Here is my top 5:
1) workflow speed efficiency
2) ability to overcome most problems without scripting or plugins
3) non destructive workflow: there are almost no point of no returns
in Softimage
4) text based buttons (huge plus if you suffer from certain forms of
visual agnosia)
5) ICE
Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christoph
Muetze
Sent: Saturday, March 15, 2014 7:27 PM
To: softimage@listproc.autodesk.com
Subject: Re: YOUR TOP 5
Here is my top 5:
1) workflow speed efficiency
2) ability
...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christoph
Muetze
Sent: Saturday, March 15, 2014 7:27 PM
To: softimage@listproc.autodesk.com
Subject: Re: YOUR TOP 5
Here is my top 5:
1) workflow speed efficiency
2) ability to overcome most problems
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
Christoph
Muetze
Sent: Saturday, March 15, 2014 7:27 PM
To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Subject: Re: YOUR TOP 5
Here is my top
Muetze
Sent: Saturday, March 15, 2014 7:27 PM
To: softimage@listproc.autodesk.com
Subject: Re: YOUR TOP 5
Here is my top 5:
1) workflow speed efficiency
2) ability to overcome most problems without scripting or plugins
3) non destructive workflow: there are almost no point of no returns
It is not easy just 5 but I will try.
* /Render Passes /(Partitions, Overrides, etc)
* /Explorer /(I miss it always in the rest of software)
* /ICE /(of course)
* /Rigging tools/ and workflow in the process
* /Modelling tools/
And that it is my contribution to the TOP 5.
*Javier Vega*
One thing I find handy in the fxtree is that you can link scene objects
to comp effects via expressions.
I've done allot of re-lighting and 2.5D tracking this way.
I will miss it but I don't think it gets into the top 5 for me.
My top 5:
1: ICE
2: operator stack
3: Interface and work flow
favour –
just for old times sakes.
From: Steven Caron
Sent: Thursday, March 13, 2014 10:45 PM
To: softimage@listproc.autodesk.com
Subject: Re: YOUR TOP 5
well, we wouldn't be in this situation if had over 600 million users...
i am a realist, and my heart isn't cold or frozen. ;P
On Thu, Mar
1 - Animation tool set - mixer, f-curve editor, saving/removing keys/ dope
sheet, MOTOR, region, UI etc.
2 - Rigging - nonlinear work flow, weight editor, adding and removing
deformers, GATOR etc
3 - Render passes and Partitions
4 - Modelling
5 - ICE
BU is a Disability Two Ticks Employer
Mar 2014 21:09:08 +0100
Subject: Re: YOUR TOP 5
From: christian.lattu...@gmail.com
To: softimage@listproc.autodesk.com
Model
Animate
Render
Hair
ICE
Yeah, I think that's all.
.:.
Christian Lattuada
On Thu, Mar 13, 2014 at 9:02 PM, Francois Lord flordli...@gmail.com
My top 5 are modeling area biased:
1) Unfold op and the Regularize tool (especially in 2014sp2,
since the Regularize tool doesn´t stop at shell borders)
2) Everything that´s part of the M shortcut/workflow
(Sliding edges/points/faces, etc). Adding eges. Splitting edges. Loops.
3) The render
Sorry. Edit.
The most convenient thing in Softimage is the Transformations options:
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/xfo_transforms.htm,topicNumber=d30e47900
That´s the basis for the below top 5 to be so convenient:
1) Unfold op and
contemplating his console
thinking he’d rather drown than use another interface ever.
