was Brad Gabe's "An artist tour
>>
>>
>> Production primer"
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> 8 years ago. wowsers
>>
>>
>>
>>
>>
>>
>>
>>
>>
>
utting that out there.
>
>
> On 12 January 2017 at 13:53, Chris Marshall <chrismarshal...@gmail.com>
> wrote:
> > vop dop!?
> >
> > On 12 January 2017 at 13:40, <mikael.petter...@gmail.com> wrote:
> >>
> >> I'll do it in dops because it'
Really super,
wrote you a little request ;)
2016-12-29 0:02 GMT+01:00 javier gonzalez :
> Good timing!!! Thanks
>
> 2016-12-28 17:19 GMT-05:00, nikaragua86 :
> > great! thank you for sharing!
> >
> > 2016-12-29 0:58 GMT+03:00
Damn, beaten by Morten :)
2017-01-08 12:54 GMT+01:00 Mirko Jankovic :
> Well better then then top 5 for mostly angry AD venting ;)
> ᐧ
>
> On Sun, Jan 8, 2017 at 12:41 PM, Andrew Prostrelov
> wrote:
>
>> Yep. Number 23 goes to me ) For my
e a pretty good option moving forward, if only they
> could sort out the viewport interaction with regards to modelling.
>
> Cheers,
>
> Tim
>
> --
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.co
I think I'll post questions on both Softimage and SideFX mailing lists at
the same time.
Usualy my questions are trans-gender and the SI mail list's wise guys are
also on houdini.
...Unless someone disagree.
2017-01-10 9:11 GMT+01:00 Morten Bartholdy :
> - or his
this is the correct link:
>
> https://discordapp.com/invite/b8U5Hdy
>
>
>
> On Tue, Jan 10, 2017 at 12:04 PM, Rob Chapman <tekano@gmail.com>
> wrote:
>
>> hmm seems like you need an official 'invite' or something to join or add
>> another discord server oth
forum/xsi_list
>> *Subject:* Re: Softimage mailing 2016 year in review
>>
>> just joined, need just subscribe written in the body, nothing in the
>> header
>>
>>
>>
>> On 10 January 2017 at 11:02, Olivier Jeannel <facialdel...@gmail.com>
>> wrote:
I wonder, maybe this is the Maya help file... :)
Le 19 déc. 2016 11:22, "Morten Bartholdy" a écrit :
> On the sitoa userlist too :/
>
> MB
>
>
>
> > Den 19. december 2016 klokken 01:23 skrev Eric Thivierge <
> ethivie...@gmail.com>:
> >
> >
> > Just got a weird email with
Merry Christmas !
2016-12-23 20:19 GMT+01:00 Stephen Blair :
> "Season's greetings from Softimage"
> http://wp.me/powV4-3nJ
>
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> with "unsubscribe" in the subject,
Is anyone using a Cintiq for 3D work (Houdini/XSI) ?
Just wondering, my intuos is slowly dying...
Cheers and Mery Christmas
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Merry Christmas guys :)
2016-12-25 3:53 GMT+01:00 Alok Gandhi :
> Have a great year ahead!
>
> --
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
; A bit late to get one under the tree.
>
> If I had that kind of money, I’d much rather get a Surface Book.
> Cintiq keyboard options are underwhelming - that’s a dealbreaker for 3D I
> think.
>
>
>
> *From:* Olivier Jeannel <facialdel...@gmail.com>
> *Sent:* S
Getting back to the subject of organisation, I still consider myself as a
houdini beginner.
The thing is, it so open that you quickly import the ice science into vop
and you get comfident enough quickly.
My experience is with the 15.5, and probably not the latest release.
I found the stiky notes
complaints you
> mention Oliver.
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com
> <javascript:_e(%7B%7D,'cvml','softimage-boun...@listproc.autodesk.com');>
> [mailto:softimage-boun...@listproc.autodesk.com
> <javascript:_e(%7B%7D,'cvml',
Not exactly the Point Reference frame, but I used this method to get
"solid" rotation on a projetc. Not sure it's simple enough, as you have to
feed the orient attribute with something to start using it localy.
https://vimeo.com/207626604
2017-03-28 11:51 GMT+02:00 Fabricio Chamon
My guess is that maybe we can improve VOP a lot ourselves by bringing some
ICE in it. There are a lot of ICE logic and Ice compound that could be
translated. Of course, it would be a benefit for side SideFX to hire a
hardcore ICE guy.
