Re: Aw: RE: Graphics update problem in animation editors

2013-05-07 Thread Raffaele Fragapane
Ever the extremist :) Touch isn't a replacement to other devices, it extends it. If you never tried painting with a touch sensitive interface, you won't understand. Turning the canvas around, orbiting, zooming, resizing the mouse and so on are amazingly intuitive and smooth. Scrolling, moving

Re: Graphics update problem in animation editors

2013-05-07 Thread Eugen Sares
Just another Windows 8 opinion, OT: I'm using it for a few months now, and overall I'm quite happy with it. To me, the metro screen - which IS the new start menu - looks fresh and modern. Animation, simple graphics, colors... people have different tastes. The no-nonsense style of the desktop is

Re: 2014 in production anyone?

2013-05-07 Thread Jens Lindgren
I had to switch to 2014 for the current project due to a bug in 2013 that crashed Softimage when importing reference models with Ice Trees on it. In 2014 I can import these models as references without problems. One other bonus is the premultiply on LUTs options. Being able to set it to No is a

RE: 2014 in production anyone?

2013-05-07 Thread Szabolcs Matefy
We switched from 2013 SP1 to 2014. Major regression for us is that when you hide polygons, and select some polygons then unhide the hidden polygons, your selection will be lost. There are several bugs still present, however overall feeling is better. We don't rely on RT shading, but HQV is way

Re: 2014 in production anyone?

2013-05-07 Thread Raffaele Fragapane
I'm not 100% sure I would call something that can be fixed with a script swap, or a 20 lines script bound to the hotkey, a MAJOR regression ;) I know you got super annoyed at that though. 2012 was actually quite a good release for us, but that's after QFEs, 2013 seems to be doing ok too, but we

Render a single frame without frame number in file name

2013-05-07 Thread Christian Gotzinger
Hi list, Is there a way to set up a pass such that the rendered file does not contain the frame number? I want my file to be called filename.png, not filename.1.png. Thank you Christian

Re: Render a single frame without frame number in file name

2013-05-07 Thread Pete Edmunds
can't you rename it once it rendered? On 7 May 2013 10:07, Christian Gotzinger cgo...@googlemail.com wrote: Hi list, Is there a way to set up a pass such that the rendered file does not contain the frame number? I want my file to be called filename.png, not filename.1.png. Thank you

RE: 2014 in production anyone?

2013-05-07 Thread Szabolcs Matefy
As I told, major regression for us. So that means that was our biggest issue so far :D Cheers From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane Sent: Tuesday, May 07, 2013 10:25 AM To:

CrowdFX help...

2013-05-07 Thread Szabolcs Matefy
So, I started to dig into Crowd FX, and I tried to follow the help file for 2014. I've set up my crowd, and I want to set up the animation states. Interesting that though I followed the guide step by step, I have no states in the ICE tree...Anyone know a true step-by-step tutorial? ___ This

Re: Render a single frame without frame number in file name

2013-05-07 Thread Raffaele Fragapane
AFAIK it's not part of the tokenization. If you are generating them by script though it should be trivial to rename them by the same script after the fact, unless your script is just a submitter unaware of when the rendering is finished, in that case, if you use any, render management softwares

Re: Render a single frame without frame number in file name

2013-05-07 Thread Adam Seeley
Here's a  post render frame script I use to make Proxies of my renders to speed things up when I've got heavy comping jobs. All the bits are in there for a simple rename if you know a bit of scripting, you just need a little read up on creating an Event. Adam   - Yoyo

Re: Render a single frame without frame number in file name

2013-05-07 Thread Stephen Blair
Yes, I'm pretty sure there's no way around it...you always get a frame number. On 07/05/2013 6:09 AM, Raffaele Fragapane wrote: AFAIK it's not part of the tokenization. If you are generating them by script though it should be trivial to rename them by the same script after the fact, unless

Re: Graphics update problem in animation editors

2013-05-07 Thread Paul Griswold
I'm with you Eugen. The nice thing I've found with the new Start Screen is that I've organized things based on how frequently I use them. So Softimage, Photoshop, Eyeon Fusion, 3D-Coat, etc., are in a block on the furthest to the left. And less frequently used software is further to the right.

