Re: OT maya random/linear in channel box

2015-03-09 Thread a...@andynicholas.com
 Sure, but that's just *yet another* proprietary expression system (not a bad
one at that). Anyway, doesn't the R(a,b) fall well within the bounds of that
syntax?

There's always this danger...
http://xkcd.com/927/

;)


On 09 March 2015 at 11:59 Cesar Saez cesa...@gmail.com wrote:


 Perhaps generalizing xgen expressions
 http://download.autodesk.com/global/docs/maya2014/en_us/files/GUID-AFB8F7F3-DCCC-414A-9EC3-83B97FCC8C30.htm
 ?
 
 
  On Mon, Mar 9, 2015 at 10:51 PM, a...@andynicholas.com
 mailto:a...@andynicholas.com a...@andynicholas.com
 mailto:a...@andynicholas.com  wrote:
 The functionality is great and overrides any concerns I would have
  over
 consistency. I think most of the points Luc-Eric made are quite valid,
  but for
 me they are just making a good case for improving documentation. Just
  have a
 page in the docs at the front called Tips and Tricks for Improving
  Workflow
 and fill it with all those hidden gems. Problem solved.
  
 But I'm genuinely interested to know what Luc-Eric would suggest to get
  the same
 functionality but removing the issue with consistency? I would hate to
  have to
 enter python into a parameter. I'm occasionally doing it in Houdini and
  it's
 just too long winded. A right click menu with various options would seem
  to be
 the obvious way, even if it just acts as a reminder for the inconsistent
  syntax.
  
 A

 
 


RE: OT maya random/linear in channel box

2015-03-09 Thread a...@andynicholas.com

The functionality is great and overrides any concerns I would have over
consistency. I think most of the points Luc-Eric made are quite valid, but for
me they are just making a good case for improving documentation. Just have a
page in the docs at the front called Tips and Tricks for Improving Workflow
and fill it with all those hidden gems. Problem solved.

But I'm genuinely interested to know what Luc-Eric would suggest to get the same
functionality but removing the issue with consistency? I would hate to have to
enter python into a parameter. I'm occasionally doing it in Houdini and it's
just too long winded. A right click menu with various options would seem to be
the obvious way, even if it just acts as a reminder for the inconsistent syntax.

A



On 09 March 2015 at 09:52 adrian wyer adrian.w...@fluid-pictures.com wrote:


 frankly that explanation is my biggest problem with ALL software devs
 
  it illustrates the fact that almost all devs have never used the software in
 production!
 
  if you had to deal with our impossible deadlines and dwindling budgets, small
 tricks, however 'off piste' as far as code base go, are lifesavers
 
  regardless of how wrong it is in the dev's eyes
 
  my 2c
 
 
 -!
 

RE: Maya thinks they're clever....and that's the problem

2015-02-20 Thread a...@andynicholas.com
 Programmers can be artists too. Hell... you could say programming is an art :)



Didn't AD's Corey Mogk write an article suggesting that all parts of the company
should be involved in designing the UX experience? I think he included the
marketing department in that. Can't find the link unfortunately, but I remember
thinking at the time that that was a bad road to go down.


A



On 20 February 2015 at 19:08 Rob Chapman tekano@gmail.com wrote:


 So now we get to a crux of an issue of ui design, who is the more human, the
 artist or the programmer
  On 20 Feb 2015 18:43, Ponthieux, Joseph G. (LARC-E1A)[LITES]
 j.ponthi...@nasa.gov mailto:j.ponthi...@nasa.gov  wrote:
  That really is the point, isn’t it?
  
 --
 Joey
  
  
 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 Mirko
  Jankovic
 Sent: Friday, February 20, 2015 1:13 PM
 To: softimage@listproc.autodesk.com
  mailto:softimage@listproc.autodesk.com
 Subject: Re: Maya thinks they're cleverand that's the problem
  
  
  
  
 If programmer making something for artists shouldn't that follow what
  artists needs not what programmer feels it should be ;)
  
  
  
  
  
  
  
  




Re: Envelopes on a Pass?

2015-02-17 Thread a...@andynicholas.com
 It's inherited from the SceneItem object, so similarly Parent3DObject,
Material, and Model don't make much sense as properties of a Pass object either.


At some point it must have made sense to inherit Passes from SceneItem, and it
must have also made sense (albeit for different reasons) to have SceneItem own a
collection Envelopes. Just a clashing of needs.


No secret uber-functionality unfortunately ;)


A



On 17 February 2015 at 01:04 Matt Lind speye...@hotmail.com wrote:

 I was looking up something in the SDK docs and noticed something really odd:

 Why does the Pass object have an Envelopes property?

 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/Pass.html



 Matt



Re: Wireless MIDI device capture for Softimage - Tutorial

2015-02-09 Thread a...@andynicholas.com
 Hi Pierre,
A couple of weeks ago I needed to write a device driver for a standard steering
wheel controller and pedals. Once I got over the stumbling block of getting
Softimage plugins compiling correctly on Windows, it wasn't too hard. It was
just a case of combining the mouse example device driver code with the
DirectInput Joystick example code (which you can find here:
https://code.msdn.microsoft.com/windowsdesktop/DirectInput-Samples-8ac6f5e3)

Most of the hassle was to get the compiler to play nice with handling linking of
all the libraries.

Cheers,
A



On 08 February 2015 at 22:33 Pierre Schiller activemotionpictu...@gmail.com
wrote:


 All right you guys, now I can reply from my inbox at gmail! yes!
  Thanks to you too Stephan. Over the years Midi integration with softimage has
 been such TABOO no one (even on the trainng series)
  goes indepth explaning much. Just a few videos and that´s it. SDK has all the
 documentation and examples for capturing devices.
  Even I tried to make contact or at least get the demo drivers for the
 Softimage-Xbox controllers, at no luck.
  There´s also a Kinetic video on vimeo, works wonders on softimage as a device
 capture...but like a said...don´t know why not many
  are interested on this...
 
  Cheers.
 
