Re: Is it realy ?

2014-07-15 Thread Nicolas Esposito
Honestly I would love to see Max being killed as well...not because I hate
Max, but because it will show how much AD don't care about customers but
only about money and profit...

There are A LOT of people currently using Max, so there is a big difference
between forcing a relative small amount of people ( ex-Softimage users ) to
switch to Maya, instead of a large group of people, from game devs to
archviz designers...wellin the end

There can be only one :-p


2014-07-15 6:44 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com:

 From an ME perspective Max is on the way out, its very telling when
 schools start to switch from it to maya. game studios as well. AD's
 complete lack of interest in keeping it afloat in these areas as observed
 at this point, the issue of platform agnosticism as the article mentions.

 self fulfilling prophecy.

 One might make the argument that there is the archviz people to think
 about but i can't say i don't feel the latest updates reflect the needs of
 there demographic, they look like appeasing updates, very much like the
 updates to softimage in the final years, camera mixer and syflex update,
 fairly weak sauces.

 3ds has a lot of third party support so did Soft and it doesn't seem to
 have made an impact in the end, I don't think AD cares much about 3rd
 party, other then those that can be bought for cheap spare parts to be
 re-purposed as new features to save on development costs.

 they added Python! probably too little to late, might have made a
 difference back in the day, but now ? who is going to take the time to
 learn Python for max ? archviz people ?




 2014-07-15 5:05 GMT+01:00 Max Evgrafov summ...@gmail.com:

 http://blog.digitaltutors.com/will-3ds-max-die-next/

 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)





Re: Is it realy ?

2014-07-15 Thread Raffaele Fragapane
The blogger has a really distorted perspective on market, apps and
qualities. There's a distinct fanboi smell to the article.

I don't think MAX will be terminated in the next couple years, but if I had
to bet money, I'd gladly put it on it being massively requalified for viz,
and maybe, just maybe, to see an LT version for the indie gaming platform
if Maya won't successfully dig that inlet.

When you read stuff like This definitely raised a few eyebrows because 3ds
Max has typically been known as the go-to app for the game industry
You know the guy, like most of DT has been for its entire existence, lives
in a reality predating the actual calendar by more than a few years.

I do have money with a friend on Mudbox and MoBu not seeing more than
another Christmas or two tops though :)


Re: My second step in Houdini

2014-07-15 Thread wavo

looks not so bad, thumbs up,

what do you missing(compared with softimage)? you controll the mouth via 
an nurbsface or is it shapebased?,

thanks for showing,

Walter


Am 7/14/2014 4:51 PM, schrieb Max Evgrafov:

https://www.youtube.com/watch?v=3lS-JGTxLBc
https://www.youtube.com/watch?v=WjM-u1BOClU


--
Евграфов Максим.(Summatr)
https://vimeo.com/user3098735/videos
---
Хорошего Вам настроения !!! :-)



--


*Walter Volbers*
Senior Animator

*FIFTYEIGHT*3D
Animation  Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50
Telefax +49 (0) 69.48 000 55.15

_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de
_


Re: Is it realy ?

2014-07-15 Thread Jordi Bares
I agree with your Max view,

Let's remember that is their core audience, architecture and engineering so 
killing the software that complements the key product in such a way would be 
foolish.

A different story is that they keep putting VFX goodies on it… that may be very 
possible..

Jordi Bares
jordiba...@gmail.com

On 15 Jul 2014, at 08:33, Raffaele Fragapane raffsxsil...@googlemail.com 
wrote:

 The blogger has a really distorted perspective on market, apps and qualities. 
 There's a distinct fanboi smell to the article.
 
 I don't think MAX will be terminated in the next couple years, but if I had 
 to bet money, I'd gladly put it on it being massively requalified for viz, 
 and maybe, just maybe, to see an LT version for the indie gaming platform if 
 Maya won't successfully dig that inlet.
 
 When you read stuff like This definitely raised a few eyebrows because 3ds 
 Max has typically been known as the go-to app for the game industry
 You know the guy, like most of DT has been for its entire existence, lives in 
 a reality predating the actual calendar by more than a few years.
 
 I do have money with a friend on Mudbox and MoBu not seeing more than another 
 Christmas or two tops though :)



Maya 2015 Node Editor

2014-07-15 Thread Eric Mootz

Hey guys,

Just installed Maya 2015, because I need its SDK to compile some plugins.

Out of curiosity I took a look at the new version, especially the node 
editor. A few weeks ago I heard or read that they had improved the node 
editor, but from what I saw it is the same unusable piece of crap as 
before... not even close to the ICE Tree editor in Softimage.


Did I miss something?? Is there a new node editor in Maya 2015 or not?

Thanks!
Eric




Re: My second step in Houdini

2014-07-15 Thread David Saber
Very nice Max! It's great you are now able to fully rig a character in 
Houdini!!

So , is it more or less easy to rig a character, compared to XSI?
These face controls made me think of a question: is there a synoptic 
view equivalent in Houdini?

Keep up the good work!!
David


On 2014-07-14 16:51, Max Evgrafov wrote:

https://www.youtube.com/watch?v=3lS-JGTxLBc
https://www.youtube.com/watch?v=WjM-u1BOClU


Re: Anyone seen that New Foundry Colorway Demo ?

2014-07-15 Thread Cesar Saez
More about Colorway and Colimo :(

http://etereaestudios.com/blog/2014/07/about-colorway-colimo-chat-victor-feliz-motiva


On Fri, Jul 11, 2014 at 9:10 AM, Vladimir Koylazov vl...@chaosgroup.com
wrote:

 It is a start; however it looks they have more work to do - notice how
 reflections of the object don't change. Compare with Colimo (
 http://www.motivacg.com/en/colimo/)

 https://www.youtube.com/watch?v=1VTmlQm5aiY

 Best regards,
 Vlado




Re: My second step in Houdini

2014-07-15 Thread Max Evgrafov
To do face rig i used shapes and bones.

I want do animation test to understand can i use houdini for character
animation. the main advantage is possibility change rig at any place. I can
even do copy-paste part of rig between different sessions of Houdini.

Confuses the issue of speed when i play my scene. Animation test will show
me - i need study Maya or not. I very hope houdini will my favorite
programm.

Look this
http://www.sidefx.com/index.php?option=com_contenttask=viewid=2750Itemid=66


2014-07-15 11:49 GMT+04:00 wavo w...@fiftyeight.com:

  looks not so bad, thumbs up,

 what do you missing(compared with softimage)? you controll the mouth via
 an nurbsface or is it shapebased?,
 thanks for showing,

 Walter


 Am 7/14/2014 4:51 PM, schrieb Max Evgrafov:

 https://www.youtube.com/watch?v=3lS-JGTxLBc
 https://www.youtube.com/watch?v=WjM-u1BOClU


  --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)



 --


 *Walter Volbers*
  Senior Animator

 *FIFTYEIGHT* 3D
 Animation  Digital Effects GmbH

 Kontorhaus Osthafen
 Lindleystraße 12
 60314 Frankfurt am Main
 Germany

 Telefon +49 (0) 69.48 000 55.50
 Telefax +49 (0) 69.48 000 55.15



 *mailto:w...@fiftyeight.com w...@fiftyeight.com
 http://www.fiftyeight.com http://www.fiftyeight.com *

  
 ESC*58*
 Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH


 *http://www.ESC58.de http://www.ESC58.de *




-- 
Евграфов Максим.(Summatr)
https://vimeo.com/user3098735/videos
---
Хорошего Вам настроения !!! :-)


Re: Anyone seen that New Foundry Colorway Demo ?

2014-07-15 Thread Stefan Kubicek

If that's true it sucks.



More about Colorway and Colimo :(

http://etereaestudios.com/blog/2014/07/about-colorway-colimo-chat-victor-feliz-motiva


On Fri, Jul 11, 2014 at 9:10 AM, Vladimir Koylazov vl...@chaosgroup.com wrote:

It is a start; however it looks they have more work to do - notice how reflections of 
the object don't change. Compare with Colimo 
(http://www.motivacg.com/en/colimo/)

https://www.youtube.com/watch?v=1VTmlQm5aiY

Best regards,
Vlado





--

-
   Stefan Kubicek ste...@keyvis.at
-
  Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone: +43 (0) 699 12614231
   www.keyvis.at
 This email and its attachments are
confidential and for the recipient only

Re: Anyone seen that New Foundry Colorway Demo ?

2014-07-15 Thread El Elástico
Yes, it is true. I know the people of Motiva CG and they told me that they meet 
with The Foundry to talk about Colimo.


Javier Vega
CGI Artist | Web designer
T: +34 616 647 357

Web
El Blog de Zao3D
www.zao3d.com
http://gestionportalescomercio.com

Redes Sociales
Canal de Youtube: http://www.youtube.com/user/zao3d
Página de Facebook: http://www.facebook.com/zao3d
Linkedin:  www.linkedin.com
Twitter:@javier.vega70

De: Stefan Kubicek s...@tidbit-images.com
Responder: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
Fecha: 15 de julio de 2014 at 11:07:22
Para: softimage@listproc.autodesk.com softimage@listproc.autodesk.com, Cesar 
Saez cesa...@gmail.com
Asunto:  Re: Anyone seen that New Foundry Colorway Demo ?  

If that's true it sucks.


More about Colorway and Colimo :(

http://etereaestudios.com/blog/2014/07/about-colorway-colimo-chat-victor-feliz-motiva


On Fri, Jul 11, 2014 at 9:10 AM, Vladimir Koylazov vl...@chaosgroup.com wrote:
It is a start; however it looks they have more work to do - notice how 
reflections of the object don't change. Compare with Colimo 
(http://www.motivacg.com/en/colimo/)

https://www.youtube.com/watch?v=1VTmlQm5aiY

Best regards,
Vlado




--
               
-
   Stefan Kubicek ste...@keyvis.at
-
          Alfred Feierfeilstraße 3
    A-2380 Perchtoldsdorf bei Wien
     Phone: +43 (0) 699 12614231
               www.keyvis.at
 This email and its attachments are
confidential and for the recipient only

RE: Randomized but natural offset motion of ICE-scattered items?

2014-07-15 Thread adrian wyer
make sure your 'ground' has plenty of subdivisions, throw a CAV property on
it, use turbulence in an ice tree to push a fractal pattern through it

us the rgb values as vectors for clump rotation?

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson
Sent: 14 July 2014 23:39
To: softimage@listproc.autodesk.com
Subject: Randomized but natural offset motion of ICE-scattered items?

 

I'm looking at using ICE-scattering for more natural set dressing, but I
really need to add some motion in there. I've done a fair bit of static
stuff with over the last couple of years, but applying natural motion to
scattered instances still eludes me. In the case of grass for example, I
can't just offset a clump's animation randomly... there needs to be a
pattern to it, to give the appearance of wind moving along or whatever. Is
it possible to control (via a noise whose scale I can control), how ICE
instances have their animations activated?

ICE noob here... thinking out loud

-- 

 

Tim Crowson
Lead CG Artist

Magnetic Dreams, Inc.
2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
Ph  615.885.6801 | Fax  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

Confidentiality Notice: This email, including attachments, is confidential
and should not be used by anyone who is not the original intended
recipient(s). If you have received this e-mail in error please inform the
sender and delete it from your mailbox or any other storage mechanism.
Magnetic Dreams, Inc cannot accept liability for any statements made which
are clearly the sender's own and not expressly made on behalf of Magnetic
Dreams, Inc or one of its agents.

 



Re: Is it realy ?

2014-07-15 Thread Alok Gandhi
Will Autodesk kill Max is not too hard to answer as lessons learned from the 
past. No speculation there. Big question is where would be the user 
transitioning !

I don't think Max offers any unique advantage for arch viz or games. All can be 
done anywhere else and in my opinion, more efficiently.

Sent from my iPhone

 On Jul 15, 2014, at 1:50 PM, Jordi Bares jordiba...@gmail.com wrote:
 
 I agree with your Max view,
 
 Let's remember that is their core audience, architecture and engineering so 
 killing the software that complements the key product in such a way would be 
 foolish.
 
 A different story is that they keep putting VFX goodies on it… that may be 
 very possible..
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 15 Jul 2014, at 08:33, Raffaele Fragapane raffsxsil...@googlemail.com 
 wrote:
 
 The blogger has a really distorted perspective on market, apps and 
 qualities. There's a distinct fanboi smell to the article.
 
 I don't think MAX will be terminated in the next couple years, but if I had 
 to bet money, I'd gladly put it on it being massively requalified for viz, 
 and maybe, just maybe, to see an LT version for the indie gaming platform if 
 Maya won't successfully dig that inlet.
 
 When you read stuff like This definitely raised a few eyebrows because 3ds 
 Max has typically been known as the go-to app for the game industry
 You know the guy, like most of DT has been for its entire existence, lives 
 in a reality predating the actual calendar by more than a few years.
 
 I do have money with a friend on Mudbox and MoBu not seeing more than 
 another Christmas or two tops though :)
 


Re: Is it realy ?

2014-07-15 Thread Nicolas Esposito
Game-wise a lot of companies use Max together with Zbrush, and lots of
developers during the last couple of years released their own plugins for
Max to cooperate with their engineregarding archviz...I saw lots of
studios adopting Max mainly because of Vray...


2014-07-15 11:30 GMT+02:00 Alok Gandhi alok.gandhi2...@gmail.com:

 Will Autodesk kill Max is not too hard to answer as lessons learned from
 the past. No speculation there. Big question is where would be the user
 transitioning !

 I don't think Max offers any unique advantage for arch viz or games. All
 can be done anywhere else and in my opinion, more efficiently.

 Sent from my iPhone

 On Jul 15, 2014, at 1:50 PM, Jordi Bares jordiba...@gmail.com wrote:

 I agree with your Max view,

 Let's remember that is their core audience, architecture and engineering
 so killing the software that complements the key product in such a way
 would be foolish.

 A different story is that they keep putting VFX goodies on it… that may be
 very possible..

 Jordi Bares
 jordiba...@gmail.com

 On 15 Jul 2014, at 08:33, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:

 The blogger has a really distorted perspective on market, apps and
 qualities. There's a distinct fanboi smell to the article.

 I don't think MAX will be terminated in the next couple years, but if I
 had to bet money, I'd gladly put it on it being massively requalified for
 viz, and maybe, just maybe, to see an LT version for the indie gaming
 platform if Maya won't successfully dig that inlet.

 When you read stuff like This definitely raised a few eyebrows because
 3ds Max has typically been known as the go-to app for the game industry
 You know the guy, like most of DT has been for its entire existence, lives
 in a reality predating the actual calendar by more than a few years.

 I do have money with a friend on Mudbox and MoBu not seeing more than
 another Christmas or two tops though :)





Re: Is it realy ?

2014-07-15 Thread Stefan Kubicek



I don't think Max offers any unique advantage for arch viz or games. All can be 
done anywhere else and in my opinion, more efficiently.


As much as I'd want that to be true I need to disagree: Max still is hands down 
the single most efficient application for ArchViz. It comes with a ton of 
import options, great and fast Spline editing features, good enough 
proceduralism, a megaton of ready-made assets (Evermotion et al) already set up 
for different renderers, excellent Vray integration, and ease of use for simple 
scenes. I wouldn't want to do VFX with it (although some do), but for archviz 
it's _the_  most cost effective solution by miles.





Sent from my iPhone

On Jul 15, 2014, at 1:50 PM, Jordi Bares jordiba...@gmail.com wrote:


I agree with your Max view,

Let's remember that is their core audience, architecture and engineering so killing 
the software that complements the key product in such a way would be foolish.

A different story is that they keep putting VFX goodies on it… that may be very 
possible..

Jordi Bares
jordiba...@gmail.com

On 15 Jul 2014, at 08:33, Raffaele Fragapane raffsxsil...@googlemail.com 
wrote:


The blogger has a really distorted perspective on market, apps and qualities. There's a 
distinct fanboi smell to the article.

I don't think MAX will be terminated in the next couple years, but if I had to bet money, I'd 
gladly put it on it being massively requalified for viz, and maybe, just maybe, to 
see an LT version for the indie gaming platform if Maya won't successfully dig that 
inlet.

When you read stuff like This definitely raised a few eyebrows because 3ds Max has typically 
been known as the go-to app for the game industry
You know the guy, like most of DT has been for its entire existence, lives in a reality 
predating the actual calendar by more than a few years.

I do have money with a friend on Mudbox and MoBu not seeing more than another Christmas 
or two tops though :)






--

-
   Stefan Kubicek ste...@keyvis.at
-
  Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone: +43 (0) 699 12614231
   www.keyvis.at
 This email and its attachments are
confidential and for the recipient only

Re: Is it realy ?

2014-07-15 Thread Nuno Conceicao
2 or 3 years ago I was reading similar denial posts about the rumour
Softimage demise.
This company is profit driven, the signs are already out there, I could
come up with arguments for each possibility, the thing is, it depends
really on Autodesk plans, imho...



On Tue, Jul 15, 2014 at 11:04 AM, Stefan Kubicek s...@tidbit-images.com
wrote:


 I don't think Max offers any unique advantage for arch viz or games. All
 can be done anywhere else and in my opinion, more efficiently.


 As much as I'd want that to be true I need to disagree: Max still is hands
 down the single most efficient application for ArchViz. It comes with a ton
 of import options, great and fast Spline editing features, good enough
 proceduralism, a megaton of ready-made assets (Evermotion et al) already
 set up for different renderers, excellent Vray integration, and ease of use
 for simple scenes. I wouldn't want to do VFX with it (although some do),
 but for archviz it's _the_  most cost effective solution by miles.




 Sent from my iPhone

 On Jul 15, 2014, at 1:50 PM, Jordi Bares jordiba...@gmail.com wrote:

 I agree with your Max view,

 Let's remember that is their core audience, architecture and engineering
 so killing the software that complements the key product in such a way
 would be foolish.

 A different story is that they keep putting VFX goodies on it… that may be
 very possible..

  Jordi Bares
 jordiba...@gmail.com

 On 15 Jul 2014, at 08:33, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:

 The blogger has a really distorted perspective on market, apps and
 qualities. There's a distinct fanboi smell to the article.

 I don't think MAX will be terminated in the next couple years, but if I
 had to bet money, I'd gladly put it on it being massively requalified for
 viz, and maybe, just maybe, to see an LT version for the indie gaming
 platform if Maya won't successfully dig that inlet.

 When you read stuff like This definitely raised a few eyebrows because
 3ds Max has typically been known as the go-to app for the game industry
 You know the guy, like most of DT has been for its entire existence, lives
 in a reality predating the actual calendar by more than a few years.

 I do have money with a friend on Mudbox and MoBu not seeing more than
 another Christmas or two tops though :)





 --

 -
Stefan Kubicek ste...@keyvis.at
 %22ste...@keyvis.at%22+%3cste...@keyvis.at%3E
 -
   Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
  Phone: +43 (0) 699 12614231
www.keyvis.at
  This email and its attachments are
 confidential and for the recipient only



Re: Is it realy ?

2014-07-15 Thread Cristobal Infante
This company is profit driven

Like any other company, and it makes more money out of 3Dsmax than Maya. A
lot more.

So no, It will not die. It's a bit like a zombie ;)


On 15 July 2014 11:12, Nuno Conceicao nunoalexconcei...@gmail.com wrote:

 2 or 3 years ago I was reading similar denial posts about the rumour
 Softimage demise.
 This company is profit driven, the signs are already out there, I could
 come up with arguments for each possibility, the thing is, it depends
 really on Autodesk plans, imho...



 On Tue, Jul 15, 2014 at 11:04 AM, Stefan Kubicek s...@tidbit-images.com
 wrote:


 I don't think Max offers any unique advantage for arch viz or games. All
 can be done anywhere else and in my opinion, more efficiently.


 As much as I'd want that to be true I need to disagree: Max still is
 hands down the single most efficient application for ArchViz. It comes with
 a ton of import options, great and fast Spline editing features, good
 enough proceduralism, a megaton of ready-made assets (Evermotion et al)
 already set up for different renderers, excellent Vray integration, and
 ease of use for simple scenes. I wouldn't want to do VFX with it (although
 some do), but for archviz it's _the_  most cost effective solution by miles.




 Sent from my iPhone

 On Jul 15, 2014, at 1:50 PM, Jordi Bares jordiba...@gmail.com wrote:

 I agree with your Max view,

 Let's remember that is their core audience, architecture and engineering
 so killing the software that complements the key product in such a way
 would be foolish.

 A different story is that they keep putting VFX goodies on it… that may
 be very possible..

  Jordi Bares
 jordiba...@gmail.com

 On 15 Jul 2014, at 08:33, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:

 The blogger has a really distorted perspective on market, apps and
 qualities. There's a distinct fanboi smell to the article.

 I don't think MAX will be terminated in the next couple years, but if I
 had to bet money, I'd gladly put it on it being massively requalified for
 viz, and maybe, just maybe, to see an LT version for the indie gaming
 platform if Maya won't successfully dig that inlet.

 When you read stuff like This definitely raised a few eyebrows because
 3ds Max has typically been known as the go-to app for the game industry
 You know the guy, like most of DT has been for its entire existence,
 lives in a reality predating the actual calendar by more than a few years.

 I do have money with a friend on Mudbox and MoBu not seeing more than
 another Christmas or two tops though :)





 --

 -
Stefan Kubicek ste...@keyvis.at
 %22ste...@keyvis.at%22+%3cste...@keyvis.at%3E
 -
   Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
  Phone: +43 (0) 699 12614231
www.keyvis.at
  This email and its attachments are
 confidential and for the recipient only





Re: Is it realy ?

2014-07-15 Thread olivier jeannel
Come on guys, this just another so called journalist surfing. Absolutely 
no infos, just speculating on not even rumours.

Nothing to read here, except if you're in the toilet...


Le 15/07/2014 12:12, Nuno Conceicao a écrit :
2 or 3 years ago I was reading similar denial posts about the rumour 
Softimage demise.
This company is profit driven, the signs are already out there, I 
could come up with arguments for each possibility, the thing is, it 
depends really on Autodesk plans, imho...




On Tue, Jul 15, 2014 at 11:04 AM, Stefan Kubicek s...@tidbit-images.com 
mailto:s...@tidbit-images.com wrote:



I don't think Max offers any unique advantage for arch viz or
games. All can be done anywhere else and in my opinion, more
efficiently.


As much as I'd want that to be true I need to disagree: Max still
is hands down the single most efficient application for ArchViz.
It comes with a ton of import options, great and fast Spline
editing features, good enough proceduralism, a megaton of
ready-made assets (Evermotion et al) already set up for different
renderers, excellent Vray integration, and ease of use for simple
scenes. I wouldn't want to do VFX with it (although some do), but
for archviz it's _the_  most cost effective solution by miles.




