Houdini works why waste your time
On Tue, 18 Feb 2020 at 20:59, Ben Beckett wrote:
> Hi
>
> Why do you just make it work like Naiad that worked perfectly
>
> Please
>
> Something is defo wrong now
>
> On Tue, 18 Feb 2020 at 20:36, Jonah Friedman wrote:
>
>
Hi
Why do you just make it work like Naiad that worked perfectly
Please
Something is defo wrong now
On Tue, 18 Feb 2020 at 20:36, Jonah Friedman wrote:
> Hi Chris, I'm the Product Owner of the Bifrost graph. I'd be happy to
> answer any questions about it. What specifically are you trying to
Hi David
Hair curves driving a bone chain.
Ben
On Tue, 28 Jan 2020 at 08:00, David Saber wrote:
> Hey all, I hope you are still alive and kicking!!
>
> I'd like to know what's the Maya equivalent for Softimage's springs? To
> animate follow through on joints?
>
> Thanks!
>
> David
>
> --
Get him to contact David at animated people, or Simon Percy at Darkside
animation
On 22 September 2017 at 14:17, Chris Marshall
wrote:
> I should also mention he's previously worked in TV motion graphics, so has
> a number of years experience in the industry. He took
Its defiantly assumes we don't mind working weekends!
On 6 January 2017 at 17:06, Marc-Andre Carbonneau <
marc-andre.carbonn...@ubisoft.com> wrote:
> Oh and I know Jira looks very ugly to artists but you can customize it to
> make it work and "look" the way you want.
> ;)
>
> -Original
-4CE9-8C71-
> B7A94C7C1E7D-htm.html
>
>
> On Tue, Dec 6, 2016 at 9:08 AM, Ben Beckett <nebbeck...@gmail.com> wrote:
>
>> I would love to do it in ice but if I leave no one can fix it, not that
>> any one can use Maya particles there any way!
>>
>> On 6 Dece
n afflicting massive headaches..
>
> Or just grab Houdini ;-)
>
>
> Rob
>
> \/-\/--------\/
>
> On 6-12-2016 14:03, Ben Beckett wrote:
>
> Hi all
>
> Easy to do in ice and any other software, but particles in Maya is nuts.
>
> All I
Hi all
Easy to do in ice and any other software, but particles in Maya is nuts.
All I want to do is birth spheres from a objects surface (easy), But then
have them grow a bit (scale up) and then on a "per particle basis" when
they get to a certain size move away from there position of birth with
ys armed (build) from softimage to external apps.
>
> Basically you CACHE your particles to NCache or you Export them by Caching
> your sim and using Alembic exporter. What version of SI and MX are you
> using?
>
> On Thu, May 12, 2016 at 9:46 AM, Ben Beckett <nebb
Hi all
If you Own 3d max or your on subscription for 3dmax, can you use a copy of
Xsi in production.
Thanks
Ben
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Hi all
Is it possible!
Thanks
Ben
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Hi All
I was just wondering. Whats the best way to set a project in Max, without
adding any additional default structure folders.
like Maya set project.
This help me navigate to my scene quickly, its a pain going through a big
drive with loads of other jobs.
Have I missed something.
Cheers
be my co-workers.
On Tue, Apr 28, 2015 at 10:57 AM, Ben Beckett nebbeck...@gmail.com
wrote:
Hi All
I was just wondering. Whats the best way to set a project in Max,
without adding any additional default structure folders.
like Maya set project.
This help me navigate to my scene quickly
sexy voice!
On 31 March 2015 at 17:01, Cristobal Infante cgc...@gmail.com wrote:
Cool! thanks for the workflow tip ;)
On 31 March 2015 at 16:23, Ciaran Moloney moloney.cia...@gmail.com
wrote:
He's not using the super-secret workflow that makes opencl in Houdini
smoke at least a little
Maya 2016!
On 18 February 2015 at 04:23, Adrian Graham adrian.gra...@autodesk.com
wrote:
Hey guys, the best way to retime nCaches is in the Trax editor. Select the
cached node and open the editor. You’ll see a bar representing the length
of your cache on disk. You can expand/compress this bar
It does not need to stop here, we all going to be trying out new software,
Were a knowledgeable bunch. It could evolve.
Ben
On 3 February 2015 at 19:25, Jordi Bares Dominguez jordiba...@gmail.com
wrote:
Such an amazing job you did with Softimage Creatives… sad thing to loose
it but you are
Its a easy fix. go, file, new scene, click the little box set it once in
there.
