It's not Softimage issue, it's adobe issue. For example when I play
Battlefield3 with Photoshop in the background, the Esc button is not
working, just Shift+Esc
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Markus
Cermak
Sent: Wednes
Even if users can’t submit CER via Linux, one could always email me the defect
;)
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Wednesday, July 18, 2012 12:10 PM
To: softimage@listproc.autodesk.com
Subject: Re
Here, I've recreated the problem in the simplest possible setup, no weird
rotation order and it's centered on the null, just draw a region to see the
problem.
File: http://www.stopp.se/arvid/motionblurbug.scn
Different rotation speeds of the ball yield different arcs though, so
sometimes you'd ge
Have you played with adjusting the motion steps in the renderer options?
Yep, more steps only produce a smoother error :-)
On Wed, Jul 18, 2012 at 11:03 AM, Jack Kao wrote:
> Have you played with adjusting the motion steps in the renderer options?
>
>
>
That doesn't provide a solution, btw.
On 16 July 2012 11:52, Oleg Bliznuk wrote:
> >> If I then want to repeat an Extrude Poly Island, the repeat loop
> doesn't repeat.
>
> try this:
> http://xsisupport.wordpress.com/2011/12/20/the-case-of-the-while-loop-that-didnt-evaluate/
>
i think this underlines a much wider problem; the docs are woefully
inadequate!
for example;
http://download.autodesk.com/global/docs/softimage2012/en_us/userguide/files
/iceref_Extrude_Polygon_Island.htm
i would expect, at the very LEAST, to have some of the 'inputs' to be backed
up with an exam
So still fumbling through some ICE modelling examples, and what is
bothering me right now is that when dealing with the polygon index
array displays as a big list of values for each isolated elements
attribute whereas I'm used to a per point array the values get
displayed on each point... is there
+1 Soft docs have always been less usefull than they could be.
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian
wyer
Sent: 18 July 2012 10:32
To: softimage@listproc.autodesk.com
Subject: RE: ICE modeling
@Rob Chapman:
*You "simply" need a "perPolygon-Context"*
*
*
*Try this:*
*
*
*Get Data (Polygon Index) -> Select in Array (Your Array of Values) ->
Dispaly This ->SetData (TMP)*
*
*
Hi Vincent,
thanks, if only it was as simple as that :) this is what I'm doing and
whilst the values are displayed as a list in the centre of the object
and not per polygon when viewed directly , and if I do it in a
separate part of the tree after the array has been created to
interrogate my valu
There is another way to see more array elements than viewport can shows it
us - using the "log values" node. It cuts very long array as well, but at
least it outputs much more than viewport and we able to shift the range of
logged items on the fly.
regards,
Oleg
I had noticed this issue with alt+7 but never realised why, cheers guys.
*
*
On 18 July 2012 08:23, Szabolcs Matefy wrote:
> It’s not Softimage issue, it’s adobe issue. For example when I play
> Battlefield3 with Photoshop in the background, the Esc button is not
> working, just Shift+Esc
I'm using a new PC at work and I noticed this problem.
I use SI 2011SP2 and Photoshop CS5. (In my previous PC I used to use
Photoshop CS2 without problems)
I downloaded a keyboard test software and Alt didn't work there either so I
though it was a keyboard problem, and since my keyboard is Micros
It's a PS issue of CS3 and CS4 nor the CS5 and the CS6 presents this
issue
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin
Sent: Wednesday, July 18, 2012 1:04 PM
To: softimage@listproc.autodesk.com
Subject: Re: 2012 SAP sometime
Two thumbs up for this suggestion the documentation has become a bit
embarrassing to be honest.
On 18/07/2012 10:32, adrian wyer wrote:
i think this underlines a much wider problem; the docs are woefully
inadequate!
for example;
http://download.autodesk.com/global/docs/softimage2012/en_us/
Really? Then I had a totally unrelated but very similar problem and I don't
know yet the cause.
