Re: Redshift - GPU accel on Quadro K4000
Just an fyi, the quadro k4000 is around 4 times slower than a 780 gtx for redshift rendering... On Wednesday, 2 April 2014, Stephen Davidson magic...@bellsouth.net wrote: btw...most scenes, that you have already built in Softimage, will render just fine with the Redshift render instead of the mentalray render. You probably won't have to re-plug any nodes, unless you used bump or displacement. There are some differences, but as I said before, not many. On Tue, Apr 1, 2014 at 9:15 PM, David Rivera activemotionpictu...@yahoo.com wrote: Hello everyone. I´ve been recommended -not enough through :) - that I switch to Redshift render. So finally I upgraded my Quadro card to K4000. Up until now, I´m very very very much impressed with MODO 3D (my 3d package of transition) and results are astonishing. I can almost feel the Realtime engines like Crytek or UDK for PS4. So being our software of preference, I´m trying to pick up a GPU renderer (Redshift) in softimage. One thing I´m trying to wrap my head around it´s the entire rebuild connectivity of materials for redshift. So if anyone, please, has a blog or an article to share to strat up my baby steps on using Redshift I´d appreciate it deeply thankful to help me out with that. Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel -- Best Regards, Stephen P. Davidson (954) 552-7956 sdavid...@3danimationmagic.com Any sufficiently advanced technology is indistinguishable from magic - Arthur C. Clarke https://ci5.googleusercontent.com/proxy/Z9hjB8mpn2H0i-ccFejN02Bfd83sofnmBoUVvw03vbWtXuvZ23MMxcTz91s6qwyl-azpnKAMEXycn9frhn0bCBGSE6VCJO_kZoh8wqS8ucbSe856jA=s0-d-e1-ft#http://www.3danimationmagic.com/3Danimation_magic_logo_sign.jpg -- www.matinai.com
Re: Redshift - GPU accel on Quadro K4000
Yeah, if you're on time for a return it might be worth considering. The K4K isn't great bang for buck, it has a massive quadro label overhead to the price and it's not really that well featured. I don't know if 4x is an actual measure of the difference, I don't have both cards at hand to test nor redshift, but it's openly underspecced.
Center mode (was RE: humanize Maya, SOFT top 5)
So, do you folks really use Center mode all that much? That was really a pre-pivot workflow that XSI inherited from SI|3D and it simply applies a transform to the object and a mirror transform to the geometry thereby giving the *illusion* that that center has changed. Of course, reset transforms will mess up the center. (unless you also set the neutral pose) As someone who worked on that area in SI I'm really curious to know what the main use cases for Center are? Thanks. -- Brent From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of John Richard Sanchez Sent: 27 March 2014 16:38 To: XSI List to post Subject: Re: humanize Maya, SOFT top 5 So I got my first Maya job in years and here I am trying to figure out how to rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you can just move it. WTF attachment: winmail.dat
Re: Redshift - GPU accel on Quadro K4000
I've both cards and the 780 seems to be round about 3 times faster than the quadro when rendering with redshift.
Re: Redshift - GPU accel on Quadro K4000
What really speeds up Redshift is VRAM on the graphicsCard to avoid slow PCIe Traffic... 4GB and more makes a big difference. I select my cards with this priorities: 1. VRAM 2. GPU-Cores 3. Mhz 4. ... Good idea is a second card only for rendering: no memory used for display stuff, complete VRAM for Rendering... BTW: They are just out with the V1! Regards Stephan I've both cards and the 780 seems to be round about 3 times faster than the quadro when rendering with redshift.
Re: A Good Read!
I believe so too, both the animation tools and rigging tools are evolving extremely fast and is certainly something I am going to dive in once I finish the project I embarked. Jordi Bares jordiba...@gmail.com On 2 Apr 2014, at 05:35, Sergio Mucino sergio.muc...@gmail.com wrote: Modo's rigging capabilities are fairly underrated, IMO. It's not yet at the level of Soft or Maya, but it's pretty capable and I'm hopeful it'll get better. I'm in the process of porting over to Modo some ICE nodes that I've used quite a bit as Assemblies (Modo's version of an ICE Compound), and I'm happy about having them back. Mostly math-related. Modo's schematic environment will let you do the equivalent to ICE Kinematics, and it's particle system is node-based too, but there's not way yet to access mesh data, so don't expect to go as crazy as you can with ICE. Still, I've already delivered a few rigs in Modo over to clients, and I'm happy about them. Looks like Modo + Houdini will keep me cozy and warm (and I do need to start looking into Blender more seriously). Sergio Muciño. Sent from my iPad. On Apr 1, 2014, at 10:49 PM, Eugene Flormata eug...@flormata.com wrote: wow I've never touched modo but that modo zen thing looks amazing. that mixed with non-linear weighting/rigging from XSI would be awesome in any program On Tue, Apr 1, 2014 at 2:13 PM, Maurice Patel maurice.pa...@autodesk.com wrote: No I had not, thanks for sharing Maurice Patel Autodesk : Tél: 514 954-7134 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling Sent: Tuesday, April 01, 2014 3:56 PM To: softimage@listproc.autodesk.com Subject: Re: A Good Read! Maurice, did you see the CAD Junky Zen slim UI presentation ? that is your solution right there. show people what it could be like, give them the option, doesn't have to be compulsory, Maya has that one thing going, that you can completely reshape the interface, every palette, role out menu, viewport. this would not be an expensive endeavor. and would give you a lot of good press. like it did for modo. http://cadjunkie.com/zen On 1 April 2014 20:39, Maurice Patel maurice.pa...@autodesk.commailto:maurice.pa...@autodesk.com wrote: That article was a very interesting read. IMO (and I stress that is my opinion only): the one big challenge in the entertainment industry is the constant need to be creative which means that as soon as you have perfected your formula 1 race car, someone now wants it to fly to the moon, or to dive into the Marianas trench or do the Paris-Dakar or do something else it the designers never imagined doing in the first place - whereas in racing, any given track is a pretty fixed entity and the skill is indeed about optimization. This is also where ME differs from many other production processes such as manufacturing. While it is feasible these days to program robots to build cars it is not even remotely possible to do the same thing for VFX. I also agree that usability is THE big barrier in 3D. My wife is a jewellery designer and metalsmith who just started her first foray into Rhino and is not enjoying it (in her craft it is the industry standard). I have not had to replace any monitors yet but I soon might be :). We often discuss this problem here. The Mudbox team went all out to focus on usability but there is this unfortunate damned-if-you-do, damned-if-you-don't problem in our industry. Everyone wants more in the product and they are all doing different things, have different pipelines, different ways of working before you know it you have several ways of doing the same thing. And deep down people want more features - it is the only thing they really want to pay for. While everyone will argue that stability and usability are important they don't want to pay for it (and these things are complex and costly to solve). 3ds Max 2015 focused heavily on these aspects - making five clicks two, cleaning up key problem areas of UI such as the scene navigator and we took a beating for it. And we know we have to do this for Maya too. The usability 'issue' is a very, very real one for all 3D applications and one that I don't think anyone has figured out a perfect solution for yet. The curve the author describes is pretty accurate. The problem is that you cannot easily keep things at that optimal point. maurice Maurice Patel Autodesk : Tél: 514 954-7134tel:514%20954-7134 From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling Sent: Tuesday, April 01, 2014 2:25 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: A Good Read! Here is a better race related analogy
Re: SI and Houdini
Latest news, now hosted by Side Effects after my dropbox account was blocked by excessive traffic!!! X-DDD http://www.sidefx.com/index.php?option=com_contenttask=viewid=2711Itemid=166 Jordi Bares jordiba...@gmail.com On 28 Mar 2014, at 18:19, Jordi Bares jordiba...@gmail.com wrote: You may want to keep checking my dropbox folder or the SI users forum… things are moving fast. http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31012start=175 Jordi Bares jordiba...@gmail.com On 27 Mar 2014, at 16:24, Meng-Yang Lu ntmon...@gmail.com wrote: I didn't like the expressions at first either. But you kinda lean on them after awhile. Say you had a particle emission that you wanted to turn on at frame 35. Most other packages you'd key a 0 at frame 34, move a frame, then key it on at frame 35. You can absolutely do it this way in Houdini. OR you can just type $FF 34 in the activation field. You can make your own randomize nodes using VOPSOPs and yes, save them for later. And you can build the parameters and promote them, meaning you can make them more accessible at the top level to tweak and adjust without having to always dive down into the lower level nodes themselves. So say you built a noise and want to pass it off to another artist, you can only promote say the Amplitude field and let them play with that, but not promote the frequency field because they have no business touching that. In the past few days, I've learned you can pretty much control everything from within Houdini and quickly build an interface to do so. It's not called an operating system for 3D for nothing. Truly powerful stuff. -Lu On Thu, Mar 27, 2014 at 8:54 AM, Cristobal Infante cgc...@gmail.com wrote: I could be wrong but those expressions are part of the houdini way, so instead of adding a randomize value you insert a rnd() function in the box. this is probably a bit more complex for our ICY eyes, but faster then plugin nodes all the time. On 27 March 2014 15:44, Perry Harovas perryharo...@gmail.com wrote: Yeah, and from what I understand, you don't really need to do the expressions, you could still connect everything in a nodal way, he just seems to be comfortable with some of the quick shortcuts using those short expressions. On Thu, Mar 27, 2014 at 11:24 AM, Andi Farhall hack...@outlook.com wrote: Apart from all the dollar blah blah abstract typing stuff which is off putting at first it does seem to provide a way of doing stuff that has an Ice approach. Probably the most interesting Houdini sequence i've seen from an ICE users point of view. cheers, A ... http://www.hackneyeffects.com/ https://vimeo.com/user4174293 http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. Date: Thu, 27 Mar 2014 10:39:01 -0400 Subject: Re: SI and Houdini From: perryharo...@gmail.com To: softimage@listproc.autodesk.com I just watched this tutorial and it REALLY made me feel like this was ICE on steroids (as someone put it yesterday). Some of the things you could easily do, I can't imagine doing in ICE at all, the way it was done. Switching context (as we would in ICE), is called Promoting an Attribute. It works really well, and allows for some fantastic effects. ICE's Switch Context is usually much harder to use (in my experience) and doesn't work the way this does. I urge all of you to watch this as see how ICE-like this is: https://vimeo.com/groups/25609/videos/56419948 Perry On Mon, Mar 24, 2014 at 9:24 PM, Martin Contel martin3d...@gmail.com wrote: LOL!!! I love it: halfdan wrote: Fixed in tomorrow's build. tomorrow, like the day after today? then... Quote: tomorrow, like the day after today? Thats how we roll here in Houdini land -- Martin Contel Square Enix (Visual Works) On Tue, Mar 25, 2014 at 4:41 AM, Jordi Bares jordiba...@gmail.com wrote: My pleasure, I am bit by bit chipping away and will certainly finish it. And what you highlighted is very true, support and bug fixing is spectacular. I can't jump on a job now without knowing these guys have my back and if that means it is a bi more expensive so be it.
Re: Redshift - GPU accel on Quadro K4000
Just double checked my test figures and it is more like 3 times, sorry for the confusion. This is on an indoor environment with a single character with hair, GI and DoF. On heavier environments/multiple characters the titan really shines. 2 quadro k4000 - 284.8 s quadro k4000 - 509.7 s Titan - 146.8 s GTX 780- 172.5 s On 2 April 2014 09:59, Tim Borgmann i...@bt-3d.de wrote: I've both cards and the 780 seems to be round about 3 times faster than the quadro when rendering with redshift. -- www.matinai.com
Re: Center mode (was RE: humanize Maya, SOFT top 5)
I'm not 100% sure what you mean by what 'the main case uses are' - I just use it to do exactly what it says it does! It's just a flexible and intuative way of working. For example: if I've made a rig control that floats outside some geometry, but I want it's pivot to match an object I have in the rig already (maybe a bone it's meant to control... something like that). I can make and shape the control curve how I like, turn on Centre mode, do a Match Transforms to that object and hit Freeze. Very quick and very easy to do. On 2 April 2014 09:55, Brent McPherson brent.mcpher...@autodesk.com wrote: So, do you folks really use Center mode all that much? That was really a pre-pivot workflow that XSI inherited from SI|3D and it simply applies a transform to the object and a mirror transform to the geometry thereby giving the *illusion* that that center has changed. Of course, reset transforms will mess up the center. (unless you also set the neutral pose) As someone who worked on that area in SI I'm really curious to know what the main use cases for Center are? Thanks. -- Brent From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of John Richard Sanchez Sent: 27 March 2014 16:38 To: XSI List to post Subject: Re: humanize Maya, SOFT top 5 So I got my first Maya job in years and here I am trying to figure out how to rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you can just move it. WTF
RE: 答复: Re[2]: March 28, 2014
Politics!? You obviously never worked in a large company before? ;-) Do you seriously think that in a competitive market a company can/will sit back and drip out features as part of some evil master plan? Success can obviously lead to complacency (which is why competition is healthy/important) but a large product with a diverse customer base will also find it much harder to satisfy all their customers and the hallmark of good product management and leadership is knowing what to focus on. Sorry, just getting tired of all this conspiracy bullshit. -- Brent From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling Sent: 01 April 2014 17:12 To: softimage@listproc.autodesk.com Subject: Re: 答复: Re[2]: March 28, 2014 AD has always played politics with its upgrades, it's not about giving you the most efficient tools today, but releasing them in a slow staggered and incomplete fashion, so it takes several release and considerable investment before you actually get a functional addition to your workflow. they say it's so people have time to adjust to the change which is all so much commendable bullshit. Now and again they'll chuck a few sweets out when people get rowdy often followed by the statement You SEE !!! we really do have your best interest at heart or WE really do listen to you ! It's what they did for Syflex, Nex and the viewport enhancements in 3ds max to name just a few. and it's what they will do with bifrost, totting up every marginal update as a NEW feature. New Bifrost! now with tear of Menus, Gasp ! Most of these modeling enhancements such as the shrink wrap are things that could have been added years ago, but are only being added in recent releases. i refuse to believe that these sort of tools are that difficult to implement. A lot of this shitty attitude hearkens back to the years of stagnation during the three package monopoly. You might argue that ICE took several release to have the functionality it has today... but then you would have to go watch this: https://www.youtube.com/watch?v=s0QOtmKNnuY and realize that ICE offered considerably more in its first incarnation, then Bifrost will in even it's third iteration. On 1 April 2014 12:52, Xiaodong Xu xdx...@vip.sina.commailto:xdx...@vip.sina.com wrote: I’ve been waiting for 15 years just for the late coming shrinkwrap deformer. Pitty! Xiao-dong 发件人: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] 代表 Eugen Sares 发送时间: Tuesday, April 01, 2014 7:35 PM 收件人: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 主题: Re[2]: March 28, 2014 Did anything change already with Maya 2015 to the better? Not that I very much long to use it... I'm curious, though, if Autodesk can be taken by it's word this time - to 'humanize Maya', and the pace at which this is happening. Anyway, it will be most interesting to learn what the most forthcoming option will be in the near future. I hope with Modo 801 and Houdini 14 (or whatever next version) it will become clear enough where things are heading to, to make a (part time) transition. -- Originalnachricht -- Von: Sebastien Sterling sebastien.sterl...@gmail.commailto:sebastien.sterl...@gmail.com An: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Gesendet: 01.04.2014 12:29:36 Betreff: Re: March 28, 2014 Maya is the best choice for character creators Why ? What makes it so ? You can do this in any number of DCC's, you can do it in max and softimage. In maya you will have to deal with the worst skinning tools ever conceived, not to mention the myriads of scripts just to ensure contemporary functionality. I don't understand this argument. specialy considering Maya's established roll as a studio tool, where the pipeline is broken up into fields. people using maya for generalist purposes is not the norm usually they stick to their fields. [http://static.avast.com/emails/avast-mail-stamp.png]http://www.avast.com/ Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirushttp://www.avast.com/ Schutz ist aktiv. attachment: winmail.dat
Re: SI and Houdini