Sent from my iPhone

On Jul 15, 2014, at 1:50 PM, Jordi Bares jordiba...@gmail.com
mailto:jordiba...@gmail.com wrote:


I agree with your Max view,

Let's remember that is their core audience, architecture and
engineering so killing the software that complements the key
product in such a way would be foolish.

A different story is that they keep putting VFX goodies on
it… that may be very possible..

Jordi Bares
jordiba...@gmail.com mailto:jordiba...@gmail.com

On 15 Jul 2014, at 08:33, Raffaele Fragapane
raffsxsil...@googlemail.com
mailto:raffsxsil...@googlemail.com wrote:


The blogger has a really distorted perspective on market,
apps and qualities. There's a distinct fanboi smell to the
article.

I don't think MAX will be terminated in the next couple
years, but if I had to bet money, I'd gladly put it on it
being massively requalified for viz, and maybe, just maybe,
to see an LT version for the indie gaming platform if Maya
won't successfully dig that inlet.

When you read stuff like This definitely raised a few
eyebrows because 3ds Max has typically been known as the
go-to app for the game industry
You know the guy, like most of DT has been for its entire
existence, lives in a reality predating the actual calendar
by more than a few years.

I do have money with a friend on Mudbox and MoBu not seeing
more than another Christmas or two tops though :)






-- 
-

   Stefan Kubicek ste...@keyvis.at
mailto:%22ste...@keyvis.at%22+%3cste...@keyvis.at%3E
-
Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone: +43 (0) 699 12614231
tel:%2B43%20%280%29%20699%2012614231
www.keyvis.at http://www.keyvis.at
 This email and its attachments are
confidential and for the recipient only






Re: Is it realy ?

2014-07-15 Thread Stefan Kubicek

From the outside I couldn't tell which ones makes more money. Just out of 
curiosity: Do you have any concrete numbers?



This company is profit driven


Like any other company, and it makes more money out of 3Dsmax than Maya. A lot 
more.



So no, It will not die. It's a bit like a zombie ;)



On 15 July 2014 11:12, Nuno Conceicao nunoalexconcei...@gmail.com wrote:

2 or 3 years ago I was reading similar denial posts about the rumour Softimage 
demise.
This company is profit driven, the signs are already out there, I could come up with 
arguments for each possibility, the thing is, it depends really on Autodesk 
plans, imho...



On Tue, Jul 15, 2014 at 11:04 AM, Stefan Kubicek s...@tidbit-images.com wrote:



I don't think Max offers any unique advantage for arch viz or games. All can be 
done anywhere else and in my opinion, more efficiently.


As much as I'd want that to be true I need to disagree: Max still is hands down the single most efficient 
application for ArchViz. It comes with a ton of import options, great and fast Spline editing 
features, good enough proceduralism, a megaton of ready-made assets (Evermotion et al) already 
set up for different renderers, excellent Vray integration, and ease of use for simple scenes. I wouldn't 
want to do VFX with it (although some do), but for archviz it's _the_  most cost effective 
solution by miles.





Sent from my iPhone

On Jul 15, 2014, at 1:50 PM, Jordi Bares jordiba...@gmail.com wrote:


I agree with your Max view,

Let's remember that is their core audience, architecture and engineering so killing the 
software that complements the key product in such a way would be foolish.

A different story is that they keep putting VFX goodies on it… that may be very 
possible..

Jordi Bares
jordiba...@gmail.com

On 15 Jul 2014, at 08:33, Raffaele Fragapane raffsxsil...@googlemail.com 
wrote:


The blogger has a really distorted perspective on market, apps and qualities. There's a distinct 
fanboi smell to the article.

I don't think MAX will be terminated in the next couple years, but if I had to bet money, I'd gladly put it on it 
being massively requalified for viz, and maybe, just maybe, to see an LT version for the 
indie gaming platform if Maya won't successfully dig that inlet.

When you read stuff like This definitely raised a few eyebrows because 3ds Max has typically 
been known as the go-to app for the game industry
You know the guy, like most of DT has been for its entire existence, lives in a reality 
predating the actual calendar by more than a few years.

I do have money with a friend on Mudbox and MoBu not seeing more than another Christmas 
or two tops though :)






-- -
  Stefan Kubicek ste...@keyvis.at
-
 Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
Phone: +43 (0) 699 12614231
  www.keyvis.at
This email and its attachments are
confidential and for the recipient only








--

-
   Stefan Kubicek ste...@keyvis.at
-
  Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone: +43 (0) 699 12614231
   www.keyvis.at
 This email and its attachments are
confidential and for the recipient only

Re: Is it realy ?

2014-07-15 Thread Martin Yara
Can I ask what are your sources?

If that is true. I didn't have idea. I always perceived the market (games,
tv, movies) heavily Maya oriented.

Martin


On Tue, Jul 15, 2014 at 7:15 PM, Cristobal Infante cgc...@gmail.com wrote:

 This company is profit driven

 Like any other company, and it makes more money out of 3Dsmax than Maya. A
 lot more.




Re: Toon lens broken on softimage 2014?

2014-07-15 Thread Stefan Kubicek

I did some toon rendering in 2014Sp2 and that worked without problems.





Hi. I create a toon paint and host material, go to my cam. Add a toon lens. 
Render preview: none, zilch, nada.


Apparently there´s nothing that´s got changed on SI 2014 for the toon lens to 
be broken.
Anyone else experiencing this? or known bug? I´m using SI 2014 hotfix 1.

Regards.
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel




--

-
   Stefan Kubicek ste...@keyvis.at
-
  Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone: +43 (0) 699 12614231
   www.keyvis.at
 This email and its attachments are
confidential and for the recipient only

Re: Is it realy ?

2014-07-15 Thread Angus Davidson
The question  is will max become purely developed for Archi Viz by Autodesk 
going forward. I think that is a distinct possibility. Max will always have the 
horde of plug in folks to fill in the gaps but the important thing here is 
where Autodesk is going to put it.

Autodesk has to focus on Maya as the animation platform going forward or it is 
going to get its arse kicked. Not to mention they need to have a redo of Maya 
with in the next 5 years as well if its going to remain competitive against 
recently put together technology. Probably why they opted to have Bifrost float 
alongside.




From: olivier jeannel olivier.jean...@noos.frmailto:olivier.jean...@noos.fr
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Tuesday 15 July 2014 at 12:17 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Is it realy ?

Come on guys, this just another so called journalist surfing. Absolutely no 
infos, just speculating on not even rumours.
Nothing to read here, except if you're in the toilet...


Le 15/07/2014 12:12, Nuno Conceicao a écrit :
2 or 3 years ago I was reading similar denial posts about the rumour Softimage 
demise.
This company is profit driven, the signs are already out there, I could come up 
with arguments for each possibility, the thing is, it depends really on 
Autodesk plans, imho...



On Tue, Jul 15, 2014 at 11:04 AM, Stefan Kubicek 
s...@tidbit-images.commailto:s...@tidbit-images.com wrote:

I don't think Max offers any unique advantage for arch viz or games. All can be 
done anywhere else and in my opinion, more efficiently.

As much as I'd want that to be true I need to disagree: Max still is hands down 
the single most efficient application for ArchViz. It comes with a ton of 
import options, great and fast Spline editing features, good enough 
proceduralism, a megaton of ready-made assets (Evermotion et al) already set up 
for different renderers, excellent Vray integration, and ease of use for simple 
scenes. I wouldn't want to do VFX with it (although some do), but for archviz 
it's _the_  most cost effective solution by miles.




Sent from my iPhone

On Jul 15, 2014, at 1:50 PM, Jordi Bares 
jordiba...@gmail.commailto:jordiba...@gmail.com wrote:

I agree with your Max view,

Let's remember that is their core audience, architecture and engineering so 
killing the software that complements the key product in such a way would be 
foolish.

A different story is that they keep putting VFX goodies on it… that may be very 
possible..

Jordi Bares
jordiba...@gmail.commailto:jordiba...@gmail.com

On 15 Jul 2014, at 08:33, Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com wrote:

The blogger has a really distorted perspective on market, apps and qualities. 
There's a distinct fanboi smell to the article.

I don't think MAX will be terminated in the next couple years, but if I had to 
bet money, I'd gladly put it on it being massively requalified for viz, and 
maybe, just maybe, to see an LT version for the indie gaming platform if Maya 
won't successfully dig that inlet.

When you read stuff like This definitely raised a few eyebrows because 3ds Max 
has typically been known as the go-to app for the game industry
You know the guy, like most of DT has been for its entire existence, lives in a 
reality predating the actual calendar by more than a few years.

I do have money with a friend on Mudbox and MoBu not seeing more than another 
Christmas or two tops though :)




--
   
[http://www.keyvis.at/wp-content/gallery/aboutUs/keyvisLogoMail.png]
-
   Stefan Kubicek 
ste...@keyvis.atmailto:%22ste...@keyvis.at%22+%3cste...@keyvis.at%3E
-
  Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone: +43 (0) 699 12614231tel:%2B43%20%280%29%20699%2012614231
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 This email and its attachments are
confidential and for the recipient only



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size=1 color=#99span style=font-size:11px;This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 

RE: Toon lens broken on softimage 2014?

2014-07-15 Thread John Voltaire Tensuan
Hi,

We also did a quick test on 2014sp and 2015 and it was working as expected. Can 
you provide us with a test scene that shows the problem? Also could you give us 
the exact version of Softimage 2014 that you are using? (Go to Help-About 
Autodesk Softimage and look at the Build Version)

Thanks

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek
Sent: Tuesday, July 15, 2014 6:22 PM
To: David Rivera; softimage@listproc.autodesk.com
Subject: Re: Toon lens broken on softimage 2014?

I did some toon rendering in 2014Sp2 and that worked without problems.



Hi. I create a toon paint and host material, go to my cam. Add a toon lens. 
Render preview: none, zilch, nada.

Apparently there´s nothing that´s got changed on SI 2014 for the toon lens to 
be broken.
Anyone else experiencing this? or known bug? I´m using SI 2014 hotfix 1.

Regards.

David Rivera
3D Compositor/Animator
LinkedINhttp://ec.linkedin.com/in/3dcinetv
Behancehttps://www.behance.net/3dcinetv
VFX Reelhttps://vimeo.com/70551635


--
   
[http://www.keyvis.at/wp-content/gallery/aboutUs/keyvisLogoMail.png]
-
   Stefan Kubicek 
ste...@keyvis.atmailto:%22ste...@keyvis.at%22%20%3cste...@keyvis.at%3e
-
  Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone: +43 (0) 699 12614231
   www.keyvis.athttp://www.keyvis.at
 This email and its attachments are
confidential and for the recipient only
attachment: winmail.dat

Re: Is it realy ?

2014-07-15 Thread Cristobal Infante
it's just a matter of looking at a user survey, it may not be very accurate
but gives you an idea of which software is used more:

http://halfblog.net/2010/02/24/3ds-max-vs-blender-revealing-results-of-a-cg-software-user-survey/


On 15 July 2014 11:26, Angus Davidson angus.david...@wits.ac.za wrote:

  The question  is will max become purely developed for Archi Viz by
 Autodesk going forward. I think that is a distinct possibility. Max will
 always have the horde of plug in folks to fill in the gaps but the
 important thing here is where Autodesk is going to put it.

  Autodesk has to focus on Maya as the animation platform going forward or
 it is going to get its arse kicked. Not to mention they need to have a redo
 of Maya with in the next 5 years as well if its going to remain competitive
 against recently put together technology. Probably why they opted to have
 Bifrost float alongside.




   From: olivier jeannel olivier.jean...@noos.fr
 Reply-To: softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.com
 Date: Tuesday 15 July 2014 at 12:17 PM
 To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 Subject: Re: Is it realy ?

   Come on guys, this just another so called journalist surfing.
 Absolutely no infos, just speculating on not even rumours.
 Nothing to read here, except if you're in the toilet...


 Le 15/07/2014 12:12, Nuno Conceicao a écrit :

 2 or 3 years ago I was reading similar denial posts about the rumour
 Softimage demise.
 This company is profit driven, the signs are already out there, I could
 come up with arguments for each possibility, the thing is, it depends
 really on Autodesk plans, imho...



 On Tue, Jul 15, 2014 at 11:04 AM, Stefan Kubicek s...@tidbit-images.com
 wrote:


  I don't think Max offers any unique advantage for arch viz or games.
 All can be done anywhere else and in my opinion, more efficiently.


  As much as I'd want that to be true I need to disagree: Max still is
 hands down the single most efficient application for ArchViz. It comes with
 a ton of import options, great and fast Spline editing features, good
 enough proceduralism, a megaton of ready-made assets (Evermotion et al)
 already set up for different renderers, excellent Vray integration, and
 ease of use for simple scenes. I wouldn't want to do VFX with it (although
 some do), but for archviz it's _the_  most cost effective solution by miles.




 Sent from my iPhone

 On Jul 15, 2014, at 1:50 PM, Jordi Bares jordiba...@gmail.com wrote:

  I agree with your Max view,

  Let's remember that is their core audience, architecture and
 engineering so killing the software that complements the key product in
 such a way would be foolish.

  A different story is that they keep putting VFX goodies on it… that may
 be very possible..

  Jordi Bares
 jordiba...@gmail.com

  On 15 Jul 2014, at 08:33, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

  The blogger has a really distorted perspective on market, apps and
 qualities. There's a distinct fanboi smell to the article.

  I don't think MAX will be terminated in the next couple years, but if I
 had to bet money, I'd gladly put it on it being massively requalified for
 viz, and maybe, just maybe, to see an LT version for the indie gaming
 platform if Maya won't successfully dig that inlet.

  When you read stuff like This definitely raised a few eyebrows because
 3ds Max has typically been known as the go-to app for the game industry
 You know the guy, like most of DT has been for its entire existence,
 lives in a reality predating the actual calendar by more than a few years.

  I do have money with a friend on Mudbox and MoBu not seeing more than
 another Christmas or two tops though :)





  --

 -
Stefan Kubicek ste...@keyvis.at
 %22ste...@keyvis.at%22+%3cste...@keyvis.at%3E
 -
   Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
  Phone: +43 (0) 699 12614231
www.keyvis.at
  This email and its attachments are
 confidential and for the recipient only



This communication is intended for the addressee only. It is confidential. 
 If you have received this communication in error, please notify us 
 immediately and destroy the original message. You may not copy or disseminate 
 this communication without the permission of the University. Only authorised 
 signatories are competent to enter into agreements on behalf of the 
 University and recipients are thus advised that the content of this message 
 may not be legally binding on the University and may contain the personal 
 views and opinions of the author, which are not necessarily the views and 
 opinions of The University of the Witwatersrand, Johannesburg. All agreements 
 between the University and outsiders are subject to South African Law unless 
 the University agrees in writing to the contrary.





Re: Is it realy ?

2014-07-15 Thread Stefan Kubicek

I believe to have seen a different survey not too long ago that spoke a bit 
more in favor of Maya than this one, putting both Max and Maya somewhere it in 
the 30% range, but certainly abobe 19%.
I guess there is quite a big dependency on where you are conducting that 
survey. Is it a portal that's more frequented by ArchViz people, games, more 
Germans, Americans, Spanish, French? E.g. the Lighwave part of the pie seems 
too big, I've heard figures as low as 2% rather than 7% for example. Houdini 
ditto.
Also, as far as revenue is concerned, I think there's a larger paying 
audience for Maya than there is for Max, which is often used by individuals (architects, 
single digit man-count game studios, one-man-show freelancers) who show up as users in 
such anonymous surveys, yet might not always be inclined to actually pay for the 
software, I hear.




http://halfblog.net/2010/02/24/3ds-max-vs-blender-revealing-results-of-a-cg-software-user-survey/


On 15 July 2014 11:26, Angus Davidson angus.david...@wits.ac.za wrote:

The question  is will max become purely developed for Archi Viz by Autodesk going 
forward. I think that is a distinct possibility. Max will always have the 
horde of plug in folks to fill in the gaps but the important thing here is where 
Autodesk is going to put it.

Autodesk has to focus on Maya as the animation platform going forward or it is going to get 
its arse kicked. Not to mention they need to have a redo of Maya with in the next 5 
years as well if its going to remain competitive against recently put together technology. 
Probably why they opted to have Bifrost float alongside.





From: olivier jeannel olivier.jean...@noos.fr

Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
Date: Tuesday 15 July 2014 at 12:17 PM
To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
Subject: Re: Is it realy ?

Come on guys, this just another so called journalist surfing. Absolutely no 
infos, just speculating on not even rumours.
Nothing to read here, except if you're in the toilet...


Le 15/07/2014 12:12, Nuno Conceicao a écrit :

2 or 3 years ago I was reading similar denial posts about the rumour Softimage 
demise.This company is profit driven, the signs are already out there, I could come up 
with arguments for each possibility, the thing is, it depends really on 
Autodesk plans, imho...



On Tue, Jul 15, 2014 at 11:04 AM, Stefan Kubicek s...@tidbit-images.com wrote:



I don't think Max offers any unique advantage for arch viz or games. All can be done anywhere 
else and in my opinion, more efficiently.


As much as I'd want that to be true I need to disagree: Max still is hands down the single most efficient application for 
ArchViz. It comes with a ton of import options, great and fast Spline editing features, good enough 
proceduralism, a megaton of ready-made assets (Evermotion et al) already set up for different renderers, 
excellent Vray integration, and ease of use for simple scenes. I wouldn't want to do VFX with it (although some 
do), but for archviz it's _the_  most cost effective solution by miles.





Sent from my iPhone

On Jul 15, 2014, at 1:50 PM, Jordi Bares jordiba...@gmail.com wrote:


I agree with your Max view,
Let's remember that is their core audience, architecture and engineering so killing the software 
that complements the key product in such a way would be foolish.

A different story is that they keep putting VFX goodies on it… that may be very 
possible..

Jordi Bares
jordiba...@gmail.com

On 15 Jul 2014, at 08:33, Raffaele Fragapane raffsxsil...@googlemail.com 
wrote:


The blogger has a really distorted perspective on market, apps and qualities. There's a 
distinct fanboi smell to the article.
I don't think MAX will be terminated in the next couple years, but if I had to bet money, I'd 
gladly put it on it being massively requalified for viz, and maybe, just maybe, to see an LT 
version for the indie gaming platform if Maya won't successfully dig that inlet.

When you read stuff like This definitely raised a few eyebrows because 3ds Max 
has typically been known as the go-to app for the game industry
You know the guy, like most of DT has been for its entire existence, lives in a 
reality predating the actual calendar by more than a few years.

I do have money with a friend on Mudbox and MoBu not seeing more than 
another Christmas or two tops though :)






-- -
  Stefan Kubicek ste...@keyvis.at
-
 Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
Phone: +43 (0) 699 12614231
  www.keyvis.at
This email and its attachments are
confidential and for the recipient only





This communication is intended for the addressee only. It is confidential. 
If you have received this communication in error, please notify us immediately and destroy 
the original message. You 

RE: Toon lens broken on softimage 2014?

2014-07-15 Thread Rob Chapman
I believe you need to use mental ray for this lens shader..  ;)
On 15 Jul 2014 11:30, John Voltaire Tensuan 
john.voltaire.tens...@autodesk.com wrote:

 Hi,

 We also did a quick test on 2014sp and 2015 and it was working as
 expected. Can you provide us with a test scene that shows the problem? Also
 could you give us the exact version of Softimage 2014 that you are using?
 (Go to Help-About Autodesk Softimage and look at the Build Version)

 Thanks

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek
 Sent: Tuesday, July 15, 2014 6:22 PM
 To: David Rivera; softimage@listproc.autodesk.com
 Subject: Re: Toon lens broken on softimage 2014?

 I did some toon rendering in 2014Sp2 and that worked without problems.



 Hi. I create a toon paint and host material, go to my cam. Add a toon
 lens. Render preview: none, zilch, nada.

 Apparently there´s nothing that´s got changed on SI 2014 for the toon lens
 to be broken.
 Anyone else experiencing this? or known bug? I´m using SI 2014 hotfix 1.

 Regards.

 David Rivera
 3D Compositor/Animator
 LinkedINhttp://ec.linkedin.com/in/3dcinetv
 Behancehttps://www.behance.net/3dcinetv
 VFX Reelhttps://vimeo.com/70551635


 --
[
 http://www.keyvis.at/wp-content/gallery/aboutUs/keyvisLogoMail.png]
 -
Stefan Kubicek ste...@keyvis.atmailto:%22ste...@keyvis.at%
 22%20%3cste...@keyvis.at%3e
 -
   Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
  Phone: +43 (0) 699 12614231
www.keyvis.athttp://www.keyvis.at
  This email and its attachments are
 confidential and for the recipient only



Re: Is it realy ?

2014-07-15 Thread Martin Yara
I don't think a survey like that one truly reveals the market situation. In
fact I don't think that info is reliable at all. It only tells you that
more max users frequent that portal (a portal that seems down since 2013).

I doubt any 3d company is taking part in those portal surveys, and they are
the ones who are buying the most.

I've no idea about the archviz market, but as far as games/movies/tv is
concerned, Maya is the most used and by far (AFAIK), and increasing since
some Max and of course Softimage studios are changing to Maya. I don't know
more than 3 or maybe 4 companies that are using Max, right now, as their
main tool.

Martin






On Tue, Jul 15, 2014 at 7:46 PM, Stefan Kubicek s...@tidbit-images.com
wrote:

  I believe to have seen a different survey not too long ago that spoke a
 bit more in favor of Maya than this one, putting both Max and Maya
 somewhere it in the 30% range, but certainly abobe 19%.
 I guess there is quite a big dependency on where you are conducting that
 survey. Is it a portal that's more frequented by ArchViz people, games,
 more Germans, Americans, Spanish, French? E.g. the Lighwave part of the pie
 seems too big, I've heard figures as low as 2% rather than 7% for example.
 Houdini ditto.
 Also, as far as revenue is concerned, I think there's a larger paying
 audience for Maya than there is for Max, which is often used by individuals
 (architects, single digit man-count game studios, one-man-show freelancers)
 who show up as users in such anonymous surveys, yet might not always be
 inclined to actually pay for the software, I hear.




 http://halfblog.net/2010/02/24/3ds-max-vs-blender-revealing-results-of-a-cg-software-user-survey/


 On 15 July 2014 11:26, Angus Davidson angus.david...@wits.ac.za wrote:

  The question  is will max become purely developed for Archi Viz by
 Autodesk going forward. I think that is a distinct possibility. Max will
 always have the horde of plug in folks to fill in the gaps but the
 important thing here is where Autodesk is going to put it.

