Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Nicolas Esposito
Looks like they removed the Delta Mush video...strange...anyway the new UI
looks good

2015-04-14 9:31 GMT+02:00 Luc-Eric Rousseau luceri...@gmail.com:

 It's not just an icon change, the UI has been revisited to remove visual
 noise and adapt to different font size and UI scaling. But more critically,
  all the menus have been revisited to be organized more logically. It's a
 new Maya, and there are deep unifications changes in modeling workflows
 too.  There is a single modeling and FX module, and the organization is
 different in those too.  Should make it easier for anyone new to get into.

 Btw, the bit about hitting H to hide objects like in XSI... Maya added
 this in 2015 extension 1, along with MMB for repeating menus.  Bifrost has
 a compound editor similar to ICE, but we still need to work on it.


 On 13 April 2015 at 23:23, Sylvain Lebeau s...@shedmtl.com wrote:

 I am emotional too Sven, But i am also realist,

 By saying putting a new coating on the old car was a bit sarcastic dood.
 Take it easy smooth.

 I hear you…And I am with you if you didnt catch it.

 You’ve never heard about a company blending 2 softwares togheter because
 there was no existing one that needed to do so. Ever! Pretty normal.  Of
 course! Newtek never had to blend 2 softwares togheter per exemple.  Nor
 does SideFx.

 It’s not about blending 2 softwares togheter. Its about blending
 workflows togheter.  Its a bit different. I mean workflow things. Wich I
 hope will come more and more.  The best from Xsi inside of Maya. When you
 hit H shortchut….it hide’s the object….if you hit H again…it shows up the
 object back.  Simple.  Multiple selection property changes for example… The
 list can go on and on.

 They didnt changed it’s look… just the icons.  A simple refresh at the
 UI.  I know!!!


 I could write a bitching novel on Maya that would take me years to write.
 But since my old email rant (wich you probably all remember)  on how much i
 was upset on the desmise of XSI and then after our switch to Maya to test
 the waters, …. i can say that I have find positives things in Maya. While I
 still miss so many things from Xsi.   Render passes in front of the line.
 But we got a powerfull pre render script that encompass this. Thanks to
 Laurent.

 Still Maya make’s us able to deliver our jobs. It’s not as funny as
 before, of course.


 it’s not the end of the world.




 sly


 *Sylvain Lebeau // SHED*
 V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ 
 http://WWW.SHEDMTL.COM http://www.shedmtl.com/
 VFX Curriculum 03: Compositing Basics
 mail to: s...@shedmtl.com




 On Apr 13, 2015, at 9:02 PM, Sylvain Lebeau s...@shedmtl.com wrote:

 You point is still good Sven.

 Of course Maya’s Gui is far from getting to the point Xsi is… I
 profoundly think that Xsi got the best Gui in all softwares that ever
 existed.  The new aqua icons are not a revolution of course. Still good to
 the eye to paint the old car with a fresh clear coating. :-)

 We’ve had Autodesk at our studio a couple of times and I must admit they
 we’re very opened to listen to us softimage users. And they we’re taking
 good notes. I think they are doing good efforts to keep Xsi users happy in
 the transition while at the same time not frustrate good old Maya users.
 It will take time to blend the two.


 About ICE.  Maya is node based all around and I cannot imagine AD to own
 these (ICE) pattents and not create the same workflow inside of Maya. With
 new operops, and merging all of it’s tools inside of a new unified workflow
 node UI. Of course this will take time to make everything talk togheter.
 But to me, it should be the priority for AD to implement this.

 I barely see any other futur ventures that could bring back Maya as the
 top contender in the 3D world. Houdini is pushing hard. And it’s doing just
 that at it’s roots.  So if they want to compete in the long term, it really
 should be in the oven.  Well I hope so for them.


 Does 2016 finally got the node based UI for Bitfrost? Would be a good
 start. I was on beta but never got the time to play with it.


 We’ll see in a week or two. But so far nothing about this in the videos.

 sly

 *Sylvain Lebeau // SHED*
 V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ 
 http://WWW.SHEDMTL.COM http://www.shedmtl.com/
 am.png
 VFX Curriculum 03: Compositing Basics
 mail to: s...@shedmtl.com




 On Apr 13, 2015, at 8:26 PM, Sven Constable sixsi_l...@imagefront.de
 wrote:

 sry, didn’t want to adress the developers of course. But the company
 behind them. Marketing means something. The more overwhelming positive it
 is, the more it turns me towards other directions. Same with Newtek and
 lightwave years ago.