Hey! That it is good! El miércoles, 02 de abril de 2014 11:14:07, Jordi Bares escribió: Latest news, now hosted by Side Effects after my dropbox account was blocked by excessive traffic!!! X-DDD http://www.sidefx.com/index.php?option=com_contenttask=viewid=2711Itemid=166 Jordi Bares jordiba...@gmail.com On 28 Mar 2014, at 18:19, Jordi Bares jordiba...@gmail.com wrote: You may want to keep checking my dropbox folder or the SI users forum… things are moving fast. http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31012start=175 Jordi Bares jordiba...@gmail.com mailto:jordiba...@gmail.com On 27 Mar 2014, at 16:24, Meng-Yang Lu ntmon...@gmail.com mailto:ntmon...@gmail.com wrote: I didn't like the expressions at first either. But you kinda lean on them after awhile. Say you had a particle emission that you wanted to turn on at frame 35. Most other packages you'd key a 0 at frame 34, move a frame, then key it on at frame 35. You can absolutely do it this way in Houdini. OR you can just type $FF 34 in the activation field. You can make your own randomize nodes using VOPSOPs and yes, save them for later. And you can build the parameters and promote them, meaning you can make them more accessible at the top level to tweak and adjust without having to always dive down into the lower level nodes themselves. So say you built a noise and want to pass it off to another artist, you can only promote say the Amplitude field and let them play with that, but not promote the frequency field because they have no business touching that. In the past few days, I've learned you can pretty much control everything from within Houdini and quickly build an interface to do so. It's not called an operating system for 3D for nothing. Truly powerful stuff. -Lu On Thu, Mar 27, 2014 at 8:54 AM, Cristobal Infante cgc...@gmail.com mailto:cgc...@gmail.com wrote: I could be wrong but those expressions are part of the houdini way, so instead of adding a randomize value you insert a rnd() function in the box. this is probably a bit more complex for our ICY eyes, but faster then plugin nodes all the time. On 27 March 2014 15:44, Perry Harovas perryharo...@gmail.com mailto:perryharo...@gmail.com wrote: Yeah, and from what I understand, you don't really need to do the expressions, you could still connect everything in a nodal way, he just seems to be comfortable with some of the quick shortcuts using those short expressions. On Thu, Mar 27, 2014 at 11:24 AM, Andi Farhall hack...@outlook.com mailto:hack...@outlook.com wrote: Apart from all the dollar blah blah abstract typing stuff which is off putting at first it does seem to provide a way of doing stuff that has an Ice approach. Probably the most interesting Houdini sequence i've seen from an ICE users point of view. cheers, A ... http://www.hackneyeffects.com/ https://vimeo.com/user4174293 http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. Date: Thu, 27 Mar 2014 10:39:01 -0400 Subject: Re: SI and Houdini From: perryharo...@gmail.com mailto:perryharo...@gmail.com To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com I just watched this tutorial and it REALLY made me feel like this was ICE on steroids (as someone put it yesterday). Some of the things you could easily do, I can't imagine doing in ICE at all, the way it was done. Switching context (as we would in ICE), is called Promoting an Attribute. It works really well, and allows for some fantastic effects. ICE's Switch Context is usually much harder to use (in my experience) and doesn't work the way this does. I urge all of you to watch this as
RE: Center mode (was RE: humanize Maya, SOFT top 5)
Thanks. That is an interesting use of center I hadn't thought of before... From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg Sent: 02 April 2014 10:19 To: softimage@listproc.autodesk.com Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5) I'm not 100% sure what you mean by what 'the main case uses are' - I just use it to do exactly what it says it does! It's just a flexible and intuative way of working. For example: if I've made a rig control that floats outside some geometry, but I want it's pivot to match an object I have in the rig already (maybe a bone it's meant to control... something like that). I can make and shape the control curve how I like, turn on Centre mode, do a Match Transforms to that object and hit Freeze. Very quick and very easy to do. On 2 April 2014 09:55, Brent McPherson brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote: So, do you folks really use Center mode all that much? That was really a pre-pivot workflow that XSI inherited from SI|3D and it simply applies a transform to the object and a mirror transform to the geometry thereby giving the *illusion* that that center has changed. Of course, reset transforms will mess up the center. (unless you also set the neutral pose) As someone who worked on that area in SI I'm really curious to know what the main use cases for Center are? Thanks. -- Brent From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of John Richard Sanchez Sent: 27 March 2014 16:38 To: XSI List to post Subject: Re: humanize Maya, SOFT top 5 So I got my first Maya job in years and here I am trying to figure out how to rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you can just move it. WTF attachment: winmail.dat
Re: SI and Houdini
Cool! -- Martin Contel Square Enix (Visual Works) On Wed, Apr 2, 2014 at 6:14 PM, Jordi Bares jordiba...@gmail.com wrote: Latest news, now hosted by Side Effects after my dropbox account was blocked by excessive traffic!!! X-DDD http://www.sidefx.com/index.php?option=com_contenttask=viewid=2711Itemid=166 Jordi Bares jordiba...@gmail.com On 28 Mar 2014, at 18:19, Jordi Bares jordiba...@gmail.com wrote: You may want to keep checking my dropbox folder or the SI users forum... things are moving fast. http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31012start=175 Jordi Bares jordiba...@gmail.com On 27 Mar 2014, at 16:24, Meng-Yang Lu ntmon...@gmail.com wrote: I didn't like the expressions at first either. But you kinda lean on them after awhile. Say you had a particle emission that you wanted to turn on at frame 35. Most other packages you'd key a 0 at frame 34, move a frame, then key it on at frame 35. You can absolutely do it this way in Houdini. OR you can just type $FF 34 in the activation field. You can make your own randomize nodes using VOPSOPs and yes, save them for later. And you can build the parameters and promote them, meaning you can make them more accessible at the top level to tweak and adjust without having to always dive down into the lower level nodes themselves. So say you built a noise and want to pass it off to another artist, you can only promote say the Amplitude field and let them play with that, but not promote the frequency field because they have no business touching that. In the past few days, I've learned you can pretty much control everything from within Houdini and quickly build an interface to do so. It's not called an operating system for 3D for nothing. Truly powerful stuff. -Lu On Thu, Mar 27, 2014 at 8:54 AM, Cristobal Infante cgc...@gmail.comwrote: I could be wrong but those expressions are part of the houdini way, so instead of adding a randomize value you insert a rnd() function in the box. this is probably a bit more complex for our ICY eyes, but faster then plugin nodes all the time. On 27 March 2014 15:44, Perry Harovas perryharo...@gmail.com wrote: Yeah, and from what I understand, you don't really need to do the expressions, you could still connect everything in a nodal way, he just seems to be comfortable with some of the quick shortcuts using those short expressions. On Thu, Mar 27, 2014 at 11:24 AM, Andi Farhall hack...@outlook.comwrote: Apart from all the dollar blah blah abstract typing stuff which is off putting at first it does seem to provide a way of doing stuff that has an Ice approach. Probably the most interesting Houdini sequence i've seen from an ICE users point of view. cheers, A ... http://www.hackneyeffects.com/ https://vimeo.com/user4174293 http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. -- Date: Thu, 27 Mar 2014 10:39:01 -0400 Subject: Re: SI and Houdini From: perryharo...@gmail.com To: softimage@listproc.autodesk.com I just watched this tutorial and it REALLY made me feel like this was ICE on steroids (as someone put it yesterday). Some of the things you could easily do, I can't imagine doing in ICE at all, the way it was done. Switching context (as we would in ICE), is called Promoting an Attribute. It works really well, and allows for some fantastic effects. ICE's Switch Context is usually much harder to use (in my experience) and doesn't work the way this does. I urge all of you to watch this as see how ICE-like this is: https://vimeo.com/groups/25609/videos/56419948 Perry On Mon, Mar 24, 2014 at 9:24 PM, Martin Contel martin3d...@gmail.comwrote: LOL!!! I love it: *halfdan wrote:* Fixed in tomorrow's build. tomorrow, like the day after today? then... *Quote:* tomorrow, like the day after today? Thats how we roll here in Houdini land -- Martin Contel Square Enix (Visual Works) On Tue, Mar 25, 2014 at 4:41 AM, Jordi Bares jordiba...@gmail.comwrote: My pleasure, I am bit by bit chipping away and will certainly finish it. And what you highlighted is very true, support and bug fixing is spectacular. I can't jump on a job now without knowing
Re: cam rig
Cool! Thanks for sharing Martin. Morten Den 1. april 2014 kl. 19:11 skrev Martin Yara furik...@gmail.com: I was doing a camera animation today and wanted to try this Vertigo effect so I wrote an script. If it helps, you can download it here: https://www.4shared.com/file/dvfP6MMOba/mVertigo.html https://www.4shared.com/file/dvfP6MMOba/mVertigo.html Select your cam, execute. What it does: Create a PPG with your screen width and height in SI units according to your Camera and Interest distance and your Pic Ratio. Add an expression to your Cam angle to keep this screen size. It supports vertical and horizontal FOV modes. I ended up with a slightly vertigo like animation so I didn't use this script. lol I'm not sure yet how to modify this to make it easier to manipulate and animate, but it is a start. Maybe someday. Maybe in another DCC. Martin On Tue, Apr 1, 2014 at 3:33 AM, Eugene Flormata eug...@flormata.com mailto:eug...@flormata.com wrote: school so it took a while to relearn off google images search. Anyways Stephen's code was more pseudo and not copy paste. And I learned there's an atan! Which I only tried to solve the rig with tan. I'll post my rig up once I clean it up a bit. Now all I need to do is remake my rig in after effects and maya, I'm not getting these maya expressions at all. On Monday, March 31, 2014, Stephen Davidson magic...@bellsouth.net mailto:magic...@bellsouth.net wrote: Could you elaborate on how you made it work? I tried and had no luck...just curious...thanks. On Sat, Mar 29, 2014 at 9:23 PM, Eugene Flormata eug...@flormata.com wrote: hah! nevermind! I figured it out thanks! now my rig can do everything i want! On Fri, Mar 28, 2014 at 8:45 PM, Eugene Flormata eug...@flormata.com wrote: Thanks for the tip! Just tried it but nothing! but not sure how to implement that expression, do you have a sample scene? On Fri, Mar 28, 2014 at 10:19 AM, patrick nethercoat patr...@brandtanim.co.uk wrote: Hi Eugene, Here's a simple way with an expression: 1. Give your camera a custom parameter (CPSet is called Vertigo, hence Camera.Vertigo.width_at_interest) to define the width at the interest that needs to remain static. 2. An expression on the camera FOV: atan( Camera.Vertigo.width_at_interest / ctr_dist( Camera., Camera_Interest. ) ) * 2 That should hopefully do what you want. On 28 March 2014 11:34, Eugene Flormata eug...@flormata.com wrote: hi, I'm still new to TD type things can I get an opinion on how to build out a dolly zoom into soft? https://docs.unity3d.com/Documentation/Manual/DollyZoom.html https://docs.unity3d.com/Documentation/Manual/DollyZoom.html I think the extent of my ability is to drag and drop expression editor links I'm trying to upgrade my camera rig for animating. at first i tried http://www.google.com/url?q=http%3A%2F%2Fscreencast.com%2Ft%2FNva24cwVVFsa=Dsntz=1usg=AFQjCNFmTT-3-PVoO9-LkWFroD1bowVa4g http://www.google.com/url?q=http%3A%2F%2Fscreencast.com%2Ft%2FNva24cwVVFsa=Dsntz=1usg=AFQjCNFmTT-3-PVoO9-LkWFroD1bowVa4g just plotting out a curve to see what it looked like, and then maybe try to rig up a driver with the parameter connection editor. couldnt' wrap my head around how to link this one up. then I found the website above that calculated the dolly/fov shift with some trig. the original rig is designed to do more orbital type movements, and I just wanted to be able to do anime type camera moves (gundam, naruto) it is mainly animated with a null with the camera parented to it. The camera itself only moves on position Z relative to it's parent null. I had a whole bunch of custom parameters that calculated the camera frustum with some trig. and then one parameter is controlling the dollyzoom fov. and then I tried to automate the but the calculations are messing up in the expressions. I can't tell if it's calculating it out of order or anything. and I tried rigging it with ice and I always fumble there, can't get variables to show up, can I hook this into a parameter maybe? and I have no idea how to use python. any help would be appreciated -- Brandt Animation www.brandtanim.co.uk http://www.brandtanim.co.uk 020 7734 0196 -- Best Regards , Stephen P. Davidson (954) 552-7956 tel:%28954%29%20552-7956
Re: SI and Houdini
It's great news ! :- 2014-04-02 13:34 GMT+04:00 Martin Contel martin3d...@gmail.com: Cool! -- Martin Contel Square Enix (Visual Works) On Wed, Apr 2, 2014 at 6:14 PM, Jordi Bares jordiba...@gmail.com wrote: Latest news, now hosted by Side Effects after my dropbox account was blocked by excessive traffic!!! X-DDD http://www.sidefx.com/index.php?option=com_contenttask=viewid=2711Itemid=166 Jordi Bares jordiba...@gmail.com On 28 Mar 2014, at 18:19, Jordi Bares jordiba...@gmail.com wrote: You may want to keep checking my dropbox folder or the SI users forum… things are moving fast. http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31012start=175 Jordi Bares jordiba...@gmail.com On 27 Mar 2014, at 16:24, Meng-Yang Lu ntmon...@gmail.com wrote: I didn't like the expressions at first either. But you kinda lean on them after awhile. Say you had a particle emission that you wanted to turn on at frame 35. Most other packages you'd key a 0 at frame 34, move a frame, then key it on at frame 35. You can absolutely do it this way in Houdini. OR you can just type $FF 34 in the activation field. You can make your own randomize nodes using VOPSOPs and yes, save them for later. And you can build the parameters and promote them, meaning you can make them more accessible at the top level to tweak and adjust without having to always dive down into the lower level nodes themselves. So say you built a noise and want to pass it off to another artist, you can only promote say the Amplitude field and let them play with that, but not promote the frequency field because they have no business touching that. In the past few days, I've learned you can pretty much control everything from within Houdini and quickly build an interface to do so. It's not called an operating system for 3D for nothing. Truly powerful stuff. -Lu On Thu, Mar 27, 2014 at 8:54 AM, Cristobal Infante cgc...@gmail.comwrote: I could be wrong but those expressions are part of the houdini way, so instead of adding a randomize value you insert a rnd() function in the box. this is probably a bit more complex for our ICY eyes, but faster then plugin nodes all the time. On 27 March 2014 15:44, Perry Harovas perryharo...@gmail.com wrote: Yeah, and from what I understand, you don't really need to do the expressions, you could still connect everything in a nodal way, he just seems to be comfortable with some of the quick shortcuts using those short expressions. On Thu, Mar 27, 2014 at 11:24 AM, Andi Farhall hack...@outlook.comwrote: Apart from all the dollar blah blah abstract typing stuff which is off putting at first it does seem to provide a way of doing stuff that has an Ice approach. Probably the most interesting Houdini sequence i've seen from an ICE users point of view. cheers, A ... http://www.hackneyeffects.com/ https://vimeo.com/user4174293 http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. -- Date: Thu, 27 Mar 2014 10:39:01 -0400 Subject: Re: SI and Houdini From: perryharo...@gmail.com To: softimage@listproc.autodesk.com I just watched this tutorial and it REALLY made me feel like this was ICE on steroids (as someone put it yesterday). Some of the things you could easily do, I can't imagine doing in ICE at all, the way it was done. Switching context (as we would in ICE), is called Promoting an Attribute. It works really well, and allows for some fantastic effects. ICE's Switch Context is usually much harder to use (in my experience) and doesn't work the way this does. I urge all of you to watch this as see how ICE-like this is: https://vimeo.com/groups/25609/videos/56419948 Perry On Mon, Mar 24, 2014 at 9:24 PM, Martin Contel martin3d...@gmail.comwrote: LOL!!! I love it: *halfdan wrote:* Fixed in tomorrow's build. tomorrow, like the day after today? then... *Quote:* tomorrow, like the day after today? Thats how we roll here in Houdini land -- Martin Contel Square Enix (Visual Works) On Tue, Mar 25, 2014 at 4:41 AM, Jordi Bares jordiba...@gmail.comwrote: My pleasure, I am bit by bit chipping away and will certainly finish it. And what you
Re: Center mode (was RE: humanize Maya, SOFT top 5)
No problem - it's always hard to answer these questions when all these things have been so deeply ingrained into your work patterns. :) On 2 April 2014 10:33, Brent McPherson brent.mcpher...@autodesk.com wrote: Thanks. That is an interesting use of center I hadn't thought of before... From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg Sent: 02 April 2014 10:19 To: softimage@listproc.autodesk.com Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5) I'm not 100% sure what you mean by what 'the main case uses are' - I just use it to do exactly what it says it does! It's just a flexible and intuative way of working. For example: if I've made a rig control that floats outside some geometry, but I want it's pivot to match an object I have in the rig already (maybe a bone it's meant to control... something like that). I can make and shape the control curve how I like, turn on Centre mode, do a Match Transforms to that object and hit Freeze. Very quick and very easy to do. On 2 April 2014 09:55, Brent McPherson brent.mcpher...@autodesk.com mailto:brent.mcpher...@autodesk.com wrote: So, do you folks really use Center mode all that much? That was really a pre-pivot workflow that XSI inherited from SI|3D and it simply applies a transform to the object and a mirror transform to the geometry thereby giving the *illusion* that that center has changed. Of course, reset transforms will mess up the center. (unless you also set the neutral pose) As someone who worked on that area in SI I'm really curious to know what the main use cases for Center are? Thanks. -- Brent From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com] On Behalf Of John Richard Sanchez Sent: 27 March 2014 16:38 To: XSI List to post Subject: Re: humanize Maya, SOFT top 5 So I got my first Maya job in years and here I am trying to figure out how to rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you can just move it. WTF
RE: A Good Read!
