How to run this snippet? I ran it within the Pywin window, but it listed only
2012 SAP, though I have used all Softimage back since 7?
Cheers
Szabolcs
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Thursday, Septem
Vincent, it's looking good on your image ;)
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Ullmann
Sent: Thursday, September 12, 2013 6:07 AM
To: softimage@listproc.autodesk.com
Subject: Re: Poll. How frequently 2014 SP2 crashe
yeahhh ! and more pollution is coming soon! muahjahhahhaha xD
Miquel Campos
www.miquelTD.com
2013/9/11 Jeremie Passerin
> alright !
> TD Survival and Fabric Engine is already polluting my FB, I guess I can
> add another one ;-)
>
> I'm go
alright !
TD Survival and Fabric Engine is already polluting my FB, I guess I can add
another one ;-)
I'm good thanks for asking ! I hope you're still partying hard in sunny
London, my best regards to the whole team at AKA ;-)
On 11 September 2013 16:52, Cristobal Infante wrote:
> In reply to
Actually I'll have to, respectfully, disagree with that.
Shape and transform node handling is fine as is (given the premise you're
OK with how Maya handles it).
Given it's possible and rational for a shape to have N parent transforms,
and for a transform to have N shapes, exclusive ui binding woul
Simple things like putting the shape node inside the transform node (a la
Houdini) would be a help, the fact the transform and shape node of an object
don't even have a visible connection is downright bizarre!
Simple exercise, make a poly sphere, open the node editor, duplicate sphere n
times.
Hey guys,
the next London user group will take place on wednesday the 25th
September at 7pm (7.30 talks). We've publicized this already but in case
anyone has missed the email or tweets or facebook posts! There will be some
very talented peeps showing off some truly amazing work, so do register
In reply to Jeremie, hope you are well buddy!
in the near future the best way of getting the latest digest will be: rss,
twitter, or Facebook
Since we have a fair amount of videos coming in I don't want to open those
gates yet. By the end of the month any new post will stream post by post to
all
It still looks absolute arse Luc-Eric, even if a lot less so than it did
before, and it generally handles arsedly too :p
The only thing it has in common with ICE (looks wise) is it has coloured
circles for ports, but handling population, context, connections, port
expansion and so on is still bad,
The Hypershade always allowed for that much, as did the hypergraph really,
but everybody used the hypershade anyway because it sucked a few square
inches less equine balls than the HG did.
The NE hardly adds anything in terms of exposure or functionality, but it
was a big step forward in convenien
Hey,
I'm just doing the advanced rigging course here at anomalia (all in maya) and
have learned how great the node editor is. If you want to make connections
between objects it's (like you said eric) for the entire scene. So you can
build all kind of expressions who live in the scene but n
Stephen just postet a nice Script, regarding this Topic:
http://xsisupport.com/2013/09/11/getting-crash-dirty-exit-and-clean-exit-counts/
Would be nice to se some of your Stats
wondering if i do something completly wrong ;-)
PS:
Here are some Stats from me
https://dl.dropboxusercontent.com/u
Seconded...
Freelance 3D and VFX animator
http://vimeopro.com/user7979713/3d-work
On Wed, Sep 11, 2013 at 4:53 PM, Ed Manning wrote:
> Gee, sometimes I really wish I knew what NASA has you working on, Joey.
> Gotta love that you're working in Soft in that environment.
>
>
> On Wed, Sep 11, 2
+1
Martian creatures maybe?
On Wed, Sep 11, 2013 at 4:59 PM, Eric Lampi wrote:
> Seconded...
>
> Freelance 3D and VFX animator
>
> http://vimeopro.com/user7979713/3d-work
>
>
> On Wed, Sep 11, 2013 at 4:53 PM, Ed Manning wrote:
>
>> Gee, sometimes I really wish I knew what NASA has you workin
Yes the bug: syflexIsSpring is already being worked.
On 11 Sep, 2013, at 2:23 AM, "David Barosin"
mailto:dbaro...@gmail.com>> wrote:
I had a similar problem with the length parameter on the syflexISpring node not
working. I'm guessing it happened with the introduction of weightmaps for
syfle
Gee, sometimes I really wish I knew what NASA has you working on, Joey.
Gotta love that you're working in Soft in that environment.
On Wed, Sep 11, 2013 at 4:36 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:
> So…..
>
> ** **
>
> If there is anyone out there who
It's not working for me. (I'm trying to convert a cloud from mbFeathers to
meshes.)
On Wed, Sep 11, 2013 at 12:00 PM, Cristobal Infante wrote:
> Momentum 3 has this option works really well!
>
>
> On 11 September 2013 16:51, Alan Fregtman wrote:
>
>> Hey guys,
>>
>> I've tried a few of the opt
I think it is a great addition to Maya, and was sorely needed. But it is just
that, another 'addition' they never seem to be prepared to deprecate anything
which makes for a very bloated system in my books.