 *From:* softimage-boun...@listproc.autodesk.com [
 

Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Tomas Roth
Hi Luc-Eric will be MMB for repeating menus integrated also in to other bunch 
of editors ( texture, hypershade, graph…) ?

Thanx






Sent from Surface





From: Luc-Eric Rousseau
Sent: ‎Tuesday‎, ‎April‎ ‎14‎, ‎2015 ‎9‎:‎31‎ ‎AM
To: softimage@listproc.autodesk.com





It's not just an icon change, the UI has been revisited to remove visual noise 
and adapt to different font size and UI scaling. But more critically,  all the 
menus have been revisited to be organized more logically. It's a new Maya, and 
there are deep unifications changes in modeling workflows too.  There is a 
single modeling and FX module, and the organization is different in those too.  
Should make it easier for anyone new to get into.



Btw, the bit about hitting H to hide objects like in XSI... Maya added this in 
2015 extension 1, along with MMB for repeating menus.  Bifrost has a compound 
editor similar to ICE, but we still need to work on it.








On 13 April 2015 at 23:23, Sylvain Lebeau s...@shedmtl.com wrote:



I am emotional too Sven, But i am also realist, 



By saying putting a new coating on the old car was a bit sarcastic dood. Take 
it easy smooth. 



I hear you…And I am with you if you didnt catch it. 




You’ve never heard about a company blending 2 softwares togheter because there 
was no existing one that needed to do so. Ever! Pretty normal.  Of course! 
Newtek never had to blend 2 softwares togheter per exemple.  Nor does SideFx. 




It’s not about blending 2 softwares togheter. Its about blending workflows 
togheter.  Its a bit different. I mean workflow things. Wich I hope will come 
more and more.  The best from Xsi inside of Maya. When you hit H shortchut….it 
hide’s the object….if you hit H again…it shows up the object back.  Simple.  
Multiple selection property changes for example… The list can go on and on.   




They didnt changed it’s look… just the icons.  A simple refresh at the UI.  I 
know!!!







I could write a bitching novel on Maya that would take me years to write. But 
since my old email rant (wich you probably all remember)  on how much i was 
upset on the desmise of XSI and then after our switch to Maya to test the 
waters, …. i can say that I have find positives things in Maya. While I still 
miss so many things from Xsi.   Render passes in front of the line. But we got 
a powerfull pre render script that encompass this. Thanks to Laurent.  




Still Maya make’s us able to deliver our jobs. It’s not as funny as before, of 
course. 







it’s not the end of the world.  













sly








Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://WWW.SHEDMTL.COM
 
VFX Curriculum 03: Compositing Basics

mail to: s...@shedmtl.com









On Apr 13, 2015, at 9:02 PM, Sylvain Lebeau s...@shedmtl.com wrote:




You point is still good Sven. 




Of course Maya’s Gui is far from getting to the point Xsi is… I profoundly 
think that Xsi got the best Gui in all softwares that ever existed.  The new 
aqua icons are not a revolution of course. Still good to the eye to paint the 
old car with a fresh clear coating. :-) 




We’ve had Autodesk at our studio a couple of times and I must admit they we’re 
very opened to listen to us softimage users. And they we’re taking good notes. 
I think they are doing good efforts to keep Xsi users happy in the transition 
while at the same time not frustrate good old Maya users.  It will take time to 
blend the two. 







About ICE.  Maya is node based all around and I cannot imagine AD to own these 
(ICE) pattents and not create the same workflow inside of Maya. With new 
operops, and merging all of it’s tools inside of a new unified workflow node 
UI. Of course this will take time to make everything talk togheter. But to me, 
it should be the priority for AD to implement this.  




I barely see any other futur ventures that could bring back Maya as the top 
contender in the 3D world. Houdini is pushing hard. And it’s doing just that at 
it’s roots.  So if they want to compete in the long term, it really should be 
in the oven.  Well I hope so for them. 







Does 2016 finally got the node based UI for Bitfrost? Would be a good start. I 
was on beta but never got the time to play with it. 







We’ll see in a week or two. But so far nothing about this in the videos. 




sly


 

Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://WWW.SHEDMTL.COM
am.png


VFX Curriculum 03: Compositing Basics

mail to: s...@shedmtl.com











On Apr 13, 2015, at 8:26 PM, Sven Constable sixsi_l...@imagefront.de wrote:




sry, didn’t want to adress the developers of course. But the company behind 
them. Marketing means something. The more overwhelming positive it is, the more 
it turns me towards other directions. Same with Newtek and 

Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Leendert A. Hartog
Now that there are  some clear and commendable results coming from 
Project H,
could someone in-the-know perhaps tell me, if the Maya docs have also 
gotten a gentle nudge in the right direction?
And yes I know  many people find them more than sufficient, but 
relatively speaking to the xsidocs they could still  use some love IMHO.


Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



RE: OT: Lab for 3DSMax

2015-04-14 Thread gareth bell
Just thought I'd fling this grenade in here:
https://www.youtube.com/watch?v=tmudH_C97O4#t=120

Date: Mon, 13 Apr 2015 20:51:40 +0200
Subject: Re: OT: Lab for 3DSMax
From: cont...@marioreitbauer.at
To: softimage@listproc.autodesk.com

I was working with Max years ago. And I liked the operator stack somehow. But 
back then it was just way to slow.
How's the general operator speed now ?They did a looot in the viewport over the 
years but the operators themself were still slow when I stopped using it.
2015-04-13 17:52 GMT+02:00 Chris Johnson chr...@topixfx.com:
I've been working in Max now since around the time that Soft went end of life. 
It's not that bad. I'd say once I day I shake my head at something and other 
days I'm surprised how easy some things are?
The UI does feel like it's been put together with years and years of layers of 
dirty tape. However, they're addressing that aggressively...so I'm told.
On Mon, Apr 13, 2015 at 7:35 AM, Cesar Saez cesa...@gmail.com wrote:
There's no need to trash 3dsmax, this new version finally bring something 
interesting for their users.

Of course there's a long way to go yet, but this is definitely a step forward.



  

Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Luc-Eric Rousseau
It's not just an icon change, the UI has been revisited to remove visual
noise and adapt to different font size and UI scaling. But more critically,
 all the menus have been revisited to be organized more logically. It's a
new Maya, and there are deep unifications changes in modeling workflows
too.  There is a single modeling and FX module, and the organization is
different in those too.  Should make it easier for anyone new to get into.

Btw, the bit about hitting H to hide objects like in XSI... Maya added this
in 2015 extension 1, along with MMB for repeating menus.  Bifrost has a
compound editor similar to ICE, but we still need to work on it.


On 13 April 2015 at 23:23, Sylvain Lebeau s...@shedmtl.com wrote:

 I am emotional too Sven, But i am also realist,

 By saying putting a new coating on the old car was a bit sarcastic dood.
 Take it easy smooth.

 I hear you…And I am with you if you didnt catch it.

 You’ve never heard about a company blending 2 softwares togheter because
 there was no existing one that needed to do so. Ever! Pretty normal.  Of
 course! Newtek never had to blend 2 softwares togheter per exemple.  Nor
 does SideFx.

 It’s not about blending 2 softwares togheter. Its about blending workflows
 togheter.  Its a bit different. I mean workflow things. Wich I hope will
 come more and more.  The best from Xsi inside of Maya. When you hit H
 shortchut….it hide’s the object….if you hit H again…it shows up the object
 back.  Simple.  Multiple selection property changes for example… The list
 can go on and on.

 They didnt changed it’s look… just the icons.  A simple refresh at the
 UI.  I know!!!


 I could write a bitching novel on Maya that would take me years to write.
 But since my old email rant (wich you probably all remember)  on how much i
 was upset on the desmise of XSI and then after our switch to Maya to test
 the waters, …. i can say that I have find positives things in Maya. While I
 still miss so many things from Xsi.   Render passes in front of the line.
 But we got a powerfull pre render script that encompass this. Thanks to
 Laurent.

 Still Maya make’s us able to deliver our jobs. It’s not as funny as
 before, of course.


 it’s not the end of the world.




 sly


 *Sylvain Lebeau // SHED*
 V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ 
 http://WWW.SHEDMTL.COM http://www.shedmtl.com/
 VFX Curriculum 03: Compositing Basics
 mail to: s...@shedmtl.com




 On Apr 13, 2015, at 9:02 PM, Sylvain Lebeau s...@shedmtl.com wrote:

 You point is still good Sven.

 Of course Maya’s Gui is far from getting to the point Xsi is… I profoundly
 think that Xsi got the best Gui in all softwares that ever existed.  The
 new aqua icons are not a revolution of course. Still good to the eye to
 paint the old car with a fresh clear coating. :-)

 We’ve had Autodesk at our studio a couple of times and I must admit they
 we’re very opened to listen to us softimage users. And they we’re taking
 good notes. I think they are doing good efforts to keep Xsi users happy in
 the transition while at the same time not frustrate good old Maya users.
 It will take time to blend the two.


