Re: Is it realy ?
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 ?
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
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 ?
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
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
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 ?
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
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 ?
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 ?
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?
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 ?
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 ?
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 ?
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 ?
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 ?
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 ?
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 ?
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 ?
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?
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 ?
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 www.keyvis.athttp://www.keyvis.at This email and its attachments are confidential and for the recipient only 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
RE: Toon lens broken on softimage 2014?
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 ?
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 ?
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?
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 ?
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 ?
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 ?
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 ?
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 ?
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 ?
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
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 ?
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 ?
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 ?
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 ?
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?
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 ?
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?
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?
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 ?
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?
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
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 ?
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?
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
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
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
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
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
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
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 ?
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
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 ?
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 ?
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
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 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
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
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
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
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
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
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 ?
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
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 ?
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
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
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
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
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
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
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
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
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
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
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
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
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
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 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
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
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
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
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
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 ?
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
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 ?
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
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
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
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
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
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
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
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
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
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 IMDB | Portfolio | Vimeo | Linkedin 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
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
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
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 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
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
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.