  Autodesk has to focus on Maya as the animation platform going forward
 or it is going to get its arse kicked. Not to mention they need to have a
 redo of Maya with in the next 5 years as well if its going to remain
 competitive against recently put together technology. Probably why they
 opted to have Bifrost float alongside.





Re: Is it realy ?

2014-07-15 Thread Alok Gandhi
 It comes with a ton of import options, great and fast Spline editing
features, good enough proceduralism.

Softimage has all of that. So does others like Maya, Modo, Houdini,
Blender, C4D etc.

As for VRay and Readymade assets I agree, but these are third party stuff
not shipped with Max. So I guess you are right partly.


Re: Is it realy ?

2014-07-15 Thread Nuno Conceicao
Well I meant very profit driven, I don't see similar behaviours in
companies like Newtek , Side Effects, even Foundry...


On Tue, Jul 15, 2014 at 11:15 AM, Cristobal Infante cgc...@gmail.com
wrote:

 This company is profit driven

 Like any other company, and it makes more money out of 3Dsmax than Maya. A
 lot more.

 So no, It will not die. It's a bit like a zombie ;)


 On 15 July 2014 11:12, Nuno Conceicao nunoalexconcei...@gmail.com wrote:

 2 or 3 years ago I was reading similar denial posts about the rumour
 Softimage demise.
 This company is profit driven, the signs are already out there, I could
 come up with arguments for each possibility, the thing is, it depends
 really on Autodesk plans, imho...



 On Tue, Jul 15, 2014 at 11:04 AM, Stefan Kubicek s...@tidbit-images.com
 wrote:


 I don't think Max offers any unique advantage for arch viz or games. All
 can be done anywhere else and in my opinion, more efficiently.


 As much as I'd want that to be true I need to disagree: Max still is
 hands down the single most efficient application for ArchViz. It comes with
 a ton of import options, great and fast Spline editing features, good
 enough proceduralism, a megaton of ready-made assets (Evermotion et al)
 already set up for different renderers, excellent Vray integration, and
 ease of use for simple scenes. I wouldn't want to do VFX with it (although
 some do), but for archviz it's _the_  most cost effective solution by miles.




 Sent from my iPhone

 On Jul 15, 2014, at 1:50 PM, Jordi Bares jordiba...@gmail.com wrote:

 I agree with your Max view,

 Let's remember that is their core audience, architecture and engineering
 so killing the software that complements the key product in such a way
 would be foolish.

 A different story is that they keep putting VFX goodies on it… that may
 be very possible..

  Jordi Bares
 jordiba...@gmail.com

 On 15 Jul 2014, at 08:33, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 The blogger has a really distorted perspective on market, apps and
 qualities. There's a distinct fanboi smell to the article.

 I don't think MAX will be terminated in the next couple years, but if I
 had to bet money, I'd gladly put it on it being massively requalified for
 viz, and maybe, just maybe, to see an LT version for the indie gaming
 platform if Maya won't successfully dig that inlet.

 When you read stuff like This definitely raised a few eyebrows because
 3ds Max has typically been known as the go-to app for the game industry
 You know the guy, like most of DT has been for its entire existence,
 lives in a reality predating the actual calendar by more than a few years.

 I do have money with a friend on Mudbox and MoBu not seeing more than
 another Christmas or two tops though :)





 --

 -
Stefan Kubicek ste...@keyvis.at
 %22ste...@keyvis.at%22+%3cste...@keyvis.at%3E
 -
   Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
  Phone: +43 (0) 699 12614231
www.keyvis.at
  This email and its attachments are
 confidential and for the recipient only






Re: Is it realy ?

2014-07-15 Thread Raffaele Fragapane
Soft had about a tenth of the user base and was facing a market overlap
with Maya of nearly 100%. Max has utter dominance in viz and a clear
distinction in market and user base, and an obvious waning phase elsewhere.
Soft was a product the patent company didn't understand or know how to
manage, Max is something the patent company understands probably better
than Maya itself.

I still have money on it getting requalified and not killed, I don't think
the parallel with soft stands.
Mind, I have no love for Max and what it represents and I wish it got the
axe instead of soft, I have no horse in this race :)
On 15 Jul 2014 20:13, Nuno Conceicao nunoalexconcei...@gmail.com wrote:

 2 or 3 years ago I was reading similar denial posts about the rumour
 Softimage demise.
 This company is profit driven, the signs are already out there, I could
 come up with arguments for each possibility, the thing is, it depends
 really on Autodesk plans, imho...



 On Tue, Jul 15, 2014 at 11:04 AM, Stefan Kubicek s...@tidbit-images.com
 wrote:


 I don't think Max offers any unique advantage for arch viz or games. All
 can be done anywhere else and in my opinion, more efficiently.


 As much as I'd want that to be true I need to disagree: Max still is
 hands down the single most efficient application for ArchViz. It comes with
 a ton of import options, great and fast Spline editing features, good
 enough proceduralism, a megaton of ready-made assets (Evermotion et al)
 already set up for different renderers, excellent Vray integration, and
 ease of use for simple scenes. I wouldn't want to do VFX with it (although
 some do), but for archviz it's _the_  most cost effective solution by miles.




 Sent from my iPhone

 On Jul 15, 2014, at 1:50 PM, Jordi Bares jordiba...@gmail.com wrote:

 I agree with your Max view,

 Let's remember that is their core audience, architecture and engineering
 so killing the software that complements the key product in such a way
 would be foolish.

 A different story is that they keep putting VFX goodies on it… that may
 be very possible..

  Jordi Bares
 jordiba...@gmail.com

 On 15 Jul 2014, at 08:33, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:

 The blogger has a really distorted perspective on market, apps and
 qualities. There's a distinct fanboi smell to the article.

 I don't think MAX will be terminated in the next couple years, but if I
 had to bet money, I'd gladly put it on it being massively requalified for
 viz, and maybe, just maybe, to see an LT version for the indie gaming
 platform if Maya won't successfully dig that inlet.

 When you read stuff like This definitely raised a few eyebrows because
 3ds Max has typically been known as the go-to app for the game industry
 You know the guy, like most of DT has been for its entire existence,
 lives in a reality predating the actual calendar by more than a few years.

 I do have money with a friend on Mudbox and MoBu not seeing more than
 another Christmas or two tops though :)





 --

 -
Stefan Kubicek ste...@keyvis.at
 %22ste...@keyvis.at%22+%3cste...@keyvis.at%3E
 -
   Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
  Phone: +43 (0) 699 12614231
www.keyvis.at
  This email and its attachments are
 confidential and for the recipient only





Re: Is it realy ?

2014-07-15 Thread Raffaele Fragapane
Parent, not patent, damn autocorrection
On 15 Jul 2014 22:14, Raffaele Fragapane raffsxsil...@googlemail.com
wrote:

 Soft had about a tenth of the user base and was facing a market overlap
 with Maya of nearly 100%. Max has utter dominance in viz and a clear
 distinction in market and user base, and an obvious waning phase elsewhere.
 Soft was a product the patent company didn't understand or know how to
 manage, Max is something the patent company understands probably better
 than Maya itself.

 I still have money on it getting requalified and not killed, I don't think
 the parallel with soft stands.
 Mind, I have no love for Max and what it represents and I wish it got the
 axe instead of soft, I have no horse in this race :)
 On 15 Jul 2014 20:13, Nuno Conceicao nunoalexconcei...@gmail.com
 wrote:

 2 or 3 years ago I was reading similar denial posts about the rumour
 Softimage demise.
 This company is profit driven, the signs are already out there, I could
 come up with arguments for each possibility, the thing is, it depends
 really on Autodesk plans, imho...



 On Tue, Jul 15, 2014 at 11:04 AM, Stefan Kubicek s...@tidbit-images.com
 wrote:


 I don't think Max offers any unique advantage for arch viz or games. All
 can be done anywhere else and in my opinion, more efficiently.


 As much as I'd want that to be true I need to disagree: Max still is
 hands down the single most efficient application for ArchViz. It comes with
 a ton of import options, great and fast Spline editing features, good
 enough proceduralism, a megaton of ready-made assets (Evermotion et al)
 already set up for different renderers, excellent Vray integration, and
 ease of use for simple scenes. I wouldn't want to do VFX with it (although
 some do), but for archviz it's _the_  most cost effective solution by miles.




 Sent from my iPhone

 On Jul 15, 2014, at 1:50 PM, Jordi Bares jordiba...@gmail.com wrote:

 I agree with your Max view,

 Let's remember that is their core audience, architecture and engineering
 so killing the software that complements the key product in such a way
 would be foolish.

 A different story is that they keep putting VFX goodies on it… that may
 be very possible..

  Jordi Bares
 jordiba...@gmail.com

 On 15 Jul 2014, at 08:33, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 The blogger has a really distorted perspective on market, apps and
 qualities. There's a distinct fanboi smell to the article.

 I don't think MAX will be terminated in the next couple years, but if I
 had to bet money, I'd gladly put it on it being massively requalified for
 viz, and maybe, just maybe, to see an LT version for the indie gaming
 platform if Maya won't successfully dig that inlet.

 When you read stuff like This definitely raised a few eyebrows because
 3ds Max has typically been known as the go-to app for the game industry
 You know the guy, like most of DT has been for its entire existence,
 lives in a reality predating the actual calendar by more than a few years.

 I do have money with a friend on Mudbox and MoBu not seeing more than
 another Christmas or two tops though :)





 --

 -
Stefan Kubicek ste...@keyvis.at
 %22ste...@keyvis.at%22+%3cste...@keyvis.at%3E
 -
   Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
  Phone: +43 (0) 699 12614231
www.keyvis.at
  This email and its attachments are
 confidential and for the recipient only





Re: Is it realy ?

2014-07-15 Thread Rob Wuijster

Freudian slip?? ;-P

Rob
\/-\/\/

On 15-7-2014 14:15, Raffaele Fragapane wrote:


Parent, not patent, damn autocorrection

On 15 Jul 2014 22:14, Raffaele Fragapane 
raffsxsil...@googlemail.com mailto:raffsxsil...@googlemail.com wrote:


Soft had about a tenth of the user base and was facing a market
overlap with Maya of nearly 100%. Max has utter dominance in viz
and a clear distinction in market and user base, and an obvious
waning phase elsewhere.
Soft was a product the patent company didn't understand or know
how to manage, Max is something the patent company understands
probably better than Maya itself.

I still have money on it getting requalified and not killed, I
don't think the parallel with soft stands.
Mind, I have no love for Max and what it represents and I wish it
got the axe instead of soft, I have no horse in this race :)

On 15 Jul 2014 20:13, Nuno Conceicao
nunoalexconcei...@gmail.com mailto:nunoalexconcei...@gmail.com
wrote:

2 or 3 years ago I was reading similar denial posts about the
rumour Softimage demise.
This company is profit driven, the signs are already out
there, I could come up with arguments for each possibility,
the thing is, it depends really on Autodesk plans, imho...



On Tue, Jul 15, 2014 at 11:04 AM, Stefan Kubicek
s...@tidbit-images.com mailto:s...@tidbit-images.com wrote:


I don't think Max offers any unique advantage for arch
viz or games. All can be done anywhere else and in my
opinion, more efficiently.


As much as I'd want that to be true I need to disagree:
Max still is hands down the single most efficient
application for ArchViz. It comes with a ton of import
options, great and fast Spline editing features, good
enough proceduralism, a megaton of ready-made assets
(Evermotion et al) already set up for different renderers,
excellent Vray integration, and ease of use for simple
scenes. I wouldn't want to do VFX with it (although some
do), but for archviz it's _the_  most cost effective
solution by miles.




Sent from my iPhone

On Jul 15, 2014, at 1:50 PM, Jordi Bares
jordiba...@gmail.com mailto:jordiba...@gmail.com
wrote:


I agree with your Max view,

Let's remember that is their core audience,
architecture and engineering so killing the software
that complements the key product in such a way would
be foolish.

A different story is that they keep putting VFX
goodies on it… that may be very possible..

Jordi Bares
jordiba...@gmail.com mailto:jordiba...@gmail.com

On 15 Jul 2014, at 08:33, Raffaele Fragapane
raffsxsil...@googlemail.com
mailto:raffsxsil...@googlemail.com wrote:


The blogger has a really distorted perspective on
market, apps and qualities. There's a distinct
fanboi smell to the article.

I don't think MAX will be terminated in the next
couple years, but if I had to bet money, I'd gladly
put it on it being massively requalified for viz,
and maybe, just maybe, to see an LT version for the
indie gaming platform if Maya won't successfully dig
that inlet.

When you read stuff like This definitely raised a
few eyebrows because 3ds Max has typically been
known as the go-to app for the game industry
You know the guy, like most of DT has been for its
entire existence, lives in a reality predating the
actual calendar by more than a few years.

I do have money with a friend on Mudbox and MoBu not
seeing more than another Christmas or two tops though :)






-- 
-

 Stefan Kubicek ste...@keyvis.at
mailto:%22ste...@keyvis.at%22+%3cste...@keyvis.at%3E
-
Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone: +43 (0) 699 12614231
tel:%2B43%20%280%29%20699%2012614231
www.keyvis.at http://www.keyvis.at
 This email and its attachments are
confidential and for the recipient only


No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2014.0.4716 / Virus Database: 3986/7855 - Release Date: 07/15/14





Re: Maya 2015 Node Editor

2014-07-15 Thread Sergio Mucino
Yep, it's called the Node Editor (to make the difference with the Hypergraph 
and Hypershade). As to improved... Well, I guess you already found out for 
yourself. It's basically a new look with the same old workflows from 20 years 
ago (ok, not really... Now you can drag connection wires instead of using the 
Connection Editor... Yay). 

Sergio Muciño.
Sent from my iPad.

 On Jul 15, 2014, at 4:20 AM, Eric Mootz e...@mootzoid.com wrote:
 
 Hey guys,
 
 Just installed Maya 2015, because I need its SDK to compile some plugins.
 
 Out of curiosity I took a look at the new version, especially the node 
 editor. A few weeks ago I heard or read that they had improved the node 
 editor, but from what I saw it is the same unusable piece of crap as 
 before... not even close to the ICE Tree editor in Softimage.
 
 Did I miss something?? Is there a new node editor in Maya 2015 or not?
 
 Thanks!
 Eric
 
 



Re: Is it realy ?

2014-07-15 Thread Sebastien Sterling
Modo also comes with a shit tone of assets and pre made materials, its
early design choices are very beneficial to ARCviz, it too has a real unit
system it costs one third of the price comes with one of the best renderers
in the industry (vs mental ray) i mean 3ds max with subscription must be
4700 dollars, if you ad to that the cost of V-Ray as a de facto must, and
of course platform agnosticism

Let us not mince words, Max is on the way out, Soft AD killed wilfully in a
spirit of complete disregard for the user base, for max, as users/usage
dwindles they won't have a choice, as it stands it has barely anything
better then the competition out of the box.

I doubt this will happen in the next 3 years or the next 5 years for that
matter, but we are watching a decline here gentlemen.

Personnel opinion, but i find ME to be a lot sexier then ARCviz :P


On 15 July 2014 13:17, Rob Wuijster r...@casema.nl wrote:

  Freudian slip?? ;-P

 Rob
 \/-\/\/

 On 15-7-2014 14:15, Raffaele Fragapane wrote:

 Parent, not patent, damn autocorrection
 On 15 Jul 2014 22:14, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:

 Soft had about a tenth of the user base and was facing a market overlap
 with Maya of nearly 100%. Max has utter dominance in viz and a clear
 distinction in market and user base, and an obvious waning phase elsewhere.
 Soft was a product the patent company didn't understand or know how to
 manage, Max is something the patent company understands probably better
 than Maya itself.

 I still have money on it getting requalified and not killed, I don't
 think the parallel with soft stands.
 Mind, I have no love for Max and what it represents and I wish it got the
 axe instead of soft, I have no horse in this race :)
 On 15 Jul 2014 20:13, Nuno Conceicao nunoalexconcei...@gmail.com
 wrote:

 2 or 3 years ago I was reading similar denial posts about the rumour
 Softimage demise.
 This company is profit driven, the signs are already out there, I could
 come up with arguments for each possibility, the thing is, it depends
 really on Autodesk plans, imho...



 On Tue, Jul 15, 2014 at 11:04 AM, Stefan Kubicek s...@tidbit-images.com
 wrote:


  I don't think Max offers any unique advantage for arch viz or games.
 All can be done anywhere else and in my opinion, more efficiently.


  As much as I'd want that to be true I need to disagree: Max still is
 hands down the single most efficient application for ArchViz. It comes with
 a ton of import options, great and fast Spline editing features, good
 enough proceduralism, a megaton of ready-made assets (Evermotion et al)
 already set up for different renderers, excellent Vray integration, and
 ease of use for simple scenes. I wouldn't want to do VFX with it (although
 some do), but for archviz it's _the_  most cost effective solution by 
 miles.




 Sent from my iPhone

 On Jul 15, 2014, at 1:50 PM, Jordi Bares jordiba...@gmail.com wrote:

  I agree with your Max view,

  Let's remember that is their core audience, architecture and
 engineering so killing the software that complements the key product in
 such a way would be foolish.

  A different story is that they keep putting VFX goodies on it… that
 may be very possible..

  Jordi Bares
 jordiba...@gmail.com

  On 15 Jul 2014, at 08:33, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

  The blogger has a really distorted perspective on market, apps and
 qualities. There's a distinct fanboi smell to the article.

  I don't think MAX will be terminated in the next couple years, but if
 I had to bet money, I'd gladly put it on it being massively requalified for
 viz, and maybe, just maybe, to see an LT version for the indie gaming
 platform if Maya won't successfully dig that inlet.

  When you read stuff like This definitely raised a few eyebrows
 because 3ds Max has typically been known as the go-to app for the game
 industry
 You know the guy, like most of DT has been for its entire existence,
 lives in a reality predating the actual calendar by more than a few years.

  I do have money with a friend on Mudbox and MoBu not seeing more than
 another Christmas or two tops though :)





  --

  -
Stefan Kubicek ste...@keyvis.at
 %22ste...@keyvis.at%22+%3cste...@keyvis.at%3E
 -
   Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
  Phone: +43 (0) 699 12614231 %2B43%20%280%29%20699%2012614231
www.keyvis.at
  This email and its attachments are
 confidential and for the recipient only


No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2014.0.4716 / Virus Database: 3986/7855 - Release Date: 07/15/14





Re: Is it realy ?

2014-07-15 Thread Stefan Kubicek

Again I'd love to agree, but nope, it does not. We spent inordinate amounts of 
time (mostly Eugen) pimping Soft's curve editing features to the point where we 
felt almost as comfortable as in Max, and it was still not there, let alone raw 
performance (i.e. loading/displaying 20.000 curves and actually editing them 
without having to take a coffee break right before and after each edit). Maya 
is better in the performance compared to Soft, but feature wise, it's also 
behind Max (including ease of use). And you often need those features to clean 
up and extrude floor plans and what not, as we still get 2D data from clients, 
even these days.



 It comes with a ton of import options, great and fast Spline editing features, 
good enough proceduralism.

Softimage has all of that. So does others like Maya, Modo, Houdini, Blender, 
C4D etc.

As for VRay and Readymade assets I agree, but these are third party stuff not 
shipped with Max. So I guess you are right partly.






--

-
   Stefan Kubicek ste...@keyvis.at
-
  Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone: +43 (0) 699 12614231
   www.keyvis.at
 This email and its attachments are
confidential and for the recipient only

Re: Is it realy ?

2014-07-15 Thread Sergio Mucino
Max is to big to kill, even for Autodesk. It's the beaten-up, forgotten hen 
laying (still) the golden eggs. It is my impression Autodesk wants to move all 
ME accounts towards Maya (since several years ago, to different degrees of 
success), and make Max the 3D solution for their Archvis and CAD portfolio. It 
really makes no sense from an engineering/business perspective to have two 
overlapping applications covering the same space. And Autodesk is ALL about 
business (they've proved it repeatedly... And I don't mean this in a bad way. 
They're the most successful company in our industry for a reason, wether we 
like their methods or not). 
These efforts have been visible for quite some time. I guess we'll see if this 
actually happens. One thing is very clear... The message sent by Softimage's 
demise reached beyond the Softimage community.

Sergio Muciño.
Sent from my iPad.

 On Jul 15, 2014, at 8:17 AM, Rob Wuijster r...@casema.nl wrote:
 
 Freudian slip?? ;-P
 Rob
 \/-\/\/
 On 15-7-2014 14:15, Raffaele Fragapane wrote:
 Parent, not patent, damn autocorrection
 
 On 15 Jul 2014 22:14, Raffaele Fragapane raffsxsil...@googlemail.com 
 wrote:
 Soft had about a tenth of the user base and was facing a market overlap 
 with Maya of nearly 100%. Max has utter dominance in viz and a clear 
 distinction in market and user base, and an obvious waning phase elsewhere.
 Soft was a product the patent company didn't understand or know how to 
 manage, Max is something the patent company understands probably better 
 than Maya itself.
 
 I still have money on it getting requalified and not killed, I don't think 
 the parallel with soft stands.
 Mind, I have no love for Max and what it represents and I wish it got the 
 axe instead of soft, I have no horse in this race :)
 
 On 15 Jul 2014 20:13, Nuno Conceicao nunoalexconcei...@gmail.com wrote:
 2 or 3 years ago I was reading similar denial posts about the rumour 
 Softimage demise.
 This company is profit driven, the signs are already out there, I could 
 come up with arguments for each possibility, the thing is, it depends 
 really on Autodesk plans, imho...
 
 
 
 On Tue, Jul 15, 2014 at 11:04 AM, Stefan Kubicek s...@tidbit-images.com 
 wrote:
 
 I don't think Max offers any unique advantage for arch viz or games. All 
 can be done anywhere else and in my opinion, more efficiently.
 
 As much as I'd want that to be true I need to disagree: Max still is 
 hands down the single most efficient application 
 for ArchViz. It comes with a ton of import options, great and fast Spline 
 editing features, good enough proceduralism, a megaton of ready-made 
 assets (Evermotion et al) already set up for different renderers, 
 excellent Vray integration, and ease of use for simple scenes. I wouldn't 
 want to do VFX with it (although some do), but for archviz it's _the_  
 most cost effective solution by miles.
 
 
 
 
 Sent from my iPhone
 
 On Jul 15, 2014, at 1:50 PM, Jordi Bares jordiba...@gmail.com wrote:
 
 I agree with your Max view,
 
 Let's remember that is their core audience, architecture and engineering 
 so killing the software that complements the key product in such a way 
 would be foolish.
 
