> On this I believe you are way too close to Softimage because it is not
> trivial either to follow a complex scene,
> or a character? not saying it is not easier (it is) but it is not trivial
> either.
I disagree. A graph can be traversed and relevant nodes displayed in a
view. Softimage,
> On May 14, 2018, at 1:06 PM, wrote:
>
> I’ve only had a few weeks of Houdini, but I really want to learn it, I do
> however, think it needs some consolidating. I found it very hard to figure
> stuff out here on my own. I’m trying to do deformation
Fossilization, fossilisation everywhere !
Joke asside, this list rocks, each time someone is lost in a migrating
software this place is still one of the best place to ask.
2018-05-14 19:41 GMT+02:00 Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
j.ponthi...@nasa.gov>:
> Speaking of jurassic, I was
Speaking of jurassic, I was on Cubicomp for 5 years when the dinosaurs arrived
in 93.
Hard to believe its been 22 years that I’ve been on this list. Still using SI
occasionally but less and less these days.
What a blast to see all these names today! Glad to know you all are still out
there.
I am still using Softimage exclusively, I am wondering if anyone would care to
briefly describe the advantage and disadvantages of using Maya for character
animation. I am hoping there are some advantages.
thanks
Phil--
Softimage Mailing List.
To unsubscribe, send a mail to
Still reading every now and then. Career changes lead me away from getting
hands on software these days. Unless you count Excel as vital software for
visual development.
Only feels like yesterday when Kim scolded me on the brand new XSI mailing
list. And even prior on the old Softimage 3D
I still watch the thread once in a while. We had some good times virtually and
a lot of us had good times in person. Working at Omation in San Clemente was a
blast!
- anthor
> On May 12, 2018, at 9:00 AM, Alan Fregtman wrote:
>
> I read less and less but like
Hi jurassic community!
I’m still here but haven’t dabbled in Softimage since 2010. I’m managing
artists nowadays and they use ZBrush, Max and Maya…
A lot of environment artists use Houdini
Still searching for a female Dinosaur!
Apart from that ,still not hit by a meteor and working satiesfied with XSI.
Walt
--
*Walter Volbers*
Senior Animator
*FIFTYEIGHT*3D
Animation & Digital Effects GmbH
Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany
Telefon +49 (0)
You only have to store new poses and the operation of bone influence
subtraction seems to me easy given you can look at any part of the network.
Am I missing something?
jb
> On 14 May 2018, at 12:48, Andy Chlupka (Goehler)
> wrote:
>
> Hi Paul,
>
> I believe
I’m still here.
Don’t use XSI much anymore though…
I’m not dead!
I don’t want to go on the cart!
-Ed
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rui Santos
Sent: Monday, May 14, 2018 9:20 AM
To: Official Softimage Users Mailing
Pooby,
is there something specific you want to know.By my calculations, consolidation
is going to happen between 2025 and 2007 (2007 because sometimes it's going
backward :) ), we are somewhere in middle...From my small experience, VEX is a
way to go, node or code whatever you like. So for rule
Yeah...another one over herei already was a dinossaur when xsi was
released...hehehe...man!...been working with softimage since 1995...
2018-05-14 13:36 GMT+01:00 Tim Borgmann :
> I'm still here and actually following the 'Houdini: non vfx jobs?' very
> interested. I added
Now who would you be calling dinosaurs, Brad? ;-)
Morten Bartholdy
> Den 11. maj 2018 klokken 18:23 skrev Bradley Gabe :
>
>
> Just curious?
>
> Now that I’m a resident in San Antonio, I was reminiscing about old SIGGRAPHs
> on the Riverwalk, and came to the
I'm still here and actually following the 'Houdini: non vfx jobs?' very
interested. I added Houdini 2 and a half years ago to my daily weapons
but still use SI on some projects. Some tasks are simply so much faster
and easier to do in SI. It always depends on the project.
Cheers
Tim
still
Yes he has but mainly on the technology front, definitely not on the
interaction with the software front.
On 14/05/2018 12:53, Andy Chlupka (Goehler) wrote:
I hope this isn't trolling, as I find it a very informative discussion.
But I wonder, if this hair pulling has an opposite to it? Has he
I hope this isn't trolling, as I find it a very informative discussion.
But I wonder, if this hair pulling has an opposite to it? Has he not
experienced anything that he liked?
Andy
On Mon 14. May 2018 at 11:32, Alastair Hearsum
wrote:
> Is this trolling? I'm not
Hi Paul,
I believe the Edit SOP can create deltas, it should be in the manual. And
store shapes as point attributes as you like. Same goes for the rest P
attribute.
