You can bake the animation, animation tab/key menu/bake animation
On Mon, Feb 3, 2020 at 12:35 AM David Saber wrote:
> Hello again , hope I'm not dogging you with my Maya questions.
>
>
> In Soft, in the animation editor, we could set the animation to cycle
> between , for example, frames 1 to
EMpolygonizer should do it. It's installed with Softimage uner the FX tab,
in Create I think. it will generate geometry out of your point clouds
On Sun, Jan 19, 2020 at 7:55 AM balazs kiss wrote:
> Hi all,
>
> I was wondering if I'm missing something obvious regarding the
> subject. My goal is
Hope it helps.
We track our assets using a line of JSON that is stored under the
ROOT_NUL of the asset, this stores the asset name, type, path, what project
it goes to etc.
All of our tools read this JSON line and interpret it for us, and we have
coded some nice front-end tools so that the anima
Namespaces are annoying.
When building assets, what I do to deal with them is I bind a hotkey to
collapse all namespaces, as sometimes when you are building an asset, you
are drag and dropping several other assets into the scene and
frankensteining them together. You then end up with a huge neste
Jeremie, I'm confused. You guys rig in Maya but animate in Softimage?
On Sun, May 20, 2018 at 5:46 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:
> That is super generous, wish more people would share comprehensive artist
> friendly stuff
>
> On Sat 19 May 2018, 20:43 Jeremie Pass
rebuilding the entire opposite side
> from scratch, I haven't found a better solution, unless its the old Maya
> adage of 'just writing a tool for that '
>
> Adam
>
>
> On Fri, May 11, 2018 at 12:00 AM, Enrique Caballero <
> enriquecaball...@gmail.com> wrot
I've been avoiding negative scaling in Maya as it's not as forgiving as
Softimage was with that.
I used to mirror rigging components in softimage by scaling (-1,-1,-1) and
rotation x by 180.
Worked just fine, used that technique in multiple productions (happy feet,
legend of the gaurdians used th
If that doesn't work I would convert it to an alembic cache, it can handle
dynamically changing topology, and then push that through
On Thu, Apr 26, 2018 at 6:39 PM, Kris Rivel wrote:
> Awesome thanks! I'll give that a shot!
>
> Kris
>
> On Thu, Apr 26, 2018 at 4:13 AM, Ola Madsen
> wrote:
>
>>
Morton,
Try Vertex Color Sets.
We found that this was the closest to an equivalent. We use that and then
use that to drive various things similar to a weight map
it's under the mesh display tab, there is also a Color Set editor that you
can use to organise them.
On Wed, Aug 9, 2017 at 3:22 PM,
NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not
>
> represent the opinions of NASA or any other party.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [m
Hey everyone,
This is a bit of a weird one.
One of our animators has an issue where when he selects anything in the
explorer, with a single click. It automatically opens up the Property Page
for it. This also happens for the Schematic View
But not for the viewport.
It's as if hes double click
ive used it many times in production, i had no issues with it.
just blend between dual quat and linear with an envelope and you should get
some really nice deformation
it flips when you rotate something past 180 though, so dont use it if your
character is especially twisty
On Wed, Oct 29, 2014 a
err meant to type weightmap not envelope
On Wed, Oct 29, 2014 at 3:31 PM, Enrique Caballero <
enriquecaball...@gmail.com> wrote:
> ive used it many times in production, i had no issues with it.
>
> just blend between dual quat and linear with an envelope and you should
> ge
d it generally writes and reads like the arse of a homeless
>> leper, and when prototyping has the agility of a brick on sandpaper. I
>> simply gave up on Python in Maya at this point to be honest and simply go
>> straight to C++ even for trivialities, with the exception of Qt/U
Hey guys,
I am biting the bullet and transitioning our pipeline over to Maya with
the support of Fabric a lot of our RnD Development.