 A different story is that they keep putting VFX goodies on it… that may 
 be very possible..
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 15 Jul 2014, at 08:33, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:
 
 The blogger has a really distorted perspective on market, apps and 
 qualities. There's a distinct fanboi smell to the article.
 
 I don't think MAX will be terminated in the next couple years, but if I 
 had to bet money, I'd gladly put it on it being massively requalified 
 for viz, and maybe, just maybe, to see an LT version for the indie 
 gaming platform if Maya won't successfully dig that inlet.
 
 When you read stuff like This definitely raised a few eyebrows because 
 3ds Max has typically been known as the go-to app for the game industry
 You know the guy, like most of DT has been for its entire existence, 
 lives in a reality predating the actual calendar by more than a few 
 years.
 
 I do have money with a friend on Mudbox and MoBu not seeing more than 
 another Christmas or two tops though :)
 
 
 
 --

 -
Stefan Kubicek ste...@keyvis.at
 -
   Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
  Phone: +43 (0) 699 12614231
www.keyvis.at
  This email and its attachments are
 confidential and for the recipient only
 
 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2014.0.4716 / Virus Database: 3986/7855 - Release Date: 07/15/14
 
 


Re: Is it realy ?

2014-07-15 Thread Sergio Mucino
True. I know there has been the rare oddball doing Archvis/design with Maya, 
and few souls would endure such a test. Max is still the king when it comes to 
managing CAD data and being able to use more artist-friendly workflows on it to 
deliver visual imagery. 

Sergio Muciño.
Sent from my iPad.

 On Jul 15, 2014, at 9:08 AM, Stefan Kubicek s...@tidbit-images.com wrote:
 
 Again I'd love to agree, but nope, it does not. We spent inordinate amounts 
 of time (mostly Eugen) pimping Soft's curve editing features to the point 
 where we felt almost as comfortable as in Max, and it was still not there, 
 let alone raw performance (i.e. loading/displaying 20.000 curves and actually 
 editing them without having to take a coffee break right before and after 
 each edit). Maya is better in the performance compared to Soft, but feature 
 wise, it's also behind Max (including ease of use). And you often need those 
 features to clean up and extrude floor plans and what not, as we still get 2D 
 data from clients, even these days.
 
  
  It comes with a ton of import options, great and fast Spline editing 
 features, good enough proceduralism.
 
 Softimage has all of that. So does others like Maya, Modo, Houdini, Blender, 
 C4D etc.
 
 As for VRay and Readymade assets I agree, but these are third party stuff not 
 shipped with Max. So I guess you are right partly.
 
 
 
 
 
 --

 -
Stefan Kubicek ste...@keyvis.at
 -
   Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
  Phone: +43 (0) 699 12614231
www.keyvis.at
  This email and its attachments are
 confidential and for the recipient only


Re: Randomized but natural offset motion of ICE-scattered items?

2014-07-15 Thread Tim Crowson
I'm thinking more of a scenario where the clumps (or whatever is being 
instanced) is actually being deformed by some kind of cache (pointcache 
probably). I'd like to find a way to offset their animation, but not 
strictly randomly...



On 7/15/2014 4:13 AM, adrian wyer wrote:

Signature

make sure your 'ground' has plenty of subdivisions, throw a CAV 
property on it, use turbulence in an ice tree to push a fractal 
pattern through it


us the rgb values as vectors for clump rotation?

a



*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Tim 
Crowson

*Sent:* 14 July 2014 23:39
*To:* softimage@listproc.autodesk.com
*Subject:* Randomized but natural offset motion of ICE-scattered items?

I'm looking at using ICE-scattering for more natural set dressing, but 
I really need to add some motion in there. I've done a fair bit of 
static stuff with over the last couple of years, but applying natural 
motion to scattered instances still eludes me. In the case of grass 
for example, I can't just offset a clump's animation randomly... there 
needs to be a pattern to it, to give the appearance of wind moving 
along or whatever. Is it possible to control (via a noise whose scale 
I can control), how ICE instances have their animations activated?


ICE noob here... thinking out loud

--

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com 
http://www.magneticdreams.com

tim.crow...@magneticdreams.com mailto:tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and should not be used by anyone who is not the original 
intended recipient(s). If you have received this e-mail in error 
please inform the sender and delete it from your mailbox or any other 
storage mechanism. Magnetic Dreams, Inc cannot accept liability for 
any statements made which are clearly the sender's own and not 
expressly made on behalf of Magnetic Dreams, Inc or one of its agents./







Re: Is it realy ?

2014-07-15 Thread Leendert A. Hartog
The most interesting (read: the only interesting) aspect of this blog 
post to me was that it was published on the official Digital Tutors blog.
One would have expected them to shy away from a subject like that, 
seeing that Autodesk is probably their main business partner.


Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: Randomized but natural offset motion of ICE-scattered items?

2014-07-15 Thread Mathieu Leclaire
I'm basically going to say the same thing Adrian said... we had a 
similar project with the same problem.


If there is a direction to your wind, you need to minimize the amount of 
rotation the instance have. If your cached plant had wind blowing in 
your +X axis, you have to make sure all your plants X-axis point more or 
less towards that direction. We used a random of more or less 20 degrees 
to make sure they are all aligned the same.


Then to control the timing of your animation, you can use a turbulence 
to drive the ShapeInstanceTime. That will make sure that you zone your 
animation timing so that all the neighbors have a time value close to 
them. Turbulence will remove the randomness while ensuring that not all 
instances have the same time value. Use a Turbulize Around Value that 
you can animate if you want, just add the current frame to the 
turbulence result and play with the Turbulence Scale to get the right 
look and adjust your range to control the delay in animation.


Does this make sense to you?

-Mathieu

On 15/07/2014 9:34 AM, Tim Crowson wrote:
I'm thinking more of a scenario where the clumps (or whatever is being 
instanced) is actually being deformed by some kind of cache 
(pointcache probably). I'd like to find a way to offset their 
animation, but not strictly randomly...



On 7/15/2014 4:13 AM, adrian wyer wrote:

Signature

make sure your 'ground' has plenty of subdivisions, throw a CAV 
property on it, use turbulence in an ice tree to push a fractal 
pattern through it


us the rgb values as vectors for clump rotation?

a



*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Tim 
Crowson

*Sent:* 14 July 2014 23:39
*To:* softimage@listproc.autodesk.com
*Subject:* Randomized but natural offset motion of ICE-scattered items?

I'm looking at using ICE-scattering for more natural set dressing, 
but I really need to add some motion in there. I've done a fair bit 
of static stuff with over the last couple of years, but applying 
natural motion to scattered instances still eludes me. In the case of 
grass for example, I can't just offset a clump's animation 
randomly... there needs to be a pattern to it, to give the appearance 
of wind moving along or whatever. Is it possible to control (via a 
noise whose scale I can control), how ICE instances have their 
animations activated?


ICE noob here... thinking out loud

--

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com 
http://www.magneticdreams.com

tim.crow...@magneticdreams.com mailto:tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and should not be used by anyone who is not the original 
intended recipient(s). If you have received this e-mail in error 
please inform the sender and delete it from your mailbox or any other 
storage mechanism. Magnetic Dreams, Inc cannot accept liability for 
any statements made which are clearly the sender's own and not 
expressly made on behalf of Magnetic Dreams, Inc or one of its agents./









Re: Randomized but natural offset motion of ICE-scattered items?

2014-07-15 Thread Tim Crowson
Basically... I'm wanting to treat plants as though they were actors in a 
crowd sim. I'm experimenting with that now, but not getting very far, 
since the Crowd tools seem to want enveloped geo...



On 7/15/2014 8:34 AM, Tim Crowson wrote:
I'm thinking more of a scenario where the clumps (or whatever is being 
instanced) is actually being deformed by some kind of cache 
(pointcache probably). I'd like to find a way to offset their 
animation, but not strictly randomly...



On 7/15/2014 4:13 AM, adrian wyer wrote:

Signature

make sure your 'ground' has plenty of subdivisions, throw a CAV 
property on it, use turbulence in an ice tree to push a fractal 
pattern through it


us the rgb values as vectors for clump rotation?

a



*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Tim 
Crowson

*Sent:* 14 July 2014 23:39
*To:* softimage@listproc.autodesk.com
*Subject:* Randomized but natural offset motion of ICE-scattered items?

I'm looking at using ICE-scattering for more natural set dressing, 
but I really need to add some motion in there. I've done a fair bit 
of static stuff with over the last couple of years, but applying 
natural motion to scattered instances still eludes me. In the case of 
grass for example, I can't just offset a clump's animation 
randomly... there needs to be a pattern to it, to give the appearance 
of wind moving along or whatever. Is it possible to control (via a 
noise whose scale I can control), how ICE instances have their 
animations activated?


ICE noob here... thinking out loud

--

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com 
http://www.magneticdreams.com

tim.crow...@magneticdreams.com mailto:tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and should not be used by anyone who is not the original 
intended recipient(s). If you have received this e-mail in error 
please inform the sender and delete it from your mailbox or any other 
storage mechanism. Magnetic Dreams, Inc cannot accept liability for 
any statements made which are clearly the sender's own and not 
expressly made on behalf of Magnetic Dreams, Inc or one of its agents./









Re: Is it realy ?

2014-07-15 Thread Sebastien Sterling
Good point Leendert, i wonder if this is due to there own customer base
asking questions or if someone had a little too much to drink last night
and decided to hit the forums :P


On 15 July 2014 14:39, Leendert A. Hartog hirazib...@live.nl wrote:

 The most interesting (read: the only interesting) aspect of this blog post
 to me was that it was published on the official Digital Tutors blog.
 One would have expected them to shy away from a subject like that, seeing
 that Autodesk is probably their main business partner.

 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com




Re: Randomized but natural offset motion of ICE-scattered items?

2014-07-15 Thread Tim Crowson
Ah yes! I think that's something I can run with! I'll check that out. 
Thank you.

-Tim


On 7/15/2014 8:48 AM, Mathieu Leclaire wrote:
I'm basically going to say the same thing Adrian said... we had a 
similar project with the same problem.


If there is a direction to your wind, you need to minimize the amount 
of rotation the instance have. If your cached plant had wind blowing 
in your +X axis, you have to make sure all your plants X-axis point 
more or less towards that direction. We used a random of more or less 
20 degrees to make sure they are all aligned the same.


Then to control the timing of your animation, you can use a turbulence 
to drive the ShapeInstanceTime. That will make sure that you zone your 
animation timing so that all the neighbors have a time value close to 
them. Turbulence will remove the randomness while ensuring that not 
all instances have the same time value. Use a Turbulize Around Value 
that you can animate if you want, just add the current frame to the 
turbulence result and play with the Turbulence Scale to get the right 
look and adjust your range to control the delay in animation.


Does this make sense to you?

-Mathieu

On 15/07/2014 9:34 AM, Tim Crowson wrote:
I'm thinking more of a scenario where the clumps (or whatever is 
being instanced) is actually being deformed by some kind of cache 
(pointcache probably). I'd like to find a way to offset their 
animation, but not strictly randomly...



On 7/15/2014 4:13 AM, adrian wyer wrote:

Signature

make sure your 'ground' has plenty of subdivisions, throw a CAV 
property on it, use turbulence in an ice tree to push a fractal 
pattern through it


us the rgb values as vectors for clump rotation?

a



*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Tim 
Crowson

*Sent:* 14 July 2014 23:39
*To:* softimage@listproc.autodesk.com
*Subject:* Randomized but natural offset motion of ICE-scattered items?

I'm looking at using ICE-scattering for more natural set dressing, 
but I really need to add some motion in there. I've done a fair bit 
of static stuff with over the last couple of years, but applying 
natural motion to scattered instances still eludes me. In the case 
of grass for example, I can't just offset a clump's animation 
randomly... there needs to be a pattern to it, to give the 
appearance of wind moving along or whatever. Is it possible to 
control (via a noise whose scale I can control), how ICE instances 
have their animations activated?


ICE noob here... thinking out loud

--

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com 
http://www.magneticdreams.com

tim.crow...@magneticdreams.com mailto:tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and should not be used by anyone who is not the 
original intended recipient(s). If you have received this e-mail in 
error please inform the sender and delete it from your mailbox or 
any other storage mechanism. Magnetic Dreams, Inc cannot accept 
liability for any statements made which are clearly the sender's own 
and not expressly made on behalf of Magnetic Dreams, Inc or one of 
its agents./









--
Signature


Re: Maya 2015 Node Editor

2014-07-15 Thread Gerbrand Nel

It is there to show you just how old and useless Maya is.
So far I've only found one cool thing it can do. You can re-connect 
expressions with ituuhhm yes.. it realy blows the mind -_-

The more I learn, the angrier I get.
G
On 2014/07/15 03:00 PM, Sergio Mucino wrote:

Yep, it's called the Node Editor (to make the difference with the Hypergraph and 
Hypershade). As to improved... Well, I guess you already found out for yourself. It's 
basically a new look with the same old workflows from 20 years ago (ok, not really... Now you can 
drag connection wires instead of using the Connection Editor... Yay).

Sergio Muciño.
Sent from my iPad.


On Jul 15, 2014, at 4:20 AM, Eric Mootz e...@mootzoid.com wrote:

Hey guys,

Just installed Maya 2015, because I need its SDK to compile some plugins.

Out of curiosity I took a look at the new version, especially the node editor. 
A few weeks ago I heard or read that they had improved the node editor, but 
from what I saw it is the same unusable piece of crap as before... not even 
close to the ICE Tree editor in Softimage.

Did I miss something?? Is there a new node editor in Maya 2015 or not?

Thanks!
Eric








Re: Is it realy ?

2014-07-15 Thread Sebastien Sterling
My point was more to the effect that the way things are going AD won't have
to kill max, max will die out on it's own. from an ME perspective, this is
almost assured, so yea archviz remains the big question mark, sure wish we
had a couple of veteran archviz aficionados hanging around to ask :P


On 15 July 2014 14:50, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:

 Good point Leendert, i wonder if this is due to there own customer base
 asking questions or if someone had a little too much to drink last night
 and decided to hit the forums :P


 On 15 July 2014 14:39, Leendert A. Hartog hirazib...@live.nl wrote:

 The most interesting (read: the only interesting) aspect of this blog
 post to me was that it was published on the official Digital Tutors blog.
 One would have expected them to shy away from a subject like that, seeing
 that Autodesk is probably their main business partner.

 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com





Re: Randomized but natural offset motion of ICE-scattered items?

2014-07-15 Thread Tim Crowson

Yeah guys this is working great! Thanks!
-Tim

On 7/15/2014 8:58 AM, Tim Crowson wrote:
Ah yes! I think that's something I can run with! I'll check that out. 
Thank you.

-Tim


On 7/15/2014 8:48 AM, Mathieu Leclaire wrote:
I'm basically going to say the same thing Adrian said... we had a 
similar project with the same problem.


If there is a direction to your wind, you need to minimize the amount 
of rotation the instance have. If your cached plant had wind blowing 
in your +X axis, you have to make sure all your plants X-axis point 
more or less towards that direction. We used a random of more or less 
20 degrees to make sure they are all aligned the same.


Then to control the timing of your animation, you can use a 
turbulence to drive the ShapeInstanceTime. That will make sure that 
you zone your animation timing so that all the neighbors have a time 
value close to them. Turbulence will remove the randomness while 
ensuring that not all instances have the same time value. Use a 
Turbulize Around Value that you can animate if you want, just add the 
current frame to the turbulence result and play with the Turbulence 
Scale to get the right look and adjust your range to control the 
delay in animation.


Does this make sense to you?

-Mathieu

On 15/07/2014 9:34 AM, Tim Crowson wrote:
I'm thinking more of a scenario where the clumps (or whatever is 
being instanced) is actually being deformed by some kind of cache 
(pointcache probably). I'd like to find a way to offset their 
animation, but not strictly randomly...



On 7/15/2014 4:13 AM, adrian wyer wrote:

Signature

make sure your 'ground' has plenty of subdivisions, throw a CAV 
property on it, use turbulence in an ice tree to push a fractal 
pattern through it


us the rgb values as vectors for clump rotation?

a



*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Tim 
Crowson

*Sent:* 14 July 2014 23:39
*To:* softimage@listproc.autodesk.com
*Subject:* Randomized but natural offset motion of ICE-scattered items?

I'm looking at using ICE-scattering for more natural set dressing, 
but I really need to add some motion in there. I've done a fair bit 
of static stuff with over the last couple of years, but applying 
natural motion to scattered instances still eludes me. In the case 
of grass for example, I can't just offset a clump's animation 
randomly... there needs to be a pattern to it, to give the 
appearance of wind moving along or whatever. Is it possible to 
control (via a noise whose scale I can control), how ICE instances 
have their animations activated?


ICE noob here... thinking out loud

--

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com 
http://www.magneticdreams.com

tim.crow...@magneticdreams.com mailto:tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and should not be used by anyone who is not the 
original intended recipient(s). If you have received this e-mail in 
error please inform the sender and delete it from your mailbox or 
any other storage mechanism. Magnetic Dreams, Inc cannot accept 
liability for any statements made which are clearly the sender's 
own and not expressly made on behalf of Magnetic Dreams, Inc or one 
of its agents./









--
Signature


--
Signature


Re: Maya 2015 Node Editor

2014-07-15 Thread Sebastien Sterling
Hope you like grey on fucking grey !


On 15 July 2014 15:17, Peter Agg peter@googlemail.com wrote:

 To be fair it's easier than using the Hypergraph + Connection Editor if
 you're used to modern software. But yeah, it doesn't offer anything new or
 anything. It's the same workflow with lipstick on.


 On 15 July 2014 14:59, Gerbrand Nel nagv...@gmail.com wrote:

 It is there to show you just how old and useless Maya is.
 So far I've only found one cool thing it can do. You can re-connect
 expressions with ituuhhm yes.. it realy blows the mind -_-
 The more I learn, the angrier I get.
 G

 On 2014/07/15 03:00 PM, Sergio Mucino wrote:

 Yep, it's called the Node Editor (to make the difference with the
 Hypergraph and Hypershade). As to improved... Well, I guess you already
 found out for yourself. It's basically a new look with the same old
 workflows from 20 years ago (ok, not really... Now you can drag connection
 wires instead of using the Connection Editor... Yay).

 Sergio Muciño.
 Sent from my iPad.

  On Jul 15, 2014, at 4:20 AM, Eric Mootz e...@mootzoid.com wrote:

 Hey guys,

 Just installed Maya 2015, because I need its SDK to compile some
 plugins.

 Out of curiosity I took a look at the new version, especially the node
 editor. A few weeks ago I heard or read that they had improved the node
 editor, but from what I saw it is the same unusable piece of crap as
 before... not even close to the ICE Tree editor in Softimage.

 Did I miss something?? Is there a new node editor in Maya 2015 or not?

 Thanks!
 Eric








Re: Maya 2015 Node Editor

2014-07-15 Thread Leendert A. Hartog

Peter Agg schreef op 15-7-2014 16:17:

 It's the same workflow with lipstick on.


Hmm, lipstick should at least improve the situation cosmetically. The 
node editor doesn't even accomplish that...


Greetz
Leendert
AKA Hirazi Blue

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: nice bts for GOT

2014-07-15 Thread Sebastien Sterling
lol, that moment when HBO decided to go full on DD :P

great work, was soft used for any of this ?


On 15 July 2014 15:21, adrian wyer adrian.w...@fluid-pictures.com wrote:


 https://vimeo.com/100556838

 minor spoilers if you havent seen season 4 of game of thrones

 a


 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com



 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71




Re: Maya 2015 Node Editor

2014-07-15 Thread Eric Mootz

Thanks, guys.
I had already used the node editor in Maya 2014 and yes, it is far 
better than the hypergraph, but still... it's not good at all. Had hoped 
that they would make that better, but no.




Re: Maya 2015 Node Editor

2014-07-15 Thread Peter Agg
To be fair it's easier than using the Hypergraph + Connection Editor if
you're used to modern software. But yeah, it doesn't offer anything new or
anything. It's the same workflow with lipstick on.


On 15 July 2014 14:59, Gerbrand Nel nagv...@gmail.com wrote:

 It is there to show you just how old and useless Maya is.
 So far I've only found one cool thing it can do. You can re-connect
 expressions with ituuhhm yes.. it realy blows the mind -_-
 The more I learn, the angrier I get.
 G

 On 2014/07/15 03:00 PM, Sergio Mucino wrote:

 Yep, it's called the Node Editor (to make the difference with the
 Hypergraph and Hypershade). As to improved... Well, I guess you already
 found out for yourself. It's basically a new look with the same old
 workflows from 20 years ago (ok, not really... Now you can drag connection
 wires instead of using the Connection Editor... Yay).

 Sergio Muciño.
 Sent from my iPad.

  On Jul 15, 2014, at 4:20 AM, Eric Mootz e...@mootzoid.com wrote:

 Hey guys,

 Just installed Maya 2015, because I need its SDK to compile some plugins.

 Out of curiosity I took a look at the new version, especially the node
 editor. A few weeks ago I heard or read that they had improved the node
 editor, but from what I saw it is the same unusable piece of crap as
 before... not even close to the ICE Tree editor in Softimage.

 Did I miss something?? Is there a new node editor in Maya 2015 or not?

 Thanks!
 Eric







RE: Maya 2015 Node Editor

2014-07-15 Thread Graham Bell
Yeah, I don't think much was done to the Node Editor for 2015, other than some 
fixes and minor tweaks. It's by no means a complete replacement for some Maya 
features yet, because you can't properly graph things like the Hypershade, 
Hypergraph, and Bifrost.yet. :-)

Eric, you need to get on the Beta.


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Mootz
Sent: 15 July 2014 09:20
To: softimage@listproc.autodesk.com
Subject: Maya 2015 Node Editor

Hey guys,

Just installed Maya 2015, because I need its SDK to compile some plugins.

Out of curiosity I took a look at the new version, especially the node editor. 
A few weeks ago I heard or read that they had improved the node editor, but 
from what I saw it is the same unusable piece of crap as before... not even 
close to the ICE Tree editor in Softimage.

Did I miss something?? Is there a new node editor in Maya 2015 or not?

Thanks!
Eric


attachment: winmail.dat

RE: Anyone seen that New Foundry Colorway Demo ?

2014-07-15 Thread Marc-Andre Carbonneau
Wow… couldn’t they have protected themselves better?
Why didn’t TF offer to buy them or the product and make it part of their 
product offering?


