Re: Bifrost graph - Really trying but it's not happening

2020-02-20 Thread Thomas Volkmann
I love Houdini, but unfortunately my Boss doesn't want to spend money on it
and we have an existing Maya Pipeline...  atm I'm only working in
SublimeText anyway

On Thu, Feb 20, 2020 at 5:43 PM Olivier Jeannel 
wrote:

> Nobody of you tried Houdini ?
>
> Le jeu. 20 févr. 2020 à 16:12, adrian wyer 
> a écrit :
>
>> i second that, i'd be more inclined to dip into bifrost if i could watch
>> Paul learning it on my behalf!
>>
>>
>>
>> a
>>
>>
>>
>> Adrian Wyer
>> Fluid Pictures
>> 4th Floor
>> 4 Bath Place
>> Rivington Street
>> London
>> EC2A 3DR
>> ++44(0) 207 684 5575
>>
>>
>> adrian.w...@fluid-pictures.com
>>
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>>  
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>>  >
>>
>>
>>
>> Fluid Pictures Limited is registered in England and Wales.
>> Company number:5657815
>> VAT number: 872 6893 71
>> --
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Thomas Volkmann
>> *Sent:* 20 February 2020 11:41
>> *To:* Official Softimage Users Mailing List.
>> https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDhxNh9a-2B87fHsQzXGv8Z96f6mCYq4LnbYGm0CnG0VhKkoPOlH1i65L7uusvYX29FBW1E5Fbt4zIDiv31Gl3tCPY9OhPc88qeP2gNYzOXnnzB3FVNAPzUrtN-2BzEghymRk2sSrXRWJUad1U5lnS-2FD3IKM-2BojGZoBlhf1sr1vtKy0S8LUFa7bb68OOW7wGiO-2BDVEW93ThOd3V-2F49yRtaCqybKnQzZpicWUsu-2FjFqPdawkyVnhsbSaDweDQLA3LzCRzGJZoW3P39xdNaH9giJvY7hp6ngCUmRoGZxKWCC7y7u4MOvpzI0WX4u-2B3ZjImTjzIoyk-2Bo8S1aEx5tN53nVjbwGCQ-3D-3DxzIi_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fR7XntHMGV3b21gOjxC1opShutnMRfMWw90KRcACU6crajLD9gd1FUZlHtWTawpMG1L-2BkV-2BArlQqvSnlMaYNTSjBVbslVJd10uk4RjhYxHrfJKKeMJc1RA6ffNlgttMEzptsQY1g7VxdM-2FvoQO8Ipls1HgfmwI4ncJt9P0xXZH6mLVZ3mQdNDfcbl7O3JZtNZyu6PSXctriANPSdzgd7LUE
>>  
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Re: Bifrost graph - Really trying but it's not happening

2020-02-20 Thread Thomas Volkmann
Videos from Paul might actually convince me to take a look at Maya. I loved
the ICE videos!

On Thu, Feb 20, 2020 at 12:18 PM Gerbrand Nel  wrote:

> I get the feeling ,allot of those videos will be kinda like the one where
> you tried ICE kinematics for the first time.
>
> I still think that is one of the funniest things on the interwebs to date.
> On 2020/02/19 20:10, Busty kelp wrote:
>
> Hi Jonah,
>
> If you would like I’m happy to be paid By Autodesk to learn Bifrost in a
> public way!
>
> I did that with ICE (although unpaid) and posted videos as I went, which
> became very popular and I’d consider myself an ICE expert now.
> People like watching other people learn as it’s more casual and less
> intimidating than watching an expert go through the motions.
>
> Paul
>
> Sent from my iPad
>
> On 19 Feb 2020, at 17:57, Jonah Friedman 
>  wrote:
>
> 
> Hi Chris,
>
> I was also an avid ICE user for many years, and following that Fabric
> Engine. Being exposed to ICE was a turning point in my career in fact.
>
> I'm going to try to illustrate the difference with a simple graph that
> contains very familiar pieces that I can use to highlight the
> difference.This graph deforms a mesh with an f-curve on the x axis, applied
> to the Y position. The green grid is before, the white is after.
>
> 
>
>
> The graph is doing familiar operations to ICE users with familiar names:
> get_point_position, converting the vector into scalars, applying an f-curve
> to one, and rebuilding the vector and setting the point positions all have
> essentially the same names and meanings in this graph. However the graph is
> different. (Note this is an internal build, if you notice discrepancies in
> the screenshot).
>
> To highlight the differences:
>
> 1. We can't just get point positions, we need to bring in a mesh first and
> get positions from that. Maya does not have the operator stack that XSI
> had, and so the graph is its own entity, and not a part of the mesh.
> Instead, the mesh is just an input.
>
> 2. The part where we adjust the positions is operating on the per-point
> array of positions. However in the graph, this is just flowing data. Those
> three nodes in the center are processing the arrays. Ports shaped like hats
> instead of squares signify arrays. The graph is not operating in the
> context of per-point, but instead is just processing whole arrays in one
> shot.
>
> 3. "set point position" needs a geometry to set point positions on. We
> can't set point positions on "this", we have to set them on data flowing in
> the graph, and there is no "this". The mesh is flowing through the graph on
> the purple connection.
>
> 4. In the end we output the shape, and it appears in Maya as a "bif
> shape". This can be converted back to Maya geometry if you like, but is
> also renderable if needed. You could set up a Bifrost graph as a
> more-or-less traditional Maya deformer setup, but it'd require a bit more
> setup. (We're improving this too with improvements to the Maya
> integration).
>
> The fact that this mesh is flowing through the graph just like any other
> kind of data, buildable and modifiable, as pure data flow is the key
> difference from ICE to understand. Whole geometries can be created in the
> graph in multi-stage processes. Create_mesh_sphere outputs a sphere mesh
> and is programmed in the mesh, and that sphere can be used downstream for
> any purpose.
>
> ---
>
> Visualizing data: Watchpoints are not the same as the similar feature in
> ICE, the debug drawing. Instead right now to do visual diagnostics, you can
> use the "scope" nodes whose job it is to visualize data. For example, see
> the image below of "volume_scope" which visualizes volumes. This is working
> by generating strands in the graph to visualize the tile tree boxes (left)
> and flowlines in the volume (right). We're working on improving this as
> well.
>
> 
>
>
> To see the data in whole in numeric / text form, "dump_object" is your
> best bet which sends the data to a text file. In there you can see all the
> data that defines the geometries except volumes, which are still opaque for
> now.
>
> I'd also like to say it's a major concern of mine that Bifrost is not the
> easiest to learn and understand. It's not something we have a silver bullet
> for - some of the great things that ICE did are tricky for us and visual
> programming is not the easiest thing even in the case of ICE. We do however
> have multiple efforts underway to improve the situation. One nice example
> that's in right now that you may or may not have noticed - most nodes we
> ship with are documented in-app, in an info tab.
>
> 
>
>
> Some other info:
>
> Docs: 
> https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rmOwSniDKlMnd1Pg9yA-2BXHyaQxEyE-2B-2Bc87uWT-2B7J28U-2BKD66UDPyRLB5thkwKYg-2FjA-3D-3DRlM-_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fRsqB67xZK5huGueZ3mxAJgrzfF5KWAEOwWmDXUdAN4RZVU9iT7r9L4JDq83CIUZ0-2BPUQqYEPTppn5u2qTOGOp8rAzHZum4obkr0XHs9RCd2w9H

Re: The Softimage mailing list

2019-11-25 Thread Thomas Volkmann
Just wanted to chime in how much this list meant to me over the years! My
life would definitely look different today if I didn't meet the only
XSI-junkie in a 3dsMax centric Studio on this list, which resulted in a
7year Gig in a lovely small town in Sweden. I'm lookin gat you Jens!
So, still and forever lurking, but I haven't touched SI in a year and the
"in Softimage I would be done by now" moments get fewer and fewer and get
replaced with Houdini/Blender, whenever I have to work in Cinema4d...
Great meeting you guys! I'll stick around...

cheers,
Thomas

On Mon, Nov 25, 2019 at 4:40 AM Francois Lord  wrote:

> Yes you can use it with you regular mail client as usual.
> On 2019-11-20 12:33 p.m., Sven Constable wrote:
>
> There are no buttons yet because the google group works in archive mode,
> as I understand it.
>
> I never used google groups but I think it will be accessible the same way
> as a regular mail server. So you can use your email client as well?
>
>
>
> Sven
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com
> ] *On Behalf Of *Pierre Schiller
> *Sent:* Tuesday, November 19, 2019 8:44 PM
> *To:* Official Softimage Users Mailing List.
> https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNchiLG9o7ECJDJ0Mw-2FRzSlfldhFWvv2G7M9xrogMv-2BiUgrG-2BmCVAfC2HxBWG0Czpbw8UUe9Xkbh68Twjp-2FiA-2FSErDaB0QMN6TZInAAMY3U5tTiO1pHL3fqc59MeZ53LOZG-2Fxgw7w1ET7NsZfhM1NrTIoU8e4itqB8an6cilichw7ugVnCs-2Bwed9bSquuodJl4wL3PlTXpIO5wcLvXRKdeVH90CVQenhV2c1SFJ-2FO-2F2YyVOQi5HkAG6SAHdTHLTENNM6fxcJ-2FnuSsCFJ73eLQTCxglIyG-2FooOwxPwku2aAqwCeH4wde-2B4EFCo76QWOlKtlxTAS7sgBqPVq1J2jvwe4MbNQ-3D-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuSalvzNCxt7LgxeblM85CFnFeON5lUJjUPEfyT6L1KC2V9yEdBAgAooC1HBMEJS-2Fsf2gs5LqSc-2FbxogNLNbbMJiX-2BeI-2FVwO-2FmnID-2FXy-2Bgxi8D5-2Fj6gBEj-2F6isVOyHiOVERVv3aY-2BaWyjxdtTJO-2BXoKRmMomPwgjOTfJQYeaCP-2FJMDEV7rE2JV56ccg6yJg4-2FPM-3D
>  
>   >
> *Subject:* Re: The Softimage mailing list
>
>
>
> Awesome news! I am in for that change. What's the url?
>
> How does a google group with posting? (Where are the buttons?).
>
> ///
>
> What happened to softimage.tv
> 

Re: Any Dinosaurs Still Lurking?

2018-05-17 Thread Thomas Volkmann

Still lurking...I just started working at a new place and they said they have a Softimage license somewhere, but I didn't manage to install it yet. Thinking of skipping it completely, although I have tons of 'that-would-have-been-so-easy-in-Softimage" moments lately. So it's mainly Cinema 4D and Blender for me right now, which feels quite ok considering the options. Also looking into Houdini and Unreal whenever I can... and someone mentioned TouchDesigner which I never have heard of before. That one looks pretty interesting.Also I just resubscribed with a new mailadress to this list for more intense lurking!Anyone going to Offf in Barcelona next week?cheers,Thomas


 

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Re: I'm lost / Which Software fills the void / help!?

2017-10-08 Thread Thomas Volkmann

To ease your painhttps://blenderartists.org/forum/showthread.php?437624-Addon-Match-TransformsBut I agree, PPGs are sorely missed :(/Thomasskuby  hat am 7. Oktober 2017 um 22:06 geschrieben:Original Poster Here: So I finally took the trip down memory lane (as suggested) and while it was fun, I think I was being a little too nostalgic (as well as a bit frustrated that I simply don't know Blender in all aspects of 3D (rigging/animation/ETC.) as well as I used to know Softimage).  It's been almost 3 years since I've had Softimage open and I focused mostly on modeling/sculpting while learning Blender in this time.Playing with Soft again is helping me figure out what I am really missing in Blender (and I what I just need to learn better).Funny enough there are actually a lot of things I took for granted that Blender does much much better and I would miss if I actually tried to work in Softimage.  Right now I'm just mesmerizing about the Softimage UI.  The PPG's and the history / modifier stack are so awesome!Thanks everyone, it's weird how this worked out, but I think I'm good.  My stubbornness in not keeping Softimage around at all made some obvious things not so obvious, but it forced me to learn.On Sun, Oct 8, 2017 at 1:39 AM, Olivier Jeannel  wrote:Hi Nicole,I work on my own. Sometimes I wish I was in a studio though, but these are often vfx oriented which is not what's show my reel.If you want to see what I do : http://www.wandaprint.com/artist/olivier-jeannel/ I'm not sure Softimage was that fast to setup, but yes I use Houdini as I used Softimage (as I used Lightwave, as I used 3ds, as I used Imagine3D... doh!)You want to be artistly free creative ?  Frankly, go Houdini but prepare to suffer at the beginning.Imho, Houdini means 3D, as much as painting means not only "Art of Painting" but also knows "what's a pigment", "what's a canvas", etc.In my opinion 3D engeneering got me much closer to the joy of "doing Art" than my Art school studies, but that's a very personnal statement.Imho, mastering engennering leads to creative freedom ...Houdini is big, offers more, but costs a bit to get into.But by far, it's my best move.After, and I agree with you on the sadness of the current movie production,  it all depends on what you decide to do and that might not be software related2017-10-07 18:15 GMT+02:00 Nicole Beeckmans-Jacqmain :hi.do you say Olivier,that it is possible in Houdini to work autonomously as an individual,make a movie on your own the way it is with softi?with softimage there was a few hours of learning, and you couldstart the whole aspects of a production , this ; on your own.what is your 'radar'? do you work in a studio environment?ps i have seen a recent pluralsight tutorial about houdini procedural building cities,and i do understand better now the meaning of the conversation we had here aboutdeveloping an 'artist' friendly insight into houdini.it is really 'engeneering', in asmuch as we cannot say that Gustav Klimt or Salvador Dali(to take mild, provide tempered examples, not Tristan Tzara or James Joyce say), these XXcentury artists they were not engeneers.if you start building movies the way you build the Empire State Building or the Millau Bridge by Foster,then it is not cinema. It used to be cinema. Not to mention the quality of the 'movies' like BatMan-Marvel or recently Bladerunner 2049,who i believe at top level of production are built to make audience adapt to the same sadness which causes the hardcoding effort. Houdini gestion of particles integrates perfectly swell in that management of audiences. Netflix also.Art is about Joy, inspiration, visionnary, invention.. Engeneering is about enslavement and vacuum. Apocalyptic.so in regards to this i d be entertained to know if there are independent users of houdini.best regards,N.B.J.2017-10-07 16:21 GMT+02:00 Olivier Jeannel :Mmmh, I have to admit that rigging is not on my radar atm.There should have a few good tutorial (not that many) though, for the basic of IK.And I think I've see some big prods working with rigs in Houdini as described here https://vimeo.com/222707484 by Michael Goldfarb (I haven't watched the hole lecture).But overal you're right Mirko.2017-10-07 16:08 GMT+02:00 Mirko Jankovic :One note on Houdini that character animation is far away from Softimage. One big stopping point there is lack of riggers. I was trying to look around and Houdini riggers pool is close to non.Now unless you have time and wan't to learn rigging completely as well This one is a bit  stopping point for me at the moment. ᐧOn Sat, Oct 7, 2017 at 4:03 PM, Olivier Jeannel  wrote:I've moved to Houdini. If by far Softimage was easier or more friendly, I found that Houdini provides a never ending learning curve with unlimited possibilities.If you're not affraid to learn and want to give 3D some little sense, I strongly sugges

Re: Soft 2014 in Linux is "always-on-top"?

2017-09-14 Thread Thomas Volkmann

It should be there now... I had Dropbox syncing disabled :/Ahmed Barakat  hat am 14. September 2017 um 16:59 geschrieben:Hi Thomas thanks againI will try renaming those 2 first and see, I can't seem to find your mainwin folder at the dropbox link u shared earlier.On Wed, Sep 13, 2017 at 11:38 PM, Thomas Volkmann <li...@thomasvolkmann.com> wrote:so you mean renaming the original /usr/lib64/libx11.so.6 ?NEVER! I meant the one in the Softimage folder which you did already.xset: symbol lookup error: /usr/lib64/libX11.so.6: undefined symbol: xcb_wait_for_reply64 Can't remember if I ever got this error... but your libxcb is referencing to the mainwin folder where on my end the system libxcb is used.Same goes for libXaulibxcb.so.1 => /usr/Softimage/Softimage_2015/Application/mainwin/mw/lib-amd64_linux/X11/libxcb.so.1 (0x7f4a5754d000) libXau.so.6 => /usr/Softimage/Softimage_2015/Application/mainwin/mw/lib-amd64_linux/X11/libXau.so.6 (0x7f4a57449000)I remember now that I replaced the whole mainwin folder with an older one (SI 2013 or 2014?) to fix the 'always on top' issue.Maybe it's enough to rename these two libs, but I added my mainwin folder to dropbox so you can try that. Just rename your old mainwin folder and extract mine to that place (Application/mainwin).Let's see if that eliminates the error when you run the source command.-- Softimage Mailing List. To unsubscribe, send a mail to softimage-request@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.
 
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Re: Soft 2014 in Linux is "always-on-top"?

2017-09-13 Thread Thomas Volkmann

so you mean renaming the original /usr/lib64/libx11.so.6 ?NEVER! I meant the one in the Softimage folder which you did already.xset: symbol lookup error: /usr/lib64/libX11.so.6: undefined symbol: xcb_wait_for_reply64Can't remember if I ever got this error... but your libxcb is referencing to the mainwin folder where on my end the system libxcb is used.Same goes for libXaulibxcb.so.1 => /usr/Softimage/Softimage_2015/Application/mainwin/mw/lib-amd64_linux/X11/libxcb.so.1 (0x7f4a5754d000)libXau.so.6 => /usr/Softimage/Softimage_2015/Application/mainwin/mw/lib-amd64_linux/X11/libXau.so.6 (0x7f4a57449000)I remember now that I replaced the whole mainwin folder with an older one (SI 2013 or 2014?) to fix the 'always on top' issue.Maybe it's enough to rename these two libs, but I added my mainwin folder to dropbox so you can try that. Just rename your old mainwin folder and extract mine to that place (Application/mainwin).Let's see if that eliminates the error when you run the source command.
 
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Re: Soft 2014 in Linux is "always-on-top"?

2017-09-13 Thread Thomas Volkmann
f6786783000) libpthread.so.0 => /usr/lib64/libpthread.so.0 (0x7f6786564000) libstdc++.so.6 => /usr/lib64/libstdc++.so.6 (0x7f67861dc000) libm.so.6 => /usr/lib64/libm.so.6 (0x7f6785ec6000) libc.so.6 => /usr/lib64/libc.so.6 (0x7f6785af5000) libgcc_s.so.1 => /usr/lib64/libgcc_s.so.1 (0x7f67858de000) libdl.so.2 => /usr/lib64/libdl.so.2 (0x7f67856da000) librt.so.1 => /usr/lib64/librt.so.1 (0x7f67854d2000) liblinktab.so => /usr/Softimage/Softimage_2015_SP2/Application/bin/liblinktab.so (0x7f67852cc000) libxerces-c.so.27 => /usr/Softimage/Softimage_2015_SP2/Application/bin/libxerces-c.so.27 (0x7f6784da6000) libGLX.so.0 => /usr/lib64/libGLX.so.0 (0x7f6784b76000) libGLdispatch.so.0 => /usr/lib64/libGLdispatch.so.0 (0x7f67848a8000) libxcb.so.1 => /usr/lib64/libxcb.so.1 (0x7f678468) /lib64/ld-linux-x86-64.so.2 (0x7f678c88) libXau.so.6 => /usr/lib64/libXau.so.6 (0x7f678447c000)Ahmed Barakat  hat am 13. September 2017 um 16:39 geschrieben:Hi ThomasI guess I will have to dig out the centos 6 libraries as I tried this and got same error messageThanksAhmedOn Wed, Sep 13, 2017 at 12:40 AM, Thomas Volkmann <li...@thomasvolkmann.com> wrote:It's a long time since I made a clean install on a linux system.From what I remember you have to put these libs into the Application/bin folder:https://www.dropbox.com/sh/ph864dr6c831s6h/AABMwRSBkIO5eSheJ6aTgyg8a?dl=0 These are libs from the last Fedora version that ran out of the box for me (14 or 16? I'm on 26 now). If these don't work for you, you might want to try libs from centos6.This should get SI up and running. good luck,Thomas Ahmed Barakat <ahmed.barakat.mailing@gmail.com> hat am 12. September 2017 um 22:37 geschrieben:Hi ChristophI know it's an ancient thread but I am trying to run Softimage on Centos 7 got the same /usr/lib64/libXext.so.6: undefined symbol: _XGetRequest error and I followed your recommendation " Fortunately the solution to your problem is fairly simple:mv /usr/Softimage/Softimage_2014_SP2/Application/mainwin/mw/lib-amd64_linux/X11/libX11.so.6 /usr/Softimage/Softimage_2014_SP2/Application/mainwin/mw/lib-amd64_linux/X11/~libX11.so.6" but unfortunately now I get this error "/usr/Softimage/Softimage_2015/Application/bin/XSI.bin: symbol lookup error: /usr/lib64/libX11.so.6: undefined symbol: xcb_wait_for_reply64" do you know what might be the problem I googled it with no luck Thanks On Sat, Jul 27, 2013 at 1:52 AM, Christoph Muetze <c...@glarestudios.de> wrote:Hi Sylvain,  ...i came across the same problem. Softimage seems to becoming more and more fragile on the Linux side of things, an install becomes harder with every release :/  Fortunately the solution to your problem is fairly simple:  mv /usr/Softimage/Softimage_2014_SP2/Application/mainwin/mw/lib-amd64_linux/X11/libX11.so.6 /usr/Softimage/Softimage_2014_SP2/Application/mainwin/mw/lib-amd64_linux/X11/~libX11.so.6  Cheers, Chris   On 07/27/2013 03:12 AM, Sylvain Lebeau wrote:Hi thomas and Christoph  i am struggling to make Softimage work in Fedora 18.  I remember seeing some errors in the install log too. But i dont have it underhands right now.  here's the error i get when i try to launch XSI if any of you could help me out, it would be greatly appreciated.  /usr/Softimage/Softimage_2014_SP2/Application/bin/XSI.bin: symbol lookup error: /usr/lib64/libXext.so.6: undefined symbol: _XGetRequest  thanks!  slyOn 07/26/2013 04:25 AM, Thomas Volkmann wrote:Nope, I'm on Fedora19. I'm not a 100% sure if I get that problem with all Windowmanagers (KDE/Gnome/Fluxbox). I can check later.  > Chris Chia <chris.c...@autodesk.com> hat am 26. Juli 2013 um 10:14 geschrieben: > > > Just curious, is everyone using just CentOS? > > From: softimage-bounces@listproc.autodesk.com [mailto:softimage-bounces@listproc.autodesk.com] On Behalf Of Raffaele Fragapane > Sent: Friday, July 26, 2013 6:51 AM > To: softimage@listproc.autodesk.com > Subject: Re: Soft 2014 in Linux is "always-on-top"? > > Hadn't noticed you guys referred specifically to 2014. Ignore my previous post, we don't use 2014 yet, only 12 and 13. > > On Thu, Jul 25, 2013 at 11:48 PM, Alan Fregtman <alan.fregt...@gmail.com<mailto:alan.fregt...@gmail.com>> wrote: > Yep, exact same symptoms... it doesn't register in the window manager at all. Not sure why, but I'm betting it's Mainwin. :( > > > On Thu, Jul 25, 2013 at 8:43 AM, Christoph Muetze <c...@glarestudios.decm@glarestudios.de>> wrote: > Hi, > > i can relate, i'm experiencing exactly the same problem :( > > Softimage 2014 ignores the windowmanager completely, when maximized it goes beyond the usual borders (almost like fullscreen), it doesn't show up in taskbar either and when minimized then it be

Re: Soft 2014 in Linux is "always-on-top"?