Once you open one new scene from there all scenes will be it until you
change it.
If you crash before you close maya you will need to redo it.
Ben
On 4 November 2014 13:39, Sebastien Sterling
Does any one know if the above are the same.
Has any one ever used emReader to read .emp files with out the 2 at the end!
Cheers
Ben
possibly
come from ;)
Any way, neither emReader nor any of the current emPolygonizer versions
can read is.
Maybe those files aren't even polygonizer files?
Best,
Eric
Am 15.09.2014 15:38, schrieb Ben Beckett:
Does any one know if the above are the same.
Has any one ever used emReader
In fairness it 's the same, it just looks different, less colourful. Though
you should consider you morph's first before you bind your mesh. Adding
additional morphs target after a bind can cause you headaches.
Ben
On 3 September 2014 20:34, Eric Thivierge ethivie...@hybride.com wrote:
Yes
I see what your saying. But i have been know to Bind then remove the
default weights and then paint it back, as per what I need. But I suggest
some loud music in your head phones, to drown out the angry voices in your
head!
or do it in soft and fbx it back save off the weights and load them on to
Hi all
Am having a play with Lagoa
It would be nice to achieve a look like in Thiago video (In Particular the
first 4 clips) where when the particles crash and there still is larger
chunks remaining in the sim.
http://vimeo.com/13457383
Can any one recommend any setting, for inelastic and
Just saw this,
http://vimeo.com/11250519
1 million inelastic points does that also mean elastic setting are set
zero or solve Elasticity is switched off.
Cheers
On 24 August 2014 11:56, Ben Beckett nebbeck...@gmail.com wrote:
Hi all
Am having a play with Lagoa
It would be nice
Thanks Gerbrand
On 20 August 2014 14:39, Jason S jasonsta...@gmail.com wrote:
Lol! Yeah I know I parethesise lots :)
On 08/20/14 9:04, Francois Lord wrote:
Hey Jason, have you been programming in Lisp lately?
Just askin'.
;)
On 20-Aug-14 01:05, Jason S wrote:
As mentionned, I
:07 AM, Ben Beckett wrote:
it's in Edit Mesh Transform component
select your mesh and pull the z translate in or out
Ben
On 13 August 2014 09:33, Gerbrand Nel nagv...@gmail.com wrote:
Hey guys
Doing a bifrost job at the moment, and I would like to flatten my
liguid mesh a bit.
I'm
it's in Edit Mesh Transform component
select your mesh and pull the z translate in or out
Ben
On 13 August 2014 09:33, Gerbrand Nel nagv...@gmail.com wrote:
Hey guys
Doing a bifrost job at the moment, and I would like to flatten my liguid
mesh a bit.
I'm thinking something like the
We have to ask why do autodesk feel the need to add bonus tool. They should
just come with the software.
On 2 August 2014 01:22, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:
Hey Will,
Maya bonus tools might be what you are looking for (free addon for maya):
You could prebake there positions
On 25 July 2014 10:36, Ho Chung Nguyen hochung.ngu...@autodesk.com wrote:
You might have to also export the parent hierarchy of those extra items,
cause the animation is in their transforms.
Do you have a scene we can help look into?
From:
In the past I cached and then cached with Alembic
On 25 July 2014 12:11, Ben Beckett nebbeck...@gmail.com wrote:
You could prebake there positions
On 25 July 2014 10:36, Ho Chung Nguyen hochung.ngu...@autodesk.com
wrote:
You might have to also export the parent hierarchy of those extra
ncloth is your baby
On 27 June 2014 20:57, Byron Nash byronn...@gmail.com wrote:
Is there an obvious out of the box solution for simulating a basket or
other rigid object being held by multiple ropes/chains? It's definitely
beyond the rope sim since the rigid object has mass and is affected
Maya is VERY SLOW
On 2 June 2014 10:47, Cristobal Infante cgc...@gmail.com wrote:
I believe nodal shading for C4D is coming very soon, it's one of the top
requests from uesrs..
On 2 June 2014 10:30, David Saber davidsa...@sfr.fr wrote:
Thanks Perry for your testimonial about C4D. How
Does this work just a idea good luck
put the following code into a Nopepad .txt change the .txt to .exe . add
your file path and the pass name. run the file
@echo off
call C:\Program Files\Autodesk\Softimage 2012
SP1\Application\bin\setenv.bat
C:\Program Files\Autodesk\Softimage 2012
https://www.youtube.com/watch?v=FWBUl7oT9sA
If your not working on the master layer, there lot of pain to be endured.
