RE: [EXT] Maya's reassign locally?

2018-02-15 Thread Oz Adi
In ngSkinTools you can select vertices, then select 1 or more joints from a 
list, and then assign weights of selected vertices to those joints
I think in this video you can see how to do it in ngskintools: 
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3DrBL5Ou9MRcI=DwIF_Q=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=90rXTnv3xO4-FNF3GKjHQM5fxpyypswPmfJrvK9q4aQ=OsgJb8ZC6rBDrBRhDWIDgs8fRQvY2p5xExwC3IPF1oA=

I wrote a python script in Maya to do a Softimage-reassign-localy, but it only 
works sometimes ;)
The ngskintools options are a good replacement imo.



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Saber
Sent: יום ב 12 פברואר 2018 19:17
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIF_Q=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=90rXTnv3xO4-FNF3GKjHQM5fxpyypswPmfJrvK9q4aQ=LdHdFGSKl7s8mDY7vnLXC6E52ld3NNHz7Ec4e73Ox_g=
 
Subject: [EXT] Maya's reassign locally?

How can I select a bunch of vertex in Maya and tell him they should be assigned 
to one bone only?

--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.
This communication (including any attachments) is sent on behalf of Playtech 
plc or one of its subsidiaries (Playtech Group). It contains information which 
is confidential and privileged. If you are not the intended recipient, please 
notify the sender immediately and destroy any copies of this communication. 
Unless expressly stated to the contrary, nothing in this communication 
constitutes a contractual offer capable of acceptance or indicates intention to 
create legal relations or grant any rights. The Playtech Group monitors 
communications sent or received by it for security and other purposes. Any 
views or opinions presented are solely those of the author and do not 
necessarily represent those of the Playtech Group

--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: ot: writing Re-Assign Locally for Maya

2017-07-03 Thread Oz Adi
Hi Matt and Steve,

I got it working on simple things. It works perfectly if I try it on primitives 
with a few bones (Thanks Ahmidou, I figured how to compute a distance to line, 
and that fixed the wrong calculations I had ☺ )
It does not work on mGear rig unfortunately , it breaks the rig, it also 
doesn’t work on Maya’s quickrig.
I suspect there is something major under the hood of maya, that I do not 
understand regarding rigging and skinning, and that I am doing something wrong, 
or missing something important with that script.
Basically I gave up a few months ago, and just put the script aside..
I might try to get into it again sometime, but it’s kind of hard because I do 
not script on a daily basis, so going back to a Python script 6-7 months after 
I did not script anything is kind of hard. I did try to keep the script clean 
with descriptions of what each block does. I can share it if someone wants to 
take a look at it,
But I am not a professional scripter/programmer it’s just something I enjoy 
doing once in a while, so it’s probably not the smoothest code ☺
Oz.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Morris
Sent: יום ה 29 יוני 2017 13:08
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com>
Subject: Re: ot: writing Re-Assign Locally for Maya

Hi Oz, I'm interested if you got anywhere with this, and would be willing to 
share? Its one of the things I'm really missing!

Cheers,
Matt


On 19 December 2016 at 08:31, Oz Adi 
<oz@playtech.com<mailto:oz@playtech.com>> wrote:
Thanks Ahmidou,
this is very helpful!

☺


From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Ahmidou Lyazidi
Sent: יום ב 19 דצמבר 2016 00:38
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>>
Subject: Re: ot: writing Re-Assign Locally for Maya

Hi,
You need to test the distance against points the lines defined by bones and 
their childs. Search for "point to line distance"

Le 18 déc. 2016 07:14, "Oz Adi" 
<oz@playtech.com<mailto:oz@playtech.com>> a écrit :
Hi,

I am really missing “Re-Assign Locally” for envelopes,  in Maya, so I wrote a 
simple Python script.
The script calculates weight by distance, between each selected point to each 
selected joint, using the formula
in the attached file, I then assign those values back to the skin cluster..
The script kind of works, it does what it’s supposed to do, but the results are 
not as expected.

In the attached image you can see an example of a cylinder, how the weights 
distribution between 2 bones
looks like in Maya and Softimage ( in both apps, I chose “by distance” method).
Then there is the result my script produces:  as you can see, the bottom bone 
gets too much influence in the top half,
And the top bone gets too little influence where it should..
I am not a Mathematician, nor a Programmer,  I try to learn on my own using the 
internet,
I understand that 3D apps probably do more than just calculate the distance, 
and derive a weight, but I hoped for similar results ;)

If anyone has an idea, how can I get closer results to how 3D apps calculate 
these weights, I’d be happy to hear..
I can also share the script, if it interests anyone.

Thanks,
Oz.

This communication (including any attachments) is sent on behalf of Playtech 
plc or one of its subsidiaries (Playtech Group). It contains information which 
is confidential and privileged. If you are not the intended recipient, please 
notify the sender immediately and destroy any copies of this communication. 
Unless expressly stated to the contrary, nothing in this communication 
constitutes a contractual offer capable of acceptance or indicates intention to 
create legal relations or grant any rights. The Playtech Group monitors 
communications sent or received by it for security and other purposes. Any 
views or opinions presented are solely those of the author and do not 
necessarily represent those of the Playtech Group

--
Softimage Mailing List.
To unsubscribe, send a mail to 
softimage-requ...@listproc.autodesk.com<mailto:softimage-requ...@listproc.autodesk.com>
 with "unsubscribe" in the subject, and reply to confirm.
This communication (including any attachments) is sent on behalf of Playtech 
plc or one of its subsidiaries (Playtech Group). It contains information which 
is confidential and privileged. If you are not the intended recipient, please 
notify the sender immediately and destroy any copies of this communication. 
Unless expressly stated to the contrary, nothing in this c

RE: OTish and F****** Mayaish rant - or the multiple UV sets conundrum

2017-05-23 Thread Oz Adi
I've been down this sad path for the past two years, and I still get pissed 
every time I use Maya.
weight painting in maya  is really shitty, I would recommend trying this 
plugin: http://www.ngskintools.com/
I tried writing in Python some weight painting functionality that is missing in 
maya, but I gave up, or more accurately: I failed:)
(if anyone wants a 90% working mayan "Re-asign localy" script, for skinning...)
I  also was shocked when I realized how unnecessarily complicated simple stuff 
is, like multiple UVs and light linking for example.
Maya is also very bad with operations on multiple selections.. it's terrible!
The whole software feels like programmer's harassment...
Goodluck, stay brave :)