 About ICE.  Maya is node based all around and I cannot imagine AD to own
 these (ICE) pattents and not create the same workflow inside of Maya. With
 new operops, and merging all of it’s tools inside of a new unified workflow
 node UI. Of course this will take time to make everything talk togheter.
 But to me, it should be the priority for AD to implement this.

 I barely see any other futur ventures that could bring back Maya as the
 top contender in the 3D world. Houdini is pushing hard. And it’s doing just
 that at it’s roots.  So if they want to compete in the long term, it really
 should be in the oven.  Well I hope so for them.


 Does 2016 finally got the node based UI for Bitfrost? Would be a good
 start. I was on beta but never got the time to play with it.


 We’ll see in a week or two. But so far nothing about this in the videos.

 sly

 *Sylvain Lebeau // SHED*
 V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ 
 http://WWW.SHEDMTL.COM http://www.shedmtl.com/
 am.png
 VFX Curriculum 03: Compositing Basics
 mail to: s...@shedmtl.com




 On Apr 13, 2015, at 8:26 PM, Sven Constable sixsi_l...@imagefront.de
 wrote:

 sry, didn’t want to adress the developers of course. But the company
 behind them. Marketing means something. The more overwhelming positive it
 is, the more it turns me towards other directions. Same with Newtek and
 lightwave years ago.

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sven Constable
 *Sent:* Tuesday, April 14, 2015 2:18 AM
 *To:* 

Re: Hypershade changes in Maya 2016

2015-04-14 Thread peter_b
 From: Sylvain Lebeau 
 You’ve never heard about a company blending 2 softwares togheter because 
 there was no existing one that needed to do so. Ever! Pretty normal.

What is Maya but the blending together of Alias Poweranimator and Wavefront 
Explore, with a sauce of Softimage 3D on top for good measure?
It can be done: two companies merging into one and merging their comparable 
products into one – sounds like a logical outcome. And it worked, because their 
merged software became a stronger contender from the very start, out of the 
heritage of it’s predecessors.

But that wasn’t under Autodesk of course. If AD had acquired Alias and 
Wavefront, Maya would have never existed, Poweranimator would have been killed 
off, and we’d have HyperExplore 2016 Platinum Subscription, with none of the 
different modules compatible between them.

Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Raffaele Fragapane
What parts of what doco? App? Tutorials? SDK/API?

On Tue, Apr 14, 2015 at 7:45 PM, Leendert A. Hartog hirazib...@live.nl
wrote:

 Now that there are  some clear and commendable results coming from
 Project H,
 could someone in-the-know perhaps tell me, if the Maya docs have also
 gotten a gentle nudge in the right direction?
 And yes I know  many people find them more than sufficient, but relatively
 speaking to the xsidocs they could still  use some love IMHO.

 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com




-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: Camera Sequencer Issues

2015-04-14 Thread phil harbath

you are supposed to cache(record) it first I believe.

-Original Message- 
From: elhemp 
Sent: Tuesday, April 14, 2015 6:01 AM 
To: softimage@listproc.autodesk.com 
Subject: Camera Sequencer Issues 


Hi,

I try to test the camera sequencer for the first time in a project and  
have several issues with it.


- The render region does not update when changing time in camera sequence  
editor. (You have to manually refresh the viewport)

- Viewport capturing does not work. It renders always the same frame.
- Hardware rendering renders black frames.

Has anyone experienced such issues?

Cheers,
Stephan.


Camera Sequencer Issues

2015-04-14 Thread elhemp

Hi,

I try to test the camera sequencer for the first time in a project and  
have several issues with it.


- The render region does not update when changing time in camera sequence  
editor. (You have to manually refresh the viewport)

- Viewport capturing does not work. It renders always the same frame.
- Hardware rendering renders black frames.

Has anyone experienced such issues?

Cheers,
Stephan.


Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Leendert A. Hartog

The main docs, IMHO

Greetz
Leendert

--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Eric Thivierge

I agree Ed,

I'm not going to hold on to Softimage for the next 2-3+ years just 
because I want to make a statement. As a 3D artist, it's my opinion that 
you need to move with the times whether you like it or not. If you stick 
with Softimage, you're delaying the transition that will eventually 
happen. If you wait until the last possible moment, say if a new 
technology is introduced, and there is no way to shoe-horn it into 
Softimage, you'll be left with very little time to get up to speed with 
a product that will be evolving and staying up with the times.


Whether it's a transition to Max, Maya, Houdini, or whatever, life goes 
on. If you want to stay in the industry and stay relevant you have to 
evolve.


Eric T.

On 4/14/2015 10:36 AM, Ed Manning wrote:

Y'know...