Like Sebastien wrote: It's about enabling an individual's, and giving them peace of mind. I understand the part about 3D having become immensely more complex throught the pat decade, requiring more advanced tools and subsequently more skills from the artist, but I really also think the software devs put way too little effort into making these tools userfriendly and easily accessible, so the artist can concentrate on the task at hand rather than how to stick it together at all. Maya is a great example here - lots of power but fairly poor UI makes it difficult for a non technically inclined artist to do quite advanced stuff. Softimage is much better in this respect, but also here there is a lot of room for improvement. I have spent countless hours trying to figure out how to make simple stuff work in ICE which ought to be really simple to do and just get on with it. Context mismatches and lack of high level nodes for everyday nuts and bolts stuff makes ICE hard at times for a guy like me. I do like learning and think it is good since, as Olivier say, it empowers you when you unlock more of the tech under the hood, but most of the time, I can't find the time to do this - I just need to produce. Don't get me wrong - I love ICE too, and use it on probably 80-90% of my productions (mostly simple stuff and that which can be done with the excellent tools by Mootzoid, Exocortex and others), but I would love to spend much less time trying to figure out the how-to, so I can focus on making it look great. Mind you, I am not asking for a Kais Power Tools for 3D, but there is no reason why advanced stuff shouldn't be easier to do - it would make a lot more people do great work, and thus boost the industry. It will be interesting to see how far the Humanize Maya will go in this respect. Given that the devs are on a path to provide as much functionality as possible in a short timeframe I am afraid real UI improvements will not be prioritized enough. Morten Den 1. april 2014 kl. 20:55 skrev Angus Davidson angus.david...@wits.ac.za: I think we have had this discussion before that things should have been further along by now ;) I just said that Softimage was very good at allowing the very skilled and the very new to easily achieve great things. Having taught Maya and Softimage to people new to 3D its very easy to see the difference between an application that can do that well and one that cant. When you are in education you see that learning curve being tackled over and over again. I think Sebastiens race car analogy and conclusions put it far better then I did. From: Luc-Eric Rousseau [luceri...@gmail.com] Sent: 01 April 2014 08:04 PM To: softimage@listproc.autodesk.com Subject: Re: A Good Read! it's interesting blog but I don't think that guy is saying anything that would suggest Softimage is doing any better... (if you read the bit about rigging having not evolved)... On Tue, Apr 1, 2014 at 1:10 PM, Angus Davidson angus.david...@wits.ac.za mailto:angus.david...@wits.ac.za wrote: I think the original author does have a point but I dont think he expressed it the way he wanted to. I can feel his frustration. If you think of where we are and its been 20 years or so, shouldn't things be simpler? Zbrush is a good example , immensely powerful program but such an uphill battle to get used to the interface to do anything useful. HeadUs and their unwrap interface is another one. yes you can get beautiful results with it, but in the time it takes you figure crap out, you could have done just as good a job sticking to massaging a standard unwrap The idea is that your software should enable you from the beginning no matter your expertise with it. Yes you will get highly skilled with it if you stick to using it , but you shouldn't have to put your fist through a few monitors to get there. Its one of the things I will miss a lot about teaching Softimage. It enabled both he novice and the professional to do amazing things out the box. This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary.
答复: 答复: Re[2]: March 28, 2014
I don't think it is anything related to polictics, but there must be something wrong in the feedback between user and developer. Maya is a strong, flexible software, and used by a lot of top production houses, which have very strong RD ability. I think they can easily write their own shrinkwrap deformer long time ago. I think Maya listen little from those individuals or small companies. Those feedback are really important to improve humanity of Maya, since those feedback are based on Maya delivered by AD, not a customized Maya. Shrinkwrap is so useful in both modeling and animation, I can't imagine that Maya dev team knows little about it. When I started to use Maya from very early version (around 3.0), I've asked if there would be such kind of deformer (finally we wrote our own). Until 2015, that deformer finally gets added to Maya. Is it that useless to you? Maya's learning curve is steeper than other packages especially for those individuals and small teams. I've been using both Softimage and Maya for more than 10 years, and used to be the lead TD of a Maya-based studio. The most interesting thing is: after some time not using Maya (like 1-2 months), you will easily forget some operation. This seldom happens on Softimage. For Softimage, when I forget something, with a little memory and some human logical thought, I can easily pick it up. But for Maya, I have to obey Maya ways. So this thread is to help Maya to be more human. I have enough experience on both packages, and I can tell Softimage is indeed more artist friendly. Xiao-dong -邮件原件- 发件人: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] 代表 Brent McPherson 发送时间: Wednesday, April 02, 2014 5:24 PM 收件人: softimage@listproc.autodesk.com 主题: RE: 答复: Re[2]: March 28, 2014 Politics!? You obviously never worked in a large company before? ;-) Do you seriously think that in a competitive market a company can/will sit back and drip out features as part of some evil master plan? Success can obviously lead to complacency (which is why competition is healthy/important) but a large product with a diverse customer base will also find it much harder to satisfy all their customers and the hallmark of good product management and leadership is knowing what to focus on. Sorry, just getting tired of all this conspiracy bullshit. -- Brent From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling Sent: 01 April 2014 17:12 To: softimage@listproc.autodesk.com Subject: Re: 答复: Re[2]: March 28, 2014 AD has always played politics with its upgrades, it's not about giving you the most efficient tools today, but releasing them in a slow staggered and incomplete fashion, so it takes several release and considerable investment before you actually get a functional addition to your workflow. they say it's so people have time to adjust to the change which is all so much commendable bullshit. Now and again they'll chuck a few sweets out when people get rowdy often followed by the statement You SEE !!! we really do have your best interest at heart or WE really do listen to you ! It's what they did for Syflex, Nex and the viewport enhancements in 3ds max to name just a few. and it's what they will do with bifrost, totting up every marginal update as a NEW feature. New Bifrost! now with tear of Menus, Gasp ! Most of these modeling enhancements such as the shrink wrap are things that could have been added years ago, but are only being added in recent releases. i refuse to believe that these sort of tools are that difficult to implement. A lot of this shitty attitude hearkens back to the years of stagnation during the three package monopoly. You might argue that ICE took several release to have the functionality it has today... but then you would have to go watch this: https://www.youtube.com/watch?v=s0QOtmKNnuY and realize that ICE offered considerably more in its first incarnation, then Bifrost will in even it's third iteration. On 1 April 2014 12:52, Xiaodong Xu xdx...@vip.sina.commailto:xdx...@vip.sina.com wrote: I’ve been waiting for 15 years just for the late coming shrinkwrap deformer. Pitty! Xiao-dong 发件人: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] 代表 Eugen Sares 发送时间: Tuesday, April 01, 2014 7:35 PM 收件人: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 主题: Re[2]: March 28, 2014 Did anything change already with Maya 2015 to the better? Not that I very much long to use it... I'm curious, though, if Autodesk can be taken by it's word this time - to 'humanize Maya', and the pace at which this is happening. Anyway, it will be most interesting to learn what the most forthcoming option will be in the near future. I hope with Modo 801 and
RE: SI and Houdini
Good on them. I know I downloaded the iterations a few times ;) From: Jordi Bares [jordiba...@gmail.com] Sent: 02 April 2014 11:14 AM To: softimage@listproc.autodesk.com Subject: Re: SI and Houdini Latest news, now hosted by Side Effects after my dropbox account was blocked by excessive traffic!!! X-DDD http://www.sidefx.com/index.php?option=com_contenttask=viewid=2711Itemid=166 Jordi Bares jordiba...@gmail.com On 28 Mar 2014, at 18:19, Jordi Bares jordiba...@gmail.com wrote: You may want to keep checking my dropbox folder or the SI users forum… things are moving fast. http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31012start=175 Jordi Bares jordiba...@gmail.commailto:jordiba...@gmail.com On 27 Mar 2014, at 16:24, Meng-Yang Lu ntmon...@gmail.commailto:ntmon...@gmail.com wrote: I didn't like the expressions at first either. But you kinda lean on them after awhile. Say you had a particle emission that you wanted to turn on at frame 35. Most other packages you'd key a 0 at frame 34, move a frame, then key it on at frame 35. You can absolutely do it this way in Houdini. OR you can just type $FF 34 in the activation field. You can make your own randomize nodes using VOPSOPs and yes, save them for later. And you can build the parameters and promote them, meaning you can make them more accessible at the top level to tweak and adjust without having to always dive down into the lower level nodes themselves. So say you built a noise and want to pass it off to another artist, you can only promote say the Amplitude field and let them play with that, but not promote the frequency field because they have no business touching that. In the past few days, I've learned you can pretty much control everything from within Houdini and quickly build an interface to do so. It's not called an operating system for 3D for nothing. Truly powerful stuff. -Lu On Thu, Mar 27, 2014 at 8:54 AM, Cristobal Infante cgc...@gmail.commailto:cgc...@gmail.com wrote: I could be wrong but those expressions are part of the houdini way, so instead of adding a randomize value you insert a rnd() function in the box. this is probably a bit more complex for our ICY eyes, but faster then plugin nodes all the time. On 27 March 2014 15:44, Perry Harovas perryharo...@gmail.commailto:perryharo...@gmail.com wrote: Yeah, and from what I understand, you don't really need to do the expressions, you could still connect everything in a nodal way, he just seems to be comfortable with some of the quick shortcuts using those short expressions. On Thu, Mar 27, 2014 at 11:24 AM, Andi Farhall hack...@outlook.commailto:hack...@outlook.com wrote: Apart from all the dollar blah blah abstract typing stuff which is off putting at first it does seem to provide a way of doing stuff that has an Ice approach. Probably the most interesting Houdini sequence i've seen from an ICE users point of view. cheers, A ... http://www.hackneyeffects.com/ https://vimeo.com/user4174293 http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. Date: Thu, 27 Mar 2014 10:39:01 -0400 Subject: Re: SI and Houdini From: perryharo...@gmail.commailto:perryharo...@gmail.com To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com I just watched this tutorial and it REALLY made me feel like this was ICE on steroids (as someone put it yesterday). Some of the things you could easily do, I can't imagine doing in ICE at all, the way it was done. Switching context (as we would in ICE), is called Promoting an Attribute. It works really well, and allows for some fantastic effects. ICE's Switch Context is usually much harder to use (in my experience) and doesn't work the way this does. I urge all of you to watch this as see how ICE-like this is: https://vimeo.com/groups/25609/videos/56419948 Perry On Mon, Mar 24, 2014 at 9:24 PM, Martin Contel martin3d...@gmail.commailto:martin3d...@gmail.com wrote: LOL!!! I love it: halfdan wrote: Fixed in tomorrow's build. tomorrow, like the day after today? then... Quote: tomorrow, like the day after today? Thats how we roll here in Houdini land -- Martin Contel Square Enix (Visual Works)
RE: Center mode (was RE: humanize Maya, SOFT top 5)
Yeah that is something that I do very often as well.
Re: Center mode (was RE: humanize Maya, SOFT top 5)
'center to vertices' command, just another way to quicly change the center of an object. And using the TAB key for quickly moving the pivot around for snapping, moving stuff around is a no-brainer. Things I use a lot on a daily basis.. Rob \/-\/\/ On 2-4-2014 12:38, Eric Thivierge wrote: Yeah that is something that I do very often as well. No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2014.0.4355 / Virus Database: 3722/7284 - Release Date: 04/01/14
Re: SI and Houdini
140 pages pdf ! Le 02/04/2014 11:32, Javier \El Elástico\ a écrit : Hey! That it is good! El miércoles, 02 de abril de 2014 11:14:07, Jordi Bares escribió: Latest news, now hosted by Side Effects after my dropbox account was blocked by excessive traffic!!! X-DDD http://www.sidefx.com/index.php?option=com_contenttask=viewid=2711Itemid=166 Jordi Bares jordiba...@gmail.com On 28 Mar 2014, at 18:19, Jordi Bares jordiba...@gmail.com wrote: You may want to keep checking my dropbox folder or the SI users forum… things are moving fast. http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31012start=175 Jordi Bares jordiba...@gmail.com mailto:jordiba...@gmail.com On 27 Mar 2014, at 16:24, Meng-Yang Lu ntmon...@gmail.com mailto:ntmon...@gmail.com wrote: I didn't like the expressions at first either. But you kinda lean on them after awhile. Say you had a particle emission that you wanted to turn on at frame 35. Most other packages you'd key a 0 at frame 34, move a frame, then key it on at frame 35. You can absolutely do it this way in Houdini. OR you can just type $FF 34 in the activation field. You can make your own randomize nodes using VOPSOPs and yes, save them for later. And you can build the parameters and promote them, meaning you can make them more accessible at the top level to tweak and adjust without having to always dive down into the lower level nodes themselves. So say you built a noise and want to pass it off to another artist, you can only promote say the Amplitude field and let them play with that, but not promote the frequency field because they have no business touching that. In the past few days, I've learned you can pretty much control everything from within Houdini and quickly build an interface to do so. It's not called an operating system for 3D for nothing. Truly powerful stuff. -Lu On Thu, Mar 27, 2014 at 8:54 AM, Cristobal Infante cgc...@gmail.com mailto:cgc...@gmail.com wrote: I could be wrong but those expressions are part of the houdini way, so instead of adding a randomize value you insert a rnd() function in the box. this is probably a bit more complex for our ICY eyes, but faster then plugin nodes all the time. On 27 March 2014 15:44, Perry Harovas perryharo...@gmail.com mailto:perryharo...@gmail.com wrote: Yeah, and from what I understand, you don't really need to do the expressions, you could still connect everything in a nodal way, he just seems to be comfortable with some of the quick shortcuts using those short expressions. On Thu, Mar 27, 2014 at 11:24 AM, Andi Farhall hack...@outlook.com mailto:hack...@outlook.com wrote: Apart from all the dollar blah blah abstract typing stuff which is off putting at first it does seem to provide a way of doing stuff that has an Ice approach. Probably the most interesting Houdini sequence i've seen from an ICE users point of view. cheers, A ... http://www.hackneyeffects.com/ https://vimeo.com/user4174293 http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. Date: Thu, 27 Mar 2014 10:39:01 -0400 Subject: Re: SI and Houdini From: perryharo...@gmail.com mailto:perryharo...@gmail.com To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com I just watched this tutorial and it REALLY made me feel like this was ICE on steroids (as someone put it yesterday). Some of the things you could easily do, I can't imagine doing in ICE at all, the way it was done. Switching context (as we would in ICE), is called Promoting an Attribute. It works really well, and allows for some fantastic effects. ICE's Switch Context is usually much harder to use (in my experience) and doesn't work the way this does. I
Re: SI and Houdini
err…. yeah… they have been growing.. So far I am in page 321 and there are easily another 400 pages to be put together but I am sure over this month I will finish it. :-) Jordi Bares jordiba...@gmail.com On 2 Apr 2014, at 11:54, olivier jeannel olivier.jean...@noos.fr wrote: 140 pages pdf ! Le 02/04/2014 11:32, Javier \El Elástico\ a écrit : Hey! That it is good! El miércoles, 02 de abril de 2014 11:14:07, Jordi Bares escribió: Latest news, now hosted by Side Effects after my dropbox account was blocked by excessive traffic!!! X-DDD http://www.sidefx.com/index.php?option=com_contenttask=viewid=2711Itemid=166 Jordi Bares jordiba...@gmail.com On 28 Mar 2014, at 18:19, Jordi Bares jordiba...@gmail.com wrote: You may want to keep checking my dropbox folder or the SI users forum… things are moving fast. http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31012start=175 Jordi Bares jordiba...@gmail.com mailto:jordiba...@gmail.com On 27 Mar 2014, at 16:24, Meng-Yang Lu ntmon...@gmail.com mailto:ntmon...@gmail.com wrote: I didn't like the expressions at first either. But you kinda lean on them after awhile. Say you had a particle emission that you wanted to turn on at frame 35. Most other packages you'd key a 0 at frame 34, move a frame, then key it on at frame 35. You can absolutely do it this way in Houdini. OR you can just type $FF 34 in the activation field. You can make your own randomize nodes using VOPSOPs and yes, save them for later. And you can build the parameters and promote them, meaning you can make them more accessible at the top level to tweak and adjust without having to always dive down into the lower level nodes themselves. So say you built a noise and want to pass it off to another artist, you can only promote say the Amplitude field and let them play with that, but not promote the frequency field because they have no business touching that. In the past few days, I've learned you can pretty much control everything from within Houdini and quickly build an interface to do so. It's not called an operating system for 3D for nothing. Truly powerful stuff. -Lu On Thu, Mar 27, 2014 at 8:54 AM, Cristobal Infante cgc...@gmail.com mailto:cgc...@gmail.com wrote: I could be wrong but those expressions are part of the houdini way, so instead of adding a randomize value you insert a rnd() function in the box. this is probably a bit more complex for our ICY eyes, but faster then plugin nodes all the time. On 27 March 2014 15:44, Perry Harovas perryharo...@gmail.com mailto:perryharo...@gmail.com wrote: Yeah, and from what I understand, you don't really need to do the expressions, you could still connect everything in a nodal way, he just seems to be comfortable with some of the quick shortcuts using those short expressions. On Thu, Mar 27, 2014 at 11:24 AM, Andi Farhall hack...@outlook.com mailto:hack...@outlook.com wrote: Apart from all the dollar blah blah abstract typing stuff which is off putting at first it does seem to provide a way of doing stuff that has an Ice approach. Probably the most interesting Houdini sequence i've seen from an ICE users point of view. cheers, A ... http://www.hackneyeffects.com/ https://vimeo.com/user4174293 http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. Date: Thu, 27 Mar 2014 10:39:01 -0400 Subject: Re: SI and Houdini From: perryharo...@gmail.com mailto:perryharo...@gmail.com To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com I just watched this tutorial and it REALLY made me feel like this was ICE on steroids (as someone put it yesterday). Some of the things you could easily do, I can't imagine
