yeah if you type +=5 it'll add 5 to each selected key
[image: input box maya numbers.gif]
in the gif I do +=-3 to make it minus 3 from it's original value
On Fri, May 15, 2020 at 7:07 AM David Saber wrote:
> Hi all,
>
> In Softimage's animation editor, it was easy to increase or decrease the
I did a big scene once with rs and mash in Maya. I had to export the mash
stuff to instanced objects in their own scene. Then rs proxy those, then
bring that rs proxy into the main render scene. The working render scene
was just a bunch of nested instanced rs proxies of buildings.
If I had to
i think you can just make it however you want
and just import it into meshlab as obj or fbx
just remember there's no smoothing normals or averaged normals in real
life, so bake the smoothing before export
zbrush was good with that since zbrush has no normals and it's almost
faceted
On Wed, Apr 4,
https://urldefense.proofpoint.com/v2/url?u=http-3A__www.meshlab.net_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=DOX-fumjrrkoEY7IfTtTBNmjz62GKz99u3VJ2UgNqiM=cDkdYhZA2Umx9DKZ9Bbd1BjwziM7164GDc3LPZlL48E=
actually this should be able to do it
On
i used zbrush to export STLs, I know there's a way to measure things in
there too kinda before export
maya 2018 also does it, now that i looked at it, not sure how it gets it's
measurements. maybe on world scale
On Wed, Apr 4, 2018 at 5:15 PM, Tenshi wrote:
> Hi guys,
>
>
more for snapping i guess for translate i was thinking
On Wed, Mar 14, 2018 at 5:15 PM, Matt Morris wrote:
> well, with a multiple selection it automatically moves it as a group in
> translate? The edit pivot button is safer for scaling components/multiple
> selections, and
cool thx
never seen that before
it's only on rotate, and seems like holding d moves the pivot and changes
the actual pivot of everything
On Wed, Mar 14, 2018 at 4:49 PM, Matt Morris wrote:
> Also, you can hold down d or press edit pivot to change the pivots for the
>
yeah, I think I sent in a request for this from like several channels
the request thing on their site
some email from some lady from the autodesk support team
a survey i saw on the maya mailing list
it takes a while for anything to get noticed in the noise I suppose
On Wed, Nov 22, 2017 at 1:56
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3DJ9GRsus-5FuFY=DwIBaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=EK9a-3QtTnzzFjTg4D8BmmafxNbWwQQyHvj9QZfqN-M=IWRWrugJV_uuUOj6rFtDRjxemFrTgIlOYJ0gRLosfko=
like this?
On Wed,
I played with the akeytsu demo a bit, but I didn't see it any differently
than the existing animation paradigm, it's just a different interface,
looks like they've made some updates, so I'll take another look at it
i think the most radical ways to look at future animation are
mosketch (which I
when you update houdini, do plugins or stuff break like they do when maya
comes out with a new version?
or is still somewhat working? I guess you dont really need plugins with
houdini since it's so modular and formulaic, so I guess that leaves it to
like renderers?
On Wed, Oct 25, 2017 at 11:49
the objects
so simple. thanks maya
On Fri, Oct 20, 2017 at 4:08 PM, Eugene Flormata <eug...@flormata.com>
wrote:
> https://urldefense.proofpoint.com/v2/url?u=https-3A__www.justtodosomethingbad.com_blog_2017_10_13_how-2Ddo-2Dwe-2Dinbetween=DwIBaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9
https://www.youtube.com/watch?v=7c-OaX-pvWE
I got this latop in the fall of 2016 for around
$2600 cad in taiwan
i7-7700, gtx 1060, 32gb ram, 1TBm.2(pcie)ssd and 1TB ssd
i run maya and redshift on it
after effects,
gaming
VR htc vive stuff on it
works better than my work computer for some things,
nevermind the edit thing showed up after ungrouping, ignore me
On Mon, Jul 10, 2017 at 6:16 PM, Eugene Flormata <eug...@flormata.com>
wrote:
> sorry off topic, hoping someone knows the answer
> trying to convert 3dsmax files to maya
> http://www.3dtoall.com/products/maxtomaya/ thi
sorry off topic, hoping someone knows the answer
trying to convert 3dsmax files to maya
http://www.3dtoall.com/products/maxtomaya/ this plugin worked out great for
it
but the archvis scenes are big, so I'm trying to delete unseen faces from
the max scene before sending it over. I can't turn the
oo thx for the heads up and the offer,
yea the files arn't big for rhino or simlab. just MOI
but if anything huge comes up that chokes those, I'll have to keep an eye
open
On Tue, Jun 13, 2017 at 7:50 AM, Jonathan Moore
wrote:
> I’ve got another solution that isn’t
Stephen P. Davidson*
>
>
>>
>> Not sure if anybody else has mentioned this but MOI is worth a try and
>> it’s pretty cheap too ($295).