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Javier El 
Elástico
Sent: 15 juillet 2014 05:11
To: softimage@listproc.autodesk.com
Subject: Re: Anyone seen that New Foundry Colorway Demo ?

Yes, it is true. I know the people of Motiva CG and they told me that they meet 
with The Foundry to talk about Colimo.


Javier Vega
CGI Artist | Web designer
T: +34 616 647 357

Web
El Blog de Zao3Dhttp://blog.zao3d.com
www.zao3d.comhttp://www.zao3d.com
http://gestionportalescomercio.com

Redes Sociales
Canal de Youtube: http://www.youtube.com/user/zao3d
Página de Facebook: http://www.facebook.com/zao3d
Linkedin:  www.linkedin.com http://www.linkedin.com/pub/javier-vega/4/b67/313
Twitter:@javier.vega70http://@javier.vega70

De: Stefan Kubicek s...@tidbit-images.commailto:s...@tidbit-images.com
Responder: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Fecha: 15 de julio de 2014 at 11:07:22
Para: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com, Cesar 
Saez cesa...@gmail.commailto:cesa...@gmail.com
Asunto:  Re: Anyone seen that New Foundry Colorway Demo ?


If that's true it sucks.


More about Colorway and Colimo :(

http://etereaestudios.com/blog/2014/07/about-colorway-colimo-chat-victor-feliz-motiva

On Fri, Jul 11, 2014 at 9:10 AM, Vladimir Koylazov 
vl...@chaosgroup.commailto:vl...@chaosgroup.com wrote:
It is a start; however it looks they have more work to do - notice how 
reflections of the object don't change. Compare with Colimo 
(http://www.motivacg.com/en/colimo/)

https://www.youtube.com/watch?v=1VTmlQm5aiY

Best regards,
Vlado



--
   
[http://www.keyvis.at/wp-content/gallery/aboutUs/keyvisLogoMail.png]
-
   Stefan Kubicek 
ste...@keyvis.atmailto:%22ste...@keyvis.at%22%20%3cste...@keyvis.at%3E
-
  Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone: +43 (0) 699 12614231
   www.keyvis.athttp://www.keyvis.at
 This email and its attachments are
confidential and for the recipient only


Re: Maya 2015 Node Editor

2014-07-15 Thread Luc-Eric Rousseau
Define make it better?

On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com wrote:
 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes, it is far better
 than the hypergraph, but still... it's not good at all. Had hoped that they
 would make that better, but no.



Re: Anyone seen that New Foundry Colorway Demo ?

2014-07-15 Thread Ed Manning
On Tue, Jul 15, 2014 at 11:06 AM, Marc-Andre Carbonneau 
marc-andre.carbonn...@ubisoft.com wrote:

  Wow… couldn’t they have protected themselves better?

 Why didn’t TF offer to buy them or the product and make it part of their
 product offering?


That's only a cost/benefit question for most businesses. The likely answer
is that once the legal team decided that there was no significant legal
obstacle to replicating the functionality, and the dev team estimated the
effort to do so, the total cost was lower to do it internally than to buy
Motiva or their IP (which might not have been for sale anyway).

Maybe not the most ethically pure thing to do, but not on the face of it
improper.

Often sucks to be the little guy. They have my sympathy.


Re: Anyone seen that New Foundry Colorway Demo ?

2014-07-15 Thread Sebastien Sterling
maybe they have a exclusivity deal with AD :P


On 15 July 2014 16:06, Marc-Andre Carbonneau 
marc-andre.carbonn...@ubisoft.com wrote:

  Wow… couldn’t they have protected themselves better?

 Why didn’t TF offer to buy them or the product and make it part of their
 product offering?





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Javier El
 Elástico
 *Sent:* 15 juillet 2014 05:11
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Anyone seen that New Foundry Colorway Demo ?



 Yes, it is true. I know the people of Motiva CG and they told me that they
 meet with The Foundry to talk about Colimo.





 *Javier Vega*

 CGI Artist | Web designer

 T: +34 616 647 357



 *Web*

 El Blog de Zao3D http://blog.zao3d.com

 www.zao3d.com

 http://gestionportalescomercio.com



 *Redes Sociales*

 Canal de Youtube: http://www.youtube.com/user/zao3d

 Página de Facebook: http://www.facebook.com/zao3d

 Linkedin:  www.linkedin.com
 http://www.linkedin.com/pub/javier-vega/4/b67/313

 Twitter:@javier.vega70


 De: Stefan Kubicek s...@tidbit-images.com
 Responder: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 Fecha: 15 de julio de 2014 at 11:07:22
 Para: softimage@listproc.autodesk.com softimage@listproc.autodesk.com,
 Cesar Saez cesa...@gmail.com
 Asunto:  Re: Anyone seen that New Foundry Colorway Demo ?



   If that's true it sucks.





  More about Colorway and Colimo :(


 http://etereaestudios.com/blog/2014/07/about-colorway-colimo-chat-victor-feliz-motiva



 On Fri, Jul 11, 2014 at 9:10 AM, Vladimir Koylazov vl...@chaosgroup.com
 wrote:

 It is a start; however it looks they have more work to do - notice how
 reflections of the object don't change. Compare with Colimo (
 http://www.motivacg.com/en/colimo/)

 https://www.youtube.com/watch?v=1VTmlQm5aiY

 Best regards,
 Vlado





   --



 -
Stefan Kubicek ste...@keyvis.at
 %22ste...@keyvis.at%22%20%3cste...@keyvis.at%3E
 -
   Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
  Phone: +43 (0) 699 12614231

www.keyvis.at
  This email and its attachments are
 confidential and for the recipient only



Re: Maya 2015 Node Editor

2014-07-15 Thread Angus Davidson
Possibly , make it 

Intuititive,
Useful but mostly 

Meaninful from a workflow point of view

Ie make it be where people want to go in order to get stuff done in a
quick, visually helpful manner.








On 2014/07/15, 5:07 PM, Luc-Eric Rousseau luceri...@gmail.com wrote:

Define make it better?

On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com wrote:
 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes, it is far
better
 than the hypergraph, but still... it's not good at all. Had hoped that
they
 would make that better, but no.


table width=100% border=0 cellspacing=0 cellpadding=0 
style=width:100%; 
tr
td align=left style=text-align:justify;font face=arial,sans-serif 
size=1 color=#99span style=font-size:11px;This communication is 
intended for the addressee only. It is confidential. If you have received this 
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enter into agreements on behalf of the University and recipients are thus 
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University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. /span/font/td
/tr
/table




Re: Maya 2015 Node Editor

2014-07-15 Thread Gerbrand Nel

well, you could make it work like ice :P
On 2014/07/15 05:07 PM, Luc-Eric Rousseau wrote:

Define make it better?

On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com wrote:

Thanks, guys.
I had already used the node editor in Maya 2014 and yes, it is far better
than the hypergraph, but still... it's not good at all. Had hoped that they
would make that better, but no.





Re: Maya 2015 Node Editor

2014-07-15 Thread Angus Davidson
I don¹t think that is a solution at all. Ice has a workflow and the ice
node editor compliments it very well. It doesn¹t mean its the right thing
for the maya Node editor though. The main issue in Maya is actually
defining what it is would be useful for people to be spending their time
doing in a new Node editor 2.0

That been said , working in Modo¹s nodes are a absolute joy ;)



On 2014/07/15, 5:29 PM, Gerbrand Nel nagv...@gmail.com wrote:

well, you could make it work like ice :P
On 2014/07/15 05:07 PM, Luc-Eric Rousseau wrote:
 Define make it better?

 On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com wrote:
 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes, it is far
better
 than the hypergraph, but still... it's not good at all. Had hoped that
they
 would make that better, but no.



table width=100% border=0 cellspacing=0 cellpadding=0 
style=width:100%; 
tr
td align=left style=text-align:justify;font face=arial,sans-serif 
size=1 color=#99span style=font-size:11px;This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. /span/font/td
/tr
/table




Re: Maya 2015 Node Editor

2014-07-15 Thread Sebastien Sterling
Text and color coding the nodes is good, icons not so much, an icon needs
to be learnt, text and color coding impart directly the meaning of the node.

icons can be good too, but in maya you have icons that look like other
icons, and it is confusing as all hell


On 15 July 2014 16:29, Gerbrand Nel nagv...@gmail.com wrote:

 well, you could make it work like ice :P

 On 2014/07/15 05:07 PM, Luc-Eric Rousseau wrote:

 Define make it better?

 On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com wrote:

 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes, it is far better
 than the hypergraph, but still... it's not good at all. Had hoped that
 they
 would make that better, but no.





Re: Maya 2015 Node Editor

2014-07-15 Thread Sebastien Sterling
Really Angus ? do tell of these Modo nodes :)


On 15 July 2014 16:47, Angus Davidson angus.david...@wits.ac.za wrote:

 I don靖 think that is a solution at all. Ice has a workflow and the ice
 node editor compliments it very well. It doesn靖 mean its the right thing
 for the maya Node editor though. The main issue in Maya is actually
 defining what it is would be useful for people to be spending their time
 doing in a new Node editor 2.0

 That been said , working in Modo零 nodes are a absolute joy ;)



 On 2014/07/15, 5:29 PM, Gerbrand Nel nagv...@gmail.com wrote:

 well, you could make it work like ice :P
 On 2014/07/15 05:07 PM, Luc-Eric Rousseau wrote:
  Define make it better?
 
  On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com wrote:
  Thanks, guys.
  I had already used the node editor in Maya 2014 and yes, it is far
 better
  than the hypergraph, but still... it's not good at all. Had hoped that
 they
  would make that better, but no.
 
 

 table width=100% border=0 cellspacing=0 cellpadding=0
 style=width:100%;
 tr
 td align=left style=text-align:justify;font face=arial,sans-serif
 size=1 color=#99span style=font-size:11px;This communication
 is intended for the addressee only. It is confidential. If you have
 received this communication in error, please notify us immediately and
 destroy the original message. You may not copy or disseminate this
 communication without the permission of the University. Only authorised
 signatories are competent to enter into agreements on behalf of the
 University and recipients are thus advised that the content of this message
 may not be legally binding on the University and may contain the personal
 views and opinions of the author, which are not necessarily the views and
 opinions of The University of the Witwatersrand, Johannesburg. All
 agreements between the University and outsiders are subject to South
 African Law unless the University agrees in writing to the contrary.
 /span/font/td
 /tr
 /table





Re: Maya 2015 Node Editor

2014-07-15 Thread Angus Davidson
For those folks who haven’t seen them in action  you can have a look at the 
videos at

http://www.thefoundry.co.uk/products/modo/latest-version/

Its like a great playpen. If you want to can drag what your interested into the 
workspace and just start exploring,

To me it makes me want to use them , rather then trying to avoid it.



From: Sebastien Sterling 
sebastien.sterl...@gmail.commailto:sebastien.sterl...@gmail.com
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Tuesday 15 July 2014 at 5:52 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Maya 2015 Node Editor

Really Angus ? do tell of these Modo nodes :)


On 15 July 2014 16:47, Angus Davidson 
angus.david...@wits.ac.zamailto:angus.david...@wits.ac.za wrote:
I don靖 think that is a solution at all. Ice has a workflow and the ice
node editor compliments it very well. It doesn靖 mean its the right thing
for the maya Node editor though. The main issue in Maya is actually
defining what it is would be useful for people to be spending their time
doing in a new Node editor 2.0

That been said , working in Modo零 nodes are a absolute joy ;)



On 2014/07/15, 5:29 PM, Gerbrand Nel 
nagv...@gmail.commailto:nagv...@gmail.com wrote:

well, you could make it work like ice :P
On 2014/07/15 05:07 PM, Luc-Eric Rousseau wrote:
 Define make it better?

 On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz 
 e...@mootzoid.commailto:e...@mootzoid.com wrote:
 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes, it is far
better
 than the hypergraph, but still... it's not good at all. Had hoped that
they
 would make that better, but no.



table width=100% border=0 cellspacing=0 cellpadding=0 
style=width:100%;
tr
td align=left style=text-align:justify;font face=arial,sans-serif 
size=1 color=#99span style=font-size:11px;This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. /span/font/td
/tr
/table




table width=100% border=0 cellspacing=0 cellpadding=0 
style=width:100%;
tr
td align=left style=text-align:justify;font face=arial,sans-serif 
size=1 color=#99span style=font-size:11px;This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. /span/font/td
/tr
/table


Re: Maya 2015 Node Editor

2014-07-15 Thread Serch Mucino
Modo has the nicest schematic view I've had the pleasure of using, after
ICE. It still needs some work (it lacks any form of layout and management
tools), but I believe this will change soon.
Modo's schematic is based on workspaces. These are basically viewports
that provide a view into a part of the scene. You can drag anything you
need into them, and see only relevant nodes for whatever you're working on.
You can have as many workspaces as you need. You can graph node
relationships, shaders, particle simulations, dynamic simulations, etc.
Modo still lacks a bit in support for certain types of nodes (not much
available in the matrix department), and there is no exposure yet for mesh
data, but as soon as that is supported, you'll be able to do a lot of
what's available in ICE. I can already do everything that I could do with
ICE kinematics (considering the limitations... like no matrix math nodes),
which is a lot. I've actually been replicating some of ICE's compounds as
Assemblies in Modo (Modo's term for a compound),
I have a bunch of videos I've been doing in the past few months, and in a
lot of them, I use the schematic view. So, if you're curious, you can check
some more here...

https://vimeo.com/maxtd/videos


Sergio Mucino



On Tue, Jul 15, 2014 at 12:18 PM, Angus Davidson angus.david...@wits.ac.za
wrote:

  For those folks who haven’t seen them in action  you can have a look at
 the videos at

  http://www.thefoundry.co.uk/products/modo/latest-version/

  Its like a great playpen. If you want to can drag what your interested
 into the workspace and just start exploring,

  To me it makes me want to use them , rather then trying to avoid it.



   From: Sebastien Sterling sebastien.sterl...@gmail.com
 Reply-To: softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.com
 Date: Tuesday 15 July 2014 at 5:52 PM
 To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 Subject: Re: Maya 2015 Node Editor

   Really Angus ? do tell of these Modo nodes :)


 On 15 July 2014 16:47, Angus Davidson angus.david...@wits.ac.za wrote:

 I don靖 think that is a solution at all. Ice has a workflow and the ice
 node editor compliments it very well. It doesn靖 mean its the right thing
 for the maya Node editor though. The main issue in Maya is actually
 defining what it is would be useful for people to be spending their time
 doing in a new Node editor 2.0

 That been said , working in Modo零 nodes are a absolute joy ;)



 On 2014/07/15, 5:29 PM, Gerbrand Nel nagv...@gmail.com wrote:

 well, you could make it work like ice :P
 On 2014/07/15 05:07 PM, Luc-Eric Rousseau wrote:
  Define make it better?
 
  On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com
 wrote:
  Thanks, guys.
  I had already used the node editor in Maya 2014 and yes, it is far
 better
  than the hypergraph, but still... it's not good at all. Had hoped that
 they
  would make that better, but no.
 
 

   table width=100% border=0 cellspacing=0 cellpadding=0
 style=width:100%;
 tr
 td align=left style=text-align:justify;font
 face=arial,sans-serif size=1 color=#99span
 style=font-size:11px;This communication is intended for the addressee
 only. It is confidential. If you have received this communication in error,
 please notify us immediately and destroy the original message. You may not
 copy or disseminate this communication without the permission of the
 University. Only authorised signatories are competent to enter into
 agreements on behalf of the University and recipients are thus advised that
 the content of this message may not be legally binding on the University
 and may contain the personal views and opinions of the author, which are
 not necessarily the views and opinions of The University of the
 Witwatersrand, Johannesburg. All agreements between the University and
 outsiders are subject to South African Law unless the University agrees in
 writing to the contrary. /span/font/td
 /tr
 /table



 This communication is intended for the addressee only. It is 
 confidential. If you have received this communication in error, please notify 
 us immediately and destroy the original message. You may not copy or 
 disseminate this communication without the permission of the University. Only 
 authorised signatories are competent to enter into agreements on behalf of 
 the University and recipients are thus advised that the content of this 
 message may not be legally binding on the University and may contain the 
 personal views and opinions of the author, which are not necessarily the 
 views and opinions of The University of the Witwatersrand, Johannesburg. All 
 agreements between the University and outsiders are subject to South African 
 Law unless the University agrees in writing to the contrary.




Re: Anyone seen that New Foundry Colorway Demo ?

2014-07-15 Thread Stefan Kubicek

Lesson learned: Even have your grandmother sign a f**ing NDA before telling her 
anything.




On Tue, Jul 15, 2014 at 11:06 AM, Marc-Andre Carbonneau 
marc-andre.carbonn...@ubisoft.com wrote:


Wow… couldn’t they have protected themselves better?
Why didn’t TF offer to buy them or the product and make it part of their 
product offering?


That's only a cost/benefit question for most businesses. The likely answer is that once the legal team decided that there was no significant legal obstacle to replicating the functionality, and the dev team estimated the effort to do so, the total cost was lower to do it internally than to buy Motiva or their IP (which might not have been for sale anyway).  
Maybe not the most ethically pure thing to do, but not on the face of it improper.


Often sucks to be the little guy. They have my sympathy.






--

-
   Stefan Kubicek ste...@keyvis.at
-
  Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone: +43 (0) 699 12614231
   www.keyvis.at
 This email and its attachments are
confidential and for the recipient only

Re: Maya 2015 Node Editor

2014-07-15 Thread Rob Wuijster

Regarding Modo, found this site:
http://www.sabertoothproductions.com/late-night-animator-blog/2014/6/3/welcome-to-the-late-night-animator-blog

The river-eco system is very nice :-)


Rob

\/-\/\/

On 15-7-2014 18:32, Serch Mucino wrote:
Modo has the nicest schematic view I've had the pleasure of using, 
after ICE. It still needs some work (it lacks any form of layout and 
management tools), but I believe this will change soon.
Modo's schematic is based on workspaces. These are basically 
viewports that provide a view into a part of the scene. You can drag 
anything you need into them, and see only relevant nodes for whatever 
you're working on. You can have as many workspaces as you need. You 
can graph node relationships, shaders, particle simulations, dynamic 
simulations, etc. Modo still lacks a bit in support for certain types 
of nodes (not much available in the matrix department), and there is 
no exposure yet for mesh data, but as soon as that is supported, 
you'll be able to do a lot of what's available in ICE. I can already 
do everything that I could do with ICE kinematics (considering the 
limitations... like no matrix math nodes), which is a lot. I've 
actually been replicating some of ICE's compounds as Assemblies in 
Modo (Modo's term for a compound),
I have a bunch of videos I've been doing in the past few months, and 
in a lot of them, I use the schematic view. So, if you're curious, you 
can check some more here...


https://vimeo.com/maxtd/videos


Sergio Mucino



On Tue, Jul 15, 2014 at 12:18 PM, Angus Davidson 
angus.david...@wits.ac.za mailto:angus.david...@wits.ac.za wrote:


For those folks who haven’t seen them in action  you can have a
look at the videos at

http://www.thefoundry.co.uk/products/modo/latest-version/

Its like a great playpen. If you want to can drag what your
interested into the workspace and just start exploring,

To me it makes me want to use them , rather then trying to avoid it.



From: Sebastien Sterling sebastien.sterl...@gmail.com
mailto:sebastien.sterl...@gmail.com
Reply-To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Date: Tuesday 15 July 2014 at 5:52 PM
To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Subject: Re: Maya 2015 Node Editor

Really Angus ? do tell of these Modo nodes :)


On 15 July 2014 16:47, Angus Davidson angus.david...@wits.ac.za
mailto:angus.david...@wits.ac.za wrote:

I don靖 think that is a solution at all. Ice has a workflow
and the ice
node editor compliments it very well. It doesn靖 mean its the
right thing
for the maya Node editor though. The main issue in Maya is
actually
defining what it is would be useful for people to be spending
their time
doing in a new Node editor 2.0

That been said , working in Modo零 nodes are a absolute joy ;)



On 2014/07/15, 5:29 PM, Gerbrand Nel nagv...@gmail.com
mailto:nagv...@gmail.com wrote:

well, you could make it work like ice :P
On 2014/07/15 05:07 PM, Luc-Eric Rousseau wrote:
 Define make it better?

 On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz
e...@mootzoid.com mailto:e...@mootzoid.com wrote:
 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes,
it is far
better
 than the hypergraph, but still... it's not good at all.
Had hoped that
they
 would make that better, but no.



table width=100% border=0 cellspacing=0 cellpadding=0
style=width:100%;
tr
td align=left style=text-align:justify;font
face=arial,sans-serif size=1 color=#99span
style=font-size:11px;This communication is intended for the
addressee only. It is confidential. If you have received this
communication in error, please notify us immediately and
destroy the original message. You may not copy or disseminate
this communication without the permission of the University.
Only authorised signatories are competent to enter into
agreements on behalf of the University and recipients are thus
advised that the content of this message may not be legally
binding on the University and may contain the personal views
and opinions of the author, which are not necessarily the
views and opinions of The University of the Witwatersrand,
Johannesburg. All agreements between the University and
outsiders are subject to South African Law unless the
University agrees in writing to the contrary. /span/font/td
/tr
/table



This 

Re: Anyone seen that New Foundry Colorway Demo ?

2014-07-15 Thread Sebastien Sterling
I have less pangs with such things provided they innovate and try to
further the technology. the ability to send information/choices to a
client, then back into modo, is an innovation, and it is early days yet.

The worst are Joe Alter style scenarios when one paten holds back
innovation.

I still feel its a lot more criminal to buy a product with intent to
terminate.


On 15 July 2014 17:44, Stefan Kubicek s...@tidbit-images.com wrote:

  Lesson learned: Even have your grandmother sign a f**ing NDA before
 telling her anything.



 On Tue, Jul 15, 2014 at 11:06 AM, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

  Wow… couldn’t they have protected themselves better?

 Why didn’t TF offer to buy them or the product and make it part of their
 product offering?


 That's only a cost/benefit question for most businesses. The likely answer
 is that once the legal team decided that there was no significant legal
 obstacle to replicating the functionality, and the dev team estimated the
 effort to do so, the total cost was lower to do it internally than to buy
 Motiva or their IP (which might not have been for sale anyway).

 Maybe not the most ethically pure thing to do, but not on the face of it
 improper.

 Often sucks to be the little guy. They have my sympathy.






