Great work!
Gratz to everyone there.
Also muscle system looks great. Would be great seeing more about that as
well.
On Tue, May 21, 2013 at 9:24 AM, Darren Macpherson darren...@gmail.comwrote:
I would guess that the hair is based on an in house tool developed by
Vince and Bradley which uses
big kudos to all involved. This looked awesome!
Wouldn't mind to see some more on all the stuff done for this, like
muscles, hair, rendering etc.
Great Softimage showpiece! :-D
Rob
\/-\/\/
On 21-5-2013 9:28, Mirko Jankovic wrote:
Great work!
Gratz to everyone
awesome stuff ! congratulations on the work done
2013/5/21 Rob Wuijster r...@casema.nl
big kudos to all involved. This looked awesome!
Wouldn't mind to see some more on all the stuff done for this, like
muscles, hair, rendering etc.
Great Softimage showpiece! :-D
Rob
hey list,
is there a .prt loader plugin anywhere? would be great if it also supports the
cache on file ice node..
there is an exporter written by caron. no reader.
yeah its sounding ridiculous, but i want to render some fume stuff in arnold,
hah! and do some ice magic with it..
.sebastian
My particular workflow is to always hide background partitions for both
geometry and lights and to explicitly set visibility of all partitions, and I
do this as i feel it gives me a more secure control over what shows up in
renders. I currently experiencing some scenes which use a much more
Hi Andi.
I agree with you %10. Working any other way is asking for trouble IMO.
DAN
On Tue, May 21, 2013 at 12:38 PM, Andi Farhall hack...@outlook.com wrote:
My particular workflow is to always hide background partitions for both
geometry and lights and to explicitly set visibility of
Yep, you're entirely correct on this one - don't let them try to tell you
otherwise. :)
On 21 May 2013 10:49, Dan Yargici danyarg...@gmail.com wrote:
Hi Andi.
I agree with you %10. Working any other way is asking for trouble IMO.
DAN
On Tue, May 21, 2013 at 12:38 PM, Andi Farhall
+1 it's the way to go.
Regards
Stefan
-- Sent from a phone booth in purgatory
On May 21, 2013, at 11:55, Peter Agg peter@googlemail.com wrote:
Yep, you're entirely correct on this one - don't let them try to tell you
otherwise. :)
On 21 May 2013 10:49, Dan Yargici
That's the only sane way to work as far as I'm concerned...
Cheers, Martin
--
Martin Chatterjee
[ Freelance Technical Director ]
[ http://www.chatterjee.de ]
[ https://vimeo.com/chatterjee ]
On Tue, May 21, 2013 at 11:57 AM, Stefan Andersson sander...@gmail.comwrote:
+1 it's
Amazing work , any technical info is appreciated .
On Tue, May 21, 2013 at 2:31 AM, Erwan Naudin frycr...@gmail.com wrote:
awesome stuff ! congratulations on the work done
2013/5/21 Rob Wuijster r...@casema.nl
big kudos to all involved. This looked awesome!
Wouldn't mind to see some
Just amazing work Vince and all other guys at The Mill!
/Jens
On Tue, May 21, 2013 at 12:22 PM, Nour Almasri mr.nour.alma...@gmail.comwrote:
Amazing work , any technical info is appreciated .
On Tue, May 21, 2013 at 2:31 AM, Erwan Naudin frycr...@gmail.com wrote:
awesome stuff !
Stunning work, congratulations to all who worked on this spot.
N
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel
Sent: Tuesday, 21 May 2013 4:27 AM
To: Softimage List
Subject: Mill 98% Human
Just wanted to say congrats to
Stephan Woermann's ICE daylight system seems to be the best available:
http://www.si-community.com/community/viewtopic.php?f=27t=191start=20
Many thanks!
Am 20.05.2013 18:59, schrieb Eric Deren:
I haven't used the tools listed on this page, this is just the returns
of a Google search:
yes and no.
hiding the default partitions for geo and lights is common practice – almost an
absolute rule afaic for lighting/rendering scenes. (it’s inexcusable not to do
this in production scenes for rendering with more than a handful of passes)
every newly added object gets hidden by default
Well you know my take on it
Any other workflow unless it's script driven is asking for trouble.
Adam
-
Yoyo Digital Ltd.
http://www.linkedin.com/in/adamseeleyuk
https://vimeo.com/adamseeley
From: Andi Farhall hack...@outlook.com
I agree with the last reply.
I never force show, I like to hide objects themselves (or groups)and for
that to propagate though the passes (temporarily).
That's how I've taught the new soft users at work! And after a day they can
see the massive benefits of that workflow and the pass system.
Funny, I'm almost opposite...
I get very uncomfortable (physically uneasy) dealing with no effect
partitions floating around containing a mix of hidden and unhidden objects,
especially in large scenes, I need everything locked down and explicit.
I'll normally have a working/Default pass where
I'll second that. Especially the cutlery stacking bit.
