Re: OT Maya: push deformer

2014-08-20 Thread Ben Beckett
Thanks Gerbrand


On 20 August 2014 14:39, Jason S  wrote:

>  Lol! Yeah I know I parethesise lots   :)
>
>
> On 08/20/14 9:04, Francois Lord wrote:
>
> Hey Jason, have you been programming in Lisp lately?
> Just askin'.
> ;)
>
> On 20-Aug-14 01:05, Jason S wrote:
>
>
> As mentionned, I may totally be disproven,
> (especially with the all the expectation for it to be at least ICE (or
> more) )
>
> And to be honest, while being fully aware that many dedicated people
> including yourself are working hard to make Bifrost something great,
> (which is the main thing that I'm sure will make it at least very good)
> I must admit that despite that, I -do- wish it would somewhat more or less
> 'fail' just enough for the floor to be, lets say "freed-up" (in a
> non-aggressive/non-invasive way) for other players also making great things
> to have a shot, but while not being completely bent on having the entire
> floor for themselves.
>
> Cause as it stands now, it could very well be the case that good or less
> good, there would just not be any comparison base, or any (remaining)
> choices to choose from, like it can arguably be (already) the case today.
> (being -clearly- not out of mere circumstance or (at-all) achieved with
> means that anyone (except AD) would identify as being -fair- or
> 'non-destructive')
>
> And if hoping for an outcome (with diversity) is being delusional,
> (which I hardly think it is)  then may that be as it may.
>
>
>
>


Re: OT Maya: push deformer

2014-08-20 Thread Jason S

  
  
Lol! Yeah I know I parethesise lots  
  :)
  
  On 08/20/14 9:04, Francois Lord wrote:


  
  Hey Jason, have you been programming in Lisp lately?
  Just askin'. 
  ;)
  
  On 20-Aug-14 01:05, Jason S wrote:
  
  


As mentionned, I may totally be disproven, 
(especially with the all the expectation for it to be at least
ICE (or more) ) 

And to be honest, while being fully aware that many dedicated
people including yourself are working hard to make Bifrost
something great, 
(which is the main thing that I'm sure will make it at least
very good) 
I must admit that despite that, I -do- wish it would somewhat
more or less 'fail' just enough for the floor to be, lets say
"freed-up" (in a non-aggressive/non-invasive way) for other
players also making great things to have a shot, but while not
being completely bent on having the entire floor for themselves.


Cause as it stands now, it could very well be the case that good
or less good, there would just not be any comparison base, or
any (remaining) choices to choose from, like it can arguably be
(already) the case today. 
(being -clearly- not out of mere circumstance or (at-all)
achieved with means that anyone (except AD) would identify as
being -fair- or 'non-destructive') 

And if hoping for an outcome (with diversity) is being
delusional, 
(which I hardly think it is)  then may that be as it may. 
  
  


  



Re: OT Maya: push deformer

2014-08-20 Thread Jason S

  
  
Uhm you mean because of the
  paranthesis? 
  
  On 08/20/14 9:04, Francois Lord wrote:


  
  Hey Jason, have you been programming in Lisp lately?
  Just askin'. 
  ;)
  
  On 20-Aug-14 01:05, Jason S wrote:
  
  


As mentionned, I may totally be disproven, 
(especially with the all the expectation for it to be at least
ICE (or more) ) 

And to be honest, while being fully aware that many dedicated
people including yourself are working hard to make Bifrost
something great, 
(which is the main thing that I'm sure will make it at least
very good) 
I must admit that despite that, I -do- wish it would somewhat
more or less 'fail' just enough for the floor to be, lets say
"freed-up" (in a non-aggressive/non-invasive way) for other
players also making great things to have a shot, but while not
being completely bent on having the entire floor for themselves.


Cause as it stands now, it could very well be the case that good
or less good, there would just not be any comparison base, or
any (remaining) choices to choose from, like it can arguably be
(already) the case today. 
(being -clearly- not out of mere circumstance or (at-all)
achieved with means that anyone (except AD) would identify as
being -fair- or 'non-destructive') 

And if hoping for an outcome (with diversity) is being
delusional, 
(which I hardly think it is)  then may that be as it may. 
  
  


  



Re: OT Maya: push deformer

2014-08-20 Thread Francois Lord

Hey Jason, have you been programming in Lisp lately?
Just askin'.
;)

On 20-Aug-14 01:05, Jason S wrote:


As mentionned, I may totally be disproven,
(especially with the all the expectation for it to be at least ICE (or 
more) )


And to be honest, while being fully aware that many dedicated people 
including yourself are working hard to make Bifrost something great,

(which is the main thing that I'm sure will make it at least very good)
I must admit that despite that, I -do- wish it would somewhat more or 
less 'fail' just enough for the floor to be, lets say "freed-up" (in a 
non-aggressive/non-invasive way) for other players also making great 
things to have a shot, but while not being completely bent on having 
the entire floor for themselves.


