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pshipkov

SOuP Jedi
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Posts: 4,711
Reply with quote  #1 
collide
======
Fixed two small bugs in the AE template (UI)
- the first one could affect the per-collision object workflow related to "thickness"
- the second one prevented selecting modifiers attached to collision object components
Video tutorial is online now.
PS: I really don't like making video tutorials. So i try to be done with them as quickly as possible. The results are not great, but better than nothing. :)

morph
======
Multiple times already, in private conversations, was elevated to me the need of additional tools to aid the workflow when dealing with complex data sets. Here is the first step towards that.
- activate target - for any selected targets activate (set weights to 1) of all related targets - this is especially useful for combos with 4 or more drivers. There we end up scrolling up and down the list to find the drivers and set their weights to 1 in order to see the result of the combination target itself. That's big waste of time. This tool eliminates the problem.
- extract targets - extract to a new base_shape+morph_deformer all directly related targets. With this tool we can drastically reduce complexity by isolating a small subset of data from the entire network and work on that only.
- extract targets (full depth) - same as above but for all directly related targets and their directly related targets
- select targets points - see in the viewport which points are affected by given target
- target inspector - spawn new dialog with numerical data for any selected targets. Use with care, because changing parameters there can quickly destroy the networks, if you don't know what you are doing.
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ourouk

Wanting the recipes
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Posts: 178
Reply with quote  #2 
Thanks Peter !
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chrisamos_soup

Asking for seconds
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Posts: 23
Reply with quote  #3 
Thank you Peter. Just love the collide deform. Did some few test with it. Attached are GIF preview and the scene file. If there is anything i can add to make it better please let me know. With the collider_A_02 setup (trying to create a strawberry dip in chocolate or cream) when i apply a maya texture deform to the plane it offset the plane making it skip when i play the time (i did not animate the noise texture) The file is a maya 2017 version.

 
Attached Files
gif Collider_A_01.gif (239.18 KB, 35 views)
gif Collider_A_02.gif (362.02 KB, 29 views)
gif Collider_A_03.gif (227.18 KB, 30 views)
zip Collider_A_01.zip (513.06 KB, 9 views)

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pshipkov

SOuP Jedi
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Posts: 4,711
Reply with quote  #4 
Thanks for the feedback.

Can you clarify this part "when i apply a maya texture deform" - do you mean a texture deformer ?
If you can pass a scene so i can take a look.
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djx

Node Bending
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Posts: 221
Reply with quote  #5 
Hi Peter, this collision stuff looks really nice. Unfortunately I've been unable to get the latest soup to load on my machine. centos 6.5, maya 2016 sp5.

If I use the gcc531 build, soup plugin doesnt load and I get this error:

# Error: line 1: Unable to dynamically load : /net_home/david.johnson/local_packages/soup/17.01.22/platform-linux/app_maya-2016.1/bin/SOuP.so
/lib64/libc.so.6: version `GLIBC_2.14' not found (required by /net_home/david.johnson/local_packages/soup/17.01.22/platform-linux/app_maya-2016.1/bin/SOuP.so) # 

And if I try the gcc451 version, soup does load, but I still get errors when it loads:

# Error: invalid syntax
#   File "<maya console>", line 13466
#     mc.textFieldGrp(arg[0], e=True, tx=l[0]+".worldMesh")import re, itertools, __main__
#                                                               ^
# SyntaxError: invalid syntax # 
# Error: name 'soup' is not defined

The shelf commands also fail.
But I can create some of the nodes manually, so something is working.

Is there any other info I can give you to help me debug it?

thanks
David
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pshipkov

SOuP Jedi
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Posts: 4,711
Reply with quote  #6 
Strange. Will check tonight.
I checked it early on on Maya2016 Win10, 2016.5 and 2017 on Linux and it was fine.
Let's see if this is something specific with 2016.sp5 on Linux.

Anyone else having this issue ?
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pshipkov

SOuP Jedi
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Posts: 4,711
Reply with quote  #7 
Ok, that was a busted for realz. Fixed now.
Download, try and let me know if anything.
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djx

Node Bending
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Posts: 221
Reply with quote  #8 
Nice one Peter. I'll grab the update first thing tomorrow and let you know how I go. Much appreciated!

David

update: All good now Peter. Big Thanks.
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chrisamos_soup

Asking for seconds
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Posts: 23
Reply with quote  #9 
Quote:
Originally Posted by pshipkov
Thanks for the feedback.

Can you clarify this part "when i apply a maya texture deform" - do you mean a texture deformer ?
If you can pass a scene so i can take a look.




Hi Peter. I mean a texture deformer. Please see my first post i have attached the scene file. Thank you
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