > > > > var oSubComponent = oItem.SubComponent;*** > * > > var oObject = > oSubComponent.Parent3DObject; > > > > // debug > > LogMessage( > > "Object: " + > oObject.FullName + > > "\n Object Type: " + > oObject.Type + > > "\n Object Class: " + > App
Re: SetValue question...
; > ... 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. > -- Jon Swindells squi...@gmail.com -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject "unsubscribe" and reply to the confirmation email.
Re: Kudos AD - Soft gets some promotion
There's absolutely nothing stopping someone from making any kind of viewport they desire. the gfx sequencer and SI geometry render pipeline are all there for the taking. // begin negativity - AD CEO's please ignore ;P all this maya view port 2.0 malarkey was in softimage 5yrs ago, there was/is nothing stopping you running the latest ogl/dx profile. hell i even made myself a custom point primitive using tesselation shaders (ogl 4.2) //end negativity - begin bunnies and happy clappy time / . On 1 October 2013 11:22, Mirko Jankovic wrote: > Some really good points... and as it is hard to stay away from negativity > it is also true that there other places to do that.. like get people to > beer and rant all night long.. if you have time :) > > On more constructive side. As it is hardly we will see any upgrades to > Softimage view port, not rant but a face. Is it technically possible to > make something like GPU renderer but for games? > Something like redshift that is fully integrated but instead of really > rendering GI and everything using game shading for that? > That would enable to fire it up, in view port or in preview window doesn;t > matter and to render out scene with all game shaders, directx, bumps normal > maps, displacements etc... > So 3rd party developed gaming view port. If it makes any sense? > > > > On Tue, Oct 1, 2013 at 9:47 AM, Rob Chapman wrote: > >> yes, but, well we are all different though and many people deal in grief >> or stress in different ways. you have to allow for that. some react earlier >> or later , others not all. >> >> the later griefers appear to bother those that already did rant either >> here or elsewhere much earlier so we have to be kind and gentle to the >> sufferers and those who want to stay positive. in my opinion both camps are >> perfectly valid. its not an easy list to be on though but I do believe we >> are all on the same side and not enemies, and should try to continue to >> help with problems rather than stir them up. easier said than done I know, >> but this is a list that has a great history of problem solving. >> >> but beating up AD management on how rubbish they are *with Softimage* is >> far too easy these days and they give us plenty of ammunition, but like Raf >> says, it hasn't got any direct results so far, just a lot of strained >> difficult relationships therefore we need to think a bit more cleverly and >> strategically on how we can persuade *them* into doing what we believe to >> be the best of the available options >> >> >> conspiratorially yours.. ;) >> >> >> >> >> >> On 1 October 2013 03:22, Raffaele Fragapane >> wrote: >> >>> If you want things to change let management know directly. >>> Inundate AD mailboxes letting them know that you will NOT move to Maya, >>> and start giving your money to someone else, be it Fabric, The Foundry, >>> SideFX, Exo etc. >>> >>> If you have rigging and animation requirements, which leaves you kind of >>> out to hang since it's either Soft or Maya, then you can either let them >>> know that you will not buy into Maya and will just stick to whatever the >>> last version of Soft will be until it's well outlived (which a number of >>> people did with Soft|3D), and try offsetting things to another platform and >>> affecting that so it covers that animation gap hoping it will catch up by >>> the time Soft will have become unusable, or if you're OK sticking with AD >>> and you are so positive Soft will be dead start steering Maya around (which >>> has a lively enough development right now) so that it won't suck as much >>> for you when you'll have to move to it. >>> >>> Those are things that have a genuine chance to have an impact on YOUR >>> work (or hobby) hours, because at the end of the day you should remind >>> yourself that's what we're talking about here, making sure you get tools >>> that don't suck. >>> >>> If posting angry complaints about marketing on the mailing list had ANY >>> effect whatsoever by now there should be F'in billboard with Softimage on >>> it on my way to work given the amount of complaints that have been aired in >>> here. >>> Given I fail to notice any, and I have decent enough eyesight, I suggest >>> those who are so afraid they will be stuck with tools that suck start doing >>> something that has a genuine chance to positively affect their future. >>> >>> If all it is is anger and the need to vent for the sake of it,
