Just changed the topic to merge the threads
Firstly there are a lot of artists out there trying to use these tools that sit
on top of PyQt. Not many manage to get them to work because of the
installation documentation. Personally I think the sweet spot is a compromise
between yours and Erics v
sorry but there is no issue. even with the thread... ;)
*written with my thumbs
On Jan 10, 2014, at 10:51 PM, Angus Davidson
wrote:
Given the new thread perhaps not ;)
From: Nick Angus [n...@altvfx.com]
Sent: 04 January 2014 02:23 AM
To: softimage@listproc.autodesk.com
Subject: RE: rumor,
Given the new thread perhaps not ;)
From: Nick Angus [n...@altvfx.com]
Sent: 04 January 2014 02:23 AM
To: softimage@listproc.autodesk.com
Subject: RE: rumor, Soft dead within the next year
We have been using it here for two years without a single issue, sounds lik
Install 8, upgrade to 8.1 and get any of those start is back buttons (I've
got Star8 for example) and there you go, no need to even think about metro
and stuff, win7 look with win8 speed and optimizations.
For me it is much faster and fluid really and especially recommend it if
you got comp with la
I'd run it in a vm and have a proper look around before you commit to a
full install.
--
Jon Swindells
jon_swinde...@fastmail.fm
On Sat, Jan 11, 2014, at 04:47 AM, Emilio Hernandez wrote:
Hey thx for your thoghts Jon. I have a stable 7. Just wondering if it
will be more "agile" for sayin
Hey thx for your thoghts Jon. I have a stable 7. Just wondering if it will
be more "agile" for saying so.
El ene 10, 2014 8:43 PM, "Jon Swindells"
escribió:
> once you get rid of all the surface gubbins win8 is actually quite nice.
>
> Performance is noticeably better on the whole...but that cou
once you get rid of all the surface gubbins win8 is actually quite
nice.
Performance is noticeably better on the whole...but that could just be
due to
it being a fresh install.
I did notice a marked difference in Maya viewport speed (and in bf4 :)
)
no strange issues with XSI as of yet but
I am about to install windows 8. Just wanted to ask if it is worth it or
not.
Any increase in performance?
Strange issues with Softimage?
Thx.
Thanks Matt.
Really appreciate it!
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, January 10, 2014 4:00 PM
To: softimage@listproc.autodesk.com
Subject: RE: How to get a primitive (polymsh) from subcomponent
I'm putting a relax deformer on a characters upper arm/shoulder
connection to make it smoother.
I'm looking for a similar deformer in Maya, but not finding a good one.
polyAverageVertex1 I suppose?
http://www.mediafire.com/view/32xn8diu6u77cju/relaxDeformer.png#
BTW - it's only necessary to call .toArray() in Jscript if you plan to modify
the data in place. Otherwise, you can use the methods provided in the
vbSafeArray object.
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
You can iterate through the subcomponent collection provided in the previous
example and call the '.Index' property of each subcomponent item, or you can
call the 'IndexArray' property of the subcomponent collection as shown below:
var oItem = Selection(0);
if ( oItem.IsClassOf( siCollectionIt
Hello again,
Do you know how to get a list of points from a:
polySubComponent
edgeSubComponent
Thanks,
From: Avinash Sunnasy [mailto:sa.69...@konami.com]
Sent: Friday, January 10, 2014 11:50 AM
To: 'softimage@listproc.autodesk.com'
Subject: RE: How to get a primitive (polymsh) fro
has anyone noticed 2014 sp2 being particularly buggy in this area?
i got hangs when i adjust the weights sometimes.
s
Sorry, yes, I meant Olivier Ozoux. I recall him being very active on all the
lists, but I could be wrong.
gray
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, January 10, 2014 5:05 PM
To: softimage@listproc.auto
Olivier (Ozoux)?
I don't recall him posting much to the public lists. He was more active
internally on betas and such.
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Friday, January 10, 2014 1:07 PM
To:
Not that particular month :)
Since you mentioned it, I added a list of the most active posters.
On Fri, Jan 10, 2014 at 4:07 PM, Grahame Fuller wrote:
> I'm surprised that so many other people seem to have posted more than
> Olivier. I would have thought he'd be second after Kim.