From: Steven Caron
Sent: Friday, March 14, 2014 9:46 AM
To: softimage@listproc.autodesk.com
Subject: Re: YOUR TOP 5
everyone already pointed out some great stuff! but how about a little story...
just yesterday, i
Overall Non-Destructivity
Stable tool introperability
Muti views of anything to see edit things in proportion to each-other
almost simultaneously
Fully Procedural Texture Editing Processing Tree
Passes that are able to override any property
Leaving out ICE cause Bifrost will obviously make
I guess this list is closely related with the type of tasks that land on
the individual artists table, but here are my top 5:
ICE - for its power and versatility
Render Tree - flexibility for testing various shading setups
Operator Stack - the ability to go back in modeling stack and fix stuff in
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Friday, March 14, 2014 9:33 AM
To: softimage@listproc.autodesk.com
Subject: Re: YOUR TOP 5
I guess this list is closely related with the type of tasks that land
:
softimage-boun...@listproc.autodesk.com] *On Behalf Of *Morten Bartholdy
*Sent:* Friday, March 14, 2014 9:33 AM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: YOUR TOP 5
I guess this list is closely related with the type of tasks that land on
the individual artists table, but here are my
One other thing I really miss in maya is the l, m, r selection for nodes
branches and trees.
The way that maya handles selections is truly awkward. Lmb always grabs the
entire hierarchy, even if you only want to duplicate the selected object
and nothing else.
On Mar 13, 2014 11:07 PM, Gerbrand
or just carries over from where we are today.
Ed
*From:* softimage-boun...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] *On Behalf Of *Morten Bartholdy
*Sent:* Friday, March 14, 2014 9:33 AM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: YOUR TOP 5
I
*Subject:* Re: YOUR TOP 5
I guess this list is closely related with the type of tasks that land on
the individual artists table, but here are my top 5:
ICE - for its power and versatility
Render Tree - flexibility for testing various shading setups
Operator Stack - the ability to go back
1, clean elegant interface
3. Artist driven WorkFlow
3. ICE
4. Particle Strands
5. Animation Mixer
On 13 March 2014 09:54, Alastair Hearsum hear...@glassworks.co.uk wrote:
Hello
It seems as if I may have some contact with Autodesk shortly! I want to be
armed with some points. What I'd like
Hmmm only 5?
1. working renderpass system (don't want to explain the mess that is in
Maya)
2. ICE (obviously)
3. construction modes linear workflow (going back without breaking
stuff, or having to start over)
4. data management models (also asset management)
5. UI / SRT / fields
+ Instancing with ICE, give each instance custom attributes that can be used in
the rendertree
+ Construction Modes (using right now: have a 'deform by curve' in 2ndmodeling
stack. Modifiyng and using lattices in the first. One viewport showing result
and one only current mode)
There's probably
Passes, partitions and overrides. - simplicity of setup and amount of
control per pass.
ICE - not just for particles, use it for mesh deformations, strands,
texture work, all sorts.
GATOR - for a character rigger this has been a godsend.
Non-linear workflow - the ability to go back and remodel a
1) Passes/Partitions
2) ICE is obvious, but one of the main reasons it's so handy is because
of...
3) The Stack - how easy it is to order and reorder, remove individual
operators etc.
4) Plugins that are easily hooked into the existing GUI
5) GATOR
On 13 March 2014 09:54, Alastair Hearsum
- UI and interaction at a whole
- Operators, construction stack
- Passes, partitions
- Modeling tools
- ICE
.:.
Christian Lattuada
On Thu, Mar 13, 2014 at 11:11 AM, Matt Morris matt...@gmail.com wrote:
Passes, partitions and overrides. - simplicity of setup and amount of
+1 on this from Leo Quensel
1 - ICE:
Extremely flexible system for creating all kinds of FX, deformers, etc...
2 - Operator Stack:
True non-destructive workflow and the ability to rearrange operators and inputs
at any time (directly related to ICE aswell).
3 - Extremely streamlined UI:
Passes, Partitions, Overrides,Framebuffer - an good way to organize and
manipulate your render output
ICE - not only as a particle/sim tool, but as an overall allrounding
toolset to create/prototype and/or manipulate
Non destructive Workflow/Operator Stack
Clean UI/Workflow
Shadertree
1. non-destructive workflow
2. Scene explorer and organisation (operator stack, reference models...)
3. rigging and animation (weighting, GATOR...)