M.Yara
On Wed, Jul 18, 2012 at 8:42 PM, Szabolcs Matefy wrote:
> It’s a PS issue of CS3 and CS4 nor the CS5 and the CS6 presents this issue
>
>
> ** **
>
> *From:* softimage-boun...@listproc.aut
Hello,
Say I want to create some strands with a custom ICE node. I can make a
generator output port which will produce the root positions for the strands
and plug this into an Add Point node. I would then need to have another
output port which produces the strand positions (an array of vectors per
Only thing I've noticed is that lately I'm getting a ton of these warnings:
// WARNING : SHDB 0.2256 MB warn 732777: W216 C:/Program
Files/Autodesk/Softimage 2013
SP1/Application/phenolib/msl\conversion.msl(82): warning: useless explicit
cast to "int"
.. and a bunch of similar cast/convers
Still remembering the disconnected Rendertree issues, this doesn't give
much confidence moving over to 2013...
Rob
\/-\/\/
On 18-7-2012 14:25, Arvid Björn wrote:
I've also had problems with floating/disconnected objects in the
scene, but I don't think that's n
I have only one issue in SP1 (2013) the split edge has some PPG issues...
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Wuijster
Sent: Wednesday, July 18, 2012 2:36 PM
To: softimage@listproc.autodesk.com
Subject: Re: Soft 2013
Does anybody know of a working greeble solution, that generates real
geometry (not rendertime but selectable, editable geometry)?
Thanks!
Szabolcs
___
This message contains confidential information and is intended only for the
individual named. If you are not the named addressee you shou
Hi,
have a look at si-community, there were some threads on ICE based solutions.
cheers,
Rob Wuijster
E r...@casema.nl
\/-\/\/
On 18-7-2012 14:53, Szabolcs Matefy wrote:
Does anybody know of a working greeble solution, that generates real
geometry (not rendertim
We do this in our Alembic plugin -- export a ICE point cloud to *.abc
and then reimport it and have a look at how Helge implemented it. It
isn't pretty but it works.
The latest release is here:
http://exocortex.com/releases/ExocortexCrateSuite1.0.79.zip (Windows
only release)
-ben
On Wed, Jul 1
Hi All,
Does anyone know how this works with a render farm - once you have used it to
create a mesh, does it always need that license to keep that mesh valid?
Wondering about it as we are having issues with RF meshes and motion blur and
am finding the built in polygonizer to not bee so good -
Hi,
Hope this is of interest to someone here or that you can pass the information.
Thank you.
MAC
UBISOFT Montreal is currently looking to hire a CG Supervisor - UBIK
Ubisoft, producer, editor and distributor of video games, interactive software,
and multimedia applications situa
You can use the build in polygonizer to read the cache files written
with EmPolygonizer3, and render it on your farm.
On 18.07.2012 15:06, Sandy Sutherland wrote:
Hi All,
Does anyone know how this works with a render farm - once you have
used it to create a mesh, does it always need that lic
Maybe it came from a link in this thread of yours from last year?
https://groups.google.com/d/topic/xsi_list/qwVPXxCxG-E/discussion
On Wed, Jul 18, 2012 at 9:00 AM, Paul Griswold
wrote:
> I'm not sure if I can attach files to the list or not, but I had this in my
> download folder. I'm not sure
Thanks a lot, that was really useful. I was just fiddling with a similar
solution myself, but I didn't know about the Get Element Index node, so I
was stuck.
Cheers!
On Wed, Jul 18, 2012 at 4:13 PM, Ben Houston wrote:
> We do this in our Alembic plugin -- export a ICE point cloud to *.abc
> and
Did someone say Battlefield 3? I love it! We should squad up!
I'm glad you guys mentioned the problem with Photoshop: I have PS opened
most of the time. Next time this happens I'll close it and see if I get
my keys back.
[Shatner-style] /"Adobe!"/ [/Shatner-style]
-Tim C.
On 7/18/2012
Hey! There you go!
Gotta love Google. It's replaced at least 50% of my memory at this point.
-Paul
On Wed, Jul 18, 2012 at 9:46 AM, Alan Fregtman wrote:
> Maybe it came from a link in this thread of yours from last year?
> https://groups.google.com/d/topic/xsi_list/qwVPXxCxG-E/discussion
>
Thanks guys, I'm gonna check it!
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold
Sent: Wednesday, July 18, 2012 4:56 PM
To: softimage@listproc.autodesk.com
Subject: Re: Greeble?
Hey! There you go!
Gotta love G
And now the question how do I convert it to real geometry?
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Wednesday, July 18, 2012 4:59 PM
To: softimage@listproc.autodesk.com
Subject: RE: Greeble?
