Re: cam rig

2014-03-31 Thread patrick nethercoat
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

Re: March 28, 2014

2014-03-31 Thread David Saber
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

Re: March 28, 2014

2014-03-31 Thread Angus Davidson
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

Re: March 28, 2014

2014-03-31 Thread Mirko Jankovic
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

Re: March 28, 2014

2014-03-31 Thread Jordi Bares
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

Re: March 28, 2014

2014-03-31 Thread Jon Swindells
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

Re: March 28, 2014

2014-03-31 Thread Jordi Bares
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

Re: March 28, 2014

2014-03-31 Thread Mirko Jankovic
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

Re: March 28, 2014

2014-03-31 Thread David Saber
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

Re: March 28, 2014

2014-03-31 Thread David Saber
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

Re: March 28, 2014

2014-03-31 Thread paul
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

Re: March 28, 2014

2014-03-31 Thread Jon Swindells
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

Re: March 28, 2014

2014-03-31 Thread Oscar Juarez
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

Re: March 28, 2014

2014-03-31 Thread Adam Seeley
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

Re: March 28, 2014

2014-03-31 Thread Adam Seeley
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

Re: March 28, 2014

2014-03-31 Thread Raffaele Fragapane
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,

Re: March 28, 2014

2014-03-31 Thread Martin Yara
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

Re: March 28, 2014

2014-03-31 Thread Raffaele Fragapane
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

Re: March 28, 2014

2014-03-31 Thread paul
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

Re: March 28, 2014

2014-03-31 Thread Angus Davidson
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:

RE: March 28, 2014

2014-03-31 Thread Chris Vienneau
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

Re: March 28, 2014

2014-03-31 Thread Jordi Bares
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

RE: March 28, 2014

2014-03-31 Thread Szabolcs Matefy
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

Re: March 28, 2014

2014-03-31 Thread Jordi Bares
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

Re: March 28, 2014

2014-03-31 Thread Jon Swindells
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

Re: March 28, 2014

2014-03-31 Thread Jordi Bares
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

Re: March 28, 2014

2014-03-31 Thread Jordi Bares
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

Re: March 28, 2014

2014-03-31 Thread Raffaele Fragapane
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

Re: March 28, 2014

2014-03-31 Thread Raffaele Fragapane
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

Re: Let's Share Contacts

2014-03-31 Thread Morten Bartholdy
+ 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

Re: Let's Share Contacts

2014-03-31 Thread Diana David
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

A Good Read!

2014-03-31 Thread Saeed Kalhor
*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:

Re: A Good Read!

2014-03-31 Thread Saeed Kalhor
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

Re: Let's Share Contacts

2014-03-31 Thread Byron Nash
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.

mocap to rig

2014-03-31 Thread Francisco Criado
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.

Re: Let's Share Contacts

2014-03-31 Thread David Saber
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

Re: crowdfx question

2014-03-31 Thread Francisco Criado
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

Re: March 28, 2014

2014-03-31 Thread Meng-Yang Lu
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

Re: mocap to rig

2014-03-31 Thread Nicolas Esposito
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

Re: cam rig

2014-03-31 Thread Eugene Flormata
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

Re: mocap to rig

2014-03-31 Thread Francisco Criado
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

Re: mocap to rig

2014-03-31 Thread Nicolas Esposito
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

Re: Let's Share Contacts

2014-03-31 Thread Byron Nash
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

Re: Softimage v7.0.1 USB dongle driver on Win 8.1?

2014-03-31 Thread Robert Kjettrup
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

Re: Let's Share Contacts

2014-03-31 Thread David Saber
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

Re: Softimage v7.0.1 USB dongle driver on Win 8.1? Bring back Stephen Blair

2014-03-31 Thread Leoung O'Young
+ 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.

Re: March 28, 2014

2014-03-31 Thread David Saber
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

Re: mocap to rig

2014-03-31 Thread Francisco Criado
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

Re: March 28, 2014

2014-03-31 Thread Raffaele Fragapane
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

Fwd: crowdfx question

2014-03-31 Thread Francisco Criado
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

答复: An Open Letter to Carl Bass

2014-03-31 Thread Xiaodong Xu
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:

RE: Another alternative to Softimage

2014-03-31 Thread Sam Bowling
They ever get a working bevel tool for blender? Last time I looked at it, there wasn’t 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, it’s great for free, but it’s

Re: March 28, 2014

2014-03-31 Thread Mirko Jankovic
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

Re: March 28, 2014

2014-03-31 Thread Raffaele Fragapane
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