Re: How to fix degenerate polygons?

2015-03-24 Thread julien carmagnac
Morten,

I already got Vray render error due to geometry import problem.
In my case, I have floating points without any polygon.

To quick check it manually you can :
 - select all objects to check
 - select all polygon
 - select all adjacent points
 - and finally, Invert selection

If it select points, you can delete them because there are no polygon
attached to it.



2015-03-24 11:40 GMT+01:00 Oscar Juarez :

> The script only selects the bad polygons, also the one on the blog, they
> don't do anything else, this will let you identify the polygons that are
> the problem, but then you have to decide what to do. If the issue comes
> from overlapping points maybe even a very small smooth might move them
> apart and avoid the zero area without changing topology.
>
> On Tue, Mar 24, 2015 at 11:10 AM, Morten Bartholdy 
> wrote:
>
>>   Thanks a lot Oscar - I will give both methods a shot and see what
>> happens.
>>
>>
>>Morten
>>
>>
>>
>> Den 24. marts 2015 kl. 10:45 skrev Oscar Juarez <
>> tridi.animei...@gmail.com>:
>>
>>   this should fix the script, it will select all the polygons that are
>> wrong
>>
>>  si = Application
>> epsilon = 0.1
>>
>> # Get PolygonArea DataArray (which is a tuple)
>> sel = si.Selection(0)
>> attr = sel.ActivePrimitive.GetICEAttributeFromName( "PolygonArea" )
>> areaData = attr.DataArray
>>
>> #
>> # Find the indices of the bad polys
>> #
>> bad = [ x for x,y in enumerate( areaData ) if y < epsilon]
>>
>> # Select the degenerates with a string like 'cube.poly[112,114,155]'
>> str_indices = '%s.poly[%s]' % (sel.FullName, ','.join(str(i) for i in
>> bad))
>> si.SelectGeometryComponents(str_indices)
>>
>>  On Tue, Mar 24, 2015 at 10:38 AM, Oscar Juarez <
>> tridi.animei...@gmail.com > wrote:
>>
>> As the blog post says, degenerate polygons most of the time are zero area
>> polys, a filter points with a very small distance have solved this kind of
>> issues for me on the past, but since your geometry is deformed you have to
>> check if it doesn't break your plotted shape or if it doesn't break other
>> things.
>>
>>  On Tue, Mar 24, 2015 at 9:44 AM, Morten Bartholdy < x...@colorshopvfx.dk
>> > wrote:
>>
>>I have a scene which crashes more or less randomly and Arnold prints
>> an error that there are degenerate polygons in the scene. The geometry
>> consist of 3600 simple cubes which are imported from an alembic file
>> generated in Cinema4D, so manually examining every object is not really an
>> option. So my question is how to fix the degenerate polygons? I found this
>> script:
>> http://xsisupport.com/2013/03/13/finding-degenerate-polygons-by-area/ ,
>> but it fails with an error:
>>
>>
>>This is what I ran:
>>
>>
>>   si = Application
>> epsilon = 0.1
>>
>> # Get PolygonArea DataArray (which is a tuple)
>> attr = si.Selection(0).ActivePrimitive.GetICEAttributeFromName(
>> "PolygonArea" )
>> areaData = attr.DataArray
>>
>> #
>> # Find the indices of the bad polys
>> #
>> bad = [ x for x,y in enumerate( areaData ) if y < epsilon]
>>
>> # Select the degenerates with a string like 'cube.poly[112,114,155]'
>> si.SelectGeometryComponents( 'Null2.Cube_[%s]' % ','.join(str(i) for i in
>> bad) )
>>
>>
>>
>>
>>
>>- and the error:
>>
>>
>>   Application.SelectMembers("abc_Tiles", "", "")
>> # ERROR : 2000 - Argument 0 (SelectionList) is invalid
>> # ERROR : 2001-SELE-SelectGeometryComponents - Argument 0 is invalid
>> Application.SelectGeometryComponents("Null2.Cube_[]")
>> # ERROR : Traceback (most recent call last):
>> # File "

Re: Maya Modeling : first Impressions/Requests/Questions

2015-02-05 Thread julien carmagnac
10. Yes that works, thanks.

