test test
Not only Stephan, but Guillaume Laforge was also one of the 7%...
If you create the Tain inside a Model you can then export it and re-import
it into another model, everything works.. Haven t used the XSI Tail since
ages but that was the workflow
On Wed, Oct 3, 2012 at 12:50 AM, Ahmidou Lyazidi ahmidou@gmail.comwrote:
The tail have a very particular
Try the AON Mixer:
http://www.si-community.com/community/viewtopic.php?f=13t=390
Interested :)
Yap... learned that the hard way having to get rid of them and redoing
the chains...
On 08-03-2013 22:00, Adam Sale wrote:
Implicit bones still don't allow you to symmetry weights either, using
the built in tools.
Adam
This seems really interesting and a new way of dealing with Envelope
Weights:
http://vimeo.com/63720234
Interesting, tks for sharing Pedro
On Tue, Jan 21, 2014 at 12:06 AM, pedro santos probi...@gmail.com wrote:
This was the solution I came up with. Still refining it to have more
options per null but already using it in production.
Cheers
https://vimeo.com/84025815
On Mon, Jan 6, 2014 at
Actually you can use Math Operation on the value Boxes (in the Graph
Editor), not so straight forward as in XSi but you can. For example if you
need to multiply a value by 10 its like this: *=10. If needed to Add its
+=10
But yes for someone coming from XSI Maya will make you grabbing you hair
-02-28 18:19 GMT+04:00 Marco Peixoto mpe...@gmail.com:
Actually you can use Math Operation on the value Boxes (in the Graph
Editor), not so straight forward as in XSi but you can. For example if you
need to multiply a value by 10 its like this: *=10. If needed to Add its
+=10
But yes
Yeah Apply Action only Apply the Pose you saved earlier, you don't even
need to select the key, just have the timeslider on the key you want.
Be sure when saving the Pose that you are ONLY saving a single frame and
not entire animation.
On Mon, Mar 3, 2014 at 3:33 PM, Oscar Juarez
Im testing Advanced Skeleton (
http://www.animationstudios.com.au/advancedskeleton ) and im really liking
all the streamline workflow of building it, they even have a NICE feature
of auto weights on simple boxes than can later be transferred into the main
geometry for fine tuning, at first look it
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
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
mpe...@gmail.com
:)
On Mon, Mar 17, 2014 at 8:17 PM, Daniel Kim danielki...@gmail.com wrote:
So, many people are adding their email for Modo here, and anyone know how
to connect each other with those email?
Is there going to be a mailing list like Softimage?
Is this it:
http://www.tasaa.com/adnproducts.htm
Because if it is its not free... it cost 120 bucks
On Thu, Mar 20, 2014 at 8:26 AM, Tenshi S. tenshu...@gmail.com wrote:
Another feature we've seen in the past, and guess what! it's in a
product called Softimage, from Autode$k.
Hope they
Interesting ;)
On Thu, Apr 3, 2014 at 9:36 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
Yay :)
On 3 April 2014 18:53, Jon Swindells jon_swinde...@fastmail.fm wrote:
started early
--
Jon Swindells
jon_swinde...@fastmail.fm
On Thu, Apr 3, 2014, at 08:44 PM,
According to Brad on that first Modo for Softimage users webminar a month
or so ago, he specifically told that improving scene interaction was the
top priority for Modo 901, Modo is slow and they know it and they will be
adressing that... of course these means waiting another 18 months or so to
I find Maya to be more snapier to Character Animation than XSi, its Hard to
explain, but i prefer to Character Animate there than in Xsi, but only that
:)
On Thu, May 22, 2014 at 1:18 PM, Rob Chapman tekano@gmail.com wrote:
Currently loading a 12.3gb scene...
On 22 May 2014 12:12,
Theres also Advanced Skeleton (which is free) that comes with a facial
Setup. Never used it:
https://www.youtube.com/watch?v=DSaHO07FhJ4
On Tue, May 27, 2014 at 11:39 AM, Nicolas Esposito 3dv...@gmail.com wrote:
Yep, the normal map blending was done via the game export option and it
works
Facerobot IMO had a BIG issue... its DEAD SLOW and a black box on its
own... had to work with it once and I hope I never have to again...
On Tue, May 27, 2014 at 1:12 PM, Marco Peixoto mpe...@gmail.com wrote:
Theres also Advanced Skeleton (which is free) that comes with a facial
Setup
I got be honest here.. I never saw anything Jaw Droping from FR... im not
saying that amazing work wasnt done with it because it was, but nothing
that would make it stand on its own, always found the Falcon examples to
look more like a Rubber face than real tissue and muscles moving.
The demo
, 2014 at 2:12 PM, Marco Peixoto mpe...@gmail.comwrote:
I got be honest here.. I never saw anything Jaw Droping from FR...
im not saying that amazing work wasnt done with it because it was, but
nothing that would make it stand on its own, always found the Falcon
examples to look more like
Apart from Lightwave and later Messiah, it the first time im seeing
Envelope Weights without the need to pain them, yeah I know this might
sound weird to all those that always had to paint them, but this workflow
exists in LW (and messiah) since 1998.
Im not saying its the exact same methods,
Fist thing you do in Modo is to remove the awfull (IMO) Trackball
rotation... that and also the grid Plane they have, it might suits for
Modeling but I keep finding it vey introsive and distracting, of course
thats me that is not that used to Modo and im slowly trying to see if it
fits my CA needs
.
On Wed, Jun 4, 2014 at 3:12 PM, Sergio Mucino sergio.muc...@gmail.com
wrote:
Hey Marco. I'm curious... Where is Modo falling short for you? Cheers!