Re: Kudos AD - Soft gets some promotion
You can't be seriously suggesting that the naysayers and doom merchants (of which there aren't really any) on this list are responsible for the steady decline we've seen SI fall into ? It's a list for discussion, help and general softimage-ness. not a forum for mollycoddling the precious egos of those upon high. if every positive thread turns into frustrated rants it's because people are frustrated and want to vent. seems the perfect place for it On 30 September 2013 23:09, Gregory Ducatel wrote: > Every AD developer do not "have" to take part of any discussion here... > You should in fact assume that they are reading your joyful messages as > many non active users (including myself), 3rd party developer, students... > All this generates more damage to Softimage than anything AD did or did > not do over the past years... > Also did you even try to contact AD representatives regarding your > "feelings"? > I did many times and they were always listening or providing me with > excellent feedback or comments... I will gladly recommend you to do the > same. > > > On Mon, Sep 30, 2013 at 4:05 PM, Stefan Kubicek wrote: > >> ** >> I guess from a marketing point of view it makes sense for those who wrote >> those lines. When you look at the descriptions for Max and Maya >> you will agree that they sound very similar. If I were a sales person >> having to put such information together I'd try to distract customers away >> from the fact that they are about to pay money for what is essentially a >> package of three very similar programs (in terms of what you can do with >> it), hence the attempt to diversify them, even at the expense of >> information about what each package can actually do and is good at. >> >> >> >> Well finally, but this is the poor description of Softimage even with bad >> redaction, once you see what the creative suite includes: >> >> Softimage: >> Create effects with ICE and the Autodesk® Face Robot® facial animation >> toolset. >> >> Maya: >> Create 3D animation with production-proven tools for modeling, animation, >> visual effects, and rendering. >> >> 3ds MAX: >> Unleash your creativity with the production-proven package for 3D >> modeling, animation, effects, and rendering. >> >> So Softimage is described as only for creating ICE effects. And the way >> it is written, Face Robot is a facial animation toolset for also creating >> effects??? >> >> Welll now I see why Softimage is being relegated to just a few devs >> without promotion. AD has not understanded what kind of software Softimage >> is... They believe that ICE is only for doing special effects along with >> Face Robot >> >> And additionally, Softimage does not render... >> >> >> >> >> >> >> 2013/9/30 Andres Stephens >> >>> Yeah I see it, well at a glance: Procedural ICE modeling - in the >>> "features" tab! And.. it's third in the in list with the AD packages >>> included as part of "elitist" software! Much easier to know what SI is, now >>> if you're being a newbie to it. Kudos. >>> >>> >>> >>> -- >>> From: pgrisw...@fusiondigitalproductions.com >>> Date: Mon, 30 Sep 2013 10:16:04 -0400 >>> Subject: Kudos AD - Soft gets some promotion >>> To: softimage@listproc.autodesk.com >>> >>> >>> I was just on the AD site & decided to click on the link for the >>> Entertainment Creation Suites & found myself on this page: >>> >>> http://www.autodesk.com/suites/entertainment-creation-suite/overview >>> >>> I'm not sure if everyone gets the same page, but on the top of mine it >>> highlights Softimage ICE for visual effects. >>> >>> It's nice to see Softimage getting some promotion for a change. >>> >>> -Paul >>> >>> >>> -- 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. >>> >> >> >> >> >> -- >> --- >> Stefan Kubicek >> --- >> keyvis digital imagery >> Alfred Feierfeilstraße 3 >> A-2380 Perchtoldsdorf bei Wien >> Phone: +43/699/12614231 >> www.keyvis.at ste...@keyvis.at >> -- This email and its attachments are -- >> --confidential and for the recipient only-- >> >> -- >> 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. > -- Jon Swindells squi...@gmail.com -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject "unsubscribe" and reply to the confirmation email.