Cause as it stands now, it could very well be the case that good or 
less good, there would just not be any comparison base, or any 
(remaining) choices to choose from, like it can arguably be (already) 
the case today.
(being -clearly- not out of mere circumstance or (at-all) achieved 
with means that anyone (except AD) would identify as being -fair- or 
'non-destructive')


And if hoping for an outcome (with diversity) is being delusional,
(which I hardly think it is)  then may that be as it may.




Re: OT Maya: push deformer

2014-08-20 Thread Gerbrand Nel

Hey Ben. I figured out how to get soup working.
You have to delete your prefs folder. its usually in 
C:\Users\Gerbrand\Documents\maya\2015-x64 (make a backup if you have 
some hotkeys and scripts mapped)
Then start Maya again and let it create a default one. Install soup as 
per the website instructions.

look here:
http://www.soup-dev.com/wiki/Main_Page.html
Then copy your old userHotkeys.mel and userRun TimeCommands.mel back in 
there if you need your old stuff back.

Hope that helps you
G


Re: OT Maya: push deformer

2014-08-19 Thread Jason S

  
  

  Hi sorry, reposting with formatting intact to differentiate
  quotes.
  
  _

Bifrost isn't a new version of Naiad.


yes I'm positive the -simulation engine- is to be far more than just
a new version of Naiad,

while I suspect, (yes I suspect, but I believe that I do so
objectively and not based on nothing)

that in it's mostly final state (aside from (hyper)technical
differences) will probably be something with substantially different
capabilities and purpose than ICE.


Btw, if I read correctly you got your timeline
  wrong on ICE. We worked
  
  on it for between 2 and 3 year


okay... lets say 2 (+3) .. but I think the point very much *remains*
(to say the least).


In my opinion it's a huge waste of time to go
  on analytical
  
  speculations based strictly based on wishful failure fantasies
  when
  
  all of these speculations will be disproven anyway in the medium
  future.


As mentionned, I may totally be disproven,

(especially with the all the expectation for it to be at least ICE
(or more) )


And to be honest, while being fully aware that many dedicated people
including yourself are working hard to make Bifrost something great,

(which is the main thing that I'm sure will make it at least very
good)

I must admit that despite that, I -do- wish it would somewhat more
or less 'fail' just enough for the floor to be, lets say "freed-up"
(in a non-aggressive/non-invasive way) for other players also making
great things to have a shot, but while not being completely bent on
having the entire floor for themselves.


Cause as it stands now, it could very well be the case that good or
less good, there would just not be any comparison base, or any
(remaining) choices to choose from, like it can arguably be
(already) the case today.

(being -clearly- not out of mere circumstance or (at-all) achieved
with means that anyone (except AD) would identify as being -fair- or
'non-destructive')


And if hoping for an outcome (with diversity) is being delusional,

(which I hardly think it is)  then may that be as it may.




On 08/19/14 19:08, Luc-Eric Rousseau wrote:

Bifrost isn't a new version of Naiad.  It's
  a combination of a new
  
  evaluation engine and the next iteration of the Naiad solvers
  
  expressed into this new architecture.
  
  The evaluation engine is based on a compiler technology, and the
  
  solvers are expressed as a collection of low-level nodes (like
  "add",
  
  "if" and "get data") assembled together in compounds the way that
  
  Lagoa was made with the built-in ICE node.  That means you have
  both
  
  high level nodes and a low level visual languages to make your own
  
  stuff or modify what you get.  But the data that can flow in the
  graph
  
  is opened, it isn't just a fix set of types and arrays like ICE,
  and
  
  the data changes during evaluation, and not just at "execute"
  points.
  
  
  In my opinion it's a huge waste of time to go on analytical
  
  speculations based strictly based on wishful failure fantasies
  when
  
  all of these speculations will be disproven anyway in the medium
  
  future.
  
  
  Btw, if I read correctly you got your timeline wrong on ICE. We
  worked
  
  on it for between 2 and 3 years before its release XSI 7.0, not
  
  necessarily full time.  Then we did a bit more work, like adding
  ICE
  
  modeling, with a few months of work here and there in the year
  that
  
  followed, with a skeleton team.  We didn't work 6 years on it.
  
  
  
  On Tue, Aug 19, 2014 at 3:37 PM, Jason S
   wrote:
  
  
  And I think it's more than enough to
extrapolate that, unless things change,

'Bifrost' is, and will quite likely remain like an elaborate
Naiad

simulation engine.

