Re: Maya Rigging Online courses
I did this to get into rigging.. pretty good rig at the end of the day, and I now like the node editor :) G http://www.youtube.com/watch?v=MV4XRgmTynY On 27/11/2014 07:57, David Gallagher wrote: AnimSchool is awesome ;) iAnimate is more geared toward gaming, if that's relevant for you. Dave G (CEO of AnimSchool) Email me with any questions. On 11/26/2014 7:09 PM, Sofronis Efstathiou wrote: Hi all, I’m trying to get my head around the rigging tools in Maya, and need a quick boost in terms of knowledge - I need to support a ton of rigs my students are creating after Christmas. Any recommendations? I would prefer not to have a course aimed at beginners, just something that can introduce some mid/high level concepts and techniques. Having said that, as I need to learn an entire new toolset it’s probably wise to start with the basics (as long as it moves quickly into other areas). Has anyone taken the iAnimate course? http://www.ianimate.net/workshops/rigging.html Animschool also allows you to take a single class via its express option as well - http://www.animschool.com/Catalog/ProgramDescription.aspx?ID=1# http://www.animschool.com/Catalog/ProgramDescription.aspx?ID=1 Any help, opinions or guidance much appreciated… Cheers Sofronis (Saf) Efstathiou Postgraduate Framework Leader and BFX Competition Festival Director Computer Animation Academic Group *National Centre for Computer Animation* Email: sefstath...@bournemouth.ac.uk mailto:sefstath...@bournemouth.ac.uk Tel: +44 (0) 1202 965805 Profile: http://uk.linkedin.com/in/sofronisefstathiou Student Work: http://www.youtube.com/NCCA3DAnimation http://www.youtube.com/NCCADigitalFX http://www.youtube.com/NCCAAnimation Description: Description: C:\Users\sefstathiou\Pictures\nccalogo.jpg http://ncca.bournemouth.ac.uk/Description: Description: C:\Users\sefstathiou\Documents\My Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png http://www.bfxfestival.com/ http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg *Awarded for world-class computer animation teaching * *with wide scientific and creative applications* BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer charter. Information about the accessibility of University buildings can be found on the BU DisabledGo webpages http://www.disabledgo.com/en/org/bournemouth-university This email is intended only for the person to whom it is addressed and may contain confidential information. If you have received this email in error, please notify the sender and delete this email, which must not be copied, distributed or disclosed to any other person. Any views or opinions presented are solely those of the author and do not necessarily represent those of Bournemouth University or its subsidiary companies. Nor can any contract be formed on behalf of the University or its subsidiary companies via email.
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
I must say guys, that I'm really impressed with the work that the team is doing. They are genuinely worried about improving Maya in all aspects. I do have some rage moments too but its unfair to them. The future looks bright :) Tks Maya team. Mário Domingos www.mariodomingos.com Sent from my super iPhone On 27 Nov 2014, at 03:48, Shuting Chang shuting.ch...@autodesk.com wrote: Hi Tim, Great feedback! I’ll definitely take this into consideration in our UI interaction revamping work. I will pass this to animation team too. Thank you, shuting From: Tim Crowson tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Wednesday, November 26, 2014 at 11:53 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor Definitely want to echo Eric's points. I don't subscribe to the general 'make it like XSI' statement as it's far too vague to be actionable, so Eric's specific suggestions sound spot on to me. Also, one of the things I miss from XSI is the ability access to more commands from the context menu in the attribute editor. For example, in Maya we can right-click on a channel in the AE and we have some options like Create Expression, Set Key, etc... But I would also like to see more commands similar to what we have in XSI, like the following: -Animation Editor -Remove Animation -Copy Animation -Paste Animation I find that having access to these directly from a PPG/AE is really helpful. -Tim Crowson http://www.timcrowson.com On 11/25/2014 8:57 PM, Eric Thivierge wrote: Hi Shuting, Nice to chat again. :) The biggest thing for me is the ability to be able to have an attribute editor like the PPG's we have now to edit multiple object's parameters at the same time. Not only that, but simply having an AE open then selecting a new object and having it update with the new object's values which can be editable saves tons of time. It's one window you have open at all times and you know where it is. Changing selection will update that window and you don't have to open another window just to get back to the same parameters. Outliner needs more filtering like the Softimage explorer. Sometimes I want to see just objects, sometimes I want to show properties, then show parameters. I want to be able to easily and quickly change filters from a drop down list. One thing that doesn't get mentioned much is the transient explorer view. Hitting F3 in Softimage (when there is no Synoptic or Annotation property on the selected object) pops up a temporary window that show the selected objects and its properties / params to easily select / open a PPG from. This I think is an essential tool when working in ICE. It will probably become more obvious when bifrost is going to be expanded for other purposes. Thats all I have for now. Eric T. Eric Thivierge http://www.ethivierge.com On Tue, Nov 25, 2014 at 9:06 PM, Shuting Chang shuting.ch...@autodesk.commailto:shuting.ch...@autodesk.com wrote: Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting -- winmail.dat
Re: softimage 2015 heads up
Just wanted to tell that I've been running Soft 2015 for at least 6 months now and it has been working well. /Jens On Thu, Nov 27, 2014 at 6:29 AM, Angus Davidson angus.david...@wits.ac.za wrote: Great. Thanks On 2014/11/27, 7:16 AM, Jill Ramsay (Contractor) jill.ram...@autodesk.com wrote: We are targeting first week of December for first customer download. Would have been sooner but we found a last-minute regression. Hope this helps, Jill -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jill Ramsay (Contractor) Sent: November-26-14 6:56 PM To: softimage@listproc.autodesk.com Subject: RE: softimage 2015 heads up Sorry, stand by and I will try to get you a more accurate ETA. No opaqueness intended! Jill -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephan Haidacher Sent: November-26-14 6:24 PM To: softimage@listproc.autodesk.com Subject: Re: softimage 2015 heads up s, when is it coming, Autodesk? a tiny bit more transparency wouldn't hurt. --stephan 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 -- Jens Lindgren VFX Supervisor Lead TD Magoo 3D Studios http://www.magoo3dstudios.com/
Re: Maya Rigging Online courses