Ergonomically it is pretty awful, it is a step in the right direction but when
there ar
seconded, we end up exporting to xnormal because softimage cant generate
acceptable resaults.
On 12/09/2013 2:16 AM, "Adam Sale" wrote:
> Normal maps have not worked correctly in Softimage for some time now.
> I think they are a basic enough tool, needed by artists everyday.
> In the case of my e
which version of Maya? it looks a lot like ICE in a dark theme in 2014
Le 2013-09-11 18:53, "Octavian Ureche" a écrit :
> For me the problem is not in what it does. (which is everything that the
> hypergraph/hypershade did and more).
> When i first heard they were going to create a node editor i
Thanks Chris!
On Wed, Sep 11, 2013 at 5:00 PM, Chris Chia wrote:
> Yes the bug: syflexIsSpring is already being worked.
>
>
> On 11 Sep, 2013, at 2:23 AM, "David Barosin" dbaro...@gmail.com>> wrote:
>
> I had a similar problem with the length parameter on the syflexISpring
> node not working.
For me the problem is not in what it does. (which is everything that the
hypergraph/hypershade did and more).
When i first heard they were going to create a node editor i said
hallelujah...because everyone got fed up using the connection editor for
linking stuff.
But whenever i stare at it (which i
I hope someone can help, i am trying to use Kristinka on my current project
but the hair is not behaving properly in the depth pass.
This images attached show the render region of the depth and the ice tree
set up.
I have tried rendering the depth channel but this does not match the
outline of th
Replying to Joey who accidentally replied only to me :)
"Right, but in my experience it offers access to materials easier than
anything else or anything from the outliner, so it is a hybrid I agree.
I walked away with the Render Tree impression because it only offers
material nodes from the Cr
So.
If there is anyone out there who can share any insight to strand mechanics in
ICE I'd really enjoy hearing your thoughts.
I took the OEM "Create Strand from Curves" Task and modified it into something
where I can animate the strand along the curve, generate dashed lines, strand
masking
I haven't used it in a while so I don't know if it still works in the
latest Softimage version, but the FXNut_SaveRenderMesh mental ray shader
exports whatever you render to obj. You might end up with a ton of objs,
but you can use a script to import all of them and merge them together.
Somethi
I worked with Maya from v1 to 9... And It was always very open, you could
always access a lot but a node editor was missing.
—
Sent from Mailbox for iPhone
On Wed, Sep 11, 2013 at 5:24 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
wrote:
> It was a vast improvement over the Connection editor
Normal maps have not worked correctly in Softimage for some time now.
I think they are a basic enough tool, needed by artists everyday.
In the case of my experience with Softimage, I find a lot of people move
away to Maya for shade and light, precisely because right out of the box
normal maps do no
Momentum 3 has this option works really well!
On 11 September 2013 16:51, Alan Fregtman wrote:
> Hey guys,
>
> I've tried a few of the options out there to turn a pointcloud of instance
> shapes to a mesh and they're all rather slow when you have 20k particles.
>
> Has anyone ever come up with
I think it's an incorrect observation as the Node Editor (different
than Hypershade and the Hypergraph) allows you to pull in a lot if not
all of the nodes in the scene. Grab a polygon cube and plug it's Y
value into this other shader type stuff. It's a node editor for the
entire scene not just
I agree. Node Editor was a huge step forward.
On Wed, Sep 11, 2013 at 10:35 AM, Eric Thivierge wrote:
> Maya Node Editor:
> Well I find it kinda awesome that there are so many ports actually. It
> means you can get at more of the setting and getting data. Sure it's not as
> nice and smooth looki
It was a vast improvement over the Connection editor and Hypergraph. But is it,
in any way, even close to being an analog for ICE? Its seems more an analog for
Render Tree than anything else. Or is that an incorrect observation?
--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LI
Hey guys,
I've tried a few of the options out there to turn a pointcloud of instance
shapes to a mesh and they're all rather slow when you have 20k particles.
Has anyone ever come up with a clever workaround? Like would it maybe be
faster to write out an obj by hand of the duplicated meshes and b
Thanks! It's weird though that I fundamentally do the same thing and I'm
getting errors when trying to do a per-point context.
On Tue, Sep 10, 2013 at 7:21 PM, Vincent Ullmann <
vincent.ullm...@googlemail.com> wrote:
> Did you saw this example from the dosc?
>
> http://download.autodesk.com/gl
Maya Node Editor:
Well I find it kinda awesome that there are so many ports actually. It
means you can get at more of the setting and getting data. Sure it's
not as nice and smooth looking as it could be but it's a minor point to
me with respect to the amount of data you can manipulate with it.
