Re: Muscle system. Free/
Thank you Max! Awesome! On Wed, Sep 24, 2014 at 11:08 AM, Toonafish ron...@toonafish.nl wrote: Great ! Free muscles for Softies ! -Ronald On 9/24/2014 10:31, Max Evgrafov wrote: https://vimeo.com/106103487 plug https://www.dropbox.com/s/ptwaw35rfz2mutf/VorleXMuscleSystem2PRO.zip?dl=0 doc https://www.dropbox.com/s/lx2fv87vvq91gzd/VorleXShapeKeyCreationTechnique.doc?dl=0 -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
Re: Ftrack site license ?
Thank you guys for the feedback. On Mon, Sep 15, 2014 at 10:20 AM, Michal Doniec doni...@gmail.com wrote: Quality of support is excellent. As for pricing, I'd contact them directly. Level of satisfaction depends on your needs and how you implement it in your pipeline. On 12 September 2014 11:52, Halim Negadi hneg...@gmail.com wrote: Hello Everyone. I was wondering if anyone uses an ftrack site license and could give some insights about pricing, quality of support and satisfaction. Thank you, Halim. -- -- Michal http://uk.linkedin.com/in/mdoniec
Re: python module doesn't load in softimage
It's an autogenerated module by swagger codegen ( https://github.com/wordnik/swagger-codegen) By the way, the module loads fine on another windows install... I love this os. Thank you for answering and sorry for the delay, I was off on meetings all week. On Mon, Sep 1, 2014 at 7:03 PM, Eric Thivierge ethivie...@gmail.com wrote: I'd check other modules you've imported into the one you're importing. Sometimes Softimage tells you there is a syntax error but it's in a module that was imported by the one you're importing. Eric Thivierge http://www.ethivierge.com On Mon, Sep 1, 2014 at 12:41 PM, Alok Gandhi alok.gandhi2...@gmail.com wrote: Can you post some more details, which module and exact traceback? Sent from my iPhone On 01-Sep-2014, at 8:01 pm, Halim Negadi hneg...@gmail.com wrote: Hello, I have a module that loads in standalone windows 2.7.8 python console but raises an invalid syntax error inside softimage. I use Softimage 2013 sp1 64 bits and made sure the scripting preferences are set not to use python shipped with softimage. Any idea ? Thank you. -H.
Re: python module doesn't load in softimage
Well, I found the problem.. with pulled the latest gear_mc from github and the path of the libraries changed. for some reason both were not working anymore. Just changed the paths for gear_mc and everything works fine now :) On Thu, Sep 4, 2014 at 4:36 PM, Eric Thivierge ethivie...@hybride.com wrote: Are you sure that Softimage is set to use the system python and not the built in python? Not sure what to say after that. On Thursday, September 04, 2014 10:30:36 AM, Halim Negadi wrote: It's an autogenerated module by swagger codegen (https://github.com/wordnik/swagger-codegen) By the way, the module loads fine on another windows install... I love this os. Thank you for answering and sorry for the delay, I was off on meetings all week. On Mon, Sep 1, 2014 at 7:03 PM, Eric Thivierge ethivie...@gmail.com mailto:ethivie...@gmail.com wrote: I'd check other modules you've imported into the one you're importing. Sometimes Softimage tells you there is a syntax error but it's in a module that was imported by the one you're importing. Eric Thivierge http://www.ethivierge.com On Mon, Sep 1, 2014 at 12:41 PM, Alok Gandhi alok.gandhi2...@gmail.com mailto:alok.gandhi2...@gmail.com wrote: Can you post some more details, which module and exact traceback? Sent from my iPhone On 01-Sep-2014, at 8:01 pm, Halim Negadi hneg...@gmail.com mailto:hneg...@gmail.com wrote: Hello, I have a module that loads in standalone windows 2.7.8 python console but raises an invalid syntax error inside softimage. I use Softimage 2013 sp1 64 bits and made sure the scripting preferences are set not to use python shipped with softimage. Any idea ? Thank you. -H.
python module doesn't load in softimage
Hello, I have a module that loads in standalone windows 2.7.8 python console but raises an invalid syntax error inside softimage. I use Softimage 2013 sp1 64 bits and made sure the scripting preferences are set not to use python shipped with softimage. Any idea ? Thank you. -H.
Re: Softimage Rigging Videos
Thanks Eric, I've been teaching rigging in the past and those hours of footage represent very valuable material. Even if the knowledge is generic and not tight to Soft, it will help newcommers figuring out how advanced and straight forward is the package AD just killed. I could for sure make a good use of it. I hate the word legacy when it comes to Soft, we're not there yet. Cheers, -H. On Tue, Jun 10, 2014 at 10:06 PM, Jon Swindells jon_swinde...@fastmail.fm wrote: Just had a watch through of these. I think you missed your calling Eric excellent stuff, thanks for sharing :) -- Jon Swindells jon_swinde...@fastmail.fm On Tue, Jun 10, 2014, at 10:45 PM, Eric Thivierge wrote: Thanks Nick! On Tuesday, June 10, 2014 3:11:11 PM, Nick Martinelli wrote: Eric and I went to Rutgers together, and I did have a chance to check these out a couple years ago. I can say first hand that if you are looking for rigging fundamentals (bone placement, workflow, etc.), these are a great starting point. Well done Eric. On Tue, Jun 10, 2014 at 8:39 AM, Morten Bartholdy x...@colorshopvfx.dk mailto:x...@colorshopvfx.dk wrote: __ Cool - very generous of you Eric and big thanks! Morten Den 8. juni 2014 kl. 18:39 skrev Eric Thivierge ethivie...@gmail.com mailto:ethivie...@gmail.com: Hello all, Since Softimage is EOL, I figured that I could share these videos with everyone. It's a series of videos I created while teaching at Rutgers University around 2010-2011. The concepts and methods still remain valid and should be able to be ported to Maya pretty easily. Hope this helps anyone out there that may need it. This is to be considered an intro to rigging with basic concepts covered. Roughly 9-10 hrs of material. Rigging Course Videos: http://vimeo.com/album/1512001 Cheers, Eric Thivierge http://www.ethivierge.com -- Nick Martinelli (201) 424 - 6518 www.nickMartinelli.net http://www.nickMartinelli.net n...@nickmartinelli.net mailto:n...@nickmartinelli.net
Re: PyQt or PySide
Thank you guys, those insights are highly valuable. On Tue, Jun 10, 2014 at 5:30 PM, Luc-Eric Rousseau luceri...@gmail.com wrote: Autodesk is continuing on Qt 4.8 and Python 2.7 this year, we'll see what happens when the next platform upgrade. On Tue, Jun 10, 2014 at 11:09 AM, Jens Lindgren jens.lindgren@gmail.com wrote: PySide isn't completely dead. But it would really need a company that is actively maintaining it, like it had before. Luc-Eric, why don't AD get together with The Foundry and invest some time and money into the UI framework we all use and rely on? /Jens On Tue, Jun 10, 2014 at 4:54 PM, Sajjad Amjad sajjad.am...@gmail.com wrote: Hey Alok, I'm curious about where you're getting information about development of PySide. When I had to pick a horse I chose PyQt partly because the most popular thread on PySide was about PySide being dead :-) Things may have of course changed over the last few years. On 10 June 2014 15:45, Luc-Eric Rousseau luceri...@gmail.com wrote: Not a lot of development going on in Pyside -- it doesn't even have a clear roadmap to support Qt 5. It's very frustrating. On Tue, Jun 10, 2014 at 12:53 AM, Alok Gandhi alok.gandhi2...@gmail.com wrote: Hi Halim, Although I think pyside is more actively developed but for more information please dig up an old thread for a similar discussion. Sent from my iPhone On Jun 10, 2014, at 10:09 AM, Halim Negadi hneg...@gmail.com wrote: Hello All, I need to write a standalone client to deal with a web database through a rest API. The python CLI is done and I just need to wrap this up in a nice GUI. I will need the GUI to be working as a standalone application as well as embedded in softwares like Soft, Nuke or Maya. Both PySide and PyQt toolkits are actively maintained, I was wondering wich one to use and would be intersted in your guys opinion on this. Thank you in advance. -H. -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios
PyQt or PySide
Hello All, I need to write a standalone client to deal with a web database through a rest API. The python CLI is done and I just need to wrap this up in a nice GUI. I will need the GUI to be working as a standalone application as well as embedded in softwares like Soft, Nuke or Maya. Both PySide and PyQt toolkits are actively maintained, I was wondering wich one to use and would be intersted in your guys opinion on this. Thank you in advance. -H.
Re: PyQt or PySide
Thank you guys for the hints, really helpfull. Cheers, -H. On Tue, Jun 10, 2014 at 7:01 AM, Eric Thivierge ethivie...@gmail.com wrote: PySide if you can get it working with the Softimage Plugin that is available, otherwise if you can't do the work yourself to get it working, use PyQt. Eric Thivierge http://www.ethivierge.com On Tue, Jun 10, 2014 at 12:53 AM, Alok Gandhi alok.gandhi2...@gmail.com wrote: Hi Halim, Although I think pyside is more actively developed but for more information please dig up an old thread for a similar discussion. Sent from my iPhone On Jun 10, 2014, at 10:09 AM, Halim Negadi hneg...@gmail.com wrote: Hello All, I need to write a standalone client to deal with a web database through a rest API. The python CLI is done and I just need to wrap this up in a nice GUI. I will need the GUI to be working as a standalone application as well as embedded in softwares like Soft, Nuke or Maya. Both PySide and PyQt toolkits are actively maintained, I was wondering wich one to use and would be intersted in your guys opinion on this. Thank you in advance. -H.
