sorry, I was away for the weekend. Glad it turned out right.
On 30 March 2014 02:23, Eugene Flormata eug...@flormata.com wrote:
hah! nevermind! I figured it out thanks! now my rig can do everything i
want!
On Fri, Mar 28, 2014 at 8:45 PM, Eugene Flormata eug...@flormata.comwrote:
Thanks
A question for Houdini users:
My main concern is characters. From modeling to texturing to rigging to
animating, that's what I'm most interested in when I use a 3D app. In
this perspective, is Houdini the right way to go?
David
Houdini is not what I would call a great character modeller just yet. Most
people who seem to be planning to put Houdini as the main part of the
pipeline are looking at something Like Modo / Zbrush for the modelling
Kind regards
Angus
On 2014/03/31, 11:20 AM, David Saber davidsa...@sfr.fr
Zbrush + retopo is basically part of a lot of workflows.
Also modeling seems to be least app dependent part of production.
Fun start with rigging and animation.
How's that?
On Mon, Mar 31, 2014 at 11:29 AM, Angus Davidson
angus.david...@wits.ac.zawrote:
Houdini is not what I would call a
Well, there are two ways to approach modelling nowadays
- Traditional route - You model in XSI/Maya/Max/Modo by means of moving
vertices, edges, etc… tons of work to build something relatively simple and any
director comment may have major implications on topology so not very good idea
Rigging in Houdini is phenomenal.
getting an animator to work in Houdini is another thing entirely.
while it's perfectly possible to make a decent ui for your animators,
they will still be
hamstrung by the viewport speed and painful interaction/fcurve tools.
expect hissy fits and dummy
Agree 100%
It is the animation toolset that is not there yet although IMHO it is quite
simple to fix… let's see ;-)
Jordi Bares
jordiba...@gmail.com
On 31 Mar 2014, at 10:44, Jon Swindells jon_swinde...@fastmail.fm wrote:
Rigging in Houdini is phenomenal.
getting an animator to work in
Yea modern modeling route makes a lot more sense really so who hasn't try
it. do it, like yesterday :)
As for animation yea slow view port is HUGE stop for animation really.
One thing is displaying bunch of meshes and details, (display subdiv,
displacements, fur)
Another thing is actualy procesing
Hello Jordi
Thanks for the interesting post. I'm enthusiastic for the modern route.
However, I've watched these videos:
https://www.youtube.com/watch?v=zjBCkLwfomI
https://www.youtube.com/watch?v=uNBhsqozxH4
Doesn't it look like a double modelling? The first in Zbrush , a
sculpting-like
Tantalizing posts :) You said there were plans for a better modeling
toolset, can we expect similar plans for the animation toolset and the
character interaction speed???
On 2014-03-31 11:47, Jordi Bares wrote:
It is the animation toolset that is not there yet although IMHO it is
quite simple
Hi David,
Although you might see it as modelling twice, Whats really happening is that
you are splitting up the artistic from the technical decision making.
Firstly you can just concentrate on what looks good without having to worry
about the topology. This makes this stage a lot more fun.
The
It's also a task that can be shunted off onto lesser mortals and the
great unwashed :)
j/k
Paul pretty much nailed it
--
Jon Swindells
jon_swinde...@fastmail.fm
On Mon, Mar 31, 2014, at 01:23 PM, p...@bustykelp.com wrote:
Hi David,
Although you might see it as modelling twice, Whats
Even if it takes longer as a general process, the review iterations are
much better and you end up with a better model. And you free your modeler
from the topology but be careful, the guy doing the re topo should know
what he/she is doing :D
On Mon, Mar 31, 2014 at 12:30 PM, Jon Swindells
But for the smaller production line, say 1 person, without any lesser mortals
to abuse, doesn't Zremesher help you avoid the initial tedium.
http://pixologic.com/zbrush/features/ZBrush4R6/
It yet but looks hugely useful..
Adam.
_
http://www.linkedin.com/in/adamseeleyuk
It... yet... but..??
I mean... It looks hugely useful.
A.
_
http://www.linkedin.com/in/adamseeleyuk
https://vimeo.com/adamseeley
From: Adam Seeley adam_see...@yahoo.com
To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
I have to admit to not having tried again in at least two and half years,
but I haven't seen any related release notes related to rigging since then,
so bear with me if this is not recent or still actual information, but in
what way is rigging in Houdini phenomenal?
It's a major pain in the arse,
Since I work in games I don't always have the pleasure to sculpt and I have
to use the traditional approach.
I'm now sculpting in a new project, after a few years of not using ZB, and
I'm not sure how obsolete may be my procedure so I would like to ask some
questions.
- Normal maps.
What should
3Dcoat has a great set of tools for retopo, ZBrush not really if you want
precise control, it's clunky at best. The retopo it has IS brilliant, but
for sculpting purposes (redistributing detail, especially now that
reprojecting is solid).