2015-02-05 10:08 GMT+01:00 Martin Yara :

> Hi,
>
> Kinda busy right now so a quick reply.
>
> 10. I don't remember very well, but try Reference and disable shade.
>
> Martin
>
> On 2/5/15, julien carmagnac  wrote:
> > Hi Martin, Thank you for your feedback.
> >
> > *3+*. +1 for double edges highlighting !
> > You reminds me that case of double edges that sharing their vertices.
> > I merge all double vertices but double edges still here. I need to use
> > cleanup tool to merge these edges.
> > Is this may have an interest or is it just a bug ?
> >
> > *10.* There is the "Template" option in the "Object Display" but in this
> > mode I can't snap anything to this object.
> >
> > 2015-02-05 7:26 GMT+01:00 Martin Yara :
> >
> >> Hi Julien,
> >>
> >> A little feedback
> >>
> >> 1. I remap F8-F12 to 1,2,3 buttons because I don't use smooth as often
> as
> >> I use selection filters.
> >> You could create your own Marking Menu too.
> >>
> >> 3. AFAIK You can't change border edges colors, a simple but very useful
> >> SI
> >> feature.
> >> I also want double edges highlighting.
> >>
> >> 6. No, you need to code it or use someone else code.
> >> I use detatch and separate from someone on creative crash and edited the
> >> part where it deletes the original faces to work with a key modifier so
> I
> >> can keep or delete the original part.
> >> It doesn't work well if the object is not in under the scene root, but
> it
> >> does the work done, until I decide to write my own or find something
> >> better.
> >>
> >> 7. I don't think so, but I'm still using 2014 and I don't like that much
> >> MTK because of it's symmetry, not being able to use it with skinned
> >> objects
> >> or using any deformer, etc., for some reason I still don't know
> sometimes
> >> the highlight selection isn't accurate, and the Multi-Component auto
> >> seleciton is even worse. It looks like SI but in the practice it isn't
> >> close.
> >>
> >> It seemed cool at first though.
> >>
> >> Just like the Interactive Split Tool and MTK Multi Cut, they looked good
> >> at first, but most of the time I still use the old crappy prehistoric
> >> split
> >> tool. It sucks, but it is way more reliable.
> >>
> >> 10. With drawing overrides in your object's attributes.
> >>
> >>
> >> Martin
> >>
> >>
> >> On Thu, Feb 5, 2015 at 5:55 AM, julien carmagnac <
> >> carmagnacjul...@gmail.com> wrote:
> >>
> >>> Hello list !
> >>> I'm more a reader than a writer for now, but I want share my quick
> >>> experience (one week) on Maya.
> >>> It's a personal point of view and I'm curious to know your opinion
> about
> >>> it.
> >>>
> >>>
> >>> I like HotBox ! Relatively quick to access, probably not as quick as a
> >>> direct shortcut but can manage more quick tools with just a combo :
> >>> shorcut
> >>> + mouse move direction.
> >>> For now, I use it to select component (one of the more repeated action
> >>> during a day of work) but I have problem with its "context behavior" :
> >>> - it doesn't select components of my current selection, but those
> of
> >>> the object under my mouse cursor.
> >>> - get strange selection result (components of the first one) when I
> >>> use the "select all" command in a second time, with many objects in
> >>> component mode.
> >>> *1)* Why the hotbox component selection behavior isn't the same as with
> >>> the F8 to F12 keyboards ?
> >>> Is there a way to remove this "context behavior" ?
> >>> workaround :
> >>>   - F8 to F12 keyboards : I don't konw for you but just my own
> >>> opinion is that isn't easy to use (too far from "alt" navigation
> >>> keyboard
> >>> and need to look keyboard to select the good one)
> >>> - alt + q + left click : ok but another shortcut just as a
> >>> workaround
> >>> and the layout of each button component aren't the same than the main
> >>> hotbox menu.
> >>>
> >>> *2)* "Channel Box

Re: Maya Modeling : first Impressions/Requests/Questions

2015-02-05 Thread julien carmagnac
Hi Martin, Thank you for your feedback.

*3+*. +1 for double edges highlighting !
You reminds me that case of double edges that sharing their vertices.
I merge all double vertices but double edges still here. I need to use
cleanup tool to merge these edges.
Is this may have an interest or is it just a bug ?

*10.* There is the "Template" option in the "Object Display" but in this
mode I can't snap anything to this object.

2015-02-05 7:26 GMT+01:00 Martin Yara :