2017-09-13 Thread Thomas Volkmann
It's a long time since I made a clean install on a linux system.
>From what I remember you have to put these libs into the Application/bin 
>folder:
https://www.dropbox.com/sh/ph864dr6c831s6h/AABMwRSBkIO5eSheJ6aTgyg8a?dl=0
 
These are libs from the last Fedora version that ran out of the box for me (14
or 16? I'm on 26 now). If these don't work for you, you might want to try
libs from centos6.
This should get SI up and running.
 
good luck,
Thomas
 

> Ahmed Barakat  hat am 12. September 2017 um
> 22:37 geschrieben:
> 
>  Hi Christoph
>  I know it's an ancient thread but I am trying to run Softimage on Centos 7
> got the same /usr/lib64/libXext.so.6: undefined symbol: _XGetRequest error and
> I followed your recommendation 
>  " Fortunately the solution to your problem is fairly simple:
> 
>  mv
> /usr/Softimage/Softimage_2014_SP2/Application/mainwin/mw/lib-amd64_linux/X11/libX11.so.6
> /usr/Softimage/Softimage_2014_SP2/Application/mainwin/mw/lib-amd64_linux/X11/~libX11.so.6"
>   
>  but unfortunately now I get this error
> "/usr/Softimage/Softimage_2015/Application/bin/XSI.bin: symbol lookup error:
> /usr/lib64/libX11.so.6: undefined symbol: xcb_wait_for_reply64"
>   
>  do you know what might be the problem I googled it with no luck
>   
>  Thanks 
> 
>  On Sat, Jul 27, 2013 at 1:52 AM, Christoph Muetze  mailto:c...@glarestudios.de > wrote:
>> > Hi Sylvain,
> > 
> >...i came across the same problem. Softimage seems to becoming more and
> > more fragile on the Linux side of things, an install becomes harder with
> > every release :/
> > 
> >Fortunately the solution to your problem is fairly simple:
> > 
> >mv
> > /usr/Softimage/Softimage_2014_SP2/Application/mainwin/mw/lib-amd64_linux/X11/libX11.so.6
> > /usr/Softimage/Softimage_2014_SP2/Application/mainwin/mw/lib-amd64_linux/X11/~libX11.so.6
> > 
> >Cheers,
> >Chris
> > 
> > 
> > 
> >On 07/27/2013 03:12 AM, Sylvain Lebeau wrote:
> >  > > > Hi thomas and Christoph
> > > 
> > >  i am struggling to make Softimage work in Fedora 18.  I remember
> > > seeing some errors in the install log too. But i dont have it underhands
> > > right now.
> > > 
> > >  here's the error i get when i try to launch XSI
> > >  if any of you could help me out, it would be greatly appreciated.
> > > 
> > >  /usr/Softimage/Softimage_2014_SP2/Application/bin/XSI.bin: symbol
> > > lookup error: /usr/lib64/libXext.so.6: undefined symbol: _XGetRequest
> > > 
> > >  thanks!
> > > 
> > >  sly
> > > 
> > > 
> > > 
> > >  On 07/26/2013 04:25 AM, Thomas Volkmann wrote:
> > >> > > > Nope, I'm on Fedora19. I'm not a 100% sure if I get that
> > >> > > > problem with all Windowmanagers (KDE/Gnome/Fluxbox). I can
> > >> > > > check later.
> > > > 
> > > >> Chris Chia  > > >> mailto:chris.c...@autodesk.com > hat am 26. Juli 2013 um 10:14
> > > >> geschrieben:
> > > >>
> > > >>
> > > >> Just curious, is everyone using just CentOS?
> > > >>
> > > >> 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
> > > >> Raffaele Fragapane
> > > >> Sent: Friday, July 26, 2013 6:51 AM
> > > >> To: softimage@listproc.autodesk.com
> > > >> mailto:softimage@listproc.autodesk.com
> > > >> Subject: Re: Soft 2014 in Linux is "always-on-top"?
> > > >>
> > > >> Hadn't noticed you guys referred specifically to 2014. Ignore
> > > >> my previous post, we don't use 2014 yet, only 12 and 13.
> > > >>
> > > >> On Thu, Jul 25, 2013 at 11:48 PM, Alan Fregtman
> > > >> mailto:alan.fregt...@gmail.com
> > > >> <mailto:alan.fregt...@gmail.com mailto:alan.fregt...@gmail.com
> > > >> >> wrote:
> > > >> Yep, exact same symptoms... it doesn't register in the window
> &g

Re: Uber Shader from BLENDER, now on SOFTIMAGE!

2017-07-05 Thread Thomas Volkmann
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 http://be.net/3dcinetv
>  Cinema & TV production
>  Video Reel https://vimeo.com/3dcinetv/reel2012
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RE: uvs transfer from nurbs to polys

2017-06-14 Thread Thomas Volkmann
ICE should work too right?
Create dummy UVs on the mesh, create an ice tree, and then it's:
get NodePosition  and  SurfaceGeo into getClosestLocation, get UVWs on that
location and set your dummy UVWs to that value.
 

> Morten Bartholdy  hat am 14. Juni 2017 um 15:33
> geschrieben:
>
>
> I am almost certain this was possible in earlier versions of XSI. I just
> checked 2013 SP1 which I keep but no luck there either...
>
> It was possible in the venerable old Softimage 3D though.
>
> GATOR does it, but not very clean at seams..
>
> MB
>
>
> > Den 14. juni 2017 klokken 11:54 skrev Sven Constable
> > :
> >
> >
> > I was almost certain, the Poly.Mesh->Nurbs to Mesh function had an option to
> > transfer UVs but it doesn't. Gator is your best option, I would think.
> >
> > Sven
> >
> >
> >
> > From: softimage-boun...@listproc.autodesk.com
> > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Marshall
> > Sent: Wednesday, June 14, 2017 10:47 AM
> > To: softimage@listproc.autodesk.com
> > Subject: uvs transfer from nurbs to polys
> >
> >
> >
> > Hi All,
> >
> > OK This is an old school soft question. I'm creating a poly from a nurbs
> > surface and want to transfer the uv's but I'm struggling. I never really
> > used Gator, not sure if this is how to do it. Any ideas / workflows on this?
> >
> > Thanks a lot
> >
> > Chris
> >
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Re: OT: Animating a cube in Houdini

2017-06-13 Thread Thomas Volkmann
Exactly what I am experiencing right now!
I was on the edge of giving up on the 3D business because I simply couldn't
enjoy working in 3dsMax and Maya.
 
 

> patrick nethercoat  hat am 13. Juni 2017 um 12:11
> geschrieben:
> 
>  I remember the exciting sandboxy feeling of diving into ICE in the early
> days. Houdini has bucketloads of that.
> 
>  On 13 June 2017 at 07:24, Thomas Volkmann  mailto:li...@thomasvolkmann.com > wrote:
>> >See for yourself:
> > 
> >https://vimeo.com/221178360
> > 
> > 
> >cheers,
> >Thomas
> > 
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> > subject, and reply to confirm.
> >  > 
> 
> 
>  --
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>  http://www.brandtanim.co.uk
> 
>  020 7734 0196
>  07717 38 39 40
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OT: Animating a cube in Houdini

2017-06-12 Thread Thomas Volkmann
See for yourself:
 
https://vimeo.com/221178360
 
 
cheers,
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Re: Houdini Basics....

2017-06-01 Thread Thomas Volkmann
Thanks guys!
The "Age Particles" flag opens up all the possibilities... how could I have
missed that one?
Well, I'm getting there
 

> Cristobal Infante  hat am 2. Juni 2017 um 01:17 geschrieben:
> 
>  Oh yes! nice tip Andy.
>   
>  Used to adding pop on with RBD (bullet) but makes total sense you can add it
> to fluids now.
>   
>   
> 
>  On 1 June 2017 at 23:47, Andy Nicholas  mailto:a...@andynicholas.com > wrote:
>> >Hi Cris,
> >You can save yourself a step and just directly use a POP Wrangle DOP or
> > Geometry Wrangle DOP. No need for the SOP solver.
> > 
> >Cheers,
> >Andy
> > 
> > 
> >> > >On 1 Jun 2017, at 22:57, Cristobal Infante
> >> > > mailto:cgc...@gmail.com > wrote:
> > > 
> > >You can do this easily with a sop solver in dops.
> > > 
> > >- Turn create Age Particles, so we can get an attrib age. For 25
> > > frames for example, the age will be 1.
> > >- Add a sop solver that goes in the marge with the source
> > >- Inside the sop sovler: dop geometry -> attr wrangle and add the
> > > following code:
> > > 
> > >    if(@age>1){
> > >@v = (0,0,0);
> > >}
> > > 
> > >Hope this helps.
> > > 
> > >Best,
> > >Cristobal
> > > 
> > > 
> > >On Thu, 1 Jun 2017 at 20:02, Thomas Volkmann
> > > mailto:li...@thomasvolkmann.com > wrote:
> > >  > > > >   For some strange reason I can't post to the
> > >  > > > > houdini mailing list, so it's you guys once more
> > > >   
> > > >  A simplified use case of what I want to do:
> > > >  Take the Drip Particle Fluid shelf tool, and set the velocity
> > > > to zero on all particles that get emittet after frame 25 so that they
> > > > stay at the same place no matter what.
> > > >   
> > > >  I would like to set a birthframe attribute and set v to 0 if it
> > > > is greater than 25sounds so simple. 
> > > >   
> > > >  Of course I did some googling and looked at promising example
> > > > scenes, but somehow I just don't get it to work.
> > > >  I spare you and me the details of what and how I tried, but
> > > > what I noticed and what added to the confusion amongst other things is
> > > > that 
> > > >  Flip emitters don't have a "Just born Group" and that
> > > > Visualization Nodes are not available in certain places. 
> > > >   
> > > >  Any hints are welcome!
> > > >  --
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> > > > subject, and reply to confirm.
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Re: Houdini Basics....

2017-06-01 Thread Thomas Volkmann
 For some strange reason I can't post to the houdini mailing list, so it's you
guys once more
 
A simplified use case of what I want to do:
Take the Drip Particle Fluid shelf tool, and set the velocity to zero on all
particles that get emittet after frame 25 so that they stay at the same place no
matter what.
 
I would like to set a birthframe attribute and set v to 0 if it is greater than
25sounds so simple. 
 
Of course I did some googling and looked at promising example scenes, but
somehow I just don't get it to work.
I spare you and me the details of what and how I tried, but what I noticed and
what added to the confusion amongst other things is that 
Flip emitters don't have a "Just born Group" and that Visualization Nodes are
not available in certain places. 
 
Any hints are welcome!--
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Re: Houdini Basics....

2017-05-31 Thread Thomas Volkmann
Ha, exactly what I needed thanks!!1!
 

> Nono  hat am 31. Mai 2017 um 18:06 geschrieben:
> 
>  That's the "Just Born Group" available on the emitters ;-)
> 
>  On 31 May 2017 at 17:40, Thomas Volkmann  mailto:li...@thomasvolkmann.com > wrote:
>> >That might do the trick, thanks!
> > 
> >But is there something like the "On Creation" execute slot in ICE?
> > 
> > 
> > > > > Nono mailto:nnois...@gmail.com > hat am 31.
> > > > > Mai 2017 um 14:45 geschrieben:
> > > 
> > > 
> > > Hi,
> > > One way is to group particles (animating the activation for example)
> > > and thick the "preserve group option"
> > > Then simply apply your force only on this particle group ;-)
> > > 
> > > On 31 May 2017 at 12:45, Thomas Volkmann  > > mailto:li...@thomasvolkmann.com > wrote:
> > >   > > > >   Another one:
> > > >
> > > >   In a FLIP particle simulation I want a force that only affects
> > > > particles that are emitted before a certain frame.
> > > >   So how could I set a "emission_frame" attribute (or get it if it
> > > > exists already)?
> > > >
> > > >   Thanks!
> > > >
> > > >
> > > > 
> > > >> > > > > Thomas Volkmann  > > >> > > > > mailto:li...@thomasvolkmann.com > hat am 19. Mai 2017
> > > >> > > > > um 11:56 geschrieben:
> > > > > 
> > > > > 
> > > > > 
> > > > >That sounds great... Thanks!
> > > > > 
> > > > >> > > > > > Olivier Jeannel  > > > >> > > > > > mailto:facialdel...@gmail.com > hat am 19. Mai
> > > > >> > > > > > 2017 um 11:39 geschrieben:
> > > > > > 
> > > > > >Press the "x" key with the mouse pointer above any sop
> > > > > > node or above any vop node output.
> > > > > >It will add a "visualizer" node.
> > > > > >Lot's of possibility in there, I use it all the time.
> > > > > >More clunky than Ice unfortunatly   ...nd some
> > > > > > display bugs ..of course.
> > > > > > 
> > > > > > 
> > > > > >2017-05-19 10:53 GMT+02:00 gareth bell
> > > > > > mailto:garethb...@outlook.com >:
> > > > > > 
> > > > > >> > > > > > > 
> > > > > > > 
> > > > > > >   
> > > > > > > http://www.sidefx.com/docs/houdini/basics/visualizers
> > > > > > > 
> > > > > > > 
> > > > > > >Visualizers - SideFX
> > > > > > > http://www.sidefx.com/docs/houdini/basics/visualizershttp://www.sidefx.com
> > > > > > > 
> > > > > > > 
> > > > > > >If a node has a visualizer, you can use the
> > > > > > > settings on the Visualizers tab in the parameter editor.
> > > > > > > Enable/disable visualization at once. Click the Visualization ...
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > >-
> > > > > > >From: softimage-boun...@listproc.autodesk.com
> > > > > > > mailto:softimage-boun...@listproc.autodesk.com
> > > > > > >  > > > > > > mailto:softimage-boun...@listproc.autodesk.com > on behalf of
> > > > > > > Thomas Volkmann  > > > > > > mailto:li...@thomasvolkmann.com >
> > > > > > >Sent: 19 May 2017 08:34:38
> > > > > > >To: Official Softimage Users Mailing List.
> > > > > > > https://groups.google.com/forum/#!forum/x

Re: Houdini Basics....

2017-05-31 Thread Thomas Volkmann
That might do the trick, thanks!
 
But is there something like the "On Creation" execute slot in ICE?
 

> Nono  hat am 31. Mai 2017 um 14:45 geschrieben:
> 
>  Hi,
>  One way is to group particles (animating the activation for example) and
> thick the "preserve group option"
>  Then simply apply your force only on this particle group ;-)
> 
>  On 31 May 2017 at 12:45, Thomas Volkmann  mailto:li...@thomasvolkmann.com > wrote:
>> >Another one:
> > 
> >In a FLIP particle simulation I want a force that only affects particles
> > that are emitted before a certain frame.
> >So how could I set a "emission_frame" attribute (or get it if it exists
> > already)?
> > 
> >Thanks!
> > 
> > 
> > 
> > > > > Thomas Volkmann  > > > > mailto:li...@thomasvolkmann.com > hat am 19. Mai 2017 um 11:56
> > > > > geschrieben:
> > > 
> > > 
> > > 
> > > That sounds great... Thanks!
> > > 
> > > > > > > Olivier Jeannel  > > > > > > mailto:facialdel...@gmail.com > hat am 19. Mai 2017 um
> > > > > > > 11:39 geschrieben:
> > > > 
> > > > Press the "x" key with the mouse pointer above any sop node or
> > > > above any vop node output.
> > > > It will add a "visualizer" node.
> > > > Lot's of possibility in there, I use it all the time.
> > > > More clunky than Ice unfortunatly   ...nd some display bugs
> > > > ..of course.
> > > >  
> > > > 
> > > > 2017-05-19 10:53 GMT+02:00 gareth bell  > > > mailto:garethb...@outlook.com >:
> > > > 
> > > > > > > > > 
> > > > > http://www.sidefx.com/docs/houdini/basics/visualizers
> > > > > 
> > > > >  
> > > > > Visualizers - SideFX
> > > > > http://www.sidefx.com/docs/houdini/basics/visualizershttp://www.sidefx.com
> > > > > 
> > > > > 
> > > > > If a node has a visualizer, you can use the settings on
> > > > > the Visualizers tab in the parameter editor. Enable/disable
> > > > > visualization at once. Click the Visualization ...
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > >  
> > > > > 
> > > > > 
> > > > > -
> > > > > From: softimage-boun...@listproc.autodesk.com
> > > > > mailto:softimage-boun...@listproc.autodesk.com
> > > > >  > > > > mailto:softimage-boun...@listproc.autodesk.com > on behalf of Thomas
> > > > > Volkmann mailto:li...@thomasvolkmann.com >
> > > > > Sent: 19 May 2017 08:34:38
> > > > > To: Official Softimage Users Mailing List.
> > > > > https://groups.google.com/forum/#!forum/xsi_list
> > > > > Subject: Re: Houdini Basics
> > > > >  
> > > > > This is the VOP-Intersect node
> > > > > https://www.sidefx.com/docs/houdini/nodes/vop/intersect .
> > > > > I'll keep the normals issue in mind, thanks.
> > > > >  
> > > > > Anyway, is there a way of viewport debugging as in ICE
> > > > > (show properties)?  I'm using print to show the values in the console
> > > > > atm, but that doesn't work really when you need to see which point has
> > > > > what value...
> > > > >  
> > > > >  
> > > > > 
> > > > > > > > > > > Olivier Jeannel  > > > > > > > > > > mailto:facialdel...@gmail.com > hat am 19.
> > > > > > > > > > > Mai 2017 um 10:23 geschrieben:
> > > > > > 
> > > > > > the intersect node in VOP ?
> > > > > > If I remember correctly, beware of the length of
> > > > > > your normals, they had to be long enough to "hit" the

Re: Houdini Basics....

2017-05-31 Thread Thomas Volkmann
Another one:
 
In a FLIP particle simulation I want a force that only affects particles that
are emitted before a certain frame.
So how could I set a "emission_frame" attribute (or get it if it exists
already)?
 
Thanks!
 
 

> Thomas Volkmann  hat am 19. Mai 2017 um 11:56
> geschrieben:
> 
> 
>  That sounds great... Thanks!
> 
>  > > Olivier Jeannel  hat am 19. Mai 2017 um 11:39
>  > > geschrieben:
> > 
> >  Press the "x" key with the mouse pointer above any sop node or above
> > any vop node output.
> >  It will add a "visualizer" node.
> >  Lot's of possibility in there, I use it all the time.
> >  More clunky than Ice unfortunatly   ...nd some display bugs ..of
> > course.
> >   
> > 
> >  2017-05-19 10:53 GMT+02:00 gareth bell  > mailto:garethb...@outlook.com >:
> > 
> >  > > > 
> > >  http://www.sidefx.com/docs/houdini/basics/visualizers
> > > 
> > >   
> > >  Visualizers - SideFX
> > > http://www.sidefx.com/docs/houdini/basics/visualizershttp://www.sidefx.com
> > > 
> > > 
> > >  If a node has a visualizer, you can use the settings on the
> > > Visualizers tab in the parameter editor. Enable/disable visualization at
> > > once. Click the Visualization ...
> > > 
> > > 
> > > 
> > > 
> > > 
> > >   
> > > 
> > > 
> > >  -
> > >  From: softimage-boun...@listproc.autodesk.com
> > > mailto:softimage-boun...@listproc.autodesk.com
> > >  > > mailto:softimage-boun...@listproc.autodesk.com > on behalf of Thomas
> > > Volkmann mailto:li...@thomasvolkmann.com >
> > >  Sent: 19 May 2017 08:34:38
> > >  To: Official Softimage Users Mailing List.
> > > https://groups.google.com/forum/#!forum/xsi_list
> > >  Subject: Re: Houdini Basics
> > >   
> > >  This is the VOP-Intersect node
> > > https://www.sidefx.com/docs/houdini/nodes/vop/intersect .
> > >  I'll keep the normals issue in mind, thanks.
> > >   
> > >  Anyway, is there a way of viewport debugging as in ICE (show
> > > properties)?  I'm using print to show the values in the console atm, but
> > > that doesn't work really when you need to see which point has what
> > > value...
> > >   
> > >   
> > > 
> > >  > > > > Olivier Jeannel  > >  > > > > mailto:facialdel...@gmail.com > hat am 19. Mai 2017
> > >  > > > > um 10:23 geschrieben:
> > > > 
> > > >  the intersect node in VOP ?
> > > >  If I remember correctly, beware of the length of your
> > > > normals, they had to be long enough to "hit" the surface. ie don't
> > > > normalize them.
> > > >   
> > > >  Yeah, Houdini is deep, not always easy..
> > > > 
> > > >  2017-05-19 8:53 GMT+02:00 Thomas Volkmann
> > > > mailto:li...@thomasvolkmann.com >:
> > > > 
> > > >  > > > > >  Thanks guys!
> > > > >   
> > > > >  I also found the transform node to do what I need 5
> > > > > minutes after sending the mail. It wasn't obvious just from reading
> > > > > the description that you can use it to simply get the transforms from
> > > > > any object, it sounded more like a converter node.
> > > > >   
> > > > >  BUT...here we go again:
> > > > >  1)
> > > > >  Why are there nodes in the documentation that I am
> > > > > absolutely unable to find where I would need and expect them??
> > > > >  check this: GetObjectTransform node
> > > > > https://www.sidefx.com/docs/houdini/nodes/vop/getobjxform   (unable to
> > > > > find anywhere, took the former mentioned transform node instead)
> > > > >  or this: RayHit
> > > > > https://www.sidefx.com/docs/houdini/nodes/vop/rayhit  (seems only to
> > > > > be available in s

Re: ICE instance and travel

2017-05-23 Thread Thomas Volkmann
Isn't there a visibilty flag "Hide Instance Master" or similar in the visibility
properties?
 