>>
>> http://moi3d.com/
>>
>>
>> On 12 Jun 2017, at 21:56, Eugene Flormata <eug...@flormata.com> wrote:
&
just tried the trail for simlab on an export
it seems to have issues, looks like the connecting nurb meshes are cleaner,
just some parts are fairly noisy, and still non manifold issues
would probably be easier if I didn't have to actually set up UV's for this
thing. the maya UV tools don't work on
renders and we’ve had to go back to Rhino.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Eugene Flormata
> *Sent:* 08 June 2017 23:29
> *To:* Official Softimage Users Mailing List. https://grou
yeah it's a step file
whoops, I'm exporting out to polymesh, fbx. from a step file.
even if I re-import the mesh back into rhino, and try to clean the
non-manifold vertices the mesh normals get all messed up
On Thu, Jun 8, 2017 at 3:26 PM, Graham Bell wrote:
> STEP file or
does anyone know how to export from rhino, nurb meshes that don't have
non-manifold vertices?
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ebook.com/notes/guerillarender/
> mercenaries-arsenal-unveiled-at-fmx-2017/1146470472126233/
>
> On 9 May 2017 at 03:44, Eugene Flormata <eug...@flormata.com> wrote:
>
>> yeah I have issues running it on my work machine, on my laptop it's fine
>> wonder if this type of p
beta test it. Performance is ok, but overall workflow and
> interaction is not production ready yet IMHO.
>
> 2017-05-01 22:57 GMT+02:00 Eugene Flormata <eug...@flormata.com>:
>
>> https://www.mokastudio.com/features.html
>> woah cool
>> has anyone seen this bef
https://www.mokastudio.com/features.html
woah cool
has anyone seen this before?
i like the direction this is going
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anyone know how to make the channel box or the attribute editor to separate
locked floating windows for any object you choose and not to the current
selected?
I found a script that lets me do it for the outliner
so I can press "8" and open as many outliners as i want, so that's good
still trying
so I guess the proper way to do it is to just run alembic caches
that won't ruin the timeline right? it's frame by frame?
On Tue, Mar 28, 2017 at 5:15 PM, Eric Turman wrote:
> We had some assets that were done in a different time format referenced in
> and blew up our
I think it's from importing a sketchup scene? crazy maya
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ahh I havne't found any settings that changes the fractional numbers maybe
I'll post in the autodesk forums and get a response next week
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tried watching the VEX masterclass
it was way over my head, haha
back to the drawing board
On Tue, Mar 21, 2017 at 12:07 PM, Jonathan Moore
wrote:
> I think Andy covered off most stuff. The only thing I can reiterate is the
> importance of VEX. I shared a link the
so this hasn't changed much since in the 16 update? I just started some
tutorials on game tutors
and bought https://vimeo.com/195580569, it got into vex pretty quickly.
coding in general is pretty outside my skillset, so I'm looking for basics
in houdini to pick up.
Ah nice! thanks!
the journey begins!
On Tue, Mar 14, 2017 at 4:25 PM, Ben Paschke wrote:
> Almost! Press space-z with your mouse over an object.
> That rayscast point will become center of the view and the center of the
> orbit.
>
>
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Softimage Mailing List.
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forgot the email for the houdini list, and not sure of the keywords I was
looking for
to rotate a camera around where the mouse cursor is on the closest
raycasted object
(like zbrush or maya with the right rotation setting)
is this a thing in houdini?
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On Sun, Feb 19, 2017 at 5:40 AM, Graham Bell wrote:
>
> Regarding AD though, kinda hard to measure right now. I don’t hear many
> positive vibes. More recent cuts and layoffs including Eddie Perberg, the
> Max product manager. Even with my understanding it seems bizarre.