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: יום ג 23 מאי 2017 16:19
To: Artur W ; Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: OTish and F** Mayaish rant - or the multiple UV sets conundrum

Apparently it is also half rocket science to paint weight maps in Maya, and 
raycasting UV's between objects with different topology is also non trivial... 
sigh

Morten



> Den 23. maj 2017 klokken 11:15 skrev Artur W :
>
>
> ... to add to this. When we import alembic into maya with UVs, Maya
> sometimes adds second UV map (empty) and sets it as primary. It can't
> be deleted. We tried. You can't use the proper one either. All we do
> is copy UVs from one to the other for it to work. Maya sets new level of dumb.
>
> Artur
>
> I'd like to know it also.
>
> Bring it.
>
> 2017-05-23 10:45 GMT+02:00 Morten Bartholdy :
>
> > I am late to the sad and boring party of learning Maya and have run
> > into what looks like total idiosyncracy in the way you manage and
> > use multiple UV sets in Maya.
> >
> > Trying to keep an open mind and keeping the learning hat on, I am
> > willing to accept there might be a good reason for the way Maya does
> > it, but having to Link each UV set to a given texture using the
> > Relationship Editor rather than just selecting the desired UV set in
> > a texture projection node like in Soft is beyond my imagination. It seems 
> > like programmers harassment.
> >
> > Can someone here indicate a good reason for this, expanded
> > functionality, or perhaps a simpler workaround for using multiple UV
> > sets in shader networks in Maya?
> >
> > Thanks, and apologies for blowing off steam.
> >
> >
> > Morten
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to
> > softimage-requ...@listproc.autodesk.com
> > with "unsubscribe" in the subject, and reply to confirm.
> >
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.
This communication (including any attachments) is sent on behalf of Playtech 
plc or one of its subsidiaries (Playtech Group). It contains information which 
is confidential and privileged. If you are not the intended recipient, please 
notify the sender immediately and destroy any copies of this communication. 
Unless expressly stated to the contrary, nothing in this communication 
constitutes a contractual offer capable of acceptance or indicates intention to 
create legal relations or grant any rights. The Playtech Group monitors 
communications sent or received by it for security and other purposes. Any 
views or opinions presented are solely those of the author and do not 
necessarily represent those of the Playtech Group

--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: ot: writing Re-Assign Locally for Maya

2016-12-19 Thread Oz Adi
Thanks Ahmidou,
this is very helpful!

☺


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi
Sent: יום ב 19 דצמבר 2016 00:38
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com>
Subject: Re: ot: writing Re-Assign Locally for Maya

Hi,
You need to test the distance against points the lines defined by bones and 
their childs. Search for "point to line distance"

Le 18 déc. 2016 07:14, "Oz Adi" 
<oz@playtech.com<mailto:oz@playtech.com>> a écrit :
Hi,

I am really missing “Re-Assign Locally” for envelopes,  in Maya, so I wrote a 
simple Python script.
The script calculates weight by distance, between each selected point to each 
selected joint, using the formula
in the attached file, I then assign those values back to the skin cluster..
The script kind of works, it does what it’s supposed to do, but the results are 
not as expected.

In the attached image you can see an example of a cylinder, how the weights 
distribution between 2 bones
looks like in Maya and Softimage ( in both apps, I chose “by distance” method).
Then there is the result my script produces:  as you can see, the bottom bone 
gets too much influence in the top half,
And the top bone gets too little influence where it should..
I am not a Mathematician, nor a Programmer,  I try to learn on my own using the 
internet,
I understand that 3D apps probably do more than just calculate the distance, 
and derive a weight, but I hoped for similar results ;)

If anyone has an idea, how can I get closer results to how 3D apps calculate 
these weights, I’d be happy to hear..
I can also share the script, if it interests anyone.

Thanks,
Oz.

This communication (including any attachments) is sent on behalf of Playtech 
plc or one of its subsidiaries (Playtech Group). It contains information which 
is confidential and privileged. If you are not the intended recipient, please 
notify the sender immediately and destroy any copies of this communication. 
Unless expressly stated to the contrary, nothing in this communication 
constitutes a contractual offer capable of acceptance or indicates intention to 
create legal relations or grant any rights. The Playtech Group monitors 
communications sent or received by it for security and other purposes. Any 
views or opinions presented are solely those of the author and do not 
necessarily represent those of the Playtech Group

--
Softimage Mailing List.
To unsubscribe, send a mail to 
softimage-requ...@listproc.autodesk.com<mailto:softimage-requ...@listproc.autodesk.com>
 with "unsubscribe" in the subject, and reply to confirm.
This communication (including any attachments) is sent on behalf of Playtech 
plc or one of its subsidiaries (Playtech Group). It contains information which 
is confidential and privileged. If you are not the intended recipient, please 
notify the sender immediately and destroy any copies of this communication. 
Unless expressly stated to the contrary, nothing in this communication 
constitutes a contractual offer capable of acceptance or indicates intention to 
create legal relations or grant any rights. The Playtech Group monitors 
communications sent or received by it for security and other purposes. Any 
views or opinions presented are solely those of the author and do not 
necessarily represent those of the Playtech Group
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

ot: writing Re-Assign Locally for Maya

2016-12-18 Thread Oz Adi
Hi,

I am really missing "Re-Assign Locally" for envelopes,  in Maya, so I wrote a 
simple Python script.
The script calculates weight by distance, between each selected point to each 
selected joint, using the formula
in the attached file, I then assign those values back to the skin cluster..
The script kind of works, it does what it's supposed to do, but the results are 
not as expected.

In the attached image you can see an example of a cylinder, how the weights 
distribution between 2 bones
looks like in Maya and Softimage ( in both apps, I chose "by distance" method).
Then there is the result my script produces:  as you can see, the bottom bone 
gets too much influence in the top half,
And the top bone gets too little influence where it should..

I am not a Mathematician, nor a Programmer,  I try to learn on my own using the 
internet,
I understand that 3D apps probably do more than just calculate the distance, 
and derive a weight, but I hoped for similar results ;)

If anyone has an idea, how can I get closer results to how 3D apps calculate 
these weights, I'd be happy to hear..
I can also share the script, if it interests anyone.