RE: SI and Houdini
The man has been busy :) Also very easy to understand which is great for folks undergoing the migration From: olivier jeannel [olivier.jean...@noos.fr] Sent: 02 April 2014 12:54 PM To: softimage@listproc.autodesk.com Subject: Re: SI and Houdini 140 pages pdf ! Le 02/04/2014 11:32, Javier \El Elástico\ a écrit : Hey! That it is good! El miércoles, 02 de abril de 2014 11:14:07, Jordi Bares escribió: Latest news, now hosted by Side Effects after my dropbox account was blocked by excessive traffic!!! X-DDD http://www.sidefx.com/index.php?option=com_contenttask=viewid=2711Itemid=166 Jordi Bares jordiba...@gmail.com On 28 Mar 2014, at 18:19, Jordi Bares jordiba...@gmail.com wrote: You may want to keep checking my dropbox folder or the SI users forum… things are moving fast. http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31012start=175 Jordi Bares jordiba...@gmail.com mailto:jordiba...@gmail.com On 27 Mar 2014, at 16:24, Meng-Yang Lu ntmon...@gmail.com mailto:ntmon...@gmail.com wrote: I didn't like the expressions at first either. But you kinda lean on them after awhile. Say you had a particle emission that you wanted to turn on at frame 35. Most other packages you'd key a 0 at frame 34, move a frame, then key it on at frame 35. You can absolutely do it this way in Houdini. OR you can just type $FF 34 in the activation field. You can make your own randomize nodes using VOPSOPs and yes, save them for later. And you can build the parameters and promote them, meaning you can make them more accessible at the top level to tweak and adjust without having to always dive down into the lower level nodes themselves. So say you built a noise and want to pass it off to another artist, you can only promote say the Amplitude field and let them play with that, but not promote the frequency field because they have no business touching that. In the past few days, I've learned you can pretty much control everything from within Houdini and quickly build an interface to do so. It's not called an operating system for 3D for nothing. Truly powerful stuff. -Lu On Thu, Mar 27, 2014 at 8:54 AM, Cristobal Infante cgc...@gmail.com mailto:cgc...@gmail.com wrote: I could be wrong but those expressions are part of the houdini way, so instead of adding a randomize value you insert a rnd() function in the box. this is probably a bit more complex for our ICY eyes, but faster then plugin nodes all the time. On 27 March 2014 15:44, Perry Harovas perryharo...@gmail.com mailto:perryharo...@gmail.com wrote: Yeah, and from what I understand, you don't really need to do the expressions, you could still connect everything in a nodal way, he just seems to be comfortable with some of the quick shortcuts using those short expressions. On Thu, Mar 27, 2014 at 11:24 AM, Andi Farhall hack...@outlook.com mailto:hack...@outlook.com wrote: Apart from all the dollar blah blah abstract typing stuff which is off putting at first it does seem to provide a way of doing stuff that has an Ice approach. Probably the most interesting Houdini sequence i've seen from an ICE users point of view. cheers, A ... http://www.hackneyeffects.com/ https://vimeo.com/user4174293 http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. Date: Thu, 27 Mar 2014 10:39:01 -0400 Subject: Re: SI and Houdini From: perryharo...@gmail.com mailto:perryharo...@gmail.com To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com I just watched this tutorial and it REALLY made me feel like this was ICE on steroids (as someone put it yesterday). Some of the things you could easily do, I can't imagine
Re: SI and Houdini
SideFx should make you some superdiscount price Le 02/04/2014 13:19, Angus Davidson a écrit : The man has been busy :) Also very easy to understand which is great for folks undergoing the migration From: olivier jeannel [olivier.jean...@noos.fr] Sent: 02 April 2014 12:54 PM To: softimage@listproc.autodesk.com Subject: Re: SI and Houdini 140 pages pdf ! Le 02/04/2014 11:32, Javier \El Elástico\ a écrit : Hey! That it is good! El miércoles, 02 de abril de 2014 11:14:07, Jordi Bares escribió: Latest news, now hosted by Side Effects after my dropbox account was blocked by excessive traffic!!! X-DDD http://www.sidefx.com/index.php?option=com_contenttask=viewid=2711Itemid=166 Jordi Bares jordiba...@gmail.com On 28 Mar 2014, at 18:19, Jordi Bares jordiba...@gmail.com wrote: You may want to keep checking my dropbox folder or the SI users forum… things are moving fast. http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31012start=175 Jordi Bares jordiba...@gmail.com mailto:jordiba...@gmail.com On 27 Mar 2014, at 16:24, Meng-Yang Lu ntmon...@gmail.com mailto:ntmon...@gmail.com wrote: I didn't like the expressions at first either. But you kinda lean on them after awhile. Say you had a particle emission that you wanted to turn on at frame 35. Most other packages you'd key a 0 at frame 34, move a frame, then key it on at frame 35. You can absolutely do it this way in Houdini. OR you can just type $FF 34 in the activation field. You can make your own randomize nodes using VOPSOPs and yes, save them for later. And you can build the parameters and promote them, meaning you can make them more accessible at the top level to tweak and adjust without having to always dive down into the lower level nodes themselves. So say you built a noise and want to pass it off to another artist, you can only promote say the Amplitude field and let them play with that, but not promote the frequency field because they have no business touching that. In the past few days, I've learned you can pretty much control everything from within Houdini and quickly build an interface to do so. It's not called an operating system for 3D for nothing. Truly powerful stuff. -Lu On Thu, Mar 27, 2014 at 8:54 AM, Cristobal Infante cgc...@gmail.com mailto:cgc...@gmail.com wrote: I could be wrong but those expressions are part of the houdini way, so instead of adding a randomize value you insert a rnd() function in the box. this is probably a bit more complex for our ICY eyes, but faster then plugin nodes all the time. On 27 March 2014 15:44, Perry Harovas perryharo...@gmail.com mailto:perryharo...@gmail.com wrote: Yeah, and from what I understand, you don't really need to do the expressions, you could still connect everything in a nodal way, he just seems to be comfortable with some of the quick shortcuts using those short expressions. On Thu, Mar 27, 2014 at 11:24 AM, Andi Farhall hack...@outlook.com mailto:hack...@outlook.com wrote: Apart from all the dollar blah blah abstract typing stuff which is off putting at first it does seem to provide a way of doing stuff that has an Ice approach. Probably the most interesting Houdini sequence i've seen from an ICE users point of view. cheers, A ... http://www.hackneyeffects.com/ https://vimeo.com/user4174293 http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. Date: Thu, 27 Mar 2014 10:39:01 -0400 Subject: Re: SI and Houdini From: perryharo...@gmail.com mailto:perryharo...@gmail.com To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com I just watched this tutorial and it REALLY made me feel like this was ICE on steroids (as someone put it yesterday). Some
Re: Redshift - GPU accel on Quadro K4000
I have a Quadro 4000 and this has been discussed other Redshift forum. It's not bad for Open GL working, but defenetly not for rendering Quadro 4000 has around 400 cores while Titan has around 3000 cores. Also comes the Memory 2Gb against 6Gb, and I can't tell for the Mhz but overall it doesnt compare at all. According to the RS team you could expect the Titan to be at least 3 or 4 time faster than Quadro 4000 Le 02/04/2014 09:13, Raffaele Fragapane a écrit : Yeah, if you're on time for a return it might be worth considering. The K4K isn't great bang for buck, it has a massive quadro label overhead to the price and it's not really that well featured. I don't know if 4x is an actual measure of the difference, I don't have both cards at hand to test nor redshift, but it's openly underspecced.
Re: Center mode (was RE: humanize Maya, SOFT top 5)
I think the key thing with something like this is that Centre mode isn't something that's used for a specific, single problem - say you implemented a 'Match Centre to Object' button in Maya, that would only solve that single workflow I mentioned earlier. Having the Centre mode work the way it does in Soft, I know I can carry on working the same way I would normally - I can Match Transforms (Maya really needs this as well, btw :) ), use constraints or whatever I feel like and the Centre mode toggle handles it all behind the scenes. It's a far more elegant way of adding functionality than throwing more buttons and tools at each individual problem. On the flip side there's Child Compensation in Soft, which is really nice and everything, but doesn't work with Match Transforms, which turns a useful tool into something very frustrating. Keeping things consistent is key with this kind of working. Anyway, I'm sure you're fully aware of all this, Brent. But better to say it than to not. On 2 April 2014 11:50, Rob Wuijster r...@casema.nl wrote: 'center to vertices' command, just another way to quicly change the center of an object. And using the TAB key for quickly moving the pivot around for snapping, moving stuff around is a no-brainer. Things I use a lot on a daily basis.. Rob \/-\/\/ On 2-4-2014 12:38, Eric Thivierge wrote: Yeah that is something that I do very often as well. No virus found in this message. Checked by AVG - www.avg.com Version: 2014.0.4355 / Virus Database: 3722/7284 - Release Date: 04/01/14
RE: 答复: Re[2]: March 28, 2014
Um. I have always been on the list. (well since 1998 when I joined Soft. :-) In the absence of information people usually end up drawing their own conclusions. One of the downsides of working in a public companies is that you can't really talk freely about plans etc. so this is something devs like myself generally avoid. Having someone higher up like Chris engage this list gives us a little more freedom to open up on the initiatives that have been publically announced. Cheers. -- Brent From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Angus Davidson Sent: 02 April 2014 12:38 To: softimage@listproc.autodesk.com Subject: RE: 答复: Re[2]: March 28, 2014 Hi Brent Just to clear up this is far more about perception then conspiracy. Before you guys all joined the list this month we had been in pretty much a vacuum as far as information goes. He does have a very valid point on the marginal update thing though. Autodesk has done that a lot over the years. To give you an example in Softimage they touted the camera sequencer as one of the major updates of the previous release. An item that a) was paid for by a specific japanese games company (so not done via maintenance) b) was pretty much useless to anyone else as it couldn't handle motion blur directly forcing you to do that in post. Also company politics was very much in game for softimage as it was incredibly difficult to buy it in many countries via resellers. So if people seem upset and wary about Autodesk you can now understand why. Great to have you on the list. Hopefully little things like the centering methodology can broaden you understanding of our workflows Kind regards Angus From: Brent McPherson [brent.mcpher...@autodesk.com] Sent: 02 April 2014 11:24 AM To: softimage@listproc.autodesk.com Subject: RE: 答复: Re[2]: March 28, 2014 Politics!? You obviously never worked in a large company before? ;-) Do you seriously think that in a competitive market a company can/will sit back and drip out features as part of some evil master plan? Success can obviously lead to complacency (which is why competition is healthy/important) but a large product with a diverse customer base will also find it much harder to satisfy all their customers and the hallmark of good product management and leadership is knowing what to focus on. Sorry, just getting tired of all this conspiracy bullshit. -- Brent From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling Sent: 01 April 2014 17:12 To: softimage@listproc.autodesk.com Subject: Re: 答复: Re[2]: March 28, 2014 AD has always played politics with its upgrades, it's not about giving you the most efficient tools today, but releasing them in a slow staggered and incomplete fashion, so it takes several release and considerable investment before you actually get a functional addition to your workflow. they say it's so people have time to adjust to the change which is all so much commendable bullshit. Now and again they'll chuck a few sweets out when people get rowdy often followed by the statement You SEE !!! we really do have your best interest at heart or WE really do listen to you ! It's what they did for Syflex, Nex and the viewport enhancements in 3ds max to name just a few. and it's what they will do with bifrost, totting up every marginal update as a NEW feature. New Bifrost! now with tear of Menus, Gasp ! Most of these modeling enhancements such as the shrink wrap are things that could have been added years ago, but are only being added in recent releases. i refuse to believe that these sort of tools are that difficult to implement. A lot of this shitty attitude hearkens back to the years of stagnation during the three package monopoly. You might argue that ICE took several release to have the functionality it has today... but then you would have to go watch this: https://www.youtube.com/watch?v=s0QOtmKNnuY and realize that ICE offered considerably more in its first incarnation, then Bifrost will in even it's third iteration. On 1 April 2014 12:52, Xiaodong Xu xdx...@vip.sina.commailto:xdx...@vip.sina.com wrote: I’ve been waiting for 15 years just for the late coming shrinkwrap deformer. Pitty! Xiao-dong 发件人: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] 代表 Eugen Sares 发送时间: Tuesday, April 01, 2014 7:35 PM 收件人: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 主题: Re[2]: March 28, 2014 Did anything change already with Maya 2015 to the better? Not that I very much long to use it... I'm curious, though, if Autodesk can be taken by it's word this time - to 'humanize Maya', and the pace at which this is happening. Anyway, it will be most interesting to
Re: 答复: Re[2]: March 28, 2014
Well, there still is a marked difference between someone who is ill-informed and makes an odd remark based on this and someone who actively engages/believes in conspiracy theories. Throwing the term conspiracy theory around in these kind of discussions somehow might give the impression someone is thinking the other to be some sort of nut-job. And such confusion should be avoided, I guess... Greetz Leendert -- Leendert A. Hartog �C Softimage hobbyist AKA Hirazi Blue �C Administrator @, NOT the owner of si-community.com
RE: Center mode (was RE: humanize Maya, SOFT top 5)
All the time. Say I have an aileron, flap or other control surface on an aircraft. Most of these surfaces ( in planform view) are similar to trapezoids, parallelograms, or other irregular surfaces. More importantly however most of these shapes have sides which are never parallel to an X or Z axis and are often deviant in both axis (or diagonal). The rotation angle for these surface are 99% of the time on the diagonal. So how do I deal with this in Maya vs Softimage? Maya: I have to create a set of multiple nulls with custom rotations to set up the angle of rotation properly for the surface. If I want to rotate the surface I have to dig through all these nulls to get to the right one, select and rotate it just to rotate the surface. Soft:I select Center, rotate it to the angle I need, select the object and rotate. If I have to change the pivot after the fact: Maya: I have to deconstruct part of the hierarchy, rotate the null responsible for the rotation angle, and then reconnect the hierarchy so that Maya will not adversely rotate the objects underneath the rotation angle. Soft: I select the Center and rotate. -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Brent McPherson Sent: Wednesday, April 02, 2014 4:56 AM To: softimage@listproc.autodesk.com Subject: Center mode (was RE: humanize Maya, SOFT top 5) So, do you folks really use Center mode all that much? That was really a pre-pivot workflow that XSI inherited from SI|3D and it simply applies a transform to the object and a mirror transform to the geometry thereby giving the *illusion* that that center has changed. Of course, reset transforms will mess up the center. (unless you also set the neutral pose) As someone who worked on that area in SI I'm really curious to know what the main use cases for Center are? Thanks. -- Brent From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of John Richard Sanchez Sent: 27 March 2014 16:38 To: XSI List to post Subject: Re: humanize Maya, SOFT top 5 So I got my first Maya job in years and here I am trying to figure out how to rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you can just move it. WTF
Re: 答复: Re[2]: March 28, 2014
Good point On Wed, Apr 2, 2014 at 2:17 PM, Leendert A. Hartog hirazib...@live.nlwrote: Well, there still is a marked difference between someone who is ill-informed and makes an odd remark based on this and someone who actively engages/believes in conspiracy theories. Throwing the term conspiracy theory around in these kind of discussions somehow might give the impression someone is thinking the other to be some sort of nut-job. And such confusion should be avoided, I guess... Greetz Leendert -- Leendert A. Hartog - Softimage hobbyist AKA Hirazi Blue - Administrator @, NOT the owner of si-community.com
Re: A Good Read!
