Honestly I would love to see Max being killed as well...not because I hate
Max, but because it will show how much AD don't care about customers but
only about money and profit...
There are A LOT of people currently using Max, so there is a big difference
between forcing a relative small amount of
>From an M&E perspective Max is on the way out, its very telling when
schools start to switch from it to maya. game studios as well. AD's
complete lack of interest in keeping it afloat in these areas as observed
at this point, the issue of platform agnosticism as the article mentions.
self fulfill
http://blog.digitaltutors.com/will-3ds-max-die-next/
--
Евграфов Максим.(Summatr)
https://vimeo.com/user3098735/videos
---
Хорошего Вам настроения !!! :-)
ya, that is what i do. i am lazy so i use sipyutils version of it.
from sipyutils import disp # win32com.client.Dispatch
On Mon, Jul 14, 2014 at 6:49 PM, Andy Jones wrote:
> # You mean this old chestnut?
> def dispFix( badDispatch ):
> import win32com.client.dynamic
> # Re-Wraps a bad
# You mean this old chestnut?
def dispFix( badDispatch ):
import win32com.client.dynamic
# Re-Wraps a bad dispatch into a working one:
return win32com.client.dynamic.Dispatch(badDispatch)
# Ah... the one thing I won't miss about Softimage.
On Mon, Jul 14, 2014 at 2:52 PM, Francois
Hi. I create a toon paint and host material, go to my cam. Add a "toon lens".
Render preview: none, zilch, nada.
Apparently there´s nothing that´s got changed on SI 2014 for the toon lens to
be broken.
Anyone else experiencing this? or known bug? I´m using SI 2014 hotfix 1.
Regards.
David
I'm looking at using ICE-scattering for more natural set dressing, but I
really need to add some motion in there. I've done a fair bit of static
stuff with over the last couple of years, but applying natural motion to
scattered instances still eludes me. In the case of grass for example, I
can'
We've always been patching our installs because of all the legacy code
we have.
I don't even know how to code for the unpatched version!
On 14-Jul-14 17:45, Steven Caron wrote:
personally, i have stopped patching python installs and just re wrap
it as i need it and/or use methods which i know a
personally, i have stopped patching python installs and just re wrap it as
i need it and/or use methods which i know are more stable...
On Mon, Jul 14, 2014 at 2:40 PM, Francois Lord wrote:
> H... right.
> (Like most people) You're using the python that comes with Softimage, the
> one that
H... right.
(Like most people) You're using the python that comes with Softimage,
the one that's not patched for dynamic dispatch.
I didn't think of that. I'll have to dive deep and fix this then.
Oh well, to be continued.
On 14-Jul-14 17:01, Tim Crowson wrote:
Thanks Francois, but perhaps
Thanks Francois, but perhaps I've installed it incorrectly... I get the
camera primitive, but I get the following errors... I installed it via
'Install Addon...' and restarted Soft 2014 SP2, and I just get this:
/# ERROR : Traceback (most recent call last)://
//# File "
Hi List.
I finally updated my old plugin RealLens, 9 years later (!).
It now creates a camera rig, applies the plugin on the camera and stays
live on the camera.
https://s3.amazonaws.com/public.francoislord.com/RealLens2.1.xsiaddon
Get -> Primitive -> Camera -> RealLens2
We've been using it
No actually. Just found out it is working. Didn't realize you need to
restart Softimage for it to start working. :\
On Monday, July 14, 2014 2:44:55 PM, Matt Lind wrote:
Shouldn't your event be returning 'true' instead of 'false'?
Matt
-Original Message-
From: softimage-boun...@li
Shouldn't your event be returning 'true' instead of 'false'?
Matt
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Monday, July 14, 2014 10:46 AM
To: softimage@listproc.autodesk.com
Sub
OK I'll take a look and see if there is something fishy in other
plugins here.
Thanks for the help Stephen! Still the best Softimage support tech
years after you left! :P
On Monday, July 14, 2014 1:59:46 PM, Stephen Blair wrote:
Nope, never noticed that, and SItoA has a timer event in it. We
Nope, never noticed that, and SItoA has a timer event in it. We would have
noticed if it didn't work.
Your plugin works in Softimage 2015 on my machine.
ta
Steve
On Mon, Jul 14, 2014 at 1:45 PM, Eric Thivierge
wrote:
> Anyone notice that TImer events are broken from 2013 on?
>
> Using this i
Anyone notice that TImer events are broken from 2013 on?
Using this in a python plugin to create it. Can anyone validate this for
me? Tested in 2013, 2014, and 2015...
# NewEvent Plug-in
# Initial code generated by Softimage SDK Wizard
# Executed Mon Jul 14 13:43:19 EDT 2014 by ethivierge
#
#
There is something similar happening if you turn render Hair Generation >
Render quality to Low (fastest), on the main PPG.
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson
Sent: 14 July 2014 14:23
To: softimage@listproc.auto
Thanks, I don't think it's an issue with textures not being found
though. Also the problem can even happen on a single machine, if the
scene is closed and re-opened.
Computers, man! Blargh!
-Tim
On 7/14/2014 10:02 AM, Stefan Kubicek wrote:
I rendered hair from the same scene across multiple ma
I rendered hair from the same scene across multiple machines and never ran into
this. That was with 3delight, though I doubt there is a dependency on the
actual renderer as XSI is responsible for delivering the full hair description
to the renderer.
However, what I did not use was clumping (Hai
Thanks, that's interesting. In our case though, I'm talking about a
single shot, which means all machines will load the exact same scene
file at render time. I think RR starts by opening the scene, moving the
playhead (internally of course since it's xsibatch) to whatever the
scene's in-point i
I believe it has to do with what frame the scene was loaded on. IE, the
hair is generated from the mesh's position when the scene loads, then the
scene advances to the right frame, and it uses the distribution from where
it loaded.
This is partially superstition, but IIRC those were the rules, and
IIR, this is indeed an old issue that I remember seeing in MR. I think
it's not a bug per se, but a limitation of how XSI hair primitives are
internally dependent on previous frames' data. I don't think there was ever
any workaround other than doing all the hair consecutively on one machine.
Maybe
I half recall coming across something like this before. You need to lock it
down, be it freeze it or cache it or something I think
Date: Mon, 14 Jul 2014 08:23:04 -0500
From: tim.crow...@magneticdreams.com
To: softimage@listproc.autodesk.com
Subject: XSI hair and Random Generation
Is there something about XSI's standard hair primitives (not ICE) that
causes the hairs to be generated /slightly differently/ /each time a
scene is opened/? We're rendering with Redshift, but I'm thinking we saw
something like this a few years ago with Mental Ray as well. Basically,
on the far
That's similar situation we face at one time, so we create a callback after
scene open and query values from ICE nodes, which for the ICE tree to
evaluate.
But in our situation, it is a custom ICE nodes, and it always crash in
batch mode.
You could test it with batch render on local workstation se
Hi Darren
This is due to the fact that the ICE attribute that the shaders use as UV is
not evaluated on render farm.
You can find the attribute name in tspace_id parameter of Image node in a
render tree. In CrowdFX, it's named "Texture_Projection"
If you are using Softimage 2015, we have an API
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