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Serguei Kalentchouk
Character TD
Ubisoft Cinematics=20

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<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-CA
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>Multiple =
curvelists are
allowed as well.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-CA
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>Let me know how =
it goes!<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-CA
style=3D'font-size:10.0pt;font-family:Arial;color:navy'><o:p>&nbsp;</o:p>=
</span></font></p>

<div>

<div class=3DMsoNormal align=3Dcenter style=3D'text-align:center'><font =
size=3D3
face=3D"Times New Roman"><span lang=3DEN-US style=3D'font-size:12.0pt'>

<hr size=3D2 width=3D"100%" align=3Dcenter tabindex=3D-1>

</span></font></div>

<p class=3DMsoNormal><b><font size=3D2 face=3DTahoma><span lang=3DEN-US
style=3D'font-size:10.0pt;font-family:Tahoma;font-weight:bold'>From:</spa=
n></font></b><font
size=3D2 face=3DTahoma><span lang=3DEN-US =
style=3D'font-size:10.0pt;font-family:Tahoma'>
owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] <b><span
style=3D'font-weight:bold'>On Behalf Of </span></b>Bradley Gabe<br>
<b><span style=3D'font-weight:bold'>Sent:</span></b> January 23, 2008 =
12:08 PM<br>
<b><span style=3D'font-weight:bold'>To:</span></b> <st1:PersonName =
w:st=3D"on">XSI(at)Softimage.COM</st1:PersonName><br>
<b><span style=3D'font-weight:bold'>Subject:</span></b> Re: Animation =
Controls
(Was Searching for <st1:place w:st=3D"on">OM</st1:place> command to =
delete
geometry, but keep the null)</span></font><span =
lang=3DEN-US><o:p></o:p></span></p>

</div>

<p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span =
style=3D'font-size:
12.0pt'><o:p>&nbsp;</o:p></span></font></p>

<p class=3DMsoNormal style=3D'margin-bottom:12.0pt'><font size=3D3
face=3D"Times New Roman"><span style=3D'font-size:12.0pt'>Cool, thanks =
Sergei!<br>
I'll let you know if I have any problems.<br>
<br>
Just a quick question, are you using curvelists with single curves only, =
or do
you allow curvelists with multiple curves? <br>
<br>
<o:p></o:p></span></font></p>

<div>

<p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span =
style=3D'font-size:
12.0pt'>On Jan 21, 2008 10:30 PM, Serguei K. &lt;<a
href=3D"mailto:shadowm8(at)gmail.com">shadowm8(at)gmail.com</a>&gt; =
wrote:<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span =
style=3D'font-size:
12.0pt'>Inspired by this conversation and to address some of my current =
needs
in production I've spent a weekend writing a custom property plug-in =
that
allows you to pick from a list of available icons stored in an xml =
file.<br>
I thought I'd share it with the list. In the archive you have 2 files, =
the .js
goes into your plug-ins directory (user or workgroup) and the .xml can =
be
placed in any logical spot.<br>
To use the plug-in simply select a curve used as an animation controller =
and go
to Get&gt;Properties&gt;Icon Display When prompted with a browser point =
it to
the provided xml. <br>
In the ppg that gets applied, you have a menu list of icons to chose =
from. (you
might need to refresh view port to see the change)<br>
Currently the xml file has 4 different icons to chose from, but you can =
easily
add more of your own custom icons by using the Save New Icon button in =
the ppg.
Any complexity is fine! <br>
To remove icons from the db just use any xml editor and delete the
corresponding element.<br>
The property can be removed from and reapplied to the object at any time
without harm.<br>
<br>
If you have any questions or feedback feel free to drop me a line. ( <a
href=3D"mailto:serguei.k(at)hotmail.com" =
target=3D"_blank">serguei.k(at)hotmail.com</a>)<br>
Hope you guys find this useful. <o:p></o:p></span></font></p>

<div>

<div>

<p class=3DMsoNormal style=3D'margin-bottom:12.0pt'><font size=3D3
face=3D"Times New Roman"><span =
style=3D'font-size:12.0pt'><o:p>&nbsp;</o:p></span></font></p>

