Re: Softimage|XSI 20th anniversary

2020-03-24 Thread Nuno Conceicao
Unfortunately he got killed on an Autodesk accident. RIP XSI

On Tue, Mar 17, 2020 at 2:46 PM Sven Constable 
wrote:

> Hi,
>
>
>
> today I was reading in an old printed 3D-Magazine about the launch of XSI
> 1.0 and that was (very coincidentally) *yesterday* on March 16th 2000 .
> According to the article at least. A quick google search showed that the
> customer release was two month later on May 30th.
>
>
>
> So… happy birthday, XSI.  You're not a teenager anymore:)
>
>
>
> Sven
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Re: Uber Shader from BLENDER, now on SOFTIMAGE!

2017-07-07 Thread Nuno Conceicao
Maybe, have you tried xsibatch with the -processing flag?

On Thu, Jul 6, 2017 at 4:51 PM, Andres Stephens 
wrote:

> Maybe batch scripting it.
>
> l glad these things port to SI. More life juice.
>
> -Draise
> +57 3138116821 <+57%20313%208116821>
>
> --
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Patrick Neese <
> patrickne...@gmail.com>
> *Sent:* Thursday, July 6, 2017 8:27:33 AM
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list
> *Subject:* Re: Uber Shader from BLENDER, now on SOFTIMAGE!
>
> This is great, thank you! I'm interested in both way communication!   I
> know softimage much better than blender, but blender is going to allow me
> to render on multiple machines on the cheap(no software cost per node).  Is
> there a legitimate way to use this for a render farm with only one license
> of softimage? Non satellite preferred.  It maybe outlined in the docs and i
> need to google translate it
>
> On Jul 6, 2017 1:58 AM, "Thomas Volkmann" 
> wrote:
>
>> Interesting, but I'd rather like to see stuff ported INTO Blender instead
>> of porting stuff FROM Blender
>>
>>
>>
>> Pierre Schiller  hat am 6. Juli 2017 um
>> 06:00 geschrieben:
>>
>> https://ssoftadd.github.io/syclesPage.html
>>
>> We got Cycles stuff on Softimage, cameras, light, render parameters.
>> BDSF shader now available for free!
>>
>> Thoughts?
>>
>> Cheers.
>>
>> --
>> Portfolio 2013 
>> Cinema & TV production
>> Video Reel 
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Re: - TX_manager for Softimage.

2017-03-03 Thread Nuno Conceicao
Hi Tenshi
Before Vincent did his nice version of TX Manager I did my own.
Feel free to try it out, if you also run with issues with it let me know

Cheers

Nuno



On Thu, Mar 2, 2017 at 3:49 PM, Tenshi Sama  wrote:

> Thanks for the tips guys.
>
> On Thu, Mar 2, 2017 at 7:22 AM, Angus Davidson 
> wrote:
>
>> I tend to map directories to a drive lettereg
>> c:\Users\Angus\Projects\textures  to t:\textures  it also means its less
>> likely that there is a space in the name as you should have created every
>> folder in the mapped drive.
>>
>>
>>
>>
>>
>>
>>
>> *From: *Chris Marshall 
>> *Reply-To: *"softimage@listproc.autodesk.com" <
>> softimage@listproc.autodesk.com>
>> *Date: *Thursday, 02 March 2017 at 2:18 PM
>> *To: *"softimage@listproc.autodesk.com" 
>> *Subject: *Re: - TX_manager for Softimage.
>>
>>
>>
>> Spaces in any file name are a bad idea.
>>
>>
>>
>> On 1 March 2017 at 23:25, Tenshi Sama  wrote:
>>
>> @gareth bell, my brain melts right now. If i was a God, your bedroom
>> would have 20 billion USD + some hooters girls with a xsi logo in their
>> tshirts + a sign that says "Thank you".  😢
>>
>>
>>
>> On Wed, Mar 1, 2017 at 6:11 PM, Tenshi Sama  wrote:
>>
>> my routes are something like this:
>>
>> C:\Mis Documentos\Mis Trabajos\Softimage\project_something\Pictures
>>
>> Let me try to put underscore in that route...
>>
>>
>>
>> On Wed, Mar 1, 2017 at 5:45 PM, gareth bell 
>> wrote:
>>
>> It's a guess but do you have spaces in your directory names? This might
>> be a problem.
>> --
>>
>> *From:* softimage-boun...@listproc.autodesk.com <
>> softimage-boun...@listproc.autodesk.com> on behalf of Tenshi Sama <
>> tenshi...@gmail.com>
>> *Sent:* 01 March 2017 22:37:02
>> *To:* Official Softimage Users Mailing List.
>> https://groups.google.com/forum/#!forum/xsi_list
>> *Subject:* - TX_manager for Softimage.
>>
>>
>>
>> Hello,
>>
>> Ok this is my last laast resort, i tried so hard with the help of few
>> people to make this work, but with no good result.
>> I post this in xsi community but with no answers, the dev never reply me.
>>
>> http://www.vincentullmann.com/tools.html
>>
>> Can someone confirm the plugin works? I found out it has errors to find
>> the "pictures" folder inside the project files.
>>
>> It's working if you put the "texture" in C://textureexample.jpeg, but
>> it's impossible to have millions of textures floating in C://.
>>
>> Can someone check the code please? When i put the texture inside
>> "pictures" folder, i get the pop up in the attachment.
>>
>> thanks,
>>
>>
>>
>>
>>
>>
>> --
>>
>> web: https://tenshi.carbonmade.com
>>
>>
>>
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>>
>> Mint Motion Limited
>>
>> 029 20 37 27 57
>>
>> 07730 533 115
>>
>> www.mintmotion.co.uk
>>
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>>
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ISV_txManager.pys
Description: Binary data
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Re: Autodesk acquires Solid Angle

2016-04-18 Thread Nuno Conceicao
SideFx is next, then WORLD DOMINATION!!

On Mon, Apr 18, 2016 at 2:15 PM, Javier Vega 
wrote:

> Resist, SideFX!
>
> *Javier Vega*
>
> www.zao3d.com
>
> Visita mi blog: http://blog.zao3d.com
>
> móvil: *616 64 73 57*
> 08922-Santa Coloma de Gramenet
> (Barcelona)
>
> 2016-04-18 15:10 GMT+02:00 Perry Harovas :
>
>> I can't have any good feelings about this.
>> That same horrible feeling in my gut that I had when Autodesk bought
>> Softimage is back.
>>
>> Remember what we are all told?
>>
>> Trust your gut.
>>
>>
>>
>> Sent from my iPhone
>>
>> On Apr 18, 2016, at 9:06 AM, Ed Schiffer  wrote:
>>
>> they'll surely continue Arnold, but not on the same pace I'd say.
>>
>> and probably end up StoA.
>>
>> what a horrible news.
>>
>> On 18 April 2016 at 14:00, Javier Vega  wrote:
>>
>>>  I hope that will be something good this time, but I can't avoid to
>>> feel an old feeling that I don't like, but we'll try to have hope. Autodesk
>>> will not try to kill Arnold.
>>>
>>> *Javier Vega*
>>>
>>> www.zao3d.com
>>>
>>> Visita mi blog: http://blog.zao3d.com
>>>
>>> móvil: *616 64 73 57 <616%2064%2073%2057>*
>>> 08922-Santa Coloma de Gramenet
>>> (Barcelona)
>>>
>>> 2016-04-18 14:58 GMT+02:00 Matt Morris :
>>>
 I can't see autodesk killing off arnold as they have no competing
 products. Maybe the push towards cloud rendering will put off some
 customers though.

 On 18 April 2016 at 13:56, Leo Quensel  wrote:

> God I am glad I left this industry two years after Autodesk acquired
> Softimage. They make everything worse and are now off to kill another
> product (and don't tell me that won't happen...).
>
> *Gesendet:* Montag, 18. April 2016 um 14:51 Uhr
> *Von:* "Artur W" 
> *An:* "softimage@listproc.autodesk.com" <
> softimage@listproc.autodesk.com>
> *Betreff:* Re: Autodesk acquires Solid Angle
> Frederic, I am sure you mean well, but I actually try learning from
> the history, which is: Autodesk doesn't care.
>
> 2016-04-18 14:46 GMT+02:00 Frederic Servant <
> frederic.serv...@gmail.com>:
>>
>> Hi Arthur,
>>
>> Since I'm the developer of HtoA, that was my first question when we
>> got briefed by Marc Stevens of Autodesk when we got disclosed, and his
>> answer was a clear yes. They want more people to use Arnold, on any
>> platform.
>>
>> Thus the development for the non-Autodesk products will continue as
>> well (Houdini, C4D, Katana).
>> --
>> Fred
>>
>> On Mon, Apr 18, 2016 at 1:36 PM, Artur W 
>> wrote:
>>>
>>> and what about HTOA?
>>>
>>> 2016-04-18 14:34 GMT+02:00 Artur W :

 SITOA is dead. Is that what it means?

 2016-04-18 14:32 GMT+02:00 Jordi Bares :
>
> It will be fine guys, Autodesk do not have any competing product
> so it actually may be a good thing.
>
> jb
>
>
>
> On 18 Apr 2016, at 13:27, Artur W  wrote:
>
> I don't believe it. NO. I refuse t believe this.
>
> 2016-04-18 14:26 GMT+02:00 Artur W :
>>
>> FUCK YOU AUTODESK.
>>
>> 2016-04-18 14:18 GMT+02:00 Oliver Weingarten > >:
>>
>>> Hey there...some news..so it seems. Take a look
>>>
>>> "SAN FRANCISCO---Autodesk, Inc
>>> .
>>> (NASDAQ:ADSK) has acquired Solid Angle, developer of Arnold, an 
>>> advanced,
>>> ray-tracing image renderer for high-quality 3D animation and visual 
>>> effects
>>> creation used in film, television and advertising worldwide. 
>>> Acquisition
>>> terms were not disclosed."
>>>
>>>
>>> http://news.autodesk.com/press-release/autodesk-boosts-advanced-rendering-capabilities-through-acquisition-solid-angle
>>>
>>> Cheers,
>>> oli
>>>
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-18 Thread Nuno Conceicao
This looks really nice!


On Mon, Apr 18, 2016 at 2:08 PM, pedro santos  wrote:

>
>
>
> *Hey Matt.Thanks for the extended explanation and insight! I'll tinker
> with your expression and see what I develop with it. My C++ skills though
> at the moment are none. So I'll have to invest in that in the future. This
> seems like a good place to start *
> https://www.udemy.com/unrealcourse/?pmtag=1c144738-b28d-4cdc-ae62-3d96a002386a
> * :) *
>
> I had completely forgotten about UV to location, thanks for the heads-up
> about its issues!
>
>
>
> I do have to admit a mistake here. I was only playing with Constrain to
> Curve (Path) not (Param). The latter does not have the constrained object
> sliding around the relative length, so I can work with it!
> One issue with Curve constrain is the Up-Vector is not great. So I went
> with two parallel lofted curves and Constrain to Surface which give me a
> good sense of orientation: http://i.imgur.com/QukQbIC.png even though the
> tangent is not as good as the curve constrain. Only used ICE to get the
> Scale from the CPS to the deformers.
>
>
>
>
> This chain will have multiple purposes for me from tail to tentacle
> Though the only thing I'm missing is an IK/FK switch solution that allows
> me to pose in IK and switch/bake keys into FK. I guess I'll just go with FK
> for now.
>
> Thanks!
> Pedro
>
>
>
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-12 Thread Nuno Conceicao
This is something I'm also curious to know if has a solution :)

On Tue, Apr 12, 2016 at 10:18 PM, pedro santos  wrote:

> Hi
> How can I distribute deformers along a curve not by the total curve
> percentage, but in between-knot percentage? This because when I stretch a
> part of the curve I don't want all the deformers to be re-distributed, but
> only the ones where where the curve length between their bounding knots
> have changed. An using Curve Constrain uses the whole curve lenght.
>
> Null constrained at 20% on a curve.
> Below the duplicate of the setup but the curve was deform in such what the
> null even passed the knot.
> [image: Inline image 3]
>
> In Green is the ICE attribute "PointU" which I thought it would give me
> somethig I could work with but no...
> No matter how I deform the curve that PointU is always the same. And
> apparently there's no KnotU. If there were I guess I could work out
> something with the bounding knots :/
>
> [image: Inline image 4]
>
> Basically I want to keep working with approximated curves, since it will
> be used for deformation afterwards and splines aren't as smooth, but I see
> no what to solve things in each section of the curve.
>
> Let me know if there's a way I at least can Access the Knots' U or
> Position :/
>
> Thanks!
> Pedro
>
>
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
>
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Re: Match moving newbie!

2016-03-25 Thread Nuno Conceicao
I would even say you dont need to 3D match move the person at all, just
animate the emiter position if your particles will only appear behind the
person's hand/body, since u can just cover the particles with your
character keyed layer, I would only see 3d match-move necessary if the
particles need to be in front and behind the layer, so there would be
necessary some 3d occlusion of the particles, but since you know more in
detail how 3d particles will behave u can chose the best course :)


On Fri, Mar 25, 2016 at 11:30 AM, Nuno Conceicao <
nunoalexconcei...@gmail.com> wrote:

> Hi
> If the camera is locked, there is no point of having marks on the green
> screen, since they will just get in the way of the color key.
> According to my somehow limited tracking experience, using software like
> pftrack or others, to track people, or any other moving animal, usually
> there is no need for markers, unless u are going to do facial tracking and
> I think in your case you just need a rough 3d character to roto animate
> for particle emission and occlusion, it doesn't need to be perfect, so in
> fact u dont need to software track anything at all , it will have to be
> tracked manually (by eye) so no trackers anywhere will be needed!
> If its not very long and doesn't need to be an absolute perfect match, it
> shouldn't be too hard!
>
> Just my two cents!
>
> Cheers
> N.
>
>
> On Fri, Mar 25, 2016 at 9:17 AM, David Saber  wrote:
>
>> Hello!
>>
>> I am asked a job I've never done before: matching 3D FX and video.
>> The scene is : the camera is a bit behind a painter who paints on a
>> canvas on a wall. As she paints, particles are emitted from her arms and
>> then move on the canvas. The camera won't be moving (as far as I know).
>> So we have to separate the video of the painter, the canvas, and I have
>> to create FX that will be composited between these 2 video layers. For
>> the video shooting, we will use a green screen.
>> I'll have to recreate a 3 model of the painter and animate it according
>> to the video. Also I have to re-create in 3D the room and the wall she's
>> painting on.
>>
>> So my questions :
>> - Is it better to have some marks on the green screen and the painter's
>> cloths in order to better match the 3d animation?
>> - If there are marks on the painter's cloth, is it a long process to
>> remove them with a video editing app?
>> - Do you know a good web link to learn that?
>>
>> Thanks ! And see you soon,
>> Have a great weekend!
>> David
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Re: Match moving newbie!

2016-03-25 Thread Nuno Conceicao
Hi
If the camera is locked, there is no point of having marks on the green
screen, since they will just get in the way of the color key.
According to my somehow limited tracking experience, using software like
pftrack or others, to track people, or any other moving animal, usually
there is no need for markers, unless u are going to do facial tracking and
I think in your case you just need a rough 3d character to roto animate for
particle emission and occlusion, it doesn't need to be perfect, so in fact
u dont need to software track anything at all , it will have to be tracked
manually (by eye) so no trackers anywhere will be needed!
If its not very long and doesn't need to be an absolute perfect match, it
shouldn't be too hard!

Just my two cents!

Cheers
N.


On Fri, Mar 25, 2016 at 9:17 AM, David Saber  wrote:

> Hello!
>
> I am asked a job I've never done before: matching 3D FX and video.
> The scene is : the camera is a bit behind a painter who paints on a
> canvas on a wall. As she paints, particles are emitted from her arms and
> then move on the canvas. The camera won't be moving (as far as I know).
> So we have to separate the video of the painter, the canvas, and I have
> to create FX that will be composited between these 2 video layers. For
> the video shooting, we will use a green screen.
> I'll have to recreate a 3 model of the painter and animate it according
> to the video. Also I have to re-create in 3D the room and the wall she's
> painting on.
>
> So my questions :
> - Is it better to have some marks on the green screen and the painter's
> cloths in order to better match the 3d animation?
> - If there are marks on the painter's cloth, is it a long process to
> remove them with a video editing app?
> - Do you know a good web link to learn that?
>
> Thanks ! And see you soon,
> Have a great weekend!
> David
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Re: Softimage 2015 SP2 Crashes due to scrubbing

2016-03-19 Thread Nuno Conceicao
Hi Lawrence

I think I found that thread and Stephen Blair mentioned this was fixed in
Softimage 2014 SP1.
Looks like that this was related to SitoA2.10, we use SitoA also, but a
more recent release, in any case this seems like a Softimage bug that
wasn't completely addressed since it still happens in 2015 Sp2.

Not sure if there is still going to be a last Softimage patch, but is there
anyone on Autodesk still looking at this group





On Mon, Dec 23, 2013 at 5:41 AM, Rob Wuijster  wrote:

> Hi all,
>
> I had this issue before, and am pretty sure this was fixed. The issue had
> to do with 3rd party renderers and the AE.
> Select some points on a curve, change timing vy typing a new value.
> Instant crash.
>
> It worked till now, but suddenly pops up it's ugly head again. SI2013SP1,
> SitoA2.10
>
> Anyone on this? Nothing new on the plugin/workgroup side btw.
>


On Thu, Mar 17, 2016 at 6:29 PM, Softimage  wrote:

> Hi Nuno,
> There was a posting a while back similar to this, I think in the end it
> was related to having a 3rd party renderer installed, even though it wasn't
> been used!  If you've got one maybe try uninstalling and see if it persists.
>
> Cheers
>
> Lawrence
>
> > On 17 Mar 2016, at 10:36, Nuno Conceicao 
> wrote:
> >
> > Hi guys
> > Was wondering if anyone else has experienced crashes just by scrubbing
> the timeline on medium to heavy scenes.
> > It's just that we have been plagued by this issue since Softimage 2014
> across different projects and specialties, not just animation scenes, but
> layout or render scenes...
> > I'm wondering what could be the cause since we are totally clueless
> > :(
> >
> > Nuno
> > --
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Softimage 2015 SP2 Crashes due to scrubbing

2016-03-19 Thread Nuno Conceicao
Hi guys
Was wondering if anyone else has experienced crashes just by scrubbing the
timeline on medium to heavy scenes.
It's just that we have been plagued by this issue since Softimage 2014
across different projects and specialties, not just animation scenes, but
layout or render scenes...
I'm wondering what could be the cause since we are totally clueless
:(

Nuno
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Re: Viewport Slate

2016-02-23 Thread Nuno Conceicao
Thank you Andreas, this worked
I can see why you say its not really supported, seems to be a bit tricky to
get it working properly, but so far it manages to work.
Thanks again

N.


On Tue, Feb 23, 2016 at 8:31 AM, Andreas Böinghoff <
boeingh...@themarmalade.com> wrote:

> Ok,
>
> the problem is, that you haven't created an attribute on your ppg and you
> are trying to write an vector attribute to an ppg. In this case you have to
> make three parameters for the different channels. I have attached a small
> example what you could do. Please notice, that his is just a work around
> for a functionality that is not really supported.
>
> Cheers,
> Andreas
>
> On 22/02/2016 19:41, Nuno Conceicao wrote:
>
>> Thanks for the tips Andreas
>>
>> For some reason i'm unable to set the data on the custom property though,
>> not sure if I'm doing something wrong, probably I am.
>> Here is a screen grab
>> http://prntscr.com/a6mjrp
>>
>> Clueless here :(
>>
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
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Re: Viewport Slate

2016-02-22 Thread Nuno Conceicao
Thanks for the tips Andreas

For some reason i'm unable to set the data on the custom property though,
not sure if I'm doing something wrong, probably I am.
Here is a screen grab
http://prntscr.com/a6mjrp

Clueless here :(

On Thu, Feb 18, 2016 at 2:06 PM, Andreas Böinghoff <
boeingh...@themarmalade.com> wrote:

> I think that a direct reading is not possible.
>
> If you want to read a set_data node you could do it linke this:
> [Value pointcloud.pointcloud.ICETree.Set_Data.Value]
>
> If you want to read a custom attribute -  create a new custom Parameter on
> your pointcloud. Write your value via ICE to the Custom property and link
> it in the viewport slate
> [Value pointcloud.nodelocal.Display_PPG.ValueFromICE]
>
> Andy
>
> PS:
>
> In scripting you can get your stuff via:
> *python:*
> oTest =
> Application.Selection[0].ActivePrimitive.GetICEAttributeFromName("NbPoints").DataArray[0]
> Application.LogMessage(oTest)
> *vbscript:*
> oTest =
> Selection(0).ActivePrimitive.GetICEAttributeFromName("NbPoints").DataArray
> LogMessage(oTest)
>
> On 18/02/2016 13:23, Nuno Conceicao wrote:
>
> Hi guys
> Do you guys know if its possible to pass ICE custom attributes data
> directly to a viewport Slate?
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
>
> --
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> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Viewport Slate

2016-02-18 Thread Nuno Conceicao
Hi guys
Do you guys know if its possible to pass ICE custom attributes data
directly to a viewport Slate?
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Re: Maya rocks !

2016-02-08 Thread Nuno Conceicao
Awesome.
The only thing that really looks fake is the woman's baby belly in the end!


On Mon, Feb 8, 2016 at 2:44 PM, Ognjen Vukovic  wrote:

> Awesome work. Of course Redshift ripped it to pieces, I guess if it was
> Arnold or something else, they would still be rendering it :D.
>
> On Mon, Feb 8, 2016 at 2:35 PM, Olivier Jeannel 
> wrote:
>
>> https://vimeo.com/124445614
>>
>
>


Re: Job : Character Rigger - Blur Studio

2015-11-20 Thread Nuno Conceicao
Nice to know that Softimage is still being used at Blur.
Good luck with your head hunt!

Cheers

Nuno

On Fri, Nov 20, 2015 at 3:48 AM, Jeremie Passerin 
wrote:

> Hey gang,
>
> We're looking for a rigger for a couple of months, maybe more.
> Lots of cool characters to rig.
> US citizen or people with visa only.
> Contact me if interested.
>
> Thanks,
> Jeremie
>


Re: ahem......