Working with Maya's render layers is like working with a red hot poker up
ya bum! It lts like a child you need to have eyes in the back of your head
to make sure it does not screw up.
If I owned a small studio and wanted
Hi
I need your help does any one know of a of a free mmd plugin for maya.
Its needs to be a mdd nothing else. point oven licence is taking to long
to come through.
Cheers#
Ben
Houdini
On 4 March 2014 11:55, nick name creator3dstu...@gmail.com wrote:
The future is bright.
Not for XSI users, obviously.
On Tue, Mar 4, 2014 at 1:45 PM, Sofronis Efstathiou
sefstath...@bournemouth.ac.uk wrote:
Was it announced - been in lectures all morning?
Arse
I had a very heavy crab once in a scene, I had the Low d mesh visable and
non renderable, and the HD mesh Hidden and renderable.
I did this so I did not have to switch out my ref's
The scenes may have take a few min more to open but it work great.
But Standin are brill
Ben
On 24 December
I know a few of us crossed this chaps path!
http://www.shropshirestar.com/news/crime/2012/10/02/shropshire-businessmen-to-face-trial-for-theft-and-fraud/
Ben
With the re grooming you could just save out your old weight maps and
reapply them
Maybe as long as you have not edited the mesh!
Ben
On 5 November 2013 15:41, Jonny Grew jonny.g...@gmail.com wrote:
Just thought I'd give you an update about this...
Mr MB had a look at our scenes and
I have been working with this feather tool for two years now my formula to
make it work is:
Step1
In scene one
Create the feathers with mbfeather tool on your character save this as a
base scene
Step2
PolyMesh Duplicate the feathers (this example is for one type of feathers)
Step3
With that
since then?
S.
On 2013/11/04 6:22 PM, Ben Beckett wrote:
I have been working with this feather tool for two years now my formula
to make it work is:
Step1
In scene one
Create the feathers with mbfeather tool on your character save this as a
base scene
Step2
PolyMesh Duplicate
Hi all
If I had 2 nulls, null1 and null2 and I want null2 to move 50% of the
distance null1 has moved
what would the expression be, that would write in the kine.global.posx,
posy posz of null2
This sound like a good old fashion maths question!!
Any help would be brill.
Cheers
Ben
Ok alls good thanks I made it work thanks
On 2 July 2013 14:08, Alok Gandhi alok.gandhi2...@gmail.com wrote:
In case you want to know the distance traveled from the current position
of the null, what you need is a scripted operator. It will not be possible
with expressions.
On Tue, Jul 2,
It looks birll, but now much coding do you need to know to make it work
On 1 May 2013 22:21, Jeremie Passerin gerem@gmail.com wrote:
Woow, this is very impressive. The integration of the real-time render in
amazing.
On 1 May 2013 08:02, olivier jeannel olivier.jean...@noos.fr wrote:
?
--
Ben Davis
www.moondog-animation.com
+33 6 88 48 54 50
On Fri, Apr 26, 2013 at 12:40 AM, Ben Beckett nebbeck...@gmail.comwrote:
If you works as a company director, selling your services as a company
the visa problem goes away (effectively a freelancer).
Meaning you pay your tax
If you works as a company director, selling your services as a company the
visa problem goes away (effectively a freelancer).
Meaning you pay your tax as a reg company in the place were your company is
Reg, a little more paper work, but you can travel, and the employer pays a
company not a
Hi
Maya's cameras clearly have a defined Focal Length Tab.
Where in Soft is this because sitting with the Driector yesterday soft
really did it self no favours, I was telling him how it a great app is but
he now not having any of it.
On the camera prop's menu there is the Focal Length but its
in mm.
On Apr 18, 2013 11:44 AM, Ben Beckett nebbeck...@gmail.com wrote:
Hi
Maya's cameras clearly have a defined Focal Length Tab.
Where in Soft is this because sitting with the Driector yesterday soft
really did it self no favours, I was telling him how it a great app is but
he now
On Thu, Apr 18, 2013 at 12:26 PM, Ben Beckett nebbeck...@gmail.comwrote:
Sorry maybe I have confussed I mean the standard numbers such as 40mm
35mm 22mm lenz, When he said lets try a 40mm lenz how does that equate in
soft
Thanks
On 18 April 2013 11:10, Jens Lindgren jens.lindgren
settings for the backplane, the focal length lens
settings are as they are.