> Hi Julien,
>
> A little feedback
>
> 1. I remap F8-F12 to 1,2,3 buttons because I don't use smooth as often as
> I use selection filters.
> You could create your own Marking Menu too.
>
> 3. AFAIK You can't change border edges colors, a simple but very useful SI
> feature.
> I also want double edges highlighting.
>
> 6. No, you need to code it or use someone else code.
> I use detatch and separate from someone on creative crash and edited the
> part where it deletes the original faces to work with a key modifier so I
> can keep or delete the original part.
> It doesn't work well if the object is not in under the scene root, but it
> does the work done, until I decide to write my own or find something better.
>
> 7. I don't think so, but I'm still using 2014 and I don't like that much
> MTK because of it's symmetry, not being able to use it with skinned objects
> or using any deformer, etc., for some reason I still don't know sometimes
> the highlight selection isn't accurate, and the Multi-Component auto
> seleciton is even worse. It looks like SI but in the practice it isn't
> close.
>
> It seemed cool at first though.
>
> Just like the Interactive Split Tool and MTK Multi Cut, they looked good
> at first, but most of the time I still use the old crappy prehistoric split
> tool. It sucks, but it is way more reliable.
>
> 10. With drawing overrides in your object's attributes.
>
>
> Martin
>
>
> On Thu, Feb 5, 2015 at 5:55 AM, julien carmagnac <
> carmagnacjul...@gmail.com> wrote:
>
>> Hello list !
>> I'm more a reader than a writer for now, but I want share my quick
>> experience (one week) on Maya.
>> It's a personal point of view and I'm curious to know your opinion about
>> it.
>>
>>
>> I like HotBox ! Relatively quick to access, probably not as quick as a
>> direct shortcut but can manage more quick tools with just a combo : shorcut
>> + mouse move direction.
>> For now, I use it to select component (one of the more repeated action
>> during a day of work) but I have problem with its "context behavior" :
>> - it doesn't select components of my current selection, but those of
>> the object under my mouse cursor.
>> - get strange selection result (components of the first one) when I
>> use the "select all" command in a second time, with many objects in
>> component mode.
>> *1)* Why the hotbox component selection behavior isn't the same as with
>> the F8 to F12 keyboards ?
>> Is there a way to remove this "context behavior" ?
>> workaround :
>>   - F8 to F12 keyboards : I don't konw for you but just my own
>> opinion is that isn't easy to use (too far from "alt" navigation keyboard
>> and need to look keyboard to select the good one)
>> - alt + q + left click : ok but another shortcut just as a workaround
>> and the layout of each button component aren't the same than the main
>> hotbox menu.
>>
>> *2)* "Channel Box/Layer Editor" window is not bad for a quick access to
>> last tool :
>> - Is there a way to automatically expand the last input "operator"
>> when we select an object.
>> For example when I create a cube, I need to expand (one clic) and
>> then tweak param of With, Height, etc.
>>
>> *3)* On preference option, we can highlight border edge, but is there a
>> way to just set a different color (ok ok like softimage I admit) instead of
>> a not really elegant and visible strong edge.
>>
>>
>> *With Modeling Toolkit active :*
>>
>> *4)* A cool thing is the shift + translate to extrude edge, but it would
>> be good if that work with face too !
>>
>> *5)* With components, discrete mode (SRT increment snap : "J" on
>> keyboard) doesn't work on this mode.
>>
>> *6)* Is there a direct tool like the "Extract Polygons (keep)" in
>> softimage ?
>> Actually I need to :
>> a) "Duplicate Face"
>> b) "Extract Faces"
>> And that pollutes my outlin

Maya Modeling : first Impressions/Requests/Questions

2015-02-04 Thread julien carmagnac
Hello list !
I'm more a reader than a writer for now, but I want share my quick
experience (one week) on Maya.
It's a personal point of view and I'm curious to know your opinion about it.


I like HotBox ! Relatively quick to access, probably not as quick as a
direct shortcut but can manage more quick tools with just a combo : shorcut
+ mouse move direction.
For now, I use it to select component (one of the more repeated action
during a day of work) but I have problem with its "context behavior" :
- it doesn't select components of my current selection, but those of
the object under my mouse cursor.
- get strange selection result (components of the first one) when I use
the "select all" command in a second time, with many objects in component
mode.
*1)* Why the hotbox component selection behavior isn't the same as with the
F8 to F12 keyboards ?
Is there a way to remove this "context behavior" ?
workaround :
  - F8 to F12 keyboards : I don't konw for you but just my own opinion
is that isn't easy to use (too far from "alt" navigation keyboard and need
to look keyboard to select the good one)
- alt + q + left click : ok but another shortcut just as a workaround
and the layout of each button component aren't the same than the main
hotbox menu.

*2)* "Channel Box/Layer Editor" window is not bad for a quick access to
last tool :
- Is there a way to automatically expand the last input "operator" when
we select an object.
For example when I create a cube, I need to expand (one clic) and then
tweak param of With, Height, etc.

*3)* On preference option, we can highlight border edge, but is there a way
to just set a different color (ok ok like softimage I admit) instead of a
not really elegant and visible strong edge.


*With Modeling Toolkit active :*

*4)* A cool thing is the shift + translate to extrude edge, but it would be
good if that work with face too !

*5)* With components, discrete mode (SRT increment snap : "J" on keyboard)
doesn't work on this mode.