  




  



Re: OT Maya: push deformer

2014-08-19 Thread Jason S

Bifrost isn't a new version of Naiad.

yes I'm positive the -simulation engine- is to be far more than just a 
new version of Naiad,
while I suspect, (yes I suspect, but I believe that I do so objectively 
and not based on nothing)
that in it's mostly final state (aside from (hyper)technical 
differences) will probably be something with substantially different 
capabilities and purpose than ICE.


Btw, if I read correctly you got your timeline wrong on ICE. We worked
on it for between 2 and 3 year

okay... lets say 2 (+3) .. but I think the point very much *remains* (to 
say the least).


In my opinion it's a huge waste of time to go on analytical
speculations based strictly based on wishful failure fantasies when
all of these speculations will be disproven anyway in the medium
future.

As mentionned, I may totally be disproven,
(especially with the all the expectation for it to be at least ICE (or 
more) )


And to be honest, while being fully aware that many dedicated people 
including yourself are working hard to make Bifrost something great,

(which is the main thing that I'm sure will make it at least very good)
I must admit that despite that, I -do- wish it would somewhat more or 
less 'fail' just enough for the floor to be, lets say "freed-up" (in a 
non-aggressive/non-invasive way) for other players also making great 
things to have a shot, but while not being completely bent on having the 
entire floor for themselves.


Cause as it stands now, it could very well be the case that good or less 
good, there would just not be any comparison base, or any (remaining) 
choices to choose from, like it can arguably be (already) the case today.
(being -clearly- not out of mere circumstance or (at-all) achieved with 
means that anyone (except AD) would identify as being -fair- or 
'non-destructive')


And if hoping for an outcome (with diversity) is being delusional,
(which I hardly think it is)  then may that be as it may.



On 08/19/14 19:08, Luc-Eric Rousseau wrote:

Bifrost isn't a new version of Naiad.  It's a combination of a new
evaluation engine and the next iteration of the Naiad solvers
expressed into this new architecture.
The evaluation engine is based on a compiler technology, and the
solvers are expressed as a collection of low-level nodes (like "add",
"if" and "get data") assembled together in compounds the way that
Lagoa was made with the built-in ICE node.  That means you have both
high level nodes and a low level visual languages to make your own
stuff or modify what you get.  But the data that can flow in the graph
is opened, it isn't just a fix set of types and arrays like ICE, and
the data changes during evaluation, and not just at "execute" points.

In my opinion it's a huge waste of time to go on analytical
speculations based strictly based on wishful failure fantasies when
all of these speculations will be disproven anyway in the medium
future.

Btw, if I read correctly you got your timeline wrong on ICE. We worked
on it for between 2 and 3 years before its release XSI 7.0, not
necessarily full time.  Then we did a bit more work, like adding ICE
modeling, with a few months of work here and there in the year that
followed, with a skeleton team.  We didn't work 6 years on it.


On Tue, Aug 19, 2014 at 3:37 PM, Jason S  wrote:


And I think it's more than enough to extrapolate that, unless things change,
'Bifrost' is, and will quite likely remain like an elaborate Naiad
simulation engine.




Re: OT Maya: push deformer

2014-08-19 Thread Steven Caron
yep!


On Tue, Aug 19, 2014 at 4:08 PM, Luc-Eric Rousseau 
wrote:

>
> In my opinion it's a huge waste of time to go on analytical
> speculations based strictly based on wishful failure fantasies when
> all of these speculations will be disproven anyway in the medium
> future.
>


Re: OT Maya: push deformer

2014-08-19 Thread Luc-Eric Rousseau
Bifrost isn't a new version of Naiad.  It's a combination of a new
evaluation engine and the next iteration of the Naiad solvers
expressed into this new architecture.
The evaluation engine is based on a compiler technology, and the
solvers are expressed as a collection of low-level nodes (like "add",
"if" and "get data") assembled together in compounds the way that
Lagoa was made with the built-in ICE node.  That means you have both
high level nodes and a low level visual languages to make your own
stuff or modify what you get.  But the data that can flow in the graph
is opened, it isn't just a fix set of types and arrays like ICE, and
the data changes during evaluation, and not just at "execute" points.

In my opinion it's a huge waste of time to go on analytical
speculations based strictly based on wishful failure fantasies when
all of these speculations will be disproven anyway in the medium
future.

Btw, if I read correctly you got your timeline wrong on ICE. We worked
on it for between 2 and 3 years before its release XSI 7.0, not
necessarily full time.  Then we did a bit more work, like adding ICE
modeling, with a few months of work here and there in the year that
followed, with a skeleton team.  We didn't work 6 years on it.


On Tue, Aug 19, 2014 at 3:37 PM, Jason S  wrote:

> And I think it's more than enough to extrapolate that, unless things change,
> 'Bifrost' is, and will quite likely remain like an elaborate Naiad
> simulation engine.