> Bradley Gabe  hat am 23. Mai 2017 um 20:22 geschrieben:
> 
>  That sounds familiar. You can always just translate the source geometry out
> of frame. As long as the centers remain the same, it won't affect your
> instances.
> 
>  On May 23, 2017, at 1:14 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II]
> mailto:j.ponthi...@nasa.gov > wrote:
> 
> 
>  > > 
> >  Brad,
> > 
> >   
> > 
> >  Thanks!  I got the sim working by taking the primitive generation tree,
> > and copies node, out of the sim, and added a Set Instance Geometry to the
> > point cloud. Its now working fairly well with one exception. While its
> > creating the geometry instances, animating them, and scaling them as I want,
> > I can’t seem to hide the source geometry without also hiding the instances
> > in the point cloud.
> > 
> >   
> > 
> >  Joey
> > 
> >   
> > 
> >  From: softimage-boun...@listproc.autodesk.com
> > mailto:softimage-boun...@listproc.autodesk.com
> > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
> >  Sent: Tuesday, May 23, 2017 2:09 PM
> >  To: Official Softimage Users Mailing List.
> > https://groups.google.com/forum/#!forum/xsi_list
> > mailto:softimage@listproc.autodesk.com >
> >  Subject: Re: ICE instance and travel
> > 
> >   
> > 
> >  In a pinch, when you can't get an ICE sim to work the way you want, try
> > using 2 clouds.
> > 
> >   
> > 
> >  The first cloud generates the particles, which you can delete (or not!)
> > any way that works without halting the emission. The second cloud can be a
> > chached instance or sourced from the first. Trim the particles by distance
> > on the second cloud. Render the second cloud.
> > 
> >  -Bradley
> > 
> >   
> > 
> >  Bradley Gabe, DO
> > 
> >  UTHSCSA Anesthesiology 
> > 
> > 
> >  On May 23, 2017, at 12:59 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II]
> > mailto:j.ponthi...@nasa.gov > wrote:
> > 
> >  > > > 
> > >   
> > > 
> > >  Patrick,
> > > 
> > >   
> > > 
> > >  That worked mostly as I would have hoped, Thanks! …except the
> > > same problem exists as before in the Create Copies node. Once it reaches a
> > > “greater than target distance” value, geometry emission ends.
> > > 
> > >   
> > > 
> > >  Maybe I can find the problem in the node. Else it looks like I’ll
> > > have to construct the whole thing from ground up.
> > > 
> > >   
> > > 
> > >  Thanks!
> > > 
> > >   
> > > 
> > >  Joey
> > > 
> > >   
> > > 
> > >   
> > > 
> > >  From: softimage-boun...@listproc.autodesk.com
> > > mailto:softimage-boun...@listproc.autodesk.com
> > > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of patrick
> > > nethercoat
> > >  Sent: Tuesday, May 23, 2017 12:56 PM
> > >  To: Official Softimage Users Mailing List.
> > > https://groups.google.com/forum/#!forum/xsi_list
> > > https://groups.google.com/forum/#!forum/xsi_list
> > > mailto:softimage@listproc.autodesk.com >
> > >  Subject: Re: ICE instance and travel
> > > 
> > >   
> > > 
> > >  OK, rather than hack it with age you'd be better off doing it the
> > > 'simple' way, ie you want to delete based on distance.
> > > 
> > >  Here's one way, compare the two distances and kill if greater.
> > > 
> > >   
> > > 
> > >  On 23 May 2017 at 17:38, Ponthieux, Joseph G. (LARC-E1A)[LITES
> > > II] mailto:j.ponthi...@nasa.gov > wrote:
> > > 
> > >   > > > > 
> > > >   Patrick,
> > > > 
> > > >
> > > > 
> > > >   Not quite.  I’ve got scaling working in a way that I can
> > > > manage. But not particle termination.
> > > > 
> > > >
> > > > 
> > > >   I’ve got a null emitting particles. The particles are
> > > > traveling linearly towards a second target null. The target can be moved
> > > > at will. I would like to make the particles terminate (per particle)
> > > > when they reach or exceed the distance from emitter null to the target
> > > > null.  But have been unable to get that working.
> > > > 
> > > >
> > > > 
> > > >   For that matter I’ve been unable to get basic per particle
> > > > termination to work correctly. I have been able to delete particles by
> > > > adding “Set Particle Age Limit” and “Delete Particle at Age Limit” to
> > > > the Ice Tree execute ports, but this has limited results.  After
> > > > specified age limit it just stops emitting geometry copies.  Particles
> > > > terminate correctly in time where expected, say after 3 seconds for
> > > > example, and particles continue being generated at the emitter after 3
> > > > seconds, but not the geometry generated via "Create Copies from Polygon
> > > > Mesh". The geometry emission simply terminates a

Re: Houdini Basics....

2017-05-19 Thread Thomas Volkmann

That sounds great... Thanks!Olivier Jeannel  hat am 19. Mai 2017 um 11:39 geschrieben:Press the "x" key with the mouse pointer above any sop node or above any vop node output.It will add a "visualizer" node.Lot's of possibility in there, I use it all the time.More clunky than Ice unfortunatly   ...nd some display bugs ..of course.2017-05-19 10:53 GMT+02:00 gareth bell <garethb...@outlook.com>:http://www.sidefx.com/docs/houdini/basics/visualizers Visualizers - SideFXwww.sidefx.comIf a node has a visualizer, you can use the settings on the Visualizers tab in the parameter editor. Enable/disable visualization at once. Click the Visualization ...  From: softimage-bounces@listproc.autodesk.com <softimage-bounces@listproc.autodesk.com> on behalf of Thomas Volkmann <li...@thomasvolkmann.com> Sent: 19 May 2017 08:34:38 To: Official Softimage Users Mailing List. https://groups.google.com/forum/#!forum/xsi_list Subject: Re: Houdini Basics This is the  VOP-Intersect node.I'll keep the normals issue in mind, thanks. Anyway, is there a way of viewport debugging as in ICE (show properties)?  I'm using print to show the values in the console atm, but that doesn't work really when you need to see which point has what value...  Olivier Jeannel <facialdel...@gmail.com> hat am 19. Mai 2017 um 10:23 geschrieben: the intersect node in VOP ?If I remember correctly, beware of the length of your normals, they had to be long enough to "hit" the surface. ie don't normalize them. Yeah, Houdini is deep, not always easy..2017-05-19 8:53 GMT+02:00 Thomas Volkmann <li...@thomasvolkmann.com>:Thanks guys! I also found the transform node to do what I need 5 minutes after sending the mail. It wasn't obvious just from reading the description that you can use it to simply get the transforms from any object, it sounded more like a converter node. BUT...here we go again:1)Why are there nodes in the documentation that I am absolutely unable to find where I would need and expect them??check this:  GetObjectTransform node  (unable to find anywhere, took the former mentioned transform node instead)or this:  RayHit (seems only to be available in shading contexts, tried with the intersect node instead which didn't work, so I ended up using 'Ray' in a SOP) 2)Just to know if I'm doing it right:If I want to do a shrinkwrap or whatever one object to another, I would use a merge node to get the target geo-information into the deformer-SOP? That works for me, I just want to know if that's the common practice...  All in all Houdini is a lot of fun, but can be quite hard when you don't have someone to ask the quick and simple stuff. But at least I have you guys! Thanks for your patience :) cheers,Thomas Jordi Bares <jordiba...@gmail.com> hat am 18. Mai 2017 um 22:48 geschrieben: You may be triggering an evaluation without realising. I suspect the open GL glitch may not be it. Try deleting lights and others elements than interact with your simulation as these, being visible may force a full re-evaluation. JbSent from my iPhone On 18 May 2017, at 18:58, Andy Nicholas <a...@andynicholas.com> wrote: Yep, I think there’s a sneaky bug in there somewhere. I’ve had it when I’ve got all my objects hidden it still evaluates the DOP network. My suspicion was that it might be related to the bug where Houdini shows an object in the viewport you can’t get rid of. You could try killing the Scene viewport tab and opening a new one. On 18 May 2017, at 16:22, Simon Reeves <si...@simonreeves.com> wrote:Setting the DOP in question to bypass doesn't work for me.  <-- I think this should work? On Thu, 18 May 2017 at 12:52 Thomas Volkmann <li...@thomasvolkmann.com> wrote:I'll be damned!! But knowing how to do it now wins over the embarrasment :) Thanks a ton! "Andy Chlupka (Goehler)" <lists.andy.goeh...@gmail.com> hat am 18. Mai 2017 um 13:47 geschrieben:  Hi Thomas, see that little red brain at the bottom right corner? Give it a try :D AndyOn 18.05.2017, at 13:45, Thomas Volkmann <li...@thomasvolkmann.com> wrote:Even at the risk of annoying you guys: How do I stop a DOP-network from cooking while scrubbing the timeline?  In Softimage I just hide the pointcloud and I am good to go.Setting the DOP in question to bypass doesn't work for me. User error I guess... but please shed some light! Thanks and cheers,Thomas  -- Softimage Mailing List. To unsubscribe, send a mail to  softimage-request@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.  -- Softimage Mailing List. To unsubscribe, send a mail to  softimage-request@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.--Simon ReevesLondon, UKsi...@simonreeves.com www.simonreeves.comwww.analogstudio.co.uk-- Softimage Mailing List. To unsubscribe, send a mai

Re: Houdini Basics....

2017-05-19 Thread Thomas Volkmann
This is the VOP-Intersect node
https://www.sidefx.com/docs/houdini/nodes/vop/intersect .
I'll keep the normals issue in mind, thanks.
 
Anyway, is there a way of viewport debugging as in ICE (show properties)?  I'm
using print to show the values in the console atm, but that doesn't work really
when you need to see which point has what value...
 
 

> Olivier Jeannel  hat am 19. Mai 2017 um 10:23
> geschrieben:
> 
>  the intersect node in VOP ?
>  If I remember correctly, beware of the length of your normals, they had to be
> long enough to "hit" the surface. ie don't normalize them.
>   
>  Yeah, Houdini is deep, not always easy..
> 
>  2017-05-19 8:53 GMT+02:00 Thomas Volkmann  mailto:li...@thomasvolkmann.com >:
>> >Thanks guys!
> > 
> >I also found the transform node to do what I need 5 minutes after sending
> > the mail. It wasn't obvious just from reading the description that you can
> > use it to simply get the transforms from any object, it sounded more like a
> > converter node.
> > 
> >BUT...here we go again:
> >1)
> >Why are there nodes in the documentation that I am absolutely unable to
> > find where I would need and expect them??
> >check this: GetObjectTransform node
> > https://www.sidefx.com/docs/houdini/nodes/vop/getobjxform   (unable to find
> > anywhere, took the former mentioned transform node instead)
> >or this: RayHit https://www.sidefx.com/docs/houdini/nodes/vop/rayhit
> >  (seems only to be available in shading contexts, tried with the intersect
> > node instead which didn't work, so I ended up using 'Ray' in a SOP)
> > 
> >2)
> >Just to know if I'm doing it right:
> >If I want to do a shrinkwrap or whatever one object to another, I would
> > use a merge node to get the target geo-information into the deformer-SOP?
> > That works for me, I just want to know if that's the common practice...
> > 
> > 
> >All in all Houdini is a lot of fun, but can be quite hard when you don't
> > have someone to ask the quick and simple stuff. 
> >But at least I have you guys! Thanks for your patience :)
> > 
> >cheers,
> >Thomas
> > 
> > 
> > > > > Jordi Bares mailto:jordiba...@gmail.com >
> > > > > hat am 18. Mai 2017 um 22:48 geschrieben:
> > > 
> > > 
> > > You may be triggering an evaluation without realising.
> > >  
> > > I suspect the open GL glitch may not be it.
> > >  
> > > Try deleting lights and others elements than interact with your
> > > simulation as these, being visible may force a full re-evaluation.
> > >  
> > > Jb
> > > 
> > > Sent from my iPhone
> > > 
> > > On 18 May 2017, at 18:58, Andy Nicholas  > > mailto:a...@andynicholas.com > wrote:
> > > 
> > > 
> > > > > > > Yep, I think there’s a sneaky bug in there
> > > > > > > somewhere. I’ve had it when I’ve got all my objects hidden
> > > > > > > it still evaluates the DOP network. My suspicion was that
> > > > > > > it might be related to the bug where Houdini shows an
> > > > > > > object in the viewport you can’t get rid of. You could try
> > > > > > > killing the Scene viewport tab and opening a new one.
> > > >  
> > > > 
> > > > 
> > > > > > > > > On 18 May 2017, at 16:22, Simon Reeves
> > > > > > > > >  > > > > > > > > mailto:si...@simonreeves.com > wrote:
> > > > > 
> > > > > Setting the DOP in question to bypass doesn't work for me.
> > > > >  <-- I think this should work? 
> > > > > 
> > > > > On Thu, 18 May 2017 at 12:52 Thomas Volkmann
> > > > > mailto:li...@thomasvolkmann.com > wrote:
> > > > >   > > > > > >   I'll be damned!!
> > > > > >
> > > > > >   But knowing how to do it now wins over the
> > > > > > embarrasment :)
> > > > > >
> > > > > >  

Re: Houdini Basics....

2017-05-18 Thread Thomas Volkmann
Thanks guys!
 
I also found the transform node to do what I need 5 minutes after sending the
mail. It wasn't obvious just from reading the description that you can use it to
simply get the transforms from any object, it sounded more like a converter
node.
 
BUT...here we go again:
1)
Why are there nodes in the documentation that I am absolutely unable to find
where I would need and expect them??
check this: GetObjectTransform node
https://www.sidefx.com/docs/houdini/nodes/vop/getobjxform   (unable to find
anywhere, took the former mentioned transform node instead)
or this: RayHit https://www.sidefx.com/docs/houdini/nodes/vop/rayhit  (seems
only to be available in shading contexts, tried with the intersect node instead
which didn't work, so I ended up using 'Ray' in a SOP)
 
2)
Just to know if I'm doing it right:
If I want to do a shrinkwrap or whatever one object to another, I would use a
merge node to get the target geo-information into the deformer-SOP? That works
for me, I just want to know if that's the common practice...
 
 
All in all Houdini is a lot of fun, but can be quite hard when you don't have
someone to ask the quick and simple stuff. 
But at least I have you guys! Thanks for your patience :)
 
cheers,
Thomas
 

> Jordi Bares  hat am 18. Mai 2017 um 22:48 geschrieben:
> 
>  You may be triggering an evaluation without realising.
>   
>  I suspect the open GL glitch may not be it.
>   
>  Try deleting lights and others elements than interact with your simulation as
> these, being visible may force a full re-evaluation.
>   
>  Jb
> 
>  Sent from my iPhone
> 
>  On 18 May 2017, at 18:58, Andy Nicholas  mailto:a...@andynicholas.com > wrote:
> 
> 
>  > >  Yep, I think there’s a sneaky bug in there somewhere. I’ve had
>  > > it when I’ve got all my objects hidden it still evaluates the DOP
>  > > network. My suspicion was that it might be related to the bug where
>  > > Houdini shows an object in the viewport you can’t get rid of. You
>  > > could try killing the Scene viewport tab and opening a new one.
> >   
> > 
> > 
> >  > > >  On 18 May 2017, at 16:22, Simon Reeves
> >  > > > mailto:si...@simonreeves.com > wrote:
> > > 
> > >  Setting the DOP in question to bypass doesn't work for me.  <-- I
> > > think this should work? 
> > > 
> > >  On Thu, 18 May 2017 at 12:52 Thomas Volkmann
> > > mailto:li...@thomasvolkmann.com > wrote:
> > >> > > >I'll be damned!!
> > > > 
> > > >But knowing how to do it now wins over the embarrasment :)
> > > > 
> > > >Thanks a ton!
> > > > 
> > > > 
> > > > > > > > > "Andy Chlupka (Goehler)"
> > > > > > > > >  > > > > > > > > mailto:lists.andy.goeh...@gmail.com > hat am 18.
> > > > > > > > > Mai 2017 um 13:47 geschrieben:
> > > > > 
> > > > >> > > > 
> > > > > > > > > 
> > > > > Hi Thomas,
> > > > >  
> > > > > see that little red brain at the bottom right corner? Give
> > > > > it a try :D
> > > > >  
> > > > > Andy
> > > > > 
> > > > > 
> > > > > > > > > > > On 18.05.2017, at 13:45,
> > > > > > > > > > > Thomas Volkmann  > > > > > > > > > > mailto:li...@thomasvolkmann.com > wrote:
> > > > > > 
> > > > > > Even at the risk of annoying you guys:
> > > > > >  
> > > > > > How do I stop a DOP-network from cooking while
> > > > > > scrubbing the timeline?  In Softimage I just hide the pointcloud and
> > > > > > I am good to go.
> > > > > > Setting the DOP in question to bypass doesn't work
> > > > > > for me. 
> > > > > > User error I guess... but please shed some light!
> > > > > >  
> > > > > > Thanks and cheers,
> > > > > > Thomas
> > &

Re: Houdini Basics....

2017-05-18 Thread Thomas Volkmann
Probably a messy setup the DOP is inside a SOP with stuff connected on in
and out. It works in another scene
 
BUT while we are at it:
How to I get the global position of a Null into a VOP?
I'm trying with "$mat = opparenttransform("/obj/null");" inside an inline but it
doesn't work (tried optransform, oppretransform as well).
 
Basically I want null.kine.global.pos
 

> Simon Reeves  hat am 18. Mai 2017 um 17:22 geschrieben:
> 
>  Setting the DOP in question to bypass doesn't work for me.  <-- I think this
> should work? 
> 
>  On Thu, 18 May 2017 at 12:52 Thomas Volkmann  mailto:li...@thomasvolkmann.com > wrote:
>> >I'll be damned!!
> > 
> >But knowing how to do it now wins over the embarrasment :)
> > 
> >Thanks a ton!
> > 
> > 
> > > > > "Andy Chlupka (Goehler)"  > > > > mailto:lists.andy.goeh...@gmail.com > hat am 18. Mai 2017 um 13:47
> > > > > geschrieben:
> > > 
> > >> > 
> > > > > 
> > > Hi Thomas,
> > >  
> > > see that little red brain at the bottom right corner? Give it a try :D
> > >  
> > > Andy
> > > 
> > > 
> > > > > > > On 18.05.2017, at 13:45, Thomas Volkmann
> > > > > > > mailto:li...@thomasvolkmann.com
> > > > > > > > wrote:
> > > > 
> > > > Even at the risk of annoying you guys:
> > > >  
> > > > How do I stop a DOP-network from cooking while scrubbing the
> > > > timeline?  In Softimage I just hide the pointcloud and I am good to go.
> > > > Setting the DOP in question to bypass doesn't work for me. 
> > > > User error I guess... but please shed some light!
> > > >  
> > > > Thanks and cheers,
> > > > Thomas
> > > > 
> > > > > > > 
> > >> > 
> > 
> > 
> > > 
> Softimage Mailing List.
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> subject, and reply to confirm.
> 
>
 
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Re: Houdini Basics....

2017-05-18 Thread Thomas Volkmann
I'll be damned!!
 
But knowing how to do it now wins over the embarrasment :)
 
Thanks a ton!
 

> "Andy Chlupka (Goehler)"  hat am 18. Mai 2017 um
> 13:47 geschrieben:
> 
>  Hi Thomas,
>   
>  see that little red brain at the bottom right corner? Give it a try :D
>   
>  Andy
> 
> 
>  > >  On 18.05.2017, at 13:45, Thomas Volkmann
>  > > mailto:li...@thomasvolkmann.com > wrote:
> > 
> >  Even at the risk of annoying you guys:
> >   
> >  How do I stop a DOP-network from cooking while scrubbing the timeline?
> >  In Softimage I just hide the pointcloud and I am good to go.
> >  Setting the DOP in question to bypass doesn't work for me. 
> >  User error I guess... but please shed some light!
> >   
> >  Thanks and cheers,
> >  Thomas
> > 
> >  > 

 


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Houdini Basics....

2017-05-18 Thread Thomas Volkmann
Even at the risk of annoying you guys:
 
How do I stop a DOP-network from cooking while scrubbing the timeline?  In
Softimage I just hide the pointcloud and I am good to go.
Setting the DOP in question to bypass doesn't work for me. 
User error I guess... but please shed some light!
 
Thanks and cheers,
Thomas
 
PS: I kept the thread title pretty vague, as there is probably more to come --
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Re: [Houdini] How to drive a parameter with a texture/weight map?

2017-05-09 Thread Thomas Volkmann
Thanks Andy!
Exactly what I'm looking for
 
 

> Andy Goehler  hat am 9. Mai 2017 um 11:55
> geschrieben:
> 
>  Hi Thomas,
>   
>  in Houdini this is handled by attributes on the geometry. You can create
> these attributes in different ways, by painting, transfer or even textures.
>   
>  This thread has an example scene that should help you:
> 
> http://forums.odforce.net/topic/13744-per-point-physical-attributes-eg-friction/
>   
>  Have fun
>  Andy
>   
>   
> 
> 
>  > >  On 09.05.2017, at 11:26, Thomas Volkmann
>  > > mailto:li...@thomasvolkmann.com > wrote:
> > 
> >  Hi,
> >   
> >  I'm getting my feet wet with Houdini (first task: fluid hitting a
> > surface). It feels nice actually, but the sheer amount of
> > documentation/tutorials/starterguides is quite overwhelming and with a
> > slightly different terminology it's not so easy to >quickly< find answers to
> > rather basic questions.
> >   
> >  So, as the title says: How to drive a parameter with a texture/weight
> > map?
> >   
> >  A simple Softimage example: A push operator where you drive the push
> > amount with a weight map.
> >  Or in ICE you get a textureValue at location or you can use some
> > turbulence.
> >   
> >  Basically I want to modify the bounce value on my collider with a bit
> > of noise for now.
> >   
> >   
> >  Thanks for the help, and sorry for being Off-Topic...
> >   
> >  cheers,
> >  Thomas
> >  --
> >  Softimage Mailing List.
> >  To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
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> > subject, and reply to confirm.
> > 
> >  > 

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[Houdini] How to drive a parameter with a texture/weight map?

2017-05-09 Thread Thomas Volkmann
Hi,
 
I'm getting my feet wet with Houdini (first task: fluid hitting a surface). It
feels nice actually, but the sheer amount of
documentation/tutorials/starterguides is quite overwhelming and with a slightly
different terminology it's not so easy to >quickly< find answers to rather basic
questions.
 
So, as the title says: How to drive a parameter with a texture/weight map?
 
A simple Softimage example: A push operator where you drive the push amount with
a weight map.
Or in ICE you get a textureValue at location or you can use some turbulence.
 
Basically I want to modify the bounce value on my collider with a bit of noise
for now.
 
