Re: attach objects to end of strand

2018-03-08 Thread Francisco Criado
Thanks for the tip Paul! Will try it today!
Cheers.
Francisco

El mié., 7 de mar. de 2018 13:16,  escribió:

> Yes.
>
> Filter out the position of the point you want. By ID  or whatever.
> Then get “set average” of the output of the filter ( to bring it into
> object context rather than point)
> Then use that value to drive the Translation value of SRT to matrix and
> use the resulting matrix to drive the Global Kine of the object.
>
> If you want to drive the rotation of the object , you can set the rotation
> by using the normal of the emitting object and have that rotation plugged
> into the SRT too(find it  via emit location or find closest location to
> geo) . Or if there is no object, you’ll have to make your own rotation. You
> could do this by using the strand itself.
> Filter out the strand positions. Select 0 and 1 from the array, subtract
> one from the other and use the resulting vector as a direction to
> rotation.. You’ll need to also give it an up vector, but I can’t really
> help with that without looking at whats appropriate in your scene.
>
>
> *From:* Francisco Criado 
> *Sent:* Wednesday, March 07, 2018 3:59 PM
> *To:* Official Softimage Users Mailing
> List.https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=F0etW3CrYVChlmiP6ZwubpHIeuuKuctD5tCYBP5vauA&s=3go5RtJKO-KEH0MwLEOHLn-oWJDMH04aUKSL8-2B1p4&e=
> 
> *Subject:* attach objects to end of strand
>
> Hi guys, been a while since using Softimage over here!
> Simple question (maybe not that simple)
> Using for example the Particle Strands Growing Roots scene, from the
> samples db, i would like to connect at the location of the particle, a
> simple geometry and keep the original shape of the strand in the strand
> itself (segment). Any quick ideas?
>
> Thanks in advance!
>
> Francisco.
>
>
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attach objects to end of strand

2018-03-07 Thread Francisco Criado
Hi guys, been a while since using Softimage over here!
Simple question (maybe not that simple)
Using for example the Particle Strands Growing Roots scene, from the
samples db, i would like to connect at the location of the particle, a
simple geometry and keep the original shape of the strand in the strand
itself (segment). Any quick ideas?

Thanks in advance!

Francisco.


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Re: OT: Virtual Reality RnD

2018-01-23 Thread Francisco Criado
Nicolas! Thanks for the reply! I'm sending you an email to keep on contact
about what you are doing on VR.

Cheers,
Francisco.

El 21 ene. 2018 6:06 a.m., "Enter Reality" <3dv...@gmail.com> escribió:

> Thanks everyone!
>
> @Francisco: I'm using 8 because I'm not using the Vive itself for head
> tracking ( because of the cable I have limited range of movement ), so I
> replaced it with a tracker.
> Also I added 2 trackers fore the elbows, but I can also not use those if I
> add props ( swords or general objects ), in order to also be able to have a
> 1:1 objects movement as well, which comes very handy for cutscenes.
> I'm streaming everything into UE4, using it as a sort of recorder, and the
> nice thing is that I can add specific features, like realtime adjustment of
> the constraints for handling objects with 2 hands and other very usefull
> stuff.
>
> The Noitom gloves are an evolution of the gloves from the Perception
> Neuron suit.
> The principle is the same, but in order for the gloves to work by
> themselves they use a Vive Tracker for each, which gave only the positional
> data, while the rotation is given by the IMU sensor on the hand.
> You also have a dongle, which ensure no lag at all.
> For the setup I used ( IKinema + VR Gloves ) I basically get only the data
> from the fingers, while everything else is driven by IKinema Orion.
> If you're interested they will get preorders for the gloves starting next
> week, so check the website ;)
>
> I created a bit ago a custom setup in order to use just the Perception
> Neuron gloves with the Vive Trackers, by also adding interactivity in VR (
> grab, teleport, very similar to the video I posted ), but with these new
> gloves the data is much more reliable, even if they do require
> demagnetization once in a while ( especially if you wear them while working
> using mouse and keyboard )
>
> @Pierre: I know nothing about scripting, and coming from Softimage the
> node-based logic setup is incredibly quick to use and to create prototypes.
> Trust me, even if you don't exactly know how to create something at first,
> the docs are quite good and there are tons of tutorials around for
> everything ( not only gaming ), so chances are that if you want to develop
> something withjout going nuts yuou'll be able to.
> Also, Maya is still awfull :D
>
>
> If anyone is interested I'll be soon offering the full body mocap solution
> as a service, and I'm creating custom VR solution for the industry outside
> gaming, so if you're interested feel free to contact me at
> esposit...@enter-reality.it
>
> If you have further questions let me know!
>
> Cheers
>
> Nicolas
>
> 2018-01-21 2:46 GMT+01:00 Pierre Schiller 
> :
>
>> OH MAN! Makes me want to run to UE4 again. But just like Maya, tends to
>> be over excessively complex for finite and defined tasks.
>> Regardless, I´m speechless over your demo. Breath taking!
>> Cheers.
>>
>> On Sat, Jan 20, 2018 at 1:52 PM, Francisco Criado 
>> wrote:
>>
>>> Nicolas, very nice work there! May i ask why are you using 8 vive
>>> trackers? We are using 5 and we get full body tracking (without fingers).
>>> By the way which is your opinion from Noitom gloves? We bought 3 years ago
>>> their mocap solution and it was not good enough for production.
>>> Cheers,
>>> Francisco.
>>>
>>>
>>> El 19 ene. 2018 12:04 p.m., "Morten Bartholdy" 
>>> escribió:
>>>
>>> Pretty cool :)
>>> Thanks for sharing :)
>>>
>>> Morten
>>>
>>>
>>>
>>> > Den 19. januar 2018 klokken 14:58 skrev Enter Reality <
>>> 3dv...@gmail.com>:
>>> >
>>> >
>>> > Hi all,
>>> >
>>> > I've been experimenting quite a bit using the HTC Vive lately, and
>>> Noitom
>>> > was kind enough to sent me a pair of Hi5 VR Gloves.
>>> >
>>> > I recently got 8 Vive Trackers and I tested everything using IKinema
>>> Orion
>>> > for realtime motion capture inside the Unreal Engine 4, combined with
>>> the
>>> > VR gloves, in order to get full body motion capture ( fingers included
>>> )
>>> > and I'm quite surprised by the results.
>>> >
>>> > Full Body Mocap with IKinema Orion and Noitom Hi5 VR Gloves
>>> > <https://urldefense.proofpoint.com/v2/url?u=https-3A__www.yo
>>> utube.com_watch-3Fv-3DHjdpJD4MLDc&d=DwIBaQ&c=76Q6Tcqc-t2x0ci
>>> Wn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529

Re: OT: Virtual Reality RnD

2018-01-20 Thread Francisco Criado
Nicolas, very nice work there! May i ask why are you using 8 vive trackers?
We are using 5 and we get full body tracking (without fingers). By the way
which is your opinion from Noitom gloves? We bought 3 years ago their mocap
solution and it was not good enough for production.
Cheers,
Francisco.


El 19 ene. 2018 12:04 p.m., "Morten Bartholdy" 
escribió:

Pretty cool :)
Thanks for sharing :)

Morten



> Den 19. januar 2018 klokken 14:58 skrev Enter Reality <3dv...@gmail.com>:
>
>
> Hi all,
>
> I've been experimenting quite a bit using the HTC Vive lately, and Noitom
> was kind enough to sent me a pair of Hi5 VR Gloves.
>
> I recently got 8 Vive Trackers and I tested everything using IKinema Orion
> for realtime motion capture inside the Unreal Engine 4, combined with the
> VR gloves, in order to get full body motion capture ( fingers included )
> and I'm quite surprised by the results.
>
> Full Body Mocap with IKinema Orion and Noitom Hi5 VR Gloves
> 
>
> I've also done a bit of RnD using CAD models into UE4 and integrating
> gestures for the VR gloves, creating simulations and job training in VR.
>
> RnD Job Training and Welding Simulation
> 
>
> If you have any questions or comment you're welcome :)
>
> Cheers
>
> Nicolas
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Re: lagoa pouring liquid

2017-06-28 Thread Francisco Criado
Hi Jonathan!

thanks a lot, already remember there was a polygonizer. Just forgot how was
the methodolgy... thanks again!!

Cheers,

Francisco.


2017-06-28 16:02 GMT-03:00 Jonathan Moore :

> snap!  :)
>
> On 28 Jun 2017, at 20:01, Jonathan Moore 
> wrote:
>
> You’ll need to use Eric Mootzoids excellent emPolygonizer to mesh the
> Lagoa particles. There’s a free version with the later versions of
> Softimage but you’ll get better with the paid version.
>
> http://www.mootzoid.com/plugin/empolygonizer5
>
> Have a play with the free version first as it might be fine for your
> needs. If you’re happy to get granular with ICE Eric has another suite of
> tools that are worth a look emTopilizer
>
> http://www.mootzoid.com/plugin/emtopolizer2
>
> On 28 Jun 2017, at 19:45, Francisco Criado  wrote:
>
> Hi guys!
>
> Its been a while since using softimage, and just cant remember how to add
> material and render a simple water drop made with lagoa  pouring liquid. I
> just got a simple simulation made with it, but cante remember how to
> convert the simulation to a fluid like model...
>
> Thanks in advance!
>
> Francisco.
>
>
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lagoa pouring liquid

2017-06-28 Thread Francisco Criado
Hi guys!

Its been a while since using softimage, and just cant remember how to add
material and render a simple water drop made with lagoa  pouring liquid. I
just got a simple simulation made with it, but cante remember how to
convert the simulation to a fluid like model...

Thanks in advance!

Francisco.


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Re: STmaps or UVmaps

2017-05-10 Thread Francisco Criado
Hi Morten,

sorry for the late reply, got it working. Thanks a lot for the tips!

Cheers,

Francisco.


2017-04-18 9:36 GMT-03:00 Morten Bartholdy :

> Well you could map two gradients, a black to red horizontally and a black
> to green vertically and combine the two in a mixer.
>
> You should probably use linear interpolation in the gradient.
>
> MB
>
>
>
> > Den 15. april 2017 klokken 21:49 skrev Francisco Criado <
> malcriad...@gmail.com>:
> >
> >
> > Hi guys,
> >
> > still couldnt resolve this issue, if anyone has a tip on this is more
> than
> > welcome!
> >
> > F.
> >
> >
> > 2017-04-07 9:49 GMT-03:00 Francisco Criado :
> >
> > > Well,
> > >
> > > it seems our redshift version doesnt have that node :S (must be an old
> > > license) so..any other sugestiosng are appreciated!
> > >
> > > Thanks,
> > > F.
> > >
> > >
> > > 2017-04-07 9:06 GMT-03:00 Francisco Criado :
> > >
> > >> Thats exactly what i was looking for! Thanks Morten!
> > >>
> > >> Greetings,
> > >>
> > >> Francisco
> > >>
> > >> 2017-04-07 7:20 GMT-03:00 Morten Bartholdy :
> > >>
> > >>> Do you mean rendering out a rgb pass for remapping textures in
> > >>> compositing in Nuke or similar?
> > >>>
> > >>> Plug a Redshift_State nodes uvwcoord into Surface and you should be
> > >>> good. See attached.
> > >>>
> > >>> MB
> > >>>
> > >>>
> > >>> > Den 6. april 2017 klokken 20:07 skrev Francisco Criado <
> > >>> malcriad...@gmail.com>:
> > >>> >
> > >>> >
> > >>> > Hi guys,
> > >>> >
> > >>> > long time since i wrote to the group.
> > >>> > Im looking for a way to export stmaps or uvmaps from a geometry in
> > >>> > Softimage to use this later on post. The renderer is redshift, if
> > >>> anyone
> > >>> > knows a tip, is more than welcome!
> > >>> >
> > >>> > Francisco.
> > >>> >
> > >>> >
> > >>> > --
> > >>> > --
> > >>> > 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.
> > >>>
> > >>
> > >>
> > >>
> > >> --
> > >>
> > >>
> > >>
> > >
> > >
> > > --
> > >
> > >
> > >
> >
> >
> > --
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Re: STmaps or UVmaps

2017-04-15 Thread Francisco Criado
Hi guys,

still couldnt resolve this issue, if anyone has a tip on this is more than
welcome!

F.


2017-04-07 9:49 GMT-03:00 Francisco Criado :

> Well,
>
> it seems our redshift version doesnt have that node :S (must be an old
> license) so..any other sugestiosng are appreciated!
>
> Thanks,
> F.
>
>
> 2017-04-07 9:06 GMT-03:00 Francisco Criado :
>
>> Thats exactly what i was looking for! Thanks Morten!
>>
>> Greetings,
>>
>> Francisco
>>
>> 2017-04-07 7:20 GMT-03:00 Morten Bartholdy :
>>
>>> Do you mean rendering out a rgb pass for remapping textures in
>>> compositing in Nuke or similar?
>>>
>>> Plug a Redshift_State nodes uvwcoord into Surface and you should be
>>> good. See attached.
>>>
>>> MB
>>>
>>>
>>> > Den 6. april 2017 klokken 20:07 skrev Francisco Criado <
>>> malcriad...@gmail.com>:
>>> >
>>> >
>>> > Hi guys,
>>> >
>>> > long time since i wrote to the group.
>>> > Im looking for a way to export stmaps or uvmaps from a geometry in
>>> > Softimage to use this later on post. The renderer is redshift, if
>>> anyone
>>> > knows a tip, is more than welcome!
>>> >
>>> > Francisco.
>>> >
>>> >
>>> > --
>>> > --
>>> > 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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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>>
>>
>>
>
>
> --
>
>
>


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Re: STmaps or UVmaps

2017-04-07 Thread Francisco Criado
Well,

it seems our redshift version doesnt have that node :S (must be an old
license) so..any other sugestiosng are appreciated!

Thanks,
F.


2017-04-07 9:06 GMT-03:00 Francisco Criado :

> Thats exactly what i was looking for! Thanks Morten!
>
> Greetings,
>
> Francisco
>
> 2017-04-07 7:20 GMT-03:00 Morten Bartholdy :
>
>> Do you mean rendering out a rgb pass for remapping textures in
>> compositing in Nuke or similar?
>>
>> Plug a Redshift_State nodes uvwcoord into Surface and you should be good.
>> See attached.
>>
>> MB
>>
>>
>> > Den 6. april 2017 klokken 20:07 skrev Francisco Criado <
>> malcriad...@gmail.com>:
>> >
>> >
>> > Hi guys,
>> >
>> > long time since i wrote to the group.
>> > Im looking for a way to export stmaps or uvmaps from a geometry in
>> > Softimage to use this later on post. The renderer is redshift, if anyone
>> > knows a tip, is more than welcome!
>> >
>> > Francisco.
>> >
>> >
>> > --
>> > --
>> > Softimage Mailing List.
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>> with "unsubscribe" in the subject, and reply to confirm.
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>
>
>
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Re: STmaps or UVmaps

2017-04-07 Thread Francisco Criado
Thats exactly what i was looking for! Thanks Morten!

Greetings,

Francisco

2017-04-07 7:20 GMT-03:00 Morten Bartholdy :

> Do you mean rendering out a rgb pass for remapping textures in compositing
> in Nuke or similar?
>
> Plug a Redshift_State nodes uvwcoord into Surface and you should be good.
> See attached.
>
> MB
>
>
> > Den 6. april 2017 klokken 20:07 skrev Francisco Criado <
> malcriad...@gmail.com>:
> >
> >
> > Hi guys,
> >
> > long time since i wrote to the group.
> > Im looking for a way to export stmaps or uvmaps from a geometry in
> > Softimage to use this later on post. The renderer is redshift, if anyone
> > knows a tip, is more than welcome!
> >
> > Francisco.
> >
> >
> > --
> > --
> > Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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STmaps or UVmaps

2017-04-06 Thread Francisco Criado
Hi guys,

long time since i wrote to the group.
Im looking for a way to export stmaps or uvmaps from a geometry in
Softimage to use this later on post. The renderer is redshift, if anyone
knows a tip, is more than welcome!

Francisco.


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Re: render 360

2016-12-28 Thread Francisco Criado
I forgot to mention that if you want to go to youtube 360 or facebook you
will have to use:

https://github.com/google/spatial-media/releases

Its quite simple to use!

Greetings!

Francisco

On Dec 28, 2016 8:57 AM, "Kris Rivel"  wrote:

> Thanks guys!! So what about the post/compositing side? What do I use for
> final 3d output? What if I needed to output to facebook or something?
>
> Kris
>
> On Wed, Dec 28, 2016 at 6:39 AM,  wrote:
>
>> When I did a lot of them – what served me the most was a 6 camera rig.
>>
>> 6 camera’s at a 90 degree angle (including up and down), with square
>> image ratio and 90 degree opening.
>> You can render with any software, no need for special shaders.
>>
>> Remap the 6 renders on the planes of a cube, and re-render with whatever
>> fancy panoramic or spherical or 360 shader you want for final output – or
>> deliver as is.
>> A 2 stage render workflow, with 6 camera’s has it’s own pitfalls – but I
>> found it rather all rather straightforward and unproblematic.
>> A bit frustrating that you can only have 4 viewports at once – but at
>> least in a square viewport you can see very well what you are doing.
>>
>> Make sure to test volumics, displacement, particles, lens shaders, SSS
>> and FG, even simply sampling...  before deciding on a method – there’s some
>> bad surprises to be had.
>> The 6 camera rig solves pretty much all of it since you are doing a
>> totally regular render.
>> Square renders (at 1k if you go for 4k total) fly like crazy, compared to
>> a 360 view.
>> They better since you need to render more of them, but I’d rather debug
>> in one, quick render view – and render the other views when problems are
>> solved.
>> Rendering one angle at a time – there are plenty of opportunities for
>> optimisation as well. Do not underestimate rendering a full 360 degree
>> world to a single high res view at once.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> *From:* Kris Rivel 
>> *Sent:* Wednesday, December 28, 2016 3:57 AM
>> *To:* Softimage List 
>> *Subject:* render 360
>>
>> Anyone know if there's a setup or if its possible to render 360s in Soft
>> with redshift or anything else? Never done it before so not sure where to
>> start...is it just a camera rig/setup and a specific composite process?
>>
>> Kris
>>
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Re: render 360

2016-12-28 Thread Francisco Criado
Hi Kris, i would recommend you 2160x3840 which is top/bottom format.
About compositing tools we use after effects and ScratchVR, in both of them
you can previsualize with an Oculus hmd without any troubles ;)
About encoding the mp4 should be at least 20 mbps and 30.
For example an 8 minute clip (the project we are working on) is about 1.3
gigas with that resolution and quality.

Francisco.


On Dec 28, 2016 9:22 AM, "Alok Gandhi"  wrote:


Thanks guys!! So what about the post/compositing side? What do I use for
> final 3d output? What if I needed to output to facebook or something?
>
> Maybe this will help:
Maybe this will help
https://www.youtube.com/watch?v=8CaA9oxH41M
This is for 3DMax > Facebook 360 but I guess it will work the same for
Softimage as well.

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Re: render 360

2016-12-28 Thread Francisco Criado
Hi Kris,

In Redshift you can render mono spherical 360 images or stereo spherical
360 images (in all its flavors, top/bottom, side by side).
Its a lens shader.
You could also make a stereo rig or mono rig with 12 or 6 cameras. If you
need to render cubemap 360 mono and stereo.
I posted last year a softimage emdl in Redshift forum for rendering the
last ones i mentioned.
We are currently finishing a vr campaign in redshift so if you need to know
anything else just let me know!

Hope this helps a little bit!

Greetings,

Francisco.

On Dec 27, 2016 11:58 PM, "Kris Rivel"  wrote:

Anyone know if there's a setup or if its possible to render 360s in Soft
with redshift or anything else? Never done it before so not sure where to
start...is it just a camera rig/setup and a specific composite process?

Kris

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Re: Happy Holidays!

2016-12-25 Thread Francisco Criado
Merry Christmas and Happy New Year! A complete honor to share this group
with you guys! Long live Softimage!

Francisco.