I love Topogun, but it's kind of dead software. It's dirt
I’ve tried a few retopology tools, and my personal preference is simply doing
it in XSI. I’m not saying its the best, but factoring in my ‘muscle memory’
and general familiarity , I can work pretty much as fast as I can make
decisions.
(but yes, as Raff says, you’ll want to decimate the mesh
Hopefully there are going to be good things coming down the Line. Having a look
at Presto via that twitch link shows things like this are possible
From: Mirko Jankovic
mirkoj.anima...@gmail.commailto:mirkoj.anima...@gmail.com
Reply-To:
Give Maya 2015 retopo a try when it comes out as we have a lot of the beta
users who use Topogun very happy with the performance given these meshes can be
10s of millions of polys. The maquette workflow of using Zbrush/3D coat/Mudbox
(had to throw it in but Zbrush is still #1) is pretty
At first I though the same but there are a couple of factors that are too good
to be missed
- You model without distractions, quick sketching and lead to fast client
approval and that is always good
- Second, when you work your retopo you are actually putting your vertices in
the right
I start with a sculpt, usually using Species base mesh and/or Dynamesh. During
the process, I used to retopo several times using ZRemesher. Depending on the
final texture size, ZBrush part is 1 day to 2 weeks. When the ZB model is done,
I use Decimation master to make a “lightweight” model to
I am sure things are going to move very fast
Jordi Bares
jordiba...@gmail.com
On 31 Mar 2014, at 11:18, David Saber davidsa...@sfr.fr wrote:
Tantalizing posts :) You said there were plans for a better modeling toolset,
can we expect similar plans for the animation toolset and the character
bear in mind, i wasn't really comparing Houdini to ICE, regardless -
things that account for the 'phenomena' in my view:
the sheer scalability and iterative workflow that you can get with vops
and a little bit of inline cpp
really did impress me, assets and otls seem solid and much improved
A rigger is perfect for this because it is fundamental for great deformations
so I am always inclined to give the retopo to them… after all you can do the
retopo in a day.
Jordi Bares
jordiba...@gmail.com
On 31 Mar 2014, at 11:32, Oscar Juarez tridi.animei...@gmail.com wrote:
Even if it
Well, this is something Zbrush guys are fully aware and you can see they are
going for retopology as part of their workflow and also UV preparations so we
may find ourselves they take care of these.
That would be great
Jordi Bares
jordiba...@gmail.com
On 31 Mar 2014, at 11:52, Adam Seeley
Ultimately I can do the same things in all three packages, in Maya in
example I don't even try to find workarounds, whenever I bump into one of
the innumerable gaps I just write my way out of it with a node, which
incidentally is also why I'm taking a looking to splice and looking forward
to their
Swiped together on the phone while having a smoke, guess the autocorrects,
or swap things around as appropriate to make the mail funnier ;)
On 31 Mar 2014 23:44, Raffaele Fragapane raffsxsil...@googlemail.com
wrote:
Ultimately I can do the same things in all three packages, in Maya in
example I
+ 1 for LinkedIn
Morten Bartholdy
Den 28. marts 2014 kl. 22:33 skrev Jordi Bares jordiba...@gmail.com:
Jordi Bares
jordiba...@gmail.com mailto:jordiba...@gmail.com
On 28 Mar 2014, at 21:13, Byron Nash byronn...@gmail.com
mailto:byronn...@gmail.com wrote:
How about we create a
A Portuguese group?! didn't know about that!! cool :D
2014-03-28 7:57 GMT+00:00 Tenshi S. tenshu...@gmail.com:
Great initiative.
Maybe we can create a good Softimage circles in google, skype list, or a
new facebook community group. Although there is one Softimage group in
facebook, but in
*When in a production environment, I don't care how the tool works under
the hood, I just want to get into the driver's seat, strap in, and hit the
gas*. *Barry Zundel*
This is what Autodesk doesn't want us to do!
Read the full article here:
This is good too:
http://barryzundel.blogspot.de/2013/10/workflow-workflow-workflow-its-all.html
On Mon, Mar 31, 2014 at 6:47 PM, Saeed Kalhor ndman...@gmail.com wrote:
*When in a production environment, I don't care how the tool works under
the hood, I just want to get into the driver's
If it's a group primarily used to maintain a list of contacts, LinkedIn
would be best. If this also needs to be a place with lots of posts back and
forth, I agree that it should be something else. It seemed like the
original intent of this thread was to share contact info to stay in touch.
Hi guys!
Got some mocap libraries, and trying to make motor work with mocap to rig,
but getting weird results.
Already a time ago made it work with Ipisoft and kinect, but in this case
with the bvh libraries is not working...and the libraries are ok.
Any tips would be great!
F.
