Tim that would be nice if you get time
Thanks
Ben
On 30 April 2012 08:59, Sandy Sutherland sandy.sutherl...@triggerfish.co.za
wrote:
We wish - due to getting stung by the node disconnecting thing on our
last show - we have stuck with 2011 SAP SP1 for this show - so we just look
with
Hi List
I have a couple of characters which have had a mocap applied as a action.
Effectively there baked curves.
Am cleaning up the curves and and doing a bit of retiming but what am
finding the curves won't let me switch them to either stepped linear or
spine in fact these option is greyed
They made it!
http://www.kickstarter.com/projects/518213741/id-the-life-and-trials-of-willy-grunch
Sorry for the OT. I thought this may be of interest to a some of you on
here. This is an animated series done in Softimage and they are trying to
get off the ground. They have some interesting
That would be great Oliver! My german is kind of rusty so I only grasp
about a third of what is being said, so if you were to switch to english
presentations I would seriously consider attending. It is not a very long
drive from Copenhagen.
Morten
Den 24. april 2012 kl. 19:37 skrev Oliver
Hey guys,
pretty sure some of you are familiar with that kind of problem.
I've a car rig where some part are only deformed (translated) by
hierarchy/constraints, and some are skinned on a deformer.
Let say we use the wheel as example. When I retrieve the wheel 4x4 matrix,
it will give me its
Hi Xavier,
Maybe you're using the local transforms, for the hierarchy/constraints, you
need to retrieve the global transform,
and for the skinned ones the deformer's global transform.
Regards
A.
2012/4/30 Xavier Lapointe xl.mailingl...@gmail.com
Hey guys,
pretty sure some of you are familiar
Hey Ahmidou,
Yup the hierarchy/constraint based this isn't a problem.
For the skinned ones, getting the deformer's global transform was something
I was considering, so since you bring that up: is it a safe way? Let say
you have a mesh deformed by 50 deformers (like a character body), I would
Well, the trouble is that it's still not really accurate - if one end gets
stretched in an extreme way the the centre of the points could go way off.
Getting all the deformers is tricky as not all of them are going to have
equal measure evenly across the mesh.
One way might be to choose one point
Well you'll have an accurate result only if the object are 100% skinned to
one deformer. You ca also get the mesh bounding box, but it will still be
an approximation
I'm afraid there is not other solutions.
2012/4/30 Peter Agg peter@googlemail.com
Well, the trouble is that it's still not
This is looking amazing, do you have an idea of when/how you plan to
release this nice little piece of animation goodness? I know that the
animators I work with would kill for something like this!
Philip Melancon
Lead Crowd TD
Modus FX
On 4/30/2012 10:30 AM, Xavier Lapointe wrote:
Whoa,
Is there a way to increase the image size limit beyond 12,000 pixels in the
FX tree? I have some clips that are a bit beyond that. It shows the
proper image size in the ppg's info on the clip but the two fields where
you can manually enter the size are capped at 12k each resulting in a
square,
Thx Chris for the answer. I'm not good with point array so I think I'll
go for a more pin and mimic way :)
Thx guillaume I'll check what I can do with that :).
On 4/30/2012 11:08 AM, Guillaume Laforge wrote:
Hello Dominik,
Unfortunately the Syflex force nodes got a lot of per object input
Its a request I asked for on this recent Beta.. Per point access is crucial
to getting anything REALLY good out of Syflex
On Mon, Apr 30, 2012 at 9:03 AM, Dominik d...@shedmtl.com wrote:
Thx Chris for the answer. I'm not good with point array so I think I'll
go for a more pin and mimic way :)
Thanks. Its for an old project that I just wanted to crank a still out for
that has a very complex tree setup involved.
Kris
On Mon, Apr 30, 2012 at 12:09 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:
it's it's for compositing, try toxik - the guys *specifically* made it
for dealing with
Got the solution from support and thought I'd post it here in case anyone
else runs into this.
For plugin-based custom shaders, the equivalent to setting the 'ui
mapping' in an SPDL is to set a special undocumented attribute on the
ShaderParamDef. The attribute name
is
I think I got it :)
2012/4/30 Halim Negadi hneg...@gmail.com
Looks awesome Ahmidou, can't wait to play with it.
Cheers,
H.
On Mon, Apr 30, 2012 at 4:44 PM, Ahmidou Lyazidi ahmidou@gmail.comwrote:
Well, as soon as I have resolved the tangent handle stuff :) I'm sure
it's simple, but
It would be fantastic to hear the presentations in English, if that is
acceptable with the speakers and audience, of course.
On Mon, Apr 30, 2012 at 6:32 AM, Morten Bartholdy x...@colorshopvfx.dkwrote:
**
That would be great Oliver! My german is kind of rusty so I only grasp
about a third of
The main problem is that it's not documented and it's actually not
discoverable (if you query the ShaderParamDef of the softimage phong, this
attribute seems to be hidden). Other than that using GUIDs as attribute
names isn't exactly user friendly, but it works.