Thanks,
Oz.


This communication (including any attachments) is sent on behalf of Playtech 
plc or one of its subsidiaries (Playtech Group). It contains information which 
is confidential and privileged. If you are not the intended recipient, please 
notify the sender immediately and destroy any copies of this communication. 
Unless expressly stated to the contrary, nothing in this communication 
constitutes a contractual offer capable of acceptance or indicates intention to 
create legal relations or grant any rights. The Playtech Group monitors 
communications sent or received by it for security and other purposes. Any 
views or opinions presented are solely those of the author and do not 
necessarily represent those of the Playtech Group
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: OT: Softs Duplicate Symmetry in Maya?

2016-07-19 Thread Oz Adi
I tried creating a similar new hierarchy from scratch (without bound meshes), 
once with a rotational plane solver, once with an IKSPring solver,
Both were mirrored correctly, keeping the constraints, using a duplicate 
special and a -1x scale..

There’s probably something different or wrong with my actual rig, when I’ll 
have time I would investigate it further to find what went wrong there..
It’s a small project, and for what I need it works great at the moment, so even 
if my rig has a problem, it’s probably safe to go on with it.. I hope ;)

Thanks guys!
Oz ☺



To: softimage@listproc.autodesk.com
Subject: Re: OT: Softs Duplicate Symmetry in Maya?

Dup Special and scale -1X  has worked for me with a number of different rig 
types, Spline IK, constraints, node graphs, ik handles, etc.
As long as everything is in that all important origin group, and the items in 
said group have their scales frozen at 1 I haven't had an issue with things not 
mirroring correctly.
After mirroring, I generally cut the mirrored objects out of their groups and 
re- parent back into the overall rig.
Adam



On Mon, Jul 18, 2016 at 11:02 AM, Christopher McCabe 
<christopher.mccabe...@gmail.com<mailto:christopher.mccabe...@gmail.com>> wrote:
Actually. Get rid of renameChildren,

duplicate -rr -un; scale -r -1 1 1;
searchReplaceNames "l_" "r_" "hierarchy";

On Mon, Jul 18, 2016 at 10:45 AM, Christopher McCabe 
<christopher.mccabe...@gmail.com<mailto:christopher.mccabe...@gmail.com>> wrote:
I don't know how complicated of a rig this will work for but... I created a 
joint chain and constrained primitives to several of the joints with parent, 
and point constraints. Put everything under a group located at world 0.
Ran in MEL:
duplicate -rr -renameChildren -un; scale -r -1 1 1;

Then run this to rename:
searchReplaceNames "l_" "r_" "hierarchy";



On Mon, Jul 18, 2016 at 8:11 AM, Oz Adi 
<oz@playtech.com<mailto:oz@playtech.com>> wrote:
Thanks,

Seems like a basic rigging tool that needs to be in every 3d package, to be 
able to mirror a complete rig..
I’ve already built the other side from scratch, it wasn’t a big complex rig, 
but it was a waste of time :/
I have not scripted for a few years now.. I’ll have to refresh my Jscript 
knowledge, and try to use it on learning some python I guess.

so far switching to maya feels like a huge regression, I am sure it’ll get 
easier over time, but maya sure has some sickness to it, and sometimes feels 
like it came from the 80’s…
(no offence to people born in the 80’s, myself is from the early 70’s ☺ )




To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: OT: Softs Duplicate Symmetry in Maya?

There sure is no 100 percent accurate way to do it. You can use Skeleton > 
Mirror Joint but that only mirrors joints + IK Handles, no constraints or 
objects. It might be an opportunity for you to dig into some scripting work to 
make that happen. Again, there is no full-proof way of doing that, AFAIK. You 
can use scripting to do major bulk of work in modules, like building a stretchy 
leg or reverse foot etc. and then combine all the units together. I wouldn't 
call myself an expert when it comes to rigging in Maya but that is how I think 
it is done in most of the production work.

This communication (including any attachments) is sent on behalf of Playtech 
plc or one of its subsidiaries (Playtech Group). It contains information which 
is confidential and privileged. If you are not the intended recipient, please 
notify the sender immediately and destroy any copies of this communication. 
Unless expressly stated to the contrary, nothing in this communication 
constitutes a contractual offer capable of acceptance or indicates intention to 
create legal relations or grant any rights. The Playtech Group monitors 
communications sent or received by it for security and other purposes. Any 
views or opinions presented are solely those of the author and do not 
necessarily represent those of the Playtech Group

--
Softimage Mailing List.
To unsubscribe, send a mail to 
softimage-requ...@listproc.autodesk.com<mailto:softimage-requ...@listproc.autodesk.com>
 with "unsubscribe" in the subject, and reply to confirm.



--
Softimage Mailing List.
To unsubscribe, send a mail to 
softimage-requ...@listproc.autodesk.com<mailto:softimage-requ...@listproc.autodesk.com>
 with "unsubscribe" in the subject, and reply to confirm.

This communication (including any attachments) is sent on behalf of Playtech 
plc or one of its subsidiaries (Playtech Group). It contains information which 
is confidential and privileged. If you are not the intended recipient, please 
notify the sender immediately and destroy any copies of this communication. 
Unless expressly stated to the contrary, nothing in this communication 
constitutes a c

RE: OT: Softs Duplicate Symmetry in Maya?

2016-07-19 Thread Oz Adi
Thanks Christopher,

It doesn’t work on my rig, bones are flipped into a weird rotation, and IK 
handle is broken..
not sure what is the problem, it’s a 3 bone IKspring chain, with pole vector, 
IKHandle point constrained to a curve controller,
Curve controller has a few meshes parent constrained to it, and the whole thing 
is under a master curve controller, and on top of that a group..

It might be a problem with my rig, although it’s working properly and doesn’t 
have issues with double transformations, and the whole rig can be moved and 
rotated from the group node and from the master control underneath it..

thanks to everyone who tried to help ☺



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher McCabe
Sent: יום ב 18 יולי 2016 19:03
To: softimage@listproc.autodesk.com
Subject: Re: OT: Softs Duplicate Symmetry in Maya?