Re: Maya strengts (anyone?)
+6 Lu On Thu, May 22, 2014 at 7:11 PM, Meng-Yang Lu ntmon...@gmail.com wrote: I think the only failure of the node architecture was that it wasn't meant to be used by artists. Had they had that in consideration, we would've had something like ICE or close to it ages ago. There are still some cool thing you can do in the Hypershade today, but it's unwieldy compared to applications that knew nodes was going to be tinkered with by artists. Maya strengths are still it's quick interactive ability to build stuff and animate. Since this is an XSI list, we've all had a taste of what animation could be due to some really nice quality of life features. However, XSI never in the time I've done 3D ever caught up in terms of animation performance. It is still king of interactive performance at the cost of shoddy user experience. Before, Maya was the do-it-all tookit and still can be today. And a lot of the early technology that went into the Maya side were far better implemented than in any other package. The strength was indeed ubiquity, and it was attractive to plug-in developers alongside 3DS max. Shave had more functionality in Maya before it was integrated into XSI. Syflex had more functionality in Maya than the XSI integration too. nCloth is still used in both conventional and unconventional ways because every other out of box cloth solver just isn't good. We still rely on nCloth heavily and it's second only to something like Qualoft. nCloth is definitely a strength to leverage. Also, Maya + Window = new tech hotbed. Syflex, Shave, Comet Muscles, and now FE/Splice. Anything that seems promising usually begins it's early stages as a plug-in for Maya. No guarantees that these fledgling tools would be production worthy, but I'm the first to admit I've grabbed a plug-in and blindly marched into production many times. Maya's other strength is it's large user base. If you want a CG army that puts ancient Persia to shame, go with Maya. You are almost guaranteed you'll find someone to fill an empty seat if your shop is a Maya one. And though that pool may not be as experienced or agile as artists in other packages, you definitely have the advantage of choice and can cherry-pick to your hearts desire. To be fair, there are good Maya users out there with their own Maya knick-knacks that can still put up good work. And to that point, if you're a Maya user, you're almost never out of a job if you're smarter than the average bear. I still don't like it. -Lu On Thu, May 22, 2014 at 9:26 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: In fairness the architecture is admirable, i don't think anyone ever made a fully nodal DCC after maya, to bad so little of it reaches its full potential. On 22 May 2014 17:15, Luc-Eric Rousseau luceri...@gmail.com wrote: 20 years.. 4/5 years late..adjusted for inflation I guess ;) On Thu, May 22, 2014 at 11:11 AM, Jordi Bares jordiba...@gmail.com wrote: Maya was ahead of its time 20 years ago, the novel architecture and a long list of historical events and mismanagement from Softimage (owned by Microsoft at the time) meant XSI arrived at least 4/5 years late to the party, which was a death sentence and big facilities by then did the full switch (not all but the majority). The genius side (and the part I don't like) was the viral nature of Maya in which you have to write stuff for pretty much everything which meant everybody was building tons of software (and complex ones too) on top of Maya so by the time XSI was starting to pick up pace it was an impossible fight. Was maya great for character animation? Yes, It has always been very good at that because the animation editor and dope sheet were very nice, also very fast with multiple characters and some versions very robust. Manipulators made life a pleasure (remember XSI introduced them late) so it was not a myth, but today it XSI is imho way superior for animation, shame the envelop deformers were never looked after properly. Jordi Bares jordiba...@gmail.com On 22 May 2014, at 14:25, Leendert A. Hartog hirazib...@live.nl wrote: Okay, a more specific question. Back in the day I always heard that Maya was the most useful tool for Character Animation (discounting Softimage from the equation). Was this just myth or is it just outdated info? -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: [OT] Regarding Blender
GUI is not that bad, just a few hints helps going through like setting input preferences to maya mode so you go back to select using lmb rather than rmb. GUI is very smart and you can very easlily split and merge views which makes layout customization very fast. The major issue remains a non-negociable Z-Up. On Mon, May 5, 2014 at 12:46 PM, Eric Turman i.anima...@gmail.com wrote: Blarg...I was repulsed :P not revulsion On Mon, May 5, 2014 at 5:45 AM, Eric Turman i.anima...@gmail.com wrote: I was revulsion to when I tried Blender a couple of months ago; I was horrified that the direction they went in interface revamp was to choose inspiration from 3Ds Max. Lots of icon tab deck and drilling down through menus...Max has one of the worst interfaces that I can think of shudder. On Sun, May 4, 2014 at 11:57 PM, Halim Negadi hneg...@gmail.com wrote: The major issue is a non-negociable Z-Up which makes it very difficult to integrate within any existing animation pipeline. On Sat, May 3, 2014 at 10:41 PM, Dan Yargici danyarg...@gmail.comwrote: It's strange, I heard that also but I've not really found that to be the case. It's different, but so's Maya, Modo and Houdini. It's certainly not as slick as Softimage in that regard, but perfectly easy to get on with IMO. At least I think the complaints regarding interaction, while not totally undeserved are somewhat exaggerated. DAN On Sat, May 3, 2014 at 9:30 PM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: From what I saw Blender's one of biggest problem is UI and inconsistency through out tools. One thing do something in one tool, and completely different in another tool and window.. making HUGE hit on workflow and learning curve. That is for me it feels like a bunch of good ideas duck-taped together :( On Sat, May 3, 2014 at 10:11 PM, Dan Yargici danyarg...@gmail.comwrote: I've just slapped together this video to really quickly run through a few of the features of Blender for those that might not know anything about it. I find it can be quite an eye-opener for people when they first see these things that we've been longing for for so long in Softimage. https://vimeo.com/93749156 Forgive my seemingly clumsy navigation at points. I'm using it on a 6yr old laptop with no numpad (big disadvantage!) on top of a chest of drawers while sitting on the edge of a bed! Just throwing it out there. Perhaps it'll persuade a few people to spend less time bashing it and more time using and hopefully shaping it. :) It definitely feels like we're made up of two camps here, that's for sure... Frankly, I can't comprehend the passion with which some people bash something as good as this. DAN -- -=T=- -- -=T=-
Re: [OT] Regarding Blender
The major issue is a non-negociable Z-Up which makes it very difficult to integrate within any existing animation pipeline. On Sat, May 3, 2014 at 10:41 PM, Dan Yargici danyarg...@gmail.com wrote: It's strange, I heard that also but I've not really found that to be the case. It's different, but so's Maya, Modo and Houdini. It's certainly not as slick as Softimage in that regard, but perfectly easy to get on with IMO. At least I think the complaints regarding interaction, while not totally undeserved are somewhat exaggerated. DAN On Sat, May 3, 2014 at 9:30 PM, Mirko Jankovic mirkoj.anima...@gmail.comwrote: From what I saw Blender's one of biggest problem is UI and inconsistency through out tools. One thing do something in one tool, and completely different in another tool and window.. making HUGE hit on workflow and learning curve. That is for me it feels like a bunch of good ideas duck-taped together :( On Sat, May 3, 2014 at 10:11 PM, Dan Yargici danyarg...@gmail.comwrote: I've just slapped together this video to really quickly run through a few of the features of Blender for those that might not know anything about it. I find it can be quite an eye-opener for people when they first see these things that we've been longing for for so long in Softimage. https://vimeo.com/93749156 Forgive my seemingly clumsy navigation at points. I'm using it on a 6yr old laptop with no numpad (big disadvantage!) on top of a chest of drawers while sitting on the edge of a bed! Just throwing it out there. Perhaps it'll persuade a few people to spend less time bashing it and more time using and hopefully shaping it. :) It definitely feels like we're made up of two camps here, that's for sure... Frankly, I can't comprehend the passion with which some people bash something as good as this. DAN
python 'print' in softimage
Hello Gang, print used to work in xsi back in version 4 or 5 but no longer does. I use a generic library that uses it massively for debug purposes. Is there any way to wrap it so Softimage logs python print messages ? Thanks in advance, -H.
Re: python 'print' in softimage
google just found the workaround: http://xsisupport.com/2012/05/02/python-print-statement-in-softimage-2013 This community rocks, please guys lets keep it alive no matter what. Cheers, -H. On Wed, Apr 2, 2014 at 6:22 PM, Halim Negadi hneg...@gmail.com wrote: Hello Gang, print used to work in xsi back in version 4 or 5 but no longer does. I use a generic library that uses it massively for debug purposes. Is there any way to wrap it so Softimage logs python print messages ? Thanks in advance, -H.