*6)* Is there a direct tool like the "Extract Polygons (keep)" in softimage
?
Actually I need to :
a) "Duplicate Face"
b) "Extract Faces"
And that pollutes my outliner hierarchy with a group of 2 objects plus one
transform object.
c) clean outliner hierarchy

*7)* "Transform options" of the modeling toolkit :
YES really good to see and edit numerical local transform value of
component !
BUT is there a way to do some math operation like other text box ?
And it would be good to have this on the "ChannelBox/LayerEditor" (ok ok
like softimage too) to regroup a little bit all informations.

*8)* Actually, snap tool must be activated before begin transformation, it
would be good if it can be activating during the operation (like Softimage
and probably other applications).
Small thing but can be really useful.

*9)* The transformation ability of the text box may be expanded to more
"complex" operation like : 45+8/(45*4)

*10)* With the viewport on shaded mode, is there a way to make an object in
wireframe, unselectable (like template) BUT "snapable" ?


Well, I see a lot of modeling tools and options that seems very cool and
very productive and I hope that maya can be more userfriendly in a near
future.
For now and before make my final choice of software I will continue with
Softimage.


Re: Best way to back out ICE instances to Geo + UVs

2015-02-03 Thread julien carmagnac
Select one or many point cloud objects and run.
I hope that help you.

2015-02-03 19:28 GMT+01:00 Eric Thivierge :

>  Sure I'll have a look at the script if you have it handy.
>
> Thanks,
> Eric T.
>
>
> On 2/3/2015 1:18 PM, julien carmagnac wrote:
>
>  Hello,
>
> At least, a simple script can read point clouds data and create all
> instance objects (can be critic if you have many many particles).
> I can share my script if you are interested.
>
>  Julien.
>
> 2015-02-03 17:14 GMT+01:00 Mario Reitbauer :
>
>> In case we are talking about static instances then I would export the
>> particles and instance again in maya.
>>
>>  Otherwise Momentum got a tool called "Instancer" which should do what
>> you want.
>>
>>  Or this here:
>> http://www.si-community.com/community/viewtopic.php?f=19&t=3588
>>
>>  And probably the most reason tool would be emTopolizer 2 from mootzoid.
>>
>> 2015-02-03 17:07 GMT+01:00 Eric Thivierge :
>>
>>> Hi all,
>>>
>>> We need to back out some ICE instances to geometry with UVs to transfer
>>> over to Maya. What's the best way to go about this? I thought I'd seen one
>>> of the Mootzoid plug-ins able to do this but not sure which one it was or
>>> whether actual UVs were generated or if they are just ICE based.
>>>
>>> Any help is appreciated as always,
>>>
>>> Eric T.
>>>
>>>
>>
>
>
Set maSelection = CreateObject("XSI.Collection")
maSelection.AddItems Application.Selection
auMoinsUnPointCloudTrouve = false

SetUserPref siScrCommandLogEnabled , FALSE

for each objEnCour in maSelection
if objEnCour.Type = "pointcloud" then
opereSurPointCloud objEnCour
auMoinsUnPointCloudTrouve = true
end if
next

if not auMoinsUnPointCloudTrouve then
logMessage "Selectionnez un(ou plusieurs) objet de type ""Point 
Cloud"".", siwarning
end if


sub opereSurPointCloud(ByRef inPointCloud)
logMessage "inPointCloud.FullName = " & inPointCloud.FullName
set monNullRangement = GetPrim("Null", inPointCloud.Name & "_instance")
DeselectAll

set maGeometrie = inPointCloud.ActivePrimitive.Geometry

'   for each attributEnCour in maGeometrie.ICEAttributes
'   logMessage "attributEnCour.Name = " & attributEnCour.Name
'   next


set attributPtPosition = 
maGeometrie.GetICEAttributeFromName("PointPosition")
tabDataPtPosition = attributPtPosition.DataArray

set attributSize = maGeometrie.GetICEAttributeFromName("Size")
tabDataSize = attributSize.DataArray

set attributScale = maGeometrie.GetICEAttributeFromName("Scale")
tabDataScale = attributScale.DataArray

set attributOrientation = 
maGeometrie.GetICEAttributeFromName("Orientation")
tabDataOrientation = attributOrientation.DataArray

set attributShape = maGeometrie.GetICEAttributeFromName("Shape")
tabDataShape = attributShape.DataArray


'barre de progression
set oProgressBar = XSIUIToolkit.ProgressBar
oProgressBar.Maximum = attributPtPosition.ElementCount
oProgressBar.Step = 1
oProgressBar.CancelEnabled = true
oProgressBar.Caption = inPointCloud.Name
oProgressBar.Visible= true

questionPourLaCreationDunModelParentDejaPose = false
creationDunModelParent = false
dim nouveauModelParent

for cpt = 0 to attributPtPosition.ElementCount - 1
oProgressBar.Caption = inPointCloud.Name & " to Instance (" & 
cpt & " / " & attributPtPosition.ElementCount & ")"
oProgressBar.Increment

if oProgressBar.CancelPressed then
exit for
end if

'--- position ---
set monVecteurPos = XSIMath.CreateVector3(1, 1, 1)
'logMessage "TypeName(tabDataPtPosition(cpt)) = " & 
TypeName(tabDataPtPosition(cpt))
set monVecteurPos = tabDataPtPosition(cpt)