  On Sat, Feb 7, 2015 at 3:39 AM, Stephan Haitz sha...@3d-agenten.de
 mailto:sha...@3d-agenten.de  wrote:
  Many thanx for this. As I am always interested in Human - PC
  Interfaces this is very cool.
 And as we see: the cool stuff is always done with our favorite software.
  
 Best regards
  
 Stephan
  
  
  
Hi. Couple of days ago I wrote to Iker de los Mozos to ask him
about the setup he used for his Ipad / 3dsMax setup
  in driving parameters via device capture.
   
  Having a lot of url links to follow and troubleshoot, I finally put
   together a little tutorial if anyone is interested in
  creating a wireless midi conection to be captured by softimage
   device capture tool as midi device.
   
  This is just the begging for one or two things I have in mind, but
   basic setup is described on my website:
  Softimage device capture tutorial - TouchOSC setup on Android
   http://wp.me/p4qGvb-3p
   
   
  Any ideas on how to make this boost productivity on a daily basis,
   welcomed. :)
   
   
   http://wp.me/p4qGvb-3p
   
   
   
   
   
   
  Softimage device capture tutorial - TouchOSC setup on An...
   http://wp.me/p4qGvb-3p Softimage can be setup to capture wireless midi
   signals with Android or iOS (ipad) devices . If you have curiosity on how
   you can expand your animation skills with ...
   
   
   
  View on wp.me http://wp.me/p4qGvb-3p
  Preview by Yahoo
   
   
   
   
  Cheers.
   
  David Rivera
  3D Compositor/Animator
  LinkedIN http://ec.linkedin.com/in/3dcinetv
  Behance https://www.behance.net/3dcinetv
  VFX Reel https://vimeo.com/70551635
   
   
  
 
 
  --
  Portfolio 2013 http://be.net/3dcinetv
  Cinema  TV production
  Video Reel https://vimeo.com/3dcinetv/reel2012
 
 
 



Re: maya graph dependencies

2015-02-03 Thread a...@andynicholas.com
 Oh god. I nearly threw up in my mouth looking at that ;) How would anyone ever
know that hooking those nodes up like that would be a permissible operation?


I'm sure this must make sense to someone, and I'd bet that there's some genius
programming going on to make that work. But to me, that picture epitomises
everything that is wrong with Maya.

A




On 02 February 2015 at 21:17 Mario Reitbauer cont...@marioreitbauer.at wrote:


 Hey guys
  Could someone explain me this ;)
  I just can't wrap my head around why, what, when is executed/calculated.
  And what is driving what.
 
 
 
 


Re: maya graph dependencies

2015-02-03 Thread a...@andynicholas.com
  That graph is perfectly sensible to anybody with a rudimentary understanding
  of graphs


I thought I did until I saw that. To quote (the infallible) Wikipedia:


In mathematics and computer science, a directed acyclic graph, is a directed
graph with no directed cycles. That is, it is formed by a collection of vertices
and directed edges, each edge connecting one vertex to another, such that there
is no way to start at some vertex v and follow a sequence of edges that
eventually loops back to v again.


That's why looking at that image throws me because it looks like there's a
feedback loop which goes against the principle of what a DAG is. So I guess it's
not a DAG then.


I don't mind if it's necessary in the implementation, as I can understand that
for things like IK you often need to have some sort of feedback. I object more
from a user experience/workflow point of view, because once you say to a user
that you're allowed to do that, then it obfuscates the logical flow of data
being pushed through the system. At that point, how do you debug it if there's a
problem when you don't know if A is evaluated before B or if it's the other way
around?


I'm sure there must be a rational explanation, because it obviously works and it
makes sense to you. You've just got to understand that to someone who comes from
almost any other node based package, that looks like an abomination ;)


A




On 03 February 2015 at 14:34 Raffaele Fragapane raffsxsil...@googlemail.com
wrote:


 As much as I'm ready to slam their skinning and mesh/stack handling (lack
 thereof) any day of the year, their scene graph is actually quite good.
  That graph is perfectly sensible to anybody with a rudimentary understanding
 of graphs, and in general the graph offers a pretty good representation of
 what is going on, and is not bad at all in terms of handling, name spaces, and
 in what you can do with custom nodes. It's a respectable balance between the
 actual operations under the hood (which if you were to draw 1:1 are hard to
 make sense of for a non-programmer) and a human readable graph.
 
 
  Constraints in Maya may seem overwhelming and tricky, and they are certainly
 slow, but they are a lot more powerful than Soft's have ever been, and
 certainly more manageable (non renameable, non re-orderable, overlapping non
 normalized stacks per object in Soft). What Maya lacks, which everybody writes
 internally if they have the resources, are some simpler transform hooks,
 something not too distant from what you could do with ICE on transforms, but
 considerably more intuitive and performant than Constraint nodes, something
 not really possible in Soft (where graphs and operators tend to live in a
 scene item sized pen).
 
  @Jordi: I routinely rig almost exclusively through the node editor and even
 with thousands of nodes in a rig (which is the average for us) have no issues
 tracking the operations. The NE itself is getting better, though it needs a
 lot more to be truly smooth, but it has the potential to get there if they
 don't suddenly stop working on it.
  I have my ideas about what doesn't work and what is needed, but there's a
 degree of overlap with things that have been shown in private demos and betas,
 so I can't expand on that any further, apologies in advance for that.
 
  The ONE thing I've always missed in Soft of Maya, literally the only one, had
 always been the scene graph and its handling, and while with the HG/HS mix it
 was powerful but absolutely F'ing impossible to handle, the NE does a
 respectable job of presenting it, a semi-decent one for authoring, and has the
 potential to get better.
 
 
  Fair's fair ;)
 
  On Tue, Feb 3, 2015 at 12:31 PM, a...@andynicholas.com
 mailto:a...@andynicholas.com a...@andynicholas.com
 mailto:a...@andynicholas.com  wrote:
   Oh god. I nearly threw up in my mouth looking at that ;) How would
  anyone ever
 know that hooking those nodes up like that would be a permissible
  operation?
  
  
 I'm sure this must make sense to someone, and I'd bet that there's some
  genius
 programming going on to make that work. But to me, that picture
  epitomises
 everything that is wrong with Maya.
  