>
> gray
>
> F
About Kim, quote from his site
"He now spends his time in the UK’s South Devon taking photographs of
people, the landscape and local musicians."
clap, clap, clap.
F.
On Friday, January 10, 2014, Grahame Fuller wrote:
> I'm surprised that so many other people seem to have posted more than
> Ol
I'm surprised that so many other people seem to have posted more than Olivier.
I would have thought he'd be second after Kim.
gray
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, January 10, 2014 4:00 PM
To:
Friday Flashback #154
The XSI list 13 years ago...
http://wp.me/powV4-2Xa
I think installation instructions should be hosted by the project they
belong to. I mean, other developers certainly should give links for the
dependencies and also write down some basic instructions, but the usual
thing is get installation instructions just below the download link or in a
readme-l
Hey Everyone,
Whiskytree is looking for Softimage talent! We need a Generalist/Technical
Director for a project.
Please send an email to r...@whiskytree.com for more information. Please
include in the subject line the position so we can quickly filter
submissions.
Thanks,
Steven
I can appreciate that. I wouldn't outright not try to assist where I
could but after a certain point I'd have to toss them your way
obviously. A generic setup documentation would be helpful to assist in
the troubleshooting that we do attempt.
Eric T.
On Friday, January 10, 2014 2:48:58 PM, St
most people aren't modifying our PyQtForSoftimage plugin, they are sitting
on top of it... so yes, i can improve the documentation but i think if you
are going to release a plugin of this nature you should help with resolving
the issues with the dependencies. just out of moral obligation to pay bac
Thanks Matt.
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, January 10, 2014 11:47 AM
To: softimage@listproc.autodesk.com
Subject: RE: How to get a primitive (polymsh) from subcomponent
(pntSubComponent)
va
var oItem = Selection(0);
If ( oItem.IsClassOf( siCollectionItemID ) ) {
// subcomponent reference
var oObject = oItem.SubComponent.Parent3DObject;
var oSubComponents = oItem.SubComponent.ComponentCollection;
}
From: softimage-boun...@listproc.aut
Hi,
If the current selection in the viewport is a point e.g. "cube1.pnt[6]"
(CollectionItem) how do I get the primitive e.g. "cube" as X3DObject?
Hopefully this is an easy problem to solve. J
Thanks,
Avinash.
This is all precisely why AD needs to ship something for us to use...
On Friday, January 10, 2014 2:37:13 PM, Matt Lind wrote:
I don't agree with that.
The original author has responsibility for the base plugin, support, and
documentation for it's functionality and installation.
If somebody l
I don't agree with that.
The original author has responsibility for the base plugin, support, and
documentation for it's functionality and installation.
If somebody later comes along and modifies the plugin (add/subtract/modify),
then that person assumes responsibility for documentation and sup
Eric is bad-ass that way... :-D
-Tim
On 1/10/2014 1:27 PM, Eric Thivierge wrote:
I wouldn't. Not my responsibility to support someone elses plugin. :P
I can imagine someone emailing me, "I can't get your addon working
that uses PyQt, what have I done wrong..."
My reply, "Can you run the demo
hmm, i guess people don't understand what open source, free, and community
means. ;P
s
On Fri, Jan 10, 2014 at 11:27 AM, Eric Thivierge wrote:
> I wouldn't. Not my responsibility to support someone elses plugin. :P
>
> I can imagine someone emailing me, "I can't get your addon working that
> us
I wouldn't. Not my responsibility to support someone elses plugin. :P
I can imagine someone emailing me, "I can't get your addon working that
uses PyQt, what have I done wrong..."
My reply, "Can you run the demos provided with PyQtForSoftimage?"
Them, "No"
My reply, "Hmm sorry to hear that. Ema
agreed, i will add some info... but shouldn't the person releasing the
complete tool give you installation instructions too?
On Fri, Jan 10, 2014 at 11:15 AM, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:
> Totally understand. However, the flip side is, people are developing
>
Totally understand. However, the flip side is, people are developing tools
that use PyQtForSoftimage and releasing them to the public. Once that
started happening it went beyond developers only, so it seemed logical to
include some "artist friendly" installation notes.
-Paul
ᐧ
On Fri, Jan 10,
Yes! More specifically:
On each mesh, go Get Property->Texture Map->Texture Map. Make sure the map
picks the right UVs and image.
