Re: OT maya random/linear in channel box
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
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
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?
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
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
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
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...
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...
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
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
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
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...
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
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
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?
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?
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..
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
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
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
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
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)
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)
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.