I just created a subgroup in the Softimage XSI Linked In group. It's
called : XSI Mailing List Contacts backup. Linked In users have to
request being part of this group. But I don't know how to make it more
private. There's no option to make it invisible. The 2666 users of the
regular group
Just in case someone else gets into same trouble, in Softimage 2013, you
need to reload on the Actor copies the uvs!
thanks Stephen Blair!
http://xsisupport.com/2012/05/10/crowds-and-actor-texture-projections/
2014-03-28 17:25 GMT-03:00 Adam Sale adamfs...@gmail.com:
no such luck I'm
Can we split this thread regarding animation? I'm really interested in
doing characters in Houdini as we've yet to touch that aside from a few
CHOPs-driven doves. But upon evaluation, we believe that it is not that
abysmal platform that everyone makes it out to be.
Thanks Jordi for all the
Well, could you post some examples or files?
If they're done with iPisoft I usually use the Export for 3DS max and in
Softimage it works fine
2014-03-31 18:59 GMT+02:00 Francisco Criado malcriad...@gmail.com:
Hi guys!
Got some mocap libraries, and trying to make motor work with mocap to
Well I haven't done trig since high school so it took a while to relearn
off google images search.
Anyways Stephen's code was more pseudo and not copy paste. And I learned
there's an atan! Which I only tried to solve the rig with tan.
I'll post my rig up once I clean it up a bit.
Now all I need
HI NIcolas, the mocap is not from ipisoft, is from
https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/cmu-bvh-conversion
F.
2014-03-31 14:43 GMT-03:00 Nicolas Esposito 3dv...@gmail.com:
Well, could you post some examples or files?
If they're done with iPisoft I usually use the
Yep, I had the same problem...and I don't remember if I found a solution or
not...
I know for a fact that inside 3ds max they work properly
Anyway you have errors while you're doing the retargeting or what else?
Sorry but it has been a long time ago when I tried those mocap bvh
2014-03-31
Is there a way to import a list of addresses in for 'pre-approval'? The
only hangup with that is many folks will have a different address
associated with linkedin than here.
On Mon, Mar 31, 2014 at 1:10 PM, David Saber davidsa...@sfr.fr wrote:
I just created a subgroup in the Softimage XSI
thanks all for the comments.
Just a small update on my progress on this.
Stephen Blair mailed me with some help, and as always he is the best
support AD ever had for Softimage even when he is not working for them :-)
My problem was that the SPM installer didnt install correctly and windows 8
Bingo!!
With the pre approve people tab, I can import a CSV file into the
Linked In group's contacts.
So I set up an online Excel file:
http://1drv.ms/1ghGDav
If that's OK for you all, everyone should fill in his email address ,
name, country... Go to file edit.
Thanks Byron
David
On
+ 1 for Stephen Blair, AD should bring him for the remainder 2 years of
Soft, he goes out of his way to help people, He is what support is all
about.
I can't named the number of times he came to the rescue.
Leoung
On 31/03/2014 4:58 PM, Robert Kjettrup wrote:
thanks all for the comments.
OK Raf, so what are the options left? What would you do?
David
On 2014-03-31 14:44, Raffaele Fragapane wrote:
Maya and Houdini simply don't provide that experience, and their
learning curve to reach that level of fluidity is measured in years,
while with Soft we had people who never used it
No errors, just when retarget the desitination rig doesn't behave as
expected, thought that maybe was some ik referred issue, but got same
results anyway...
F.
2014-03-31 17:01 GMT-03:00 Nicolas Esposito 3dv...@gmail.com:
Yep, I had the same problem...and I don't remember if I found a
Sadly, I have to accept that experience isn't coming back any time soon, if
ever.
Currently Maya is the one that involves the least problems with animators,
and it has OK rigging facilities and is expansible enough to cover what
gaps are left.
If you want any agility using it you pretty much have
Just in case someone else gets into same trouble, in Softimage 2013, you
need to reload on the Actor copies the uvs!
thanks Stephen Blair!
http://xsisupport.com/2012/05/10/crowds-and-actor-texture-projections/
2014-03-28 17:25 GMT-03:00 Adam Sale adamfs...@gmail.com:
no such luck I'm
Just don't believe in AD. If it decides to kill something, there will be
hundreds of excuses.
Xiao-dong
-邮件原件-
发件人: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] 代表 Leendert A. Hartog
发送时间: Sunday, March 30, 2014 11:48 PM
收件人:
They ever get a working bevel tool for blender? Last time I looked at it,
there wasnt even a decent way to do bevels and that was where I stopped
looking at it. A tool that has been around this long lacking one of the
most basic modeling tools is just sad. Sure, its great for free, but its
Actually I disagree with Sadly, I have to accept that experience isn't
coming back any time soon, if ever.
I;m more towards that experience haven;t left anywhere at all
Softimage is till here and there to stay until there is something better.
Guys, it won;t stop working, noone is gonna uninstall
As I said, mine is my personal take on it.
For you it might be an option to keep investing time and efforts in a
software for which new seats can't be bought any longer, for me it's not an
option.
Out of respect for those working around me, and for the people I have to
provide for, it's important
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