Hi guys,
Just popping by to greet all the fellows here a Merry Xmas and a Happy 2015
ahead! Stay Positive and look on the bright side!
Chris
Sent from my iPhone
On 21 Dec, 2013, at 7:07 am, Matt Lind ml...@carbinestudios.com wrote:
My computer graphics career has circular logic.
My
If this happens, please buy a copy to keep ;)
Chris
On 21 Dec, 2013, at 1:12 am, Nicolas Esposito 3dv...@gmail.com wrote:
Positivism!
If that happen I think I'll still keep using Soft for at least a couple of
years and in the meantime I'll probably switch to Maya or one of the new
Atari 800 XL with one of those greenish monitors and a datasette.
Before that I fiddled a bit on my Grandma'a Apple IIe computer :)
On 2013/12/21 12:08 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:
I can say I miss the cheese and monkeys humor and do wonder what Porl is up
to these
Merry Christmas everyone !
On 21 December 2013 11:49, Eric Mootz e...@mootzoid.com wrote:
Atari 800 XL with one of those greenish monitors and a datasette.
Before that I fiddled a bit on my Grandma'a Apple IIe computer :)
On 2013/12/21 12:08 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
apple II, IIe and IIc here (my dad had these for work)
I fondly remember FantaVision which was a kind of morphing graphics software –
though I definitely spent more time on Ultima 4
must have been middle of the eighties - little did I know that I’d be using
computers for a living one day .
In Softimage, is it possible to have a selection of UVs
converted to the corresponding Polygons via the Texture Editor?
Something like a right click convert selection to points/edges/etc?
I don´t mean an Island selection but just a few UVs.
In Maya you can do that, as UVs are treated as just
I'm not sure if I understood your problem correctly. But if you select
an object in Softimage and go into any component mode ( polygon,
points, edges ) and select some vertices in the Texture editor, the
corresponding components will be selected in your viewport. At least,
that's what happens
Can't say it better than this one... ;-)
http://www.youtube.com/watch?v=T-D1KVIuvjA
Enjoy the holidays all!
Rob
\/-\/\/
On 20-12-2013 15:28, Leonard Koch wrote:
Thanks. To you and the rest of the list as well!
On Fri, Dec 20, 2013 at 3:27 PM, Szabolcs Matefy
Hey guys,
those of you who want a bit more information about our process can read our
recent interview on the 'Art of VFX' blog here:
http://www.artofvfx.com/?p=5673
Best
Vladimir
On Wed, Dec 4, 2013 at 12:50 PM, Fabricio Chamon xsiml...@gmail.com wrote:
Nice work Vladimir and everyone at
Hi Ronald,
thanks,yes.That works but I seem to be unable to convert a selection
made in the Texture Editor to the corresponding Polys, Vertices or Edges?
Example, I select a few points in the Texture Editor but in the viewports,
the corresponding UVs are displayed as selected and I can´t find a
Wow I totally forgot about Ultima!! I spent a lot of time playing Ultima
on that old Apple II +
haha
2013/12/21 pete...@skynet.be
apple II, IIe and IIc here (my dad had these for work)
I fondly remember FantaVision which was a kind of morphing graphics
software – though I definitely
Could it be you have the selection set to Sample instead of Point,
Polygon or Edge ?
- Ronald
On 12/21/2013 16:48, Tim Leydecker wrote:
Hi Ronald,
thanks,yes.That works but I seem to be unable to convert a selection
made in the Texture Editor to the corresponding Polys, Vertices or Edges?
I'm doing some motion graphics work where I am getting each polygon's
position from my emitter, then using that to drive emit from position. I'm
creating strands and having the emitter fly along a curve.
The problem is, when using emit from position, stick to location (emitter)
doesn't work.
It
This works for me:
http://imgur.com/NwTAeNc
On Sat, Dec 21, 2013 at 11:15 AM, Toonafish ron...@toonafish.nl wrote:
Could it be you have the selection set to Sample instead of Point,
Polygon or Edge ?