Re: OT Maya: push deformer

2014-08-19 Thread Jason S
Title: HTML clipboard

  
  
Yes! the ICE (sorry.. Naiad) vs Bifrost
  vid!
  
  .. Inspiration for Bifrost
  really came from Naiad and obviously to the acquisition, 
but also very much from ICE looking at the
  strengths and weaknesses of both systems...
  
  Comparing strengths
and weaknesses of ICE & Naiad? 
  
  How about comparing strengths and weaknesses of ICE and Nuke?
  
  Ice has -nothing- to do with Naiad.. they are completely
  differrent things, which I firmly believe is the -entire point-.
  
  
  The whole presentation was to show how Bifrost would eventually
  cover other areas.
  while at the end, when asked how much of ICE would be in Bifrost
  after hearing all about what Naiad/Bifrost will cover..
  
  (which was probably basically what was on everyone's mind.. (2 out
  of 3 questions) 
  (fluids are cool (if not somewhat of an accessory) ... but you
  know.. what about ICE?  (and everything it covers)
  which was cancelled at the very same moment as the first version
  of Bifrost surfaced)
  
  and the answer was.. 
  HTML clipboa
  ... uhm, I know one thing that
  people talk about is the fact that ICE wasn't.. wasn't really
  effects, it was .. you know.. Rigging and Animation and  ...
  modeling and everything.. (yes -everything!-)


   .. and we're very aware of that of that and uh.. what
  were trying to do is .. is not.. i mean.. if we go back and
  look at the -history- of ice, ... you see that the first thing
  they did was particles? ...
  
   
  
  We are aware of that but... what were trying to do is .. is not..
  i mean..  (is not ICE? maybe?)
  
  
  Luceric said that, what Marcus meant by Bifrost being 'easier',
  was the inclusion of greater amount of higher level nodes.
  
  But by the rest of the video, it really looks like he meant that a
  number of procedures would be somewhat 'predefined' (like eXpresso
  lets say)
  
... so I .. from where we stand I guess..
  when we looked at ICE we saw that, you know ICE often kinda
  forced you into the visual programming world too quickly?. 



   Uhm. and some people were complainging that.. we love ice,
  but its its kinda hard to use..
  
  
  Imagine traditional Naiad nodes (allowing to process values and
  data in a comparatively *very* contained way)
  but that could also do fire/smoke fluids,  and perhaps geometry
  sims.
  
  I hardly think you could actually 'write' a program from scratch
  using Naiad (or Bifrost) nodes, 
  or basically drive anything/everything with Naiad nodes in Maya.
  
  
  But even lets say hypothetically, (despite being pretty unlikely)
  that eventually most or everything you could do in ICE, you could
  do in Bifrost,
  
  As Marcus mentionned, It did take 3 years to get ICE to deal with
  a whole bunch of things (almost anything/everything) in SI,
  but it was at least like another 3 before that point, to get it to
  95% of what it became (when it came out).  
  (disproportionate time proportions being like most productions)
  
  Meaning that.. it's first incarnation, yes technically it only
  dealt with particles, 
  but it had -nothing- to do with the first (or quite-probably the
  subsequent) incarnation(s) of Naiad/Bifrost, 
  even if it also technically only dealt with particles.
  
  
  And I think it's more than enough to extrapolate that, unless
  things change, 
  'Bifrost' is, and will quite likely remain like an elaborate Naiad
  simulation engine.
  
  Which would cover fire smoke and perhaps geometry simulations, 
  which you could in turn, guide, process and control using
  packagable
  procedural nodes.
  (which of course is something ICE -can- do, but is *definitely*
  not -limited- to that)
  
  .. and .. would 'be there' in ~6 years 
  (when ICE is would be a bit more forgotten, (or perhaps -not-..
  given the expectations) 
  and when demand would then have become sky-high) 
  
  
  All of which can be considered quite terrible as an outcome (more
  than now) 
  (-at least- for that (HUGE) gaping gap, but probably also for the
  fact that it just probably won't be anywhere near ICE (at all))
  
  BUT while demand might actually make it come closer, it's highly
  questionable it would eventually cover 60% of the **Loss**,
  
  half a decade (or more) later (while perhaps doing excellent
  simulations) 
  
  Being indeed just terrible (ethics, manners, consideration &
  understanding.. being almost exclusiv

Re: OT Maya: push deformer

2014-08-19 Thread Gerbrand Nel

On 2014-08-19 04:45 PM, Jason S wrote:
I know right...!!
I watched the bifrost SIGGRAPH videos, and got exited until I realized 
that apart from doing amazing liquids, it still cant do what Soft could 
do 5 years ago.
It doesn't help that I just lost a job because I had to tell the client 
that I can't do his job in maya yet.
Mainly because I was spoiled with ICE, and therefore never learned to 
script things the fucking software should be able to do out of the box.
I suspect by the end of this I'll know allot more about 3D, but like it 
allot less.