I don't know how that will work out, but if you found ICE troublesome, Maya is going to kill you (or maybe not... Who knows!). I actually never had much problems with the Maya UI. I think the biggest issue people have is with the workflow behind it. I also got used to that. What I found very difficult to deal with is getting changes to work (once you get into complex stuff). For example, there are certain things that cannot be reordered unless you do it manually, and doing so is extremely tricky, given the relationships that exist within the DAG. To make matters worse, Maya has to have the most unintuitive and anti-user friendly node editor from all the ones I've tried, to the point where I preferred to work with the Hypergraph (I just got the hang of it a few months ago after fiddling with it a bit, and then it was ok, but a lot of thing are still not user friendly. It's basically a nicer-looking Hypergraph. Nothing else changed). Maya does need quite a bit of work in the usability area. Some things are easy once you're familiar with them, but getting to that point can be painful. Others are kinda ridiculous, actually (like its weights painting system. It's horrible). Of course, it has nice things too. I like the rigging tools. Can't speak much for the rest of the applications, since I just rig. Sergio Muciño. Sent from my iPad. On Apr 2, 2014, at 6:03 AM, Morten Bartholdy x...@colorshopvfx.dk wrote: Like Sebastien wrote: It's about enabling an individual's, and giving them peace of mind. I understand the part about 3D having become immensely more complex throught the pat decade, requiring more advanced tools and subsequently more skills from the artist, but I really also think the software devs put way too little effort into making these tools userfriendly and easily accessible, so the artist can concentrate on the task at hand rather than how to stick it together at all. Maya is a great example here - lots of power but fairly poor UI makes it difficult for a non technically inclined artist to do quite advanced stuff. Softimage is much better in this respect, but also here there is a lot of room for improvement. I have spent countless hours trying to figure out how to make simple stuff work in ICE which ought to be really simple to do and just get on with it. Context mismatches and lack of high level nodes for everyday nuts and bolts stuff makes ICE hard at times for a guy like me. I do like learning and think it is good since, as Olivier say, it empowers you when you unlock more of the tech under the hood, but most of the time, I can't find the time to do this - I just need to produce. Don't get me wrong - I love ICE too, and use it on probably 80-90% of my productions (mostly simple stuff and that which can be done with the excellent tools by Mootzoid, Exocortex and others), but I would love to spend much less time trying to figure out the how-to, so I can focus on making it look great. Mind you, I am not asking for a Kais Power Tools for 3D, but there is no reason why advanced stuff shouldn't be easier to do - it would make a lot more people do great work, and thus boost the industry. It will be interesting to see how far the Humanize Maya will go in this respect. Given that the devs are on a path to provide as much functionality as possible in a short timeframe I am afraid real UI improvements will not be prioritized enough. Morten Den 1. april 2014 kl. 20:55 skrev Angus Davidson angus.david...@wits.ac.za: I think we have had this discussion before that things should have been further along by now ;) I just said that Softimage was very good at allowing the very skilled and the very new to easily achieve great things. Having taught Maya and Softimage to people new to 3D its very easy to see the difference between an application that can do that well and one that cant. When you are in education you see that learning curve being tackled over and over again. I think Sebastiens race car analogy and conclusions put it far better then I did. From: Luc-Eric Rousseau [luceri...@gmail.com] Sent: 01 April 2014 08:04 PM To: softimage@listproc.autodesk.com Subject: Re: A Good Read! it's interesting blog but I don't think that guy is saying anything that would suggest Softimage is doing any better... (if you read the bit about rigging having not evolved)... On Tue, Apr 1, 2014 at 1:10 PM, Angus Davidson angus.david...@wits.ac.za wrote: I think the original author does have a point but I dont think he expressed it the way he wanted to. I can feel his frustration. If you think of where we are and its been 20 years or so, shouldn't things be simpler? Zbrush is a good example , immensely powerful program but such an uphill battle to get used to the interface to do anything useful. HeadUs and their unwrap interface is another one. yes you can get
Re: Center mode (was RE: humanize Maya, SOFT top 5)
In SI we use both pivots and centers. Pivots lack rotation or at least I've never found how to use them so we use Centers for that. Being able to use SRT in custom angles is quite useful. In SI you have centers and reference planes. You have also pivots. In Maya you only have a pivot that you can only specify it's position. The rotation axis works only for rotation and custom axis orientation are Translation and Scale tools options that work separately from the object rotation axis and you can only manipulate it in the viewport. And since it's a tool option you can only have 1 custom angle for translation and scale (1 per tool). You can't move, let's say, an object 10.54 units in diagonal 30 degrees without calculating it or scripting. In SI you can do it in a few seconds with precision and you have multiple ways to do it. You can't do this with components either in Maya. So, I think Maya needs at least half of the Softimage MCP. Martin On Wed, Apr 2, 2014 at 9:30 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: All the time. Say I have an aileron, flap or other control surface on an aircraft. Most of these surfaces ( in planform view) are similar to trapezoids, parallelograms, or other irregular surfaces. More importantly however most of these shapes have sides which are never parallel to an X or Z axis and are often deviant in both axis (or diagonal). The rotation angle for these surface are 99% of the time on the diagonal. So how do I deal with this in Maya vs Softimage? Maya: I have to create a set of multiple nulls with custom rotations to set up the angle of rotation properly for the surface. If I want to rotate the surface I have to dig through all these nulls to get to the right one, select and rotate it just to rotate the surface. Soft:I select Center, rotate it to the angle I need, select the object and rotate. If I have to change the pivot after the fact: Maya: I have to deconstruct part of the hierarchy, rotate the null responsible for the rotation angle, and then reconnect the hierarchy so that Maya will not adversely rotate the objects underneath the rotation angle. Soft: I select the Center and rotate. -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Brent McPherson *Sent:* Wednesday, April 02, 2014 4:56 AM *To:* softimage@listproc.autodesk.com *Subject:* Center mode (was RE: humanize Maya, SOFT top 5) So, do you folks really use Center mode all that much? That was really a pre-pivot workflow that XSI inherited from SI|3D and it simply applies a transform to the object and a mirror transform to the geometry thereby giving the *illusion* that that center has changed. Of course, reset transforms will mess up the center. (unless you also set the neutral pose) As someone who worked on that area in SI I'm really curious to know what the main use cases for Center are? Thanks. -- Brent *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *John Richard Sanchez *Sent:* 27 March 2014 16:38 *To:* XSI List to post *Subject:* Re: humanize Maya, SOFT top 5 So I got my first Maya job in years and here I am trying to figure out how to rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you can just move it. WTF
Houdini Engine for MAYA
Hey guys, Don't remember if it has been mentioned here but do check out Houdini Engine for Maya... It could help you out if you already have Houdini licenses or plan to purchase some. http://www.sidefx.com/index.php?option=com_contenttask=blogcategoryid=231Itemid=392 Watch the videos and try it out for free.
Re: 答复: Re[2]: March 28, 2014
On Wed, Apr 2, 2014 at 8:17 AM, Leendert A. Hartog hirazib...@live.nl wrote: Well, there still is a marked difference between someone who is ill-informed and makes an odd remark based on this and someone who actively engages/believes in conspiracy theories. Throwing the term conspiracy theory around in these kind of discussions somehow might give the impression someone is thinking the other to be some sort of nut-job. And such confusion should be avoided, I guess... Nice to trim the post, but let's reread what was posted before defending it as not conspiracy-like. AD has always played politics with its upgrades, it's not about giving you the most efficient tools today, but releasing them in a slow staggered and incomplete fashion, so it takes several release and considerable investment before you actually get a functional addition to your workflow It's heading towards conspiracy territory indeed. That it all could have been done years ago in one shot, but the company simply chose to not do it to get more money. This type of releases would be an encouraging sign of constant development for Modo or Houdini, or anyone else, including Softimage at Avid. We could cynically say Softimage always knew it had a particle problems from day one, but they knew users wouldn't jump to ship, so they waited as long as they could before doing anything. Then of course they were panicking with the loss of some clients and started to be listening a lot to uses all the sudden about it and made ICE. Why didn't they listen the 10 years before that? Particles didn't start being to be a problem in 2006! Or we could cynically say Softimage always could have support third party renderers (even talked about PRMan support at one point), but decided to only support Mental Ray, and a pipeline based on softimage's proprietary shaders, so that they could get people trapped into paying them for mental ray licenses. Politics! Then finally around V6 they decided to open up an API they must have had all along internally and declared they were listening and how open they were becoming! See, anyone can be cynical and make stuff up that sounds real. And anyone has the right to call you out on that. I could do this all day! Let's do more, just to fan the flames?? No? OK anyway! How about Softmage doing absolutely nothing in animation in the last 10 years probably because they were not losing any japanese subscription money over that! The last thing done was the Shape Manager, a project probably paid by a big client. How about turn edge?? That was touted a big feature but it's a trivial thing game modellers have been asking since the days of Softimage|3D! How about user normals! That was a implemented as a plugin in the netview and it took 10 years before that was finally put in natively and then they touted it as big feature even though it must been trivial since they must have had all the code already! Etc.. etc.. etc.. It is the upmost cynicism to say that stuff like Bifrost or viewport enhancement is getting released incrementally to get more money. Every user of every package out there saying, give us more frequent updates, help us validate your features by seeing them and using them as they are being developed. There are monthly drops in the beta forums, and then if something is ready to go, it's released in an extension release to get it out there to a larger audience ASAP. Drawback, if you release things it adds more time to the development time because you have to clean some things up earlier. For example Softimage people worked between 2 and 3 years on ICE v1.0. Although it was probably impossible for that project, if they had made an intermediate release it might have added another year to the full V1.0. But the team did drop things like IK, applying ICE trees in branches and other stuff to make v1.0.
Re: 答复: Re[2]: March 28, 2014
I am not defending or even attacking anyone here. I posted my doubts over the use of the term conspiracy theory for what it implies... I do strongly feel it doesn't help any discussion to imply the other is a nut-job... Greetz Leendert -- Leendert A. Hartog – Softimage hobbyist AKA Hirazi Blue – Administrator @, NOT the owner of si-community.com
Re: Center mode (was RE: humanize Maya, SOFT top 5)
Trying to look at this from a high-level non-TD user perspective... In Soft, whether it was intentional design or just fell out of the toolset that evolved, any geometrical object (not using the word in the programming sense) has, through centers, pivots, reference planes, neutral poses, constraint compensation and child compensation, effectively got a complete and fairly intuitive rig already embedded. The ability to toggle in and out of various manipulation modes easily is very important in terms of usability. The combination of the tabbed PPGs and operator stack allow people to drill down to the atomic level if necessary, but don't tend to interfere with the user experience. The fact remarked on above, that all the tools continue to work in all modes, is also key. In Maya, it seems to me that an underlying assumption was made that everything should be REALLY atomic, and that users should do everything by assembling things into mostly single-purpose, single-mode rigs or tools. I guess this makes sense in a pipelined, scripted environment, especially when you have TDs to build and deploy a stable toolset, but it's hell on Earth for a sole-practitioner/generalist who is expected to quickly produce results from scratch. I gather that you *could* devise a rig, using locators and constraints and whatnot, that would emulate the flexibility of all the Softimage transform controls, and use a script to apply it to any object that gets a transform node, but unless you also spend considerable time to make a custom UI for it, the usability would be awful. Not to mention the mess you'd have in the node editor or outliner. To me, this goes along with the silly amount of clicking on things you have to do in Maya -- it's all very logical and sensible from a really granular standpoint, but scales poorly (in the sense that repetitive tasks become REALLY repetitive) and neglects the difference between things that need to be done frequently and things that are rarely needed. And I guess the tendency toward single-purpose single-mode tools and operations is also related to this, with the often-disastrous effect of being unable to make even a simple change without recreating the whole history of operations. Again, if you do everything with a script, that might not be a big deal -- you edit the script to make the change, then run the whole thing again. But if you are trying to keep everything live and editable, and don't have scripting skills, or a TD who does, Maya is intrinsically more limited. I'm resigned to the prospect of dusting off scripting skills I haven't exercised in nearly 20 years, but I'm not happy about what is basically a regression in the state of the art. And I know that scripting and coding are hugely powerful tools -- there are things that you can, or should, ONLY do with them -- but I am not nearly as facile with those tools as the ones in the Softimage workflow/toolset. Besides -- it's wasteful and inane to use a sophisticated, powerful tool to do a simple frequent task. Just because I could use a 6-axis CNC milling machine to drill a hole in a board doesn't mean it's a better tool for the job than my old Makita driver drill. Yes, if I needed to make several dozen holes, all precisely sized and spaced, at different angles, in several different boards meant to fit together at a later stage, that CNC machine would be handy -- but 99.99% of the time, all I need is that one simple hole, right NOW, and I don't want to take the workpiece off the jobsite back to the machine shop.
RE: 答复: Re[2]: March 28, 2014
When someone is throwing about unfounded accusations/speculation why not call them out on it? Sometimes you need to be told you are being an ass and not tiptoe around it. The original post was not a setup for polite and constructive discussion IMO and I don't think my usage of the term conspiracy theory was as bad as you are making it out to be. -- Brent -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog Sent: 02 April 2014 15:07 To: softimage@listproc.autodesk.com Subject: Re: 答复: Re[2]: March 28, 2014 I am not defending or even attacking anyone here. I posted my doubts over the use of the term conspiracy theory for what it implies... I do strongly feel it doesn't help any discussion to imply the other is a nut-job... Greetz Leendert -- Leendert A. Hartog – Softimage hobbyist AKA Hirazi Blue – Administrator @, NOT the owner of si-community.com attachment: winmail.dat
Octane 2.0 motion blur
Oh my... things are getting interesting! https://www.youtube.com/watch?list=UUqPmc3i0TE0oyetAKlv1Z2Av=gLyhma-kuAw
Re: 答复: Re[2]: March 28, 2014
Ah well, case closed then... -- Leendert A. Hartog – Softimage hobbyist AKA Hirazi Blue – Administrator @, NOT the owner of si-community.com
Re: March 28, 2014
I agree with you Brent, we should be fair. Jordi Bares jordiba...@gmail.com On 2 Apr 2014, at 15:21, Brent McPherson brent.mcpher...@autodesk.com wrote: When someone is throwing about unfounded accusations/speculation why not call them out on it? Sometimes you need to be told you are being an ass and not tiptoe around it. The original post was not a setup for polite and constructive discussion IMO and I don't think my usage of the term conspiracy theory was as bad as you are making it out to be. -- Brent -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog Sent: 02 April 2014 15:07 To: softimage@listproc.autodesk.com Subject: Re: 答复: Re[2]: March 28, 2014 I am not defending or even attacking anyone here. I posted my doubts over the use of the term conspiracy theory for what it implies... I do strongly feel it doesn't help any discussion to imply the other is a nut-job... Greetz Leendert -- Leendert A. Hartog – Softimage hobbyist AKA Hirazi Blue – Administrator @, NOT the owner of si-community.com winmail.dat
RE: 答复: Re[2]: March 28, 2014
Hi Luceric You conveniently seem to forget a few things a) You are on the inside (with all the knowledge )looking out as opposed to have no information and looking in. b) Places like the Foundry and SideFX engage with their clients on a level AD has even come close to. Even in the last month. c) You should be worrying less about conspiracy theories and more about how unprofessional your last post makes you and by extension your employer look like. d) Treating people with respect even when they are wrong goes down much better. e) There is a big difference between calling people out and correcting things, and purposely trying to make them feel stupid. So done here. From: Luc-Eric Rousseau [luceri...@gmail.com] Sent: 02 April 2014 03:48 PM To: softimage@listproc.autodesk.com Subject: Re: 答复: Re[2]: March 28, 2014 On Wed, Apr 2, 2014 at 8:17 AM, Leendert A. Hartog hirazib...@live.nl wrote: Well, there still is a marked difference between someone who is ill-informed and makes an odd remark based on this and someone who actively engages/believes in conspiracy theories. Throwing the term conspiracy theory around in these kind of discussions somehow might give the impression someone is thinking the other to be some sort of nut-job. And such confusion should be avoided, I guess... Nice to trim the post, but let's reread what was posted before defending it as not conspiracy-like. AD has always played politics with its upgrades, it's not about giving you the most efficient tools today, but releasing them in a slow staggered and incomplete fashion, so it takes several release and considerable investment before you actually get a functional addition to your workflow It's heading towards conspiracy territory indeed. That it all could have been done years ago in one shot, but the company simply chose to not do it to get more money. This type of releases would be an encouraging sign of constant development for Modo or Houdini, or anyone else, including Softimage at Avid. We could cynically say Softimage always knew it had a particle problems from day one, but they knew users wouldn't jump to ship, so they waited as long as they could before doing anything. Then of course they were panicking with the loss of some clients and started to be listening a lot to uses all the sudden about it and made ICE. Why didn't they listen the 10 years before that? Particles didn't start being to be a problem in 2006! Or we could cynically say Softimage always could have support third party renderers (even talked about PRMan support at one point), but decided to only support Mental Ray, and a pipeline based on softimage's proprietary shaders, so that they could get people trapped into paying them for mental ray licenses. Politics! Then finally around V6 they decided to open up an API they must have had all along internally and declared they were listening and how open they were becoming! See, anyone can be cynical and make stuff up that sounds real. And anyone has the right to call you out on that. I could do this all day! Let's do more, just to fan the flames?? No? OK anyway! How about Softmage doing absolutely nothing in animation in the last 10 years probably because they were not losing any japanese subscription money over that! The last thing done was the Shape Manager, a project probably paid by a big client. How about turn edge?? That was touted a big feature but it's a trivial thing game modellers have been asking since the days of Softimage|3D! How about user normals! That was a implemented as a plugin in the netview and it took 10 years before that was finally put in natively and then they touted it as big feature even though it must been trivial since they must have had all the code already! Etc.. etc.. etc.. It is the upmost cynicism to say that stuff like Bifrost or viewport enhancement is getting released incrementally to get more money. Every user of every package out there saying, give us more frequent updates, help us validate your features by seeing them and using them as they are being developed. There are monthly drops in the beta forums, and then if something is ready to go, it's released in an extension release to get it out there to a larger audience ASAP. Drawback, if you release things it adds more time to the development time because you have to clean some things up earlier. For example Softimage people worked between 2 and 3 years on ICE v1.0. Although it was probably impossible for that project, if they had made an intermediate release it might have added another year to the full V1.0. But the team did drop things like IK, applying ICE trees in branches and other stuff to make v1.0. table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the
Please Trim posts!!
Can we all try to put in some extra effort into trimming posts please? It's getting a bit out of hand lately. I'd greatly appreciate it and I think many others would too. Thanks, Eric T.