Re: humanize Maya, SOFT top 5
+10 Greg should be in every single drop down menu of every app. Are we safe AD is not going to claim patents ? Probably not, AD had no clue until very recently it had this in its catalogue :| On Wed, Mar 26, 2014 at 10:39 PM, Greg Punchatz g...@janimation.com wrote: I will repeat, the middle mouse button option should be in every app not just maya. It makes sense in ANY app with drop down menu systems in place. Please don't disregard this request. -- *Greg Punchatz* *Sr. Creative Director* Janimation 214.823.7760 www.janimation.com
Re: Stand up and be counted
I agree Alastair, We're starting week #3 and I haven't heard of any other studio than glassworks making an official statement and standing up publicly for the sake of soft. There's no reason to surrender, there's nothing to loose standing up in front of AD. On Mon, Mar 17, 2014 at 9:32 AM, Alastair Hearsum hear...@glassworks.co.ukwrote: Hello Could I be so bold as to encourage everyone out there to petition the prominent people in their organisations to stand up and make a statement. Outside the list would be most beneficial. Do they have journalistic contacts, open letters etc. The deed may be done but we want to have a voice, if Maya is a choice, into what the development priorities are. And, I may be being melodramatic here, we want them to look into our eyes are they are twisting the knife. Thanks Alastair Hearsum -- Alastair Hearsum Head of 3d [image: GLASSWORKS] 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 glassworks.co.uk http://www.glassworks.co.uk/ Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk (Company registered in England with number 04759979. Registered office 25 Harley Street, London, W1G 9BR. VAT registration number: 86729) Please consider the environment before you print this email. DISCLAIMER: This e-mail and attachments are strictly privileged, private and confidential and are intended solely for the stated recipient(s). Any views or opinions presented are solely those of the author and do not necessarily represent those of the Company. If you are not the intended recipient, be advised that you have received this e-mail in error and that any use, dissemination, forwarding, printing, or copying of this e-mail is strictly prohibited. If this transmission is received in error please kindly return it to the sender and delete this message from your system.
Re: Stand up and be counted
Alastair, how about starting the same thread on 3D pro ? On Mon, Mar 17, 2014 at 3:11 PM, Michal Doniec doni...@gmail.com wrote: I meant he is not on the list On 17 March 2014 14:10, Michal Doniec doni...@gmail.com wrote: Dave is on the list. He's be thrown off the list 15 years ago :) On 17 March 2014 13:35, Andi Farhall hack...@outlook.com wrote: I wonder what Dave Levy thinks? I'm sure he's listening? you there Dave? Do I need to tempt you with a spoon? A. ... http://www.hackneyeffects.com/ https://vimeo.com/user4174293 http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. -- From: perryharo...@gmail.com Subject: Re: Stand up and be counted Date: Mon, 17 Mar 2014 08:10:14 -0400 To: softimage@listproc.autodesk.com Alastair, This is exactly what is needed. Thank you for stating this (and STARTING this)! Perry On Mar 17, 2014, at 4:32 AM, Alastair Hearsum hear...@glassworks.co.uk wrote: Hello Could I be so bold as to encourage everyone out there to petition the prominent people in their organisations to stand up and make a statement. Outside the list would be most beneficial. Do they have journalistic contacts, open letters etc. The deed may be done but we want to have a voice, if Maya is a choice, into what the development priorities are. And, I may be being melodramatic here, we want them to look into our eyes are they are twisting the knife. Thanks Alastair Hearsum -- Alastair Hearsum Head of 3d [image: GLASSWORKS] 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 glassworks.co.uk http://www.glassworks.co.uk/ Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk (Company registered in England with number 04759979. Registered office 25 Harley Street, London, W1G 9BR. VAT registration number: 86729) Please consider the environment before you print this email. DISCLAIMER: This e-mail and attachments are strictly privileged, private and confidential and are intended solely for the stated recipient(s). Any views or opinions presented are solely those of the author and do not necessarily represent those of the Company. If you are not the intended recipient, be advised that you have received this e-mail in error and that any use, dissemination, forwarding, printing, or copying of this e-mail is strictly prohibited. If this transmission is received in error please kindly return it to the sender and delete this message from your system. -- -- Michal http://uk.linkedin.com/in/mdoniec -- -- Michal http://uk.linkedin.com/in/mdoniec
Re: Antitrust Class Action Lawsuit
Shouldn't we setup an alternate mailing list in order not to give any heads up to AD about this ? On Mon, Mar 17, 2014 at 12:26 PM, Jason S jasonsta...@gmail.com wrote: Hi, even though there may potentially be some results out of a lawsuit, such measures can hardly be seen as all that much less reprehensible as forcing people into decisions in the first place. Forcing back (or threats thereof?) in response to forcing? Despite anything positive that could come out of that, it would very most-likely entail or pronounce future debacles/behavior of the sorts, and consequently similar counter-measures.. not unlike a cycle. And I think the fact that we are appealing to people (that can understand, reason be reasoned-with) can be leveraged-upon for a far less brute resolve to which everyone could live with. People have been very respectful (for the larger part) in most of the responses so far (many responses) so lets not ruin that momentum shall we? On 03/16/14 21:02, Doeke Wartena wrote: I think it will be very expensive but i would be happy to donate some. 2014-03-16 20:16 GMT+01:00 Tenshi Sama tenshu...@gmail.com: I'm not a lawyer, but i think with Autodesk history there's maybe a case here. The only way i think this could be accomplished is with all the community support; from studios to freelancers; important people; then, gather all the info from past years, videos, open letters, discussions, petitions, AD statements about Softimage future. I mean, everything!. And maybe we could have a case here.(maybe a weak one, but still a case) The problem i see with this is that people is not going to support something like this, because it requires investment and time. Human beings think first about their priorities, families and life itself(which is fine). But, if only we could give support to something like this, this kind of monopoly cases, will be over for decades, because company's will know for sure that Users will fight for their rights. Don't misunderstand me, i hate the way Autode$k manage things, i would love to see the law force them to give the users what they promess year after year. What I do not like to see is how people bow to Autodesk and let them decide the path that everyone must follow. So... ,first we need a good representative, then a good lawyer, community support, and money. (sorry for my english) On Sun, Mar 16, 2014 at 12:49 PM, Chris Vienneau chris.vienn...@autodesk.com wrote: Hi everyone, Things are very different than six years ago. In terms of competition for Autodesk, you can now argue in different industries there is Cinema 4D, Modo, Houdini, Zbrush, 3D coat, and even Unity (now has modeling tools) that can replace functionality that was once only available in 3dsmax, Maya, and Softimage. Things are more and more about playing nice with other tools in an ecosystem than one package to rule them all. cv/ From: softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Ben Barker [ ben.bar...@gmail.com] Sent: Sunday, March 16, 2014 12:38 PM To: softimage@listproc.autodesk.com Subject: Re: Antitrust Class Action Lawsuit I'm not a lawyer either, but a few thoughts. When AD first bought Softimage there were talks of monopoly. Unfortunately for us, AD's biggest market is CAD, and they have several competitors in that arena. The government doesn't really parcel out the market in a way that favors a claim on monopoly for 3D artists. We are just a small bulb on a large tree. Secondly, and this is a more serious problem, antitrust basically doesn't exist anymore in the US like it did in the days of Ma Bell. I talked with my partner, who is a larval lawyer, about this issue quite a bit. Every antitrust decision for the past 70 years has gnawed away at plaintiff power in antitrust cases and now there is essentially nothing left. Combined with the weak case we would already have from the first part, and I think this would be a really difficult row to hoe. That money and energy would probably be better spent re-educating and resource sharing among SI artists so they can move on, or perhaps fighting the subsidy/tariff issue. I understand the anger, and it's heartbreaking to watch a superior product die in favor of Maya, but this wouldn't be a good way to retaliate IMO. On Sun, Mar 16, 2014 at 12:06 PM, skuby sku...@gmail.commailto: sku...@gmail.com wrote: There may be a case here for an Antitrust Class Action Lawsuit against Autodesk. We would need to have a lawyer look at the details and I'm not the person to be able to do this, as I don't have the resources, connections or credibility to do so. However, if successful, it is potentially possible that Autodesk could be forced to divest their Softimage assets, aka. they could be compelled by a court to sell Softimage to a competitor at it's fair market
Re: Autodesk response
The webinar just stopped and I cant' get it back.. It's all bullshit but am I the only one not accessing it anymore ? On Mon, Mar 17, 2014 at 5:20 PM, Stephen Davidson magic...@bellsouth.netwrote: It is also quite clear that both the visual effects and games businesses are going through significant transitions: both from a business model and a technology perspective. Are they referring to this? http://www.hollywoodendingmovie.com/ Is this a reaction to the unsustainable business model of effects houses? just trying to understand their response. On Mon, Mar 17, 2014 at 11:04 AM, Alastair Hearsum hear...@glassworks.co.uk wrote: Hello Following this article http://www.creativebloq.com/3d/rip-softimage-reaction-autodesks-decision-kill-3d-software-31410967 here is Autodesk's response http://www.creativebloq.com/3d/rip-softimage-autodesk-responds-31411033 Alastair -- Alastair Hearsum Head of 3d [image: GLASSWORKS] 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 glassworks.co.uk http://www.glassworks.co.uk/ Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk (Company registered in England with number 04759979. Registered office 25 Harley Street, London, W1G 9BR. VAT registration number: 86729) Please consider the environment before you print this email. DISCLAIMER: This e-mail and attachments are strictly privileged, private and confidential and are intended solely for the stated recipient(s). Any views or opinions presented are solely those of the author and do not necessarily represent those of the Company. If you are not the intended recipient, be advised that you have received this e-mail in error and that any use, dissemination, forwarding, printing, or copying of this e-mail is strictly prohibited. If this transmission is received in error please kindly return it to the sender and delete this message from your system. -- Best Regards, * Stephen P. Davidson* *(954) 552-7956 %28954%29%20552-7956 *sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com
Re: [OT] Some musings regarding Blender...