<div>

<p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span =
style=3D'font-size:
12.0pt'>On Jan 21, 2008 11:42 AM, Bradley Gabe &lt; <a
href=3D"mailto:withanar(at)gmail.com" target=3D"_blank">withanar(at)gmail.com =
</a>&gt;
wrote:<o:p></o:p></span></font></p>

<p class=3DMsoNormal style=3D'margin-bottom:12.0pt'><font size=3D3
face=3D"Times New Roman"><span style=3D'font-size:12.0pt'>For the people =
who posted
me off list, thanks for the feedback and support. Just make sure you =
don't
forget to post your opinions publicly, or at least let somebody at Soft =
know. A
request by me and a few others holds a little weight, but if a dozen or =
two of
us hit them with the same request, we're likely to see some kind of =
action. <br>
<br>
Some of the concepts like an OnMouseClick event for scene objects, =
geometry
swapping, and selection filters are already hackable, so they might not =
be too
difficult to add them as native functionality. Some of the other =
requirements
like camera visibility and display options, and exclusion from render
partitions would require more intense developer intervention. ;-) <br>
<br>
-Brad<o:p></o:p></span></font></p>

<div>

<p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span =
style=3D'font-size:
12.0pt'>On Jan 21, 2008 6:26 AM, Frank Lenhard &lt;<a
href=3D"mailto:franky(at)ixdream.com" =
target=3D"_blank">franky(at)ixdream.com</a>&gt;
wrote:<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span =
style=3D'font-size:
12.0pt'>yep steven, i do exactly that. i place my facial controls =
directly on<br>
the face as well, to control the underlying shapes. it just wonders =
me<br>
why i see that stop staring setup so often. at animation mentor we<br>
used that kind (controls directly on the face) of setup as well. <br>
still there was tons of stuff to change in the channel box, which is<br>
highly distracting from the perfomance of the character. which brads<br>
ideas, so much more could be executes directly on the controls.<br>
<br>
<br>
ciao<br>
franky<br>
<br>
<br>
Monday, January 21, 2008, 11:58:13 AM, you wrote:<br>
<br>
SC&gt; (at)frank...<br>
<br>
SC&gt; slight deviation of the topic... at blur we try to put the stop =
staring<br>
SC&gt; setup on the face. it looks and almost feels like you are pulling =
the
mesh <br>
SC&gt; directly but all we are doing is positioning the frames of the =
controls
on<br>
SC&gt; the face. you scale the parent frame so that when you drag the =
control
it<br>
SC&gt; rides pretty close with the shape it is driving. <br>
<br>
SC&gt; i agree with brad entirely and i would also like to see something =
like<br>
SC&gt; javier suggested with custom shapes for the shadow icon for nulls =
or<br>
SC&gt; whatever. sure i can draw in the view port with custom display =
passes
etc <br>
SC&gt; but i have no clue how to associate them with an object and have =
the be<br>
SC&gt; selectable and transformable.<br>
<br>
SC&gt; steven<o:p></o:p></span></font></p>