Uggghhh.
It seems I'm back to step 3.1 ANGER!!!
G


These are but typical backflips necessary allover across Maya,
while the 'Humanization project' consisted of MMB Last command, 'H' 
hide/unhide toggle, and tweak tool tweaks.


Decision makers either -act- as if they don't know what SI was or is, 
or.. they really don't know what SI was or is.

As if they just 'looked' at it.

But either way, that's what SI is was and is all about, ergonomics 
first 


But acknowledging what SI was or is, would imply acknowledging how not 
right it was to acquire it -for- the purpose of elimination.


Had it been exclusively like an ICE engine ,it could have been much 
more easily considered to be complimentary..


But it just happened to be none other than the *only* competition to 
one of it's main product,
being unique & whole in itself, and to a fair degree, with a purpose 
that none other can fulfill.


Luceric said there would never have been a good time to kill Softimage..
and I must say that I couldn't have said so better myself.
(it would basically have been just as wrong anytime)




On 08/19/14 3:46, Ben Beckett wrote:

On the subject of Soup

I love these plugins as well and also for them hard to install. My 
shelf never worked as well.


If any one out there has any idea's that would be great.

Ben









Re: OT Maya: push deformer

2014-08-19 Thread Jason S

These are but typical backflips necessary allover across Maya,
while the 'Humanization project' consisted of MMB Last command, 'H' 
hide/unhide toggle, and tweak tool tweaks.


Decision makers either -act- as if they don't know what SI was or is, 
or.. they really don't know what SI was or is.

As if they just 'looked' at it.

But either way, that's what SI is was and is all about, ergonomics first 



But acknowledging what SI was or is, would imply acknowledging how not 
right it was to acquire it -for- the purpose of elimination.


Had it been exclusively like an ICE engine ,it could have been much more 
easily considered to be complimentary..


But it just happened to be none other than the *only* competition to one 
of it's main product,
being unique & whole in itself, and to a fair degree, with a purpose 
that none other can fulfill.


Luceric said there would never have been a good time to kill Softimage..
and I must say that I couldn't have said so better myself.
(it would basically have been just as wrong anytime)




On 08/19/14 3:46, Ben Beckett wrote:

On the subject of Soup

I love these plugins as well and also for them hard to install. My 
shelf never worked as well.


If any one out there has any idea's that would be great.

Ben






Re: OT Maya: push deformer

2014-08-19 Thread Ben Beckett
On the subject of Soup

I love these plugins as well and also for them hard to install. My shelf
never worked as well.

If any one out there has any idea's that would be great.

Ben


On 16 August 2014 12:51, Marco Godinho  wrote:

>  does maya have a relax or smooth deformer?
>
> Yes, the cMuscleSystem node can be used as smooth or relax deformer.
>
> http://download.autodesk.com/us/maya/2010help/files/Muscle_Nodes_cMuscleSystem_node_.htm
>
> The rest point positions are stored when you create the node but I believe
> you can reset this rest state later (never tried, sorry) .
>
> The scripts that create the deformer will throw an error if you try to
> stack more than one, you can change those scripts or trick them by creating
> any other deformer before applying a new cMuscleSystem, afterwards you can
> delete the extra deformer (a cluster does the trick just fine).
>
> Hope it helps,
> Marco
>
>
>
>
> On 13 August 2014 12:24, Gerbrand Nel  wrote:
>
>>  Ok now for the next problem.. does maya have a relax or smooth deformer?
>>
>> G
>> On 2014-08-13 12:29 PM, Raffaele Fragapane wrote:
>>
>> That's probably a better way to do it, working on components isn't a
>> Deformer and will eventually bite you in the arse.
>> On 13 Aug 2014 19:18, "Gerbrand Nel"  wrote:
>>
>>>  oh cool, thanks Ben.
>>> I just figured out another way.
>>> I used a texture deformer, with no texture, just a white color and set
>>> my strength to -1.
>>> Seems to work pretty well too.
>>> G
>>>
>>> On 2014-08-13 11:07 AM, Ben Beckett wrote:
>>>
>>> it's in Edit Mesh  "Transform component"
>>> select your mesh and pull the z translate in or out
>>>
>>>  Ben
>>>
>>>
>>>  On 13 August 2014 09:33, Gerbrand Nel  wrote:
>>>
 Hey guys
 Doing a bifrost job at the moment, and I would like to flatten my
 liguid mesh a bit.
 I'm thinking something like the softimage push deformer would work.
 Is there something like this in Maya, and would it work on a bifrost
 mesh?
 Thanks guys
 G

>>>
>>>
>>>
>>
>


Re: OT Maya: push deformer

2014-08-16 Thread Marco Godinho
>
>  does maya have a relax or smooth deformer?