2015-11-19 Thread Nuno Conceicao
For what I understood it first renders a cubic view from the camera point
then uses some stitching libraries to spit out a panoramic image

On Mon, Nov 16, 2015 at 9:19 PM, Rob Chapman  wrote:

> as fa as am aware its an opengl renderer for previz purposes and output is
> in a variety of pre stitched formats as image files which are viewed in an
> appropriate vr viewer
>
> *"When a render is complete it can be viewed in the Softimage Flipbook or
> standard professional image viewers like RV or djv_view; in specialist VR
> viewers like DomeViewer or Whirligig; or via an Oculus Rift."*
>
> On 16 November 2015 at 21:03, Steven Caron  wrote:
>
>> Does it render 360 pano directly in the viewport? Or does it render to
>> disk smaller frames and show you the stitched result?
>>
>> *written with my thumbs
>> On Nov 16, 2015 10:10 AM, "Nuno Conceicao" 
>> wrote:
>>
>>> Yeap, I was contacted by Andrew, because he also saw my posts.
>>> I ended up beta testing his plugin, so yes, it pretty much does what I
>>> was asking on the list a few weeks ago.
>>>
>>> Cheers
>>>
>>> Nuno
>>>
>>>
>>> On Mon, Nov 16, 2015 at 4:10 PM, Jason S  wrote:
>>>
>>>> Nuno? doesn't this sound like exactly what you were looking for?
>>>>
>>>> On 10/11/15 18:27, Nuno Conceicao wrote: ... assuming I get someone
>>>> with some good coding experience if its possible to actually write a
>>>> plugin/viewport shader or whatnot in order to enable the possibility of
>>>> doing panoramic (up to 360 degree) realtime previews.
>>>> Article quote:
>>>> *PlayblastVR for Softimage is intended to create fast OpenGL-based
>>>> previz renders of VR scenes.*
>>>>
>>>> *It can render standard Softimage scene elements including animated
>>>> polygon and NURBS geometry, lights, effects created with Softimage’s ICE
>>>> system, hair and fur, cloth and procedural shading networks.*
>>>>
>>>> Could you post other wishes?  ¦P
>>>>
>>>>
>>>> On 11/16/15 10:12, Andres Stephens wrote:
>>>>
>>>>
>>>>
>>>>
>>>> I agree.
>>>>
>>>>
>>>>
>>>>  Original message 
>>>> From: Mirko Jankovic 
>>>> 
>>>> Date: 16/11/2015 06:01 (GMT-05:00)
>>>> To: softimage@listproc.autodesk.com
>>>> Subject: Re: ahem..
>>>>
>>>> YES thank you for link!
>>>> just the thing I'm looking in rght now, s6 is here, watiing on GearVR
>>>> and dusted of DK1 heeh.
>>>> Thsi is perfect timing and fantastic to keep SI rolling for years to
>>>> come.
>>>>
>>>> Thanks for post and cheers to developers :)
>>>>
>>>> On Mon, Nov 16, 2015 at 11:27 AM, adrian wyer <
>>>> adrian.w...@fluid-pictures.com> wrote:
>>>>
>>>>
>>>> http://www.cgchannel.com/2015/11/andrew-hazelden-releases-playblastvr-for-so
>>>> ftimage/
>>>> <http://www.cgchannel.com/2015/11/andrew-hazelden-releases-playblastvr-for-so%0Aftimage/>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> "...the release is testament to the continuing activity in the
>>>> Softimage
>>>> user community, even 18 months after Autodesk officially stopped
>>>> developing
>>>> the software."
>>>>
>>>>
>>>>
>>>> Adrian Wyer
>>>> Fluid Pictures
>>>> 75-77 Margaret St.
>>>> London
>>>> W1W 8SY
>>>> ++44(0) 207 580 0829
>>>>
>>>>
>>>> adrian.w...@fluid-pictures.com
>>>> >>> adrian.wyer@fluid-pictu
>>>> res.com>
>>>>
>>>> www.fluid-pictures.com
>>>> >>> http://www.fluid-pictures.com/
>>>> >
>>>>
>>>>
>>>>
>>>> Fluid Pictures Limited is registered in England and Wales.
>>>> Company number:5657815
>>>> VAT number: 872 6893 71
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>
>


Re: ahem......

2015-11-16 Thread Nuno Conceicao
Yeap, I was contacted by Andrew, because he also saw my posts.
I ended up beta testing his plugin, so yes, it pretty much does what I was
asking on the list a few weeks ago.

Cheers

Nuno


On Mon, Nov 16, 2015 at 4:10 PM, Jason S  wrote:

> Nuno? doesn't this sound like exactly what you were looking for?
>
> On 10/11/15 18:27, Nuno Conceicao wrote: ... assuming I get someone with
> some good coding experience if its possible to actually write a
> plugin/viewport shader or whatnot in order to enable the possibility of
> doing panoramic (up to 360 degree) realtime previews.
> Article quote:
> *PlayblastVR for Softimage is intended to create fast OpenGL-based previz
> renders of VR scenes.*
>
> *It can render standard Softimage scene elements including animated
> polygon and NURBS geometry, lights, effects created with Softimage’s ICE
> system, hair and fur, cloth and procedural shading networks.*
>
> Could you post other wishes?  ¦P
>
>
> On 11/16/15 10:12, Andres Stephens wrote:
>
>
>
>
> I agree.
>
>
>
>  Original message 
> From: Mirko Jankovic 
> 
> Date: 16/11/2015 06:01 (GMT-05:00)
> To: softimage@listproc.autodesk.com
> Subject: Re: ahem..
>
> YES thank you for link!
> just the thing I'm looking in rght now, s6 is here, watiing on GearVR and
> dusted of DK1 heeh.
> Thsi is perfect timing and fantastic to keep SI rolling for years to come.
>
> Thanks for post and cheers to developers :)
>
> On Mon, Nov 16, 2015 at 11:27 AM, adrian wyer <
> adrian.w...@fluid-pictures.com> wrote:
>
>
> http://www.cgchannel.com/2015/11/andrew-hazelden-releases-playblastvr-for-so
> ftimage/
> <http://www.cgchannel.com/2015/11/andrew-hazelden-releases-playblastvr-for-so%0Aftimage/>
>
>
>
>
>
>
>
> "...the release is testament to the continuing activity in the
> Softimage
> user community, even 18 months after Autodesk officially stopped developing
> the software."
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>  adrian.wyer@fluid-pictu
> res.com>
>
> www.fluid-pictures.com
>  http://www.fluid-pictures.com/
> >
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
>
>
>
>


Re: Softimage Panoramic OpenGL viewer (does it exist?)

2015-10-12 Thread Nuno Conceicao
Cool , thanks
I'm not much of a coder but the way i see this sorted and not sure if I'm
over simplifying it, but, is to do a cubic map capture then calculate the
panoramic transformations in order to get the buffer in lat long format
before sending it back to the screen, right?
The bigger issue I see is to make this also work for stereo capture, but
that's another extra step...

N.


On Mon, Oct 12, 2015 at 1:56 PM, Ben Rogall <
xsi_l...@shaders.moederogall.com> wrote:

> That's what I used to make my realtime stereo addon (before SI got it
> natively). You get the opengl state and can do what you want with it.
>
> Ben
>
> On 10/12/2015 6:16 AM, Nuno Conceicao wrote:
>
> Thanks for the tip Ben
> We will also look into the XGS Api.
>
> Cheers
>
> N.
>
> On Mon, Oct 12, 2015 at 4:14 AM, Ben Rogall <
> xsi_l...@shaders.moederogall.com> wrote:
>
>> I think this should all be doable with the Softimage graphic sequencer
>> (XGS) API.
>>
>> Ben
>>
>> On 10/11/2015 5:27 PM, Nuno Conceicao wrote:
>>
>> Thanks guys, about the dome master its really nice and we actually based
>> our arnold panoramic shader on the domemaster code.
>> The issue is really the animators/previz , they need some fast turnaround
>> way of creating the panoramic previews, so we really looking for something
>> quick done with opengl that spits out a .mov.
>>
>> Cheer
>>
>> On Sat, Oct 10, 2015 at 8:12 PM, Jason S < 
>> jasonsta...@gmail.com> wrote:
>>
>>> Oh! responded (about Domemaster) before reading the last post :)
>>>
>>>
>>> On 10/10/15 15:10, Jason S wrote:
>>>
>>>  You might also explore the possibility of creating like a scene wide
>>> (ice) bulge deformer constrained to the camera.
>>>
>>> For the shader side, did you use this?
>>>
>>> https://github.com/zicher3d-org/domemaster-stereo-shader/wiki/Softimage-Domemaster3D-Install
>>>
>>> If not, it also seems to include some form of realtime preview,
>>>
>>>
>>>
>>> On 10/09/15 17:07, Matt Lind wrote:
>>>
>>> You can write a shader for use in the realtime viewport, or custom
>>> display host.  Between the two graphics library choices, I would go with
>>> OpenGL because DirectX inside of Softimage is quite flakey/buggy and only
>>> supports DirectX 9, possibly 10.
>>>
>>> OpenGL shader performance inside of the Softimage realtime viewport is
>>> not efficient.  There is as much as 20% overhead just for querying the
>>> scene to determine what needs to be shaded even before shading computations
>>> begin. That's another way of saying don't expect grandiose interactive
>>> performance on moderately complex scenes.  If the scene gets complicated
>>> enough, you'll get better performance with mental ray, which can most
>>> definitely do the panoramic thingy.
>>>
>>> The custom display host is a different ballgame as it's more of
>>> standalone app plugged into the Softimage UI with minimal communication
>>> pipeline between your app and Softimage.  You can get excellent performance
>>> writing OpenGL shaders here, but you'll have little interaction with the
>>> scene due to the lack of information Softimage feeds to the custom display
>>> host. You'll get basic keyboard and mouse feedback, camera movements, plus
>>> high level commands executed by the user, but if you need to know what
>>> happens in the construction history of a given object or need to drill down
>>> to get more details, you'll be largely blocked and have to figure out your
>>> own hack to do those things.
>>>
>>>
>>> Matt
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> Date: Fri, 9 Oct 2015 18:29:37 +0100
>>> From: Nuno Conceicao 
>>>  
>>> Subject: Re: Softimage Panoramic OpenGL viewer (does it exist?)
>>> To: No name 
>>> 
>>>
>>> Hi again, never got any reply about this subject and was wondering if
>>> anyone on the list knows assuming I get someone with some good coding
>>> experience if its possible to actually write a plugin/viewport shader or
>>> whatnot in order to enable the possibility of doing panoramic (up to 360
>>> degree) realtime previews.
>>> Also what would be the actual way of doing this, is it possible through
>>> the
>>> Opengl or Direct3D viewport by using some kind of hack of writing a
>>> buffer
>>> into a quad in camera space (post effect) or by creating an actual
>>> viewport
>>> plugin?
>>> Any documentations/tips on how to sort this?
>>>
>>> Maybe Raph, if you are still around in the list could you share some
>>> thoughts please?
>>>
>>> The reason is that we are doing some projects that involves panoramic
>>> renders and its a pain in the arse/ time consuming process to use camera
>>> rigs to capture a panorama and then stitching all this together in one
>>> seamless video which only gives an approximation to what the exact
>>> result
>>> should be.
>>> Cheers
>>>
>>> Nuno
>>>
>>>
>>>
>>>
>>>
>>
>>
>
>


Re: Softimage Panoramic OpenGL viewer (does it exist?)

2015-10-12 Thread Nuno Conceicao
Thanks for the tip Ben
We will also look into the XGS Api.

Cheers

N.

On Mon, Oct 12, 2015 at 4:14 AM, Ben Rogall <
xsi_l...@shaders.moederogall.com> wrote:

> I think this should all be doable with the Softimage graphic sequencer
> (XGS) API.
>
> Ben
>
> On 10/11/2015 5:27 PM, Nuno Conceicao wrote:
>
> Thanks guys, about the dome master its really nice and we actually based
> our arnold panoramic shader on the domemaster code.
> The issue is really the animators/previz , they need some fast turnaround
> way of creating the panoramic previews, so we really looking for something
> quick done with opengl that spits out a .mov.
>
> Cheer
>
> On Sat, Oct 10, 2015 at 8:12 PM, Jason S  wrote:
>
>> Oh! responded (about Domemaster) before reading the last post :)
>>
>>
>> On 10/10/15 15:10, Jason S wrote:
>>
>>  You might also explore the possibility of creating like a scene wide
>> (ice) bulge deformer constrained to the camera.
>>
>> For the shader side, did you use this?
>>
>> https://github.com/zicher3d-org/domemaster-stereo-shader/wiki/Softimage-Domemaster3D-Install
>>
>> If not, it also seems to include some form of realtime preview,
>>
>>
>>
>> On 10/09/15 17:07, Matt Lind wrote:
>>
>> You can write a shader for use in the realtime viewport, or custom
>> display host.  Between the two graphics library choices, I would go with
>> OpenGL because DirectX inside of Softimage is quite flakey/buggy and only
>> supports DirectX 9, possibly 10.
>>
>> OpenGL shader performance inside of the Softimage realtime viewport is
>> not efficient.  There is as much as 20% overhead just for querying the
>> scene to determine what needs to be shaded even before shading computations
>> begin. That's another way of saying don't expect grandiose interactive
>> performance on moderately complex scenes.  If the scene gets complicated
>> enough, you'll get better performance with mental ray, which can most
>> definitely do the panoramic thingy.
>>
>> The custom display host is a different ballgame as it's more of
>> standalone app plugged into the Softimage UI with minimal communication
>> pipeline between your app and Softimage.  You can get excellent performance
>> writing OpenGL shaders here, but you'll have little interaction with the
>> scene due to the lack of information Softimage feeds to the custom display
>> host. You'll get basic keyboard and mouse feedback, camera movements, plus
>> high level commands executed by the user, but if you need to know what
>> happens in the construction history of a given object or need to drill down
>> to get more details, you'll be largely blocked and have to figure out your
>> own hack to do those things.
>>
>>
>> Matt
>>
>>
>>
>>
>>
>>
>>
>> Date: Fri, 9 Oct 2015 18:29:37 +0100
>> From: Nuno Conceicao 
>> 
>> Subject: Re: Softimage Panoramic OpenGL viewer (does it exist?)
>> To: No name 
>> 
>>
>> Hi again, never got any reply about this subject and was wondering if
>> anyone on the list knows assuming I get someone with some good coding
>> experience if its possible to actually write a plugin/viewport shader or
>> whatnot in order to enable the possibility of doing panoramic (up to 360
>> degree) realtime previews.
>> Also what would be the actual way of doing this, is it possible through
>> the
>> Opengl or Direct3D viewport by using some kind of hack of writing a
>> buffer
>> into a quad in camera space (post effect) or by creating an actual
>> viewport
>> plugin?
>> Any documentations/tips on how to sort this?
>>
>> Maybe Raph, if you are still around in the list could you share some
>> thoughts please?
>>
>> The reason is that we are doing some projects that involves panoramic
>> renders and its a pain in the arse/ time consuming process to use camera
>> rigs to capture a panorama and then stitching all this together in one
>> seamless video which only gives an approximation to what the exact result
>> should be.
>> Cheers
>>
>> Nuno
>>
>>
>>
>>
>>
>
>


Re: Softimage Panoramic OpenGL viewer (does it exist?)

2015-10-11 Thread Nuno Conceicao
Thanks guys, about the dome master its really nice and we actually based
our arnold panoramic shader on the domemaster code.
The issue is really the animators/previz , they need some fast turnaround
way of creating the panoramic previews, so we really looking for something
quick done with opengl that spits out a .mov.

Cheer

On Sat, Oct 10, 2015 at 8:12 PM, Jason S  wrote:

> Oh! responded (about Domemaster) before reading the last post :)
>
>
> On 10/10/15 15:10, Jason S wrote:
>
>  You might also explore the possibility of creating like a scene wide
> (ice) bulge deformer constrained to the camera.
>
> For the shader side, did you use this?
>
> https://github.com/zicher3d-org/domemaster-stereo-shader/wiki/Softimage-Domemaster3D-Install
>
> If not, it also seems to include some form of realtime preview,
>
>
>
> On 10/09/15 17:07, Matt Lind wrote:
>
> You can write a shader for use in the realtime viewport, or custom display
> host.  Between the two graphics library choices, I would go with OpenGL
> because DirectX inside of Softimage is quite flakey/buggy and only supports
> DirectX 9, possibly 10.
>
> OpenGL shader performance inside of the Softimage realtime viewport is not
> efficient.  There is as much as 20% overhead just for querying the scene to
> determine what needs to be shaded even before shading computations begin.
> That's another way of saying don't expect grandiose interactive performance
> on moderately complex scenes.  If the scene gets complicated enough, you'll
> get better performance with mental ray, which can most definitely do the
> panoramic thingy.
>
> The custom display host is a different ballgame as it's more of standalone
> app plugged into the Softimage UI with minimal communication pipeline
> between your app and Softimage.  You can get excellent performance writing
> OpenGL shaders here, but you'll have little interaction with the scene due
> to the lack of information Softimage feeds to the custom display host.
> You'll get basic keyboard and mouse feedback, camera movements, plus high
> level commands executed by the user, but if you need to know what happens
> in the construction history of a given object or need to drill down to get
> more details, you'll be largely blocked and have to figure out your own
> hack to do those things.
>
>
> Matt
>
>
>
>
>
>
>
> Date: Fri, 9 Oct 2015 18:29:37 +0100
> From: Nuno Conceicao 
> 
> Subject: Re: Softimage Panoramic OpenGL viewer (does it exist?)
> To: No name 
> 
>
> Hi again, never got any reply about this subject and was wondering if
> anyone on the list knows assuming I get someone with some good coding
> experience if its possible to actually write a plugin/viewport shader or
> whatnot in order to enable the possibility of doing panoramic (up to 360
> degree) realtime previews.
> Also what would be the actual way of doing this, is it possible through
> the
> Opengl or Direct3D viewport by using some kind of hack of writing a buffer
> into a quad in camera space (post effect) or by creating an actual
> viewport
> plugin?
> Any documentations/tips on how to sort this?
>
> Maybe Raph, if you are still around in the list could you share some
> thoughts please?
>
> The reason is that we are doing some projects that involves panoramic
> renders and its a pain in the arse/ time consuming process to use camera
> rigs to capture a panorama and then stitching all this together in one
> seamless video which only gives an approximation to what the exact result
> should be.
> Cheers
>
> Nuno
>
>
>
>
>


Re: Softimage Panoramic OpenGL viewer (does it exist?)

2015-10-09 Thread Nuno Conceicao
Hi again, never got any reply about this subject and was wondering if
anyone on the list knows assuming I get someone with some good coding
experience if its possible to actually write a plugin/viewport shader or
whatnot in order to enable the possibility of doing panoramic (up to 360
degree) realtime previews.
Also what would be the actual way of doing this, is it possible through the
Opengl or Direct3D viewport by using some kind of hack of writing a buffer
into a quad in camera space (post effect) or by creating an actual viewport
plugin?
Any documentations/tips on how to sort this?

Maybe Raph, if you are still around in the list could you share some
thoughts please?

The reason is that we are doing some projects that involves panoramic
renders and its a pain in the arse/ time consuming process to use camera
rigs to capture a panorama and then stitching all this together in one
seamless video which only gives an approximation to what the exact result
should be.
Cheers

Nuno

On Thu, Sep 4, 2014 at 10:09 AM, Nuno Conceicao  wrote:

> Hi Softimagers
> We just started a project that needs to be rendered with a panoramic 270
> degree stereoscopic view.
> We already sorted out the panoramic camera stereo lens shader problem, but
> the issue is the softimage viewport.
>
> I was wondering if some other studio already had such kind of projects and
> came up with a solution for the panoramic view (can be cilindrical for ex)
> even if its not a stereo solution, but if at least a proper panoramic
> opengl view would be enough for the previz stage.
>
> Nuno
>
>


Looking for facial rigger

2015-10-06 Thread Nuno Conceicao
Hi guys
We at Illusive, are looking  for a freelance Softimage facial rigger with
good experience with realistic models, anyone interested please contact me.

Cheers

Nuno


Re: OT'ish: Redshift renderfarm with Softimage setup?

2015-08-05 Thread Nuno Conceicao
Hi
Keep in mind SLI efficiency doesn't scale linearly, I read somewhere that
with 2 cards efficiency is close to 90% , while with 4 is around 60%.



On Wed, Aug 5, 2015 at 11:05 AM, Morten Bartholdy 
wrote:

> I know several of you are using Redshift extensively or only now. We are
> looking in to expanding our permanent render license pool and are
> considering the pros and cons of Arnold, Vray and Redshift. I believe
> Redshift will provide the most bang for the buck, but at a cost of some
> production functionality we are used to with Arnold and Vray. Also, it will
> likely require an initial investment in new hardware as Redshift will not
> run on our Pizzabox render units, so that cost has to be counted in as well.
>
>
>
> It looks like the most priceefficient Redshift setup would be to make a
> few machines with as many GPUs in them as physically possible, but how have
> you guys set up your Redshift renderfarms?
>
>
> I am thinking a large cabinet with a huge PSU, lots of cooling, as much
> memory as possible on the motherboard and perhaps 8 GPUs in each. GTX 970
> is probably the most power per pricepoint while Titans would make sense if
> more memory for rendering is required.
>
>
> Any thoughts and pointers will be much appreciated.
>
>
>
> Morten
>
>
>
>


Re: File size limit for Softimage?

2015-04-09 Thread Nuno Conceicao
It might be the user normals, that takes a lot of extra space, unless you
really need it, clearing them might drop the file size considerably

On Thu, Apr 9, 2015 at 4:38 PM, Mario Reitbauer 
wrote:

> Yes there is a file size limit in Si2013.
>
> With Si2014 upwards you can safe files up to 4GB, in 2013 it probably was
> only 2 GB.
>
> Have you tried loading everything as Alembic instead of fbx ?
> Freezing the geo after importing. Making Quads out of the polys.
> Deleting unused clusters (normals and whatever).
>
> 55mio doesnt sound too much to me, should easily fit into a 2gb scene.
>


Re: OT: Unreal 4 and google cardboard

2015-04-09 Thread Nuno Conceicao
Hi Francisco
We are doing our first steps in our studio towards creating VR contents for
Oculus rift and compared to Unity is also giving us some issues in
performance.
Its quite possibly because we are still a bit newbies in UE but even with
simple projects we tend to drop bellow the 75fps in stereo view while in
non stereo we top 130fps using a GTX 770.
Still trying to figure out the exact reasons, I know in stereo we get twice
the draw calls, among other things but still...

On Thu, Apr 9, 2015 at 1:14 PM, Francisco Criado 
wrote:

> Hi Nicolas!
> Can you explain a little bit more? We are not having big issues with
> Oculus, all of the expereinces we ve done are about 100 and 120 fps without
> any problems on gtx970 and gtx980.
>
> F.
>
>
>
> 2015-04-09 9:08 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>
>> In general Oculus performances are terrible within UE4, which is now a
>> major drawback.
>>
>> Unity in this case is a well tested software if you're going for a VR
>> situation, while UE4 is getting there ;)
>>
>> 2015-04-09 13:44 GMT+02:00 Francisco Criado :
>>
>>> Hi Gerbrand,
>>>
>>> in my experience, if wou want to make vr content for mobile i would
>>> recommend you samsung gear vr rather than cardboard.
>>> We been testing on mobile users and must say cardboard isn´t a pretty
>>> chance to VR due to lag, comfort, and latency depending on mobile
>>> model.Samusng gear vr is is definitely more expensive but has a growing
>>> market, and a nice store for apps.
>>> In terms of software, you said it, Unity reminds me of Maya or Max,
>>> where you can do 3d, and Unreal reminds me softimage where you enjoy doing
>>> 3d...
>>>
>>>
>>> Hope it helps!
>>>
>>> F.
>>>
>>>
>>>
>>> 2015-04-09 8:07 GMT-03:00 Gerbrand Nel :
>>>
>>>  Yeah Oculus in unreal is easy.. The problem with the google cardboard
 is getting the head motion to drive the camera, and creating a proper split
 screen.
 I really hope they release a template for cardboard in unreal soon.
 Us dumb-folk loves them templates :)


 On 09/04/2015 12:31, Alok Gandhi wrote:

 Done tons of ocuclus for unity. Have good experience so far. Not sure
 about unreal though.