Re: SI and Houdini
:-) I am doing it for the Softimage community, not for Side Effects although they may benefit… if anything you should be giving thanks to whoever took the decision to kill Softimage, otherwise I wouldn't feel the need to embark in such a mammoth task. And my wife is not happy I can tell you that but in a month I will be done so let's see where this whole thing takes me. ;-) Jordi Bares jordiba...@gmail.com On 2 Apr 2014, at 12:22, olivier jeannel olivier.jean...@noos.fr wrote: SideFx should make you some superdiscount price Le 02/04/2014 13:19, Angus Davidson a écrit : The man has been busy :) Also very easy to understand which is great for folks undergoing the migration From: olivier jeannel [olivier.jean...@noos.fr] Sent: 02 April 2014 12:54 PM To: softimage@listproc.autodesk.com Subject: Re: SI and Houdini 140 pages pdf ! Le 02/04/2014 11:32, Javier \El Elástico\ a écrit : Hey! That it is good! El miércoles, 02 de abril de 2014 11:14:07, Jordi Bares escribió: Latest news, now hosted by Side Effects after my dropbox account was blocked by excessive traffic!!! X-DDD http://www.sidefx.com/index.php?option=com_contenttask=viewid=2711Itemid=166 Jordi Bares jordiba...@gmail.com On 28 Mar 2014, at 18:19, Jordi Bares jordiba...@gmail.com wrote: You may want to keep checking my dropbox folder or the SI users forum… things are moving fast. http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31012start=175 Jordi Bares jordiba...@gmail.com mailto:jordiba...@gmail.com On 27 Mar 2014, at 16:24, Meng-Yang Lu ntmon...@gmail.com mailto:ntmon...@gmail.com wrote: I didn't like the expressions at first either. But you kinda lean on them after awhile. Say you had a particle emission that you wanted to turn on at frame 35. Most other packages you'd key a 0 at frame 34, move a frame, then key it on at frame 35. You can absolutely do it this way in Houdini. OR you can just type $FF 34 in the activation field. You can make your own randomize nodes using VOPSOPs and yes, save them for later. And you can build the parameters and promote them, meaning you can make them more accessible at the top level to tweak and adjust without having to always dive down into the lower level nodes themselves. So say you built a noise and want to pass it off to another artist, you can only promote say the Amplitude field and let them play with that, but not promote the frequency field because they have no business touching that. In the past few days, I've learned you can pretty much control everything from within Houdini and quickly build an interface to do so. It's not called an operating system for 3D for nothing. Truly powerful stuff. -Lu On Thu, Mar 27, 2014 at 8:54 AM, Cristobal Infante cgc...@gmail.com mailto:cgc...@gmail.com wrote: I could be wrong but those expressions are part of the houdini way, so instead of adding a randomize value you insert a rnd() function in the box. this is probably a bit more complex for our ICY eyes, but faster then plugin nodes all the time. On 27 March 2014 15:44, Perry Harovas perryharo...@gmail.com mailto:perryharo...@gmail.com wrote: Yeah, and from what I understand, you don't really need to do the expressions, you could still connect everything in a nodal way, he just seems to be comfortable with some of the quick shortcuts using those short expressions. On Thu, Mar 27, 2014 at 11:24 AM, Andi Farhall hack...@outlook.com mailto:hack...@outlook.com wrote: Apart from all the dollar blah blah abstract typing stuff which is off putting at first it does seem to provide a way of doing stuff that has an Ice approach. Probably the most interesting Houdini sequence i've seen from an ICE users point of view. cheers, A ... http://www.hackneyeffects.com/ https://vimeo.com/user4174293 http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this
RE: SI and Houdini
You can tell your wife from us that there are a lot of folks who really do appreciate it. ;) From: Jordi Bares [jordiba...@gmail.com] Sent: 02 April 2014 04:45 PM To: softimage@listproc.autodesk.com Subject: Re: SI and Houdini :-) I am doing it for the Softimage community, not for Side Effects although they may benefit… if anything you should be giving thanks to whoever took the decision to kill Softimage, otherwise I wouldn't feel the need to embark in such a mammoth task. And my wife is not happy I can tell you that but in a month I will be done so let's see where this whole thing takes me. ;-) Jordi Bares jordiba...@gmail.com On 2 Apr 2014, at 12:22, olivier jeannel olivier.jean...@noos.fr wrote: SideFx should make you some superdiscount price Le 02/04/2014 13:19, Angus Davidson a écrit : The man has been busy :) Also very easy to understand which is great for folks undergoing the migration From: olivier jeannel [olivier.jean...@noos.fr] Sent: 02 April 2014 12:54 PM To: softimage@listproc.autodesk.com Subject: Re: SI and Houdini 140 pages pdf ! Le 02/04/2014 11:32, Javier \El Elástico\ a écrit : Hey! That it is good! El miércoles, 02 de abril de 2014 11:14:07, Jordi Bares escribió: Latest news, now hosted by Side Effects after my dropbox account was blocked by excessive traffic!!! X-DDD http://www.sidefx.com/index.php?option=com_contenttask=viewid=2711Itemid=166 Jordi Bares jordiba...@gmail.com On 28 Mar 2014, at 18:19, Jordi Bares jordiba...@gmail.com wrote: You may want to keep checking my dropbox folder or the SI users forum… things are moving fast. http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31012start=175 Jordi Bares jordiba...@gmail.com mailto:jordiba...@gmail.com On 27 Mar 2014, at 16:24, Meng-Yang Lu ntmon...@gmail.com mailto:ntmon...@gmail.com wrote: I didn't like the expressions at first either. But you kinda lean on them after awhile. Say you had a particle emission that you wanted to turn on at frame 35. Most other packages you'd key a 0 at frame 34, move a frame, then key it on at frame 35. You can absolutely do it this way in Houdini. OR you can just type $FF 34 in the activation field. You can make your own randomize nodes using VOPSOPs and yes, save them for later. And you can build the parameters and promote them, meaning you can make them more accessible at the top level to tweak and adjust without having to always dive down into the lower level nodes themselves. So say you built a noise and want to pass it off to another artist, you can only promote say the Amplitude field and let them play with that, but not promote the frequency field because they have no business touching that. In the past few days, I've learned you can pretty much control everything from within Houdini and quickly build an interface to do so. It's not called an operating system for 3D for nothing. Truly powerful stuff. -Lu On Thu, Mar 27, 2014 at 8:54 AM, Cristobal Infante cgc...@gmail.com mailto:cgc...@gmail.com wrote: I could be wrong but those expressions are part of the houdini way, so instead of adding a randomize value you insert a rnd() function in the box. this is probably a bit more complex for our ICY eyes, but faster then plugin nodes all the time. On 27 March 2014 15:44, Perry Harovas perryharo...@gmail.com mailto:perryharo...@gmail.com wrote: Yeah, and from what I understand, you don't really need to do the expressions, you could still connect everything in a nodal way, he just seems to be comfortable with some of the quick shortcuts using those short expressions. On Thu, Mar 27, 2014 at 11:24 AM, Andi Farhall hack...@outlook.com mailto:hack...@outlook.com wrote: Apart from all the dollar blah blah abstract typing stuff which is off putting at first it does seem to provide a way of doing stuff that has an Ice approach. Probably the most interesting Houdini sequence i've seen from an ICE users point of view. cheers, A ... http://www.hackneyeffects.com/ https://vimeo.com/user4174293 http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd. If you are not the intended
Re: SI and Houdini
I am learning a lot so it is all good. Jordi Bares jordiba...@gmail.com On 2 Apr 2014, at 15:30, Saeed Kalhor ndman...@gmail.com wrote: Thanks Jordi, that's a great help.
Re[2]: SI and Houdini
Jordi, thanks for your efforts from my side as well! Copied your pdfs on my Wacom companion, so I can read in bed at night... ;} Best, Eugen -- Originalnachricht -- Von: Jordi Bares jordiba...@gmail.com An: softimage@listproc.autodesk.com Gesendet: 02.04.2014 16:48:26 Betreff: Re: SI and Houdini I am learning a lot so it is all good. Jordi Bares jordiba...@gmail.com On 2 Apr 2014, at 15:30, Saeed Kalhor ndman...@gmail.com wrote: Thanks Jordi, that's a great help. --- Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz ist aktiv. http://www.avast.com
Re: SI and Houdini
I will buy her some nice present once it is finished. ;) jb On 2 Apr 2014, at 15:51, Rob Wuijster r...@casema.nl wrote: pretty sure that doesn't help him much ;-P Rob \/-\/\/ On 2-4-2014 16:47, Angus Davidson wrote: You can tell your wife from us that there are a lot of folks who really do appreciate it. ;) From: Jordi Bares [jordiba...@gmail.com] Sent: 02 April 2014 04:45 PM
RE: SI and Houdini
These are awesome - thank you so much for taking the time / effort to produce jeff
Re: Center mode (was RE: humanize Maya, SOFT top 5)
On Wed, Apr 2, 2014 at 8:30 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: Maya: I have to create a set of multiple nulls with custom rotations to set up the angle of rotation properly for the surface. If I want to rotate the surface I have to dig through all these nulls to get to the right one, select and rotate it just to rotate the surface. Is that always true in your scenarios? Moving center in Softimage is like moving all the points of the geometry. (What brent calls transforming the geometry) Knowing that it does that, wouldn't the simplest work-around for your specific scenario in Maya be to select all points and move/rotate them.
Single frame subregion parameter for batch render.
I need to render individual tiles of a very high resolution image (and stitch them together after, most likely w/ Photoshop). I can no longer find the documentation on Image Resolutionsubregion parameter for batch rendering..anybody have a hint? And, if anybody would like to chime in on another, possibly less tedious way of rendering out and saving individual tiles , I would be very grateful. (The requested image is to go on a 20' wall...) Thank you, -Robert
Re: Redshift - GPU accel on Quadro K4000
Is that the GTX 780 ti or just the regular GTX 780? On 02/04/2014 5:17 AM, Matt Morris wrote: Just double checked my test figures and it is more like 3 times, sorry for the confusion. This is on an indoor environment with a single character with hair, GI and DoF. On heavier environments/multiple characters the titan really shines. 2 quadro k4000 - 284.8 s quadro k4000 - 509.7 s Titan - 146.8 s GTX 780 - 172.5 s On 2 April 2014 09:59, Tim Borgmann i...@bt-3d.de mailto:i...@bt-3d.de wrote: I've both cards and the 780 seems to be round about 3 times faster than the quadro when rendering with redshift. -- www.matinai.com http://www.matinai.com
Re: Redshift - GPU accel on Quadro K4000
Its a regular 780 - Gigabyte 780 windforce 3x - and one of the older gen asus titans. On 2 April 2014 16:35, Leoung O'Young digim...@digimata.com wrote: Is that the GTX 780 ti or just the regular GTX 780?
Re: Center mode (was RE: humanize Maya, SOFT top 5)
On 02/04/14 17:25, Luc-Eric Rousseau wrote: Is that always true in your scenarios? Moving center in Softimage is like moving all the points of the geometry. (What brent calls transforming the geometry) Knowing that it does that, wouldn't the simplest work-around for your specific scenario in Maya be to select all points and move/rotate them. Whenever I need to relocate a pivot temporarily for whatever reason I usually snap a mesh to R/T 0/0/0 world space, leave the offset of the mesh in place (aka don't freeze S/R/T), then move/rotate the pivot to some other position, do whatever I need to - when i'm done I reposition the pivot to R/T 0/0/0 world again and roll everything else back - Tadaa.. \o/ It's just a few clicks AND is completely nondestructive, too ...without ever even touching the operator stack... also i use tiny polygons outside of (mostly character-) meshes regularly to simulate whatever COG of an object i might need... sometimes using this trick to storing several COG's outside the geometry (as in: another object), quickly deleting and merging them back into the mesh as needed... location location location :) Cheers! Chris
RE: Octane 2.0 motion blur
wow!! that looks great... is the forest cgi as well? props to the otoy team. IMDB | Portfolio | Vimeo | Linkedin From: marc-andre.carbonn...@ubisoft.com To: softimage@listproc.autodesk.com Date: Wed, 2 Apr 2014 10:33:44 -0400 Subject: Octane 2.0 motion blur Oh my… things are getting interesting! https://www.youtube.com/watch?list=UUqPmc3i0TE0oyetAKlv1Z2Av=gLyhma-kuAw
RE: 答复: Re[2]: March 28, 2014
I'm sorry I wouldn't necessarily agree with the second point below. I'm not saying that we're perfect, but there are different levels of engagement and we're not as invisible as many might seem to believe. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Angus Davidson Sent: 02 April 2014 15:40 To: softimage@listproc.autodesk.com Subject: RE: 答复: Re[2]: March 28, 2014 Hi Luceric You conveniently seem to forget a few things a) You are on the inside (with all the knowledge )looking out as opposed to have no information and looking in. b) Places like the Foundry and SideFX engage with their clients on a level AD has even come close to. Even in the last month. c) You should be worrying less about conspiracy theories and more about how unprofessional your last post makes you and by extension your employer look like. d) Treating people with respect even when they are wrong goes down much better. e) There is a big difference between calling people out and correcting things, and purposely trying to make them feel stupid. So done here. w unless the University agrees in writing to the contrary. /span/font/td /tr /table attachment: winmail.dat
Re: Center mode (was RE: humanize Maya, SOFT top 5)
Hi Luc-Eric: A simple problem I had with the lack of a center/offset rotation pivot attribute in Maya was when I was rigging this guy: http://1drv.ms/1lndvDS His eyelids are using a combination of weighted joints to control major movement and clusters, to control the side-to-side. For the clusters, however, I needed their centers to match the rotation of the eyelid bones exactly so that I could use set driven keys to connect the control curves to their movement. I ended up having to make a quick hack script that would makea temporary orientConstraint, grab the offset values, then delete the constraint and piping those values into the rotateAxis of the clusters instead to bring them back into original position. There is probably a better way to do this and avoid having to work around like this (I was originally going to do bones all over the eyelids but it would have been a nightmare setting SDKs for that), but with the time limit, it was all I had and what I could do. A secondary transform attribute that was common to all transform nodes would go a long way towards helping XSI Maya transitions, I think, especially when you need like exact pivot matches instead of rotating things around manually to kind of estimate it. :P Plus then you wouldn't have to worry about geometry VS clusters VS whatever node it is, as long as it has a transform, you know you're safe since you have access to a second pivot instead of having to create an intermediate null object for that purpose (and in any case that doesn't work as well for relative-deforming clusters) Hope that makes sense! Yours sincerely, Siew Yi Liang On 4/2/2014 8:25 AM, Luc-Eric Rousseau wrote: On Wed, Apr 2, 2014 at 8:30 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: Maya: I have to create a set of multiple nulls with custom rotations to set up the angle of rotation properly for the surface. If I want to rotate the surface I have to dig through all these nulls to get to the right one, select and rotate it just to rotate the surface. Is that always true in your scenarios? Moving center in Softimage is like moving all the points of the geometry. (What brent calls transforming the geometry) Knowing that it does that, wouldn't the simplest work-around for your specific scenario in Maya be to select all points and move/rotate them.
Re: Redshift - GPU accel on Quadro K4000
Thanks Matt, I am just shopping for some cards and find there are so many makers and flavors. I narrowed down to these 3, although the 770 are quite a bit cheaper than the 780 EVGA Nvidia GTX 680 Graphics card 2GB *EVGA GeForce GTX780 Dual w/ ACX Cooler FTW 980MHZ 3GB 384BIT 6008MHZ DVI HDMI SLI Graphics Card* GIGABYTE GV-N680OC-4GD GeForce GTX 680 4GB 256-Bit GDDR5 PCI Express 3.0 x16 HDCP Ready SLI Support Video Card On 02/04/2014 11:56 AM, Matt Morris wrote: Its a regular 780 - Gigabyte 780 windforce 3x - and one of the older gen asus titans. On 2 April 2014 16:35, Leoung O'Young digim...@digimata.com mailto:digim...@digimata.com wrote: Is that the GTX 780 ti or just the regular GTX 780?
RE: Redshift - GPU accel on Quadro K4000
I have both and the 780 is probably worth the price difference -Original Message- From: Leoung O'Young digim...@digimata.com Sent: 4/2/2014 12:19 PM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: Re: Redshift - GPU accel on Quadro K4000 Thanks Matt, I am just shopping for some cards and find there are so many makers and flavors. I narrowed down to these 3, although the 770 are quite a bit cheaper than the 780 EVGA Nvidia GTX 680 Graphics card 2GB *EVGA GeForce GTX780 Dual w/ ACX Cooler FTW 980MHZ 3GB 384BIT 6008MHZ DVI HDMI SLI Graphics Card* GIGABYTE GV-N680OC-4GD GeForce GTX 680 4GB 256-Bit GDDR5 PCI Express 3.0 x16 HDCP Ready SLI Support Video Card On 02/04/2014 11:56 AM, Matt Morris wrote: Its a regular 780 - Gigabyte 780 windforce 3x - and one of the older gen asus titans. On 2 April 2014 16:35, Leoung O'Young digim...@digimata.com mailto:digim...@digimata.com wrote: Is that the GTX 780 ti or just the regular GTX 780?
python 'print' in softimage
Hello Gang, print used to work in xsi back in version 4 or 5 but no longer does. I use a generic library that uses it massively for debug purposes. Is there any way to wrap it so Softimage logs python print messages ? Thanks in advance, -H.