I get the impression that some people would be, maybe not happier, but 
more satisfied, if Maya *didn't* get any of the workflow enhancements 
or other changes many of us have been asking for.  I miss Softimage 
more every day I have to use Maya (but fortunately, I can still use 
Softimage when it's up to me), but the negative attitude of some 
people, while understandable, is totally counterproductive.


I have to make a living using the tools that are available. Autodesk 
killed my tool of choice in favor of a less-usable one, which 
frustrates and angers me, as well as cutting my productivity (and 
value to my clients). But for anybody to look at long-asked-for 
changes to the tool AD have chosen to develop, and run them down on 
the basis of, well, not much other than preconceived opinion, does. 
not. help.


Maya is becoming more like Softimage? About time! Move more in that 
direction! Autodesk -- you still have a lot to answer for, but you 
actually seem to be trying to deliver on some of the things you've 
said.  I'm not going to say great job! because we don't praise 
people for simply doing what they're supposed to do (see Chris Rock on 
this topic).





Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Ed Manning
Y'know...

I get the impression that some people would be, maybe not happier, but more
satisfied, if Maya *didn't* get any of the workflow enhancements or other
changes many of us have been asking for.  I miss Softimage more every day I
have to use Maya (but fortunately, I can still use Softimage when it's up
to me), but the negative attitude of some people, while understandable, is
totally counterproductive.

I have to make a living using the tools that are available. Autodesk killed
my tool of choice in favor of a less-usable one, which frustrates and
angers me, as well as cutting my productivity (and value to my clients).
But for anybody to look at long-asked-for changes to the tool AD have
chosen to develop, and run them down on the basis of, well, not much other
than preconceived opinion, does. not. help.

Maya is becoming more like Softimage? About time! Move more in that
direction! Autodesk -- you still have a lot to answer for, but you actually
seem to be trying to deliver on some of the things you've said.  I'm not
going to say great job! because we don't praise people for simply doing
what they're supposed to do (see Chris Rock on this topic).


Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Sylvain Lebeau

ahh cool Luc-Eric

thanks for pointing that out. I remember the guys did talked about these 
feature when they came here but didnt know about it was done in Ext1.


Great stuffs :-)

sly

*Sylvain Lebeau // SHED*
**V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COM 
http://www.SHEDMTL.COM http://WWW.SHEDMTL.COM


On 14/04/15 05:15 AM, Tomas Roth wrote:
Hi Luc-Eric will be MMB for repeating menus integrated also in to 
other bunch of editors ( texture, hypershade, graph…) ?

Thanx

Sent from Surface

*From:* Luc-Eric Rousseau mailto:luceri...@gmail.com
*Sent:* ‎Tuesday‎, ‎April‎ ‎14‎, ‎2015 ‎9‎:‎31‎ ‎AM
*To:* softimage@listproc.autodesk.com 
mailto:softimage@listproc.autodesk.com


It's not just an icon change, the UI has been revisited to remove 
visual noise and adapt to different font size and UI scaling. But more 
critically,  all the menus have been revisited to be organized more 
logically. It's a new Maya, and there are deep unifications changes in 
modeling workflows too.  There is a single modeling and FX module, and 
the organization is different in those too. Should make it easier for 
anyone new to get into.


Btw, the bit about hitting H to hide objects like in XSI... Maya added 
this in 2015 extension 1, along with MMB for repeating menus.  Bifrost 
has a compound editor similar to ICE, but we still need to work on it.



On 13 April 2015 at 23:23, Sylvain Lebeau s...@shedmtl.com 
mailto:s...@shedmtl.com wrote:


I am emotional too Sven, But i am also realist,

By saying putting a new coating on the old car was a bit sarcastic
dood. Take it easy smooth.

I hear you…And I am with you if you didnt catch it.

You’ve never heard about a company blending 2 softwares togheter
because there was no existing one that needed to do so. Ever!
Pretty normal.  Of course! Newtek never had to blend 2 softwares
togheter per exemple.  Nor does SideFx.

It’s not about blending 2 softwares togheter. Its about blending
workflows togheter.  Its a bit different. I mean workflow things.
Wich I hope will come more and more.  The best from Xsi inside of
Maya. When you hit H shortchut….it hide’s the object….if you hit H
again…it shows up the object back.  Simple.  Multiple selection
property changes for example… The list can go on and on.

They didnt changed it’s look… just the icons. A simple refresh at
the UI.  I know!!!


I could write a bitching novel on Maya that would take me years to
write. But since my old email rant (wich you probably all
remember)  on how much i was upset on the desmise of XSI and then
after our switch to Maya to test the waters, …. i can say that I
have find positives things in Maya. While I still miss so many
things from Xsi.   Render passes in front of the line. But we got
a powerfull pre render script that encompass this. Thanks to Laurent.