 --

 -
Stefan Kubicek ste...@keyvis.at
 %22ste...@keyvis.at%22+%3cste...@keyvis.at%3E
 -
   Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
  Phone: +43 (0) 699 12614231
www.keyvis.at
  This email and its attachments are
 confidential and for the recipient only



Re: Maya 2015 Node Editor

2014-07-15 Thread Sebastien Sterling
Actually Eric i asked a little while back on the modo forum, the best place
for modo c++ related help and information, turns out there is a Skype
channel

modo Community SDK Developers Channel.

it is possible to get an invite by posting on the modo foundry forum :)


On 15 July 2014 17:59, Rob Wuijster r...@casema.nl wrote:

  Regarding Modo, found this site:

 http://www.sabertoothproductions.com/late-night-animator-blog/2014/6/3/welcome-to-the-late-night-animator-blog

 The river-eco system is very nice :-)


 Rob

 \/-\/\/

 On 15-7-2014 18:32, Serch Mucino wrote:

  Modo has the nicest schematic view I've had the pleasure of using, after
 ICE. It still needs some work (it lacks any form of layout and management
 tools), but I believe this will change soon.
  Modo's schematic is based on workspaces. These are basically viewports
 that provide a view into a part of the scene. You can drag anything you
 need into them, and see only relevant nodes for whatever you're working on.
 You can have as many workspaces as you need. You can graph node
 relationships, shaders, particle simulations, dynamic simulations, etc.
 Modo still lacks a bit in support for certain types of nodes (not much
 available in the matrix department), and there is no exposure yet for mesh
 data, but as soon as that is supported, you'll be able to do a lot of
 what's available in ICE. I can already do everything that I could do with
 ICE kinematics (considering the limitations... like no matrix math nodes),
 which is a lot. I've actually been replicating some of ICE's compounds as
 Assemblies in Modo (Modo's term for a compound),
  I have a bunch of videos I've been doing in the past few months, and in a
 lot of them, I use the schematic view. So, if you're curious, you can check
 some more here...

 https://vimeo.com/maxtd/videos

  
 Sergio Mucino



 On Tue, Jul 15, 2014 at 12:18 PM, Angus Davidson 
 angus.david...@wits.ac.za wrote:

  For those folks who haven’t seen them in action  you can have a look at
 the videos at

  http://www.thefoundry.co.uk/products/modo/latest-version/

  Its like a great playpen. If you want to can drag what your interested
 into the workspace and just start exploring,

  To me it makes me want to use them , rather then trying to avoid it.



   From: Sebastien Sterling sebastien.sterl...@gmail.com
 Reply-To: softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.com
 Date: Tuesday 15 July 2014 at 5:52 PM
 To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 Subject: Re: Maya 2015 Node Editor

   Really Angus ? do tell of these Modo nodes :)


 On 15 July 2014 16:47, Angus Davidson angus.david...@wits.ac.za wrote:

 I don靖 think that is a solution at all. Ice has a workflow and the ice
 node editor compliments it very well. It doesn靖 mean its the right thing
 for the maya Node editor though. The main issue in Maya is actually
 defining what it is would be useful for people to be spending their time
 doing in a new Node editor 2.0

 That been said , working in Modo零 nodes are a absolute joy ;)



 On 2014/07/15, 5:29 PM, Gerbrand Nel nagv...@gmail.com wrote:

 well, you could make it work like ice :P
 On 2014/07/15 05:07 PM, Luc-Eric Rousseau wrote:
  Define make it better?
 
  On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com
 wrote:
  Thanks, guys.
  I had already used the node editor in Maya 2014 and yes, it is far
 better
  than the hypergraph, but still... it's not good at all. Had hoped
 that
 they
  would make that better, but no.
 
 

   table width=100% border=0 cellspacing=0 cellpadding=0
 style=width:100%;
 tr
 td align=left style=text-align:justify;font
 face=arial,sans-serif size=1 color=#99span
 style=font-size:11px;This communication is intended for the addressee
 only. It is confidential. If you have received this communication in error,
 please notify us immediately and destroy the original message. You may not
 copy or disseminate this communication without the permission of the
 University. Only authorised signatories are competent to enter into
 agreements on behalf of the University and recipients are thus advised that
 the content of this message may not be legally binding on the University
 and may contain the personal views and opinions of the author, which are
 not necessarily the views and opinions of The University of the
 Witwatersrand, Johannesburg. All agreements between the University and
 outsiders are subject to South African Law unless the University agrees in
 writing to the contrary. /span/font/td
 /tr
 /table



 This communication is intended for the addressee only. It is 
 confidential. If you have received this communication in error, please 
 notify us immediately and destroy the original message. You may not copy or 
 disseminate this communication without the permission of the University. 
 Only authorised signatories are competent to enter into agreements on behalf 
 of the 

Re: Maya 2015 Node Editor

2014-07-15 Thread Eric Mootz
He, he, the owner of a restaurant that serves healthy food containing 
everything the body needs (calories, vitamines etc.) but that looks, 
tastes and smeels bad, must not be surprised if people complain :)


Seriously, the problem is not the functionality, it is the usability, 
the look and feel.


I am aware that making a pretty UI is - at least from a programmer's 
stand point, not a cool challenge, but having nice and meaningful 
colors, good drag and drop functionality, text instead of ugly icons and 
all the other nice little things as one finds in the ICE Tree or Modo's 
schematic view make a huge difference for the paying (!) customer, i.e. 
the gals and guys that spend hours and hours using the app.
That's what makes Softimage so special: it just feels right and it 
actually is a real pleasure to do things, even complicated things. One 
truly has the feeling that somebody sat down and thought about how to 
implement something and - most importantly - how to make the user 
interaction as pleasant and intuitive as possible. Not saying that XSI 
is perfect, but it definitely is a software made by people who actually 
cared about it and wanted to make something good.


Isn't the Softimage crew working on Maya now??? C'mon, guys, you did 
such an outstanding job on Softimage, do the same for Maya: make it a 
software one loves and likes!



Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:

Define make it better?

On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootze...@mootzoid.com  wrote:

Thanks, guys.
I had already used the node editor in Maya 2014 and yes, it is far better
than the hypergraph, but still... it's not good at all. Had hoped that they
would make that better, but no.





Re: Maya 2015 Node Editor

2014-07-15 Thread Mirko Jankovic
well how many times guys frmo AD on forums, no need to mentioned names,
were praising how maya is sooo great for development opened bla bla... and
how many times people said to them WHO GIVES sh about that when we
can;t use it normaly.
intuitive, nice clean and easy to work with... having all shiny things and
 no way to control it nicely means nothing


On Tue, Jul 15, 2014 at 7:22 PM, Eric Mootz e...@mootzoid.com wrote:

 He, he, the owner of a restaurant that serves healthy food containing
 everything the body needs (calories, vitamines etc.) but that looks, tastes
 and smeels bad, must not be surprised if people complain :)

 Seriously, the problem is not the functionality, it is the usability, the
 look and feel.

 I am aware that making a pretty UI is - at least from a programmer's
 stand point, not a cool challenge, but having nice and meaningful colors,
 good drag and drop functionality, text instead of ugly icons and all the
 other nice little things as one finds in the ICE Tree or Modo's schematic
 view make a huge difference for the paying (!) customer, i.e. the gals and
 guys that spend hours and hours using the app.
 That's what makes Softimage so special: it just feels right and it
 actually is a real pleasure to do things, even complicated things. One
 truly has the feeling that somebody sat down and thought about how to
 implement something and - most importantly - how to make the user
 interaction as pleasant and intuitive as possible. Not saying that XSI is
 perfect, but it definitely is a software made by people who actually cared
 about it and wanted to make something good.

 Isn't the Softimage crew working on Maya now??? C'mon, guys, you did such
 an outstanding job on Softimage, do the same for Maya: make it a software
 one loves and likes!


 Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:

  Define make it better?

 On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootze...@mootzoid.com  wrote:

 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes, it is far better
 than the hypergraph, but still... it's not good at all. Had hoped that
 they
 would make that better, but no.





Re: RealLens 2

2014-07-15 Thread Francois Lord

Here. It should work now.
https://s3.amazonaws.com/public.francoislord.com/RealLens2.2.xsiaddon


On 14-Jul-14 17:01, Tim Crowson wrote:
Thanks Francois, but perhaps I've installed it incorrectly... I get 
the camera primitive, but I get the following errors... I installed it 
via 'Install Addon...' and restarted Soft 2014 SP2, and I just get this:


/# ERROR : Traceback (most recent call last)://
//#   File Script Block 2, line 97, in RealLens2Prop_DefineLayout//
//# oLayout.clear()//
//#   File C:\Program Files\Autodesk\Softimage 2014 
SP2\Application\python\Lib\site-packages\win32com\client\__init__.py, 
line 465, in __getattr__//
//# raise AttributeError('%s' object has no attribute '%s' % 
(repr(self), attr))//
//# AttributeError: 'win32com.gen_py.Softimage|XSI Object Model 
Library v1.5.PPGLayout instance at 0x545390152' object has no 
attribute 'clear'//
//#  - [line 96 in 
\\fs1\g\_WORKGROUPS\softimage\2014\Addons\RealLens2\Application\Plugins\RealLens2.py]//

//# ERROR : Traceback (most recent call last)://
//#   File Script Block 2, line 97, in RealLens2Prop_DefineLayout//
//# oLayout.clear()//
//#   File C:\Program Files\Autodesk\Softimage 2014 
SP2\Application\python\Lib\site-packages\win32com\client\__init__.py, 
line 465, in __getattr__//
//# raise AttributeError('%s' object has no attribute '%s' % 
(repr(self), attr))//
//# AttributeError: 'win32com.gen_py.Softimage|XSI Object Model 
Library v1.5.PPGLayout instance at 0x544332680' object has no 
attribute 'clear'//
//#  - [line 96 in 
\\fs1\g\_WORKGROUPS\softimage\2014\Addons\RealLens2\Application\Plugins\RealLens2.py]//

//# ERROR : Traceback (most recent call last)://
//#   File Script Block 2, line 284, in ApplyRealLens2_Execute//
//# oCProp = oCamera.AddProperty( RealLens2Prop, False, 
RealLens )//

//#   File COMObject unknown, line 3, in AddProperty//
//#   File C:\Program Files\Autodesk\Softimage 2014 
SP2\Application\python\Lib\site-packages\win32com\client\dynamic.py, 
line 276, in _ApplyTypes_//
//# result = self._oleobj_.InvokeTypes(*(dispid, LCID, wFlags, 
retType, argTypes) + args)//
//# COM Error: OLE error 0x80020101 - [line 283 in 
\\fs1\g\_WORKGROUPS\softimage\2014\Addons\RealLens2\Application\Plugins\RealLens2.py]//

//# ERROR : OLE error 0x80020101//
//Application.ApplyRealLens2()/


-Tim

On 7/14/2014 3:41 PM, Francois Lord wrote:

Hi List.

I finally updated my old plugin RealLens, 9 years later (!).

It now creates a camera rig, applies the plugin on the camera and 
stays live on the camera.

https://s3.amazonaws.com/public.francoislord.com/RealLens2.1.xsiaddon

Get - Primitive - Camera - RealLens2

We've been using it in production here at Oblique since Febuary. It 
seems to work fine. If you find any bugs or have any comments, feel 
free to ping me.


Cheers.

Francois


--
Signature






Re: Maya 2015 Node Editor

2014-07-15 Thread Jordi Bares
Defining better would be quite an exercise so if the question is serious I 
would invite Autodesk to form a product experts team, bring the best XSI 
artists to the table and formalise how Maya should evolve to make it usable.

I would happily be part of it if you really are interested but I will charge 
the normal daily rate as it will take too much of my time.

Jordi Bares
jordiba...@gmail.com

On 15 Jul 2014, at 18:22, Eric Mootz e...@mootzoid.com wrote:

 He, he, the owner of a restaurant that serves healthy food containing 
 everything the body needs (calories, vitamines etc.) but that looks, tastes 
 and smeels bad, must not be surprised if people complain :)
 
 Seriously, the problem is not the functionality, it is the usability, the 
 look and feel.
 
 I am aware that making a pretty UI is - at least from a programmer's stand 
 point, not a cool challenge, but having nice and meaningful colors, good 
 drag and drop functionality, text instead of ugly icons and all the other 
 nice little things as one finds in the ICE Tree or Modo's schematic view make 
 a huge difference for the paying (!) customer, i.e. the gals and guys that 
 spend hours and hours using the app.
 That's what makes Softimage so special: it just feels right and it actually 
 is a real pleasure to do things, even complicated things. One truly has the 
 feeling that somebody sat down and thought about how to implement something 
 and - most importantly - how to make the user interaction as pleasant and 
 intuitive as possible. Not saying that XSI is perfect, but it definitely is a 
 software made by people who actually cared about it and wanted to make 
 something good.
 
 Isn't the Softimage crew working on Maya now??? C'mon, guys, you did such an 
 outstanding job on Softimage, do the same for Maya: make it a software one 
 loves and likes!
 
 
 Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:
 Define make it better?
 
 On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootze...@mootzoid.com  wrote:
 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes, it is far better
 than the hypergraph, but still... it's not good at all. Had hoped that they
 would make that better, but no.
 
 




Re: Maya 2015 Node Editor

2014-07-15 Thread Tim Crowson

It's a public channel, not sure an invite is required.

modo Community SDK Developers Channel


On 7/15/2014 12:17 PM, Sebastien Sterling wrote:
Actually Eric i asked a little while back on the modo forum, the best 
place for modo c++ related help and information, turns out there is a 
Skype channel


modo Community SDK Developers Channel.

it is possible to get an invite by posting on the modo foundry forum :)


On 15 July 2014 17:59, Rob Wuijster r...@casema.nl 
mailto:r...@casema.nl wrote:


Regarding Modo, found this site:

http://www.sabertoothproductions.com/late-night-animator-blog/2014/6/3/welcome-to-the-late-night-animator-blog

The river-eco system is very nice :-)

Rob

\/-\/\/

On 15-7-2014 18:32, Serch Mucino wrote:

Modo has the nicest schematic view I've had the pleasure of
using, after ICE. It still needs some work (it lacks any form of
layout and management tools), but I believe this will change soon.
Modo's schematic is based on workspaces. These are basically
viewports that provide a view into a part of the scene. You can
drag anything you need into them, and see only relevant nodes for
whatever you're working on. You can have as many workspaces as
you need. You can graph node relationships, shaders, particle
simulations, dynamic simulations, etc. Modo still lacks a bit in
support for certain types of nodes (not much available in the
matrix department), and there is no exposure yet for mesh data,
but as soon as that is supported, you'll be able to do a lot of
what's available in ICE. I can already do everything that I could
do with ICE kinematics (considering the limitations... like no
matrix math nodes), which is a lot. I've actually been
replicating some of ICE's compounds as Assemblies in Modo (Modo's
term for a compound),
I have a bunch of videos I've been doing in the past few months,
and in a lot of them, I use the schematic view. So, if you're
curious, you can check some more here...

https://vimeo.com/maxtd/videos


Sergio Mucino






updates: emTools, emReader, emTopolizer2

2014-07-15 Thread Eric Mootz

Howdy XSI!

There are new updates available for emTools, emReader and emTopolizer2.

_New stuff in emTools_:
- new compounds Null to Plane(s).
- new compound Bend.
- new compound Bend and Slice.
- the Arnold shader OSO is now also available for Linux.
- improved behavior of the Liquid Shaper compound.

_New stuff in emReader_:
- much better handling of the user data.
- a few little bug fixes.
/
Furthermore/:
- emReader is freeware for XSI users :)
- emReader is also for Maya 2012 - 2015 (Windows 64 Bit).
- emReader is also for Cinema 4D and Modo.

/Last but not least/:
- emReader is available for Fabric Engine (Windows/Linux).

_New stuff in emTopolizer2_:
- better behavior of the liquid shaper feature.
- some fixes in the Polygonizer preset.
- the particle cache file reader/writer/converter is now also available 
for Linux.


Cheers!
Eric


Re: Maya 2015 Node Editor

2014-07-15 Thread Mirko Jankovic
As they said so many times so far they don;t have intention to make Maya
more into Softimage


On Tue, Jul 15, 2014 at 7:39 PM, Jordi Bares jordiba...@gmail.com wrote:

 Defining better would be quite an exercise so if the question is serious I
 would invite Autodesk to form a product experts team, bring the best XSI
 artists to the table and formalise how Maya should evolve to make it usable.

 I would happily be part of it if you really are interested but I will
 charge the normal daily rate as it will take too much of my time.

 Jordi Bares
 jordiba...@gmail.com

 On 15 Jul 2014, at 18:22, Eric Mootz e...@mootzoid.com wrote:

  He, he, the owner of a restaurant that serves healthy food containing
 everything the body needs (calories, vitamines etc.) but that looks, tastes
 and smeels bad, must not be surprised if people complain :)
 
  Seriously, the problem is not the functionality, it is the usability,
 the look and feel.
 
  I am aware that making a pretty UI is - at least from a programmer's
 stand point, not a cool challenge, but having nice and meaningful colors,
 good drag and drop functionality, text instead of ugly icons and all the
 other nice little things as one finds in the ICE Tree or Modo's schematic
 view make a huge difference for the paying (!) customer, i.e. the gals and
 guys that spend hours and hours using the app.
  That's what makes Softimage so special: it just feels right and it
 actually is a real pleasure to do things, even complicated things. One
 truly has the feeling that somebody sat down and thought about how to
 implement something and - most importantly - how to make the user
 interaction as pleasant and intuitive as possible. Not saying that XSI is
 perfect, but it definitely is a software made by people who actually cared
 about it and wanted to make something good.
 
  Isn't the Softimage crew working on Maya now??? C'mon, guys, you did
 such an outstanding job on Softimage, do the same for Maya: make it a
 software one loves and likes!
 
 
  Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:
  Define make it better?
 
  On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootze...@mootzoid.com  wrote:
  Thanks, guys.
  I had already used the node editor in Maya 2014 and yes, it is far
 better
  than the hypergraph, but still... it's not good at all. Had hoped that
 they
  would make that better, but no.
 
 





Re: RealLens 2

2014-07-15 Thread Tim Crowson

Thanks, it's working great now.
-Tim

On 7/15/2014 12:38 PM, Francois Lord wrote:

Here. It should work now.
https://s3.amazonaws.com/public.francoislord.com/RealLens2.2.xsiaddon


On 14-Jul-14 17:01, Tim Crowson wrote:
Thanks Francois, but perhaps I've installed it incorrectly... I get 
the camera primitive, but I get the following errors... I installed 
it via 'Install Addon...' and restarted Soft 2014 SP2, and I just get 
this:


/# ERROR : Traceback (most recent call last)://
//#   File Script Block 2, line 97, in RealLens2Prop_DefineLayout//
//# oLayout.clear()//
//#   File C:\Program Files\Autodesk\Softimage 2014 
SP2\Application\python\Lib\site-packages\win32com\client\__init__.py, line 
465, in __getattr__//
//# raise AttributeError('%s' object has no attribute '%s' % 
(repr(self), attr))//
//# AttributeError: 'win32com.gen_py.Softimage|XSI Object Model 
Library v1.5.PPGLayout instance at 0x545390152' object has no 
attribute 'clear'//
//#  - [line 96 in 
\\fs1\g\_WORKGROUPS\softimage\2014\Addons\RealLens2\Application\Plugins\RealLens2.py]//

//# ERROR : Traceback (most recent call last)://
//#   File Script Block 2, line 97, in RealLens2Prop_DefineLayout//
//# oLayout.clear()//
//#   File C:\Program Files\Autodesk\Softimage 2014 
SP2\Application\python\Lib\site-packages\win32com\client\__init__.py, line 
465, in __getattr__//
//# raise AttributeError('%s' object has no attribute '%s' % 
(repr(self), attr))//
//# AttributeError: 'win32com.gen_py.Softimage|XSI Object Model 
Library v1.5.PPGLayout instance at 0x544332680' object has no 
attribute 'clear'//
//#  - [line 96 in 
\\fs1\g\_WORKGROUPS\softimage\2014\Addons\RealLens2\Application\Plugins\RealLens2.py]//

//# ERROR : Traceback (most recent call last)://
//#   File Script Block 2, line 284, in ApplyRealLens2_Execute//
//# oCProp = oCamera.AddProperty( RealLens2Prop, False, 
RealLens )//

//#   File COMObject unknown, line 3, in AddProperty//
//#   File C:\Program Files\Autodesk\Softimage 2014 
SP2\Application\python\Lib\site-packages\win32com\client\dynamic.py, 
line 276, in _ApplyTypes_//
//# result = self._oleobj_.InvokeTypes(*(dispid, LCID, wFlags, 
retType, argTypes) + args)//
//# COM Error: OLE error 0x80020101 - [line 283 in 
\\fs1\g\_WORKGROUPS\softimage\2014\Addons\RealLens2\Application\Plugins\RealLens2.py]//

//# ERROR : OLE error 0x80020101//
//Application.ApplyRealLens2()/


-Tim

On 7/14/2014 3:41 PM, Francois Lord wrote:

Hi List.

I finally updated my old plugin RealLens, 9 years later (!).

It now creates a camera rig, applies the plugin on the camera and 
stays live on the camera.

https://s3.amazonaws.com/public.francoislord.com/RealLens2.1.xsiaddon

Get - Primitive - Camera - RealLens2

We've been using it in production here at Oblique since Febuary. It 
seems to work fine. If you find any bugs or have any comments, feel 
free to ping me.


Cheers.

Francois


--
Signature









Re: Maya 2015 Node Editor

2014-07-15 Thread Jordi Bares
I didn't say the purpose was to make Maya like Softimage.

Jordi Bares
jordiba...@gmail.com

On 15 Jul 2014, at 18:53, Mirko Jankovic mirkoj.anima...@gmail.com wrote:

 As they said so many times so far they don;t have intention to make Maya more 
 into Softimage
 
 
 On Tue, Jul 15, 2014 at 7:39 PM, Jordi Bares jordiba...@gmail.com wrote:
 Defining better would be quite an exercise so if the question is serious I 
 would invite Autodesk to form a product experts team, bring the best XSI 
 artists to the table and formalise how Maya should evolve to make it usable.
 
 I would happily be part of it if you really are interested but I will charge 
 the normal daily rate as it will take too much of my time.
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 15 Jul 2014, at 18:22, Eric Mootz e...@mootzoid.com wrote:
 
  He, he, the owner of a restaurant that serves healthy food containing 
  everything the body needs (calories, vitamines etc.) but that looks, tastes 
  and smeels bad, must not be surprised if people complain :)
 
  Seriously, the problem is not the functionality, it is the usability, the 
  look and feel.
 