Re: Linux: 2014 sp2 install notes and stuff
@Thomas: if you are getting errors (of the type: *** Error in `/usr/Softimage/Softimage_2014_SP2/Application/bin/XSI.bin': free(): invalid size: 0x0b0d3f90 *** ) then you need to give xsi the correct folder permissions On 29 September 2013 12:35, Jon Swindells wrote: > I can't honestly disagree with you Mirko. > > It's only really in regards to xsi though. maya*, modo, houdini, nuke, > mari, blender and others are all vastly better on linux it's not even funny > > > *not if you want vp2.0 though > > > On 29 September 2013 12:21, Mirko Jankovic wrote: > >> Honestly I still think that it is cheaper, faster and nerve saving to >> actually get windows and install without problems, then to have to hire >> Linux pro just to install software and then try to keep it working without >> problems :) >> >> >> On Sun, Sep 29, 2013 at 9:51 AM, Thomas Volkmann < >> li...@thomasvolkmann.com> wrote: >> >>> Congratulations! You will be nominated for this years life-achievement >>> award! >>> Can you save scenes and reopen them? >>> >>> cheers, >>> thomas >>> >>> >>> >>> >>> On 09/29/2013 06:32 AM, Jon Swindells wrote: >>> >>> just some notes from the past week or so on getting 2014 installed and >>> working >>> well in Mint 15 Cinnamon. >>> >>> Most of this info, if not all, is available on the webs (most of it on >>> Stephen's blog) but, as i used >>> the list extensively when looking for answers, i though this would be >>> the appropriate place for my notes. >>> >>> ## >>> NOTES: >>> update everything BEFORE proprietry driver: // wasn't obvious to my >>> win-centric mindset >>> sudo apt-get update && sudo apt-get upgrade && sudo apt-get >>> dist-upgrade >>> //reboot into new kernel if tehre is one >>> // headers >>> sudo apt-get install -y linux-headers-$(uname -r) >>> >>> i needed cuda but if you don't, go with the os nvidia drivers. >>> xsi/maya worked best with 310's for me, later drivers gave me segfaults >>> in xsi - quite >>> possibly due to conflicting ogl linkage. >>> >>> CUDA >>> only needed for cuda dev (ie, you only need this install if you plan on >>> compiling your own cuda apps) >>> >>> https://developer.nvidia.com/cuda-downloads >>> i used the 5.5 ubuntu 12.10 .run version. now i know a bit more, i think >>> the deb package would be easier >>> all round. ah well. live and learn >>> >>> the installer always crapped out if i didn't split/unpack it: >>> sh cuda*.run -extract=/path/to/extract/dir/ >>> >>> drivers : NVIDIA-Linux-x86_64-319.37 >>> cuda : cuda-linux64-rel-5.5.22-16488124 >>> samples : cuda-samples-linux-5.5.22-16488124 >>> !!! 5.5 toolkit installs and compiles fine with gcc 4.7. no need to >>> build or altenate 4.6!!! >>> >>> //install Driver, cuda then samples >>> >>> drop to a cmd shell (ctr+alt + F2) >>> stop x server: >>> sudo service mdm stop ##cinnamon/mate >>> ## obviously ## sudo cp /etc/default/grub /etc/default/grub__bak >>> sudo nano /etc/default/grub >>> add or change GRUB_CMDLINE_LINUX_DEFAULT : >>> GRUB_CMDLINE_LINUX_DEFAULT="quiet nouveau.modeset=0" >>> Save, close nano >>> sudo update-grub >>> sudo reboot ## i blacklisted the other drivers before rebooting >>> >>> at log in prompt drop to a shell again,stop the mdm and: >>> sudo nano /etc/modprobe.d/blacklist.conf >>> add to the end: >>> blacklist amd76x_edac >>> blacklist vga16fb >>> blacklist nouveau >>> blacklist rivafb >>> blacklist NVidiafb >>> blacklist rivatv >>> save and quit nano >>> if you had previous nvidia drivers: ## i didn't >>> sudo apt-get remove --purge NVidia* >>> >>> install driver: >>> sudo sh NVIDIA-Linux-x64-319.37.run >>> registered with DKMS >>> NO to 32 bit libs ## if you want 32bit support, >>> ## you'll need to do some shennanigans with xsi to >>> ## stop it segfaulting (see below) >>> yes to run the xconfig util ## always failed for me but they still >>> went in fine every time - permissions ?? &g
Re: Linux: 2014 sp2 install notes and stuff