4. render passes
5. ICE
On Thu, Mar 13, 2014 at 11:34 AM, Tim Borgmann i...@bt-3d.de wrote:
Passes, Partitions, Overrides,Framebuffer - an good
- Render setup system hugely flexible, visual and powerful. Passes,
partitions, overrides and the like. Makes using all other packages seem
like a real ball ache.
- ICE of course. It empowers you to create something hugely complex in a
very time efficient and flexible manner without needing to be
Ice
Ice
Ice
Ice
modelling tools
operator-stack
community
third-party developers
shape-manager
intuitiv
easy to learn
non-linear-workflow
passes, partition overrides
user-interface easy changeable
Gator
missing fur-tools
--
*Walter Volbers*
Senior Animator
*FIFTYEIGHT*3D
Animation Digital
*Operator stack*
being able to reorganize and stack deformers makes rigging a lot easier,
especially if you add ICE to it
*UI*
especially the consistency of tools throughout the various windows, the
schematic view and the middle click
*Passes and partitions*
all, everybody else mentioned
.
From: richard.cos...@gmail.com
Date: Thu, 13 Mar 2014 10:43:22 +
Subject: Re: YOUR TOP 5
To: softimage@listproc.autodesk.com
- Render setup system hugely flexible, visual and powerful. Passes, partitions,
overrides and the like. Makes using all other packages seem like a real ball
ache
1. ICE
2. FX Tree for compositing, migrating to other 3d software would require us
to purchase other compositing software
3. Modeling ease of use and stack
4. Passes
5. Everything about it completely ROCKS!
It's a complete toolkit in one package, basically, and there's nothing else
like it.
1. ICE
2. Procedural workflow mindset
3. ANIMATION TOOLSET (we have alt playback framerate, a fast motion
trail , proxy parameters, viewport parameters,
synoptic HTML support, HLE curve editing etc.)
4. render region in viewport and accompanying pass system
5. Modeling toolset and interactivity
1. It is the only product on the market that allows a small shop or
freelancer produce a project end-to-end without requiring a team of people.
The smallest shop can still be a competitor.
2. Pass system.
3. ICE
4. Text-based interface that is logical easy to get up to speed with
(ie. a Maya
1. render passes
2. ICE
3. workflow speed
4. interface setup
5. workflow philosophy (if there is such a thing)
Artur
2014-03-13 12:06 GMT+01:00 Siew Yi Liang soni...@gmail.com:
1. ICE
2. Procedural workflow mindset
3. ANIMATION TOOLSET (we have alt playback framerate, a fast motion trail
1. UI is Intuitive - When you want to do something everything is in one
place, Maya has so many places for UI elements its obscene.. shelves..
dialogs attributes across nodes .. you need 5 windows open to work on
anything.
2. The Deformers are flexible, you can envelope(skin) a mesh using any
1. Tool/gfxSequencer API
2. Gator
3. Operators (ICE, scops - dev and gen usage)
4. Rig and shapes workflow
5. M-tool
--
Jon Swindells
jon_swinde...@fastmail.fm
1. Modelling tools - (everything from snapping / m etc...hell, even the
bevel tool is something I cant live without)
2. UI - from the layout to things like multiple instances of the same
windows, locking panels etc (I can live without the viewcube...I know its
autodesk's gold star feature,
Hi Maurice
I've started a thread that you might be interested in.
Alastair
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at
1 - UI: clean, UNCLUTTERED, TEXT-BASED (I just hate gaudy, kitchy
icons!), intuitive, consistent. Multi-PPGs, supra/sticky keys, all
the small goodies (MMB etc), ...
2 - scene interaction: almost no viewport clutter, clean snapping,
perfect working pivot, perfect selection engine, ...
