ICETree executes twice if components selected, does not reset data

2016-03-09 Thread Mathias N
If an ICE tree executes while any components of the mesh are selected, the entire stack will execute twice. (SI2013) When this happens, none of the data from the first pass is reset. This generally isn't much of a problem, unless parts of your tree only initializes a value after checking that it

Aborting commands (C++)

2016-02-12 Thread Mathias N
I have been trying to use the OnEvent callback with siOnBeginCommand to abort and replace ApplyTopoOp commands in SI2013 Building on the example in the SDK documentation

Re: ICE Topo: Not able to disconnect 1 edge

2014-09-26 Thread Mathias N
Disconnecting a single edge works fine for me, unless you are trying to disconnect an edge that is surrounded by polygons on all sides. Disconnecting an edge basically means splitting the vertex on either side of the edge into two and drawing 2 edges between the 3 vertices. Unless the vertex you s

Re: Softimage transition webinar is starting in 10 minutes

2014-03-17 Thread Mathias N
Aye, the stream just died here too. On Mon, Mar 17, 2014 at 5:25 PM, Greg Punchatz wrote: > just lost link > > -- > *Greg Punchatz* > *Sr. Creative Director* > Janimation > 214.823.7760 > www.janimation.com > On 3/17/2014 11:23 AM, Ognjen Vukovic wrote: > > Just

Re: Last release and ICE and addons

2014-03-05 Thread Mathias N
The greater problem is that in another 3 weeks you won't even be able to purchase Softimage. I can deal with losing support, but making Softimage abandonware that cannot even be purchased is the equivalent of shooting it in the knee. On Wed, Mar 5, 2014 at 6:59 PM, Eric Thivierge wrote: > You a

Re: Softimage transition audience poll

2014-03-04 Thread Mathias N
No option for sticking with Softimage till the end? On Tue, Mar 4, 2014 at 5:37 PM, Alan Fregtman wrote: > I've set up a poll out of curiosity... > > *Where will you transition to when Softimage falls?* Vote! > > http://strawpoll.me/1257710 > > (Multiple-choice allowed btw.) > >

Re: Softimage Hair options?

2014-02-13 Thread Mathias N
and then the elements will become hair in witch > ever layer you put them, influenced by the closest guide on that layer. > > > And that's it, these are some of the things i would like to see in a > "heavier" hair system. > > > I toyed with the notion of a node

Re: Softimage Hair options?

2014-02-13 Thread Mathias N
Sticking with the idea of a complete solution within Softimage, what would your definition of heavier be? On Fri, Feb 14, 2014 at 12:23 AM, Sebastien Sterling < sebastien.sterl...@gmail.com> wrote: > I saw that the first day it was up Eddie > > And as jawdroppingly cool as it is, i have a feelin

Re: Nesting custom properties

2014-02-12 Thread Mathias N
ustom props and copy their params and > values. > I'm not sure any animation or expression source replication are supported > though. > > Attached are the vbs functions I use in xproc to "replicate" hierarchies > of custom properties ( I removed the vbs extention so go

Nesting custom properties

2014-02-11 Thread Mathias N
Evening I will be managing an obscene number of parameters, a number that requires that I keep things somewhat structured rather than just dumping everything into a single custom property. Since we are apparently unable to create hierarchies of parameters (see https://groups.google.com/d/topic/xs

Re: Gradient in PPG

2014-01-22 Thread Mathias N
;s something like, one integer for type, and 8 groups of rgb color > and a float for their position. something like that. > > isn't the SDK documentation awesome. > > On Tue, Jan 21, 2014 at 5:13 PM, Mathias N wrote: > > Evening > > > > Would any of you happ

Gradient in PPG

2014-01-21 Thread Mathias N
Evening Would any of you happen to know how to add a gradient (siControlGradient) item to a PPG layout? With any of the standard data types it is pretty straight forward: parameter, label, UI type. A color item is given its own method, where instead of pointing to a single parameter you point to

Re: oculus rift sdk

2013-12-29 Thread Mathias N
> the code is available in C#. > Thanks for all. > F. > > > > 2013/12/29 Mathias N > >> I am going to take the lack of anyone yelling profanities at me as a sign >> that none of you oculus owners have tried it out yet. >> >> The initializing-every-frame issu

Re: oculus rift sdk

2013-12-29 Thread Mathias N
will be incorrect (not sure about the rotation order), but it would be nice if any of you could let me know if it is managing to update properly. Thanks! On Sun, Dec 22, 2013 at 6:53 PM, Mathias N wrote: > I suppose this should ideally be implemented as a custom device rather > than an IC

Forcing evaluation of entire stack

2013-12-28 Thread Mathias N
I have a polygon mesh with a number of custom operators that maintain a custom mesh structure. An operator (Loader) at the very beginning of the modeling stack reads the custom mesh structure and makes a copy that we can work on without modifying the original. If later operators were modifying the

Re: oculus rift sdk

2013-12-22 Thread Mathias N
I suppose this should ideally be implemented as a custom device rather than an ICE node, but trying to get that mess working without having an Oculus to play with would likely prove to be a lesson in frustration. No idea if this works, but technically it should. http://www.mayulive.com/riftDevice