 A
  
  
  
  
 On 02 February 2015 at 21:17 Mario Reitbauer cont...@marioreitbauer.at
  mailto:cont...@marioreitbauer.at  wrote:
  
  
  Hey guys
   Could someone explain me this ;)
   I just can't wrap my head around why, what, when is
  executed/calculated.
   And what is driving what.
 
 
 
 
  

 
 
  --
  Our users will know fear and cower before our software! Ship it! Ship it and
 let them flee like the dogs they are!
 
 


Re: Sad days...

2015-02-03 Thread a...@andynicholas.com
 The timing is to do with the expiry of the web hosting. It's not really about
the money, but more to do with the fact that we stopped having the meetings over
a year ago after The Announcement, and we currently don't have any plans to
restart.

Cheers,
A


On 03 February 2015 at 18:00 olivier jeannel olivier.jean...@noos.fr wrote:


 Does it really have to close ? Is this about money for the website ?
 
  Le 02/02/2015 10:39, Jon Hunt a écrit :
 
This is sad times,
   A big thanks to the Softimage Creatives Team. I always left these event
  either inspired, informed, half cut or well networked. Truth be told it
  usually would be all of these!
   Its a shame I got to only meet a few of you Softies and if the
  community should arise in a different from and some spare hands/help/supoort
  is needed then give us a hola.
  
   Thanks again,
  
   Jon
  
  
   On Mon, Feb 2, 2015 at 8:27 AM, Laurence Dodd laure...@porkpie.tv
  mailto:laure...@porkpie.tv  wrote:
   Denial is getting much harder these days. Thanks guys.
   
   
 On 2 February 2015 at 01:27, Jason S jasonsta...@gmail.com
   mailto:jasonsta...@gmail.com  wrote:
  I would rather identify Softimage related declines as
  Bullshit days.


   On 02/01/15 18:49, Matt Morris wrote:



Man I loved the atmosphere of that first meeting!
Ok we had some sound troubles, but the enthusiasm
and just the sheer amount of people there made it
feel like SI still had a future. Thanks for the
good times Andy and everyone there!
 
 
On Sunday, 1 February 2015, Jacob Gonzalez
 jacobgo...@gmail.com mailto:jacobgo...@gmail.com  wrote:
   sad indeed!!
  it was certainly great stuff what you guys put together
  with SIC!!
  
  J
  
  On Sunday, 1 February 2015, a...@andynicholas.com
  a...@andynicholas.com wrote:
   One last tribute as our web hosting is
  about to run out...
   
http://www.softimagecreatives.com
   http://www.softimagecreatives.com
   
   
A huge thanks to all of you who supported us.
   
Andy
 
--
www.matinai.com http://www.matinai.com
 


 
   
   
   
   
 --
 Laurence Dodd
 Porkpie Animation
 E: laure...@porkpie.tv mailto:laure...@porkpie.tv
 W: www.porkpie.tv http://www.porkpie.tv
 M: 07570 702 576
 T: 01273 278 382
   
  
  




Re: Sad days...

2015-02-03 Thread a...@andynicholas.com
 Yep. We should probably re-brand though ;)


A


On 03 February 2015 at 18:52 Ben Beckett nebbeck...@gmail.com wrote:


 It does not need to stop here, we all going to be trying out new software,
 Were a knowledgeable bunch. It could evolve.
  Ben
 
 
 
 
  On 3 February 2015 at 19:25, Jordi Bares Dominguez jordiba...@gmail.com
 mailto:jordiba...@gmail.com  wrote:
  Such an amazing job you did with Softimage Creatives… sad thing to
  loose it but you are right.
  
 sniff.
  
 jb
  
  
  On 3 Feb 2015, at 18:23, a...@andynicholas.com
  mailto:a...@andynicholas.com wrote:
 
  The timing is to do with the expiry of the web hosting. It's not really
  about
  the money, but more to do with the fact that we stopped having the
  meetings over
  a year ago after The Announcement, and we currently don't have any
  plans to
  restart.
 
  Cheers,
  A
 
 
  On 03 February 2015 at 18:00 olivier jeannel olivier.jean...@noos.fr
  mailto:olivier.jean...@noos.fr  wrote:
 
 
  Does it really have to close ? Is this about money for the website ?
 
  Le 02/02/2015 10:39, Jon Hunt a écrit :
 
  This is sad times,
  A big thanks to the Softimage Creatives Team. I always left these
  event
  either inspired, informed, half cut or well networked. Truth be told
  it
  usually would be all of these!
  Its a shame I got to only meet a few of you Softies and if the
  community should arise in a different from and some spare
  hands/help/supoort
  is needed then give us a hola.
 
  Thanks again,
 
  Jon
 
 
  On Mon, Feb 2, 2015 at 8:27 AM, Laurence Dodd
  laure...@porkpie.tv mailto:laure...@porkpie.tv
  mailto:laure...@porkpie.tv mailto:laure...@porkpie.tv   wrote:
  Denial is getting much harder these days. Thanks guys.
 
 
   On 2 February 2015 at 01:27, Jason S jasonsta...@gmail.com
  mailto:jasonsta...@gmail.com
  mailto:jasonsta...@gmail.com mailto:jasonsta...@gmail.com  
  wrote:
  I would rather identify Softimage related declines as
  Bullshit days.
 
 
On 02/01/15 18:49, Matt Morris wrote:
 
 
 
  Man I loved the atmosphere of that first meeting!
  Ok we had some sound troubles, but the enthusiasm
  and just the sheer amount of people there made it
  feel like SI still had a future. Thanks for the
  good times Andy and everyone there!
 
 
On Sunday, 1 February 2015, Jacob Gonzalez
  jacobgo...@gmail.com mailto:jacobgo...@gmail.com
  mailto:jacobgo...@gmail.com mailto:jacobgo...@gmail.com  
  wrote:
  sad indeed!!
 it was certainly great stuff what you guys put
  together
  with SIC!!
 