 
Thanks for the help, and sorry for being Off-Topic...
 
cheers,
Thomas--
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Re: ICE - generating particles at lowest points on geometry

2017-03-20 Thread Thomas Volkmann
Try to find the parts where the normals point straight downward... that might
work if you are lucky.
 
cheers,
Thomas

> Morten Bartholdy  hat am 20. März 2017 um 10:52
> geschrieben:
>
>
> I need to create raindrops hanging from the lowest parts of twigs on a branch.
> I have a setup where I use slide on surface to emit drops and simulate them
> until the reach the lowest point on any given twig and set it up so they don't
> drip, but thought it might be possible to do a quicker and more stable
> nonsimulated emission from the lowest point of local parts of the geometry.
> Local because there are several connected twigs and I need drops at the lowest
> point on each. Is there a way to evaluate geometry for this kind of selection?
>
> Cheers
> Morten
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Re: alembic timing offset

2017-03-02 Thread Thomas Volkmann
I just tried it with crate. When you import a singleframe alembic it seems there
is no expression to the timecontrol anymore so you have to relink it. Also you
have to change the alembic path in 2 places (alembic_polymesh and
alembic_polymesh_topo). After doing that [frame #4 +10] is working for me.
 
cheers,
Thomas

> Mirko Jankovic  hat am 2. März 2017 um 13:36
> geschrieben:
> 
>  Tried that as well and it doesn't affect it at all.
>  that is how I controlled and offset single abc file, then it works, but as
> long as it is sequences of abc then no effect at all :)
>  ᐧ
> 
>  On Thu, Mar 2, 2017 at 11:59 AM, Thomas Volkmann  mailto:li...@thomasvolkmann.com > wrote:
>> >But then you should be able to alter the AlembicGlobalTime (or what
>> > it is called) expression and put your offset in there?
> > 
> > 
> > > > > Mirko Jankovic  > > > > mailto:mirkoj.anima...@gmail.com > hat am 2. März 2017 um 11:52
> > > > > geschrieben:
> > > 
> > > 
> > > crate in this case
> > > ᐧ
> > > 
> > > On Thu, Mar 2, 2017 at 11:31 AM, Thomas Volkmann
> > > mailto:li...@thomasvolkmann.com > wrote:
> > >   > > > >   blabla_[frame #4 +2].abcworks for me. That is the
> > >   > > > > builtin alembic importer btw, or do you use crate?
> > > >
> > > >
> > > > 
> > > >> > > > > Mirko Jankovic  > > >> > > > > mailto:mirkoj.anima...@gmail.com > hat am 2. März 2017
> > > >> > > > > um 10:59 geschrieben:
> > > > > 
> > > > > 
> > > > >adn no.
> > > > >same effect. seems  it is locked and there is no math function
> > > > > available inside token.
> > > > >I mean I can go with single abc again but still currious if
> > > > > there is solution to this.
> > > > > 
> > > > >another solution is renaming frames and offseting frame numbers
> > > > > as well but still I'msure there is more elegant solution :)
> > > > >ᐧ
> > > > > 
> > > > >On Thu, Mar 2, 2017 at 10:53 AM, Mirko Jankovic
> > > > > mailto:mirkoj.anima...@gmail.com > wrote:
> > > > >  > > > > > >  Tried it didn't work. It could be
> > > > >  > > > > > > problem with naming maybe as there is padding in
> > > > >  > > > > > > there so I have to use [frame #4]
> > > > > >  Maybe without padding it would work...
> > > > > >   
> > > > > >  ᐧ
> > > > > > 
> > > > > >  On Thu, Mar 2, 2017 at 10:51 AM, Thomas Volkmann
> > > > > > mailto:li...@thomasvolkmann.com > wrote:
> > > > > >> > > > > > >Can't you have  to
> > > > > >> > > > > > > offset the sequence by 2 frames?
> > > > > > > 
> > > > > > > > > > > > > > > Mirko Jankovic
> > > > > > > > > > > > > > >  > > > > > > > > > > > > > > mailto:mirkoj.anima...@gmail.com > hat
> > > > > > > > > > > > > > > am 2. März 2017 um 10:35 geschrieben:
> > > > > > > > 
> > > > > > > > 
> > > > > > > > Hello,
> > > > > > > > I have a small issue that could use a help with.
> > > > > > > > I have an alembic that I need to offset time.
> > > > > > > > Now If I have full sequence in single .abc file then
> > > > > > > > offsetting timing works fine.
> > > > > > > > But if sequences is used instead like
> > > > > > > > object..abc then there is no effect at all it always
> > > > > > > > displays same time.
> > > > > > > > Any idea how to sort it out, there has to be way to
> > > > > > > > offset by frame or time even if it is sequences instead of
> > > > >

Re: alembic timing offset

2017-03-02 Thread Thomas Volkmann
But then you should be able to alter the AlembicGlobalTime (or what it is
called) expression and put your offset in there?
 

> Mirko Jankovic  hat am 2. März 2017 um 11:52
> geschrieben:
> 
>  crate in this case
>  ᐧ
> 
>  On Thu, Mar 2, 2017 at 11:31 AM, Thomas Volkmann  mailto:li...@thomasvolkmann.com > wrote:
>> >blabla_[frame #4 +2].abcworks for me. That is the builtin
>> > alembic importer btw, or do you use crate?
> > 
> > 
> > 
> > > > > Mirko Jankovic  > > > > mailto:mirkoj.anima...@gmail.com > hat am 2. März 2017 um 10:59
> > > > > geschrieben:
> > > 
> > > 
> > > adn no.
> > > same effect. seems  it is locked and there is no math function
> > > available inside token.
> > > I mean I can go with single abc again but still currious if there is
> > > solution to this.
> > >  
> > > another solution is renaming frames and offseting frame numbers as
> > > well but still I'msure there is more elegant solution :)
> > > ᐧ
> > > 
> > > On Thu, Mar 2, 2017 at 10:53 AM, Mirko Jankovic
> > > mailto:mirkoj.anima...@gmail.com > wrote:
> > >   > > > >   Tried it didn't work. It could be problem with naming
> > >   > > > > maybe as there is padding in there so I have to use [frame
> > >   > > > > #4]
> > > >   Maybe without padding it would work...
> > > >
> > > >   ᐧ
> > > > 
> > > >   On Thu, Mar 2, 2017 at 10:51 AM, Thomas Volkmann
> > > > mailto:li...@thomasvolkmann.com > wrote:
> > > > > > > > > Can't you have  to offset the
> > > > > > > > > sequence by 2 frames?
> > > > > 
> > > > >  > > > > > > Mirko Jankovic  > > > >  > > > > > > mailto:mirkoj.anima...@gmail.com > hat am 2. März
> > > > >  > > > > > > 2017 um 10:35 geschrieben:
> > > > > > 
> > > > > > 
> > > > > >  Hello,
> > > > > >  I have a small issue that could use a help with.
> > > > > >  I have an alembic that I need to offset time.
> > > > > >  Now If I have full sequence in single .abc file then
> > > > > > offsetting timing works fine.
> > > > > >  But if sequences is used instead like object..abc
> > > > > > then there is no effect at all it always displays same time.
> > > > > >  Any idea how to sort it out, there has to be way to offset
> > > > > > by frame or time even if it is sequences instead of single
> > > > > > object.abc file?
> > > > > >   
> > > > > >  Softimage and exocortex abc
> > > > > >   
> > > > > >  Thanks
> > > > > >  ᐧ
> > > > > >  --
> > > > > >  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.
> > > > >   > > > > 
> > > > 
> > > >
> > > >   --
> > > >   Mirko Jankovic
> > > >   http://www.cgfolio.com/mirko-jankovic
> > > >
> > > >   Need to find freelancers fast?http://www.cgfolio.com
> > > >
> > > >   Need some help with rendering an Redshift project?
> > > >   http://www.gpuoven.com/
> > > > > > > 
> > > 
> > >  
> > > --
> > > Mirko Jankovic
> > > http://www.cgfolio.com/mirko-jankovic
> > >  
> > > Need to find freelancers fast?http://www.cgfolio.com
> > >  
> > > Need some help with rendering an Redshift project?
> > > http://www.gpuoven.com/
> > > 
> > >> > 
> > 
> > 
> >--
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> > mailto:softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
> > subject, and reply to confirm.
> >  > 
> 
>   
>  --
>  Mirko Jankovic
>  http://www.cgfolio.com/mirko-jankovic
>   
>  Need to find freelancers fast?http://www.cgfolio.com
>   
>  Need some help with rendering an Redshift project?
>  http://www.gpuoven.com/
> 

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Re: alembic timing offset

2017-03-02 Thread Thomas Volkmann
blabla_[frame #4 +2].abcworks for me. That is the builtin alembic importer
btw, or do you use crate?
 
 

> Mirko Jankovic  hat am 2. März 2017 um 10:59
> geschrieben:
> 
>  adn no.
>  same effect. seems  it is locked and there is no math function available
> inside token.
>  I mean I can go with single abc again but still currious if there is solution
> to this.
>   
>  another solution is renaming frames and offseting frame numbers as well but
> still I'msure there is more elegant solution :)
>  ᐧ
> 
>  On Thu, Mar 2, 2017 at 10:53 AM, Mirko Jankovic  mailto:mirkoj.anima...@gmail.com > wrote:
>> >Tried it didn't work. It could be problem with naming maybe as there
>> > is padding in there so I have to use [frame #4]
> >Maybe without padding it would work...
> > 
> >ᐧ
> > 
> >On Thu, Mar 2, 2017 at 10:51 AM, Thomas Volkmann
> > mailto:li...@thomasvolkmann.com > wrote:
> >  > > >  Can't you have  to offset the sequence by 2
> >  > > > frames?
> > > 
> > >   > > > > Mirko Jankovic  > >   > > > > mailto:mirkoj.anima...@gmail.com > hat am 2. März 2017 um
> > >   > > > > 10:35 geschrieben:
> > > > 
> > > > 
> > > >   Hello,
> > > >   I have a small issue that could use a help with.
> > > >   I have an alembic that I need to offset time.
> > > >   Now If I have full sequence in single .abc file then offsetting
> > > > timing works fine.
> > > >   But if sequences is used instead like object..abc then
> > > > there is no effect at all it always displays same time.
> > > >   Any idea how to sort it out, there has to be way to offset by
> > > > frame or time even if it is sequences instead of single object.abc file?
> > > >
> > > >   Softimage and exocortex abc
> > > >
> > > >   Thanks
> > > >   ᐧ
> > > >   --
> > > >   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.
> > > > 
> > > >  > > > 
> > >   
> > > 
> > >  --
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> > > softimage-requ...@listproc.autodesk.com
> > > mailto:softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
> > > subject, and reply to confirm.
> > >> > 
> > 
> > 
> >--
> >Mirko Jankovic
> >http://www.cgfolio.com/mirko-jankovic
> > 
> >Need to find freelancers fast?http://www.cgfolio.com
> > 
> >Need some help with rendering an Redshift project?
> >http://www.gpuoven.com/
> >  > 
> 
>   
>  --
>  Mirko Jankovic
>  http://www.cgfolio.com/mirko-jankovic
>   
>  Need to find freelancers fast?http://www.cgfolio.com
>   
>  Need some help with rendering an Redshift project?
>  http://www.gpuoven.com/
> 

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Re: alembic timing offset

2017-03-02 Thread Thomas Volkmann
Can't you have  to offset the sequence by 2 frames?

> Mirko Jankovic  hat am 2. März 2017 um 10:35
> geschrieben:
> 
>  Hello,
>  I have a small issue that could use a help with.
>  I have an alembic that I need to offset time.
>  Now If I have full sequence in single .abc file then offsetting timing works
> fine.
>  But if sequences is used instead like object..abc then there is no
> effect at all it always displays same time.
>  Any idea how to sort it out, there has to be way to offset by frame or time
> even if it is sequences instead of single object.abc file?
>   
>  Softimage and exocortex abc
>   
>  Thanks
>  ᐧ
>  --
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Re: Using Agile Scrum in vfx production

2017-01-05 Thread Thomas Volkmann
Very interesting read!
Being new to that topic, Alok could you share some insight what a typical scrum
looks like (how long does it take, is it at the start or the end of the day,
etc).
 
/Thomas
 

> Alok Gandhi  hat am 5. Januar 2017 um 07:43
> geschrieben:
> 
>  The article explains it all! Extremely well-written. Having been a member of
> the agile team, I can say that this is sounds very interesting for VFX Project
> Management. We use agile (though for software development for animation), our
> typical sprints are 7 days or 14 days. Scrums are every day.
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Re: Robinsons drink effect

2016-11-30 Thread Thomas Volkmann
I would probably do a smoke simulation in blender (you can import the animted
alembic character now), cache that to openvdb and render with whatever.
When you play a bit with the density in the shader you can have the denser parts
more defined.
https://youtu.be/iw8hj2Uycvk?t=11m2s
 
cheers,
Thomas
 
 

> Chris Marshall  hat am 30. November 2016 um 12:55
> geschrieben:
> 
>  Hi All,
>  I'm looking to create an effect similar to the Robinsons Squash Advert from a
> couple of years ago.
>  https://www.youtube.com/watch?v=Y6l47atGxa4
>  This isn't the exact effect I'm after, but would anyone have any pointers on
> this, but more specifically the rendering of that look?
> 
>  Thanks
>  Chris
> 
> 
>   
>   
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Re: How to initialize particle emmision?

2016-11-15 Thread Thomas Volkmann
>From the top of my head:
 
Emit from surface... and then connected to the onEmission port:  "test inside
null" (or similar) -> "not" -> "delete point"
That way you are emitting from the whole surface, but if the particle is not
inside the null at emissiontime it gets deleted.
Or something along those lines...
 
cheers,
Thomas
 

> Morten Bartholdy  hat am 15. November 2016 um 13:44
> geschrieben:
>
>
> I am looking at different methods for initializing particle emmmisions from
> various geometry. Ideally I would like to move a Null along a surface and the
> part of the surface which is inside the Null (with a volumic icon) starts
> emitting particles, and stops when the null moves on away.
>
> Momentum has a good way to do this but gets slow due to the collisions and
> with an ordinary particle sim I have gotten reasonable results with the Emit
> Splash from Surface Collision compound, but it is a bit quirky with its
> calculation of velocity.
>
> So if I have a surface and just want it to emit particles from the part of the
> surface which is inside a null, how would I do that?
>
> Thanks
> Morten
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RE: SI|3D Flashback

2016-11-15 Thread Thomas Volkmann
Maybe it's he himself doing these gifs.? :)
 

> Brent McPherson  hat am 15. November 2016 um
> 09:49 geschrieben:
>
>
> That's right. I knew it was Francois or Francis but couldn't remember his last
> name.
>
> P.S. Don't Google his name at work because you will get a bunch of erotic
> animated GIFs made by someone with the same name. :-O
> --
> Brent
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
> Sent: 15 November 2016 08:31
> To: softimage@listproc.autodesk.com
> Subject: RE: SI|3D Flashback
>
> I believe the developer's name is Francois Painchaud.
>
> Matt
>
>
> Date: Mon, 14 Nov 2016 08:47:09 +
> From: Brent McPherson 
> Subject: RE: SI|3D Flashback
> To: "softimage@listproc.autodesk.com"
>
> The volume deform was inspired by Grabber and the guy behind Grabber (who
> was working at Softimage at the time and whose name I can't remember) was
> supportive of our effort to replicate his plugin in XSI.
> --
> Brent
>
>
> --
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Re: very OT: FabricEngine simulated object deformer?

2016-11-14 Thread Thomas Volkmann
Thanks Eric!!
 
I started on friday to get into Max Creation Graph until I found out the hard
way that they don't have a undo implemented yet
 
http://3dsmaxfeedback.autodesk.com/forums/80695-general-feature-requests/suggestions/7734021-enable-undo-and-redo-in-mcg
 (accidentally deleting the wrong nodes pretty much killed it for me).
The sample scenes you sent to me got me pretty far today, and it's probably just
a matter of knowing all the node names to get really comfortable...
 
cheers,
Thomas
 
 

> Eric Thivierge  hat am 11. November 2016 um 21:35
> geschrieben:
> 
>  Hi Thomas,
>   
>  It is possible to do this. I'm working on a sample scene for you. The only
> thing is that you can't drive maps / vertex colors in 3dsMax with Fabric right
> now. However what you could do is set these weights / vertex colors on the
> Fabric geometry object in the graph and export an Alembic of the cached
> deformation which includes these properties. Then import it back into 3dsMax
> or Maya and drive maps / vertex colors by that cached data. I'm working on
> getting the sample scene running in Maya and 3dsMax so that it'll be included
> for the next release hopefully. I'll be posting a forum topic in our forums
> and will link back when done. I just wanted to let you know I'm on it. :)
>   
>  Best,
>  Eric T.
> 
>  --------
>  Eric Thivierge
>  http://www.ethivierge.com
> 
>  On Thu, Nov 10, 2016 at 4:52 AM, Thomas Volkmann  mailto:li...@thomasvolkmann.com > wrote:
>> >Hi,
> >since I know there are some Fabric guys lurking here, I thought I'd ask
> > here first
> > 
> >I need to to build a simulated deformer to create a effect for milling
> > metal (basically like creating footprints in snow or similar) and create
> > vertex colors or some sort of map where the mesh was affected. Pretty basic
> > actually
> > 
> >BUT:
> >It has to happen inside 3ds Max!!
> > https://www.youtube.com/watch?v=y8Kyi0WNg40  
> > 
> >There is a cheap snowprint tool, that probably gives us what we need, but
> > since I have some time to invest on this topic I wonder if:
> >A: I should try to build something in Max's Creation Graph (not really
> > what I'm looking for as I try to stay away from Max whenever I can)
> >B: Finally take the opportunity to dive into FabricEngine (which I wanted
> > to for a loong time now).
> > 
> >To be able to go for B I would need to know if FabricEngine could do
> > simulated deforms and if it could create maps or vertexcolors or whatever.
> >And is the 3dsMax Beta for FabricEngine mature enough to support this?
> > 
> > 
> >thanks,
> >Thomas 
> > 
> >--
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> >  > 

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very OT: FabricEngine simulated object deformer?

2016-11-10 Thread Thomas Volkmann
Hi,
since I know there are some Fabric guys lurking here, I thought I'd ask here
first
 
I need to to build a simulated deformer to create a effect for milling metal
(basically like creating footprints in snow or similar) and create vertex colors
or some sort of map where the mesh was affected. Pretty basic actually
 
BUT:
It has to happen inside 3ds Max!! https://www.youtube.com/watch?v=y8Kyi0WNg40  
 
There is a cheap snowprint tool, that probably gives us what we need, but since
I have some time to invest on this topic I wonder if:
A: I should try to build something in Max's Creation Graph (not really what I'm
looking for as I try to stay away from Max whenever I can)
B: Finally take the opportunity to dive into FabricEngine (which I wanted to for
a loong time now).
 
To be able to go for B I would need to know if FabricEngine could do simulated
deforms and if it could create maps or vertexcolors or whatever.
And is the 3dsMax Beta for FabricEngine mature enough to support this?
 
 
thanks,
Thomas --
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Re: Babies

2016-11-09 Thread Thomas Volkmann


I hope you didn't name that version final_FINAL already.Olivier Jeannel  hat am 8. November 2016 um 06:19 geschrieben:Excellent !On Mon, Nov 7, 2016 at 9:28 PM, toonafish  wrote:Just a funny litte Mixamo experiment that went overboard ;-)https://youtu.be/CSjReQFFPRw-Ronald-- Softimage Mailing List. To unsubscribe, send a mail to softimage-request@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. 
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Re: OT: Softimage 7.01 Splash screen

2016-10-28 Thread Thomas Volkmann


That "confession" gives today's Friday Flashback a totally different feel. :)Tim Borgmann  hat am 28. Oktober 2016 um 11:09 geschrieben:Hi, you would be disappointed because the splash screen was not done with ICE but with the old particle system and other old school techniques :) I was not able to learn ICE within the short amount of time I had for the whole project. When I got the request for the design I also got access to a beta version of SI including ICE, but at this point there only were some weeks left until release date. No way to learn all the amazing new stuff and also doing design work at the same time with it.I also have to say I would have to take a serious look at my back ups. If I'm not wrong SI7 was released 8 years ago :)Cheers TimAm 27/10/16 um 17:19 schrieb Pierre Schiller:Hi everyone. Good day.I was wondering if...you know...now that SI is EOL, if by any chance...Tim Borgmann could share the Softimage ICE scene, the one that is seen on the splash screen of softimage 7.01? Is this possible? :D Thanks. -- Portfolio 2013 Cinema & TV productionVideo Reel --
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Re: OTish - looking for swedish VFX piece

2016-10-20 Thread Thomas Volkmann
http://www.filmgate.se/
They seem to do a lot of horror, and some raven stuff is in their reel.
 

> Morten Bartholdy  hat am 20. Oktober 2016 um 14:00
> geschrieben:
>
>
> I seem to remember someone posted their 3D VFX work on a swedish horror movie
> a while ago, perhaps a couple of years. I am not entirely sure if it was here
> or on the Sitoa list. There was something about a bird, I think a Raven,
> flying over the roof of a car and some interesting effects breaking the ground
> if I remember correctly. If someone here recall what it was I will be grateful
> for a link to Vimeo or youtube or other.
>
> Thanks!
>
> Morten
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Re: Ping

2016-10-04 Thread Thomas Volkmann
nice, I'll keep that one in mind. Although I'm more a lazy mailinglist follower
than actively browsing forums...
 