3 -
1- Operator Stack (Modeling, Shape Modeling Animation, Secondary Shape
Modeling)
2 - GATOR, Ultimapper, Motor
3- World/Local Coordinates always available
4- Shape Manager
5- Constraints/Parent Compensation and Neutral Pose info
On Thu, Mar 13, 2014 at 11:53 AM, Eugen Sares
1. full functionality available to a non-scripting, non-technical artist
(some people are calling this the out-of-the-box or pipeline-in-a-box
quality)
2. ICE, which extends this notion to a granular level
3. workflow smoothness -- relatively few clicks, multi-ppg mode,
Render Pass management and Overrides.
Render Tree
ICE
Excellent and customizable interface.
Non-linear approach.
Let's dream...
1 - ICE
2 - Rendering workflow (Passes, etc..)
3 - Animation and Rigging toolset
4 - Modelling and Texturing toolset
5 - Artist driven Non-Linear Workflow
Jordi Bares
jordiba...@gmail.com
On 13 Mar 2014, at 12:11, Robert Cole rob...@texturelighting.com wrote:
Render Pass
1. Scene Explorer which is great for scene assembly, more intuitive,
cleaner and fast, also helps setting up passes faster while maya Outliner
is as close as bad as 3dsMax's Object lister, both quite limited compared
to XSI's
2. It has a good and efficient construction stack which works!!!
As Paul said;
+1 on this from Leo Quensel
1 - ICE:
Extremely flexible system for creating all kinds of FX, deformers, etc...
2 - Operator Stack:
True non-destructive workflow and the ability to rearrange operators and
inputs at any time (directly related to ICE aswell).
3 -
Hi,
thanks for all the effort Alastair!!
here are mine
1 - ICE (sim and swiss army knife - game changer!)
2 - Animation and Rigging toolset
3 - Artist driven Non-Linear Workflow
4 - Rendering workflow (Passes, Partitions, etc..)
5 - scripting and workgroups
much more of course there is, but
1. Non linear character pipe
2. Passes.. Partitions.. Render tree design
3. Poly Modeling
4. Explorer
5. ICE
*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On
Stack concept is probably my favorite feature that I know Maya won't have
ever but I'll try not to post the same tools everybody is posting:
- Snapping that simply works as you expect. Most Maya users slide the mouse
to snap to points. We just click.
- Move Tool (M key)
Maya's NEX Modeling
It would be more fair to regroup the list of top5 into distinct categories:
modelling, rigging, animation, rendering, FX ... and a general one for the
workflow, UI, and such.
Here's a quickie from my experience of using Maya in rigging/dev:
*Rigging*
- friendly weights painting and spreadsheet
1 - Render Passes Partitions
2 - *ICE*
3 - UI in general: specially the Render Tree
4 - Animation Toolset
5 - Not intuitive. Most people learn XSI faster than they learn Maya.
J
On Thu, Mar 13, 2014 at 2:15 PM, Christopher Crouzet
christopher.crou...@gmail.com wrote:
It would be more fair to
- ICE (all of it)
- Operator stack (this NOT the same as construction history!)
- Render passes/partitions... and their reliability!
- The Tweak Tool and all its bells and whistles!
- Workgroups
Godspeed, Alastair!
-Tim
On 3/13/2014 4:54 AM, Alastair Hearsum wrote:
Hello
It seems as if I may
Can I add a 6th one? :
Please fix-recode-whatever the Select Father and everything beneath it is
selected as well, if we hide the Father the entire Hierarchy get
Hidden...this is just INSANE and doesnt even make sense.
Also Having Groups and Shadow Icons in Maya would help a lot.
Ok its 8 but
Here´s my tip 5!
1-Explorer
2-Render Passes/Partitions/Overrides
3-ICE
4-Render Tree
5-Animation mixer.
El 13/03/2014 6:54, Alastair Hearsum escribió:
Hello
It seems as if I may have some contact with Autodesk shortly! I want
to be armed with some points. What I'd like is your top 5 features
I would suggest Alastair to have a poll, will be easier to do…
Anyway, would you mind sharing your final list? I am fascinated by what the
community of artists say.