Actually. Get rid of renameChildren,

duplicate -rr -un; scale -r -1 1 1;
searchReplaceNames "l_" "r_" "hierarchy";

On Mon, Jul 18, 2016 at 10:45 AM, Christopher McCabe 
<christopher.mccabe...@gmail.com<mailto:christopher.mccabe...@gmail.com>> wrote:
I don't know how complicated of a rig this will work for but... I created a 
joint chain and constrained primitives to several of the joints with parent, 
and point constraints. Put everything under a group located at world 0.
Ran in MEL:
duplicate -rr -renameChildren -un; scale -r -1 1 1;

Then run this to rename:
searchReplaceNames "l_" "r_" "hierarchy";



On Mon, Jul 18, 2016 at 8:11 AM, Oz Adi 
<oz@playtech.com<mailto:oz@playtech.com>> wrote:
Thanks,

Seems like a basic rigging tool that needs to be in every 3d package, to be 
able to mirror a complete rig..
I’ve already built the other side from scratch, it wasn’t a big complex rig, 
but it was a waste of time :/
I have not scripted for a few years now.. I’ll have to refresh my Jscript 
knowledge, and try to use it on learning some python I guess.

so far switching to maya feels like a huge regression, I am sure it’ll get 
easier over time, but maya sure has some sickness to it, and sometimes feels 
like it came from the 80’s…
(no offence to people born in the 80’s, myself is from the early 70’s ☺ )




To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: OT: Softs Duplicate Symmetry in Maya?

There sure is no 100 percent accurate way to do it. You can use Skeleton > 
Mirror Joint but that only mirrors joints + IK Handles, no constraints or 
objects. It might be an opportunity for you to dig into some scripting work to 
make that happen. Again, there is no full-proof way of doing that, AFAIK. You 
can use scripting to do major bulk of work in modules, like building a stretchy 
leg or reverse foot etc. and then combine all the units together. I wouldn't 
call myself an expert when it comes to rigging in Maya but that is how I think 
it is done in most of the production work.

This communication (including any attachments) is sent on behalf of Playtech 
plc or one of its subsidiaries (Playtech Group). It contains information which 
is confidential and privileged. If you are not the intended recipient, please 
notify the sender immediately and destroy any copies of this communication. 
Unless expressly stated to the contrary, nothing in this communication 
constitutes a contractual offer capable of acceptance or indicates intention to 
create legal relations or grant any rights. The Playtech Group monitors 
communications sent or received by it for security and other purposes. Any 
views or opinions presented are solely those of the author and do not 
necessarily represent those of the Playtech Group

--
Softimage Mailing List.
To unsubscribe, send a mail to 
softimage-requ...@listproc.autodesk.com<mailto:softimage-requ...@listproc.autodesk.com>
 with "unsubscribe" in the subject, and reply to confirm.


This communication (including any attachments) is sent on behalf of Playtech 
plc or one of its subsidiaries (Playtech Group). It contains information which 
is confidential and privileged. If you are not the intended recipient, please 
notify the sender immediately and destroy any copies of this communication. 
Unless expressly stated to the contrary, nothing in this communication 
constitutes a contractual offer capable of acceptance or indicates intention to 
create legal relations or grant any rights. The Playtech Group monitors 
communications sent or received by it for security and other purposes. Any 
views or opinions presented are solely those of the author and do not 
necessarily represent those of the Playtech Group
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: OT: Softs Duplicate Symmetry in Maya?

2016-07-18 Thread Oz Adi
Hi Adam,

It works half way for me ☺
duplicate special with inputs, creates a working duplicate, but when I scale 
the group -1x, it flips and rotates to a weird position (not 100% –x and not 
100% -z)
and parts of the rig breaks..

maybe the fact that I am using an IK-Spring chain causes it?

thanks
Oz.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale
Sent: יום ב 18 יולי 2016 00:57
To: softimage@listproc.autodesk.com
Subject: Re: OT: Softs Duplicate Symmetry in Maya?

Oz, duplicate special works. Group all of your stuff you want to symmetry under 
a locator or group at the origin.
The trick is to check the ' duplicate input graph' to allow the connections to 
persist on mirroring.
Then, just scale the entire group / hierarchy to - 1x.
Not the most elegant solution, but it works.
Adam

On Sun, Jul 17, 2016 at 9:35 AM, Oz Adi 
<oz@playtech.com<mailto:oz@playtech.com>> wrote:
Hi, and sorry for the off topic, but this might be the best place to ask, as 
there are many professionals here who knows both Soft and Maya.

As the subject implies, I am having trouble symmetrizing a group in Maya, that 
consists of an IK chain, bound mesh, a couple of parent constraints and point 
constraints..
I am on maya 2016 ext 2, and it looks like this basic simple command is still 
not implemented…shocker… :/
I searched the internet for scripts, but came up with nothing close..
as a last chance, before I rig the other side from scratch, I thought I’ll ask 
here, maybe someone has a solution..
Looks like maya can only symmetrize simple joints hierarchies.. that’s all..
Any help would be great ☺
Oz.

This communication (including any attachments) is sent on behalf of Playtech 
plc or one of its subsidiaries (Playtech Group). It contains information which 
is confidential and privileged. If you are not the intended recipient, please 
notify the sender immediately and destroy any copies of this communication. 
Unless expressly stated to the contrary, nothing in this communication 
constitutes a contractual offer capable of acceptance or indicates intention to 
create legal relations or grant any rights. The Playtech Group monitors 
communications sent or received by it for security and other purposes. Any 
views or opinions presented are solely those of the author and do not 
necessarily represent those of the Playtech Group

--
Softimage Mailing List.
To unsubscribe, send a mail to 
softimage-requ...@listproc.autodesk.com<mailto:softimage-requ...@listproc.autodesk.com>
 with "unsubscribe" in the subject, and reply to confirm.

This communication (including any attachments) is sent on behalf of Playtech 
plc or one of its subsidiaries (Playtech Group). It contains information which 
is confidential and privileged. If you are not the intended recipient, please 
notify the sender immediately and destroy any copies of this communication. 
Unless expressly stated to the contrary, nothing in this communication 
constitutes a contractual offer capable of acceptance or indicates intention to 
create legal relations or grant any rights. The Playtech Group monitors 
communications sent or received by it for security and other purposes. Any 
views or opinions presented are solely those of the author and do not 
necessarily represent those of the Playtech Group
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

OT: Softs Duplicate Symmetry in Maya?

2016-07-17 Thread Oz Adi
Hi, and sorry for the off topic, but this might be the best place to ask, as 
there are many professionals here who knows both Soft and Maya.