Yeah i have been looking for some time at Animschool for a rigging course, was even once going to ask if they also did it for Softimage... but now Maya it is... thing is.. im pretty sure Maya will change a lot in a so not distant future or that other solutions might appear... should I be investing time, lots of effort (and money) to learn how to properly rig the old in Maya? Im not really interested in learning Maya and thankfully i only have to animate on it... but i feel a complete stranger (and junior) now that Soft is no more... On Thu, Nov 27, 2014 at 10:06 AM, Gerbrand Nel nagv...@gmail.com wrote: I did this to get into rigging.. pretty good rig at the end of the day, and I now like the node editor :) G http://www.youtube.com/watch?v=MV4XRgmTynY On 27/11/2014 07:57, David Gallagher wrote: AnimSchool is awesome ;) iAnimate is more geared toward gaming, if that's relevant for you. Dave G (CEO of AnimSchool) Email me with any questions. On 11/26/2014 7:09 PM, Sofronis Efstathiou wrote: Hi all, I'm trying to get my head around the rigging tools in Maya, and need a quick boost in terms of knowledge - I need to support a ton of rigs my students are creating after Christmas. Any recommendations? I would prefer not to have a course aimed at beginners, just something that can introduce some mid/high level concepts and techniques. Having said that, as I need to learn an entire new toolset it's probably wise to start with the basics (as long as it moves quickly into other areas). Has anyone taken the iAnimate course? http://www.ianimate.net/workshops/rigging.html Animschool also allows you to take a single class via its express option as well - http://www.animschool.com/Catalog/ProgramDescription.aspx?ID=1# http://www.animschool.com/Catalog/ProgramDescription.aspx?ID=1 Any help, opinions or guidance much appreciated... Cheers Sofronis (Saf) Efstathiou Postgraduate Framework Leader and BFX Competition Festival Director Computer Animation Academic Group *National Centre for Computer Animation* Email: sefstath...@bournemouth.ac.uk Tel: +44 (0) 1202 965805 Profile: http://uk.linkedin.com/in/sofronisefstathiou Student Work: http://www.youtube.com/NCCA3DAnimation http://www.youtube.com/NCCADigitalFX http://www.youtube.com/NCCAAnimation [image: Description: Description: C:\Users\sefstathiou\Pictures\nccalogo.jpg] http://ncca.bournemouth.ac.uk/ [image: Description: Description: C:\Users\sefstathiou\Documents\My Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png] http://www.bfxfestival.com/ [image: http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg] *Awarded for world-class computer animation teaching * *with wide scientific and creative applications* BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer charter. Information about the accessibility of University buildings can be found on the BU DisabledGo webpages http://www.disabledgo.com/en/org/bournemouth-university This email is intended only for the person to whom it is addressed and may contain confidential information. If you have received this email in error, please notify the sender and delete this email, which must not be copied, distributed or disclosed to any other person. Any views or opinions presented are solely those of the author and do not necessarily represent those of Bournemouth University or its subsidiary companies. Nor can any contract be formed on behalf of the University or its subsidiary companies via email.
Re: softimage 2015 heads up
Jill, thanks that's great to know. Rob, Sehsucht has also started using 2015 in production a few months ago and so far there are no complaints. Also I have been working on a few very ICE-centric jobs in 2015 during the last months and I've got to say that the new improvements in ICE have really put my workflow speed on steroids. I'm not talking about fancy new nodes or tools - but the amount of clicks, aiming and mouse movement needed to create and wire up a graph has decreased by a _huge_ factor due to the tab workflow and the naming auto-completion. So from an ICE centric point of view I'd love it if I'd never have to go back to an older version of Soft... :) Cheers, Martin -- Martin Chatterjee [ Freelance Technical Director ] [ http://www.chatterjee.de ] [ https://vimeo.com/chatterjee ] On Thu, Nov 27, 2014 at 10:21 AM, Jens Lindgren jens.lindgren@gmail.com wrote: Just wanted to tell that I've been running Soft 2015 for at least 6 months now and it has been working well. /Jens On Thu, Nov 27, 2014 at 6:29 AM, Angus Davidson angus.david...@wits.ac.za wrote: Great. Thanks On 2014/11/27, 7:16 AM, Jill Ramsay (Contractor) jill.ram...@autodesk.com wrote: We are targeting first week of December for first customer download. Would have been sooner but we found a last-minute regression. Hope this helps, Jill -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jill Ramsay (Contractor) Sent: November-26-14 6:56 PM To: softimage@listproc.autodesk.com Subject: RE: softimage 2015 heads up Sorry, stand by and I will try to get you a more accurate ETA. No opaqueness intended! Jill -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephan Haidacher Sent: November-26-14 6:24 PM To: softimage@listproc.autodesk.com Subject: Re: softimage 2015 heads up s, when is it coming, Autodesk? a tiny bit more transparency wouldn't hurt. --stephan 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 -- Jens Lindgren VFX Supervisor Lead TD Magoo 3D Studios http://www.magoo3dstudios.com/
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi, I think it would be great if we can have colour-coded nodes in the Outliner. A bit like the way you can do that in Softimage. It is not very important, but would be helpful for keeping things organised. Also, middle-click to select hierarchy is really handy. Please can we have that? Thanks! From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Shuting Chang [shuting.ch...@autodesk.com] Sent: 26 November 2014 02:06 To: softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting Information in this email including any attachments may be privileged, confidential and is intended exclusively for the addressee. The views expressed may not be official policy, but the personal views of the originator. If you have received it in error, please notify the sender by return e-mail and delete it from your system. You should not reproduce, distribute, store, retransmit, use or disclose its contents to anyone. Please note we reserve the right to monitor all e-mail communication through our internal and external networks. SKY and the SKY marks are trademarks of British Sky Broadcasting Group plc and Sky International AG and are used under licence. British Sky Broadcasting Limited (Registration No. 2906991), Sky-In-Home Service Limited (Registration No. 2067075) and Sky Subscribers Services Limited (Registration No. 2340150) are direct or indirect subsidiaries of British Sky Broadcasting Group plc (Registration No. 2247735). All of the companies mentioned in this paragraph are incorporated in England and Wales and share the same registered office at Grant Way, Isleworth, Middlesex TW7 5QD.
RE: OT: Visiting London in January, anybody wanna meet for beers?
indeed! plenty of pubs, finding the good ones is the trick! a _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman Sent: 26 November 2014 20:57 To: softimage@listproc.autodesk.com Subject: Re: OT: Visiting London in January, anybody wanna meet for beers? yes! am sure we all owe a few. what nationality beer do you prefer? will see you there for sure mr Fregtman. with bells on. I'm gonna be in London (UK) between the 6th and 11th of January. I know quite a few friendly names in this list work there; would anyone fancy meeting for some beers one of those nights maybe? (It'll be my first time there, too, so I don't know what pubs are good.)
Re: OT: Visiting London in January, anybody wanna meet for beers?