Jordi Bares
jordiba...@gmail.com
On 13 Mar 2014, at 14:41, Pablo Tufaro pablo@gmail.com wrote:
Here´s my tip 5!
WORKGROUPS!!! I forgot to mention WORKGROUPS
Jordi Bares jordiba...@gmail.com hat am 13. März 2014 um 15:59 geschrieben:
I would suggest Alastair to have a poll, will be easier to do…
Anyway, would you mind sharing your final list? I am fascinated by what the
community of artists
Row Labels Count of Feature ICE 11 Render
Passes/Partitions/Overrides 9 Operator
stack 7 Non-linear character animation 5 GUI 5 Explorer 4
Workgroups 3 Render
Tree 3 GATOR 3 Artist driven non-linear workflow 3 Weighting 3 Polygon
Modeling 3 Tweak Tool 2 Snapping 1 Animation toolset
XSI top 5:
1. non linear, non destructive workflow - operator stack, construction modes,...
2. interface – it’s consistent, logical, text not icons, intuitive interaction,
not cluttered while so many things are easily accessible
3. general purpose tools – eg. gator can serve so many different
I think ability to change several objects properties simultaneously without
involving any clumsy tools is very useful too.
2014-03-13 17:06 GMT+02:00 Thomas Volkmann li...@thomasvolkmann.com:
WORKGROUPS!!! I forgot to mention WORKGROUPS
Jordi Bares jordiba...@gmail.com hat am 13.
Jordi
I've got a bunch of columns and I'm copying and pasting the headline
items from the users into them. The front runners are no surprise and in
this order :
interface/worklow
ICE
render passes
operator stack
construction history
A
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great
Am I the only person using the FX Tree? It's a very big plus for us.
I wont use it... it never was up to par IMO. It has the worst UI and
workflow of the entire app.
*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 3/13/2014
Greg, when you use it day in day out, not needing to switch between apps,
its a life saver, believe me, rubbish UI or not.
On 13 March 2014 15:53, Greg Punchatz g...@janimation.com wrote:
I wont use it... it never was up to par IMO. It has the worst UI and
workflow of the entire app.
If it's mostly relative to other autodesk apps, I'm mostly comparing to
3dsmax...
*ICE*
*Explorer* - the backbone and ridiculously powerful and clear - and
that encapsulates what is great about passes/partitions/group + so much
more. But I can't put it as well as Nuno:
*1. Scene Explorer which
ice
explorer
workroups
pass/partition/overide
color4passthrough :)
On Thu, Mar 13, 2014 at 5:01 PM, Simon Reeves si...@simonreeves.com wrote:
If it's mostly relative to other autodesk apps, I'm mostly comparing to
3dsmax...
*ICE*
*Explorer* - the backbone and ridiculously powerful and
On Thu, Mar 13, 2014 at 11:59 AM, Chris Marshall
chrismarshal...@gmail.com wrote:
I wont use it... it never was up to par IMO. It has the worst UI and
workflow of the entire app.
Greg, when you use it day in day out, not needing to switch between apps, its
a life saver, believe me, rubbish
Please keep responding to this thread. Great info!
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alastair Hearsum
Sent: Thursday, March 13, 2014 5:55 AM
To: softimage@listproc.autodesk.com
Subject: YOUR TOP 5
Hello
It seems as if I
Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Thursday, March 13, 2014 5:20 PM
To: softimage@listproc.autodesk.com
Subject: Re: YOUR TOP 5
On Thu, Mar 13, 2014 at 11:59 AM, Chris Marshall chrismarshal
I'm actually happy with the UI, it serves a purpose and delivers results
quickly. That's what we need.
On 13 March 2014 16:20, Luc-Eric Rousseau luceri...@gmail.com wrote:
On Thu, Mar 13, 2014 at 11:59 AM, Chris Marshall
chrismarshal...@gmail.com wrote:
I wont use it... it never was up to
.