Blender has a next gen performance level. It opens up in half a sec and has no trouble running a full featured character at frame rates we couldn't imagine with a single envelope operator in any old fashionned classic dccs. It can load scenes 10x faster than xsi or maya. It has very powerfull rigging and animation tools. NLA workflow is incredibly simple. Any animator could use it without any TD assitance to store clips etc. The SDK accessibility of each object is the most straight forward approach I've ever seeen. Just switch your outliner to Datablocks mode and you'll have a scripting access overlay display on each single object you drag your mouse over.. Beautiful. The interface is very smart when as soon as you set your preferences to select with LMB instead of RMB. At the beginning I started buidling and saving custom layouts and quickly figured out that it was completely useless. As the interface layout is being saved with the current workspace ( each .blend file can contain serveral scenes ) it's designed to be part of the workflow. Splitting and merging views is actually so easy that the software layout blends smoothly in your workflow. When you open a scene it comes with an interface layout that's part of the working context. Referencing is incredible. You do that using filelink. When I first double clicked on the .blend I wanted as a reference, it opened a list of contents within the file opener window to let me chose what part of it I wanted to link on. Which means that you can have an asset shading scene with several lights and cameras where you just pick up the materials you need. Of course, this kind of referencing needs attention but I beleive that's the way to go. Here's actually what bothers me the most about blender though: - A non negociable Z up axis instead of Y. Makes it very difficult to integrate within any existing pipeline. Every character you import would lie on the ground. Ridiculous. Z up is for CAD, animation uses Z for depth. This Z up issue is what keeps blender out of most studios that have an eye on it. I talked to Ton Roosendaal at siggraph 2012 about what feels to me like a gravel blocking the whole river and his laconic answer made me guess he and the foundation had no special will to adapt in order to get in the mainstream market. It's opensource though, so may be there's a way to get around this. - A kinematic engine that I still haven't figured out. I may have missed something but I could never rely on actual transforms values.It seems that the values displayed in the transforms channels are actually offsets and not local transforms but I still have trouble understanding where these offsets comes from. I would really appreciate any hint about this. Compared to maya, the list is microscopic... On Mon, Mar 10, 2014 at 3:43 PM, Leendert A. Hartog hirazib...@live.nlwrote: Talk is, however, relatively cheap... The community obviously is willing to participate, but what happens when the ideas are being presented to their chairman Ton Roosendaal? There is a reason, why the Blender UI has always been as quirky as it was... Dan Yargici schreef op 10-3-2014 15:34: There is a thread on BlenderArtists.org where people are submitting mockups and the like where there are some really nice suggestions (and a few terrible ones). Hopefully the right ones will filter through. http://blenderartists.org/forum/showthread.php?298932- Blender-UI-Mockups-and-Ideas-Requested DAN -- Leendert A. Hartog - Softimage hobbyist AKA Hirazi Blue - Administrator @, NOT the owner of si-community.com
Re: Maya feature request from Softimage users
Can't live wihout middle mouse button menus behaviour, I got this implemented in relight the first two weeks I spent at the Bakery. On Fri, Mar 7, 2014 at 7:38 PM, Peter Agg peter@googlemail.com wrote: Nope, it's been the default behaviour for ages. Certainly in 2013. On 7 March 2014 18:36, Emilio Hernandez emi...@e-roja.com wrote: Oh that is a new feature in 2014? If that is so I am in 2013. --- Emilio Hernández VFX 3D animation. 2014-03-07 12:33 GMT-06:00 Peter Agg peter@googlemail.com: Well I just tried to use the middle mouse button in the outliner and it does not work. Well, it certainly should! http://download.autodesk.com/global/docs/maya2014/en_us/index.html?url=files/Nodes_and_attributes_View_and_edit_the_hierarchy_of_nodes.htm,topicNumber=d30e25645 On 7 March 2014 18:28, Emilio Hernandez emi...@e-roja.com wrote: Well I just tried to use the middle mouse button in the outliner and it does not work. Yes, then you need to get the connection editor to remove things --- Emilio Hernández VFX 3D animation. 2014-03-07 12:25 GMT-06:00 Peter Agg peter@googlemail.com: Ability to drag and drop objects in the outliner under other objects like the explorer. Use the middle mouse button. Ability to have non transformation groups You mean like XSI's groups? They're called sets - you can drag things in but you need to use a Connection Editor to take things out. . On 7 March 2014 18:22, Emilio Hernandez emi...@e-roja.com wrote: Ability to drag and drop objects in the outliner under other objects like the explorer. Ability to have non transformation groups Pfff I am working in Maya right now, as I am required to do so, the list is so long as I continue to do stuff. --- Emilio Hernández VFX 3D animation. 2014-03-07 12:18 GMT-06:00 Jason S jasonsta...@gmail.com: Problem-solving without problem-solving-code-departments On 03/07/14 13:15, Emilio Hernandez wrote: +1 --- Emilio Hernández VFX 3D animation. 2014-03-07 12:14 GMT-06:00 Rob Chapman tekano@gmail.com: No icons..? :D On 7 Mar 2014 18:10, Emilio Hernandez emi...@e-roja.com wrote: Independency of child parameters from parent objects. LIke for example if you want to hide the parent and leave the child visible, and not spread all of this throught the hierarchy. --- Emilio Hernández VFX 3D animation. 2014-03-07 12:05 GMT-06:00 Emilio Hernandez emi...@e-roja.com: Ability to change the same parameters in a multi selection objects --- Emilio Hernández VFX 3D animation. 2014-03-07 12:03 GMT-06:00 Adam Sale adamfs...@gmail.com: Gator Decent set of shatter and sim tools ala implosia and momentum Face robot type functionality On Mar 7, 2014 10:00 AM, Emilio Hernandez emi...@e-roja.com wrote: Oh I thought it was mentioned officialy by Autodesk. If that was the case probably will be the opposite. But if it is a rumor then it might be there We just need like 6 years so it will become true. --- Emilio Hernández VFX 3D animation. 2014-03-07 11:54 GMT-06:00 Nic Sievers siev...@gmail.com: nope, I haven't used it. I should have specifically said its a rumor, instead of I believe. On Fri, Mar 7, 2014 at 9:50 AM, Christopher Crouzet christopher.crou...@gmail.com wrote: And I believe you're breaking the NDA here? On 7 March 2014 12:47, Nic Sievers siev...@gmail.com wrote: I believe Maya 2015 adds a new unfold3D tool... On Fri, Mar 7, 2014 at 9:37 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: uv unfold please!! ...really dont like maya uv's tools! IMDB http://www.imdb.com/name/nm4755969/ | Portfolio http://envmanu.com http://envmanu.carbonmade.com/| Vimeo http://vimeo.com/manuelhuertasmarchena | Linkedinhttp://www.linkedin.com/in/manuelhuertas -- Date: Fri, 7 Mar 2014 17:30:22 + Subject: Re: Maya feature request from Softimage users From: sebastien.sterl...@gmail.com To: softimage@listproc.autodesk.com the ability to show/hide components, like in every other DCC ever made. the ability to relax selections of polygons edges and vertexes. neither of these should prove to be too difficult... baby steps On 7 March 2014 17:23, Oscar Juarez tridi.animei...@gmail.com wrote: You nailed right there Jeremie, basically being flexible when rigging, every day I go splitting geometry, regatoring meshes, and merging again, transfering everything seamlessly. Multi attribute editor, it's really stupid that when you select multiple things you only see
Re: Maya feature request from Softimage users
+1 I think there a way to do so using a mel command. On Fri, Mar 7, 2014 at 7:44 PM, Dave Thomlison dthomli...@gmail.com wrote: Ability to open more than one outliner? On Fri, Mar 7, 2014 at 1:41 PM, Luc-Eric Rousseau luceri...@gmail.comwrote: On Fri, Mar 7, 2014 at 11:59 AM, Jeremie Passerin gerem@gmail.com wrote: I would really like to hear Autodesk plan to incorporate some of those features in Maya. I'm guessing there not all super easy to merge, but some of them would be considered as amazing new feature by the Maya users. we have been furiously collecting feedback about what's missing in Maya from a Softimage point of view. Can't talk about the action plans, but we welcome the feedback, it is not futile. -- Dave Thomlison
Re: Maya feature request from Softimage users