  I am aware that making a pretty UI is - at least from a programmer's 
  stand point, not a cool challenge, but having nice and meaningful colors, 
  good drag and drop functionality, text instead of ugly icons and all the 
  other nice little things as one finds in the ICE Tree or Modo's schematic 
  view make a huge difference for the paying (!) customer, i.e. the gals and 
  guys that spend hours and hours using the app.
  That's what makes Softimage so special: it just feels right and it actually 
  is a real pleasure to do things, even complicated things. One truly has the 
  feeling that somebody sat down and thought about how to implement something 
  and - most importantly - how to make the user interaction as pleasant and 
  intuitive as possible. Not saying that XSI is perfect, but it definitely is 
  a software made by people who actually cared about it and wanted to make 
  something good.
 
  Isn't the Softimage crew working on Maya now??? C'mon, guys, you did such 
  an outstanding job on Softimage, do the same for Maya: make it a software 
  one loves and likes!
 
 
  Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:
  Define make it better?
 
  On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootze...@mootzoid.com  wrote:
  Thanks, guys.
  I had already used the node editor in Maya 2014 and yes, it is far better
  than the hypergraph, but still... it's not good at all. Had hoped that 
  they
  would make that better, but no.
 
 
 
 
 



Re: Maya 2015 Node Editor

2014-07-15 Thread Eric Thivierge
The biggest misconception that I've been met with while interacting 
with long time Maya users about changing things is that they think I'm 
trying to turn Maya into Softimage, when in reality, I know that the 
workflow in Maya is slow and archaic and can be more efficient / 
improved. I really don't think they realize how inefficient they 
actually are and are comfortable in their learned way to work.


Eric T.

On Tuesday, July 15, 2014 2:11:32 PM, Jordi Bares wrote:

I didn't say the purpose was to make Maya like Softimage.

Jordi Bares
jordiba...@gmail.com mailto:jordiba...@gmail.com




Re: Maya 2015 Node Editor

2014-07-15 Thread Ed Manning
We Softies are all one-eyed men...


On Tue, Jul 15, 2014 at 2:17 PM, Eric Thivierge ethivie...@hybride.com
wrote:

 The biggest misconception that I've been met with while interacting with
 long time Maya users about changing things is that they think I'm trying to
 turn Maya into Softimage, when in reality, I know that the workflow in Maya
 is slow and archaic and can be more efficient / improved. I really don't
 think they realize how inefficient they actually are and are comfortable in
 their learned way to work.

 Eric T.


 On Tuesday, July 15, 2014 2:11:32 PM, Jordi Bares wrote:

 I didn't say the purpose was to make Maya like Softimage.

 Jordi Bares
 jordiba...@gmail.com mailto:jordiba...@gmail.com





Re: Maya 2015 Node Editor

2014-07-15 Thread Angus Davidson
That’s an image that is gonna linger ;)

From: Ed Manning etmth...@gmail.commailto:etmth...@gmail.com
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Tuesday 15 July 2014 at 8:23 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Maya 2015 Node Editor

We Softies are all one-eyed men...


On Tue, Jul 15, 2014 at 2:17 PM, Eric Thivierge 
ethivie...@hybride.commailto:ethivie...@hybride.com wrote:
The biggest misconception that I've been met with while interacting with long 
time Maya users about changing things is that they think I'm trying to turn 
Maya into Softimage, when in reality, I know that the workflow in Maya is slow 
and archaic and can be more efficient / improved. I really don't think they 
realize how inefficient they actually are and are comfortable in their learned 
way to work.

Eric T.


On Tuesday, July 15, 2014 2:11:32 PM, Jordi Bares wrote:
I didn't say the purpose was to make Maya like Softimage.

Jordi Bares
jordiba...@gmail.commailto:jordiba...@gmail.com 
mailto:jordiba...@gmail.commailto:jordiba...@gmail.com



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Re: Maya 2015 Node Editor

2014-07-15 Thread olivier jeannel

I'd prefer switching to Povray rather having to go any AD product.
And that's better if they don't integrate any SI intelligence in Maya.
There are nicer companies out there that are willing to do proper work.



Le 15/07/2014 19:53, Mirko Jankovic a écrit :
As they said so many times so far they don;t have intention to make 
Maya more into Softimage



On Tue, Jul 15, 2014 at 7:39 PM, Jordi Bares jordiba...@gmail.com 
mailto:jordiba...@gmail.com wrote:


Defining better would be quite an exercise so if the question is
serious I would invite Autodesk to form a product experts team,
bring the best XSI artists to the table and formalise how Maya
should evolve to make it usable.

I would happily be part of it if you really are interested but I
will charge the normal daily rate as it will take too much of my time.

Jordi Bares
jordiba...@gmail.com mailto:jordiba...@gmail.com

On 15 Jul 2014, at 18:22, Eric Mootz e...@mootzoid.com
mailto:e...@mootzoid.com wrote:

 He, he, the owner of a restaurant that serves healthy food
containing everything the body needs (calories, vitamines etc.)
but that looks, tastes and smeels bad, must not be surprised if
people complain :)

 Seriously, the problem is not the functionality, it is the
usability, the look and feel.

 I am aware that making a pretty UI is - at least from a
programmer's stand point, not a cool challenge, but having nice
and meaningful colors, good drag and drop functionality, text
instead of ugly icons and all the other nice little things as one
finds in the ICE Tree or Modo's schematic view make a huge
difference for the paying (!) customer, i.e. the gals and guys
that spend hours and hours using the app.
 That's what makes Softimage so special: it just feels right and
it actually is a real pleasure to do things, even complicated
things. One truly has the feeling that somebody sat down and
thought about how to implement something and - most importantly -
how to make the user interaction as pleasant and intuitive as
possible. Not saying that XSI is perfect, but it definitely is a
software made by people who actually cared about it and wanted to
make something good.

 Isn't the Softimage crew working on Maya now??? C'mon, guys, you
did such an outstanding job on Softimage, do the same for Maya:
make it a software one loves and likes!


 Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:
 Define make it better?

 On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootze...@mootzoid.com
mailto:e...@mootzoid.com  wrote:
 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes, it is
far better
 than the hypergraph, but still... it's not good at all. Had
hoped that they
 would make that better, but no.









Re: Maya 2015 Node Editor

2014-07-15 Thread Sebastien Sterling
Modo's nodes are quite pretty, all they need is a bit of color to identify
different components of a tree :), why is no one else doing this ?

is it because an ICE trees layout is linear ? so its easier to identify
where the beginning and end of things is happening and subsequent color
coding ?


On 15 July 2014 19:16, olivier jeannel olivier.jean...@noos.fr wrote:

  I'd prefer switching to Povray rather having to go any AD product.
 And that's better if they don't integrate any SI intelligence in Maya.
 There are nicer companies out there that are willing to do proper work.



 Le 15/07/2014 19:53, Mirko Jankovic a écrit :

 As they said so many times so far they don;t have intention to make Maya
 more into Softimage


 On Tue, Jul 15, 2014 at 7:39 PM, Jordi Bares jordiba...@gmail.com wrote:

 Defining better would be quite an exercise so if the question is serious
 I would invite Autodesk to form a product experts team, bring the best XSI
 artists to the table and formalise how Maya should evolve to make it usable.

 I would happily be part of it if you really are interested but I will
 charge the normal daily rate as it will take too much of my time.

 Jordi Bares
 jordiba...@gmail.com

 On 15 Jul 2014, at 18:22, Eric Mootz e...@mootzoid.com wrote:

  He, he, the owner of a restaurant that serves healthy food containing
 everything the body needs (calories, vitamines etc.) but that looks, tastes
 and smeels bad, must not be surprised if people complain :)
 
  Seriously, the problem is not the functionality, it is the usability,
 the look and feel.
 
  I am aware that making a pretty UI is - at least from a programmer's
 stand point, not a cool challenge, but having nice and meaningful colors,
 good drag and drop functionality, text instead of ugly icons and all the
 other nice little things as one finds in the ICE Tree or Modo's schematic
 view make a huge difference for the paying (!) customer, i.e. the gals and
 guys that spend hours and hours using the app.
  That's what makes Softimage so special: it just feels right and it
 actually is a real pleasure to do things, even complicated things. One
 truly has the feeling that somebody sat down and thought about how to
 implement something and - most importantly - how to make the user
 interaction as pleasant and intuitive as possible. Not saying that XSI is
 perfect, but it definitely is a software made by people who actually cared
 about it and wanted to make something good.
 
  Isn't the Softimage crew working on Maya now??? C'mon, guys, you did
 such an outstanding job on Softimage, do the same for Maya: make it a
 software one loves and likes!
 
 
  Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:
  Define make it better?
 
  On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootze...@mootzoid.com
  wrote:
  Thanks, guys.
  I had already used the node editor in Maya 2014 and yes, it is far
 better
  than the hypergraph, but still... it's not good at all. Had hoped
 that they
  would make that better, but no.
 
 







Re: Maya 2015 Node Editor

2014-07-15 Thread Tim Crowson
The color coding of nodes in Modo's is very different from ICE's: 
instead of coding by node type, they inherit the color assigned to the 
item they represent. So for example, in the Item List, if you select 
something, right-click, and set the 'Editor Color', the corresponding 
node(s) will be outlined in that color in the Schematic.


It's not like ICE, but it's something at least, so you don't /have /to 
stare at a sea of light gray outlines. At the rate they've been 
improving Modo's schematic over the last couple of versions, I expect 
cool stuff in the future.


-Tim

On 7/15/2014 1:45 PM, Sebastien Sterling wrote:
Modo's nodes are quite pretty, all they need is a bit of color to 
identify different components of a tree :), why is no one else doing 
this ?


is it because an ICE trees layout is linear ? so its easier to 
identify where the beginning and end of things is happening and 
subsequent color coding ?





Re: Maya 2015 Node Editor

2014-07-15 Thread Serch Mucino
You can also assign colors to nodes directly in the schematic view (even
non-item related nodes, such as math nodes). I would like Modo to
color-code sockets by data type. That would be quite useful.


Sergio Mucino



On Tue, Jul 15, 2014 at 2:54 PM, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

  The color coding of nodes in Modo's is very different from ICE's: instead
 of coding by node type, they inherit the color assigned to the item they
 represent. So for example, in the Item List, if you select something,
 right-click, and set the 'Editor Color', the corresponding node(s) will be
 outlined in that color in the Schematic.

 It's not like ICE, but it's something at least, so you don't *have *to
 stare at a sea of light gray outlines. At the rate they've been improving
 Modo's schematic over the last couple of versions, I expect cool stuff in
 the future.

 -Tim


 On 7/15/2014 1:45 PM, Sebastien Sterling wrote:

  Modo's nodes are quite pretty, all they need is a bit of color to
 identify different components of a tree :), why is no one else doing this ?

  is it because an ICE trees layout is linear ? so its easier to identify
 where the beginning and end of things is happening and subsequent color
 coding ?





Re: Maya 2015 Node Editor

2014-07-15 Thread Sebastien Sterling
Yes Data type socket color scheme would bring us one step closer to home :)


On 15 July 2014 20:03, Serch Mucino sergio.muc...@gmail.com wrote:

 You can also assign colors to nodes directly in the schematic view (even
 non-item related nodes, such as math nodes). I would like Modo to
 color-code sockets by data type. That would be quite useful.

 
 Sergio Mucino



 On Tue, Jul 15, 2014 at 2:54 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  The color coding of nodes in Modo's is very different from ICE's:
 instead of coding by node type, they inherit the color assigned to the item
 they represent. So for example, in the Item List, if you select something,
 right-click, and set the 'Editor Color', the corresponding node(s) will be
 outlined in that color in the Schematic.

 It's not like ICE, but it's something at least, so you don't *have *to
 stare at a sea of light gray outlines. At the rate they've been improving
 Modo's schematic over the last couple of versions, I expect cool stuff in
 the future.

 -Tim


 On 7/15/2014 1:45 PM, Sebastien Sterling wrote:

  Modo's nodes are quite pretty, all they need is a bit of color to
 identify different components of a tree :), why is no one else doing this ?

  is it because an ICE trees layout is linear ? so its easier to identify
 where the beginning and end of things is happening and subsequent color
 coding ?






Re: Is it realy ?

2014-07-15 Thread Ed Schiffer
have you seen already the *Maya LT indie game development software*
website?

http://www.autodesk.com/products/maya-lt/overview


On Tue, Jul 15, 2014 at 10:53 AM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 My point was more to the effect that the way things are going AD won't
 have to kill max, max will die out on it's own. from an ME perspective,
 this is almost assured, so yea archviz remains the big question mark, sure
 wish we had a couple of veteran archviz aficionados hanging around to ask :P


 On 15 July 2014 14:50, Sebastien Sterling sebastien.sterl...@gmail.com
 wrote:

 Good point Leendert, i wonder if this is due to there own customer base
 asking questions or if someone had a little too much to drink last night
 and decided to hit the forums :P


 On 15 July 2014 14:39, Leendert A. Hartog hirazib...@live.nl wrote:

 The most interesting (read: the only interesting) aspect of this blog
 post to me was that it was published on the official Digital Tutors blog.
 One would have expected them to shy away from a subject like that,
 seeing that Autodesk is probably their main business partner.

 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com






-- 
www.edschiffer.com


Re: Maya 2015 Node Editor

2014-07-15 Thread Tim Crowson

Ah that's true! I forgot about that! Good reminder...

On 7/15/2014 2:03 PM, Serch Mucino wrote:
You can also assign colors to nodes directly in the schematic view 
(even non-item related nodes, such as math nodes). I would like Modo 
to color-code sockets by data type. That would be quite useful.



Sergio Mucino



On Tue, Jul 15, 2014 at 2:54 PM, Tim Crowson 
tim.crow...@magneticdreams.com 
mailto:tim.crow...@magneticdreams.com wrote:


The color coding of nodes in Modo's is very different from ICE's:
instead of coding by node type, they inherit the color assigned to
the item they represent. So for example, in the Item List, if you
select something, right-click, and set the 'Editor Color', the
corresponding node(s) will be outlined in that color in the Schematic.

It's not like ICE, but it's something at least, so you don't /have
/to stare at a sea of light gray outlines. At the rate they've
been improving Modo's schematic over the last couple of versions,
I expect cool stuff in the future.

-Tim


On 7/15/2014 1:45 PM, Sebastien Sterling wrote:

Modo's nodes are quite pretty, all they need is a bit of color to
identify different components of a tree :), why is no one else
doing this ?

is it because an ICE trees layout is linear ? so its easier to
identify where the beginning and end of things is happening and
subsequent color coding ?






--
Signature


Re: Is it realy ?

2014-07-15 Thread Sebastien Sterling
The sweet irony of flogging a striped down maya to indi developers for 30
squids a month, is not lost on me.

You've effectively taken a pipline tool, notorious for its unfriendliness
and high maintenance requirement, and lobed it at teams of between 2 and 8
artists. maya isn't exactly a get up and go kind of deal, simply writing
all the tools that don't exist in maya will cost them a couple of months.

Nice to see they removed Grease pencil from Maya LT, a feature which was up
until recently free for everyone. :P


On 15 July 2014 20:11, Ed Schiffer edschif...@gmail.com wrote:

 have you seen already the *Maya LT indie game development software*
 website?

 http://www.autodesk.com/products/maya-lt/overview


 On Tue, Jul 15, 2014 at 10:53 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 My point was more to the effect that the way things are going AD won't
 have to kill max, max will die out on it's own. from an ME perspective,
 this is almost assured, so yea archviz remains the big question mark, sure
 wish we had a couple of veteran archviz aficionados hanging around to ask :P


 On 15 July 2014 14:50, Sebastien Sterling sebastien.sterl...@gmail.com
 wrote:

 Good point Leendert, i wonder if this is due to there own customer base
 asking questions or if someone had a little too much to drink last night
 and decided to hit the forums :P


 On 15 July 2014 14:39, Leendert A. Hartog hirazib...@live.nl wrote:

 The most interesting (read: the only interesting) aspect of this blog
 post to me was that it was published on the official Digital Tutors blog.
 One would have expected them to shy away from a subject like that,
 seeing that Autodesk is probably their main business partner.

 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com






 --
 www.edschiffer.com



Re: Maya 2015 Node Editor

2014-07-15 Thread Sebastien Sterling
Ooo ! does it have a system for gathering a group of nodes with a statement
and moving them around ?,


On 15 July 2014 20:25, Tim Crowson tim.crow...@magneticdreams.com wrote:

  Ah that's true! I forgot about that! Good reminder...


 On 7/15/2014 2:03 PM, Serch Mucino wrote:

 You can also assign colors to nodes directly in the schematic view (even
 non-item related nodes, such as math nodes). I would like Modo to
 color-code sockets by data type. That would be quite useful.

  
 Sergio Mucino



 On Tue, Jul 15, 2014 at 2:54 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  The color coding of nodes in Modo's is very different from ICE's:
 instead of coding by node type, they inherit the color assigned to the item
 they represent. So for example, in the Item List, if you select something,
 right-click, and set the 'Editor Color', the corresponding node(s) will be
 outlined in that color in the Schematic.

 It's not like ICE, but it's something at least, so you don't *have *to
 stare at a sea of light gray outlines. At the rate they've been improving
 Modo's schematic over the last couple of versions, I expect cool stuff in
 the future.

 -Tim


 On 7/15/2014 1:45 PM, Sebastien Sterling wrote:

  Modo's nodes are quite pretty, all they need is a bit of color to
 identify different components of a tree :), why is no one else doing this ?

  is it because an ICE trees layout is linear ? so its easier to identify
 where the beginning and end of things is happening and subsequent color
 coding ?




 --



Re: RealLens 2

2014-07-15 Thread Paulo Cesar Duarte
Thank you, It's a must have in my tool set.

Cheers.
Paulo Duarte


2014-07-15 15:04 GMT-03:00 Tim Crowson tim.crow...@magneticdreams.com:

  Thanks, it's working great now.
 -Tim


 On 7/15/2014 12:38 PM, Francois Lord wrote:

 Here. It should work now.
 https://s3.amazonaws.com/public.francoislord.com/RealLens2.2.xsiaddon


 On 14-Jul-14 17:01, Tim Crowson wrote:

 Thanks Francois, but perhaps I've installed it incorrectly... I get the
 camera primitive, but I get the following errors... I installed it via
 'Install Addon...' and restarted Soft 2014 SP2, and I just get this:

 *# ERROR : Traceback (most recent call last):*
 *#   File Script Block 2, line 97, in RealLens2Prop_DefineLayout*
 *# oLayout.clear()*
 *#   File C:\Program Files\Autodesk\Softimage 2014
 SP2\Application\python\Lib\site-packages\win32com\client\__init__.py, line
 465, in __getattr__*
 *# raise AttributeError('%s' object has no attribute '%s' %
 (repr(self), attr))*
 *# AttributeError: 'win32com.gen_py.Softimage|XSI Object Model Library
 v1.5.PPGLayout instance at 0x545390152' object has no attribute 'clear'*
 *#  - [line 96 in
 \\fs1\g\_WORKGROUPS\softimage\2014\Addons\RealLens2\Application\Plugins\RealLens2.py]*
 *# ERROR : Traceback (most recent call last):*
 *#   File Script Block 2, line 97, in RealLens2Prop_DefineLayout*
 *# oLayout.clear()*
 *#   File C:\Program Files\Autodesk\Softimage 2014
 SP2\Application\python\Lib\site-packages\win32com\client\__init__.py, line
 465, in __getattr__*
 *# raise AttributeError('%s' object has no attribute '%s' %
 (repr(self), attr))*
 *# AttributeError: 'win32com.gen_py.Softimage|XSI Object Model Library
 v1.5.PPGLayout instance at 0x544332680' object has no attribute 'clear'*
 *#  - [line 96 in
 \\fs1\g\_WORKGROUPS\softimage\2014\Addons\RealLens2\Application\Plugins\RealLens2.py]*
 *# ERROR : Traceback (most recent call last):*
 *#   File Script Block 2, line 284, in ApplyRealLens2_Execute*
 *# oCProp = oCamera.AddProperty( RealLens2Prop, False, RealLens )*
 *#   File COMObject unknown, line 3, in AddProperty*
 *#   File C:\Program Files\Autodesk\Softimage 2014
 SP2\Application\python\Lib\site-packages\win32com\client\dynamic.py, line
 276, in _ApplyTypes_*
 *# result = self._oleobj_.InvokeTypes(*(dispid, LCID, wFlags, retType,
 argTypes) + args)*
 *# COM Error: OLE error 0x80020101 - [line 283 in
 \\fs1\g\_WORKGROUPS\softimage\2014\Addons\RealLens2\Application\Plugins\RealLens2.py]*
 *# ERROR : OLE error 0x80020101*
 *Application.ApplyRealLens2()*


 -Tim

 On 7/14/2014 3:41 PM, Francois Lord wrote:

 Hi List.

 I finally updated my old plugin RealLens, 9 years later (!).

 It now creates a camera rig, applies the plugin on the camera and stays
 live on the camera.
 https://s3.amazonaws.com/public.francoislord.com/RealLens2.1.xsiaddon

 Get - Primitive - Camera - RealLens2

 We've been using it in production here at Oblique since Febuary. It seems
 to work fine. If you find any bugs or have any comments, feel free to ping
 me.

 Cheers.

 Francois


 --









Re: RealLens 2

2014-07-15 Thread Cristobal Infante
thanks! I've used realLens 1 all the way!!!


On Tuesday, 15 July 2014, Paulo Cesar Duarte paulocdua...@gmail.com wrote:

 Thank you, It's a must have in my tool set.