I can't honestly disagree with you Mirko. It's only really in regards to xsi though. maya*, modo, houdini, nuke, mari, blender and others are all vastly better on linux it's not even funny *not if you want vp2.0 though On 29 September 2013 12:21, Mirko Jankovic wrote: > Honestly I still think that it is cheaper, faster and nerve saving to > actually get windows and install without problems, then to have to hire > Linux pro just to install software and then try to keep it working without > problems :) > > > On Sun, Sep 29, 2013 at 9:51 AM, Thomas Volkmann > wrote: > >> Congratulations! You will be nominated for this years life-achievement >> award! >> Can you save scenes and reopen them? >> >> cheers, >> thomas >> >> >> >> >> On 09/29/2013 06:32 AM, Jon Swindells wrote: >> >> just some notes from the past week or so on getting 2014 installed and >> working >> well in Mint 15 Cinnamon. >> >> Most of this info, if not all, is available on the webs (most of it on >> Stephen's blog) but, as i used >> the list extensively when looking for answers, i though this would be the >> appropriate place for my notes. >> >> ## >> NOTES: >> update everything BEFORE proprietry driver: // wasn't obvious to my >> win-centric mindset >> sudo apt-get update && sudo apt-get upgrade && sudo apt-get dist-upgrade >> //reboot into new kernel if tehre is one >> // headers >> sudo apt-get install -y linux-headers-$(uname -r) >> >> i needed cuda but if you don't, go with the os nvidia drivers. >> xsi/maya worked best with 310's for me, later drivers gave me segfaults >> in xsi - quite >> possibly due to conflicting ogl linkage. >> >> CUDA >> only needed for cuda dev (ie, you only need this install if you plan on >> compiling your own cuda apps) >> >> https://developer.nvidia.com/cuda-downloads >> i used the 5.5 ubuntu 12.10 .run version. now i know a bit more, i think >> the deb package would be easier >> all round. ah well. live and learn >> >> the installer always crapped out if i didn't split/unpack it: >> sh cuda*.run -extract=/path/to/extract/dir/ >> >> drivers : NVIDIA-Linux-x86_64-319.37 >> cuda : cuda-linux64-rel-5.5.22-16488124 >> samples : cuda-samples-linux-5.5.22-16488124 >> !!! 5.5 toolkit installs and compiles fine with gcc 4.7. no need to build >> or altenate 4.6!!! >> >> //install Driver, cuda then samples >> >> drop to a cmd shell (ctr+alt + F2) >> stop x server: >> sudo service mdm stop ##cinnamon/mate >> ## obviously ## sudo cp /etc/default/grub /etc/default/grub__bak >> sudo nano /etc/default/grub >> add or change GRUB_CMDLINE_LINUX_DEFAULT : >> GRUB_CMDLINE_LINUX_DEFAULT="quiet nouveau.modeset=0" >> Save, close nano >> sudo update-grub >> sudo reboot ## i blacklisted the other drivers before rebooting >> >> at log in prompt drop to a shell again,stop the mdm and: >> sudo nano /etc/modprobe.d/blacklist.conf >> add to the end: >> blacklist amd76x_edac >> blacklist vga16fb >> blacklist nouveau >> blacklist rivafb >> blacklist NVidiafb >> blacklist rivatv >> save and quit nano >> if you had previous nvidia drivers: ## i didn't >> sudo apt-get remove --purge NVidia* >> >> install driver: >> sudo sh NVIDIA-Linux-x64-319.37.run >> registered with DKMS >> NO to 32 bit libs ## if you want 32bit support, >> ## you'll need to do some shennanigans with xsi to >> ## stop it segfaulting (see below) >> yes to run the xconfig util ## always failed for me but they still went >> in fine every time - permissions ?? >> it once asked me to remove nouveau - it failed. did it above anyway >> >> Reboot and you should be good to go. >> >> >> http://docs.nvidia.com/cuda/cuda-getting-started-guide-for-linux/index.html#runfile-installation >> !!! pts 5 & 7 !!! >> libGL.so <-- this puppy is the cause of most startup segfaults, xsi >> typically can't find it >> >> cuda would only install from cmd shell with mdm stopped. >> >> samples went in without issue every time (from desktop even) >> >> i used ~/.bashrc to export required paths: >> export PATH=$PATH:/usr/local/cuda-5.5/bin >> export LD_LIBRARY_PATH=/usr/local/cuda-5.5/lib64:/lib:$LD_LIBRARY_PATH
Re: Linux: 2014 sp2 install notes and stuff