As for shapes, I've never felt good with soft workflow. A few years ago we asked stargrav to develop us a soft version of BCS. It now works on both platforms and I can't live without it: http://www.stargrav.com/bcs.php On Fri, Mar 7, 2014 at 9:08 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: while a lot of those things can be worked around or simply written, the lack of a property and parameter entity in Maya will have you up walls. Attributes can only be owned by nodes, and the sort-of-quasi-workaround of character set will cuase early baldness in any person trying to use it. BTW, if you plan to use Maya go on the small annoying things site RIGHT NOW and start up-voting the Softimage sensitive issues (proxy params is there, as is the lack of some fundamental nodes etc.). On Sat, Mar 8, 2014 at 7:05 AM, Eric Turman i.anima...@gmail.com wrote: **Workgroups *(Maya's plugin manager..ugh what a mess) **GATOR *(I've had Maya users nearly go into a seizure of disbelief when I've shown them GATOR in the past) **Stacks: Model, Shape, Animate, Secondary shape etc *(so useful to be able to partition operations for freezing etc.) **non-destructive adaption of modeling work through shapes weights etc.* (when a client wans a changeman this has been a lifesaver in Soft all these years) **non-layer approach to dealing with hierarchical inheritance of visibility etc* (hide parent in Maya, the whole branch get hidden...wait, whut? dumb dumb dumb dumb dumb...yes I know layers...not clean when temporarily hiding things while working) **Delta referencing with internal and external aspects *(the ability to spit aspects of internal and external referencing is amazingly powerful) **Constraint Comp *(Maya, why you hide your offset after initial constraint?!?!) **Neutral pose *(I know that I'm going to get some flak for this one and that buffer nulls...erm locators...work but Neutral pose when used correctly is wonderful) **Proxy Parameters* (so nice for the animators not to have to hunt and peck like on Maya rigs) **Pass partition* (instead of the ridiculous render layers) I know that I'm missing a bunch, but that's a quick fire off the top of my head. I am not looking forward to using it again. I spent 5 years trying to embrace it and it was like cuddling with a porcupine back in the stone ages. But I will have to deal with it once more. On Fri, Mar 7, 2014 at 1:59 PM, Meng-Yang Lu ntmon...@gmail.com wrote: This is a possibility with Fabric Engine in the mix for super speed. Here's hoping. On Fri, Mar 7, 2014 at 11:55 AM, Francisco Criado malcriad...@gmail.com wrote: Why not to rename xsi.exe to maya.exe and change the starting screen? that could be very easy implemented, and voila! all softimage tools and ui in maya :) 2014-03-07 16:50 GMT-03:00 Raffaele Fragapane raffsxsil...@googlemail.com: I think the core issue here isn't as much whether Maya can be patched or not, it surely can, the core is still functional and respectably open, if not without issues (and stability has been degrading compared to the past IME). The problem for a lot of people used to Soft is how much scavenging and patching they will HAVE TO do before they are even remotely close to having previous functionality. For the small scale Maya user, so leave us engineers and big shops out, having to scavenge for scripts and tools and hacking together horrible copy'n'paste MEL macros is part of the day to day routine, even for things such as opening more than one outliner. That's why it's perceived as inferior by a lot of Soft users. We can discuss potential all day, and there are certainly things I can do in Maya that Soft will simply not allow me to do, but in terms of OOTB experience it is pretty F'in disgraceful with all the missing bits. Rabbit's Shapes plugin and ngSkinTools are bare minimum additions to even be able to use it, along side a handful of shelves (Maya's layout is another disgrace that requires a lot of old school hacking) that you'll have to scavenge from all over the place. You also have to toe the line between what you can rely on and what you can't. Maya has a binary lock on versions, so any new major release, and in two recorded cases even the .5s, it breaks binary compatibility. Soft users take for granted that most C++ plugins and nodes written four years ago and never touched again will still work. There was some pretty major upset when for the first time a version or two ago some ICE fixes broke the majority of nodes into requiring recompilation. This is par for the course in Maya, compiled anything will NOT work on any major version other than the one it was compiled for. On Sat, Mar 8, 2014 at 6:36 AM, Meng-Yang Lu ntmon...@gmail.comwrote: I've always felt Maya's core performance has been relatively good compared to others. It is incredibly extensible and can maintain some really good performance.
Re: Softimage Has Been Killed, the Future of CG Softwares Is Now in TD's Hands
Your 2 cents will worth a few bitcoins quickly Christopher. I'm in. On Fri, Mar 7, 2014 at 9:34 PM, Christopher Crouzet christopher.crou...@gmail.com wrote: My 2 cents on this: http://christophercrouzet.com/blog/post/2014/03/07/Softimage-Has-Been-Killed%2C-the-Future-of-CG-Softwares-Is-Now-in-TD-s-Hands I'm looking forward to the future, how about you? -- Christopher Crouzet *http://christophercrouzet.com* http://christophercrouzet.com
Re: Save Softimage Petition
Signed. Just couldn't stand still watching this happening. On Tue, Mar 4, 2014 at 9:38 PM, Stefan Kubicek s...@tidbit-images.com wrote: Ditto. I'll sign just for support. Would be awesome but I doubt it will happen :-/ Kris On Tue, Mar 4, 2014 at 3:20 PM, Steven Caron car...@gmail.com wrote: not sure if you can edit the petition page but i think you could continue to add some more examples of great softimage related work... rodeofx on pacific rim, whiskytree on elysium, the mill's 98% human project... and leave jurassic park off of it, that was softimage 3d On Tue, Mar 4, 2014 at 11:31 AM, Nick Martinelli n...@nickmartinelli.net wrote: Hi list, I'm generally pretty quiet on here, but I feel like it might be time to finally make some noise. I know it's a long shot but maybe if we get enough signatures we can at least help entice Autodesk to sell off Softimage. I don't know if it will work or if anything will happen from it, but it's worth a try. Worst case scenario, nothing. Best case, Softimage is back before we know it. let the signing commence! https://www.change.org/petitions/autodesk-save-softimage -- Nick Martinelli www.nickMartinelli.net n...@nickmartinelli.net -- --- Stefan Kubicek --- keyvis digital imagery Alfred Feierfeilstraße 3 A-2380 Perchtoldsdorf bei Wien Phone: +43/699/12614231 www.keyvis.at ste...@keyvis.at -- This email and its attachments are -- --confidential and for the recipient only--
alembic question
I know it's a little out of topic and I should post on the exocortex list but I had no answer from exocortex so far and I'm hitting a wall. I am trying to get alembic pointcaches exported from softimage using crate working on references with namespaces in maya. Even tryed to hack the abc file using the pyalembic libs but didn't succeed. Anyone had alembic point caches hooked on objects with namespaces ? Thanks. -H
Re: alembic question
Hi Steven, Yes, I figured there was an option to skip namespaces on import to softimage. But I couldn't find anything like that on the maya importer side. The identifiers looks like this out of softimage: # INFO : /golgothDXfo/T_gum_geoXfo/T_gum_geo # INFO : /golgothDXfo/trousers_geoXfo/trousers_geo # INFO : /golgothDXfo/jugul_geoXfo/jugul_geo # INFO : /golgothDXfo/L_sleeve_geoXfo/L_sleeve_geo # INFO : /golgothDXfo/head_geoXfo/head_geo # INFO : /golgothDXfo/insideMouth_geoXfo/insideMouth_geo # INFO : /golgothDXfo/tongue_geoXfo/tongue_geo # INFO : /golgothDXfo/torus3_geoXfo/torus3_geo # INFO : /golgothDXfo/torus0_geoXfo/torus0_geo # INFO : /golgothDXfo/B_teeth_geoXfo/B_teeth_geo # INFO : /golgothDXfo/backTorus_geoXfo/backTorus_geo # INFO : /golgothDXfo/scarf_geoXfo/scarf_geo # INFO : /golgothDXfo/R_Eye_geoXfo/R_Eye_geo # INFO : /golgothDXfo/L_Cornea_geoXfo/L_Cornea_geo # INFO : /golgothDXfo/torus2_geoXfo/torus2_geo # INFO : /golgothDXfo/hands_geoXfo/hands_geo # INFO : /golgothDXfo/B_gum_geoXfo/B_gum_geo # INFO : /golgothDXfo/belt_geoXfo/belt_geo # INFO : /golgothDXfo/T_teeth_geoXfo/T_teeth_geo # INFO : /golgothDXfo/shirt_geoXfo/shirt_geo # INFO : /golgothDXfo/gaiter_geoXfo/gaiter_geo # INFO : /golgothDXfo/L_Eye_geoXfo/L_Eye_geo # INFO : /golgothDXfo/torus1_geoXfo/torus1_geo # INFO : /golgothDXfo/body_geoXfo/body_geo # INFO : /golgothDXfo/R_Cornea_geoXfo/R_Cornea_geo # INFO : /golgothDXfo/torus4_geoXfo/torus4_geo # INFO : /golgothDXfo/straps_geoXfo/straps_geo # INFO : /golgothDXfo/frontTorus_geoXfo/frontTorus_geo # INFO : /golgothDXfo/R_beltHandle_geoXfo/R_beltHandle_geo # INFO : /golgothDXfo/plastron_geoXfo/plastron_geo # INFO : /golgothDXfo/L_beltHandle_geoXfo/L_beltHandle_geo And of course, they won't apply on anything like this: /golgothD:golgothDXfo/golgothD:L_beltHandle_geoXfo/golgothD:L_beltHandle_geo As I said before, I did try to hack the alembic file and renamed identifiers but Maya hangs while applying. Applying point cache is pretty instant, as I did the test without namespaces. Thanks. On Sat, Nov 30, 2013 at 8:38 PM, Steven Caron car...@gmail.com wrote: i have went the other way, from maya to softimage. kept namespaces intact on export but stripped them on import and used model roots from a selection. what do the identifiers look like coming out of softimage? On Sat, Nov 30, 2013 at 11:09 AM, Halim Negadi hneg...@gmail.com wrote: I know it's a little out of topic and I should post on the exocortex list but I had no answer from exocortex so far and I'm hitting a wall. I am trying to get alembic pointcaches exported from softimage using crate working on references with namespaces in maya. Even tryed to hack the abc file using the pyalembic libs but didn't succeed. Anyone had alembic point caches hooked on objects with namespaces ? Thanks. -H
Re: alembic question