From: softimage-boun...@listproc.autodesk.com
[softimage-boun...@listproc.autodesk.com] on behalf of Adam Seeley
[adam_see...@yahoo.com]
Sent: 21 May 2013 12:48
To: softimage@listproc.autodesk.com
Subject:
I'll normally have a working/Default pass where I set visibilty properties
locally on objects so I can throw stuff around but I like to know when it
needs rendering again it will actually get rendered.
Same with me, being able to go to a 'clean' default_pass to deal with
general scene issues is
I always have a pass i call tech specifically for fiddling with stuff outside
of the constraints of forced visibility. For me, forced is the way to go as I
often find when picking up other peoples scenes there can be visibility
conflicts between passes, so the forced thing is in response to
Funny, I'm almost opposite...
Arrgghhh.
Oh well – any system has its weaknesses. Indeed in the one I use, if you go and
mess around, debugging, and hide some objects temporarily, and forget to unhide
them, they will not be forced back to be visible. That can be inconvenient.
An advantage of
Amazing stuff. Kudos to the mill team.
O
The naming stuff properly chat is actually ahead of the visibility one
animated visibility would be a special case where no effect would be
appropriate.
...
So how do you handle visibility animation? That gets screwed on “show
members” partitions doesn’t it?
Animating visibility is something on my 'don't do this' list anyway, so no
problems on that account!
On 21 May 2013 13:32, pete...@skynet.be wrote:
Funny, I'm almost opposite...
Arrgghhh.
HI,
Had an exchange with Enrique. This is a known issue - logged as SOFT-7029 -
Key Referenced Parameter Slower.
Thanks for bringing this up.
-Ivan
On Tue, May 21, 2013 at 11:44 AM, Raffaele Fragapane
raffsxsil...@googlemail.com wrote:
Even with no C++ knowledge you should be able to take
I could not agree more.
Like many others I do leave the default pass alone for modeling and other
misc. tasks though.
Ed
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andi Farhall
Sent: Tuesday, May 21, 2013 5:38 AM
To:
There's an exception to any rule...
..apart from always keeping your Background Partition hidden.. no exceptions.
A.
-
Yoyo Digital Ltd.
07956 976 245
http://www.linkedin.com/in/adamseeleyuk
https://vimeo.com/adamseeley
From: Peter
Incredible work, Mill team! Here's hoping one of you shares a few more
technical details about the hairs, face and muscles. :)
On Tue, May 21, 2013 at 8:35 AM, Octavian Ureche okt...@gmail.com wrote:
Amazing stuff. Kudos to the mill team.
O
simply jaw dropping!
amazing work The Mill!! as always!
sly
*Sylvain Lebeau // SHED**
*V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COM
http://www.shedmtl.com/http://www.shedmtl.com/http://WWW.SHEDMTL.COM
On
Agreed.
m
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sylvain Lebeau
Sent: Tuesday, May 21, 2013 11:13 AM
To: softimage@listproc.autodesk.com
Subject: Re: Mill 98% Human
simply jaw dropping!
amazing work The Mill!! as always!
Good to hear that the issue has been reported. This is a big deal for us
here too.
We love Softimage referencing system a lot but are in a situation now where
animator are creating local copy of the rigs just to work around the issue,
which is obviously a big problem for us.
The new team has
Well it wouldn't be too hard to wrap the Partio library in a custom ice
node which would allow you to import .prt and a bunch of other formats.
Partio also provides a command line convertor but you would need a
version compiled with the icecache patch to be able to convert .icecache
files to
ya, some development needs to be done to make this happen.
s
On Tue, May 21, 2013 at 10:34 AM, Ben Rogall
xsi_l...@shaders.moederogall.com wrote:
Well it wouldn't be too hard to wrap the Partio library in a custom ice
node which would allow you to import .prt and a bunch of other formats.
yep, and i have not the sufficient skillset for dev work like that.
maybe some day . . .
thanks
Am 21.05.2013 um 19:37 schrieb Steven Caron car...@gmail.com:
ya, some development needs to be done to make this happen.
s
On Tue, May 21, 2013 at 10:34 AM, Ben Rogall
maybe you could hire someone with the skillset?
On Tue, May 21, 2013 at 11:22 AM, Sebastian Kowalski l...@sekow.com wrote:
yep, and i have not the sufficient skillset for dev work like that.
maybe some day . . .
thanks
Am 21.05.2013 um 19:37 schrieb Steven Caron car...@gmail.com:
ya,
hint hint!
On 21 May 2013 20:30, Steven Caron car...@gmail.com wrote:
maybe you could hire someone with the skillset?
On Tue, May 21, 2013 at 11:22 AM, Sebastian Kowalski l...@sekow.comwrote:
yep, and i have not the sufficient skillset for dev work like that.
maybe some day . . .
thanks
Thanks everyone.