But it can't be used to build custom modeling tools, deformation tools, rigging tools, etc, and all the cool stuff that ice is capable of doing outside of simulation.Why can't it? I don't remember anything in that article that rules that out. From what I read, Bifröst is an architecture which alre
Perhaps I should write some tool to "refresh" caches automatically and
append it to the unnecessary_babysitting module.
The reason I'd like to be able to duplicate is quite often I have icetrees
on top of the mixerOp and other dependencies in the scene that all need to
be rebuilt.
But it's good to
AHAHAHAHAHAHAHAHAHAHA!
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
boeingh...@s-farm.de
Sent: 11 septembre 2013 08:35
To: softimage@listproc.autodesk.com
Subject: Re: Article on Bifrost
Interesting!
"Project Bifröst could be a st
So, the whole ice in maya thing was actually a wrapper to the naiad system.
As far as i could understand,
bifrost has more to do with naiad than ice. It's just a very powerful
dynamics framework that will be driven by an "ice like" system.
But it can't be used to build custom modeling tools, defor
I did a small test with Maya LT, and it's a shame, that Softimage doesn't have
this implemented. So far I was running tests, and Dx11 AutodeskUbershader is
awesome, and ShaderFX too (however in ShaderFX I couldn't force my Dispalcement
to work)
So, I think Si2015 MUST focus a lot a on Viewport
Interesting!
"Project Bifröst could be a stand alone product or just as easily could be some
form of engine or plugin to Max, Maya, Softimage etc. The technology has been
shown inside Maya only as it needed to be shown inside something..."
I like the Idea of implementing it also in SI...
> Pa
"..allowed so much in Softimage...that is now striped to the bones, cleared
and left to rot and die..."
On Wed, Sep 11, 2013 at 2:19 PM, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:
> Has anyone posted this yet?
> http://www.fxguide.com/featured/bifrost-the-return-of-the-naiad-
Has anyone posted this yet?
http://www.fxguide.com/featured/bifrost-the-return-of-the-naiad-team-with-a-bridge-to-ice/
"
...
it is also a bridge between the Naiad developers and the original ICE
developers "
" Bifröst represents Naiad and ICE meeting on a whiteboard and a completely
new technolog
for crashes with just standard modeling tools, I'd recommend looking
at the graphic card driver. I've read in an internal newsletter last
month that an nVidia driver update was causing higher instanced of
crash reports in all M&E applications. Older driver may be better.
On Wed, Sep 11, 2013 at
Cheers Dave, at least I'm not going mad. I'll send a bug report in...
Andi.
...
http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21
http://www.flickr.com/photos/lord
I dont use xsi that much but so far i did not have a single crash yet.
2013/9/11 Jens Lindgren
> Thomas just reminded me that you can put the key map in your personal
> workgroup so no need to copy it back and forth.
>
> /Jens
>
>
> On Wed, Sep 11, 2013 at 11:30 AM, Jens Lindgren <
> jens.lindg
Have been using Knife tool and Split, Add Poly and any other modeling tools
that you can think of... for modeling (characters for 3d printing :) ) And it
doesn't crash on us.
Fyi, we don't use any workgroup and plugin...
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@
Thomas just reminded me that you can put the key map in your personal
workgroup so no need to copy it back and forth.
/Jens
On Wed, Sep 11, 2013 at 11:30 AM, Jens Lindgren wrote:
> Haha, yeah, if I switched Arnold that many times I wouldn't delete my user
> folder.
> I only switch like once a
Haha, yeah, if I switched Arnold that many times I wouldn't delete my user
folder.
I only switch like once a month or something like that.
But instead of deleting the Arnold Render.Preset and all references to
Arnold in default.xsipref, I usually delete the whole folder and run my
script to set all
Deleteing my UserFolder every time i install Arnold?
So sometimes this might be 5-8 times a day if i work on multiple
Projects at once?
I might give it a try
We are using Softimage2014 here for about 2 Months now.
It didnt crashed on August 9th and September 5th.
On all other Days it crash
Super interesting article.
On 11/09/2013, at 03.56, Nick Angus wrote:
> Perhaps not something that will put any Softimage rumours to rest, but
> interesting nonetheless.
> The FX guide articles are always very in-depth and well thought out and this
> one is no different.
>
> Interesting seeing
I have been using it for about a month and not a single crash yet. Used the
knife tool like crazy on the current project.
I never migrate the preferences and I delete the user folder every time
it's time to update Arnold. I then have a script that I run manually to set
up all my preferences again.
Hey folks
Here most of our artists have plenty of crashes with Softimage 2014 SP2 (Daily
4-5 on average)
They have crashes on Knife tool, Connect edge, Texture Editor.
They have migrated their preferences from previous versions (SI2013 or so)
I myself have also problems, but most of them are be
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