Yep, maya namespaces with ':' special character kind of suck. What feels the most anoying though is the fact that alembic being streamed from the file system is already a referencing workflow by itself. I could have done it go without namespaces. But different characters containing geos following the same naming convention can't receive alembic point caches at in the same scene. All right, that's not a maya mailing list over here but for bitching it's fine no ? Thanks for answering anyway Steven. Cheers, Halim. On Sat, Nov 30, 2013 at 9:54 PM, Steven Caron car...@gmail.com wrote: ya, i would continue to attempt to change the identifiers post export from softimage. i don't think there is an option like that in maya's importer. also, i don't fully understand maya's namespace stuff. sorry i can't be of more help On Sat, Nov 30, 2013 at 12:22 PM, Halim Negadi hneg...@gmail.com wrote: Hi Steven, Yes, I figured there was an option to skip namespaces on import to softimage. But I couldn't find anything like that on the maya importer side. The identifiers looks like this out of softimage: # INFO : /golgothDXfo/T_gum_geoXfo/T_gum_geo # INFO : /golgothDXfo/trousers_geoXfo/trousers_geo # INFO : /golgothDXfo/jugul_geoXfo/jugul_geo # INFO : /golgothDXfo/L_sleeve_geoXfo/L_sleeve_geo # INFO : /golgothDXfo/head_geoXfo/head_geo # INFO : /golgothDXfo/insideMouth_geoXfo/insideMouth_geo # INFO : /golgothDXfo/tongue_geoXfo/tongue_geo # INFO : /golgothDXfo/torus3_geoXfo/torus3_geo # INFO : /golgothDXfo/torus0_geoXfo/torus0_geo # INFO : /golgothDXfo/B_teeth_geoXfo/B_teeth_geo # INFO : /golgothDXfo/backTorus_geoXfo/backTorus_geo # INFO : /golgothDXfo/scarf_geoXfo/scarf_geo # INFO : /golgothDXfo/R_Eye_geoXfo/R_Eye_geo # INFO : /golgothDXfo/L_Cornea_geoXfo/L_Cornea_geo # INFO : /golgothDXfo/torus2_geoXfo/torus2_geo # INFO : /golgothDXfo/hands_geoXfo/hands_geo # INFO : /golgothDXfo/B_gum_geoXfo/B_gum_geo # INFO : /golgothDXfo/belt_geoXfo/belt_geo # INFO : /golgothDXfo/T_teeth_geoXfo/T_teeth_geo # INFO : /golgothDXfo/shirt_geoXfo/shirt_geo # INFO : /golgothDXfo/gaiter_geoXfo/gaiter_geo # INFO : /golgothDXfo/L_Eye_geoXfo/L_Eye_geo # INFO : /golgothDXfo/torus1_geoXfo/torus1_geo # INFO : /golgothDXfo/body_geoXfo/body_geo # INFO : /golgothDXfo/R_Cornea_geoXfo/R_Cornea_geo # INFO : /golgothDXfo/torus4_geoXfo/torus4_geo # INFO : /golgothDXfo/straps_geoXfo/straps_geo # INFO : /golgothDXfo/frontTorus_geoXfo/frontTorus_geo # INFO : /golgothDXfo/R_beltHandle_geoXfo/R_beltHandle_geo # INFO : /golgothDXfo/plastron_geoXfo/plastron_geo # INFO : /golgothDXfo/L_beltHandle_geoXfo/L_beltHandle_geo And of course, they won't apply on anything like this: /golgothD:golgothDXfo/golgothD:L_beltHandle_geoXfo/golgothD: L_beltHandle_geo As I said before, I did try to hack the alembic file and renamed identifiers but Maya hangs while applying. Applying point cache is pretty instant, as I did the test without namespaces. Thanks.
event question
Hello List, I'm trying to write a simple event that would write metada in a text file upon scene save and model export. I RTFM the thing and couldn't find a way to catch the result full path of the exported model || saved scene after saving || export occurs. Any Idea ? Thank you, -H.
Re: event question
Thank you Stephen, saved me a couple of hours diggin the wrong way. On Thu, Sep 5, 2013 at 12:55 PM, Stephen Blair stephenrbl...@gmail.comwrote: Seems possible to me: # VERBOSE : EndSceneSave2_OnEvent called # VERBOSE : FileName: C:\Users\SOLIDANGLE\Documents\** Projects\Support\Scenes\**Classroom_aRNOLD.scn Application.SaveScene() Application.SelectObj(**Building, , ) # VERBOSE : EndFileExport_OnEvent called # VERBOSE : Input: Building # VERBOSE : FileName: C:\Users\SOLIDANGLE\Documents\** Projects\Support\Models\**Building.emdl # VERBOSE : FileType: 2 Application.ExportModel(**Building, C:\\Users\\SOLIDANGLE\\** Documents\\Projects\\Support\\**Models\\Building.emdl, , ) On 05/09/2013 6:26 AM, Halim Negadi wrote: Hello List, I'm trying to write a simple event that would write metada in a text file upon scene save and model export. I RTFM the thing and couldn't find a way to catch the result full path of the exported model || saved scene after saving || export occurs. Any Idea ? Thank you, -H.
Re: GEAR_mc a fork of Jeremie Passerin's GEAR project
Thank you Miguel, couldn't dream of a better timing as we were planning to use gear for our first teaser over here. Glad to see you guys keeping our weapon alive. On Tue, Aug 27, 2013 at 7:06 PM, Emilio Hernandez emi...@e-roja.com wrote: Yeah! Waiting anxiously for the videos! Thanks Jeremie for the solid foundation of GEAR and thank you Miquel for keeping it not only alive but sailing! 2013/8/27 Mirko Jankovic mirkoj.anima...@gmail.com hip hip hip hooray for our SI masters! :) On Tue, Aug 27, 2013 at 6:34 PM, Adam Sale adamfs...@gmail.com wrote: Awesome news. Just in time for the start of September classes. Adam On Tue, Aug 27, 2013 at 9:25 AM, Rares Halmagean ra...@rarebrush.comwrote: I'll through in a Huzzah and big thanks for the addition. Can't wait to try it out. On 8/26/2013 9:48 PM, Miquel Campos wrote: Hello, I have just uploaded to github my custom fork of Jeremie Passerin's GEAR project. https://github.com/miquelcampos/GEAR_mc Here is a little list of what's the new: -New Menu re-arrange -New Facial components -New options for icon creator -Selection sets and poseLib not part of Gear -poseLib should work now in Linux (but not tested) -Zipper tool for curves -New solvers -Wireframe color tool -Guides support for store wireframe color -New commands for inspect Guides PPG and solvers options -Command for merge symmetry mapping templates. Some of these new features were initially developed by Jeremie, who kindly shared with me some of his personal WIP code. BIG THANKS to Jeremie for the original code and all the help. And also BIG THANKS to Sly and PH from Shed Montreal to allow me to release some internal code for the poseLib, selection sets and some of the facial components. I will prepare with Alan some videos explaining the new features and tools. Stay tune to TDsurvival ;) Cheers, Miquel Miquel Campos www.miquelTD.com -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/ --
Re: GEAR_mc a fork of Jeremie Passerin's GEAR project
Hi Miguel, We plan to work with GEAR in the next few months at Forge Animation, in south of france. ( www.forge-animation.com ) On Tue, Aug 27, 2013 at 7:46 PM, Miquel Campos miquel.cam...@gmail.comwrote: Oh! nice! :) Halim, where is here? Miquel Campos www.miquelTD.com 2013/8/27 Halim Negadi hneg...@gmail.com Thank you Miguel, couldn't dream of a better timing as we were planning to use gear for our first teaser over here. Glad to see you guys keeping our weapon alive. On Tue, Aug 27, 2013 at 7:06 PM, Emilio Hernandez emi...@e-roja.comwrote: Yeah! Waiting anxiously for the videos! Thanks Jeremie for the solid foundation of GEAR and thank you Miquel for keeping it not only alive but sailing! 2013/8/27 Mirko Jankovic mirkoj.anima...@gmail.com hip hip hip hooray for our SI masters! :) On Tue, Aug 27, 2013 at 6:34 PM, Adam Sale adamfs...@gmail.com wrote: Awesome news. Just in time for the start of September classes. Adam On Tue, Aug 27, 2013 at 9:25 AM, Rares Halmagean ra...@rarebrush.comwrote: I'll through in a Huzzah and big thanks for the addition. Can't wait to try it out. On 8/26/2013 9:48 PM, Miquel Campos wrote: Hello, I have just uploaded to github my custom fork of Jeremie Passerin's GEAR project. https://github.com/miquelcampos/GEAR_mc Here is a little list of what's the new: -New Menu re-arrange -New Facial components -New options for icon creator -Selection sets and poseLib not part of Gear -poseLib should work now in Linux (but not tested) -Zipper tool for curves -New solvers -Wireframe color tool -Guides support for store wireframe color -New commands for inspect Guides PPG and solvers options -Command for merge symmetry mapping templates. Some of these new features were initially developed by Jeremie, who kindly shared with me some of his personal WIP code. BIG THANKS to Jeremie for the original code and all the help. And also BIG THANKS to Sly and PH from Shed Montreal to allow me to release some internal code for the poseLib, selection sets and some of the facial components. I will prepare with Alan some videos explaining the new features and tools. Stay tune to TDsurvival ;) Cheers, Miquel Miquel Campos www.miquelTD.com -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/ --
Re: Hong Kong Softimage users
Hello Adam, TFilms is a Softimage house in Hong Kong. the website www.tfilmshk.com doesn't seem right though. thier address is: 3/F, Kodak House, Phase 1, 321 Java Road, North Point, Hong Kong On Fri, May 31, 2013 at 2:31 PM, Adam Seeley adam_see...@yahoo.com wrote: Hi Folks, I'll be on a recce in Hong Kong next week and wondered if there were any Softimage houses out there I might be able to drop in and say hi to or any Softies that might like to meet for a beer. Have a nice weekend y'all. Adam - Yoyo Digital Ltd. 07956 976 245 http://www.linkedin.com/in/adamseeleyukhttp://www.linkedin.com/profile/view?id=21162305 https://vimeo.com/adamseeley https://vimeo.com/album/2280465
Re: VM-Ware