The hair was nothing revolutionary. It was using the Melena set up to
convert the XSI hair to curves, then the curves to strands. It wasnt
fast. It's just a lot easier to groom that way, using the built in hair
system. Especially using a lowrez hair set up and copy styles to a
you cached the strands to icecache? alembic?
we found issues with motion blur if you didn't cache the strands and we use
the same process.
On Tue, May 21, 2013 at 1:41 PM, jimmy gass ji...@nervegass.net wrote:
Thanks everyone.
The hair was nothing revolutionary. It was using the Melena set
Hi
I'm trying to read geometry (from a stream) using a custom operator.
as long as there's no topology changes all works fine and the mesh is read
and animated.
when the topology changes softimage crashes.
I understand I need to classify that operator siClassifTopo, but not sure
how to do that in
No strand caching. We wanted to save our self the extra step, since there
were already like 5 stages of cache and sim. So the strands were left live.
To get Motion blur to behave properly, I just made a compound at the front
of the entire system, that calculated the strand velocity and stored that
When Jimmy says it was nothing, that usually means he only built about 20
custom ICE compounds or so to do his bidding...
On Tue, May 21, 2013 at 5:05 PM, jimmy gass ji...@nervegass.net wrote:
No strand caching. We wanted to save our self the extra step, since there
were already like 5
ok, thanks. we tried strand velocity but had issues with underlying
geometry being blurred differently.
On Tue, May 21, 2013 at 2:05 PM, jimmy gass ji...@nervegass.net wrote:
No strand caching. We wanted to save our self the extra step, since there
were already like 5 stages of cache and
Just to add to what Jimmy nicely rounded up: the facial animation rig was
pretty much all done with envelope deformers rather than blend shapes.
Chimp lips are surprisingly flexible so having the deformers being driven
by curves was certainly the way to go with that.
The eyelids were also
Hey guys,
Is it possible to pass arguments in the Menu.AddCommandItem() call?
Do I really have to register a whole new command just because there's a few
variations of arguments on a generic command?
Any tips appreciated.
Cheers,
-- Alan
The 2nd argument can be anything you want it to be. Just has to be the name of
a command.
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Tuesday, May 21, 2013 2:38 PM
To: XSI Mailing List
Subject: How do
Yes you do unfortunately. However you can register those commands and
remove them on the fly.
Eric Thivierge
===
Character TD / RnD
Hybride Technologies
On 21/05/2013 5:38 PM, Alan Fregtman wrote:
Hey guys,
Is it possible to pass arguments in the Menu.AddCommandItem() call?
XSIFactory.CreateParamDef() is for creating parameters the user interacts with
in the operator's PPG.
Defining the data type your operator reads/writes is done via port connections.
CustomOperator.AddInputPort() and CustomOperator.AddOutputPort(), for example.
Matt
From:
Thank you Matt
the issue is not defining the data type, the problem I'm facing is trying
to let softimage treat my customOperator as one that is changing topology.
one of the advice I found online was defining the first parameters on that
operator as siClassIfTopo, that method is valid for the
Scripting and C++ are not 1:1. It might not be necessary to set parameter
classification to 'siClassifTopo' in C++.
I don't know the answer.
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of ran sariel
Sent: Tuesday, May 21,
Hello. Anyone had had experience installing Deadline for softimage?
i´ve followed this:
http://www.thinkboxsoftware.com/deadline-5-softimage#Integrated_Submission_Script_Setup
And I still can´t get the dialogue up on the Render module RenderSend to
Deadline after setting up
preferences for
what is your debuger saying?
---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
2013/5/22 Matt Lind ml...@carbinestudios.com
Scripting and C++ are not 1:1. It might not be necessary to set parameter
classification to
Yep they are also being incredibly helpful with me. Thanks Softimage Team.
I'm getting our IT guy to fill out the paperwork for a QFE now
On Wed, May 22, 2013 at 12:59 AM, Jeremie Passerin gerem@gmail.comwrote:
Good to hear that the issue has been reported. This is a big deal for us
here
Regardelss of whether one might or might not be happy with the feature
list, I think it should be given to the team that they have put some
serious effort into keeping in touch with the community and going out of
their way to integrate into it, even in the face of some serious negativity
(the
Btw, until we get the QFE, I did a very aggressive removal of keyable
parameters and that helped significantly.
Which is something I should have done a while ago. I was letting them
scale every controller in the rig, as I don't like limiting the animators
freedom.
Instead i went to the
Jeremie, I considered letting them animate in local mode but i decided that
the risks outweighed the benefits.
I am just 100% uncomfortable with trusting the animators with Local models.
They will start deleting objects and changing heirarchy.
So instead I stripped down the rig of unecessary
Hi Ran,
Which Softimage version are you using?
Since 2013 SP1, there're two new C++ APIs introduced, to allow the creation of
paramdef with a specified classification.
1. Factory::CreateParamDef
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