- Ronald
On 12/21/2013 16:48, Tim Leydecker wrote:
Hi Ronald,
thanks,yes.That works
You need to change the Sync Method to components, inside your text.editor
preferences.
Martin
Sent from my iPhone
On 2013/12/22, at 0:48, Tim Leydecker bauero...@gmx.de wrote:
Hi Ronald,
thanks,yes.That works but I seem to be unable to convert a selection
made in the Texture Editor to
Thanks Adrian for keeping it positive, we use Softimage for most of the
features Stereo D is on.
I use Soft to prototype tools outside of soft, for other programs and onset
tools. Plan to keep using it for the foreseeable future. Can't say I said
that about the Commodore PET I started on in 1980.
Multiply vector by matrix should get your point back on the emitter.
Le 21/12/2013 17:39, Paul Griswold a écrit :
I'm doing some motion graphics work where I am getting each polygon's
position from my emitter, then using that to drive emit from position.
I'm creating strands and having the
Just this :
Le 21/12/2013 18:39, olivier jeannel a écrit :
Multiply vector by matrix should get
your point back on the emitter.
Le 21/12/2013 17:39, Paul Griswold a écrit :
I'm
You don't have a thick UV edges option in SI, but you have show
connectivity with multiple colors which is much better.
Softimage doesn't merge or cut UVs like Maya. Softimage UVs are always
separated, you join them by move them to the same UV coordinate ( healing
), but they aren't merged, they
Thank you!
I figured it'd be something simple like that.
The way I had it, was it returning the polygon position for the previous
frame? It seemed to be 1 frame off.
-Paul
ᐧ
On Sat, Dec 21, 2013 at 12:42 PM, olivier jeannel
olivier.jean...@noos.frwrote:
Just this :
Le 21/12/2013 18:39,
Sometimes when you're in Simulation
mode, it's nice to have an ice tree on top the simulation
(Post-Sim) to stick some values back. For example, sticking the
PointPosition back to the first StrandPosition.
Andy moorer has a nice article here
Thanks for the screenshot and the explanations. I´ll give that a try,
it´s probably exactly what I am looking for.
Regarding UVset interpretation of an *.obj from Softimage inside
3Dcoat, that is likely a similar problem to what happened in earlier
ZBrush builds, e.g. the UV´s came in
Great stuff, thanks!
I've been trying to stay away from simulations, but the workflow is
basically the same with non-simulated trees. I just get in the mindset
with simulations that everything has to happen in 1 ICE tree.
ᐧ
On Sat, Dec 21, 2013 at 1:28 PM, olivier jeannel
preferencessync modecomponents
select whatever comp you want in the uv editor, make sure you are in
some component mode in the 3d view. it should convert for you
*written with my thumbs
On Dec 21, 2013, at 7:48 AM, Tim Leydecker bauero...@gmx.de wrote:
Hi Ronald,
thanks,yes.That works
very nice! thanks for the link!
2013/12/21 Vladimir Jankijevic vladi...@elefantstudios.ch
Hey guys,
those of you who want a bit more information about our process can read
our recent interview on the 'Art of VFX' blog here:
http://www.artofvfx.com/?p=5673
Best
Vladimir
On Wed, Dec 4,
Hey Ed,
Do you still feel old? :-)
Joey
From: softimage-boun...@listproc.autodesk.com
[softimage-boun...@listproc.autodesk.com] on behalf of Graham D. Clark
[mailgrahamdcl...@gmail.com]
Sent: Saturday, December 21, 2013 12:36 PM
To:
That is a crazy pretty owl guys
On 22 December 2013 03:10, Fabricio Chamon xsiml...@gmail.com wrote:
very nice! thanks for the link!
2013/12/21 Vladimir Jankijevic vladi...@elefantstudios.ch
Hey guys,
those of you who want a bit more information about our process can read
our recent
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