What do you guys mean by Hardware Graphics Card ? Of course, the VM won't see you hardware graphics as it is but VMware will expose it through it's own driver which does provide a hardware accelerated opengl. This driver comes with the vmware tools you have to install in your VM. The only thing the vmware driver won't be able to handle is the high quality viewport. Except from that, we have pretty decent display performance over here. Another alternative is VirtualBox, it's free and it comes also with a hardware accelerated display driver. The display performances are even better than the VMWare ones but it's a little buggy with softimage for now. On Wed, Jan 16, 2013 at 11:38 AM, ivan t ivansoftim...@gmail.com wrote: I have Max / Maya and Softimage from 2010 to 2013 running on VMWare on Windows. It is working fine for most usage with exception to what Chris mention (Hardware graphics card) Softimage also works on in linux / VMWare :) -Ivan ivan@nospam.autodesk.com (please remove nospam) On Tue, Jan 15, 2013 at 6:19 PM, Halim Negadi hneg...@gmail.com wrote: Well, it does support hardware 3d acceleration as well as virtual box On Tue, Jan 15, 2013 at 11:11 AM, Chris Chia chris.c...@autodesk.comwrote: Vmware doesn't support hardware graphic card. Has anyone else using Parallels instead? Anyway, it's possible to run Softimage Linux on a vmware. From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Halim Negadi Sent: Tuesday, January 15, 2013 3:55 AM To: softimage@listproc.autodesk.com Subject: Re: VM-Ware While working within linux environments, I personnally find more enjoyable using Softimage running in a windows VM than the linux version itself. On Mon, Jan 14, 2013 at 8:53 PM, Halim Negadi hneg...@gmail.commailto: hneg...@gmail.com wrote: Softimage 2011/2012 2013 works like a charm over here on vmware workstation 9 running windows 7 workstation x64 sp1 under ubuntu 12.04 amd64. Except from a few harmless display bugs ( more often in the schematic than in actual viewports ), it's definitely workable and has decent performance. A very important thing is to make sure vmx processor acceleration is enabled in the bios and in the vm configuration to have maximum display and computing performance running your vms. The most succesfull and stable attempt to run softimage in VMs was in parallels desktop though, Very stable with almost no display bugs virtualizing windows 7 64 sp1 using parallels desktop 7 on osx lion. Never got the chance to test parallels workstation extreme ( http://www.parallels.com/products/extreme/ ) on linux because it's slightly expensive and only supported on redhat based distos as we stick on debian based ones over here. On Mon, Jan 14, 2013 at 7:42 PM, Gene Crucean emailgeneonthel...@gmail.commailto:emailgeneonthel...@gmail.com wrote: To be fair though... getting Softimage running on Linux in general isn't for the faint of heart. VirtualBox is cool... it's free and all. But performance wise it's quite bad. VMWareFusion is quite speedy on my home machine. It's the only way I run windows at home anymore. On Mon, Jan 14, 2013 at 7:08 AM, Alan Fregtman alan.fregt...@gmail.com mailto:alan.fregt...@gmail.com wrote: I think there's been some confusion... At work I'm on Linux (CentOS 6.2) and my VMWare VM is virtualizing Windows 7, where Softimage runs swimmingly. Was it a VM virtualizing Linux and running Softimage that was the issue for you? I never tried that as we use Linux natively here. On Mon, Jan 14, 2013 at 9:58 AM, Ben Houston b...@exocortex.commailto: b...@exocortex.com wrote: Hi Alan, No way? You mean you have a VM running Softimage on Linux? What Linux OS are you running inside of the VM? Did you do anything special to get it running? I've wasted countless hours try to get the required video card drivers to work on Linux inside of a VM. I think that cumulatively Exocortex has lost at least a couple of whole days of effort trying to get to work over the last couple years -- but maybe things got better with recent version of Softimage / VMWare? Someone should make a webpage that describes the steps for VMWare or VirtualBox as that is a huge thing, especially for us plugin developers. We've been forced to buy additional PCs or do dual boot configurations. -- Best regards, Ben Houston Voice: 613-762-4113tel:613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals. -- Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX Developer / Filmmaker / Photographer ** Freelance for hire ** www.genecrucean.comhttp://www.genecrucean.com ~~ Please use my website's contact form on www.genecrucean.com http://www.genecrucean.com/ for any personal emails. Thanks. I may not get them at this address. ~~
Re: VM-Ware
Softimage 2011/2012 2013 works like a charm over here on vmware workstation 9 running windows 7 workstation x64 sp1 under ubuntu 12.04 amd64. Except from a few harmless display bugs ( more often in the schematic than in actual viewports ), it's definitely workable and has decent performance. A very important thing is to make sure vmx processor acceleration is enabled in the bios and in the vm configuration to have maximum display and computing performance running your vms. The most succesfull and stable attempt to run softimage in VMs was in parallels desktop though, Very stable with almost no display bugs virtualizing windows 7 64 sp1 using parallels desktop 7 on osx lion. Never got the chance to test parallels workstation extreme ( http://www.parallels.com/products/extreme/ ) on linux because it's slightly expensive and only supported on redhat based distos as we stick on debian based ones over here. On Mon, Jan 14, 2013 at 7:42 PM, Gene Crucean emailgeneonthel...@gmail.comwrote: To be fair though... getting Softimage running on Linux in general isn't for the faint of heart. VirtualBox is cool... it's free and all. But performance wise it's quite bad. VMWareFusion is quite speedy on my home machine. It's the only way I run windows at home anymore. On Mon, Jan 14, 2013 at 7:08 AM, Alan Fregtman alan.fregt...@gmail.comwrote: I think there's been some confusion... At work I'm on Linux (CentOS 6.2) and my VMWare VM is virtualizing Windows 7, where Softimage runs swimmingly. Was it a VM virtualizing Linux and running Softimage that was the issue for you? I never tried that as we use Linux natively here. On Mon, Jan 14, 2013 at 9:58 AM, Ben Houston b...@exocortex.com wrote: Hi Alan, No way? You mean you have a VM running Softimage on Linux? What Linux OS are you running inside of the VM? Did you do anything special to get it running? I've wasted countless hours try to get the required video card drivers to work on Linux inside of a VM. I think that cumulatively Exocortex has lost at least a couple of whole days of effort trying to get to work over the last couple years -- but maybe things got better with recent version of Softimage / VMWare? Someone should make a webpage that describes the steps for VMWare or VirtualBox as that is a huge thing, especially for us plugin developers. We've been forced to buy additional PCs or do dual boot configurations. -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals. -- Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX Developer / Filmmaker / Photographer ** *Freelance for hire* ** www.genecrucean.com ~~ Please use my website's contact form on www.genecrucean.com for any personal emails. Thanks. I may not get them at this address. ~~
Re: VM-Ware
While working within linux environments, I personnally find more enjoyable using Softimage running in a windows VM than the linux version itself. On Mon, Jan 14, 2013 at 8:53 PM, Halim Negadi hneg...@gmail.com wrote: Softimage 2011/2012 2013 works like a charm over here on vmware workstation 9 running windows 7 workstation x64 sp1 under ubuntu 12.04 amd64. Except from a few harmless display bugs ( more often in the schematic than in actual viewports ), it's definitely workable and has decent performance. A very important thing is to make sure vmx processor acceleration is enabled in the bios and in the vm configuration to have maximum display and computing performance running your vms. The most succesfull and stable attempt to run softimage in VMs was in parallels desktop though, Very stable with almost no display bugs virtualizing windows 7 64 sp1 using parallels desktop 7 on osx lion. Never got the chance to test parallels workstation extreme ( http://www.parallels.com/products/extreme/ ) on linux because it's slightly expensive and only supported on redhat based distos as we stick on debian based ones over here. On Mon, Jan 14, 2013 at 7:42 PM, Gene Crucean emailgeneonthel...@gmail.com wrote: To be fair though... getting Softimage running on Linux in general isn't for the faint of heart. VirtualBox is cool... it's free and all. But performance wise it's quite bad. VMWareFusion is quite speedy on my home machine. It's the only way I run windows at home anymore. On Mon, Jan 14, 2013 at 7:08 AM, Alan Fregtman alan.fregt...@gmail.comwrote: I think there's been some confusion... At work I'm on Linux (CentOS 6.2) and my VMWare VM is virtualizing Windows 7, where Softimage runs swimmingly. Was it a VM virtualizing Linux and running Softimage that was the issue for you? I never tried that as we use Linux natively here. On Mon, Jan 14, 2013 at 9:58 AM, Ben Houston b...@exocortex.com wrote: Hi Alan, No way? You mean you have a VM running Softimage on Linux? What Linux OS are you running inside of the VM? Did you do anything special to get it running? I've wasted countless hours try to get the required video card drivers to work on Linux inside of a VM. I think that cumulatively Exocortex has lost at least a couple of whole days of effort trying to get to work over the last couple years -- but maybe things got better with recent version of Softimage / VMWare? Someone should make a webpage that describes the steps for VMWare or VirtualBox as that is a huge thing, especially for us plugin developers. We've been forced to buy additional PCs or do dual boot configurations. -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals. -- Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX Developer / Filmmaker / Photographer ** *Freelance for hire* ** www.genecrucean.com ~~ Please use my website's contact form on www.genecrucean.com for any personal emails. Thanks. I may not get them at this address. ~~
Re: In case you missed it..