Re: python 'print' in softimage
google just found the workaround: http://xsisupport.com/2012/05/02/python-print-statement-in-softimage-2013 This community rocks, please guys lets keep it alive no matter what. Cheers, -H. On Wed, Apr 2, 2014 at 6:22 PM, Halim Negadi hneg...@gmail.com wrote: Hello Gang, print used to work in xsi back in version 4 or 5 but no longer does. I use a generic library that uses it massively for debug purposes. Is there any way to wrap it so Softimage logs python print messages ? Thanks in advance, -H.
Re: python 'print' in softimage
Theres also si = Application log = si.LogMessage log(hello mars) On Wed, Apr 2, 2014 at 6:30 PM, Halim Negadi hneg...@gmail.com wrote: google just found the workaround: http://xsisupport.com/2012/05/02/python-print-statement-in-softimage-2013 This community rocks, please guys lets keep it alive no matter what. Cheers, -H. On Wed, Apr 2, 2014 at 6:22 PM, Halim Negadi hneg...@gmail.com wrote: Hello Gang, print used to work in xsi back in version 4 or 5 but no longer does. I use a generic library that uses it massively for debug purposes. Is there any way to wrap it so Softimage logs python print messages ? Thanks in advance, -H.
Re: python 'print' in softimage
nice exploration. I was always wondering why this is not working with the external python. On 4/2/2014 6:30 PM, Halim Negadi wrote: google just found the workaround: http://xsisupport.com/2012/05/02/python-print-statement-in-softimage-2013 This community rocks, please guys lets keep it alive no matter what. Cheers, -H. On Wed, Apr 2, 2014 at 6:22 PM, Halim Negadi hneg...@gmail.com mailto:hneg...@gmail.com wrote: Hello Gang, print used to work in xsi back in version 4 or 5 but no longer does. I use a generic library that uses it massively for debug purposes. Is there any way to wrap it so Softimage logs python print messages ? Thanks in advance, -H.
Re: Redshift - GPU accel on Quadro K4000
If you can wait (and have slightly deeper pockets) the 780 6Gb will be out at the end of april - shouldn't be that much more expensive than the 780 according to early reports. That will be the best bang for buck card for RS, as the memory will really help with larger scenes. -- www.matinai.com
Re: Redshift - GPU accel on Quadro K4000
Matt, thanks for the suggestion. On 02/04/2014 12:46 PM, Matt Morris wrote: If you can wait (and have slightly deeper pockets) the 780 6Gb will be out at the end of april - shouldn't be that much more expensive than the 780 according to early reports. That will be the best bang for buck card for RS, as the memory will really help with larger scenes. -- www.matinai.com http://www.matinai.com
Re: 答复: Re[2]: March 28, 2014
Then why is this what many might believe in the first place? On Wednesday, April 02, 2014 12:05:44 PM, Graham Bell wrote: I'm sorry I wouldn't necessarily agree with the second point below. I'm not saying that we're perfect, but there are different levels of engagement and we're not as invisible as many might seem to believe.
Re: python 'print' in softimage
google or Stephen Blair? Give the man some credit ;) On 2 April 2014 17:37, Andreas Böinghoff boeingh...@s-farm.de wrote: nice exploration. I was always wondering why this is not working with the external python. On 4/2/2014 6:30 PM, Halim Negadi wrote: google just found the workaround: http://xsisupport.com/2012/05/02/python-print-statement-in-softimage-2013 This community rocks, please guys lets keep it alive no matter what. Cheers, -H. On Wed, Apr 2, 2014 at 6:22 PM, Halim Negadi hneg...@gmail.com wrote: Hello Gang, print used to work in xsi back in version 4 or 5 but no longer does. I use a generic library that uses it massively for debug purposes. Is there any way to wrap it so Softimage logs python print messages ? Thanks in advance, -H.
Re: Octane 2.0 motion blur
where did you find the info about this being all cg? On Wed, Apr 2, 2014 at 9:25 AM, Cristobal Infante cgc...@gmail.com wrote: Yep it's all CG, here is a bit of rendering info on the net: Render time is about 4-5 min/frame on 4 Titans. 1280x720. ~3mil Objects, Displacement, Motion Blur, SSS Fog.
Re: Please Trim posts!!
Was thinking this as well, snip snip.
Re: Please Trim posts!!
Still looking for the option to do that automatically in gmail... I don't think it exists :(
Re: Octane 2.0 motion blur
Aprils fool? ;) wait a sec: http://render.otoy.com/forum/viewtopic.php?f=5t=39059 On 2 April 2014 18:12, Steven Caron car...@gmail.com wrote: where did you find the info about this being all cg? On Wed, Apr 2, 2014 at 9:25 AM, Cristobal Infante cgc...@gmail.comwrote: Yep it's all CG, here is a bit of rendering info on the net: Render time is about 4-5 min/frame on 4 Titans. 1280x720. ~3mil Objects, Displacement, Motion Blur, SSS Fog.
RE: 答复: Re[2]: March 28, 2014
i could be wrong but, https://www.youtube.com/watch?v=lmUXp_zE14E ... http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd.If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone.Please contact the sender if you believe you have received this email in error. Date: Wed, 2 Apr 2014 13:09:10 -0400 From: ethivie...@hybride.com To: softimage@listproc.autodesk.com Subject: Re: 答复: Re[2]: March 28, 2014 CC: graham.b...@autodesk.com Then why is this what many might believe in the first place? On Wednesday, April 02, 2014 12:05:44 PM, Graham Bell wrote: I'm sorry I wouldn't necessarily agree with the second point below. I'm not saying that we're perfect, but there are different levels of engagement and we're not as invisible as many might seem to believe.
Re: Please Trim posts!!
Actually, Gmail, by default, will trim your mail. The problem lies in that it determines the trim based on what you have already seen. If that changes by one character, it no longer gets trimmed. Look below this email, which I have not manually trimmed. You should just see ... (which indicates automatically trimmed text.) If you see the previous message, then it has been altered in some way. On Wed, Apr 2, 2014 at 1:22 PM, Jeremie Passerin gerem@gmail.comwrote: Still looking for the option to do that automatically in gmail... I don't think it exists :( -- Best Regards, * Stephen P. Davidson* *(954) 552-7956*sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com
Re: Octane 2.0 motion blur
very nice! On Wed, Apr 2, 2014 at 10:25 AM, Cristobal Infante cgc...@gmail.com wrote: Aprils fool? ;) wait a sec: http://render.otoy.com/forum/viewtopic.php?f=5t=39059
Re: Single frame subregion parameter for batch render.
If you can script, you can do this using a script and xsibatch. the script is simply setting the subregion before xsibatch renders the image. You can pass arguments for the passe.CropWindowWidth, passe.CropWindowHeight, passe.CropWindowOffsetX and passe.CropWindowOffsetY and renaming you output image. there's a reference on how to call the command here at the bottom of the page, the Using Scripts to Set Renderer Specific Options section. http://softimage.wiki.softimage.com/xsidocs/rendering_BatchRenderingBasicsXSIR.htm On Wed, Apr 2, 2014 at 11:34 AM, Robert Cole rob...@texturelighting.comwrote: I need to render individual tiles of a very high resolution image (and stitch them together after, most likely w/ Photoshop). I can no longer find the documentation on Image Resolutionsubregion parameter for batch rendering..anybody have a hint? And, if anybody would like to chime in on another, possibly less tedious way of rendering out and saving individual tiles , I would be very grateful. (The requested image is to go on a 20' wall...) Thank you, -Robert
RE: Center mode (was RE: humanize Maya, SOFT top 5)
The point of the center mode (from the user's perspective) is to be able to preserve the geometry as you see it while being able to correct the transform. Center mode is heavily used here. It's not strictly for corrective purposes, but also for assisting in setting up manipulations for modeling and rigging. We align centers to ensure that objects enveloped to the same deformers move together in unison without separating from each other. That's *really important* when doing squash n' stretch or other non-uniform deformations. Center mode is a staple in the toolset, please implement it into Maya if not already there. While you're at it, implement softimage scaling. It would save us months/years of re-rigging a very large arsenal of assets. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: Wednesday, April 02, 2014 8:26 AM To: softimage@listproc.autodesk.com Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5) On Wed, Apr 2, 2014 at 8:30 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: Maya: I have to create a set of multiple nulls with custom rotations to set up the angle of rotation properly for the surface. If I want to rotate the surface I have to dig through all these nulls to get to the right one, select and rotate it just to rotate the surface. Is that always true in your scenarios? Moving center in Softimage is like moving all the points of the geometry. (What brent calls transforming the geometry) Knowing that it does that, wouldn't the simplest work-around for your specific scenario in Maya be to select all points and move/rotate them.
Re: Please Trim posts!!
it doesn't always do a good job, as the threads get longer, more people respond with different language/locations and email clients, before you know it you have a wall of text, couple of big signature images, corporate email disclaimers, etc. trimminess is next to godliness... On Wed, Apr 2, 2014 at 10:41 AM, Stephen Davidson magic...@bellsouth.netwrote: Actually, Gmail, by default, will trim your mail. The problem lies in that it determines the trim based on what you have already seen. If that changes by one character, it no longer gets trimmed.
3D Printing experience on Softimage
Hey everyone, thanks for your replies on the previous subject of Quadro K4000. Yesterday I was googling around for 3d printers. I really liked this one: http://www.youtube.com/watch?v=CHAU-9VIwzk I was wondering if anyone has already start printing some 3D stuff over anyone of these 3d printers? I know there is a software that comes along with it so you can input your models and print them out. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: Single frame subregion parameter for batch render.
Thank you Hans! The syntax is exactly what I was looking for. (pass.CropWindow/etc). I have been playing with setting a pass crop region from the renderRegion, it works ok for what I need today, but I'll be able to write up a nice script now with this syntax. -Robert
RE: 答复: Re[2]: March 28, 2014
It's natural and logical that they believe it and the answer lies in factorial increase. The number of combinations increases as a factorial as both company size and customer base increase, and that has a direct impact on interaction. Autodesk has more interactions with customers (total volume) than smaller companies but the sheer number of combinations makes it impossible to have the same level of intimacy between everyone at Autodesk ME and every customer. So there is a very real reason why large organizations appear less intimate, they are. But it does not mean we either care less or communicate less or that small companies are necessarily more open. They won't tell you everything either. If asked all the companies discussed on this list to comment on the following question Have never in the past nor will ever in the future consider selling yourself to Autodesk? I wonder how many would really truthfully answer that question. maurice Maurice Patel Autodesk : Tél: 514 954-7134 -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Wednesday, April 02, 2014 1:09 PM To: softimage@listproc.autodesk.com Cc: Graham Bell Subject: Re: 答复: Re[2]: March 28, 2014 Then why is this what many might believe in the first place? On Wednesday, April 02, 2014 12:05:44 PM, Graham Bell wrote: I'm sorry I wouldn't necessarily agree with the second point below. I'm not saying that we're perfect, but there are different levels of engagement and we're not as invisible as many might seem to believe. attachment: winmail.dat
Re: Please Trim posts!!
So to re-iterate, if you see the .. then it has NOT been trimmed properly as not everyone is reading these in the full gmail app, I always have to scroll through a mile long email just to read the next post on my phone.
Re: 3D Printing experience on Softimage
It does not start shipping till June On Wed, Apr 2, 2014 at 2:13 PM, David Rivera activemotionpictu...@yahoo.com wrote: Hey everyone, thanks for your replies on the previous subject of Quadro K4000. Yesterday I was googling around for 3d printers. I really liked this one: http://www.youtube.com/watch?v=CHAU-9VIwzk I was wondering if anyone has already start printing some 3D stuff over anyone of these 3d printers? I know there is a software that comes along with it so you can input your models and print them out. *David Rivera* *3D Compositor/Animator* LinkedIN http://ec.linkedin.com/in/3dcinetv Behance https://www.behance.net/3dcinetv VFX Reel https://vimeo.com/70551635 -- Best Regards, * Stephen P. Davidson* *(954) 552-7956*sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com
Re: Please Trim posts!!
At the same time, I feel keeping the last post (and trimming the rest) is ideal. Sometimes if people trim completely and many trimmed replies come in at different times, it's hard to realise who was replying to what comment. WIth at least 1 response below it for context, it's a lot easier to follow. On Wed, Apr 2, 2014 at 2:52 PM, Rob Chapman tekano@gmail.com wrote: So to re-iterate, if you see the .. then it has NOT been trimmed properly as not everyone is reading these in the full gmail app, I always have to scroll through a mile long email just to read the next post on my phone.
Re: 3D Printing experience on Softimage
To reply to your topic title. I 3d printed some stuff and i used Softimage but since sizes had to be very correct Softimage was quite a bitch. 2014-04-02 21:04 GMT+02:00 Stephen Davidson magic...@bellsouth.net: It does not start shipping till June On Wed, Apr 2, 2014 at 2:13 PM, David Rivera activemotionpictu...@yahoo.com wrote: Hey everyone, thanks for your replies on the previous subject of Quadro K4000. Yesterday I was googling around for 3d printers. I really liked this one: http://www.youtube.com/watch?v=CHAU-9VIwzk I was wondering if anyone has already start printing some 3D stuff over anyone of these 3d printers? I know there is a software that comes along with it so you can input your models and print them out. *David Rivera* *3D Compositor/Animator* LinkedIN http://ec.linkedin.com/in/3dcinetv Behance https://www.behance.net/3dcinetv VFX Reel https://vimeo.com/70551635 -- Best Regards, * Stephen P. Davidson* *(954) 552-7956 %28954%29%20552-7956 *sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com
Re: Please Trim posts!!
Yeah I didn't mean trim everything, just the irrelevant stuff from the previous post. Eric T. On Wednesday, April 02, 2014 3:08:39 PM, Alan Fregtman wrote: At the same time, I feel keeping the last post (and trimming the rest) is ideal. Sometimes if people trim completely and many trimmed replies come in at different times, it's hard to realise who was replying to what comment. WIth at least 1 response below it for context, it's a lot easier to follow.
Re: Please Trim posts!!
Yes, that is how I understand it On Wed, Apr 2, 2014 at 2:52 PM, Rob Chapman tekano@gmail.com wrote: So to re-iterate, if you see the .. then it has NOT been trimmed properly as not everyone is reading these in the full gmail app, I always have to scroll through a mile long email just to read the next post on my phone. Best Regards, * Stephen P. Davidson* *(954) 552-7956*sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com
Re: Octane 2.0 motion blur
how is redshift doing on motionblur? 2014-04-02 19:45 GMT+02:00 Steven Caron car...@gmail.com: very nice! On Wed, Apr 2, 2014 at 10:25 AM, Cristobal Infante cgc...@gmail.comwrote: Aprils fool? ;) wait a sec: http://render.otoy.com/forum/viewtopic.php?f=5t=39059
Re: Please Trim posts!!
the most succinct response is only to quote the original section you are directly responding to. If I trim the lot rather than just the last mail it is clear I am not only responding to the last person's email, but in general to the thread, that is all. but yes it has been very messy of late and must admit to being lazy too. :) snip
Re: Octane 2.0 motion blur
Seems like Redshift's (motion blur) is implemented long before Otoy did ;) *Octane 1.5 supports native render time motion blur for the camera animation only. Future versions are going to full support native motion blur at render time for objects transformations and deformations* *Redshift supports three types of motion blur:* - *Camera motion blur, where blurring happens because of camera movement* - *Transformation motion blur, where blurring happens because of rigid-body motion (object/light transforms)* - *Deformation motion blur, where blurring happens because the object vertices got deformed (due to morphing/skinning/etc)* On 2 April 2014 20:14, Doeke Wartena clankil...@gmail.com wrote: how is redshift doing on motionblur?
Re: 3D Printing experience on Softimage
I thought 1 SI unit = 1 cm. On Wed, Apr 2, 2014 at 3:09 PM, Doeke Wartena clankil...@gmail.com wrote: To reply to your topic title. I 3d printed some stuff and i used Softimage but since sizes had to be very correct Softimage was quite a bitch. 2014-04-02 21:04 GMT+02:00 Stephen Davidson magic...@bellsouth.net: It does not start shipping till June On Wed, Apr 2, 2014 at 2:13 PM, David Rivera activemotionpictu...@yahoo.com wrote: Hey everyone, thanks for your replies on the previous subject of Quadro K4000. Yesterday I was googling around for 3d printers. I really liked this one: http://www.youtube.com/watch?v=CHAU-9VIwzk I was wondering if anyone has already start printing some 3D stuff over anyone of these 3d printers? I know there is a software that comes along with it so you can input your models and print them out. *David Rivera* *3D Compositor/Animator* LinkedIN http://ec.linkedin.com/in/3dcinetv Behance https://www.behance.net/3dcinetv VFX Reel https://vimeo.com/70551635 -- Best Regards, * Stephen P. Davidson* *(954) 552-7956 %28954%29%20552-7956 * sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com -- Best Regards, * Stephen P. Davidson* *(954) 552-7956*sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com
Re: 3D Printing experience on Softimage
sorry...I meant 1 si unit = 10cm On Wed, Apr 2, 2014 at 4:24 PM, Stephen Davidson magic...@bellsouth.netwrote: I thought 1 SI unit = 1 cm. Best Regards, * Stephen P. Davidson* *(954) 552-7956*sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com
Re: Please Trim posts!!
exactly, trim the 10 extra posts and not the last one or two.. if they are relevant. On Wed, Apr 2, 2014 at 12:08 PM, Alan Fregtman alan.fregt...@gmail.comwrote: At the same time, I feel keeping the last post (and trimming the rest) is ideal. Sometimes if people trim completely and many trimmed replies come in at different times, it's hard to realise who was replying to what comment. WIth at least 1 response below it for context, it's a lot easier to follow.