From: Luc-Eric Rousseau [luceri...@gmail.com]
Sent: 13 March 2014 06:20 PM
To: softimage@listproc.autodesk.com
Subject: Re: YOUR TOP 5
On Thu, Mar 13, 2014 at 11:59 AM, Chris Marshall
chrismarshal...@gmail.com wrote:
I wont use it... it never was up to par IMO. It has
It works, but I prefer After Effects for composite. It just works better
for me.
On Thu, Mar 13, 2014 at 11:45 AM, Chris Marshall
chrismarshal...@gmail.comwrote:
Am I the only person using the FX Tree? It's a very big plus for us.
--
Best Regards,
* Stephen P. Davidson*
*(954)
: Thursday, March 13, 2014 5:20 PM
To: softimage@listproc.autodesk.com
Subject: Re: YOUR TOP 5
On Thu, Mar 13, 2014 at 11:59 AM, Chris Marshall
chrismarshal...@gmail.com wrote:
I wont use it... it never was up to par IMO. It has the worst UI and
workflow of the entire app.
Greg, when you use
@listproc.autodesk.com
Subject: Re: YOUR TOP 5
On Thu, Mar 13, 2014 at 11:59 AM, Chris Marshall
chrismarshal...@gmail.com wrote:
I wont use it... it never was up to par IMO. It has the worst UI and
workflow of the entire app.
Greg, when you use it day in day out, not needing to switch between
ICE
Operator Stack
Render Passes
Explorer
Community
On Thu, Mar 13, 2014 at 12:01 PM, Simon Reeves si...@simonreeves.comwrote:
If it's mostly relative to other autodesk apps, I'm mostly comparing to
3dsmax...
*ICE*
*Explorer* - the backbone and ridiculously powerful and clear - and
that
1. Modeling, polygonal manipulation
2. Passes and Partitions
3. ICE
4. Construction History
5. Community
There are many more than these 5, but here you go:
1) GATOR (I've had Maya users nearly go into a seizure of disbelief when
I've shown them GATOR in the past)
2) Non-destructive adaption of modeling work across shapes weights etc.
(when a client wants a changeman this has been a lifesaver in
1. Workgroups
2. Reference models/deltas
3. Usable Python API
4. ICE
5. Render region
On 13 March 2014 17:31, Eric Turman i.anima...@gmail.com wrote:
There are many more than these 5, but here you go:
1) GATOR (I've had Maya users nearly go into a seizure of disbelief when
I've shown them
Would have been nice if someone collected these kinds of lists, and made
sure proper transitional implementation not only existed, but was also
production proven, you know, *before* announcing EOL. :-)
1. Pases Partitions
2. Render Region
3. ICE
4. UI Design
5. Explorer
On Thu, Mar 13, 2014 at 7:47 PM, Bradley Gabe witha...@gmail.com wrote:
Would have been nice if someone collected these kinds of lists, and made
sure proper transitional implementation not only existed, but was also
1. ICE
2. Render Region
3. Models and Reference Models
4.Why invent bycicles, and start all this discontinuation rubbish? when we
already have ICE ? Do normal transition of compounds into Maya - like
Houdini Engine, thats all.
5. Ability ho hide\reveal the interface, by moving the mouse near the
1-For the love of god keep ICE alive. Its already mature and stable. We
know nothing else will match what we can do NOW with it. Waiting 4 years
for bifrost to be ready and exceeding what ice can do is a gamble..
something many of us small shops can't afford.
2- fix the horrific weighting in
1) ice
2) mixer/animation/rigging tools
3) shape manager
4) gator
5) render region (everytime I open up another program, and I want to render,
my first instinct is drag a render region... to no avail)
could probably live without it, the above stuff, not so much.
1.ICE
2. Passes/Partitions
3. Modeling
4. Animation Mixer
5. 20 years of familiarity with the product 3D and XSI
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alastair Hearsum
Sent: Thursday, March
you all realize they are just talking to alastair about how they can
improve maya, right? i mean, it is a done deal... all they are doing is
trying to make it better for people to transition. that means listening to
us to improve maya... not save softimage.
