Hehe, as a game character artist I can assure anybody that there were 0
development on games side in Softimage. OK Unfold has been worked a bit, but
still feels like a badly ported Max plugin. No real use of paramteres, I still
prefer UVLayout. The worst is our viewport...I think Maya has been
+1 for better mixer integration Vincent :)
I'm curious to know what kind of issues people are having with the mixer.
On my side the main problem is that the pointcloud hosting the MixerOp
looses all attributes. I end up with a bunch of black dots moving around.
It happens pretty randomly but I've
Hey folks...does anybody know if there is a script, addon or plugin for drawing
polygon strip? I mean, that I start draw a polygon, and after the first polygon
I just need to put down one vertex and the rest is done automatically. Like
Quad Draw functionality in Maya.
___
This message contains
for point A I always assumed it a was refresh issue of the operator
stack... because reloading the scene would also bring back the
duplicated point clouds attributes.
instead of duplicating a pointcloud with a cache attached, creating a
new empty pointcloud and loading the cache would always
Hey folks
Here most of our artists have plenty of crashes with Softimage 2014 SP2 (Daily
4-5 on average)
They have crashes on Knife tool, Connect edge, Texture Editor.
They have migrated their preferences from previous versions (SI2013 or so)
I myself have also problems, but most of them are
I have been using it for about a month and not a single crash yet. Used the
knife tool like crazy on the current project.
I never migrate the preferences and I delete the user folder every time
it's time to update Arnold. I then have a script that I run manually to set
up all my preferences again.
Super interesting article.
On 11/09/2013, at 03.56, Nick Angus wrote:
Perhaps not something that will put any Softimage rumours to rest, but
interesting nonetheless.
The FX guide articles are always very in-depth and well thought out and this
one is no different.
Interesting seeing the
Haha, yeah, if I switched Arnold that many times I wouldn't delete my user
folder.
I only switch like once a month or something like that.
But instead of deleting the Arnold Render.Preset and all references to
Arnold in default.xsipref, I usually delete the whole folder and run my
script to set
Thomas just reminded me that you can put the key map in your personal
workgroup so no need to copy it back and forth.
/Jens
On Wed, Sep 11, 2013 at 11:30 AM, Jens Lindgren jens.lindgren@gmail.com
wrote:
Haha, yeah, if I switched Arnold that many times I wouldn't delete my user
folder.
Have been using Knife tool and Split, Add Poly and any other modeling tools
that you can think of... for modeling (characters for 3d printing :) ) And it
doesn't crash on us.
Fyi, we don't use any workgroup and plugin...
From: softimage-boun...@listproc.autodesk.com
I dont use xsi that much but so far i did not have a single crash yet.
2013/9/11 Jens Lindgren jens.lindgren@gmail.com
Thomas just reminded me that you can put the key map in your personal
workgroup so no need to copy it back and forth.
/Jens
On Wed, Sep 11, 2013 at 11:30 AM, Jens
Cheers Dave, at least I'm not going mad. I'll send a bug report in...
Andi.
...
http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21
for crashes with just standard modeling tools, I'd recommend looking
at the graphic card driver. I've read in an internal newsletter last
month that an nVidia driver update was causing higher instanced of
crash reports in all ME applications. Older driver may be better.
On Wed, Sep 11, 2013 at
Has anyone posted this yet?
http://www.fxguide.com/featured/bifrost-the-return-of-the-naiad-team-with-a-bridge-to-ice/
...
it is also a bridge between the Naiad developers and the original ICE
developers
Bifröst represents Naiad and ICE meeting on a whiteboard and a completely
new technology
..allowed so much in Softimage...that is now striped to the bones, cleared
and left to rot and die...
On Wed, Sep 11, 2013 at 2:19 PM, Paul Griswold
pgrisw...@fusiondigitalproductions.com wrote:
Has anyone posted this yet?
Interesting!
Project Bifröst could be a stand alone product or just as easily could be some
form of engine or plugin to Max, Maya, Softimage etc. The technology has been
shown inside Maya only as it needed to be shown inside something...
I like the Idea of implementing it also in SI...
Paul
I did a small test with Maya LT, and it's a shame, that Softimage doesn't have
this implemented. So far I was running tests, and Dx11 AutodeskUbershader is
awesome, and ShaderFX too (however in ShaderFX I couldn't force my Dispalcement
to work)
So, I think Si2015 MUST focus a lot a on Viewport
AHAHAHAHAHAHAHAHAHAHA!
