Really cool stuff Sebastian!!
Just looked at it, and the 0,4,0 as mean value reminded me that I wanted to call
someone in Hamburg :D Thanks for that, too!
Hope all is going well.
gruss aus Schweden,
Thomas
Sebastian Kowalski l...@sekow.com hat am 7. Januar 2013 um 19:17
geschrieben:
here
Go ahead rub-it-in :)
oh well (ellipsis)
On 08/01/2013 2:30 AM, Adam Sale wrote:
Christopher?
On Mon, Jan 7, 2013 at 11:28 PM, Adam Sale adamfs...@gmail.com
mailto:adamfs...@gmail.com wrote:
wow...
On Mon, Jan 7, 2013 at 2:32 PM, Alan Fregtman
alan.fregt...@gmail.com
Hey list,
I'm currently working on a car commercial and most of the stuff here was done in
cinema4d before and is meant to be made in softimage.
After a view tests we realized that the view port is a lot slower than the c4d
one.
previously they took the shell of the car in render resolution
I thought the softimage viewport was fast a couple of years back but right
now it's even a lot slower than 3ds max viewport :(
Hope they can make improvements on it.
/Jens
On Tue, Jan 8, 2013 at 9:52 AM, Christian Freisleder m...@buntepixel.euwrote:
**
Hey list,
I'm currently working on
Anyone know if the export out of SketchUp PRO has any better features than
the standard free version of SketchUp for the actual export into the
Crosswalk/.dae import into Soft?
The problem I am having are some issues with the organizational structure
and scaling/orientation of the exported
Honestly, it's way slower, and in quality a lot worse than Max. It's a
shame with the GigaCore and so on. The HQV viewport is almost useless,
the shadows are blotchy, and I see almost dots only, where I should see
softness...
I hope it'll be addressed ASAP. Since mostly ex-game developers, or
Yeah I totally agree. Softimage is still faster then Max showing low/medium
poly deforming objects in the viewport.
It's static high poly meshes that's really slow.
/Jens
On Tue, Jan 8, 2013 at 10:07 AM, Szabolcs Matefy szabol...@crytek.comwrote:
Honestly, it’s way slower, and in quality a
that was my guess too, christopher aka creative sheep ;-)
Rob
\/-\/\/
On 8-1-2013 8:30, Adam Sale wrote:
Christopher?
On Mon, Jan 7, 2013 at 11:28 PM, Adam Sale adamfs...@gmail.com
mailto:adamfs...@gmail.com wrote:
wow...
On Mon, Jan 7, 2013
I would suggest doing a similar test with a clean scene and a cube with
that same amount of polys, at least to be sure if the problem is not in the
scene and its hardware/drivers related.
On Tue, Jan 8, 2013 at 8:52 AM, Christian Freisleder m...@buntepixel.euwrote:
**
Hey list,
I'm
wasn't there a way to export/import/transfer your license?
if so, there wouldn't be a problem I guess...
Rob
\/-\/\/
On 8-1-2013 10:36, Sebastien Sterling wrote:
Greeting good day good evening everyone, Fellow Softimage users, my
name is Sebastien Sterling,
Could you ask them to install a trial in the meantime?
DAN
On Tue, Jan 8, 2013 at 12:12 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
I bought it in the EU and i plan on using it in the EU, the company nWave,
is concerned that me using this personnel license within their
That's a super learning gift ! Thank's a lot for that :)
The result is just beautifull. I'm completly lost into the icetrees, but
what a lesson !
Would worth a tutorial somedays (with you speaking in the micro).
Excellent !
Le 07/01/2013 20:58, Rob Chapman a écrit :
Sebastian, I never
mhhh, i agree the speed could always be better, but 20fps doesnt sound
that bad imo...
(seriosly, most character animation scenes i`ve seen (with a few chars)
are way slower
to interact (maya and soft), and somehow char-animators get by, (welcome
to the world of flipbooks ;) )
i`m also not
Thanks Sebastian, that's interesting and looks very cool!
On Tue, Jan 8, 2013 at 11:23 AM, olivier jeannel olivier.jean...@noos.frwrote:
That's a super learning gift ! Thank's a lot for that :)
The result is just beautifull. I'm completly lost into the icetrees, but
what a lesson !
