Re: A more graceful retirement - my counter offer

2014-03-11 Thread Matt Lowery
As a colleague of mine pointed out this morning, Autodesk should have 
told it's Softimage users what it needs to keep Softimage going. 
Admittedly that could be a bitter pill... We need to double the cost of 
maintenance to keep softimage going!  Or We need to double the price 
of new license sales. They could make Softimage Autodesk's elite 
premium offering. At least give that approach a few years and if it 
doesn't make financial sense after that then fair enough, at least they 
tried.


I can't help thinking that the Softimage user base would be happier with 
an increase in price over a retirement of the app.



On 11/03/2014 11:56, Dan Yargici wrote:

BRILLIANT post.

Perfectly articulated Peter, well done!

DAN


On Tue, Mar 11, 2014 at 1:46 PM, pete...@skynet.be 
mailto:pete...@skynet.be wrote:


Hi Greg,
this is pretty much along the lines of what I've been thinking.





Softimage interaction n Maya?

2014-03-04 Thread Matt Lowery
Is there a Softimage interaction mode in Maya? (like the Maya 
interaction mode in Soft) If not, Autodesk needs to sort that out for 
those of us who are going to have to switch.


m@


Re: Carlsberg finally online

2013-09-25 Thread Matt Lowery
One of those jobs where you need to do a VFX break down of the job, as I 
can't tell what's 3D and what's shot. Top work, as always.


m@

On 25/09/2013 17:25, Jordi Bares wrote:

Finally our little project is online, hope you guys enjoy it

http://www.youtube.com/embed/P47eLknD0qo

Jordi Bares
jo...@realisestudio.com mailto:jo...@realisestudio.com






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Re: Softimage 2014

2013-03-26 Thread Matt Lowery
Yeah but I'm disappointed that the third party render crashing the 
f-curve editor bug isn't in the fixed bug list. Or did I miss it?




On 26/03/2013 16:13, Eric Cosky wrote:


I was impressed by the number of crash fixes. Nice job there.

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

*Sent:* Tuesday, March 26, 2013 8:50 AM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Softimage 2014

I just finished reading through this list of bug fixes.. this isn't a 
small amount of work. I even found my bug on there - SOFT-6417 
Inconsistent results when rendering Pass with ICE attributes. At least 
if that's what I think it is, that one has bothered me for years.


Also I'm thinking if it's a new team that did this, fixing this many 
bugs would require them to touch a huge amount of the the 
application.. which with a new team, seems like a great way to start.


On Tue, Mar 26, 2013 at 8:29 AM, Jason S jasonsta...@gmail.com 
mailto:jasonsta...@gmail.com wrote:


 =  =
-
\__/




On 26/03/2013 10:30 AM, Jens Lindgren wrote:

This is interesting... i think.

http://area.autodesk.com/2014unfold/products/softimage.html#future

/Jens





Re: Fcurve editor crashing soft

2013-01-31 Thread Matt Lowery
Spot on guys! Thanks! We are using an Arnold work group and 
disconnecting from it does solve this issue. ( amazing! The renderer 
would have been the last place I would have looked to fix this.)


We're currently looking into the most effective work around for this 
little chest nut. Seems unloading the Arnold plugins from the work group 
is enough to set things straight. But does anyone know if it's a 
specific Arnold plug in that's causing this? Is it Arnold lights? Arnold 
renderer? Arnold shaders? Or do we need to unload them all?


Thanks again.
m@


On 31/01/2013 13:30, Stephen Blair wrote:
I have seen a case of this before. The entry of numeric values in the 
fcurve editor froze Softimage, but only when a certain renderer was 
installed.


I had a repro scene from a customer, and the only way I could fix it 
was to freeze part of the op stack.


On 31/01/2013 8:19 AM, Stephen Blair wrote:

What renderer are  you using?

On 31/01/2013 7:35 AM, Matt Lowery wrote:
Any attempt to enter a numeric value for anything in the editor 
freezes soft.