I am definitely up for it, will be great to meet you Alan. Shastons Arms? On 27 November 2014 at 10:21, adrian wyer adrian.w...@fluid-pictures.com wrote: indeed! plenty of pubs, finding the good ones is the trick! a -- *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob Chapman *Sent:* 26 November 2014 20:57 *To:* softimage@listproc.autodesk.com *Subject:* Re: OT: Visiting London in January, anybody wanna meet for beers? yes! am sure we all owe a few. what nationality beer do you prefer? will see you there for sure mr Fregtman. with bells on. I'm gonna be in London (UK) between the 6th and 11th of January. I know quite a few friendly names in this list work there; would anyone fancy meeting for some beers one of those nights maybe? (It'll be my first time there, too, so I don't know what pubs are good.)
Re: Lipsync from Facerobot - Help getting animation values
You have to loop and call GetPhonemeBlendFromSpeechClip for each frame; the frame is the third parameter. The script sample from the documentation doesn't print all 13 properties from returned from GetPhonemesFromSpeechClip, it just prints the first three. I mean, it's not looping over the attributes or anything, it's literally printing the table's index 0, 1, and 2. Also, before going into this too deeply, I would suggest looking at the export options for Face Robot. try export animation rig http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/files/face_export_ExportingAnimationRigs.htm you'll need to have crosswalk for maya though (i.e. dotXS import) On Thu, Nov 27, 2014 at 3:33 AM, Nicolas Esposito 3dv...@gmail.com wrote: Hi Luc-Eric, Yes! That is exactly what I was looking for!!! Actually going thru the SDK page I found out that there is also a SIExtractPhonemes script and a GetPhonemeBlendfromSpeechClip script which work. Couple of question, since I'm very unfamiliar with scripting ( except when it comes to copypaste existing script :D ) The script GetPhonemeFromSpeechClip says that it'll get 13 attributes ( start-end time, phoneme weight, shape weight, and so on ) but if I run the script ( the VB example ) I get just what you see in the attached image ( so just the start-end time and the phoneme ), while using the GetPhonemeBlendFromSpeechClip I get the phoneme weight at that frame. Couple of things: - I would like to use the first script ( get phoneme from speech clip ) to gather all the informations about time and weight of every single phoneme, but some informations are missing when I run the script and I don't know if I'm doing something wrong or if I need to add something ( actually mixing the script with the GetPhonemeBlendFromSpeechClipè kinda works ) - I would like to modify the GetPhonemeBlendFromSpeechClip in order to gather all the values for each frame, instead only at the current frame you're on the timeline. - It would be possible, after I run the script, to gather the informations/separate them in an usable way? Consider that I would like to link the weight value of each phoneme to a null, so I get values from 0 to 1 for each frame, and I can bake the results from it. Cheers Nicolas 2014-11-26 21:26 GMT+01:00 Luc-Eric Rousseau luceri...@gmail.com: The command GetPhonemeFromSpeechClip will help you get the data out of the speech clip (which is a clip on the animation mixer). Does that help? http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cmds/GetPhonemeFromSpeechClip.html On Wed, Nov 26, 2014 at 10:45 AM, Nicolas Esposito 3dv...@gmail.com wrote: Hi guys, I'm trying to transfer some phonemes shapes from FaceRobot to Maya. Main purpouse would be to extract all the phonemes from FaceRobot ( while setting the lipsync ), transfer all the meshes to Maya, set them as BlendShapes and be able to animated them via SDKs automatically, in order to have a Blendshape facial animation driven automatically. Once that is done I would be able to transfer the same blendshape animation to different characters by changing the blendshape master with the Bake topology tool. I'm having some troubles getting animation data ( curves/whatever ) from the lipsync viewer. In the first attached image ( FR_1.jpg ) you can see the lipsync viewer with the phonemes displayed together with the audio ( audio is the default one from Softimage ). If I edit the phoneme I can set the values manually. The value, in the script editor ( FR_2.jpg ), is set, but I notice that the phoneme is not listed with its name ( should be ah ) but with 0, means that is listed as the first phoneme in the sentence. So as you can see in the next image ( FR_3.jpg ) the phoneme C is listed to be the 7th phoneme in the sentence, and so on... This is a big issue because what I would like to do is to get the value ( 0 to 1 ) of the phoneme ah ( and all the others ) at runtime, so that value will drive the Blendshapes in Maya. I also tried to see if the visemes list under the Mixer node ( see FR_4 ) would give me some values, but as far as I can see nor the properties nor the animation editor would give me a curve or values of that phoneme at that specific frame. I'm also open to other solutions/suggestions ( maybe just bake the bones animation, import them into Maya and create some scripts with constraint/offset controllers in order to apply the lipsync to my character inside Maya, but Blendshapes method looks faster and less complicated to setup ) Suggestions? Cheers FR_1.JPG https://docs.google.com/file/d/0ByXsl1-14iQEQzBMdkJ6allfSms/edit?usp=drive_web FR_2.JPG https://docs.google.com/file/d/0ByXsl1-14iQEUEQzcFlaYmJDSXM/edit?usp=drive_web FR_3.JPG https://docs.google.com/file/d/0ByXsl1-14iQETXYwS1ZuSXc3bWs/edit?usp=drive_web FR_4.JPG
Re: Lipsync from Facerobot - Help getting animation values
Hi Luc-Eric, After reading a bit better the vbscript I figure out what was going on and I experimented a bit with mixing the PhonemeFromSpeech and the GetPhonemeBlend, and I got interesting results. I also realized that I would need to get, store and apply the values for each phoneme at each frame from the results of the script, then apply that to ( for example ) the Y position of a Null which will go from 0 to 1 accordingly to the weight of the phoneme. I have no idea how to do that, not knowing scripting unfortunately has always been a problem :( Anyway I'm quite familiar with the game export process, also exporting the game head rig to Maya as well, so that is not a problem... The main reason for me was to speed up the lip sync process in order to be able to export animation data to Maya from FaceRobot... At this point I'm thinking a workaround...which in theory should be like this ( bear with me for a minute :D ) Phonemes are set by the position of the FaceRobot controllers around the mouth, jaw position and tongue The neutral pose of the face, once the FaceRobot rig is built, is the zero pose for everyone, and so is a zero value for the phoneme as well. I store into an array the values of the controller SRT ( for example for the phoneme ah ), same thing for all the other controllers when they're at weight 1. At this point in ICE I'll compare the neutral pose controller SRT to ALL the other controller SRT ( when the phoneme weight is 1 basically ), so that I have a blend from 0 to 1 from the neutral pose to the phoneme. Basically by comparing the array values ( neutral to phoneme ) I should be able to get the blend between them... I almost never worked with arrays in ICE, but theoretically it should work ( tell me guys if I'm totally wrong ) Alternatively, using the Game Export rig, then create a set of nulls which are parented to the game export rig bones, but in which I can dampen/increase the position/rotation of the bones, so that I can kinda retargeting and adjuting manually the mouth movement once I parented the set of nulls onto my character...not very professional, but at least is something that I can do Any other alternatives are welcome Cheers Nicolas 2014-11-27 14:22 GMT+01:00 Luc-Eric Rousseau luceri...