<div>

<div>

<p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span =
style=3D'font-size:
12.0pt'><br>
SC&gt; On Jan 21, 2008 2:39 AM, Frank Lenhard &lt; <a
href=3D"mailto:franky(at)ixdream.com" =
target=3D"_blank">franky(at)ixdream.com</a>&gt;
wrote:<br>
<br>
&gt;&gt; the rigger AND animator in my really likes these ideas. its =
pretty<br>
&gt;&gt; much what every animator wants. everything works directly ON =
the <br>
&gt;&gt; character and not in some fancy windows with bunch of sliders. =
thats<br>
&gt;&gt; also the reason i never liked the stop staring face control =
setup. i<br>
&gt;&gt; just dont wanna look in some other window, click a control, =
look back <br>
&gt;&gt; to the character and blind drive the control and see whats =
doing.<br>
&gt;&gt; everthing should be sticky to the character :)<br>
&gt;&gt;<br>
&gt;&gt; thanks brad for this nice sum up andi hope somebody at soft is =
<br>
&gt;&gt; listening to make something great, outstanding.<br>
&gt;&gt;<br>
&gt;&gt; ciao<br>
&gt;&gt; franky<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; Saturday, January 19, 2008, 10:23:54 PM, you wrote:<br>
&gt;&gt;<br>
&gt;&gt; BG&gt; &nbsp; &nbsp;- On Jan 19, 2008 11:25 AM, javier &lt; <a
href=3D"mailto:javier.vdp(at)gmail.com" =
target=3D"_blank">javier.vdp(at)gmail.com</a>&gt;
wrote:<br>
&gt;&gt;<br>
&gt;&gt; BG&gt; &nbsp;now, im confused, i thought you wanted nulls. If =
you are
dealing with<br>
&gt;&gt; &gt;&gt; curvelists, it all a question of array management, =
because
the entire <br>
&gt;&gt; &gt;&gt; curvelist is just one SIObject, so &nbsp;you can swap =
it in
or out in one<br>
&gt;&gt; shot,<br>
&gt;&gt; &gt;&gt; and if you use them for riging icons then the only =
thing that
you are<br>
&gt;&gt; after<br>
&gt;&gt; &gt;&gt; is the transform in the end. Why dont you set the =
entire
NurbsCurveList<br>
&gt;&gt; &gt;&gt; Geometry.Set instead of Geometry.Curves (i).Set. But =
then
maybe i dont<br>
&gt;&gt; &gt;&gt; understand your issue. <br>
&gt;&gt; &gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; BG&gt; My answer probably lies somewhere in there... I need to =
figure
out how<br>
&gt;&gt; to<br>
&gt;&gt; BG&gt; copy all the attributes of a curve set from one curve =
object to
<br>
&gt;&gt; another. My<br>
&gt;&gt; BG&gt; thinking was, if I could take any geometry object and =
pretty
much<br>
&gt;&gt; strip off<br>
&gt;&gt; BG&gt; all the geometry until it was a null, leaving all =
rigging
relations<br>
&gt;&gt; alone,<br>
&gt;&gt; BG&gt; I'd be able to then build whatever idon i wanted from =
any input<br>
&gt;&gt; source.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &gt;&gt; Question, since xsi5 if i remember right, nulls ahve =
multiple
icon <br>
&gt;&gt; &gt;&gt; representation; that were baked from the old rigging =
icons
that came<br>
&gt;&gt; with<br>
&gt;&gt; &gt;&gt; prior versions of xsi. This is probably a dumb =
question but I
will ask<br>
&gt;&gt; it<br>
&gt;&gt; &gt;&gt; anyway. Does your, and everyone else's pipeline, =
always
require more <br>
&gt;&gt; funky<br>
&gt;&gt; &gt;&gt; icons than the ones we provide as representations of =
the
null? From the<br>
&gt;&gt; code<br>
&gt;&gt; &gt;&gt; point of view -- and especially portabilty to outher
softwares -- nulls <br>
&gt;&gt; make<br>
&gt;&gt; &gt;&gt; much more sense as rigging icons than do curves or =
implicits.<br>
&gt;&gt; &gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; BG&gt; Indeed, the null icon set was a really nice upgrade, =
except for
the <br>
&gt;&gt; fact<br>