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Re: Broken spine with new scene

2012-10-03 Thread Matt Lowery
When I say it's broken I mean that the compiled scripted operator that 
gets applied to the curve of the spine no longer works. So instead on 
the base of the curve staying attached to the hip bone, it simple moves 
around with the hip controller, basically disconnecting it from the 
hips. Like I said I've worked around the problem so it's not holding 
anything up.


I've sent it off to AD, and we'll see what comes of that.


On 03/10/2012 00:50, Ahmidou Lyazidi wrote:
The tail have a very particular problem, on each tail objects there is 
a hidden evolve op (the same that is on simulated ice trees), 
connected with the cache clip in the mixer. Moving the tail to a model 
doesn't move the mixer cache, so you have to copy and reconnect it by 
hand.

Anyway, what do you mean by it's broken? It could be many things.

Cheers
A.


2012/10/3 Matt Lind ml...@carbinestudios.com 
mailto:ml...@carbinestudios.com


Don't use the pre-built rig stuff in the Character Menu.  Too many
dependencies on naming and other stupid workflows to be reliable
in large scale production.

We got bit pretty hard by the tail operator a number of years ago
finding out it could not be ported to other characters once built.
 I suspect other rig components are in the same boat.


Matt


-Original Message-
From: softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
Matt Lowery
Sent: Tuesday, October 02, 2012 2:15 AM
To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Subject: Broken spine with new scene

Hi all,

I've rigged up a character using very traditional XSI tools, no
plug-ins, and I've discovered a very strange problem. If I launch
xsi and import the model of my character he works as expected.
However if a do a FileNew_scene and then import the same model
file the spine on that imported model is broken. The spine in this
case literally being the spine of the character and created using
the SkeletonCreate Spine command in XSI. I have figured a work
around this but has anyone else experienced a similar problem? The
Rig was built in 2012 SAP but the problem is also present in 2013.

m@





--
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos





Re: Broken spine with new scene

2012-10-02 Thread Matt Lowery

I feel a support group coming on.

Hi my name's Matt and I have a broken rig.
all together, Hi Matt!

Nice to know I'm not alone, thanks Gerbrand. Sounds like I've been lucky 
to miss this one for so long. It is tempting to blame Linux, (and 
Darren) but I'm on Win 7 and I'm pretty sure Darren hasn't been anywhere 
near this one.




On 02/10/2012 11:38, Gerbrand Nel wrote:

Hey Matt
This one bit me and Darren a couple of years ago. 2010 or 2009 maybe.
We couldn't figure out a perfect fix for this, but we also noticed 
that the problem was more likely to occur on reloading a scene rather 
than starting softimage clean.
At the time I was convinced that it was a linux exclusive problem, but 
I've seen it in win7 a few times over the years.

The neck in the xsi rig also does this from time to time.
Nowadays I'll just recreate the spine and head of an xsi character if 
I'm forced to use that rig.
Sorry I can't give you a fix, but at least you know you're not alone.. 
All people from South Africa gets this problem ;)

G
On 2012/10/02 11:14 AM, Matt Lowery wrote:

Hi all,

I've rigged up a character using very traditional XSI tools, no 
plug-ins, and I've discovered a very strange problem. If I launch xsi 
and import the model of my character he works as expected. However if 
a do a FileNew_scene and then import the same model file the spine 
on that imported model is broken. The spine in this case literally 
being the spine of the character and created using the 
SkeletonCreate Spine command in XSI. I have figured a work around 
this but has anyone else experienced a similar problem? The Rig was 
built in 2012 SAP but the problem is also present in 2013.


m@



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Re: Broken spine with new scene

2012-10-02 Thread Matt Lowery
Well I must confess that I didn't re-name the prefs and run the runonce 
but this was spotted by a colleague on a different workstation and was 
subsequently re-created on a number of different machines. So I'm pretty 
sure that's not it. Working under a model when rigging seems solid 
enough advice but when you create a spine using the built in tools it 
puts the newly created spine under the scene root by default. (unless 
I'm missing something)



On 02/10/2012 12:29, Simon Anderson wrote:
oo.. runonce and remove your user preference(rename the folder), those 
also are very good, good one Eric


On Tue, Oct 2, 2012 at 9:28 PM, Simon Anderson 
simonbenandersonl...@gmail.com 
mailto:simonbenandersonl...@gmail.com wrote:


brain fail... what I mean to say was

1.) I found the best way was to create a spine component yourself
and bring it in when needed
2.)Work under a model(not scene root) when you are creating a rig,
that way any alterations will get applied to the mixer of the rig
model that you will be exporting.