Would
Sorry I have to disagree, its quite bad considering its not deforming that
geometry, i just did a primitive here with 2.5 million polys and animated
it, full camera view 1920x1200 I get 80-90 fps in Shaded mode, 120 FPS in
wireframe and I dont have a Quadro 4000, just a GTX 480 (gtx 4xx and above
really glad you guys like it, and yes, this only works with a huge amount of
points.
the final spot had a lot of additional footage from after effects (particular)
too, and the compositing of these two elements really sell the shots at the end.
sebastian
Am 08.01.2013 um 11:33 schrieb Michael
Hi
The License Agreement defines the terms of use:
http://usa.autodesk.com/adsk/servlet/index?siteID=123112id=10235425#section29
Territory and number of installs are the most obvious restrictions.
Assuming you purchased your license in the EU, then you can use it
anywhere in that territory.
hey christian,
jep, softimage sucks with a lot of objects and i bet there are some user normal
properties on it. so welcome in a world of pain . . .
i would recommend a low-res version, as additional resolution in a reference
model.
btw: give them sponzaguys an hug.
Am 08.01.2013 um 12:02
Some other options:
https://twitter.com/AutodeskCare
lice...@autodesk.com
The US site has a I want to speak to a person option, but I don't know
if that is available on other regional sites.
On 08/01/2013 5:48 AM, Rob Chapman wrote:
sorry no phone numbers just an email form with a support
Is it leased by you?
I'm not a lawyer, but I understand that clause as meaning that you
personally have to own, lease, or control the computer where you install
Softimage.
On 08/01/2013 6:10 AM, Sebastien Sterling wrote:
if i work for the compagny, is the machine i am working with not
I should imagine the Softimage guys who frequent here will be on this later
today so maybe wait till then!
S.
Sandy Sutherland | Technical Supervisor
From: softimage-boun...@listproc.autodesk.com
[softimage-boun...@listproc.autodesk.com] on behalf
Hi Sebastian,
be glad you have IT. Please understand the legal consequences for the
administrator when installing a software and making it available to
use (via the network) to others than the registered user.
By the book, it would indeed be neccessary to verify if this is a
license that has
I totally agree, and that's what I've done before.
But! always having the renderresolution model in your scene and just hiding the
stuff you don't need to see for the animatic is a lot better.
I think once you're used to it, you don't wanna go back.
Everything else is just a workaround to
Hey Sebastian,
I already suggested this, but there are other things too like the car rig is
already there and production proven in cinema and tranferring the animation
isn't that much of a problem. Still using softimage for shading in Vray and
other stuff.
a big hug back from here too. :)
You could try an ugly hack:
Export the outer shell to Zbrush and decimate it there.
It will most likely give you holes and errors here and there
but the overall shape may survive reasonably well even around
some 50K-100K polys. Manually polishing/merging/optimizing
here and there may improve
Hey Sebastian,
from your previous posts, I could very well read the pressure
and stress this unexpected licensing issue brings.
Been there.
Please understand my suggestions as meant to help take away
some of the pressure by pointing out the reason for the delay
lying partially beyond your
Well, last month we did a project with a car with 11 million polygons,
quite heavy, so I did just a quick test to fit these requirements.
Got rid of excess geo until i got something around 2.5 million polys, still
was left with 146 objects so parented them to a null and made it spin on
full camera
Hi Vladimir
What does self.partID do am a little lost in the sim stack wondered if you
had time to basically explain
nice job though
Thanks
Ben
On 8 January 2013 11:42, Tim tim_boll...@hotmail.co.uk wrote:
I'm just playing around with it now, and I'm wondering if there is a way
to
hey Tim,
I tryed that already an it kind of works but its extra work.
Getting the animation out of cinema takes 1min and setting up a link to the
animated nulls another 5.
as the animation pipeline exists in cinema there is no point in switching to
soft until the viewport gets faster.
@Nuno
its
A month back I got a really nice car model from a client, probably the best
car model I've ever seen. It was in 3ds Max format so I had to export to
fbx and import it in Softimage.
The first thing I always do is to remove the user normals from the whole
scene, otherwise the viewport performance
This is kind of amusing considering Autodesk was basically giving away
SoftImage with every purchase of Max and Maya. Now, you have to provide
your own Soft license?
Not a good precedent to set in my opinion.
On Jan 8, 2013 7:13 AM, Tim Leydecker bauero...@gmx.de wrote:
Hey Sebastian,
from
Just curious here. Why are proxy models not an option?
From: softimage-boun...@listproc.autodesk.com on behalf of Jens Lindgren
Sent: Tue 08/01/2013 13:34
To: softimage@listproc.autodesk.com
Subject: Re: Softimage Viewport rather slow?
A month back I got a
For animation I can see the use of proxy models but this is a static scene
made for lookdev and I want to use the real models in the viewport. You
don't want to put materials and texture the proxys, right?