I have a few questions that I can't seem to find concrete answers for that
I was hoping you guys could help me out with, I know that this is a
Softimage mailing l
this gui looks cool, but i would stay away from it. Depending on what type
of artist/td you are, you will spend a lot of time at other peoples desk,
especially if you deal with animators.
I believe that a TD should use the standard hotkeys and the standard gui as
much as possible. Otherwise he wil
we use ptex here in some situations, and although you do save time from not
needing to create UVS, uv's are a bit friendlier when you change topology.
cutting a new edge into a piece of geometry is usually not too big of a
deal, as long as you are not deleting a UV border edge. Usually with uvs
y
if i need to use the cluster constraint i usually use an intermediary mesh,
and wherever i constrain i create a poly with a kind of star pattern to it.
i find that it gives me a more stable rotation with minimal flipping.
its not the ideal solution im sure, but im always in a rush, and it seems
t
i am a modeller who over the last several years has switched over to TD,
and somehow I landed in a supervisor role with very little experience as a
TD or as a ;eader.
One of the main reason that I have survived and even thrived is due to this
list.
Every time I was faced with a problem that had
haha this is entertaining. Although I definitely understand where Mihai is
coming from. The decision for killing softimage was probably made in some
board room, by a bunch of bean counters that know little about our industry
and are definitely not here for anything other than making money.
i don
hopefully you all will stick around on this list, or move as a group. as
I've grown to rely on this mailing list whenever I've had trouble or needed
some advice. I don't think I could match this community if i tried.
On Wed, Mar 5, 2014 at 12:27 AM, Doeke Wartena wrote:
> They should have incl
this is very helpful thank you siew yi liang
On Tue, Mar 4, 2014 at 3:37 AM, Tim Crowson
wrote:
> Thanks! That's actually the kind of info I'm looking for. Would love to
> hear what anyone else has to add!
> -Tim
>
>
> On 3/3/2014 1:17 PM, Siew Yi Liang wrote:
>
> In Maya, file referencing is h
>
> checking the expansive list of new features on latest Houdini release...
> this is what all releases should be like :P
>
>
> On 1 March 2014 17:20, Enrique Caballero wrote:
>
>> Houdini. SideFX has been a pleasure to deal with and they are still
>> innovating an
Houdini. SideFX has been a pleasure to deal with and they are still
innovating and being competitive. I'll also keep a close eye on Fabric,
although I suspect I'm not a good enough coder to be great at it
On Sat, Mar 1, 2014 at 11:51 PM, olivier jeannel wrote:
> If I'd had to change, I might
yep i agree, dont let the modeling department dictate what your neutral
pose is. that can lead to expensive issues down the line
On Sat, Feb 22, 2014 at 12:25 AM, Matt Morris wrote:
> You kick it back to the modelling department and tell them to make the
> hands in line with the forearm.
>
> S
id go with what jeffrey said, but that doesnt protect against collisions.
honestly, im using ICE alot with Unity. No biggy,
If your working with a pointcloud, just take that data along with ice
kinematics, and plot the information out onto the actual assets. then
export to the game. I think you c
the head or chest curve icons that live above your character i meant to type
On Fri, Feb 7, 2014 at 2:45 PM, Enrique Caballero <
enriquecaball...@gmail.com> wrote:
> im pretty sure that option already lives under your anim setup property
> page. just select the head or chest and pr
im pretty sure that option already lives under your anim setup property
page. just select the head or chest and press f3, open up the property
page. there are like 4 different orientation options already built in
On Thu, Feb 6, 2014 at 7:05 PM, Szabolcs Matefy wrote:
> Hey Gear riggers
>
>
>
>
le to elaborate.
>> But if you combine Scatter tools with Arnold instancing you pretty much
>> have the best solution out of the box in my opinion.
>>
>> Cheers, Nick
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-
>> boun...@listproc.auto
; have the best solution out of the box in my opinion.