On Tue, Oct 2, 2012 at 9:25 PM, Simon Anderson
simonbenandersonl...@gmail.com
mailto:simonbenandersonl...@gmail.com wrote:

Hey, Dont think I have ever encountered this problem, but have
had a problem with some of the pre built softimage tools like
spine and tail. What usualy happens is as your building your
rig in soft, you are working in the scene root and some soft
tools modify the mixer in the model, and then when you put
everything under a new model export it and bring it it, the
rig freaks out as what it relies on in your mixer no longer
exists, I found the best way was to create a spine component
youself and bring it in when needed of work under a model when
you are creating a rig, that way any alterations will get
applied to the mixer of the rig you will be exporting.

Not sure if this will fix your problem, but its just something
to keep in mind sometimes.

cheers
Si


On Tue, Oct 2, 2012 at 8:38 PM, Gerbrand Nel
g...@cannonballbunny.com mailto:g...@cannonballbunny.com wrote:

Hey Matt
This one bit me and Darren a couple of years ago. 2010 or
2009 maybe.
We couldn't figure out a perfect fix for this, but we also
noticed that the problem was more likely to occur on
reloading a scene rather than starting softimage clean.
At the time I was convinced that it was a linux exclusive
problem, but I've seen it in win7 a few times over the years.
The neck in the xsi rig also does this from time to time.
Nowadays I'll just recreate the spine and head of an xsi
character if I'm forced to use that rig.
Sorry I can't give you a fix, but at least you know you're
not alone.. All people from South Africa gets this problem ;)
G

On 2012/10/02 11:14 AM, Matt Lowery wrote:

Hi all,

I've rigged up a character using very traditional XSI
tools, no plug-ins, and I've discovered a very strange
problem. If I launch xsi and import the model of my
character he works as expected. However if a do a
FileNew_scene and then import the same model file the
spine on that imported model is broken. The spine in
this case literally being the spine of the character
and created using the SkeletonCreate Spine command in
XSI. I have figured a work around this but has anyone
else experienced a similar problem? The Rig was built
in 2012 SAP but the problem is also present in 2013.

m@



-
No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2013.0.2677 / Virus Database: 2591/5803 -
Release Date: 10/01/12






-- 
---

Simon Ben Anderson
blog: http://vinyldevelopment.wordpress.com/




-- 
---

Simon Ben Anderson
blog: http://vinyldevelopment.wordpress.com/




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---
Simon Ben Anderson
blog: http://vinyldevelopment.wordpress.com/





Re: Broken spine with new scene

2012-10-02 Thread Matt Lowery
HAHA! I'd forgotten about that stadium problem I'll double check my 
scene but I'm pretty sure...




On 02/10/2012 15:40, Darren Macpherson wrote:

Hi Matt, my names.ok ok moving on.

Oh man, that thing is the devil.  All I can say is, have fun.  At one 
point I thought it might be from nesting models in models. What I do 
seem to remember is it seems to loose some kind of connection with the 
scripted op (on the default rig).  Also, it might be worth checking 
your scene for stadiums.


D

On 2012/10/02 01:24 PM, Matt Lowery wrote:

I feel a support group coming on.

Hi my name's Matt and I have a broken rig.
all together, Hi Matt!

Nice to know I'm not alone, thanks Gerbrand. Sounds like I've been 
lucky to miss this one for so long. It is tempting to blame Linux, 
(and Darren) but I'm on Win 7 and I'm pretty sure Darren hasn't been 
anywhere near this one.




On 02/10/2012 11:38, Gerbrand Nel wrote:

Hey Matt
This one bit me and Darren a couple of years ago. 2010 or 2009 maybe.
We couldn't figure out a perfect fix for this, but we also noticed 
that the problem was more likely to occur on reloading a scene 
rather than starting softimage clean.
At the time I was convinced that it was a linux exclusive problem, 
but I've seen it in win7 a few times over the years.

