Re: Digital Tutors - All tutorials free for 3 days (if I read correctly).

2015-01-29 Thread Jon Swindells

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

2014-08-21 Thread Jon Swindells
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

2014-07-29 Thread Jon Swindells
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

2014-07-28 Thread Jon Swindells
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

2014-07-23 Thread Jon Swindells
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 ?

2014-07-22 Thread Jon Swindells
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?

2014-07-09 Thread Jon Swindells
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?

2014-07-09 Thread Jon Swindells
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?

2014-07-09 Thread Jon Swindells
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

2014-06-19 Thread Jon Swindells
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

2014-06-10 Thread Jon Swindells
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

2014-06-10 Thread Jon Swindells
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

2014-06-09 Thread Jon Swindells
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

2014-05-28 Thread Jon Swindells
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.

2014-05-27 Thread Jon Swindells
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

2014-05-21 Thread Jon Swindells
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

2014-05-01 Thread Jon Swindells
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

2014-04-25 Thread Jon Swindells
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/









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References

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Re: my first experiment with rigging in Houdini :-))))

2014-04-24 Thread Jon Swindells
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

2014-04-24 Thread Jon Swindells
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 :-))))

2014-04-24 Thread Jon Swindells
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 :-))))

2014-04-24 Thread Jon Swindells
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++)

2014-04-15 Thread Jon Swindells
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...

2014-04-03 Thread Jon Swindells
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...

2014-04-03 Thread Jon Swindells
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...

2014-04-03 Thread Jon Swindells
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?

2014-04-01 Thread Jon Swindells
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?

2014-04-01 Thread Jon Swindells
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

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ou have received this communication in error, please notify us immediately and d
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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

2014-03-31 Thread Jon Swindells
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

2014-03-31 Thread Jon Swindells
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

2014-03-31 Thread Jon Swindells
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





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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

2014-03-28 Thread Jon Swindells
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

2014-03-16 Thread Jon Swindells
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

2014-03-13 Thread Jon Swindells
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...

2014-03-11 Thread Jon Swindells
[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...

2014-03-11 Thread Jon Swindells
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......

2014-03-07 Thread Jon Swindells
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

2014-03-07 Thread Jon Swindells
me too please



:)

--
Jon Swindells
jon_swinde...@fastmail.fm





On Fri, Mar 7, 2014, at 05:00 PM, Bill Hinkson wrote:

I'm interested in the webinar as well.



On Fri, Mar 7, 2014 at 9:41 AM, Alan Fregtman
<[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......

2014-03-07 Thread Jon Swindells
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

2014-03-01 Thread Jon Swindells
+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?

2014-02-28 Thread Jon Swindells


[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

2014-01-20 Thread Jon Swindells
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

2014-01-20 Thread Jon Swindells
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

2014-01-20 Thread Jon Swindells
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

2014-01-16 Thread Jon Swindells
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?

2014-01-14 Thread Jon Swindells
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?

2014-01-14 Thread Jon Swindells
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?

2014-01-13 Thread Jon Swindells
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

2014-01-10 Thread Jon Swindells
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

2014-01-10 Thread Jon Swindells
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?

2013-12-30 Thread Jon Swindells
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

2013-12-04 Thread Jon Swindells
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

2013-11-22 Thread Jon Swindells
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

2013-11-15 Thread Jon Swindells
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

2013-10-24 Thread Jon Swindells
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?

2013-10-18 Thread Jon Swindells
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

2013-10-12 Thread Jon Swindells
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

2013-10-11 Thread Jon Swindells
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

2013-10-08 Thread Jon Swindells
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
--
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"unsubscribe" and reply to the confirmation email.

Re: SetValue question...

2013-10-08 Thread Jon Swindells
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
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Re: graphics board issue?

2013-10-06 Thread Jon Swindells
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
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Re: SetValue question...

2013-10-04 Thread Jon Swindells
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...

2013-10-04 Thread Jon Swindells
;
> ... 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.
>



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Re: Kudos AD - Soft gets some promotion

2013-10-01 Thread Jon Swindells
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

2013-09-30 Thread Jon Swindells
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.
>



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Re: Linux: 2014 sp2 install notes and stuff

2013-09-29 Thread Jon Swindells
@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

2013-09-29 Thread Jon Swindells
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

2013-09-29 Thread Jon Swindells
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

2013-09-28 Thread Jon Swindells
'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
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Re: Object View to Orthorgraphic via scripting

2013-09-13 Thread Jon Swindells
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

2013-09-12 Thread Jon Swindells
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

2013-09-01 Thread Jon Swindells
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

2013-08-16 Thread Jon Swindells
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!

2013-08-08 Thread Jon Swindells
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!

2013-07-31 Thread Jon Swindells
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!

2013-07-31 Thread Jon Swindells
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