@gmail.com: You have to loop and call GetPhonemeBlendFromSpeechClip for each frame; the frame is the third parameter. The script sample from the documentation doesn't print all 13 properties from returned from GetPhonemesFromSpeechClip, it just prints the first three. I mean, it's not looping over the attributes or anything, it's literally printing the table's index 0, 1, and 2. Also, before going into this too deeply, I would suggest looking at the export options for Face Robot. try export animation rig http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/files/face_export_ExportingAnimationRigs.htm you'll need to have crosswalk for maya though (i.e. dotXS import) On Thu, Nov 27, 2014 at 3:33 AM, Nicolas Esposito 3dv...@gmail.com wrote: Hi Luc-Eric, Yes! That is exactly what I was looking for!!! Actually going thru the SDK page I found out that there is also a SIExtractPhonemes script and a GetPhonemeBlendfromSpeechClip script which work. Couple of question, since I'm very unfamiliar with scripting ( except when it comes to copypaste existing script :D ) The script GetPhonemeFromSpeechClip says that it'll get 13 attributes ( start-end time, phoneme weight, shape weight, and so on ) but if I run the script ( the VB example ) I get just what you see in the attached image ( so just the start-end time and the phoneme ), while using the GetPhonemeBlendFromSpeechClip I get the phoneme weight at that frame. Couple of things: - I would like to use the first script ( get phoneme from speech clip ) to gather all the informations about time and weight of every single phoneme, but some informations are missing when I run the script and I don't know if I'm doing something wrong or if I need to add something ( actually mixing the script with the GetPhonemeBlendFromSpeechClipè kinda works ) - I would like to modify the GetPhonemeBlendFromSpeechClip in order to gather all the values for each frame, instead only at the current frame you're on the timeline. - It would be possible, after I run the script, to gather the informations/separate them in an usable way? Consider that I would like to link the weight value of each phoneme to a null, so I get values from 0 to 1 for each frame, and I can bake the results from it. Cheers Nicolas 2014-11-26 21:26 GMT+01:00 Luc-Eric Rousseau luceri...@gmail.com: The command GetPhonemeFromSpeechClip will help you get the data out of the speech clip (which is a clip on the animation mixer). Does that help? http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cmds/GetPhonemeFromSpeechClip.html On Wed, Nov 26, 2014 at 10:45 AM, Nicolas Esposito
Re: OT: Visiting London in January, anybody wanna meet for beers?
Shaston's always a good'n' :) You can count me in too. On 27 Nov 2014, at 10:31, Cristobal Infante cgc...@gmail.com wrote: I am definitely up for it, will be great to meet you Alan. Shastons Arms? On 27 November 2014 at 10:21, adrian wyer adrian.w...@fluid-pictures.com wrote: indeed! plenty of pubs, finding the good ones is the trick! a From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman Sent: 26 November 2014 20:57 To: softimage@listproc.autodesk.com Subject: Re: OT: Visiting London in January, anybody wanna meet for beers? yes! am sure we all owe a few. what nationality beer do you prefer? will see you there for sure mr Fregtman. with bells on. I'm gonna be in London (UK) between the 6th and 11th of January. I know quite a few friendly names in this list work there; would anyone fancy meeting for some beers one of those nights maybe? (It'll be my first time there, too, so I don't know what pubs are good.)
Re: Maya Rigging Online courses
Part 1 to 4 can be found here: Animation Friendly Rigging http://jasonschleifer.com/afr/ On Thu, Nov 27, 2014 at 10:28 AM, Daniel Brassard dbrassar...@gmail.com wrote: Maybe these 4 Masterclass docs from Jason Schleifer can help. On Thu, Nov 27, 2014 at 4:33 AM, Marco Peixoto mpe...@gmail.com wrote: Yeah i have been looking for some time at Animschool for a rigging course, was even once going to ask if they also did it for Softimage... but now Maya it is... thing is.. im pretty sure Maya will change a lot in a so not distant future or that other solutions might appear... should I be investing time, lots of effort (and money) to learn how to properly rig the old in Maya? Im not really interested in learning Maya and thankfully i only have to animate on it... but i feel a complete stranger (and junior) now that Soft is no more... On Thu, Nov 27, 2014 at 10:06 AM, Gerbrand Nel nagv...@gmail.com wrote: I did this to get into rigging.. pretty good rig at the end of the day, and I now like the node editor :) G http://www.youtube.com/watch?v=MV4XRgmTynY On 27/11/2014 07:57, David Gallagher wrote: AnimSchool is awesome ;) iAnimate is more geared toward gaming, if that's relevant for you. Dave G (CEO of AnimSchool) Email me with any questions. On 11/26/2014 7:09 PM, Sofronis Efstathiou wrote: Hi all, I’m trying to get my head around the rigging tools in Maya, and need a quick boost in terms of knowledge - I need to support a ton of rigs my students are creating after Christmas. Any recommendations? I would prefer not to have a course aimed at beginners, just something that can introduce some mid/high level concepts and techniques. Having said that, as I need to learn an entire new toolset it’s probably wise to start with the basics (as long as it moves quickly into other areas). Has anyone taken the iAnimate course? http://www.ianimate.net/workshops/rigging.html Animschool also allows you to take a single class via its express option as well - http://www.animschool.com/Catalog/ProgramDescription.aspx?ID=1# http://www.animschool.com/Catalog/ProgramDescription.aspx?ID=1 Any help, opinions or guidance much appreciated… Cheers Sofronis (Saf) Efstathiou Postgraduate Framework Leader and BFX Competition Festival Director Computer Animation Academic Group *National Centre for Computer Animation* Email: sefstath...@bournemouth.ac.uk Tel: +44 (0) 1202 965805 Profile: http://uk.linkedin.com/in/sofronisefstathiou Student Work: http://www.youtube.com/NCCA3DAnimation http://www.youtube.com/NCCADigitalFX http://www.youtube.com/NCCAAnimation [image: Description: Description: C:\Users\sefstathiou\Pictures\nccalogo.jpg] http://ncca.bournemouth.ac.uk/ [image: Description: Description: C:\Users\sefstathiou\Documents\My Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png] http://www.bfxfestival.com/ [image: http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg] *Awarded for world-class computer animation teaching * *with wide scientific and creative applications* BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer charter. Information about the accessibility of University buildings can be found on the BU DisabledGo webpages http://www.disabledgo.com/en/org/bournemouth-university This email is intended only for the person to whom it is addressed and may contain confidential information. If you have received this email in error, please notify the sender and delete this email, which must not be copied, distributed or disclosed to any other person. Any views or opinions presented are solely those of the author and do not necessarily represent those of Bournemouth University or its subsidiary companies. Nor can any contract be formed on behalf of the University or its subsidiary companies via email.