Thanks gu
If you are using instances, you can try these compounds that I sent not too
long ago. I'd like to get more feedback on them.
gray
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Wednesday, July 18, 2012 11:04 AM
T
Hi folks,
I've got an annoying bug (and Crash Report dialogue box doesn't appear ;)
that's slowing productivity.
I've scenes containing a Referenced Model. They load and save no problem.
However, whenever I do File->NewScene or File->Open Softimage ALWAYS
crashes. It's a right royal render pain i
had this not so long ago. Scripters were blamed, ICE tree wranglers
were framed for derision but the eventual problem?
Quicktime!
if any quicktime files were referenced in the clips or sources then
File>new or File>open would desktop Softimage.
solution - do not use Quicktime as source clips :)
Hey Rob,
Nope, not a Quicktime in sight.
Next solution please?!
On Wed, Jul 18, 2012 at 5:27 PM, Rob Chapman wrote:
> had this not so long ago. Scripters were blamed, ICE tree wranglers
> were framed for derision but the eventual problem?
>
> Quicktime!
>
> if any quicktime files were referenc
are you sure? I couldn't believe it at first as there was no
quicktimes used in my scene either - but if an old material on a
reference model material library referenced a quicktime in
Explorer>images then it still crashed
next bet would be to see if there are any ICE trees on your reference
mode
I have reproduced this behavior. 2013 SP1. various types of objects as
parent and child. Even with both rotation and translation on one object.
Manny -- try using a fairly large translation amount per frame.
At low speeds it's not really noticeable. At high speeds it's glaringly
evident. A
Move all your referenced models to a different location so that they
load up as offloaded? Load them one at a time, saving and reloading
after each. That should at least let you know if it's a problem with the
models or the scene (despite the fact that they might load individually
just fine).
cool, thanks for the tips guys. I'll report back...
On Wed, Jul 18, 2012 at 5:56 PM, Tim Crowson wrote:
> Move all your referenced models to a different location so that they load
> up as offloaded? Load them one at a time, saving and reloading after each.
> That should at least let you know i
You're right.
If you paste the parent's translation to the spinning element, it still reproes
as well, so hierarchy is not important here.
>From what I can see, despite the linear motion, the ark you're getting is
>because although the object is moving in a linear way, it has to evaluate the
>sp
the embarrassing part to me is not taking advantage of the benefits of
being distributed on the web and the fact the search/index seems to get
screwed up every iteration.
i would expect the docs to be updated incrementally between releases, and a
'last updated date' on the bottom or top of the int
Same thing in 2010.
Although it seems weird, I don't think it's a bug.
It seems related to the way it evaluates the blur without calculating
subframes.
One way out of this is to double or triple the anim length (animation>sequence
animation>scene) and then step render.
-manny|SI support
From
I'd love something like PHP's comments section on every XSI Docs/SDK
page, for example scroll down here...
http://www.php.net/manual/en/features.http-auth.php
Check "User Contributed Notes" downwards.
Whether PHP is a good language or not is another matter entirely, but
their commented docs are aw
i think the docs team has enough on their hand to have to moderate user
comments. but as long as i can turn them off ;)
On Wed, Jul 18, 2012 at 11:17 AM, Alan Fregtman wrote:
> I'd love something like PHP's comments section on every XSI Docs/SDK
> page, for example scroll down here...
> http://ww
it might not be a bug, but I wouldn't call it a feature. ;-)
On Wed, Jul 18, 2012 at 1:59 PM, Manny Papamanos <
manny.papama...@autodesk.com> wrote:
> Same thing in 2010.
> Although it seems weird, I don't think it's a bug.
> It seems related to the way it evaluates the blur without calculatin
Hi,
Of the 900 objects in this model, there were a few objects that needed
geometry ops freezing on them, so it's a bit tidier now.
Import->Ref Model into clean scene and I can File->Open, File->new,
File->Close with no crashing at all.
The problem must be embedded within existing render scenes.
ah yeah that old chestnut of corrupt scenes, good luck in isolating the
cause again !
so in your hunt for live operators did you try Brad's plugin 'Sanity check'
?
https://groups.google.com/forum/?fromgroups#!topicsearchin/xsi_list/group:xsi_list$20AND$20subject:sanity/xsi_list/FmE0agPe6d8
damn
The issue is caused by extreme rotation values.
Motion blur typically solves rotations along the shortest arc between frames.