Yes, the cMuscleSystem node can be used as smooth or relax deformer.
http://download.autodesk.com/us/maya/2010help/files/Muscle_Nodes_cMuscleSystem_node_.htm

The rest point positions are stored when you create the node but I believe
you can reset this rest state later (never tried, sorry) .

The scripts that create the deformer will throw an error if you try to
stack more than one, you can change those scripts or trick them by creating
any other deformer before applying a new cMuscleSystem, afterwards you can
delete the extra deformer (a cluster does the trick just fine).

Hope it helps,
Marco




On 13 August 2014 12:24, Gerbrand Nel  wrote:

>  Ok now for the next problem.. does maya have a relax or smooth deformer?
>
> G
> On 2014-08-13 12:29 PM, Raffaele Fragapane wrote:
>
> That's probably a better way to do it, working on components isn't a
> Deformer and will eventually bite you in the arse.
> On 13 Aug 2014 19:18, "Gerbrand Nel"  wrote:
>
>>  oh cool, thanks Ben.
>> I just figured out another way.
>> I used a texture deformer, with no texture, just a white color and set my
>> strength to -1.
>> Seems to work pretty well too.
>> G
>>
>> On 2014-08-13 11:07 AM, Ben Beckett wrote:
>>
>> it's in Edit Mesh  "Transform component"
>> select your mesh and pull the z translate in or out
>>
>>  Ben
>>
>>
>>  On 13 August 2014 09:33, Gerbrand Nel  wrote:
>>
>>> Hey guys
>>> Doing a bifrost job at the moment, and I would like to flatten my liguid
>>> mesh a bit.
>>> I'm thinking something like the softimage push deformer would work.
>>> Is there something like this in Maya, and would it work on a bifrost
>>> mesh?
>>> Thanks guys
>>> G
>>>
>>
>>
>>
>


Re: OT Maya: push deformer

2014-08-15 Thread Gerbrand Nel
I get an empty shelf without the 3 buttons.. I tried loading the demo 
scenes and they seem to work, but the shelf is broken

G
On 2014-08-15 02:17 AM, Raffaele Fragapane wrote:

Maya isn't installer friendly to be honest.
What gave you trouble?


On Thu, Aug 14, 2014 at 6:09 PM, Gerbrand Nel > wrote:


I gave up on installing soup after about 4 hours of not getting
the shelf working
Soup looks like a nice idea, but it blows my mind how the guys can
create such nice tools, but not a installer for humans.
G

On 2014-08-14 05:05 AM, Cesar Saez wrote:

SOuP has a nice smoth node (with volume preservation).

http://soup-dev.com/tools.htm


On Wed, Aug 13, 2014 at 9:06 PM, Raffaele Fragapane
mailto:raffsxsil...@googlemail.com>> wrote:

Nope. You have average vertices, which is a very primitive
Laplacian smooth without much control or volume preservation
options, but it's not a deformer, so you will either be
prevented from using it in certain situations, or it will
inevitably end up as a sticky part of the history you will
have to end up freezing at some point.

You'll need to find a downloadable one. There's been a
handful around over the years, source is out there for
Laplacian smooth with Taubin volume preservation (the most
classic/basic relax), and I'm sure there's stuff that's up to
date, but that's your only ticket.







--
Our users will know fear and cower before our software! Ship it! Ship 
it and let them flee like the dogs they are!




Re: OT Maya: push deformer

2014-08-14 Thread Raffaele Fragapane
Maya isn't installer friendly to be honest.
What gave you trouble?


On Thu, Aug 14, 2014 at 6:09 PM, Gerbrand Nel  wrote:

>  I gave up on installing soup after about 4 hours of not getting the
> shelf working
> Soup looks like a nice idea, but it blows my mind how the guys can create
> such nice tools, but not a installer for humans.
> G
>
> On 2014-08-14 05:05 AM, Cesar Saez wrote:
>
> SOuP has a nice smoth node (with volume preservation).
>
> http://soup-dev.com/tools.htm
>
>
> On Wed, Aug 13, 2014 at 9:06 PM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> Nope. You have average vertices, which is a very primitive Laplacian
>> smooth without much control or volume preservation options, but it's not a
>> deformer, so you will either be prevented from using it in certain
>> situations, or it will inevitably end up as a sticky part of the history
>> you will have to end up freezing at some point.
>>
>>  You'll need to find a downloadable one. There's been a handful around
>> over the years, source is out there for Laplacian smooth with Taubin volume
>> preservation (the most classic/basic relax), and I'm sure there's stuff
>> that's up to date, but that's your only ticket.
>>
>>
>
>


-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: OT Maya: push deformer

2014-08-14 Thread Gerbrand Nel
I gave up on installing soup after about 4 hours of not getting the 
shelf working
Soup looks like a nice idea, but it blows my mind how the guys can 
create such nice tools, but not a installer for humans.