>
> Cheers, Nick
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-
> boun...@listproc.autodesk.com] *On Behalf Of *Enrique Caballero
> *Sent:* Saturday, 1 February 2014 3:50 PM
> *To:* softimage@listproc.aut
Hey everyone,
I was hoping to pick your brains.
I am currently doing some research on how to simplify, and make cheaper our
set dressing process over at this small shop that I work at.
In the old days, when we did small simple shows, set dressing wasn't very
difficult for us as there were limi
t;
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Enrique Caballero
> *Sent:* Wednesday, January 29, 2014 8:20 PM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Importing of Models
From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Enrique Caballero
> *Sent:* Wednesday, January 29, 2014 8:09 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Importing of Models Deathly Slow
>
>
>
> Matt
data is coming from a server, check your network
> connection. Do you have any computers mapped which are not accessible, or
> slow?
>
>
>
>
>
> There's more, but I cannot remember off the top of my head.
>
>
>
> Matt
>
>
>
>
>
>
>
>
>
>
&
>
> Thanks!
> Min Rui
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero
> Sent: Tuesday, January 28, 2014 9:51 AM
> To: softimage@listproc.autodesk.com
> Subject: Importing of Models Deathl
-films.com
>
>
> 2014/1/21 Matt Morris
>
>> bump! Would love to hear if you're getting anywhere with this, definitely
>> got a few seats ready to purchase here :)
>>
>>
>> On 10 December 2013 02:57, Enrique Caballero
>> wrote:
>>
>&g
Hey everyone,
We are having a recurring problem here that I have just learned to live
with, but am hoping maybe someone can shed some light on it for me.
Importing of referenced models has always been slow in Softimage, but
around 2013 it got much slower for us.
This is with extremely lightwei
12/3 David Rivera
>
> YES!! Grease pencil, PLEASE Totally useful for the 2D artist to motion
> the 3D model!
>
>
>
>
> On Monday, December 2, 2013 5:05 AM, javier gonzalez <
> javi09warr...@gmail.com> wrote:
> Any news?
>
>
> 2013/12/2 Sebastien
still interested in this btw :)
On Wed, Sep 4, 2013 at 11:58 AM, Enrique Caballero <
enriquecaball...@gmail.com> wrote:
> hows the grease pencil plugin lookin? The animators here are eagerly
> looking forward to it
>
>
> On Mon, Jul 1, 2013 at 8:30 PM, Enrique Caball
thanks everyone, these are all really useful ideas. i will try them out and
see which one i go with
chris, i remember your eye rig from animal :) i was considering going a
similar route as well!
On Tue, Nov 19, 2013 at 9:49 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:
> If you h
quot;shrinkwarped" on it. So that the Roundness of the Iris wouldn't be
> affected by the stretch of the global eye.
> Maybe a ClosestLocation in Ice would give even more control and speed...
>
>
> Le 18/11/2013 10:58, Enrique Caballero a écrit :
>
> Hey everyone,
>&
Hey everyone,
Does anyone have any tips on how to rig a non spherical eye while
maintaining a perfectly circular iris?
I have done it in the past with starting with a spherical eye, using a
lattice to deform it and then using blendshapes to counter the squashing
effect on the iris. But this meth
hows the grease pencil plugin lookin? The animators here are eagerly
looking forward to it
On Mon, Jul 1, 2013 at 8:30 PM, Enrique Caballero <
enriquecaball...@gmail.com> wrote:
> awesome ahmidou :) keep us posted.
>
>
> On Mon, Jul 1, 2013 at 9:52 AM, Ahmidou Lyazidi wrot
ng to be released sometime in august :)
>
> Cheers.
>
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> http://www.cappuccino-films.com
>
>
> 2013/6/28 Enrique Caballero
>
>> After reading a recent thread abo
After reading a recent thread about 3rd party plugins, it reminded me.
Totally still willing to buy this plugin for our 25+ animators, if you are
developing it.
