Hi Eugen ,
nurbs is currently not working for fbx in Softimage.
Cheers
Ivan
On Wed, Jan 30, 2013 at 3:29 PM, Eugen Sares softim...@keyvis.at wrote:
Exporting curves (not fcurves) doesn't seem to be working from Softimage
to 3ds max or backwards.
Did you test this with Maya?
Am 29.01.2013
Sounds great! Seems like a way more sensible way of doing things to me!
DAN
On Wed, Jan 30, 2013 at 4:54 AM, Leonard Koch leonardkoch...@gmail.comwrote:
That looks like a good model.
On Wed, Jan 30, 2013 at 3:41 AM, Nick Angus n...@altvfx.com wrote:
Genius…
** **
*From:*
Yes, it does help, thank you
On Tue, Jan 29, 2013 at 7:33 PM, Toonafish ron...@toonafish.nl wrote:
maybe this tutorial by Helge Mathee will help : http://vimeo.com/1503174
- Ronald
On 1/29/2013 20:17, Byron Nash wrote:
On this topic, what's a good way to grow the particles
Thanks Andy, indeed, using a vector flow force seems to be the best way to
deal with my problem.
Cheers
On Tue, Jan 29, 2013 at 7:51 PM, Andy Moorer andymoo...@gmail.com wrote:
Oops had an attachment on prior post, here it is sans oversized file...
I think I see what you're asking. This
On 30 January 2013 10:37, Nuno Conceicao nunoalexconcei...@gmail.com wrote:
So basically what u did was to create a vector flow (Tangent map) for the
body surface, then use it to move the particles as a force, right?
pretty much yes, no need for a vertex map , just set the data as an
attribute
Haha - thanks Leonard! Tell him this is for Film Riot and he'll know
exactly what you're talking about. (he was just on an episode of the show)
-Paul
On Tue, Jan 29, 2013 at 11:00 PM, Leonard Koch leonardkoch...@gmail.comwrote:
Currently emailing with Eric Kessler. We should know soon
Hi,
Flora... *like*
Plant generation for Softimage was always less than ideal... hopefully
this is going to change now once and for all!
Please allow me some positive critics: the plants in the demo do not
look too convincing yet. I know it's early...
Don't forget: any decent plant generator
Yeah that's what the docs seem to suggest
OnBeginSceneSaveAs event identifier. Fired when a scene is saved using File
Save As. Fired after the scene is loaded
Will look into OnBeginCommand
cheers
-Original Message-
From: softimage-boun...@listproc.autodesk.com on behalf of Martin
Hi Eugen - thanks for the feedback. At this stage we do not have plans to
provide plant libraries with Flora. It should be noted that the trees in
the demo videos were purchased from TurboSquid and then used to create the
pieces for procedural generation. As for importing - if you have purchased
Hi there,
i have some pointcaches of underwater float particles and i want to create
a small ice setup which lets me move a null by this pointCloud.
i want to attach some bigger float pieces to that nulls.
i had no success so far.
the math is not the problem.
i take the three closest points
I would suggest for learning purposes, if you have the time, not to do the
'cheat' I did where I deformed the curve - really the more appropriate workflow
is to establish a 'base' mesh as Rob describes, which can become very useful to
be comfortable with particularly if you plan on using ICE
just check simulation time control (under environment) has the first frame
defined explicitly
especially if you have a number other than 1 as your first frame and non
integer frame rates
by default it will have a tick box for use start frame and the option will
be grayed out.
this has made me sad
On 30/01/2013 11:25 AM, Paul Doyle wrote:
thanks for the feedback. At this stage we do not have plans to provide
plant libraries with Flora.
Perhaps not a full blown library, but maybe a few good elements to start
with/try out of the box I think might be good.
On 30/01/2013 2:41 PM, Paul
This while knowing it would be it's own thing (probably very different..
with perhaps a better philosophy)
Okay stopping dreaming :)
On 30/01/2013 4:47 PM, Jason S wrote:
Yet I dunno, something tells me it would be proportionately welcome :)
Perhaps the best thing then would be simply user-created presets... One thing
the makers of the unity game engine do which is quite clever is they make their
site a repository of such things. It makes purchasing their engine compelling
because you immediately get a sense of an active community
Okay, maybe I was really dreaming there..
perhaps a dynamic ASS compilation as the scene is built saved in
parallel with the scene ? (speaking through my hat but)
But I was trying to think of something which could go on par with
Clarisse or PiVR on that (translationless) side, (while
the translation always has to happen, even when arnold is ran interactively
inside of softimage through sitoa. in the last video on this page...
http://fabricengine.com/creation/flora/
helge mentions the standins will be improved throughout the beta,
regardless he could have drawn a render
Yes, and there's already far less translation time generally with Arnold
(only changes) which is already very good!
On 30/01/2013 8:16 PM, Steven Caron wrote:
the translation always has to happen, even when arnold is ran
interactively inside of softimage through sitoa. in the last video on
Didn't really mean anything, (speaking entirely hypothetically)
But yes you did get what I was saying,
I don't think it's necessary to translate only when hitting render buttons.
(progressively, on creation/change, and/or on idle? even if not
necessarily saved with the scene)
But would
19 matches
Mail list logo