G
On 2014-08-14 05:05 AM, Cesar Saez wrote:

SOuP has a nice smoth node (with volume preservation).

http://soup-dev.com/tools.htm


On Wed, Aug 13, 2014 at 9:06 PM, Raffaele Fragapane 
mailto:raffsxsil...@googlemail.com>> wrote:


Nope. You have average vertices, which is a very primitive
Laplacian smooth without much control or volume preservation
options, but it's not a deformer, so you will either be prevented
from using it in certain situations, or it will inevitably end up
as a sticky part of the history you will have to end up freezing
at some point.

You'll need to find a downloadable one. There's been a handful
around over the years, source is out there for Laplacian smooth
with Taubin volume preservation (the most classic/basic relax),
and I'm sure there's stuff that's up to date, but that's your only
ticket.






Re: OT Maya: push deformer

2014-08-13 Thread Cesar Saez
SOuP has a nice smoth node (with volume preservation).

http://soup-dev.com/tools.htm


On Wed, Aug 13, 2014 at 9:06 PM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> Nope. You have average vertices, which is a very primitive Laplacian
> smooth without much control or volume preservation options, but it's not a
> deformer, so you will either be prevented from using it in certain
> situations, or it will inevitably end up as a sticky part of the history
> you will have to end up freezing at some point.
>
> You'll need to find a downloadable one. There's been a handful around over
> the years, source is out there for Laplacian smooth with Taubin volume
> preservation (the most classic/basic relax), and I'm sure there's stuff
> that's up to date, but that's your only ticket.
>
>


Re: OT Maya: push deformer

2014-08-13 Thread Raffaele Fragapane
Nope. You have average vertices, which is a very primitive Laplacian smooth
without much control or volume preservation options, but it's not a
deformer, so you will either be prevented from using it in certain
situations, or it will inevitably end up as a sticky part of the history
you will have to end up freezing at some point.

You'll need to find a downloadable one. There's been a handful around over
the years, source is out there for Laplacian smooth with Taubin volume
preservation (the most classic/basic relax), and I'm sure there's stuff
that's up to date, but that's your only ticket.

On Wed, Aug 13, 2014 at 9:24 PM, Gerbrand Nel  wrote:

>  Ok now for the next problem.. does maya have a relax or smooth deformer?
>
> G
> On 2014-08-13 12:29 PM, Raffaele Fragapane wrote:
>
> That's probably a better way to do it, working on components isn't a
> Deformer and will eventually bite you in the arse.
>
>


Re: OT Maya: push deformer

2014-08-13 Thread peter_b

Gotta love ICE for this sort of stuff – pull up closest location, and normal, 
tangent, position, whatever – and massage the particles or mesh during 
/before/after the simulation. Fluid shaper, push and pull along normals or 
towards a collision location, or in our outside another object, like a collider 
or container, cut some bits away with a volume,...
Perhaps blend a modeled/animated mesh with together with the simulated mesh in 
places where you need a very specific result, and that the simulation doesn’t 
easily give you. Or add some non-simulated particles together with the 
simulated ones in places to influence the generated mesh or ...

Sorry couldn’t resist – but hey – it’s still the softimage list, right?

From: Gerbrand Nel 
Sent: Wednesday, August 13, 2014 1:24 PM
To: softimage@listproc.autodesk.com 
Subject: Re: OT Maya: push deformer

Ok now for the next problem.. does maya have a relax or smooth deformer?
G
On 2014-08-13 12:29 PM, Raffaele Fragapane wrote:

  That's probably a better way to do it, working on components isn't a Deformer 
and will eventually bite you in the arse.

  On 13 Aug 2014 19:18, "Gerbrand Nel"  wrote:

oh cool, thanks Ben.
I just figured out another way.
I used a texture deformer, with no texture, just a white color and set my 
strength to -1.
Seems to work pretty well too.
G

On 2014-08-13 11:07 AM, Ben Beckett wrote:

  it's in Edit Mesh  "Transform component" 
  select your mesh and pull the z translate in or out

  Ben



  On 13 August 2014 09:33, Gerbrand Nel  wrote:

Hey guys
Doing a bifrost job at the moment, and I would like to flatten my 
liguid mesh a bit.
I'm thinking something like the softimage push deformer would work.
Is there something like this in Maya, and would it work on a bifrost 
mesh?
Thanks guys
G







Re: OT Maya: push deformer

2014-08-13 Thread Gerbrand Nel

Ok now for the next problem.. does maya have a relax or smooth deformer?
G
On 2014-08-13 12:29 PM, Raffaele Fragapane wrote:


That's probably a better way to do it, working on components isn't a 
Deformer and will eventually bite you in the arse.