Please AD, bring Soft back to a decent and fair exposure, at least closer to the one it deserves or sell it back if you're embarrassed. I'm sure there's a lot of interested and rich people who would buy it, you'll make money out of your 2008 deal and you'll make anger go down. That, I think, will never happen, because AD did not buy Softimage for XSI but for the patents Softimage had over its technologies. Reselling Softimage would mean reselling the patents as well, and that is precisely what they want to avoid. Buying as much patents as possible is the only way to really shadow competitors. I know Guy, I was trying to make some humor out of a dramatic situation that's been going on for four years now. I remember you were saying that the minute after the deal went down. Don't wait until someone comes up with a high performance DCC-like suite made with ../.. That's why I keep on saying the 'true' solution will have to come up from the Open Source community. This is the only valid path. But it will take some time. Once Blender will get rid of it's Z up and get it's interface a little civilized, it's already mature enough to strike pretty hard. Performance wise, it's already far ahead of any other DCC on the market. Unfortunately, the foundation leadership hast it's obsessions and I think they stick on some non-standard choices to kind of maintain the software a side of the industry.
Re: Bye Bye
Salut Guillaume, All my best wishes for the future, you will be missed on the list and I'm sure within our beloved software. May your force be fully transferred to the new platform you'll be involved with. Cheers, H. On Sat, Sep 1, 2012 at 4:49 AM, Guillaume Laforge guillaume.laforge...@gmail.com wrote: Hi Guys, I just wanted to say thank you for all the good words I heard today. I'm out of AD and won't follow this list as much as before, but it was a real pleasure to exchange ideas with all those great peoples ! See you maybe on the Fabric Engine beta list ! Cheers, Guillaume Laforge
Re: Usergroup meeting?
I'm here till sunday. H. On Thu, Aug 9, 2012 at 9:49 AM, Bill Hinkson bill.hink...@gmail.com wrote: /Wave Trader Vic's was fun! Maybe I'll make it out to Siggraph next year. On Tue, Jul 31, 2012 at 8:14 PM, Matt Lind ml...@carbinestudios.comwrote: Most of the people who replied to my initial survey and requested Sunday have not RSVP'd. Meanwhile I have a handful of people who want to attend but cannot make Sunday. Would another night be better? If so, which? Matt PS - Dave, Trader Vic's is where we went for after-dinner drinks a number of years ago if you remember. Same restaurant chain, different location. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of David Gallagher Sent: Tuesday, July 31, 2012 6:51 AM To: softimage@listproc.autodesk.com Subject: Usergroup meeting? Any Softimage usergroup meeting at Siggraph happening? I can't make the Sunday one with Matt Lind. Dave G -- bill hinkson animator designer http://billhinksondesign.com
Re: Any interest in a Kinect for Windows and/or XBox controller capture driver?
Highly interested as well ! On Sun, Jul 22, 2012 at 6:28 PM, Gmail arma...@gmail.com wrote: I'm also interested. On Jul 22, 2012, at 10:21 AM, michael johansson mich...@lowend.se wrote: I would be interested. /michael Johanson 2012/7/22 Muhamad Faizol Abd. Halim faizol@gmail.com: I'm interested in what you're offering at that price point, but it would much more helpful if we can have more information about it (like a blog or something detailing the tools you're promoting, some how tos etc). Having said that, there's an article on phoronix.com about using kinect devices with Qt toolkit on Linux (Maemo); http://www.phoronix.com/scan.php?page=news_itempx=MTEyODY The Qt Air Cursor is LGPL licensed and built atop the OpenNI library and OpenCV. Code for Qt Air Cursor can be found here; https://github.com/nemein/Qt_AirCursor I imagine that if you can develop that using Qt toolkit, it would be cross platform and can be maintained using just a single source, if done properly. Cheers, Faizol On Sun, Jul 22, 2012 at 5:10 AM, Eric Cosky e...@cosky.com wrote: Hi, #1, I recently wrote an application that captures bone data from a Kinect for Windows devices (Important: this is not the XBox Kinect) and sends it to a device driver running in Softimage. It is a functional solution for getting the raw skeletal motion data into Softimage using the device driver interface. I know there is already an ICE-based Kinect solution out there, but this takes a different approach by using a device driver which I find a little more to my liking. I can observe values in a custom parameter set and pull the values from there to do whatever I need with them such as binding in ICE or more basic expressions. Plus I don’t have to run the simulation to see what is going on, you just activate the driver and it works even while Softimage is sitting in pause mode. #2, I also wrote a driver that is designed to work with Xbox-style controllers. The input data is provided as positional data and all driver item names are mapped to Xbox controller names. I’m wondering if there would be any interest in a bundle of these two drivers the support application for something around $50. I am really under the gun to get my next game out (I’m a solo indie game dev) and I just can’t spend any more time on it unless I have some hope it can pay for the time it would take me to make a proper release out of it. I don’t want to assume anyone has any interest at all, and won’t be surprised if there isn’t. I wrote these for my own needs and find them useful so I am happy with that. However, if these sound like tools you would like, please let me know. If enough people want access to them then I can wrap up a few loose ends, do some more testing and do the various things I’d have to do. If a lot of people expressed interest I would be keen to add support for Kinect face tracking data as well as a plug-in mechanism to allow people to easily filter the skeleton data with a .NET DLL prior to handing the data to Softimage. It’s all doable but I can only take the time if it makes business sense which I can only hope everyone understands. Here are some screenshots: http://imgur.com/a/7ayDJ Thanks Eric Cosky -- Michael Johansson Artist/Senior Lecturer/Researcher Kristianstad University Digital Design 29188 Kristianstad Email michael.johans...@hkr.se Infobloom Grönegatan 4a 222 24 Lund Email: mich...@lowend.se www.lowend.se www.abadyl.com
Re: loft instances on melena strands
Hello Sandy and thanks for the answer. Of course we're stil interested, please keep us posted. Cheers, H. On Fri, Apr 27, 2012 at 7:51 PM, Sandy Sutherland sandy.sutherl...@triggerfish.co.za wrote: Hello - sorry for the delay - we are actually doing just this on our current movie - using Melena as a base to build on our own further system to do fur and now feathers! I have been trying to see if the powers that be will be happy to provide compounds and help - it should be possible, as we are going to try and release lots of our development stuff to the community, as the community has always been a huge help to us! As soon as I have the OK I will send on stuff to you if you still want? PLEASE NOTE this will never be supported stuff, we can answer questions, but once you have the compounds and they do not do what you expected/needed, we can not be liable. Cheers S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _ -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Halim Negadi [ hneg...@gmail.com] *Sent:* 23 April 2012 18:55 *To:* softimage@listproc.autodesk.com *Subject:* loft instances on melena strands Hi List, We are trying to make feather instances loft along strands from melena, any chance any of you already went through this ? Another way would be to be able to feed a factory CreateStrandsFromCurves compound with subcurves to avoid having one single curve object per strand. Thank you, H.
loft instances on melena strands
Hi List, We are trying to make feather instances loft along strands from melena, any chance any of you already went through this ? Another way would be to be able to feed a factory CreateStrandsFromCurves compound with subcurves to avoid having one single curve object per strand. Thank you, H.