'logMessage monVecteurPos.X & ", " & monVecteurPos.Y & ", " & 
monVecteurPos.Z


'--- size ---
on error resume next
'logMessage "TypeName(tabDataSize(cpt)) = " & 
TypeName(tabDataSize(cpt))
size = tabDataSize(cpt)

If E

Re: Best way to back out ICE instances to Geo + UVs

2015-02-03 Thread julien carmagnac
Hello,

At least, a simple script can read point clouds data and create all
instance objects (can be critic if you have many many particles).
I can share my script if you are interested.

Julien.

2015-02-03 17:14 GMT+01:00 Mario Reitbauer :

> In case we are talking about static instances then I would export the
> particles and instance again in maya.
>
> Otherwise Momentum got a tool called "Instancer" which should do what you
> want.
>
> Or this here:
> http://www.si-community.com/community/viewtopic.php?f=19&t=3588
>
> And probably the most reason tool would be emTopolizer 2 from mootzoid.
>
> 2015-02-03 17:07 GMT+01:00 Eric Thivierge :
>
>> Hi all,
>>
>> We need to back out some ICE instances to geometry with UVs to transfer
>> over to Maya. What's the best way to go about this? I thought I'd seen one
>> of the Mootzoid plug-ins able to do this but not sure which one it was or
>> whether actual UVs were generated or if they are just ICE based.
>>
>> Any help is appreciated as always,
>>
>> Eric T.
>>
>>
>


Re: Re[8]: lag when editing components

2014-04-22 Thread julien carmagnac
Hello,

I've already notice lag when editing sub component :
http://www.si-community.com/community/viewtopic.php?f=15&t=3009&hilit=group+ICE+lag

In my case it's when I have some ICE Tree with "instance shape" node which
reference a group instead of object directly.
If you have configured some ICE Tree like that, delete them (just for test).
I insist, just hide these ICE trees is not enough, you must remove them for
the test.

Hope that help.


Re: Gradient in PPG

2014-01-22 Thread julien carmagnac
Bad news,
but thanks for the info.

FCurve may be ok but the fact that we don't visualise color isn't cool.

Anyway, on my side i will try to make my own representation, perhaps with
the three FCurves too.

Cheers.


2014/1/22 Eric Mootz 

>  Yep, that was my workaround a while ago after I discovered that
> gradients could not be used in PPGs.
> It works, but three FCurves are rather "uncool" compared to a good ol'd
> gradient control. But it works.
>
> Cheers,
> Eric
>
>
>


Re: Gradient in PPG

2014-01-22 Thread julien carmagnac
Hello,

I recently try the "AddProxyParameter" command with a gradient param in
reference (from an ICE Compound), and it automatically crash Softimage
(2014 SP2).

I probably may create a new gradient parameter to drive the ICE one.
So I'm very interested by your request because I found nothing in the doc.



2014/1/22 Mathias N 

>
> isn't the SDK documentation awesome.
>
> Impeccable (屮゚Д゚)屮
>
> So, int for type, 8 groups pf RGB(A?), position float ...
>
> Both the ICE gradient and the fxtree gradient have 16 colors though, with
> the former also having mid points in addition to the positions.
>
> Do I have to set those? What about the number of markers?
>
> Do I create an actual array of parameters and pass it, or just create a
> bunch of parameters and pass the first as with .AddColor?
>
> The number of possible combinations to try without XSI giving you any real
> feedback boggles the mind.
>
>
>
> On Wed, Jan 22, 2014 at 12:07 AM, Luc-Eric Rousseau 
> wrote:
>
>> you need to create an array of parameters with the right types and add
>> the control on the first parameter. So it's just like the color
>> widget.
>> Check the Gradient operator in the fxtree.  Open its .spdl file to see
>> how it works.
>>
>> it's something like, one integer for type, and 8 groups of rgb color
>> and a float for their position. something like that.
>>
>> isn't the SDK documentation awesome.
>>
>> On Tue, Jan 21, 2014 at 5:13 PM, Mathias N  wrote:
>> > Evening
>> >
>> > Would any of you happen to know how to add a gradient
>> (siControlGradient)
>> > item to a PPG layout?
>> >
>> > With any of the standard data types it is pretty straight forward:
>> > parameter, label, UI type.
>> > A color item is given its own method, where instead of pointing to a
>> single
>> > parameter you point to float parameter representing red and it handles
>> the
>> > rest.
>> >
>> > But how exactly does this function with gradients? By definition it
>> cannot
>> > be linked to only a single parameter, but there is no special method
>> for it
>> > like with color.
>> >
>> > The docs would suggest that it is possible, but provides no information
>> as
>> > to how. Blindly flinging arguments at it has gotten me nowhere.
>> >
>> http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/siPPGControlType.html
>> >
>> > Cheers
>>
>
>