2016-12-25 6:43 GMT-03:00 Olivier Jeannel :

> Merry Christmas guys :)
>
> 2016-12-25 3:53 GMT+01:00 Alok Gandhi :
>
>> Have a great year ahead!
>>
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Re: Compositing app choice

2016-05-26 Thread Francisco Criado
I would recommend Assimilate Scratch, if you are freelance, you can rent a
license for a month for 75 dollars, and its not only useful for comping but
also for grading, editing and delivery. If you are doing a VR project, you
can use the software with your Oculus to work on it.



2016-05-26 15:22 GMT-03:00 :

> Fusion used to be industry standard, from when apple bought Shake to when
> Nuke became user friendly, say ~2005 to 2010?
> It sort of got overlooked due to Nuke’s omnipresence and better
> performance and handling, but they silently kept going, overcoming their
> shortcomings and regaining some of their former popularity.
> Do check the free version, it might be all you need – if so, it’s a great
> choice to have.
>
> *From:* Angus Davidson 
> *Sent:* Thursday, May 26, 2016 6:45 PM
> *To:* r...@casema.nl ; softimage@listproc.autodesk.com
> *Subject:* RE: OT: Compositing app choice
>
> Just to echo.
>
> Nuke if you can afford the licenses, otherwise fusion is very good.
>
> Kind regards
>
> Angus
> --
> *From:* Rob Wuijster [r...@casema.nl]
> *Sent:* 26 May 2016 11:27 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: OT: Compositing app choice
>
> Nuke is the most used, and it's not hard to find freelancers for it.
> It became the industry 'standard' at some point.
> But depending on your budget, I would have a look at Fusion as well.
>
> Both apps have their strengths and weaknesses I guess.
>
> Rob
>
> \/-\/\/
>
> On 26-5-2016 11:07, David Saber wrote:
>
> Hi people!
> We need to choose a compositing app for Windows.
> Some years ago, everybody was saying Nuke is the best compositing app.
> Is it still the case today?
> Thanks,
> David
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Re: equirectangular uv

2016-05-17 Thread Francisco Criado
Pedro,
Any chance to trying this? Already have my sphere with correct uvs but
yours looks nicer ;)

F.


2016-05-17 11:36 GMT-03:00 pedro santos :

> Matt at that particular point I'm using "Random Seed" input to randomize
> the UV location, hence that happening. So what you're saying it's not
> something that is wrongly set and what I show in there wouldn't help, since
> it's a viewport problem?
>
> Cheers
>
> On Tue, May 17, 2016 at 2:38 AM, Matt Lind  wrote:
>
>> Implicit simply means the texture is projected without explicitly defined
>> UV
>> coordinates per polygon.  Like using a slide projector to project the
>> image
>> onto a surface.  That's why it's confined to the basic texture projection
>> types as the method to project the image onto the surface needs to be
>> defined as an algorithm.  The advantage is polygon surfaces can get more
>> granular/precise placement of texels because normally they rely on normals
>> and UVs defined at the vertices and interpolated across the polygon for
>> placement which gets less accurate the larger the polygon is relative to
>> the
>> texture space coverage.  That is independent of an equirectangular
>> projection mapping method which Softimage does not have by default (other
>> than spherical mapping).
>>
>> I don't think it's strictly a mental ray feature, but even if it were, any
>> surface attribute produced by mental ray can be captured using
>> rendermap/ultimapper/lightmapper and exported where needed.  You may be
>> able
>> to build your own projection using ICE, but a mental ray shader would
>> produce better results as it has the advantage of the subsampling and
>> interpolation methods available in the renderer which are significantly
>> higher quality and more granular than anything ICE has access to.
>> Developing a shader would also be easier.
>>
>> I conducted an experiment by applying Catmull-Clark subdivision smoothing
>> to
>> a cube, applying a spherical texture projection, then rendermapping the
>> result.  After that, I created my own spherical mapping shader in the
>> rendertree using the available nodes, applied it to the cube, then
>> rendermapped that too.  Comparing the results side by side revealed some
>> broken internals of Softimage.
>>
>> As it turns out, the default spherical mapping as seen in the viewports is
>> all Fd up, but if you rendermap that projection, the resulting image
>> will be perfectly clean without distortion at the poles.  Conversely, my
>> self-devised spherical shader built in the rendertree looked perfect in
>> the
>> viewports/render region, but rendermap captured distortion at the poles
>> equivalent to what you see in the viewports with the default spherical
>> projection.  Apparently the viewports and rendermap use different
>> algorithms
>> for the same work.
>>
>> Getting back to the original question - the fact you see garbage at the
>> poles of the sphere in the Softimage viewports should be of no concern
>> because it's isolated to the viewports and should not transfer to Unity or
>> whatever engine you're exporting your stuff.  Equirectangular projections
>> created with Rendermap will come out clean.
>>
>> Matt
>>
>>
>>
>> Date: Sat, 14 May 2016 17:33:32 +0200
>> From: "Sven Constable" 
>> Subject: RE: equirectangular uv
>> To: 
>>
>> To fix distortion on the poles, XSI has a special mapping feature called
>> 'implicit' (Clusters/?Texture Projection Def), but this is actually a
>> mental
>> ray feature and doesn't deal with UVs at all. So when exporting meshes you
>> cannot use it, I think. I'm not familiar with Unity unfortunatly, maybe
>> there is a similar feature for spherical projections not using UVs but
>> instead a special projection method (perfect spherical) ?
>>
>> Otherwise, since a sphere always has poles/singularities you will get
>> distortions on them. Workaround could get rid of the poles by deleting the
>> inmost polygons on each pole, duplicating the resulting (open) edge loop,
>> and scale it to zero. Resulting in many point on the same spot. Then
>> relaxing them in the texture editor. Results could be ok, not sure. Maybe
>> I'm  overcomplicating it.  Matt Lind needs to chime in :)
>>
>> Can't you use cubic mapping? That should avoid the problem in the first
>> place.
>>
>> sven
>>
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>
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>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
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Re: equirectangular uv

2016-05-16 Thread Francisco Criado
Nice!
is it available?
F.


2016-05-16 14:57 GMT-03:00 pedro santos :

> Does this help?
> https://gfycat.com/ShabbySeriousDrafthorse
>
> On Sun, May 15, 2016 at 7:02 AM, Matt Lind  wrote:
>
>> I would need to see the problem to give a good answer as I'm not sure what
>> I'm envisioning in my head matches what is being described.
>>
>> Knowing how the sphere is modified is important.  Unfold tries to evenly
>> distribute the texture space of the texture to match the topology while
>> minimizing stretch/compression.   If the poles have elongated triangles,
>> then that will obviously play into the distribution of the unfolded
>> texture
>> (in theory it shouldn't, but in practice it does).  One way to mitigate
>> that
>> issue is to add vertices and perpendicular edges at regular intervals
>> along
>> the elongated edges to closely match the spacing of other edges around the
>> rest of the mesh, but that will have limited influence on the result and
>> is
>> more of a brute force technique.
>>
>> Unfold is also a flawed tool as even simple cases come out distorted.  for
>> example, get a primitive sphere and imagine it's the Earth.  Place a
>> vertical UV seam down one side at the international date line, then two
>> more
>> seams at the arctic/antarctic circles.  Deselect the vertical edges
>> connecting the circles to the poles.  Now unfold the mesh.  Notice the
>> sphere is splayed in butterfly fashion, but one half is larger than the
>> other and slightly off kilter in alignment with the texture editor.  The
>> circle at one pole is often (but not always) larger than the other circle
>> too.  These are the kinds of issues you'll battle, but on more complex
>> cases
>> they'll be too complex to solve without resorting to cleanup via
>> pushing/pulling points to correct the flawed parts of the unfold.
>>
>> However, let's put all that aside and look at the goal from the beginning
>> and not the current situation which has a roadblock.
>>
>> An equirectangular projection comes in a few flavors, but most are similar
>> to a cubic projection.  The main difference is in how the top and bottom
>> sides are projected.  Simple analysis of the problem would suggest one
>> could
>> take a cube and use Catmull-Clark subdivision smoothing to round it into a
>> sphere.  That would accomplish nicer edge placement which closely match
>> the
>> meridians of the projection to handle (or fabricate) the texture space.  A
>> single vertical seam from pole to pole (despite no physical poles) could
>> be
>> used to unfold and splay the sphere to accept/define the projection, but
>> subtle details may need to be tweaked for a perfect match.
>>
>> Alternately, use rendermap applied to a sphere to capture the external
>> world.  The rendermap generated image should mimic an equirectangular
>> projection. You may have to open the poles like the Earth without the
>> arctic/antarctic circles, for example, to adjust the field of view for the
>> rendermap process.  Invert the sphere's normals so rendermap points
>> outwards
>> into the world instead of inwards towards the sphere's surfaceand of
>> course, exclude self or make the material 100% transparent so it doesn't
>> block the rendermap camera from seeing the world.  Since rendermap travels
>> texel-to-texel along the geometry, a high resolution image and smooth
>> surface are really important.  I'd encourage you to use a NURBS sphere
>> with
>> view dependent smoothing for best results.  you set those in the sphere's
>> geometry approximations PPG.  Try setting length/distance/angle values to
>> less than 2 degrees and 0.5 units, activate view dependent subdivision
>> smoothing, and make sure the min/max subdivision limits are increased
>> beyond
>> the default 1,3 (well, just the max.  shouldn't have to go beyond 6).  If
>> you get sawtoothing at the poles or faceting artifacts in the resulting
>> texture, then it means your smoothing parameters are not set correctly.
>> The
>> reason for using NURBS over polygons is the better interpolation of the
>> shading normal between texels.  Rendermap is highly dependent on the
>> shading
>> normal orientation to determine what it's camera points at.  When
>> pointing a
>> camera into the outside world, even very tiny deviations in normal
>> orientation can produce big errors in the result.  NURBS are infinitely
>> smooth whereas polygons are only as smooth as they are subdivided - and
>> even
>> then approximations at best.
>>
>> Matt
>>
>>
>>
>>
>> Date: Sat, 14 May 2016 17:33:32 +0200
>> From: "Sven Constable" 
>> Subject: RE: equirectangular uv
>> To: 
>>
>> To fix distortion on the poles, XSI has a special mapping feature called
>> 'implicit' (Clusters/?Texture Projection Def), but this is actually a
>> mental
>> ray feature and doesn't deal with UVs at all. So when exporting meshes you
>> cannot use it, I think. I'm not familiar with Unity unfortunatly, maybe
>> there is a similar feature for spherical projections not using U

Re: equirectangular uv

2016-05-14 Thread Francisco Criado
Sven!

Sorry for the late reply, already did the same jejej, just was looking
(innecesary) a more detailed way for unwraping the sphere...i think its
beacuse of having half of my brain on the unity scripting editor :S
Cheers,

Francisco.

2016-05-14 12:54 GMT-03:00 Sven Constable :

> Just did a test:
>
>
>
> Apply a spherical projection. Delete the inmost polygons on the pole,
> duplicate the resulting edge loop, scale it to zero. Move it up in the TE.
> :)
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sven Constable
> *Sent:* Saturday, May 14, 2016 5:34 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: equirectangular uv
>
>
>
> To fix distortion on the poles, XSI has a special mapping feature called
> 'implicit' (Clusters/…Texture Projection Def), but this is actually a
> mental ray feature and doesn't deal with UVs at all. So when exporting
> meshes you cannot use it, I think. I'm not familiar with Unity
> unfortunatly, maybe there is a similar feature for spherical projections
> not using UVs but instead a special projection method (perfect spherical) ?
>
> Otherwise, since a sphere always has poles/singularities you will get
> distortions on them. Workaround could get rid of the poles by deleting the
> inmost polygons on each pole, duplicating the resulting (open) edge loop,
> and scale it to zero. Resulting in many point on the same spot. Then
> relaxing them in the texture editor. Results could be ok, not sure. Maybe
> I'm  overcomplicating it.  Matt Lind needs to chime in :)
>
> Can't you use cubic mapping? That should avoid the problem in the first
> place.
>
>
>
> sven
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com
> ] *On Behalf Of *Francisco Criado
> *Sent:* Saturday, May 14, 2016 4:30 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: equirectangular uv
>
>
>
> Hi Sven,
>
> Tried to use spherical projection for mapping but get usual distortion on
> the poles, and since i need to export the sphere to unity for mapping 360
> it has to be perfect.
>
> Cheers,
>
> Francisco
>
>
>
> 2016-05-14 10:49 GMT-03:00 Sven Constable :
>
> Sorry, if I'm misunderstanding your question, but don't you need just a
> spherical projection using a equirectangular image?
>
> sven
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado
> *Sent:* Saturday, May 14, 2016 3:17 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* equirectangular uv
>
>
>
> Hi guys,
>
>
>
> i have a modified sphere on the poles, and tried using unfold to get a uv
> equirectangular projection. Its been a while since using softimage for uv
> work so maybe i have the answer just in front of me without notice.
>
> Any tips for achieving this?
>
> Thanks in advance!
>
>
>
> Francisco.
>
>
>
> --
>
>
>
>
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Re: equirectangular uv

2016-05-14 Thread Francisco Criado
Hi Sven,

Tried to use spherical projection for mapping but get usual distortion on
the poles, and since i need to export the sphere to unity for mapping 360
it has to be perfect.

Cheers,
Francisco

2016-05-14 10:49 GMT-03:00 Sven Constable :

> Sorry, if I'm misunderstanding your question, but don't you need just a
> spherical projection using a equirectangular image?
>
> sven
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado
> *Sent:* Saturday, May 14, 2016 3:17 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* equirectangular uv
>
>
>
> Hi guys,
>
>
>
> i have a modified sphere on the poles, and tried using unfold to get a uv
> equirectangular projection. Its been a while since using softimage for uv
> work so maybe i have the answer just in front of me without notice.
>
> Any tips for achieving this?
>
> Thanks in advance!
>
>
>
> Francisco.
>
>
>
> --
>
>
>
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> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
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equirectangular uv

2016-05-14 Thread Francisco Criado
Hi guys,

i have a modified sphere on the poles, and tried using unfold to get a uv
equirectangular projection. Its been a while since using softimage for uv
work so maybe i have the answer just in front of me without notice.
Any tips for achieving this?
Thanks in advance!

Francisco.

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PlayblastVR for Softimage

2016-05-02 Thread Francisco Criado
Must say I'm impressed with this tool! Thanks Andrew, i dont know if you or
someone else already posted this on the mailing list (if so I'm sorry for
repeating) but I just wanted to share this on the group and thank the
author for such a great tool!

Here goes the link:
http://www.andrewhazelden.com/projects/playblastvr/xsi/docs/index.html

Francisco.





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Re: OTOY announces availability of OctaneRender 3 and OctaneRender Cloud, previews Brigade/OctaneRender

2016-04-09 Thread Francisco Criado
last year i made my suggestion on the wishlist, maybe i should insist a
little bit more ;)
Sorry for the OT, how did your perception suite go for you? we got two
broken pieces in three months...so no vr with mocap by now...
F.


2016-04-09 11:25 GMT-03:00 Mirko Jankovic :

> Makes sense.
> Time to bug Redshift team to add cube mappnig as well. SO far they were
> rather fast implementing requested things.
> They are busy with 2.0 features now but who knows :)
>
> On Sat, Apr 9, 2016 at 4:23 PM, Francisco Criado 
> wrote:
>
>> Hi Mirko,
>> with spherical format you have a limitation of 3480x1920 lines at 60 fps,
>> which is the standard framerate for vr. At least for us we never could get
>> fluid true 4096 lines at 60fps on our gearvr´s with s6. If you go Cubemap,
>> you will get 6 cubes faces of 1536x1536 lines that will give you a
>> 18432*1536 rendered image without distortion of the image at the poles. We
>> do a lot of point and click environments and we found that cubemap has a
>> lot better resolution than spherical even if we render shperical at 8k. The
>> only issue on this format is review in production and postproduction.
>> Mettle for AfterEffects or Nuke currently only have tools for spherical
>> format :S
>>
>> Greetings,
>> F.
>>
>>
>>
>> 2016-04-09 11:07 GMT-03:00 Mirko Jankovic :
>>
>>> And why going cube map over stereo spherical?
>>> Just curious, any particular reason?
>>> Most of content I run into actually was stereo spherical and not cube
>>> mapped
>>>
>>> On Sat, Apr 9, 2016 at 3:54 PM, Francisco Criado 
>>> wrote:
>>>
>>>> Sorry for my english!
>>>> list = least
>>>> fetaures=features
>>>>
>>>> Have a nice  day ;)
>>>> F.
>>>>
>>>>
>>>> 2016-04-09 10:52 GMT-03:00 Francisco Criado :
>>>>
>>>>> It would be great if Redshift could render stereo cubemaps, that
>>>>> Octane already does, and Vray added last year. I have a Redshift license
>>>>> and a Octane one, but since Octane is getting more involved in vr
>>>>> production with their orbx format, that will go open source, we are 
>>>>> leaving
>>>>> aside Redshift at list in our vr projects.
>>>>> Some of the fetaures of Orbx format:
>>>>>
>>>>> *ORBX Media Format*
>>>>>
>>>>> OctaneRender 3 introduces the ORBX media format. The .ORBX file
>>>>> container format was first introduced in OctaneRender 1.5 to enable
>>>>> rock-solid exchanging of scenes, materials, lighting and more, that could
>>>>> be imported into any supported OctaneRender plugin. The new ORBX media
>>>>> format performs a similar function for rendered output, beyond EXR, with
>>>>> support for movies, audio, spectral render caching, light field caching,
>>>>> baked FBX caching, complete compositing and deep pixel metadata, and
>>>>> navigable scene controls without the need of sophisticated real-time
>>>>> engines. OTOY believes this will be a critical authoring format for VR and
>>>>> AR applications. Highlights of the new ORBX media format include:
>>>>>
>>>>>- *First-of-its-kind container:* The ORBX media format is the
>>>>>first of its kind, containing pre-rendered data in the form of  light
>>>>>field render target caching for VR, AR and portal materials, supporting
>>>>>movie and audio textures such as MP4 or HEVC for use natively inside of
>>>>>OctaneRender as a texture or a procedural, and storing node timelines.
>>>>>- *Fully navigable:* ORBX media files support web and mobile
>>>>>viewing of interactive content and texture baking directly from an 
>>>>> Octane
>>>>>scene node, without the need or mastery of real-time game engines. 
>>>>> Artists
>>>>>can bake their 3D scene for mobile, TV, VR, AR (light fields) and HTML5
>>>>>playback.
>>>>>- *Versatile rendering:* The ORBX media format stores spectral
>>>>>film buffers allowing artists to pause and resume renders from disk.
>>>>>- *Plans for open source:* OTOY intends to open source the ORBX
>>>>>media format. It will be available on GitHub when OctaneRender 3 is 
>>>>> made
>>>>>available. The format works in JavaScript 

Re: OTOY announces availability of OctaneRender 3 and OctaneRender Cloud, previews Brigade/OctaneRender

2016-04-09 Thread Francisco Criado
Hi Mirko,
with spherical format you have a limitation of 3480x1920 lines at 60 fps,
which is the standard framerate for vr. At least for us we never could get
fluid true 4096 lines at 60fps on our gearvr´s with s6. If you go Cubemap,
you will get 6 cubes faces of 1536x1536 lines that will give you a
18432*1536 rendered image without distortion of the image at the poles. We
do a lot of point and click environments and we found that cubemap has a
lot better resolution than spherical even if we render shperical at 8k. The
only issue on this format is review in production and postproduction.
Mettle for AfterEffects or Nuke currently only have tools for spherical
format :S

Greetings,
F.