Re: 2D facial textures rig on softimage
Hi Dave, I've done this in the past using just the FX tree. You can drive the translate 2D node in the FX tree with locators in 3D. Translating the eye locators (normalised to a parent) exporting that to a compositing sequence. All alphas etc where cut in the FX Tree. I had several locators in the 3D scene to change the shape of the eye. Then projected it back onto the 3D face pre-render. Sorry, can't help with the details was a number of years ago but definitely possible. Regards, On Wed, Nov 26, 2014 at 4:54 AM, David Rivera activemotionpictu...@yahoo.com wrote: Hi everyone, I´ve been trying to setup a 2d facial rig onto a 3d face (just a simple sphere) to accomplish something like this: texture Based Facials Prototype https://vimeo.com/104284439 [image: image] https://vimeo.com/104284439 texture Based Facials Prototype https://vimeo.com/104284439 View on vimeo.com https://vimeo.com/104284439 Preview by Yahoo So I´ve attached the setup I got so far (see attachment) and what I´m basically doing is: 1. create a sphere and uv unwrap it. 2. Create 3 separate files (one for the left eye, one for the right eye and one for mouth) with transparency on .png format 3. Create a shader in the shader tree connecting all 3 of them using a constant node for each into a Color1, Color2, Color3 layers on an Mix 8 Color node for the shader on alpha as it´s blending mode. All working fine until now. But here´s what I can´t get straight: How can I manipulate the eye´s position like in the video? - I already tried to setup 2 subTexture projections from the UV editor, but they slide all other textures (eyes and mouth). Even if I make enough subdivisions on the face (the sphere) to separate them from each other, the texture would still slide as I move either subTexture projection. I´ve tried tearing the polygon segment for the sub texture projection but as I resize the subtexture projection on 3d view and then match it inside the UV editor, it also distorts the texture. I can see on the video the eyes are an image sequence, rigged with the visual panel on the top right. I was told that doing a case by case setup for the 2d texture (either left or right eye) via FXtree it´s way too heavy if I got 20+ textures for each eye. (There´s a video or RayFigs explaining how to set this up on the FX tree). And so, I was recommended that I do the texture swapping via ICE with ID_Attribute. But I´m getting confused; because I don´t exactly know how to mix 3 different files (eyes and mouth.png) on the ICE tree and display them all together working on the viewport. The softimage viewport isn´t helping on all of this, since it will only display the last texture plugged into the shader tree. The FX tree setup *DOES* display the image and the viewport correctly. But I don´t know how to put the pieces together to make the shader tree work on ICE scenario. Could you guys lend me a hand on this kind of setup, please? Thanks! :) *David Rivera* *3D Compositor/Animator* LinkedIN http://ec.linkedin.com/in/3dcinetv Behance https://www.behance.net/3dcinetv VFX Reel https://vimeo.com/70551635 -- *Greg Maguire* | Inlifesize Mobile: +44 7512 361462 | Phone: +44 2890 204739 g...@inlifesize.com | www.inlifesize.com
Re: 2D facial textures rig on softimage
https://vimeo.com/100730528 2014-11-27 17:14 GMT+01:00 Greg Maguire g...@inlifesize.com: Hi Dave, I've done this in the past using just the FX tree. You can drive the translate 2D node in the FX tree with locators in 3D. Translating the eye locators (normalised to a parent) exporting that to a compositing sequence. All alphas etc where cut in the FX Tree. I had several locators in the 3D scene to change the shape of the eye. Then projected it back onto the 3D face pre-render. Sorry, can't help with the details was a number of years ago but definitely possible. Regards, On Wed, Nov 26, 2014 at 4:54 AM, David Rivera activemotionpictu...@yahoo.com wrote: Hi everyone, I´ve been trying to setup a 2d facial rig onto a 3d face (just a simple sphere) to accomplish something like this: texture Based Facials Prototype https://vimeo.com/104284439 [image: image] https://vimeo.com/104284439 texture Based Facials Prototype https://vimeo.com/104284439 View on vimeo.com https://vimeo.com/104284439 Preview by Yahoo So I´ve attached the setup I got so far (see attachment) and what I´m basically doing is: 1. create a sphere and uv unwrap it. 2. Create 3 separate files (one for the left eye, one for the right eye and one for mouth) with transparency on .png format 3. Create a shader in the shader tree connecting all 3 of them using a constant node for each into a Color1, Color2, Color3 layers on an Mix 8 Color node for the shader on alpha as it´s blending mode. All working fine until now. But here´s what I can´t get straight: How can I manipulate the eye´s position like in the video? - I already tried to setup 2 subTexture projections from the UV editor, but they slide all other textures (eyes and mouth). Even if I make enough subdivisions on the face (the sphere) to separate them from each other, the texture would still slide as I move either subTexture projection. I´ve tried tearing the polygon segment for the sub texture projection but as I resize the subtexture projection on 3d view and then match it inside the UV editor, it also distorts the texture. I can see on the video the eyes are an image sequence, rigged with the visual panel on the top right. I was told that doing a case by case setup for the 2d texture (either left or right eye) via FXtree it´s way too heavy if I got 20+ textures for each eye. (There´s a video or RayFigs explaining how to set this up on the FX tree). And so, I was recommended that I do the texture swapping via ICE with ID_Attribute. But I´m getting confused; because I don´t exactly know how to mix 3 different files (eyes and mouth.png) on the ICE tree and display them all together working on the viewport. The softimage viewport isn´t helping on all of this, since it will only display the last texture plugged into the shader tree. The FX tree setup *DOES* display the image and the viewport correctly. But I don´t know how to put the pieces together to make the shader tree work on ICE scenario. Could you guys lend me a hand on this kind of setup, please? Thanks! :) *David Rivera* *3D Compositor/Animator* LinkedIN http://ec.linkedin.com/in/3dcinetv Behance https://www.behance.net/3dcinetv VFX Reel https://vimeo.com/70551635 -- *Greg Maguire* | Inlifesize Mobile: +44 7512 361462 | Phone: +44 2890 204739 g...@inlifesize.com | www.inlifesize.com
Re: Compiling SAAphire plugins for Softimage|3D
just a follow up: Out of curiosity, I tried to compile some old DKit plugins I wrote 15 years ago in Visual Studio 2012 on windows 7. Other than some warnings about deprecated standard C library functions, they compile successfully. However, I ran into a few link errors I could not figure out how to resolve: 1dkit.lib(tinyFcurve.obj) : error LNK2001: unresolved external symbol __adj_fdivr_m64 1dkit.lib(tinyFcurve.obj) : error LNK2001: unresolved external symbol __adjust_fdiv 1dkit.lib(tinyFcurve.obj) : error LNK2001: unresolved external symbol __adj_fdiv_r 1dkit.lib(tinyFcurve.obj) : error LNK2001: unresolved external symbol __adj_fdiv_m32 1E:\dev\projects\si3d\Release\checker.exe : fatal error LNK1120: 4 unresolved externals Online I found an old microsoft KB article which describes the problem as one specific to visual studio 2.0/2.1: http://support.microsoft.com/kb/128895 Unfortunately, the suggested workaround of using the /QIfdiv- compiler option is no longer recognized by today's visual studio. Unless I can find the modern day equivalent, I'll need to use Visual C++ v6.0. :-( Matt
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