The neck in the xsi rig also does this from time to time.
Nowadays I'll just recreate the spine and head of an xsi character 
if I'm forced to use that rig.
Sorry I can't give you a fix, but at least you know you're not 
alone.. All people from South Africa gets this problem ;)

G
On 2012/10/02 11:14 AM, Matt Lowery wrote:

Hi all,

I've rigged up a character using very traditional XSI tools, no 
plug-ins, and I've discovered a very strange problem. If I launch 
xsi and import the model of my character he works as expected. 
However if a do a FileNew_scene and then import the same model 
file the spine on that imported model is broken. The spine in this 
case literally being the spine of the character and created using 
the SkeletonCreate Spine command in XSI. I have figured a work 
around this but has anyone else experienced a similar problem? The 
Rig was built in 2012 SAP but the problem is also present in 2013.


m@



-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.2677 / Virus Database: 2591/5803 - Release Date: 
10/01/12













CLSID error and XSI base

2012-09-14 Thread Matt Lowery

Hi all,

I have this error when I try and open an old scene

CLSID\{9AFA7C59-35C8-4FEO-A23A-B3FA2A177614}

So I google the error and I get a hit from xsi base. A tantilizing hit 
as it hints at knowing which shader/ plug in is missing, bit of course I 
can't got to xsi base becasue of the stupid malware issue. DOH!


I've been through the list on the old xsi wiki and I can't find this 
CLSID error on there.


So my question is... does anyone by chance know what this error is 
looking for? Can anyone actually get onto xsibase.com?


Any help greatly appreciated.

m@



Re: Small Annoying Things

2012-08-17 Thread Matt Lowery

One more thing,

the inconsistent file browsers. The windows 7 file browser often seems 
to be standard browser for functions inside softimage. ( browsing to the 
out put path of a cache for example.) It would be better if all the file 
browsers were the standard xsi browser.



On 17/08/2012 11:48, Matt Lowery wrote:
I find the fact that Softimage often makes me doubt my own sanity by 
saying that the scene I'm about to close has never been saved, even 
though I saved it just two clicks earlier.


Also having just launched Softimage, and gone to the file menu to open 
a scene, I find it very annoying to have to confirm that I don't want 
to save the completely empty scene the I'm presented with at start up. 
This is especially annoying when you are trying to open a scene file 
that you know will take a good few minutes to open. So you head off to 
make a nice cuppa only to return and find that the software hasn't 
even started opening the scene file yet as you still haven't confirmed 
that you don't want to save an empty scene. G!


On 17/08/2012 06:28, Eugen Sares wrote:

- File dialog:
Would be nice if renaming was possible.
A list of available harddrives is missing. Could be a dropdown menu, 
or a separate, always visible part of the folder tree (the shortcuts 
button is more like a workaround for this).



Am 16.08.2012 23:31, schrieb Votch:
This same behavior with modal windows happens in win7 as well and 
can be very frustrating.




On Thu, Aug 16, 2012 at 8:05 AM, Alan Fregtman 
alan.fregt...@gmail.com mailto:alan.fregt...@gmail.com wrote:


In Linux modal XSI windows aren't quite modal... You can
accidentally click behind them and lose focus, wondering why XSI
is unresponsive, only to realise in the taskbar there's a window
you have to OK to.

And like Xavier said, Copy/paste in Linux ARGHH! Rarely
works and when it does it's like two seconds after I trigger a
paste. Behavior varies between softwares, too. gedit pastes
very quickly but pretty much every other program (like Firefox
or SublimeText2) doesn't paste instantly or reliably when having
copied from SI.

On Thu, Aug 16, 2012 at 10:59 AM, Len Krenzler
l...@creativecontrol.ca mailto:l...@creativecontrol.ca wrote:

A very simple thing I find annoying.  In the file menu,
there's a import model, and export model but no replace model.

Also when UI windows like the material editor and explorer
are opened and set where I want them I wish SI would
remember their preferred location for next time.