they open and save and open and save fine :) will i need to dress for this award or will jeans and T do ? On 29 September 2013 10:51, Thomas Volkmann wrote: > Congratulations! You will be nominated for this years life-achievement > award! > Can you save scenes and reopen them? > > cheers, > thomas > > > > > On 09/29/2013 06:32 AM, Jon Swindells wrote: > > just some notes from the past week or so on getting 2014 installed and > working > well in Mint 15 Cinnamon. > > Most of this info, if not all, is available on the webs (most of it on > Stephen's blog) but, as i used > the list extensively when looking for answers, i though this would be the > appropriate place for my notes. > > ## > NOTES: > update everything BEFORE proprietry driver: // wasn't obvious to my > win-centric mindset > sudo apt-get update && sudo apt-get upgrade && sudo apt-get dist-upgrade > //reboot into new kernel if tehre is one > // headers > sudo apt-get install -y linux-headers-$(uname -r) > > i needed cuda but if you don't, go with the os nvidia drivers. > xsi/maya worked best with 310's for me, later drivers gave me segfaults in > xsi - quite > possibly due to conflicting ogl linkage. > > CUDA > only needed for cuda dev (ie, you only need this install if you plan on > compiling your own cuda apps) > > https://developer.nvidia.com/cuda-downloads > i used the 5.5 ubuntu 12.10 .run version. now i know a bit more, i think > the deb package would be easier > all round. ah well. live and learn > > the installer always crapped out if i didn't split/unpack it: > sh cuda*.run -extract=/path/to/extract/dir/ > > drivers : NVIDIA-Linux-x86_64-319.37 > cuda : cuda-linux64-rel-5.5.22-16488124 > samples : cuda-samples-linux-5.5.22-16488124 > !!! 5.5 toolkit installs and compiles fine with gcc 4.7. no need to build > or altenate 4.6!!! > > //install Driver, cuda then samples > > drop to a cmd shell (ctr+alt + F2) > stop x server: > sudo service mdm stop ##cinnamon/mate > ## obviously ## sudo cp /etc/default/grub /etc/default/grub__bak > sudo nano /etc/default/grub > add or change GRUB_CMDLINE_LINUX_DEFAULT : > GRUB_CMDLINE_LINUX_DEFAULT="quiet nouveau.modeset=0" > Save, close nano > sudo update-grub > sudo reboot ## i blacklisted the other drivers before rebooting > > at log in prompt drop to a shell again,stop the mdm and: > sudo nano /etc/modprobe.d/blacklist.conf > add to the end: > blacklist amd76x_edac > blacklist vga16fb > blacklist nouveau > blacklist rivafb > blacklist NVidiafb > blacklist rivatv > save and quit nano > if you had previous nvidia drivers: ## i didn't > sudo apt-get remove --purge NVidia* > > install driver: > sudo sh NVIDIA-Linux-x64-319.37.run > registered with DKMS > NO to 32 bit libs ## if you want 32bit support, > ## you'll need to do some shennanigans with xsi to > ## stop it segfaulting (see below) > yes to run the xconfig util ## always failed for me but they still went > in fine every time - permissions ?? > it once asked me to remove nouveau - it failed. did it above anyway > > Reboot and you should be good to go. > > > http://docs.nvidia.com/cuda/cuda-getting-started-guide-for-linux/index.html#runfile-installation > !!! pts 5 & 7 !!! > libGL.so <-- this puppy is the cause of most startup segfaults, xsi > typically can't find it > > cuda would only install from cmd shell with mdm stopped. > > samples went in without issue every time (from desktop even) > > i used ~/.bashrc to export required paths: > export PATH=$PATH:/usr/local/cuda-5.5/bin > export LD_LIBRARY_PATH=/usr/local/cuda-5.5/lib64:/lib:$LD_LIBRARY_PATH > > > > XSI PRE-INSTALL NOTES: > deps: tcsh, alien lsb gamin ## i didn't make a note of these but you'll > know instantly if you don't have the right dependencies for install > extra downloads: > ##the adlm that comes with 2014 sp2 will not install for me no matter > what i do > http://images.autodesk.com/adsk/files/nlm11.11_ipv4_linux64.tar.gz > tar xzvf nlm11.11_ipv4_linux64.tar.gz > use alien on the rpms > sudo alien -ci "rpmsFrom_nlm11.11_ipv4_linux64" ## include scripts and > install (dkpg -i) > > > the setup script references /usr/lib64, doesn't exist on mint so - > > ln -s /usr/lib /usr/lib64 ## or change the setup script > > mental ray: > sudo mkdir /usr/tmp/ > sudo chmod a+wr /usr/tmp/ > ## or simlink to /tmp, up to you > > make sure _s