-Enrique
On Mon, Apr 22, 2013 at 2:03 PM, Enrique Caballero <
enriquecaball...@gmail.com> wrote:
> Hey Ahmidou, I wil
\users\\autodesk\softimage.
>
>
> ** **
>
> ** **
>
> Matt
>
> ** **
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com]
> *On Behalf Of *Enrique Caballero
> *Sent:* Frid
Hey everyone,
I have a bit of a strange problem here.
One of our artist here, everytime he reopens Softimage, his project list in
the project manager is empty, reset to defaults.
We have deleted his user preferences, created new ones, reinstalled the
computer.
For some reason it happens every
I wouldnt edit that code even if you could.
This has happened to me before, and it was related to a corrupted piece of
geometry. That asset may have been created in a previous version of XSI,
who knows.
Our methods here at very cavalier, as every modeller/TD has their own
techniques, so its quit
and multiply that vector by
>> it, and it will be "mesh relative".
>>
>> Of course it comes with fringe cases (IE: first edge aligned to the
>> normal, resulting in a 0 vector for X), but those fringe cases would
>> normally imply someone who modelled, or su
raff thats really interesting and explains why in some of my shapes my
method doesn't work. properly
*(normal - normal x 1st edge - previous axis x normal)*
could i ask you to go into more detail on this please.
On Tue, Jun 18, 2013 at 12:02 PM, Raffaele Fragapane <
raffsxsil...@googlemail.com>
alan all the time this is how i do it
duplicate the mesh twice
1. neutral pose
2. posed where it needs the corrective shape
3. duplicate 2 again
create the corrective shape on # 2 mesh. You now have a mesh that is
posed, and has the fix applied
create the corrective shape on it.
you now have
Hey everyone,
So we are currently working with Autodesk to try to find a solution to
this issue. We have made this issue the #1 priority for one of our TD's.
And for those of you who are also suffering from this problem
ie. Jeremie Passarin, Rafaele Fragapane.
This is what we have found.
I am
Hey Manny,
Thanks for looking into it. I"m going to send you a video later today
showing you just how slow it is. Its more than just having too many
parameters set to keyable.
Your point about limiting the keyable parameters is 100% true and I should
have locked several of them out.
But with
ter type
> assets. What I am saying is it doesn't really take much to get a system
> like this going and benefits can be potentially really big.
> Sorry for being bit off topic.
>
>
> On 22 May 2013 10:00, Enrique Caballero wrote:
>
>> We do live referencing here as we do
to write the tools to do a model
>> update. Also one BIG plus to this method against referencing is that you
>> avoid surprises when something changes in the rig that affects animation
>> and it gets auto updated in a reference, THAT has happened to me before,
>> lar
ay 22, 2013 at 11:26 AM, Enrique Caballero <
enriquecaball...@gmail.com> wrote:
> Btw, until we get the QFE, I did a very aggressive removal of keyable
> parameters and that helped significantly.
>
> Which is something I should have done a while ago. I was letting them
> sca
with Enrique. This is a known issue - logged as
>>>> SOFT-7029 - Key Referenced Parameter Slower.
>>>>
>>>> Thanks for bringing this up.
>>>>
>>>> -Ivan
>>>>
>>>>
>>>> On Tue, May 21, 2013 at 11:44 AM,
>>> Even with no C++ knowledge you should be able to take different routes
>>> around it, just to see if the bottleneck is specifically in one of the
>>> wrappers or far enough upstream. Give it a shot.
>>>
>>>
>>> On Tue, May 21, 2013 at 1:40 PM,
a ref model will always be slower, there's no two ways about it
> when you have to deal with delta tracking rather than simply adding data
> somewhere, but shouldn't be in that measure, it should be just a few
> percentage points at the most.
>
>
> On Tue, May 21, 2013
the keys are being set just by pressing the K key and the keying mode set
to "Key all Keyable"
this is the command that gets spit out
Application.SaveKeyOnKeyable()
On Tue, May 21, 2013 at 11:30 AM, Enrique Caballero <
enriquecaball...@gmail.com> wrote:
> thanks guys,
&
ith thousands piled up on more thousands.