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
boeingh...@s-farm.de
Sent: 11 septembre 2013 08:35
To: softimage@listproc.autodesk.com
Subject: Re: Article on Bifrost
Interesting!
Project Bifröst could be a
Perhaps I should write some tool to refresh caches automatically and
append it to the unnecessary_babysitting module.
The reason I'd like to be able to duplicate is quite often I have icetrees
on top of the mixerOp and other dependencies in the scene that all need to
be rebuilt.
But it's good to
But it can't be used to build custom modeling tools, deformation tools, rigging tools, etc, and all the cool stuff that ice is capable of doing outside of simulation.Why can't it? I don't remember anything in that article that rules that out. From what I read, Bifröst is an architecture which
Thanks! It's weird though that I fundamentally do the same thing and I'm
getting errors when trying to do a per-point context.
On Tue, Sep 10, 2013 at 7:21 PM, Vincent Ullmann
vincent.ullm...@googlemail.com wrote:
Did you saw this example from the dosc?
Hey guys,
I've tried a few of the options out there to turn a pointcloud of instance
shapes to a mesh and they're all rather slow when you have 20k particles.
Has anyone ever come up with a clever workaround? Like would it maybe be
faster to write out an obj by hand of the duplicated meshes and
I agree. Node Editor was a huge step forward.
On Wed, Sep 11, 2013 at 10:35 AM, Eric Thivierge ethivie...@hybride.comwrote:
Maya Node Editor:
Well I find it kinda awesome that there are so many ports actually. It
means you can get at more of the setting and getting data. Sure it's not as
I think it's an incorrect observation as the Node Editor (different
than Hypershade and the Hypergraph) allows you to pull in a lot if not
all of the nodes in the scene. Grab a polygon cube and plug it's Y
value into this other shader type stuff. It's a node editor for the
entire scene not
Normal maps have not worked correctly in Softimage for some time now.
I think they are a basic enough tool, needed by artists everyday.
In the case of my experience with Softimage, I find a lot of people move
away to Maya for shade and light, precisely because right out of the box
normal maps do
Momentum 3 has this option works really well!
On 11 September 2013 16:51, Alan Fregtman alan.fregt...@gmail.com wrote:
Hey guys,
I've tried a few of the options out there to turn a pointcloud of instance
shapes to a mesh and they're all rather slow when you have 20k particles.
Has anyone
I worked with Maya from v1 to 9... And It was always very open, you could
always access a lot but a node editor was missing.
—
Sent from Mailbox for iPhone
On Wed, Sep 11, 2013 at 5:24 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov wrote:
It was a vast improvement over
I haven't used it in a while so I don't know if it still works in the
latest Softimage version, but the FXNut_SaveRenderMesh mental ray shader
exports whatever you render to obj. You might end up with a ton of objs,
but you can use a script to import all of them and merge them together.
So.
If there is anyone out there who can share any insight to strand mechanics in
ICE I'd really enjoy hearing your thoughts.
I took the OEM Create Strand from Curves Task and modified it into something
where I can animate the strand along the curve, generate dashed lines, strand
masking,
Replying to Joey who accidentally replied only to me :)
Right, but in my experience it offers access to materials easier than
anything else or anything from the outliner, so it is a hybrid I agree.
I walked away with the Render Tree impression because it only offers
material nodes from the
I hope someone can help, i am trying to use Kristinka on my current project
but the hair is not behaving properly in the depth pass.
This images attached show the render region of the depth and the ice tree
set up.
I have tried rendering the depth channel but this does not match the
outline of
For me the problem is not in what it does. (which is everything that the
hypergraph/hypershade did and more).
When i first heard they were going to create a node editor i said
hallelujah...because everyone got fed up using the connection editor for
linking stuff.
But whenever i stare at it (which
Thanks Chris!
On Wed, Sep 11, 2013 at 5:00 PM, Chris Chia chris.c...@autodesk.com wrote:
Yes the bug: syflexIsSpring is already being worked.
On 11 Sep, 2013, at 2:23 AM, David Barosin dbaro...@gmail.commailto:
dbaro...@gmail.com wrote:
I had a similar problem with the length parameter
which version of Maya? it looks a lot like ICE in a dark theme in 2014
Le 2013-09-11 18:53, Octavian Ureche okt...@gmail.com a écrit :
For me the problem is not in what it does. (which is everything that the
hypergraph/hypershade did and more).
When i first heard they were going to create a
seconded, we end up exporting to xnormal because softimage cant generate
acceptable resaults.
On 12/09/2013 2:16 AM, Adam Sale adamfs...@gmail.com wrote:
Normal maps have not worked correctly in Softimage for some time now.