 Cheers.
 Paulo Duarte


 2014-07-15 15:04 GMT-03:00 Tim Crowson tim.crow...@magneticdreams.com
 javascript:_e(%7B%7D,'cvml','tim.crow...@magneticdreams.com');:

  Thanks, it's working great now.
 -Tim


 On 7/15/2014 12:38 PM, Francois Lord wrote:

 Here. It should work now.
 https://s3.amazonaws.com/public.francoislord.com/RealLens2.2.xsiaddon


 On 14-Jul-14 17:01, Tim Crowson wrote:

 Thanks Francois, but perhaps I've installed it incorrectly... I get the
 camera primitive, but I get the following errors... I installed it via
 'Install Addon...' and restarted Soft 2014 SP2, and I just get this:

 *# ERROR : Traceback (most recent call last):*
 *#   File Script Block 2, line 97, in RealLens2Prop_DefineLayout*
 *# oLayout.clear()*
 *#   File C:\Program Files\Autodesk\Softimage 2014
 SP2\Application\python\Lib\site-packages\win32com\client\__init__.py, line
 465, in __getattr__*
 *# raise AttributeError('%s' object has no attribute '%s' %
 (repr(self), attr))*
 *# AttributeError: 'win32com.gen_py.Softimage|XSI Object Model Library
 v1.5.PPGLayout instance at 0x545390152' object has no attribute 'clear'*
 *#  - [line 96 in
 \\fs1\g\_WORKGROUPS\softimage\2014\Addons\RealLens2\Application\Plugins\RealLens2.py]*
 *# ERROR : Traceback (most recent call last):*
 *#   File Script Block 2, line 97, in RealLens2Prop_DefineLayout*
 *# oLayout.clear()*
 *#   File C:\Program Files\Autodesk\Softimage 2014
 SP2\Application\python\Lib\site-packages\win32com\client\__init__.py, line
 465, in __getattr__*
 *# raise AttributeError('%s' object has no attribute '%s' %
 (repr(self), attr))*
 *# AttributeError: 'win32com.gen_py.Softimage|XSI Object Model Library
 v1.5.PPGLayout instance at 0x544332680' object has no attribute 'clear'*
 *#  - [line 96 in
 \\fs1\g\_WORKGROUPS\softimage\2014\Addons\RealLens2\Application\Plugins\RealLens2.py]*
 *# ERROR : Traceback (most recent call last):*
 *#   File Script Block 2, line 284, in ApplyRealLens2_Execute*
 *# oCProp = oCamera.AddProperty( RealLens2Prop, False, RealLens )*
 *#   File COMObject unknown, line 3, in AddProperty*
 *#   File C:\Program Files\Autodesk\Softimage 2014
 SP2\Application\python\Lib\site-packages\win32com\client\dynamic.py, line
 276, in _ApplyTypes_*
 *# result = self._oleobj_.InvokeTypes(*(dispid, LCID, wFlags,
 retType, argTypes) + args)*
 *# COM Error: OLE error 0x80020101 - [line 283 in
 \\fs1\g\_WORKGROUPS\softimage\2014\Addons\RealLens2\Application\Plugins\RealLens2.py]*
 *# ERROR : OLE error 0x80020101*
 *Application.ApplyRealLens2()*


 -Tim

 On 7/14/2014 3:41 PM, Francois Lord wrote:

 Hi List.

 I finally updated my old plugin RealLens, 9 years later (!).

 It now creates a camera rig, applies the plugin on the camera and stays
 live on the camera.
 https://s3.amazonaws.com/public.francoislord.com/RealLens2.1.xsiaddon

 Get - Primitive - Camera - RealLens2

 We've been using it in production here at Oblique since Febuary. It seems
 to work fine. If you find any bugs or have any comments, feel free to ping
 me.

 Cheers.

 Francois


 --










Re: Maya 2015 Node Editor

2014-07-15 Thread Sergio Mucino
I'm not sure what you mean by with a statement. Can you elaborate?

Sergio Muciño.
Sent from my iPad.

 On Jul 15, 2014, at 3:46 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:
 
 Ooo ! does it have a system for gathering a group of nodes with a statement 
 and moving them around ?,
 
 
 On 15 July 2014 20:25, Tim Crowson tim.crow...@magneticdreams.com wrote:
 Ah that's true! I forgot about that! Good reminder...
 
 
 On 7/15/2014 2:03 PM, Serch Mucino wrote:
 You can also assign colors to nodes directly in the schematic view (even 
 non-item related nodes, such as math nodes). I would like Modo to 
 color-code sockets by data type. That would be quite useful.
 
 
 Sergio Mucino
 
 
 
 On Tue, Jul 15, 2014 at 2:54 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:
 The color coding of nodes in Modo's is very different from ICE's: instead 
 of coding by node type, they inherit the color assigned to the item they 
 represent. So for example, in the Item List, if you select something, 
 right-click, and set the 'Editor Color', the corresponding node(s) will be 
 outlined in that color in the Schematic.
 
 It's not like ICE, but it's something at least, so you don't have to stare 
 at a sea of light gray outlines. At the rate they've been improving Modo's 
 schematic over the last couple of versions, I expect cool stuff in the 
 future.
 
 -Tim
 
 
 On 7/15/2014 1:45 PM, Sebastien Sterling wrote:
 Modo's nodes are quite pretty, all they need is a bit of color to 
 identify different components of a tree :), why is no one else doing this 
 ?
 
 is it because an ICE trees layout is linear ? so its easier to identify 
 where the beginning and end of things is happening and subsequent color 
 coding ?
 
 --
 


Re: Maya 2015 Node Editor

2014-07-15 Thread Sebastien Sterling
This! there is a term for it, but i can't remember.  :P gathering nodes and
organizing them.

http://wpfiles.darkvertex.com/wp/wp-content/uploads/2010/11/ICEtree_DeformWithSourceMesh.png


On 15 July 2014 20:53, Sergio Mucino sergio.muc...@gmail.com wrote:

 I'm not sure what you mean by with a statement. Can you elaborate?


 Sergio Muciño.
 Sent from my iPad.

 On Jul 15, 2014, at 3:46 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Ooo ! does it have a system for gathering a group of nodes with a
 statement and moving them around ?,


 On 15 July 2014 20:25, Tim Crowson tim.crow...@magneticdreams.com wrote:

  Ah that's true! I forgot about that! Good reminder...


 On 7/15/2014 2:03 PM, Serch Mucino wrote:

 You can also assign colors to nodes directly in the schematic view (even
 non-item related nodes, such as math nodes). I would like Modo to
 color-code sockets by data type. That would be quite useful.

  
 Sergio Mucino



 On Tue, Jul 15, 2014 at 2:54 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  The color coding of nodes in Modo's is very different from ICE's:
 instead of coding by node type, they inherit the color assigned to the item
 they represent. So for example, in the Item List, if you select something,
 right-click, and set the 'Editor Color', the corresponding node(s) will be
 outlined in that color in the Schematic.

 It's not like ICE, but it's something at least, so you don't *have *to
 stare at a sea of light gray outlines. At the rate they've been improving
 Modo's schematic over the last couple of versions, I expect cool stuff in
 the future.

 -Tim


 On 7/15/2014 1:45 PM, Sebastien Sterling wrote:

  Modo's nodes are quite pretty, all they need is a bit of color to
 identify different components of a tree :), why is no one else doing this ?

  is it because an ICE trees layout is linear ? so its easier to identify
 where the beginning and end of things is happening and subsequent color
 coding ?




 --





Re: Maya 2015 Node Editor

2014-07-15 Thread Sebastien Sterling
just put a request in for color coded node sockets in the designated
request area of the modo forum:)


On 15 July 2014 21:01, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:

 This! there is a term for it, but i can't remember.  :P gathering nodes
 and organizing them.


 http://wpfiles.darkvertex.com/wp/wp-content/uploads/2010/11/ICEtree_DeformWithSourceMesh.png


 On 15 July 2014 20:53, Sergio Mucino sergio.muc...@gmail.com wrote:

 I'm not sure what you mean by with a statement. Can you elaborate?


 Sergio Muciño.
 Sent from my iPad.

 On Jul 15, 2014, at 3:46 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Ooo ! does it have a system for gathering a group of nodes with a
 statement and moving them around ?,


 On 15 July 2014 20:25, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

  Ah that's true! I forgot about that! Good reminder...


 On 7/15/2014 2:03 PM, Serch Mucino wrote:

 You can also assign colors to nodes directly in the schematic view (even
 non-item related nodes, such as math nodes). I would like Modo to
 color-code sockets by data type. That would be quite useful.

  
 Sergio Mucino



 On Tue, Jul 15, 2014 at 2:54 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  The color coding of nodes in Modo's is very different from ICE's:
 instead of coding by node type, they inherit the color assigned to the item
 they represent. So for example, in the Item List, if you select something,
 right-click, and set the 'Editor Color', the corresponding node(s) will be
 outlined in that color in the Schematic.

 It's not like ICE, but it's something at least, so you don't *have *to
 stare at a sea of light gray outlines. At the rate they've been improving
 Modo's schematic over the last couple of versions, I expect cool stuff in
 the future.

 -Tim


 On 7/15/2014 1:45 PM, Sebastien Sterling wrote:

  Modo's nodes are quite pretty, all they need is a bit of color to
 identify different components of a tree :), why is no one else doing this ?

  is it because an ICE trees layout is linear ? so its easier to
 identify where the beginning and end of things is happening and subsequent
 color coding ?




 --






Re: Maya 2015 Node Editor

2014-07-15 Thread Tim Crowson

No, Modo doesn't not /yet /have a Group Comment node.
-Tim

On 7/15/2014 3:01 PM, Sebastien Sterling wrote:
This! there is a term for it, but i can't remember.  :P gathering 
nodes and organizing them.


http://wpfiles.darkvertex.com/wp/wp-content/uploads/2010/11/ICEtree_DeformWithSourceMesh.png


On 15 July 2014 20:53, Sergio Mucino sergio.muc...@gmail.com 
mailto:sergio.muc...@gmail.com wrote:


I'm not sure what you mean by with a statement. Can you elaborate?


Sergio Muciño.
Sent from my iPad.

On Jul 15, 2014, at 3:46 PM, Sebastien Sterling
sebastien.sterl...@gmail.com
mailto:sebastien.sterl...@gmail.com wrote:


Ooo ! does it have a system for gathering a group of nodes with a
statement and moving them around ?,






Re: Maya 2015 Node Editor

2014-07-15 Thread Peter Agg
If they do get one, please someone make sure that they make it work with
auto arrange! My CTRL+R addiction in ICE renders Soft's one useless. :(


On 15 July 2014 21:08, Tim Crowson tim.crow...@magneticdreams.com wrote:

  No, Modo doesn't not *yet *have a Group Comment node.
 -Tim


 On 7/15/2014 3:01 PM, Sebastien Sterling wrote:

 This! there is a term for it, but i can't remember.  :P gathering nodes
 and organizing them.


 http://wpfiles.darkvertex.com/wp/wp-content/uploads/2010/11/ICEtree_DeformWithSourceMesh.png


 On 15 July 2014 20:53, Sergio Mucino sergio.muc...@gmail.com wrote:

  I'm not sure what you mean by with a statement. Can you elaborate?


 Sergio Muciño.
 Sent from my iPad.

 On Jul 15, 2014, at 3:46 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

   Ooo ! does it have a system for gathering a group of nodes with a
 statement and moving them around ?,






RE: Maya 2015 Node Editor

2014-07-15 Thread Manuel Huertas Marchena
I am aware that making a pretty UI is - at least from a programmer's stand 
point, not a cool challenge, but having nice and meaningful colors, good drag 
and drop functionality, text instead of ugly icons and all the other nice 
little things as one finds in the ICE Tree or Modo's schematic view make a huge 
difference for the paying (!) customer, i.e. the gals and guys that spend hours 
and hours using the app.That's what makes Softimage so special: it just feels 
right and it actually is a real pleasure to do things, even complicated things. 
One truly has the feeling that somebody sat down and thought about how to 
implement something and - most importantly - how to make the user interaction 
as pleasant and intuitive as possible.
Couldn't agree more with you Eric. I was introduced to the node editor some 
months ago,and for a second though maya actually got an actual nice node editor 
as the render tree in xsi.that didnt last long...  sure is better then the 
crappy hypergraph  connection editor... butstill looks awful to me and makes 
shading (something  I actually really enjoy doing in the render tree) something 
very unpleasant...the devil is in the details and they surely have not 
understand this, xsi did so though.. such a shame  (oh wait the foundry also 
got it! :)

-Manuel

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From: peter@googlemail.com
Date: Tue, 15 Jul 2014 21:11:29 +0100
Subject: Re: Maya 2015 Node Editor
To: softimage@listproc.autodesk.com

If they do get one, please someone make sure that they make it work with auto 
arrange! My CTRL+R addiction in ICE renders Soft's one useless. :(



On 15 July 2014 21:08, Tim Crowson tim.crow...@magneticdreams.com wrote:



  

  
  
No, Modo doesn't not yet have a Group Comment node.

-Tim



On 7/15/2014 3:01 PM, Sebastien
  Sterling wrote:



  This! there is a term for it, but i can't
remember.  :P gathering nodes and organizing them.



  
http://wpfiles.darkvertex.com/wp/wp-content/uploads/2010/11/ICEtree_DeformWithSourceMesh.png




  
  



On 15 July 2014 20:53, Sergio Mucino sergio.muc...@gmail.com
  wrote:

  

  I'm not sure what you mean by with a statement. Can
you elaborate?


  

  Sergio Muciño.
  Sent from my iPad.

  
  

  

On Jul 15, 2014, at 3:46 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com
wrote:



  
  

  Ooo ! does it have a system for
gathering a group of nodes with a statement and
moving them around ?,

  
  

  

  

  

  

  






  


  

Re: Maya 2015 Node Editor

2014-07-15 Thread Simon van de Lagemaat
I agree Eric, 100%

As of now we're probably shifting lighting, shading and scene setup in
Houdini instead of Maya now that HtoA is in play. It's much closer to Soft
in terms of usability and UI maturity.  We primarily use Arnold but Mantra
is a fantastic sidekick and when you combine them you end up with an
amazingly powerful triumvirate.

Frankly I was shocked and disappointed at how bad Maya's shading workflow
was after taking some quick looks, everything takes an extra 2 or three or
more steps for every single one of Softs or Houdini's.  The simple task of
connecting nodes isn't even straightforward!! Compile a days worth of extra
steps and I've lost a solid hour to clicking. Anyone who has even looked
any other package should know this, it's immediately apparent that there
will be a measurable reduction in productivity.


On Tue, Jul 15, 2014 at 10:22 AM, Eric Mootz e...@mootzoid.com wrote:

 He, he, the owner of a restaurant that serves healthy food containing
 everything the body needs (calories, vitamines etc.) but that looks, tastes
 and smeels bad, must not be surprised if people complain :)

 Seriously, the problem is not the functionality, it is the usability, the
 look and feel.

 I am aware that making a pretty UI is - at least from a programmer's
 stand point, not a cool challenge, but having nice and meaningful colors,
 good drag and drop functionality, text instead of ugly icons and all the
 other nice little things as one finds in the ICE Tree or Modo's schematic
 view make a huge difference for the paying (!) customer, i.e. the gals and
 guys that spend hours and hours using the app.
 That's what makes Softimage so special: it just feels right and it
 actually is a real pleasure to do things, even complicated things. One
 truly has the feeling that somebody sat down and thought about how to
 implement something and - most importantly - how to make the user
 interaction as pleasant and intuitive as possible. Not saying that XSI is
 perfect, but it definitely is a software made by people who actually cared
 about it and wanted to make something good.

 Isn't the Softimage crew working on Maya now??? C'mon, guys, you did such
 an outstanding job on Softimage, do the same for Maya: make it a software
 one loves and likes!


 Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:

  Define make it better?

 On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootze...@mootzoid.com  wrote:

 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes, it is far better
 than the hypergraph, but still... it's not good at all. Had hoped that
 they
 would make that better, but no.





Re: Maya 2015 Node Editor

2014-07-15 Thread Andy Goehler
Same here.

On Jul 15, 2014, at 22:28, Simon van de Lagemaat si...@theembassyvfx.com 
wrote:

 As of now we're probably shifting lighting, shading and scene setup in 
 Houdini instead of Maya now that HtoA is in play. It's much closer to Soft in 
 terms of usability and UI maturity.  We primarily use Arnold but Mantra is a 
 fantastic sidekick and when you combine them you end up with an amazingly 
 powerful triumvirate. 



Grid computing

2014-07-15 Thread Angus Davidson
Subject way out of left field.

Anyone have any experience in Grid Computing / Virtualisation. Currently we 
employ the standard 1 person / per workstation rational. In the longer run its 
an unsustainable model because we are unable to push up lab fees to keep up 
with our required expenditure.  Something will have to give somewhere. Grid 
hardware is something we might actually have a shot of getting the university 
to invest in ;) Its one of those crazy things.

So we have three main options.

  1.  We work with a more flexible arrangement and have more people per 
workstation
  2.  We keep the level of hardware to the absolute minimum spec (dropping our 
cost per physical seat)
  3.  We virtualise in a way that allows us to make use far cheaper 
workstations, (so basically just a HD receiver) even tablets for some courses.

We currently run, TV Paint, Autodesk (XSI, Maya), Adobe, Unity3d, The Foundry 
(Modo, Nuke) products. Nothing which I can see from the bits I have followed up 
on the Nvidia and Citrix Websites so far that would cause issues.

We are looking at about 120 users that would need access , probably up to 80 
connected at the same time.

Has anyone actually sat in front of a Virualised workstation and been able to 
say , can’t really tell the difference ? Or this just really sucks monkey balls.

Everything always looks fine from the brochures / videos. Although haven’t as 
yet seen one with Soft etc rendering in it.

Kind regards

Angus







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RE: Maya 2015 Node Editor

2014-07-15 Thread Nick Angus
Exactly the same here Simon, I think Mantra has come a long way in the last 
couple of years. In fact it would be my next choice behind Arnold right now.  
The beauty is you can have both!, the Alembic workflow in Houdini is also 
brilliant.

It really is a no brainer for us at this stage...

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Simon van de Lagemaat 
[si...@theembassyvfx.com]
Sent: 16 July 2014 06:28
To: softimage@listproc.autodesk.com
Subject: Re: Maya 2015 Node Editor

I agree Eric, 100%

As of now we're probably shifting lighting, shading and scene setup in Houdini 
instead of Maya now that HtoA is in play. It's much closer to Soft in terms of 
usability and UI maturity.  We primarily use Arnold but Mantra is a fantastic 
sidekick and when you combine them you end up with an amazingly powerful 
triumvirate.

Frankly I was shocked and disappointed at how bad Maya's shading workflow was 
after taking some quick looks, everything takes an extra 2 or three or more 
steps for every single one of Softs or Houdini's.  The simple task of 
connecting nodes isn't even straightforward!! Compile a days worth of extra 
steps and I've lost a solid hour to clicking. Anyone who has even looked any 
other package should know this, it's immediately apparent that there will be a 
measurable reduction in productivity.


On Tue, Jul 15, 2014 at 10:22 AM, Eric Mootz 
e...@mootzoid.commailto:e...@mootzoid.com wrote:
He, he, the owner of a restaurant that serves healthy food containing 
everything the body needs (calories, vitamines etc.) but that looks, tastes and 
smeels bad, must not be surprised if people complain :)

Seriously, the problem is not the functionality, it is the usability, the look 
and feel.

I am aware that making a pretty UI is - at least from a programmer's stand 
point, not a cool challenge, but having nice and meaningful colors, good drag 
and drop functionality, text instead of ugly icons and all the other nice 
little things as one finds in the ICE Tree or Modo's schematic view make a huge 
difference for the paying (!) customer, i.e. the gals and guys that spend hours 
and hours using the app.
That's what makes Softimage so special: it just feels right and it actually is 
a real pleasure to do things, even complicated things. One truly has the 
feeling that somebody sat down and thought about how to implement something and 
- most importantly - how to make the user interaction as pleasant and intuitive 
as possible. Not saying that XSI is perfect, but it definitely is a software 
made by people who actually cared about it and wanted to make something good.

Isn't the Softimage crew working on Maya now??? C'mon, guys, you did such an 
outstanding job on Softimage, do the same for Maya: make it a software one 
loves and likes!


Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:

Define make it better?

On Tue, Jul 15, 2014 at 10:31 AM, Eric 
Mootze...@mootzoid.commailto:e...@mootzoid.com  wrote:
Thanks, guys.
I had already used the node editor in Maya 2014 and yes, it is far better
than the hypergraph, but still... it's not good at all. Had hoped that they
would make that better, but no.





Re: Maya 2015 Node Editor

2014-07-15 Thread Sebastien Sterling
Is it possible to get around it without code ? or is scripting very much a
part of the process ?



On 16 July 2014 01:49, Nick Angus n...@altvfx.com wrote:

  Exactly the same here Simon, I think Mantra has come a long way in the
 last couple of years. In fact it would be my next choice behind Arnold
 right now.  The beauty is you can have both!, the Alembic workflow in
 Houdini is also brilliant.

  It really is a no brainer for us at this stage...
  --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Simon van de
 Lagemaat [si...@theembassyvfx.com]
 *Sent:* 16 July 2014 06:28
 *To:* softimage@listproc.autodesk.com

 *Subject:* Re: Maya 2015 Node Editor

   I agree Eric, 100%

  As of now we're probably shifting lighting, shading and scene setup in
 Houdini instead of Maya now that HtoA is in play. It's much closer to Soft
 in terms of usability and UI maturity.  We primarily use Arnold but Mantra
 is a fantastic sidekick and when you combine them you end up with an
 amazingly powerful triumvirate.

  Frankly I was shocked and disappointed at how bad Maya's shading
 workflow was after taking some quick looks, everything takes an extra 2 or
 three or more steps for every single one of Softs or Houdini's.  The simple
 task of connecting nodes isn't even straightforward!! Compile a days worth
 of extra steps and I've lost a solid hour to clicking. Anyone who has even
 looked any other package should know this, it's immediately apparent that
 there will be a measurable reduction in productivity.


 On Tue, Jul 15, 2014 at 10:22 AM, Eric Mootz e...@mootzoid.com wrote:

 He, he, the owner of a restaurant that serves healthy food containing
 everything the body needs (calories, vitamines etc.) but that looks, tastes
 and smeels bad, must not be surprised if people complain :)

 Seriously, the problem is not the functionality, it is the usability, the
 look and feel.

 I am aware that making a pretty UI is - at least from a programmer's
 stand point, not a cool challenge, but having nice and meaningful colors,
 good drag and drop functionality, text instead of ugly icons and all the
 other nice little things as one finds in the ICE Tree or Modo's schematic
 view make a huge difference for the paying (!) customer, i.e. the gals and
 guys that spend hours and hours using the app.
 That's what makes Softimage so special: it just feels right and it
 actually is a real pleasure to do things, even complicated things. One
 truly has the feeling that somebody sat down and thought about how to
 implement something and - most importantly - how to make the user
 interaction as pleasant and intuitive as possible. Not saying that XSI is
 perfect, but it definitely is a software made by people who actually cared
 about it and wanted to make something good.

 Isn't the Softimage crew working on Maya now??? C'mon, guys, you did such
 an outstanding job on Softimage, do the same for Maya: make it a software
 one loves and likes!


 Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:

  Define make it better?

 On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootze...@mootzoid.com  wrote:

 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes, it is far
 better
 than the hypergraph, but still... it's not good at all. Had hoped that
 they
 would make that better, but no.






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