I've only used maya a tiny tiny bit, but Im glad I can see a lot of stuff in the node editor. With the properties of the node pops up in the attribute editor, that's just like looking at everything through the render tree in xsi (which I did, passes, cameras, lights) this is a bit mad though [image: Inline images 1] Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 27 November 2014 at 09:45, Sidi, Daniel daniel.s...@bskyb.com wrote: Hi, I think it would be great if we can have *colour-coded nodes* in the Outliner. A bit like the way you can do that in Softimage. It is not *very* important, but would be helpful for keeping things organised. Also, *middle-click to select hierarchy* is *really* handy. Please can we have that? Thanks! -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Shuting Chang [ shuting.ch...@autodesk.com] *Sent:* 26 November 2014 02:06 *To:* softimage@listproc.autodesk.com *Cc:* Mark Jamieson *Subject:* Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting Information in this email including any attachments may be privileged, confidential and is intended exclusively for the addressee. The views expressed may not be official policy, but the personal views of the originator. If you have received it in error, please notify the sender by return e-mail and delete it from your system. You should not reproduce, distribute, store, retransmit, use or disclose its contents to anyone. Please note we reserve the right to monitor all e-mail communication through our internal and external networks. SKY and the SKY marks are trademarks of British Sky Broadcasting Group plc and Sky International AG and are used under licence. British Sky Broadcasting Limited (Registration No. 2906991), Sky-In-Home Service Limited (Registration No. 2067075) and Sky Subscribers Services Limited (Registration No. 2340150) are direct or indirect subsidiaries of British Sky Broadcasting Group plc (Registration No. 2247735). All of the companies mentioned in this paragraph are incorporated in England and Wales and share the same registered office at Grant Way, Isleworth, Middlesex TW7 5QD.
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
That picture sums up my current experience of Maya. From: si...@simonreeves.com Date: Thu, 27 Nov 2014 17:47:23 + Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor To: softimage@listproc.autodesk.com I've only used maya a tiny tiny bit, but Im glad I can see a lot of stuff in the node editor.With the properties of the node pops up in the attribute editor, that's just like looking at everything through the render tree in xsi (which I did, passes, cameras, lights) this is a bit mad though Simon ReevesLondon, UK si...@simonreeves.com www.simonreeves.comwww.analogstudio.co.uk On 27 November 2014 at 09:45, Sidi, Daniel daniel.s...@bskyb.com wrote: Hi, I think it would be great if we can have colour-coded nodes in the Outliner. A bit like the way you can do that in Softimage. It is not very important, but would be helpful for keeping things organised. Also, middle-click to select hierarchy is really handy. Please can we have that? Thanks! From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Shuting Chang [shuting.ch...@autodesk.com] Sent: 26 November 2014 02:06 To: softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting Information in this email including any attachments may be privileged, confidential and is intended exclusively for the addressee. The views expressed may not be official policy, but the personal views of the originator. If you have received it in error, please notify the sender by return e-mail and delete it from your system. You should not reproduce, distribute, store, retransmit, use or disclose its contents to anyone. Please note we reserve the right to monitor all e-mail communication through our internal and external networks. SKY and the SKY marks are trademarks of British Sky Broadcasting Group plc and Sky International AG and are used under licence. British Sky Broadcasting Limited (Registration No. 2906991), Sky-In-Home Service Limited (Registration No. 2067075) and Sky Subscribers Services Limited (Registration No. 2340150) are direct or indirect subsidiaries of British Sky Broadcasting Group plc (Registration No. 2247735). All of the companies mentioned in this paragraph are incorporated in England and Wales and share the same registered office at Grant Way, Isleworth, Middlesex TW7 5QD.
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
Constraints look exactly the same... Its very odd not very clear... Sofronis Efstathiou Postgraduate Framework Leader and BFX Festival Director Computer Animation Academic Group National Centre for Computer Animation Email: sefstath...@bournemouth.ac.uk Tel: +44 (0) 1202 965805 Profile: http://uk.linkedin.com/in/sofronisefstathiou Student Work: http://www.youtube.com/NCCA3DAnimation http://www.youtube.com/NCCADigitalFX http://www.youtube.com/NCCAAnimation -Original Message- From: Simon Reeves [si...@simonreeves.com] Received: Thursday, 27 Nov 2014, 5:48PM To: softimage@listproc.autodesk.com [softimage@listproc.autodesk.com] Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor I've only used maya a tiny tiny bit, but Im glad I can see a lot of stuff in the node editor. With the properties of the node pops up in the attribute editor, that's just like looking at everything through the render tree in xsi (which I did, passes, cameras, lights) this is a bit mad though [cid:ii_149f25d19d2906f0] Simon Reeves London, UK si...@simonreeves.commailto:si...@simonreeves.com www.simonreeves.comhttp://www.simonreeves.com www.analogstudio.co.ukhttp://www.analogstudio.co.uk On 27 November 2014 at 09:45, Sidi, Daniel daniel.s...@bskyb.commailto:daniel.s...@bskyb.com wrote: Hi, I think it would be great if we can have colour-coded nodes in the Outliner. A bit like the way you can do that in Softimage. It is not very important, but would be helpful for keeping things organised. Also, middle-click to select hierarchy is really handy. Please can we have that? Thanks! From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] on behalf of Shuting Chang [shuting.ch...@autodesk.commailto:shuting.ch...@autodesk.com] Sent: 26 November 2014 02:06 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting Information in this email including any attachments may be privileged, confidential and is intended exclusively for the addressee. The views expressed may not be official policy, but the personal views of the originator. If you have received it in error, please notify the sender by return e-mail and delete it from your system. You should not reproduce, distribute, store, retransmit, use or disclose its contents to anyone. Please note we reserve the right to monitor all e-mail communication through our internal and external networks. SKY and the SKY marks are trademarks of British Sky Broadcasting Group plc and Sky International AG and are used under licence. British Sky Broadcasting Limited (Registration No. 2906991), Sky-In-Home Service Limited (Registration No. 2067075) and Sky Subscribers Services Limited (Registration No. 2340150) are direct or indirect subsidiaries of British Sky Broadcasting Group plc (Registration No. 2247735). All of the companies mentioned in this paragraph are incorporated in England and Wales and share the same registered office at Grant Way, Isleworth, Middlesex TW7 5QD. BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer charter. Information about the accessibility of University buildings can be found on the BU DisabledGo webpages [ http://www.disabledgo.com/en/org/bournemouth-university ] This email is intended only for the person to whom it is addressed and may contain confidential information. If you have received this email in error, please notify the sender and delete this email, which must not be copied, distributed or disclosed to any other person. Any views or opinions presented are solely those of the author and do not necessarily represent those of Bournemouth University or its subsidiary companies. Nor can any contract be formed on behalf of the University or its subsidiary companies via email.