2016-04-09 11:07 GMT-03:00 Mirko Jankovic :

> And why going cube map over stereo spherical?
> Just curious, any particular reason?
> Most of content I run into actually was stereo spherical and not cube
> mapped
>
> On Sat, Apr 9, 2016 at 3:54 PM, Francisco Criado 
> wrote:
>
>> Sorry for my english!
>> list = least
>> fetaures=features
>>
>> Have a nice  day ;)
>> F.
>>
>>
>> 2016-04-09 10:52 GMT-03:00 Francisco Criado :
>>
>>> It would be great if Redshift could render stereo cubemaps, that Octane
>>> already does, and Vray added last year. I have a Redshift license and a
>>> Octane one, but since Octane is getting more involved in vr production with
>>> their orbx format, that will go open source, we are leaving aside Redshift
>>> at list in our vr projects.
>>> Some of the fetaures of Orbx format:
>>>
>>> *ORBX Media Format*
>>>
>>> OctaneRender 3 introduces the ORBX media format. The .ORBX file
>>> container format was first introduced in OctaneRender 1.5 to enable
>>> rock-solid exchanging of scenes, materials, lighting and more, that could
>>> be imported into any supported OctaneRender plugin. The new ORBX media
>>> format performs a similar function for rendered output, beyond EXR, with
>>> support for movies, audio, spectral render caching, light field caching,
>>> baked FBX caching, complete compositing and deep pixel metadata, and
>>> navigable scene controls without the need of sophisticated real-time
>>> engines. OTOY believes this will be a critical authoring format for VR and
>>> AR applications. Highlights of the new ORBX media format include:
>>>
>>>- *First-of-its-kind container:* The ORBX media format is the first
>>>of its kind, containing pre-rendered data in the form of  light
>>>field render target caching for VR, AR and portal materials, supporting
>>>movie and audio textures such as MP4 or HEVC for use natively inside of
>>>OctaneRender as a texture or a procedural, and storing node timelines.
>>>- *Fully navigable:* ORBX media files support web and mobile viewing
>>>of interactive content and texture baking directly from an Octane scene
>>>node, without the need or mastery of real-time game engines. Artists can
>>>bake their 3D scene for mobile, TV, VR, AR (light fields) and HTML5
>>>playback.
>>>- *Versatile rendering:* The ORBX media format stores spectral film
>>>buffers allowing artists to pause and resume renders from disk.
>>>- *Plans for open source:* OTOY intends to open source the ORBX
>>>media format. It will be available on GitHub when OctaneRender 3 is made
>>>available. The format works in JavaScript and LUA – no native code is
>>>required.
>>>- *ORBX Media Viewer:* The first app that will support the ORBX
>>>media format will be the ORBX Media Viewer. The ORBX Media Player is
>>>already used for enjoying studio VR experiences such as the upcoming 
>>> *Batman:
>>>The Animated Series* project OTOY is building with Warner Bros.
>>>
>>> <http://home.otoy.com/preview-upcoming-batman-animated-series-vr-experience/>,
>>>or live streamed VR events like the hockey game OTOY recently
>>>produced in cooperation with the NHL
>>>
>>> <http://home.otoy.com/nhl-otoy-live-streaming-virtual-reality-as-good-as-being-there/>.
>>>The ORBX Media Player will work with the Samsung GALAXY Gear VR, as well 
>>> as
>>>Android-powered phones, tablets, and set-top boxes, with support for
>>>Microsoft HoloLens and HTML5 WebVR to come after launch.
>>>
>>>
>>> greetings!
>>>
>>> F.
>>>
>>>
>>>
>>>
>>> 2016-04-08 16:56 GMT-03:00 Artur W :
>>>
>>>>

Re: OTOY announces availability of OctaneRender 3 and OctaneRender Cloud, previews Brigade/OctaneRender

2016-04-09 Thread Francisco Criado
Sorry for my english!
list = least
fetaures=features

Have a nice  day ;)
F.


2016-04-09 10:52 GMT-03:00 Francisco Criado :

> It would be great if Redshift could render stereo cubemaps, that Octane
> already does, and Vray added last year. I have a Redshift license and a
> Octane one, but since Octane is getting more involved in vr production with
> their orbx format, that will go open source, we are leaving aside Redshift
> at list in our vr projects.
> Some of the fetaures of Orbx format:
>
> *ORBX Media Format*
>
> OctaneRender 3 introduces the ORBX media format. The .ORBX file container
> format was first introduced in OctaneRender 1.5 to enable rock-solid
> exchanging of scenes, materials, lighting and more, that could be imported
> into any supported OctaneRender plugin. The new ORBX media format performs
> a similar function for rendered output, beyond EXR, with support for
> movies, audio, spectral render caching, light field caching, baked FBX
> caching, complete compositing and deep pixel metadata, and navigable scene
> controls without the need of sophisticated real-time engines. OTOY believes
> this will be a critical authoring format for VR and AR applications.
> Highlights of the new ORBX media format include:
>
>- *First-of-its-kind container:* The ORBX media format is the first of
>its kind, containing pre-rendered data in the form of  light field
>render target caching for VR, AR and portal materials, supporting movie and
>audio textures such as MP4 or HEVC for use natively inside of OctaneRender
>as a texture or a procedural, and storing node timelines.
>- *Fully navigable:* ORBX media files support web and mobile viewing
>of interactive content and texture baking directly from an Octane scene
>node, without the need or mastery of real-time game engines. Artists can
>bake their 3D scene for mobile, TV, VR, AR (light fields) and HTML5
>playback.
>- *Versatile rendering:* The ORBX media format stores spectral film
>buffers allowing artists to pause and resume renders from disk.
>- *Plans for open source:* OTOY intends to open source the ORBX media
>format. It will be available on GitHub when OctaneRender 3 is made
>available. The format works in JavaScript and LUA – no native code is
>required.
>- *ORBX Media Viewer:* The first app that will support the ORBX media
>format will be the ORBX Media Viewer. The ORBX Media Player is already used
>for enjoying studio VR experiences such as the upcoming *Batman: The
>Animated Series* project OTOY is building with Warner Bros.
>
> <http://home.otoy.com/preview-upcoming-batman-animated-series-vr-experience/>,
>or live streamed VR events like the hockey game OTOY recently produced
>in cooperation with the NHL
>
> <http://home.otoy.com/nhl-otoy-live-streaming-virtual-reality-as-good-as-being-there/>.
>The ORBX Media Player will work with the Samsung GALAXY Gear VR, as well as
>Android-powered phones, tablets, and set-top boxes, with support for
>Microsoft HoloLens and HTML5 WebVR to come after launch.
>
>
> greetings!
>
> F.
>
>
>
>
> 2016-04-08 16:56 GMT-03:00 Artur W :
>
>> No, I do redshift, since beta. I just need store color in channel node to
>> work and I am complete. For now
>>
>> 2016-04-08 20:49 GMT+02:00 Jason S :
>>
>>>On 04/08/16 14:45, Artur W wrote:
>>>If it's up to me I go redshift, although I am still waiting for
>>> custom AOVs
>>>
>>> I agree depending on the type of project, though I'm glad they are still
>>> making strides as it's definitely still an excellent renderer, but why wait
>>> for custom AOVs to get Redshift ? ;)
>>>
>>> On 04/08/16 14:45, Artur W wrote:
>>>
>>> I use Octane through C4D, which... oh my god.
>>> It's just a legacy project so this is why Octane.
>>>
>>> If it's up to me I go redshift, although I am still waiting for custom
>>> AOVs
>>>
>>> 2016-04-08 20:02 GMT+02:00 Jason S :
>>>
>>>> Don't know if you got the latest build (or if it's even out yet)
>>>>
>>>> But they (or Stephan) are ongoingly fixing/improving a bunch of things,
>>>>
>>>> Now supports sub (&sub-sub) compounds & shaderballs,  with -tons- of
>>>> shaders/nodes that have been added,
>>>> https://vimeo.com/158947144
>>>>
>>>> And also seemingly just very-recently got way snappier for translating
>>>> geo and preprocessing.
>>>> https://vimeo.com/161311690
>>>>
>&

Re: OTOY announces availability of OctaneRender 3 and OctaneRender Cloud, previews Brigade/OctaneRender

2016-04-09 Thread Francisco Criado
It would be great if Redshift could render stereo cubemaps, that Octane
already does, and Vray added last year. I have a Redshift license and a
Octane one, but since Octane is getting more involved in vr production with
their orbx format, that will go open source, we are leaving aside Redshift
at list in our vr projects.
Some of the fetaures of Orbx format:

*ORBX Media Format*

OctaneRender 3 introduces the ORBX media format. The .ORBX file container
format was first introduced in OctaneRender 1.5 to enable rock-solid
exchanging of scenes, materials, lighting and more, that could be imported
into any supported OctaneRender plugin. The new ORBX media format performs
a similar function for rendered output, beyond EXR, with support for
movies, audio, spectral render caching, light field caching, baked FBX
caching, complete compositing and deep pixel metadata, and navigable scene
controls without the need of sophisticated real-time engines. OTOY believes
this will be a critical authoring format for VR and AR applications.
Highlights of the new ORBX media format include:

   - *First-of-its-kind container:* The ORBX media format is the first of
   its kind, containing pre-rendered data in the form of  light field
   render target caching for VR, AR and portal materials, supporting movie and
   audio textures such as MP4 or HEVC for use natively inside of OctaneRender
   as a texture or a procedural, and storing node timelines.
   - *Fully navigable:* ORBX media files support web and mobile viewing of
   interactive content and texture baking directly from an Octane scene node,
   without the need or mastery of real-time game engines. Artists can bake
   their 3D scene for mobile, TV, VR, AR (light fields) and HTML5 playback.
   - *Versatile rendering:* The ORBX media format stores spectral film
   buffers allowing artists to pause and resume renders from disk.
   - *Plans for open source:* OTOY intends to open source the ORBX media
   format. It will be available on GitHub when OctaneRender 3 is made
   available. The format works in JavaScript and LUA – no native code is
   required.
   - *ORBX Media Viewer:* The first app that will support the ORBX media
   format will be the ORBX Media Viewer. The ORBX Media Player is already used
   for enjoying studio VR experiences such as the upcoming *Batman: The
   Animated Series* project OTOY is building with Warner Bros.
   
,
   or live streamed VR events like the hockey game OTOY recently produced
   in cooperation with the NHL
   
.
   The ORBX Media Player will work with the Samsung GALAXY Gear VR, as well as
   Android-powered phones, tablets, and set-top boxes, with support for
   Microsoft HoloLens and HTML5 WebVR to come after launch.


greetings!

F.




2016-04-08 16:56 GMT-03:00 Artur W :

> No, I do redshift, since beta. I just need store color in channel node to
> work and I am complete. For now
>
> 2016-04-08 20:49 GMT+02:00 Jason S :
>
>>On 04/08/16 14:45, Artur W wrote:
>>If it's up to me I go redshift, although I am still waiting for
>> custom AOVs
>>
>> I agree depending on the type of project, though I'm glad they are still
>> making strides as it's definitely still an excellent renderer, but why wait
>> for custom AOVs to get Redshift ? ;)
>>
>> On 04/08/16 14:45, Artur W wrote:
>>
>> I use Octane through C4D, which... oh my god.
>> It's just a legacy project so this is why Octane.
>>
>> If it's up to me I go redshift, although I am still waiting for custom
>> AOVs
>>
>> 2016-04-08 20:02 GMT+02:00 Jason S :
>>
>>> Don't know if you got the latest build (or if it's even out yet)
>>>
>>> But they (or Stephan) are ongoingly fixing/improving a bunch of things,
>>>
>>> Now supports sub (&sub-sub) compounds & shaderballs,  with -tons- of
>>> shaders/nodes that have been added,
>>> https://vimeo.com/158947144
>>>
>>> And also seemingly just very-recently got way snappier for translating
>>> geo and preprocessing.
>>> https://vimeo.com/161311690
>>>
>>>
>>>
>>>
>>> On 04/08/16 12:39, Artur W wrote:
>>>
>>> .. like I am trying to render previs and it has material overrides, but
>>> still generates materials with displacement that are overridden.
>>> So, render part is like 5 sec but frame takes 30 sec.
>>> and then suddenly stops rendering altogether...
>>>
>>> just doing it now
>>>
>>> 2016-04-08 17:02 GMT+02:00 Artur W :
>>>
 They better fix all the shit that is still there since version 1.
 Redshift in alpha is more production ready than Octane v2.

 Artur

 2016-04-08 16:57 GMT+02:00 Cristobal Infante :

> Wouldn't brigade be a better solution? Not sure exactly how it works,
> but it seems the octane shaders would transfer.
>
>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk

Re: OT: Free Animation?

2016-01-28 Thread Francisco Criado
+1 with Cristobal, mixamo is a very good resource, and you can export in
fbx...
Greeetings,
Francisco.


2016-01-28 8:45 GMT-03:00 Cristobal Infante :

> mixamo could be an option maybe?
>
> On 28 January 2016 at 11:41, Gerbrand Nel  wrote:
>
>> There are some free motion captures on turbosquid.
>> G
>>
>> On 28/01/2016 13:38, gareth bell wrote:
>>
>> Hey guys,
>>
>> I'm doing some dynamics hair/fur tests in Houdini - does anyone know of a
>> source I can get a free or cheap character model + animation data to test
>> my hair setups on?
>>
>> Cheers
>>
>>
>>
>


--


Re: Friday Flashback #250

2015-11-22 Thread Francisco Criado
My first steps into nodal compositing...loved DS cache node!
thanks for sharing!

Francisco.

On Friday, November 20, 2015, Stephen Blair  wrote:

> Softimage DS build screen
> http://wp.me/powV4-3fc
>


-- 
Sent from Gmail Mobile


Re: OT: a funny one

2015-09-22 Thread Francisco Criado
Pierre if you are interested Samsung Gear VR sdk has an fbx converter for
fbx to json (including animation)...or did i just went completely ot? :s

F.

On Tuesday, September 22, 2015, Matt Lind  wrote:

> The original post was about converting Flash <--> Spine, not Softimage.
>
> .json is a text description of the file contents.  If there are analogous
> features in the .json file to Softimage features, writing a converter
> should be fairly straightforward, but nobody has looked into that yet.  I
> don't think there's any demand either.
>
>
> Matt
>
>
>
>
>
> Date: Tue, 22 Sep 2015 12:08:05 -0500
> From: Pierre Schiller 
> Subject: Re: OT: a funny one
> To: softimage@listproc.autodesk.com
>
> Bump. So did anyone figured out how to translate .json to actual bone
> coordinates and hierarchies on softimage?
> I don?t know much about coding but how possible was it?
>
> Cheers.
>
> On Thu, Sep 10, 2015 at 3:50 PM, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>

-- 
Sent from Gmail Mobile


Re: OT : Car Intro (Unity)

2015-09-20 Thread Francisco Criado
Nice intro Alok! Any chance to try the app? it would be sweet to see it on
VR, let me know if you want a tester ;)
Greetings.
F.


2015-09-18 9:20 GMT-03:00 Alok Gandhi :

> Hello All,
>
> I am working on some Vehicle Demo App using Kinect XBox One Sensor on
> Unity (4.5). This is the intro part of the app, all done in unity.
>
>
> Car Intro Unity App 
>
>
>
>
> --
>



--


Re: OT: a funny one

2015-09-08 Thread Francisco Criado
Sven, you know what a foot job means right?
https://www.youtube.com/watch?v=KCO-SBPTF5E

F.


2015-09-08 19:08 GMT-03:00 Sven Constable :

> No. That would be a hand or foot job. Not part of the job description.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Andres Stephens
> *Sent:* Tuesday, September 08, 2015 11:56 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: OT: a funny one
>
>
>
> Just the spine? No arms and legs?
>
>
>
>  Original message 
> From: Sven Constable 
> Date: 08/09/2015 16:53 (GMT-05:00)
> To: softimage@listproc.autodesk.com
> Subject: OT: a funny one
>
> quoted from a freelance job portal:
>
>
>
> *"I am looking for an animator that can take an existing flash animation
> and copy it in spine animation (with skeleton/bones) and send me the
> resulting spine animation file. This is a very quick project and should
> take a good spine animator less than 1 hour.*
>
> *BUT if the work is good then there is potential for a very large
> freelance job following converting an entire back catalogue of software
> titles from fla animation to spine animation."*
>
>
>
> The job description got everything: A goofy term used by a clueless
> person. An assumption by the same person how long it takes. AND the
> opportunity to get a bigger job after this one.  Any spine animators on the
> list?
>
>
>
> regards,
>
> sven
>
>
>
>
>



--


Re: Pretty OT :)

2015-08-25 Thread Francisco Criado
Hi Eric,

at that moment you can see the unreal engine menues :) since i couldnt
compile it because of 4.82 version errors, so i decided to play from the
editor :s the argentinian way jejejejj...
For being a project done by 3 people on free time we were pretty happy the
result.
Leendert it would be great to share what we have done, i'm sending you an
email.
Francisco.

On Monday, August 24, 2015, Eric Turman  wrote:

> Sorry for the noise...0:38 looked very similar to another app done in
> Unity 3D for oculus.
>
> Congrats to the creators.
>
> Cheers
> -=Eric
>
> On Sat, Aug 22, 2015 at 7:35 PM, Eric Turman  > wrote:
>
>> ...unless it is a different oculus application using the same assets that
>> I believe are being used.
>>
>> On Sat, Aug 22, 2015 at 7:21 PM, Eric Turman > > wrote:
>>
>>> But it was not the Unreal engine at 0:38...It was Unity 3D
>>>
>>> On Sat, Aug 22, 2015 at 4:07 PM, Francisco Criado >> > wrote:
>>>
>>>> As soon as we can show the content, i'll post another video.
>>>> Don't expect too much :)
>>>> Nico, about the difference between Oculus and GearVR at a first glimp i
>>>> was impressed about resolution, here in the studio we have dk2 in each
>>>> machine and we are used to oculus grid screen and you wont see it gearvr.
>>>> In terms of apk i exported the ride using 360 export plugin from unreal
>>>> as hdr and then in afterfx  made the mp4.
>>>> The project was done ue 4.8.2 and its wonderfull bugs didnt let me
>>>> export to android properly.
>>>> Must say its a nice experience doing 3d animation "out of the screen"
>>>> with all what it demands, always in mind there is no "behind the camera" in
>>>> terms of environment.
>>>> The nicest part was kids reaction! Here in Argentina its not usual this
>>>> kind of experiences and less in a public hospital :s
>>>>
>>>> Greetings,
>>>> Francisco.
>>>> El ago 22, 2015 12:27 PM, "Eric Turman" >>> > escribió:
>>>>
>>>>> For what it is worth, all the assets @ 0:38 were done in Softimage =)
>>>>>
>>>>> On Sat, Aug 22, 2015 at 8:48 AM, Nicolas Esposito <3dv...@gmail.com
>>>>> > wrote:
>>>>>
>>>>>> Wonderfull!
>>>>>> Francisco, regarding the technical side, there are gigantic
>>>>>> differences in terms of performance between the DK2 and GearVR?
>>>>>>
>>>>>> I'm tempted to go wireless with the GearVR, but compared to the DK2 (
>>>>>> desktop ) I think that there is no match, but I would like to hear some
>>>>>> opinions about that.
>>>>>>
>>>>>> Very nice job and for a good cause :)
>>>>>>
>>>>>> 2015-08-22 15:10 GMT+02:00 Leendert A. Hartog >>>>> >:
>>>>>>
>>>>>>> Looks very fascinating. Do tell us more!
>>>>>>> Might even be a worth a"making-of" for the si-community.
>>>>>>> Contact me,  if you agree...
>>>>>>>
>>>>>>> --
>>>>>>>
>>>>>>> Leendert A. Hartog AKA Hirazi Blue
>>>>>>> Administrator NOT the owner of si-community.com
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>> --
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> -=T=-
>>>>>
>>>>
>>>
>>>
>>> --
>>>
>>>
>>>
>>>
>>> -=T=-
>>>
>>
>>
>>
>> --
>>
>>
>>
>>
>> -=T=-
>>
>
>
>
> --
>
>
>
>
> -=T=-
>


-- 
Sent from Gmail Mobile


Re: Pretty OT :)

2015-08-22 Thread Francisco Criado
As soon as we can show the content, i'll post another video.
Don't expect too much :)
Nico, about the difference between Oculus and GearVR at a first glimp i was
impressed about resolution, here in the studio we have dk2 in each machine
and we are used to oculus grid screen and you wont see it gearvr.
In terms of apk i exported the ride using 360 export plugin from unreal as
hdr and then in afterfx  made the mp4.
The project was done ue 4.8.2 and its wonderfull bugs didnt let me export
to android properly.
Must say its a nice experience doing 3d animation "out of the screen" with
all what it demands, always in mind there is no "behind the camera" in
terms of environment.
The nicest part was kids reaction! Here in Argentina its not usual this
kind of experiences and less in a public hospital :s

Greetings,
Francisco.
El ago 22, 2015 12:27 PM, "Eric Turman"  escribió:

> For what it is worth, all the assets @ 0:38 were done in Softimage =)
>
> On Sat, Aug 22, 2015 at 8:48 AM, Nicolas Esposito <3dv...@gmail.com>
> wrote:
>
>> Wonderfull!
>> Francisco, regarding the technical side, there are gigantic differences
>> in terms of performance between the DK2 and GearVR?
>>
>> I'm tempted to go wireless with the GearVR, but compared to the DK2 (
>> desktop ) I think that there is no match, but I would like to hear some
>> opinions about that.
>>
>> Very nice job and for a good cause :)
>>
>> 2015-08-22 15:10 GMT+02:00 Leendert A. Hartog :
>>
>>> Looks very fascinating. Do tell us more!
>>> Might even be a worth a"making-of" for the si-community.
>>> Contact me,  if you agree...
>>>
>>> --
>>>
>>> Leendert A. Hartog AKA Hirazi Blue
>>> Administrator NOT the owner of si-community.com
>>>
>>>
>>
>
>
> --
>
>
>
>
> -=T=-
>


Pretty OT :)

2015-08-21 Thread Francisco Criado
Hi guys,

just wanted to share with you a solidarity campaign we did in VR for a
public hospital here in Argentina for the Child`s Day, which a part of the
3d modeling and uvs work was made in Softimage :) and Unreal Engine.Its not
Hollywood highend style but we stole a smile to more than a hundred kids!
Hope you like it!

https://vimeo.com/136731161


Francisco.