> Lastly, is that with the FCurve editor open or not?
>
> I suggest you send the scene to Soft if it can be packaged up.
>
>
> On Tue, May 21, 2013 at 1:16 PM, Enrique Caballero <
> enriquecaball...@gmail.com> wrote:
>
>> wel
gt; confirmation of them, and some QFEs that helped a lot)
>>>
>>>
>>> On Mon, May 20, 2013 at 8:57 PM, Ivan wrote:
>>>
>>>> Thanks!
>>>>
>>>> Sent from my iPhone, please excuse for typos.
>>>>
>>>> On 20 M
k.com (please remove nospam from email)
>
>
> On Mon, May 20, 2013 at 5:33 PM, Enrique Caballero <
> enriquecaball...@gmail.com> wrote:
>
>> Sorry this is in softimage 2013 sp1
>>
>>
>> On Mon, May 20, 2013 at 5:15 PM, Enrique Caballero <
>> enriqu
Sorry this is in softimage 2013 sp1
On Mon, May 20, 2013 at 5:15 PM, Enrique Caballero <
enriquecaball...@gmail.com> wrote:
> Hey everyone,
> I am running into a distressing problem.
>
> An animator just came up to me and complained about it being very slow to
> key thei
Hey everyone,
I am running into a distressing problem.
An animator just came up to me and complained about it being very slow to
key their animation.
When they select all of the controls on the rig and drag the keys around or
simply set a key there is a fairly major delay.
I just did some test
Hey guys,
I was hoping someone could help me out with this question.
If i needed to limit the ability of stretching on a series of nulls that
are surface constrained to a nurbs ribbon how would i go about doing it?
On a nurbs curve i always just divided the original length of the curve,
by th
samples are adjacents and have the same coordinates, then they
> shouldn't have green/blue borders.
>
> M.Yara
>
>
>
> On Sun, May 12, 2013 at 12:59 PM, Enrique Caballero <
> enriquecaball...@gmail.com> wrote:
>
>> sorry guys, wrote that quickly
>>
>>
sense in the same sentence :)
>
>
> On Sun, May 12, 2013 at 10:54 AM, Matt Lind wrote:
>
>> define inverted uv
>>
>> --
>> *From:* softimage-boun...@listproc.autodesk.com [
>> softimage-boun...@listproc.autodesk.com] On Behalf
Hey guys,
I'm passing forward a question from one of our new artists here that
stumped me.
Is there a quick way to check for inverted UV's in softimage. 3dsmax
apparently has one built in.
Basically sometimes the uv's get stitched together inverted and they are
having a hard time detecting thes
Hmm i thought 2012 and 2013 were decent releases. 13 for some reason
really slowed down importing of referenced models that had ICE strands in
them
but 2011 was a very troublesome release, the broken shader issue was painful
On Tue, May 7, 2013 at 11:59 AM, Matt Lind wrote:
> Let me follow up
sktop_Window_Manager
>
> http://windows7support247.blogspot.com.au/2011/01/enable-or-disable-desktop-composition.html
>
> It's a GOOD thing :p
>
>
>
> On Sat, May 4, 2013 at 4:04 PM, Enrique Caballero <
> enriquecaball...@gmail.com> wrote:
>
>> i didnt know thi
i didnt know this, aero is off on all of our computers at the office.
On Sat, May 4, 2013 at 6:20 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:
> People mistook it for THE performance hog in the system when vista first
> came out, and agreeably it glitched out quite a few older ap
hmm it seems to me that you just have to set the keyboard focus to STRONG
on your QComboBox
I've used Pyqt for Softimage very heavily for 2 years now and have never
run into this issue.
On Fri, May 3, 2013 at 7:41 AM, Steven Caron wrote:
> yes, but please make sure to use the github issues to
yep amazing. I love how they actually care about integrating into
Softimage as well.