There you go, everything you need to start marketing and selling this
software!
Push it a bit, set a good price point, and who knows what could happen?
-Original Message-
From: Chris Vienneau
Please keep responding to this thread. Great info!
@Steve - If Maya can do these top 5's as well as Softimage then that's a good
thing though, right?
From: pete...@skynet.be
To: softimage@listproc.autodesk.com
Subject: Re: YOUR TOP 5
Date: Thu, 13 Mar 2014 20:25:02 +0100
There you go, everything you need to start marketing and selling
On Thu, Mar 13, 2014 at 3:15 PM, Steven Caron car...@gmail.com wrote:
you all realize they are just talking to alastair about how they can
improve maya, right? i mean, it is a done deal... all they are doing is
trying to make it better for people to transition. that means listening to
us to
sure, but if the past week is any indication of what people really want...
i just wanted to make sure no one was getting their hopes up and make it
clear what is really happening here.
On Thu, Mar 13, 2014 at 12:37 PM, gareth bell garethb...@outlook.comwrote:
@Steve - If Maya can do these top
just wanted to make sure everyone was on the right page... i don't want to
see hearts breaking again and again. :)
On Thu, Mar 13, 2014 at 12:39 PM, Ed Manning etmth...@gmail.com wrote:
Well, fine. If they turn Maya into something that works as well as Soft,
then I'll be happy to use it.
At least someone...
They don't even know what to steal...
Le 13/03/2014 20:15, Steven Caron a écrit :
you all realize they are just talking to alastair about how they can
improve maya, right? i mean, it is a done deal... all they are doing
is trying to make it better for people to transition.
1- ICE
2- Pass system
3- Operator Stack
4- Models (namespace) and RefModels
5- Various transform modes (local, global, ref, proportional, plane, etc.)
On 13-Mar-14 05:54, Alastair Hearsum wrote:
Hello
It seems as if I may have some contact with Autodesk shortly! I want
to be armed with some
Yeah Steven is right. Also what Bradley Gabe mentioned. You would of
thought a professional multi million pound corporation would of maybe
thought of this before an EOL for softimage.
If you have the choice of what software you can go to in your studios. I
would suggest choosing a software from a
Model
Animate
Render
Hair
ICE
Yeah, I think that's all.
.:.
Christian Lattuada
On Thu, Mar 13, 2014 at 9:02 PM, Francois Lord flordli...@gmail.com wrote:
1- ICE
2- Pass system
3- Operator Stack
4- Models (namespace) and RefModels
5- Various transform modes (local,
My tougth about this is most of the top features exept maybe ICE is just
not applicable to Maya due to it's architecture, specialy the explorer or
the operator stack. It would probably add moe weirdness to the
Frankenstein.
My 2 cents
Le 13 mars 2014 20:16, Steven Caron car...@gmail.com a écrit :
Render tree (great design flexibility for shading/lookdev)Render
passesPartitionsnon destructive workflow (stack operator)ICE
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Date: Thu, 13 Mar 2014 21:09:08 +0100
Subject: Re: YOUR TOP 5
From: christian.lattu...@gmail.com
To: softimage
Of course there can be considerably more capable comp apps around,..
but apart from the convenience of having a still more than reasonably
capable compositor stitched-on to your 3D app, (that can very memory
effeciently crunch through HUGE process trees at 16k res.. in decent 16 bit)
Even if
On 03/13/14 17:05, Jason S wrote:
monitors with content entirely driven by process trees.
Or procedurally created minority report glass interfaces with tracked
finger information piped though expressions driving things in 3D etc..
etc.. :)
1. Passes/Partitions
2. Operator Stacks/Construction Modes
3. ICE
4. GUI (text-based labelling makes it straight forward to read and fast to get
used to/ middle-click repeats/ multimode in PPGs/ multiple explorers etc )
5. Render Tree
...
Cheers,
Nils
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