 On Thu, Apr 9, 2015 at 3:59 PM, Gerbrand Nel  wrote:

> Hey guys.. this is way of topic, but I ask here because the smart kids
> hang out on this side of the internet ;P
> I'm very keen to create vr stories, but for Joe Everybody.
> The oculus is great, but it has a very small audience at the moment.
> Google cardboard on the other hand is accessible to anyone with a
> smartish phone.
> Now I got a simple thing going with unity, and it works great.
> Problem is; unity reminds me of maya, and maya leads to anger and
> anger leads to... oh you get the picture.
> Unreal on the other hand feel friendly, like a ICE tree, made of
> friendly things.
> Until you try and do a google cardboard project that is.
> Has anyone here done unreal work for google cardboard?
> Care to share some knowledge?
> Thanks guys
> G
>



  --



>>>
>>>
>>> --
>>>
>>>
>>>
>>
>
>
> --
>
>
>


Re: Will there be an SP2 for Softimage 2015?

2015-03-25 Thread Nuno Conceicao
Last Service Pack they solved only 9 bugs,my bet on the next one is just
3...

On Wed, Mar 25, 2015 at 9:18 AM, Mario Reitbauer 
wrote:

> I would say that that is a subjective feeling ;)
>
> 2015-03-24 19:57 GMT+01:00 Tenshi S. :
>
>> Hi Maurice.,
>>
>> Can you confirm if there will be an SP2 for Softimage 2015? Most of the
>> times the SP2 are the best out there to work in production.
>>
>> On Tue, Mar 24, 2015 at 9:18 AM, Maurice Patel <
>> maurice.pa...@autodesk.com> wrote:
>>
>>> HI Eric,
>>> I am not sure about the status of the bug you reported, you had best
>>> contact support for that while still on Subscription. Your current license
>>> for Softimage is perpetual so you can continue to use it even if you do not
>>> renew subscription. If service packs are issued they are made available to
>>> all license holders whether they are on Subscription or not. Only
>>> extensions are reserved for Subscription customers and we are not
>>> developing new extensions for Softimage.
>>> Hope that helps
>>> maurice
>>>
>>> Maurice Patel
>>> Autodesk : Tél:  514 954-7134
>>>
>>> From: softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Turman
>>> Sent: Monday, March 23, 2015 9:27 AM
>>> To: softimage@listproc.autodesk.com
>>> Subject: Will there be an SP2 for Softimage 2015?
>>>
>>> I had posted a replicable and verified bug regarding the fact that a
>>> few--and likely many--commands do not iterate over multiple deltas attached
>>> to a reference model. While I have no idea if that bug is a low enough
>>> hanging fruit to fix before all of us lose support in 2016, I also have no
>>> idea whether or not we will even be seeing an SP2 for Softimage. As my
>>> subscription is coming due in a couple months, I am wondering if it will
>>> even be worth it. It certainly is not worth it for Maya (even with
>>> Bifrost.) Also I am still unclear as to the status of the permanent license
>>> of Softimage if I do another subscription.
>>>
>>> Thanks,
>>> -=Eric
>>> --
>>>
>>>
>>>
>>>
>>> -=T=-
>>>
>>
>>
>


Re: Cobweb compound

2015-01-26 Thread Nuno Conceicao
The only compound I found is Aging cobwebs, even though its a nice compound
it doesnt create a typical radial shaped spider web

On Mon, Jan 26, 2015 at 7:18 PM, Mario Reitbauer 
wrote:

> There is a compound like this out there.
> Best is to check rray, and search si-community.
>
> I definitly know that theres a compound out there for this.
>
> 2015-01-26 19:19 GMT+01:00 Nuno Conceicao :
>
>> Hi list
>> I'm looking for a cobweb compound that creates a decent looking spiderweb
>> with some dynamics (gets ruptured when the camera goes through it). Its
>> nothing like the aging cobweb compound already available online, it has to
>> look like a spider web with some degree of customization.
>>
>> Was wondering if someone is interested in taking this task, but I'm
>> afraid the budget to do this effect is rather small so, if maybe someone
>> did something like this in the past would be interested in sell the
>> compound or improve an existing one would be an option.
>>
>> If you are interested or if you have further questions, please drop me an
>> email.
>>
>> Cheers
>>
>> Nuno
>>
>>
>>
>>
>>
>


Cobweb compound

2015-01-26 Thread Nuno Conceicao
Hi list
I'm looking for a cobweb compound that creates a decent looking spiderweb
with some dynamics (gets ruptured when the camera goes through it). Its
nothing like the aging cobweb compound already available online, it has to
look like a spider web with some degree of customization.

Was wondering if someone is interested in taking this task, but I'm afraid
the budget to do this effect is rather small so, if maybe someone did
something like this in the past would be interested in sell the compound or
improve an existing one would be an option.

If you are interested or if you have further questions, please drop me an
email.

Cheers

Nuno


Anyone using Backburner

2014-10-07 Thread Nuno Conceicao
Hi, I`m having some trouble updating Backburner above version 2008,
basically the cmdjob doesnt work the same way with the flag -cmdFile
Anyone out there using Backburner submiting jobs using the -cmdFile flag
that could share/post a cmdFile example together with the cmdjob parameters
pretty please?

Cheers

Nuno


Re: orangutan - the mill

2014-10-06 Thread Nuno Conceicao
Mill, I hate you guys! :)
Really , awesome work! Congratulations

On Sun, Oct 5, 2014 at 6:04 PM, gareth bell  wrote:

> https://www.youtube.com/watch?v=eysSKLxcpXA&list=UUvIYX7HvZJqODMRynAPf6aw
> --
> Date: Sun, 5 Oct 2014 17:17:49 +0100
> Subject: Re: orangutan - the mill
> From: sebastien.sterl...@gmail.com
> To: softimage@listproc.autodesk.com
>
> Nice, Orangutan's are pretty hip these days.
>
> On 5 October 2014 16:50, Matt Morris  wrote:
>
> Just saw this last night, absolutely mind-blowing! Stunning work guys. So
> much character and real life in that face.
>
> http://www.themill.com/work/sse-orangutan.aspx
>
>
>
> --
> www.matinai.com
>
>
>


Softimage Panoramic OpenGL viewer (does it exist?)

2014-09-04 Thread Nuno Conceicao
Hi Softimagers
We just started a project that needs to be rendered with a panoramic 270
degree stereoscopic view.
We already sorted out the panoramic camera stereo lens shader problem, but
the issue is the softimage viewport.

I was wondering if some other studio already had such kind of projects and
came up with a solution for the panoramic view (can be cilindrical for ex)
even if its not a stereo solution, but if at least a proper panoramic
opengl view would be enough for the previz stage.

Nuno


Re: Alembic

2014-08-01 Thread Nuno Conceicao
I think its still a step behind from what ive seen in crate.
On the other hand, the team at Singapore looks still committed to improve
it (unfortunately parallel to Softimage).
As it is right now I only think it lacks a bit more control at export like
sub-steps for ex, which right now only works if you temporarily create a
simulated ICE tree so u can then access the mesh sub-step simulation
settings before you export your animation (quite useful if u need to render
proper 3d motion blur).



On Fri, Aug 1, 2014 at 11:20 AM, Matt Morris  wrote:

> There are a few limitations in comparison with the options available to
> crate. Having it tied to an ice tree isn't working for me in soft, would
> much prefer it to be implemented in the same way as the other caching tools
> through cache manager/anim mixer.
>
>
>
>
> On 1 August 2014 11:15, Simon Reeves  wrote:
>
>> Hi all,
>>
>> We've been using alembic quite successfully with exocortex's plugins,
>> Max/XSI and Maya - but as they all have alembic now in 2015...
>>
>> I was wonder what people's experiences have been? How many people
>> acutally use alembic? And which...
>>
>> Cheers!
>>
>>
>> Simon Reeves
>> London, UK
>>
>> *www.simonreeves.com *
>> *www.analogstudio.co.uk *
>>
>
>
>
> --
> www.matinai.com
>


Re: Softimage Alembic Plug-In with Selective Import

2014-07-17 Thread Nuno Conceicao
Thanks Ho
Please keep in mind the wetransfer link will expire in a couple weeks, if
you need me to resubmit it using other means please let me know.

Cheers

Nuno


On Thu, Jul 17, 2014 at 4:20 AM, Ho Chung Nguyen <
hochung.ngu...@autodesk.com> wrote:

> Hi Nuno
>
> Thanks for identifying this issue, we’ve logged it in our database.
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Nuno Conceicao
> Sent: Tuesday, July 08, 2014 7:09 PM
> To: No name
> Subject: Re: Softimage Alembic Plug-In with Selective Import
>
> Sorry Ho, but the mesh I'm importing shows no new ICE attributes, if I do
> the color map lookup I also don't get any color from the color at vertices
> either.
> If I import this .abc file in maya I immediately see one of the CAVs
> (bifrostVelocity)
> So either the Alembic importer in Softimage doesn't support these CAVs or
> I need to force ICE to read them somehow from the file (haven't managed to
> do that either)
> I'm supplying a link to the .abc file I'm using for this test   if want to
> have a look (attachment wont work).>> http://we.tl/0eGt6wcODE
>
> Thanks
>
> On Tue, Jul 8, 2014 at 3:19 AM, Ho Chung Nguyen <
> hochung.ngu...@autodesk.com<mailto:hochung.ngu...@autodesk.com>> wrote:
> Hi Nuno,
>
> Any property in the .abc file will be imported as ICE attribute.
> You’ll need to add node Color Map Lookup to the RenderTree to render
> vertex colors.
> Note that setting the Vertex Color Display Property on the material will
> not work if its RenderTree doesn’t have the Color Map Lookup node. Besides
> this property is only meant for the viewport rendering.
>
> [cid:image003.jpg@01CF9A96.1D2A7F50] [cid:image003.jpg@01CF9A96.1D2A7F50]>
>
> From: softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com> [mailto:
> softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com>] On Behalf Of Nuno Conceicao
> Sent: Saturday, July 05, 2014 12:13 AM
> To: No name
> Subject: Re: Softimage Alembic Plug-In with Selective Import
> This is good news, at least Autodesk is doing something good to help
> smooth things out in a future transition.
>
> If I may request little a feature for this plugin, I notice that Alembic
> is not importing Vertex Color maps even though they are present on the .abc
> file exported from Maya.
> Is this something that can be implemented in a future update?
>
> On Fri, Jul 4, 2014 at 12:04 PM, Leendert A. Hartog  <mailto:hirazib...@live.nl><mailto:hirazib...@live.nl hirazib...@live.nl>>> wrote:
> Interesting.
> Would you please consider registering at the si-community,
> so all these goodies get announced there as well?
>
> Greetz
> Leendert
> AKA Hirazi Blue
>
> --
>
> Leendert A. Hartog AKA Hirazi Blue
> Administrator NOT the owner of si-community.com<http://si-community.com><
> http://si-community.com>
>
>


Re: Is it realy ?

2014-07-15 Thread Nuno Conceicao
Well I meant "very" profit driven, I don't see similar behaviours in
companies like Newtek , Side Effects, even Foundry...


On Tue, Jul 15, 2014 at 11:15 AM, Cristobal Infante 
wrote:

> "This company is profit driven"
>
> Like any other company, and it makes more money out of 3Dsmax than Maya. A
> lot more.
>
> So no, It will not die. It's a bit like a zombie ;)
>
>
> On 15 July 2014 11:12, Nuno Conceicao  wrote:
>
>> 2 or 3 years ago I was reading similar denial posts about the rumour
>> Softimage demise.
>> This company is profit driven, the signs are already out there, I could
>> come up with arguments for each possibility, the thing is, it depends
>> really on Autodesk plans, imho...
>>
>>
>>
>> On Tue, Jul 15, 2014 at 11:04 AM, Stefan Kubicek 
>> wrote:
>>
>>>
>>> I don't think Max offers any unique advantage for arch viz or games. All
>>> can be done anywhere else and in my opinion, more efficiently.
>>>
>>>
>>> As much as I'd want that to be true I need to disagree: Max still is
>>> hands down the single most efficient application for ArchViz. It comes with
>>> a ton of import options, great and fast Spline editing features, good
>>> enough proceduralism, a megaton of ready-made assets (Evermotion et al)
>>> already set up for different renderers, excellent Vray integration, and
>>> ease of use for simple scenes. I wouldn't want to do VFX with it (although
>>> some do), but for archviz it's _the_  most cost effective solution by miles.
>>>
>>>
>>>
>>>
>>> Sent from my iPhone
>>>
>>> On Jul 15, 2014, at 1:50 PM, Jordi Bares  wrote:
>>>
>>> I agree with your Max view,
>>>
>>> Let's remember that is their core audience, architecture and engineering
>>> so killing the software that complements the key product in such a way
>>> would be foolish.
>>>
>>> A different story is that they keep putting VFX goodies on it… that may
>>> be very possible..
>>>
>>>  Jordi Bares
>>> jordiba...@gmail.com
>>>
>>> On 15 Jul 2014, at 08:33, Raffaele Fragapane <
>>> raffsxsil...@googlemail.com> wrote:
>>>
>>> The blogger has a really distorted perspective on market, apps and
>>> qualities. There's a distinct fanboi smell to the article.
>>>
>>> I don't think MAX will be terminated in the next couple years, but if I
>>> had to bet money, I'd gladly put it on it being massively requalified for
>>> viz, and maybe, just maybe, to see an LT version for the indie gaming
>>> platform if Maya won't successfully dig that inlet.
>>>
>>> When you read stuff like "This definitely raised a few eyebrows because
>>> 3ds Max has typically been known as the go-to app for the game industry"
>>> You know the guy, like most of DT has been for its entire existence,
>>> lives in a reality predating the actual calendar by more than a few years.
>>>
>>> I do have money with a friend on Mudbox and MoBu not seeing more than
>>> another Christmas or two tops though :)
>>>
>>>
>>>
>>>
>>>
>>> --
>>>
>>> -
>>>Stefan Kubicek ste...@keyvis.at
>>> <%22ste...@keyvis.at%22+%3cste...@keyvis.at%3E>
>>> -
>>>   Alfred Feierfeilstraße 3
>>> A-2380 Perchtoldsdorf bei Wien
>>>  Phone: +43 (0) 699 12614231
>>>www.keyvis.at
>>>  This email and its attachments are
>>> confidential and for the recipient only
>>>
>>
>>
>


Re: Is it realy ?

2014-07-15 Thread Nuno Conceicao
2 or 3 years ago I was reading similar denial posts about the rumour
Softimage demise.
This company is profit driven, the signs are already out there, I could
come up with arguments for each possibility, the thing is, it depends
really on Autodesk plans, imho...



On Tue, Jul 15, 2014 at 11:04 AM, Stefan Kubicek 
wrote:

>
> I don't think Max offers any unique advantage for arch viz or games. All
> can be done anywhere else and in my opinion, more efficiently.
>
>
> As much as I'd want that to be true I need to disagree: Max still is hands
> down the single most efficient application for ArchViz. It comes with a ton
> of import options, great and fast Spline editing features, good enough
> proceduralism, a megaton of ready-made assets (Evermotion et al) already
> set up for different renderers, excellent Vray integration, and ease of use
> for simple scenes. I wouldn't want to do VFX with it (although some do),
> but for archviz it's _the_  most cost effective solution by miles.
>
>
>
>
> Sent from my iPhone
>
> On Jul 15, 2014, at 1:50 PM, Jordi Bares  wrote:
>
> I agree with your Max view,
>
> Let's remember that is their core audience, architecture and engineering
> so killing the software that complements the key product in such a way
> would be foolish.
>
> A different story is that they keep putting VFX goodies on it… that may be
> very possible..
>
>  Jordi Bares
> jordiba...@gmail.com
>
> On 15 Jul 2014, at 08:33, Raffaele Fragapane 
> wrote:
>
> The blogger has a really distorted perspective on market, apps and
> qualities. There's a distinct fanboi smell to the article.
>
> I don't think MAX will be terminated in the next couple years, but if I
> had to bet money, I'd gladly put it on it being massively requalified for
> viz, and maybe, just maybe, to see an LT version for the indie gaming
> platform if Maya won't successfully dig that inlet.
>
> When you read stuff like "This definitely raised a few eyebrows because
> 3ds Max has typically been known as the go-to app for the game industry"
> You know the guy, like most of DT has been for its entire existence, lives
> in a reality predating the actual calendar by more than a few years.
>
> I do have money with a friend on Mudbox and MoBu not seeing more than
> another Christmas or two tops though :)
>
>
>
>
>
> --
>
> -
>Stefan Kubicek ste...@keyvis.at
> <%22ste...@keyvis.at%22+%3cste...@keyvis.at%3E>
> -
>   Alfred Feierfeilstraße 3
> A-2380 Perchtoldsdorf bei Wien
>  Phone: +43 (0) 699 12614231
>www.keyvis.at
>  This email and its attachments are
> confidential and for the recipient only
>


Re: Softimage Alembic Plug-In with Selective Import

2014-07-08 Thread Nuno Conceicao
Sorry Ho, but the mesh I'm importing shows no new ICE attributes, if I do
the color map lookup I also don't get any color from the color at vertices
either.
If I import this .abc file in maya I immediately see one of the CAVs
(bifrostVelocity)
So either the Alembic importer in Softimage doesn't support these CAVs or I
need to force ICE to read them somehow from the file (haven't managed to do
that either)
I'm supplying a link to the .abc file I'm using for this test   if want to
have a look (attachment wont work).>> http://we.tl/0eGt6wcODE

Thanks


On Tue, Jul 8, 2014 at 3:19 AM, Ho Chung Nguyen  wrote:

> Hi Nuno,
>
> Any property in the .abc file will be imported as ICE attribute.
> You’ll need to add node Color Map Lookup to the RenderTree to render
> vertex colors.
> Note that setting the Vertex Color Display Property on the material will
> not work if its RenderTree doesn’t have the Color Map Lookup node. Besides
> this property is only meant for the viewport rendering.
>
> [cid:image003.jpg@01CF9A96.1D2A7F50]
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Nuno Conceicao
> Sent: Saturday, July 05, 2014 12:13 AM
> To: No name
> Subject: Re: Softimage Alembic Plug-In with Selective Import
>
> This is good news, at least Autodesk is doing something good to help
> smooth things out in a future transition.
>
> If I may request little a feature for this plugin, I notice that Alembic
> is not importing Vertex Color maps even though they are present on the .abc
> file exported from Maya.
> Is this something that can be implemented in a future update?
>
>
> On Fri, Jul 4, 2014 at 12:04 PM, Leendert A. Hartog  <mailto:hirazib...@live.nl>> wrote:
> Interesting.
> Would you please consider registering at the si-community,
> so all these goodies get announced there as well?
>
> Greetz
> Leendert
> AKA Hirazi Blue
>
> --
>
> Leendert A. Hartog AKA Hirazi Blue
> Administrator NOT the owner of si-community.com<http://si-community.com>
>
>


Re: Softimage Alembic Plug-In with Selective Import

2014-07-08 Thread Nuno Conceicao
Wont be on the next SP or in no SP at all?



On Tue, Jul 8, 2014 at 2:56 AM, Ho Chung Nguyen  wrote:

> This is for Softimage 2015
> It won’t be in the SP release, but Hans has made the binary available on
> sourceforge
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
> Sent: Monday, July 07, 2014 10:06 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Softimage Alembic Plug-In with Selective Import
>
>
> Thanks for sharing Hans. I take it this is Softimage 2014 and 15 only!?
>
>
>
> Morten
>
>
>
> Den 4. juli 2014 kl. 04:24 skrev "Hans Adrian (Intern)" <
> hans.adr...@autodesk.com>:
>
> > Hi all,
> >
> > Here is a link to Softimage Alembic Plug-In with added selective import
> feature:
> >
> > https://sourceforge.net/projects/softimage-alembic-plugin/
> >
> > You can choose to import the whole Alembic file or to import only
> certain objects from the file. You can also choose to target an Alembic
> object to be imported to an existing object in the scene. There is no
> change in export mechanism.
>


Re: Softimage Alembic Plug-In with Selective Import

2014-07-06 Thread Nuno Conceicao
er point value is in units/second
>
> Additionally, the NURBS objects will contain TrimCurves which may contain
> zero or more trim curves. The path is composed of segments in the u
> direction and then the v direction.
>
>  Camera
>
> The Abc Camera class has these attributes:
>
>- focalLength (mm)
>- horizontalAperture/verticalAperture dimensions (cm)
>- horizontalFilmOffset/verticalFilmOffset (cm)
>- lenseSqueezeRatio: to handle anamorphic lenses, among other things.
>(width / height)
>- 2D transform stack (translate/scale only) for expressing additional
>2D translate/scale filmback operations
>- overscan stored as 4 percentage values for independent
>left/right/top/bottom values (to support fractional extension of screen
>window)
>- non-symmetrical overscan, which we've come across)
>- fStop (focal length divided by "effective" lens diameter)
>- focusDistance
>- shutterOpen/shutterClose: these would be frame-relative values, in
>seconds (secs.)
>- near/far clipping planes
>
>  Light
>
> The attributes of the Abc Light class are to be expressed via an attached
> AbcMaterial <http://code.google.com/p/alembic/wiki/AbcMaterial>. The
> other optional attributes on the light include:
>
>- childBounds - (optional) The bounding volume, including all
>subobjects
>- camera - (optional) An Abc Camera.
>
>
>
> On 07/04/14 12:13, Nuno Conceicao wrote:
>
> This is good news, at least Autodesk is doing something good to help
> smooth things out in a future transition.
>
> If I may request little a feature for this plugin, I notice that Alembic
> is not importing Vertex Color maps even though they are present on the .abc
> file exported from Maya.
> Is this something that can be implemented in a future update?
>
>
>
> On Fri, Jul 4, 2014 at 12:04 PM, Leendert A. Hartog 
> wrote:
>
>> Interesting.
>> Would you please consider registering at the si-community,
>> so all these goodies get announced there as well?
>>
>> Greetz
>> Leendert
>> AKA Hirazi Blue
>>
>> --
>>
>> Leendert A. Hartog AKA Hirazi Blue
>> Administrator NOT the owner of si-community.com
>>
>>
>
>


Re: Maya 2015 Bifrost to Softimage

2014-07-04 Thread Nuno Conceicao
Hmm, I hope doesn't take longer than a couple weeks :P



On Fri, Jul 4, 2014 at 6:12 PM, Grahame Fuller 
wrote:

> Hi Nuno,
>
> I can confirm that the .bif format is undocumented. As for other Bifröst
> export options, I’m afraid that all I can say is “stay tuned” for now.
>
> gray
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Nuno Conceicao
> Sent: Tuesday, July 01, 2014 9:08 AM
> To: No name
> Subject: Re: Maya 2015 Bifrost to Softimage
>
> I don't think there is a file description of .bif out there, maybe
> Autodesk could confirm that if they check this thread, hopefully...
>
> Yeah, maybe I could getting a .mc (actually I think is .mcc) from
> Maya/bifrost, but our attempts to get that cache from bifrost didnt worked
> out.
>
>
> On Mon, Jun 30, 2014 at 7:55 PM, Eric Mootz  e...@mootzoid.com>> wrote:
> Hey Nuno,
>
> No, it doesn't read .bif, sorry.
> Here the supported formats:
>
> * bgeo(Houdini format prior to version 12)
> * bhclassic (Houdini format prior to version 12)
> * geo  (Houdini format prior to version 12)
> * hclassic   (Houdini format prior to version 12)
> * pdb32 (Maya)
> * pdb64 (Maya)
> * mc   (3ds max / Maya)
> * ptc   (RenderMan)
> * bin   (RealFlow particle format)
> * pts   (3D Points File)
> * ptf(Maya)
> * itbl   (Houdini)
> * atbl  (Houdini)
>
> Is there a format file description of .bif somehwhere?
> If there is I could take a look at it and check whether the format is
> quickly implementable.
>
> Cheers,
> Eric
>
>
>


Re: 2015 SP1

2014-07-04 Thread Nuno Conceicao
They have been providing some unofficial updates on Alembic plugin, as soon
as that rolls over to a service pack we will start switching to 2015



On Fri, Jul 4, 2014 at 5:47 PM, Francois Lord  wrote:

>  "Autodesk will continue to offer product support until April 30, 2016. We
> will also provide Softimage support services (including Hot Fixes and
> Service Packs) to all Softimage customers with Autodesk Subscription, at no
> cost, until April 30, 2016."
>
> http://www.autodesk.com/products/softimage/overview
>
> Hoping that it doesn't mean SP1 will come on April 30, 2016.
>
>
> On 04-Jul-14 12:29, Sebastien Sterling wrote:
>
> Is there even supposed to be a 2015 sp1 ?
>
>
> On 4 July 2014 17:21, Francois Lord  wrote:
>
>> Anyone knows if 2015 SP1 is coming soon?
>> I've been waiting for it to install 2015. But the projects that were
>> begun on older versions are getting to an end and I would like to start the
>> new ones on 2015.
>> Usually it comes around June. "Usually"...
>>
>
>
>


Re: Softimage Alembic Plug-In with Selective Import

2014-07-04 Thread Nuno Conceicao
This is good news, at least Autodesk is doing something good to help smooth
things out in a future transition.