Still Maya make’s us able to deliver our jobs. It’s not as funny
as before, of course.


it’s not the end of the world.




sly


*Sylvain Lebeau // SHED**
*V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 tel:514%20849-1555 F 514 849-5025
tel:514%20849-5025WWW.SHEDMTL.COM
http://www.shedmtl.com/ http://WWW.SHEDMTL.COM
http://www.shedmtl.com/
VFX Curriculum 03: Compositing Basics
mail to: s...@shedmtl.com mailto:s...@shedmtl.com




On Apr 13, 2015, at 9:02 PM, Sylvain Lebeau s...@shedmtl.com
mailto:s...@shedmtl.com wrote:

You point is still good Sven.

Of course Maya’s Gui is far from getting to the point Xsi is…
I profoundly think that Xsi got the best Gui in all softwares
that ever existed.  The new aqua icons are not a revolution of
course. Still good to the eye to paint the old car with a
fresh clear coating. :-)

We’ve had Autodesk at our studio a couple of times and I must
admit they we’re very opened to listen to us softimage users.
And they we’re taking good notes. I think they are doing good
efforts to keep Xsi users happy in the transition while at the
same time not frustrate good old Maya users.  It will take
time to blend the two.


About ICE.  Maya is node based all around and I cannot imagine
AD to own these (ICE) pattents and not create the same
workflow inside of Maya. With new operops, and merging all of
it’s tools inside of a new unified workflow node UI. Of course
this will take time to make everything talk togheter. But to
me, it should be the priority for AD to implement this.

I barely see any other futur ventures that could bring back
Maya as the top contender in the 3D world. Houdini is pushing
hard. And it’s doing just that at it’s roots.  So if they want
to compete 

Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Eric Thivierge

Getting a bit semantic but you probably need to do both no? :)

Eric T.

On Tuesday, April 14, 2015 11:36:36 AM, Leendert A. Hartog wrote:

Eric Thivierge schreef op 14-4-2015 om 17:08:

If you want to stay in the industry and stay relevant you have to
evolve.

Let's say you have to adapt, not necessarily evolve...

Greetz
Leendert





Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Francois Lord

Or in another software.

On 14-Apr-15 11:50, Christoph Muetze wrote:

Everything I would want to do in Maya I can do better
and easier in Soft... I'm waiting for that to change.. Maybe in a couple
of years?

Cheers!
Chris





Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Leendert A. Hartog

Eric Thivierge schreef op 14-4-2015 om 17:08:
If you want to stay in the industry and stay relevant you have to evolve. 

Let's say you have to adapt, not necessarily evolve...

Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Christoph Muetze
Not sure if I can agree here..

 I add tools to my collection only when they save me time or give me an
advantage. And I only replace old tools when they either don't run
anymore or the competition is _much_ better..(think _at least_ 50-80%
faster to goal).

I bought a Modo seat solely because of MeshFusion. That tool is a
killer-app in itself. Same thing with Redshift for Softimage...

And when it comes to Maya: I welcome their recent changes, but, still -
I don't see a reason at this point in time to shift over to Maya (which
I already own but rarely make use of) simply because there is no benefit
over Softimage. Everything I would want to do in Maya I can do better
and easier in Soft... I'm waiting for that to change.. Maybe in a couple
of years?

Cheers!
Chris

On 04/14/2015 05:08 PM, Eric Thivierge wrote:
 I agree Ed,
 
 I'm not going to hold on to Softimage for the next 2-3+ years just
 because I want to make a statement. As a 3D artist, it's my opinion that
 you need to move with the times whether you like it or not. If you stick
 with Softimage, you're delaying the transition that will eventually
 happen. If you wait until the last possible moment, say if a new
 technology is introduced, and there is no way to shoe-horn it into
 Softimage, you'll be left with very little time to get up to speed with
 a product that will be evolving and staying up with the times.
 
 Whether it's a transition to Max, Maya, Houdini, or whatever, life goes
 on. If you want to stay in the industry and stay relevant you have to
 evolve.
 
 Eric T.
 
 On 4/14/2015 10:36 AM, Ed Manning wrote:
 Y'know...

 I get the impression that some people would be, maybe not happier, but
 more satisfied, if Maya *didn't* get any of the workflow enhancements
 or other changes many of us have been asking for.  I miss Softimage
 more every day I have to use Maya (but fortunately, I can still use
 Softimage when it's up to me), but the negative attitude of some
 people, while understandable, is totally counterproductive.

