Actually, TV is 30 fps., or more accurately 29.97 fps, but for short
clips 30 fps is fine.
On Fri, Mar 11, 2016, 12:23 AM Tenshi . wrote:
> @Stephen, i read your words, thank you! Your info save my ass for future
> projects. For now they told me they'll use this on TV and some documentary,
>
@Stephen, i read your words, thank you! Your info save my ass for future
projects. For now they told me they'll use this on TV and some documentary,
so 24fps. but my issue will continue then. I can't render with Arnold that
thing, i already have all animated. Maybe it's some feature for the
SolidAn
No, it does not, but you can't use field rendering on YouTube, anyway. See
my last post about
rendering 60 fps since YouTube will take that frame rate.
Best Regards,
* Stephen P. Davidson*
*(954) 552-7956*sdavid...@3danimationmagic.com
*Any sufficiently advanced technology is indistinguisha
*You know if Sitoa support Field Rendering? *
On Wed, Mar 9, 2016 at 5:43 PM, Stephen Davidson
wrote:
> If this is going to be on YouTube, you can't use field rendering, anyway.
> BUT... YouTube will play back up to 60 fps. Here is the info about that.:
> https://creatoracademy.withgoogle.com/pa
Thanks Alok, that's more or less what I'm doing. I have my weights array with
rounded numbers but when I put them back to the envelope, they get converted
into floating point approximations.
In Maya, the rounded weights get stored in the ma file, I'm not sure how Maya
deal with that internally
In previous such situations I successfully used the ceil to int and the then
covert back to float. But I think I used this to display some text on the
viewport slates. In your case it might not work but give it a try.
N = some float with long series of numbers after decimal that you need to roun
I see, so it isn't possible.
Sometimes our clients ask us to round the weights to certain digits.
So far they've never complained when I used this old tool (that I was
trying to update), so I guess this should be good enough then.
Thanks.
On Fri, Mar 11, 2016 at 12:45 AM, Luc-Eric Rousseau
wrot
0.3 can't be expressed exactly in floating point numbers.
It's possible through manipulation that you can get it to a number
that the code that the function which prints the number happens to
neatly truncate back 0.3, but the value isn't actually ever stored as
0.3.
http://www.exploringbinary.com/
Oh I didn't think to check the Grid for ICE trees - all cool now and working in
2013 too :)
This list remains a goldmine :)
Thanks guys.
/Morten
> Den 10. marts 2016 klokken 15:32 skrev Olivier Jeannel
> :
>
>
> "Gg" sorry for the name ^^.
> Look into the icetree that is on the "Grid" object
Oups, use thes values in the index ...Sorry.
On Thu, Mar 10, 2016 at 3:39 PM, Olivier Jeannel
wrote:
> Try rebuild the attached Icetree on the polymesh (Maybe some "build array
> from set" problem ?)
>
> On Thu, Mar 10, 2016 at 3:33 PM, Morten Bartholdy
> wrote:
>
>> I tried rebuilding it in So
Try rebuild the attached Icetree on the polymesh (Maybe some "build array
from set" problem ?)
On Thu, Mar 10, 2016 at 3:33 PM, Morten Bartholdy
wrote:
> I tried rebuilding it in Soft 2013 SP1 (by copy/paste) as I might have to
> do
> this in that version, but the Gg node remains red - is that a
So simple - thanks Sven :)
Morten
> Den 10. marts 2016 klokken 15:32 skrev Sven Constable
> :
>
>
> Application.SetSelFilter("Border_Edge")
> Application.SelectAllUsingFilter("Border_Edge",
> "siCheckComponentVisibility", "", "")
>
> -Original Message-
> From: softimage-boun...@listpr
I tried rebuilding it in Soft 2013 SP1 (by copy/paste) as I might have to do
this in that version, but the Gg node remains red - is that a 2015 node?
Morten
> Den 10. marts 2016 klokken 14:17 skrev Olivier Jeannel
> :
>
>
> If you don't want to use curve (and curve tangent), I made this, but
"Gg" sorry for the name ^^.
Look into the icetree that is on the "Grid" object. That's the one that
calculate the "tangent" I called "Gg".
To select all edges border :
Select edge mode (right menu)
then select "border edge" in the menu just below.
Now if you rectangle select with the mouse in the
Application.SetSelFilter("Border_Edge")
Application.SelectAllUsingFilter("Border_Edge",
"siCheckComponentVisibility", "", "")
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
Bartholdy
Sent: Thursday, Marc
Wow thanks a lot Olivier - that looks like it will do the trick. The reason I
didn't want to use curves is merely that I will get a lot of polygon islands and
don't know how to automagically select all border edges for extraction -
otherwise curve tangency would be fine.
The Get Gg node just befor
2015 scene
https://drive.google.com/open?id=0B1QqhXD7Y15qYk5pdElVWXNPNHc
On Thu, Mar 10, 2016 at 2:17 PM, Olivier Jeannel
wrote:
> If you don't want to use curve (and curve tangent), I made this, but you
> need then to subdivide your edges to get good result.
> It calculate a "tangent" stored p
If you don't want to use curve (and curve tangent), I made this, but you
need then to subdivide your edges to get good result.
It calculate a "tangent" stored per point on the polygonal object.
Then your Pointcloud get the closest location and take that tangent data
and aligns vector.
On Thu, Mar
You don't want to work with extracted edge curves ?
On Thu, Mar 10, 2016 at 1:44 AM, Ed Manning wrote:
> I think there might be something in Eric Mootz's emTools that does
> alignment to edges?
>
> On Wed, Mar 9, 2016 at 7:22 PM, Morten Bartholdy
> wrote:
>
>> I am tinkering with a simple metho
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