2017-03-28 16:56 GMT+02:00 Andy Goehler
nectivity between slightly obscure naming of nodes and what they
> actually do. I wouldn't mind betting that if people start putting together
> Softimage->Houdini digital assets, the first noticeable thing will be the
> Softimage style names that are used!
>
> Maybe learning Houdin
ar 2017, at 10:57, Andy Nicholas <a...@andynicholas.com
> <javascript:_e(%7B%7D,'cvml','a...@andynicholas.com');>> wrote:
>
> Hi Olivier, where do you see the biggest difference with ICE arrays and
> Houdini arrays? In both you have ways of adding, removing, sorting, etc.
> elements in t
Autodesk lib ?
N too rancorous...
On Wednesday, March 29, 2017, Andy Nicholas wrote:
> I'd probably go with something like Andy's siLib or softLib - it's a bit
> more obvious what it is. Probably the latter if it was up to me.
>
> What do you guys think? Any other
;
>>
>>
>>
>>
>>
>> haha! :)
>>
>>
>>
>>
>>
>> Will leave this question hanging tonight in case anyone else wants
>>
>> to chime in. Final decision can happen tomorrow.
>>
>>
>>
>>
>>
>&
ere are no
doc samples or tut, a part from the one from Mikael Perterssen
http://shortandsweet3d.blogspot.fr/. That makes me wonder if other people
really consider or understand this.
Also, if you compare Peter Quint and Mikael way to deal with States, hell,
I'm 200% on the ice method.
201
I'm a morron, but I'd love to have exclusive pure Ice minded HDA library.
2017-03-28 20:29 GMT+02:00 Rob Chapman :
> Thought I'd pipe in since tekano got invoked, also slowly attemting to
> transition and agree with most already said and thanks, is already a huge
> pointer
I'm quite the opposite Morthen. I found that learning little math (add
subtract vector mostly...) is just an open path to what's called
"creativity" nowaday.
I'm more in the particles "do stuff" part of the work than in the
character-toon-story telling though.
I can't say that I'm excited by the
them improve Canvas
> giving a helpful user point of view. The Devs actually were open to my
> ideas, but its certain users that seem to peer down their noses at ‘arty
> farty’ non-coders.
>
> I’m pretty technical for a lowly artist, but I find Houdini a bit of a
> slog compared
oups wrong mail
2017-03-31 14:07 GMT+02:00 Olivier Jeannel <facialdel...@gmail.com>:
> pour l'instant 24 images en 2h...
>
> 2017-03-31 10:26 GMT+02:00 Morten Bartholdy <x...@colorshopvfx.dk>:
>
>> The Arnold Volume Collector allows for displacement of the densit
pour l'instant 24 images en 2h...
2017-03-31 10:26 GMT+02:00 Morten Bartholdy :
> The Arnold Volume Collector allows for displacement of the density in a
> VDB file by plugging for instance a fractal in to Position Offset. It looks
> like vector data which makes sense for
And find this
https://www.youtube.com/watch?v=VTGQ_K0DBPo
That's ok, I'm average normal.
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>
>
> *From:* softimage-boun...@listproc.autodesk.com
> <javascript:_e(%7B%7D,'cvml','softimage-boun...@listproc.autodesk.com');>
> [mailto:softimage-boun...@listproc.autodesk.com
> <javascript:_e(%7B%7D,'cvml','softimage-boun...@listproc.autodesk.com');>]
> *On B
ecessary
> layer of complexity.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com
> <javascript:_e(%7B%7D,'cvml','softimage-boun...@listproc.autodesk.com');>
> [mailto:softimage-boun...@listproc.autodesk.com
> <javascript:_e(%7B%7D,'cvml','softimage-boun
lt-in nodes, such as the Pyro SHOP.
>>>
>>> Andy, the O(N) thing got me thinking and realized that instead of
>>> running the attrib wrangle in detail mode, which uses only a single thread,
>>> it'd be possible to generate say 4 points and, in a point wrangle,
I think working in Houdini is rather exhausting.
Dealing with freedom can be a total nightmare.
I'm not saying it's not pleasing, but having to work on scene that are
constantly creating themeselves from scatch, well it makes my brain
overheating.
That's quite a different process than opening an
Not sure I have downloaded them. But keep posting things, and no, you're
not spamming :)
2017-04-12 17:45 GMT+02:00 Tim Bolland :
> Wow that's a lot of vultures... Me included [image: ]. I've downloaded
> them but I'm knee deep in a job at the moment so I have been
Just to chat,
I had to track a camera movement (by hand) other a footage.