 J
 
 On Sunday, 1 February 2015, a...@andynicholas.com
  mailto:a...@andynicholas.com
  a...@andynicholas.com mailto:a...@andynicholas.com  wrote:
  One last tribute as our web hosting is
  about to run out...
 
  http://www.softimagecreatives.com
  http://www.softimagecreatives.com
  http://www.softimagecreatives.com
  http://www.softimagecreatives.com 
 
 
  A huge thanks to all of you who supported us.
 
  Andy
 
--
www.matinai.com http://www.matinai.com
  http://www.matinai.com http://www.matinai.com 
 
 
 
 
 
 
 
 
   --
   Laurence Dodd
   Porkpie Animation
   E: laure...@porkpie.tv mailto:laure...@porkpie.tv
  mailto:laure...@porkpie.tv mailto:laure...@porkpie.tv 
   W: www.porkpie.tv http://www.porkpie.tv
  http://www.porkpie.tv http://www.porkpie.tv 
   M: 07570 702 576
   T: 01273 278 382
 
 
 
 
 
  
  
  

 



Re: OT houdini questions

2015-02-02 Thread a...@andynicholas.com
 You might want to check out the Creep SOP in that case.


A


On 02 February 2015 at 12:27 Gerbrand Nel nagv...@gmail.com wrote:


 Thanks guys!!
  What I want out of a surface deformer is the UV control.
  It's different than a cage or lattice because it lets you slide/deform things
 based on uv data, and offset along normals
  I find it very useful to model things where allot of detail has to follow a
 certain shape.
  I modelled some running shoes in the beginning of the year, and all of the
 parts followed this one master nurbs surface.
  I'll look into the ray sop and lattice, but I think a surface deformer
 digital asset might need to be made :)
  One that works like soft.
  This way I can engine it into bloody maya if I ever need to go to that dark
 place again.
  G
 
  On 02/02/2015 12:45, philipp seis wrote:
 
Hi Gerbrand,
  
   from the top of my head i'd say, there should be a checkbox so that
  your curve
   won't get a surface.
   Then, here is a curve basics tutorial from peter quint:
   http://vimeo.com/40771484 http://vimeo.com/40771484
  
   I'd be interested in a deform by surface too. The Ray SOP gives a
  little bit of that
   behaviour out of the box, and the attribute transfer SOP as well, if
  match Point Position ( i guess that was the name) Checkbox is on. Those 2
  work on proximity.
   And finally you might want to try the Lattice SOP, which in Houdini is
  also customizable,
   ending up being very close to the cage deformer from Soft.
   And then, you could also add a Normal attribute to your SOP, with the
  point SOP, and create a VOPSOP in which you manipulate those. This might be
  the equivalent to an ICE closest point to location node.
   I'd consider myself a real houdini novice though, just trying to
  transfer my Softimage workflows, so please correct me if i'm wrong.
  
   I would like to add the question: How would you do a simple Object to
  Cluster Constraint ?
   So far i found only options that are uv based, like the rivet...
  
   best, Philipp
  
  
  
  
  
  
   2015-02-02 10:43 GMT+01:00 Gerbrand Nel nagv...@gmail.com
  mailto:nagv...@gmail.com :
   So 3 quick houdini questions if you don't mind:
 Why do I automatically get a surface on a closed curve?
 Can I kill it without killing the curve, or can I set it to never
   create?
 Is there something like deform by surface in soft for houdini?
 That is it for now :)
 Thanks
 G
  
  



Re: OT houdini questions

2015-02-02 Thread a...@andynicholas.com
 if you want to keep it open you have a node to do that called  “Ends” with
 “unroll”

Haha! Thanks! Learnt something new today :)
 A



On 02 February 2015 at 10:47 Jordi Bares Dominguez jordiba...@gmail.com wrote:


 
On 2 Feb 2015, at 09:43, Gerbrand Nel  nagv...@gmail.com
mailto:nagv...@gmail.com  wrote:
  
   So 3 quick houdini questions if you don't mind:
   Why do I automatically get a surface on a closed curve?
  

  Because you are closing it, if you want to keep it open you have a node to do
 that called  “Ends” with “unroll” if my memory is good.
 
 
Can I kill it without killing the curve, or can I set it to never
create”?
  

  yes by using the “Ends” node.
 
 
Is there something like deform by surface in soft for houdini?
  

  No by default but there are many free implementations in Orbolt.
 
  free
  http://www.orbolt.com/asset/animatrix::pathDeform::1.00
 http://www.orbolt.com/asset/animatrix::pathDeform::1.00
  http://www.orbolt.com/asset/Sadjad::JK_PathDeformer
 http://www.orbolt.com/asset/Sadjad::JK_PathDeformer
 
  commercial
  http://www.orbolt.com/asset/aswaab::soptools_pathdeform
 http://www.orbolt.com/asset/aswaab::soptools_pathdeform
 
  Also check all of these
  http://www.orbolt.com/user/8649497 http://www.orbolt.com/user/8649497
 
  This one also tripped me for a bit, Houdini basic toolset is too granular and
 you have to build some of standard XSI tools yourself which I hate doing, this
 should be in the software by default but luckily the community is
 super-helpful
 
 
  My suggestion for everybody trying Houdini is to to install the incredible
 collection of tools called qLib, this one are just critical if you want to use
 Houdini and have a good experience.
 
 
  https://www.facebook.com/qLibHoudini https://www.facebook.com/qLibHoudini
  https://github.com/qLab/qLib https://github.com/qLab/qLib
 
 
  My plan is to start creating XSI tools and add them to the qLib library so
 any Softimage user feels at home (as much as possible of course)
 
  hope this helps
  jb
 
 
 
That is it for now :)
   Thanks
   G
  




Re: OT houdini questions

2015-02-02 Thread a...@andynicholas.com
  Why do I automatically get a surface on a closed curve?


Houdini defines a closed curve as a polygon. As far as I know, there's no way to
get around this behaviour. It's never struck me as odd until now. Is it
preventing you from doing something? Or just an aesthetic issue?

 Is there something like deform by surface in soft for houdini?

