Check out Paul Smith on Vimeo, too.
His tutorials on ICE are AMAZING.
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of olivier
jeannel
Sent: Friday, May 24, 2013 3:50 PM
To: softimage@listproc.autodesk.com
Subjec
Look for Bradley Gabe and Helge Mathee on Vimeo, watch their first (by
date) tutorials. Gold basics to understand vectors and velocity.
Le 24/05/2013 08:43, Daniel Kim a écrit :
Hey guys.
Anyone know simple and easy to follow ICE tutorials for beginners?
I am totally beginner for ICE, and also
Hey Daniel.
There are bunch of DigitalTutor tutorials that can give you initial push.
http://www.digitaltutors.com/tutorial/26-Beginners-Guide-to-ICE-in-Softimage
http://www.digitaltutors.com/tutorial/339-Getting-Started-with-ICE-in-Softimage
http://www.digitaltutors.com/tutorial/98-Introduction-t
Hey guys.
Anyone know simple and easy to follow ICE tutorials for beginners?
I am totally beginner for ICE, and also have no back ground education for
programming stuff, but I like to learn basic ICE with step by step tutorial.
If anyone knows, please share or show me website link.
Thanks
Daniel
I'm going to London next week(s) for a job and wondering if any
softies would like to meet and possibly have a beer?
Suggestions for a day? Place?
Wednesday, Shakespeare?
Regards
Stefan
-- Sent from a phone booth in purgatory
agreed. 2.0 is able to generate far higher shatter counts than 1.6, and
faster too.
The texture map based workflow leaves a little to be desired in terms of
detail of shatter, but other than that, the rest is pretty rock solid.
(Please tell me I'm wrong about the texture map based workflow :-) )
Thanks got it to work.
for completion, and hope it helps the next one searching for advice of how
to get it to work in 2012
in the operator _Define.
...
Context ctxt( in_ctxt );
CustomOperator customOperator;
Parameter param;
customOperator = ctxt.GetSource();
CStatus status;
CComAPIHandler facto
Minor mess up on my part, it's cleared up now, thanks :)
::Christopher
Christian Keller wrote:
> maybe you should try it with anothe piece of software like maya or max !
> --
> christian keller
> visual effects|direction
>
> +49 179 69 36 248
> chris3...@me.com
> http://vimeo.com/channels/96149
That's great :) I guess some module needed to restart computer :P
Tips for distribute rendering, all I can say is you should just send jobs
to Deadline as much as you can :)
Daniel
On Fri, May 24, 2013 at 3:25 AM, David Rivera <
activemotionpictu...@yahoo.com> wrote:
> Daniel, Paul, Mirko, than
thanks julien
and i think your code is giving a hint on how i should have been getting
around the objects going out of scope and getting garbage collected.
s
On Thu, May 23, 2013 at 12:45 PM, Julien Dubuisson wrote:
> I just shared the pure Python plugin I wrote to get PySide working in
> Soft
I just shared the pure Python plugin I wrote to get PySide working in
Softimage on Linux and Windows:
https://bitbucket.org/rodeofx/rdoqtforsoftimage
Feel free to try it out.
Feedback is welcome as there is obviously room for improvement.
Thanks Steven Caron for letting me re-using code from his p
If Implosia 2 is still in beta try to subscribe to the beta list. I
tested it for a short job 2 or 3 weeks ago, and it was furiously fast
and stable (compared to the 1.6 version).
Le 23/05/2013 21:11, Mirko Jankovic a écrit :
Well option is to go fast through couple starting momentum tutorials,
Well option is to go fast through couple starting momentum tutorials, catch
couple tricks and build something from that.
Another option is to hire someone that knows how to do that fast for this
project and learn for other ones so you keep budget in the house.
I don't think that there is any other
Thats good to hear :) Though I need to show something for the clients by
Thursday, so there's not a lot of time to be getting up to speed with
anything. In a few weeks this whole project will be over :D
Is there any documentation on this features by any chance?
On Thursday, May 23, 2013, adrian
Dammit it ! Indeed it works with ICE... why is it not possible otherwise ??
That's weird
thanks !
On 23 May 2013 10:56, Vincent Ullmann wrote:
> Hi,
>
> seems like you could set this in ICE.. using a "Set-Data" Node pointing at
> "this.cls.WeightMapCls.Weight_**Map.MaxWeight" (change it if your
Hi,
seems like you could set this in ICE.. using a "Set-Data" Node pointing
at "this.cls.WeightMapCls.Weight_Map.MaxWeight" (change it if your
Weightmap has another name)
Am 23.05.2013 19:45, schrieb Jeremie Passerin:
Hi list !
I have a weightmap that is frozen , which mean I don't have th
Hi list !
I have a weightmap that is frozen , which mean I don't have the weightmap
generator op anymore. The weightmap is limited between 0 and 1 and I need
to go higher than that.
