However I can't find the setting the minimum speed of the animations as it's
indicated in the Documentation...
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Thursday, May 09, 2013 9:30 AM
To:
OK, now I did my very first crowd simulation with CrowdFX! Finally I start to
understand how it works, and actually, it's real fun...When I'm ready I'll
share (and if my boss allows it of course)
Now I have to find out, if bones could be exported as FBX and not just Crowd
pointcache :D
|| Now I have to find out, if bones could be exported as FBX and not just Crowd
pointcache :D
If you are on 2014 subscription, do login and check the freebies for Crowd.
Regards,
Chris
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
Hi Steven, it's still very wip, I'll release the sources as soon as I'll
have cleaned the code
I also want to merge it with yours.
By the way, it's updated :)
http://www.si-community.com/community/viewtopic.php?f=13t=1735p=12643#p12643
Cheers
A.
---
So if a quad is (0,0),(0,1),(1,1),(1,0) what would a n-gon be?
A triangle would be (0,0),(0,1),(1,1)? What would a polygon with 5 vertexes
have?
On 9 May 2013 14:09, Thomas Volkmann li...@thomasvolkmann.com wrote:
**
Hi,
we found a working solution to a current problem (set UV per
You can probably see how much vertices a polygon has and then interpolate around
the UV-space, but the problem is more the general question, since we have a
working solution for our needs.
cheers,
Thomas
Peter Agg peter@googlemail.com hat am 9. Mai 2013 um 15:19 geschrieben:
So if a
Thanks Fabricio, I dont have time to test it right now. From the look of it I would think that we are in a perPolygon context and not perNode. But Ill check if that gets me somewhere. It definitely helps to see different approaches!
thanks,
Thomas
Amazing work! Great lighting, characters, everything top-notch!!
Chris Covelli
http://www.polygonpusherinc.com/
http://exocortex.com/products/species
TurboSquid
Modelshttp://www.turbosquid.com/Search/Artists/Polygon-Pusher?referral=Polygon-Pusher
On Thu, May 9, 2013 at 8:36 AM, Sylvain Lebeau
awesome!
btw, merged with mine? what do you mean?
*written with my thumbs
On May 9, 2013, at 5:21 AM, Ahmidou Lyazidi ahmidou@gmail.com
wrote:
Hi Steven, it's still very wip, I'll release the sources as soon as
I'll have cleaned the code
I also want to merge it with yours.
By the
i seem to be getting the same error as some people on the si community:
ERROR object expected line 1 ... i do infact have the latest version of MS
visual C++ 2010 redis...x64. the plugin also comes up with a little red
triangle in the list :- (
On 9 May 2013 14:21, Ahmidou Lyazidi
am runing win7 softimage 2013 x64
On 9 May 2013 17:20, Sebastien Sterling sebastien.sterl...@gmail.comwrote:
i seem to be getting the same error as some people on the si community:
ERROR object expected line 1 ... i do infact have the latest version of MS
visual C++ 2010 redis...x64. the
Hey gray
I don't see any of the images you post. Not even in IE or Chrome when I
go to the Google group.
I just see a winmail.dat attachment...are you sending in RTF format
(just a guess as to why this happens) ?
On 09/05/2013 11:28 AM, Grahame Fuller wrote:
Is this what you want?
Now that I see it, I feel so embarrassed that I had to ask :/
Thanks a ton Grahame!
cheers,
Thomas
Grahame Fuller grahame.ful...@autodesk.com hat am 9. Mai 2013 um 17:28
geschrieben:
Is this what you want?
[cid:image001.jpg@01CE4CA8.5D485040]
gray
From:
Hi,
I've recently started using ICE modeling to help with some low poly models
with tiny textures. The general idea is to make very small components, set
up the UVs as needed, then make a larger model that is composed of many
copies of the component. I like this approach because it lets me
Probably hitting the ice optimization problem? Make sure your UVs are
correctly set by putting a log values just before your set data node.
2013/5/9 Eric Cosky e...@cosky.com
Hi,
I've recently started using ICE modeling to help with some low poly models
with tiny textures. The general
I'm not familiar with the ice optimization problem but it sounds like a
reasonable explanation for what I'm seeing. Thanks for the suggestion.
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fabricio
Chamon
Sent: Thursday, May 09,
I wonder if there is something I could do in the C++ exporter code to
disable the optimizations or otherwise trigger a full update; it would be
nice to not have to modify ice trees in order to get them to export
correctly.
From: Eric Cosky [mailto:e...@cosky.com]
Sent: Thursday, May 09,
The aggressive optimization problem is that ICE won't evaluate chunks of
a tree if it doesn't feel you are genuinely using it.
So if I make some crazy math and store an attribute, if I don't use the
attribute anywhere, it actual doesn't really exist and its tree won't
evaluate fully. Show Values
If you don't want to modify the icetrees, you can still do Get
Property-Attribute Display and set it to show your fancy attribute.
This is the exact same as Show Values, but at the object level.
On Thu, May 9, 2013 at 3:32 PM, Eric Cosky e...@cosky.com wrote:
I wonder if there is something I
I mean using some parts of your simple brush, currently I'm not using the
pickBuffer but raycasting.
Le 10 mai 2013 à 01:17, Steven Caron car...@gmail.com a écrit :
awesome!
btw, merged with mine? what do you mean?
*written with my thumbs
On May 9, 2013, at 5:21 AM, Ahmidou Lyazidi
Which SI version are you using?
The plugin is compiled on 2014, that may be the reason, I'll run some test.