Have a look at the Lattice SOP. It has two modes. One is for standard grid-like
lattice deformation, and the other uses a set of input points to deform the
first input.

A



On 02 February 2015 at 09:43 Gerbrand Nel nagv...@gmail.com wrote:

 So 3 quick houdini questions if you don't mind:
 Why do I automatically get a surface on a closed curve?
 Can I kill it without killing the curve, or can I set it to never create?
 Is there something like deform by surface in soft for houdini?
 That is it for now :)
 Thanks
 G


Sad days...

2015-02-01 Thread a...@andynicholas.com
 One last tribute as our web hosting is about to run out...

http://www.softimagecreatives.com


A huge thanks to all of you who supported us.

Andy


Re: Maya freelance list

2015-01-21 Thread a...@andynicholas.com
 Cats and dogs living together... mass sponge migrations...


On 21 January 2015 at 15:58 Tim Crowson tim.crow...@magneticdreams.com wrote:


 What a world we live in, where brother turns against brother...
  -Tim
 
  On 1/21/2015 9:37 AM, Raffaele Fragapane wrote:
 
You can't be using Maya and be willing to identify yourself as Maya
people and also be decent at the same time.
   You are asking for the impossible, Adam.
  
   On Wed, Jan 21, 2015 at 12:51 PM, Adam Seeley adammsee...@gmail.com
  mailto:adammsee...@gmail.com  wrote:
   Hi,
 Excuse the blasphemous nature of the post but the company I'm
   currently working with are looking for some Maya freelancers.
   
 Is there a good place to find decent Maya people?
   
 Many thanks,
   
 Adam.
   
   
  
  
  
   --
   Our users will know fear and cower before our software! Ship it! Ship
  it and let them flee like the dogs they are!
  
  
 --
  Signature
 


Re: Teaching Unreal vs Unity

2015-01-20 Thread a...@andynicholas.com
  I'm biting maya tongue right now to stay on topic and not to go off on a
  certain package.


You just cracked me up with that one :)




On 20 January 2015 at 15:55 Eric Turman i.anima...@gmail.com wrote:


 @ Siew Yi Lang I felt compelled to respond to your review of Unity because of
 certain inaccuracies and/or misconceptions. I hope that you do not feel
 slighted as this is not a personal attack at all.
 
  Although my day job now deals with commercial/film/vfx, I have worked on
 several AAA game titles in the past and I am currently wrapping up an indie
 game with two other people that we made in Unity. I'll admit that I agree with
 some of what you have stated but not nearly as strongly or vehemently. One
 point I will agree in is that while they have added a bunch of new features
 they do need to fix what is broken. That can be said of many software
 packages...I'm biting maya tongue right now to stay on topic and not to go off
 on a certain package.
 
  Shaders: I agree that ShaderForge makes shader creation much easier and it is
 worth the added expense. Shaderforge
 https://www.assetstore.unity3d.com/en/#!/content/14147 has enabled us to
 develop some very specialized and unusual non-photo real shaders that could
 have been a stretch for us otherwise. That being said, we are friends with a
 programmer who codes his own non-node based shaders for multiple platforms in
 Unity without a problem and he has helped us with such shaders for other
 projects.
 
  Mechanim: I'm going to mostly disagree with you here and my experience is
 nearly opposite of yours with Mechanim. We definitely did not use legacy. We
 were able to, without scripting, make our own avatar. You do not need to use
 the built in avater, just don't use it. Additionally, Unity did not retarget
 it to two bones for us. Unity Mechanim dealt just fine with our custom
 skeleton setup. Animation and hierarchical blending also worked just fine OOTB
 for us with our custom shadow rig skeleton. After glancing at how Unity wanted
 the shadow rig to be organized, our animations came in without a hitch from
 Softimage. I did not have to do anything with ROMs. I mean no disrespect, and
 no hard feelings are intended, it's just that I know firsthand that it works.
 
  Shuriken: I am not going to argue with you on this one. Unity's built in
 particle system is, in a word, weak. Fortunately, an asset called Particle
 Playground https://www.assetstore.unity3d.com/en/#!/content/13325 comes to
 the rescue and, as I understand it, its code is exposed if you need to tweak
 it.
 
  Pipeline: I'll agree that the hundreds and thousands of pieces of metadata
 was a bit cumbersome on the check in/checkout. But this is a technical
 industry, the artists are working with technology and it is not unreasonable
 to expect them to have a modicrum of technical knowhow. The artists at Element
 X were sat down and launched with instructions on the use of SVN. After a few
 days, they were shown that how they had misunderstood/cut corners were doing
 things with SVN were causing problems and shown the procedure once more. After
 that, we didn't have any issues. Its a partial matter of training the artists
 what to do and the consequences of not following procedure, and it is another
 matter of making certain that they are not going to be lazy about following
 those directions. For teams of more than a few people, custom created pipeline
 tools can help the artist make certain that they are not making mistakes.
 
  On a side note: I think that Never Alone http://neveralonegame.com/ is a
 beautiful game on many levels. Congratulations Siew Yi Lang! I'm very much
 looking forward to playing it on Steam
 http://store.steampowered.com/app/295790/ once I clear off my plate a bit.
 Any large production is quite an ordeal, but I hope that you can feel proud to
 have worked on it.
 
  Cheers,
  -=Eric
  --
 
 
  -=T=-
 
 
 
 


Re: OT: Visiting London in January, anybody wanna meet for beers?

2015-01-07 Thread a...@andynicholas.com
 Cool. Hope to see you there :)


On 07 January 2015 at 09:24 Rob Chapman tekano@gmail.com wrote:


 ok thanks for that Leendert, but back on topic.. seems there are a few softies
 who saw this and feel like going but are not as vocal, so can we get some
 consensus on date/time/place ?  I would tentatively like to pencil this Friday
 6.45pm front of white horse outside drinking area 16 Newburgh Street, Soho,
 London W1F 7RY, United Kingdom
 
 
  cheers!
 
