Re: Moving a cluster center

2013-10-24 Thread Sebastien Sterling
Thank you Grahame :) On 24 October 2013 20:37, Grahame Fuller wrote: > You can create a null (or any other object), put it wherever you want, > then select your points or cluster, choose Deform > Cluster Center, and > pick the object. > > gray > > From: softimage-boun...@listproc.autodesk.com [m

RE: I'd like to punch Softimage in the face today

2013-10-24 Thread Matt Lind
400 series in general are problematic with Softimage. There was some key architecture change that doesn’t sit well. We experienced a lot of blue screens and other issues with the 460 and 480. The 500 and 600 series seem to be ok. Matt From: softimage-boun...@listproc.autodesk.com [mail

Re: I'd like to punch Softimage in the face today

2013-10-24 Thread Paul Griswold
I've got a gtx680 and 470 in the same machine.  It seems like it was defaulting to the 470 so I forced physX to use the 680 and haven't had an issue since. — Sent from Mailbox for iPhone On Thu, Oct 24, 2013 at 8:09 PM, Chris Chia wrote: > Must be a nvidia issue. What's the other card model? >

Re: GEAR and Global Scale

2013-10-24 Thread Matt Morris
Hi Phil, its caused by the pose constraints (and blending of) on the meta components in the hand. My hacky fix was to remove the constraints completely and unhide the other meta bones, allowing animation of all four meta bones manually. Animators here seem to prefer this, as it allows a bit more co

Re: I'd like to punch Softimage in the face today

2013-10-24 Thread Chris Chia
Must be a nvidia issue. What's the other card model? And don't punch Softimage ;) Not its fault. Chris On 25 Oct, 2013, at 1:04 AM, Paul Griswold wrote: > Thanks guys! > > I possibly have solved it (at least it's not crashing). I have 2 nVidia > cards & physX was set to auto in the nVid

Re: I'd like to punch Softimage in the face today

2013-10-24 Thread Chris Chia
Hi Paul, If possible (after your deadline), give the team the repro steps. Chris Sent from my iPhone On 24 Oct, 2013, at 10:31 PM, Paul Griswold wrote: > Yep - running the script crashes Soft as well. The good news is, at least > with this crash I was able to submit a crash report. If any

Re: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Sergio Mucino
This is definitely gonna work. Thanks Grahame! I'll continue tomorrow. On 24/10/2013 5:54 PM, Sergio Mucino wrote: Ah, if I had known that... :-) I spent like half an hour deleting polys on my copy. But of course, I ended up with a c

Re: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Sergio Mucino
Ah, if I had known that... :-) I spent like half an hour deleting polys on my copy. But of course, I ended up with a completely independent object. Sound like what you suggest would retain a connection to the original object, which is what I'd need. I will give it a g

Re: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Sergio Mucino
That's what I thought, but it doesn't seem to be the case. I retained the history because of this (I can see a DeleteComponents Op folder full of all the operators used to delete the polys I wanted to get rid of), but if I select all the polys left over, create a cluster

RE: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Matt Lind
If the construction history on Mesh B is still live, then the indices of the polygons should be the same as on Mesh A. Otherwise you'll have to resort to using metadata (if already applied) or do something like a get closest location with the meshes aligned the same global pose. Matt Fr

RE: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Grahame Fuller
Oh I must have missed that, sorry. On the original object, select the polygons that you don't want to delete and choose Model > Create > Poly Mesh > Extract Polygons (keep). The selected polygons will be copied to a new object (the old ones will be left alone). As long as you don't freeze the Ex

Re: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Sergio Mucino
Okay. Say I have two identical meshes (as I've explained before). Mesh A is the original... Mesh B is a copy of mesh A, but it has missing polys (imagine it has holes in it). How could I select on Mesh A the polys that are left on Mesh B? On 24/10/2013 5:

Re: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Sergio Mucino
Looks like I will have a few problems here... 1. I cannot reduce the cage polygon count. Actually, it is a hi-res model (not crazy polygon counts, but still). I need to attach to it a copy of itself, but with lots of polygons deleted. Kinda like attaching polygon pat