Linux: 2014 sp2 install notes and stuff
's contents) gets rid of the main segfault problem /usr/Softimage/Softimage_2014_SP2/Application/mainwin/mw/lib-amd64_linux/X11 run xsi from a c-shell tcsh source /usr/Softimage/Softimage_2014_SP2/.xsi_2014_SP2 /usr/Softimage/Softimage_2014_SP2/Application/bin/xsi if you get a segfault or _some.so error here, it's usually opengl linkage you can either set the path in your .bashrc (LD_LIBRARY_PATH=/usr/lib/nvidia:$LD_LIBRARY_PATH), using setenv in the .xsi_2014_SP2 or symlink it. since i changed the /lib path on the install and, in my case, the cuda exports fixed the libGL error bizzarely, i needed to use mayas adlm to stick my details in the .pit /usr/autodesk/maya2014-x64/bin/adlmreg -i N 590F1 590E1 2014.0.0.F 000-000 /usr/Softimage/Softimage_2014_SP2/Adlm/PITConfig/SoftimageConfig.pit where 000- is your actual serial. i used my edu one, didn't seem to make a difference what you put in there as long as it was there. this irks me, confirmed that it's actually needed on my machine but i seem to be a majority of one in this instance. i'd suggest trying to run xsi before you try registering the .pit PROBLEMS on cinnamon: xsi pays absoloutly no attention to the fact it's in a desktop session (even with the MWM env set). turning off keyboard repeat (in the os) will sort the supra-key issue, when ran maximised, it has all sorts of refresh and camera reset annoyances. regardless, when you first boot xsi up you'll have to click a few menus, create a few objects, open a few ppgs, resize the window etc until it settles down and starts behaving. !! not so much in mate (but still there to some extent) and not at all in fluxbox :) once xsi is comfy, it's rock solid in a flakey kind of way :) moral of the story: run xsi windowed always or in fluxbox if that annoys you ## -- Jon Swindells squi...@gmail.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
yup, i was missing something :) add me to the list of +1's On 13 September 2013 18:10, Daniel Brassard 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 wrote: > >> wouldn't a relational view with max instance prop set to 1 be the way to >> go ? >> >> if you are popping it up through script i don't see a problem with >> getting the camera properties also, >> you'd have an easy to search for named singleton if you need it >> >> or am i missing the obvious here ? >> >> >> On 12 September 2013 20:40, Eric Thivierge wrote: >> >>> I'd like to open the object view and have it set to ortho automatically. >>> For creating and editing bone chains and other things that need to lay flat >>> on the plane between root, 2nd bone and effector orthographic is usually >>> best. I'd like to not have to add additional objects or edit objects >>> already in the scene but looks like I'll have to do so. >>> >>> If I could get at the camera under the view I could automatically set >>> the ortho so the user doesn't have to and I don't change anything else in >>> the scene and I can create a simple and streamlined workflow for the tools >>> I'm building. >>> >>> >>> On September-12-13 1:35:16 PM, Luc-Eric Rousseau wrote: >>> >>>> there is no technical reason for that attribute return value to be so >>>> terse, but I'm not sure exactly what you need. maybe you need a user >>>> pref to the default camera mode, or maybe you want to open the object >>>> view with a scene camera that you control (which should be possible >>>> with setattribute) >>>> >>>> On Thu, Sep 12, 2013 at 12:59 PM, Eric Thivierge < >>>> 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
Re: Object View to Orthorgraphic via scripting