> gareth bell  hat am 4. Oktober 2016 um 10:54
> geschrieben:
> 
> 
>  odforce is the place to go for houdini. It's very active.
> 
> 
>  -
>  From: softimage-boun...@listproc.autodesk.com
>  on behalf of Olivier Jeannel
> 
>  Sent: 04 October 2016 08:51:26
>  To: Thomas Volkmann; softimage@listproc.autodesk.com
>  Subject: Re: Ping
>   
>  https://lists.sidefx.com/mailman/listinfo/sidefx-houdini-list
> 
>  On Tue, Oct 4, 2016 at 10:17 AM, Thomas Volkmann  mailto:li...@thomasvolkmann.com > wrote:
>> >Do you have a link where to sign in on that?  Probably doesn't hurt
>> > to get an idea what problems the Houdini guys are dealing with, and how
>> > often I could think "mmmhh...in ICE it could work like..."
> > 
> > 
> > > > > Olivier Jeannel  > > > > mailto:facialdel...@gmail.com > hat am 4. Oktober 2016 um 10:10
> > > > > geschrieben:
> > > 
> > > 
> > > On in on the Houdini list is not that noisy too ;)
> > > 
> > > On Tue, Oct 4, 2016 at 9:59 AM, Thomas Volkmann
> > > mailto:li...@thomasvolkmann.com > wrote:
> > >   > > > >   Alright... just asking because I answered a thread
> > >   > > > > some days ago that didn't make it through. I was worried
> > >   > > > > they shut down the list from 1stOctober, but probably it was
> > >   > > > > just because of an attached image.
> > > >   Sorry for the noise!  
> > > >
> > > >   I'll probably have to make my colleague dig out that 3d-Pro
> > > > invitation again. Feels like I might find the time to follow another
> > > > list when it is getting so silent here*sniff :(
> > > >
> > > >   cheers,
> > > >   Thomas
> > > >
> > > > 
> > > >> > > > > Mirko Jankovic  > > >> > > > > mailto:mirkoj.anima...@gmail.com > hat am 4. Oktober
> > > >> > > > > 2016 um 09:47 geschrieben:
> > > > > 
> > > > > 
> > > > >pong
> > > > > 
> > > > >still lurking around full zombie horde :)
> > > > >ᐧ
> > > > > 
> > > > >On Tue, Oct 4, 2016 at 9:46 AM, Rob Wuijster  > > > > mailto:r...@casema.nl > wrote:
> > > > >  > > > > > > 
> > > > > >  nope :-P
> > > > > > 
> > > > > >  Rob
> > > > > > 
> > > > > >  \/-\/\/
> > > > > > 
> > > > > >  On 4-10-2016 9:42, Thomas Volkmann wrote:
> > > > > > 
> > > > > >  > > > > > > >  anybody out there?
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > >  --
> > > > > > >  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.
> > > > > >> > > > > 
> > > > > 
> > > > > 
> > > > >--
> > > > >Mirko Jankovic
> > > > >http://www.cgfolio.com/mirko-jankovic
> > > > > 
> > > > >Need to find freelancers fas

Re: Ping

2016-10-04 Thread Thomas Volkmann
thx!

> Olivier Jeannel  hat am 4. Oktober 2016 um 10:51
> geschrieben:
> 
>  https://lists.sidefx.com/mailman/listinfo/sidefx-houdini-list
> 
>  On Tue, Oct 4, 2016 at 10:17 AM, Thomas Volkmann  mailto:li...@thomasvolkmann.com > wrote:
>> >Do you have a link where to sign in on that?  Probably doesn't hurt
>> > to get an idea what problems the Houdini guys are dealing with, and how
>> > often I could think "mmmhh...in ICE it could work like..."
> > 
> > 
> > > > > Olivier Jeannel  > > > > mailto:facialdel...@gmail.com > hat am 4. Oktober 2016 um 10:10
> > > > > geschrieben:
> > > 
> > > 
> > > On in on the Houdini list is not that noisy too ;)
> > > 
> > > On Tue, Oct 4, 2016 at 9:59 AM, Thomas Volkmann
> > > mailto:li...@thomasvolkmann.com > wrote:
> > >   > > > >   Alright... just asking because I answered a thread
> > >   > > > > some days ago that didn't make it through. I was worried
> > >   > > > > they shut down the list from 1stOctober, but probably it was
> > >   > > > > just because of an attached image.
> > > >   Sorry for the noise!  
> > > >
> > > >   I'll probably have to make my colleague dig out that 3d-Pro
> > > > invitation again. Feels like I might find the time to follow another
> > > > list when it is getting so silent here*sniff :(
> > > >
> > > >   cheers,
> > > >   Thomas
> > > >
> > > > 
> > > >> > > > > Mirko Jankovic  > > >> > > > > mailto:mirkoj.anima...@gmail.com > hat am 4. Oktober
> > > >> > > > > 2016 um 09:47 geschrieben:
> > > > > 
> > > > > 
> > > > >pong
> > > > > 
> > > > >still lurking around full zombie horde :)
> > > > >ᐧ
> > > > > 
> > > > >On Tue, Oct 4, 2016 at 9:46 AM, Rob Wuijster  > > > > mailto:r...@casema.nl > wrote:
> > > > >  > > > > > > 
> > > > > >  nope :-P
> > > > > > 
> > > > > >  Rob
> > > > > > 
> > > > > >  \/-\/\/
> > > > > > 
> > > > > >  On 4-10-2016 9:42, Thomas Volkmann wrote:
> > > > > > 
> > > > > >  > > > > > > >  anybody out there?
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > >  --
> > > > > > >  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.
> > > > > >> > > > > 
> > > > > 
> > > > > 
> > > > >--
> > > > >Mirko Jankovic
> > > > >http://www.cgfolio.com/mirko-jankovic
> > > > > 
> > > > >Need to find freelancers fast?http://www.cgfolio.com
> > > > > 
> > > > >Need some help with rendering an Redshift project?
> > > > >http://www.gpuoven.com/
> > > > >--
> > > > >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.
> > > > > > > --
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> > > mailto:softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
> > > subject, and reply to confirm.
> > > 
> > >> > 
> > 
> > 
> >--
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Re: Ping

2016-10-04 Thread Thomas Volkmann
Do you have a link where to sign in on that?  Probably doesn't hurt to get an
idea what problems the Houdini guys are dealing with, and how often I could
think "mmmhh...in ICE it could work like..."
 

> Olivier Jeannel  hat am 4. Oktober 2016 um 10:10
> geschrieben:
> 
>  On in on the Houdini list is not that noisy too ;)
> 
>  On Tue, Oct 4, 2016 at 9:59 AM, Thomas Volkmann  mailto:li...@thomasvolkmann.com > wrote:
>> >Alright... just asking because I answered a thread some days ago
>> > that didn't make it through. I was worried they shut down the list from
>> > 1stOctober, but probably it was just because of an attached image.
> >Sorry for the noise!  
> > 
> >I'll probably have to make my colleague dig out that 3d-Pro invitation
> > again. Feels like I might find the time to follow another list when it is
> > getting so silent here*sniff :(
> > 
> >cheers,
> >Thomas
> > 
> > 
> > > > > Mirko Jankovic  > > > > mailto:mirkoj.anima...@gmail.com > hat am 4. Oktober 2016 um 09:47
> > > > > geschrieben:
> > > 
> > > 
> > > pong
> > >  
> > > still lurking around full zombie horde :)
> > > ᐧ
> > > 
> > > On Tue, Oct 4, 2016 at 9:46 AM, Rob Wuijster  > > mailto:r...@casema.nl > wrote:
> > >   > > > > 
> > > >   nope :-P
> > > > 
> > > >   Rob
> > > > 
> > > >   \/-\/\/
> > > > 
> > > >   On 4-10-2016 9:42, Thomas Volkmann wrote:
> > > > 
> > > >   > > > > >   anybody out there?
> > > > > 
> > > > > 
> > > > > 
> > > > >   --
> > > > >   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.
> > > > > 
> > > > >   > > > > 
> > > >   --
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> > > >   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.
> > > > > > > 
> > > 
> > >  
> > > --
> > > Mirko Jankovic
> > > http://www.cgfolio.com/mirko-jankovic
> > >  
> > > Need to find freelancers fast?http://www.cgfolio.com
> > >  
> > > Need some help with rendering an Redshift project?
> > > http://www.gpuoven.com/
> > > --
> > > Softimage Mailing List.
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> > > mailto:softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
> > > subject, and reply to confirm.
> > > 
> > >> > 
> > 
> > 
> >--
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> > mailto:softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
> > subject, and reply to confirm.
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Re: Scripting operator on Select Cases driven by POS

2016-10-04 Thread Thomas Volkmann
resending, because the image didn't go through
 

 Ursprüngliche Nachricht --
Von: Thomas Volkmann 
An: softimage@listproc.autodesk.com
Datum: 30. September 2016 um 10:28
Betreff: Re: Scripting operator on Select Cases driven by POS

Hi,
 
just a quick solution in ICE:
 
http://pasteall.org/pic/index.php?id=107404
 
Probably other ways to do it with a modulo, but this should get you started. 
Unless you really need to have a scripted operator going for some reason
 
cheers,
Thomas
 
 
 
 

Pierre Schiller  hat am 29. September 2016 um
23:01 geschrieben:

Hi, I´m attaching a setup I´m doing with help of Darren.
The idea would be to move the circle controller on the mouth panel, and the X, Y
Pos, drives the select case result.

I´m reading this on the example Softimage help page:

Out.Value.posx.Value = myNewValue


But I don´t know how to evaluate the circle´s X and Y pos if it´s true, or not.
On X, it would move from 0 to 53 units. And Y goes from 0 to -28
 
The controller´s mouth circle is named: Mouth_Ctrl_Selection

Could anyone lend me a hand with this, please?
Thanks to all :)

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Re: Ping

2016-10-04 Thread Thomas Volkmann
Alright... just asking because I answered a thread some days ago that didn't
make it through. I was worried they shut down the list from 1stOctober, but
probably it was just because of an attached image.
Sorry for the noise!  
 
I'll probably have to make my colleague dig out that 3d-Pro invitation again.
Feels like I might find the time to follow another list when it is getting so
silent here*sniff :(
 
cheers,
Thomas
 

> Mirko Jankovic  hat am 4. Oktober 2016 um 09:47
> geschrieben:
> 
>  pong
>   
>  still lurking around full zombie horde :)
>  ᐧ
> 
>  On Tue, Oct 4, 2016 at 9:46 AM, Rob Wuijster  mailto:r...@casema.nl > wrote:
>> > 
> >nope :-P
> > 
> >Rob
> > 
> >\/-\/\/
> > 
> >On 4-10-2016 9:42, Thomas Volkmann wrote:
> > 
> >> > >anybody out there?
> > > 
> > > 
> > > 
> > >--
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> > > 
> > >> > 
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Ping

2016-10-04 Thread Thomas Volkmann
anybody out there?--
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Re: Delete 2/3 particles - I forgot

2016-09-20 Thread Thomas Volkmann
You could also just take the "test random probablility" node.
 

> patrick nethercoat  hat am 20. September 2016 um
> 14:44 geschrieben:
> 
>  if you do it twice, first delete 1/3, then 1/2 you'll end up right.
> 
> 
>  On 20 September 2016 at 13:37, Artur W  mailto:artur.w...@gmail.com > wrote:
>> >Isn't the nth able to delete half at most?
> > 
> >Artur
> > 
> >2016-09-20 14:02 GMT+02:00 Simon Reeves  > mailto:si...@simonreeves.com >:
> >  > > >  delete by nth, which is modulo 
> > > 
> > >  On Tue, 20 Sep 2016 at 12:46 Artur W  > > mailto:artur.w...@gmail.com > wrote:
> > >> > > >Hey,
> > > > 
> > > >It's been a while.
> > > >How can I delete in cache about 2/3 of the particles?
> > > > 
> > > >Artur
> > > >--
> > > >Softimage Mailing List.
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> > > >  > > >  --
> > >  Simon Reeves
> > >  London, UK
> > >  si...@simonreeves.com mailto:si...@simonreeves.com
> > >  http://www.simonreeves.com/http://www.analogstudio.co.uk/
> > > 
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> > >> > 
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> >  > 
> 
> 
>  --
>  Brandt Animation
>  http://www.brandtanim.co.uk
> 
>  020 7734 0196
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Re: Soft to Maya Bridge

2016-07-14 Thread Thomas Volkmann
Haha  I probably would have cried tears of despair as well, but since we are
working with Max here my bar for expectations was already at the lowest point.
 
 

> Alok Gandhi  hat am 14. Juli 2016 um 10:50
> geschrieben:
> 
>  It is more like 'The Bridge on the River Kwai'. ;) if you know what I mean
> (Figure out the comparisons yourselves)
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Re: Soft to Maya Bridge

2016-07-14 Thread Thomas Volkmann
I always prefer a printed version over videos, so the the same section in the
Maya documentation was a big help actually:
http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-361A01AB-2DBA-4382-87E9-8220A60DF2EB
 
 

> Alok Gandhi  hat am 14. Juli 2016 um 09:51
> geschrieben:
> 
>  Does anyone found this http://bit.ly/29FsMku useful ?
> 
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Re: ICE - delete particles at specific time - with some randomization?

2016-06-21 Thread Thomas Volkmann
 
MinValue is the frame where they start to disappear, MaxValue is the frame where
all particles are gone
 

> Morten Bartholdy  hat am 21. Juni 2016 um 12:02
> geschrieben:
>
>
> I need to have stuff falling through the frame for a while meaning generating
> particles continually and then at a particular framerange delete the particles
> randomly, ie. delete at global time within a random range. I can't seem to get
> delete at particle age to do this - could someone offer a quick pointer in the
> right direction?
>
> Thanks!
>
> //Morten
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Re: Convert PIC files

2016-06-20 Thread Thomas Volkmann
XnConvert might be an option: http://www.xnview.com/en/xnconvert/
 
 

> Martin Yara  hat am 20. Juni 2016 um 09:07 geschrieben:
> 
>  I have to convert tons of Softimage PIC files to TGAs, is there any fast way
> to do this ?
>   
>  I think I'll be doing it with Photoshop batches, but I would like a faster /
> better solution if there is any.
>   
>  Thanks
> 
>  Martin
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Re: Camera export - converting camera axis orientation?

2016-06-09 Thread Thomas Volkmann
You could try to create a new camera, change the rotation-order in
kinematics-localtransform, constrain it to the original camera and use it for
export (plotting first maybe?).
 
good luck,
Thomas
 

> Morten Bartholdy  hat am 9. Juni 2016 um 14:44
> geschrieben:
>
>
> I have a 3D track from which I need to export the camera motion for driving a
> TechnoDolly move. The tracking and size calibration is in place and the TD can
> import fbx so we are almost set, but the TD wants axis rotaion order to be ZXY
> and my fbx is most likely XYZ. In XSI fbx export there are no options for even
> y or z up, but in Maya I can do that, plus I can seemingly do some sort of
> Quaternian Interpolation mode. I have no idea what exactly that will do for me
> though.
>
> Has anyone here tried this succesfully and know how to do it, or can perhaps
> offer some insight on how to change Axis orientation order?
>
> I have XSI and Maya available.
>
> Thanks!
>
> //Morten
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RE: Maya/Bifrost

2016-04-26 Thread Thomas Volkmann
Indeed!! Too many hours the last days, my eyes are bleeding already
Thanks!!

> Grahame Fuller  hat am 26. April 2016 um 19:23
> geschrieben:
>
>
> P.S. I did test it but remember that I’m not running 2016 Ext2 at the moment.
>
> gray
>
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
> Sent: Tuesday, April 26, 2016 1:19 PM
> To: Thomas Volkmann ;
> softimage@listproc.autodesk.com
> Subject: RE: Maya/Bifrost
>
> I’ve never looked into it before but when I activate meshing in a simple test
> scene and save, I get this line right before the settings you listed:
>
> setAttr ".men" yes;
>
> It looks like it probably stands for Mesh ENable but as with all ASCII scene
> interventions, use at your own risk.
>
> gray
>
> From:
> softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Thomas Volkmann
> Sent: Tuesday, April 26, 2016 12:52 PM
> To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
> Subject: Re: Maya/Bifrost
>
> btw Grahame, if you are still reading this, you don't happen to know where to
> enable meshing in the maya ascii file?
> I found the settings:
> setAttr ".mdf" 5;
> setAttr ".msr" 1.200476837158;
> setAttr ".mdr" 0.6002384185791;
> setAttr ".mkf" 1.5;
> setAttr ".mrf" 2;
> setAttr ".mss" 1;
>
> but nothing that looks like a boolean in that area. That way I could enable
> meshing and don't have to wait for the UI to start commandline meshing
>
> Thomas Volkmann mailto:li...@thomasvolkmann.com>>
> hat am 26. April 2016 um 18:04 geschrieben:
> I'll make another test later on extending a simulation. Just now I'm happy
> with what I have, but I created a speed-dial to that nowegian bifrost-group on
> my phone. Just in case
> thx,
> Thomas
>
> Fabian Schnuer Gohde mailto:list@gohde.no>> hat am 26.
> April 2016 um 00:21 geschrieben:
> All else failing these guys might be able to hook you up with some
> incantations or hexes to help things along:
> https://translate.google.com/translate?sl=no&tl=en&js=y&prev=_t&hl=no&ie=UTF-8&u=https%3A%2F%2Fwww.bifrost.no%2F&edit-text=&act=url
> :-p
>
> -Fabian
>
> On 25 April 2016 at 20:08, Grahame Fuller
> mailto:grahame.ful...@autodesk.com>> wrote:
> Make sure to start from the last frame that was cached, not the first uncached
> frame. The previous frame needs to be in memory.
>
> Also, does it make a difference if Enable Background Processing is on or off
> in the Bifrost Options?
>
> gray
>
> 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 Thomas Volkmann
> Sent: Monday, April 25, 2016 12:21 PM
> To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
> Subject: RE: Maya/Bifrost
>
> Yes, I'm on 2016 Ext2. If I try to extend a cache (either by setting
> Read/Write in the UI, or by passing "3" as the last argument for
> doCreateBifrostCache on the commandline), the only thing that happens is that
> all my memory gets eaten up. After that UI crashes, and comandline just
> finishes without a result but maybe I'm doing it wrong.
> I'll check on CGTalk/Society, too. Tanks!
>
> /thomas
>
>
> > Grahame Fuller
> > mailto:grahame.ful...@autodesk.com><mailto:grahame.ful...@autodesk.com<mailto:grahame.ful...@autodesk.com>>>
> > hat am 25. April 2016 um 18:03 geschrieben:
> >
> >
> > Are you on 2016 Ext2? There were some known issues with extending caches but
> > they should be fixed in that version.
> >
> > I work on the Bifröst docs but I think I’m the only one of the team here,
> > and I don’t think there are many Bifröst users here either. I have seen some
> > Bifröst discussions on CGTalk/CGSociety.
> >
> > gray
> >
> > From:
> > softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com><mailto: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 Thomas Volkmann
> > Sent: Monday, April 25, 2016 11:50 AM
> > To:
> > softimage@listproc.autodesk.com<mailt

Re: Maya/Bifrost

2016-04-26 Thread Thomas Volkmann
btw Grahame, if you are still reading this, you don't happen to know where to
enable meshing in the maya ascii file?
I found the settings: 
setAttr ".mdf" 5;
setAttr ".msr" 1.200476837158;
setAttr ".mdr" 0.6002384185791;
setAttr ".mkf" 1.5;
setAttr ".mrf" 2;
setAttr ".mss" 1;
 
but nothing that looks like a boolean in that area. That way I could enable
meshing and don't have to wait for the UI to start commandline meshing
 

> Thomas Volkmann  hat am 26. April 2016 um 18:04
> geschrieben:
> 
>  I'll make another test later on extending a simulation. Just now I'm happy
> with what I have, but I created a speed-dial to that nowegian bifrost-group on
> my phone. Just in case
>  thx,
>  Thomas
>   
> 
>   > > Fabian Schnuer Gohde  hat am 26. April 2016 um 00:21
>   > > geschrieben:
> > 
> >   All else failing these guys might be able to hook you up with some
> > incantations or hexes to help things along:
> > https://translate.google.com/translate?sl=no&tl=en&js=y&prev=_t&hl=no&ie=UTF-8&u=https%3A%2F%2Fwww.bifrost.no%2F&edit-text=&act=url
> > https://translate.google.com/translate?sl=no&tl=en&js=y&prev=_t&hl=no&ie=UTF-8&u=https%3A%2F%2Fwww.bifrost.no%2F&edit-text=&act=url
> > :-p
> >
> >   -Fabian
> > 
> >   On 25 April 2016 at 20:08, Grahame Fuller  > mailto:grahame.ful...@autodesk.com > wrote:
> > > > > Make sure to start from the last frame that was cached, not the
> > > > > first uncached frame. The previous frame needs to be in memory.
> > > 
> > > Also, does it make a difference if Enable Background Processing is on
> > > or off in the Bifrost Options?
> > > 
> > > gray
> > > 
> > > 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 Thomas
> > > Volkmann
> > > Sent: Monday, April 25, 2016 12:21 PM
> > > To: softimage@listproc.autodesk.com
> > > mailto:softimage@listproc.autodesk.com
> > > Subject: RE: Maya/Bifrost
> > > 
> > > Yes, I'm on 2016 Ext2.  If I try to extend a cache (either by setting
> > > Read/Write in the UI, or by passing "3" as the last argument for
> > > doCreateBifrostCache on the commandline), the only thing that happens is
> > > that all my memory gets eaten up. After that UI crashes, and comandline
> > > just finishes without a result but maybe I'm doing it wrong.
> > > I'll check on CGTalk/Society, too. Tanks!
> > > 
> > > /thomas
> > > 
> > > 
> > > > Grahame Fuller  > > > mailto:grahame.ful...@autodesk.com
> > > > <mailto:grahame.ful...@autodesk.com
> > > > mailto:grahame.ful...@autodesk.com >> hat am 25. April 2016 um 18:03
> > > > geschrieben:
> > > >
> > > >
> > > > Are you on 2016 Ext2? There were some known issues with extending
> > > > caches but they should be fixed in that version.
> > > >
> > > > I work on the Bifröst docs but I think I’m the only one of the team
> > > > here, and I don’t think there are many Bifröst users here either. I
> > > > have seen some Bifröst discussions on CGTalk/CGSociety.
> > > >
> > > > gray
> > > >
> > > > From: softimage-boun...@listproc.autodesk.com
> > > > mailto:softimage-boun...@listproc.autodesk.com
> > > > <mailto: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 Thomas
> > > > Volkmann
> > > > Sent: Monday, April 25, 2016 11:50 AM
> > > > To: softimage@listproc.autodesk.com
> > > > mailto:softimage@listproc.autodesk.com
> > > > <mailto:softimage@listproc.autodesk.com
> > > > mailto:softimage@listproc.autodesk.com >
> > > > Subject: OT: Maya/Bifrost
> > > >
> > > > yO!
> > > >
> > > > I'm doing some Maya/Bifrost stuff for a couple of days now (May

Re: Maya/Bifrost

2016-04-26 Thread Thomas Volkmann
I'll make another test later on extending a simulation. Just now I'm happy with
what I have, but I created a speed-dial to that nowegian bifrost-group on my
phone. Just in case
thx,
Thomas
 