RE: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Grahame Fuller
Deformer or deformee, I should say. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Thursday, October 24, 2013 5:36 PM To: softimage@listproc.autodesk.com Subject: RE: Equivalent to Maya's Wrap Deformer... It's used

RE: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Grahame Fuller
It's used for a few things, but mostly to keep track of the bind pose so that Softimage knows when a deformer has moved. If it's there it means that at some point you used that object as a deformer. If you're not currently using it as a deformer then you can safely get rid of it, then try to add

Re: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Steven Caron
well the most straight forward implementation in ICE will have a lot less data. not a list that is number of verts squared but just the number of verts. On Thu, Oct 24, 2013 at 2:15 PM, Grahame Fuller wrote: > I don't think that Deform by Hull will be any faster than Cage. I believe > that Cage

Re: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Sergio Mucino
Thanks a lot Steve. This looks like could do the trick. However, I'm having some problems with it. It seems my target mesh is missing something, because when I try to use the compound, three of its internal nodes are in an error state. Get Self.deformerpointLocation: is n

Re: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Sergio Mucino
There is. All scale components are set to 1, and all Rot/Pos components to 0. What is this for? I don't think I had seen it before... On 24/10/2013 5:16 PM, Grahame Fuller wrote: Static_Kinestate property already on the object before

Re: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Sergio Mucino
Sorry, I meant I picked the mesh to use as a Cage in the Get Data node On 24/10/2013 5:20 PM, Sergio Mucino wrote: Thanks a lot Steve. This looks like could do the trick. However, I'm having some problems with it. It seems my target mesh i

RE: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Grahame Fuller
That's weird - is there a Static_Kinestate property already on the object before you add it as a cage? gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino Sent: Thursday, October 24, 2013 5:06 PM To: softimage@listproc.a

RE: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Grahame Fuller
I don't think that Deform by Hull will be any faster than Cage. I believe that Cage is multithreaded and pretty optimized already (it shares code with the envelope deform). The real issue with speed is that, since it binds to polygons or vertices, there can be a huge amount of deformers in the l

Re: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Sergio Mucino
Cage deformer is definitely not going to work. For some reason, the moment I add it, the mesh it was added to (the driven mesh) is being shifted to the side. I can't have that offset (I'm not even sure why it is being created). Is there a way via ICE to get the point

Re: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Sergio Mucino
I'm not sure exactly what you're talking about Steve... :-) Sorry... Softimage noob in training here... On 24/10/2013 4:29 PM, Steven Caron wrote: it is slow to bind, but useable after you freeze the weights. i would

Re: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Steven Caron
sorry to tease... start by trying the 'deform by hull' compound. On Thu, Oct 24, 2013 at 1:56 PM, Sergio Mucino wrote: > I'm not sure exactly what you're talking about Steve... :-) > Sorry... Softimage noob in training here... > > > On 24/10/2013 4:29 PM, Steven Caron wrote: > > it is slow to b

Re: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Steven Caron
it is slow to bind, but useable after you freeze the weights. i would look into an ICE solution, store the locations in modeling stack, create a deformer in animation, and freeze the modeling stack On Thu, Oct 24, 2013 at 1:05 PM, Sergio Mucino wrote: > Okay. I can see why the Cage deformer is

Re: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Mirko Jankovic
What about Shrink Wrap? Hmm it is also for 1 mesh only I think... On Thu, Oct 24, 2013 at 10:05 PM, Sergio Mucino wrote: > Okay. I can see why the Cage deformer is regarded as slow... daamnnn! > That's definitely not gonna work for us (plus, there's a weird offset > coming from somewhere).

Re: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Sergio Mucino
Okay. I can see why the Cage deformer is regarded as slow... daamnnn! That's definitely not gonna work for us (plus, there's a weird offset coming from somewhere). I'm gonna have to cluster these meshes over to the mesh they're trying to follow... ugh...

Re: Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Sergio Mucino
My other problem is that in some parts, this mesh I'm trying to fit overlaps other meshes, so It needs to be deformer by more than one source mesh. On 24/10/2013 3:42 PM, Sergio Mucino wrote: I have a mesh that I need to have deform by anoth

Equivalent to Maya's Wrap Deformer...