  Rob-c ‎
 
 
  On 6 January 2015 at 20:26, Simon Reeves si...@simonreeves.com
 mailto:si...@simonreeves.com  wrote:
  I'll be up for a drink sometime, shaston is quite small? What kind of
  3d artist drinks inside in soho? :)
  
 On Tuesday, 6 January 2015, Leendert A. Hartog hirazib...@live.nl
  mailto:hirazib...@live.nl  wrote:
  And that should have read store', not story obviously. :blush:
   
--
   
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
   http://si-community.com

  
  
 --
  
  
 Simon Reeves
 London, UK
 si...@simonreeves.com mailto:si...@simonreeves.com
 www.simonreeves.com http://www.simonreeves.com
 www.analogstudio.co.uk http://www.analogstudio.co.uk
  
  
  

 



Re: Strands colliding and sliding on moving mesh?

2015-01-02 Thread a...@andynicholas.com


 On 2 Jan 2015, at 12:39, Stefan Kubicek s...@tidbit-images.com
 mailto:s...@tidbit-images.com  wrote:
 
 
 PS: If the runners trails are meant as a graphical element rather than an
 actual physical element in your picture I doubt I will look nice when it
 collides with the runner.
 



Agreed. I doubt it would give you a look that you want and probably isn’t worth
spending too much time trying to make a robust system to make it work. Do a few
quick tests first to see if it’s going to take you in the right direction.

As a quick alternative, why not try setting the StrandColor to black for any
strand points that fall inside your collision geometry, and then incorporate
that as a multiply operation into your shader? That'll hide any parts of the
strand that go inside your character.

A



On 02 January 2015 at 12:39 Stefan Kubicek s...@tidbit-images.com wrote:


 Hi Olivier,
 
  I think there are example scenes for strand collision that ship with XSI. No
 friction between strands and geo is modeled as far as I can remember, but it
 might get you started.
 
  Then there is also the strand collision framework for more accurate
 collisions, but I don't know how it reacts to changing point counts and strand
 length: http://softimage.tv/strand-collision-framework/
 
  PS: If the runners trails are meant as a graphical element rather than an
 actual physical element in your picture I doubt I will look nice when it
 collides with the runner. Maybe you could solve this in comp and get around
 explaining collisions entirely?
  Here is a nice example in a recent Glassworks spot that might be similar to
 what you to try to achieve:
  http://softimage.tv/lycra-moves-you/
 
  Good luck,
 
 Stefan
 
 
 
 
 Hello, long time reader, first time poster here!
  
  
So I have a bit of a problem on my hands.
  
  
We are doing a very simple concept, a sportsman whose back is leaving
  strand trails as he goes. This is child's play so far.
My issue is that we would like the trails to interact with the mesh when,
  for various reasons, he cuts through them again.
IE : at some point he falls to the ground and stands back up. The unwanted
  behaviour is that the strands generated from the back of his head will
  simply go through his head as he rises up, resulting in a somehow vertical
  strands column masking his face and fore-body. The desired behaviour is that
  the strands will flow around his cranium, maybe along his back, effectively
  leaving at least his face apparent.
  
  
Animation is done in Maya and transfered over via geocache.
  
I tried to operate with tools like 'closest location' or 'get location by
  raycast' applied to the strandpositions when inside the volume to simulate
  collision, but these were all lacking. The raycast solution may be
  promising, but I don't know how to set the correct direction vector. And
  sometimes the animation I'm working with may skip a strandposition,
  effectively not triggering the 'inside volume' condition.
  
  
So yeah basically I don't know how to do that in a visually pleasing way.
If anyone had some pointers, I'd be very grateful !
  
Thanks,
Olivier
  
  
  

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



RE: Ice feathers..

2012-06-14 Thread a...@andynicholas.com
  And i am glad i am finally on the Softimage list
 It was about time.


Seriously? Were you not on it before?!!

Glad you finally made it :)



On 14 June 2012 at 16:16 Vince Baertsoen vi...@themill.com wrote:

 Thank you very much Bradley.

 Yes it's a full on ICE feather system.
 I started to layer all the main compound from scratch at the beginning of
 Hallmark, then Dave Barosin joined a month later and help me out with few very
 helpful features and scripts.

 Version 1.0 of this feather system at the end of Hallmark was really nice, but
 version 2.0 that Bradley actually worked on is absolutely amazing and pleasure
 to use!
 We had a very nice time brainstorming and figure out how to improve it.
 Bradley did all the hard work, cleaning it up and build a very nice interface
 around it.

 We are using it now for an other bird (i can't mentioned the project yet, but
 it looks great), and we are using it for other type of scattering like leaves
 for trees for exemple.
 Very very useful!

 I can't wait to show you the next projects using it!

 And i am glad i am finally on the Softimage list
 It was about time.

 Thanks again Bradley!

 Vince.

 Ext: 2311
 Mobile: 917-664-1830
 www.the-mill.com


 Please consider the environment before printing this email.
 This message is private and confidential. If you have received this message in
 error, please notify us and remove it from your system.

 Please use the following link to view The Mill Showreel 2012.
 http://www.themill.com/work/the-mill-showreel-2012.aspx


 
 From: softimage-boun...@listproc.autodesk.com
 [softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
 [witha...@gmail.com]
 Sent: Thursday, June 14, 2012 10:04 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: Ice feathers..

 You are correct. :-)

 This would be a good time to introduce Vince Baertsoen, VFX Supe here at The
 Mill in NYC. He's the bearded fellow who appears at 1:25 in the video, and I
 believe the main architect behind the feather system, along with David
 Barosin.

 I've been working with Vince since the beginning of the year, a super nice
 fellow who really should be more visible in the community, especially
 considering The Mill here in NY are using ICE like crazy and are on the prowl
 for talent.

 -Bradley

 On Thu, Jun 14, 2012 at 7:39 AM, Adam Seeley
 adam_see...@yahoo.commailto:adam_see...@yahoo.com wrote:
 I spy Ice feathers

 https://vimeo.com/43978044#

 Adam.





Re: SiC London last night

2012-05-31 Thread a...@andynicholas.com
 Hi Octav,

Glad you got back okay!