Re: ICEAttribute from custom operator not updating

2013-11-05 Thread Mathias N
zing the array once (on creation, first to 0 then to the correct size) crashes on successive evaluations. On Tue, Nov 5, 2013 at 1:48 AM, Alok Gandhi wrote: > Ok, I get it. Can you share how you are pushing the data from the > operator to ice tree ? > > Sent from my iPhone > > On Nov 4,

Re: ICEAttribute from custom operator not updating

2013-11-04 Thread Mathias N
, Nov 5, 2013 at 1:15 AM, Alok Gandhi wrote: > Is there a particular reason you are reading the pointposition from a > custom operator and not from the ice tree which is supposed to have the > data ? > > > On Mon, Nov 4, 2013 at 6:48 PM, Mathias N wrote: > >> I have se

ICEAttribute from custom operator not updating

2013-11-04 Thread Mathias N
I have set up a custom operator that reads the point positions of a mesh and spits an array into a per-object ICEAttribute. For the most part this setup is working flawlessly, but it appears to be updating on a 1-frame delay. The custom operator is in the modeling stack, with the ICE tree that re

Re: mail delay

2013-10-30 Thread Mathias N
This Softimage Mailing List archive updates almost instantly: https://groups.google.com/forum/?hl=en#!searchin/xsi_list/royston$20michaels|sort:date If it's not there, then something went wrong. On Wed, Oct 30, 2013 at 5:13 PM, royston michaels wrote: > Hmmm, let me check... > Everything's sta

Strand Collision Framework

2013-10-23 Thread Mathias N
A couple of years ago I decided I needed inter-colliding strands and spent an ungodly amount of time trying to make it in ICE. As a result of not knowing anything back when I started working on it the code is a complete mess, and fixing the more glaring issues would be a significant undertaking. T

Re: CICEAttributeDataArray and SDK backwards compatibility

2013-10-23 Thread Mathias N
thing else seems to be working just fine using the 2014SP2 SDK. On Wed, Oct 23, 2013 at 7:58 PM, Steven Caron wrote: > ya, what advantage where you hoping to attain by using the newer SDK? > > > On Wed, Oct 23, 2013 at 10:54 AM, Mathias N wrote: > >> Huh, so I guess I sho

Re: CICEAttributeDataArray and SDK backwards compatibility

2013-10-23 Thread Mathias N
Huh, so I guess I should stop using the 2014SP2 SDK for my 2011 plugins. Thanks for clearing that up. On Wed, Oct 23, 2013 at 7:50 PM, Alok Gandhi wrote: > > On 10/23/2013 1:40 PM, Mathias N wrote: > > The plugin loads fine in 2014 SP2 even when compiled against the 2013SP1 >

Re: CICEAttributeDataArray and SDK backwards compatibility

2013-10-23 Thread Mathias N
wrote: > > From the Softimage 2014 SP2 Readme: > > SOFT-9089 > Very slow access to the ICE attribute arrays > > *Note: > You may need to recompile your plugins, if they were compiled using > Softimage versions prior to 2014 SP2. > > > > On Wed, Oct 23, 2013 at 4:

CICEAttributeDataArray and SDK backwards compatibility

2013-10-23 Thread Mathias N
I've spent the night figuring out how to set per-component ICE attributes from a custom operator, which most of the threads on the subject had me beginning to believe was impossible. I was working with SI2013 and compiling against the SDK that ships with 2014sp2, and as soon as I declared a CICEAt

Re: Overriding commands

2013-10-20 Thread Mathias N
you can, if the situation absolutely warrants it. In > such case you have to remember which commands you have overridden and how, > so that you can restore the original behaviour when need be. You have to > baby-sit it basically. > >> > >>> On Oct 19, 2013, at 9:24 PM, Mathias

Overriding commands

2013-10-19 Thread Mathias N
Is it at all possible to intercept and override commands made by the user? For instance, in my case I need to make a number of other changes every time the user extrudes something. At the moment I have implemented my own separate extrude command, but I imagine the user would often end up using the

Re: Custom Icenode singlethreaded memory leak

2013-10-01 Thread Mathias N
#x27;t have any memory leaks. The output port is a single structure of type > Vec3 in 0D context. > I can run it on a mesh with 3 millions points for 10 000 frames without > memory issue. > > I'm using 2013 QFE7 btw. > > > > > On Tue, Oct 1, 2013 at 2:57 PM, Mat

Re: Custom Icenode singlethreaded memory leak

2013-10-01 Thread Mathias N
he > ICE related memory issue. > If 2014 SP2 doesn't fix the pb you can also check if you've got some > attribute display properties on your objects. They could be the culprit. > > Guillaume > > > On Tue, Oct 1, 2013 at 12:24 PM, Mathias N wrote: > >>

Custom Icenode singlethreaded memory leak

2013-10-01 Thread Mathias N
Please excuse any errors; mailing lists are confusing. While wrapping up work on a system that includes 5 custom icenodes, I noticed that memory usage was increasing by about 1mb per second during playback. I eventually narrowed it down to a per-point-array node, the only single-threaded node in