2013-10-24 Thread Sergio Mucino
I have a mesh that I need to have deform by another. I cannot do a GATOR weight transfer because the source mesh is being driven by an ICE tree reading and setting point positions, not by weights. I was wondering what would be the best way to achieve this. I did a little

RE: Moving a cluster center

2013-10-24 Thread Grahame Fuller
You can create a null (or any other object), put it wherever you want, then select your points or cluster, choose Deform > Cluster Center, and pick the object. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling Se

Moving a cluster center

2013-10-24 Thread Sebastien Sterling
This may come off as kind of a noob question, so apologies. Is it possible when making a cluster with centre, to reposition the control null without moving the cluster? I've tried all the conventional stuff, child comp, CNS comp, muting the influence, move centre... I'm trying to scale an eye soc

Re: I'd like to punch Softimage in the face today

2013-10-24 Thread Steven Caron
yes! or you will get very weird behaviors which look like bugs. On Thu, Oct 24, 2013 at 11:11 AM, Matt Lind wrote: > > ** ** > > Just remember to reset the preference values when you return to normal > workflow. > > ** >

RE: I'd like to punch Softimage in the face today

2013-10-24 Thread Matt Lind
You can load the scene by disabling operators in your user preferences. Preferences > Data Management > Scene Debugging. There's a number of other things you can disable as well. It'll let you open the scene and delete/repair whatever is causing the issue so you don't have to start over. The

Re: Softimage Digest, Vol 59, Issue 119

2013-10-24 Thread Jakob Schindegger
Nice, as soon as I have made my algorithm more effective and solved my major issue (temporal consistency) I will give it a try. Sounds like it will never happen :-) but that's not true! I am working on it. Jakob -- jakob schindegger perceptual activist since 1993 www.fakob

Re: the Arnold list

2013-10-24 Thread john clausing
realll helpful ericlol On Thursday, October 24, 2013 1:16 PM, Eric Thivierge wrote: All I thought of as a response was "I'll be back..." On 10/24/2013 12:55 PM, john clausing wrote: anybody know where the Arnold Discussion List went? >cant find it at the old location. > >thanks

Re: the Arnold list

2013-10-24 Thread Eric Thivierge
All I thought of as a response was "I'll be back..." On 10/24/2013 12:55 PM, john clausing wrote: anybody know where the Arnold Discussion List went? cant find it at the old location. thanks

Re: the Arnold list

2013-10-24 Thread Stephen Blair
Answered off-list. On Thu, Oct 24, 2013 at 12:55 PM, john clausing wrote: > anybody know where the Arnold Discussion List went? > cant find it at the old location. > > thanks > >

Re: I'd like to punch Softimage in the face today

2013-10-24 Thread Paul Griswold
Thanks guys! I possibly have solved it (at least it's not crashing). I have 2 nVidia cards & physX was set to auto in the nVidia control panel. I specified my GTX 680 and that seems to have fixed it for now. -Paul On Thu, Oct 24, 2013 at 12:11 PM, Greg Punchatz wrote: > Look for an extra

the Arnold list

2013-10-24 Thread john clausing
anybody know where the Arnold Discussion List went? cant find it at the old location. thanks

Re: OT: Shadertoy webGL shaders

2013-10-24 Thread Jon Swindells
Also a fan of this one: http://glsl.heroku.com/ both tons of fun for all the family :) On 24 October 2013 17:43, Paul Doyle wrote: > They presented at Real-Time Live at Siggraph and it was very cool :) > > > On 24 October 2013 09:46, Thomas Volkmann wrote: > >> ** >> Since a colleague just st

Re: Swap instance master

2013-10-24 Thread XSICGI
hehe ! On Thu, Oct 24, 2013 at 5:43 PM, David Saber wrote: > On 2013-10-17 13:45, David Saber wrote: > >> Thank you Nono >> After a search in the mailing list archive, I have already tried this, >> but it didn't work... I'm sure I did something wrong. >> I guess both master models must have the

Re: I'd like to punch Softimage in the face today

2013-10-24 Thread Greg Punchatz
Look for an extra environment in the MCP explorer ..MCP>Select>Explore>Enviroments. I have seen a glitch like this many years ago and somehow there were extra simulation environments in the scene for some unknown reason.