&gt;&gt; BG&gt; that you cannot offset their rotation! So the circle, =
arrow,
and other<br>
&gt;&gt; icons<br>
&gt;&gt; BG&gt; that would denote direction are almost useless for that
purpose.<br>
&gt;&gt;<br>
&gt;&gt; &gt;&gt; Would your problem be solved if Softimage allowed any
curvelist to be<br>
&gt;&gt; &gt;&gt; baked to a null by saving the null representation file =
lets
say to an<br>
&gt;&gt; ascii<br>
&gt;&gt; &gt;&gt; file that is read with your workgroup, and then allyou =
would
have to do <br>
&gt;&gt; &gt;&gt; would be to swap your null icon representation, thus =
assuring
minimum<br>
&gt;&gt; &gt;&gt; trouble for you, maximum portability, etc.<br>
&gt;&gt; &gt;&gt; ?<br>
&gt;&gt; &gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; BG&gt; This would be very useful, but not for what you are =
thinking.
We need <br>
&gt;&gt; to<br>
&gt;&gt; BG&gt; separate the purpose of animation armature icons from =
null
icons. What<br>
&gt;&gt; you<br>
&gt;&gt; BG&gt; are saying above would be ideal for null icons. =
Animation<br>
&gt;&gt; controls/armature <br>
&gt;&gt; BG&gt; icons need something else.<br>
&gt;&gt;<br>
&gt;&gt; BG&gt; As riggers, we use nulls for all kinds of evil purposes =
to
calculate<br>
&gt;&gt; motions<br>
&gt;&gt; BG&gt; and relations in order to approach the desired =
deformations. At
this <br>
&gt;&gt; point,<br>
&gt;&gt; BG&gt; I use null icons exclusively to denote the purpose of =
the null
so that<br>
&gt;&gt; when<br>
&gt;&gt; BG&gt; I look at a rig when all nodes are visible, it isn't a =
giant
mess of<br>
&gt;&gt; crosses<br>
&gt;&gt; BG&gt; everywhere, there are boxes, diamonds, rings, etc, and =
they are
all<br>
&gt;&gt; scaled<br>
&gt;&gt; BG&gt; and colored in such a way that I can tell them apart =
even when
they<br>
&gt;&gt; share <br>
&gt;&gt; BG&gt; the same global transform. For me, boxes denote nulls =
that I
use to<br>
&gt;&gt; BG&gt; calculate position only, rings are rotations, diamonds =
are
targets for<br>
&gt;&gt; up<br>
&gt;&gt; BG&gt; vectors and direction constraints, etc. <br>
&gt;&gt;<br>
&gt;&gt; BG&gt; It is a huge improvement with regards to being able to =
visually<br>
&gt;&gt; comprehend a<br>
&gt;&gt; BG&gt; rig in scene space, but I don't have enough null icons =
to
finish the<br>
&gt;&gt; job. <br>
&gt;&gt; BG&gt; All told, I would say I have about 10 main usage classes =
for
nulls in<br>
&gt;&gt; my<br>
&gt;&gt; BG&gt; rigging, and there are only 6 null icons that read well =
when
all<br>
&gt;&gt; placed in<br>
&gt;&gt; BG&gt; the same space, so I end up recycling some of the icons. =
The
ability <br>
&gt;&gt; to<br>
&gt;&gt; BG&gt; customize them would remedy that limitation, and every =
rigger
can<br>
&gt;&gt; create any<br>
&gt;&gt; BG&gt; icon he likes for any rig usage class.<br>
&gt;&gt;<br>
&gt;&gt; BG&gt; Animation control icons are different, and they should =
not
require a <br>
&gt;&gt; BG&gt; workgroup style solution. I've found that the needs for
animation<br>
&gt;&gt; control<br>
&gt;&gt; BG&gt; iconography are subjective to the animator, and are more
context<br>
&gt;&gt; sensitive,<br>
&gt;&gt; BG&gt; so they must be easy to modify by any user without fear =
of
breaking <br>
&gt;&gt; the<br>
&gt;&gt; BG&gt; rigging or animation workflow, or showing up in a final =
render.
Curves<br>
&gt;&gt; have<br>
&gt;&gt; BG&gt; been working very well for this purpose because of the
following:<br>
&gt;&gt; <br>
&gt;&gt; BG&gt; &nbsp; &nbsp;- They are not nulls, so they are never =
confused
with sacrosanct<br>
&gt;&gt; BG&gt; &nbsp; &nbsp;rigging nodes<br>