--


Re: Color at Vertices from Clusters

2015-08-05 Thread Francisco Criado
Hi guys!

thank you all for the different aproaches. Matt tried your Java script with
and nothing happens, have any idea what may be?
Francois, i will try your script tonight and let you know how it goes :)
Thanks for everything guys.

F.


Re: Color at Vertices from Clusters

2015-08-04 Thread Francisco Criado
Hi Francois,

tried your script but drops error at line 14.

F.


2015-08-04 10:23 GMT-03:00 Francois Lord :

> Try this plugin. It's very old but still works.
>
>
> https://dl.dropboxusercontent.com/u/399522/TEMP/PB_ColorAtVerticesFromClusters.py
>
>
> On 04-Aug-15 00:33, Francisco Criado wrote:
>
>> Hi list!
>>
>> As i never used vertex colors (shame on me) and now being in the
>> situation of starting to use them frequently in our pipeline, got to ask,
>> if there is any chance to create color at vertices from polygon clusters.
>> Any tip is more than welcome.
>>
>> Francisco.
>>
>>
>>
>> --
>> Sent from Gmail Mobile
>>
>
>


--


Re: Color at Vertices from Clusters

2015-08-04 Thread Francisco Criado
Hi Andreas,

i'm going to try your method!  thanks for the tip.

Francisco.

On Tuesday, August 4, 2015, Andreas Bystrom 
wrote:

> if I understood what you want to do correctly, you can rendermap directly
> into vertex colors, so if you have materials applied on your clusters
> (yuck) you can then rendermap that result.
>
>
>
> On Tue, Aug 4, 2015 at 4:33 PM, Francisco Criado  > wrote:
>
>> Hi list!
>>
>> As i never used vertex colors (shame on me) and now being in the
>> situation of starting to use them frequently in our pipeline, got to ask,
>> if there is any chance to create color at vertices from polygon clusters.
>> Any tip is more than welcome.
>>
>> Francisco.
>>
>>
>>
>> --
>> Sent from Gmail Mobile
>>
>
>

-- 
Sent from Gmail Mobile


Re: Color at Vertices from Clusters

2015-08-04 Thread Francisco Criado
Hi Martin,
yes indeed i would like to define cavs on vertices that are included in a
polygon cluster, for exporting on my fbx after that.
The only method i found until now is painting cavs and thought that maybe
if i already had clusters i could use that to create color at vertices.

thanks.

Francisco.

On Tuesday, August 4, 2015, Martin  wrote:

> I think you need to explain it better because at least I don't know what
> do you want to do.
>
> Do you want to bake a texture to v.color?
> Do you want to define an specific color on vertices that are included in a
> poly cluster?
> bake occlusion to specific clusters?
>
> Martin
> Sent from my iPhone
>
> > On 2015/08/04, at 13:33, Francisco Criado  > wrote:
> >
> > Hi list!
> >
> > As i never used vertex colors (shame on me) and now being in the
> situation of starting to use them frequently in our pipeline, got to ask,
> if there is any chance to create color at vertices from polygon clusters.
> > Any tip is more than welcome.
> >
> > Francisco.
> >
> >
> >
> > --
> > Sent from Gmail Mobile
>
>

-- 
Sent from Gmail Mobile


Color at Vertices from Clusters

2015-08-03 Thread Francisco Criado
Hi list!

As i never used vertex colors (shame on me) and now being in the situation
of starting to use them frequently in our pipeline, got to ask, if there is
any chance to create color at vertices from polygon clusters.
Any tip is more than welcome.

Francisco.



-- 
Sent from Gmail Mobile


Re: OT: images from unreal engine

2015-06-30 Thread Francisco Criado
Hi Nico,


didn´t check perceptio´s status, last thing i knew is that next shipping
would start on July 8...
We already prepared two different vr apps for mocap and waiting for it to
finish implementation!
F.


2015-06-30 9:13 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:

> Saw that a couple of days ago, absolutely amazing!
> Its incredible what can be achieved with UE4.
>
> PS: Francisco looks like we wont get our stuff until September...I'm so
> pissed :(
>
> 2015-06-30 14:01 GMT+02:00 Francisco Criado :
>
>> Amazing stuff done by Koola:
>>
>> https://www.flickr.com/photos/99646627@N03/19207611066/
>>
>> link to video:
>>
>> https://www.youtube.com/watch?v=_nLGoqqDc0w
>>
>>
>>
>> --
>>
>>
>>
>


--


OT: images from unreal engine

2015-06-30 Thread Francisco Criado
Amazing stuff done by Koola:

https://www.flickr.com/photos/99646627@N03/19207611066/

link to video:

https://www.youtube.com/watch?v=_nLGoqqDc0w



--


Re: collision objects

2015-06-19 Thread Francisco Criado
Hi Pierre,


In Unreal you can import custom collsion objects inside the geometry in fbx.
Here is a link to documentation in collsion caveats and considerations:
https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/StaticMeshes/index.html

Since i have never done this in Softimage, dont know how is done.
Thanks again!

F.



2015-06-19 14:05 GMT-03:00 Toonafish :

> I created a small example scene with 4 passive rigid bodies and one active
> bouncing ball using basic out of the box dynamics in SI 2015:
> https://dl.dropboxusercontent.com/u/4271217/collisions.rar
>
> Of course you'd need to plot the simulated ball before export to UE4.
>
> cheers,
>
> -Ronald
>
>
> On Fri, Jun 19, 2015 at 5:57 PM, Francisco Criado 
> wrote:
>
>> Hi guys,
>>
>> does anyone know how to generate different collsion objects for a single
>> geometry? need to export the model with its collisions as fbx for use in
>> ue4.
>> Any help is apreciated!
>>
>> Francisco.
>>
>>
>>
>
>
>
>


--


collision objects

2015-06-19 Thread Francisco Criado
Hi guys,

does anyone know how to generate different collsion objects for a single
geometry? need to export the model with its collisions as fbx for use in
ue4.
Any help is apreciated!

Francisco.


Re: Inertial or Kinect-based Motion Capture Recommendations?

2015-05-27 Thread Francisco Criado
Hi Michael,

as Nicolas said, using Kinect with Ipisoft has a tricky calibration
process,that takes no more than an hour, but once you got it, you can
obtain basic movement in a simple way. I would recommend you to use at
least two kinect cameras for good quality capture.
Nicolas! still no news about our friends from noitom here! anxiously
waiting for perception to arrive...
Greetings,
F.



2015-05-27 3:22 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:

> Regarging Kinect I can say that, together with Ipi, it can get really
> frustrating, due to calibration, imperfections in the captired movements,
> and the limited movement you can have ( using 1-2 Kinect, with PS Eye you
> get more range of movement ).
> I gave up on Ipi after 2 months, not worthed.
>
> I'll receive 2 neurons mocap "suits" in a bit ( which also includes
> fingers, not all of them however ), and based on what I've seen, on the
> software its using and the calibration, is really plug&play, and also the
> calibration is really easy to setup.
> The software exports BVH/FBX and someone already made a direct output to
> the Unreal Engine 4 and I guess that soon someone will create a custom
> plugin to connect it directly to Maya, similar to KineMocap for Softimage.
>
> Price is good and looks like one of the most affordable system around,
> also the software ( base version ) is free.
>
> I don't have direct experience with Xsens, but its quite expensive and
> more professionally oriented then Kinect/Neuron...
>
> 2015-05-27 0:12 GMT+02:00 Michael Heberlein :
>
>> Hi gang,
>>
>> We're looking for an affordable motion capture system (no face or fingers
>> needed) to get some previs-quality animation or pose and timing reference
>> for our animators.
>>
>> Has anyone tried an inertial mocap system like XSens [1] or Neuron [2],
>> are those better than e.g. iPiSoft [3] with multiple Kinect2 sensors?
>>
>> I also stumbled upon The Captury [4] and FastMocap [5] but the first
>> requires multiple high quality cameras and the second seems to be not
>> available any more.
>>
>> It looks like [2] would be great but isn't available yet and [1] or [3]
>> are the alternatives we have but I'd be happy if you want to share more
>> thoughts and experience, especially regarding Softimage or Maya integration.
>>
>> Cheers,
>> Michael
>>
>> [1] https://www.xsens.com 
>> [2] https://neuronmocap.com 
>> [3] http://ipisoft.com 
>> [4] http://www.thecaptury.com
>> [5] http://www.fastmocap.com
>>
>>
>


--


Re: OT: DAT showreel 2015

2015-05-05 Thread Francisco Criado
Very nice reel! congratulations for your work.

F.


On Monday, May 4, 2015, Fabricio Chamon  wrote:

> Great reel Ivan!!
> Keep up the good work
>
> Em segunda-feira, 4 de maio de 2015, Ivan Vasiljevic  > escreveu:
>
>> Hi guys,
>>
>> Sorry for this off topic. This is our first show reel ever! :)
>> So I wanted to post it here, plenty of SI works...
>>
>> http://digitalassettailors.com/portfolio/showreel-2015/
>>
>> We will be at FMX this year, so if anybody wants to chat with us let me
>> know!
>>
>> Best.
>> Ivan
>>
>> --
>> Ivan Vasiljevic
>> -
>> Lighting TD
>> Founder, Digital Asset Tailors
>> -
>> web:http://digitalassettailors.com/
>> email:  i...@digitalassettailors.com
>>
>>
>>

-- 
Sent from Gmail Mobile


Re: OT: Unreal 4 and google cardboard

2015-04-09 Thread Francisco Criado
Hi Nuno,
we had those frame rates with levels that are about 1.5 million polys...now
we are take much more car on polycount! using a game engine is pretty new
for us coming from vfx industry.
Nicolas, we should start to think in doing a VR meeting when we got our
perception suits! i dare you to a soccer match! jaja!
Some of you surely already saw this:
https://www.youtube.com/watch?v=0zjPiGVSnfI
making of at gdc:
https://www.youtube.com/watch?v=clakekAHQx0

F.


2015-04-09 11:19 GMT-03:00 Nuno Conceicao :

> Hi Francisco
> We are doing our first steps in our studio towards creating VR contents
> for Oculus rift and compared to Unity is also giving us some issues in
> performance.
> Its quite possibly because we are still a bit newbies in UE but even with
> simple projects we tend to drop bellow the 75fps in stereo view while in
> non stereo we top 130fps using a GTX 770.
> Still trying to figure out the exact reasons, I know in stereo we get
> twice the draw calls, among other things but still...
>
> On Thu, Apr 9, 2015 at 1:14 PM, Francisco Criado 
> wrote:
>
>> Hi Nicolas!
>> Can you explain a little bit more? We are not having big issues with
>> Oculus, all of the expereinces we ve done are about 100 and 120 fps without
>> any problems on gtx970 and gtx980.
>>
>> F.
>>
>>
>>
>> 2015-04-09 9:08 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>
>>> In general Oculus performances are terrible within UE4, which is now a
>>> major drawback.
>>>
>>> Unity in this case is a well tested software if you're going for a VR
>>> situation, while UE4 is getting there ;)
>>>
>>> 2015-04-09 13:44 GMT+02:00 Francisco Criado :
>>>
>>>> Hi Gerbrand,
>>>>
>>>> in my experience, if wou want to make vr content for mobile i would
>>>> recommend you samsung gear vr rather than cardboard.
>>>> We been testing on mobile users and must say cardboard isn´t a pretty
>>>> chance to VR due to lag, comfort, and latency depending on mobile
>>>> model.Samusng gear vr is is definitely more expensive but has a growing
>>>> market, and a nice store for apps.
>>>> In terms of software, you said it, Unity reminds me of Maya or Max,
>>>> where you can do 3d, and Unreal reminds me softimage where you enjoy doing
>>>> 3d...
>>>>
>>>>
>>>> Hope it helps!
>>>>
>>>> F.
>>>>
>>>>
>>>>
>>>> 2015-04-09 8:07 GMT-03:00 Gerbrand Nel :
>>>>
>>>>  Yeah Oculus in unreal is easy.. The problem with the google cardboard
>>>>> is getting the head motion to drive the camera, and creating a proper 
>>>>> split
>>>>> screen.
>>>>> I really hope they release a template for cardboard in unreal soon.
>>>>> Us dumb-folk loves them templates :)
>>>>>
>>>>>
>>>>> On 09/04/2015 12:31, Alok Gandhi wrote:
>>>>>
>>>>> Done tons of ocuclus for unity. Have good experience so far. Not sure
>>>>> about unreal though.
>>>>>
>>>>> On Thu, Apr 9, 2015 at 3:59 PM, Gerbrand Nel 
>>>>> wrote:
>>>>>
>>>>>> Hey guys.. this is way of topic, but I ask here because the smart
>>>>>> kids hang out on this side of the internet ;P
>>>>>> I'm very keen to create vr stories, but for Joe Everybody.
>>>>>> The oculus is great, but it has a very small audience at the moment.
>>>>>> Google cardboard on the other hand is accessible to anyone with a
>>>>>> smartish phone.
>>>>>> Now I got a simple thing going with unity, and it works great.
>>>>>> Problem is; unity reminds me of maya, and maya leads to anger and
>>>>>> anger leads to... oh you get the picture.
>>>>>> Unreal on the other hand feel friendly, like a ICE tree, made of
>>>>>> friendly things.
>>>>>> Until you try and do a google cardboard project that is.
>>>>>> Has anyone here done unreal work for google cardboard?
>>>>>> Care to share some knowledge?
>>>>>> Thanks guys
>>>>>> G
>>>>>>
>>>>>
>>>>>
>>>>>
>>>>>  --
>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>>
>>>>
>>>>
>>>
>>
>>
>> --
>>
>>
>>
>


--


Re: OT: Unreal 4 and google cardboard

2015-04-09 Thread Francisco Criado
Gerbrand,
Stupid question, have you tried forcing stereo on at begin play on the
level blueprint?

F.


2015-04-09 9:46 GMT-03:00 Gerbrand Nel :

>  Hi Francisco
> Thanks for the input.
> I agree that gear and oculus is way better than cardboard, but I've seen a
> few nice smooth things on cardboard too.
> I'm not so much interested in creating high poly sets with all the
> lighting effects in the world. Mostly just static environments to explore
> as part of a story.
> I know I can get all of this done in unity, but I *want* to do it in
> unreal.
> I've written enough bloody scripts last year in maya to last me a lifetime.
> Also the houdini to unreal plugin means I get to learn two new software
> pieces I enjoy.
> I've been trying most of the things in the link you sent over the last few
> days, but I run into all the problems described in there without any of the
> solutions working for me.
> The vr template also didn't give me a split screen, or the lens
> distortion, or the tracking I was hoping for.
> Ah the pain and joy of new software :)
> G
>
>
> On 09/04/2015 14:08, Francisco Criado wrote:
>
>  By the way,
>
>  there is a VR Template for Unreal we use in our projects, have you
> checked if it works for cardboard?
>  Also there is this on the ue forum that may help:
>
> https://forums.unrealengine.com/showthread.php?19665-Google-VR&highlight=cardboard
> its seems to be a workaround from Noculus solution.
> Hope it helps.
> F.
>
>
> 2015-04-09 8:44 GMT-03:00 Francisco Criado :
>
>>Hi Gerbrand,
>>
>>  in my experience, if wou want to make vr content for mobile i would
>> recommend you samsung gear vr rather than cardboard.
>>  We been testing on mobile users and must say cardboard isn´t a pretty
>> chance to VR due to lag, comfort, and latency depending on mobile
>> model.Samusng gear vr is is definitely more expensive but has a growing
>> market, and a nice store for apps.
>>  In terms of software, you said it, Unity reminds me of Maya or Max,
>> where you can do 3d, and Unreal reminds me softimage where you enjoy doing
>> 3d...
>>
>>
>> Hope it helps!
>>
>>  F.
>>
>>
>>
>> 2015-04-09 8:07 GMT-03:00 Gerbrand Nel :
>>
>>  Yeah Oculus in unreal is easy.. The problem with the google cardboard
>>> is getting the head motion to drive the camera, and creating a proper split
>>> screen.
>>> I really hope they release a template for cardboard in unreal soon.
>>> Us dumb-folk loves them templates :)
>>>
>>>
>>> On 09/04/2015 12:31, Alok Gandhi wrote:
>>>
>>> Done tons of ocuclus for unity. Have good experience so far. Not sure
>>> about unreal though.
>>>
>>> On Thu, Apr 9, 2015 at 3:59 PM, Gerbrand Nel  wrote:
>>>
>>>> Hey guys.. this is way of topic, but I ask here because the smart kids
>>>> hang out on this side of the internet ;P
>>>> I'm very keen to create vr stories, but for Joe Everybody.
>>>> The oculus is great, but it has a very small audience at the moment.
>>>> Google cardboard on the other hand is accessible to anyone with a
>>>> smartish phone.
>>>> Now I got a simple thing going with unity, and it works great.
>>>> Problem is; unity reminds me of maya, and maya leads to anger and anger
>>>> leads to... oh you get the picture.
>>>> Unreal on the other hand feel friendly, like a ICE tree, made of
>>>> friendly things.
>>>> Until you try and do a google cardboard project that is.
>>>> Has anyone here done unreal work for google cardboard?
>>>> Care to share some knowledge?
>>>> Thanks guys
>>>> G
>>>>
>>>
>>>
>>>
>>>  --
>>>
>>>
>>>
>>
>>
>> --
>>
>>
>>
>
>
> --
>
>
>
>


--


Re: OT: Unreal 4 and google cardboard

2015-04-09 Thread Francisco Criado
You are right abouy gtxs, forgot to say that we provide our clients not
only the vr solution, that we provide them the hardware for running
smooth...
About VR for mobile end users  i think that is a very unclear deadline yet.
We are not going to get vr for the masses until a few years, so mobile
solutions will be more powered.
Actually NVIDIA Tegra X1 is 60 fps @ 120 hz for 1080p, which is not enough
Even Oculus or a Desktop VR solution should be 5k per eye (words from
Oculus/Facebook engineer at f8) if you would like to have no difference
from reality. So next few years will have to establish a final path to VR:

F.