Re: I'd like to punch Softimage in the face today

2013-10-24 Thread olivier jeannel
I was about to say this as well. Save at frame 1. Mute all your viewport before opening. I had the same issue lately with Momentum (Supressing the whole simulation re-made the scene stable) (though, in your case it could be different reasons of course). You could save your icetree in a big compo

Re: Swap instance master

2013-10-24 Thread David Saber
On 2013-10-17 13:45, David Saber wrote: Thank you Nono After a search in the mailing list archive, I have already tried this, but it didn't work... I'm sure I did something wrong. I guess both master models must have the same name? If that's possible. I'll test this again. Greetings, David OK

Re: I'd like to punch Softimage in the face today

2013-10-24 Thread Luc-Eric Rousseau
I'm pretty sure he tired merging. in anycase, whatever you do try to be at frame 1 when you do it. there could be issues if you are not On Thu, Oct 24, 2013 at 11:20 AM, David Barosin wrote: > > merge the scene rather than load it. It might give you a fresh sim > environment

Re: I'd like to punch Softimage in the face today

2013-10-24 Thread David Barosin
merge the scene rather than load it. It might give you a fresh sim environment

Re: I'd like to punch Softimage in the face today

2013-10-24 Thread Adam Sale
does it help if you move the objects at the first frame of the sim, rather than somewhere else along the timeline? On Thu, Oct 24, 2013 at 7:55 AM, Paul Griswold < pgrisw...@fusiondigitalproductions.com> wrote: > It seems to be related to physX. If I try to move a null, it's fine. But > any ob

Re: I'd like to punch Softimage in the face today

2013-10-24 Thread Luc-Eric Rousseau
some crash in the simulation operator while changing the kinestate of an object. Nothing really helpful there. if you're on subscription you can contact support and escalate the issue. On Thu, Oct 24, 2013 at 10:31 AM, Paul Griswold wrote: > Yep - running the script crashes Soft as well. The goo

RE: I'd like to punch Softimage in the face today

2013-10-24 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
If you create a new object(not a null) and add it to the simulation, does moving it crash the scene? Did the problem start after you saved and reloaded the scene? I'm wondering if its possible if something was left out of the save or didn't get reread properly. -- Joey Ponthieux LaRC Informati

Re: I'd like to punch Softimage in the face today

2013-10-24 Thread Paul Griswold
It seems to be related to physX. If I try to move a null, it's fine. But any object that is part of the simulation - whether or not simulation is active or not - crashes Softimage. Maybe it's an nVidia driver issue.. On Thu, Oct 24, 2013 at 10:44 AM, Simon Reeves wrote: > bloody clients > >

Re: I'd like to punch Softimage in the face today

2013-10-24 Thread Simon Reeves
bloody clients Simon Reeves London, UK *si...@simonreeves.com* *www.simonreeves.com* * * On 24 October 2013 15:31, Paul Griswold < pgrisw...@fusiondigitalproductions.com> wrote: > Yep - running the script crashes Soft as well. The good news is, at least > with this crash I was able to submit

Re: OT: Shadertoy webGL shaders

2013-10-24 Thread Paul Doyle
They presented at Real-Time Live at Siggraph and it was very cool :) On 24 October 2013 09:46, Thomas Volkmann wrote: > ** > Since a colleague just stumbled over it: > https://www.shadertoy.com/view/XslGRr > > cheers, > Thomas >

Re: I'd like to punch Softimage in the face today

2013-10-24 Thread Paul Griswold
Yep - running the script crashes Soft as well. The good news is, at least with this crash I was able to submit a crash report. If anyone on the dev team is here, it's: *CER_86953364* * * * * On Thu, Oct 24, 2013 at 10:05 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] < j.ponthi...@nasa.gov> wrote

Re: 3d point position to 2D screen X/Y pixel position

2013-10-24 Thread Vincent Langer
Thanks Vincent, but I found what I was looking for: http://www.alamaison.fr/3d/lmProjectionPlane/lmProjectionPlane.html cheers 2013/10/24 Vincent Ullmann > Am 24.10.2013 11:09, schrieb Vincent Langer: > > Hi there, >> >> there was a tool that lets you output 2D screen positions from a 3d n