&gt;&gt; BG&gt; &nbsp; &nbsp;- There is no risk they will show up in =
final
renders<br>
&gt;&gt; BG&gt; &nbsp; &nbsp;- They do not appear in render partition =
groups <br>
&gt;&gt; BG&gt; &nbsp; &nbsp;- They have their own selection filter<br>
&gt;&gt; BG&gt; &nbsp; &nbsp;- They have their own camera visibility =
setting<br>
&gt;&gt; BG&gt; &nbsp; &nbsp;- They have some display preferences<br>
&gt;&gt; BG&gt; &nbsp; &nbsp;- They can be easily modified in component =
mode
without affecting <br>
&gt;&gt; any<br>
&gt;&gt; BG&gt; &nbsp; &nbsp;relations<br>
&gt;&gt;<br>
&gt;&gt; BG&gt; For some animation control icons, it would be better if =
we
could use<br>
&gt;&gt; meshes<br>
&gt;&gt; BG&gt; (eg: buttons, text, widgets, toggles) but they don't =
meet the
above <br>
&gt;&gt; BG&gt; requirements, and from experience, the above =
requirements
*must* be<br>
&gt;&gt; met as<br>
&gt;&gt; BG&gt; priority over utility of appearance.<br>
&gt;&gt;<br>
&gt;&gt; BG&gt; If Soft was going to put some focus into character =
animation
workflow, <br>
&gt;&gt; I<br>
&gt;&gt; BG&gt; would suggest they consider the above list of rules as a
starting<br>
&gt;&gt; point, and<br>
&gt;&gt; BG&gt; see if it was possible to create a subclass of X3DObject =
that
was an<br>
&gt;&gt; BG&gt; &quot;Animation Control Object&quot; which would put all =
of
these behaviors into <br>
&gt;&gt; BG&gt; effect, and still allow us to modify the geometry using =
all of
the<br>
&gt;&gt; available<br>
&gt;&gt; BG&gt; editing tools. And while I'm sure there are plenty of =
other<br>
&gt;&gt; improvements<br>
&gt;&gt; BG&gt; that could be met for such a system, I would be quite =
content
with <br>
&gt;&gt; only<br>
&gt;&gt; BG&gt; those mentioned above, and one more upgrade to replace =
the
Transform<br>
&gt;&gt; Setup<br>
&gt;&gt; BG&gt; property workflow.<br>
&gt;&gt;<br>
&gt;&gt; BG&gt; Once a scene object is designated as an Animation =
Control
Object, we <br>
&gt;&gt; need an<br>
&gt;&gt; BG&gt; OnMouseClick event to activate so that we can treat them =
like
toolbar<br>
&gt;&gt; BG&gt; buttons, and do anything we would have used a synoptic =
page
for. All<br>
&gt;&gt; the<br>
&gt;&gt; BG&gt; following are examples of things we might want to happen =
as the
result <br>
&gt;&gt; of<br>
&gt;&gt; BG&gt; clicking an Animation Control icon:<br>
&gt;&gt;<br>
&gt;&gt; BG&gt; &nbsp; &nbsp;- click on an icon, and a specific custom =
property
page opens<br>
&gt;&gt; BG&gt; &nbsp; &nbsp;- click on an icon, and other nodes are =
selected <br>
&gt;&gt; BG&gt; &nbsp; &nbsp;- click on an icon, and visibility or
selectability of other nodes<br>
&gt;&gt; are<br>
&gt;&gt; BG&gt; &nbsp; &nbsp;affected<br>
&gt;&gt; BG&gt; &nbsp; &nbsp;- click on an icon, and specific animation
keyframes are set<br>
&gt;&gt; BG&gt; &nbsp; &nbsp;- click on an icon, and store an Action =
Source of
the current<br>
&gt;&gt; BG&gt; &nbsp; &nbsp;character pose<br>
&gt;&gt; BG&gt; &nbsp; &nbsp;- etc<br>
&gt;&gt;<br>
&gt;&gt; BG&gt; I'm finding that many animators really don't like =
working with
long <br>
&gt;&gt; property<br>
&gt;&gt; BG&gt; pages full of sliders, because you have to take your =
focus off
the<br>
&gt;&gt; character<br>
&gt;&gt; BG&gt; to find what you are manipulating. The same holds true =
for a
synoptic<br>
&gt;&gt; page,<br>
&gt;&gt; BG&gt; it's another floating window off to the side of where =
you are
really<br>
&gt;&gt; trying<br>
&gt;&gt; BG&gt; to focus your attention. Get all of that stuff =
intelligently
arranged<br>
&gt;&gt; in a <br>