Re: groups slowdown modeling

2013-10-14 Thread julien carmagnac
Sorry for my late reply,

I'm not on beta but I have reported it for 2013SP1 (with the autodesk
"Report a Bug" page).
But I have not received any confirmation return (even not a little "Ok we
add it to our list.").

So if anyone on the beta just could check if there is a ticket like "ICE
Group Slowdown" and push it for 2014 too that could be cool.

Thanks.


2013/10/9 Jens Lindgren 

> Is Autodesk aware of this problem? If not it should be reported.
>
> /Jens
>
>
> On Wed, Oct 9, 2013 at 12:13 PM, julien carmagnac <
> carmagnacjul...@gmail.com> wrote:
>
>> Hello,
>>
>> I've got same behavior when using group in ICE tree even in 2014.
>> I've already post this on si-community :
>> http://www.si-community.com/community/viewtopic.php?f=15&t=3009&start=0&hilit=group+lag+point+cloud
>> I suggest you to not use group in an ICE Tree (until this "bug" is fixed
>> ).
>>
>> Cheers
>>
>>
>>
>> 2013/10/4 Stephen Davidson 
>>
>>> does it speed up when you freeze the stack?
>>> I experienced this as well, using the merge point tool.
>>> I just ended up freezing the stack every 20 merged points.
>>> It seems to be better in 2014sp2
>>>
>>>
>>> On Fri, Oct 4, 2013 at 6:40 AM, Roman Kaelin wrote:
>>>
>>>> hey there,
>>>>
>>>> i'm having this weird issue where using groups in ice trees is slowing
>>>> down my modeling. even if the pointclouds which are using the groups are
>>>> hidden or disabled. as soon as i'm trying to move polymesh vertices,
>>>> edges or faces it takes a couple of seconds till it reacts.
>>>>
>>>> is this a known issue or does anyone have any insights on this issue?
>>>> i'm using 2013sp1
>>>>
>>>> geerz,
>>>> roman
>>>> --
>>>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
>>>> subject "unsubscribe" and reply to the confirmation email.
>>>>
>>>
>>>
>>>
>>> --
>>>
>>> Best Regards,
>>> *  Stephen P. Davidson**
>>>**(954) 552-7956
>>> *sdavid...@3danimationmagic.com
>>>
>>> *Any sufficiently advanced technology is indistinguishable from magic*
>>>
>>>
>>>  - Arthur C. Clarke
>>>
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Re: groups slowdown modeling

2013-10-09 Thread julien carmagnac
Hello,

I've got same behavior when using group in ICE tree even in 2014.
I've already post this on si-community :
http://www.si-community.com/community/viewtopic.php?f=15&t=3009&start=0&hilit=group+lag+point+cloud
I suggest you to not use group in an ICE Tree (until this "bug" is fixed).

Cheers



2013/10/4 Stephen Davidson 

> does it speed up when you freeze the stack?
> I experienced this as well, using the merge point tool.
> I just ended up freezing the stack every 20 merged points.
> It seems to be better in 2014sp2
>
>
> On Fri, Oct 4, 2013 at 6:40 AM, Roman Kaelin wrote:
>
>> hey there,
>>
>> i'm having this weird issue where using groups in ice trees is slowing
>> down my modeling. even if the pointclouds which are using the groups are
>> hidden or disabled. as soon as i'm trying to move polymesh vertices,
>> edges or faces it takes a couple of seconds till it reacts.
>>
>> is this a known issue or does anyone have any insights on this issue?
>> i'm using 2013sp1
>>
>> geerz,
>> roman
>> --
>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
>> subject "unsubscribe" and reply to the confirmation email.
>>
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>
>
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>
> Best Regards,
> *  Stephen P. Davidson**
>**(954) 552-7956
> *sdavid...@3danimationmagic.com
>
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>
>- Arthur C. Clarke
>
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Re: interaction lag

2013-09-13 Thread julien carmagnac
Ok Thanks for you return Nel,

I suggest you to put many "Instance Shape" than curve and use a build array
node to get all.

In any case I'm glad to not be the only one with this problem (sorry ;) ).
If anyone here seen this problem and is on the beta, maybe he can report it
to Autodesk?