On Mon, Apr 30, 2012 at 10:14
ya, i know.. but it sucks :) its not finished!
s
On Mon, Apr 30, 2012 at 10:18 AM, Nicolas Burtnyk nico...@redshift3d.comwrote:
The main problem is that it's not documented and it's actually not
discoverable (if you query the ShaderParamDef of the softimage phong, this
attribute seems to be
Hi Ahmidou,
looks quite nice ! :)
For your problem, I would go in c by reproducing a kinda structure that
mimic FCurves ones like the following.
struct bezfragments {
double cps[4][3];
uint_t interp;
};
struct motionpath {
constchar_t *source;
ushort_t color[3];
uint_t
Hi Jared,
yo Steve,
Jared, you should unplug all the extras python modules and see how is
output the anchor's adress (is valid ? is bigger than a long on your
machine ?) from the cpp side.
That's where I would start.
jo
2012/4/30 Steven Caron car...@gmail.com
hey jared
i haven't seen
Hi Xav,
Nothing much to add, but yeah I would not consider as point average as a
'safe' method. The only thing that will work in this case is when you have
weights 100% from one deformer. I would still consider the point positions
as valid as the data set has changed. If you can explain what
...or use Momentum, it supports a lot of per point attributes on
softbodies.
I remember some ice related bugs were logged, but they should be fixed by
now.
Of course the bullet cloth solver is not as robust as syflex so it may or
not be an alternative.
I ran into this today while trying to figure out why my code was broken.
Thought I'd pass this along and hopefully save someone some wasted time in
the future...
CRefArray a1;
a1.Add(CRef());
a1.Add(CRef());
CRefArray a2(a1);
a2.Add(CRef());
LONG n1 = a1.GetCount(); // expected n1 == 2
LONG n2 =
Hey Nicolas,
never ran into that, but should definitively logged as bug ! :(
jo
2012/4/30 Nicolas Burtnyk nico...@redshift3d.com
I ran into this today while trying to figure out why my code was broken.
Thought I'd pass this along and hopefully save someone some wasted time in
the future...
A quick test gives me following result:
# VERBOSE : cRefArrayTest_Execute called
# VERBOSE : Count a1: 3
# VERBOSE : Count a2: 3
On 4/30/2012 6:24 PM, Nicolas Burtnyk wrote:
I ran into this today while trying to figure out why
my code was
Yeah, exactly as I unfortunately discovered :(
On Mon, Apr 30, 2012 at 3:49 PM, Alok Gandhi alok.gan...@modusfx.comwrote:
A quick test gives me following result:
# VERBOSE : cRefArrayTest_Execute called
# VERBOSE : Count a1: 3
# VERBOSE : Count a2: 3
On 4/30/2012 6:24 PM, Nicolas
Maybe a2.Set(a1) or a2+=a1 would work?
newbie question
isn’t “const” keyword a hint that we won’t change input array?
From: Alok Gandhi
Sent: Tuesday, May 01, 2012 1:31 AM
To: softimage@listproc.autodesk.com
Subject: Re: CRefArray doesn't respect C++ copy semantics
The docs say that:
in this case,
CRefArray a1;
a1.Add(CRef());
a1.Add(CRef());
CRefArray a2(a1);
a2.Add(CRef());
The copy constructor is invoked and is not the one you mentioned Alok but
this one CRefArray(const CRefArray other) which have different behaviors
and purposes than the overloaded assignment operator.
Jo is right. I sent this a few minutes ago in response to Alok's message
about the assignment operator and how that somehow makes the exhibited
behavior correct... but I don't think it went through so I'm re-sending.
Sorry if this is a double post. Of course as Jo said, it's not even using
the
The docs use the term assign because that's the C++ assignment operator.
Assigning value types is not supposed to create a reference.
Simplest example is:
int a = 0;
int b = a;
a = 1;
At this point, b is obviously still 0 even though you assigned a to it.
Or a better example:
std::vectorCRef
Shot in the dimly lit (not completely in the dark), but you should be able
to use catmull rom curves, offer control over each knot's tension on each
interval (left and right) and convert the relative components of that
vector into pairs for the fcurves handles. Should, in theory, be close
enough.
You are right Jo, I mentioned the wrong prototype, what I wanted to
quote was the Copy Constructor and the assignment operator. Sorry
about the confusion. I clicked on the wrong link. Of course what
Nicolas was using was a copy constructor, since both the class
methods
I opened a case with support for this. We'll see what they say...
On Mon, Apr 30, 2012 at 5:59 PM, Alok Gandhi alok.gan...@modusfx.comwrote:
You are right Jo, I mentioned the wrong prototype, what I wanted to quote
was the Copy Constructor and the assignment operator. Sorry about the
a lame attempt at being as poisonous as the local wildlife? (oz I mean)
From: Raffaele Fragapane
Sent: Tuesday, May 01, 2012 1:38 AM
To: softimage@listproc.autodesk.com
Subject: Re: This is a growing problem in the VFX industry.
You see it as a drinking problem, they see it as drinking
Half the local wildlife is too stupid to bother with you, and the other
half will kill you even if it costs them their lives.
Nah, I think it's just the combination of commonwealth heritage, but
without the pubs closing at 11 and the crap weather.
On Tue, May 1, 2012 at 1:49 PM, pete...@skynet.be
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