&gt;&gt; BG&gt; single view, and you have a winner.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; &gt;&gt; On Jan 19, 2008 12:49 AM, Bradley Gabe &lt;<a
href=3D"mailto:withanar(at)gmail.com" target=3D"_blank"> withanar(at)gmail.com =
</a>&gt;
wrote:<br>
&gt;&gt; &gt;&gt;<br>
&gt;&gt; &gt;&gt; &gt; Thanks for the longer explanation, Javier.<br>
&gt;&gt; &gt;&gt; &gt;<br>
&gt;&gt; &gt;&gt; &gt; Actually, what I'm doing is trying to do is make =
my swap
curve script <br>
&gt;&gt; &gt;&gt; &gt; for rigging icons more robust. The idea is, if I =
use
curves as<br>
&gt;&gt; rigging<br>
&gt;&gt; &gt;&gt; &gt; icons, at any point, i might want to change out =
the icon
without<br>
&gt;&gt; affecting <br>
&gt;&gt; &gt;&gt; &gt; the relations that node controls... so your =
assumption
about my<br>
&gt;&gt; intentions<br>
&gt;&gt; &gt;&gt; &gt; was correct.<br>
&gt;&gt; &gt;&gt; &gt;<br>
&gt;&gt; &gt;&gt; &gt; The way I've been doing it has simply been to set =
the
Geometry.Curves<br>
&gt;&gt; (0)<br>
&gt;&gt; &gt;&gt; &gt; to the same values as the ones i pull off the =
curve i want
to swap<br>
&gt;&gt; to. This<br>
&gt;&gt; &gt;&gt; &gt; works great for nurbs curvles that have only one =
curve
in them. <br>
&gt;&gt; However, I'm<br>
&gt;&gt; &gt;&gt; &gt; now finding i'd like to make more advanced icons =
by
selecting edges<br>
&gt;&gt; off<br>
&gt;&gt; &gt;&gt; &gt; geometry and extracting them. This creates =
curvelists
with multiple <br>
&gt;&gt; curves.<br>
&gt;&gt; &gt;&gt; &gt; I'd like to be able to convert any curvelist i =
have to
any other<br>
&gt;&gt; curvelist,<br>
&gt;&gt; &gt;&gt; &gt; no matter how many curves are defined in the new =
one..<br>
&gt;&gt; &gt;&gt; &gt; &nbsp; On Jan 19, 2008 2:25 AM, javier &lt;<a
href=3D"mailto:javier.vdp(at)gmail.com" =
target=3D"_blank">javier.vdp(at)gmail.com</a>&gt;
wrote:<br>
&gt;&gt; &gt;&gt; &gt;<br>
&gt;&gt; &gt;&gt; &gt; &gt; Brad. The reason why when you delete an =
object with
children, a <br>
&gt;&gt; null<br>
&gt;&gt; &gt;&gt; &gt; &gt; is put in place is because the the delete =
command
checks if there<br>
&gt;&gt; is<br>
&gt;&gt; &gt;&gt; &gt; &gt; anything in the scene that is locking the =
object.
The pose<br>
&gt;&gt; compensation, aka<br>
&gt;&gt; &gt;&gt; &gt; &gt; local kinestate, of the kids do just that. =
Thus,
you delete the<br>
&gt;&gt; object but<br>
&gt;&gt; &gt;&gt; &gt; &gt; you cant delete the transform; a blank =
transform
can only be <br>
&gt;&gt; reprensented as<br>
&gt;&gt; &gt;&gt; &gt; &gt; a null; Kim says correctly that there is no =
om
method to delete<br>
&gt;&gt; &gt;&gt; &gt; &gt; objects. Deletion is a nasty thing by =
default, and
deletion keeping <br>
&gt;&gt; the<br>
&gt;&gt; &gt;&gt; &gt; &gt; transform is even nastier. If you want to do =
what
you are saying,<br>
&gt;&gt; by far the<br>
&gt;&gt; &gt;&gt; &gt; &gt; cleanest thing you could do is parse the
hierarchies, rebuild them <br>
&gt;&gt; on a<br>
&gt;&gt; &gt;&gt; &gt; &gt; paralell model, &nbsp;and then branch =
delete. Of
course as I write this<br>
&gt;&gt; I realize<br>
&gt;&gt; &gt;&gt; &gt; &gt; that you probably want to keep constraints, =
custom
properties, and <br>
&gt;&gt; fcurves<br>
&gt;&gt; &gt;&gt; &gt; &gt; and all those beautiful things because what =
it
sounds you are doing<br>
&gt;&gt; is a<br>
&gt;&gt; &gt;&gt; &gt; &gt; ghost of your rigs. Still, if you want =
clean,
parse, rebuild &nbsp;then <br>
&gt;&gt; branch<br>
&gt;&gt; &gt;&gt; &gt; &gt; delete. But since you are not doing theory =
here but
production, you<br>
&gt;&gt; are<br>
&gt;&gt; &gt;&gt; &gt; &gt; probably best living with the nasty way. I =
wonder
