Re: A more graceful retirement - my counter offer
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?
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
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 -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2013.0.3408 / Virus Database: 3222/6696 - Release Date: 09/24/13 -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
Re: Softimage 2014
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
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. -- Matt Lowery Senior 3D Artist GLASSWORKS 33/34 Great Pulteney Street London W1F 9NP T:+44 (0)20 74341182 F:+44 (0)20 74341183 http://www.glassworks.co.uk http://www.glassworks.co.uk/ http://www.glassworksamsterdam.nl http://www.glassworksamsterdam.nl/ http://www.glassworksbarcelona.com http://www.glassworksbarcelona.com/ Glassworks Terms and Conditions of Sale can be found at www.glassworks.co.uk http://www.glassworks.co.uk/ (Company registered in England with number 04759979. Registered office 25 Harley Street, London, W1G 9BR. VAT registration number: 86729) 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: Broken spine with new scene
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
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
Re: Broken spine with new scene
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/ -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/
Re: Broken spine with new scene
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
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
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
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