If I may request little a feature for this plugin, I notice that Alembic is
not importing Vertex Color maps even though they are present on the .abc
file exported from Maya.
Is this something that can be implemented in a future update?



On Fri, Jul 4, 2014 at 12:04 PM, Leendert A. Hartog 
wrote:

> Interesting.
> Would you please consider registering at the si-community,
> so all these goodies get announced there as well?
>
> Greetz
> Leendert
> AKA Hirazi Blue
>
> --
>
> Leendert A. Hartog AKA Hirazi Blue
> Administrator NOT the owner of si-community.com
>
>


Re: Softimage 2015 SDK help not working

2014-07-02 Thread Nuno Conceicao
and this happens only with the 2015 developer help, the user guide help is
working fine for us


On Wed, Jul 2, 2014 at 10:39 AM, Nuno Conceicao  wrote:

> Just to add that we never had this issue before till 2015 version.
> Previous versions of the help, for example 2012 up to 2014 always worked
> and still works fine.
>
>
>
> On Wed, Jul 2, 2014 at 10:37 AM, Hemadri Duraiswami Naidu <
> hemadri.duraiswamina...@autodesk.com> wrote:
>
>> It works for us on IE 10, Chrome v35, and Firefox browsers. I will log
>> this as an issue.
>>
>> Thanks,
>> Hemadri
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Jens Lindgren
>> Sent: Wednesday, July 02, 2014 5:20 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: Softimage 2015 SDK help not working
>>
>> Yeah it really bugs me out that all the Autodesk 2015 documentation
>> doesn't work in IE (11). It works in Chrome, but buggy.
>> Believe it or not but a lot of people actually use IE as default browser.
>> Please fix this Autodesk!
>>
>> /Jens
>>
>> On Wed, Jul 2, 2014 at 11:10 AM, Nuno Conceicao <
>> nunoalexconcei...@gmail.com<mailto:nunoalexconcei...@gmail.com>> wrote:
>> It opens in 1 out of 3 machines here in the office with chrome v35, the
>> left bar doesn't open http://prntscr.com/3yle6e
>> Also doesn't open properly with IE 9 http://prntscr.com/3ylenq
>> It only seems to work fine with Firefox on those machines
>>
>>
>>
>> On Wed, Jul 2, 2014 at 4:34 AM, Songqiong Yang <
>> songqiong.y...@autodesk.com<mailto:songqiong.y...@autodesk.com>> wrote:
>> Can you open this link
>> http://docs.autodesk.com/SI/2015/ENU/Softimage-Developer-Help/ ?
>> It works in my site.
>>
>>
>> Thanks,
>> Joany
>> From: softimage-boun...@listproc.autodesk.com> softimage-boun...@listproc.autodesk.com> [mailto:
>> softimage-boun...@listproc.autodesk.com> softimage-boun...@listproc.autodesk.com>] On Behalf Of Nuno Conceicao
>> Sent: Wednesday, July 02, 2014 2:09 AM
>> To: No name
>> Subject: Softimage 2015 SDK help not working
>>
>> Is it just me or the online sdk help for Softimage 2015 is not working?
>>
>>
>>
>>
>> --
>> Jens Lindgren
>> --
>> Lead Technical Director
>> Magoo 3D Studios<http://www.magoo3dstudios.com/>
>>
>
>


Re: Softimage 2015 SDK help not working

2014-07-02 Thread Nuno Conceicao
Just to add that we never had this issue before till 2015 version.
Previous versions of the help, for example 2012 up to 2014 always worked
and still works fine.



On Wed, Jul 2, 2014 at 10:37 AM, Hemadri Duraiswami Naidu <
hemadri.duraiswamina...@autodesk.com> wrote:

> It works for us on IE 10, Chrome v35, and Firefox browsers. I will log
> this as an issue.
>
> Thanks,
> Hemadri
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Jens Lindgren
> Sent: Wednesday, July 02, 2014 5:20 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Softimage 2015 SDK help not working
>
> Yeah it really bugs me out that all the Autodesk 2015 documentation
> doesn't work in IE (11). It works in Chrome, but buggy.
> Believe it or not but a lot of people actually use IE as default browser.
> Please fix this Autodesk!
>
> /Jens
>
> On Wed, Jul 2, 2014 at 11:10 AM, Nuno Conceicao <
> nunoalexconcei...@gmail.com<mailto:nunoalexconcei...@gmail.com>> wrote:
> It opens in 1 out of 3 machines here in the office with chrome v35, the
> left bar doesn't open http://prntscr.com/3yle6e
> Also doesn't open properly with IE 9 http://prntscr.com/3ylenq
> It only seems to work fine with Firefox on those machines
>
>
>
> On Wed, Jul 2, 2014 at 4:34 AM, Songqiong Yang <
> songqiong.y...@autodesk.com<mailto:songqiong.y...@autodesk.com>> wrote:
> Can you open this link
> http://docs.autodesk.com/SI/2015/ENU/Softimage-Developer-Help/ ?
> It works in my site.
>
>
> Thanks,
> Joany
> From: softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com> [mailto:
> softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com>] On Behalf Of Nuno Conceicao
> Sent: Wednesday, July 02, 2014 2:09 AM
> To: No name
> Subject: Softimage 2015 SDK help not working
>
> Is it just me or the online sdk help for Softimage 2015 is not working?
>
>
>
>
> --
> Jens Lindgren
> --
> Lead Technical Director
> Magoo 3D Studios<http://www.magoo3dstudios.com/>
>


Re: Softimage 2015 SDK help not working

2014-07-02 Thread Nuno Conceicao
It opens in 1 out of 3 machines here in the office with chrome v35, the
left bar doesn't open http://prntscr.com/3yle6e
Also doesn't open properly with IE 9 http://prntscr.com/3ylenq
It only seems to work fine with Firefox on those machines




On Wed, Jul 2, 2014 at 4:34 AM, Songqiong Yang 
wrote:

> Can you open this link
> http://docs.autodesk.com/SI/2015/ENU/Softimage-Developer-Help/ ?
> It works in my site.
>
>
> Thanks,
> Joany
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Nuno Conceicao
> Sent: Wednesday, July 02, 2014 2:09 AM
> To: No name
> Subject: Softimage 2015 SDK help not working
>
> Is it just me or the online sdk help for Softimage 2015 is not working?
>


Softimage 2015 SDK help not working

2014-07-01 Thread Nuno Conceicao
Is it just me or the online sdk help for Softimage 2015 is not working?


Re: creative meeting

2014-07-01 Thread Nuno Conceicao
And I though we only got to deal with this crap here in Portugal!!



On Tue, Jul 1, 2014 at 4:44 PM, Andi Farhall  wrote:

> it would be funny. if it weren't so close to the truth!
>
>
> ...
> http://www.hackneyeffects.com/
> https://vimeo.com/user4174293
> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>
>
> http://www.flickr.com/photos/lord_hackney/
> 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.
> 
>
>
> --
> Date: Tue, 1 Jul 2014 11:26:13 -0400
> Subject: creative meeting
> From: magic...@bellsouth.net
> To: softimage@listproc.autodesk.com
>
>
> enjoy
> https://www.youtube.com/watch?v=BKorP55Aqvg
>
> --
>
> Best Regards,
> *  Stephen P. Davidson*
>
> *(954) 552-7956 <%28954%29%20552-7956> *sdavid...@3danimationmagic.com
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>- Arthur C. Clarke
>  
>
>


Re: Maya 2015 Bifrost to Softimage

2014-07-01 Thread Nuno Conceicao
I don't think there is a file description of .bif out there, maybe Autodesk
could confirm that if they check this thread, hopefully...

Yeah, maybe I could getting a .mc (actually I think is .mcc) from
Maya/bifrost, but our attempts to get that cache from bifrost didnt worked
out.



On Mon, Jun 30, 2014 at 7:55 PM, Eric Mootz  wrote:

> Hey Nuno,
>
> No, it doesn't read .bif, sorry.
> Here the supported formats:
>
> * bgeo(Houdini format prior to version 12)
> * bhclassic (Houdini format prior to version 12)
> * geo  (Houdini format prior to version 12)
> * hclassic   (Houdini format prior to version 12)
> * pdb32 (Maya)
> * pdb64 (Maya)
> * mc   (3ds max / Maya)
> * ptc   (RenderMan)
> * bin   (RealFlow particle format)
> * pts   (3D Points File)
> * ptf(Maya)
> * itbl   (Houdini)
> * atbl  (Houdini)
>
> Is there a format file description of .bif somehwhere?
> If there is I could take a look at it and check whether the format is
> quickly implementable.
>
> Cheers,
> Eric
>
>
>


Re: Maya 2015 Bifrost to Softimage

2014-07-01 Thread Nuno Conceicao
Actually we managed to get the bifrost meshed geometry out into Softimage
using Alembic, the only thing is that we couldn't import the bifrost CAVs
(vorticity and velocity) into Softimage.
Maya does export those CAVs into the Alembic though (we checked by
importing the same alembic file back into maya), we just cant access the
CAVs in Softimage. Maybe someone could give a hint on how to do that...

We are also trying to use Mtoa to export a .ass file from Maya/Bifrost, but
at this point we are still trying to work out how to shade the water
properly by accessing the bifrost mesh vorticity and velocity...

I would prefer if we could access the bifrost particle cache straight in
Softimage and then mesh it there and access the particle data to drive
whatever we need, but I think that is not possible imo.



On Tue, Jul 1, 2014 at 7:16 AM, Markus Cermak  wrote:

> I don´t thing that you can get anything out of Bitfrost (export ) atm.
>
> I tried every export option , Alembic with attributes,Geo Cache, etc. and
> couldn´t get a thing out, actually I hoped it´s just me not knowing Maya
> well.
>
> Even the Bitfrost "Display Particles" would have been enough but no luck
> there.
>
> I would love to polygonize in SI and not in Maya.
>
> If u find anything pls let us know. :)
>
> Stupid Plugin when you can´t export stuff   :D
>
> mfg
> Markus
>
>  01.07.2014 00:25, Jason S wrote:
>
>>
>> I meant Bifrost as a plugin for SI, interesting :]
>>
>>
>>
>> On 06/30/14 18:12, Jason S wrote:
>>
>>> Particle plugin for Softimage :]
>>>
>>>
>>> On 06/30/14 8:43, Nuno Conceicao wrote:
>>>
>>>> Anyone out there doing this particular workflow?
>>>> We are animating in Softimage 2014, point cache to Maya where the fluid
>>>> simulation is done using Maya's Bifrost new feature set, then we need to
>>>> render this out back in Sitoa/Softimage 2014.
>>>> What should be the best procedure to transfer the fluid data between
>>>> the 2 apps?
>>>> Meshing in Maya or in Softimage?
>>>> What about particular data attributes like vorticity?
>>>> Can it be done using the native Alembic format in 2015? Or other
>>>> export/import alternatives?
>>>> Any pointers and/or tested workflow examples would be really appreciated
>>>>
>>>> Cheers
>>>>
>>>> Nuno
>>>>
>>>>
>>>>
>>>
>>
>>
> --
> mfg
>
> Markus Cermak
> 3D-Animation Compositing
>
> Leiss Postproduction GmbH
> Adresse: Zirkusgasse 13/4 A-1020 Wien
> Tel: +43/1/218 96 48
> Fax: +43/1/218 96 48/10
> Mail: off...@leiss.at
>
>


Re: Maya 2015 Bifrost to Softimage

2014-06-30 Thread Nuno Conceicao
Does it read .BIF?


On Mon, Jun 30, 2014 at 2:55 PM, Eric Mootz  wrote:

> Hey Nuno,
>
> Perhaps you could use the latest emTopolizer2.
> It has the newest Polygonizer core as well as the new particle read
> features.
>
> Best,
> Eric
>
>
> Am 30.06.2014 14:43, schrieb Nuno Conceicao:
>
>  Anyone out there doing this particular workflow?
>> We are animating in Softimage 2014, point cache to Maya where the fluid
>> simulation is done using Maya's Bifrost new feature set, then we need to
>> render this out back in Sitoa/Softimage 2014.
>> What should be the best procedure to transfer the fluid data between the
>> 2 apps?
>> Meshing in Maya or in Softimage?
>> What about particular data attributes like vorticity?
>> Can it be done using the native Alembic format in 2015? Or other
>> export/import alternatives?
>> Any pointers and/or tested workflow examples would be really appreciated
>>
>> Cheers
>>
>> Nuno
>>
>>
>>
>


Re: Maya 2015 Bifrost to Softimage

2014-06-30 Thread Nuno Conceicao
Thank you guys
Vincent, that's an idea it didn't occur to me, we will look into that
option too, thanks
Eric, what would be the ideal format the emTopolizer2 have to read from
maya/bifrost?



On Mon, Jun 30, 2014 at 2:55 PM, Eric Mootz  wrote:

> Hey Nuno,
>
> Perhaps you could use the latest emTopolizer2.
> It has the newest Polygonizer core as well as the new particle read
> features.
>
> Best,
> Eric
>
>
> Am 30.06.2014 14:43, schrieb Nuno Conceicao:
>
>  Anyone out there doing this particular workflow?
>> We are animating in Softimage 2014, point cache to Maya where the fluid
>> simulation is done using Maya's Bifrost new feature set, then we need to
>> render this out back in Sitoa/Softimage 2014.
>> What should be the best procedure to transfer the fluid data between the
>> 2 apps?
>> Meshing in Maya or in Softimage?
>> What about particular data attributes like vorticity?
>> Can it be done using the native Alembic format in 2015? Or other
>> export/import alternatives?
>> Any pointers and/or tested workflow examples would be really appreciated
>>
>> Cheers
>>
>> Nuno
>>
>>
>>
>


Maya 2015 Bifrost to Softimage

2014-06-30 Thread Nuno Conceicao
Anyone out there doing this particular workflow?
We are animating in Softimage 2014, point cache to Maya where the fluid
simulation is done using Maya's Bifrost new feature set, then we need to
render this out back in Sitoa/Softimage 2014.
What should be the best procedure to transfer the fluid data between the 2
apps?
Meshing in Maya or in Softimage?
What about particular data attributes like vorticity?
Can it be done using the native Alembic format in 2015? Or other
export/import alternatives?
Any pointers and/or tested workflow examples would be really appreciated

Cheers

Nuno


Re: Softimage Rigging Videos

2014-06-11 Thread Nuno Conceicao
Yarghlargh


On Tue, Jun 10, 2014 at 8:11 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 
> wrote:
>
>>   Cool - very generous of you Eric and big thanks!
>>
>>
>>
>> Morten
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> Den 8. juni 2014 kl. 18:39 skrev Eric Thivierge :
>>
>>   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
> n...@nickmartinelli.net
>


Re: Softimage 2015 Alembic attach to geometry

2014-05-27 Thread Nuno Conceicao
Thanks Ho, that did the trick.
I'm assuming this wont be an hassle any more once you guys release SP1,
right? ;)

On a side question related something you posted about Caching subframes
with Alembic, you wrote:

"Caching of subframe is supported, the objects need to have property
SimulationSettings and option Cache All Simulation Samples checked.
Pointclouds have this property by default. Polymeshes will have it if you
create a simulated ICETree."

I tried this and I get the subframes, the only issue I have is that in
order to get/set the Simulation Setting I need to first create a simulated
ICE tree, then delete it.
Is there a way to make this process a bit simpler for the common user?



On Tue, May 27, 2014 at 11:15 AM, Ho Chung Nguyen <
hochung.ngu...@autodesk.com> wrote:

> Oops, I forgot these files:
> awBoost_python-1_52.dll
> AlembicPyImath.dll
> AlembicPyIex.dll
>
> Copy them from
> c:\Program Files\Autodesk\Maya2015\bin\
> to
> c:\Program Files\Autodesk\Softimage 2015\Application\bin\
>
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Nuno Conceicao
> Sent: Tuesday, May 27, 2014 5:50 PM
> To: No name
> Subject: Re: Softimage 2015 Alembic attach to geometry
>
> Thank you Hans and Ho, this is awesome.
>
> Unfortunately I'm unable to get this plugin to work yet, for some reason
> its not finding the python modules you provided.
> "import imath
> # ImportError: DLL load failed: The specified module could not be found."
> I have copied the 3 python libraries to the path you specified and also
> tried putting them on other locations like "C:\Program
> Files\Autodesk\Softimage 2015\Application\python\DLLs"
> for example, but with no success.
> I tried borrowing the package files from Maya 2015 and also the ones from
> the link provided by Hans, but they seem to be exactly the same with a
> slightly different date stamp.
> I have a PYTHONPATH environment pointing to a network location where I
> have extra python packages, I tried putting the files there also, but no
> luck either...
>
> I'm guessing I'm still missing something :)
>
>
>
> On Tue, May 27, 2014 at 7:41 AM, Hans Adrian (Intern) <
> hans.adr...@autodesk.com<mailto:hans.adr...@autodesk.com>> wrote:
> You can download the PyAlembic package from here:
> https://sourceforge.net/projects/pyalembic/
>
> and as mentioned, put the 3 pyd files in c:\Program
> Files\Autodesk\Softimage 2015\Application\python\Lib\site-packages\
>
> Thanks.
>
> From: softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com> [mailto:
> softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com>] On Behalf Of Ho Chung Nguyen
> Sent: Tuesday, May 27, 2014 1:06 PM
> To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com
> >
> Subject: RE: Softimage 2015 Alembic attach to geometry
>
> Hans forgot to mention that you’d need the PyAlembic package for the
> plugin to work.
>
> If you have Maya 2015, you can ‘borrow’ their package by copying these 3
> files
> c:\Program Files\Autodesk\Maya2015\Python\Lib\site-packages\alembic.pyd
> c:\Program Files\Autodesk\Maya2015\Python\Lib\site-packages\iex.pyd
> c:\Program Files\Autodesk\Maya2015\Python\Lib\site-packages\imath.pyd
> over to
> c:\Program Files\Autodesk\Softimage
> 2015\Application\python\Lib\site-packages\
>
> FYI, the PyAlembic package allows you to read and write Alembic file using
> Python.
>
> From: softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com> [mailto:
> softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com>] On Behalf Of Hans Adrian
> (Intern)
> Sent: Tuesday, May 27, 2014 10:49 AM
> To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com
> >
> Subject: RE: Softimage 2015 Alembic attach to geometry
>
> Hi Nuno,
>
> Attached is a plugin that you could use to attach an object from Alembic
> file to a SoftImage object. Hopefully it is sufficient for your use.
>
> Instruction to Use
>
> 1.   Unzip the file
>
> 2.   Put the file into your SoftImage Plug-in folder, or load it from
> Plug-in manager
>
> 3.   Open Plug-in Manager
>
> 4.   Expand AlembicSelectiveAttach
>
> 5.   Right click on AttachAlembicToObjectDialog (Property) and choose
> Create Property
>
> 6.   The dialog below will pop up. Configure your settings and click
> Apply.
>
> [cid:image001.png@01CF79B9.C02B0830] [cid:image001.png@01CF79B9.C02B0830]>
>
>
> From: softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.au

Re: Softimage 2015 Alembic attach to geometry

2014-05-27 Thread Nuno Conceicao
Thank you Hans and Ho, this is awesome.

Unfortunately I'm unable to get this plugin to work yet, for some reason
its not finding the python modules you provided.
"import imath
# ImportError: DLL load failed: The specified module could not be found."
I have copied the 3 python libraries to the path you specified and also
tried putting them on other locations like "C:\Program
Files\Autodesk\Softimage 2015\Application\python\DLLs"
for example, but with no success.
I tried borrowing the package files from Maya 2015 and also the ones from
the link provided by Hans, but they seem to be exactly the same with a
slightly different date stamp.
I have a PYTHONPATH environment pointing to a network location where I have
extra python packages, I tried putting the files there also, but no luck
either...