2015-04-09 9:23 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:

> Hi Francisco,
> Well, main issue is that not everyone has a GTX, so if you're planning to
> create something to distribute you'll probably need to downscale the asset
> a lot and tweak the various settings ( disable Vsync and probably doing a
> bit of downscale of the asset )...depends on the project, but overall there
> are some trick to boost the FPS...
> In general lets say that Unity cope with Oculus better, but in terms of
> visual quality UE4 is much better.
>
> 2015-04-09 14:14 GMT+02:00 Francisco Criado :
>
>> Hi Nicolas!
>> Can you explain a little bit more? We are not having big issues with
>> Oculus, all of the expereinces we ve done are about 100 and 120 fps without
>> any problems on gtx970 and gtx980.
>>
>> F.
>>
>>
>>
>> 2015-04-09 9:08 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>
>> In general Oculus performances are terrible within UE4, which is now a
>>> major drawback.
>>>
>>> Unity in this case is a well tested software if you're going for a VR
>>> situation, while UE4 is getting there ;)
>>>
>>> 2015-04-09 13:44 GMT+02:00 Francisco Criado :
>>>
>>>> Hi Gerbrand,
>>>>
>>>> in my experience, if wou want to make vr content for mobile i would
>>>> recommend you samsung gear vr rather than cardboard.
>>>> We been testing on mobile users and must say cardboard isn´t a pretty
>>>> chance to VR due to lag, comfort, and latency depending on mobile
>>>> model.Samusng gear vr is is definitely more expensive but has a growing
>>>> market, and a nice store for apps.
>>>> In terms of software, you said it, Unity reminds me of Maya or Max,
>>>> where you can do 3d, and Unreal reminds me softimage where you enjoy doing
>>>> 3d...
>>>>
>>>>
>>>> Hope it helps!
>>>>
>>>> F.
>>>>
>>>>
>>>>
>>>> 2015-04-09 8:07 GMT-03:00 Gerbrand Nel :
>>>>
>>>>  Yeah Oculus in unreal is easy.. The problem with the google cardboard
>>>>> is getting the head motion to drive the camera, and creating a proper 
>>>>> split
>>>>> screen.
>>>>> I really hope they release a template for cardboard in unreal soon.
>>>>> Us dumb-folk loves them templates :)
>>>>>
>>>>>
>>>>> On 09/04/2015 12:31, Alok Gandhi wrote:
>>>>>
>>>>> Done tons of ocuclus for unity. Have good experience so far. Not sure
>>>>> about unreal though.
>>>>>
>>>>> On Thu, Apr 9, 2015 at 3:59 PM, Gerbrand Nel 
>>>>> wrote:
>>>>>
>>>>>> Hey guys.. this is way of topic, but I ask here because the smart
>>>>>> kids hang out on this side of the internet ;P
>>>>>> I'm very keen to create vr stories, but for Joe Everybody.
>>>>>> The oculus is great, but it has a very small audience at the moment.
>>>>>> Google cardboard on the other hand is accessible to anyone with a
>>>>>> smartish phone.
>>>>>> Now I got a simple thing going with unity, and it works great.
>>>>>> Problem is; unity reminds me of maya, and maya leads to anger and
>>>>>> anger leads to... oh you get the picture.
>>>>>> Unreal on the other hand feel friendly, like a ICE tree, made of
>>>>>> friendly things.
>>>>>> Until you try and do a google cardboard project that is.
>>>>>> Has anyone here done unreal work for google cardboard?
>>>>>> Care to share some knowledge?
>>>>>> Thanks guys
>>>>>> G
>>>>>>
>>>>>
>>>>>
>>>>>
>>>>>  --
>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>>
>>>>
>>>>
>>>
>>
>>
>> --
>>
>>
>>
>


--


Re: OT: Unreal 4 and google cardboard

2015-04-09 Thread Francisco Criado
Hi Nicolas!
Can you explain a little bit more? We are not having big issues with
Oculus, all of the expereinces we ve done are about 100 and 120 fps without
any problems on gtx970 and gtx980.

F.



2015-04-09 9:08 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:

> In general Oculus performances are terrible within UE4, which is now a
> major drawback.
>
> Unity in this case is a well tested software if you're going for a VR
> situation, while UE4 is getting there ;)
>
> 2015-04-09 13:44 GMT+02:00 Francisco Criado :
>
>> Hi Gerbrand,
>>
>> in my experience, if wou want to make vr content for mobile i would
>> recommend you samsung gear vr rather than cardboard.
>> We been testing on mobile users and must say cardboard isn´t a pretty
>> chance to VR due to lag, comfort, and latency depending on mobile
>> model.Samusng gear vr is is definitely more expensive but has a growing
>> market, and a nice store for apps.
>> In terms of software, you said it, Unity reminds me of Maya or Max, where
>> you can do 3d, and Unreal reminds me softimage where you enjoy doing 3d...
>>
>>
>> Hope it helps!
>>
>> F.
>>
>>
>>
>> 2015-04-09 8:07 GMT-03:00 Gerbrand Nel :
>>
>>  Yeah Oculus in unreal is easy.. The problem with the google cardboard
>>> is getting the head motion to drive the camera, and creating a proper split
>>> screen.
>>> I really hope they release a template for cardboard in unreal soon.
>>> Us dumb-folk loves them templates :)
>>>
>>>
>>> On 09/04/2015 12:31, Alok Gandhi wrote:
>>>
>>> Done tons of ocuclus for unity. Have good experience so far. Not sure
>>> about unreal though.
>>>
>>> On Thu, Apr 9, 2015 at 3:59 PM, Gerbrand Nel  wrote:
>>>
>>>> Hey guys.. this is way of topic, but I ask here because the smart kids
>>>> hang out on this side of the internet ;P
>>>> I'm very keen to create vr stories, but for Joe Everybody.
>>>> The oculus is great, but it has a very small audience at the moment.
>>>> Google cardboard on the other hand is accessible to anyone with a
>>>> smartish phone.
>>>> Now I got a simple thing going with unity, and it works great.
>>>> Problem is; unity reminds me of maya, and maya leads to anger and anger
>>>> leads to... oh you get the picture.
>>>> Unreal on the other hand feel friendly, like a ICE tree, made of
>>>> friendly things.
>>>> Until you try and do a google cardboard project that is.
>>>> Has anyone here done unreal work for google cardboard?
>>>> Care to share some knowledge?
>>>> Thanks guys
>>>> G
>>>>
>>>
>>>
>>>
>>>  --
>>>
>>>
>>>
>>
>>
>> --
>>
>>
>>
>


--


Re: OT: Unreal 4 and google cardboard

2015-04-09 Thread Francisco Criado
By the way,

there is a VR Template for Unreal we use in our projects, have you checked
if it works for cardboard?
Also there is this on the ue forum that may help:
https://forums.unrealengine.com/showthread.php?19665-Google-VR&highlight=cardboard
its seems to be a workaround from Noculus solution.
Hope it helps.
F.


2015-04-09 8:44 GMT-03:00 Francisco Criado :

> Hi Gerbrand,
>
> in my experience, if wou want to make vr content for mobile i would
> recommend you samsung gear vr rather than cardboard.
> We been testing on mobile users and must say cardboard isn´t a pretty
> chance to VR due to lag, comfort, and latency depending on mobile
> model.Samusng gear vr is is definitely more expensive but has a growing
> market, and a nice store for apps.
> In terms of software, you said it, Unity reminds me of Maya or Max, where
> you can do 3d, and Unreal reminds me softimage where you enjoy doing 3d...
>
>
> Hope it helps!
>
> F.
>
>
>
> 2015-04-09 8:07 GMT-03:00 Gerbrand Nel :
>
>  Yeah Oculus in unreal is easy.. The problem with the google cardboard is
>> getting the head motion to drive the camera, and creating a proper split
>> screen.
>> I really hope they release a template for cardboard in unreal soon.
>> Us dumb-folk loves them templates :)
>>
>>
>> On 09/04/2015 12:31, Alok Gandhi wrote:
>>
>> Done tons of ocuclus for unity. Have good experience so far. Not sure
>> about unreal though.
>>
>> On Thu, Apr 9, 2015 at 3:59 PM, Gerbrand Nel  wrote:
>>
>>> Hey guys.. this is way of topic, but I ask here because the smart kids
>>> hang out on this side of the internet ;P
>>> I'm very keen to create vr stories, but for Joe Everybody.
>>> The oculus is great, but it has a very small audience at the moment.
>>> Google cardboard on the other hand is accessible to anyone with a
>>> smartish phone.
>>> Now I got a simple thing going with unity, and it works great.
>>> Problem is; unity reminds me of maya, and maya leads to anger and anger
>>> leads to... oh you get the picture.
>>> Unreal on the other hand feel friendly, like a ICE tree, made of
>>> friendly things.
>>> Until you try and do a google cardboard project that is.
>>> Has anyone here done unreal work for google cardboard?
>>> Care to share some knowledge?
>>> Thanks guys
>>> G
>>>
>>
>>
>>
>>  --
>>
>>
>>
>
>
> --
>
>
>


--


Re: OT: Unreal 4 and google cardboard

2015-04-09 Thread Francisco Criado
Hi Gerbrand,

in my experience, if wou want to make vr content for mobile i would
recommend you samsung gear vr rather than cardboard.
We been testing on mobile users and must say cardboard isn´t a pretty
chance to VR due to lag, comfort, and latency depending on mobile
model.Samusng gear vr is is definitely more expensive but has a growing
market, and a nice store for apps.
In terms of software, you said it, Unity reminds me of Maya or Max, where
you can do 3d, and Unreal reminds me softimage where you enjoy doing 3d...


Hope it helps!

F.



2015-04-09 8:07 GMT-03:00 Gerbrand Nel :

>  Yeah Oculus in unreal is easy.. The problem with the google cardboard is
> getting the head motion to drive the camera, and creating a proper split
> screen.
> I really hope they release a template for cardboard in unreal soon.
> Us dumb-folk loves them templates :)
>
>
> On 09/04/2015 12:31, Alok Gandhi wrote:
>
> Done tons of ocuclus for unity. Have good experience so far. Not sure
> about unreal though.
>
> On Thu, Apr 9, 2015 at 3:59 PM, Gerbrand Nel  wrote:
>
>> Hey guys.. this is way of topic, but I ask here because the smart kids
>> hang out on this side of the internet ;P
>> I'm very keen to create vr stories, but for Joe Everybody.
>> The oculus is great, but it has a very small audience at the moment.
>> Google cardboard on the other hand is accessible to anyone with a
>> smartish phone.
>> Now I got a simple thing going with unity, and it works great.
>> Problem is; unity reminds me of maya, and maya leads to anger and anger
>> leads to... oh you get the picture.
>> Unreal on the other hand feel friendly, like a ICE tree, made of friendly
>> things.
>> Until you try and do a google cardboard project that is.
>> Has anyone here done unreal work for google cardboard?
>> Care to share some knowledge?
>> Thanks guys
>> G
>>
>
>
>
>  --
>
>
>


--


Re: Softimage 2015 - 400 usd?? what?

2015-04-06 Thread Francisco Criado
Error 404...strange...

2015-04-06 16:36 GMT-03:00 Stephan Haidacher :

>  a county commissioner selling softimage for 400 bucks?
> seems legit :D
>
> --stephan
>
> On 4/2/2015 5:28 PM, Pierre Schiller wrote:
>
>   Hi, just crossed this url:
> http://shellyoquinn.com/autodesk-softimage-2015-64-bit/
>
>  Is this a real re-sale and real price?
>
>  Thanks.
>
>  David.
>
>
>


--


Re: Linux distro ?

2015-04-06 Thread Francisco Criado
Few years ago, i had to implement several Softimage licenses for a studio,
and decided to go with Centos as os. In that moment the official speech
from Autodesk was that they only supported RH and after a couple of
meetings and deploys i could show to the reseller that it was easier to
deploy Softimage and Maya under Centos rather than RH. About licensing i
had a LM running on a Windows Server 2012.
In comparison must say Softimage was more painful about repositories than
Maya, but nothing that couldnt be resolved in a couple of hours.

F.


2015-04-06 8:43 GMT-03:00 Tim Leydecker :

>  One thing to be aware of when using standalone licenses is that while on
> windows,
> the license transfer utilities, deactivation of a standalone license,
> activation of a license
> and all the loggig in, out, management and such work pretty automated and
> reliable,
> this does not apply to Linux.
>
> Just recently, at a place I freelance, both Maya and Mudbox
> node-locked/aka standalone
> licenses had to move from one machine to another but that required a lot
> of manual back
> and forth with Autodesk support, tickets, proofs, etc.
>
> Personally, I´d prefer a floating license model.
>
> That doesn´t completely prevent licensing issues and is also more
> expensive compared to
> standalone stuff but once set up, it´s pretty convenient to swap a
> node/workstation for
> whatever reason.
>
> The excat reason the above stand alone stuff failed so badly with Linuc, I
> can´t tell you
> because I don´t know but one has to point out that one reason one would
> momentarily
> not want to touch exisiting (stand-alone) licenses is because nobody can
> really tell how
> Autodesk´s this year and early next year´s changes to the license system
> will affect pricing
> and such.
>
> Assuming the role of the oracle of the dark ages, it feels like the sky
> may fall on our heads any minute now.
>
> Either the new subscription model will result in painfully higher below
> the line anual per license costs
> or switching now to network licenses (which also costs money, even if it
> actually makes management easier)
> will cost you now just to require yet another (forceful) switch to some
> sort subscription, cloud based BS later.
>
> Or none of that happens and you end up seeing a license you payed a grand
> for now available for 10 bucks/month...
>
> Whatever happens there is hard to tell now.
>
> I have all my stuff floating now (including weeping about those several
> occassions of me throwing away money)
> and reserve myself the right to refuse any changes in the subscription
> models this year/next year if I don´t like them.
>
> Not everybody can do that, obviously but afaik my floating licenses are
> permanent while those subscription models
> just provide a service for a given amount of time, not a permanent
> license, neither stand alone nor floating...
>
> Cheers,
>
> tim
>
>
>
>
>
>
>
> Am 06.04.2015 um 11:32 schrieb Martin Yara:
>
>  Thanks for the link ! We are still using 2014 and older versions, but
> since we are using 2015 lic +sub I guess the license manager is the same.
>
>  We are using stand alone licenses but considering changing them to
> network lic and setup a server for that purpose. I'm still recollecting
> info.
>
>  Thanks,
>
>  Martin
>
> On Mon, Apr 6, 2015 at 6:26 PM, Ivan Tay  wrote:
>
>> CentOS 6.2 / Fedora 14 or RedHat 6.2 are certified for Softimage 2015.
>>
>> http://knowledge.autodesk.com/support/softimage/troubleshooting/caas/sfdcarticles/sfdcarticles/System-requirements-for-Autodesk-Softimage-2015.html
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
>> Sent: Monday, April 06, 2015 4:38 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: Linux distro ?
>>
>> I though that RH was the only certified one, and I was looking for a
>> cheap option.
>>
>> I'll try with CentOS.
>>
>> Thanks.
>>
>> On Mon, Apr 6, 2015 at 5:29 PM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>> go for a certified system if licensing is a priority. CentOS or RH, or FC
>>
>>  On Mon, Apr 6, 2015 at 9:02 AM, Henry Katz > hk-v...@iscs-i.com>> wrote:
>> Currently serving on Centos 6.5.
>>
>>
>> On 04/05/2015 03:00 PM, Martin wrote:
>> I'm considering using an old machine I have, put some Linux in it and use
>> it as a server for my Autodesk licenses. What distro would you recommend ?
>> My main objective is just the licenses at first, and using it as a
>> rendering server and some other services later.
>>
>> Thanks.
>>
>> Martin
>> Sent from my iPhone
>>
>>
>>
>> --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>>
>
>


--


Re: test again

2015-04-06 Thread Francisco Criado
456

2015-04-02 4:45 GMT-03:00 Alok Gandhi :

> 123
>
> --
>



--


Re: Test

2015-04-04 Thread Francisco Criado
clear and loud ;)

On Friday, April 3, 2015, Luc-Eric Rousseau  wrote:

> Worky?
>


-- 
Sent from Gmail Mobile


Re: OT: Epic going completely crazy

2015-03-11 Thread Francisco Criado
Nice to hear that Nicolas! let me know if you need beta test ;)

F.


2015-03-11 10:35 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:

> They're not the only one working on it ;) ...so I guess there will be
> alembic stuff available in short time
>
> 2015-03-11 14:14 GMT+01:00 Francisco Criado :
>
>> Hi Nicolas,
>>
>> the k&l 360 plugin is gonna be free via github, it would be nice if they
>> publish the alembic one too :)
>>
>> F.
>>
>>
>> 2015-03-11 10:01 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>
>> I think they used a techinque similar to this
>>> <http://www.kolor.com/livepano> one, I also notice that they made a 360
>>> viewer inside UE4, so I guess they combined that with 3d geometry inside
>>> UE4 and...well...its pretty amazing!
>>>
>>> 2015-03-11 13:34 GMT+01:00 Francisco Criado :
>>>
>>>> It seems this guys wrote an alembic plugin! sweet :)
>>>> http://blog.kiteandlightning.la/
>>>> By the way, their last vr demo "The Insurgent" is pretty amazing, still
>>>> wondering how they incorporated the live footage into the engine with that
>>>> quality.
>>>>
>>>> F.
>>>>
>>>>
>>>> 2015-03-09 10:35 GMT-03:00 Gerbrand Nel :
>>>>
>>>>  I don't know about you guys, but for me the coolest thing would be,
>>>>> proper alembic support.
>>>>> I just want to use it as a render at first, so I don't care if the
>>>>> alembic reader is slow, as long as the render is nice and fast :)
>>>>> Building interactive content will come a bit later for me.
>>>>> G
>>>>>
>>>>> On 09/03/2015 07:18, Francisco Criado wrote:
>>>>>
>>>>>  Well, this is interesting:
>>>>>
>>>>> http://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66
>>>>>
>>>>>  F.
>>>>>
>>>>>
>>>>> 2015-03-07 13:27 GMT-03:00 Tom Kleinenberg :
>>>>>
>>>>>> Has any idea negotiated a custom deal? That seems to be the most
>>>>>> obvious way to get a cap. Obviously, that would be subject to strict 
>>>>>> NDA's
>>>>>> but it would be interesting to know at what level in terms of gross 
>>>>>> revenue
>>>>>> people have been able to negotiate.
>>>>>>
>>>>>> On 7 March 2015 at 07:27, Eric Cosky  wrote:
>>>>>>
>>>>>>> As a game dev, I have some concerns about the royalties of Unreal.
>>>>>>> It's a fantastic engine that I enjoy very much, and it may very well be 
>>>>>>> the
>>>>>>> right choice in many cases but I do wish they had a cap on the 
>>>>>>> royalties.
>>>>>>> If nothing else, the royalties should be carefully considered against 
>>>>>>> the
>>>>>>> alternatives. I wrote a post explaining my thoughts in more detail
>>>>>>> here <http://bit.ly/1zAgU6P>. It came out a few days before they
>>>>>>> cut the monthly fee, but as you will see in the post that cost really 
>>>>>>> was
>>>>>>> just a drop in the bucket that doesn't change the big numbers.
>>>>>>>
>>>>>>>  Of course, none of this applies if you aren't subject to royalties
>>>>>>> which is bound to be a good percentage of people in this list.
>>>>>>>
>>>>>>>
>>>>>>> On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley 
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Some more comparisons..
>>>>>>>>
>>>>>>>>
>>>>>>>> http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> On 3 March 2015 at 21:49, Perry Harovas 
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Thanks everyone.
>>>>>>>>>
>>>>>>>>>  So (just to be clear, because i don't think I was) I was trying
>>>>>>>>> to get vertex level animation (not morph targets) into UE4.
>&

Re: OT: Epic going completely crazy

2015-03-11 Thread Francisco Criado
Hi Nicolas,

the k&l 360 plugin is gonna be free via github, it would be nice if they
publish the alembic one too :)

F.


