Re: Maya Rigging Online courses

2014-11-27 Thread Gerbrand Nel
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 
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C:\Users\sefstathiou\Documents\My 
Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png 
http://www.bfxfestival.com/


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*Awarded for world-class computer animation teaching *

*with wide scientific and creative applications*

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Re: Need your opinion to improve Maya Outliner/ Attribute Editor

2014-11-27 Thread Mário Domingos
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

2014-11-27 Thread Jens Lindgren
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
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 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
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 /span/font/td
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-- 
Jens Lindgren

VFX Supervisor  Lead TD
Magoo 3D Studios http://www.magoo3dstudios.com/


Re: Maya Rigging Online courses

2014-11-27 Thread Marco Peixoto
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

2014-11-27 Thread Martin Chatterjee
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

2014-11-27 Thread Sidi, Daniel
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
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RE: OT: Visiting London in January, anybody wanna meet for beers?

2014-11-27 Thread adrian wyer
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?

2014-11-27 Thread Cristobal Infante
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

2014-11-27 Thread Luc-Eric Rousseau
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

2014-11-27 Thread Nicolas Esposito
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?

2014-11-27 Thread Andy Nicholas
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

2014-11-27 Thread Daniel Brassard
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

2014-11-27 Thread Greg Maguire
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

2014-11-27 Thread philipp seis
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

2014-11-27 Thread Matt Lind

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

2014-11-27 Thread Simon Reeves
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

2014-11-27 Thread Andi Farhall
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

2014-11-27 Thread Sofronis Efstathiou
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

2014-11-27 Thread Shuting Chang
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

2014-11-27 Thread Shuting Chang
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

2014-11-27 Thread Sebastien Sterling
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?

2014-11-27 Thread Alan Fregtman
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

2014-11-27 Thread Manuel Huertas Marchena
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

2014-11-27 Thread Gerbrand Nel

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

2014-11-27 Thread Martin Yara
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