In your shader they all share, use a "Color Map Lookup" node to pick up the
color.
On Fri, Jan 10, 2014 at 8:54 AM, Ognjen Vukovic wrote:
> Isnt the purpose of the
Hey Paul, I am reposting my response from github here...
PyQtForSoftimage was primarily for developers and it assumes you already
know how to use PyQt and have it installed in a location Softimage can
access. I didn't add this to installation instructions for various
reasons... mostly because it i
Apply the same shader to each rendertree you want overridden (name, shader
type), then put the objects into a partition and apply an override targeting
the inserted shader.
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabol
Thanks Stephen!
It was indeed something as simple as turning off Softimage's Python.
But, AFAIK, it's not documented in the PyQtForSoftimage installation
instructions. Maybe I can jump on to GitHub and change that myself. (?)
Thanks,
Paul
ᐧ
On Fri, Jan 10, 2014 at 9:24 AM, Stephen Blair wro
Sorry making noise, maya doesn´t import image plane, today i had to import
a camera from SI, and i mistake, somehow i thought it did. Anyways the rest
of the tips work perfect.
Greetings,
Francisco.
2014/1/9 Francisco Criado
> Here is my tip for exporting cameras to other packages and never h
Adrian, you can export animation as PC2 or MDD and apply it Soft without
any trouble apart from the bug I mentioned in my previous email
about how ST doesn't correctly write pointcache files beyond a certain
file size (2-3GB+). So depending on how much animation you need, and how
dense the
Hi all,
Quick update on http://Clara.io. In response to a lot of requests
from the Softimage community, we've implemented a few new features:
#1 - M-tool. This is our most requested feature from the Softimage
community. We have just finished implementing a first pass at it.
Just hit the "M" ke
hmmm my favourite can of worms!
it's not a smooth ride, i end up manually rebuilding all the
material/texture setups, make sure you turn off texture twist/winding, and
do the tiling of bark textures in soft, not speedtree...
i've not tried animated trees, but was under the impression that o
Until we switched to Soft 2014, models brought in from Speedtree were
very flaky. With 2014 things have been super stable. However, with
Speedtree 6, there was a bug that prevented pointcache files to be
written correctly once they got to be a certain size. This basically
meant that you could n
It imported with Exocortex Crate/Alembic.
-ben
On Fri, Jan 10, 2014 at 9:46 AM, Morten Bartholdy wrote:
> We have a tree generated in Speedtree with some wind animation. Softimage
> vanishes when I try importing the fbx file from Speedtree - does anyone here
> know the do's and don'ts of Speedtr
We have a tree generated in Speedtree with some wind animation. Softimage
vanishes when I try importing the fbx file from Speedtree - does anyone
here know the do's and don'ts of Speedtree/Softimage workflow?
On Softimage 2013SP1 Win7 here.
Thanks!
Morten
Hi Stefan,
you´re right about the initial quality of scan data.
I do a little bit of worst case editing here myself, cleaning up kinect scans
done with skanect and then trying to make them look nice in 3D coat voxel mode.
It is more of an academic scenario to suggest to rig such a highrez mesh
I recently posted some instructions for *Installing PyQtForSoftimage*
http://wp.me/powV4-2WN
There's also an older version on the codingforxsi blog:
http://codingforxsi.wordpress.com/2012/09/14/part-6-installing-pyqt-for-softimage/
On Fri, Jan 10, 2014 at 9:19 AM, Tim Crowson wrote:
> Paul, a
Paul, are you using Soft 2014?
*-Tim* C.
**
On 1/10/2014 8:16 AM, Paul Griswold wrote:
Ha! I believe that may be the answer to the problem. I didn't see
anywhere in the docs anything about switching Python from within
Softimage so I assumed the addon dealt with that stuff itself.
I'll give
Ha! I believe that may be the answer to the problem. I didn't see
anywhere in the docs anything about switching Python from within Softimage
so I assumed the addon dealt with that stuff itself.
I'll give it a look when I've got a break.
-Paul
ᐧ
On Fri, Jan 10, 2014 at 9:01 AM, Stephen Blair
That's all good points. However, all scanned meshes I've seen so far had such
irregular topology, holes (Concave areas like behind the ears or around the
neck behind collars and other clothing), and other errors (hair, beard, eyes)
that excessive
editing was required to make it look good, and t
Oh, and you did switch Softimage to use the external Python, right?