Re: 3d point position to 2D screen X/Y pixel position

2013-10-24 Thread Vincent Ullmann
Am 24.10.2013 11:09, schrieb Vincent Langer: Hi there, there was a tool that lets you output 2D screen positions from a 3d null point or someting like that. but I can not remember the name. or ist there an easier way to get that? cheers, Vincent Hi, you could have a look at the "Set Tex

RE: I'd like to punch Softimage in the face today

2013-10-24 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Do you get the same result if you move an object via command line or script editor? This will nudge the selected object by 1 unit in X from its current position: Application.Translate("", 1, 0, 0, "siRelative", "siGlobal", "siObj", "siXYZ", "", "", "siXYZ", "", "", "", "", "", "", 0, "") This

I'd like to punch Softimage in the face today

2013-10-24 Thread Paul Griswold
I'm working under a tight deadline in 2014 SP2. Doing an animation that involves physX simulation, which I know virtually nothing about. Client has been loving everything so far, then we have the dreaded conference call when they have a list of "little tweaks", none of which are little. Today I

OT: Shadertoy webGL shaders

2013-10-24 Thread Thomas Volkmann
Since a colleague just stumbled over it: cheers, Thomas

Re: Strand Collision Framework

2013-10-24 Thread Cesar Saez
Wow, that's fantastic! Thanks :-) On Thu, Oct 24, 2013 at 8:41 AM, Nour Almasri wrote: > Thank you very much . >

Re: Strand Collision Framework

2013-10-24 Thread Nour Almasri
Thank you very much .

Re: Strand Collision Framework

2013-10-24 Thread Andreas Böinghoff
cool stuff! On 10/24/2013 11:40 AM, Amaan Akram wrote: Very very nice! On 24 Oct 2013 09:39, "Vincent Langer" > wrote: FANTASTIC!!! 2013/10/24 Edy Susanto Lim mailto:edysusant...@gmail.com>> Awesome!!! On Thu, Oct 24, 2013 at 12:03

Re: wood preset

2013-10-24 Thread Chris Marshall
You got anything like this already setup? On 23 October 2013 18:37, wrote: > > to a degree, you can get around that, by plugging a gradient into a > gradient (ad infinitum). > so if you have a simple B/W gradient at first, plug it into one which goes > from B>W>B>W>B>W>B>W again into one

Re: Strand Collision Framework

2013-10-24 Thread Amaan Akram
Very very nice! On 24 Oct 2013 09:39, "Vincent Langer" wrote: > FANTASTIC!!! > > > > 2013/10/24 Edy Susanto Lim > >> Awesome!!! >> >> >> On Thu, Oct 24, 2013 at 12:03 PM, Ed Manning wrote: >> >>> Ooh, I have just the thing to stress-test that on. Awesome work, >>> Mathias. >>> >>> Hope it hold

3d point position to 2D screen X/Y pixel position

2013-10-24 Thread Vincent Langer
Hi there, there was a tool that lets you output 2D screen positions from a 3d null point or someting like that. but I can not remember the name. or ist there an easier way to get that? cheers, Vincent

Re: Strand Collision Framework

2013-10-24 Thread Vincent Langer
FANTASTIC!!! 2013/10/24 Edy Susanto Lim > Awesome!!! > > > On Thu, Oct 24, 2013 at 12:03 PM, Ed Manning wrote: > >> Ooh, I have just the thing to stress-test that on. Awesome work, >> Mathias. >> >> Hope it holds up with hundreds of strands with hundreds of segments... >> >> >> On Wed, Oct 2

Re: render region, with color management and volumics in mr.

2013-10-24 Thread Jens Lindgren
It's probably a pre-multiplication issue. New in 2014 is the "Has Pre-multiplied output" option in Preferences -> Display -> Color Management. Try setting that option to No. In previous versions of Softimage this option didn't exist and was always the same as Yes. /Jens On Wed, Oct 23, 2013 at 1