Cheers,
Andy
On Mon 14. May 2018 at 11:35, wrote:
> In soft, you can make a shape in Secondary shape mode
Misunderstood it, sorry
:-)
Well, it makes sense to carry on telling them so and showcase things that you
like… they are very responsive and have changed countless UI things already
jb
> On 14 May 2018, at 10:41, Alastair Hearsum wrote:
>
> I didnt mean you were
Shape editor in Maya 2017 has a Bay Raitt style shape fixers. Some comments are
I didnt mean you were trolling I meant is what I am doing trolling? I'm
popping up and shooting everything down.
I'm just trying to get an aknowledgement that there is a huge gap to be
filled in the user experience of Houdini and its something they dont
take seriously enough
On 14/05/2018
The opposite of trolling actually, I hope it is obvious I only mean to share my
experiences and ideas on how to get the best possible Houdini ride.
But I won’t insist any more on the “try it” part…
jb
> On 14 May 2018, at 10:32, Alastair Hearsum wrote:
>
> Is this
In soft, you can make a shape in Secondary shape mode and have it reverse the
skinning and save the shape, and in Maya, the new Shape manager allows the easy
creation of corrective shapes in context of others.
How are blendshapes stored in Houdini? Are they always procedurally generated
from
Is this trolling? I'm not sure. But I feel I have to keep shooting this
kind of thing down. Without naming names you know the guy that created a
very complex feather system in ICE here at Glasswork, on the job. We
have been using Houdini as you know for a few years now, so with the
combination
Guess wil have to wait for that closing signa bit more hehe
Unfortunately I'm not spending much time in SI lately, more on freelancing
tasks for animation which is *argh* all maya,
learning character animation in Houdini is a bit on long stick as industry
looking for char animation in Houdini is
> On 14 May 2018, at 09:59, wrote:
> Anyway. What I’m talking about is a tool that helps with the creation of
> shapes that are , for example in context of the current pose of the skinned
> mesh. Or making a shape that is a corrective, in context of 2
still here, cold dead hands and all that
i'll be the one to lock the door on the way out of this list and hang
the closed sign on the outside of it
#sigh
a
Adrian Wyer
Fluid Pictures
4th Floor
4 Bath Place
Rivington Street
London
EC2A 3DR
++44(0) 207 684 5575
> On 14 May 2018, at 00:01, Matt Lind wrote:
> you're dissecting things at a more granular level than is intended, and as a
> result you're losing sight of the overall discussion.
>
> a new user coming into Houdini doesn't have that historical background, nor
> does
I think this is the overarching issue. It still feels like separate
developers with their own sphere of interest not being unified into a
cohesive product. As I said before they really really need someone like
Steve Jobs who won't take no for an answer to knock some heads together
and really
Hi Andreas,
When I say a shape manager, I don’t mean the part that applies the shapes as a
deformer. I know that’s very easy to do and I never really use that part in
Softimage I mostly use ICE. I do a lot of stuff with the deltas of Blendshapes
that aren’t necessarily using them in a
It is interesting to note that your OBJ context is meant to show the “big
picture” like Softimage could never do. My suggestion is to avoid using the
given contexts (SHOPs, MATs, CHOPs, etc…) and do everything as a CHOP network,
a MAT network, etc… _inside_ the OBJ, this way you get;
- The
Good stuff Matt. Couldn't find anything to disagree with there.
On 14/05/2018 00:01, Matt Lind wrote:
you're dissecting things at a more granular level than is intended,
and as a result you're losing sight of the overall discussion.
a new user coming into Houdini doesn't have that
Still here,
Using Soft a bit less all of a sudden, but if I need to do something fast
always.
laurence
On 11 May 2018 at 17:23, Bradley Gabe wrote:
> Just curious?
>
> Now that I’m a resident in San Antonio, I was reminiscing about old
> SIGGRAPHs on the Riverwalk, and came
Hi!
I'm still here…
Doing mainly pipeline and supervising but still uses Softimage with Arnold
as main DCC when I need to dig in with my own hands.
Still haven't decided what to learn after Softimage but I'm most excited
about Unreal and Houdini.
/Jens
On Mon, May 14, 2018 at 10:12 AM, Juan
hi,
also still lurking around ;-)
but hardly used Softimage in the last two years now... missing ICE and the
general workflow a lot though...
Maya...
Houdini really only once on a bigger show. but trying to get my hands on it
whenever I can...
cheers,
Juan
On Mon, May 14, 2018 at 9:20 AM,
Glad you mentionend Touch Ed. I stopped using Touch for a decade or so and
now I use it for as much as possible before committing to Houdini Maya or
Nuke.
It’s GLSL support is outstanding. I use Touch osc to present in no way that
PowerPointers could dream of. Greg and his team created such a
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