I'm guessing I'm still missing something :)




On Tue, May 27, 2014 at 7:41 AM, Hans Adrian (Intern) <
hans.adr...@autodesk.com> wrote:

> You can download the PyAlembic package from here:
> https://sourceforge.net/projects/pyalembic/
>
> and as mentioned, put the 3 pyd files in c:\Program
> Files\Autodesk\Softimage 2015\Application\python\Lib\site-packages\
>
> Thanks.
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Ho Chung Nguyen
> Sent: Tuesday, May 27, 2014 1:06 PM
> To: softimage@listproc.autodesk.com
> Subject: RE: Softimage 2015 Alembic attach to geometry
>
> Hans forgot to mention that you’d need the PyAlembic package for the
> plugin to work.
>
> If you have Maya 2015, you can ‘borrow’ their package by copying these 3
> files
> c:\Program Files\Autodesk\Maya2015\Python\Lib\site-packages\alembic.pyd
> c:\Program Files\Autodesk\Maya2015\Python\Lib\site-packages\iex.pyd
> c:\Program Files\Autodesk\Maya2015\Python\Lib\site-packages\imath.pyd
> over to
> c:\Program Files\Autodesk\Softimage
> 2015\Application\python\Lib\site-packages\
>
> FYI, the PyAlembic package allows you to read and write Alembic file using
> Python.
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Hans Adrian (Intern)
> Sent: Tuesday, May 27, 2014 10:49 AM
> To: softimage@listproc.autodesk.com
> Subject: RE: Softimage 2015 Alembic attach to geometry
>
> Hi Nuno,
>
> Attached is a plugin that you could use to attach an object from Alembic
> file to a SoftImage object. Hopefully it is sufficient for your use.
>
> Instruction to Use
>
> 1.   Unzip the file
>
> 2.   Put the file into your SoftImage Plug-in folder, or load it from
> Plug-in manager
>
> 3.   Open Plug-in Manager
>
> 4.   Expand AlembicSelectiveAttach
>
> 5.   Right click on AttachAlembicToObjectDialog (Property) and choose
> Create Property
>
> 6.   The dialog below will pop up. Configure your settings and click
> Apply.
>
>
> [cid:image001.png@01CF79B9.C02B0830]
>
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Nuno Conceicao
> Sent: Saturday, May 10, 2014 1:08 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: Softimage 2015 Alembic attach to geometry
>
> Well apparently you can, but you will need to add quite a few lines of
> code per geometry to fix something that could have been just one line if
> the attach was supported.
>
>
> On Fri, May 9, 2014 at 6:00 PM, Matt Morris  matt...@gmail.com>> wrote:
> I was expecting alembic to be much more orientated towards a pointcaching
> pipeline as well. Very frustrating not to be able to use it like existing
> pc2 etc.
>
> On 9 May 2014 17:36, Nuno Conceicao  nunoalexconcei...@gmail.com>> wrote:
> Now , I know Softimage development is now at a maintance level(so no new
> features) but I'm strongly inclined to suggest that an alembic attach to
> existing geo option is created in order to make this process much easier.
> Even if its just in the sdk would be great!
>
> Cheers
>
> Nuno
>
>
> On Fri, May 9, 2014 at 5:33 PM, Nuno Conceicao <
> nunoalexconcei...@gmail.com<mailto:nunoalexconcei...@gmail.com>> wrote:
> Duhh, of course, how dumb of me!
> Its sorted then :)
>
> On Fri, May 9, 2014 at 5:29 PM, Ho Chung Nguyen <
> hochung.ngu...@autodesk.com<mailto:hochung.ngu...@autodesk.com>> wrote:
> Can you try using node Current Frame instead of Current Time?
> Also, pls make sure the option Map Subframe to Frame (on Alembic node) is
> off.
>
> Sent from my iPad
>
> On May 10, 2014, at 12:10 AM, "Nuno Conceicao" <
> nunoalexconcei...@gmail.com<mailto:nunoalexconcei...@gmail.com> nunoalexconcei...@gmail.com<mai

Re: More on Weights - Merge, Filter, Smooth compounds

2014-05-21 Thread Nuno Conceicao
Weren't you supposed to be on holiday break instead of doing cool stuff in
ICE at home? :)




On Wed, May 21, 2014 at 2:26 AM, pedro santos  wrote:

> https://vimeo.com/95920562
>
> Here are some compounds I created while working a character. I really like
> the ease of ICE when it comes down to solve these kind of issues when the
> stock tools aren't enough, whithout making me run into hardcore scripting.
>
> Cheers
>


ICE Topology/Deform problem

2014-05-19 Thread Nuno Conceicao
Hi guys

I'm having the following ICE topology issue which ill describe bellow:

I'm using 2 nulls to distribute a series of pillars between them (using
create copies from Polygon Mesh node)
I want these cloned pillars to adjust the height accordingly to the 2 nulls
height but since the pillars have some modelled details I cant use scale,
nor flatten part of the geometry to either the top or bottom.
So I first created an ICE tree on the pillar with a simple Test Inside Null
to define an area of the pillar that can be moved and stored as an Ice
property.
Then my cloned pilars top part is aligned with the nulls height while the
bottom part that was stored on the ICE property gets moved down to touch
the ground.

So basically my issue is that I cannot get the deltas of each of the
pillars, I only get the first pillar delta that gets cloned, so the only
way around this was use a repeat node that iterates all the vertices and is
really really slow if the geometry is complex.

Since ICE already iterates every vertice this isn't efficient (for now is
just a workaround) so if someone more experienced with dealing with ICE
topology changes can shed some light in how to deal with this issue would
be greatly appreciated.

Cheers

Nuno


Re: Softimage 2015 Alembic attach to geometry

2014-05-09 Thread Nuno Conceicao
Well apparently you can, but you will need to add quite a few lines of code
per geometry to fix something that could have been just one line if the
attach was supported.



On Fri, May 9, 2014 at 6:00 PM, Matt Morris  wrote:

> I was expecting alembic to be much more orientated towards a pointcaching
> pipeline as well. Very frustrating not to be able to use it like existing
> pc2 etc.
>
>
> On 9 May 2014 17:36, Nuno Conceicao  wrote:
>
>> Now , I know Softimage development is now at a maintance level(so no new
>> features) but I'm strongly inclined to suggest that an alembic attach to
>> existing geo option is created in order to make this process much easier.
>> Even if its just in the sdk would be great!
>>
>> Cheers
>>
>> Nuno
>>
>>
>>
>> On Fri, May 9, 2014 at 5:33 PM, Nuno Conceicao <
>> nunoalexconcei...@gmail.com> wrote:
>>
>>> Duhh, of course, how dumb of me!
>>> Its sorted then :)
>>>
>>>
>>> On Fri, May 9, 2014 at 5:29 PM, Ho Chung Nguyen <
>>> hochung.ngu...@autodesk.com> wrote:
>>>
>>>> Can you try using node Current Frame instead of Current Time?
>>>> Also, pls make sure the option Map Subframe to Frame (on Alembic node)
>>>> is off.
>>>>
>>>> Sent from my iPad
>>>>
>>>> On May 10, 2014, at 12:10 AM, "Nuno Conceicao" <
>>>> nunoalexconcei...@gmail.com<mailto:nunoalexconcei...@gmail.com>> wrote:
>>>>
>>>> 1. Yes, same framerate which is 25 FPS in this test, also keep in mind
>>>> that if i import the same .abc file the animation plays back correctly, so
>>>> the issue is in this manual method
>>>>
>>>> 2. Thanks, I should have read more carefully your code comments, so
>>>> this one is sorted but suffers the same time scale issue raised in 1.
>>>>
>>>>
>>>>
>>>>
>>>> On Fri, May 9, 2014 at 4:51 PM, Ho Chung Nguyen <
>>>> hochung.ngu...@autodesk.com<mailto:hochung.ngu...@autodesk.com>> wrote:
>>>> 1. Did you export the abc at the same framerate as you read it?
>>>>
>>>> 2. In the script, there's a flag specifying if the XSI object kine is
>>>> driven by the abc cache. Should set it to True
>>>> gridData.SetCell(2, 0, True)
>>>>
>>>> Sent from my iPad
>>>>
>>>> > On May 9, 2014, at 10:31 PM, "Nuno Conceicao" <
>>>> nunoalexconcei...@gmail.com<mailto:nunoalexconcei...@gmail.com>> wrote:
>>>> >
>>>> > #This flag specifies if the XSI object kine is driven by the abc cache
>>>> > gridData.SetCell(2, 0, False )
>>>>
>>>>
>>>
>>
>
>
> --
> www.matinai.com
>


Re: Softimage 2015 Alembic attach to geometry

2014-05-09 Thread Nuno Conceicao
Now , I know Softimage development is now at a maintance level(so no new
features) but I'm strongly inclined to suggest that an alembic attach to
existing geo option is created in order to make this process much easier.
Even if its just in the sdk would be great!

Cheers

Nuno



On Fri, May 9, 2014 at 5:33 PM, Nuno Conceicao
wrote:

> Duhh, of course, how dumb of me!
> Its sorted then :)
>
>
> On Fri, May 9, 2014 at 5:29 PM, Ho Chung Nguyen <
> hochung.ngu...@autodesk.com> wrote:
>
>> Can you try using node Current Frame instead of Current Time?
>> Also, pls make sure the option Map Subframe to Frame (on Alembic node) is
>> off.
>>
>> Sent from my iPad
>>
>> On May 10, 2014, at 12:10 AM, "Nuno Conceicao" <
>> nunoalexconcei...@gmail.com<mailto:nunoalexconcei...@gmail.com>> wrote:
>>
>> 1. Yes, same framerate which is 25 FPS in this test, also keep in mind
>> that if i import the same .abc file the animation plays back correctly, so
>> the issue is in this manual method
>>
>> 2. Thanks, I should have read more carefully your code comments, so this
>> one is sorted but suffers the same time scale issue raised in 1.
>>
>>
>>
>>
>> On Fri, May 9, 2014 at 4:51 PM, Ho Chung Nguyen <
>> hochung.ngu...@autodesk.com<mailto:hochung.ngu...@autodesk.com>> wrote:
>> 1. Did you export the abc at the same framerate as you read it?
>>
>> 2. In the script, there's a flag specifying if the XSI object kine is
>> driven by the abc cache. Should set it to True
>> gridData.SetCell(2, 0, True)
>>
>> Sent from my iPad
>>
>> > On May 9, 2014, at 10:31 PM, "Nuno Conceicao" <
>> nunoalexconcei...@gmail.com<mailto:nunoalexconcei...@gmail.com>> wrote:
>> >
>> > #This flag specifies if the XSI object kine is driven by the abc cache
>> > gridData.SetCell(2, 0, False )
>>
>>
>


Re: Softimage 2015 Alembic attach to geometry

2014-05-09 Thread Nuno Conceicao
Duhh, of course, how dumb of me!
Its sorted then :)


On Fri, May 9, 2014 at 5:29 PM, Ho Chung Nguyen  wrote:

> Can you try using node Current Frame instead of Current Time?
> Also, pls make sure the option Map Subframe to Frame (on Alembic node) is
> off.
>
> Sent from my iPad
>
> On May 10, 2014, at 12:10 AM, "Nuno Conceicao" <
> nunoalexconcei...@gmail.com<mailto:nunoalexconcei...@gmail.com>> wrote:
>
> 1. Yes, same framerate which is 25 FPS in this test, also keep in mind
> that if i import the same .abc file the animation plays back correctly, so
> the issue is in this manual method
>
> 2. Thanks, I should have read more carefully your code comments, so this
> one is sorted but suffers the same time scale issue raised in 1.
>
>
>
>
> On Fri, May 9, 2014 at 4:51 PM, Ho Chung Nguyen <
> hochung.ngu...@autodesk.com<mailto:hochung.ngu...@autodesk.com>> wrote:
> 1. Did you export the abc at the same framerate as you read it?
>
> 2. In the script, there's a flag specifying if the XSI object kine is
> driven by the abc cache. Should set it to True
> gridData.SetCell(2, 0, True)
>
> Sent from my iPad
>
> > On May 9, 2014, at 10:31 PM, "Nuno Conceicao" <
> nunoalexconcei...@gmail.com<mailto:nunoalexconcei...@gmail.com>> wrote:
> >
> > #This flag specifies if the XSI object kine is driven by the abc cache
> > gridData.SetCell(2, 0, False )
>
>


Re: Softimage 2015 Alembic attach to geometry

2014-05-09 Thread Nuno Conceicao
1. Yes, same framerate which is 25 FPS in this test, also keep in mind that
if i import the same .abc file the animation plays back correctly, so the
issue is in this manual method

2. Thanks, I should have read more carefully your code comments, so this
one is sorted but suffers the same time scale issue raised in 1.




On Fri, May 9, 2014 at 4:51 PM, Ho Chung Nguyen  wrote:

> 1. Did you export the abc at the same framerate as you read it?
>
> 2. In the script, there's a flag specifying if the XSI object kine is
> driven by the abc cache. Should set it to True
> gridData.SetCell(2, 0, True)
>
> Sent from my iPad
>
> > On May 9, 2014, at 10:31 PM, "Nuno Conceicao" <
> nunoalexconcei...@gmail.com> wrote:
> >
> > #This flag specifies if the XSI object kine is driven by the abc cache
> > gridData.SetCell(2, 0, False )
>


Re: Softimage 2015 Alembic attach to geometry

2014-05-09 Thread Nuno Conceicao
Thanks for the tip Ho Chung

Now I'm getting somewhere, but, I still have 2 issues

1. Using your scripted solution I managed to get deformation working but
with the wrong timescale, basically I need to multiply Current Time by 25
to get the animation correctly. So there might be an issues here between
frame<>seconds.
Any way I can fix this time property using scripting?

2. I was also testing non-deforming animation (kinematics) but doesn't work
with the script you provided, I guess what I'm missing is how to connect
the alembic cache node to the geometry local transform Matrix.
   Any tip of how to do this ?

Cheers

Nuno

On Fri, May 9, 2014 at 2:53 PM, Ho Chung Nguyen  wrote:

> If the mesh topology doesn't change, it should work
>
> Sent
>
> On May 9, 2014, at 8:14 PM, "Nuno Conceicao"  <mailto:nunoalexconcei...@gmail.com>> wrote:
>
> Thanks, does this works with geometry instead of a pointcloud?
>
>
>
> On Fri, May 9, 2014 at 1:05 PM, Ho Chung Nguyen <
> hochung.ngu...@autodesk.com<mailto:hochung.ngu...@autodesk.com>> wrote:
> Do you create the Alembic node in the ICETree yourself?
> For this to work, you’ll need to set the mapping from the Alembic object
> to the XSI object.
> The mapping data is stored in a grid, which is a parameter of the Alembic
> node.
>
> You can use the following Python script to set the mapping:
>
> #Get the grid data which defines the mapping
> gridData =
> Application.Dictionary.GetObject("PointCloud.pointcloud.ICETree.AlembicCacheNode").Items.Value
> gridData.RowCount = 1
> gridData.ColumnCount = 3
>
> #This is the full path to the pointcloud in abc cache
> gridData.SetCell(0, 0, "/PointCloud/PointCloudShape")
>
> #This is the XSI object which the cache is applied on
> gridData.SetCell(1, 0, "self")
>
> #This flag specifies if the XSI object kine is driven by the abc cache
> gridData.SetCell(2, 0, False )
>
>
> From: softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com> [mailto:
> softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com>] On Behalf Of Nuno Conceicao
> Sent: Friday, May 09, 2014 6:10 PM
> To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com
> >
> Subject: Re: Softimage 2015 Alembic attach to geometry
>
> Its a workflow thing, the objective is to have pointcach animation being
> transfered between an animation scene and a render scene.
>
> If in the render scene the geometry stack needs to be frozen for any
> reason (could be for many reasons) and the alembic node re-atached later,
> then it seams that at the moment re-attaching the Alembic ICE node doesn't
> work properly.
>
> If I re-create the ICE tree with the alembic read node attached,  it no
> longer is able to read the abc cache unless I re-import the alembic file
> again with a new mesh, which can be a bit messy if I need to update changes
> done on the old mesh (transfering clusters, weightmaps, tangent maps,
> materials, etc)
>
> Instead it would be much simpler just to re-attach an alembic read cache
> node to the frozen mesh and reconnect to the point cache path which is
> easily script-able.
>
>
>
>
>
> On Fri, May 9, 2014 at 5:27 AM, Ho Chung Nguyen <
> hochung.ngu...@autodesk.com<mailto:hochung.ngu...@autodesk.com> hochung.ngu...@autodesk.com<mailto:hochung.ngu...@autodesk.com>>> wrote:
> Can you explain what you need?
>
>
>


Re: Softimage 2015 Alembic attach to geometry

2014-05-09 Thread Nuno Conceicao
Thanks, does this works with geometry instead of a pointcloud?



On Fri, May 9, 2014 at 1:05 PM, Ho Chung Nguyen  wrote:

> Do you create the Alembic node in the ICETree yourself?
> For this to work, you’ll need to set the mapping from the Alembic object
> to the XSI object.
> The mapping data is stored in a grid, which is a parameter of the Alembic
> node.
>
> You can use the following Python script to set the mapping:
>
> #Get the grid data which defines the mapping
> gridData =
> Application.Dictionary.GetObject("PointCloud.pointcloud.ICETree.AlembicCacheNode").Items.Value
> gridData.RowCount = 1
> gridData.ColumnCount = 3
>
> #This is the full path to the pointcloud in abc cache
> gridData.SetCell(0, 0, "/PointCloud/PointCloudShape")
>
> #This is the XSI object which the cache is applied on
> gridData.SetCell(1, 0, "self")
>
> #This flag specifies if the XSI object kine is driven by the abc cache
> gridData.SetCell(2, 0, False )
>
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Nuno Conceicao
> Sent: Friday, May 09, 2014 6:10 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Softimage 2015 Alembic attach to geometry
>
> Its a workflow thing, the objective is to have pointcach animation being
> transfered between an animation scene and a render scene.
>
> If in the render scene the geometry stack needs to be frozen for any
> reason (could be for many reasons) and the alembic node re-atached later,
> then it seams that at the moment re-attaching the Alembic ICE node doesn't
> work properly.
>
> If I re-create the ICE tree with the alembic read node attached,  it no
> longer is able to read the abc cache unless I re-import the alembic file
> again with a new mesh, which can be a bit messy if I need to update changes
> done on the old mesh (transfering clusters, weightmaps, tangent maps,
> materials, etc)
>
> Instead it would be much simpler just to re-attach an alembic read cache
> node to the frozen mesh and reconnect to the point cache path which is
> easily script-able.
>
>
>
>
>
> On Fri, May 9, 2014 at 5:27 AM, Ho Chung Nguyen <
> hochung.ngu...@autodesk.com<mailto:hochung.ngu...@autodesk.com>> wrote:
> Can you explain what you need?
>
> From: softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com> [mailto:
> softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com>] On Behalf Of Nuno Conceicao
> Sent: Thursday, May 08, 2014 5:54 PM
> To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com
> >
> Subject: Re: Softimage 2015 Alembic attach to geometry
> Anyone found a way to attach an ICE alembic cache node to a frozen
> geometry yet ?
>
> On Tue, Apr 22, 2014 at 11:04 AM, Nuno Conceicao <
> nunoalexconcei...@gmail.com<mailto:nunoalexconcei...@gmail.com> nunoalexconcei...@gmail.com<mailto:nunoalexconcei...@gmail.com>>> wrote:
> Thanks didn't knew it would export subframe, it wasn't so obvious to me
> but now it makes sense.
>  :)
> On Tue, Apr 22, 2014 at 4:06 AM, Ho Chung Nguyen <
> hochung.ngu...@autodesk.com<mailto:hochung.ngu...@autodesk.com> hochung.ngu...@autodesk.com<mailto:hochung.ngu...@autodesk.com>>> wrote:
> Caching of subframe is supported, the objects need to have property
> SimulationSettings and option Cache All Simulation Samples checked.
> Pointclouds have this property by default. Polymeshes will have it if you
> create a simulated ICETree.
> [cid:image001.png@01CF5E1A.E62EC860] [cid:image001.png@01CF5E1A.E62EC860]> [cid:image001.png@01CF5E1A.E62EC860]>
>
> From: softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com> softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com>> [mailto:
> softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com> softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com>>] On Behalf Of Ho Chung Nguyen
> Sent: Tuesday, April 22, 2014 10:56 AM
> To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com
> ><mailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.com>>
> Subject: RE: Softimage 2015 Alembic attach to geometry
>
> Can you attach the abc file so we can look into it?
> From: softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com> softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com>> [mailto:
> softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com> softimage-boun...@listproc.autodesk.com sof

Re: Softimage 2015 Alembic attach to geometry

2014-05-09 Thread Nuno Conceicao
Its a workflow thing, the objective is to have pointcach animation being
transfered between an animation scene and a render scene.

If in the render scene the geometry stack needs to be frozen for any reason
(could be for many reasons) and the alembic node re-atached later, then it
seams that at the moment re-attaching the Alembic ICE node doesn't work
properly.

If I re-create the ICE tree with the alembic read node attached,  it no
longer is able to read the abc cache unless I re-import the alembic file
again with a new mesh, which can be a bit messy if I need to update changes
done on the old mesh (transfering clusters, weightmaps, tangent maps,
materials, etc)

Instead it would be much simpler just to re-attach an alembic read cache
node to the frozen mesh and reconnect to the point cache path which is
easily script-able.






On Fri, May 9, 2014 at 5:27 AM, Ho Chung Nguyen  wrote:

> Can you explain what you need?
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Nuno Conceicao
> Sent: Thursday, May 08, 2014 5:54 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Softimage 2015 Alembic attach to geometry
>
> Anyone found a way to attach an ICE alembic cache node to a frozen
> geometry yet ?
>
>
> On Tue, Apr 22, 2014 at 11:04 AM, Nuno Conceicao <
> nunoalexconcei...@gmail.com<mailto:nunoalexconcei...@gmail.com>> wrote:
> Thanks didn't knew it would export subframe, it wasn't so obvious to me
> but now it makes sense.
>  :)
>
> On Tue, Apr 22, 2014 at 4:06 AM, Ho Chung Nguyen <
> hochung.ngu...@autodesk.com<mailto:hochung.ngu...@autodesk.com>> wrote:
> Caching of subframe is supported, the objects need to have property
> SimulationSettings and option Cache All Simulation Samples checked.
> Pointclouds have this property by default. Polymeshes will have it if you
> create a simulated ICETree.
>
> [cid:image001.png@01CF5E1A.E62EC860] [cid:image001.png@01CF5E1A.E62EC860]>
>
> From: softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com> [mailto:
> softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com>] On Behalf Of Ho Chung Nguyen
> Sent: Tuesday, April 22, 2014 10:56 AM
> To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com
> >
> Subject: RE: Softimage 2015 Alembic attach to geometry
>
> Can you attach the abc file so we can look into it?
>
> From: softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com> [mailto:
> softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com>] On Behalf Of Nuno Conceicao
> Sent: Monday, April 21, 2014 10:28 PM
> To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com
> >
> Subject: Re: Softimage 2015 Alembic attach to geometry
>
> Weirdly enough this is the error I get if I try to connect an ICE Alembic
> Cache node:
> P:\ThirdParty\Alembic_1.5.1 Absolute paths ? Autodesk!?
>
> # HDF5-DIAG: Error detected in HDF5 (1.8.9) thread 0:
> #   #000: P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5F.c
> line 806 in H5Fis_hdf5(): unable to open file
> # major: Low-level I/O
> # minor: Unable to initialize object
> #   #001: P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5FD.c
> line 1101 in H5FD_open(): open failed
> # major: Virtual File Layer
> # minor: Unable to initialize object
> #   #002:
> P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5FDsec2.c line
> 362 in H5FD_sec2_open(): unable to open file: name =
> 'T:\120911-PIPELINETOOLS\Simulation\scene_root\cube1\cube1_Take1_1.abc',
> errno = 2, error message = 'No such file or directory', flags = 0, o_flags
> = 0
> # major: File accessability
> # minor: Unable to open file
>
>
> On Mon, Apr 21, 2014 at 11:45 AM, Nuno Conceicao <
> nunoalexconcei...@gmail.com<mailto:nunoalexconcei...@gmail.com> nunoalexconcei...@gmail.com<mailto:nunoalexconcei...@gmail.com>>> wrote:
> Just trying the Alembic new feature on SI 2015 and noticed that apparently
> there is no attach to geometry function.
> Also it has no subframe functionality.
> Unless there is a coding way to do it I'm a bit disappointed on this new
> feature since its limited to be used for import/export and no point cache
> workflow between animation and rendering disciplines.
> :(
>
>
>
>


Re: Softimage 2015 Alembic attach to geometry

2014-05-08 Thread Nuno Conceicao
Anyone found a way to attach an ICE alembic cache node to a frozen
geometry yet ?