-- 
_


Len Krenzler - Creative Control Media Productions

Phone: 780.463.3126 tel:780.463.3126

www.creativecontrol.ca http://www.creativecontrol.ca -
l...@creativecontrol.ca mailto:l...@creativecontrol.ca











Re: ICE modeling

2012-07-18 Thread Matt Lowery
Two thumbs up for this suggestion the documentation has become a bit 
embarrassing to be honest.


On 18/07/2012 10:32, adrian wyer wrote:

i think this underlines a much wider problem; the docs are woefully
inadequate!

for example;
http://download.autodesk.com/global/docs/softimage2012/en_us/userguide/files
/iceref_Extrude_Polygon_Island.htm

i would expect, at the very LEAST, to have some of the 'inputs' to be backed
up with an example image, to DEMONSTRATE what they do in context.

when it comes to ICE, a great deal CAN be learned by pulling apart other
people's solutions, or just randomly plugging and trying to figure out why
it's not working but with the more complicated concepts, such as
modelling/rigging in ICE, nothing would compare to comprehensive
documentation and examples...

i would add my vote to spending some development money on better docs, and
staged, step by step, versioned example scenes, possibly with video
walkthroughs associated with them.

my 2c

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Cosky
Sent: 17 July 2012 23:57
To: softimage@listproc.autodesk.com
Subject: RE: ICE modeling

I was referring to ICE rigging like the rabbit sample. Simple kinematics
have been functional solutions for me, but a couple of serious attempts at
full character ICE rigging set up similar to the rabbit sample wound up with
me going back to basic skeletons. Not for lack of trying (several days each
time); the main problem for me was when something wasn't set up right it was
very difficult and time consuming to figure out what was wrong. I don't have
anything specific to point at right now, just the general wtf that tends
to happen when nodes seemingly set up correctly just don't want to work and
the error messages don't really seem to help. For instance the other day I
was trying to do a simple clone mesh ICE tree and it just wouldn't work, but
rebuilding the tree from scratch - same exact tree as far as I could tell -
did. Bug perhaps? Hard to say. I've encountered (and reported) a few in the
past so I don't assume anything at this point, but the errors didn't really
say enough to tell.

I blame my inexperience with ICE, and I am sure lots of people in this list
could work through issues like mine easily. My email was really just in
support of the wishing there was better error feedback for people not yet
expert with ICE but acknowledging that it's hard for it to really
communicate more, but that more docs would be helpful in avoiding the errors
in the first place.

The rabbit scene is a good example of ICE rigging, and it seems to me that a
walkthrough of building that rig - including all the support scripts - would
be a solid addition to the docs/samples. A feature as significant as ICE
rigging should have more than a single page of general commentary in the
docs
(http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/inde
x.html?url=files/ikine_kinematics2_ICERigs.htm,topicNumber=d30e307742). It
should have at least a couple of useful  practical examples explained in
depth.

Just my 2 cents, no big deal to me really. My animations are super simple
compared to what most people here do with their eyes closed.

-Eric Cosky




-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Tuesday, July 17, 2012 1:57 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE modeling

Are you talking about ICE rigging as in doing a whole character with ICE? Or
just ICE kinematics? What's confusing about them in your opinion?


On Tue, Jul 17, 2012 at 3:13 PM, Eric Cosky e...@cosky.com wrote:

I was trying to find a way to describe my difficulty with ICE modeling,

you pretty much summed it up. I have no problem with the math side of using
ICE, but even the simplest tasks sometimes become very frustrating when
something goes wrong. When nodes go red they often lack any meaningful clues
about how to fix whatever is wrong. I am sure there is always a good reason
for whatever fails, but it sometimes seems - and in practice actually is -
impossible to figure out what actually needs to be done to fix it. While I
have no problem attributing most of the frustration to my lack of experience
with the system, I can't help but think that it should be possible to
improve the error feedback.

As a programmer I can appreciate how hard it would be to improve the

situation all that much given it is essentially a visual programming
environment and I suspect errors from low level systems just need to
percolate up and there just isn't much to do other than drill down and
figure it out.. I think perhaps the best thing we can hope for is more
thorough ICE documentation, including examples of troubleshooting of common
problems and debugging techniques. So much of ICE feels so barely documented
that much of what I have