In Houdini, in the camera "view" tab, you can "Enable Background Image",
pick an image sequence and voila.
The file name for a sequence goes like this : "filename.$F5.jpg"
The thing is, each time I was keying the transform
I'm not a big fan of Dalvi's tutorials. They are nice, but going to the
more "fundamental" learning is the only way imho.
First it unties you from the tool
Second the execution speed. (Wich mean vex and or vop)
If I'm able to explode and rotate 20 primitives, making them go from
state to state
Hi,
I doodled around the idea of strands and came with a setup that is similar
enough (I believe) to what we have in Ice Strands.
25min long though :/
Average English :/
https://vimeo.com/214095798
2017-03-04 14:26 GMT+01:00 Anto Matkovic :
> Hello,
>
> Thanks for linking.
Hi guys,
Does someone has an example of how addprim VOP should be connected ?
Let's say I have 10 points and want to add on big open polygon (line) to
them.
The internet is empty... (and oddforce is closed)
Thank you !
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I made a little tutorial on how to get local rotation when working in
houdini.
https://vimeo.com/207626604
Build an orientation matrix
Rotate using the orient attribute before the copy sop
Rotate objects after the copy sop.
And it's all VOP !
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08:42, Tim Bolland <tim_boll...@hotmail.co.uk> wrote:
>
> Thank you Olivier!
>
>
> ------
>
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Olivier Jeannel <
> facialdel...@
hal...@gmail.com>:
> And it's all VOP! ? As opposed to what? And what's the advantage /
> difference?
>
>
> On 9 March 2017 at 13:39, Olivier Jeannel <facialdel...@gmail.com> wrote:
>
>> I made a little tutorial on how to get local rotation when working in
>&g
Jonathan, I thought VOP and VEX were running at same speed ? Am I wrong ?
2017-03-13 19:44 GMT+01:00 Olivier Jeannel <facialdel...@gmail.com>:
> Vop is close to ICE.
> VOP is the visual version of VEX which is code (coding vector).
> In fact, when you build some Vop tre
Paul, ask here or on the sidefx list, you won't be stuck forever with the
level you have.
2017-03-14 17:36 GMT+01:00 :
> I am doing Houdini a bit, but spend a lot more time with Softimage to be
> honest. I don't have anyone to help me with Houdini and find it hard going
>
Objects in houdini are just like drawers or directories that you just
browse through.
Everything has an adress that you point to, even the ports (opinput) of
nodes or the contexts (obj, shop, etc...).
Le 6 mars 2017 11:49, "Chris Marshall" a écrit :
> ok thanks
>
>
>
in vop, bind and bind export node will get an set datas.
Ramp Parameters is sort of fcurve.
It's a bit weak in terms of curve manipulation, but does the job.
It has 2 modes rgb (ramp) and spline.
If you use several ramps in the same vop, name them with different name or
they might not export.
Le
yep but it has no handles
and try to make négative values, it takes them but wont show on the curve
as it has a 0,1 space.
Unless i'm wrong (which i'd love to be)
Le 6 mars 2017 14:36, "Olivier Jeannel" <facialdel...@gmail.com> a écrit :
> in vop, bind and bind export node wi
icio ,
>>>
>>>
>>>
>>> The Attribute Promote help page has approx 15 examples you can load.
>>> Hopefully you might find something within the examples to inspires a
>>> solution.
>>>
>>>
>>>
>>> *
%7D,'cvml','softimage-boun...@listproc.autodesk.com');>
> [mailto:softimage-boun...@listproc.autodesk.com
> <javascript:_e(%7B%7D,'cvml','softimage-boun...@listproc.autodesk.com');>]
> *On Behalf Of *Olivier Jeannel
> *Sent:* 06 March 2017 17:31
> *To:* Official Softimage Users M
Entagma has a tut for that
http://www.entagma.com/rebuilding-the-c4d-spline-wrap-deformer-in-houdini/
2017-03-07 1:16 GMT+01:00 Will Sharkey :
> As with all houdini answers, there are a few ways! Like this simple method:
> http://imgur.com/a/8M7gH
>
> The Lattice sop is
; wrote:
>
> Was thinking the same. Didn't they rewrite the core since five years at
> least? Giving the very low price tag of Lightwave (last time I checked it
> was couple hundred bucks) and the tiny user base which is probably 50%
> hobbyists, I find it hard to believe they will get the mon
I just red the beginning of your post, dropping this for the sake of
information :
For your material problem.