 I have to make a living using the tools that are available. Autodesk
 killed my tool of choice in favor of a less-usable one, which
 frustrates and angers me, as well as cutting my productivity (and
 value to my clients). But for anybody to look at long-asked-for
 changes to the tool AD have chosen to develop, and run them down on
 the basis of, well, not much other than preconceived opinion, does.
 not. help.

 Maya is becoming more like Softimage? About time! Move more in that
 direction! Autodesk -- you still have a lot to answer for, but you
 actually seem to be trying to deliver on some of the things you've
 said.  I'm not going to say great job! because we don't praise
 people for simply doing what they're supposed to do (see Chris Rock on
 this topic).
 
 
 




Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Leendert A. Hartog


Eric Thivierge schreef op 14-4-2015 om 17:39:

Getting a bit semantic but you probably need to do both no? :)


You're right, it's getting a bit semantic, quite a bit actually... ;)
I'll shut up now (I am a linguist originally, so it is a force of habit
of sorts)

Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com





Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Sebastien Sterling
He He ! Jason S

A proper mouth bag (one that requires gums and teeth, tongue, throat and
uvula) is a classic example of a situation in modeling where being able to
hide faces fast makes all the difference.

so you need to hide the lips and mouth bag to get to the gums and teeth.

In maya all you have is Isolate, which means you have to:

1) make selection
2) invert selection
3) isolate selection * which will also hide everything else in the scene so
if your teeth where separate i hope you took the time to select every
single one or you are fucked

should you desire to increase hidden area...

4) select all
5) unpaint desired area
6) isolate. SHIFT+I

unhide

1) deselect all
2) de-isolate SHIFT+I


vs softimage


1) make selection
2) Hide H
...
hide more

3) make selection
4) Hide H

unhide

1) CTRL+H

Not only are there fewer steps but the process is more streamline and
intuitive in soft.

this may not seem like much, but it is one of those actions you have to
perform every 30 seconds when you're a modeller.


the mouth bag is just one pertinent example,

I'm sure people weight painting on e.g multiple layers of clothing would
appreciate being able to hide some sub- element to get to others.





On 14 April 2015 at 23:52, Raffaele Fragapane raffsxsil...@googlemail.com
wrote:

 Or possibly endure. Some days it's like that :p
 On 15 Apr 2015 01:37, Leendert A. Hartog hirazib...@live.nl wrote:

 Eric Thivierge schreef op 14-4-2015 om 17:08:

 If you want to stay in the industry and stay relevant you have to
 evolve.

 Let's say you have to adapt, not necessarily evolve...

 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com




Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Andres Stephens
Yeah I guess.. it actually does look good, less daunting to learn and quite 
useful in a way. I’m sure the little bugs and quirks are many, but it looks 
nice. 







From: Eric Thivierge
Sent: ‎Tuesday‎, ‎April‎ ‎14‎, ‎2015 ‎08‎:‎11‎:‎57‎ ‎
To: softimage@listproc.autodesk.com





I really like this release. The modeling tool enhancements and the 
sculpting tools are awesome to have. Sculpting blend shapes for faces is 
going to be a lot easier and you can stay in Maya for it. They have some 
work to do as they don't have an erase brush to paint the deltas back to 
zero, but its getting there. The blend shape editor adjustments are more 
than welcomed. It's finally more usable and you can just keep creating 
empty blend shapes to sculpt on. Softimage didn't have this or the 
sculpting and it's really great to see they are integrating the Mudbox 
brushes. You can't go super crazy high poly currently, but that's OK. I 
just want the sculpting tools for the blend shapes and shape fixes.

The modeling team on Maya have been doing amazing work and this release 
shows it. This is a pretty decent release. The clean up of the UI and 
menus is also something to appreciate. Get rid of the clutter to make 
room for new tools and quicker workflows.

My 2 cents,
Eric T.

On 4/14/2015 9:06 AM, Eric Thivierge wrote:
 Pretty sure it was flawed. A few people I know of along with myself 
 were confused when the mesh lost it's shape when applying the Delta 
 Mush which seemed to just smooth the mesh. It's supposed to maintain 
 the detail. I think the video was flawed so they are probably redoing 
 it to ensure it's used accurately. (I'm hoping).

 Eric T.

 On 4/14/2015 3:35 AM, Nicolas Esposito wrote:
 Looks like they removed the Delta Mush video...strange...anyway the 
 new UI looks good


Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Sebastien Sterling
what are the odds we might get a method of aligning objects per pivot ?

and a method of hiding sub-componants faces in the next iteration ? (ever
tried modeling the inside of a mouth of a crocodile ?)

there is actually some good stuff in this version.