On Tue, Apr 22, 2014 at 11:04 AM, Nuno Conceicao <
nunoalexconcei...@gmail.com> wrote:

> Thanks didn't knew it would export subframe, it wasn't so obvious to me
> but now it makes sense.
>  :)
>
>
> On Tue, Apr 22, 2014 at 4:06 AM, Ho Chung Nguyen <
> hochung.ngu...@autodesk.com> wrote:
>
>> Caching of subframe is supported, the objects need to have property
>> SimulationSettings and option Cache All Simulation Samples checked.
>> Pointclouds have this property by default. Polymeshes will have it if you
>> create a simulated ICETree.
>>
>> [cid:image001.png@01CF5E1A.E62EC860]
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Ho Chung Nguyen
>> Sent: Tuesday, April 22, 2014 10:56 AM
>> To: softimage@listproc.autodesk.com
>> Subject: RE: Softimage 2015 Alembic attach to geometry
>>
>> Can you attach the abc file so we can look into it?
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Nuno Conceicao
>> Sent: Monday, April 21, 2014 10:28 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: Softimage 2015 Alembic attach to geometry
>>
>> Weirdly enough this is the error I get if I try to connect an ICE Alembic
>> Cache node:
>> P:\ThirdParty\Alembic_1.5.1 Absolute paths ? Autodesk!?
>>
>> # HDF5-DIAG: Error detected in HDF5 (1.8.9) thread 0:
>> #   #000: P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5F.c
>> line 806 in H5Fis_hdf5(): unable to open file
>> # major: Low-level I/O
>> # minor: Unable to initialize object
>> #   #001:
>> P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5FD.c line 1101
>> in H5FD_open(): open failed
>> # major: Virtual File Layer
>> # minor: Unable to initialize object
>> #   #002:
>> P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5FDsec2.c line
>> 362 in H5FD_sec2_open(): unable to open file: name =
>> 'T:\120911-PIPELINETOOLS\Simulation\scene_root\cube1\cube1_Take1_1.abc',
>> errno = 2, error message = 'No such file or directory', flags = 0, o_flags
>> = 0
>> # major: File accessability
>> # minor: Unable to open file
>>
>>
>> On Mon, Apr 21, 2014 at 11:45 AM, Nuno Conceicao <
>> nunoalexconcei...@gmail.com<mailto:nunoalexconcei...@gmail.com>> wrote:
>> Just trying the Alembic new feature on SI 2015 and noticed that
>> apparently there is no attach to geometry function.
>> Also it has no subframe functionality.
>> Unless there is a coding way to do it I'm a bit disappointed on this new
>> feature since its limited to be used for import/export and no point cache
>> workflow between animation and rendering disciplines.
>> :(
>>
>>
>>
>


Re: Softimage 2015 stability?

2014-04-28 Thread Nuno Conceicao
Yeap I bet its the Mootzoid stuff! :P



On Mon, Apr 28, 2014 at 12:26 PM, Leendert A. Hartog wrote:

> Any specific plugins (not just Mootzoid ;) ) to look out for?
>
>
> Greetz
> Leendert
>
> --
>
> Leendert A. Hartog AKA Hirazi Blue
> Administrator NOT the owner of si-community.com
>
>


Re: Softimage 2015 Alembic attach to geometry

2014-04-22 Thread Nuno Conceicao
Thanks didn't knew it would export subframe, it wasn't so obvious to me but
now it makes sense.
 :)


On Tue, Apr 22, 2014 at 4:06 AM, Ho Chung Nguyen <
hochung.ngu...@autodesk.com> wrote:

> Caching of subframe is supported, the objects need to have property
> SimulationSettings and option Cache All Simulation Samples checked.
> Pointclouds have this property by default. Polymeshes will have it if you
> create a simulated ICETree.
>
> [cid:image001.png@01CF5E1A.E62EC860]
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Ho Chung Nguyen
> Sent: Tuesday, April 22, 2014 10:56 AM
> To: softimage@listproc.autodesk.com
> Subject: RE: Softimage 2015 Alembic attach to geometry
>
> Can you attach the abc file so we can look into it?
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Nuno Conceicao
> Sent: Monday, April 21, 2014 10:28 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Softimage 2015 Alembic attach to geometry
>
> Weirdly enough this is the error I get if I try to connect an ICE Alembic
> Cache node:
> P:\ThirdParty\Alembic_1.5.1 Absolute paths ? Autodesk!?
>
> # HDF5-DIAG: Error detected in HDF5 (1.8.9) thread 0:
> #   #000: P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5F.c
> line 806 in H5Fis_hdf5(): unable to open file
> # major: Low-level I/O
> # minor: Unable to initialize object
> #   #001: P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5FD.c
> line 1101 in H5FD_open(): open failed
> # major: Virtual File Layer
> # minor: Unable to initialize object
> #   #002:
> P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5FDsec2.c line
> 362 in H5FD_sec2_open(): unable to open file: name =
> 'T:\120911-PIPELINETOOLS\Simulation\scene_root\cube1\cube1_Take1_1.abc',
> errno = 2, error message = 'No such file or directory', flags = 0, o_flags
> = 0
> # major: File accessability
> # minor: Unable to open file
>
>
> On Mon, Apr 21, 2014 at 11:45 AM, Nuno Conceicao <
> nunoalexconcei...@gmail.com<mailto:nunoalexconcei...@gmail.com>> wrote:
> Just trying the Alembic new feature on SI 2015 and noticed that apparently
> there is no attach to geometry function.
> Also it has no subframe functionality.
> Unless there is a coding way to do it I'm a bit disappointed on this new
> feature since its limited to be used for import/export and no point cache
> workflow between animation and rendering disciplines.
> :(
>
>
>


Re: Softimage 2015 Alembic attach to geometry

2014-04-22 Thread Nuno Conceicao
Hi Ho Chung Nguyen
The Alembic Import function from Softimage seems to work normally.This only
happens when I try to manually recreate the Alembic attachment to a
geometry.

This error happens when I have an existing geometry (same geo I used to
export the original .abc file but freezed) , create an ICE tree attached to
this geometry and get the Alembic Cache node into the Ice tree.
If i put the path of the .abc file in the Alembic Cache node, it also
doesn't get the animation that is stored in the  .abc file.





On Tue, Apr 22, 2014 at 3:56 AM, Ho Chung Nguyen <
hochung.ngu...@autodesk.com> wrote:

> Can you attach the abc file so we can look into it?
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Nuno Conceicao
> Sent: Monday, April 21, 2014 10:28 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Softimage 2015 Alembic attach to geometry
>
> Weirdly enough this is the error I get if I try to connect an ICE Alembic
> Cache node:
> P:\ThirdParty\Alembic_1.5.1 Absolute paths ? Autodesk!?
>
> # HDF5-DIAG: Error detected in HDF5 (1.8.9) thread 0:
> #   #000: P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5F.c
> line 806 in H5Fis_hdf5(): unable to open file
> # major: Low-level I/O
> # minor: Unable to initialize object
> #   #001: P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5FD.c
> line 1101 in H5FD_open(): open failed
> # major: Virtual File Layer
> # minor: Unable to initialize object
> #   #002:
> P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5FDsec2.c line
> 362 in H5FD_sec2_open(): unable to open file: name =
> 'T:\120911-PIPELINETOOLS\Simulation\scene_root\cube1\cube1_Take1_1.abc',
> errno = 2, error message = 'No such file or directory', flags = 0, o_flags
> = 0
> # major: File accessability
> # minor: Unable to open file
>
>
> On Mon, Apr 21, 2014 at 11:45 AM, Nuno Conceicao <
> nunoalexconcei...@gmail.com<mailto:nunoalexconcei...@gmail.com>> wrote:
> Just trying the Alembic new feature on SI 2015 and noticed that apparently
> there is no attach to geometry function.
> Also it has no subframe functionality.
> Unless there is a coding way to do it I'm a bit disappointed on this new
> feature since its limited to be used for import/export and no point cache
> workflow between animation and rendering disciplines.
> :(
>
>
>


Re: Softimage 2015 Alembic attach to geometry

2014-04-21 Thread Nuno Conceicao
Weirdly enough this is the error I get if I try to connect an ICE Alembic
Cache node:
P:\ThirdParty\Alembic_1.5.1 Absolute paths ? Autodesk!?

# HDF5-DIAG: Error detected in HDF5 (1.8.9) thread 0:
#   #000: P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5F.c
line 806 in H5Fis_hdf5(): unable to open file
# major: Low-level I/O
# minor: Unable to initialize object
#   #001: P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5FD.c
line 1101 in H5FD_open(): open failed
# major: Virtual File Layer
# minor: Unable to initialize object
#   #002:
P:\ThirdParty\Alembic_1.5.1\source\contrib\hdf5-1.8.9\src\H5FDsec2.c line
362 in H5FD_sec2_open(): unable to open file: name =
'T:\120911-PIPELINETOOLS\Simulation\scene_root\cube1\cube1_Take1_1.abc',
errno = 2, error message = 'No such file or directory', flags = 0, o_flags
= 0
# major: File accessability
# minor: Unable to open file



On Mon, Apr 21, 2014 at 11:45 AM, Nuno Conceicao <
nunoalexconcei...@gmail.com> wrote:

> Just trying the Alembic new feature on SI 2015 and noticed that apparently
> there is no attach to geometry function.
> Also it has no subframe functionality.
> Unless there is a coding way to do it I'm a bit disappointed on this new
> feature since its limited to be used for import/export and no point cache
> workflow between animation and rendering disciplines.
> :(
>
>


Softimage 2015 Alembic attach to geometry

2014-04-21 Thread Nuno Conceicao
Just trying the Alembic new feature on SI 2015 and noticed that apparently
there is no attach to geometry function.
Also it has no subframe functionality.
Unless there is a coding way to do it I'm a bit disappointed on this new
feature since its limited to be used for import/export and no point cache
workflow between animation and rendering disciplines.
:(


Re: HQV Causing Major Slowness with File Save and Reference Model Updates

2014-04-16 Thread Nuno Conceicao
Uau! Thanks Andy :)


On Wed, Apr 16, 2014 at 3:36 AM, Andy Jones  wrote:

> *FOR IMMEDIATE RELEASE*
> *April 15, 2014*
>
> *SOFTIMAGE QUALITYBLEED VULNERABILITY*
> Discovered by Security Researchers Gibli, Barosin, Pancres, Friedman,
> Akita, Jones, Panisset, Barbieri and Piparo
>
> Psyop experienced a "Eureka" moment today, when an artist discovered that
> updating referenced models was nearly two orders of magnitude faster when
> done through RDP (remote desktop protocol) rather than on a local
> workstation.
>
> Simultaneously, a different artist in LA encountered issues with slowness
> saving files in Softimage, and a quick test confirmed that saving the scene
> via RDP was also two orders of magnitude faster.  This led to a flurry of
> troubleshooting, and we have since narrowed the problem down to Softimage's
> "High Quality Viewport" "feature."
>
> The speed-ups after disabling HQV are nothing short of mind-blowing.  For
> example, unloading a referenced model took 250 seconds before the fix, and
> only 3 seconds after the fix.  Meanwhile, a scene that took 15 minutes to
> save saved in only 30 seconds after the fix was deployed.
>
> One artist's wife was quoted as saying, "Thanks to the Qualitybleed bug
> being fixed, my husband finally comes home from work on time!  Now if I can
> just get him to stop spending all his free time watching Houdini
> tutorials..."
>
> Note that the "high quality viewport" preference that causes the problem
> is *enabled by default*, Psyop doesn't generally use HQV in our scenes, *so
> people are likely to be affected by this problem whether they are HQV users
> or not*.
>
> To fix the problem, affected softimage users can run the following Python
> command:
> Application.SetValue("preferences.Display.high_quality_viewport", False,
> "")
>
> There is still much research to be done to find out what kinds of
> scenes/models are more susceptible to the problem, but we thought we'd
> bring it up now in case it's costing others time.  Given that the problem
> was tied in with RDP, it's likely that video drivers could be playing a
> role, but so far we weren't able to find any settings that would magically
> eliminate the problem without just disabling HQV entirely.
>
> Psyop is on a mix of NVidia Quadros and we ran tests with a few different
> drivers, including the recommended ones.  We also saw the same problem
> across two different workstation images, in both Softimage 2013 and
> Softimage 2014, and on a remote worker's home workstation.  So we have
> reason to suspect it's not a highly specific aspect of our configuration
> that was causing the problem.  No testing has been done yet on Linux.
>
> We will be sure to keep this list updated as more information becomes
> available.  Share your stories in the comments below if you have been
> affected by this ~100X slowdown in performance, or if you encounter a
> workstation that is somehow unaffected.
>


Re: An Open Letter to Carl Bass

2014-03-24 Thread Nuno Conceicao
So for what I understood you can buy your first license only till the 28th
then after this you are able to purchase more.
If you have no licenses after this date you wont be able to purchase
Softimage anymore... :(
So I would suggest you get in touch with a retailer asap, he will be able
to confirm this info obviously



On Mon, Mar 24, 2014 at 6:19 PM, Nuno Conceicao  wrote:

> I think you have until the 28th March to be able to purchase Softimage for
> the first time (not a current client)
>
>
> On Mon, Mar 24, 2014 at 4:52 PM, Martin  wrote:
>
>> Hi Maurice,
>> Where can I have more info about this ? I was contemplating the
>> possibility to buy a few licenses in the near future before the EOL
>> announcement because I will most probably have some SI projects on my own
>> and I don't have a commercial license right now (I work with my current
>> employer license) and may need extra hands later, so If I buy the current
>> version would I be able to purchase a few more seats later? Or am I too
>> late for this?
>>
>> Thanks
>>
>> Martin
>> Sent from my iPhone
>>
>> > On 2014/03/25, at 1:07, Maurice Patel 
>> wrote
>> >
>> >  Softimage will be available too but under slightly different
>> conditions: prior version usage.
>>
>>
>


Re: An Open Letter to Carl Bass

2014-03-24 Thread Nuno Conceicao
I think you have until the 28th March to be able to purchase Softimage for
the first time (not a current client)


On Mon, Mar 24, 2014 at 4:52 PM, Martin  wrote:

> Hi Maurice,
> Where can I have more info about this ? I was contemplating the
> possibility to buy a few licenses in the near future before the EOL
> announcement because I will most probably have some SI projects on my own
> and I don't have a commercial license right now (I work with my current
> employer license) and may need extra hands later, so If I buy the current
> version would I be able to purchase a few more seats later? Or am I too
> late for this?
>
> Thanks
>
> Martin
> Sent from my iPhone
>
> > On 2014/03/25, at 1:07, Maurice Patel  wrote
> >
> >  Softimage will be available too but under slightly different
> conditions: prior version usage.
>
>


Re: Softimage to Maya rendering requests

2014-03-22 Thread Nuno Conceicao
4. Please dont forget drag n drop funcionality! Dragging objects to
partitions, shaders to partitions, overrides from partition to partition,
partitions from passes to another pass, and probably a few more I dont
remember now...

5. Light Partitions that work pretty much like the object partitions do



On Fri, Mar 21, 2014 at 10:05 PM, Laurence Cymet <
laurence.cy...@autodesk.com> wrote:

> Thanks for the input guys.  The timing of my inquiry is not ideal, but in
> the interests of moving forward I appreciate you taking the time to speak
> up.
>
> So here's what I'm hearing is missing from Maya re: render layers:
>
>
> 1)  Stability is critical, no more "error parsing argument" broken
> layers, setups must be stable, and clear indications of missing
> dependencies are needed with the ability to address without breaking setups
>
> 2)  Layer overrides (shader assignments, attr changes) need to be made
> on a sub-set of the layer contents (a partition) - not directly on the
> object/attr itself. So that you just have to pop an item into that
> partition to inherit the override. Changes to referenced input scene data
> should clearly indicate what is not included in a partition so that new
> stuff can be easily identified and just be popped into the original
> partition to receive the same overrides.
>
> 3)  All overrides and memberships within a layer need to be clearly
> indicated in one UI (without the requirement to enter the layer)
>
> Don't hesitate to call me out if I'm not getting something - this list is
> to ensure I understand what's missing, don't let me put words in your mouth.
>
> Is there a way we can actually improve on the process? Perhaps overrides
> and assignments could be done conditionally with a dynamic rule? Is a stack
> better than a node graph? Let me know if you have had any wishes in the
> past.
>
> As to the questions raised:
>
> Yes - you can manage overrides with the attribute spreadsheet, which does
> include a newly added filter search function. But as you say, it does not
> clearly indicate what is happening in the layer specifically.
>
> Why are we doing this now and not years ago? A good question that deserves
> an answer.  Maya is as much an "OS for CGI" as it is an out of box DCC (in
> many ways more so), and many Maya customers have built their own scene
> segmentation tools in Maya to accommodate their specific pipeline - so
> improving render layers was not a priority for these customers and the
> focus went elsewhere. Focus has turned back on the out-of-box experience,
> so we are exploring all options for improving this area.
>
>
> Thanks,
>
>
> Laurence
>
>
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Ed Manning
> Sent: Friday, March 21, 2014 3:22 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Softimage to Maya rendering requests
>
> Thanks for speaking up, Laurence.  I'm sure your intentions are good, and
> the effort is appreciated.  We are however, very upset with your bosses'
> decision-making and how it has played out so far.  Please don't take it
> personally.  It is rather a bitter pill that you guys are only speaking to
> us now about this.
>
> Lighting and rendering has been my area of specialization for nearly 20
> years of Softimage use and a bit less than 3 years in Maya.
>
> I would very much like to participate in any discussion you'd like to have
> about possible improvements to Maya's L&R workflow, as I am clearly going
> to have to deal with it more and more.
>
> The primary issue to me, other than render layers simply breaking for
> mysterious reasons (a complaint I hear far often from Maya-only artists
> than my limited Maya experience would have suggested to me), is the
> workflow and organizational overhead required of the user.
>
> For example:  if I want to make a pass in which, say, primary visibility
> is turned off for a variety of objects, regardless of their parenting, in
> Softimage the workflow is:
>
>   1.  make new pass (1 click)
>   2.  select n objects (some # of clicks, possibly some rectangle drags,
> worst case is n clicks)
>   3.  put them in a partition (1 click)
>   4.  put a visibility property onto the partition (one middle-click
> drag&drop)
>   5.  open the visibility property, uncheck primary ray visibility (2
> clicks)
> A total of 6 to (n+5) clicks, with the range heavily biased toward the low
> end.
>
> In Maya, the workflow as I've learned it would be more like:
>
>   1.  select everything (probably one click, maybe with a rectangle drag,
> or one hotkey combination)
>   2.  make a new render layer (1 click)
>   3.  select object #1 (1 click)
>   4.  go to the attribute editor, select the render stats rollout,
> right-click to make a layer override, uncheck primary ray visibility (3
> clicks minimum)
>   5.  repeat steps 3 & 4 (n-1) times
> A total of 2 + (n*4) clicks.
>
> For any number of objects over 1 (!)  the Softimage work

Re: Softimage to Maya rendering requests

2014-03-21 Thread Nuno Conceicao
In my opinion either the current Maya pass system gets improved to
something that is functional and doesn't break easily or Autodesk
implements a new more nodal approach to deal with passes which is reliable
and doesn't get abandoned as a feature (keeps improving and/or bug fixed)
along the years.

Either way as a Softimage user looking at Maya (amongst others) as a
possible future alternative, I would like to see a render pass system that
I feel confident and rely on using, has all the current features and
abilities that Softimage render passes have and also doesn't give me
constant bad surprises when I reopen my scene and notice that shader
overides got detached and all sorts of shading groups problems with the
render layers.



On Fri, Mar 21, 2014 at 6:13 PM, John Richard Sanchez <
youngupstar...@gmail.com> wrote:

> Hi Laurence
> I appreciate the offer. I wish more Maya peeps would have chimed in years
> ago. One of the things I love most about Softimage are the Render Passes/
> Partitions/ Overrides. I know Maya added render layers some time in 2008 I
> believe but from what I heard from maya users was that it tended to break
> or not work the way it was supposed to. This is a feature that would really
> help as I dont see any other package that has a robust render pass system
> as Softimage. Other than that Lighting is one of the features that Maya is
> very robust in.
>
>
> On Fri, Mar 21, 2014 at 2:05 PM, Laurence Cymet <
> laurence.cy...@autodesk.com> wrote:
>
>> Hello,
>>
>> My name is Laurence Cymet, I am the product manager for lighting and
>> rendering on Maya. In the past few weeks I've been out to talk to many
>> Softimage customers, and I can certainly understand your frustration with
>> the move to EOL Softimage, so we're doing what we can to improve things.
>>
>> I am not here to try and sell anyone on Maya. My goal is to improve Maya,
>> so if you are interested in discussing what we need to do to make it a
>> better place to render for you, feel free to post here or email me directly
>> at laurence.cy...@autodesk.com
>>
>> Also -  I will happily answer any questions I can about rendering in
>> Maya, don't hesitate to ask.
>>
>> Thanks,
>>
>> Laurence Cymet
>>
>>
>
>
> --
> www.johnrichardsanchez.com
>


Re: ICE - When will we have todays functionality in Maya?

2014-03-21 Thread Nuno Conceicao
Hi Adrian
What about access to geometry topology, blend shapes, weights, raycast,
etc, amongst other nodes to enable control over deformations?


On Fri, Mar 21, 2014 at 4:45 PM, Adrian Graham
wrote:

> Yes, this first release is liquids-focused (note: *fluids* are an entirely
> different solver, which we call the 'aero' - aerodynamic -- solver). Future
> releases could encompass more types of solvers (rigid, cloth, fluid,
> liquid, etc, all interacting). And from there, it would be amazing to see
> more procedural geometry generation, destruction and stuff like that.
>
> But we gotta take this one step at a time, and design the foundation
> carefully if we want to accommodate all that.
> Adrian
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of joshxsi
> Sent: Thursday, March 20, 2014 6:09 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: ICE - When will we have todays functionality in Maya?
>
> Part of what made ICE so successful (in my mind) was the large amount of
> built in nodes and compounds that were included as part of the base system
> that were used in mostly non-simulated contexts (raycasting, geometry
> locations, etc).
>
> >From the sound of the development stages, the first two releases will be
> fluid focused, do you expect that the final release will include the non
> particle functionality that ICE became so useful for?
>
> It sounds like you're expecting the users to build a more generic set of
> functionality using the API? (mesh deforms, curve based flow tools, IK
> solvers etc)
>
> Thanks again for the information as well.
>
>
> On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher <
> davegsoftimagel...@gmail.com> wrote:
>
> Yes, definitely giving them a chance! If they turn Maya/Bifrost into
> something great that can give me back what I just lost, believe me I will
> be one happy guy.
>
>
> On 3/20/2014 6:29 PM, Raffaele Fragapane wrote:
> The product will be released within the quarter. To be fair, that info if
> you were on beta has been consistent and available for quite a while now,
> so it's not some last minute stunt.
>
> Marcus, Adrian and the rest of the team are nice guys, give them a chance.
>
> On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher <
> davegsoftimagel...@gmail.com> wrote:
> This email was fascinating. I'm curious though; we've been told we can't
> hear roadmaps because they run afoul of SEC rules. And yet, here we get a
> somewhat detailed roadmap.
>
> Dave G
>
>
>
>


Re: How long will it take (?)