By the sound of it, it's lucky they let you back on the aircraft ;)




On 31 May 2012 at 16:02 Octavian Ureche okt...@gmail.com wrote:

 Heya,

 Had a hell of a great time. Initially i thought there were going to be
 only a handful of people...boy was i wrong.
 Glad i took the time off work to hop on the plane and get to see
 everyone i knew but never met in real life. Was well worth it.
 Also that shot andy gave me...well, it started kicking in at the airport lol

 Thank you guys,
 Cheers,
 Octav (the dude from transylvania) :)


Re: SiC London last night

2012-05-30 Thread a...@andynicholas.com
 Thanks Lawrence! Apologies, I was meaning to post an update to the list about
this today.


For those of you who missed it. Yes, last night was an amazing success; we had
just over 150 people turn up and cram themselves into the bar. At one point they
were literally queuing down the street.



Overall it was a great evening, and everyone really enjoyed themselves. We were
a slight victim of our own success in that because we had so many people, it was
difficult to hear the presentations that were going on, but I think most people
managed to get something out of it. It's something we'll look at fixing as a
priority for the next event. Whether that means a change of format or venue,
we're not sure yet.


Next event? Yes! At the moment we're thinking that the next big one will be in
November, but I'm sure various impromptu meet ups down the pub will be called
for, particularly now the summer over here seems to have arrived.




I don't believe I stressed this enough last night, but special recognition needs
to go to Ellen Payne and Adrian Wyer who did an immense amount of work sorting
everything out, dealing with getting sponsors, managing machines, talking to the
venue, etc. And of course thanks to the presenters too who dealt with the
difficult presentation conditions in such an admirably professional way!


I need to also mention that we wouldn't have been able to do it without various
forms of help coming from Autodesk, Escape Studios, Hewlett-Packard, Eizo, and
XTFX. So a sincere thanks to all of them too.



I'll be uploading some pictures from the event later tonight. I'll be sure to
post a link to the list.



Cheers,
Andy




P.S. If anyone who attended has any thoughts, ideas, or feedback on last night,
please don't hesitate to get in touch.






On 30 May 2012 at 18:26 Lp3dsoft lp3ds...@gmail.com wrote:

 Hi,

 Just wanted to say how cool the SiC usergroup was last night, thanks to
 everyone who organised it and really look forward to the next one!

 Cheers

 Lawrence


Re: XSI on linux

2012-05-17 Thread a...@andynicholas.com
 On Linux, it's always worth trying different graphics card driver versions too.
We sometimes find that can be a cause of instability.




On 17 May 2012 at 18:36 Sue Jang suejan...@gmail.com wrote:


 Hi,
 
  Thank you for all the replies- I am the guinea pig this time but hopefully
 this will help them integrate XSI better for the future reference!
 
  the spec on the surface...
  2.6.32.26.165
  fedora12
 
  We are running XSI 2012 SP1.
 
  Thank you for your reply Chris Chia- I suppose I turned to the list where I
 felt I might get some immediate reply..
 
  Will also get them to contact the Softimage support.
 
  Thank you!
 
 
  On Thu, May 17, 2012 at 1:21 PM, Chris Chia chris.c...@autodesk.com
 mailto:chris.c...@autodesk.com  wrote:
  Yup Sandy, you are a perfect example. This is because Softimage has
  been tested heavily on Fedora 14.
  
 Regards,
 Chris Chia
 Softimage QA Analyst
  
 On 18 May, 2012, at 1:13 AM, Sandy Sutherland
  sandy.sutherl...@triggerfish.co.za
  mailto:sandy.sutherl...@triggerfish.co.za
  mailto:sandy.sutherl...@triggerfish.co.za
  mailto:sandy.sutherl...@triggerfish.co.za  wrote:
  
 We run Softimage on FC 14 on our farm here and it works very well.
  
 S.
  
 _
 Sandy Sutherland
 Technical Supervisor
 sandy.sutherl...@triggerfish.co.za
  mailto:sandy.sutherl...@triggerfish.co.za mailto:
  sandy.sutherl...@triggerfish.co.za
  mailto:sandy.sutherl...@triggerfish.co.za 
 _
  
  
  
  
 
 From: softimage-boun...@listproc.autodesk.com
  mailto:softimage-boun...@listproc.autodesk.com mailto:
  softimage-boun...@listproc.autodesk.com
  mailto:softimage-boun...@listproc.autodesk.com  [
  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 Sue Jang [
  suejan...@gmail.com mailto:suejan...@gmail.com mailto:
  suejan...@gmail.com mailto:suejan...@gmail.com ]
 Sent: 17 May 2012 19:03
 To: softimage@listproc.autodesk.com
  mailto:softimage@listproc.autodesk.com mailto:
  softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com 
 Subject: XSI on linux
  
 Hi list,
  
 I'm currently helping out at a linux based company.
 they installed few seats of XSI over here. (XSI+Arnold+linux)
  
 I must say though, that the performance of XSI is rather embarrassing.
 To a degree where the crash is frequent every 5 to 10 minutes. (even for
  a simple lighting task.)
 I've worked at few other linux places where XSI worked beautifully.
 So I know that this is not Linux related issue in this case-
  
 Can someone kindly point me or forward me any info - even helpful
  XSI/Linux thread on the autodesk site? (besides contacting autodesk support)
  
 Any information would be greatly appreciated-
  
 Thanks in advance!
  
 S
  
  



UPDATE: Softimage User Group Meeting

2012-05-16 Thread a...@andynicholas.com
 Hi everyone,
Just bringing you news that we've got a final list of 9 presenters for the
evening. Full details are on our website here:

http://www.softimagecreatives.com/siclondon/?page_id=235

We're all really stoked to get such a fantastic line up.


***
Again, for anyone who missed the update after our first announcement: the event
is happening on Tuesday 29th May.
***


So if you haven't registered yet, make sure you do so soon. We do have a limit
on numbers. For those already coming, give the person next to you a poke, and
demand to know why they haven't signed up yet ;)

It's gonna be a great evening.