On 13 Aug 2014 19:18, "Gerbrand Nel" > wrote:


oh cool, thanks Ben.
I just figured out another way.
I used a texture deformer, with no texture, just a white color and
set my strength to -1.
Seems to work pretty well too.
G

On 2014-08-13 11:07 AM, Ben Beckett wrote:

it's in Edit Mesh  "Transform component"
select your mesh and pull the z translate in or out

Ben


On 13 August 2014 09:33, Gerbrand Nel mailto:nagv...@gmail.com>> wrote:

Hey guys
Doing a bifrost job at the moment, and I would like to
flatten my liguid mesh a bit.
I'm thinking something like the softimage push deformer would
work.
Is there something like this in Maya, and would it work on a
bifrost mesh?
Thanks guys
G








Re: OT Maya: push deformer

2014-08-13 Thread Gerbrand Nel

I really like this texture deformer!
When you go from soft to maya it is important to find things to like :P
Otherwise you just cry yourself to sleep at night.
G

On 2014-08-13 12:29 PM, Raffaele Fragapane wrote:


That's probably a better way to do it, working on components isn't a 
Deformer and will eventually bite you in the arse.


On 13 Aug 2014 19:18, "Gerbrand Nel" > wrote:


oh cool, thanks Ben.
I just figured out another way.
I used a texture deformer, with no texture, just a white color and
set my strength to -1.
Seems to work pretty well too.
G

On 2014-08-13 11:07 AM, Ben Beckett wrote:

it's in Edit Mesh  "Transform component"
select your mesh and pull the z translate in or out

Ben


On 13 August 2014 09:33, Gerbrand Nel mailto:nagv...@gmail.com>> wrote:

Hey guys
Doing a bifrost job at the moment, and I would like to
flatten my liguid mesh a bit.
I'm thinking something like the softimage push deformer would
work.
Is there something like this in Maya, and would it work on a
bifrost mesh?
Thanks guys
G








Re: OT Maya: push deformer

2014-08-13 Thread Raffaele Fragapane
That's probably a better way to do it, working on components isn't a
Deformer and will eventually bite you in the arse.
On 13 Aug 2014 19:18, "Gerbrand Nel"  wrote:

>  oh cool, thanks Ben.
> I just figured out another way.
> I used a texture deformer, with no texture, just a white color and set my
> strength to -1.
> Seems to work pretty well too.
> G
>
> On 2014-08-13 11:07 AM, Ben Beckett wrote:
>
> it's in Edit Mesh  "Transform component"
> select your mesh and pull the z translate in or out
>
>  Ben
>
>
>  On 13 August 2014 09:33, Gerbrand Nel  wrote:
>
>> Hey guys
>> Doing a bifrost job at the moment, and I would like to flatten my liguid
>> mesh a bit.
>> I'm thinking something like the softimage push deformer would work.
>> Is there something like this in Maya, and would it work on a bifrost mesh?
>> Thanks guys
>> G
>>
>
>
>


Re: OT Maya: push deformer

2014-08-13 Thread Gerbrand Nel

oh cool, thanks Ben.
I just figured out another way.
I used a texture deformer, with no texture, just a white color and set 
my strength to -1.

Seems to work pretty well too.
G

On 2014-08-13 11:07 AM, Ben Beckett wrote:

it's in Edit Mesh  "Transform component"
select your mesh and pull the z translate in or out

Ben


On 13 August 2014 09:33, Gerbrand Nel > wrote:


Hey guys
Doing a bifrost job at the moment, and I would like to flatten my
liguid mesh a bit.
I'm thinking something like the softimage push deformer would work.
Is there something like this in Maya, and would it work on a
bifrost mesh?
Thanks guys
G






Re: OT Maya: push deformer

2014-08-13 Thread Ben Beckett
it's in Edit Mesh  "Transform component"
select your mesh and pull the z translate in or out

Ben


On 13 August 2014 09:33, Gerbrand Nel  wrote:

> Hey guys
> Doing a bifrost job at the moment, and I would like to flatten my liguid
> mesh a bit.
> I'm thinking something like the softimage push deformer would work.
> Is there something like this in Maya, and would it work on a bifrost mesh?
> Thanks guys
> G
>


Re: OT Maya: push deformer

2014-08-13 Thread Gerbrand Nel

Hey guys
Doing a bifrost job at the moment, and I would like to flatten my liguid 
mesh a bit.

I'm thinking something like the softimage push deformer would work.
Is there something like this in Maya, and would it work on a bifrost mesh?
Thanks guys
G