2015-03-11 10:01 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:

> I think they used a techinque similar to this
> <http://www.kolor.com/livepano> one, I also notice that they made a 360
> viewer inside UE4, so I guess they combined that with 3d geometry inside
> UE4 and...well...its pretty amazing!
>
> 2015-03-11 13:34 GMT+01:00 Francisco Criado :
>
>> It seems this guys wrote an alembic plugin! sweet :)
>> http://blog.kiteandlightning.la/
>> By the way, their last vr demo "The Insurgent" is pretty amazing, still
>> wondering how they incorporated the live footage into the engine with that
>> quality.
>>
>> F.
>>
>>
>> 2015-03-09 10:35 GMT-03:00 Gerbrand Nel :
>>
>>  I don't know about you guys, but for me the coolest thing would be,
>>> proper alembic support.
>>> I just want to use it as a render at first, so I don't care if the
>>> alembic reader is slow, as long as the render is nice and fast :)
>>> Building interactive content will come a bit later for me.
>>> G
>>>
>>> On 09/03/2015 07:18, Francisco Criado wrote:
>>>
>>>  Well, this is interesting:
>>>
>>> http://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66
>>>
>>>  F.
>>>
>>>
>>> 2015-03-07 13:27 GMT-03:00 Tom Kleinenberg :
>>>
>>>> Has any idea negotiated a custom deal? That seems to be the most
>>>> obvious way to get a cap. Obviously, that would be subject to strict NDA's
>>>> but it would be interesting to know at what level in terms of gross revenue
>>>> people have been able to negotiate.
>>>>
>>>> On 7 March 2015 at 07:27, Eric Cosky  wrote:
>>>>
>>>>> As a game dev, I have some concerns about the royalties of Unreal.
>>>>> It's a fantastic engine that I enjoy very much, and it may very well be 
>>>>> the
>>>>> right choice in many cases but I do wish they had a cap on the royalties.
>>>>> If nothing else, the royalties should be carefully considered against the
>>>>> alternatives. I wrote a post explaining my thoughts in more detail
>>>>> here <http://bit.ly/1zAgU6P>. It came out a few days before they cut
>>>>> the monthly fee, but as you will see in the post that cost really was just
>>>>> a drop in the bucket that doesn't change the big numbers.
>>>>>
>>>>>  Of course, none of this applies if you aren't subject to royalties
>>>>> which is bound to be a good percentage of people in this list.
>>>>>
>>>>>
>>>>> On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley 
>>>>> wrote:
>>>>>
>>>>>> Some more comparisons..
>>>>>>
>>>>>>
>>>>>> http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/
>>>>>>
>>>>>>
>>>>>>
>>>>>> On 3 March 2015 at 21:49, Perry Harovas 
>>>>>> wrote:
>>>>>>
>>>>>>> Thanks everyone.
>>>>>>>
>>>>>>>  So (just to be clear, because i don't think I was) I was trying to
>>>>>>> get vertex level animation (not morph targets) into UE4.
>>>>>>> So I want to rig and envelope a character (or object) in another app
>>>>>>> (like Soft or C4D) and animate it with bones.
>>>>>>> Then I want to cache the animation of the deforming mesh, and export
>>>>>>> that out to UE4 without the bones, just the animated mesh.
>>>>>>>
>>>>>>>  I wanted to avoid FBX because, well, it is FBX and has been
>>>>>>> horribly varied and spotty with regards to stability and reliability 
>>>>>>> over
>>>>>>> the years.
>>>>>>> Alembic is lighter weight, faster to load large caches, far more
>>>>>>> stable and reliable (although this is, of course, also partly dependent 
>>>>>>> on
>>>>>>> the target application
>>>>>>> that hosts the importer).
>>>>>>>
>>>>>>>  The only reason I mentioned morph targets is that many people that
>>>>>>> we

Re: OT: Epic going completely crazy

2015-03-11 Thread Francisco Criado
It seems this guys wrote an alembic plugin! sweet :)
http://blog.kiteandlightning.la/
By the way, their last vr demo "The Insurgent" is pretty amazing, still
wondering how they incorporated the live footage into the engine with that
quality.

F.


2015-03-09 10:35 GMT-03:00 Gerbrand Nel :

>  I don't know about you guys, but for me the coolest thing would be,
> proper alembic support.
> I just want to use it as a render at first, so I don't care if the alembic
> reader is slow, as long as the render is nice and fast :)
> Building interactive content will come a bit later for me.
> G
>
> On 09/03/2015 07:18, Francisco Criado wrote:
>
>  Well, this is interesting:
>
> http://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66
>
>  F.
>
>
> 2015-03-07 13:27 GMT-03:00 Tom Kleinenberg :
>
>> Has any idea negotiated a custom deal? That seems to be the most obvious
>> way to get a cap. Obviously, that would be subject to strict NDA's but it
>> would be interesting to know at what level in terms of gross revenue people
>> have been able to negotiate.
>>
>> On 7 March 2015 at 07:27, Eric Cosky  wrote:
>>
>>> As a game dev, I have some concerns about the royalties of Unreal. It's
>>> a fantastic engine that I enjoy very much, and it may very well be the
>>> right choice in many cases but I do wish they had a cap on the royalties.
>>> If nothing else, the royalties should be carefully considered against the
>>> alternatives. I wrote a post explaining my thoughts in more detail here
>>> <http://bit.ly/1zAgU6P>. It came out a few days before they cut the
>>> monthly fee, but as you will see in the post that cost really was just a
>>> drop in the bucket that doesn't change the big numbers.
>>>
>>>  Of course, none of this applies if you aren't subject to royalties
>>> which is bound to be a good percentage of people in this list.
>>>
>>>
>>> On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley 
>>> wrote:
>>>
>>>> Some more comparisons..
>>>>
>>>>
>>>> http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/
>>>>
>>>>
>>>>
>>>> On 3 March 2015 at 21:49, Perry Harovas  wrote:
>>>>
>>>>> Thanks everyone.
>>>>>
>>>>>  So (just to be clear, because i don't think I was) I was trying to
>>>>> get vertex level animation (not morph targets) into UE4.
>>>>> So I want to rig and envelope a character (or object) in another app
>>>>> (like Soft or C4D) and animate it with bones.
>>>>> Then I want to cache the animation of the deforming mesh, and export
>>>>> that out to UE4 without the bones, just the animated mesh.
>>>>>
>>>>>  I wanted to avoid FBX because, well, it is FBX and has been horribly
>>>>> varied and spotty with regards to stability and reliability over the 
>>>>> years.
>>>>> Alembic is lighter weight, faster to load large caches, far more
>>>>> stable and reliable (although this is, of course, also partly dependent on
>>>>> the target application
>>>>> that hosts the importer).
>>>>>
>>>>>  The only reason I mentioned morph targets is that many people that
>>>>> were users of UE4 had suggested that the way to get vertex level animation
>>>>> into UE4 was by using morph targets and doing one morph per frame
>>>>> manually. Seemed a bit stupid to do it by hand, to me.
>>>>>
>>>>>  Am I being ridiculous to not just use FBX? Does FBX work well with
>>>>> vertex animation?
>>>>>
>>>>>  If I was near my machine I would just try it myself, but I won't be
>>>>> for a while.
>>>>>
>>>>>  Thanks again
>>>>>
>>>>>  Perry
>>>>>
>>>>>
>>>>>
>>>>> On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado <
>>>>> malcriad...@gmail.com> wrote:
>>>>>
>>>>>> Hi Perry,
>>>>>> you can import animated models and characters wih fbx, and you have
>>>>>> two ways, with the animation embeded or importing animations separated 
>>>>>> and
>>>>>> then aplying them in different ways.
>>>>>> I had an issue with an animated rope through nul

Re: Softimage 2 Unreal

2015-03-10 Thread Francisco Criado
Mirko,

ue4 by default doesn´t import animation,even though if you say its a
skeletal mesh, It has to be chosen apart. You can also import animations by
separate without need of importing the complete character.
If it were a null or skin issue you should been adviced by the log viewer.
Nicolas steps should work.
Hope it helps!

F.



2015-03-10 11:33 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:

> Mmmhhhtry this:
>
> - Plot animations on all the bones
> - Select joint hierarchy, remove constraint, plot animation
>
> So in UE4, if you try to open the animation sequence, you see the
> character not moving, correct? try to enable the joints view to see if
> they're still or moving, so you might understand if its a rig problem or
> weighting problem.
>
> I had the same problem if I remember correctly, but I don't remember how I
> solved it...
>
> 2015-03-10 15:19 GMT+01:00 Mirko Jankovic :
>
>> Well no errors it is just that there is no animation at all.
>> Now did I read somewhere that UE4 doesn't support nulls as weights for
>> mesh or?
>>
>> On Tue, Mar 10, 2015 at 3:13 PM, Nicolas Esposito <3dv...@gmail.com>
>> wrote:
>>
>>> What error do you get Mirko? if its multiple roots you need to modify
>>> the joint structure.
>>> I suggest you ( if you have the possibility ) to give ART plugin for
>>> Maya a try and check the joint structure there to see how everything is
>>> setup.
>>>
>>> 2015-03-10 15:02 GMT+01:00 Mirko Jankovic :
>>>
>>>> Hey,
>>>> Anyone had any luck exporting character rigged with GEAR from SI to UE4?
>>>> Species does work but so far no luck with Gear at all.
>>>>
>>>> On Tue, Feb 17, 2015 at 12:11 AM, Nicolas Esposito <3dv...@gmail.com>
>>>> wrote:
>>>>
>>>>> For quick animation testing I usually attach a play animation node
>>>>> right after the Event Begin Play node, so that every time I hit
>>>>> play/simulate, I have the animation running...
>>>>> Situation is different if you're testing a character movement set,
>>>>> which is far more complicated, but yes, in general you do everything using
>>>>> Blueprints, and of course then you put the Blueprint Actor you created
>>>>> inside the scene ;)
>>>>>
>>>>> 2015-02-16 20:49 GMT+01:00 Francisco Criado :
>>>>>
>>>>>> Hi Tim,
>>>>>>
>>>>>> already fixef it, couldn´t find the animation properties in 4.7,
>>>>>> seems ue changed some menues from 4.5 :)
>>>>>>
>>>>>> Thanks again.
>>>>>>
>>>>>> F.
>>>>>>
>>>>>>
>>>>>> 2015-02-16 15:58 GMT-03:00 Tim Leydecker :
>>>>>>
>>>>>> Hi Francisco,
>>>>>>>
>>>>>>> I can´t help you much further, I´ve only spent some 10-35 hrs with
>>>>>>> UE4 sofar. Poking, mostly.
>>>>>>>
>>>>>>> That said, you might want to check your Epic Games Launcher for the
>>>>>>> download of
>>>>>>>
>>>>>>> "Content Examples"
>>>>>>>
>>>>>>> It´s a bunch of very helpful levels, you may have luck finding
>>>>>>> something in the Blueprints of the:
>>>>>>>
>>>>>>> "Animation" level
>>>>>>>
>>>>>>> It´s a variety of examples on how to trigger/set up animations using
>>>>>>> different blueprints&approaches.
>>>>>>>
>>>>>>> Cheers,
>>>>>>>
>>>>>>>
>>>>>>> tim
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Am 16.02.2015 um 18:34 schrieb Francisco Criado:
>>>>>>>
>>>>>>>  Hi Tim and Nicolas,
>>>>>>>> thanks for responses, i had no issue exporting the animation from
>>>>>>>> Softimage, found that i wasnt importing it in the correct way in UE. 
>>>>>>>> Also
>>>>>>>> found that to make animation work on unreal it has to be loaded through
>>>>>>>> animation blueprints. Already made the animation graph work, where i 
>>>>>>>> see my
>>>>>>>> imported animation working, but still it seems i have something 
>>>>>>>> missing on
>>>>>>>> the event graph cause when i hit play on editor, i dont see any 
>>>>>>>> animation
>>>>>>>> happeinng  :s
>>>>>>>>
>>>>>>>> Thanks in advance,
>>>>>>>> F.
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>


--


Re: OT: Epic going completely crazy

2015-03-08 Thread Francisco Criado
Well, this is interesting:
http://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66

F.


2015-03-07 13:27 GMT-03:00 Tom Kleinenberg :

> Has any idea negotiated a custom deal? That seems to be the most obvious
> way to get a cap. Obviously, that would be subject to strict NDA's but it
> would be interesting to know at what level in terms of gross revenue people
> have been able to negotiate.
>
> On 7 March 2015 at 07:27, Eric Cosky  wrote:
>
>> As a game dev, I have some concerns about the royalties of Unreal. It's a
>> fantastic engine that I enjoy very much, and it may very well be the right
>> choice in many cases but I do wish they had a cap on the royalties. If
>> nothing else, the royalties should be carefully considered against the
>> alternatives. I wrote a post explaining my thoughts in more detail here
>> <http://bit.ly/1zAgU6P>. It came out a few days before they cut the
>> monthly fee, but as you will see in the post that cost really was just a
>> drop in the bucket that doesn't change the big numbers.
>>
>> Of course, none of this applies if you aren't subject to royalties which
>> is bound to be a good percentage of people in this list.
>>
>>
>> On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley 
>> wrote:
>>
>>> Some more comparisons..
>>>
>>> http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/
>>>
>>>
>>>
>>> On 3 March 2015 at 21:49, Perry Harovas  wrote:
>>>
>>>> Thanks everyone.
>>>>
>>>> So (just to be clear, because i don't think I was) I was trying to get
>>>> vertex level animation (not morph targets) into UE4.
>>>> So I want to rig and envelope a character (or object) in another app
>>>> (like Soft or C4D) and animate it with bones.
>>>> Then I want to cache the animation of the deforming mesh, and export
>>>> that out to UE4 without the bones, just the animated mesh.
>>>>
>>>> I wanted to avoid FBX because, well, it is FBX and has been horribly
>>>> varied and spotty with regards to stability and reliability over the years.
>>>> Alembic is lighter weight, faster to load large caches, far more stable
>>>> and reliable (although this is, of course, also partly dependent on the
>>>> target application
>>>> that hosts the importer).
>>>>
>>>> The only reason I mentioned morph targets is that many people that were
>>>> users of UE4 had suggested that the way to get vertex level animation
>>>> into UE4 was by using morph targets and doing one morph per frame
>>>> manually. Seemed a bit stupid to do it by hand, to me.
>>>>
>>>> Am I being ridiculous to not just use FBX? Does FBX work well with
>>>> vertex animation?
>>>>
>>>> If I was near my machine I would just try it myself, but I won't be for
>>>> a while.
>>>>
>>>> Thanks again
>>>>
>>>> Perry
>>>>
>>>>
>>>>
>>>> On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado >>> > wrote:
>>>>
>>>>> Hi Perry,
>>>>> you can import animated models and characters wih fbx, and you have
>>>>> two ways, with the animation embeded or importing animations separated and
>>>>> then aplying them in different ways.
>>>>> I had an issue with an animated rope through nulls like skeletons and
>>>>> didnt go to well, but i'm new to unreal too so there must be some way i
>>>>> don't know yet.
>>>>> Morph targets are quite simple, on unreal engine youtube channel there
>>>>> is a lot of info.
>>>>> Nicolas, what do you think?
>>>>> Hope it helps.
>>>>> F.
>>>>>
>>>>> On Monday, March 2, 2015, Perry Harovas 
>>>>> wrote:
>>>>>
>>>>>> I have been using UE4 for a month or so as well, and really enjoy it.
>>>>>>
>>>>>> One note, as far as I can tell it does not yet support Alembic
>>>>>> import, so getting character
>>>>>> animation (or deforming geometry animation) into UE4 is either done
>>>>>> via a skeleton (not as painful if the animated geo is a character I
>>>>>> suppose), or
>>>>>> a series of one-frame morph targets to get animated deforming
>>>>>> 

Re: OT: Epic going completely crazy

2015-03-02 Thread Francisco Criado
Hi Perry,
you can import animated models and characters wih fbx, and you have two
ways, with the animation embeded or importing animations separated and then
aplying them in different ways.
I had an issue with an animated rope through nulls like skeletons and didnt
go to well, but i'm new to unreal too so there must be some way i don't
know yet.
Morph targets are quite simple, on unreal engine youtube channel there is a
lot of info.
Nicolas, what do you think?
Hope it helps.
F.

On Monday, March 2, 2015, Perry Harovas  wrote:

> I have been using UE4 for a month or so as well, and really enjoy it.
>
> One note, as far as I can tell it does not yet support Alembic import, so
> getting character
> animation (or deforming geometry animation) into UE4 is either done
> via a skeleton (not as painful if the animated geo is a character I
> suppose), or
> a series of one-frame morph targets to get animated deforming geometry to
> work.
> I have been told this is the way to do it, but I have yet to attempt it as
> it sounds very painful.
>
> Anybody using it that can verify that, or did I miss something?
>
> Thanks,
>
> Perry
>
>
> On Mon, Mar 2, 2015 at 3:13 PM, Nicolas Esposito <3dv...@gmail.com
> > wrote:
>
>> HTML5 has been added recently, but consider that the engine is quite new
>> and the iOS/Android stuff is not well flashed out right now...but still,
>> looks awesome, just take a look at Infinity Blade and the Zen Garden demo ;)
>>
>> 2015-03-02 20:56 GMT+01:00 Francisco Criado > >:
>>
>>> Eugene,
>>>
>>> Unreal exports to Android, IOS, Linux and Windows.
>>>
>>> F.
>>>
>>>
>>> 2015-03-02 16:35 GMT-03:00 Eugene Flormata >> >:
>>>
>>> does ue4 output to ios/android/ windows/ osx/html5 same as unity does?
>>>>
>>>> On Mon, Mar 2, 2015 at 11:31 AM, Saeed Kalhor >>> > wrote:
>>>>
>>>>> LoL..
>>>>> Just after 5 days i paid for first month subscription it become free.
>>>>> Amazing!
>>>>>
>>>>
>>>>
>>>
>>>
>>> --
>>>
>>>
>>>
>>
>
>
> --
>
>
>
>
>
> Perry Harovas
> Animation and Visual Effects
>
> http://www.TheAfterImage.com <http://www.theafterimage.com/>
>
> -25 Years Experience
> -Member of the Visual Effects Society (VES)
>


-- 
Sent from Gmail Mobile


Re: OT: Epic going completely crazy

2015-03-02 Thread Francisco Criado
Eugene,

Unreal exports to Android, IOS, Linux and Windows.

F.


2015-03-02 16:35 GMT-03:00 Eugene Flormata :

> does ue4 output to ios/android/ windows/ osx/html5 same as unity does?
>
> On Mon, Mar 2, 2015 at 11:31 AM, Saeed Kalhor  wrote:
>
>> LoL..
>> Just after 5 days i paid for first month subscription it become free.
>> Amazing!
>>
>
>


--


Re: OT: Epic going completely crazy

2015-03-02 Thread Francisco Criado
Agree with Nicolas,
UE4 is mindblowing, here in our studio we are using it and must say its
learning curve is quite comfortable, you wont regret.

F.


2015-03-02 16:06 GMT-03:00 Mirko Jankovic :

> Also to add that right now Unity to me looks more like front end for
> assets tore. Everything you need.. asset store. buy buy buy
> Still don;t have much touch with Unreal but that will definitely change
>
> On Mon, Mar 2, 2015 at 7:14 PM, Nicolas Esposito <3dv...@gmail.com> wrote:
>
>> Personally I switched a bit ago to UDK and now UE4 due to my lack of
>> scripting...in short, in Unity if you want something you have to code it (
>> ehm...Maya anyone? )
>> UDK previously and UE4 now have Blueprints, which is basically visual
>> scripting quite easy to use and to modify/share.
>>
>> So you could see them as:
>>
>> - Unreal Engine 4: similar to Softimage, lots of tools to do the same
>> job, some unique features and very powerfull under the hood
>> - Unity: same as Maya, powerfull and used by a lot of people, but the
>> "vanilla" version is not so user friendly and suffer of the same thing as
>> Maya, means that there is a plugin for basically everything which turns
>> Unity into an usable engine...
>>
>> 2015-03-02 19:05 GMT+01:00 Adam Seeley :
>>
>>> And I was about to start learning some Unity.
>>>
>>> Unity users & Unreal users both seem to be happy campers.
>>> Anybody here have any experience with them? Any pros & cons that stick
>>> out?
>>> I don't really want to learn both.
>>>
>>> Free + Houdini Engine does seem to give Unreal an edge though. (A great
>>> big fat gleaming edge)
>>>
>>> Adam.
>>>
>>> On 2 March 2015 at 17:49, Cristobal Infante  wrote:
>>>
 nice one, will be installing it for sure. Also houdini engine will be
 available soon:


 https://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66

 On 2 March 2015 at 17:31, Nicolas Esposito <3dv...@gmail.com> wrote:

> Slightly OT, but holy cow, Unreal Engine 4 is completely free to use (
> 5% royalties upon release of a game ).
>
> https://www.unrealengine.com/what-is-unreal-engine-4
>
> I strongly suggest you to take a look at it now that is free, you
> won't regret, especially ICE users will find it very comfortable to use :)
>


>>>
>>
>


--


Re: Check this!

