Hi guys,
Sorry I have another question related to Maya and how to accomplish
something which will save a lot of time.
So I created my rig in Maya with some corrective shapes on the elbows and
kneesreusing the rig itself is not that complicated, but the
transfering of the corrective shapes is
for Max, unfortunately
https://vimeo.com/102691168
a
Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829
adrian.w...@fluid-pictures.com
blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com
www.fluid-pictures.com
I always use ActiveProject.Path in my PPGs, so the path string is very long.
Is there any way to use [project path] instead? without having to write an
internal search replace function for this string by myself of course.
Thanks
Martin
Use Send to Softimage.. ;-P
but nice tool.
Rob
\/-\/\/
On 6-8-2014 12:40, adrian wyer wrote:
for Max, unfortunately
https://vimeo.com/102691168
a
Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829
It's all about being open to new workflows.
Even though the render passes in xsi are pretty awesome, you will find nice
bits on the other apps.
The only thing that houdini lacks atm in that department is the idea of
partitions or groups of objects that
can be overriden in a effective way.
Now
Usefull thing indeed.
Le 06/08/2014 12:40, adrian wyer a écrit :
for Max, unfortunately
https://vimeo.com/102691168
a
Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829
adrian.w...@fluid-pictures.com
All doable in ICE i take it, but people do seem to make a lot of stuffs
generators for max.
I thought the same thing... Just gave him a new texture map:)
On Wed, Aug 6, 2014 at 12:01 AM, jentzen mooney jentzen.b...@gmail.com
wrote:
As you may or may not know but our face robot friend Rock Falcon is an
aspiring actor.
We'll congratulation little buddy you made it. I spotted him in
i remember a time when half a million polygons would pretty mush kill 3DS
max, i assume they've done a bit of head work on performance.
On 6 August 2014 13:49, olivier jeannel olivier.jean...@noos.fr wrote:
Yeah, well we already have the rock generator... Though, I'm not sure it's
that usable
Many have mentioned on the various forums that there is a new way to
export weights without using texture files. Anyone know where that is?
All googling and doc searching is returning me nothing.
Thanks,
Eric T.
Of course, I pull a Brad
Edit Deformers Export Deformer Weights
On Wednesday, August 06, 2014 9:23:02 AM, Eric Thivierge wrote:
Many have mentioned on the various forums that there is a new way to
export weights without using texture files. Anyone know where that is?
All googling and
even for Max it stil be used to create fast things inside max and and then
scatter them with SI in your scene :)
On Wed, Aug 6, 2014 at 3:07 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
i remember a time when half a million polygons would pretty mush kill 3DS
max, i assume
I have not had consistent results with this new tool and have given up on
it. I would be interested to hear if this is working for you at all.
On Wed, Aug 6, 2014 at 8:24 AM, Eric Thivierge ethivie...@hybride.com
wrote:
Of course, I pull a Brad
Edit Deformers Export Deformer Weights
I'll let you know. I much prefer the xml format than an image format
where you're going to lose quality with 100% certainty.
On Wednesday, August 06, 2014 9:42:27 AM, Eric Turman wrote:
I have not had consistent results with this new tool and have given up
on it. I would be interested to hear
Haha, the closest thing to a make art button in a long time. The pigeon
maker made my day.
for Max, unfortunately
https://vimeo.com/102691168
a
Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY++44(0) 207 580 0829
adrian.w...@fluid-pictures.com
Awesome, I am glad some else spotted him.
On Aug 6, 2014 5:37 AM, Greg Punchatz g...@janimation.com wrote:
I thought the same thing... Just gave him a new texture map:)
On Wed, Aug 6, 2014 at 12:01 AM, jentzen mooney jentzen.b...@gmail.com
wrote:
As you may or may not know but our face
I'm not using Maya for quite a while, but I used to use Dora SkinWeight for
those tasks a few years ago, I don't know if it is compatible with recent
Maya's versions though. I also used aeSkinWeights but stuck with Dora Skin
which was pretty much the standard between my japanese Maya fellows.
yes, you can use 'tokens'.