2014-03-21 Thread Nuno Conceicao
Oh and by the way, the fact a modeler can do this kind of adjustments and
be aware that he is not screwing up the rig (because of how clear is the UI
in Soft) and thus not needing to send the rig back to the rigger to fix
things up frees up the riggers so Softimage has smaller production costs in
this respect.




On Fri, Mar 21, 2014 at 10:37 AM, Nuno Conceicao <
nunoalexconcei...@gmail.com> wrote:

> Hi Yang-hai
> In my opinion as a generalist with longer experience in Softimage (7
> years) than I have with Maya (3 years) to me fundamentally is the fact
> Softimage has a real non-linear workflow.
> Taking character rigging for example allows changes to the topology,
> shapes, uvs,  after the character has been enveloped without breaking
> anything (some of these changes can be done literally in seconds) while for
> what I understand of Maya (I'm not really a rigger though), the riggers
> have to rebuild the rig (or parts of it) again relying on scripting if they
> can script.
>
> Now I truly hope Autodesk is really considering improving Maya in this
> area if they are seriously thinking Softimage users will jump to Maya after
> 2016.
> In my case Ill stick with Softimage until something else better in this
> area comes along (be it Maya or any other DCC)
>
>
>
>
>
> On Thu, Mar 20, 2014 at 7:40 PM, Yang-hai Eakes <
> yang-hai.ea...@autodesk.com> wrote:
>
>> Hi Perry,
>> Honestly, your voice is more important than any internal user, and that's
>> the main reason.
>> What I'm really trying to understand is what "you" want/need as a user,
>> as a workflow from Softimage, and that's why I found this thread so helpful.
>> Yes, we have internal people that are helping us understand and will be
>> helping implement some of these feature/workflows, but we also want to make
>> sure we are listening the user, you.
>>
>> Thanks for not beating me up!
>> Yang-hai
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
>> Sent: Thursday, March 20, 2014 3:11 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: How long will it take (?)
>>
>> Yang-hai,
>>
>> While I appreciate that you are all listening (honestly, I really do), it
>> is really annoying that the Softimage team was supposedly moved to
>> Maya, yet Autodesk seems to have no clue how to implement a Softimage
>> workflow or feature into Maya.
>>
>> Look, don't get me wrong, it is better to have you guys ask us than to
>> not ask, but if you truly have that many people
>> from Softimage working on Maya, wouldn't THEY know better how to do this
>> than we would?
>>
>>
>>
>> On Thu, Mar 20, 2014 at 2:33 PM, Yang-hai Eakes <
>> yang-hai.ea...@autodesk.com<mailto:yang-hai.ea...@autodesk.com>> wrote:
>> Hello David Gallagher,
>> I would first like to thank you for sharing all this. As many of us at
>> Autodesk, I honestly think you have some very strong points here and please
>> rest assured that we are listening. I will be discussing these points in
>> detail internally to see what could be done, sooner rather than later.
>>
>> Animation workflows, which for me includes rigging, is very important and
>> will be an area of focus for Maya over the up-coming releases. The
>> out-of-the-box workflows and the artist friendly mentality that Softimage
>> has, are definitely areas that Maya would benefit from. We do want to bring
>> some of these workflows into Maya. We simply need to make sure we properly
>> understand, design and implement them, that is... in a meaningful/useful
>> manner... basically respecting the workflows. This will be part of our
>> thought process and plans for Maya moving forward. This is why this
>> feedback is so important, so again, thank you.
>>
>> We are also getting a lot of similar feedback from many channels and need
>> to respectfully take the time to listen, understand and compile that
>> feedback. I "will" follow-up to this thread in a more detailed manner, but
>> please do expect the detailed feedback to take some time, as I want to be
>> confident about what can or cannot be addressed in a timely manner.
>>
>> Again, I know I'm not the only one to agree with your point of view and
>> feedback, so thank you for sharing this in detail.
>>
>> Regards,
>> Yang-hai
>> Autodesk Designer
>>
>> From: David Gallagher
>> Sent: Wednesday, March 19, 2014 5:34 PM
>> To: softimage@listproc.autodesk.com> softimage@listproc

Re: How long will it take (?)

2014-03-21 Thread Nuno Conceicao
Hi Yang-hai
In my opinion as a generalist with longer experience in Softimage (7
years) than
I have with Maya (3 years) to me fundamentally is the fact Softimage has a
real non-linear workflow.
Taking character rigging for example allows changes to the topology,
shapes, uvs,  after the character has been enveloped without breaking
anything (some of these changes can be done literally in seconds) while for
what I understand of Maya (I'm not really a rigger though), the riggers
have to rebuild the rig (or parts of it) again relying on scripting if they
can script.

Now I truly hope Autodesk is really considering improving Maya in this area
if they are seriously thinking Softimage users will jump to Maya after 2016.
In my case Ill stick with Softimage until something else better in this
area comes along (be it Maya or any other DCC)





On Thu, Mar 20, 2014 at 7:40 PM, Yang-hai Eakes  wrote:

> Hi Perry,
> Honestly, your voice is more important than any internal user, and that's
> the main reason.
> What I'm really trying to understand is what "you" want/need as a user, as
> a workflow from Softimage, and that's why I found this thread so helpful.
> Yes, we have internal people that are helping us understand and will be
> helping implement some of these feature/workflows, but we also want to make
> sure we are listening the user, you.
>
> Thanks for not beating me up!
> Yang-hai
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
> Sent: Thursday, March 20, 2014 3:11 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: How long will it take (?)
>
> Yang-hai,
>
> While I appreciate that you are all listening (honestly, I really do), it
> is really annoying that the Softimage team was supposedly moved to
> Maya, yet Autodesk seems to have no clue how to implement a Softimage
> workflow or feature into Maya.
>
> Look, don't get me wrong, it is better to have you guys ask us than to not
> ask, but if you truly have that many people
> from Softimage working on Maya, wouldn't THEY know better how to do this
> than we would?
>
>
>
> On Thu, Mar 20, 2014 at 2:33 PM, Yang-hai Eakes <
> yang-hai.ea...@autodesk.com> wrote:
> Hello David Gallagher,
> I would first like to thank you for sharing all this. As many of us at
> Autodesk, I honestly think you have some very strong points here and please
> rest assured that we are listening. I will be discussing these points in
> detail internally to see what could be done, sooner rather than later.
>
> Animation workflows, which for me includes rigging, is very important and
> will be an area of focus for Maya over the up-coming releases. The
> out-of-the-box workflows and the artist friendly mentality that Softimage
> has, are definitely areas that Maya would benefit from. We do want to bring
> some of these workflows into Maya. We simply need to make sure we properly
> understand, design and implement them, that is... in a meaningful/useful
> manner... basically respecting the workflows. This will be part of our
> thought process and plans for Maya moving forward. This is why this
> feedback is so important, so again, thank you.
>
> We are also getting a lot of similar feedback from many channels and need
> to respectfully take the time to listen, understand and compile that
> feedback. I "will" follow-up to this thread in a more detailed manner, but
> please do expect the detailed feedback to take some time, as I want to be
> confident about what can or cannot be addressed in a timely manner.
>
> Again, I know I'm not the only one to agree with your point of view and
> feedback, so thank you for sharing this in detail.
>
> Regards,
> Yang-hai
> Autodesk Designer
>
> From: David Gallagher
> Sent: Wednesday, March 19, 2014 5:34 PM
> To: softimage@listproc.autodesk.com >>, davegsoftimagel...@gmail.com davegsoftimagel...@gmail.com>>
>
>
> Thanks for posting that Jason.
>
> I'll keep using Softimage for AnimSchool's rigs.
> Over the next few years, I'll be looking for some software that allows me
> to do those things.
>
>
> On 3/19/2014 3:01 PM, Jason S wrote:
>
> (previously posted, yet I think it's worth a new thread with alink to the
> original Maya / XSI article)
>
>
>
> Here is a notable (& comprehensive) post on rigging from David Gallagher
> in response to the super long and (seemingly purposefully) diluted article<
> http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html>
>
> comparing SI / Maya rigging  (concerning rigging workflow -alone-)
>
> weighing pro & cons, while overweighing pros, underweighing cons,
>
> overlooking a bunch of things (most of which outlined below)
>
> identifying things like the ability to use "locators" as rig components as
> a "con"
>
>
>
> and end

Re: ICE in Maya is it really possible?

2014-03-16 Thread Nuno Conceicao
Yeah I get your point, but for that to happen i can imagine that maya would
have to be almost totally rewritten, right?
Em 16/03/2014 05:22, "Raffaele Fragapane" 
escreveu:

> Yeah Nuno, I can easily enough. The stack is a patch for the lack of
> proper graph, not a feature worth promoting as the future. Maya has issues
> with evaluation missing certain things in default nodes, but the general
> paradigm of the graph is a superior approach.
> The lack of threading is more of an issue, but the stack doesn't
> facilitate that, ice works intra op, not across.
>
> Four the sake of all that's good in the world let's not push a attack
> against a proper DG as a superior feature, or make the mistake of thinking
> it's enabling in any regard. A proper sparse and arbitrary DG with the
> addition of simple entry and exit gates to facilitate things such as shape
> modeling at different stages, storing differentials and so on is an
> infinitely superior approach.
> On 15 Mar 2014 05:30, "Nuno Conceicao" 
> wrote:
>
>> Something just came up on my head while doing blendshapes and using ICE
>> to help along.
>>
>> Can you guys imagine how would ICE (or Biftrost) would work in Maya
>> without a proper modelling stack like XSI''s?
>>
>> Even something as simple as using ICE to invert weight maps that are
>> hooked with shapes with an already enveloped character or fixing some poses
>> maybe...
>>
>


Re: Idea- Just keep Mental Ray and FBX support - Softimage free w/Maya or Max or any Suite.

2014-03-15 Thread Nuno Conceicao
Nope


On Sat, Mar 15, 2014 at 1:41 PM, Chris Vienneau  wrote:

> Do you guys think there is a top list of nodes in ICE and compounds you
> all use that cover 80% of what you do with the toolset?
>
>
>
> thx.
>
>
>
> cv/
>
>
>
> 
> From: softimage-boun...@listproc.autodesk.com [
> softimage-boun...@listproc.autodesk.com] on behalf of Rob Chapman [
> tekano@gmail.com]
> Sent: Saturday, March 15, 2014 8:43 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: Idea- Just keep Mental Ray and FBX support - Softimage free
> w/Maya or Max or any Suite.
>
> "We invite anyone here and many of you have taken up our offer to
> contribute and it is up to us to show that we are delivering over the next
> two years during the transition period. If we don't at the end than you
> will all have choices and plenty of time to evaluate your options."
>
> what kind of choices? If you do not deliver to our criteriathen Softimage
> is not EOL or..  it is very unclear as to what our choices are exactly?
>
> in 2016 will we be able to load ICE trees and compounds into Maya?
>
>
>
>


Re: A germ of an idea.

2014-03-14 Thread Nuno Conceicao
My details in there now..row 50


On Fri, Mar 14, 2014 at 6:56 PM, Doeke Wartena  wrote:

> O man, you had one change and you ruined it...
>
> :)
>
> I edited your account, tell me if you don't get an email from the
> teamwork.com website, i'm not sure if it does after editing an email.
>
>
> 2014-03-14 18:13 GMT+01:00 Sebastien Sterling <
> sebastien.sterl...@gmail.com>:
>
> SHIT! typo in my email. could you send that again Doeke ?
>>
>>
>> On 14 March 2014 15:27, Doeke Wartena  wrote:
>>
>>> I was cutting and pasting to get all the things i completed to the top.
>>> I noticed i was cutting somewhere where someone was typing. I typed sorry
>>> in a cell :)
>>>
>>>
>>> 2014-03-14 16:03 GMT+01:00 Gustavo Eggert Boehs :
>>>
>>> wow the thing is shifty... too much people editing. but I got my details
 in there, waiting for the invite

>>>
>>>
>>
>


Re: ICE in Maya is it really possible?

2014-03-14 Thread Nuno Conceicao
Gee, I guess how many features wont be supported in Bifrost, or how long it
will take them to have it at the level ICE currently is...


On Fri, Mar 14, 2014 at 6:37 PM, Ahmidou Lyazidi wrote:

> # mean mode on
> They should introduce first the concept of weight map object in Maya as
> currently it's all blackboxed in the different nodes,
> and all with different SDK access...
> # mean mode off
>
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> http://www.cappuccino-films.com
>
>
> 2014-03-14 19:29 GMT+01:00 Nuno Conceicao :
>
> Something just came up on my head while doing blendshapes and using ICE to
>> help along.
>>
>> Can you guys imagine how would ICE (or Biftrost) would work in Maya
>> without a proper modelling stack like XSI''s?
>>
>> Even something as simple as using ICE to invert weight maps that are
>> hooked with shapes with an already enveloped character or fixing some poses
>> maybe...
>>
>
>


ICE in Maya is it really possible?

2014-03-14 Thread Nuno Conceicao
Something just came up on my head while doing blendshapes and using ICE to
help along.

Can you guys imagine how would ICE (or Biftrost) would work in Maya without
a proper modelling stack like XSI''s?

Even something as simple as using ICE to invert weight maps that are hooked
with shapes with an already enveloped character or fixing some poses
maybe...


Re: YOUR TOP 5

2014-03-13 Thread Nuno Conceicao
1. Scene Explorer  which is great for scene assembly, more intuitive,
cleaner and fast, also helps setting up passes faster while maya Outliner
is as close as bad as 3dsMax's Object lister, both quite limited compared
to XSI's
2. It has a good and efficient construction stack which works!!! (Maya's is
just a joke or non existent)
3. Easy, complete and reliable pass system ( I did Lighting in Maya's for a
few years and its pass system has many flaws)
4. Good rigging tools like Gator, ShapeManager, EnvelopeWeighting (I'm sure
there are more but I'm not a rigger, I did heard many riggers saying maya's
weight painting is not as good as XSI's and I'm sure there are more
arguments in this field)
5. ICE to rule it all (there are so many things you can do with ICE but I
think the best is the fact ICE is great for fixing any issue quickly that
can come up in your production, thus making it a perfect feature to make
XSI as complete as it is)

To sum it up Softimage is more financial efficient than Maya  because it
does more and faster with less TDs, although this is an argument that I
would be a bit reluctant to bring up to Autodesk since their purpose is to
sell more seats not less.
The thing is, imho, with Softimage, any small to medium shop has more
chances of surviving financially than it has if its using Maya, but I'm
sure you already know that if you have Maya experience.

Good luck with your call or meeting





On Thu, Mar 13, 2014 at 11:53 AM, Eugen Sares  wrote:

>  1 - UI: clean, UNCLUTTERED, TEXT-BASED (I just hate gaudy, kitchy
> icons!), intuitive, consistent. Multi-PPGs, supra/sticky keys, all the
> small goodies (MMB etc), ...
> 2 - scene interaction: almost no viewport clutter, clean snapping, perfect
> working pivot, perfect selection engine, ...
> 3 - modeling tools that simply work the way you would expect, clean and
> logic subdivision surfaces
> 4 - operator stack / non-linear workflow
> 5 - render passes
> ...
> (I leave ICE out here, because it's just obvious, and who knows what
> Bifröst is going to be)
>
>
>
> --
>
>
> Diese E-Mail ist frei von Viren und Malware, denn der avast! 
> AntivirusSchutz ist aktiv.
>
>


Re: A germ of an idea.

2014-03-12 Thread Nuno Conceicao
Great idea Paul
Here is our portfolio (http://www.illusive.pt/film/work.html ) and If you
like our work you can send us the animation and we can deal with lighting
and compositing. (I have plenty experience on that field)
We can also collaborate with animation, modeling and texturing too...

Cheers

Nuno Conceição





>


Re: SI and Houdini

2014-03-09 Thread Nuno Conceicao
Last time I heard, they still use Maya for rigging and animation and use
point cache to transfer data to houdini.


On Fri, Mar 7, 2014 at 2:57 AM, Martin Contel  wrote:

> Axis Animation is one of the largest Houdini houses, and they run
> everything on Windows.
>
> --
> Martin Contel
> Square Enix (Visual Works)
>
>


Re: License to END if you migrate?!

2014-03-04 Thread Nuno Conceicao
ohh ohh... this can get into a spree, or how about character skinning in
3dsmax allowing for changes in topology down in the stack without having to
re-skin again? Nope. Can I add another loop there without fu%$%g up the rig
in Max? hmm nope dont think so ..


On Tue, Mar 4, 2014 at 8:33 PM, Nuno Conceicao
wrote:

> Or is Maya going to get its pass system as reliable as Softimage's? or Max
> a decent Object lister as good as Softimage explorer, same thing for maya?
> Those are just 2 small examples...not even getting to ICE or whatever
> Bifrost is going to be in 5 years from now...
>
>
> On Tue, Mar 4, 2014 at 8:28 PM, Rob Chapman  wrote:
>
>> like we could trust our own various crooked governments to sort this
>> particular piece of greed & bullshit out. HAHAHA..
>>
>> a small example. are Strands going to be ready in Maya by 2016? or is Max
>> that gets this small nugget of Softimage legacy uniqueness. An ICE plugin
>> perhaps?
>>
>> is there a list made where all the non easily transferable useful bits
>>  (and made a living off) are to be found or eventually end up in 2016?
>>  because they sure as hell do not exist right now in any other software
>> that autodesk currently offers.
>>
>>
>>
>>
>>
>>
>>
>> On 4 March 2014 20:11, Paul Griswold <
>> pgrisw...@fusiondigitalproductions.com> wrote:
>>
>>> I doubt you'd be able to do anything class action (though I'm not a
>>> lawyer, so what do I know).  But I do think if enough people contacted
>>> their government representative about Autodesk's anti-competitive movement
>>> / monopolistic behavior, you'd see something happen.
>>>
>>> Autodesk is what Microsoft used to be.  Perhaps it's time for a little
>>> government oversight / investigation?
>>>
>>> -Paul
>>>
>>> ᐧ
>>>
>>
>


Re: License to END if you migrate?!

2014-03-04 Thread Nuno Conceicao
Or is Maya going to get its pass system as reliable as Softimage's? or Max
a decent Object lister as good as Softimage explorer, same thing for maya?
Those are just 2 small examples...not even getting to ICE or whatever
Bifrost is going to be in 5 years from now...


On Tue, Mar 4, 2014 at 8:28 PM, Rob Chapman  wrote:

> like we could trust our own various crooked governments to sort this
> particular piece of greed & bullshit out. HAHAHA..
>
> a small example. are Strands going to be ready in Maya by 2016? or is Max
> that gets this small nugget of Softimage legacy uniqueness. An ICE plugin
> perhaps?
>
> is there a list made where all the non easily transferable useful bits
>  (and made a living off) are to be found or eventually end up in 2016?
>  because they sure as hell do not exist right now in any other software
> that autodesk currently offers.
>
>
>
>
>
>
>
> On 4 March 2014 20:11, Paul Griswold <
> pgrisw...@fusiondigitalproductions.com> wrote:
>
>> I doubt you'd be able to do anything class action (though I'm not a
>> lawyer, so what do I know).  But I do think if enough people contacted
>> their government representative about Autodesk's anti-competitive movement
>> / monopolistic behavior, you'd see something happen.
>>
>> Autodesk is what Microsoft used to be.  Perhaps it's time for a little
>> government oversight / investigation?
>>
>> -Paul
>>
>> ᐧ
>>
>


Re: Save Softimage Petition

2014-03-04 Thread Nuno Conceicao
I'm in too Nick! (yarglhayarg)


On Tue, Mar 4, 2014 at 7:47 PM, Paul  wrote:

> I signed up too just out of principle
>
> On 4 Mar 2014, at 19:31, Nick Martinelli  wrote:
>
> Hi list,
>
> I'm generally pretty quiet on here, but I feel like it might be time to
> finally make some noise.
>
> I know it's a long shot but maybe if we get enough signatures we can at
> least help entice Autodesk to sell off Softimage.  I don't know if it will
> work or if anything will happen from it, but it's worth a try.  Worst case
> scenario, nothing.  Best case, Softimage is back before we know it.
>
> let the signing commence!
>
> https://www.change.org/petitions/autodesk-save-softimage
>
>
>
> --
>
> Nick Martinelli
> www.nickMartinelli.net
> n...@nickmartinelli.net
>
>


Re: Price for Softimage subscription in Europe?