> Fabian Schnuer Gohde  hat am 26. April 2016 um 00:21
> geschrieben:
> 
>  All else failing these guys might be able to hook you up with some
> incantations or hexes to help things along:
> https://translate.google.com/translate?sl=no&tl=en&js=y&prev=_t&hl=no&ie=UTF-8&u=https%3A%2F%2Fwww.bifrost.no%2F&edit-text=&act=url
> https://translate.google.com/translate?sl=no&tl=en&js=y&prev=_t&hl=no&ie=UTF-8&u=https%3A%2F%2Fwww.bifrost.no%2F&edit-text=&act=url
> :-p
>   
>  -Fabian
> 
>  On 25 April 2016 at 20:08, Grahame Fuller  mailto:grahame.ful...@autodesk.com > wrote:
>> > Make sure to start from the last frame that was cached, not the first
>> > uncached frame. The previous frame needs to be in memory.
> > 
> >Also, does it make a difference if Enable Background Processing is on or
> > off in the Bifrost Options?
> > 
> >gray
> > 
> >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 Thomas
> > Volkmann
> >Sent: Monday, April 25, 2016 12:21 PM
> >To: softimage@listproc.autodesk.com
> > mailto:softimage@listproc.autodesk.com
> >Subject: RE: Maya/Bifrost
> > 
> >Yes, I'm on 2016 Ext2.  If I try to extend a cache (either by setting
> > Read/Write in the UI, or by passing "3" as the last argument for
> > doCreateBifrostCache on the commandline), the only thing that happens is
> > that all my memory gets eaten up. After that UI crashes, and comandline just
> > finishes without a result but maybe I'm doing it wrong.
> >I'll check on CGTalk/Society, too. Tanks!
> > 
> >/thomas
> > 
> > 
> >> Grahame Fuller  >> mailto:grahame.ful...@autodesk.com <mailto:grahame.ful...@autodesk.com
> >> mailto:grahame.ful...@autodesk.com >> hat am 25. April 2016 um 18:03
> >> geschrieben:
> >>
> >>
> >> Are you on 2016 Ext2? There were some known issues with extending
> >> caches but they should be fixed in that version.
> >>
> >> I work on the Bifröst docs but I think I’m the only one of the team
> >> here, and I don’t think there are many Bifröst users here either. I
> >> have seen some Bifröst discussions on CGTalk/CGSociety.
> >>
> >> gray
> >>
> >> From: softimage-boun...@listproc.autodesk.com
> >> mailto:softimage-boun...@listproc.autodesk.com
> >> <mailto: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 Thomas
> >> Volkmann
> >> Sent: Monday, April 25, 2016 11:50 AM
> >> To: softimage@listproc.autodesk.com
> >> mailto:softimage@listproc.autodesk.com
> >> <mailto:softimage@listproc.autodesk.com
> >> mailto:softimage@listproc.autodesk.com >
> >> Subject: OT: Maya/Bifrost
> >>
> >> yO!
> >>
> >> I'm doing some Maya/Bifrost stuff for a couple of days now (Maya really
> >> doesn't feel so bad, when the main tool at your workplace is 3dsMax).
> >> As I am running into some issues now (just now: picking up and
> >> extending simulations doesn't work), I would like to know what would be
> >> the best places (as in forums/mailinglists) to ask questions (except
> >> for AREA, or is that the place to be?). Or do we even have a
> >> Bifrost-Pro here?
> >>
> >> cheers,
> >> Thomas
> >> --
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> >> mailto:softimage-requ...@listproc.autodesk.com
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> >> mailto:softimage-requ...@listproc.autodesk.com > with "unsubscribe" in
> >> the subject, and reply to confirm.
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RE: Maya/Bifrost

2016-04-25 Thread Thomas Volkmann
Yes, I'm on 2016 Ext2.  If I try to extend a cache (either by setting Read/Write
in the UI, or by passing "3" as the last argument for doCreateBifrostCache on
the commandline), the only thing that happens is that all my memory gets eaten
up. After that UI crashes, and comandline just finishes without a result but
maybe I'm doing it wrong.
I'll check on CGTalk/Society, too. Tanks!
 
/thomas
 

> Grahame Fuller  hat am 25. April 2016 um 18:03
> geschrieben:
>
>
> Are you on 2016 Ext2? There were some known issues with extending caches but
> they should be fixed in that version.
>
> I work on the Bifröst docs but I think I’m the only one of the team here, and
> I don’t think there are many Bifröst users here either. I have seen some
> Bifröst discussions on CGTalk/CGSociety.
>
> gray
>
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Thomas Volkmann
> Sent: Monday, April 25, 2016 11:50 AM
> To: softimage@listproc.autodesk.com
> Subject: OT: Maya/Bifrost
>
> yO!
>
> I'm doing some Maya/Bifrost stuff for a couple of days now (Maya really
> doesn't feel so bad, when the main tool at your workplace is 3dsMax).
> As I am running into some issues now (just now: picking up and extending
> simulations doesn't work), I would like to know what would be the best places
> (as in forums/mailinglists) to ask questions (except for AREA, or is that the
> place to be?). Or do we even have a Bifrost-Pro here?
>
> cheers,
> Thomas
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OT: Maya/Bifrost

2016-04-25 Thread Thomas Volkmann
yO!
 
I'm doing some Maya/Bifrost stuff for a couple of days now (Maya really doesn't
feel so bad, when the main tool at your workplace is 3dsMax).
As I am running into some issues now (just now: picking up and extending
simulations doesn't work), I would like to know what would be the best places
(as in forums/mailinglists) to ask questions (except for AREA, or is that the
place to be?). Or do we even have a Bifrost-Pro here?
 
cheers,
Thomas--
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Re: Crate Alembic, get material names in xsi from 3dsmax abc file

2016-04-03 Thread Thomas Volkmann
How does it behave right now? You import the fbx, trash the geo and keep the
materials. Then you import abc, that has the same material-names that get
renamed with a number at the end? In that case it should be easy to iterate over
the materials/geo and reassign to the unnumbered material.
Just a shot in the dark, as I can't test anything atm.
 
cheers,
Thomas 

> Fabian Schnuer Gohde  hat am 4. April 2016 um 00:24
> geschrieben:
> 
>  Hi,
>  is there a straightforward way of getting the material assignment info from
> an abc exported via crate for 3dsmax inside of xsi to re-create/assign
> materials with matching names? I'm exporting materials info from 3dsmax
> seperately and need to re-integrate that with the geometry. I have a "working"
> version with FBX but the FBX export/import screws up a lot. Thus I wanted to
> try using crate for the geo instead.
>   
>  Thank you,
>  Fabian
>  --
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Re: Growth in ICE

2016-04-01 Thread Thomas Volkmann
Hi Morten,
 
maybe you could tweak this a bit to your liking: https://vimeo.com/21223643
 
cheers,
Thomas

> Morten Bartholdy  hat am 1. April 2016 um 12:11
> geschrieben:
>
>
> I am doing some RnD on creating a frosty growth effect in ICE. I have looked
> at
> Andy Moorers DLA which looks promising and tinkered with using animated mattes
> for emitting particles with frostlike instances, but would like to perhaps use
> fractal patterns og procedurals to control the growth, so I would like to ask
> here if someone could point me to some useful tools or tutorials regarding
> this?
>
> Thanks - Morten
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Re: Assigning shortcut keys to viewports

2016-03-25 Thread Thomas Volkmann

Look for "Perspective View" and "Scene Camera View".

Cheers,
Thomas


On 03/25/2016 07:29 PM, Pierre Schiller wrote:

Good day, team.
I was switching around the shortcut keys for the viewports on 
softimage 2014.
I can´t find : USER view nor CAMERA view. I´ve sucessfully assigned 
FRONT and TOP view.

Works a charm, but I don´t know where those other 2´s can be invoked from.

Could anyone help me out with this one, please?
Thanks!! :D

--
Portfolio 2013 
Cinema & TV production
Video Reel 


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Re: 0 undo levels

2016-03-19 Thread Thomas Volkmann
Which reminded me instantly of this classic: 
https://www.youtube.com/watch?v=FOOynE1F4P4




On 03/18/2016 05:04 PM, adrian wyer wrote:


hmmm interesting, will have a trawl through the workgroup then

a



*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Saeed 
Kalhor

*Sent:* 18 March 2016 15:08
*To:* softimage@listproc.autodesk.com
*Subject:* Re: 0 undo levels

*Number of Undo Levels reset to zero*

http://xsisupport.com/2012/07/14/number-of-undo-levels-reset-to-zero/

On Fri, Mar 18, 2016 at 6:24 PM, Tim Bolland 
mailto:tim_boll...@hotmail.co.uk>> wrote:


This has happened to me before once or twice. By any chance do you 
have Fabric Engine installed? I don't know if there is any link, but I 
only remembered this happening when I was playing around with Fabric. 
I'm running 2015 SP2.


Regards,

Tim



From: adrian.w...@fluid-pictures.com 

To: softimage@listproc.autodesk.com 


Subject: 0 undo levels
Date: Fri, 18 Mar 2016 14:49:59 +

we have a random issue where occasionally a session will start with 
undo levels set to zero


anyone seen this, and more importantly, stopped it from happening!?

2015 x64

a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com

www.fluid-pictures.com

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

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Re: Installing ECSU2016 Softimage on renderfarm?

2016-01-29 Thread Thomas Volkmann
Here you go:
https://knowledge.autodesk.com/support/softimage/downloads/caas/downloads/content/autodesk-C2-AE-softimage-C2-AE-2015-service-pack-2.html
 
cheers,
Thomas
 

> Morten Bartholdy  hat am 29. Januar 2016 um 11:09
> geschrieben:
> 
>  Thanks for the info Tim.
> 
>  I didn't see this in the list - as always the Autodesk site is an awful mess
> and almost impossible to get a clear overview from. It is ridiculous how their
> efforts to make it userfriendly has done almost the opposite. I will go have a
> closer look.
> 
>  Morten
> 
>   
> 
> 
>  Den 29. januar 2016 kl. 00:13 skrev Tim Leydecker :
> 
> 
>   > > In your subscription account, somewhere there, there´s a list
> >   of applications and updates available (to the account manager).
> > 
> >   You can download installers from there, no need for internet connections
> >   from the farm to the autodesk server (if you use network licensing, that
> > is).
> > 
> >   It´s a bit tricky to find those installers and always worth to also check
> > the
> >   downloads&updates section of the autodesk site, too.
> > 
> >   I had several instances where updates didn´t show up in my subscription
> > account
> >   but only the initial release(s), e.g. Maya 2016 but not the service pack
> > or extensions.
> > 
> >   The subscription account management and layout changes sometimes, there is
> >   a chance things are simpler now or more convoluted.
> > 
> >   Logging in with your subscription account on the autodesk website is in
> > any way recommended...
> > 
> >   Welcome to the ESCU2016. No way to downgrade offered... btw...
> > 
> >   Cheers,
> > 
> >   tim
> > 
> >   Am 28.01.2016 um 13:06 schrieb Morten Bartholdy:
> > 
> >   > > >   We have finally purchased ESCU2016 so I could lay my hands
> >   > > > on Softimage 2015 SP2, so last minute yay for that.
> > >
> > >   I have been stuck on 2013 SP1 for ages, and this new web installer
> > > crap is bugging me. Is there no way to create some form of renderfarm
> > > deployment so I download an installer once and deploy to the farm from
> > > there? Currently it looks like I have to use the webinstaller which does
> > > work btw, but require me to wait for downloading the required installers
> > > on every single client.
> > > 
> > >   How do you guys handle this?
> > > 
> > >   And I too am sad that our good old friend can no longer be purchased
> > > :(
> > > 
> > > 
> > >   Morten
> > > 
> > > 
> > > 
> > >   > > 
> >  >   
> 



Re: Softimage turning on 1 axis only and only via mouse buttons! - Help

2016-01-02 Thread Thomas Volkmann
See if "Use 3D manipulators" in the transform preferences got unchecked 
somehow.


cheers,
Thomas

On 01/02/2016 08:52 PM, Pierre Schiller wrote:


Hi, everyone. When I get to X, C, V (transforms for scale, rotate and 
translate) I can only do it on one axis depending on the mouse button 
I tap. How do I return it the way it was originally (you get a 
transforming gizmo and rotate, scale, translate with the mouse over 
the axis color)? Please help.


Thanks.

--
Portfolio 2013 
Cinema & TV production
Video Reel 




Re: How to emit particles from intersection between volumes?

2015-12-09 Thread Thomas Volkmann
You do the testing at the "on Creation"-slot at the emitter node. So the
particles will only be tested at birth time if they are inside both volumes. It
doesn't matter if they leave the intersection a frame later, because they will
no longer be tested and thus not deleted.
 

> Morten Bartholdy  hat am 9. Dezember 2015 um 14:07
> geschrieben:
> 
> 
>  That kind of works. Thing is I have to quickly expand the second object to
> surround the particles so they dont die when flying out of the volume.
> 
>   
> 
>  Would be nice with a built in plug and play trigger for emission. I will see
> if I can make it work for me.
> 
>  
> 
>   
> 
>  Thanks guys
> 
>  Morten
> 
>   
> 
>   
> 
>   
>   
> 
> 
>  Den 9. december 2015 kl. 13:54 skrev Andy Nicholas :
> 
> 
>   > > Yep, I didn't need to emit from both. Duh!
> > 
> >   On 09/12/2015 12:09, Chris Marshall wrote:
> > 
> >   > > >   Emit from inside the first, then use Test Inside Geometry
> >   > > > (the second object) Any that aren't in the second, delete.
> > > 
> > >   On 9 December 2015 at 11:24, Morten Bartholdy < x...@colorshopvfx.dk
> > >  > wrote:
> > > > > > > I am trying to initiate particle emission from the
> > > > > > > volume of an object by intersecting it with a different
> > > > > > > object, so I can gr a dually expand the volume from which
> > > > > > > particles are emitted. Much like when an object collides
> > > > > > > with another and subsequently breaks into particles in
> > > > > > > slowmotion, starting from the point of impact.
> > > >  
> > > > I have checked example scenes and currently I am trying spawning
> > > > when particles are inside a volume, but I can't figure out how to only
> > > > emit particles when the emitter intersects with another object. I am
> > > > guessing I need to use a state machine, but have yet to figure out how
> > > > to make it start an emission rather than change parameters on existing
> > > > particles or control spawning.
> > > >  
> > > > Any pointers or examples are most welcome :)
> > > >  
> > > >  
> > > > Thanks
> > > > Morten
> > > >  
> > > >   > > > 
> > > 
> > > 
> > >   --
> > >   Chris Marshall
> > >   Mint Motion Limited
> > >   029 20 37 27 57
> > >   07730 533 115
> > >
> > > 
> > >   > > 
> >  >   
> 

 

Re: Group of curves to strands?

2015-09-10 Thread Thomas Volkmann
Thanks Juan, no need to dig out the script, I have finished it by now. But I'll
take a look at Dan's compound.
Thx
 

> Juan Brockhaus  hat am 10. September 2015 um 09:56
> geschrieben:
> 
>  well, yeah, that's unfortunatly how it is... curves in groups in ICE are
> quite annoying... (and guess what, it's not going to change anymore...)
> 
>  there's a nice compound from Dan Yargici on rray.exe (Create Strands from
> Curves) where here basically rebuilds the curves in a group either as linear
> or bspline.
>  that could help, if your curves are all uniform parametrized... and you are
> not using mixed curve types...
>  the compound takes the points and rebuilds the curves. nice little
> workaround. but depending on your scenario it might work?
> 
>  else... well, yes, you have to connect each curve individually
>  (I've once written a script to help with this. could dig it out. but was
> project specific, so may need a bit of rewrite)
> 
>  cheers,
> 
>  Juan
> 
> 
>  On Thu, Sep 10, 2015 at 9:04 AM, Thomas Volkmann  <mailto:li...@thomasvolkmann.com> > wrote:
>> >Ouch...I guess this is never going to be fixed :/
> >Thanks, I'll take a look at your compounds, but depending on how many
> > curves I have I will rather do an extrusion script...
> > 
> > 
> > > > > Leonard Koch  > > > > <mailto:leonardkoch...@gmail.com> > hat am 10. September 2015 um
> > > > > 08:47 geschrieben:
> > > 
> > > 
> > > 
> > > Yep there is just no convenient way of doing that.
> > > The only possible way is to connect each individual curve into the
> > > icetree and give it its own uv to location node. You can take a look at
> > > the curve data gatherers in LK Fabric to see an example of that.
> > > 
> > > A rather annoying limitation.
> > > 
> > > On Sep 10, 2015 08:35, "Thomas Volkmann"  > > <mailto:li...@thomasvolkmann.com> > wrote:
> > >   > > > >   Yo!
> > > >   I wan't to populate my scene with some cables by laying out some
> > > > curves. Instead of extruding them for rendering (you can't render curves
> > > > directly in Arnold, can you?) I thought it would be quick and easy to
> > > > turn them into strands by putting them into a group and turn this group
> > > > into strands.
> > > >   I didn't manage because one or more of the following reasons (tell
> > > > me which):
> > > >
> > > >   A: I'm too stupid
> > > >   B: It's really complicated and A 
> > > >   C: It's not doable. And A because I even tried.
> > > >
> > > >   So which one is it? I figured so much that A applies in every
> > > > case.
> > > >   If the answer is not C, can someone please give me a hint or two
> > > > on how to do it?
> > > >   In the meantime extruding all these curves by script is simple and
> > > > fast even for me, but I really want to know what I got wrong here :/
> > > >
> > > >   thx,
> > > >   Thomas
> > > > > > > 
> > >> > 
> > 
> >  > 

 

Re: Group of curves to strands?

2015-09-10 Thread Thomas Volkmann
Ouch...I guess this is never going to be fixed :/
Thanks, I'll take a look at your compounds, but depending on how many curves I
have I will rather do an extrusion script...
 

> Leonard Koch  hat am 10. September 2015 um 08:47
> geschrieben:
> 
> 
>  Yep there is just no convenient way of doing that.
>  The only possible way is to connect each individual curve into the icetree
> and give it its own uv to location node. You can take a look at the curve data
> gatherers in LK Fabric to see an example of that.
> 
>  A rather annoying limitation.
> 
>  On Sep 10, 2015 08:35, "Thomas Volkmann"  <mailto:li...@thomasvolkmann.com> > wrote:
>> >Yo!
> >I wan't to populate my scene with some cables by laying out some curves.
> > Instead of extruding them for rendering (you can't render curves directly in
> > Arnold, can you?) I thought it would be quick and easy to turn them into
> > strands by putting them into a group and turn this group into strands.
> >I didn't manage because one or more of the following reasons (tell me
> > which):
> > 
> >A: I'm too stupid
> >B: It's really complicated and A 
> >C: It's not doable. And A because I even tried.
> > 
> >So which one is it? I figured so much that A applies in every case.
> >If the answer is not C, can someone please give me a hint or two on how
> > to do it?
> >In the meantime extruding all these curves by script is simple and fast
> > even for me, but I really want to know what I got wrong here :/
> > 
> >thx,
> >Thomas
> >  > 

 

Group of curves to strands?

2015-09-09 Thread Thomas Volkmann
Yo!
I wan't to populate my scene with some cables by laying out some curves. Instead
of extruding them for rendering (you can't render curves directly in Arnold, can
you?) I thought it would be quick and easy to turn them into strands by putting
them into a group and turn this group into strands.
I didn't manage because one or more of the following reasons (tell me which):
 
A: I'm too stupid
B: It's really complicated and A 
C: It's not doable. And A because I even tried.
 
So which one is it? I figured so much that A applies in every case.
If the answer is not C, can someone please give me a hint or two on how to do
it?
In the meantime extruding all these curves by script is simple and fast even for
me, but I really want to know what I got wrong here :/
 
thx,
Thomas

Re: Centos6.6 install 2015SP1

2015-05-12 Thread Thomas Volkmann
How do you run Softimage/Batch?  You should always use tcsh or csh...
You could also try to replace the whole mainwin folder with the one from the
working 2012 installation and see if it runs then. 
 