I looked at the weight map parameters and there is a wmax parameter
defining the maximum limit of the weight map. Un
Try to use CComAPIHandler, to call APIs provided by Object Model.
More info pls refer to sdk manual about CComAPIHandler class.
Thanks,
Joany
Original message
From: ran sariel
Date:
To: softimage
Subject: Re: custom operators and changing topology
so does that mean that
But that doesn't explain my case I think?
while:
/print
Application.ActiveProject.ActiveScene.Passes("Pass").LocalProperties("mental
ray")/
/print
Application.ActiveProject.ActiveScene.Passes("Pass").Properties("mental
ray")/
both work with a localized mental ray property, but only
/print
so does that mean that there's no way to write a custom operator changing
topology in 2012??,
On Wed, May 22, 2013 at 9:22 PM, Songqiong Yang wrote:
> Hi Matt,
>
> Thanks for your comments. We will work with doc team to see what’s going
> on if there are sdk changes in SP.
> Normally, in SP re
Hey Vincent,
Thank's alot for that one. It must be possible to implement in the
EmitFromCurve compound, no ?
Not in front of SI atm, look's really handy :)
Le 23/05/2013 00:59, Vincent Ullmann a écrit :
Here might be another Solution, using the UV-to-Location-Node, with an
Build_Linear_Interp
The difference is *LocalProperties* accesses only the properties applied to
that object whereas the other one is the equivalent of the inherited
properties + the local properties slapped on top.
You know when you see a property in italics? That means it's inherited from
somewhere else (probably up
Thanks Gareth! I wasn't aware of the difference between properties and
localproperties.
I was confused because while I'm in another pass
/print
Application.ActiveProject.ActiveScene.Passes("Pass").Properties("Override")/
didn't work. But
/print
Application.ActiveProject.ActiveScene.Passes("Pas
Glad to see it working finally! :)
On distributive you mean rendering 1 image over deadline right?
If so what render engine are you using
On Thu, May 23, 2013 at 5:25 PM, David Rivera <
activemotionpictu...@yahoo.com> wrote:
> Daniel, Paul, Mirko, thank you very much for your help.
> You guys a
latest momentum has dynamic fracturing... it's very powerful (if a little
unstable at times)
although make sure you allow yourself a few weeks to get up to speed, the
manuals leave much to be desired, but there are some good video tuts
a
_
From: softimage-boun...@listproc.autod
Daniel, Paul, Mirko, thank you very much for your help.
You guys aren´t going to believe this: I turned off the machine, kicking the
bucket for the night...
I came to work this morning, and voilá: The first thing the Deadline monitor
did, was ignite itself at windows
start and I saw the glory of
Hi
well you can freeze the fractured geometry before dynamics of course, but
if you want something more simple, you can just make the fractured geometry
"on live" while simulating, which will allow you to have total control over
the kind of multiple fracturations you seem to be looking for, and im
maybe you should try it with anothe piece of software like maya or max !--
christian keller
visual effects|direction
+49 179 69 36 248
chris3...@me.com
http://vimeo.com/channels/96149Am 23. Mai 2013 um 15:51 schrieb Christopher :I've spend more then :20 minutes on this. I changed the Remap X & Y
Just for the record Christopher, if you don't want any image distortion,
but want to offset how the texture is placed on the UV, you need to keep a
distance of 1 between Min and Max values. How many pixels are you
offsetting the uv will depend on the resolution of the image. so if your
image is 20
I've spend more then :20 minutes on this. I changed the Remap X & Y
(Min and Max) from negative values to positive values, when my values
are extreme negative the texture image is not visible on the object,
when I keep it at (4) for (Min & Max) it's visible on the object but
only a small part beca
bingo! thanks
a
_
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Dan Yargici
Sent: 23 May 2013 12:35
To: softimage@listproc.autodesk.com
Subject: Re: particle count in display
Use an attribute display property and dis
Use an attribute display property and display the nbpoints attribute.
On 23 May 2013 14:18, "adrian wyer" wrote:
> probably really obvious, but my brain hurts and i don't have much time.
>
>
>
> is there any way to show the particle count as a display attribute (like
> frame rate or selectio
probably really obvious, but my brain hurts and i don't have much time.
is there any way to show the particle count as a display attribute (like
frame rate or selection info etc)
thought about DisplayInfo custom parameter, but cant figure how to get the
point count from the cloud
a
You can access them by partitions local properties and then the overrides
parameters for the entries e.g. something like this:
for eachProp in eachPartition.localproperties:
if eachProp.Type == "#Override":
for eachParam in eachProp.parameters:
print eachParam
__
Hi list!
Does anybody know a way to access overrides via script without switching
to the pass the override lives in? I need to collect data from all
overrides in the scene and cycling through all passes becomes quite
unstable with heavy scenes
Cheers,
Felix
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