/Jens
On Tue, Jan 8, 2013 at 2:55 PM, Gareth Bell gareth.b...@primefocusworld.com
you can't use a trial version for any commercial work
Le 2013-01-08 05:19, Dan Yargici danyarg...@gmail.com a écrit :
Could you ask them to install a trial in the meantime?
DAN
On Tue, Jan 8, 2013 at 12:12 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
I bought it in the EU
because in cinema the animation works on render res models in realtime and i
have a production proven carrig.
getting the animation into softimage for a car and retargeting is 5 minutes
once.
Doing it in soft takes longer.
Christian
Gareth Bell gareth.b...@primefocusworld.com hat am 8. Januar
Just a quick update, incase anyone else is trying to do something
similar. The culprit for the simulation forces was to do with the
ClumpSize attribute being used in the init force and velocity branch.
I'm not entirely sure why but if you re-define the attribute earlier in
the add points
I've run into a number of cases where IT at studios bends over backwards to
avoid having to deal with new software of any complexity, period. In general
however the CG supervisor at any studio is the ultimate authority in what
software is used in the pipeline. IT has a voice, but they don't
if you have used softimage in production you would doubtless realise
that one does not ease back so readily into maya.
Ha! It will be a cold day in hell before I go back to modeling/rigging
in Maya.
On 1/8/2013 6:54 AM, Sebastien Sterling wrote:
Hello there Tim
I have nothing against the
If you're miserable modeling in Maya, I'd suggest using the NEX
plug-in for Maya.
It's very softimage-like, with a tweak tool and a command panel like XSI
https://draster.com/nex-1.5/overview.html
On Tue, Jan 8, 2013 at 10:12 AM, David Gallagher
davegsoftimagel...@gmail.com wrote:
if you have
Pipelines are lovely.
Each and every single one of them is different and yet they
are all the same in terms of being rigidly slow in adapting
to the needs they were implemented to adress in the first place.
The only thing worse is a wildly grown, undocumented and none consistent
approach to
Collada support is the same in both free and Pro, but the Pro has other
formats it supports including FBX (which will probably yield you better
output) and good ol' reliable OBJ.
[source: http://www.sketchup.com/product/whygopro.html ]
On Tue, Jan 8, 2013 at 4:02 AM, Scott Lange
Thank you Alan...Do you happen to know off hand if the trial version of pro
will allow me to export in either FBX or OBJ? If not I will just try it, I
just would prefer to avoid that if I can. I appreciate it!
Collada support is the same in both free and Pro, but the Pro has other
SketchUp Pro has .xsi export, but I haven't had much luck with that.
The resulting imported .xsi model has way to may components
so it makes it hard to manage the resulting hierarchy. The .xsi export
from SketchUp also assigns each mesh with a separate material, even if
they are identical. The
Have your try the Collada importer in Polytran?...just a thought
On 1/8/2013 12:03 PM, Stephen Davidson wrote:
SketchUp Pro has .xsi export, but I haven't had much luck with that.
The resulting imported .xsi model has way to may components
so it makes it hard to manage the resulting hierarchy.
Tim: I wouldn't say that *all* pipelines are rigid and unadaptable. If a
pipeline is thoughtfully built from the ground up to be flexible and scale
in scope of its involvement from project to project, then it it does not
have to be gaff-taped, it simply rolls with the needs of a particular style
Sebastien, what about using Softimage on a laptop and transfer the files
on a usb drive?
Should work for modeling just fine.
On 1/8/2013 6:54 AM, Sebastien Sterling wrote:
Hello there Tim
I have nothing against the IT department, apparently, and from what i
have been told this lies more
Does anyone know this site service ?
http://www.utopiapeople.com/
I think the concept is great. I won't use it since this is a paying
service (for what I've red).
Would be nice to have something similar for xsi lancers around the globe.
Olivier
it is a paying service? Im user of Utopia People, but I think that is a paying
service just for the companies that search freelancers here. For the
freelancers is free.
Javier Vega
jav...@zao3d.com
http://www.zao3d.com
http://blog.zao3d.com
El 08/01/2013, a las 18:36, olivier jeannel
I think that this is the most reasonable and easy solution for your problem.
Use a laptop with your own license. Sounds perfect!
Javier Vega
javierelas...@gmail.com
jav...@zao3d.com
http://www.zao3d.com
http://blog.zao3d.com
El 08/01/2013, a las 18:16, David Gallagher
Hi Leoung! ;) hope you are doing well... I will try that too, thank you.
Scott Lange
Have your try the Collada importer in Polytran?...just a thought
I generalized to make it read easier but won´t insist
on this simplification used for the sake of illustrating
a big, heavy thing that may be intimidating at times,
exceed the scope of ones own field of view or just
as well be magic thing that mostly goes unnoticed.