>
>
>
yeah the last project I did we used a lot of redshift proxies, and nested
redshift proxies to save space,
it's just so hard trying to animate everything in one timeline when you
have to use it outside in another file
that makes sense that setting up render stuff inside a referenced file
would
I like maya fine with modeling and texturing, haven't hit any issues with
that yet.
just beyond that is the problem
On Thu, Feb 16, 2017 at 8:06 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:
> You call that rant complaint? Deng, I felt like I was on the Polo Club,
> chatting with
thanks a lot for the input guys,
anyone got stability input on C4D? I work at a primarily motion graphics
company.
we just moved to maya since it was easy to shift licenses.
I just really like the ideas behind houdini
all aboard the houdini train, please don't crash..
On Thu, Feb 16, 2017 at
you can tell maya to not remember any windows in the settings
but sometimes it stops redshift from rendering
also reference files break the render later setup once you start adding
overrides
and overriding the in-out frames also are sometimes ignored
and referencing files with MASH in them also
for people who transitioned to modo
how's the stability in that program? I bought modo indie on steam when it
was on sale with the idea to learn it on the side,
but I barely got to use it. was still getting used to maya which i use at
work. which although I like the tools. everything like explode
http://answers.unity3d.com/questions/170550/softimage-to-unity.html
I used this back in the day I think
it's been a long time since I used xsi-> unity
I think I was using an older FBX export at the time as well. maybe you can
test out different ones
On Tue, Feb 14, 2017 at 10:54 PM, David
http://www.cgchannel.com/2017/02/side-effects-software-unveils-houdini-16/
looks like the 21st
the launch video is watchable here
https://www.sidefx.com/community/houdini-16-launch-streaming-on-february-6/
Jordi, do you know if they'll still have indie and apprentice on launch day?
On Mon,
what if you convert the 100%animation quicktime compression file with media
encoder to youtube HD?
On Mon, Feb 6, 2017 at 11:09 AM, Sven Constable
wrote:
> Had this problem lately. I tested with another player (MPC) and the sound
> was a few frames off as well, so it
It's a very good list, considering a lot of the updates in maya seem to be
just bought plug ins
can anyone on the beta disclose whether or not the
biharmonic skin weighting at timestamp 4:01 https://vimeo.com/202435893
convert itself to regular skin weights readable in maya or unity (I guess
h fest,
> come in and check it!
>
> Houdini.. doest it look like...
>
> https://www.youtube.com/watch?v=bwzDxp2TC7I
> ᐧ
>
> On Sat, Feb 4, 2017 at 10:51 AM, Jordi Bares <jordiba...@gmail.com> wrote:
>
>>
>> :)
>>
>> On 4 Feb 2017, at
https://vimeo.com/202435893
new houdini stuff
is this all of it, or are there more suprises? looks good though
I always thought houdini already had booleans
I'm still wondering if a baked animation pipeline works in it, if anyone
has an idea.
It's based on just baking various constraints and
nal good aspect of the SideFx approach to support is that they will
> often fix troublesome bugs with days or even hours if it's a significant
> problem on a production. This level of support is obviously at its most
> responsive for larger studio customers but they're very responsive and
> u
Hey all
just wondering for everyone who has migrated to both maya or houdini
what's the stability like in houdini? they seem to have more hotfixes than
maya as well.
I've about had it with the unexplainable crashing in maya 2017 with what I
think are relatively simple scenes. or maybe I just need
https://www.youtube.com/watch?v=8p0WQJtjZZ0
not XSI, it's in maya
but I like the concept and thought people might be interested
it's a neat animation process built on baked animation for game purposes
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Happy Holidays list!
On Sun, Dec 25, 2016 at 11:37 AM, Daniel Brassard
wrote:
> Merry Xmas and Happy New Year!
>
> On Dec 25, 2016 10:27 AM, "Francisco Criado"
> wrote:
>
>> Merry Christmas and Happy New Year! A complete honor to share this group
I've used render4you, was a bit of a headache due to program mismatches and
redshift. almost missed a deadline with all the back and forth. the guy
running it showed me a sync function in the cloud renderer UI. which
supposedly let you sync a specific folder, and you could pick and chose
which
so I'm part of the dark side now
and every now and then my hotkey muscle memory kicks in
and there's keyframes everywhere
does anyone know how to to just set S to do all the same things alt does in
maya 16.5/17
so basically wherever alt is used, I can just use S as well
I just want it for camera,
thanks! I would have imagined they would have fixed that when they tried to
humanize the program
On Fri, Apr 29, 2016 at 12:40 PM, Mirko Jankovic
wrote:
> as most of things with maya it makes no sense.. just make it a bit more
> complicated then it could be hehehe
>
>
does anyone know if maya can do in-line equations in their input boxes like
XSI did?
where you can put like 7*2 directly in an input box and it just gives the
result?
or should I always just have a calculator open?