> Jean-Louis Billard  hat am 12. Mai 2015 um 14:16
> geschrieben:
> 
>  Hi Thomas,
>   
>  Basically:
>   > >
> >   ===
> >Autodesk Softimage 13.1.140.0
> >   ===
> >
> >   Aborted (core dumped)
> >
> >  >   
>  I also tried installing 2011SP1, 2012 and 2014SP1.
>  The problem only appears with 2014SP1 and 2015SP1, previous versions are ok
> (I don’t have a 2013 installer so I didn’t check)
>   
>  The /etc/hosts file issue, I remember that now that you mention it. 
>  Wasn’t it something to do with it needing to be formatted for csh rather than
> bash, or something of the sort?
>  I’ll dig down there a bit…
>   
>  Thanks,
>   
>  Jean-Louis
>  Digital Golem
>   
> 
> 
>  > >  On 11 May 2015, at 18:48, Thomas Volkmann
>  > > mailto:li...@thomasvolkmann.com> > wrote:
> > 
> >  What error are you getting on startup/xsibatch? There has been an issue
> > with a wrongly formatted /etc/hosts file that caused segmentation
> > faults...just a shot in the dark
> >   
> > 
> >   > > > Jean-Louis Billard  >   > > > <mailto:jean-lo...@photon3.com> > hat am 11. Mai 2015 um 16:10
> >   > > > geschrieben:
> > > 
> > >   I would love to ignore it, but alas I still get a core dump when
> > > running xsibatch!
> > >
> > >   Looking around I’m finding some people talking about updating OGL
> > > drivers, some discussing the Xorg.conf file, and yet more mentioning
> > > kernel tweaks. It’s tricky to guess the best route…
> > >
> > >   Jean-Louis
> > >
> > >   Digital Golem
> > >
> > >
> > > 
> > > 
> > >   > > > >   On 11 May 2015, at 15:56, Stephen Blair
> > >   > > > >  > >   > > > > <mailto:stephenrbl...@gmail.com> > wrote:
> > > > 
> > > >   I had the same error but I ignored it, just to see if
> > > > Softimage would start (and it did).
> > > >
> > > >   SAS is a set of DisplayCallbacks for OpenGL and DirectX
> > > >
> > > > 
> > > >   On Mon, May 11, 2015 at 9:19 AM, Jean-Louis Billard
> > > > mailto:jean-lo...@photon3.com> > wrote:
> > > > > > > > > Hi Stephen,
> > > > >  
> > > > > So I tried, but for some reason only the first line runs
> > > > > ok. The second one spurts this:
> > > > >  
> > > > > > ./Application/bin/cmdreg -f
> > > > > > "Application/Plugins/PLUGINSCOMDLLs.lst”
> > > > > 
> > > > > Loading ../Plugins/libSAS.so:  Unable to load library
> > > > > (Error code 126: The specified module could not be found).  Running
> > > > > REGSVR32.EXE may provide more information
> > > > >  
> > > > > libSAS.so is present in /Plugins, so I’m not sure what’s
> > > > > going on…?
> > > > >  
> > > > >  
> > > > > Maybe I should roll back to Centos 6.2, which seems to be
> > > > > the officially supported version for Soft2015_SP1?
> > > > >  
> > > > > Thanks for any help.
> > > > >  
> > > > >  
> > > > > Jean-Louis
> > > > >  
> > > > > Digital Golem
> > > > > 
> > > > > 
> > > > > > > > > > > On 7 May 2015, at 22:11,
> > > > > > > > > > > Stephen Blair  > > > > > > > > > > <mailto:stephenrbl...@gmail.com> > wrote:
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > On Thu, May 7, 2015 at 1:40 PM, Jean-Louis Billard
> > > > > > mailto:jean-lo...@photon3.com> > wrote:
> > > > > >   > > > > > > > Hi all,
> > > > > > > 
> > > > > > >   The installer for 2015SP1 tells me that
> > > > > > > Softimage was not installed properly and the log shows these
> > > > > > > culprits:
> > > > > > > 
> > > > > > >   Error: Application/bin/cmdreg -f
> > > > > > > "Application/bin/XSICOMDLLs.lst"
> > > > > > >   Error: Application/bin/cmdreg -f
> > > > > > > "Application/Plugins/PLUGINSCOMDLLs.lst”
> > > > > > > > > > > > >  
> > > > > >  
> > > > > > Try running those commands yourself. On CentOS 6.5,
> > > > > > I was getting a core dump until I ran them.
> > > > > > 
> > > > > > > > > > >   > > > > 
> > > >   > > > 
> > >  > > 
> >  > 



Re: Centos6.6 install 2015SP1

2015-05-11 Thread Thomas Volkmann
What error are you getting on startup/xsibatch? There has been an issue with a
wrongly formatted /etc/hosts file that caused segmentation faults...just a shot
in the dark
 

> Jean-Louis Billard  hat am 11. Mai 2015 um 16:10
> geschrieben:
> 
>  I would love to ignore it, but alas I still get a core dump when running
> xsibatch!
>   
>  Looking around I’m finding some people talking about updating OGL drivers,
> some discussing the Xorg.conf file, and yet more mentioning kernel tweaks.
> It’s tricky to guess the best route…
>   
>  Jean-Louis
>   
>  Digital Golem
>   
>   
> 
> 
>  > >  On 11 May 2015, at 15:56, Stephen Blair   > >  > wrote:
> > 
> >  I had the same error but I ignored it, just to see if Softimage would
> > start (and it did).
> >   
> >  SAS is a set of DisplayCallbacks for OpenGL and DirectX
> >   
> > 
> >  On Mon, May 11, 2015 at 9:19 AM, Jean-Louis Billard
> > mailto:jean-lo...@photon3.com> > wrote:
> >> > >Hi Stephen,
> > > 
> > >So I tried, but for some reason only the first line runs ok. The
> > > second one spurts this:
> > > 
> > >> ./Application/bin/cmdreg -f
> > >> "Application/Plugins/PLUGINSCOMDLLs.lst”
> > > 
> > >Loading ../Plugins/libSAS.so:  Unable to load library (Error code
> > > 126: The specified module could not be found).  Running REGSVR32.EXE may
> > > provide more information
> > > 
> > >libSAS.so is present in /Plugins, so I’m not sure what’s going on…?
> > > 
> > > 
> > >Maybe I should roll back to Centos 6.2, which seems to be the
> > > officially supported version for Soft2015_SP1?
> > > 
> > >Thanks for any help.
> > > 
> > > 
> > >Jean-Louis
> > > 
> > >Digital Golem
> > > 
> > > 
> > >> > > >On 7 May 2015, at 22:11, Stephen Blair
> > >> > > >  > >> > > >  > wrote:
> > > > 
> > > > 
> > > > 
> > > >On Thu, May 7, 2015 at 1:40 PM, Jean-Louis Billard
> > > > mailto:jean-lo...@photon3.com> > wrote:
> > > >  > > > > > Hi all,
> > > > > 
> > > > >  The installer for 2015SP1 tells me that Softimage was not
> > > > > installed properly and the log shows these culprits:
> > > > > 
> > > > >  Error: Application/bin/cmdreg -f
> > > > > "Application/bin/XSICOMDLLs.lst"
> > > > >  Error: Application/bin/cmdreg -f
> > > > > "Application/Plugins/PLUGINSCOMDLLs.lst”
> > > > >> > > > 
> > > > 
> > > >Try running those commands yourself. On CentOS 6.5, I was
> > > > getting a core dump until I ran them.
> > > > 
> > > >> > >  > > 
> >  > 



Re: Softimage > Blender (1 year later) + MayaLT 2016 ?'s (indie/ game dev centric/ UE4)

2015-05-08 Thread Thomas Volkmann
Hey,
have you ever considered spending the Maya-licensing money in developing Blender
instead? E.g. hire someone to make the fbx-exporter the way you want/need it ,
or stuff like that.
I'm just curious if that would be a real option...
 
cheers,
Thomas
 

> skuby  hat am 5. Mai 2015 um 16:37 geschrieben:
> 
>  Hey yall, long time no see.  Thought I would give you guys an over-view of my
> Softimage transition to Blender, 1 year in.  (Been with Softimage for almost 9
> years trained at VFS, > Before that I was all Maya 6+ dedicated years, then
> off and on use, before that I was 3DSMax/just starting out).
> 
>  If there is any interest, I can suggest some options/settings/tips/tricks for
> Blender to help anyone trying to get into it from a Softimage background, just
> ask, I'm happy to oblige.
>  
>  I also I have some questions about Maya LT 2016 owners at the very end.
>  
>  TLDR:  I'm seriously pursuing an independent project in UE4 in my free-time >
> Blender has been pretty awesome, it has shortcomings, has promise, has some
> stuff that is better than anything out there, it's a mixed bag overall.
> 
>  -Probably going to have to get a Maya LT 2016 subscription very soon (because
> of the sad state of Blender FBX and reading a litany of eerily similar FBX
> issues in Houdini which would have been my first choice before Maya), >
> literally going to use Maya as a glorified exporter, otherwise mostly quite
> happy in Blender!.
>  -
> 
>   
>  Blender FBX/Normals (grade D-) :  Current biggest problems with Blender for
> game dev, is it's pretty horrible custom FBX solution and it's lackluster
> support (and only recently) for direct control over normals, tangents,
> bi-normals, etc..  It does have solid SMD export for Valve workshop stuff, but
> if your focus is on Unity/UE4, expect difficulties frustrations that I suspect
> will last until late into the year if not much longer.
> 
>  Poly-modeling (B+):  A few settings you need to know about, and whalakazam,
> you get something that is nearly as good as Softimage poly modeling.  It even
> does a few things far better than Softimage ever did, I find it to be far
> superior to Maya in this category.  It has become, and will remain my
> full-time go to modeling application.  (I have fully abandoned Softimage for
> better or worse)
> 
>  UI/Customizability (A-): It's fully open to customize or extend, and the
> Blender hot-key system once you learn it, is quite good > the default hotkeys
> aren't even half-bad but they aren't perfect either.  There are a plethora of
> very well done free and paid add-ons.  UI seems quirky at first, but once you
> learn it, you realize it's hiding a lot of power under the hood.  UI and
> Customize-ability is one of Blender's best features *but it's not immediately
> apparent, and takes reasonable dedication to fully appreciate.  It's better
> than Softimage and Maya on this front (for indie/small studio), however
> nothing to this day matches Softimages perfected defaults and standard hot-key
> set and it's near perfect consistency through-out different sections of the
> system, out of the box, -but surprisingly, Blender is by far, the closest of
> all to Softimage's elegance even though that is a tall order to fill.
> 
>  Documentation/Tutorials (A+): Mostly Free and a few good paid tutorials, out
> the wazzzooo.  The only software out there that I have used with equal
> tutorial/community support is Unreal Engine 4.
> 
>  UV's: (C-): Do-able, and the automatic stuff just works a lot better than
> Maya 2015's when I last tried it.  Some fine tune editing works quite well,
> while a few things related to fine tuning after automatic results, are
> frustratingly/maddening and time consuming, and that's what drops the entire
> grade (it would be very difficult to explain in text).  I found Softimage to
> have B+/A- UV features once you mastered it.
> 
>  Sculpting (B+/A-): For raw poly power, it's no ZBrush/Mudbox (Mudbox being my
> favorite of the two, aka. I hate the ZBrush UI)  However, if you follow some
> specific workflow guidelines, Blender has quite an amazing sculpting tool-set
> and so far it is my favorite sculpting package overall because of the ability
> to go back and forth between low-res base mesh poly-modeling and right back to
> sculpting detail and or  proto-typing.  Two types of sculpting, traditional
> for normal map/displacement/finished work and another type for rapid
> proto-typing, that allows you to create/collapse geometry on the fly, so you
> can proto-sculpt infinitely without caring 1 bit about the underlying mesh as
> it will create or delete geo as needed.  Has all your standard base brush
> needs, can make most any brush, some limitations but minor and I only have 1
> single sculpting add-on for Boolean cuts which works nicely, I've seen many,
> quite nice looking sculpting add-ons that I haven't yet explored, it's deep
> and it's bein

Re: Union bool for polygon-islands?

2015-04-20 Thread Thomas Volkmann
I didn't get any satisfying results with a polygonizer so far (losing the pointy
tips and getting some jitter during the growing). Maybe I just have to try
harder ;)
 
thx

> Alok Gandhi  hat am 20. April 2015 um 12:12
> geschrieben:
> 
>  you can use the oob polygonizer (Surface from point cloud) or better em
> polygonizer.
> 
>  On Mon, Apr 20, 2015 at 3:19 PM, Thomas Volkmann  <mailto:li...@thomasvolkmann.com> > wrote:
>> >Hi,
> > 
> >is it still ok to post Softimage questions? :/
> >I need to do some growing roots and I'm still not sure which way to go
> > for a clean geometry on the branch connections. GrowFX is using some
> > Metaball/Polygonizer stuff in these areas, and so far it seems to be the
> > best I can get. I would really love to do it in ICE for better control and
> > customization instead. But how do I get a nice geometry?
> >Imagine a couple of cylinders that are stuck into each other. When I do a
> > bool-Union operation on these (one after another) I get the topology I am
> > after.
> >But having only a single mesh with each cylinder being a polygon-island I
> > am a bit lost. Since there will be animation the whole system has to be live
> > as well...
> >Any ideas, or will it be GrowFX and my beloved 3dsMax then?
> > 
> >thanks,
> >Thomas
> >  > 
> 
>   
>  --
> 

 

Union bool for polygon-islands?

2015-04-20 Thread Thomas Volkmann
Hi,
 
is it still ok to post Softimage questions? :/
I need to do some growing roots and I'm still not sure which way to go for a
clean geometry on the branch connections. GrowFX is using some
Metaball/Polygonizer stuff in these areas, and so far it seems to be the best I
can get. I would really love to do it in ICE for better control and
customization instead. But how do I get a nice geometry?
Imagine a couple of cylinders that are stuck into each other. When I do a
bool-Union operation on these (one after another) I get the topology I am after.
But having only a single mesh with each cylinder being a polygon-island I am a
bit lost. Since there will be animation the whole system has to be live as
well...
Any ideas, or will it be GrowFX and my beloved 3dsMax then?
 
thanks,
Thomas

Re: Grease pencil for Softimage

2015-02-25 Thread Thomas Volkmann
Thanks Dan! I'll come back to this the next time (which is probably soon).
As for our Collada complaint it really didn't work out. The same with the other
complaints/suggestions I filed the last months:
- write renderlayers to separate exr files when not using multilayer-exr (yeah,
you can setup comp-nodes for that)
- settings that are stored in the installation folder override user settings,
instead of the other way round (basically making a preconfigured shared network
install impossible)
The answer is always it's me who is using it wrong :)
 

> Dan Yargici  hat am 25. Februar 2015 um 11:19
> geschrieben:
> 
>  Hey Thomas! Never could get anywhere with our Collada complaints could we ;)
>   
>  FBX import works great now (I'm using it currently) with two caveats.
>   
>  1 - You have to plot the transformations as they don't yet have support for
> accurately matching the various interpolation types/handles etc. (It's been
> worked on last time I checked).
>   
>  2 - The rotation order on your transforms in soft have to be set to XYZ
> (Which is the default). Might want to check you camera doesn't have it set to
> something else. If it does, constrain a null to it and plot that out. You can
> then just do a pose constraint to it in Blender.
>   
>  Other only tiny gripe is that you have to offset your keys back one frame (2
> seconds in the dopesheet though).
>   
>  Dan
> 
>  On Wed, Feb 25, 2015 at 7:58 AM, Thomas Volkmann  <mailto:li...@thomasvolkmann.com> > wrote:
>> >Speaking of integrating Blender into a pipeline: what do you use to
>> > get stuff in and out of Blender? Every couple of months I think "this
>> > would be nice to do in Blender" and then I spend too much time trying
>> > to get data in/out. Although the last stuff I tried with fbx didn't
>> > turn out that bad (camera rotation was messed up). Still waiting for a
>> > alembic plugin
> > 
> >cheers,
> >Thomas
> > 
> > 
> > > > > Cesar Saez < cesa...@gmail.com <mailto:cesa...@gmail.com> > hat am
> > > > > 24. Februar 2015 um 09:09 geschrieben:
> > > 
> > > Honestly, Blender's grease pencil is way better.
> > > Depending on your needs I'd consider adding Blender to the pipeline:
> > > it's free, portable, lightweight and the python API is not that bad.
> > > 
> > > On Tue, Feb 24, 2015 at 6:44 PM, Stephan Haitz  > > <mailto:sha...@3d-agenten.de> > wrote:
> > >   > > > >   Hi Pierre,
> > > > 
> > > >   look here:
> > > > 
> > > >   http://rray.de/xsi/
> > > >   (local backup)
> > > > 
> > > >   search for grease...
> > > > 
> > > >   Stephan
> > > > 
> > > > 
> > > > 
> > > >   > > > > >   Hi, team. I found this:
> > > > >   http://thiagocosta.net/tc-sketch-v11-grease-pencil-for-xsi/
> > > > >   (I know kinda retro), now the thing is trendy again (grease
> > > > > pencils), so I was wondering
> > > > >   if there ́s another site to download from, since you
> > > > > know...Autodesk...well...you get the idea.
> > > > >   Anyone with a valid url?
> > > > >   Thanks.
> > > > > 
> > > > >   http://www.thiagocosta.net/temp/TC_sketch_beta/
> > > > > 
> > > > >   --
> > > > >   Portfolio 2013 <http://be.net/3dcinetv>
> > > > >   Cinema & TV production
> > > > >   Video Reel <https://vimeo.com/3dcinetv/reel2012>
> > > > > 
> > > > >   > > > > > > > 
> > >> > 
> >  > 



Re: Grease pencil for Softimage

2015-02-24 Thread Thomas Volkmann
Speaking of integrating Blender into a pipeline: what do you use to get stuff in
and out of Blender? Every couple of months I think "this would be nice to do in
Blender" and then I spend too much time trying to get data in/out. Although the
last stuff I tried with fbx didn't turn out that bad (camera rotation was messed
up). Still waiting for a alembic plugin
 
cheers,
Thomas
 

> Cesar Saez  hat am 24. Februar 2015 um 09:09 geschrieben:
> 
>  Honestly, Blender's grease pencil is way better.
>  Depending on your needs I'd consider adding Blender to the pipeline: it's
> free, portable, lightweight and the python API is not that bad.
> 
>  On Tue, Feb 24, 2015 at 6:44 PM, Stephan Haitz   > wrote:
>> >Hi Pierre,
> > 
> >look here:
> > 
> >http://rray.de/xsi/
> >(local backup)
> > 
> >search for grease...
> > 
> >Stephan
> > 
> > 
> > 
> >> > >Hi, team. I found this:
> > >http://thiagocosta.net/tc-sketch-v11-grease-pencil-for-xsi/
> > >(I know kinda retro), now the thing is trendy again (grease
> > > pencils), so I was wondering
> > >if there ́s another site to download from, since you
> > > know...Autodesk...well...you get the idea.
> > >Anyone with a valid url?
> > >Thanks.
> > > 
> > >http://www.thiagocosta.net/temp/TC_sketch_beta/
> > > 
> > >--
> > >Portfolio 2013 
> > >Cinema & TV production
> > >Video Reel 
> > > 
> > >> >  > 



Re: Difference between ID to Location and Point Index To Location

2015-02-10 Thread Thomas Volkmann
ID is for particles and point index is for geo? ...I might be wrong
 

> Leonard Koch  hat am 10. Februar 2015 um 13:02
> geschrieben:
> 
>  Just out of curiosity, does anyone know the difference between the ID to
> Location and the Point Index To Location nodes?
>  According to their descriptions they seem to be the same.
>  Are they actually different or is this just an instance where a node got
> built twice by accident?
>   
>  -Leo
> 

 

Re: AbcExport Command

2015-01-29 Thread Thomas Volkmann
I can run that command just fine from the script editor. I copy and pasted from
this mail and just modified the outputpath.

> Juhani Karlsson  hat am 29. Januar 2015 um 16:35
> geschrieben:
> 
>  Hi,
> 
>  I`m having confusing times with the 2015 AbcExport command.
>  I can`t seem to get the arguments right. I have even tried to create empty
> scene with sphere and export it by hand and then copying the command arguments
> and running it with no success.
> 
>  This is what SI gives me when running the command trough menu :
> "Application.AbcExport("C:\\Users\\JUHANI\\Desktop\\export.abc", 1, 100,
> "sphere", False, "Ogawa", "Color, Scale, Size, PointVelocity, Orientation,
> AngularVelocity, Shape, StrandPosition, StrandVelocity, StrandDeform,
> StrandOrientation, StrandUpVector, StrandColor, StrandSize,
> ColorAlongStrands", "Materials, MaterialID, PointUserMotions", "")"
>   
>  and if I run it with python it gives me argument error.
>  I was suspecting it had something to do with the file path but I have made
> all sorts of variations without success. : / (and with selection and default
> values)
> 
>  Does anyone have any examples how to work with the command?
> 
>  Thanks,
>  - J
> 
>  --
>  --
>  Juhani Karlsson
>  3D Artist/TD
> 
>  Talvi Digital Oy
>  Pursimiehenkatu 29-31 b 2krs.
>  00150 Helsinki
>  +358 443443088
>  juhani.karls...@talvi.fi
>  
> 

 

Re: A little ICE Strand help?

2015-01-09 Thread Thomas Volkmann
Just from the top of my head, as I don't have time to set sth up right now:
 make two grids. On the first you set the positions where you want your strands
to be. This grid stays undeformed. The second grid is a copy of the first and
this one will be deformed. You can get the locations from grid one and use them
on the deformed grid with a compound called "reinterpret location on new
geometry". That way they should stick. I hope that gets you somewhere...
Or if your setup permits you can do it on one mesh using the emitLocation, or
some custom parameter for the location. This has to be stored before the push
operator and read afterwards...so you would need two ice trees for that.

cheers,
Thomas

> Morten Bartholdy  hat am 9. Januar 2015 um 16:33
> geschrieben:
> 
> 
>  I am generating strands from a grid which I want to deform with a push
> deformer and have the strands stick like fur when it does so. I am using Emit
> Strands and it works fine until I start deforming the grid - then the strands
> start moving around on the surface. I have tried sticking them to the emit
> location without any luck, so I am a bit stuck here.
> 
>  It is a setup I created a while ago which makes a grassy patch with various
> controls for length, bending, variation and non simulated turbulence for wind
> style animation, etc. so I can't readily use Kristinka or Paul Smiths Fuzz
> instead.
> 
>  Is there a way to use Emit Strands for this, or do I have to go with another
> strand generation method?
> 
> 
>  Thanks - Morten
> 
> 
> 
> 



Re: Turbulizing particle velocity and back (ICE)

2015-01-02 Thread Thomas Volkmann
For a start you could take a look inside the flow-along-curve compound and just
turbulize the direction slightly.
I made a quick test with this:

just added the turbulize and normalize node. And the compound is set to
"maintain speed". If you want the speed turbulized as well you have to make
changes accordingly.
Hope that helps!
Thomas




> David Rivera  hat am 2. Januar 2015 um 17:55
> geschrieben:
>
>
>
> Hello, I noticed long ago there was a post trying to turbulize particle
> velocity on a flow curve ICE setup.
>
> I'm trying to create a random movement of the particle while it's moving on
> the flow along curve node.
>
> What I did was to: get particle velocity, multiply it to a turbulize node and
> plug the result to a set particle velocity injected to emmit from grid execute
> port.
>
> This makes the particle go to random places emmited from the grid. But if I
> plug a flow along curve on the ice node, executing itself for every frame,
> then It is not random anymore because the flow along curve overrides the
> trajectory of the particle.
>
> The effect that I'm trying to accomplish is this: the particle should
> turbulize it's velocity while still flowing along the curve, but the turbulize
> factor that was multiplied should be (divided?) by the same amount it
> offsetted so it can go back (or oscilate) between it's original position and
> offset.
>
> I was checking out some of the functions for math on the set expression
> parameter menu for regular objects, and I thought to translate the oscilate
> function to ICE, but I have no idea where to tweak the flow along curve to
> achieve such effect.
>
> Could someone lend me a hand on this, please? :)
>
> Cheers.
>

Re: Buy Softimage - > is this a real shop?

2014-11-12 Thread Thomas Volkmann
But hey,  they have a workaround for the dog poo on the carpet... something like
this:  https://www.youtube.com/watch?v=KbOqsp3oUQI
 


> Raffaele Fragapane  hat am 13. November 2014 um
> 03:25 geschrieben:
> 
>  I know, right?
> 
>  It's like someone had their pet murdered and minced by the vet who was saying
> "it's nothing, don't worry, he'll be fine", and a few years later they would
> still resent a lying, puppy killing vet.
>  In that story the vet also invoiced and got paid several times over while he
> was beating the puppy's corpse (and allegedly having necrophiliac farm sex
> with it, but it's never been proven).
>  In the vet's defence, he did send a leprous, blind Labrador that routinely
> shits on the carpet as a replacement for the puppy, and insisted it's much
> better and only going to get even better with age.
> 
>  I totally can't see why or how people would be upset after all this time ;)
> 
>  On Thu, Nov 13, 2014 at 9:53 AM, Graham Bell   > wrote:
>> > Over 4 years ago, and people still won’t let it go…sigh.
> > 
> >From: softimage-boun...@listproc.autodesk.com
> >  [mailto:
> > softimage-boun...@listproc.autodesk.com
> >  ] On Behalf Of Eric Turman
> >Sent: 12 November 2014 22:46
> >To: softimage@listproc.autodesk.com
> > 
> >Subject: Re: Buy Softimage - > is this a real shop?
> > 
> >Kind of like Softimage's "bright" future ;P
> > 
> >On Wed, Nov 12, 2014 at 4:41 PM, Graham Bell < graham.b...@autodesk.com
> >   >  >> wrote:
> >If something looks too good to be true, it probably is.
> > 
> >--
> > 
> > 
> > 
> > 
> >-=T=-
> >  > 
> 
> 
>  --
>  Our users will know fear and cower before our software! Ship it! Ship it and
> let them flee like the dogs they are!
> 



Re: ADSK going Subscription only?