I don't have Softimage in front of me right now, but if memory serves you can
pass the '[project path]' token to XSIUtils.ResolveToken() (or something like
that) to get the absolute path from the token. You can also define your own
custom tokens for use with tools
I don't even understand how someone could imagine one day that it would be
a good idea to export weights as map...
I think I'm going to write a fcurve exporter as animated gif.
On 6 August 2014 08:49, Martin Yara furik...@gmail.com wrote:
I'm not using Maya for quite a while, but I used to use
Thanks Matt ! That was the word I was looking for, tokens !
Martin
On Thu, Aug 7, 2014 at 12:57 AM, Matt Lind ml...@carbinestudios.com wrote:
yes, you can use 'tokens'.
I don't have Softimage in front of me right now, but if memory serves you
can pass the '[project path]' token to
I'm finding the deformer weights export super finicking and just mind
boggling. You export to a file. That file is xml. It also contains the
full path to the file itself and uses it somehow when importing. If you
rename / move the file you're pretty screwed unless you manage to fix
the
I haven't looked at it yet but I've been told to look at this for xml
export of weights
http://www.marcuskrautwurst.com/2012/12/skinweights-savingloading-in-pymel.html
Hahaha, I saw him too!
On Wed, Aug 6, 2014 at 11:12 AM, jentzen mooney jentzen.b...@gmail.com
wrote:
Awesome, I am glad some else spotted him.
On Aug 6, 2014 5:37 AM, Greg Punchatz g...@janimation.com wrote:
I thought the same thing... Just gave him a new texture map:)
On Wed, Aug 6,
i couldn't put my finger on it till now... thanks jentzen!
but if you look at josh brolin, you can see they did a good job merging
thanos and josh's face.
On Wed, Aug 6, 2014 at 1:36 PM, Alan Fregtman alan.fregt...@gmail.com
wrote:
Hahaha, I saw him too!
On Wed, Aug 6, 2014 at 11:12 AM,
I tried editing the setenv.bat file as illustrated by Steve Blair on the
ex-si blog. It still won't grab a license. Does that approach still work? I
also added the license server to the license.env.
Byron
Hello everyone, I'm learning Modo and have some doubts and if anyone can
help here goes:
1) How can I work with assets in Modo, Is there any format to work with,
like the Models in XSI?
2) Modo has its own format of particle and geometry cache?
3) Is there a way create and work with animation
I'll do my best to help you with these...
On Aug 6, 2014, at 4:50 PM, Paulo Cesar Duarte paulocdua...@gmail.com wrote:
Hello everyone, I'm learning Modo and have some doubts and if anyone can help
here goes:
1) How can I work with assets in Modo, Is there any format to work with, like
Might help if you point us to the approach you tried. Also, which version of
Softimage are you using?
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
Sent: Wednesday, August 06, 2014 1:49 PM
To:
Sorry, I'm running around like a chicken with it's head cut off this week.
http://upandready.typepad.com/up_and_ready/2012/08/softimage-family-changing-from-standalone-to-network-licensing.html
Softimage 2015
On Wed, Aug 6, 2014 at 5:02 PM, Matt Lind ml...@carbinestudios.com wrote:
Might
That is the regular procedure and applies to all versions of Softimage except
2015. 2015 uses a different licensing model which mirrors the subscription
updates used by other Autodesk products. That’s why you can no longer have
Softimage 2015 and 2015 SP1 (when it becomes available) installed
Thanks, re-installing now.
On Wed, Aug 6, 2014 at 5:18 PM, Matt Lind ml...@carbinestudios.com wrote:
That is the regular procedure and applies to all versions of Softimage
except 2015. 2015 uses a different licensing model which mirrors the
subscription updates used by other Autodesk
Wow, thank's for replying so quickly, and all questions [?]
The other way of working with assets is through Assemblies. They can be
anything from a node you can use in the schematic, to a full sub-scene with
some parameters exposed. They are quite powerful, although the workflow
around them
On 06-Aug-14 17:18, Matt Lind wrote:
That’s why you can no longer have Softimage 2015 and 2015 SP1 (when it
becomes available) installed side by side on your computer.