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Simon, I am wondering if you are on Maya beta. Let me know if you are not. I can set up your Maya beta account so you can try to play with the latest node editor. It has lots of update since 2015 release. Thank you, Shuting From: Simon Reeves si...@simonreeves.commailto:si...@simonreeves.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Thursday, November 27, 2014 at 12:47 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor I've only used maya a tiny tiny bit, but Im glad I can see a lot of stuff in the node editor. With the properties of the node pops up in the attribute editor, that's just like looking at everything through the render tree in xsi (which I did, passes, cameras, lights) this is a bit mad though [Inline images 1] Simon Reeves London, UK si...@simonreeves.commailto:si...@simonreeves.com www.simonreeves.comhttp://www.simonreeves.com www.analogstudio.co.ukhttp://www.analogstudio.co.uk On 27 November 2014 at 09:45, Sidi, Daniel daniel.s...@bskyb.commailto:daniel.s...@bskyb.com wrote: Hi, I think it would be great if we can have colour-coded nodes in the Outliner. A bit like the way you can do that in Softimage. It is not very important, but would be helpful for keeping things organised. Also, middle-click to select hierarchy is really handy. Please can we have that? Thanks! From:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] on behalf of Shuting Chang [shuting.ch...@autodesk.commailto:shuting.ch...@autodesk.com] Sent: 26 November 2014 02:06 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting Information in this email including any attachments may be privileged, confidential and is intended exclusively for the addressee. The views expressed may not be official policy, but the personal views of the originator. If you have received it in error, please notify the sender by return e-mail and delete it from your system. You should not reproduce, distribute, store, retransmit, use or disclose its contents to anyone. Please note we reserve the right to monitor all e-mail communication through our internal and external networks. SKY and the SKY marks are trademarks of British Sky Broadcasting Group plc and Sky International AG and are used under licence. British Sky Broadcasting Limited (Registration No. 2906991), Sky-In-Home Service Limited (Registration No. 2067075) and Sky Subscribers Services Limited (Registration No. 2340150) are direct or indirect subsidiaries of British Sky Broadcasting Group plc (Registration No. 2247735). All of the companies mentioned in this paragraph are incorporated in England and Wales and share the same registered office at Grant Way, Isleworth, Middlesex TW7 5QD. attachment: winmail.dat
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Francois, Thank you for your understanding. Really, I want to say is that the goal of improving the software is to make people in this field work less overtime. I know it sounds ambitious. But with the experience working as an artist in industry, this goal motivates me a lot. Artists deserve a life : ) Shuting On 2014-11-26, 5:54 PM, Francois Lord flordli...@gmail.com wrote: I disagree. They own the software, yes, but that doesn't mean they know what the users actually like in it. There is a ton of features in Softimage that I never use. The way I understood Shuting's questions was this: Now that you guys have played with Maya, how would you make the Outliner better while keeping it in line with the Maya way of thinking, and given we don't want to alienate all our users? What do you like in Softimage and what do you not like in it? But perhaps I'm working too much overtime these days. Must... sleep... On 26-Nov-14 17:39, Sven Constable wrote: Due to all respect to you as a developer (assuming you are) and to all fellow people on the list that gave constructive answers to that question but ADSK owned(!) Softimage for about six years. Wasn't that enough time to get a clue about the functionality of the software. ADSK had time to investigate it even before like other vendors did. SideFX kept an eye on softimage and even maya and they did research to implement features or workflow these packages had. And now, after killing the software you ask how to improve maya and you ask softimage users? How about getting a clue about the software you own already? It's an example how ADSK has no idea about the 3D DCC business. And my dear list people, stay away from the idea ADSK will make maya or max like softimage. ADSK is not the company to bring max or maya even close to a next gen 3d application like Softimage (the company) did with XSI. It's just too expensive and risky to do a redesign of a 3D animation software. Softimage (the company) did this with XSI after it was clear to everyone that the codebaseof Softimage|3D was just too old. And they lost a shit ton of market share with the development of XSI. ADSK will not do the same with max or maya. sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Shuting Chang Sent: Wednesday, November 26, 2014 3:07 AM To: softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I'd like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won't list any thing else as I don't want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting attachment: winmail.dat
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
I dare say artists will be doing overtime no matter what, not having to fight and compensate for the software into overtime, is an admirable goal. On 27 November 2014 at 20:43, Shuting Chang shuting.ch...@autodesk.com wrote: Hi Francois, Thank you for your understanding. Really, I want to say is that the goal of improving the software is to make people in this field work less overtime. I know it sounds ambitious. But with the experience working as an artist in industry, this goal motivates me a lot. Artists deserve a life : ) Shuting On 2014-11-26, 5:54 PM, Francois Lord flordli...@gmail.com wrote: I disagree. They own the software, yes, but that doesn't mean they know what the users actually like in it. There is a ton of features in Softimage that I never use. The way I understood Shuting's questions was this: Now that you guys have played with Maya, how would you make the Outliner better while keeping it in line with the Maya way of thinking, and given we don't want to alienate all our users? What do you like in Softimage and what do you not like in it? But perhaps I'm working too much overtime these days. Must... sleep... On 26-Nov-14 17:39, Sven Constable wrote: Due to all respect to you as a developer (assuming you are) and to all fellow people on the list that gave constructive answers to that question but ADSK owned(!) Softimage for about six years. Wasn't that enough time to get a clue about the functionality of the software. ADSK had time to investigate it even before like other vendors did. SideFX kept an eye on softimage and even maya and they did research to implement features or workflow these packages had. And now, after killing the software you ask how to improve maya and you ask softimage users? How about getting a clue about the software you own already? It's an example how ADSK has no idea about the 3D DCC business. And my dear list people, stay away from the idea ADSK will make maya or max like softimage. ADSK is not the company to bring max or maya even close to a next gen 3d application like Softimage (the company) did with XSI. It's just too expensive and risky to do a redesign of a 3D animation software. Softimage (the company) did this with XSI after it was clear to everyone that the codebaseof Softimage|3D was just too old. And they lost a shit ton of market share with the development of XSI. ADSK will not do the same with max or maya. sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Shuting Chang Sent: Wednesday, November 26, 2014 3:07 AM To: softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I'd like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won't list any thing else as I don't want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting
Re: OT: Visiting London in January, anybody wanna meet for beers?
