My two cents:
VRay was used very successfully for Tron and Real Steel. It was easy
to set up and manage the VRay pipeline. The turnaround time was really
fast and results were consistently good.
The support we got from the Chaos Group was good as well. And finally
the transition for most lighters
Great stuff, many thanks!
--
Technical Director @ DreamWorks Animation
Hmm DirectX... does this mean no Linux (or Mac) support then?
So this feature would be pretty much useless for the majority of Maya
users working in film?
Looks pretty through!
On Thu, Aug 2, 2012 at 10:04 AM, Marc-Andre Carbonneau
marc-andre.carbonn...@ubisoft.com wrote:
I sure hope so,
You wouldn't use a full body solver to animate a shot however it comes in
very handy for proccesing mocap data or retargeting animation, which in my
experience so far is the main (if not the only) reason we've deployed
Motionbuilder.
There are also certain problems that require a full body ik
Sad news indeed!
Switching to alternative software is easier said than done.
There are alternatives that adequately (if not better) address
specific areas of development.
Areas such as Modeling, FX, Rendering and now Lighting with the
release of Katana could be handled quite well.
There is
I feel a strong sense of deja vu...
I know we all like XSI on this list but I always feel in these
discussions that the the perceived benefit of XSI over Maya is greatly
exaggerated due to personal preference.
Yes, more marketing of the product is always great but the reality is
that the people
In-depth article about the merger:
http://fxguide.com/featured/foundry-and-luxology-merge-fxg-exclusive/
On Tue, Sep 25, 2012 at 1:23 AM, Szabolcs Matefy szabol...@crytek.com wrote:
Hey folks,
An interesting news for today:
See Luxology and the Foundry homepage
___
This message
I see your post just fine!
On Monday, February 11, 2013, Emilio Hernandez wrote:
Hello I want to know why I can't post or reply at the Softimage Mailing
List Archive?
Thank you.
--
--
Technical Director @ DreamWorks Animation
[sent from mobile]
I would be interested, I can use a good refresher on XSI rigging, however
it would depend on the curriculum.
I would echo the sentiments for advanced topics and math.
Cheers!
On Wed, Feb 13, 2013 at 10:46 AM, Juhani Karlsson juhani.karls...@talvi.com
wrote:
Math is fundamental right? ; )
The grease-pencil tool looks great, one less custom tool to support is
always a good thing!
On Wednesday, February 27, 2013, Matt Lind wrote:
Games studios creating cinematic sequences for realtime environments.
** **
There is no video to edit in these scenarios. All content is 3D and
Great sharp look and appears to be loads of fun!
Well done AL!
On Tue, Jun 18, 2013 at 10:47 PM, Jeremie Passerin gerem@gmail.comwrote:
Woow Woow !
Thumb up to the Animals !
On 18 June 2013 20:58, Ivan Tay ivansoftim...@gmail.com wrote:
Fantastic ! looking forward to watching it.
Raff is spot on, the return on investment is just not there. Very small
user base and prolific use of pirated software makes 3rd party development
completely unsustainable.
However, I have been thinking that crowd funding model could work
reasonable well in this case.
Morpheus
Congrats to everyone at Rodeo FX, really outstanding work!
--
Technical Director @ DreamWorks Animation
It's worth mentioning that Maya has been using Intel's Threading Building
Blocks library internally in addition to OpenMP.
Although it's not directly exposed through their API you could use the
library directly to write threaded code.
Unfortunately the vast majority of Maya API methods are still
Very interesting.
I've definitely seen some of these ideas like sculpt over time done before
with proprietary tools but nowhere as slick and effortless as it appears in
the demo at least.
I could definitely see this used in a CFX/Tech Anim pipeline with some
success!
On Wed, Jul 24, 2013 at
I don't understand the knee-jerk reaction I see so often among vfx artists to
dismiss thing outright just because its not part of their beloved toolset,
most of the time prior to actually using it!
While I can't vouch for this particular implementation by Autodesk yet, the
original Disney
Disney gave a talk at Siggraph this year about their implementation of DQ.
I haven't checked, but if you're lucky the talk material might be up on the ACM
library.
http://s2013.siggraph.org/attendees/talks/events/enhanced-dual-quaternion-skinning-production-use
On Tuesday, November 12, 2013,
The Soup plugin had a smooth deformed with volume preservation through
projection available, soup-dev.com
On Saturday, January 11, 2014, Jordi Bares wrote:
I was trying the same in Houdini and the relax operator is not good at
all... Another case we give for granted its going to be 1 second to
I first saw this technique here, note the date:
http://blog.wolfire.com/2009/11/volumetric-heat-diffusion-skinning/
The Autodesk implementation has a better voxelization and weight
falloff solution though.
Having implemented this technique before, the most difficult part it to get
a reasonable
That certainly holds true if you intend to do any plugin development.
For all the pipeline / glew / build code you will still need to operate
within Maya Python unfortunately.
Otherwise the Python implementation in Maya is very straight forward but
you have to make your piece with the fact that
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