Sergio Muciño.
Sent from my iPad.
On Jun 4, 2014, at 6:12 AM, Marco Peixoto mpe...@gmail.com wrote:
Fist thing you do in Modo is to remove
Congratulations!!!
I saw a small making of (showing the animation and XSI UI) and I was
thinking, man this looks awesome, even though my gamer days are long gone.
Cant find the Making Of videos again.
On Thu, Jun 5, 2014 at 10:15 AM, Ivan Vasiljevic klebed...@gmail.com
wrote:
Looking
Thanks Sergio :)
Yes i know ACS, i played with its free sample when it first appeared and
even suggested some new features to it, like the ability to change from IK
to FK and vice versa maintaining the same Positions or changing Parentings
like IK follow head or Shoulder or Hips and maintaing
If im not too late:
https://www.dropbox.com/s/3vajpcneaed5rxp/arm_2jnt_01.rar
I think this is what you want, I still the old version of Gear never
updated it to Miguel Campos one.
On Mon, Jun 23, 2014 at 2:00 PM, Matt Morris matt...@gmail.com wrote:
Hi, this might be a bit of a long shot,
I had to share that with all my fellow animator colleagues, we needed the
laugh. Thanks :)
On Fri, Jun 27, 2014 at 3:54 PM, Stephen Davidson magic...@bellsouth.net
wrote:
I just thought I would post this freelance 3D animation Job, from
Craigslist,
for our professional animation group's
Some people are already replying to him :
https://www.dropbox.com/s/gaapao9hoguvfbr/reply.jpg
On Fri, Jun 27, 2014 at 5:26 PM, Angus Davidson angus.david...@wits.ac.za
wrote:
I am sorely tempted to register on the site just to send
Hahahahahaha!
As a response.
From: Paul
Real Lens user here , thank you :)
On Tue, Jul 15, 2014 at 9:51 PM, Cristobal Infante cgc...@gmail.com wrote:
thanks! I've used realLens 1 all the way!!!
On Tuesday, 15 July 2014, Paulo Cesar Duarte paulocdua...@gmail.com
wrote:
Thank you, It's a must have in my tool set.
Cheers.
Great work :)
Yeah if you can share more details, some colleagues of mine are wondering
how long did it took how many people working on it :)
On Tue, Jul 22, 2014 at 6:50 PM, Steven Caron car...@gmail.com wrote:
sounds like a stretch... blur studio has traditionally used fumefx (lately
some
keep dreaming :)
On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado malcriad...@gmail.com
wrote:
Very nice! would be great to have this tool under Softimage hood...
F.
2014-11-17 5:37 GMT-03:00 Nicolas Esposito 3dv...@gmail.com:
I haven't tried it yet, but for Maya users this is pretty
, Francisco Criado malcriad...@gmail.com
wrote:
Well, its based on python scripting and they are giving away the code:
https://bitbucket.org/m2u/m2u/
https://bitbucket.org/m2u/m2uue4plugin
F.
2014-11-18 9:36 GMT-03:00 Marco Peixoto mpe...@gmail.com:
keep dreaming :)
On Tue, Nov 18, 2014 at 1
Yeah you can prevent the Children Highlight but... dont try to hide the
master of a hierarchy... it will hide all of them... even if you put it on
a Layer and hide it, it will hide everything underneath it...
Im always complaining in here, but around me it all Maya users that
basically never used
A nice addition would an option to LOCK the Attribute editor like we can
with Softimage PPGs so it wont change when selecting another object.
On Wed, Nov 26, 2014 at 10:54 AM, Ivan Vasiljevic klebed...@gmail.com
wrote:
110% to what Mirko is saying, outliner and node editor, just not even
close
Yeah i have been looking for some time at Animschool for a rigging course,
was even once going to ask if they also did it for Softimage... but now
Maya it is... thing is.. im pretty sure Maya will change a lot in a so not
distant future or that other solutions might appear... should I be
investing
On Mon, Dec 1, 2014 at 12:34 AM, Adam Sale adamfs...@gmail.com wrote:
10) Color coding of node, branch and multi selection is very confusing.
For example, I select the root joint of a chain of joints. They all turn
green. I shift select the next joint down to multi select it with the
first,
Make you icons bigger by using an external image, dont use the default size
from 1978 days 64*64. Its a hack...
You can have a preset image button 128*64 for example and use it always, it
might not shown exact size when yuou add it to the shelf but going and back
to another shel gets it on normal
Maya Graph is a bit different (but not that much) than XSi one, we need to
select the handles to move them opposed to Xsi where we just drag them,
maybe you have the Handles locked (always same lenght), which is advisable,
unless you know what you are doing and really want to mess with them. Why
than having
to unlock it every time i need it. Knowing what you doing with handles is
advisable if you animating, so I don't see the point of having them locked
by default.
Artur
2015-02-13 12:11 GMT+01:00 Marco Peixoto mpe...@gmail.com:
Maya Graph is a bit different (but not that much) than
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.highend3d.com_maya_script_ld-5Fanimtocurve-2Dfor-2Dmaya=DwIBaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=uencpeE61AcNMTxoKi_w1U4xd3JnOiOE-4QMvL62UuM=PBGBJ1dZ6nZr_wJwGLTYSC_CUwNJ5HJFhKNXb0CmCn4=
On this day and age of a Dead Software... man.. use whatever you need to
keep it running. No one cares and you are not "hurting" anyone
On Thu, Jan 23, 2020 at 8:01 PM J R Sanchez
wrote:
> I hope I dont run into this. I will be doing the very same thing in a few
> weeks. Getting a new
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