No particular nationality preference for my beer, but I am not a fan of very dark or opaque beers like Guiness. I prefer a nice lager instead. :)
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Shuting, Very glad to see the efforts of autodesk about making maya more user friendly for xsi people, I haven't had the chance to read all the emails, but I saw you mention something about improvements in the node editor, I am wondering if this applies to lookdev/shading? are we getting something similar (or closer) to the xsi render tree (which is awesome!) or the slate editor from max? I had scratch the surface using the node editor in maya for shading, I ve been mostly using the hypershade... and although I know the node editor offers shading functions I find that it is still very far from the examples I mentioned previously. Also you mentioned something about a beta release, is there a chance I can get into? Thanks for your help man, cheers -Manuel IMDB | Portfolio | Vimeo | Linkedin Date: Thu, 27 Nov 2014 23:12:57 + Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor From: sebastien.sterl...@gmail.com To: softimage@listproc.autodesk.com I dare say artists will be doing overtime no matter what, not having to fight and compensate for the software into overtime, is an admirable goal. On 27 November 2014 at 20:43, Shuting Chang shuting.ch...@autodesk.com wrote: Hi Francois, Thank you for your understanding. Really, I want to say is that the goal of improving the software is to make people in this field work less overtime. I know it sounds ambitious. But with the experience working as an artist in industry, this goal motivates me a lot. Artists deserve a life : ) Shuting On 2014-11-26, 5:54 PM, Francois Lord flordli...@gmail.com wrote: I disagree. They own the software, yes, but that doesn't mean they know what the users actually like in it. There is a ton of features in Softimage that I never use. The way I understood Shuting's questions was this: Now that you guys have played with Maya, how would you make the Outliner better while keeping it in line with the Maya way of thinking, and given we don't want to alienate all our users? What do you like in Softimage and what do you not like in it? But perhaps I'm working too much overtime these days. Must... sleep... On 26-Nov-14 17:39, Sven Constable wrote: Due to all respect to you as a developer (assuming you are) and to all fellow people on the list that gave constructive answers to that question but ADSK owned(!) Softimage for about six years. Wasn't that enough time to get a clue about the functionality of the software. ADSK had time to investigate it even before like other vendors did. SideFX kept an eye on softimage and even maya and they did research to implement features or workflow these packages had. And now, after killing the software you ask how to improve maya and you ask softimage users? How about getting a clue about the software you own already? It's an example how ADSK has no idea about the 3D DCC business. And my dear list people, stay away from the idea ADSK will make maya or max like softimage. ADSK is not the company to bring max or maya even close to a next gen 3d application like Softimage (the company) did with XSI. It's just too expensive and risky to do a redesign of a 3D animation software. Softimage (the company) did this with XSI after it was clear to everyone that the codebaseof Softimage|3D was just too old. And they lost a shit ton of market share with the development of XSI. ADSK will not do the same with max or maya. sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Shuting Chang Sent: Wednesday, November 26, 2014 3:07 AM To: softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I'd like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won't list any thing else as I don't want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hahahaha, don't worry Simon. You never get used to it. I just pretend to not see the madness. Maya is allot like ordering a Russian bride: You will never fully understand what she's on about, unless your first language is Mayan.. erm I mean Russian. Good luck G On 27/11/2014 19:47, Simon Reeves wrote: I've only used maya a tiny tiny bit, but Im glad I can see a lot of stuff in the node editor. With the properties of the node pops up in the attribute editor, that's just like looking at everything through the render tree in xsi (which I did, passes, cameras, lights) this is a bit mad though Inline images 1 Simon Reeves London, UK /si...@simonreeves.com mailto:si...@simonreeves.com/ /www.simonreeves.com http://www.simonreeves.com/ /www.analogstudio.co.uk http://www.analogstudio.co.uk// / On 27 November 2014 at 09:45, Sidi, Daniel daniel.s...@bskyb.com mailto:daniel.s...@bskyb.com wrote: Hi, I think it would be great if we can have *colour-coded nodes* in the Outliner. A bit like the way you can do that in Softimage. It is not /very/ important, but would be helpful for keeping things organised. Also, *middle-click to select hierarchy* is /really/ handy. Please can we have that? Thanks! *From:* softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com] on behalf of Shuting Chang [shuting.ch...@autodesk.com mailto:shuting.ch...@autodesk.com] *Sent:* 26 November 2014 02:06 *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Cc:* Mark Jamieson *Subject:* Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting Information in this email including any attachments may be privileged, confidential and is intended exclusively for the addressee. The views expressed may not be official policy, but the personal views of the originator. If you have received it in error, please notify the sender by return e-mail and delete it from your system. You should not reproduce, distribute, store, retransmit, use or disclose its contents to anyone. Please note we reserve the right to monitor all e-mail communication through our internal and external networks. SKY and the SKY marks are trademarks of British Sky Broadcasting Group plc and Sky International AG and are used under licence. British Sky Broadcasting Limited (Registration No. 2906991), Sky-In-Home Service Limited (Registration No. 2067075) and Sky Subscribers Services Limited (Registration No. 2340150) are direct or indirect subsidiaries of British Sky Broadcasting Group plc (Registration No. 2247735). All of the companies mentioned in this paragraph are incorporated in England and Wales and share the same registered office at Grant Way, Isleworth, Middlesex TW7 5QD.
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
I've been using Outliner+ and even if it has a few nice filters, it is not that useful. You can view materials in the outliner (like using XSI Explorer and press M) which is nice, but you can't manipulate them like in Softimage with drag drop, etc. Talking about drag drop, another feature I miss is to manipulate, copy, duplicate, etc properties and parameters with drag drop. Copy UVs through objects with the same topology is just a drag drop. This besides what others already mentioned, groups, open and manipulate multiple objects PPGs, Outliner context menu are the first things that come to my head. You don't realize how useful these simple tasks until you start using Maya. As much as I love SI, I'll be using Maya for probably a long time so any improve in that mess is much appreciated. Martin