RE: GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-28 Thread Szabolcs Matefy
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

Re: GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-28 Thread Sebastien Sterling
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 ** **

Re: GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-28 Thread Muhamad Faizol Abd. Halim
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

Re: Dx11?

2013-08-28 Thread Luc-Eric Rousseau
nope

Re: Dx11?

2013-08-28 Thread Mirko Jankovic
and probably never will soo ;) On Wed, Aug 28, 2013 at 2:13 PM, Luc-Eric Rousseau luceri...@gmail.comwrote: nope

RE: Dx11?

2013-08-28 Thread Szabolcs Matefy
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:

Re: Dx11?

2013-08-28 Thread Mirko Jankovic
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,

Re: GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-28 Thread Miquel Campos
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

Re: GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-28 Thread Miquel Campos
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

Re: SI Matrix3 and Maths

2013-08-28 Thread Eric Thivierge
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

Re: GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-28 Thread Mirko Jankovic
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

Re: SI Matrix3 and Maths

2013-08-28 Thread Eric Thivierge
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

Re: GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-28 Thread Miquel Campos
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

Re: Dx11?

2013-08-28 Thread Luc-Eric Rousseau
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 **

Re: Dx11?

2013-08-28 Thread Mirko Jankovic
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:

Re: Dx11?

2013-08-28 Thread sue jang
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

Re: GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-28 Thread Emilio Hernandez
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

Re: Dx11?

2013-08-28 Thread Sebastien Sterling
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

Re: Dx11?

2013-08-28 Thread Francois Lord
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

Re: Dx11?

2013-08-28 Thread Tim Crowson
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

Re: Dx11?

2013-08-28 Thread Vincent Fortin
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

Re: Dx11?

2013-08-28 Thread Emilio Hernandez
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

Re: Dx11?

2013-08-28 Thread Rares Halmagean
+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

Re: Dx11?

2013-08-28 Thread Andres Stephens
...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

Re: Dx11?

2013-08-28 Thread Mirko Jankovic
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

RE: Dx11?

2013-08-28 Thread Sven Constable
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

RE: Dx11?

2013-08-28 Thread Marc-Andre Carbonneau
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

Offloaded references hangs Softimage

2013-08-28 Thread Vincent Fortin
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

RE: Offloaded references hangs Softimage

2013-08-28 Thread Matt Lind
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

Re: Dx11?

2013-08-28 Thread Luc-Eric Rousseau
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

RE: Offloaded references hangs Softimage

2013-08-28 Thread Matt Lind
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

Re: Offloaded references hangs Softimage

2013-08-28 Thread Vincent Fortin
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

scale and rotate cut polys inside null

2013-08-28 Thread Kris Rivel
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.

Re: Offloaded references hangs Softimage

2013-08-28 Thread Alan Fregtman
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

Re: Dx11?

2013-08-28 Thread Tim Crowson
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

Re: scale and rotate cut polys inside null

2013-08-28 Thread Alan Fregtman
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

Re: Offloaded references hangs Softimage

2013-08-28 Thread Mario Domingos
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:

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2013-08-28 Thread Keith Fallon

Re: Deform ICE pointcloud, not

2013-08-28 Thread Alan Fregtman
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