wouldn't a relational view with max instance prop set to 1 be the way to go ? if you are popping it up through script i don't see a problem with getting the camera properties also, you'd have an easy to search for named singleton if you need it or am i missing the obvious here ? On 12 September 2013 20:40, Eric Thivierge wrote: > I'd like to open the object view and have it set to ortho automatically. > For creating and editing bone chains and other things that need to lay flat > on the plane between root, 2nd bone and effector orthographic is usually > best. I'd like to not have to add additional objects or edit objects > already in the scene but looks like I'll have to do so. > > If I could get at the camera under the view I could automatically set the > ortho so the user doesn't have to and I don't change anything else in the > scene and I can create a simple and streamlined workflow for the tools I'm > building. > > > On September-12-13 1:35:16 PM, Luc-Eric Rousseau wrote: > >> there is no technical reason for that attribute return value to be so >> terse, but I'm not sure exactly what you need. maybe you need a user >> pref to the default camera mode, or maybe you want to open the object >> view with a scene camera that you control (which should be possible >> with setattribute) >> >> On Thu, Sep 12, 2013 at 12:59 PM, Eric Thivierge >> wrote: >> >>> Should I even bother logging a feature request or is it something that >>> isn't >>> possible because they are dynamic and tied to the view? >>> >>> > -- Jon Swindells squi...@gmail.com
Re: Maya LT in education
aren't they still doing the student full version ? On 2 September 2013 09:34, Angus Davidson wrote: > Anyone know if there are plans for a edu version / licence of Maya LT. > We weoudl look at it for our Games Design courses. > > Kind regards > > Angus > > This communication is intended for the addressee only. It is confidential. > If you have received this communication in error, please notify us > immediately and destroy the original message. You may not copy or disseminate > this communication without the permission of the University. Only authorised > signatories are competent to enter into agreements on behalf of the > University and recipients are thus advised that the content of this message > may not be legally binding on the University and may contain the personal > views and opinions of the author, which are not necessarily the views and > opinions of The University of the Witwatersrand, Johannesburg. All agreements > between the University and outsiders are subject to South African Law unless > the University agrees in writing to the contrary. > > -- Jon Swindells squi...@gmail.com
Re: Multi Importer Plug-in
I had to copy my pyqt install from C:\Python27\Lib\site-packages into the si python site packages dir ->C:\Autodesk\Softimage 2014 SP2\Application\python\Lib\site-packages that way i could use si built in python and all the lovelyness of PyQT for xsi On 16 August 2013 21:58, Paul Griswold < pgrisw...@fusiondigitalproductions.com> wrote: > Hey Tim - yeah I was talking about yours. > > I have PyQT installed, version 4.84 I believe. And I have PyQT for > Softimage installed. > > I looked and see both MultiImporter and PyQT have the red error triangle > on them, so obviously I have something setup wrong. > > Paul > > > > On Fri, Aug 16, 2013 at 2:45 PM, Tim Crowson < > tim.crow...@magneticdreams.com> wrote: > >> Paul are you talking about my importer or someone else's? See attached >> image... If so, it seems to be working fine in 2014 SP1. Haven't tried SP2 >> yet... >> -Tim Crowson >> >> >> On 8/16/2013 1:21 PM, Paul Griswold wrote: >> >> I have a directory full of OBJ files I need to import & I remembered >> MultiImporter, but I'm having a problem with it under 2014 SP2. >> >> I have Beta 5 of PyQT for Softimage installed via Steven Caron's >> .xsiaddon file. >> >> But I'm still getting a "The system cannot find the path specified: u ' >> ' " error from line 82 when I run the importer. >> >> Does anyone have MultiImporter working under 2014 SP2? >> >> >> Thanks, >> >> Paul >> >> >> -- >> >> > -- Jon Swindells squi...@gmail.com <>
Re: Why did I pay support?? Why did I buy a suite ? I want my moneyback!