Friendly.


2013/9/13 Gerbrand Nel 

>  I do have groups of curves defining a vector field on the mesh, so it
> might be that :)
> G
>
> On 2013/09/13 01:47 PM, julien carmagnac wrote:
>
>   Hello list,
>
>  And do you know what is going wrong in your ICE (If you think that's an
> anormal behavior) ?
>
>  I already have interaction lag with ICE tree and I find that's due to the
> use of group in ICE Tree.
>  I've post this on si-community
> http://www.si-community.com/community/viewtopic.php?f=15&t=3009&hilit=+group+ICE+lag
> Just curious to know if your problem is similar.
>
>  Thanks.
>
>
> 2013/9/13 Gerbrand Nel 
>
>>  Yup. it was my ICE trees
>> Thanks guys
>> G
>>
>> On 2013/09/13 12:22 PM, olivier jeannel wrote:
>>
>> I had massive slowdown with getting 150 Matrices in a hierarchy because
>> of 4 unfrozen Center operators in the modeling stack. :/
>>
>>
>> Le 13/09/2013 11:47, pete...@skynet.be a écrit :
>>
>>  hiding the particles and strands is not going to simulate them but that
>> doesn’t mean the ICE tree is totally inactive.
>> such a lag on every single interaction with a geometry sounds *exactly*
>> like what I’d expect from a hidden ICE tree.
>> it’s traversing the tree to see if everything’s hooked up properly (the
>> lag) and then does nothing with it (fast interaction) – which is not ideal.
>>
>> try to break the link with the mesh in the ICE tree by pointing to some
>> other geo that you’re doing nothing with – I’d bet the lag is gone.
>>
>> in more complex trees I try to make it easy to switch the input geometry
>> – such as avoiding several getters pointing to the same geometry, and
>> putting a passthrough between the getter and the rest of the tree. Or use a
>> group as input (if possible) and remove/add the mesh from the group as
>> needed – without having to go in the ICE tree.
>>
>>   *From:* Gerbrand Nel 
>> *Sent:* Friday, September 13, 2013 10:55 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: interaction lag
>>
>>  It happens on all views, shaded and wireframe.
>> I'm emitting particles and strands on the mesh, but its all hidden.
>> I tried the merge into new scene, but I still have the lag.
>> This is 2013 btw.. I'll check 2014, but we cant move the project there
>> for now :(
>> I was hoping there was a display setting I was missing.
>>
>> Thanks for the input guys
>> G
>> On 2013/09/13 10:34 AM, Matt Morris wrote:
>>
>> Are you referencing the mesh in ice at all? I've found that can cause
>> delays sometimes.
>>
>>
>> On 13 September 2013 09:15, wavo  wrote:
>>
>>>  Noo!  (...only if it has  a lot of polygons),
>>>
>>> do you use linked shapeanimation or is it subdivided, is the delay  in
>>> camera-view or in every view?!
>>>
>>> Did you merge it in a new Scene?!
>>> Wireframe or shaded, heavy geo?!
>>>
>>> W
>>>
>>>
>>> Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:
>>>
>>> Hey list
>>> I have this irritating problem, and I was hoping you guys knew what
>>> might cause it, and how to fix it.
>>> I've rigged this character, and the interaction is a bit weird.
>>> When I navigate around the geometry, everything is real time.
>>> When I select a part of the rig and start transforming, there is a few
>>> seconds of "dead softimage" and then it wakes up and works in real time
>>> again.
>>> This happens every time I start transforming on a new axis.
>>> Any ideas?
>>> Thanks people :)
>>> G
>>>
>>>
>>>
>>>  --
>>>
>>>
>>> *Walter Volbers*
>>> Senior Animator
>>>
>>> *FIFTYEIGHT* 3D
>>> Animation & Digital Effects GmbH
>>>
>>> Kontorhaus Osthafen
>>> Lindleystraße 12
>>> 60314 Frankfurt am Main
>>> Germany
>>>
>>> Telefon +49 (0) 69.48 000 55.50 <%2B49%20%280%29%2069.48%2%2055.50>
>>> Telefax +49 (0) 69.48 000 55.15 <%2B49%20%280%29%2069.48%2%2055.15>
>>>
>>> *mailto:w...@fiftyeight.com 
>>> http://www.fiftyeight.com
>>> *
>>>
>>> 
>>> ESC*58*
>>> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>>>
>>> *http://www.ESC58.de
>>> *
>>>
>>
>>
>>
>> --
>> www.matinai.com
>>
>>
>>
>>
>>
>
>


Re: interaction lag

2013-09-13 Thread julien carmagnac
Hello list,

And do you know what is going wrong in your ICE (If you think that's an
anormal behavior) ?