Entagma tutorial
https://vimeo.com/205629784
It shoes a cristal with glass and air shader in the H16. If that helps...
2017-03-01 19:59 GMT+01:00 gareth bell :
>
Hi all,
In houdini, where can I get a list of all internal attributes (point and
prim) ?
I'm looking for something like the "point reference frame" (in xsi ice), a
matrix per poly attribute.
In fact, I'm trying to set some static attributes back on an animated
geometry.
I know there is a sop
Hi there,
I found myself trying to model something in H16 and I stumble on how to
scale each selected primitives around their own center ?
A bit like the when you scale with the Primitive SOP with $CEX, $CEY, $CEZ.
I'm looking for the same behavior, but while modeling (I don't want to drop
a node
utomatically scale from the prim centroid (or an average centroid position
> if more than one poly is selected). I'm sure you know this already but a
> right click on the manipulation gizmo allows you to select the
> transformation space.
>
> On 15 July 2017 at 09:44, Olivier Jeannel <
Hi guys,
The work is very calm these days, I'm having a vague desire to have a look
at game engines.
I think I have this old fantasma of working on a video game is coming to
visit me again...
I have started a beautiful shooter space tutorial on unity, I'm starting to
see my limit with the
https://xsisupport.files.wordpress.com/2016/08/xsi_6_brochure.jpg
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Agree Christopher @primnum ;)
2017-04-27 12:17 GMT+02:00 Christopher Crouzet <
christopher.crou...@gmail.com>:
> I've just tried what you said and in fact the unified noise doesn't even
> seem to use the full [0, 1] range as one would expect from reading the doc.
> At least not in H13. Or maybe
loop over
> them and use the usual methods, such as for example `point
> <http://www.sidefx.com/docs/houdini/vex/functions/point>` to retrieve
> other attributes.
>
>
> On 27 April 2017 at 12:33, Olivier Jeannel <facialdel...@gmail.com> wrote:
>
>> Still
Still in the VOP band wagon here :/
2017-04-27 7:22 GMT+02:00 Christopher Crouzet :
> The `Unified Noise VOP`, which is a fairly useful node that outputs all
> the noise values in the [0, 1] range, takes pretty much all of its logic
> from the `pyro_noise.h`
w
>>> how I manage to misread emails that well but I'm pretty good at it!
>>> Anyways, the function `pcfind` returns point numbers, so then you can just
>>> loop over them and use the usual methods, such as for example `point
>>> <http://www.sidefx.com/docs
I found the Unified noise slower than the other noises. No ?
2017-04-27 11:42 GMT+02:00 Andy Nicholas :
> The `Unified Noise VOP`, which is a fairly useful node that outputs all
> the noise values in the [0, 1] range, takes pretty much all of its logic
> from the
Hi,
I rarely use CHOP.
The only use I found (that was explained to me by my friend Jerome
Pastorello) is to use a CHOP network to add some Jiggle on the Position and
on the Orient of some already animated points.
Basicly the CHOP nicely overshoots the P and Orient, resulting in a
pleasant
while looking for a definition of non-manifold vertices, I found this.
http://3dprintingninja.blogspot.fr/2014/12/non-manifolds-automatic-fixing-methods.html
no idea if its worthy.
I would try the houdini way, I'm sure there's a sop somewhere that has a
function to solve this...
2017-06-09 1:59
intersect>.
> I'll keep the normals issue in mind, thanks.
>
> Anyway, is there a way of viewport debugging as in ICE (show properties)?
> I'm using print to show the values in the console atm, but that doesn't
> work really when you need to see which point has what value...
>
&
the intersect node in VOP ?
If I remember correctly, beware of the length of your normals, they had to
be long enough to "hit" the surface. ie don't normalize them.
Yeah, Houdini is deep, not always easy..
2017-05-19 8:53 GMT+02:00 Thomas Volkmann :
> Thanks guys!
>
>
Not a specialist of these geo to sop manipulations here.
But, if you "object merge" the null (/obj/null1/point1), with Transform
"Into this object" you can have access to its "P" position.
Surely there's a good way to have the full matrix...
2017-05-18 18:58 GMT+02:00 Thomas Volkmann
Again for the Matrix from obj level :
In a Wrangle :
matrix m = optransform('/obj/null1');
@P *=m;
Found the solution at tokeru :
http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex#Get_transform_of_objects_with_optransform
2017-05-18 20:26 GMT+02:00 Olivier Jeannel <facialdel...@gmail.
And here's a full vop version, using MakeSpaceTransform and picking the
object from there.