I think they are a basic enough tool, needed by artists everyday.
In
I think it is a great addition to Maya, and was sorely needed. But it is just
that, another 'addition' they never seem to be prepared to deprecate anything
which makes for a very bloated system in my books.
Ergonomically it is pretty awful, it is a step in the right direction but when
there
It's not working for me. (I'm trying to convert a cloud from mbFeathers to
meshes.)
On Wed, Sep 11, 2013 at 12:00 PM, Cristobal Infante cgc...@gmail.comwrote:
Momentum 3 has this option works really well!
On 11 September 2013 16:51, Alan Fregtman alan.fregt...@gmail.com wrote:
Hey guys,
Yes the bug: syflexIsSpring is already being worked.
On 11 Sep, 2013, at 2:23 AM, David Barosin
dbaro...@gmail.commailto:dbaro...@gmail.com wrote:
I had a similar problem with the length parameter on the syflexISpring node not
working. I'm guessing it happened with the introduction of
Gee, sometimes I really wish I knew what NASA has you working on, Joey.
Gotta love that you're working in Soft in that environment.
On Wed, Sep 11, 2013 at 4:36 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov wrote:
So…..
** **
If there is anyone out there who can
+1
Martian creatures maybe?
On Wed, Sep 11, 2013 at 4:59 PM, Eric Lampi ericla...@gmail.com wrote:
Seconded...
Freelance 3D and VFX animator
http://vimeopro.com/user7979713/3d-work
On Wed, Sep 11, 2013 at 4:53 PM, Ed Manning etmth...@gmail.com wrote:
Gee, sometimes I really wish I
Seconded...
Freelance 3D and VFX animator
http://vimeopro.com/user7979713/3d-work
On Wed, Sep 11, 2013 at 4:53 PM, Ed Manning etmth...@gmail.com wrote:
Gee, sometimes I really wish I knew what NASA has you working on, Joey.
Gotta love that you're working in Soft in that environment.
On
Stephen just postet a nice Script, regarding this Topic:
http://xsisupport.com/2013/09/11/getting-crash-dirty-exit-and-clean-exit-counts/
Would be nice to se some of your Stats
wondering if i do something completly wrong ;-)
PS:
Here are some Stats from me
Hey,
I'm just doing the advanced rigging course here at anomalia (all in maya) and
have learned how great the node editor is. If you want to make connections
between objects it's (like you said eric) for the entire scene. So you can
build all kind of expressions who live in the scene but
The Hypershade always allowed for that much, as did the hypergraph really,
but everybody used the hypershade anyway because it sucked a few square
inches less equine balls than the HG did.
The NE hardly adds anything in terms of exposure or functionality, but it
was a big step forward in
It still looks absolute arse Luc-Eric, even if a lot less so than it did
before, and it generally handles arsedly too :p
The only thing it has in common with ICE (looks wise) is it has coloured
circles for ports, but handling population, context, connections, port
expansion and so on is still bad,
In reply to Jeremie, hope you are well buddy!
in the near future the best way of getting the latest digest will be: rss,
twitter, or Facebook
Since we have a fair amount of videos coming in I don't want to open those
gates yet. By the end of the month any new post will stream post by post to
all
Simple things like putting the shape node inside the transform node (a la
Houdini) would be a help, the fact the transform and shape node of an object
don't even have a visible connection is downright bizarre!
Simple exercise, make a poly sphere, open the node editor, duplicate sphere n
times.
Actually I'll have to, respectfully, disagree with that.
Shape and transform node handling is fine as is (given the premise you're
OK with how Maya handles it).
Given it's possible and rational for a shape to have N parent transforms,
and for a transform to have N shapes, exclusive ui binding
alright !
TD Survival and Fabric Engine is already polluting my FB, I guess I can add
another one ;-)
I'm good thanks for asking ! I hope you're still partying hard in sunny
London, my best regards to the whole team at AKA ;-)
On 11 September 2013 16:52, Cristobal Infante cgc...@gmail.com
yeahhh ! and more pollution is coming soon! muahjahhahhaha xD
Miquel Campos
www.miquelTD.com
2013/9/11 Jeremie Passerin gerem@gmail.com
alright !
TD Survival and Fabric Engine is already polluting my FB, I guess I can
add another
Vincent, it's looking good on your image ;)
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Ullmann
Sent: Thursday, September 12, 2013 6:07 AM
To: softimage@listproc.autodesk.com
Subject: Re: Poll. How frequently 2014 SP2
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