Wait, what?
You are saying that when Softimage 2015 SP1 comes out, and I want to
start a new project on it but also have
I don’t know if re-installing is necessary. Did you try editing the
licpath.lic file in your 2015 installation?
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
Sent: Wednesday, August 06, 2014 2:26 PM
To:
Hi Paulo,
Like Sergio, I'll try to answer as best I can..
1) Modo does not have a models paradim like XSI. It follows Maya's
philosophy more than anything else: reference /*scenes*/, and manage
/*overrides */on the scene. It was overhauled in 801, but is still not
complete. However, I think
The lack of 3rd party development is due to the poor documentation of
the SDK. The actual functionality of the SDK is fine, but it's very
poorly documented, with very few examples. This is a big problem and the
Foundry and the Modo devs themselves acknowledge it and have placed a
high priority
Yes. Instead of a dedicated installation like all past versions, the service
packs from now on will patch your existing installation (applies to 2015 only).
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francois Lord
Sent:
There is a fairly active modo c++ sdk skype chat going on
On 6 August 2014 22:44, Tim Crowson tim.crow...@magneticdreams.com wrote:
The lack of 3rd party development is due to the poor documentation of the
SDK. The actual functionality of the SDK is fine, but it's very poorly
documented,
Thanks Tim, with your e-mail, I realized that actually Modo has a promising
future ahead, think it will be worth the time invested in learning.
Redshift would be really very good.
2014-08-06 18:57 GMT-03:00 Sebastien Sterling sebastien.sterl...@gmail.com
:
There is a fairly active modo c++
Sorry for the delay. I've been very busy on the home front and am behind
schedule compared to years past, so this will be like the original dinners from
15 years ago I planned by the seat of my pants - which turned out pretty well.
I don't have a venue picked yet, but will follow usual
BTW - being the first dinner after retirement, attendees should wear some type
of Softimage memorabilia such as the oldest T-shirt (that doesn't look like a
truck ran over it) you can find, or something that commemorates how you first
got involved with Softimage.
Matt
From:
Hmm I am not sure I don't think that was actor josh b likeness more of the
up and coming actor rock f likeness.
I could be wrong.
All I know is that I want to party with Rock next time I am in Venice beach.
On Aug 6, 2014 1:41 PM, Steven Caron car...@gmail.com wrote:
i couldn't put my finger
Yep, changed all the values in setenv.bat and license.env. Re-installed and
chose network but it still goes to standalone now. Might have to get in
touch with support.
On Wed, Aug 6, 2014 at 6:29 PM, Stephen Blair stephenrbl...@gmail.com
wrote:
Did you also change SOFTIMAGE_LICENSE_METHOD in
There is no link between licensing and incremental installs
On Aug 6, 2014 5:18 PM, Matt Lind ml...@carbinestudios.com wrote:
That is the regular procedure and applies to all versions of Softimage
except 2015. 2015 uses a different licensing model which mirrors the
subscription updates used
Sure there is – it’s a pain the ass for the end user. ;-)
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Wednesday, August 06, 2014 4:15 PM
To: softimage@listproc.autodesk.com
Subject: RE: Change
Sorry, sent too soon!
meant to add that while I can pick scene objects, I can't get them into
the import list -- clicking add to import list clears the picker but
doesn't add any entries to the list.
On Wed, Aug 6, 2014 at 8:59 PM, Ed Manning etmth...@gmail.com wrote:
Thanks, Ho.
I'm
Feast your eyes on this state-of-the-art voodoo:
http://www.fxguide.com/featured/voodoo-magic/
http://www.google.com/url?q=http%3A%2F%2Fwww.fxguide.com%2Ffeatured%2Fvoodoo-magic%2Fsa=Dsntz=1usg=AFQjCNHxPOJqm8nDPkIkC-lDe-YSPgw3pw
Wasn’t impressed with canned response I got when I sent my EDU enquiry to the
labs email
From: Alan Fregtman alan.fregt...@gmail.commailto:alan.fregt...@gmail.com
Reply-To:
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
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