The Gif compression ate the violet color, but MakeSpaceTransform outputs a
matrix4 ;)
[image: Images intégrées 1]
2017-05-18 20:33 GMT+02:00 Olivier Jeannel <facialdel...@gmail.com>:
> Again for t
For the Matrix from Obj level
http://forums.odforce.net/topic/15262-how-to-get-world-coordinates-at-the-geometry-level/
There's an opxform_vops.hip to download.
$out1 = optransform($next);
The autor uses an "inline" vop, which is new to me, and it has a fat
documentation :/
2017-05-18 19:58
I'm glad someone shows what's really behind the scene !
2017-06-13 13:18 GMT+02:00 Ognjen Vukovic :
> he has some softimages stuff to. But the vex based pbr is insane.
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>
Hi,
I feel stuck (probably stupidly)
I'm in VOP
I have a geo with several primitives (lines / strands), each primitive has
a different number of points.
I can know how many points per primitive there is with @numvtx.
I've build an array of sub indices per primitive (with a for loop)
prim0
I saw some part of it (the Houdini) great event Probiner ! Loved the jazzy
piano in the background :)
I'm very fond of that type of inter software workflow, Ices to Houdini in
my case.
Btw, does your Houdini curve deformer have a "parallel transport frame"
matrix calculation ?
It's the method
You may want to join a suicidal-group hotline, or maybe turn yourself to a
religion ?
Sorry, couldn't resist :
Good luck ;)
2017-05-31 15:19 GMT+02:00 Enter Reality <3dv...@gmail.com>:
> After 3 years here is my situation:
>
> - Modeling: Trying with Maya, fuck it, use Softimage
> -
Forget the Z if you're going gpu
2017-06-06 19:57 GMT+02:00 Jonathan Moore :
> Agree with Rob. For a comparable budget, you’re far better going with a Z
> series workstation from HP. Even better get into a lease arrangement where
> you’re guaranteed the latest hardware
I mean the* 840* could hold max 2gpus
2017-06-06 20:24 GMT+02:00 Olivier Jeannel <facialdel...@gmail.com>:
> I was told the 820 can hold max 2GPUs. Did you remove the "air tunnel" ?
> Someone on the RS forum couldn't fit 2 cards, he had to let the case
> open...
> My
for 2 GPU’s but three is a stretch).
>
> Both of the Z620 and Z840’s are reasonably old now but the litmus test for
> me is that they run Oculus/Vive apps at maximum quality settings so I
> believe I’ve still got a few more years in my investment.
>
> On 6 Jun 2017, at 19:00, Olivier Je
Hi quiet list :)
I've made a super simple HDA where a group of point needs to be selected to
create a group.
In edit "parameter interface" I exposed the Base Group, but the little
arrow "BUTTONS_reselect", when is clicked, gives this error message :
Traceback (most recent call last):
File
Kind of rooky question that I already asked but...
So I have that "problem" with the copy sop (copy to point, whatever) when I
have to do a copy with multiple input objects.
It was something really easy within ice with high performances.
I watched the sidefx tutorial, and so far I undertstood
3A__www.toadstorm.com_blog_-3Fp-3D493=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=NIPJF89o1z2Sf-yJSnls9v63QFl5b0y4nhmUBf8UWkg=h4hreQntQUMdMiO3LeMrJyHXHEyKLnKAKoxAMLdA0yo=>
>
> Enjoy.
>
>
> On 25 September 2017 at 16:22, Olivier Je
Mmm, unless I made a mistake replicating his copy + switch + compile, I'm
getting a rough 33s to copy 10 object other 35 points.
2017-09-29 8:34 GMT+02:00 Olivier Jeannel <facialdel...@gmail.com>:
> Nice read. I'll try to replicate the last setup to compare specs.
> I really won
n Fri, Sep 29, 2017 at 9:46 AM, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> Yes I did remember :D
>>
>> 2017-09-29 10:25 GMT+02:00 Dan Yargici <danyarg...@gmail.com>:
>>
>>> Did you remember to tick "Multihread when compiled" o
very similar setups with compiled foreach
> block and found the performance to be fantastic.
>
>
>
> On Fri, Sep 29, 2017 at 10:19 AM, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> Have you tried his setup ?
>> I'm talking about that one :
>> https://urlde
Yes I did remember :D
2017-09-29 10:25 GMT+02:00 Dan Yargici <danyarg...@gmail.com>:
> Did you remember to tick "Multihread when compiled" on your foreach_end?