I already have interaction lag with ICE tree and I find that's due to the
use of group in ICE Tree.
I've post this on si-community
http://www.si-community.com/community/viewtopic.php?f=15&t=3009&hilit=+group+ICE+lag
Just curious to know if your problem is similar.

Thanks.


2013/9/13 Gerbrand Nel 

>  Yup. it was my ICE trees
> Thanks guys
> G
>
> On 2013/09/13 12:22 PM, olivier jeannel wrote:
>
> I had massive slowdown with getting 150 Matrices in a hierarchy because of
> 4 unfrozen Center operators in the modeling stack. :/
>
>
> Le 13/09/2013 11:47, pete...@skynet.be a écrit :
>
>  hiding the particles and strands is not going to simulate them but that
> doesn’t mean the ICE tree is totally inactive.
> such a lag on every single interaction with a geometry sounds *exactly*
> like what I’d expect from a hidden ICE tree.
> it’s traversing the tree to see if everything’s hooked up properly (the
> lag) and then does nothing with it (fast interaction) – which is not ideal.
>
> try to break the link with the mesh in the ICE tree by pointing to some
> other geo that you’re doing nothing with – I’d bet the lag is gone.
>
> in more complex trees I try to make it easy to switch the input geometry –
> such as avoiding several getters pointing to the same geometry, and putting
> a passthrough between the getter and the rest of the tree. Or use a group
> as input (if possible) and remove/add the mesh from the group as needed –
> without having to go in the ICE tree.
>
>   *From:* Gerbrand Nel 
> *Sent:* Friday, September 13, 2013 10:55 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: interaction lag
>
>  It happens on all views, shaded and wireframe.
> I'm emitting particles and strands on the mesh, but its all hidden.
> I tried the merge into new scene, but I still have the lag.
> This is 2013 btw.. I'll check 2014, but we cant move the project there for
> now :(
> I was hoping there was a display setting I was missing.
>
> Thanks for the input guys
> G
> On 2013/09/13 10:34 AM, Matt Morris wrote:
>
> Are you referencing the mesh in ice at all? I've found that can cause
> delays sometimes.
>
>
> On 13 September 2013 09:15, wavo  wrote:
>
>>  Noo!  (...only if it has  a lot of polygons),
>>
>> do you use linked shapeanimation or is it subdivided, is the delay  in
>> camera-view or in every view?!
>>
>> Did you merge it in a new Scene?!
>> Wireframe or shaded, heavy geo?!
>>
>> W
>>
>>
>> Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:
>>
>> Hey list
>> I have this irritating problem, and I was hoping you guys knew what might
>> cause it, and how to fix it.
>> I've rigged this character, and the interaction is a bit weird.
>> When I navigate around the geometry, everything is real time.
>> When I select a part of the rig and start transforming, there is a few
>> seconds of "dead softimage" and then it wakes up and works in real time
>> again.
>> This happens every time I start transforming on a new axis.
>> Any ideas?
>> Thanks people :)
>> G
>>
>>
>>
>>  --
>>
>>
>> *Walter Volbers*
>> Senior Animator
>>
>> *FIFTYEIGHT* 3D
>> Animation & Digital Effects GmbH
>>
>> Kontorhaus Osthafen
>> Lindleystraße 12
>> 60314 Frankfurt am Main
>> Germany
>>
>> Telefon +49 (0) 69.48 000 55.50 <%2B49%20%280%29%2069.48%2%2055.50>
>> Telefax +49 (0) 69.48 000 55.15 <%2B49%20%280%29%2069.48%2%2055.15>
>>
>> *mailto:w...@fiftyeight.com 
>> http://www.fiftyeight.com
>> *
>>
>> 
>> ESC*58*
>> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>>
>> *http://www.ESC58.de
>> *
>>
>
>
>
> --
> www.matinai.com
>
>
>
>
>


Re: Scripting question

2012-10-20 Thread julien carmagnac
Hi
Correct me if i'm wrong but your pivot position is your object position,
that you can get with kinematics ("myObj.Kinematics.Local.posx.Value",
etc.).


2012/10/18 Szabolcs Matefy 

> Thanks, that was I afraid of…thanks anyway!
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *patrick nethercoat
> *Sent:* Thursday, October 18, 2012 2:22 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Scripting question
>
> ** **
>
> AFAIK pivot position is transient, only related to a specific
> transformation. You can set it with scripting but it doesn't get stored.
>
>
> 
>
> On 18 October 2012 13:10, Szabolcs Matefy  wrote:***
> *
>
> Hi
>
>  
>
> I need to get the position of the pivot…is it possible to get it via
> scripting?
>
>  
>
>  
>
> Cheers
>
>  
>
>  
>
> Szabolcs
>
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