On Wed, May 1, 2013 at 8:55 PM, olivier jeannel wrote:
> Wow !
> Super innovative ! Makes me hyper enthousiastic (the hysteric way) each
> time I watch your demos guys :D
>
>
> Le 01/05/2013 03:42, Paul Doyle
I hated this about Softimage when I first started learning how to script.
I was both learning Python and the Softimage SDK at the same time. Little
quirks like this really messed with my head.
Also how very little in the documentation has any Python examples,
everything was in Jscript of Vscript
negative values say - in my example the Face GUI
>> had the controllers working in the direction the shape would go i.e. cheeks
>> puffing to make it intuitive for the animators - I then rescale 0 to -1 to
>> +1 and done! Beats the hassle o!
>> f wiring up a linked setup
hing,
> to being wired on the fly with just a couple reference meshes as templates
> and very quick wiring in and out.
>
> It's far from a given that, in a 1:1 scenario, ICE will zip past the mixer
> in performance. It much depends on context, rig and geo.
>
>
> On Wed,
t; both Zambezia and Khumba.
>
>
> On Wed, Apr 24, 2013 at 12:11 PM, Enrique Caballero <
> enriquecaball...@gmail.com> wrote:
>
>> Hey guys, could I ask you to show an Ice tree of your ICE Shape Mixer.
>>
>> I've done extensive testing with using ICE fo
Hey guys, could I ask you to show an Ice tree of your ICE Shape Mixer.
I've done extensive testing with using ICE for shapes. Basically I just
added all of the vectors together and drove them by the kinematics of the
controls. I also did my best to make sure that it didnt calculate certain
thing
im with Simon. We only use PPG's here on very minor occasions We have been
using PYQT heavily simply due to how much time it saves. We have very few
TD's here. I hate seeing them spend a week on a PPG that even if done
incredibly well cant hold a candle to something thats made in PYQT in less
then
wish i could help ya, i do everything with Steven Caron and Jo's PyQT
plugin now. Working with PPG's makes my head hurt
On Mon, Apr 22, 2013 at 4:03 PM, Andreas Böinghoff wrote:
> Hey Everyone,
>
> I'm working on a Model/Asset Management system for our Company. As base
> for my UI I'm using t
>> per layer depth distance
>> per layer opacity
>> surface object space strokes (to draw on objects)
>> wacom presure
>>
>>
>> Cheers
>> ---
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>>
and gauge actual
>>>> interest over lip service :)
>>>>
>>>>
>>>> On Tue, Apr 16, 2013 at 5:08 AM, Prodeep Ghosh
>>>> wrote:
>>>>
>>>>> Congratulations Ahmidou, pull out that golden egg quick, its
>>>
please share :)
On Wed, Apr 17, 2013 at 7:20 PM, Jens Lindgren
wrote:
> That sounds great!
> With iFFT do you mean inverse FFT? I think i need just the FFT but maybe
> you can do both?
>
> /Jens
>
>
> On Wed, Apr 17, 2013 at 1:08 PM, Amaan Akram wrote:
>
>> I wrote it to do 2D iFFT's. Never made
seriously, please make it. im sick of hearing them complain about it.
On Tue, Apr 16, 2013 at 12:52 AM, Enrique Caballero <
enriquecaball...@gmail.com> wrote:
> every animator at our studio has asked for it, if you make it, we would
> happily pay 50 bux a seat for it
>
>
>
every animator at our studio has asked for it, if you make it, we would
happily pay 50 bux a seat for it
On Mon, Apr 15, 2013 at 1:26 PM, Ahmidou Lyazidi wrote:
> Thanks everyone for the links and the ideas!