>
>
> On Fri, Sep 29, 2017 at 8:38 AM, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>
ced that if you visualize any node inside the
> compiled block, the cooking time is longer. Also measuring the with
> compiled blocks on the performance editor should only show the compiled
> block nodes, it doesn't any node inside of them.
>
> On Fri, Sep 29, 2017 at 11:34 AM, Olivier J
B6v9M9ynYwgFwuhyA6Jag_3nGqmno=>
>
> I tried with 350,000 points and 10 packed primitives and took 13s from
> those 2.5s are from the scatter node.
>
> On Fri, Sep 29, 2017 at 12:35 PM, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> Can you send me a
ndeed pretty fast, 5.1s including scatter. Without the scatter is
>> 2.0s
>> Very nice Oliver.
>>
>> On Fri, Sep 29, 2017 at 1:44 PM, Olivier Jeannel <facialdel...@gmail.com>
>> wrote:
>>
>>> ok thank you, we have the same scene.
>>> On
No time, everybody at AD is busy improving Maya.
...Just kidding, sorry :/
2017-10-02 10:11 GMT+02:00 Rob Wuijster :
>
>
> I just want to thank AD to have me work with resellers again regarding
> Arnold licenses.
> In this day and age, with automated web-stores and all, I just
and here's the hip.
Please consider it's wip, but do test and give feedback :)
https://drive.google.com/open?id=0B1QqhXD7Y15qQXJUU1ZPanZTVzQ
2017-09-26 11:04 GMT+02:00 Olivier Jeannel <facialdel...@gmail.com>:
> @Anto, I think it's what I do :)
>
> 2017-09-26 10:34 GMT+02:0
umber for importing the point attributes from Scatter Sop
> or like.
> While it is a bit complicated, method is quite fast, easy to repeat, and
> it allows any kind of deformation on each "instance'', before-after
> spreading. With some playing by expressions and custom paramet
Is it about their new rental thingy ?
2017-09-05 13:48 GMT+02:00 Rob Wuijster :
> Do other people on this list get emails from AD regarding your Arnold
> contract?
>
> I got an account + login, but cannot anything related to my Arnold license
> when logged in.
> Also, the new
I've moved to Houdini. If by far Softimage was easier or more friendly, I
found that Houdini provides a never ending learning curve with unlimited
possibilities.
If you're not affraid to learn and want to give 3D some little sense, I
strongly suggest you (patiently) give Houdini a go.
2017-10-07
udini gestion of particles integrates perfectly swell in
> that management of audiences. Netflix also.
> Art is about Joy, inspiration, visionnary, invention.. Engeneering is
> about enslavement and vacuum. Apocalyptic.
>
> so in regards to this i d be entertained to know if there a
and wan't to learn rigging completely as well
> This one is a bit stopping point for me at the moment.
> ᐧ
>
> On Sat, Oct 7, 2017 at 4:03 PM, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> I've moved to Houdini. If by far Softimage was easier or more friendly,
It's been announced in the latest 2017 talk, by Michael Goldfarb I think,
is the autorig for quadruped out ?
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Not sure I understand you well Jopseph, but here a little tutorial with som
"gem" about the tree view
ompare
> SRTs of two objects, if I'm correct) to get delta.
> Or, to constrain the parent.
>
>
> --
> *From:* Olivier Jeannel <facialdel...@gmail.com>
> *To:* Official Softimage Users Mailing List.
> https://urldefense.pr
So, I'm "friend" with Michael Arias on FB ! :)
I followed a link to his site, and found that cool bio :
Well that's a double flashback for a double EOL.
On Friday, November 24, 2017, Stephen Blair wrote:
> Even the best animation system is not complete without the extendible
> capabilities of a fully functional, high-quality rendering solution. With
> *mental
> ray*,
g experience. The success of ICE was fuelled by the compounds
>>>>> that acted as a gateway drug to the inner workings. I thought maybe that
>>>>> Kraken would develop into that gateway drug, but after seeing experienced
>>>>> riggers feeling
Example yes please ! ;)
For a "Look at", how do you set this up so that the rotation affects the
pivot at obj level ?
2017-11-11 22:12 GMT+01:00 Jordi Bares :
> Sorry I arrived so late to the conversation…
>
> Regarding the CHOPs implementation, I feel it is a great
MR wasn't heaven, but it's again another widely used abandonned software.
Of course the provider will never tell the user that he has stop its
development, no, instead the users finds out waiting months, then years,
that nothing happen or changed on the platform he thinks everything is fine.
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