I'm not even sure what it's called in xsi so I can't begin to search a
solution on
is extension 2 out yet? I don't see in in the product updates?
On Mon, Apr 18, 2016 at 1:47 PM, Graham Bell wrote:
> To be fair here, considering what system Maya had, it’s certainly a big
> improvement.
>
>
>
> Historically, AD have a track record of implementing a new
>
motion blur?
On Fri, Feb 26, 2016 at 10:46 AM, Adam Sale wrote:
> Obvious thought, but what do your fcurves look like?
>
> On Fri, Feb 26, 2016 at 9:35 AM, Tenshi . wrote:
>
>> Hi,
>>
>> hope you guys can help me on this.
>>
>> I have a little scene,
maybe the old ones? is there no improvement in 901?
On Fri, Feb 26, 2016 at 3:22 AM, Rob Wuijster wrote:
> My feeling is that Modo is even worse than C4D when it comes to more
> complex rigging.
> It all starts to fall down very quickly after a certain point, and
> playback
was just at a VR talk and a foundry guy came to talk about modo 901
showed the new viewport and how it works with a pretty much 1:1 unreal
shader , with custom shaders and unity shaders planned in the works.
was just wondering from XSI pov'ers thoughts on the rigging/ animation for
the newest
thx for the tips everyone, I ended up trying the trial for rhino.
the 64bit makes a huge difference. less than 10 minutes to open i think.
MOI looks like it just crashes. and maya takes 2-3 hours to open the stp
files
rhino even shows what it's processing.. I won't have a good excuse to get a
Thx, yeah we got an Moi license on one of the mac's with a lot of ram,
but it's stil pretty slow at opening files
Rhino, I've never looked into,
Maya I just use to import files
I usually end up rebuilding the models, or cleaning them quite a bit before
actually using it.
thanks
On Tue, Feb 9,
Hey, my company is asking me to price out a new machine for work.
and I wanted to get something that wouldn't choke on big cad files from
architecture or other large 1gb+ stl type files
does anyone know if that's primarily a CPU issue? my current machine is
i7-3770, fine for the 3D I'm doing now,
tter choice then even dual
> xeons but working at lower Ghz.. whats the use of 72 threads if CAD program
> uses only one.
>
> Just some toughs straight out of the head where I would start.
>
>
>
>
>
> On Tue, Feb 9, 2016 at 9:57 PM, Eugene Flormata <eug...@flormata.
as much confusion rigging in maya brings, I'm really liking the quaddraw
tool and sculpting.
On Fri, Jan 22, 2016 at 1:18 PM, Eric Turman wrote:
> Agreed
>
>> "In maya the excuse you will be given, is "well you can isol"...FUCK
>> OFF!!! isolate is a stupid solution,
Yah, not sure why there's no improvement in the processflow for rigging in
that much time, almost in any program i see, so many advancements in
modeling. but nothing for rigging.
no zbrush of rigging so to speak.
I like how there's notes and tips even when you just turn on the quaddraw.
feels
why not put the world on a null
and put it reverse on a path constraint with the ship in the center origin?
On Wed, Jan 13, 2016 at 6:10 PM, Steven Caron wrote:
> Hey Gang,
>
> Has anyone had to do something like this? Imagine a plane or a space ship
> shuttle with animation
Redshift is my main real renderer for xsi. But lately it's been element 3d
for after effects. But then again my studio is primarily motion graphics.
Might look into unreal engine 4 after that paragon trailer came out.
On Tuesday, 5 January 2016, Nour Almasri wrote:
>
https://www.youtube.com/watch?v=HLqYZcAfYfE
I used this on a animation match move
maya 2016 shape editor, works great with the new sculpt brushes.
the trick is you have to move the slider till it's above 0, otherwise when
you move the animation slider the edit button will stay greyed out. making
ve in Softimage, but still,
> better than nothing. Way better than older Maya versions where you were
> just screwed.