There's no 'equate in soft' setting for lenses, all 3D apps follow real
world mechanics.
Rob
\/-\/\/
On 18-4-2013 12:26, Ben Beckett wrote:
Sorry maybe I have confussed I mean the standard
NIce thanks, this is what am saying.
On 18 April 2013 11:48, Martin furik...@gmail.com wrote:
You need to enable Projection Plane and specify the Film Aperture.
You may need to convert mms to inches because SI only uses inches for Film
Aperture.
You could also create a custom property like
probably not as fussed!
On 10 April 2013 20:23, Rob Chapman tekano@gmail.com wrote:
welcome to logic my fren
On 10 April 2013 21:19, Ben Beckett nebbeck...@gmail.com wrote:
Sweet it work Am no sort why but I will read it through Thanks
On 10 April 2013 20:11, Gustavo Eggert Boehs
Yep I made a super heavy bug swarm and I need to take out a few to render
it.
On 11 April 2013 03:51, Andy Moorer andymoo...@gmail.com wrote:
Sometimes when the opportunity presents itself (such as a weekend
available to cache on a local machine) I like to save out the maximum
density I can
thats nice but:
Why don't you now in 2014 sort your render layers out so we can remove
objects.
or spank the Muppet that created the the system at mental ray!
On 11 March 2013 18:13, Szabolcs Matefy szabol...@crytek.com wrote:
http://www.youtube.com/watch?v=X6vnCotQ5Yw
** **
One word Crosswalk
On 14 January 2013 12:08, Xavier Lapointe xl.mailingl...@gmail.com wrote:
It's been a while since I touched fbx ( :D ), but I remember having that
kind of issue and it was somehow related to the fbx/crosswalk version.
Using an older one would avoid weird behaviour
Hi Olivier
Your best using this http://www.alamaison.fr/3d/lm_2DMV/lm_2DMV_ref.htm
Create a pass, add the shader as a over ride,
Setting you render options here is key so follow the section
*2) Render Options Settings*
*and*
*3) Normalize*
Ben
On 14 January 2013 12:34, Ian Baxter
be to partition it. get
some very big cubes to divide up the scene space and use If the 'point in
volume' node to detect if the particle is inside the cube or not delete.
cheers
Rob
On 13 January 2013 11:44, Ben Beckett nebbeck...@gmail.com wrote:
Hi All
I was wondering I have a particle sim
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
?
And what exactly do you wish to achieve?
Regards,
Chris
On 28 Dec, 2012, at 8:12 AM, Ben Beckett nebbeck...@gmail.commailto:
nebbeck...@gmail.com wrote:
more option on import would be nice.
On 28 December 2012 00:07, Ben Beckett nebbeck...@gmail.commailto:
nebbeck...@gmail.com
more option on import would be nice.
On 28 December 2012 00:07, Ben Beckett nebbeck...@gmail.com wrote:
Am I missing something
To import a FBX in to soft is pile of #$%?? there no FPS seting so it all
was Fup
Sort it out Autodesk
So the only way for a while one has been able to do
Can we see a wire mesh
On 20 December 2012 11:01, Cristobal Infante cgc...@gmail.com wrote:
Well done!
http://www.lapresse.ca/videos/actualites/201212/19/46-1-canular-de-laigle-le-making-of-.php/ebcdcf6cf0a240b9872184f400d7522e
C
On 20 December 2012 10:57, Matt Morris
Sweet just seen it very good, I think I saw it first on the Suns website
On 20 December 2012 11:04, Ben Beckett nebbeck...@gmail.com wrote:
Can we see a wire mesh
On 20 December 2012 11:01, Cristobal Infante cgc...@gmail.com wrote:
Well done!
http://www.lapresse.ca/videos/actualites
HI all
If I had a bunch of particles shaped as a cone and a way from zero, how
would one rotate them from there center using ice.
Currently am freezing the ice tree and then rotating them this works, but
I would love to know how to rotate a bunch of points in ice.
Any ideas would be brill
...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
*On Behalf Of *Ben Beckett
*Sent:* 11 December 2012 15:04
*To:* softimage@listproc.autodesk.com
*Subject:* Easy Ice question
** **
HI all
** **
If I had a bunch of particles shaped as a cone and a way from zero, how
would one rotate them from
well it not missing but he never got that far to explain the funnel up bit.