2015-02-22 Thread Francisco Criado
+1 HD would be nice to speculate a little bit more :)


F.


2015-02-22 13:04 GMT-03:00 Chris Johnson :

> I'd like to see it at high res...I have a feeling it's only posted at 360p
> for a reason.
>
> On Sun, Feb 22, 2015 at 10:21 AM, David Saber  wrote:
>
>> Hi everyone, check this video it's incredible!
>> https://www.youtube.com/watch?v=bLiX5d3rC6o
>>
>
>


--


Re: fbxreview

2015-02-18 Thread Francisco Criado
Hi Eugene, sorry for the poor reply, forgot to said i use it for simple
asset reviewing, the materials i use are basic materials, since i do the
shading work on Unreal.
What exactly do you want to export?
F.


2015-02-18 20:13 GMT-03:00 Eugene Flormata :

> thanks? any materials to read for maintaining textures and stuff? just
> wanting to try stuff on iphone app version
> not sure how to use the Dx11 shaders
>
> On Wed, Feb 18, 2015 at 2:29 PM, Francisco Criado 
> wrote:
>
>> Hi Eugene,
>> i´m using it with 2013 and 2014 binary and ascii formats and works like a
>> charm, with and without animation.
>> Hope it helps.
>>
>> F.
>>
>>
>> 2015-02-18 19:15 GMT-03:00 Eugene Flormata :
>>
>>> anyone know how to export fbx files to be read into this?
>>>
>>> http://area.autodesk.com/products/features/fbx
>>>
>>>
>>
>>
>> --
>>
>>
>>
>


--


Re: fbxreview

2015-02-18 Thread Francisco Criado
Hi Eugene,
i´m using it with 2013 and 2014 binary and ascii formats and works like a
charm, with and without animation.
Hope it helps.

F.


2015-02-18 19:15 GMT-03:00 Eugene Flormata :

> anyone know how to export fbx files to be read into this?
>
> http://area.autodesk.com/products/features/fbx
>
>


--


Re: Softimage 2 Unreal

2015-02-16 Thread Francisco Criado
Hi Tim,

already fixef it, couldn´t find the animation properties in 4.7, seems ue
changed some menues from 4.5 :)

Thanks again.

F.


2015-02-16 15:58 GMT-03:00 Tim Leydecker :

> Hi Francisco,
>
> I can´t help you much further, I´ve only spent some 10-35 hrs with UE4
> sofar. Poking, mostly.
>
> That said, you might want to check your Epic Games Launcher for the
> download of
>
> "Content Examples"
>
> It´s a bunch of very helpful levels, you may have luck finding something
> in the Blueprints of the:
>
> "Animation" level
>
> It´s a variety of examples on how to trigger/set up animations using
> different blueprints&approaches.
>
> Cheers,
>
>
> tim
>
>
>
>
> Am 16.02.2015 um 18:34 schrieb Francisco Criado:
>
>  Hi Tim and Nicolas,
>> thanks for responses, i had no issue exporting the animation from
>> Softimage, found that i wasnt importing it in the correct way in UE. Also
>> found that to make animation work on unreal it has to be loaded through
>> animation blueprints. Already made the animation graph work, where i see my
>> imported animation working, but still it seems i have something missing on
>> the event graph cause when i hit play on editor, i dont see any animation
>> happeinng  :s
>>
>> Thanks in advance,
>> F.
>>
>>
>


--


Re: Softimage 2 Unreal

2015-02-16 Thread Francisco Criado
Hi Tim and Nicolas,
thanks for responses, i had no issue exporting the animation from
Softimage, found that i wasnt importing it in the correct way in UE. Also
found that to make animation work on unreal it has to be loaded through
animation blueprints. Already made the animation graph work, where i see my
imported animation working, but still it seems i have something missing on
the event graph cause when i hit play on editor, i dont see any animation
happeinng  :s

Thanks in advance,
F.


Re: test

2015-02-14 Thread Francisco Criado
Thanks for the tip Luc-Eric! Didn't know that :s
El feb 14, 2015 10:25 PM, "Luc-Eric Rousseau" 
escribió:

> everyone received your "Softimage 2 Unreal" post twice, but gmail
> won't show you your own post
>
> On Sat, Feb 14, 2015 at 7:58 PM, Francisco Criado 
> wrote:
> > Already sent twice an email to the group, the first one 6 hours ago with
> a
> > question and still doesn't appear...
> >
>


Re: test

2015-02-14 Thread Francisco Criado
Already sent twice an email to the group, the first one 6 hours ago with a
question and still doesn't appear...

F.

On Saturday, February 14, 2015, Eric Turman  wrote:

> one...two...three
>
> On Sat, Feb 14, 2015 at 5:32 PM, Francisco Criado  > wrote:
>
>> testing...
>>
>>
>
>
> --
>
>
>
>
> -=T=-
>


-- 
Sent from Gmail Mobile


test

2015-02-14 Thread Francisco Criado
testing...


Softimage 2 Unreal

2015-02-14 Thread Francisco Criado
Hi guys,

 trying to export animated objects with basics transforms and an envelope
with nulls as bones for a rope, when i check it on fbx review standalone,
everything seems to be exported fine and working, but when i import it into
Unreal, there is no animation there. I know the question is more Unreal
than Softimage related, but some of you are fluid in Unreal, Nicolas are
you there? ;)

Thanks in advance,
F.


Softimage 2 Unreal

2015-02-14 Thread Francisco Criado
Hi guys,

 trying to export animated objects with basics transforms and an envelope
with nulls as bones for a rope, when i check it on fbx review standalone,
everything seems to be exported fine and working, but when i import it into
Unreal, there is no animation there. I know the question is more Unreal
than Softimage related, but some of you are fluid in Unreal, Nicolas are
you there? ;)

Thanks in advance,
F.


Re: Excellent Recent Gems

2015-02-03 Thread Francisco Criado
:O speechless! what a beautiful piece. My hat off to the artists that made
it.

F.


2015-02-03 15:05 GMT-03:00 olivier jeannel :

>  That's the program they use, "Softifromage" or something like that if I
> remember ;)
>
>
> Le 03/02/2015 18:21, Jordi Bares Dominguez a écrit :
>
> Great piece, quite amazing such a small team can pull such a big project
> all on their own.
>
>  jb
>
>  On 3 Feb 2015, at 16:48, Paulo Cesar Duarte 
> wrote:
>
>  Amazing work, all Softimage.
>
>  http://www.cgmeetup.net/home/le-gouffre/
>
> 2015-02-03 11:01 GMT-02:00 Jason S :
>
>>
>>   Pretty inspiring peice by 3 guys with a small budget,
>>   and seemingly as much audacity, creativity and determination at
>> overcoming obstacles as the characters portrayed :)
>>
>> *  Le Gouffre *
>>http://vimeo.com/118471437
>>
>>The Journey behind...
>>http://vimeo.com/118472904
>>
>>http://www.legouffre.com/en/
>>
>>  
>>
>>
>>
>>
>>
>>
>>
>
>
>  --
>  paulo-duarte.com
>
>
>
>


-- 
Francisco Criado
visual geek
DCA Lab


Re: Teaching Unreal vs Unity

2015-01-20 Thread Francisco Criado
 the artist make certain that they are not making mistakes.
> >
> >  On a side note: I think that Never Alone <http://neveralonegame.com/>
> is a
> > beautiful game on many levels. Congratulations Siew Yi Lang! I'm very
> much
> > looking forward to playing it on Steam
> > <http://store.steampowered.com/app/295790/> once I clear off my plate a
> bit.
> > Any large production is quite an ordeal, but I hope that you can feel
> proud to
> > have worked on it.
> >
> >  Cheers,
> >  -=Eric
> >  --
> >
> >
> >  -=T=-
> >
> >
> >
> >
>



-- 
Francisco Criado
visual geek
DCA Lab


Re: ot: unreal engine

2014-11-18 Thread Francisco Criado
Nicolas,
may i ask if you are using unreal toolset for rigging?
thanks,
F.




-- 
Francisco Criado
visual geek
DCA Lab


Re: ot: unreal engine

2014-11-18 Thread Francisco Criado
i don´t want to do maya, please, i don´t want to do maya! pleasee! Not
again, i promess i´ll be better, i don´t want to do maya!

F.


2014-11-18 10:28 GMT-03:00 Marco Peixoto :

> thats why I wrote keep dreaming... even when Soft was active there was
> basically no exporters for any game engine... its not now they they will
> appear
>
> On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com>
> wrote:
>
>> No one is going to spend time to develop this in Softimage unfortunately
>> ( unless you really have nothing else to do :D )
>>
>> 2014-11-18 13:47 GMT+01:00 Cristobal Infante :
>>
>>> Exactly the same with houdini engine, the API is there to make for soft.
>>>
>>> Will anyone do it? I doubt it, time to move on if you need this tools
>>>
>>> On 18 November 2014 12:44, Francisco Criado 
>>> wrote:
>>>
>>>> Well, its based on python scripting and they are giving away the code:
>>>>
>>>> https://bitbucket.org/m2u/m2u/
>>>> https://bitbucket.org/m2u/m2uue4plugin
>>>>
>>>> F.
>>>>
>>>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto :
>>>>
>>>> keep dreaming :)
>>>>>
>>>>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado <
>>>>> malcriad...@gmail.com> wrote:
>>>>>
>>>>>> Very nice! would be great to have this tool under Softimage hood...
>>>>>>
>>>>>> F.
>>>>>>
>>>>>>
>>>>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>>>>>
>>>>>> I haven't tried it yet, but for Maya users this is pretty cool!
>>>>>>>
>>>>>>> Interactive sync - M2UE4
>>>>>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine>
>>>>>>>
>>>>>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>>>>>>
>>>>>>>> Some new interesting tests:
>>>>>>>>
>>>>>>>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>>>>>>>
>>>>>>>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>>>>>>>
>>>>>>>> On 23 August 2014 22:47, Francisco Criado 
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Martin,
>>>>>>>>> In the unreal forum that was posted earlier in this mail you can
>>>>>>>>> read that for those movies he only spent 10 minutes aprox for baking 
>>>>>>>>> lights.
>>>>>>>>> F.
>>>>>>>>>  El ago 23, 2014 4:44 PM, "Martin Yara" 
>>>>>>>>> escribió:
>>>>>>>>>
>>>>>>>>> Outstanding quality !
>>>>>>>>>>
>>>>>>>>>> I've never written a shader, and I guess I misunderstood you but
>>>>>>>>>> are you saying that this quality is achievable in SI with custom 
>>>>>>>>>> shaders?
>>>>>>>>>> even with that crappy viewer?
>>>>>>>>>>
>>>>>>>>>> BTW, the fact that he is using UE4 doesn't mean the final
>>>>>>>>>> movie frame rate is real time. I'm guessing it isn't, just like all 
>>>>>>>>>> the
>>>>>>>>>> cinematics we see in games nowadays, pre-rendered with real time 
>>>>>>>>>> shaders.
>>>>>>>>>>
>>>>>>>>>> Martin
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata <
>>>>>>>>>> eug...@flormata.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>>>>>>>>>>> this doesn't really look baked though
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
>>>>>>>>>>> alok.gandhi2...@

Re: ot: unreal engine

2014-11-18 Thread Francisco Criado
Well, its based on python scripting and they are giving away the code:

https://bitbucket.org/m2u/m2u/
https://bitbucket.org/m2u/m2uue4plugin

F.

2014-11-18 9:36 GMT-03:00 Marco Peixoto :

> keep dreaming :)
>
> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado 
> wrote:
>
>> Very nice! would be great to have this tool under Softimage hood...
>>
>> F.
>>
>>
>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>
>> I haven't tried it yet, but for Maya users this is pretty cool!
>>>
>>> Interactive sync - M2UE4
>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine>
>>>
>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>>
>>>> Some new interesting tests:
>>>>
>>>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>>>
>>>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>>>
>>>> On 23 August 2014 22:47, Francisco Criado 
>>>> wrote:
>>>>
>>>>> Martin,
>>>>> In the unreal forum that was posted earlier in this mail you can read
>>>>> that for those movies he only spent 10 minutes aprox for baking lights.
>>>>> F.
>>>>>  El ago 23, 2014 4:44 PM, "Martin Yara"  escribió:
>>>>>
>>>>> Outstanding quality !
>>>>>>
>>>>>> I've never written a shader, and I guess I misunderstood you but are
>>>>>> you saying that this quality is achievable in SI with custom shaders? 
>>>>>> even
>>>>>> with that crappy viewer?
>>>>>>
>>>>>> BTW, the fact that he is using UE4 doesn't mean the final movie frame
>>>>>> rate is real time. I'm guessing it isn't, just like all the cinematics we
>>>>>> see in games nowadays, pre-rendered with real time shaders.
>>>>>>
>>>>>> Martin
>>>>>>
>>>>>>
>>>>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata >>>>> > wrote:
>>>>>>
>>>>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>>>>>>> this doesn't really look baked though
>>>>>>>
>>>>>>>
>>>>>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
>>>>>>> alok.gandhi2...@gmail.com> wrote:
>>>>>>>
>>>>>>>> It's all about baking. Recently, I made some arch viz app for
>>>>>>>> Andriod and iOS and I was able to achieve good quality. It was for 
>>>>>>>> unity
>>>>>>>> and I did all the baking in soft.
>>>>>>>>
>>>>>>>> Sent from my iPhone
>>>>>>>>
>>>>>>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> Consider that this is a kind of tech demo, means that Unreal Engine
>>>>>>>> 4, being a game engine, is built to manage multiple aspect ( physics,
>>>>>>>> characters movement and logic, enemies logic, particles and so on )
>>>>>>>> The video shows how good is UE4 with lighting and "atmosphere", but
>>>>>>>> the you actually build your scene as a game you need to do lots of
>>>>>>>> compromises...
>>>>>>>> Cryengine 2 was used as well for archivz and the results were
>>>>>>>> stunning, and lots of companies get a license to develop just that...
>>>>>>>>
>>>>>>>> The main issue that I found right now is that if you want to share
>>>>>>>> or send the work to your client ( as a walkthrough I mean ) you have to
>>>>>>>> send ( and install ) a 1-2gb file, which most clients are not so
>>>>>>>> comfortable with...otherwise you can just render a video with it...the 
>>>>>>>> main
>>>>>>>> advantage is that you don't wait 5 minutes per frame, but just a 
>>>>>>>> couple of
>>>>>>>> seconds.
>>>>>>>>
>>>>>>>> Anyway this engine looks amazing and the constant updates are
>>>>>>>&

Re: ot: unreal engine

2014-11-18 Thread Francisco Criado
Very nice! would be great to have this tool under Softimage hood...

F.


2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:

> I haven't tried it yet, but for Maya users this is pretty cool!
>
> Interactive sync - M2UE4
> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine>
>
> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>
>> Some new interesting tests:
>>
>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>
>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>
>> On 23 August 2014 22:47, Francisco Criado  wrote:
>>
>>> Martin,
>>> In the unreal forum that was posted earlier in this mail you can read
>>> that for those movies he only spent 10 minutes aprox for baking lights.
>>> F.
>>>  El ago 23, 2014 4:44 PM, "Martin Yara"  escribió:
>>>
>>> Outstanding quality !
>>>>
>>>> I've never written a shader, and I guess I misunderstood you but are
>>>> you saying that this quality is achievable in SI with custom shaders? even
>>>> with that crappy viewer?
>>>>
>>>> BTW, the fact that he is using UE4 doesn't mean the final movie frame
>>>> rate is real time. I'm guessing it isn't, just like all the cinematics we
>>>> see in games nowadays, pre-rendered with real time shaders.
>>>>
>>>> Martin
>>>>
>>>>
>>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata 
>>>> wrote:
>>>>
>>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>>>>> this doesn't really look baked though
>>>>>
>>>>>
>>>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
>>>>> alok.gandhi2...@gmail.com> wrote:
>>>>>
>>>>>> It's all about baking. Recently, I made some arch viz app for Andriod
>>>>>> and iOS and I was able to achieve good quality. It was for unity and I 
>>>>>> did
>>>>>> all the baking in soft.
>>>>>>
>>>>>> Sent from my iPhone
>>>>>>
>>>>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>> Consider that this is a kind of tech demo, means that Unreal Engine
>>>>>> 4, being a game engine, is built to manage multiple aspect ( physics,
>>>>>> characters movement and logic, enemies logic, particles and so on )
>>>>>> The video shows how good is UE4 with lighting and "atmosphere", but
>>>>>> the you actually build your scene as a game you need to do lots of
>>>>>> compromises...
>>>>>> Cryengine 2 was used as well for archivz and the results were
>>>>>> stunning, and lots of companies get a license to develop just that...
>>>>>>
>>>>>> The main issue that I found right now is that if you want to share or
>>>>>> send the work to your client ( as a walkthrough I mean ) you have to 
>>>>>> send (
>>>>>> and install ) a 1-2gb file, which most clients are not so comfortable
>>>>>> with...otherwise you can just render a video with it...the main advantage
>>>>>> is that you don't wait 5 minutes per frame, but just a couple of seconds.
>>>>>>
>>>>>> Anyway this engine looks amazing and the constant updates are
>>>>>> improving it more and more
>>>>>>
>>>>>>
>>>>>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante :
>>>>>>
>>>>>>> Some more in his work in kotaku:
>>>>>>>
>>>>>>>
>>>>>>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow
>>>>>>>
>>>>>>> And also a while back this Swedish apartment was done in Unreal
>>>>>>> (previously done in octane). He even offers a download if you want to 
>>>>>>> test
>>>>>>> the interactivity.
>>>>>>>
>>>>>>> http://vimeo.com/m/98625270
>>>>>>>
>>>>>>>
>>>>>>> On Friday, 22 August 2014, Matt Lind 
>>>>>>

Re: VFX->UX

2014-09-22 Thread Francisco Criado
Animating potatoes...
https://www.youtube.com/watch?v=q7uyKYeGPdE

F.


2014-09-22 13:23 GMT-03:00 olivier jeannel :

> Drawing on potatoes ?
>
> Le 22/09/2014 17:06, pedro santos a écrit :
>
>  "often fantasized about something rural and rugged, like potato farming."
>>
>> Or you know... the starting point... drawing and painting :)
>>
>
>


-- 
Francisco Criado
visual geek
DCA Lab


Re: VFX->UX

2014-09-22 Thread Francisco Criado
Hi Eric,
congratulations for your new career! same here, with soft dead and the
local vfx industry getting worst in all aspects, decided to move to
interactive...
Greetings.

Francisco.