>
> Martin
>
>
>
> On Tue, Nov 24, 2015 at 11:59 AM, Eugene Flormata <eug...@flormata.com>
> wrote:
>
>> is there a youtube video on this proc
, Eugene Flormata <eug...@flormata.com>
wrote:
> that's for the outline
>
>
> On Thu, Oct 29, 2015 at 12:55 PM, Christian Freisleder <m...@buntepixel.eu>
> wrote:
>
>> hey,
>>
>> to me it looks like it's a mesh clone with a push and inverted Norma
that's for the outline
On Thu, Oct 29, 2015 at 12:55 PM, Christian Freisleder
wrote:
> hey,
>
> to me it looks like it's a mesh clone with a push and inverted Normals
> with Backsides transparent. Black constant material on it.
> But I might be wrong. ;)
>
> Christian
>
>
>
Cool! Are you still at valve? When did they start switching to Maya or
whatever they use now?
On Friday, 23 October 2015, Derek Jenson wrote:
> I rigged that Strider for HL2!
>
> --
> Date: Fri, 23 Oct 2015 14:29:48 -0400
> Subject: Friday
does this work on windows 10?
On Wed, Sep 30, 2015 at 10:02 PM, Adam Sale wrote:
> Very cool!
>
> On Wed, Sep 30, 2015 at 6:36 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> to Jonha Think nothing of it good sir ! Tell us. the weight painting for
>>
this'll probably sound blasphemous but any generalist maya 2016 redshift
artists around? Vancouver based, But remote might be alright, I'll have to
get back on that.
Archvis rendering(redshift maya) / composite(after effects) work with an
extremely tight deadline coming up. Thanks and sorry!
https://vimeo.com/46425839
have you tried this?
On Tue, Aug 25, 2015 at 5:09 AM, Chris Marshall chrismarshal...@gmail.com
wrote:
it's cold in here.
On 25 August 2015 at 11:42, Chris Marshall chrismarshal...@gmail.com
wrote:
Any thoughts or pointers? I know this is really simple and
I have a friend there in concept art, said my first XSI teacher is from
there. they're switching to maya slowly last i heard
On Sun, Aug 23, 2015 at 11:04 PM, Pierre Schiller
activemotionpictu...@gmail.com wrote:
Hello. Does anyone on the list works on Nerdcorps? Does anyone know
if they are
just thought I'd ask the community in case someone knows an an answer, i
know it's not XSI, but I thought I'd ask anyways since there's smart people
here
Redshift maya substance node?
does it work with the dynamic texturing?
or have to bake to file and build a shader each time?
thanks!
yeah what Fabian said!
On Wed, Jun 10, 2015 at 2:31 PM, Fabian Schnuer Gohde list@gohde.no
wrote:
@Pierre
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/tex_editonobj_CreatingSubprojections.htm,topicNumber=d30e591106
last paragraph explains
thanks guys!
a combo of unfold
then walking on mesh quad regular quad or projection seems to do the trick,
didn't even have to click any corners it was auto!
does anyone know a quick way to get poly island UVs to get that square
shape? without manually aligning the edges?
https://youtu.be/yhGjCzxJV3E?t=27m25s
this link has a timestamp to the UV example
On Sun, May 31, 2015 at 8:09 PM, Jason S jasonsta...@gmail.com wrote:
Also related to the gator
Yahh.. but at least he can make a quick one i guess??
with the scene already set up if the links work
On Tue, May 26, 2015 at 1:23 PM, Angus Davidson angus.david...@wits.ac.za
wrote:
Ahh though Byron was looking for background video to comp over ;)
http://www.3drender.com/challenges/
found that looking for the test classroom scene you can find in the
redshift forums.
haven't tested any of the files. but looks like they're useable?
On Tue, May 26, 2015 at 9:30 AM, Angus Davidson angus.david...@wits.ac.za
wrote:
You can select creative
@Chris Johnson
I'd give that a try!
On Thu, May 14, 2015 at 12:52 PM, Chris Johnson chr...@topixfx.com wrote:
Apparently Blender has some great modelling tools. Just to preface...this
is not the off the shelf Blender. You need to dig around and install a
bunch of scripts and plugins to get it
does ue4 output to ios/android/ windows/ osx/html5 same as unity does?