if you can use <br>
&gt;&gt; referencing<br>
&gt;&gt; &gt;&gt; &gt; &gt; in some way to your advantage to swap your =
geometry
with nulls.<br>
&gt;&gt; &gt;&gt; &gt; &gt; &nbsp; &nbsp; On Jan 18, 2008 1:58 PM, =
Moloney,
Ciaran &lt;<a href=3D"mailto:cmoloney(at)nybg.org" target=3D"_blank">
cmoloney(at)nybg.org</a>&gt;<br>
&gt;&gt; &gt;&gt; &gt; &gt; wrote:<br>
&gt;&gt; &gt;&gt; &gt; &gt;<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; Mmmmm, I guess that doesn't really =
delete the
geometry as much as<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; its components. Don't think it'll help =
at all.
Oh, well.... <br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; &nbsp;Ciaram<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; &nbsp; -----Original Message-----<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; From: Moloney, Ciaran<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; Sent: Friday, January 18, 2008 4:06 PM =
<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; Subject: RE: Searching for OM command =
to
delete geometry, but<br>
&gt;&gt; keep<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; the<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; null<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; &nbsp; Hi, If you want to simply remove =
all
geometry, you can do <br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; something along<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; the lines of collapsing all components. =
The OM
equivalent of this<br>
&gt;&gt;<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; can be<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; done using the PolygonMesh.Set method. =
Try:<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; (Jscript)<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; &nbsp;oRoot =3D ActiveSceneRoot;<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; oCube =3D =
oRoot.FindChild(&quot;cube&quot;);<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; vertices =3D new Array(0,0,0); <br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; poly =3D new Array (0,0);
oCube.ActivePrimitive.Geometry.Set<br>
&gt;&gt; (vertices,<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; poly);<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; &nbsp;This will essentially strip away =
all geometry,
leaving an empty <br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; polymesh<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; node and what might be thought of as a =
null.
Note that you'll<br>
&gt;&gt; have<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; to<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; freeze the object either before or =
during
execution of the code, <br>
&gt;&gt; so<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; this<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; may or may not suit your needs. Of =
course, if
you call the Set<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; method<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; from the UpdateContext of an operator =
it
should work as is, <br>
&gt;&gt; without<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; freezing.<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; &nbsp;Hope this helps.<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; &nbsp;Ciaran<br>
&gt;&gt; &gt;&gt; &gt; &gt; &gt; &nbsp;---<br>
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href=3D"mailto:Majordomo(at)Softimage.COM" =
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