As the subject implies, I am having trouble symmetrizing a group in Maya, that 
consists of an IK chain, bound mesh, a couple of parent constraints and point 
constraints..
I am on maya 2016 ext 2, and it looks like this basic simple command is still 
not implemented...shocker... :/
I searched the internet for scripts, but came up with nothing close..
as a last chance, before I rig the other side from scratch, I thought I'll ask 
here, maybe someone has a solution..
Looks like maya can only symmetrize simple joints hierarchies.. that's all..

Any help would be great :)
Oz.

This communication (including any attachments) is sent on behalf of Playtech 
plc or one of its subsidiaries (Playtech Group). It contains information which 
is confidential and privileged. If you are not the intended recipient, please 
notify the sender immediately and destroy any copies of this communication. 
Unless expressly stated to the contrary, nothing in this communication 
constitutes a contractual offer capable of acceptance or indicates intention to 
create legal relations or grant any rights. The Playtech Group monitors 
communications sent or received by it for security and other purposes. Any 
views or opinions presented are solely those of the author and do not 
necessarily represent those of the Playtech Group
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: Camera warpers / deformers / lattice, anyone?

2016-07-13 Thread Oz Adi
☺
I remembered the URL “characteranimator.com”, because I always wanted this URL 
and was envy.. hehe
So I tried it.. I was surprised to see that this website is still alive after 
all these years.
Back then I actually contacted him, and he gave me a short explanation how he 
set it up.. but I did not have enough technical knowledge at that time,
so I failed rebuilding such a system. The only thing I remember was that the 
lattice was supposed to be cone-shaped like the camera’s cone…

I really want to check out that scene you attached.. sadly I am actually 
rigging my first character in Maya at the moment.. I am on the 48th floor
and the thought of jumping out, out of frustration crossed my mind a few 
times.. hehe j/k
At least it’s good to know there’s such a tool for maya, my arranged-wife at 
the moment :/


@Oz Adi, tudah, i remember this and was searching for him but didnt find him 
because i was searching
for Bernard Lebel!

Walter

Am 7/13/2016 um 9:34 AM schrieb Oz Adi:
There’s this website form 2006:

http://www.characteranimator.com/movies/character_td.html

he is using Softimage, and did a pretty cool tool with camera lattice.. check 
out the first video, deformation grid
Maybe this guy is on this list? ☺


From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Pierre Schiller
Sent: יום ד 13 יולי 2016 07:07
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: Camera warpers / deformers / lattice, anyone?

Thank you team!! I´m downloading now. Tomorrow I´ll be testing this one right 
away with 2 poses from my character.
Cheers.

On Tue, Jul 12, 2016 at 2:40 PM, Fabricio Chamon 
<xsiml...@gmail.com<mailto:xsiml...@gmail.com>> wrote:
hey Pierre, Walter's method is much easier to setup (and probably faster too), 
but here's my take at it (ICE), just for fun:

https://www.dropbox.com/s/vf8owwi664tjhco/camera_lattice_ice.mov?dl=0

scene attached.



2016-07-12 16:14 GMT-03:00 - - 
<w...@fiftyeight.com<mailto:w...@fiftyeight.com>>:

hi Pierre,

 something similar:

make a lattice, child to the interest and then translation to zero, than 
constrain the lattice with an direction constrain to the camera, change the 
axis and turn on upvector, resize the lattice to actual field-of-view raise the 
subdivision to level of detail you want and deform your scene-objects, 
shapemanager to modify and store shapes.will also work with hair but if your 
objecktmoving in space than it has some strange movement, because of the 
lattice (warp) and not so easy to controll when lot of Shares.

I Attaché an emdl with an simple Setup, rename the .jpg to emdl after 
downloading.

Good luck, next Problem :)

Walter


Pierre Schiller 
<activemotionpictu...@gmail.com<mailto:activemotionpictu...@gmail.com>> hat am 
12. Juli 2016 um 19:40 geschrieben:

Hello. I´ve seen this video some years ago:
https://www.youtube.com/watch?v=RBUOl1wvLvY
But I was trying to replicate this directly on cámera like he does, but I 
haven´t got
far. AD 3dsMAX tutorials from japan show a lattice directly deforming a 
character
to give "anime deformation/exageration for cámera" (I know sometimes they cheat
by scaling really big things in front of the camera), but added help would be a 
lattice
deformer directly over the entire area of interest from camera.
In addition, has anyone take a similar approach on softimage? Somehow we can´t 
directly
warp stuff the camera sees with a lattice..
How possible is it to achieve this effect on SI?
Thanks.

--
Portfolio 2013<http://be.net/3dcinetv>
Cinema & TV production
Video Reel<https://vimeo.com/3dcinetv/reel2012>
--
Softimage Mailing List.
To unsubscribe, send a mail to 
softimage-requ...@listproc.autodesk.com<mailto:softimage-requ...@listproc.autodesk.com>
 with "unsubscribe" in the subject, and reply to confirm.

--
Softimage Mailing List.
To unsubscribe, send a mail to 
softimage-requ...@listproc.autodesk.com<mailto:softimage-requ...@listproc.autodesk.com>
 with "unsubscribe" in the subject, and reply to confirm.


--
Softimage Mailing List.
To unsubscribe, send a mail to 
softimage-requ...@listproc.autodesk.com<mailto:softimage-requ...@listproc.autodesk.com>
 with "unsubscribe" in the subject, and reply to confirm.



--
Portfolio 2013<http://be.net/3dcinetv>
Cinema & TV production
Video Reel<https://vimeo.com/3dcinetv/reel2012>
This communication (including any attachments) is sent on behalf of Playtech 
plc or one of its subsidiaries (Playtech Group). It contains information which 
is confidential and privileged. If you are not the intended recipient, please 
notify the sender immediately and destroy any copies of this communication. 
Unless expressly stated to the contrary, nothing in this communication 
const

RE: Camera warpers / deformers / lattice, anyone?

2016-07-13 Thread Oz Adi
There’s this website form 2006:

http://www.characteranimator.com/movies/character_td.html

he is using Softimage, and did a pretty cool tool with camera lattice.. check 
out the first video, deformation grid
Maybe this guy is on this list? ☺


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Pierre Schiller
Sent: יום ד 13 יולי 2016 07:07
To: softimage@listproc.autodesk.com
Subject: Re: Camera warpers / deformers / lattice, anyone?