Which implies the maximum rotation you can have between frames which solves
correctly is 179.9 degrees or else you'll get the 'rewind' effect. Mental ray
does have som
Why do more Samples in the Refraction section cause the object to get
darker? I would expect it to reduce the noisiness of the Gloss. I just need
to clean up the gloss of the refraction, am I looking in the wrong place?
Hi Matt.
You're right,
however, if you look here:
http://www.screencast.com/t/gHNvdMW0X2JC
this happens even with a short rotation shift per frame.
I'll try to ask a Maya or Max guy to repro.
-manny
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.co
Local samples changing the energy amount in your material? Dont know if it
is related but I have seen this before and reported to both Autodesk and
Mental Images...
In my case it was related to the use of Lens Shaders. When you have ANY
lens shaders in use your local samples mess up the behaviour
You can make it behave better (cleaner, but not much more accurate) by
creating a cluster with center of all the wheel's points and rotating the
cluster center null. This is somewhat faster to update than setting an
envelope to do the same thing.
I haven't checked, but making an ICE rotation oper
No lens shaders. I do have the Color Management Gamma turned on for my
Render Region though.
On Wed, Jul 18, 2012 at 3:45 PM, Gustavo Eggert Boehs
wrote:
> Local samples changing the energy amount in your material? Dont know if it
> is related but I have seen this before and reported to both Auto
Try and see if your rendered out images look the same as your preview. If
so, then it is not the same bug.
2012/7/18 Byron Nash
> No lens shaders. I do have the Color Management Gamma turned on for my
> Render Region though.
>
>
> On Wed, Jul 18, 2012 at 3:45 PM, Gustavo Eggert Boehs > wrote:
>
Sorry for the noise!
Fine signal so far :)
On 7/18/2012 3:02 PM, Daniel Brassard wrote:
Sorry for the noise!
I still see a difference with the rendered images. Maybe it's just the
scattering that's messing with me. I don't know.
On Wed, Jul 18, 2012 at 4:07 PM, Gustavo Eggert Boehs
wrote:
> Try and see if your rendered out images look the same as your preview. If
> so, then it is not the same bug.
>
>
>
I wonder if it's something to do with Mental Ray specific?
It's not an uncommon problem in rendering in general.
When we do things like wheels and propellers we normally render wedges of
various settings at different incident angles, speeds and so on to make
sure the blur looks correct.
In these cases the physical accuracy of the motion is absolutely irre
Hey List !
Well the question is pretty much in the title.
Does anyone knows how to get the locked deformers of an envelope ?
We can lock or Unlock deformers with the command *LockEnvelopeDefor
merWeights*
But how do we get the list of the currently locked deformers ?
Locking the weights is more a
Great story here on how Leviathan uses ICE in their pipeline. From the official
Autodesk channels
http://www.youtube.com/watch?v=dDAVC3EnHLg&feature=relmfu
<>
When you lock individual points on the envelope, a 'lockdeformerwweightop'
operator is generated on the Envelope Weights property to manage that
information. The operator does not have any exposed parameters to query or dig
out which points have been locked. The only other place to check would
screw ICE ;)
thats all eric mootz's polygonizer!
On Wed, Jul 18, 2012 at 7:01 PM, Siddharth Bolurker <
siddharth.bolur...@autodesk.com> wrote:
> Great story here on how Leviathan uses ICE in their pipeline. From the
> official Autodesk channels
>
> http://www.youtube.com/watch?v=dDAVC3EnHLg&feat
What a sad video. I think that will catch neither an artist's nor an
executive's eye.
On Thu, Jul 19, 2012 at 4:17 AM, Steven Caron wrote:
> screw ICE ;)
>
> thats all eric mootz's polygonizer!
>
>
> On Wed, Jul 18, 2012 at 7:01 PM, Siddharth Bolurker <
> siddharth.bolur...@autodesk.com> wrote:
maybe it is. But softimage is mentionend all over the place:
softimage: 8 times
ICE: 5 times
maya: 3 times
So I like it. :)
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Thursday, July 19, 2012 4:18
oh, i was teasing. i think its great...
On Wed, Jul 18, 2012 at 8:55 PM, Sven Constable wrote:
> maybe it is. But softimage is mentionend all over the place:
>
> ** **
>
> softimage: 8 times
>
> ICE: 5 times
>
> maya: 3 times
>
> ** **
>
> So I like it. :)
>
> ** **
>
> ** **
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