Cheers,
Andy


Re: Intro to the new team (was RE: Softimage development)

2012-04-23 Thread a...@andynicholas.com
Hi folks,
A few people have made us aware that 5th June is actually a Bank Holiday due to
the Queen's Diamond Jubilee. We asked the Queen to reconsider her plans, but
apparently she wasn't too happy about it.

So we're looking into rearranging the even to the Tuesday following week, which
would be the 12th June.

Will let you know as soon as we can confirm the date with the venue. Sorry for
the mix up!

Cheers,
Andy





On 23 April 2012 at 10:50 Chris Marshall chrismarshal...@gmail.com wrote:

 Now that Chin has gone, I can secretly reveal that actually *you* really are
 'Da (Softimage) Man'! and not him, after all!! ;-)
 
 Really good to know you're still on the team!
 
 Found an XSI 2.0 t-shirt the other day. I feel a Friday Flashback -
 merchandise special coming up!!
 
 Cheers
 
 
 On 22 April 2012 22:03, Mark Schoennagel mark.schoenna...@autodesk.com
 mailto:mark.schoenna...@autodesk.com  wrote:
  
  I never knew what to think about that photo! Sorta wish our default texture
  was a little more manly ya know?  -- speaking of maybe a ? instead?
  
  
  From: softimage-boun...@listproc.autodesk.com
  mailto:softimage-boun...@listproc.autodesk.com mailto:
  softimage-boun...@listproc.autodesk.com
  mailto:softimage-boun...@listproc.autodesk.com  [mailto:
  softimage-boun...@listproc.autodesk.com
  mailto:softimage-boun...@listproc.autodesk.com ]mailto:[mailto:
  softimage-boun...@listproc.autodesk.com
  mailto:softimage-boun...@listproc.autodesk.com ] On Behalf Of Chris
  Marshall
  Sent: Thursday, April 19, 2012 4:38 PM
  
  Well good luck Chin! I'm slightly sad to hear you've moved on. There was
  never anyone with more passion and raw enthusiasm for Sumatra/XSI/Softimage
  than you! Respect!!
  
  
  I think I know of one with more...
  [cid:image001.png@01CD2090.0F702680]
  Mark Schoennagel is still thrashing the Softimage drum :-D
  
  
 
 
 


RE: Intro to the new team (was RE: Softimage development)

2012-04-19 Thread a...@andynicholas.com
Cool! Welcome to the new team! Thanks for introducing them to us Chun Pong.

+1 on them sending out their Twitter IDs. Definitely encourage them to pop up on
the list and say hello in person if they want to.

Cheers,
Andy



On 19 April 2012 at 11:14 Chun-Pong Yu chun-pong...@autodesk.com wrote:

 Luc-Eric's comments are a good segway for me to introduce some members of the
 new team and what they're working on.  We've been lurking on the list so far,
 and have been amazed by the passion of most in the community for Softimage and
 will support it as best as we can.  Now that Luc-Eric, Guillaume LaForge,
 Guillaume Laferriere, etc. have moved to the Maya team, we'll be participating
 more actively especially when there're technical issues reported.

 We're all based in Singapore btw (so the comments on durians were apt) where
 the cost of labour isn't that much different from Montreal and certainly much
 higher (3x?) than in China.  And there're more people in the team than there
 were in Montreal two years ago.  Moreover, folks like JF, Francis, David,
 Manny, Graham, etc. are still around (the first 3 are in fact still developing
 enhancements and bug fixes for customers).  Hence Autodesk is still investing
 in the Softimage since guess what?  Soft still makes money for the company.

 It's true that the team doesn't know the code as well as Luc-Eric and team but
 that's not to say that we're newbies to software development, 3D graphics,
 simulations, rendering, etc. either.  Sure, we don't have the 10-15 year
 histories with Soft that the old team had, but we're happy to say that
 they're still around (even many from the acquisition who eventually moved to
 other Autodesk teams) and still helping out when there's a need.  But that
 should go down as we become more familiar with the code.

 So here goes:

 Hsiao Ming Chia - Core, Ref Models.  From NVIDIA, worked on games middleware
 and runtime engines for 8 yrs.
 Yury Khmel - Core, ICE, FaceRobot.  12+ years, last 5 as an architect in games
 development.
 John Tensuan - Rendering, Data Management.  Last in Ubisoft doing rendering
 and engine systems.
 Ho Chung Nguyen - ICE, Simulation.  Wrote core libraries for math, physics
 simulation, rendering while at LucasArts.
 Joany Yang - UI, SDK.  Mainly engaged in UI projects using COM, MFC, C++, etc
 while at another team at Autodesk.

 Me?  I just manage the team so am the overhead :-)

 If you're ever in Singapore, we'd love to meet you.

 Regards,
 Chun Pong


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric
 Rousseau
 Sent: Wednesday, 18 April, 2012 10:38 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Softimage development

 On Wed, Apr 18, 2012 at 3:26 AM, Mirko Jankovic
 mirko.janko...@aeonproduction.com wrote:
  It is a bit bad that even after so many concerns displayed from
  customer about Softimage and AD's plans for it, that not a single
  official line of word was put out.
  Is it so hard to let people know what is going on and where does it
  all lead?

 Actually, you're getting a lot of official information right here in this
 thread.

 None of us moving to the new Maya FX Montreal team, which is led by me, are
 really doing it to quit Softimage, it's just a natural evolution of thing. As
 written previously, this was planned and we've been hiring and training a
 whole lot of new group of great people to work on Softimage.

 So what does that mean? Well first it means that Autodesk is committed to
 continuing the development of Softimage - otherwise we wouldn't be spending so
 much effort building a new team.  We worked a lot on this!
  I interviewed every single one of these guys - and some we rejected.
 The new guys have backgrounds in game production, real time shader, physics,
 etc.  They're bring new ideas and skills.

 And it also means that Autodesk is renewing its effort on the Maya FX's
 toolset, which is not super interesting to you guys obviously, but is that a
 thing that makes sense.

 It's hard to leave Softimage, but it's also hard to not get excited with the
 new projects.  We're going to Digital Domain and ILM this week with Duncan.
 New experiences!  If we can just stop hitting the S key to orbit the camera,
 everything will be fine.