Thanks Miguel and Jeremie, Gear is one of the ebst and most important
contribution to Softimage community. :)
So when the new features video will be alive?
Cheers
Szabolcs
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Halim
YES !
On 28 August 2013 08:20, Szabolcs Matefy szabol...@crytek.com wrote:
Thanks Miguel and Jeremie, Gear is one of the ebst and most important
contribution to Softimage community. J
** **
So when the new features video will be alive?
** **
** **
** **
Cheers
** **
Hi Miquel,
Any laid out road map for future development?
Cheers.
On 8/28/13, Sebastien Sterling sebastien.sterl...@gmail.com wrote:
YES !
On 28 August 2013 08:20, Szabolcs Matefy szabol...@crytek.com wrote:
Thanks Miguel and Jeremie, Gear is one of the ebst and most important
nope
and probably never will soo ;)
On Wed, Aug 28, 2013 at 2:13 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:
nope
I'm droolin' on this :
http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Wednesday, August 28, 2013 2:16 PM
To: softimage@listproc.autodesk.com
Subject: Re:
he someone will say no not again but yes again.. we can't even have good
representation of shadow in SI... something like that video is, judging by
direction so far.. will never happen.
it doesn;t look that some good development is happening for SI so
On Wed, Aug 28, 2013 at 2:17 PM,
Thanks for the link Halim,
Windwalkers looks really nice. I like the idea of 16+ film :) And I see
Marc Caro as an Artistic Director :D I Hope the best for the project :)
Miquel Campos
www.miquelTD.com
2013/8/28 Halim Negadi
Muhamad: Any laid out road map for future development?
Yes I have a kind of road map :P
For the moment I would like to add (ASAP) some more rigging components and
add some functionalities to some of the tools. Later I have a list of
ideas, but not sure where to start yet :P
To report back...
The maths I was using were in fact correct but there is a bug in my
Python classes that was causing the inconsistent results.
Thanks for all the help and the good math lesson.
Eric Thivierge
===
Character TD / RnD
Hybride Technologies
On August-27-13 6:32:40
there is plan to make installation friendly as well, something like in form
of addon?
also so far I helped like bunch of people to install gear, they all had
problems with python path and modules.
if that part could be solved to have everything for installation as much as
possible user friendly it
Haha, I'm trying. Been banging my head against my desk for the past few
days not understanding what could be going wrong. My Matrix3 class
method for multiplying is doing some really wonky stuff. Like reseting
the matrix values to Identity if used in another multiply operation...
makes no
Hello Mirko,
For the moments no plans to make an easier installation. But I recorded a
video of how to install it, should be online today :)
Miquel Campos
www.miquelTD.com
2013/8/28 Mirko Jankovic mirkoj.anima...@gmail.com
there is
95% hard work, talent and taste, 5% viewport technology, imho :)
On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.comwrote:
I’m droolin’ on this :
http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be
**
in that case why did any software move from version 1.0 at first place ;)
On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:
95% hard work, talent and taste, 5% viewport technology, imho :)
On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.comwrote:
really nice character design!
On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:
in that case why did any software move from version 1.0 at first place ;)
On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:
95% hard work, talent and
Hey Miquel You rule!!!
Thanks a lot
2013/8/28 Miquel Campos miquel.cam...@gmail.com
Hello,
first videos are ready:
001 - installation https://vimeo.com/73286635
002 - icons https://vimeo.com/73286662
003 - zipper https://vimeo.com/73304786
004 - wireframe colorizer
5%, sure eric, :) this guy is so good he can make Maya show viewport
displacement by shear force of will.
On 28 August 2013 16:46, sue jang suejan...@gmail.com wrote:
really nice character design!
On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic
mirkoj.anima...@gmail.com wrote:
in that
I tend to agree with Luc-Eric.
It sure is nice to see the displacement in the viewport, but it wouldn't
be as nearly as impressive if it were a sphere with a fractal texture on
it. The design, modeling and texture work are very impressive.
Besides, the video is a little misleading because we
But the problem with the current display options is that it forces you
into specific workflows for animating characters with displacement.
Namely, that you have to avoid generating any large-form surface changes
via displacement (and sometimes even medium-to-small-scale features as
well), for
These are pretty impressive as well (both artisically and technically)
http://www.youtube.com/watch?v=lekeZPYCnYQ
http://www.youtube.com/watch?v=nnza8uSo6hE
On Wed, Aug 28, 2013 at 2:31 PM, Tim Crowson tim.crow...@magneticdreams.com
wrote:
But the problem with the current display options is
I agree with Tim.