Thank you team!! I´m downloading now. Tomorrow I´ll be testing this one right 
away with 2 poses from my character.
Cheers.

On Tue, Jul 12, 2016 at 2:40 PM, Fabricio Chamon 
> wrote:
hey Pierre, Walter's method is much easier to setup (and probably faster too), 
but here's my take at it (ICE), just for fun:

https://www.dropbox.com/s/vf8owwi664tjhco/camera_lattice_ice.mov?dl=0

scene attached.



2016-07-12 16:14 GMT-03:00 - - 
>:

hi Pierre,

 something similar:

make a lattice, child to the interest and then translation to zero, than 
constrain the lattice with an direction constrain to the camera, change the 
axis and turn on upvector, resize the lattice to actual field-of-view raise the 
subdivision to level of detail you want and deform your scene-objects, 
shapemanager to modify and store shapes.will also work with hair but if your 
objecktmoving in space than it has some strange movement, because of the 
lattice (warp) and not so easy to controll when lot of Shares.

I Attaché an emdl with an simple Setup, rename the .jpg to emdl after 
downloading.

Good luck, next Problem :)

Walter


Pierre Schiller 
> hat am 
12. Juli 2016 um 19:40 geschrieben:

Hello. I´ve seen this video some years ago:
https://www.youtube.com/watch?v=RBUOl1wvLvY
But I was trying to replicate this directly on cámera like he does, but I 
haven´t got
far. AD 3dsMAX tutorials from japan show a lattice directly deforming a 
character
to give "anime deformation/exageration for cámera" (I know sometimes they cheat
by scaling really big things in front of the camera), but added help would be a 
lattice
deformer directly over the entire area of interest from camera.
In addition, has anyone take a similar approach on softimage? Somehow we can´t 
directly
warp stuff the camera sees with a lattice..
How possible is it to achieve this effect on SI?
Thanks.

--
Portfolio 2013
Cinema & TV production
Video Reel
--
Softimage Mailing List.
To unsubscribe, send a mail to 
softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.

--
Softimage Mailing List.
To unsubscribe, send a mail to 
softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.


--
Softimage Mailing List.
To unsubscribe, send a mail to 
softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.



--
Portfolio 2013
Cinema & TV production
Video Reel
This communication (including any attachments) is sent on behalf of Playtech 
plc or one of its subsidiaries (Playtech Group). It contains information which 
is confidential and privileged. If you are not the intended recipient, please 
notify the sender immediately and destroy any copies of this communication. 
Unless expressly stated to the contrary, nothing in this communication 
constitutes a contractual offer capable of acceptance or indicates intention to 
create legal relations or grant any rights. The Playtech Group monitors 
communications sent or received by it for security and other purposes. Any 
views or opinions presented are solely those of the author and do not 
necessarily represent those of the Playtech Group
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: Autokey while playback

2016-05-17 Thread Oz Adi
Tried the autokey on 2105 sp2 with a GTX980, it doesn’t work good.. saves keys 
only when releasing the mouse, and does not allow me
to move the object freely, just an axis at a time..

Remembering channels from SI|3D, I managed to get it to work (sort of) in XSI,

Under the animation panel, Devices>Manage device drivers – then click add 
choose the mouse (or what ever)
Now you can start capture , and it will capture your movements..


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: יום ג 17 מאי 2016 08:58
To: softimage@listproc.autodesk.com
Subject: RE: Autokey while playback

No, it creates keyframes on release. Consecutive keyframes *could* be possible 
when using channels, like back in the days with Soft|3D. I never used that 
feature in XSI but it's implemented somewhere. I was thinking of a possible GPU 
or maybe OS issue too. I can't verify it, because I'm entirely on Win7 on all 
machines (tested Win10 an dropped it).  I'm using a Nvidia GTX980ti. Are you 
able to change parameters and drag stuff around during playback at all?
Would be interesting if others could check the autokey on playback behavior on 
their machines.
sven

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S
Sent: Tuesday, May 17, 2016 1:25 AM
To: softimage@listproc.autodesk.com
Subject: Re: Autokey while playback

Hum, Perhaps it's also a GPU thing.  Or perhaps it works, but when the mouse is 
released that a keyframe is created during playback? Or does it create 
consecutive keyframes -while- a slider is being dragged (without ever releasing 
mouse) ?

(would be awesome if so :-] )


On 05/16/16 18:59, Sven Constable wrote:
Here are screenshots of the prefs I'm using:
www.imagefront.de/tmp/playback_prefs.jpg


From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Tuesday, May 17, 2016 12:41 AM
To: softimage@listproc.autodesk.com
Subject: RE: Autokey while playback

I did a few tests and changed most of the prefs in the playback option, 
playback preferences and global preferences back and forth  but it remains 
working. So, yes, autokey during playback works here (it creates keyframes for 
every parameter changed, no matter if its sliders or interactive transforms . 
I'm on SI2015 SP2. I have no idea why it should not work. Afaik it was always 
like that.


From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S
Sent: Tuesday, May 17, 2016 12:12 AM
To: softimage@listproc.autodesk.com
Subject: Re: Autokey while playback

Hum! perhaps there is another pref that may affect it?

So it creates a key every frame while playback as you do transforms (or slider 
changes) ?


On 05/16/16 17:43, Sven Constable wrote:
Yes, autokey while playing works here. With transformations as well as other 
keyable parameters.
sven

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S
Sent: Monday, May 16, 2016 10:52 PM
To: softimage@listproc.autodesk.com
Subject: Re: Autokey while playback

Hi,

@Sven are you sure you got it working?  I may be wronng, but I don't think 
playback with transforms + autokey ever worked
(or was meant to work) to capture transform actions.

@toonafish   Sorry for not posting sooner, but this also should work for 
recording viewport actions;
http://www.si-community.com/community/viewtopic.php?p=53922#p53922

Cheers,
-J

On 05/16/16 13:25, toonafish wrote:
Strange, can’t get it to work. But I used the Device Input thingy instead, it 
needs a little more work to setup, but gets the job done.