On Mon, Mar 2, 2015 at 11:31 AM, Saeed Kalhor ndman...@gmail.com wrote:
LoL..
Just after 5 days i paid for first month subscription it become free.
Amazing!
how's the non-linear rigging in blender? kinda like XSI's stacks? or like
maya's?
On Tue, Feb 24, 2015 at 12:09 AM, Cesar Saez cesa...@gmail.com wrote:
Honestly, Blender's grease pencil is way better.
Depending on your needs I'd consider adding Blender to the pipeline: it's
free, portable,
I hope something revolutionary comes out for rigging/ animation comes out
like
zbrush did to modeling.
https://vimeo.com/103633309
this one sure is neat
On Fri, Feb 20, 2015 at 4:05 AM, Stefan Kubicek s...@tidbit-images.com
wrote:
I was looking forward to this one too.
They wanted to release
anyone know how to export fbx files to be read into this?
http://area.autodesk.com/products/features/fbx
formats and works like a
charm, with and without animation.
Hope it helps.
F.
2015-02-18 19:15 GMT-03:00 Eugene Flormata eug...@flormata.com:
anyone know how to export fbx files to be read into this?
http://area.autodesk.com/products/features/fbx
--
I agree with the fcurve editor behaving like garbage. even after effects'
curve editor is more predictable than maya's most of the time.
but I did stumble upon this nifty tool mgtools, which while very
convoluted, seems like a very fast animation process.
http://pixologic.com/
yay!
://www.pixologic.com/ is down. What happened. Did ADSK aquired it?
*From:* softimage-boun...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eugene Flormata
*Sent:* Thursday, January 29, 2015 10:12 PM
*To:* softimage@listproc.autodesk.com
*Subject:* zbrush 4R7
*- *we are open to creating a consortium and finding ways to open-source
work done there. Obviously there are hooks into Fabric and the concern will
be around vendor dependency – however, a lot of that can be addressed in
the design of a particular project. We have done deals that give source
code
I like the functions in XSI where you can type formulas into input boxes
or like how you can arrange things with a function
L(20,40) and your selected objects would arrange themselves between 20-40
evenly spaced
or like time, when I'm on frame 154 and I just want to go 1 sec more, I'd
just append
Very interesting,
but I'm still a little lost in what it can do
is it like zbrush's pixols?
On Thu, Nov 13, 2014 at 11:29 AM, pedro santos probi...@gmail.com wrote:
http://www.fxguide.com/featured/whats-the-foundry-buying-the-tech-of-adf/
Lots of neat stuff
So inadvertly I now own a Foundry
amazing! i hope fabric engine takes note for this
On Wed, Oct 1, 2014 at 2:56 PM, Ed Schiffer edschif...@gmail.com wrote:
I've never seen a drawing facil rig before, I think this is quite unique!
::
http://lesterbanks.com/2014/10/drawable-facial-rig-will-amaze/
--
www.edschiffer.com
https://www.youtube.com/watch?v=rOkJ1-vnh-s
this doesn't really look baked though
On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi alok.gandhi2...@gmail.com
wrote:
It's all about baking. Recently, I made some arch viz app for Andriod and
iOS and I was able to achieve good quality. It was for
are the user group sessions part of the full conference pass?
On Tue, Jul 29, 2014 at 5:20 PM, Paul Doyle technove...@gmail.com wrote:
Hi everyone - Siggraph is approaching at a scary speed, so we'd better
start trying to make sure people come and see us. We've got an entire day
of user
http://s2014.siggraph.org/attendees/conference-overview
the exhibition pass?
On Tue, Jul 29, 2014 at 5:29 PM, Paul Doyle technove...@gmail.com wrote:
no - you just need the normal expo pass I believe (otherwise my team are
going to have trouble getting in!)
On 29 July 2014 20:26, Eugene
thanks!
On Tue, Jul 29, 2014 at 5:47 PM, Paul Doyle technove...@gmail.com wrote:
Yes that's the one
On 29 July 2014 20:43, Eugene Flormata eug...@flormata.com wrote:
http://s2014.siggraph.org/attendees/conference-overview
the exhibition pass?
On Tue, Jul 29, 2014 at 5:29 PM, Paul
can some kind people who watched the webinar
elaborate a little on what people who missed out on?!
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