Le 10 mai 2013 à 01:20, Sebastien Sterling sebastien.sterl...@gmail.com a
écrit :
i seem to be getting the same error as some people on the si community: ERROR
object expected line 1
oh cool!
ya, would be nice to share what you learned make the generic brush better
for others wishing to make their own brush based tool
s
On Thu, May 9, 2013 at 1:03 PM, Ahmidou.xsi ahmidou@gmail.com wrote:
I mean using some parts of your simple brush, currently I'm not using the
I'm trying to set up a basic stadium crowd. I have tried following the help
docs and used the New Crowd with Collision Avoidance and also New Basic
Crowd. I have the actors emitting properly and I have set the velocity to
0 since I want them to stay put. I'm getting tripped up with the States
sounds like you two could really make something great of this brush
system. :)
On 9 May 2013 22:13, Steven Caron car...@gmail.com wrote:
oh cool!
ya, would be nice to share what you learned make the generic brush better
for others wishing to make their own brush based tool
s
On Thu,
its a shell really. i am busy on other projects right now so
simplebrush wont get any attention at this time
*written with my thumbs
On May 9, 2013, at 2:24 PM, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:
sounds like you two could really make something great of this brush
Makes sense. I'd have hoped the results of the Create Copies from Polygon
Mesh node wouldn't be subject to that kind of logic though. For example,
here's the tree I am using in my scene:
https://www.dropbox.com/s/dlay4s9y5a30clm/XSIFloatingView_2013-05-09_14-40-4
0.png
I'm not much of an ICE
create copies from mesh uses an ice attribute called 'Texture_Projection'
it doesn't set the uvs of a cluster property directly. you want to get the
ice attribute and you will probably be good.
Thanks! That's very helpful. I suppose it's probably possible to add some
nodes to push the attributes into the cluster so the exporter will see the
final results..? I'm not sure what the limits are there with respect to ICE
working with UVs like this. While I'd hoped to not have to specialize the
Yeah, in your example scene, you've created a texture projection on your
copy geometry and you're attempting to write the UVs that. Forget about
using standard texture projections with ICE topo - just store UV data in a
custom vector ICE attribute. Of course, you'll have to modify your exporter
to
change the c++ to get ice attribute directly or change the ice tree to set
the uv cluster property... its up to you :)
On Thu, May 9, 2013 at 4:08 PM, Eric Cosky e...@cosky.com wrote:
Thanks! That’s very helpful. I suppose it’s probably possible to add some
nodes to push the attributes into
In ICE, you can pull an attribute from a node context and write it back to
a UV property, but I wouldn't exactly say it's a stable or recommended
workflow. Honestly, updating your exporter would be simpler, but in that
case you almost certainly will encounter the previously mentioned aggresive
Hey Gang
Tony Barbieri and I have been working on official support for PySide with
the PyQtForSoftimage plugin and I need some testers...
Who here wants to use PySide instead of PyQt4? It is a little rough right
now so, only people that really want to use PySide should contact me.
Thanks
Steven
Can I ask what's the main differences between PySide and PyQt4 ?
Is that just licensing ?
Jeremie
On 9 May 2013 17:04, Steven Caron car...@gmail.com wrote:
Hey Gang
Tony Barbieri and I have been working on official support for PySide with
the PyQtForSoftimage plugin and I need some
mostly licensing yes, but some other differences outlined here...
http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt
On Thu, May 9, 2013 at 5:25 PM, Jeremie Passerin gerem@gmail.comwrote:
Can I ask what's the main differences between PySide and PyQt4 ?
Is that just
PySide is much more pythonic with data, strings etc are just strings not
QStrings.
http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt
On Fri, May 10, 2013 at 10:25 AM, Jeremie Passerin gerem@gmail.comwrote:
Can I ask what's the main differences between PySide and PyQt4 ?
Is
The nice part about the licensing is that it can be shipped with
applications. Nuke, Hiero and I believe Maya as of 2014, all ship with it.
-tony
On Thu, May 9, 2013 at 8:31 PM, Steven Caron car...@gmail.com wrote:
mostly licensing yes, but some other differences outlined here...
Ohh Nice !
On 9 May 2013 17:33, joshxsi josh...@gmail.com wrote:
PySide is much more pythonic with data, strings etc are just strings not
QStrings.
http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt
On Fri, May 10, 2013 at 10:25 AM, Jeremie Passerin gerem@gmail.comwrote:
is pyside just a more up to date version of the version of python currently
supported by softimage ?
On 10 May 2013 02:36, Jeremie Passerin gerem@gmail.com wrote:
Ohh Nice !
On 9 May 2013 17:33, joshxsi josh...@gmail.com wrote:
PySide is much more pythonic with data, strings etc are
PySide runs fine in 2.6 if that's what you mean. Might have to compile
it yourself though. Not sure what binaries they are distributing.
On Thu, May 9, 2013 at 9:03 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
is pyside just a more up to date version of the version of python
found an artical about the key differences between pyqt and pyside and as
Stephen said the main difference seems to be the licensing : GPL for pyqt,
and LGPL for Pyside. also piside is being maintained by nokia. here is the
article if any other laymen are wondering.
That's great to hear, guys!
I've heard rumors that PySide isn't being maintained nearly as actively
as PyQt. Is this true, and does it matter?
-Tim
On 5/9/2013 8:38 PM, Sebastien Sterling wrote:
found an artical about the key differences between pyqt and pyside and
as Stephen said the main
i have heard this too. i think that is one good thing about pyqt's license,
it makes money with its licensing and those dollars support its
development. but you also have to consider qt's changing of hands recently
(digia) so that might be a reason for it being a bit quiet but there has
been some
Hello Byron,
You could do the following.
1. CrowdFx Simulation New Basic Crowd
2. CrowdFx Actors Inspect Actor Proxies
3. Use the Import in the ActorProxies PPG
4. In the same PPG, Select your model and Click on Inspect Animations
5. Bring your action
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