Thanks a lot, Thomas!
tried it in a simple scene and it definitely works.
Remove instances from old instance group - they just become empty models -
add to the new masters' instance group.
(create one instance first to make the group, then delete that instance).
it works immediately - but in the past I remember havin
Giving it another thought why not just simply change the content of the
model?
> pete...@skynet.be hat am 18. Oktober 2013 um 11:30 geschrieben:
>
>
> tried it in a simple scene and it definitely works.
> Remove instances from old instance group - they just become empty models -
> add to the
I wonder if this could be made faster implemented with the Splice API?
Jakob
That's a good question!
I am on the Splice Beta but am only now starting to get actually into it - the
fact that the mesh class is going to change soon had me keeping my hands off so
far, so I really can't comment on
Friday Flashback #142
SOFTIMAGE|PARTICLE
http://wp.me/powV4-2Sk
Ahh yes.
When I first started learning to use it I had a Deskside Onyx all to
myself, around 1995 I think it was. I did a 5 minute simulation just
keying on and off forces just to get an idea what they did. I think I
still have it on a D1 tape somewhere.
Eric
Freelance 3D and VFX animator
htt
On Thu, Oct 17, 2013 at 6:22 PM, Raffaele Fragapane
wrote:
> If you want something to be available across the board you can simply write
> it, register it as a module, and push it. No need for it to exist as a file.
I've read the link, but I can't see how you could use this to push
functions to
Have to say I rarely used the standalone particle system in production at
this time but played a lot with it. And it was as unstable as Charles
Manson... lol
And not to forget the funky "Go with the flow"feature! To import particle
animation back into Softimage to combine it with the meta-clay sys
i have to admit confusion on this topic too.
to be able to push your temp module onto pythons sys you'd need a
constantly running instance surely ?
python cmd line in the background seems a trifle silly (if that is what's
needed) when you might as well just make a command and have done with it
I remember that. I was sooo looking forward to having a particle system again
after moving from a Wavefront system.
It wasn't quite what I had hoped for but way better than nothing and I was able
to make a lot of use it.
Kind of ironic about how Soft was NOT known for its "Particle System"
cap
I remember the system being very fast and interactive compared to softimage|3D,
but yeah, PITA to have to composite everything.
The manipulators for SI Particle were actually pretty nice and intuitive. They
needed to be as the software lacked the mouse driven manipulation found in most
3d pack
Fast and interactive yes, but it crashed a lot, didn't it? I'm curious, in
1998 I was a student learning Softimage|3D and the standalone particle
system was really hard to use because of that. I remember saving my particle
scene every 5 minutes. Maybe it was a driver/system/graphics cards issue
bac
It started on SGI with Softimage|3D v3.0 (1995) and was later ported to Windows
NT along with Softimage|3D v3.51 (1996)
The SGI version was pretty stable. I personally didn't have issues with
crashes on windows NT, but I also had a good Intergraph and/or 3DLabs Oxygen
series card at the time.
There was a fatal flaw in the way that the particle scene was saved. Even on
SGI. You could start a new scene, build something and it would work perfectly
until you saved it and closed it. The next time you reopened it, it became
buggy and unstable. I can't recall what the specifics of the flaw
Yes, that would explain it. I had to use a cheap Matrox/ATI card or
something in that class. I later switched to 3DLabs for my personal
workstation. Did a better job with Softimage|3D, but I didn't touch the
particle standalone anymore. PhoenixTools came up with some sort of an
integrated particle
Hey list !
Is there a way to list the ICE Attribute of an object ?
I'm storing some information in a ICE attribute : "self.foo"
I'm creating a second ICE Tree and I want to check if the object already
has this attribute, because if it's the case I want to use another one
("self.foo2")
Any idea h
attr = object.ActivePrimitive.Geometry.ICEAttributes("foo")
Will not return none if it is there.
The ProjectItem object also supports the ICEAttributes collection.
On Friday, October 18, 2013 3:30:18 PM, Jeremie Passerin wrote:
Hey list !
Is there a way to list the ICE Attribute of an object
Great! i'll look into that ;-)
On 18 October 2013 12:34, Eric Thivierge wrote:
> attr = object.ActivePrimitive.**Geometry.ICEAttributes("foo")
> Will not return none if it is there.
>
> The ProjectItem object also supports the ICEAttributes collection.
>
>
>
> On Friday, October 18, 2013 3:30:1
The other thing about it that was awesome was the fact that if you stopped
the render and started it again where you left off, the simulation would
not be the same. You had to render start to finish in one go.
Eric
Freelance 3D and VFX animator
http://vimeopro.com/user7979713/3d-work
On Fri, O
Phoenix Tools particles were integrated into XSI back in version 1.5 around in
the winter of 2000. Not the old standalone particle. I was the particle QA at
the time and we had them setup in the Softimage library because at the time
there was over 150+ developers on XSI!
They were quite fun and
Hehehe I remember loosing all animation curves every time I exited the
program!
On Fri, Oct 18, 2013 at 3:38 PM, Eric Lampi wrote:
> The other thing about it that was awesome was the fact that if you stopped
> the render and started it again where you left off, the simulation would
> not be the
I never really used it beyond doing a tutorial, but I loved the
interface, the widgets and the opengl look. It had manipulators which
softimage 3D also did not have. So much more modern than softimage|3D;
hard to believe it's from 1995, and you would only get a new softimage
GUI 5 years later.
I t
ArcSciMed! Now that's a farfetched name. LOL!
I totally agree with you Luc-Eric, it had some pretty slick stuff that
Softimage didn't have. I don't remember how many particles you could have in
your scene before slowing it down?
Jason Stambollian was the Particles king pin from the Softimage Cont
Yes that's correct, except the curves weren't lost actually, rather the scene
information was formatted with an error or omitted something very simple. All
you had to do was edit the file and reformat the description to remove the
error andhows it they used to sayvoila!...the scene would
Yes, ArcSciMed who later renamed themselves "Animation Science". One of my
former employers was going to buy the ArcSciMed simulation library until I told
them it was the same library used by Softimage|Particle, which we were already
using. They didn't like the looks of Softimage|Particle (for
Cannot remember for sure, but I thought there was a preference you could set to
get around that problem, but it didn't appear until later versions.
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Lampi
Sent: Friday, Octob
Wasn't it Jean-Luc Corenthin the dev that was the intermediary on Soft
side?
-Original Message-
From: Marc-Andre Carbonneau [mailto:marc-andre.carbonn...@ubisoft.com]
Sent: October-18-13 4:50 PM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142
ArcSciMed! Now that's
On Fri, Oct 18, 2013 at 4:50 PM, Marc-Andre Carbonneau
wrote:
> I totally agree with you Luc-Eric, it had some pretty slick stuff that
> Softimage didn't have. I don't remember
> how many particles you could have in your scene before slowing it down?
In 1997 we were running Pentium Pro at 200Mhz
Oh, yes! They actually looked pretty attractive until you took a
deeper dive into the specs. Their semi-proprietary Windows install,
the controlled hardware, and especially, the shared memory design
between the system and the graphics pipeline became deal breakers. I
gues
29 matches
Mail list logo