Thanks Matt! I suspected I'll end up there. Crap.
On Wed, Jun 5, 2013 at 4:07 PM, Alan Fregtman alan.fregt...@gmail.comwrote:
What email client are you using, Matt? Looks like it replaced the SDK:
in front of the thread's subject line with RE:. Silly bug, lol.
On Wed, Jun 5, 2013 at 1:57
HA HA HA HA HA HA HA HA HA HA HA HA HA HA!!!
That's a great one :)
On Wed, Jun 5, 2013 at 8:59 PM, Christopher christop...@thecreativesheep.ca
wrote:
Steven how long have you been scripting in Python ?
::Christopher::
Steven Caron wrote:
to get to your question, i would turn all
that's beautiful.
On 5 June 2013 20:19, Andres Stephens drais...@outlook.com wrote:
HAH! My boss sent me this and we totally had a good laugh in the studio
about this. Very funny. =P
-Draise
*From:* Stefan Kubicek
*Sent:* Wednesday, June 5, 2013 2:19 PM
*To:*
Does anyone here know if you can get a student version of Sketchbook Pro?
My daughter is interested, but the AD educational website is a mess. I was
able to find it in the new download center by asking it to show all - but
even that was Sketchbook Designer, not Pro. And, when you click on it,
Hi. I'm not sure about educational version, but there is a free (a little bit
limited, but still good for sketching) copic edition of sketchbook pro
http://www.copicmarker.com/autodesk-and-copic
Milan Vasek
Od: softimage-boun...@listproc.autodesk.com
Komu: softimage@listproc.autodesk.com
C++ libraries talking to one another and compiled with different
version of Visual C++ would just crash on new and delete, usually.
It either works or doesn't work at all, it's not hard to tell if
there is a problem. Python, Pyside and Qt should all three use the
same compiler
One comment about
Shakespears Head? Sounds good? no? yes? go home to sweden you bastard?
/s
On Thu, Jun 6, 2013 at 4:48 PM, adrian wyer
adrian.w...@fluid-pictures.comwrote:
** ** ** ** **
out for a couple tonight in **Soho** with Mr Andersson if anyone is
interested
** **
a
** **
Adrian
I'll be there around 6:30, getting my stuff ready now.
regards
stefan
On Thu, Jun 6, 2013 at 5:02 PM, adrian wyer
adrian.w...@fluid-pictures.comwrote:
** ** ** ** **
sounds good... the pub bit not the go home bit
** **
a
** **
--
ack! you replied to him... my filter broken again ;)
On Thu, Jun 6, 2013 at 1:32 AM, Vladimir Jankijevic
vladi...@elefantstudios.ch wrote:
HA HA HA HA HA HA HA HA HA HA HA HA HA HA!!!
That's a great one :)
Hi gang.
A producer from a New Zealand studio, blockhead, contacted me looking for a
skilled (not junior) ICE particle artist, for a freelance job. I don't have
any details and am booked.
I've sent some of you a direct mail but in case anyone else is interested
here's her info (she know's I'm
Andy - sorry, before I contact them directly, do you know if they would
consider remote work?
Thanks
Sandy
On 2013/06/06 7:18 PM, Andy Moorer wrote:
Hi gang.
A producer from a New Zealand studio, blockhead, contacted me looking
for a skilled (not junior) ICE particle artist, for a
well, you can always go to the OGL tab of your material PPG and check Use
specific image/UV pair.
But I agree, I too wish it just used the diffuse by default.
On Thu, Jun 6, 2013 at 2:26 PM, Paul Griswold
pgrisw...@fusiondigitalproductions.com wrote:
This has been something that's annoyed me
Ah ha! That's what I wanted - Use specific Image/UV pair.
But yeah I agree, the viewport needs a lot of attention.
Thanks!
Paul
On Thu, Jun 6, 2013 at 3:40 PM, Eric Turman i.anima...@gmail.com wrote:
well, you can always go to the OGL tab of your material PPG and check Use
specific
Many things under the hood of Softimage operate on the 'most recently created'
principle. That is, what cluster is seen, which clusterproperty to use (vertex
color, texture projection, user normals, ) tends to default to the most
recently created property. If you applied your BW image
Makes sense, I suppose. But it sure would be nice to have a global
property that let you force it to display diffuse (or bump or displacement,
etc.) like Override Object Properties does for wireframe, textured, etc.
-Paul
On Thu, Jun 6, 2013 at 4:49 PM, Matt Lind ml...@carbinestudios.com
Hi Sandy, I believe so. or at least they had better if they are sold on
getting an ICE freelancer lol :)
On Thu, Jun 6, 2013 at 11:22 AM, Sandy Sutherland sandy.mailli...@gmail.com
wrote:
Andy - sorry, before I contact them directly, do you know if they would
consider remote work?
Thanks
a ffs i'm not taking 4 hour drive to the Channel tunnel :( why not come to
Brussels we got better Beer :P
On 6 June 2013 18:51, Stefan Andersson sander...@gmail.com wrote:
I'll be there around 6:30, getting my stuff ready now.
regards
stefan
On Thu, Jun 6, 2013 at 5:02 PM, adrian wyer
I make a habbit of setting it to use specific image via the ppg as early
as possible since I tend to drag and drop and replace texture files. A
feature to have openGL point to the diffuse by default seems like a good
feature for sure.
On 6/6/2013 7:17 PM, Raffaele Fragapane wrote:
That's
BTW, to my knowledge at least, for quite a few versions now the shaderballs
are fully rendered in whatever engine you're using.
On Fri, Jun 7, 2013 at 5:26 AM, Paul Griswold
pgrisw...@fusiondigitalproductions.com wrote:
My shaderballs all display fine, so why can't the viewport?
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