Thanks, Sven


On 16 May 2016, at 15:36, Sven Constable 
> wrote:

Works here in 2015. Make sure, the Autokey function is using 'on any value 
change' (Preferences/Animation)

sven

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of toonafish
Sent: Monday, May 16, 2016 1:51 PM
To: softimage@listproc.autodesk.com
Subject: Autokey while playback

I remember it being possible to automatically set keyframes while playing the 
animation by simply enabling autokey and translating or rotating an object in 
the viewport. But no matter what I try, it no longer seems to work. I only get 
a keyframe at the 

RE: Bizarre jump in character animation when rendering

2016-01-06 Thread Oz Adi
I had a few characters rigged with Gear, that played nice in viewport, but when 
rendering on certain frames, some controllers went crazy, then on the next 
frame it seemed
To be fine..
It was random, and happened only during render (on a single machine), 
everything was fine in the viewport.

My solution was to bake the meshes that are affected by the crazy controllers 
to Alembic,  then it rendered exactly as it
played in vewport.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: יום ד 06 ינואר 2016 11:47
To: softimage@listproc.autodesk.com
Subject: Bizarre jump in character animation when rendering


I have a number of referenced characters which are animated using clips in the 
animation mixer. It has been a very smooth proces, but in one shot on one 
character I get a weird jump on a couple of controllers at a particular frame 
when rendering on the farm. Done it twice now with jump at the same frame. It 
is in the middle of an action clip, so no cut or mixing going on and a hardware 
capture is smooth.



Could this be some dirty delta info perhaps, and how do I clean it up if that 
is the case?



Only thing I have not tried yet is rendering the whole sequence on one computer 
- kind of slow, so that would be last resort, and I would really like to know 
what might cause it.





Morten





This communication, which includes any attachments, is sent on behalf of 
Playtech plc or one of its subsidiaries (Playtech Group). It contains 
information which is privileged and confidential and is exclusively intended 
only for the individual(s) or entity named above (Recipient). If you are not 
the intended Recipient, or the person responsible for delivering it to the 
intended Recipient, you are notified that any review, disclosure, 
dissemination, distribution or reproduction of this communication in any way is 
not authorised by the Playtech Group and may be prohibited. If you receive this 
communication by mistake, please notify the sender immediately and then destroy 
any copies of it. Unless expressly stated to the contrary, nothing in this 
communication shall constitute a contractual offer capable of acceptance or 
indicate any intention to create legal relations. Please note that the Playtech 
Group monitors communications sent or received by it for security and other 
purposes. Any views or opinions presented are solely those of the author and do 
not necessarily represent those of the Playtech Group. Details of the companies 
in the Playtech Group are available 
here. Playtech plc is registered 
in the Isle of Man (company number 008505V) with its registered office at 
Ground Floor, St George's Court, Upper Church Street, Douglas IM1 1EE


RE: Copying animation with layers?

2015-12-16 Thread Oz Adi
Have you tried storing the base layer as a clip on the mixer, then exporting 
the mixer itself along with it’s animation layers containers,
Then importing the mixer to a different identical rig.

it seems to work, but object names must be identical.





I am moving animation from one character onto an almost identical one. The 
original one has animation layers animated. My question is how to copy all the 
animaiton on the rig with the animation layers intact, so I can apply them to 
the new character and revise the animation in each layer after the change?



I know I can store the animation layers in an action clip, but when I apply it 
to the new character, the animation layers seem to be baked into one base 
layer, and I see no option to recreate animation layers. Is there a way or do I 
have to perform more convoluted copy of animation per rig controller?

Thyanks!



Morten





This communication, which includes any attachments, is sent on behalf of 
Playtech plc or one of its subsidiaries (Playtech Group). It contains 
information which is privileged and confidential and is exclusively intended 
only for the individual(s) or entity named above (Recipient). If you are not 
the intended Recipient, or the person responsible for delivering it to the 
intended Recipient, you are notified that any review, disclosure, 
dissemination, distribution or reproduction of this communication in any way is 
not authorised by the Playtech Group and may be prohibited. If you receive this 
communication by mistake, please notify the sender immediately and then destroy 
any copies of it. Unless expressly stated to the contrary, nothing in this 
communication shall constitute a contractual offer capable of acceptance or 
indicate any intention to create legal relations. Please note that the Playtech 
Group monitors communications sent or received by it for security and other 
purposes. Any views or opinions presented are solely those of the author and do 
not necessarily represent those of the Playtech Group. Details of the companies 
in the Playtech Group are available 
here. Playtech plc is registered 
in the Isle of Man (company number 008505V) with its registered office at 
Ground Floor, St George's Court, Upper Church Street, Douglas IM1 1EE


RE: Purchasing softimage 2015

2014-10-21 Thread Oz Adi
Thanks Graham!

Oz.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Graham Bell
Sent: יום ב 20 אוקטובר 2014 18:43
To: softimage@listproc.autodesk.com
Subject: Was: Purchasing softimage 2015

Hi Oz

You should really talk to your reseller about purchase options, you won’t find 
anything on the Autodesk websites.

You can’t buy Softimage 2015 on its own any more. Only existing Softimage 
customers with active Subscriptions are able to buy stand alone Softimage 2015.

See as you have 2013, if there aren’t on Subs, you will have to get current on 
Subs, before then being able to get 2015.



Thx,



Graham




From: Oz Adi oz@playtech.commailto:oz@playtech.com
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Monday, 20 October 2014 16:13
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Purchasing softimage 2015

Hi All,

We have 2 softimage 2013 licenses, and we need to upgrade to 2015
The only option I could find on AD site to get Soft 2015, is via the ultimate 
bundle..
Is this really the only option?
Can’t we upgrade our 2013 to 2015? Or buy new soft 2015 licenses?

I am breaking my head on AD awfull website, and can’t find the info I am 
looking for.

Cheers,
Oz.