Thanks
Ben
On 11 December 2012 16:13, Ben Beckett nebbeck...@gmail.com wrote:
Those tut's are brill but it the rotation around the curve bit he missing
B
On 11 December 2012 15:55, César Sáez cesa...@gmail.com
rather than around it?) is
dealt with in the first 'build force from curve' vid. This one adds the
rotational component.
Or am I missing the point?
P
On 11 December 2012 16:14, Ben Beckett nebbeck...@gmail.com wrote:
well it not missing but he never got that far to explain the funnel up
with the installation, sees the license
servers but
when I tried to run XSI, it gave me an error can't find an interactive
license. I even open the up the ports in the firewall
On 12/10/2012 6:02 AM, Ben Beckett wrote:
Before the end of the year I hear it cheep, has any one switch
1001 to Arnold in 12.245 sg
render your scene without the standing and with the standin, compare them
and see what your savings is. if there is no savings there must be
something wrong.
s
On Wed, Nov 14, 2012 at 2:48 PM, Ben Beckett nebbeck...@gmail.comwrote:
Hi All
Just quick one
Thanks you guys your brill. Am at home now but in the morning I will look
at it again. If any one has any other idea's thats great.
Thankyou
Ben
On 6 November 2012 22:47, Xavier Lapointe xl.mailingl...@gmail.com wrote:
Should have been a little more explicit on that one.
Like Raff and Eric
Hi Adam
In the create Strand node, It might fix your problem if you tick on reverse
strand direction.
Thanks
Ben
On 22 October 2012 17:54, Adam Sale adamfs...@gmail.com wrote:
Dang.. forgot that I had built it in a 2014 Beta..
Here is a link with a similar simple setup for 2012
Hi List
I was wondering if I had two emitters, and I wanted to give the particles
coming out of emitter 1 a value of 1 and particles coming out of emitter
2 a value 2.
Or in another terms, emitter 1 would all have a ID of 1 and emitter 2 would
all have a ID of 2 so later I could filter and
While we are on this subject, does am one know how to force maya to open
and have the scene prefs all ready set at lets say 25fps not 24fps. its
caused us some problems in the past.
Ben
On 27 September 2012 14:35, Alok Gandhi alok.gandhi2...@gmail.com wrote:
I agree, personally I would stay
You Star! Luc
On 27 September 2012 16:12, Luc-Eric Rousseau luceri...@gmail.com wrote:
On Thu, Sep 27, 2012 at 9:47 AM, Ben Beckett nebbeck...@gmail.com wrote:
While we are on this subject, does am one know how to force maya to open
and have the scene prefs all ready set at lets say 25fps
Hi Olivier
Could you test the particle id with a condition if the id is in this range
set this! if in another range set this!
Ben
On 18 September 2012 07:56, olivier jeannel olivier.jean...@noos.fr wrote:
Hi gang,
I know how to set image-texture based on particle ID (image01 set to
Thanks
On 10 September 2012 12:59, Leonard Koch leonardkoch...@gmail.com wrote:
Yes, this is visible for me.
On Mon, Sep 10, 2012 at 1:57 PM, Ben Beckett nebbeck...@gmail.com wrote:
Just want to know if any one can see this mail
Thanks
Ben
_
--
*From:* softimage-boun...@listproc.autodesk.com [
softimage-boun...@listproc.autodesk.com] on behalf of Ben Beckett [
nebbeck...@googlemail.com]
*Sent:* 28 April 2012 18:36
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Belly Wobble
Hi List
I have a couple of characters which have had a mocap applied as a action.
Effectively there baked curves.
Am cleaning up the curves and and doing a bit of retiming but what am
finding the curves won't let me switch them to either stepped linear or
spine in fact these option is greyed
Hi list
Some time ago there was a video out there that a very kind person made on
how to use ice to achieve some secondary motion in a characters
belly thought the painting of a weight map.
I did save it for times like this but it gone!
Would any one know of this or have some suggestion how
If it takes the soft boys and girls to fix maya than that can't be a bad
thing, we know we love the way they made soft work. let hope no one from
the Maya team is trying to better soft!
Ben
On 20 April 2012 14:33, Rob Chapman tekano@gmail.com wrote:
Thanks Brent, I'm not sure what to
Hi I had similar problems and they we solve through switching off, under
Pref data management, Detect corrupted meshes.
Thanks
Ben
On 18 April 2012 15:28, Tim Crowson tim.crow...@magneticdreams.com wrote:
So... I renamed my User directory. Soft created a new one of course. The
first thing I
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