On Monday, September 22, 2014, Byron Nash  wrote:

> Godpseed on your new career direction. Thanks for participating on the
> list all these years.
>
> On Mon, Sep 22, 2014 at 8:46 AM, Eric Thivierge 
> wrote:
>
>> Good luck Eric! From one Eric to another...
>>
>>  Den 22. september 2014 kl. 08:15 skrev Eric Lampi
>>> mailto:ericla...@gmail.com>>:
>>>
>>>
>>> Hi All,
>>>
>>> I was getting off a plane in Austin on my way to SXSW
>>> when I read the news about Soft being discontinued.
>>> Even though, as I said for a long time, I expected it
>>> to happen, it was still a shock. That was the day I
>>> unsubscribed to this list.
>>>
>>> For a variety of reasons and for quite some time, I
>>> had been trying find something else to do. The state
>>> of the industry is pretty awful compared to even just
>>> a few years ago. Soft being killed was the last straw.
>>> I started using Soft 3D in 1995 and next year would
>>> have been 20 years since I began my 3D career in NYC.
>>>
>>> So instead of continuing on and having to learn a
>>> whole new set of tools, it was time to seriously
>>> evaluate my future in VFX. I was at the point where if
>>> one more person asked me to make a car out of smoke
>>> and turn it into 3 dragons made of water and one made
>>> out of fire, I was going to shoot myself.
>>>
>>> I decided to go in an entirely new direction and began
>>> coursework to become a User Experience (UX) designer,
>>> which I completed a short time ago.
>>>
>>> I spent a great deal of time on this list and I have
>>> to thank all of you who have pitched in over the years
>>> and helped me out. You're a great group of people. I
>>> felt a little bad having just signed off like I did,
>>> so on that note...
>>>
>>> So long and thanks for all the fish.
>>>
>>> Eric
>>>
>>>
>>>
>>>
>>>
>>
>


Re: synoptic editor script

2014-09-19 Thread Francisco Criado
Already fixed:

the subroutine ended like this:

sub ALA_DER( in_obj, in_mousebuton, in_keymodifier )
SelectObj "MOSCA_CON_RIG.ALA_DER", , True
end sub


Thanks for the help, appreciated!

F.


2014-09-19 16:04 GMT-03:00 Stephen Blair :

> I don't think the period is a valid character for a subroutine name
>
> On Fri, Sep 19, 2014 at 2:50 PM, Francisco Criado 
> wrote:
>
>> Hi Matt, tried replacing by your line and also tried SelectObj
>> "MOSCA_CON_RIG.eff1", , True
>> and now i get with those two altrenatives this:
>>
>> 'ERROR : Expected '(' - [line 3]
>> ' WARNING : 3000 - Error parsing z:\3d\mosca_db\synoptic\mosca.htm
>>
>> Line 3 on the html is:
>> 

Re: synoptic editor script

2014-09-19 Thread Francisco Criado
Hi Matt, tried replacing by your line and also tried SelectObj
"MOSCA_CON_RIG.eff1", , True
and now i get with those two altrenatives this:

'ERROR : Expected '(' - [line 3]
' WARNING : 3000 - Error parsing z:\3d\mosca_db\synoptic\mosca.htm

Line 3 on the html is:

synoptic editor script

2014-09-19 Thread Francisco Criado
Hi guys,

just trying to do a quick synoptic view for a simple rig i made, already
loaded the image and made the hotspots but everytime i try to run it "Error
executing the script file" appears.
About the script it only contains this kind of stuff:

sub MOSCA_CON_RIG.eff1(in_obj,in_mousebutton,in_keymodifier)
SynopticSelect in_obj, "MOSCA_CON_RIG.eff"
end sub

Any help appreciated!
F.


Re: ot: unreal engine

2014-08-23 Thread Francisco Criado
Martin,
In the unreal forum that was posted earlier in this mail you can read that
for those movies he only spent 10 minutes aprox for baking lights.
F.
 El ago 23, 2014 4:44 PM, "Martin Yara"  escribió:

> Outstanding quality !
>
> I've never written a shader, and I guess I misunderstood you but are you
> saying that this quality is achievable in SI with custom shaders? even with
> that crappy viewer?
>
> BTW, the fact that he is using UE4 doesn't mean the final movie frame
> rate is real time. I'm guessing it isn't, just like all the cinematics we
> see in games nowadays, pre-rendered with real time shaders.
>
> Martin
>
>
> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata 
> wrote:
>
>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>> this doesn't really look baked though
>>
>>
>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi 
>> wrote:
>>
>>> It's all about baking. Recently, I made some arch viz app for Andriod
>>> and iOS and I was able to achieve good quality. It was for unity and I did
>>> all the baking in soft.
>>>
>>> Sent from my iPhone
>>>
>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> wrote:
>>>
>>> Consider that this is a kind of tech demo, means that Unreal Engine 4,
>>> being a game engine, is built to manage multiple aspect ( physics,
>>> characters movement and logic, enemies logic, particles and so on )
>>> The video shows how good is UE4 with lighting and "atmosphere", but the
>>> you actually build your scene as a game you need to do lots of
>>> compromises...
>>> Cryengine 2 was used as well for archivz and the results were stunning,
>>> and lots of companies get a license to develop just that...
>>>
>>> The main issue that I found right now is that if you want to share or
>>> send the work to your client ( as a walkthrough I mean ) you have to send (
>>> and install ) a 1-2gb file, which most clients are not so comfortable
>>> with...otherwise you can just render a video with it...the main advantage
>>> is that you don't wait 5 minutes per frame, but just a couple of seconds.
>>>
>>> Anyway this engine looks amazing and the constant updates are improving
>>> it more and more
>>>
>>>
>>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante :
>>>
>>>> Some more in his work in kotaku:
>>>>
>>>>
>>>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow
>>>>
>>>> And also a while back this Swedish apartment was done in Unreal
>>>> (previously done in octane). He even offers a download if you want to test
>>>> the interactivity.
>>>>
>>>> http://vimeo.com/m/98625270
>>>>
>>>>
>>>> On Friday, 22 August 2014, Matt Lind  wrote:
>>>>
>>>>> Addendum:
>>>>>
>>>>>
>>>>>
>>>>> It’s also part of the reason why 3rd party apps such as Fabric Engine
>>>>> can render faster than the native viewports – less overhead.
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> Matt
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> *From:* Matt Lind
>>>>> *Sent:* Friday, August 22, 2014 2:11 PM
>>>>> *To:* softimage@listproc.autodesk.com
>>>>> *Subject:* RE: ot: unreal engine
>>>>>
>>>>>
>>>>>
>>>>> Not the entire reason, but a big part of it is DCC apps must spend a
>>>>> lot of time reading and evaluating construction histories and other user
>>>>> interaction whereas the displayed data in a game engine is stripped down 
>>>>> to
>>>>> the bare minimum for performance.  Game engines will always be faster than
>>>>> DCC apps in that regard, and by a large factor.
>>>>>
>>>>>
>>>>>
>>>>> As for look quality, it’s just a matter of writing the shaders.  You
>>>>> can do that in Softimage.
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> Matt
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> *From:* softimage-boun...@listproc.autodesk.com [
>>>>> mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi
>>>>> Bares
>>>>> *Sent:* Friday, August 22, 2014 2:04 PM
>>>>> *To:* softimage@listproc.autodesk.com
>>>>> *Subject:* Re: ot: unreal engine
>>>>>
>>>>>
>>>>>
>>>>> I still wonder why the viewport of our 3D apps is not as good as that…
>>>>> :-P
>>>>>
>>>>>
>>>>>
>>>>> Jordi Bares
>>>>>
>>>>> jordiba...@gmail.com
>>>>>
>>>>>
>>>>>
>>>>> On 22 Aug 2014, at 21:34, Francisco Criado 
>>>>> wrote:
>>>>>
>>>>>
>>>>>
>>>>> it seems to be, it only tales 10 minutes to build the light mapping.
>>>>>
>>>>> details here:
>>>>>
>>>>> https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting
>>>>>
>>>>>
>>>>>
>>>>> 2014-08-22 17:30 GMT-03:00 David Saber :
>>>>>
>>>>> On 2014-08-22 18:55, Francisco Criado wrote:
>>>>>
>>>>> have to share this:
>>>>>
>>>>>
>>>>>
>>>>> UE4 Archviz / Lighting 2
>>>>> <https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> F.
>>>>>
>>>>> wowo, this is realtime?
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>


Re: ot: unreal engine

2014-08-22 Thread Francisco Criado
it seems to be, it only tales 10 minutes to build the light mapping.
details here:
https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting


2014-08-22 17:30 GMT-03:00 David Saber :

>  On 2014-08-22 18:55, Francisco Criado wrote:
>
> have to share this:
>
>
> https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA
>
>
>  F.
>
> wowo, this is realtime?
>


Re: Friday Flashback #186

2014-08-22 Thread Francisco Criado
Hi Stephen,

i sent an email to the group 3 hours ago and still didn't receive it in my
group tab. Its not the first time this happen...what can it be?
F.



2014-08-22 15:56 GMT-03:00 Stephen Blair :

> Friday Flashback #186
> The old VMIL Softimage User's Site
> http://wp.me/powV4-35B
>


ot: unreal engine

2014-08-22 Thread Francisco Criado
have to share this:

https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA


F.


Re: Glasswork+RedShift -- Cadbury spot

2014-08-07 Thread Francisco Criado
very nice! nice to see redshift in action!


2014-08-07 15:51 GMT-03:00 Marc-Andre Carbonneau <
marc-andre.carbonn...@ubisoft.com>:

>  Oh Alastair and team, why didn’t you share earlier! ;)
>
>
>
> http://vimeo.com/101585188
>
>
>
> Good job Glasswork. Made me smile :)
>


Re: Kinect 2 data to Softimage

2014-07-31 Thread Francisco Criado
Hi Jeff,
don´t know for V2 but for the first one, i couldn´t found a direct
methodlogy for working in softimage with kinect.
For 3d scanning, i highly recommend you skanect, is simple, cheap and
powerfull enough for kinect capabilities, and then doing retopo in zbrush
worked ok for us. We never used the vertex colors from the scan since V1
has a very bad quality in its rgb camera. We use to take photos with a dslr
and then paint textures on Mari.
About motion tracking, we used Ipi soft for doing some tests (see link
attached, sorry i´m a bad dancer) with 2 kinects (it demands a lot of time
in setup and calibration) becuse with one camera tracking wasn´t enough
stable.

https://vimeo.com/79887493

Kinect V2 is not supported in Ipisoft, but in FAQ they state that: "Kinect
2 for Xbox is not possible to use. We will include support of Kinect 2 for
Windows as soon as it is released (expected in summer 2014)"
Quite interested in seeing Kinect for Windows 2 capabilities for 3d
production.
Hope this helps of something.
F.




2014-07-31 12:31 GMT-03:00 Jeff McFall :

>  Hi everyone,
>
> We are just starting to look into some of the possibilities of using the
> new Kinect 2 for some production ideas.
>
> Would anyone have any initial advice or links to share of resources to get
> started?
>
>
>
> At first glance the areas to explore would be
>
>
>
> -Bringing a pointcloud single file and cache into Softimage for
> use with ICE
>
> -Generating useful meshes and texture mapping from pointclouds
> and importing to Soft
>
> -Motion tracking – skeleton export
>
>
>
> At first glance I am not finding much info on how to get a basic
> pointcloud from Kinect into Soft.
>
> Motion tracking to skeleton and mesh generation seem a bit more detailed
> and covered
>
>
>
> Brekel.com seems to have several apps and examples…
>
> anyone have good experience with others?
>
>
>
>
>
>
>
> thanks in advance
>
> Jeff
>
>
>
>
>


Re: animation mixer clip effects

2014-07-02 Thread Francisco Criado
Sweet! Exactly what i needed.Thanks for the help!
F.



2014-07-02 13:24 GMT-03:00 phil harbath :

>   I don’t have softimage in front of me, and it has been a while since I
> have done it but I think you need to add something like “cid*strideLength”
> where stridelength is a value you need to determine in the effects area in
> the clip properties for the hip and 2 foot controls (for a biped).
>
>  *From:* Francisco Criado 
> *Sent:* Wednesday, July 02, 2014 11:22 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* animation mixer clip effects
>
>   Hi guys,
>
> does anyone know how to correctly loop an animation clip, lets say a walk
> cycle, using the clip effects? trying to set the correct offset for my
> animation and is driving me mad.
>
> Thanks in advance...
> F.
>
>


animation mixer clip effects

2014-07-02 Thread Francisco Criado
Hi guys,

does anyone know how to correctly loop an animation clip, lets say a walk
cycle, using the clip effects? trying to set the correct offset for my
animation and is driving me mad.

Thanks in advance...
F.


Re: Hanging basket

2014-06-27 Thread Francisco Criado
uuupsss...sorry for the noise!
F.



2014-06-27 18:28 GMT-03:00 Francisco Criado :

> do you mean this?
> https://vimeo.com/64505405
>
> F.
>
>
>
> 2014-06-27 17:57 GMT-03:00 Ben Beckett :
>
> ncloth is your baby
>>
>>
>> On 27 June 2014 20:57, Byron Nash  wrote:
>>
>>> Is there an obvious out of the box solution for simulating a basket or
>>> other rigid object being held by multiple ropes/chains? It's definitely
>>> beyond the rope sim since the rigid object has mass and is affected by
>>> gravity. Probably don't have time to R&D a complex ICE solution from
>>> scratch.
>>>
>>
>>
>


Re: Hanging basket

2014-06-27 Thread Francisco Criado
do you mean this?
https://vimeo.com/64505405

F.



2014-06-27 17:57 GMT-03:00 Ben Beckett :

> ncloth is your baby
>
>
> On 27 June 2014 20:57, Byron Nash  wrote:
>
>> Is there an obvious out of the box solution for simulating a basket or
>> other rigid object being held by multiple ropes/chains? It's definitely
>> beyond the rope sim since the rigid object has mass and is affected by
>> gravity. Probably don't have time to R&D a complex ICE solution from
>> scratch.
>>
>
>


OT: MRViewer by Gonzalo Garramuño

2014-06-25 Thread Francisco Criado
Hi guys, maybe some of you remember Gonzalo from ILM´s Softimage users
years ago.
He is currently developing this tool by himself...

https://www.youtube.com/watch?v=pn_UTVdqans


F.


Re: simple script

2014-06-24 Thread Francisco Criado
thanks a lot emilio! working ok, just forgot to remove the""...thanks again!
F.


On Tuesday, June 24, 2014, Emilio Hernandez  wrote:

> xsi=Application
>
> sel = xsi.Selection(0)
>
> xsi.CopyAllAnimation2(sel.Name, "siAnySource", "siAllParam", "", "", "")
>
>
>
> ---
> Emilio Hernández   VFX & 3D animation.
>
>
> 2014-06-24 13:54 GMT-05:00 Emilio Hernandez  >:
>
>> Hello Francisco.
>>
>> As Matt said you need to have a valid selection.
>>
>> The piece of script I wrote is in Python and Matt's is in Jscript.
>>
>>
>>
>> ---
>> Emilio Hernández   VFX & 3D animation.
>>
>>
>> 2014-06-24 13:51 GMT-05:00 Francisco Criado > >:
>>
>>  Hi Emilio and Matt, thanks for your quick response!
>>>
>>> Emilio, it seems that sel.name doen't work, here is the log:
>>> # ERROR : 2000 - Argument 0 (InputObjs) is invalid
>>> Application.CopyAllAnimation2("", "", "", "", "", "")
>>> # ERROR : Traceback (most recent call last):
>>> #   File "

Re: simple script

2014-06-24 Thread Francisco Criado
Hi guys, thanks again,
what do you mean by a "valid selection"?

Matt if i change to jscript it drops an error on line 4:
// ERROR : 'return' statement outside of function - [line 4]

just thought there was a simple internal command for "my current selection"

thanks again!

F.


Re: simple script

2014-06-24 Thread Francisco Criado
Hi Emilio and Matt, thanks for your quick response!

Emilio, it seems that sel.name doen't work, here is the log:
# ERROR : 2000 - Argument 0 (InputObjs) is invalid
Application.CopyAllAnimation2("", "", "", "", "", "")
# ERROR : Traceback (most recent call last):
#   File "

simple script

2014-06-24 Thread Francisco Criado
Hi guys, just trying to do a quick access button, and getting stuck with
something very simple:

Application.CopyAllAnimation2("sarasa", "siAnySource", "siAllParam", "",
"", "") and my intention is to replace "sarasa" with current selection...
is there any command for current selection?

Thanks in advance.

F.


Re: Softimage 2 Unreal Engine

2014-06-18 Thread Francisco Criado
Hi Nicolas! thanks for the tips, its working ok now!
F.



2014-06-18 17:51 GMT+01:00 Nicolas Esposito <3dv...@gmail.com>:

> Max and Maya have thier own pipeline that you can find here
> <https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/Materials/index.html>
>
> Regarding Softimage the import is quite straight forward, I just tested:
> > Export in FBX ( I'm using FBX plugin 2013 ), leave the settings as they
> are ( not embedd texture, and so on, in case change the scale if you want )
> > Import into UE4: under static mesh expand the Advanced tab, choose
> import materials and import texture
> > As soon as you click ok it will import the meshes and apply
> automatically the materials to the meshes
> > If you open one of the material that UE created you see that ( at least
> in my case ) the textures ( diffuse and normal ) were imported correctly,
> so no need to relink or separate export for the textures.
>
> Tested using Softimage 2013 with Unreal Engine 4.1.1
>
> Hope it helps :)
>
>
> 2014-06-18 18:22 GMT+02:00 Francisco Criado :
>
> Hi Nicolas, i´ll take a look at your video, my main concern is getting the
>> textures on the import, and not having to do the import of the textures by
>> separate and relinking the materials...
>>
>> thanks again,
>> F.
>>
>>
>>
>> 2014-06-18 16:26 GMT+01:00 Nicolas Esposito <3dv...@gmail.com>:
>>
>> As far as I know the material is not converter, you have to create the
>>> material itself inside UE4 but, when you import, it allows you ( in the
>>> import option ) to create a material which if I remember correctly will
>>> contain both the diffuse and normal map
>>>
>>> Regarding the FBX export from Softimage I made a videotutorial exporting
>>> a character using Species.
>>>
>>> Softimage to Unreal Engine 4
>>> <https://www.youtube.com/watch?v=Kvg-EABdkfQ>
>>>
>>> Anyway as long as you export a model ( you mean a mesh or a model as it
>>> is called inside Softimage? ) it should work properly, it usually have
>>> problems with multiple roots with characters.
>>>
>>> If you can upload the model, I'll take a look at it and see what is the
>>> problem ;)
>>>
>>>
>>> 2014-06-18 17:11 GMT+02:00 Williams, Wayne :
>>>
>>>   Unfortunately I’ve not updated to unreal 4 yet so won’t be of much
>>>> assistance with the problem. One thing you can try is to download the
>>>> latest version of Maya/Softimage trial and export .fbx from there and see
>>>> if it comes in. My bet is that Maya is going to work but Softimage isn’t.
>>>>  My experience in the past has almost always been Softimage is used for
>>>> modeling/uv’ing/gatoring and another 3d package (max/maya) with more up to
>>>> date exporters are used to get things into the game engines like
>>>> cryengine/unreal.
>>>>
>>>>
>>>>
>>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco
>>>> Criado
>>>> *Sent:* Wednesday, June 18, 2014 10:53 AM
>>>> *To:* softimage@listproc.autodesk.com
>>>> *Subject:* RE: Softimage 2 Unreal Engine
>>>>
>>>>
>>>>
>>>> Hi Wayne, sorry for the missing information! Exporting from softimage
>>>> 2013 in fbx format to Unreal Engine 4.
>>>> Thanks in advance.
>>>> F.
>>>>
>>>> El jun 18, 2014 11:46 AM, "Williams, Wayne" 
>>>> escribió:
>>>>
>>>>  What format did you export from softimage? Did you use a plugin?
>>>> Which version of Unreal engine are you trying to import the model into???
>>>>
>>>>
>>>>
>>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco
>>>> Criado
>>>> *Sent:* Wednesday, June 18, 2014 10:44 AM
>>>> *To:* softimage@listproc.autodesk.com
>>>> *Subject:* Softimage 2 Unreal Engine
>>>>
>>>>
>>>>
>>>> Hi guys, trying to export a model with materials and textures to unreal
>>>> engine but everytime i try to import to ue it doesnt load the materials or
>>>> just freezes on loading...q
>>>>
>>>>
>>>>
>>>>
>>>
>>
>


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