This communication, which includes any attachments, is sent on behalf of 
Playtech plc or one of its subsidiaries (Playtech Group). It contains 
information which is privileged and confidential and is exclusively intended 
only for the individual(s) or entity named above (Recipient). If you are not 
the intended Recipient, or the person responsible for delivering it to the 
intended Recipient, you are notified that any review, disclosure, 
dissemination, distribution or reproduction of this communication in any way is 
not authorised by the Playtech Group and may be prohibited. If you receive this 
communication by mistake, please notify the sender immediately and then destroy 
any copies of it. Unless expressly stated to the contrary, nothing in this 
communication shall constitute a contractual offer capable of acceptance or 
indicate any intention to create legal relations. Please note that the Playtech 
Group monitors communications sent or received by it for security and other 
purposes. Any views or opinions presented are solely those of the author and do 
not necessarily represent those of the Playtech Group. Details of the companies 
in the Playtech Group are available 
herehttp://www.playtech.com/info/mail_disclaimer. Playtech plc is registered 
in the Isle of Man (company number 008505V) with its registered office at 
Ground Floor, St George's Court, Upper Church Street, Douglas IM1 1EE


Purchasing softimage 2015

2014-10-20 Thread Oz Adi
Hi All,

We have 2 softimage 2013 licenses, and we need to upgrade to 2015
The only option I could find on AD site to get Soft 2015, is via the ultimate 
bundle..
Is this really the only option?
Can't we upgrade our 2013 to 2015? Or buy new soft 2015 licenses?

I am breaking my head on AD awfull website, and can't find the info I am 
looking for.

Cheers,
Oz.

This communication, which includes any attachments, is sent on behalf of 
Playtech plc or one of its subsidiaries (Playtech Group). It contains 
information which is privileged and confidential and is exclusively intended 
only for the individual(s) or entity named above (Recipient). If you are not 
the intended Recipient, or the person responsible for delivering it to the 
intended Recipient, you are notified that any review, disclosure, 
dissemination, distribution or reproduction of this communication in any way is 
not authorised by the Playtech Group and may be prohibited. If you receive this 
communication by mistake, please notify the sender immediately and then destroy 
any copies of it. Unless expressly stated to the contrary, nothing in this 
communication shall constitute a contractual offer capable of acceptance or 
indicate any intention to create legal relations. Please note that the Playtech 
Group monitors communications sent or received by it for security and other 
purposes. Any views or opinions presented are solely those of the author and do 
not necessarily represent those of the Playtech Group. Details of the companies 
in the Playtech Group are available 
herehttp://www.playtech.com/info/mail_disclaimer. Playtech plc is registered 
in the Isle of Man (company number 008505V) with its registered office at 
Ground Floor, St George's Court, Upper Church Street, Douglas IM1 1EE


RE: OT: Looking for a studio who specializes in Mocap (preferably Sports)

2013-04-10 Thread Oz Adi
Thanks Adam :)

I never really left, I kept on reading the list on Google groups..
The list got more technical/professional, with ICE and scripting , and I just 
do not have much to contribute on
These subjects, but I enjoy reading it, and learning new stuff in ICE.

We need an A to Z solution, a studio that will handle the capture, and also do 
the post production and deliver finished renders,
So it looks like mocap.ca mainly supply mocap services.

Thanks again.

Oz.
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale
Sent: Tuesday, April 09, 2013 8:03 PM
To: softimage@listproc.autodesk.com
Subject: Re: OT: Looking for a studio who specializes in Mocap (preferably 
Sports)

Hey Oz.. Long time since I've seen your name pop up. Welcome back.

My colleague Al Macleod rolls his own Mocap Solution, If you're interested, you 
can contact him through his website.
His solutions are for Maya, but he is a really talented guy, and may be able to 
help you out.

http://mocap.ca/

Adam

On Tue, Apr 9, 2013 at 8:07 AM, Oz Adi 
oz@playtech.commailto:oz@playtech.com wrote:
Hello,

Sorry for the OT on my first post.
This is actually not my first post, but I've been missing from this list since 
2002 or so :)

The company I work for, is looking for a 3D production studio, that has proven 
experience doing and handling  multi player capturing (football for instance), 
and can deliver
Very high quality realistic renders. The studio does not have to have its own 
mocap facilities, but the mocap should be their technical responsibility.
The studio can be anywhere in the world.
Basically we need the other side to supply finished rendered shots or short 
sequences.

It would be helpful if I could get a few names and links.  I have zero 
experience with Mocap, and Mocap studios..
I do not have a lot of info about the project itself, but the company I work 
for is a big and serious player in the gambling-gaming industry.

Any help is welcome :)
Thanks,
Oz.

[cid:image004.png@01CB7AA7.1FC59280]

|

Oz Adi

|

Art Director

|

Tel.: +972 3 7185075tel:%2B972%203%207185075

|

Mobile +972 54 7100048tel:%2B972%2054%207100048

|

|

http://www.playtech.com/


This communication contains information which is privileged and confidential 
and is exclusively intended only for the individual or entity named above 
(recipient(s)). If you are not the intended recipient(s) or the person 
responsible for delivering it to the intended recipient(s), you are hereby 
notified that any review, disclosure, dissemination, distribution or 
reproduction of this communication message in any way or act is prohibited. If 
you receive this communication by mistake please notify the sender immediately 
and then destroy any copies of it. Please note that the sender monitors e-mails 
sent or received. Thank you.




inline: image001.png

OT: Looking for a studio who specializes in Mocap (preferably Sports)

2013-04-09 Thread Oz Adi
Hello,

Sorry for the OT on my first post.
This is actually not my first post, but I've been missing from this list since 
2002 or so :)

The company I work for, is looking for a 3D production studio, that has proven 
experience doing and handling  multi player capturing (football for instance), 
and can deliver
Very high quality realistic renders. The studio does not have to have its own 
mocap facilities, but the mocap should be their technical responsibility.
The studio can be anywhere in the world.
Basically we need the other side to supply finished rendered shots or short 
sequences.

It would be helpful if I could get a few names and links.  I have zero 
experience with Mocap, and Mocap studios..
I do not have a lot of info about the project itself, but the company I work 
for is a big and serious player in the gambling-gaming industry.

Any help is welcome :)
Thanks,
Oz.

[cid:image004.png@01CB7AA7.1FC59280]

|

Oz Adi

|

Art Director

|

Tel.: +972 3 7185075

|

Mobile +972 54 7100048

|

|

http://www.playtech.com/blocked::http://www.playtech.com/


This communication contains information which is privileged and confidential 
and is exclusively intended only for the individual or entity named above 
(recipient(s)). If you are not the intended recipient(s) or the person 
responsible for delivering it to the intended recipient(s), you are hereby 
notified that any review, disclosure, dissemination, distribution or 
reproduction of this communication message in any way or act is prohibited. If 
you receive this communication by mistake please notify the sender immediately 
and then destroy any copies of it. Please note that the sender monitors e-mails 
sent or received. Thank you.



inline: image001.png