My primary concern was to
It's free to register, but they take 15% commission from your daily rate.
On 08 January 2013 at 17:40 Javier Vega javierelas...@gmail.com wrote:
it is a paying service? Im user of Utopia People, but I think that is a paying
service just for the companies that search freelancers here. For
What you could do to get some nice clumps ist emitting in a volume and eat the
outer shell away with a fractal so you have a nice irregular shape.
Do this with several point clouds, that you have enough different pieces for
the whole thing. (You could also do it in one point cloud but that's a
From the website:
Working with TV, Film, VFX or New media?
It's free to join utopiapeople and we represent you on a non-exclusive
basis.
We take a 15% fee on agency bookings (not permanent).
I am absolutely against this sort of thing. Paying someone else a hefty fee
just to get introduced to a
That was my point, no need to pay.
But the site interface is well done. I was thinking something like that
for us could be cool.
Maybe hosted @ si community or RRay.
That's just an idea. But I pretty like what's happening at the moment
with the softimage community. Small community, very
You are misunderstanding the terms. The freelancer pays the 15% fee.
On Tue, Jan 8, 2013 at 2:53 PM, olivier jeannel olivier.jean...@noos.frwrote:
That was my point, no need to pay.
But the site interface is well done. I was thinking something like that
for us could be cool.
Maybe hosted @
Perhaps I am misunderstanding you? (If so, sorry) You're not advocating
using this service but think a similar, free service should be set up?
On Tue, Jan 8, 2013 at 2:53 PM, olivier jeannel olivier.jean...@noos.frwrote:
That was my point, no need to pay.
But the site interface is well done.
Anyone gets it to work?
I go to http://www.utopiapeople.com/jobs Then , on the line of a job, I
click on MER INFO
A window opens, I can't see any button or link here, I can't contact the
company offering the job...
I have never done it but arent you allowed to borrow a license from home?
On Tue, Jan 8, 2013 at 2:30 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
What a day it has been,
the issue has not been resolved but a tenuous agreement seems to have been
struck, for better or worse
Hi
You can borrow a network license, but you have to connect to your home
machine and check out the license first.
For a laptop that's not too bad, but for a workstation in the office
it's probably going to be a problem.
A standalone license can be transferred via the License Transfer
Exactly, we should have something similar _and free._
Le 08/01/2013 21:04, Eric Lampi a écrit :
Perhaps I am misunderstanding you? (If so, sorry) You're not
advocating using this service but think a similar, free service should
be set up?
On Tue, Jan 8, 2013 at 2:53 PM, olivier jeannel
I would assume that sites like this need a critical mass of people using
them to be effective. I'm not sure SI only would be enough and would it
be much different from the Jobs section of the si-community? As a
note, there hasn't been a new job posted there in about 3 months so not
exactly
I'm finally back to working on this problem. I have the rotation vectors
lined up for the most part. Is the best way to actually to the particle
rotation to drive a Set Particle Orientation with a Axis and Angle to
Rotation? That final part is stumping me for some reason.
On Tue, Dec 18, 2012 at
I'm a little confused as to why the following does not work:
Get a sphere
Run Deform Smooth
PPG appears and all is good.
Now, take the generated command and run it through the script editor
ApplyOp(Smooth, torus, 3, siPersistentOperation, null, 0);
This time, no PPG appears.
Any idea why?
Off the top of my head try:
op = Application.ApplyOp(Smooth, torus, 3, siPersistentOperation, null,
0)
Application.InspectObj(op)
It's a little inconsistent - some commands automatically open the PPGs even
from the script and you have to find a silent version. Others are always
silent and you
Generally speaking, you don't want PPGs and other UI displaying when running
code. That's why ApplyOp() doesn't spawn a PPG. The menu that calls the
smooth deformer probably has a little code wrapped around ApplyOp() to open the
PPG if successful.
Matt
From:
quick addition:
Use
op = Application.ApplyOp(Smooth, torus, 3, siPersistentOperation,
null, 0)
Application.InspectObj(op,null,null, *silock*)
so you could lock the PPG, so that it wont disapear if you run another
command after this
Am 09.01.2013 00:47, schrieb Matt Lind:
Generally
Hi Andy,
Thanks for the great materials to use and reference!! Was there a scene
file that you wanted me to download specifically? I haven't had a chance
to really dig in to this fully, but I will have more time later on this
week and I will share what I come up with.
Thanks!
Bryan
On Mon,
68 matches
Mail list logo