2013/8/28 Tim Crowson tim.crow...@magneticdreams.com
But the problem with the current display options is that it forces you
into specific workflows for animating characters with displacement. Namely,
that you have to avoid generating any large-form surface changes via
+1. Updated modeling and real-time features would be boon for asset
creation.
On 8/28/2013 1:31 PM, Tim Crowson wrote:
But the problem with the current display options is that it forces you
into specific workflows for animating characters with displacement.
Namely, that you have to avoid
...Back in the day my boss said the ported some SI code and tools into Maya and
3Dmax back when SI was purchased by Autodesk. I wonder if (and hope and pray)
they would port back the Maya viewport into SI. I think that would be something
great and well due. =P
-Draise
From: Rares
As we saw so far only way any code is going is from SI.. nothing really
in
On Wed, Aug 28, 2013 at 9:04 PM, Andres Stephens drais...@outlook.comwrote:
...Back in the day my boss said the ported some SI code and tools into
Maya and 3Dmax back when SI was purchased by Autodesk. I wonder if
I think what Eric meant, is that the video is actually showing 95% of the
guys work to model and texture a character. And five percent is due to
viewport. But the video pretends an inverse ratio of these capabilities.
From: softimage-boun...@listproc.autodesk.com
I agree with Tim and Vincent for showing off the advantages this crazy Asian
guy gets in his viewport! :P
Mari also...but with the K6000 ;)
http://www.youtube.com/watch?v=eieP69lHGGE
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
Hi list,
I have a scene with ~200 reference models offloaded via the scntoc.
The scene opens relatively quick but as soon as I unroll the hierachy
containing all the reference models (in the explorer), Softimage stops
responding.
If I open the same scene without modifying the scntoc, the scene
You mean besides the large amount of data you're trying to load into memory?
Models have additional metadata which force additional validation checks and
processing of deltas. You're experiencing normal behavior. We have the same
issues.
The best I can suggest is to keep your edits lean on
They simplified considerably the problem in Maya DX11: they created one big
uber realtime shader that does offers all the parameters but it's a black
box. You can't render it in mental ray or anything else.
On the Softimage side, the high quality viewport's goal (let's avoid
debating for now
On occasion, yes, but usually when the offloaded model is a dependency of
something else going on in the scene. Eg: the loaded scene content needs the
offloaded model for something.
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On
I think you hit the nail on the head there. Will do more testing. If I can
repro this should probably be logged as a bug.
Thanks!
On Wed, Aug 28, 2013 at 4:57 PM, Matt Lind ml...@carbinestudios.com wrote:
On occasion, yes, but usually when the offloaded model is a dependency of
something else
Been searching around for methods to take a polymesh where every poly has
been disconnected and do some random rotation and scaling based on
proximity to a mesh or inside a null, etc. to get a nice offset effect.
Any suggestions? I don't really need a particle method unless its the
only option.
shameless_plug
I have a good article on Delta hygiene with a script to clean a lot of
common issues in my blog:
http://darkvertex.com/wp/2010/02/21/clean-softimage-deltas/
/shameless_plug
On Wed, Aug 28, 2013 at 5:55 PM, Vincent Fortin vfor...@gmail.com wrote:
I think you hit the nail on
I dunno, I feel like saying 'What's the point in even asking for
something unless it has to do with ICE?' It's a good thing XSI was as
mature as it was prior to the AD buyout. Call me a Debbie Downer.
-Tim
On 8/28/2013 3:56 PM, Matt Lind wrote:
We need DX11 support to author a game.
Our
Something like this perhaps?
http://www.si-community.com/community/viewtopic.php?f=15t=3572
(see Chris_TC's response.)
On Wed, Aug 28, 2013 at 6:03 PM, Kris Rivel krisri...@gmail.com wrote:
Been searching around for methods to take a polymesh where every poly has
been disconnected and do
Great info Alan! Tks for that!
—
Sent from Mailbox for iPhone
On Wed, Aug 28, 2013 at 11:12 PM, Alan Fregtman alan.fregt...@gmail.com
wrote:
shameless_plug
I have a good article on Delta hygiene with a script to clean a lot of
common issues in my blog:
If you're doing a simulation, you wanna make sure your Bend or whatever
deformer operator is in the POST-SIMULATION stack.
When you have a Simulation stack marker anything under Animation only
evaluates on the first frame.
On Tue, Aug 27, 2013 at 5:33 AM, Adam Seeley adam_see...@yahoo.com
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