On Fri, Jan 10, 2014 at 8:57 AM, Stephen Blair wrote:
> It's not finding PyQt (at least those are the errors you would get if PyQt
> was not installed). As a quick test, you could set PYTHONPATH to point to
> the location of PyQ
It's not finding PyQt (at least those are the errors you would get if PyQt
was not installed). As a quick test, you could set PYTHONPATH to point to
the location of PyQt and then start xsi.exe
What version of Softimage?
You don't mention whether you installed pywin32, but I assume you did
install
Isnt the purpose of the color map lookup node?
You can create a texture property on the geometry and then pipe the lookup
node into the shader and tell it to use the right tex property for each
geometry.
On Fri, Jan 10, 2014 at 1:58 PM, Cristobal Infante wrote:
> No it shouldn't lock the mater
Steve asked for PyQt questions to be posted, so here we go! ;-)
I have Python 2.76 up and running. I have PyQt 4.10.3 up and running.
When I load Softimage, though, I get red triangles on pyqt_example.py and
qtevents.py.
The example one throws an error on import sip - ImportError: No module
na
No it shouldn't lock the material, since you are overriding just a boolean
parameter within the shader..
On 10 January 2014 12:54, Gerbrand Nel wrote:
> Will that not lock the entire material too?
> The override trick works, but everything else gets locked too, not just
> the over-ridden inp
Will that not lock the entire material too?
The override trick works, but everything else gets locked too, not just
the over-ridden inputs.
I'll give it a shot, but in the end it might be easier just to
copy/paste every time I tweak something
G
On 2014/01/10 02:34 PM, Cristobal Infante wrote:
How many bars are?
If they are not so many, maybe each bar has a different patch in the UV's
bar 1 goes into 0,1 and bar 2 goes to 1,2, if you are using arnold it is
very fast to set it up using UDIMS like images that you get from Mari.
So you have one shader an a set of images that get attached to
Thinking out loud..
Why don't you use a switcher (Ba Color Switcher), override the switch and
pick your image?
On 10 January 2014 12:21, Gerbrand Nel wrote:
> Hey list.. Happy new year and stuff.
> I have to create a bunch of chock bars with different artwork for the
> different flavours,
Hey list.. Happy new year and stuff.
I have to create a bunch of chock bars with different artwork for the
different flavours, but the material (specular, reflection and fresnel
ect) stays the same on all of them.
I'm trying to have 1 material shared between all of them and only
override the te
Don't think so without the Cus. Params.
I've wanted to do the same for a long time.
I've used an update materials script before by making sure all materials share
the same structures & names and having a Master Material to read from.
Some sort of Global FxTree type layout where all materials ar
Looks like they're Arnold only now.
On Fri, Jan 10, 2014 at 9:30 AM, Dan Yargici wrote:
> Stefano's Radio Shaders do just this if you are using MR, I believe.
>
> http://sjannuz.com/Arnold/sj_shaders/doc/sj_radio.html
>
> Not sure if they're still compatible with later versions of Soft though..
Stefano's Radio Shaders do just this if you are using MR, I believe.
http://sjannuz.com/Arnold/sj_shaders/doc/sj_radio.html
Not sure if they're still compatible with later versions of Soft though...
DAN
On Fri, Jan 10, 2014 at 9:28 AM, Stefan Kubicek wrote:
> I found it...
>
> Ideally you
I found it...Ideally you could just add any shader in the scene to any Material container like so (in the example a Cell shader from "Scene_Material" to another "Material")Application.AddToContainer( "Sources.Materials.DefaultLib.Material", "sphere.Scene_Material.Cell" ) #
Does not work!
However,
Yes it is, but it's a hack and needs a few lines of scripting. The problem is you get what you describe but a shading node in Softimage can always have one owner (Material container in this case) only. So even when it is connected to other shading nodes of different material containers it will onl
Hey guys,
Is it possible to share certain nodes in the render tree between materials? I
mean, that I have about 7 materials, that would share a Color Save State node
which delivers the same color value to these materials.
I'd like to avoid custom parameters on scene root, etc. if possible...
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