RE: 3D Printing experience on Softimage
I saw the Form 1 in depth at Siggraph last year. For desktop printers under $5,000 USD, it's definitely the best quality printer. It's the only stereo lithography printer available at that price and can print with at least 4x better / finer resolution than the extrusion based printers such as Makerbot. Even though the device is targeted for prototyping, it has enough quality to be used as final output for some applications. Down side is the print volume is quite small, your very limited on choice of printing materials (which also have relatively short shelf life), and the agents used in the process are caustic. You need to wear protective gloves to remove the output from the printer and give it a chemical bath before it's safe to hold with your bare hands - they don't tell you that part until you open the box. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Rivera Sent: Wednesday, April 02, 2014 11:14 AM To: softimage@listproc.autodesk.com Subject: 3D Printing experience on Softimage Hey everyone, thanks for your replies on the previous subject of Quadro K4000. Yesterday I was googling around for 3d printers. I really liked this one: http://www.youtube.com/watch?v=CHAU-9VIwzk I was wondering if anyone has already start printing some 3D stuff over anyone of these 3d printers? I know there is a software that comes along with it so you can input your models and print them out. David Rivera 3D Compositor/Animator LinkedINhttp://ec.linkedin.com/in/3dcinetv Behancehttps://www.behance.net/3dcinetv VFX Reelhttps://vimeo.com/70551635
RE: Center mode (was RE: humanize Maya, SOFT top 5)
I'm not sure I see how that would easily solve my problem without introducing other problems, risks, or complex workflow. I don't even see how it competes with Softimage's method. I have geometry that is sometimes generated in CAD or provided from other sources. The geometry, and its relative components often have to remain in their relative positions. But I need to define custom articulations. I often have more freedom to cheat on the articulations than I do on the topology. If in Maya I select the aileron, rotate it till the pivot matches the rotation angle I want, then select all the points of the aileron and attempt to back rotate them until the geometry matches its previous position against the new rotation angle, can I do that? Yes, but with caveats: 1. If I select components and proceed to back rotate the geometry by using the Channnel editor, why do I lose the numerical channel editor transform entries. This would have been the intuitive approach because that's how we do this with object selection. But there is no congruency here. It would be my first anticipation on how it might be achieved. 2. Might it be possible to eyeball the back rotation with just the manipulator? Yes, but what does that do to the accuracy of my geometry position? I might possibly be less concerned for the accuracy in the rotation angle than in the placement of the geometry. Either way one or the other must sacrificed. In this scenario Maya forces me to sacrifice geometry position. What if I don't want to sacrifice that? 3. What if I am rotating this on more than one axis? Can I use the Channel Editor's CV list to accomplish this? How do I know what vertex coordinates to enter here? Can I use it at all? Strike three in anticipating a potential method. 4. polyMoveVertex . So yes there is a way to do this in Maya. Assuming I have an object under another in a hierarchy I: a. select the child object that I want change its pivot angle b. rotate the object -30 degrees in Z c. select component type *in the event you were in component type already and selected the object from the outliner, component type is still active but object is selected, you then have to select object type and reselect component type just to get back to component selection or make a new component selection. d. select all components on the object e. go to polygon module (if you're not there already) f. go to Edit mesh - Transform Component (I now get a polyMoveVertex operator in my Input stack). g. enter a positive 30 degrees in Z, geometry is now back rotated h. return to object type i. hit Edit - Delete by Type - History ( Assuming I have construction history on. Further why can't Ijust right-click delete history on this operator?) Yet how simple are any of these approaches compared to: Select the Object, Select Center, enter -30 at the Rotate transform? Yes in Maya I can do this, but is it easy? Is it risky if I tried to do it using solely a manipulator? Is it intuitive? Why must I use a polyMoveVertex operator to do this? Why can't I just switch to Component Type and maintain use of the Channel editor's Transform entries? How much planning is required? Is there another way in Maya to do this? I don't recall, I got used to making null rigs. In Maya its easier, more forgiving, and simpler to just go the null rig route. I think its potentially appropriate to argue that it might also be good form. It introduces far less risk or possibility of mis-selecting vertices, putting the vertices in the wrong place, damage to geometry. But it's not more intuitive than Center. Yes the null rig method can also be done in Softimage as an alternative method to using Center. Softimage also supports the vertex back-rotation through a Cluster. This is not an issue of whether Maya provides us the ability to do these things. It does. And very reliably. The question is whether it provides these abilities in an intuitive and user friendly manner. It's a matter of human factors. But to be fair, Softimage had its own issues with this problem. Just far fewer than Maya. -- Joey Ponthieux __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage- boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: Wednesday, April 02, 2014 11:26 AM To: softimage@listproc.autodesk.com Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5) On Wed, Apr 2, 2014 at 8:30 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: Maya: I have to create a set of multiple nulls with custom rotations to set up the angle of rotation properly for the surface. If I want to rotate the surface I
Re: Octane 2.0 motion blur
also just found this latest from Brigade Engine (mentioned earlier) which is really quite beautiful to behold https://www.youtube.com/watch?v=BpT6MkCeP7Y just 2 x gtx titans
Component Selection done in ICE?
Tried to use clusters. I've thought it was the rational thing to do, but apparently I cannot set them. http://screencast.com/t/fWVYswfaBlu5 How do you guys go about this? Can Python create on-thefly Trees to return values or such? Thanks
Re: Center mode (was RE: humanize Maya, SOFT top 5)
I don' know if you saw my rant about this on a Maya job I did last week but all I can say is HELL YES we use the center a lot. I am not sure why you even have to ask. On Wed, Apr 2, 2014 at 5:50 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: I'm not sure I see how that would easily solve my problem without introducing other problems, risks, or complex workflow. I don't even see how it competes with Softimage's method. I have geometry that is sometimes generated in CAD or provided from other sources. The geometry, and its relative components often have to remain in their relative positions. But I need to define custom articulations. I often have more freedom to cheat on the articulations than I do on the topology. If in Maya I select the aileron, rotate it till the pivot matches the rotation angle I want, then select all the points of the aileron and attempt to back rotate them until the geometry matches its previous position against the new rotation angle, can I do that? Yes, but with caveats: 1. If I select components and proceed to back rotate the geometry by using the Channnel editor, why do I lose the numerical channel editor transform entries. This would have been the intuitive approach because that's how we do this with object selection. But there is no congruency here. It would be my first anticipation on how it might be achieved. 2. Might it be possible to eyeball the back rotation with just the manipulator? Yes, but what does that do to the accuracy of my geometry position? I might possibly be less concerned for the accuracy in the rotation angle than in the placement of the geometry. Either way one or the other must sacrificed. In this scenario Maya forces me to sacrifice geometry position. What if I don't want to sacrifice that? 3. What if I am rotating this on more than one axis? Can I use the Channel Editor's CV list to accomplish this? How do I know what vertex coordinates to enter here? Can I use it at all? Strike three in anticipating a potential method. 4. polyMoveVertex . So yes there is a way to do this in Maya. Assuming I have an object under another in a hierarchy I: a. select the child object that I want change its pivot angle b. rotate the object -30 degrees in Z c. select component type *in the event you were in component type already and selected the object from the outliner, component type is still active but object is selected, you then have to select object type and reselect component type just to get back to component selection or make a new component selection. d. select all components on the object e. go to polygon module (if you're not there already) f. go to Edit mesh - Transform Component (I now get a polyMoveVertex operator in my Input stack). g. enter a positive 30 degrees in Z, geometry is now back rotated h. return to object type i. hit Edit - Delete by Type - History ( Assuming I have construction history on. Further why can't Ijust right-click delete history on this operator?) Yet how simple are any of these approaches compared to: Select the Object, Select Center, enter -30 at the Rotate transform? Yes in Maya I can do this, but is it easy? Is it risky if I tried to do it using solely a manipulator? Is it intuitive? Why must I use a polyMoveVertex operator to do this? Why can't I just switch to Component Type and maintain use of the Channel editor's Transform entries? How much planning is required? Is there another way in Maya to do this? I don't recall, I got used to making null rigs. In Maya its easier, more forgiving, and simpler to just go the null rig route. I think its potentially appropriate to argue that it might also be good form. It introduces far less risk or possibility of mis-selecting vertices, putting the vertices in the wrong place, damage to geometry. But it's not more intuitive than Center. Yes the null rig method can also be done in Softimage as an alternative method to using Center. Softimage also supports the vertex back-rotation through a Cluster. This is not an issue of whether Maya provides us the ability to do these things. It does. And very reliably. The question is whether it provides these abilities in an intuitive and user friendly manner. It's a matter of human factors. But to be fair, Softimage had its own issues with this problem. Just far fewer than Maya. -- Joey Ponthieux __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage- boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: Wednesday, April 02, 2014 11:26 AM To: softimage@listproc.autodesk.com Subject: Re: Center mode
Re: MODO webinar for Softimage Users - tomorrow, April 3 - Register here...
Trying to find out now... -Tim On 4/2/2014 5:20 PM, James De Colling wrote: will this be put online for those of us who aren't able to watch it at 4am? james, On Thu, Apr 3, 2014 at 9:16 AM, Tim Crowson tim.crow...@magneticdreams.com mailto:tim.crow...@magneticdreams.com wrote: This is really short-notice (as in... it was just set up today) Brad Peebler has set up a webinar for *TOMORROW, April 3, at 11:00 AM Pacific time*. */Since this is very short notice, he's also setting up a /**/second/*/*one that will happen at a later date*./ As it stands now, that second webinar will be April 17. I'll update you if that changes, and I'll post the registration once it's confirmed. Register here... https://www2.gotomeeting.com/register/346898498
Re: Center mode (was RE: humanize Maya, SOFT top 5)
If you are working with a lot of previz assets, this allows you to move things from there center without having to set their pivot. On 2 April 2014 23:33, John Richard Sanchez youngupstar...@gmail.comwrote: I don' know if you saw my rant about this on a Maya job I did last week but all I can say is HELL YES we use the center a lot. I am not sure why you even have to ask. On Wed, Apr 2, 2014 at 5:50 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: I'm not sure I see how that would easily solve my problem without introducing other problems, risks, or complex workflow. I don't even see how it competes with Softimage's method. I have geometry that is sometimes generated in CAD or provided from other sources. The geometry, and its relative components often have to remain in their relative positions. But I need to define custom articulations. I often have more freedom to cheat on the articulations than I do on the topology. If in Maya I select the aileron, rotate it till the pivot matches the rotation angle I want, then select all the points of the aileron and attempt to back rotate them until the geometry matches its previous position against the new rotation angle, can I do that? Yes, but with caveats: 1. If I select components and proceed to back rotate the geometry by using the Channnel editor, why do I lose the numerical channel editor transform entries. This would have been the intuitive approach because that's how we do this with object selection. But there is no congruency here. It would be my first anticipation on how it might be achieved. 2. Might it be possible to eyeball the back rotation with just the manipulator? Yes, but what does that do to the accuracy of my geometry position? I might possibly be less concerned for the accuracy in the rotation angle than in the placement of the geometry. Either way one or the other must sacrificed. In this scenario Maya forces me to sacrifice geometry position. What if I don't want to sacrifice that? 3. What if I am rotating this on more than one axis? Can I use the Channel Editor's CV list to accomplish this? How do I know what vertex coordinates to enter here? Can I use it at all? Strike three in anticipating a potential method. 4. polyMoveVertex . So yes there is a way to do this in Maya. Assuming I have an object under another in a hierarchy I: a. select the child object that I want change its pivot angle b. rotate the object -30 degrees in Z c. select component type *in the event you were in component type already and selected the object from the outliner, component type is still active but object is selected, you then have to select object type and reselect component type just to get back to component selection or make a new component selection. d. select all components on the object e. go to polygon module (if you're not there already) f. go to Edit mesh - Transform Component (I now get a polyMoveVertex operator in my Input stack). g. enter a positive 30 degrees in Z, geometry is now back rotated h. return to object type i. hit Edit - Delete by Type - History ( Assuming I have construction history on. Further why can't Ijust right-click delete history on this operator?) Yet how simple are any of these approaches compared to: Select the Object, Select Center, enter -30 at the Rotate transform? Yes in Maya I can do this, but is it easy? Is it risky if I tried to do it using solely a manipulator? Is it intuitive? Why must I use a polyMoveVertex operator to do this? Why can't I just switch to Component Type and maintain use of the Channel editor's Transform entries? How much planning is required? Is there another way in Maya to do this? I don't recall, I got used to making null rigs. In Maya its easier, more forgiving, and simpler to just go the null rig route. I think its potentially appropriate to argue that it might also be good form. It introduces far less risk or possibility of mis-selecting vertices, putting the vertices in the wrong place, damage to geometry. But it's not more intuitive than Center. Yes the null rig method can also be done in Softimage as an alternative method to using Center. Softimage also supports the vertex back-rotation through a Cluster. This is not an issue of whether Maya provides us the ability to do these things. It does. And very reliably. The question is whether it provides these abilities in an intuitive and user friendly manner. It's a matter of human factors. But to be fair, Softimage had its own issues with this problem. Just far fewer than Maya. -- Joey Ponthieux __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. -Original Message- From:
Re: Center mode (was RE: humanize Maya, SOFT top 5)
ok to be more constructive let me give you a real world example. I had a headset with big ear buds that the client wanted me to animate rotating. Its a cad file with a 10 parts for the ear bud. It was grouped but the orientation was way off. All I wanted to do was move the orientation of the pivot so that it would move correctly. It would have been 1 click in XSI. In the end I sent the scene to Softimage. Got a null matched transforms for the ear bud. Rotated so that it was at the right angle and then sent the nulls as locators to Maya and put the Earbud group under the locator. I didnt do that with maya because I didnt want to do the redundant workflow of point constraining locator to ear bud group and then removing constraints. Again one click in XSI. Match all transforms. On Wed, Apr 2, 2014 at 6:33 PM, John Richard Sanchez youngupstar...@gmail.com wrote: I don' know if you saw my rant about this on a Maya job I did last week but all I can say is HELL YES we use the center a lot. I am not sure why you even have to ask. On Wed, Apr 2, 2014 at 5:50 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: I'm not sure I see how that would easily solve my problem without introducing other problems, risks, or complex workflow. I don't even see how it competes with Softimage's method. I have geometry that is sometimes generated in CAD or provided from other sources. The geometry, and its relative components often have to remain in their relative positions. But I need to define custom articulations. I often have more freedom to cheat on the articulations than I do on the topology. If in Maya I select the aileron, rotate it till the pivot matches the rotation angle I want, then select all the points of the aileron and attempt to back rotate them until the geometry matches its previous position against the new rotation angle, can I do that? Yes, but with caveats: 1. If I select components and proceed to back rotate the geometry by using the Channnel editor, why do I lose the numerical channel editor transform entries. This would have been the intuitive approach because that's how we do this with object selection. But there is no congruency here. It would be my first anticipation on how it might be achieved. 2. Might it be possible to eyeball the back rotation with just the manipulator? Yes, but what does that do to the accuracy of my geometry position? I might possibly be less concerned for the accuracy in the rotation angle than in the placement of the geometry. Either way one or the other must sacrificed. In this scenario Maya forces me to sacrifice geometry position. What if I don't want to sacrifice that? 3. What if I am rotating this on more than one axis? Can I use the Channel Editor's CV list to accomplish this? How do I know what vertex coordinates to enter here? Can I use it at all? Strike three in anticipating a potential method. 4. polyMoveVertex . So yes there is a way to do this in Maya. Assuming I have an object under another in a hierarchy I: a. select the child object that I want change its pivot angle b. rotate the object -30 degrees in Z c. select component type *in the event you were in component type already and selected the object from the outliner, component type is still active but object is selected, you then have to select object type and reselect component type just to get back to component selection or make a new component selection. d. select all components on the object e. go to polygon module (if you're not there already) f. go to Edit mesh - Transform Component (I now get a polyMoveVertex operator in my Input stack). g. enter a positive 30 degrees in Z, geometry is now back rotated h. return to object type i. hit Edit - Delete by Type - History ( Assuming I have construction history on. Further why can't Ijust right-click delete history on this operator?) Yet how simple are any of these approaches compared to: Select the Object, Select Center, enter -30 at the Rotate transform? Yes in Maya I can do this, but is it easy? Is it risky if I tried to do it using solely a manipulator? Is it intuitive? Why must I use a polyMoveVertex operator to do this? Why can't I just switch to Component Type and maintain use of the Channel editor's Transform entries? How much planning is required? Is there another way in Maya to do this? I don't recall, I got used to making null rigs. In Maya its easier, more forgiving, and simpler to just go the null rig route. I think its potentially appropriate to argue that it might also be good form. It introduces far less risk or possibility of mis-selecting vertices, putting the vertices in the wrong place, damage to geometry. But it's not more intuitive than Center. Yes the null rig method can also be done in Softimage as an alternative method to