2014-01-23 Thread Nuno Conceicao
Maybe something is wrong with your browser, I checked the link above and
got the Softimage price: 3795€  (once i filled the details) and the year
subscription cost as separate: *1023.50 €*


On Thu, Jan 23, 2014 at 10:29 AM, Morten Bartholdy wrote:

>   I have tried finding out what subscription for Soft costs here in
> Europe via
> http://store.autodesk.eu/store/adsk/en_IE/buy/productID.266871600 but I
> simply cant find info on pricing. It could seem like I need to contact a DK
> reseller, but we don't use them for anything else, so I was checking online
> to get numbers quickly. I guess that is too much to ask from Autodesk... As
> ususal the navigation on an AD site is horrible and cluttered despite the
> fact that they seemingly go to great lengths to design the darn thing.
>
>
>
> Does someone here know what it costs, or where to find the info?
>
>
>
> Thanks.
>
>
>
>
>
> Morten
>
>
>
>


Re: Faceware in Softimage

2014-01-17 Thread Nuno Conceicao
Ok after a long time fiddling with setups i found out that Retargeter
doesnt work with Softimage 2014 SP2, Softimage 2013 SP1 and Softimage 2012
SAP (funny coincidence I only had those installed on my computer), because
since u mentioned in the details you have 2013 (not service pack) working,
 i decided to give it a try in 2013 not 2013 sp1 and it worked! Then i
tried 2012 Sp1 and it worked, so i guess that's it really.
I reported it to Faceware and I-m sure they will do something about it
pretty soon.
Thank you Nicolas you contributed for the solution of this case!
Cheers




On Fri, Jan 17, 2014 at 9:41 PM, Nuno Conceicao  wrote:

> Sure Ill try asking them about other versions, thank you for your help, it
> good to know at least that it works in 2013 leaving everything at default.
> Thank you Nicolas
>
>
> On Fri, Jan 17, 2014 at 9:07 PM, Nicolas Esposito <3dv...@gmail.com>wrote:
>
>> So, you tested on other workstation and didn't work on none of them?
>>
>> This is really strange...
>> Also the Analyzer problem without the Poses is reeally strange...
>>
>> I don't know, as described in my previous post I had only the Retargeter
>> problem which was fixed with a couple of uninstall-reinstall
>>
>> What I suggest you to do is to ask ( if you didn't do that ) the previous
>> version of both Analyzer and Retargeter in order to see if its a release
>> problem or is just that on your machine it doesn't work at all
>>
>> Regarding the installation on the default facroty of Softimage I just
>> installed it as it was, I didn't make any changes to the path or anything
>> else, so I can't helop you a lot on that
>>
>> Anyway its a great software, so I really hope you'll find a solution to
>> those problems, because its really worthed the price
>>
>>
>> 2014/1/17 Nuno Conceicao 
>>
>>> Hi Nicolas
>>> Notice the screen grab link i sent of the expression module? Its not
>>> just missing the face pictures, its missing the entire list also!
>>> The missing pictures by itself wouldn't keep me from doing the
>>> expressions, but having no list to link expressions basically keeps me from
>>> doing any retargeting.
>>> Like you said after doing the character setup (creating the list of
>>> controlers from my rig) I should have been able to set up the expressions,
>>> but thats the problem, I cant.
>>>
>>> Apparently you managed to install the retargeter plugin in the factory
>>> default directory of Softimage, if I do the same here, basically retargeter
>>> hangs indefinitely!
>>>
>>> The parametrize is a feature of the Analizer and basically everything
>>> works well with that and i can generate a .fwr file with no problems, what
>>> i mention about the .xml its not really empty it has all the moveeable
>>> attributes, but the Poses tags are all empty (I compared with a demo .xml)
>>>
>>> Regarding uninstalling and reinstalling, ohh man, I'm not exagerating if
>>> I say I did that around 40 or 50 times, in different test machines and
>>> different Softimage versions with different plugin locations, besides the
>>> factory default ones.
>>>
>>>
>>>
>>>
>>>
>>>
>>> On Fri, Jan 17, 2014 at 7:00 PM, Nicolas Esposito <3dv...@gmail.com>wrote:
>>>
>>>> Hi Nuno,
>>>>
>>>> The path for both Analyzer and Retargeter on my pc is C:\Program
>>>> Files\Faceware
>>>>
>>>> As mentioned previously I had the hang problem when the license was
>>>> expired, but I remember that the first time I installed Retargeter I had a
>>>> couple of crashesm after 1-2 times I uninstalled and reinstalled it it
>>>> worked properly
>>>>
>>>> Yes, the missing picture on the Expression set is known, but this is
>>>> the first release of the plugin for Softimage and so far this and the image
>>>> sequence not showing correctly are the only bugs I found...
>>>> If you want the pictures of all the expressions on my pc the path
>>>> is C:\Program Files\Autodesk\Softimage 2013\plugins\FTI\ExpressionFrames
>>>> Regarding again Retargeter and the image you posted, as soon as you'll
>>>> create a character setup ( see videotutorials on youtube ) you can start
>>>> setting up the expressions of your character
>>>>
>>>> Regarding the empty XML file: did you click on parametrize on the top
>>>> right? sounds like a stupid

Re: Faceware in Softimage

2014-01-17 Thread Nuno Conceicao
Sure Ill try asking them about other versions, thank you for your help, it
good to know at least that it works in 2013 leaving everything at default.
Thank you Nicolas


On Fri, Jan 17, 2014 at 9:07 PM, Nicolas Esposito <3dv...@gmail.com> wrote:

> So, you tested on other workstation and didn't work on none of them?
>
> This is really strange...
> Also the Analyzer problem without the Poses is reeally strange...
>
> I don't know, as described in my previous post I had only the Retargeter
> problem which was fixed with a couple of uninstall-reinstall
>
> What I suggest you to do is to ask ( if you didn't do that ) the previous
> version of both Analyzer and Retargeter in order to see if its a release
> problem or is just that on your machine it doesn't work at all
>
> Regarding the installation on the default facroty of Softimage I just
> installed it as it was, I didn't make any changes to the path or anything
> else, so I can't helop you a lot on that
>
> Anyway its a great software, so I really hope you'll find a solution to
> those problems, because its really worthed the price
>
>
> 2014/1/17 Nuno Conceicao 
>
>> Hi Nicolas
>> Notice the screen grab link i sent of the expression module? Its not just
>> missing the face pictures, its missing the entire list also!
>> The missing pictures by itself wouldn't keep me from doing the
>> expressions, but having no list to link expressions basically keeps me from
>> doing any retargeting.
>> Like you said after doing the character setup (creating the list of
>> controlers from my rig) I should have been able to set up the expressions,
>> but thats the problem, I cant.
>>
>> Apparently you managed to install the retargeter plugin in the factory
>> default directory of Softimage, if I do the same here, basically retargeter
>> hangs indefinitely!
>>
>> The parametrize is a feature of the Analizer and basically everything
>> works well with that and i can generate a .fwr file with no problems, what
>> i mention about the .xml its not really empty it has all the moveeable
>> attributes, but the Poses tags are all empty (I compared with a demo .xml)
>>
>> Regarding uninstalling and reinstalling, ohh man, I'm not exagerating if
>> I say I did that around 40 or 50 times, in different test machines and
>> different Softimage versions with different plugin locations, besides the
>> factory default ones.
>>
>>
>>
>>
>>
>>
>> On Fri, Jan 17, 2014 at 7:00 PM, Nicolas Esposito <3dv...@gmail.com>wrote:
>>
>>> Hi Nuno,
>>>
>>> The path for both Analyzer and Retargeter on my pc is C:\Program
>>> Files\Faceware
>>>
>>> As mentioned previously I had the hang problem when the license was
>>> expired, but I remember that the first time I installed Retargeter I had a
>>> couple of crashesm after 1-2 times I uninstalled and reinstalled it it
>>> worked properly
>>>
>>> Yes, the missing picture on the Expression set is known, but this is the
>>> first release of the plugin for Softimage and so far this and the image
>>> sequence not showing correctly are the only bugs I found...
>>> If you want the pictures of all the expressions on my pc the path
>>> is C:\Program Files\Autodesk\Softimage 2013\plugins\FTI\ExpressionFrames
>>> Regarding again Retargeter and the image you posted, as soon as you'll
>>> create a character setup ( see videotutorials on youtube ) you can start
>>> setting up the expressions of your character
>>>
>>> Regarding the empty XML file: did you click on parametrize on the top
>>> right? sounds like a stupid question but better ask :)
>>>
>>> Setup is:
>>> i7 920 2.67Ghz ( 4 years old, I know! )
>>> AMD Radeon HD7950 VaporX ( 3GB )
>>> 6 Gb of Ram
>>> Windows 7 x64
>>> Retargeter version is 4.0.9.25061
>>> Analyzer version is  2.0.3.25036
>>>
>>>
>>> Some details:
>>> In order to process a 4000+ frames video it took 40 minutes ( convert to
>>> image sequence and rotate ) with Analyzer...its quite a bit, but with
>>> AfterFX I think is 10 minutes less or so...
>>>
>>> Receiving emails after 12 hours is not great, but at least they usually
>>> reply within the day, so at least you'll get a reply, even if its late at
>>> night :)
>>>
>>> Try again with Retargeter to uninstall and reinstall it a couple of
>>> times, maybe it'll work or maybe they'll find a solution for 

Re: Faceware in Softimage

2014-01-17 Thread Nuno Conceicao
Hi Nicolas
Notice the screen grab link i sent of the expression module? Its not just
missing the face pictures, its missing the entire list also!
The missing pictures by itself wouldn't keep me from doing the expressions,
but having no list to link expressions basically keeps me from doing any
retargeting.
Like you said after doing the character setup (creating the list of
controlers from my rig) I should have been able to set up the expressions,
but thats the problem, I cant.

Apparently you managed to install the retargeter plugin in the factory
default directory of Softimage, if I do the same here, basically retargeter
hangs indefinitely!

The parametrize is a feature of the Analizer and basically everything works
well with that and i can generate a .fwr file with no problems, what i
mention about the .xml its not really empty it has all the moveeable
attributes, but the Poses tags are all empty (I compared with a demo .xml)

Regarding uninstalling and reinstalling, ohh man, I'm not exagerating if I
say I did that around 40 or 50 times, in different test machines and
different Softimage versions with different plugin locations, besides the
factory default ones.






On Fri, Jan 17, 2014 at 7:00 PM, Nicolas Esposito <3dv...@gmail.com> wrote:

> Hi Nuno,
>
> The path for both Analyzer and Retargeter on my pc is C:\Program
> Files\Faceware
>
> As mentioned previously I had the hang problem when the license was
> expired, but I remember that the first time I installed Retargeter I had a
> couple of crashesm after 1-2 times I uninstalled and reinstalled it it
> worked properly
>
> Yes, the missing picture on the Expression set is known, but this is the
> first release of the plugin for Softimage and so far this and the image
> sequence not showing correctly are the only bugs I found...
> If you want the pictures of all the expressions on my pc the path
> is C:\Program Files\Autodesk\Softimage 2013\plugins\FTI\ExpressionFrames
> Regarding again Retargeter and the image you posted, as soon as you'll
> create a character setup ( see videotutorials on youtube ) you can start
> setting up the expressions of your character
>
> Regarding the empty XML file: did you click on parametrize on the top
> right? sounds like a stupid question but better ask :)
>
> Setup is:
> i7 920 2.67Ghz ( 4 years old, I know! )
> AMD Radeon HD7950 VaporX ( 3GB )
> 6 Gb of Ram
> Windows 7 x64
> Retargeter version is 4.0.9.25061
> Analyzer version is  2.0.3.25036
>
>
> Some details:
> In order to process a 4000+ frames video it took 40 minutes ( convert to
> image sequence and rotate ) with Analyzer...its quite a bit, but with
> AfterFX I think is 10 minutes less or so...
>
> Receiving emails after 12 hours is not great, but at least they usually
> reply within the day, so at least you'll get a reply, even if its late at
> night :)
>
> Try again with Retargeter to uninstall and reinstall it a couple of times,
> maybe it'll work or maybe they'll find a solution for the problem
>
> Nicolas
>
>
> 2014/1/17 Nuno Conceicao 
>
>> Also its not just the pictures missing in the expression list, its the
>> expression list itself not showing, like this: http://prntscr.com/2k34rp
>>
>> I could live without the reference pictures by following the images they
>> have in the knowledge base, the problem is not doing anything if i pose the
>> character on all the pose frames, also the saved .xml has no pose
>> information.
>>
>>
>> On Fri, Jan 17, 2014 at 5:29 PM, Nuno Conceicao <
>> nunoalexconcei...@gmail.com> wrote:
>>
>>> Forgot to mention the longest I waited for the hang was over an hour ...
>>>
>>>
>>> On Fri, Jan 17, 2014 at 5:26 PM, Nuno Conceicao <
>>> nunoalexconcei...@gmail.com> wrote:
>>>
>>>> Thanks for the answer Nicolas, the problem is it doesn't work with a
>>>> brand new trial (they already issued me 2 trials).
>>>> It hangs before it pops up the trial day counter window.
>>>>
>>>> Did you install the Retargeter in the setup default directory (which is
>>>> the factory path) or you chose a different location like a workgroup or the
>>>> user profile directory?
>>>>
>>>> I managed to get it partially working (without the hang) if i install
>>>> it in the the softimage user folder, but the expression list in the
>>>> character setup comes up totally empty and Im not able to setup the base
>>>> expression poses.
>>>>
>>>> Can you also please give me some info about your setup? Windows
>>>> version, softimage version, cpu, graphic card, etc
>

Re: Faceware in Softimage

2014-01-17 Thread Nuno Conceicao
Also its not just the pictures missing in the expression list, its the
expression list itself not showing, like this: http://prntscr.com/2k34rp

I could live without the reference pictures by following the images they
have in the knowledge base, the problem is not doing anything if i pose the
character on all the pose frames, also the saved .xml has no pose
information.


On Fri, Jan 17, 2014 at 5:29 PM, Nuno Conceicao  wrote:

> Forgot to mention the longest I waited for the hang was over an hour ...
>
>
> On Fri, Jan 17, 2014 at 5:26 PM, Nuno Conceicao <
> nunoalexconcei...@gmail.com> wrote:
>
>> Thanks for the answer Nicolas, the problem is it doesn't work with a
>> brand new trial (they already issued me 2 trials).
>> It hangs before it pops up the trial day counter window.
>>
>> Did you install the Retargeter in the setup default directory (which is
>> the factory path) or you chose a different location like a workgroup or the
>> user profile directory?
>>
>> I managed to get it partially working (without the hang) if i install it
>> in the the softimage user folder, but the expression list in the character
>> setup comes up totally empty and Im not able to setup the base expression
>> poses.
>>
>> Can you also please give me some info about your setup? Windows version,
>> softimage version, cpu, graphic card, etc
>>
>>
>>
>>
>> On Fri, Jan 17, 2014 at 3:38 PM, Nicolas Esposito <3dv...@gmail.com>wrote:
>>
>>> Bought it yesterday, Lite version
>>>
>>> I tested the trial and it works pretty damn good!
>>>
>>> Yes, usually it hangs up when opening Soft ( 2013 x64 ), but after
>>> usually 30-45 seconds it loads up properly.
>>> If you're trial has expired Softimage won't open at all until you'll
>>> uninstall the plugin
>>>
>>> Regarding the pictures into the Expression tabs I already sent them an
>>> email regarding that problem and the plane with the image sequence not
>>> showing ( basically the pictures aren't connected to the diffuse of the
>>> material, easily fixable )
>>>
>>> Everything else works properly!
>>>
>>> PS: If I remember correctly the pictures are inside the Retargeter
>>> folder under Program files
>>>
>>> Cheers
>>>
>>>
>>> 2014/1/17 Nuno Conceicao 
>>>
>>>> Is anyone testing this product in Softimage?
>>>> I got the trial, but I'm having loads of issues with getting Retargeter
>>>> 4.09 to load in Soft, basically hangs in the startup.
>>>> I've been contacting Faceware but they seem a bit lost regarding this
>>>> issue, they issued me 2 trial licenses already and still no joy, the
>>>> biggest issue is basically the timezone difference making me wait till late
>>>> hours in the day to be able to talk to them.
>>>>
>>>> Was wondering if someone in the list already used this plugin in
>>>> Softimage and came across with similar issues?
>>>>
>>>> I did managed to load the plugin without a hang if I don't install it
>>>> in the default setup directory which is basically the factory location, but
>>>> the expressions feature in the character setup dont loadup.
>>>>
>>>> :(
>>>>
>>>> Nuno
>>>>
>>>
>>>
>>
>


Re: Faceware in Softimage

2014-01-17 Thread Nuno Conceicao
Forgot to mention the longest I waited for the hang was over an hour ...


On Fri, Jan 17, 2014 at 5:26 PM, Nuno Conceicao  wrote:

> Thanks for the answer Nicolas, the problem is it doesn't work with a brand
> new trial (they already issued me 2 trials).
> It hangs before it pops up the trial day counter window.
>
> Did you install the Retargeter in the setup default directory (which is
> the factory path) or you chose a different location like a workgroup or the
> user profile directory?
>
> I managed to get it partially working (without the hang) if i install it
> in the the softimage user folder, but the expression list in the character
> setup comes up totally empty and Im not able to setup the base expression
> poses.
>
> Can you also please give me some info about your setup? Windows version,
> softimage version, cpu, graphic card, etc
>
>
>
>
> On Fri, Jan 17, 2014 at 3:38 PM, Nicolas Esposito <3dv...@gmail.com>wrote:
>
>> Bought it yesterday, Lite version
>>
>> I tested the trial and it works pretty damn good!
>>
>> Yes, usually it hangs up when opening Soft ( 2013 x64 ), but after
>> usually 30-45 seconds it loads up properly.
>> If you're trial has expired Softimage won't open at all until you'll
>> uninstall the plugin
>>
>> Regarding the pictures into the Expression tabs I already sent them an
>> email regarding that problem and the plane with the image sequence not
>> showing ( basically the pictures aren't connected to the diffuse of the
>> material, easily fixable )
>>
>> Everything else works properly!
>>
>> PS: If I remember correctly the pictures are inside the Retargeter folder
>> under Program files
>>
>> Cheers
>>
>>
>> 2014/1/17 Nuno Conceicao 
>>
>>> Is anyone testing this product in Softimage?
>>> I got the trial, but I'm having loads of issues with getting Retargeter
>>> 4.09 to load in Soft, basically hangs in the startup.
>>> I've been contacting Faceware but they seem a bit lost regarding this
>>> issue, they issued me 2 trial licenses already and still no joy, the
>>> biggest issue is basically the timezone difference making me wait till late
>>> hours in the day to be able to talk to them.
>>>
>>> Was wondering if someone in the list already used this plugin in
>>> Softimage and came across with similar issues?
>>>
>>> I did managed to load the plugin without a hang if I don't install it in
>>> the default setup directory which is basically the factory location, but
>>> the expressions feature in the character setup dont loadup.
>>>
>>> :(
>>>
>>> Nuno
>>>
>>
>>
>


Re: Faceware in Softimage

2014-01-17 Thread Nuno Conceicao
Thanks for the answer Nicolas, the problem is it doesn't work with a brand
new trial (they already issued me 2 trials).
It hangs before it pops up the trial day counter window.

Did you install the Retargeter in the setup default directory (which is the
factory path) or you chose a different location like a workgroup or the
user profile directory?

I managed to get it partially working (without the hang) if i install it in
the the softimage user folder, but the expression list in the character
setup comes up totally empty and Im not able to setup the base expression
poses.

Can you also please give me some info about your setup? Windows version,
softimage version, cpu, graphic card, etc




On Fri, Jan 17, 2014 at 3:38 PM, Nicolas Esposito <3dv...@gmail.com> wrote:

> Bought it yesterday, Lite version
>
> I tested the trial and it works pretty damn good!
>
> Yes, usually it hangs up when opening Soft ( 2013 x64 ), but after usually
> 30-45 seconds it loads up properly.
> If you're trial has expired Softimage won't open at all until you'll
> uninstall the plugin
>
> Regarding the pictures into the Expression tabs I already sent them an
> email regarding that problem and the plane with the image sequence not
> showing ( basically the pictures aren't connected to the diffuse of the
> material, easily fixable )
>
> Everything else works properly!
>
> PS: If I remember correctly the pictures are inside the Retargeter folder
> under Program files
>
> Cheers
>
>
> 2014/1/17 Nuno Conceicao 
>
>> Is anyone testing this product in Softimage?
>> I got the trial, but I'm having loads of issues with getting Retargeter
>> 4.09 to load in Soft, basically hangs in the startup.
>> I've been contacting Faceware but they seem a bit lost regarding this
>> issue, they issued me 2 trial licenses already and still no joy, the
>> biggest issue is basically the timezone difference making me wait till late
>> hours in the day to be able to talk to them.
>>
>> Was wondering if someone in the list already used this plugin in
>> Softimage and came across with similar issues?
>>
>> I did managed to load the plugin without a hang if I don't install it in
>> the default setup directory which is basically the factory location, but
>> the expressions feature in the character setup dont loadup.
>>
>> :(
>>
>> Nuno
>>
>
>


Faceware in Softimage

2014-01-17 Thread Nuno Conceicao
Is anyone testing this product in Softimage?
I got the trial, but I'm having loads of issues with getting Retargeter
4.09 to load in Soft, basically hangs in the startup.
I've been contacting Faceware but they seem a bit lost regarding this
issue, they issued me 2 trial licenses already and still no joy, the
biggest issue is basically the timezone difference making me wait till late
hours in the day to be able to talk to them.

Was wondering if someone in the list already used this plugin in Softimage
and came across with similar issues?

I did managed to load the plugin without a hang if I don't install it in
the default setup directory which is basically the factory location, but
the expressions feature in the character setup dont loadup.

:(

Nuno


Re: Windows 8

2014-01-13 Thread Nuno Conceicao
Its definitely faster to boot than windows 7


On Sat, Jan 11, 2014 at 2:08 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.
>
>


Re: OT: I need feedback on my work

2013-08-14 Thread Nuno Conceicao
huh, what to improve? let me see...more contact details maybe...really
dude, awesome work, well done!



On Wed, Aug 14, 2013 at 11:44 AM, Szabolcs Matefy wrote:

> Hey folks, sorry for the offtopic stuff, but I need some feedback on my
> works…Here’s my portfolio:
>
> ** **
>
> http://szmatefy.wix.com/szabolcsmatefy
>
> ** **
>
> It’s done with Softimage and ZBrush, and Photoshop (so it’s semi OT :D )**
> **
>
> ** **
>
> Please let me know, what to improve (even the site, etc)
>
> ** **
>
> ** **
>
> Cheers
>
> ** **
>
> ** **
>
> Szabolcs
>


Re: Soft to 3DMax - normal map with Tangent not going through to Max

2013-08-12 Thread Nuno Conceicao
no clue about the Max side of things, but have u tried .xsi (crosswalk)
instead of FBX? You might be more lucky with that


On Mon, Aug 12, 2013 at 4:07 PM, Darren Blencowe | VA <
dar...@voodoo-animation.com> wrote:

> Uhm my thread was buried in a **test** :(   - anyone!?
>
> ** **
>
> ** **
>
> Hi Folks,
>
> ** **
>
> In soft 2013sp1, I've got a model with a normal map on it, in tangent
> space.
>
> I exported the FBX and read it into Max.
>
> The normal map appears to not work if set to Tangent, but it does if set
> to Local xyz.
>
> ** **
>
> The model will ultimately be going into a game engine, and it has to work
> in Tangent.
>
> ** **
>
> In Soft, I just add a Tangent property to the object.
>
> How do I set the object to work in Tangent Space in Max?
>
> ** **
>
> Any pointers or help if there are known issues or ping me off list for
> help on the Max side would be fab!
>
> ** **
>
> Cheers,
>
> ** **
>
> D.
>
> ** **
>
> ** **
>
> ** **
>


Re: Camera matching from setting up vanishing lines

2013-04-02 Thread Nuno Conceicao
For those who havent seen this new feature in 3ds max 2014
http://www.youtube.com/watch?v=rswNzZoVLh8

Simple to and fast to setup! How nice would be to have this in Soft too


On Tue, Apr 2, 2013 at 4:21 PM, Dan Yargici  wrote:

> As with most things, Blender has an addon for this too :)
>
> https://vimeo.com/35421849
>
> DAN
>
>
> On Tue, Apr 2, 2013 at 6:13 PM, Rob Wuijster  wrote:
>
>>  FWIW, C4D does a really nice job with this as well.
>> With all the camera matching we have to do, it would be nice to have this
>> inside Softimage natively.
>>
>> Rob
>>
>> \/-\/\/
>>
>> On 2-4-2013 17:05, Eugen Sares wrote:
>>
>> For what it's worth:
>> Sketchup's cam matching tool could be worth a look, also just from a
>> user's perspective, because it works quite nicely.
>> You can adjust vanishing x and y vanishing lines and scale the whole
>> thing on z (up).
>> It's invoked in the image importer dialog.
>>
>> Am 02.04.2013 16:38, schrieb Vincent Ullmann:
>>
>> Some time ago i tried something like this... but somehow i ran into some
>> dead ends.
>> Started with some simple Vector-equations, something like this came out...
>> ... and id didnt work at all
>>
>>
>> Am 02.04.2013 14:43, schrieb Rob Wuijster:
>>
>> yes, someone did. Or at least showed some form of progress.
>>
>> But I cannot find the post anymore. If memory serves me right it was on
>> si-community.
>> Doesn't really help you mucih, but it's a start ;-)
>>
>> Rob
>>
>> \/-\/\/
>>
>> On 1-4-2013 17:14, Nuno Conceicao wrote:
>>
>> This is one quite handy tool in 3dsmax 2014 that should be simple enough
>> to implement in ICE, but apparently not in the almost featureless Softimage
>> 2014.
>>
>>  Was wondering if anybody actually made something like this using ICE
>> kinematics or in some other form...
>>
>>
>>   No virus found in this message.
>> Checked by AVG - www.avg.com
>> Version: 2013.0.3267 / Virus Database: 3161/6219 - Release Date: 04/01/13
>>
>>
>>
>>
>> No virus found in this message.
>> Checked by AVG - www.avg.com
>> Version: 2013.0.3267 / Virus Database: 3161/6219 - Release Date: 04/01/13
>>
>>
>>
>


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