I suggest you be a bit more gentle with AD. they must be feeling the pinch if they go begging for money from Blender :P https://pbs.twimg.com/media/BQ-WgwkCEAAaAas.png On 8 August 2013 20:09, Gene Crucean wrote: > I mean hey... we got FBX 2014 support!! What else do we need. > > > On Thu, Aug 8, 2013 at 10:03 AM, Gene Crucean < > emailgeneonthel...@gmail.com> wrote: > >> I honestly don't know how anyone could just let AD do this to them and >> just roll over and switch to another AD product. We've been bitching about >> this for years now and the writing is definitely on the wall. This is >> Banksy level shit... >> >> Houdini >> Modo >> Blender >> C4D >> etc... >> >> ... just sayin' >> >> >> >> -- >> -Gene >> www.genecrucean.com >> > > > > -- > -Gene > www.genecrucean.com > -- Jon Swindells squi...@gmail.com
Re: Why did I pay support?? Why did I buy a suite ? I want my moneyback!
Way back when (xsi 7 had just been released) i coded a xsi interface for my behringer mixer. going from a static mouse driven facial animation setup to something with tactile and physical feedback (behringer had automated faders) was a huge leap forward for immersion in the scene and it sped the workflow up immensely. had a long break from cg/coding and i was quite shocked at the lack of any kind of hardware implementation for animators. i couldn't' even find a simple xsi plug for a webcam veiwport. i see masses of improvements for modelling/texturing and rendering workflows but the animation part seems to have been missed (or i've missed it). there's a lot to be said for any device that gets your hands out of the ui and i'd love to see what can be done with such a simple and cheap device. might even splash out on one myself On 1 August 2013 00:44, Raffaele Fragapane wrote: > When you look at how easy it is to produce controlled and interesting > frequencies with your hand (things such as a beat, accel/decel etc.) an 80 > bucks device that can sample 10 sources accurately at 200hz is very, very > far from useless :) > > Yes, fatigue onset would make it a silly thing to orbit the camera with > for 8-12 hrs a day, but it's not like that's all you need to do is it? > Surely there are things you only have to do a few minutes every hour or > more that could use a sampling like that. > > Currently we have some things that translate well through hardware > interfaces, and some things that translate poorly, or not at all. > Additional input for something as natural as gestures is definitely > something animators want, they probably just don't know they do quite yet. > I know I've discussed this with some (animators) 10 years ago and a > precise, cheap, on-desk hand capture device was a wet dream. When one comes > out, everybody goes luddite?! Curse you animators! > > BTW writing something to use these devices, when they have a good SDK, is > actually very, very easy. The data acquisition side of things is never a > problem if the SDK is good. > > > > -- Jon Swindells squi...@gmail.com
Re: Why did I pay support?? Why did I buy a suite ? I want my moneyback!
just as i was getting some work done too. damn you! On 31 July 2013 23:42, Cristobal Infante wrote: > "get busy living or get busy dying" see you guys in Zihuatanejo > > > >> > -- Jon Swindells squi...@gmail.com