Re: CrowdFX help...

2013-05-07 Thread Chris Chia
Hi Szabolcs, Screenshot your ice tree (point cloud behaviour and animation blending) And tell us what u did? And you said there is no state, what does that mean? Regards, Chris Sent from my iPhone On 7 May, 2013, at 5:37 PM, Szabolcs Matefy szabol...@crytek.commailto:szabol...@crytek.com

Re: 2014 in production anyone?

2013-05-07 Thread Chris Chia
Your Major regression unhided polygon issue has a fix. Check the post sent by my dev in the other earlier thread ;) Regards, Chris On 7 May, 2013, at 5:33 PM, Szabolcs Matefy szabol...@crytek.commailto:szabol...@crytek.com wrote: As I told, major regression for us. So that means that was our

RE: 2014 in production anyone?

2013-05-07 Thread Szabolcs Matefy
Oh n. Today everybody has lost the sense of humor? :D As I said, or Major regression, I mean that it's our biggest problem so far...c'mon guys, don't take everything so serious But if we are here, I followed the tutorial of creating CrowdFX, and to be honest, the

Re: 2014 in production anyone?

2013-05-07 Thread Chris Chia
I will draft one first by tomorrow asap! Could you give me the link of the doc which you were looking? Maybe it's not the right page ;) Regards, Chris On 7 May, 2013, at 7:35 PM, Szabolcs Matefy szabol...@crytek.commailto:szabol...@crytek.com wrote: Oh n. Today everybody has lost the

RE: 2014 in production anyone?

2013-05-07 Thread Szabolcs Matefy
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html Actually we think to create a crowd scene in our game, and I try to set up a simple scene. It seems that the Aniamtion state definition is not created when I simple select my actor source model, and press

Re: 2014 in production anyone?

2013-05-07 Thread Alan Fregtman
That's the one! Thanks Gustavo. :) On Tue, May 7, 2013 at 9:46 AM, Gustavo Eggert Boehs gustav...@gmail.comwrote: http://area.autodesk.com/2014unfold/live/unfoldevent/workflow.html (from 50min on) 2013/5/7 Alan Fregtman alan.fregt...@gmail.com This one maybe?

Re: Test inside geometry failing

2013-05-07 Thread Peter Agg
Is this the thing where you get giant cubes of bad volume data, or something else? On 7 May 2013 19:54, Eric Thivierge ethivie...@hybride.com wrote: Anyone notice how many times this just doesn't work correctly? Even toggling the Closed volume inside often doesn't give the correct results as

Re: Test inside geometry failing

2013-05-07 Thread Steven Caron
maybe instead of just doing it in houdini he could use SDFs? http://blog.blackredking.org/?p=47 On Tue, May 7, 2013 at 12:34 PM, Peter Agg peter@googlemail.com wrote: Yeah, that's my only suggestion really - I've had quite a few problems before where I had very dense particles being

Freelancer availability, strands job

2013-05-07 Thread Andy Moorer
Any freelancer TDs available June/July (ish) for a strand-heavy ice gig? Big name client, cool look, but definitely needs experience. Let me know if you're interested via email.

Re: Test inside geometry failing

2013-05-07 Thread Raffaele Fragapane
You could write/wire the test yourself. Point inside hull is fairly trivial outside of fringe cases, shoot a ray in any direction, if it intersects an odd number of times, it's outside, even, it's inside. You might want multiple rays and take the median of the result, or work conservatively and

Re: Test inside geometry failing

2013-05-07 Thread Eric Thivierge
Thanks guys, Ciaran, your addon actually works exceptionally well in my case. The slider for the Override_test_distance gets rid of the errant areas very very well. Not to mention generating this particle cloud is super fast now. You've saved me some late night work today. :) I did try to