2014-10-02 Thread Thomas Volkmann
> 
>  future is bright..
> 



hahaha this made my day already! And I barely just arrived :)











Re: transparency and ambient occlusion

2014-09-30 Thread Thomas Volkmann
I think BA_raylength from the essentialpack should do this:
http://www.binaryalchemy.de/index_dev.htm

cheers,
Thomas

> Chris Marshall  hat am 30. September 2014 um 11:40
> geschrieben:
> 
>  Hi All,
>  I have a number of grids with a transparent texture on, like rough edged
> paper stacked up. But the ambient occlusion which is on the camera is picking
> up the edge of the geometry not the textured edge. I'm sure there's a way to
> sort this but can't figure.
> 
>  Thanks
> 
>  Chris
> 
> 



Re: Autodesk Rebrand Presentation Intro

2014-09-15 Thread Thomas Volkmann
knowing that they used c4d for that is as much fun as the soccer-worldcup
facepalm logo. made my day!


> Ognjen Vukovic  hat am 15. September 2014 um 15:44
> geschrieben:
> 
>  Oh, the irony of it all.
> 
>  On Mon, Sep 15, 2014 at 3:39 PM, Paulo Cesar Duarte   > wrote:
>> >Looks like Cinema 4d it's a good alternative, nice motion graphics.
> > 
> >https://vimeo.com/100812737
> > 
> > 
> > 
> > 
> >--
> >
> >  > 



Re: reload python modules

2014-09-01 Thread Thomas Volkmann
Wyy too simple! Isn't there something more sophisticated?

Works great, thanks! :)


> Oscar Juarez  hat am 1. September 2014 um 16:06
> geschrieben:
> 
>  I've reload simple modules, simply with python's reload() function
> 
> 
> 
> 
>  On Mon, Sep 1, 2014 at 3:58 PM, Thomas Volkmann  <mailto:li...@thomasvolkmann.com> > wrote:
>> >Hi,
> > 
> >is it possible to reload/refresh external python modules without
> > restarting si? I remember reading something about it some time ago, but I
> > can't find it right now.
> > 
> >thanks,
> >Thomas
> >  > 



reload python modules

2014-09-01 Thread Thomas Volkmann
Hi,

is it possible to reload/refresh external python modules without restarting si?
I remember reading something about it some time ago, but I can't find it right
now.

thanks,
Thomas

Re: Pre-modeled Threaded parts

2014-08-25 Thread Thomas Volkmann
Blender has a built-in bolt-factory. Just enable the addon.


> Paul Griswold  hat am 25. August 2014
> um 16:10 geschrieben:
> 
>  There's a plug-in for Lightwave called quickBolt.  It was fantastic for this
> sort of stuff:   http://www.iemedia.co.uk/product/plugins.htm
> 
>  I used to use it years ago for medical device animations where I had to match
> their threads exactly.
> 
>  Obviously you'd need Lightwave & this plugin is 25 pounds, but if you do a
> LOT of this kind of stuff it might be worth considering (I'm sure you could
> pick up an older copy of LW for a song these days).
> 
>  -Paul
> 
>  ᐧ
> 
> 
>  On Sun, Aug 24, 2014 at 7:41 PM, Ryan Maguire   > wrote:
>> >Hello,
> >Does anyone know of an online library or a add-on that allows for the
> > creation or import of male & female threaded parts real-world
> > dimensions.
> > 
> >Example*  I have modeled a gear shift and need to add a precise female
> > threaded part on the bottom.  If I could import already made .. Then I could
> > boolean to the poly model and export STL for 3D printing.
> > 
> >I have always been a softimage poly modeler ...But I don't think
> > softimage is capable of this kind of thing?
> > 
> >Thanks,
> >-Ryan
> >  > 



Re: uv queries in ice

2014-07-30 Thread Thomas Volkmann
Hi,

probably you need some NodeToVertex, NodeIndex, VertexToNodes stuff, but it's
hard to tell exactly without seeing what you are doing.
I guess you figured that much yourself :)


> Matt Morris  hat am 30. Juli 2014 um 13:08 geschrieben:
> 
>  Hi chaps, having a context brain fart.
> 
>  I've got a set of texture coordinates on a mesh, and would like to drive a
> weightmap by the V values, but am struggling to switch the context of the data
> from sample to vertex. Would love any pointers in the right direction.
> 
>  cheers,
>  matt
> 
> 
>  --
>  
> 



Re: Collada sequence import

2014-06-13 Thread Thomas Volkmann
You could use a script to import the files and animate the visibility options
according to the file/frame number.
If I remember correctly there was an obj-sequence importer which does that. If
it really exists and my mind isn't just playing tricks on me, you should
probably find it on rray.de.

cheers,
Thomas


> Kevin mc bride  hat am 13. Juni 2014 um 14:18 geschrieben:
> 
>  Hi Guys,
> 
>  Im trying to import some collada files that have vertex color information
> included.
>  My tests so far on a single file frame with a color map lookup are working
> fine.
> 
>  Im just looking for a way to import a sequence where each file is on one
> single frame of the sequence, is there a way to do this that I am missing?
> 
>  I could be completely missing something simple?
> 
>  Kev
> 



Re: BUG!?: Path-constrain tangency on closed curves

2014-05-26 Thread Thomas Volkmann
Let's hope so! This feature is basic enough to be high on the priority list



> Eric Turman  hat am 26. Mai 2014 um 17:18 geschrieben:
> 
>  Correct. I reported the bug at the end of the beta for 2015, it works fine in
> 2013 but breaks after 2014.
> 
>  I hope that this regression bug is a low hanging fruit that they can get to
> soon.
> 
> 
>  On Mon, May 26, 2014 at 10:10 AM, Thomas Volkmann  <mailto:li...@thomasvolkmann.com> > wrote:
>> >Hi,
> > 
> >we just opened up an old scene and found that some objects were moving
> > strange on their curves. It seems some bug was introduced to the
> > path-constrain operator when using closed curves and tangency. Tangency is
> > doing something wrong.
> > 
> >A little python-script to reproduce:
> > 
> > 
> >Application.NewScene("", "")
> >Application.SICreateCurve("crvlist", 3, 0)
> >Application.SIAddPointOnCurveAtEnd("crvlist", -4.12493302610738, 0,
> > -1.5985306969839, False, 0, "")
> >Application.SIAddPointOnCurveAtEnd("crvlist", -1.94612224821476, 0,
> > -2.72067807367415, False, 0, "")
> >Application.SIAddPointOnCurveAtEnd("crvlist", 2.89802986962416, 0,
> > -3.2076476899737, False, 0, "")
> >Application.SIAddPointOnCurveAtEnd("crvlist", 6.282590301302, 0,
> > 1.95846476120408, False, 0, "")
> >Application.SIAddPointOnCurveAtEnd("crvlist", 0.973061124107382, 0,
> > 4.54152098679297, False, 0, "")
> >Application.SIAddPointOnCurveAtEnd("crvlist", -2.87687636692617, 0,
> > 3.71578989828504, False, 0, "")
> >Application.SIAddPointOnCurveAtEnd("crvlist", -5.01338013942281, 0,
> > 1.09038848867011, False, 0, "")
> >Application.ApplyTopoOp("CrvOpenClose", "crvlist", 3,
> > "siPersistentOperation", "")
> >Application.ActivateObjectSelTool("")
> >Application.ActivateObjectSelTool("")
> >Application.GetPrim("Null", "", "", "")
> >Application.ApplyCns("Path", "null", "crvlist", "")
> >Application.SetValue("null.kine.pathcns.perc", 3.646, "")   # on linux
> > the objects rotation will be nan when this is 0 and tangency gets activated
> >Application.SetValue("null.kine.pathcns.tangent", True, "")
> >Application.SetValue("null.kine.pathcns.dirx", 0, "")
> >Application.SetValue("null.kine.pathcns.diry", 0, "")
> >Application.SetValue("null.kine.pathcns.dirz", 1, "")
> >Application.SetValue("null.kine.pathcns.upvct_active", True, "")
> > 
> > 
> > 
> >When you now move the path age slider you will notice that the null
> > doesn't align to the curve like it should.
> > 
> >Some observations:
> >+ was introduced either with 2014SP1 or SP2  (works in 2014 but not in
> > SP2 or 2015, don't have SP1 available atm)
> >+ only closed handmade curves are affected (but not
> > getPrimitve->curve->circle)
> >+ null rotation becomes 'nan' on linux when path-age is 0 and tangency is
> > activated (no problem on windows)
> > 
> >Please please fix it for for the absolute final Softimage version!
> > 
> >cheers,
> >Thomas
> > 
> >  > 
> 
> 
>  --
> 
> 
> 
> 
>  -=T=-
> 



BUG!?: Path-constrain tangency on closed curves

2014-05-26 Thread Thomas Volkmann
Hi,

we just opened up an old scene and found that some objects were moving strange
on their curves. It seems some bug was introduced to the path-constrain operator
when using closed curves and tangency. Tangency is doing something wrong.

A little python-script to reproduce:


Application.NewScene("", "")
Application.SICreateCurve("crvlist", 3, 0)
Application.SIAddPointOnCurveAtEnd("crvlist", -4.12493302610738, 0,
-1.5985306969839, False, 0, "")
Application.SIAddPointOnCurveAtEnd("crvlist", -1.94612224821476, 0,
-2.72067807367415, False, 0, "")
Application.SIAddPointOnCurveAtEnd("crvlist", 2.89802986962416, 0,
-3.2076476899737, False, 0, "")
Application.SIAddPointOnCurveAtEnd("crvlist", 6.282590301302, 0,
1.95846476120408, False, 0, "")
Application.SIAddPointOnCurveAtEnd("crvlist", 0.973061124107382, 0,
4.54152098679297, False, 0, "")
Application.SIAddPointOnCurveAtEnd("crvlist", -2.87687636692617, 0,
3.71578989828504, False, 0, "")
Application.SIAddPointOnCurveAtEnd("crvlist", -5.01338013942281, 0,
1.09038848867011, False, 0, "")
Application.ApplyTopoOp("CrvOpenClose", "crvlist", 3, "siPersistentOperation",
"")
Application.ActivateObjectSelTool("")
Application.ActivateObjectSelTool("")
Application.GetPrim("Null", "", "", "")
Application.ApplyCns("Path", "null", "crvlist", "")
Application.SetValue("null.kine.pathcns.perc", 3.646, "")   # on linux the
objects rotation will be nan when this is 0 and tangency gets activated
Application.SetValue("null.kine.pathcns.tangent", True, "")
Application.SetValue("null.kine.pathcns.dirx", 0, "")
Application.SetValue("null.kine.pathcns.diry", 0, "")
Application.SetValue("null.kine.pathcns.dirz", 1, "")
Application.SetValue("null.kine.pathcns.upvct_active", True, "")



When you now move the path age slider you will notice that the null doesn't
align to the curve like it should.

Some observations:
+ was introduced either with 2014SP1 or SP2  (works in 2014 but not in SP2 or
2015, don't have SP1 available atm)
+ only closed handmade curves are affected (but not getPrimitve->curve->circle)
+ null rotation becomes 'nan' on linux when path-age is 0 and tangency is
activated (no problem on windows)

Please please fix it for for the absolute final Softimage version!

cheers,
Thomas


Re: Ice UV

2014-05-21 Thread Thomas Volkmann
I should have read your post to the end, since this was exactly what you were
doing... so no news then from my end. Except for a very helpful: "Normally it
shouldn't crash that way"


> Thomas Volkmann  hat am 21. Mai 2014 um 14:17
> geschrieben:
> 
>  I think you can generate a new(real) UVset and write the ICE-UVs to it.
> Something like: getData(ICE-UVs)->setData(newUVs)
>  I don't have SI open right now, but that should work somehow hopefully
> 
> 
>   > > Stefan Kubicek  hat am 21. Mai 2014 um 13:51
>   > > geschrieben:
> > 
> >   What format are you trying to export to?
> >   I don't know of any tool or exporter that would translate ICE UVs to
> > standard UVs (worst case though I'm pretty sure that could be scripted), but
> > that doesn't mean it doesn't exist.
> >   Have you looked at Alembic or emTopolizer? I believe to have read that the
> > latter does ICE geo baking to standard geometry, maybe it handles the UVs as
> > well?
> > 
> >   Eric?
> > 
> > 
> > 
> >> > >Hi List
> > > 
> > >I was wondering if anyone had a way of getting ice UV's out from ice
> > > and onto geometry, I basically have some strands that are deforming. I
> > > have a empty poly that has strands extrusion applied, I can access the uv
> > > that it generates in the render tree but I need to export this geo out of
> > > softimage so need to bake the uv down onto the actual geo.
> > > 
> > >I was looking at this but was wondering if there was a better workflow
> > > in place now.
> > > 
> > > 
> > > 
> > >Simon Anderson simonbenandersonl...@gmail.com
> > > <mailto:simonbenandersonl...@gmail.com>  via
> > > <http://support.google.com/mail/bin/answer.py?hl=en-GB&answer=1311182&ctx=mail&authuser=1>
> > >  <http://listproc.autodesk.com>
> > > 
> > >15/08/2012
> > > 
> > >to softimage
> > > 
> > > 
> > >looks like something out of Mortal Combat..
> > > 
> > >- Get Empty Mesh
> > >- Apply ICETree (Create Topo-Part)
> > >- Freeze
> > >- Planar TextureProjection
> > >- Freeze
> > >- Apply ICETree (Create UV-Part)
> > >- Freeze
> > >- Freeze
> > >- Freeze
> > >- [..]
> > >- Open TextureEditor -> Crash
> > > 
> > > 
> > >Thnaks for any help.
> > > 
> > >Alex.
> > > 
> > >   > > 
> > 
> >   --
> > 
> >   -
> >  Stefan Kubicek ste...@keyvis.at
> >   -
> > Alfred Feierfeilstraße 3
> >   A-2380 Perchtoldsdorf bei Wien
> >Phone: +43 (0) 699 12614231
> > <http://www.keyvis.at>
> >This email and its attachments are
> >   confidential and for the recipient only
> > 
> >  > 
> 
> 



Re: Ice UV

2014-05-21 Thread Thomas Volkmann
I think you can generate a new(real) UVset and write the ICE-UVs to it.
Something like: getData(ICE-UVs)->setData(newUVs)
I don't have SI open right now, but that should work somehow hopefully


> Stefan Kubicek  hat am 21. Mai 2014 um 13:51
> geschrieben:
> 
>  What format are you trying to export to?
>  I don't know of any tool or exporter that would translate ICE UVs to standard
> UVs (worst case though I'm pretty sure that could be scripted), but that
> doesn't mean it doesn't exist.
>  Have you looked at Alembic or emTopolizer? I believe to have read that the
> latter does ICE geo baking to standard geometry, maybe it handles the UVs as
> well?
> 
>  Eric?
> 
> 
> 
>   > >   Hi List
> > 
> >   I was wondering if anyone had a way of getting ice UV's out from ice and
> > onto geometry, I basically have some strands that are deforming. I have a
> > empty poly that has strands extrusion applied, I can access the uv that it
> > generates in the render tree but I need to export this geo out of softimage
> > so need to bake the uv down onto the actual geo.
> > 
> >   I was looking at this but was wondering if there was a better workflow in
> > place now.
> > 
> > 
> > 
> >   Simon Anderson simonbenandersonl...@gmail.com
> >   via
> > 
> >  
> > 
> >   15/08/2012
> > 
> >   to softimage
> > 
> > 
> >   looks like something out of Mortal Combat..
> > 
> >   - Get Empty Mesh
> >   - Apply ICETree (Create Topo-Part)
> >   - Freeze
> >   - Planar TextureProjection
> >   - Freeze
> >   - Apply ICETree (Create UV-Part)
> >   - Freeze
> >   - Freeze
> >   - Freeze
> >   - [..]
> >   - Open TextureEditor -> Crash
> > 
> > 
> >   Thnaks for any help.
> > 
> >   Alex.
> > 
> >  > 
> 
>  --
> 
>  -
> Stefan Kubicek ste...@keyvis.at
>  -
>Alfred Feierfeilstraße 3
>  A-2380 Perchtoldsdorf bei Wien
>   Phone: +43 (0) 699 12614231
>
>   This email and its attachments are
>  confidential and for the recipient only
> 



Re: Spawn on trigger once?

2014-05-19 Thread Thomas Volkmann
You could give your particles a custom attribute (e.g. hasClone) set to False by
default, and True when they get cloned. Only clone when hasClone==False.

> olivier jeannel  hat am 19. Mai 2014 um 11:23
> geschrieben:
>
>
> I'm sure it is going to be obvious...
>
> With Spawn on Trigger (or ClonePoint) I'd like the particles that are
> inside a volume to be cloned (and Not deleted) once.
> I can have the particles (inside volume) to be cloned once and then deleted,
> I can have the particles (inside a volume) duplicated every frame.
>
> But just cloned once, I can't. I could have Inside_Volume /And/
> TestCurrentFrame so that they are just spawned once, but I'd like to
> just filter with a volume.
>
>
> I tried Execute once, but it does nothing.
>
> Thought it would be straightforward but 
>
>
> Any idea ?
>
> Thank's guys !
>
>
>

Re: [OT] Regarding Blender

2014-05-05 Thread Thomas Volkmann
The crtiticism of Blenders UI had some valid points, but his proposals to make
it better were horrible as hell.
The UI isn't really that bad! Differen't but not (that) bad.

As for the non-negotiable z-up axis:  3dsMax is z-up as well  (wich really isn't
a plus for either Blender or Max, but it shows that's not a showstopper).

cheers,
Thomas


> "Leendert A. Hartog"  hat am 5. Mai 2014 um 15:51
> geschrieben:
>
>
> I don't think Blenders GUI is the big problem either.
> The big problem would seem to be the somewhat rigid thinking behind it,
> as demonstrated by mister Roosendaals rebuttal of Andrew Price's
> criticism of Blenders GUI.
> Ton Roosendaals comments can be found here, BTW: http://waa.ai/44Gx
>
> Greetz
> Leendert
>
> --
>
> Leendert A. Hartog AKA Hirazi Blue
> Administrator NOT the owner of si-community.com
>
>

Re: GridData on Linux-Issue

2014-04-30 Thread Thomas Volkmann

What is the error you get?
It seems to work at my end (except for i being undefined), and the 
GridData.InsertRow example from the SDK is working fine as well.

It's 2014SP2 though on Fedora20.

cheers,
Thomas


On 04/30/2014 08:08 PM, Vincent Ullmann wrote:

Hi List,

a plugin i write a few weeks ago, workes fine in Softimage for 
Windows, but doesnt in Softimage for Linux.

I made a little Debug-Version (see attatchment).

What basicaly failes might be this line:
[54] gridPar = PPG.grid.value

Does anyone know how the get the GridData-Parameter from a 
PPG-Callback (eg. _onInit) ??


Cheers
Vincent



TestSystems:
- multiple Windows7-Mashines + XSI2014
vs.
- CentOS 6.2 + XSI2013




Re: [OT] : Automated green screen removal / keying

2014-04-25 Thread Thomas Volkmann
Sounds like a fun project!
You could take a look at Cortex-vfx and Gaffer as well.
https://code.google.com/p/cortex-vfx/
http://imageengine.github.io/gaffer/
O even TuttleOFX: http://opensource.mikrosimage.eu/tuttle.html
I didn't have the chance to do anything with these, but maybe it's even a better
option than ImageMagick.
Let me know how it goes :)


> Alok Gandhi  hat am 25. April 2014 um 09:09
> geschrieben:
> 
>  Thanks Thomas, I have developed using ImageMagick before but never thought of
> that. It can be all done in python with a nice UI in QT. Cool thanks.
> 
> 
>  On Fri, Apr 25, 2014 at 12:33 PM, Thomas Volkmann  <mailto:li...@thomasvolkmann.com> > wrote:
>> >ImageMagick maybe?
>> >  http://www.imagemagick.org/discourse-server/viewtopic.php?t=14394
> >Blender should be easy to set up for this as well.
> > 
> > 
> > > > > Alok Gandhi < alok.gandhi2...@gmail.com
> > > > > <mailto:alok.gandhi2...@gmail.com> > hat am 25. April 2014 um
> > > > > 07:32 geschrieben:
> > > 
> > > I am looking for an application which can do automated keying.
> > > 
> > > A client of mine wants to get an automated process, used by non-artist
> > > with some kind of interface to do automated keying.
> > > 
> > > I was thinking of doing a nuke script / plugin to do this.
> > > 
> > > Any other ideas ?
> > > 
> > > 
> > > --
> > > 
> > >> > 
> > 
> >  > 
> 
> 
>  --
> 



Re: [OT] : Automated green screen removal / keying

2014-04-25 Thread Thomas Volkmann
ImageMagick maybe?
http://www.imagemagick.org/discourse-server/viewtopic.php?t=14394
Blender should be easy to set up for this as well.


> Alok Gandhi  hat am 25. April 2014 um 07:32
> geschrieben:
> 
>  I am looking for an application which can do automated keying.
> 
>  A client of mine wants to get an automated process, used by non-artist with
> some kind of interface to do automated keying.
> 
>  I was thinking of doing a nuke script / plugin to do this.
> 
>  Any other ideas ?
> 
> 
>  --
> 



Re: Soft 2014 in Linux is "always-on-top"?

2014-03-28 Thread Thomas Volkmann

Since it was annoying me so much -> take the mainwin folder from 2013
Starts up just fine and I can use fluxbox again (instead of KDE where 
the problem didn't occur).


cheers,
Thomas

On 07/09/2013 11:54 PM, Alan Fregtman wrote:

Hey guys,

Anybody out there using Soft2014 with Linux have the problem that it 
sits always-on-top of every other window?


It's pretty annoying and I'm wondering if it's just me. We're on 
CentOS at work.


Cheers,

   -- Alan






Re: Open Letter to Carl Bass

2014-03-16 Thread Thomas Volkmann

What questions is he asking???


On Mar 16, 2014, at 1:24 PM, Chris Vienneau  wrote:

Just to let everyone know Carl got the letter and is asking questions and will 
write back when he gets into the office on Monday.





Re: A germ of an idea.

2014-03-13 Thread Thomas Volkmann

+111!1!

On 03/13/2014 09:53 PM, Paul wrote:
The best way of actually kicking ad I. The nuts isn't the film itself. 
It's making a mass appeal in the film enough to get the media interested.
The film will go viral if it's visually spectacular and can be 
identified with in more general rage against the machine terms,  not a 
very specific gripe between users and a software supplier.






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