On 14 April 2015 at 16:57, Leendert A. Hartog hirazib...@live.nl wrote:


 Eric Thivierge schreef op 14-4-2015 om 17:39:

 Getting a bit semantic but you probably need to do both no? :)


 You're right, it's getting a bit semantic, quite a bit actually... ;)
 I'll shut up now (I am a linguist originally, so it is a force of habit
 of sorts)


 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com






Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Jason S

  
  
Maya can be fine, (despite being ~3x as
  memory hungry and still way more cumbersome comparatively )
  with these steps indeed maybe indeed in a few years would it be a
  closer alternative.
  
  (if overhauling render layers, it's non-destructive framework?
  shapes workflow and other workflow-s-, and a still pretty big
  'etc'.. )
  
  But regardless, if already "forced" to use Maya, wait until
  rental-only kicks-in.
  
  Then prices could double again (or quadruple or whatever), and
  purchases couldn't be withheld without also losing the ability to
  function in the same move.
  
  What were you saying about inside the mouth of a crocodile?
  
  
  
  On 04/14/15 14:48, Sebastien Sterling wrote:


  

  
what are the odds we might get a method of aligning
  objects per pivot ?
  

and a method of hiding sub-componants "faces" in the next
iteration ? (ever tried modeling the inside of a mouth of a
crocodile ?)

  
  there is actually some good stuff in this version.
  


  
  
On 14 April 2015 at 16:57, Leendert A.
  Hartog hirazib...@live.nl
  wrote:
  
Eric Thivierge schreef op 14-4-2015 om 17:39:
  
Getting a bit semantic but you probably need to do both
no? :)
  
  

You're right, it's getting a bit semantic, quite a bit
actually... ;)
I'll shut up now (I am a linguist originally, so it is a
force of habit
of sorts)

  

Greetz
Leendert

-- 

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



  

  


  


  



Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Raffaele Fragapane
Or possibly endure. Some days it's like that :p
On 15 Apr 2015 01:37, Leendert A. Hartog hirazib...@live.nl wrote:

 Eric Thivierge schreef op 14-4-2015 om 17:08:

 If you want to stay in the industry and stay relevant you have to evolve.

 Let's say you have to adapt, not necessarily evolve...

 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com




Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Saeed Kalhor
​​
Still selecting a material or a node in Hypershade will deselect object in
view port, so silly!

On Tue, Apr 14, 2015 at 3:36 PM, Leendert A. Hartog hirazib...@live.nl
wrote:

 The main docs, IMHO


 Greetz
 Leendert

 --
 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com




Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Eric Thivierge
Pretty sure it was flawed. A few people I know of along with myself were 
confused when the mesh lost it's shape when applying the Delta Mush 
which seemed to just smooth the mesh. It's supposed to maintain the 
detail. I think the video was flawed so they are probably redoing it to 
ensure it's used accurately. (I'm hoping).


Eric T.

On 4/14/2015 3:35 AM, Nicolas Esposito wrote:
Looks like they removed the Delta Mush video...strange...anyway the 
new UI looks good





Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Eric Thivierge
I really like this release. The modeling tool enhancements and the 
sculpting tools are awesome to have. Sculpting blend shapes for faces is 
going to be a lot easier and you can stay in Maya for it. They have some 
work to do as they don't have an erase brush to paint the deltas back to 
zero, but its getting there. The blend shape editor adjustments are more 
than welcomed. It's finally more usable and you can just keep creating 
empty blend shapes to sculpt on. Softimage didn't have this or the 
sculpting and it's really great to see they are integrating the Mudbox 
brushes. You can't go super crazy high poly currently, but that's OK. I 
just want the sculpting tools for the blend shapes and shape fixes.


The modeling team on Maya have been doing amazing work and this release 
shows it. This is a pretty decent release. The clean up of the UI and 
menus is also something to appreciate. Get rid of the clutter to make 
room for new tools and quicker workflows.


My 2 cents,
Eric T.

On 4/14/2015 9:06 AM, Eric Thivierge wrote:
Pretty sure it was flawed. A few people I know of along with myself 
were confused when the mesh lost it's shape when applying the Delta 
Mush which seemed to just smooth the mesh. It's supposed to maintain 
the detail. I think the video was flawed so they are probably redoing 
it to ensure it's used accurately. (I'm hoping).


Eric T.

On 4/14/2015 3:35 AM, Nicolas Esposito wrote:
Looks like they removed the Delta Mush video...strange...anyway the 
new UI looks good