> As Steven said, it's going to be a custom tool, the only element in the
> scene will b
the majority of the math is usually quite simple and enjoyable to work with.
https://www.khanacademy.org/
this is a great resource
On Mon, Apr 15, 2013 at 2:37 PM, Sam wrote:
> As it turns out, I wasn’t doing the math part wrong, it was something else
> in my ice tree that was causing the pro
difference, this
will be a vector shooting across the space between both of these objects,
but it will be at Origin 000. Then multiply that vector by the matrix of
the first object, and you will have what you want
On Mon, Apr 15, 2013 at 10:18 AM, Enrique Caballero <
enriquecaball...@gmail.
multiply it by the objects matrix
On Mon, Apr 15, 2013 at 10:17 AM, Sam wrote:
> As the subject says, I’m trying to create a vector between 2 objects in
> ICE? Essentially what I want to do is point a null (which is attached to
> the closest location on the surface of a mesh) at another object.
ount ? Nuno ?
>>
>>
>> On 19 March 2013 11:21, Enrique Caballero wrote:
>>
>>> We've used fur ( ice strands) and Arnold for a few years now and have
>>> had no issues, its fine. It is deathly slow at SSS though.
>>>
>>>
>>>
This has happened to me before, it usually stems from old geometry that
somehow got corrupted. I usually export as OBJ and reimport and its fixed.
Some of our geo here was made 3 years ago in older versions of softimage,
have been passed back and forth between users and eventually just got nasty.
them to pick up things
>> here and there.
>>
>> I think anyone who wants to get a handle on the more technical side of
>> Softimage should get the workshop. Raf goes at a good pace and explains
>> things very well.
>>
>> Thanks for making the workshop avail
We've used fur ( ice strands) and Arnold for a few years now and have had
no issues, its fine. It is deathly slow at SSS though.
On Tue, Mar 19, 2013 at 6:15 PM, Nuno Conceicao wrote:
> I might try to guess some people try to set up the fur using transparency.
> Although it helps making it lo
Awesome raff,
I wish that it covered more advanced subjects. But the last 3 weeks or so
seem interesting.
Seeing as I'm mostly self-taught though, I wouldn't mind seeing how someone
else goes about doing things, and seeing how it compares to what I
discovered myself.
So I'll be signing up!... N
yep its missing a shader or a DLL
try opening it with your viewports muted, then stripping off all of the
shaders via the explorer. you might be okay after that
On Wed, Mar 6, 2013 at 12:31 AM, Eric Thivierge wrote:
> Usually means it's missing a shader or plug-in. Some known ones:
> http://so
id be keen for the ICE and math part
On Fri, Feb 15, 2013 at 10:21 AM, Upinder Dhaliwal wrote:
> Sounds interesting Raff, I'll be keen as well.
>
>
>
> On Thursday, February 14, 2013, Daniel Jahnel wrote:
>
>> yep, would be interested as well, keep us posted...
>>
>> -D
>>
>> On 13/02/2013 15:5
i agree with ahmidou.
I avoid SCOPS like the plague, usually i can do it with pure ICE.
if for some reason it cant be done with ICE then I insist that people here
use jscript. Otherwise your animators are paying a big price speed wise.
Truthfully though, since ICE came out, i've been able to avo
Alan is right, the parameters wont be locked.
Also in 2013 there seem to be 2 UV to Location Nodes,
One is a conversion and the other is a geometry query
If I use the geometry query one it wont actually update my UV location at
all.
If i use the conversion one it works properly
Its working fin
in retrospect that code is actually a bit convoluted with how it splits the
path up, i think that I just copy and pasted it from a forum. probably dont
need to do that .split :)
On Wed, Feb 6, 2013 at 10:07 AM, Enrique Caballero <
enriquecaball...@gmail.com> wrote:
> I remember ha
I remember having some issues early on getting QIcons to work. But they
work fine now, This is the method that I used
# set the icons
import os.path
imgpath = os.path.split(
"T://WG//RTR_WG//Application//Plugins//img" )[0] + '//img//'
self.setWindowIcon( QIcon( imgp
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