RE: ot: unreal engine
Yes, the right-click menus activate object-component mode in Maya. Apparently it is used for some commands where you need to make a hybrid object+component selection and I agree it is confusing. -- Brent From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Cristobal Infante Sent: 19 November 2014 11:04 To: softimage@listproc.autodesk.com Subject: Re: ot: unreal engine Hi Nico, I agree that the inconsistency between right click (vertex) and F8 component selection mode is REALLY annoying. Hopefully the are working in unifying them since it I don't see the point of having them disjointed. It feels that if you right-click select vertex Maya should just switch to component mode.. On 18 November 2014 20:44, Nicolas Esposito 3dv...@gmail.commailto:3dv...@gmail.com wrote: Hi Francisco, Yes, I'm currently using the ART plugin developed by Jeremy Ernst, and it works pretty good! Not knowing python scripting is a huge downside for me, so having this free rigging tool is really a huge timesaver. Step by step I'm extending this rig functionality in order to integrate my custom ( re-usable ) facial rig into the body rig and everything works fine. I'm really digging Unreal Engine 4, the Blueprint system has a similar feel to ICE, and its really intuitive :) 2014-11-18 21:32 GMT+01:00 Francisco Criado malcriad...@gmail.commailto:malcriad...@gmail.com: Nicolas, may i ask if you are using unreal toolset for rigging? thanks, F. -- Francisco Criado visual geek DCA Lab attachment: winmail.dat
weightmap visible in textured view
simple request... i need to paint a weightmap to affect texture blending... but i need to see the texture while i'm painting the weightmap never had to do this before and can't find a way of having texture decal mode on, but have weightmap visible at the same time anyone? a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.com blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: weightmap visible in textured view
Not perfect but a quick solution could be using two views with a different camera in each (one cam pose constrained to the other) different viewing modes per camera. Depends how accurate you need to be. Adam. On 20 November 2014 12:04, adrian wyer adrian.w...@fluid-pictures.com wrote: simple request... i need to paint a weightmap to affect texture blending... but i need to see the texture while i'm painting the weightmap never had to do this before and can't find a way of having texture decal mode on, but have weightmap visible at the same time anyone? a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Perforce Plugins
Hi all I was enquiring about the 2015 P4GT plugins for Maya and Softimage from Perforce and I found out that they have open sourced them http://t.co/b0RzmQpfsF Kind Regards Angus 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 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. /span/font/td /tr /table
RE: complaints channel?
Leendert, will contact you offline to find out more about your particular issue. Jill -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog Sent: November-19-14 6:13 AM To: softimage@listproc.autodesk.com Subject: complaints channel? So, I am a bit conflicted this morning: I am very happy with @AutodeskHelp in the Twitterverse, but at the same time rather unhappy with the handling of an unrelated query by Support over at the Subscription Center. What would be the proper channel to log an - albeit mild - complaint (about the IMHO premature closing of an in my opinion as of yet unresolved case)? And I know I can reopen the case, but that's slightly besides the point. Getting a mail stating something like we don't know what's wrong, so now we're closing the case does sound weird to me. Again: not angry or anything, merely somewhat puzzled and displeased... Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com attachment: winmail.dat
[JOB] Rigger, Blur Studio, California
Hey guys, We're looking for a rigger here at Blur.Blur is historically a Softimage Studio for Rigging and Animation but we are transitioning to Maya in the next 12 months. - Blur Studio is looking for a highly experienced Rigger to work onsite at our Culver City facility. Qualified candidates will have strong experience in the design, development and implementation of rigging systems and will bring valuable ideas to the team through methodologies and/or tool and rig development skills. Great communication and teamwork skills are required in addition to the ability to deliver quality work on schedule. Duties may include the training and mentoring of other team members as needed. *Responsibilities:* - Use Blur production tools to build and maintain production rigs that meet technical and artistic quality standards . Work under the direction of supervisors and leads. - Communicate progress, problems or suggestions to supervisors and leads. - Suggest and/or develop tools and methodologies as appropriate to solve problems help improve the department. - Participate in Blur’s training program and mentor less experienced artists as needed *Skills:* - 3+ years of experience in Rigging on films or commercials - Strong knowledge of Maya for Rigging and Deformation - Good sense of deformation and human anatomy - Knowledge of the Maya API with MEL or Python is highly recommended - Excellent communication and organization Skills - Bonus : Softimage, C++, Animation, Modeling experience *To Apply:* Please send your resume, rate, reel and reel breakdown to j...@blur.com. Candidates must be currently authorized to work in the U.S.
Sticking Ice Strands
Hey guys, if you have ice strands that are all curly, do you know how to make it stick to the surface of geo as is. When the emitting point sticks to deforming geo, it stretches and does dynamics etc to the strand (which normally is great, but not this time). I wish they were each frozen to the particle and just moved with it. does that make sense? Any thoughts on this? Thanks! Lawrence Nimrichter
Re: Sticking Ice Strands
If I understand correctly you need to... 1) Store the initial StrandPosition in the local particle space.(by multiplying the strandPosition array by the inverted particle transform) -- get particle transform -- invert --- multiply (strandPosition) by matrix-- set data (myLocalStrandPosition) 2) Multiply the stored StrandPosition (myLocalStrandPosition) by the current particle transform On Thu, Nov 20, 2014 at 3:34 PM, Lawrence Nimrichter xsiuse...@gmail.com wrote: Hey guys, if you have ice strands that are all curly, do you know how to make it stick to the surface of geo as is. When the emitting point sticks to deforming geo, it stretches and does dynamics etc to the strand (which normally is great, but not this time). I wish they were each frozen to the particle and just moved with it. does that make sense? Any thoughts on this? Thanks! Lawrence Nimrichter