Re: multiple shaders on one cloud

2015-04-29 Thread phil harbath
would that work in redshift? I did not think it like the placement of shaders.

From: Olivier Colchen 
Sent: Wednesday, April 29, 2015 4:32 AM
To: softimage@listproc.autodesk.com 
Subject: Re: multiple shaders on one cloud

Huh, it actually looks like my reply wasn't posted for some reasons ( because I 
included images maybe? )


Rob's solution is viable but doesn't take into account the fact you may want 
more than 2 shaders on your particles. You can always play around with multiple 
Color Switch nodes but depending on your needs it may prove bothersome.

Try using a color multi-switch node in the render tree, and create an integer 
attribute rather than a boolean in your icetree :

http://olivier-colchen.fr/Data/Misc_Sreenshots/example1.jpg
http://olivier-colchen.fr/Data/Misc_Sreenshots/example2.jpg



2015-04-29 4:15 GMT+02:00 Kris Rivel krisri...@gmail.com:

  Sweet...thanks Rob! That's what I was thinking.


  On Tue, Apr 28, 2015 at 5:44 PM, Rob Chapman tekano@gmail.com wrote:

just set a custom attribute per particle and use it in the render tree


http://41.media.tumblr.com/e3bfcc0d2df3f0f58f674d529c4bdceb/tumblr_nnjdncxeXe1r3czqwo1_1280.jpg




On 28 April 2015 at 21:54, Kris Rivel krisri...@gmail.com wrote:
 Is it possible to carry some kind of point data over to the render tree 
so I
 can assign different shaders/materials to specific particles? I have a 
bunch
 of flying cubes...I want some to look like glass, some to look like metal,
 etc. I'm hoping to not have multiple clouds. To further complicate
 it...trying to do this with redshift. Any suggestions?

 Kris




Re: multiple shaders on one cloud

2015-04-29 Thread Olivier Colchen
Huh, it actually looks like my reply wasn't posted for some reasons (
because I included images maybe? )

Rob's solution is viable but doesn't take into account the fact you may
want more than 2 shaders on your particles. You can always play around with
multiple Color Switch nodes but depending on your needs it may prove
bothersome.
Try using a color multi-switch node in the render tree, and create an
integer attribute rather than a boolean in your icetree :

http://olivier-colchen.fr/Data/Misc_Sreenshots/example1.jpg
http://olivier-colchen.fr/Data/Misc_Sreenshots/example2.jpg


2015-04-29 4:15 GMT+02:00 Kris Rivel krisri...@gmail.com:

 Sweet...thanks Rob! That's what I was thinking.

 On Tue, Apr 28, 2015 at 5:44 PM, Rob Chapman tekano@gmail.com wrote:

 just set a custom attribute per particle and use it in the render tree


 http://41.media.tumblr.com/e3bfcc0d2df3f0f58f674d529c4bdceb/tumblr_nnjdncxeXe1r3czqwo1_1280.jpg



 On 28 April 2015 at 21:54, Kris Rivel krisri...@gmail.com wrote:
  Is it possible to carry some kind of point data over to the render tree
 so I
  can assign different shaders/materials to specific particles? I have a
 bunch
  of flying cubes...I want some to look like glass, some to look like
 metal,
  etc. I'm hoping to not have multiple clouds. To further complicate
  it...trying to do this with redshift. Any suggestions?
 
  Kris





Re: multiple shaders on one cloud

2015-04-29 Thread Rob Chapman
not exactly like that only because Redshift does not support every native
render tree node and not sure colorswitch is supported.

, I used colorswitch only to demonstrate example logic, Oliviers'
demonstration would work equally as well with the redshift material blender
which can accept multiple shader inputs and some additional logic from
integer  color to plug into blend Color for each shader.

On 29 April 2015 at 10:07, phil harbath phil.harb...@jamination.com wrote:
 would that work in redshift? I did not think it like the placement of
 shaders.

 From: Olivier Colchen
 Sent: Wednesday, April 29, 2015 4:32 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: multiple shaders on one cloud

 Huh, it actually looks like my reply wasn't posted for some reasons (
 because I included images maybe? )

 Rob's solution is viable but doesn't take into account the fact you may
want
 more than 2 shaders on your particles. You can always play around with
 multiple Color Switch nodes but depending on your needs it may prove
 bothersome.
 Try using a color multi-switch node in the render tree, and create an
 integer attribute rather than a boolean in your icetree :

 http://olivier-colchen.fr/Data/Misc_Sreenshots/example1.jpg
 http://olivier-colchen.fr/Data/Misc_Sreenshots/example2.jpg


 2015-04-29 4:15 GMT+02:00 Kris Rivel krisri...@gmail.com:

 Sweet...thanks Rob! That's what I was thinking.

 On Tue, Apr 28, 2015 at 5:44 PM, Rob Chapman tekano@gmail.com
wrote:

 just set a custom attribute per particle and use it in the render tree



http://41.media.tumblr.com/e3bfcc0d2df3f0f58f674d529c4bdceb/tumblr_nnjdncxeXe1r3czqwo1_1280.jpg



 On 28 April 2015 at 21:54, Kris Rivel krisri...@gmail.com wrote:
  Is it possible to carry some kind of point data over to the render
tree
  so I
  can assign different shaders/materials to specific particles? I have a
  bunch
  of flying cubes...I want some to look like glass, some to look like
  metal,
  etc. I'm hoping to not have multiple clouds. To further complicate
  it...trying to do this with redshift. Any suggestions?
 
  Kris






Re: The shadow over The Foundry

2015-04-29 Thread Perry Harovas
I totally understand what you are saying, Greg, and I see that a lot with
AE.
I see one person having a more stable experience, others having a less
stable experience.
Another with a great experience, another with intense hatred. And on and on.
On the whole, in my experience and with the majority of the people I have
asked,
it seems more people are having issues with AE than ever before.

I certainly don't doubt that you have had better experiences with it
lately, and I am happy for that!

On the other hand, Andy and Angus are correct about the installer.
The swears that I came up with while trying to install that thing were
quite unique.

Anyway, what it comes down to for me, regarding this possible news is
that less competition is never a good thing
for the consumer. I hope this is just a rumor or if it is accurate, it
doesn't come to be.
Less competition would be bad, for everyone of us.




On Tue, Apr 28, 2015 at 10:35 PM, Greg Punchatz g...@janimation.com wrote:

 Not my experience Perry,

 AE was unusable in my opinion until the last couple of versions or so... I
 had a hate for that program that ran deep until recent releases, but
 improvements recently has made it palatable for me.

 The momentum of Adobe since the move to the subscription based model,
 seems to me,  to have improved the way they are improving things for the
 long term. Premiere has almost completely taken back all of the Final Cut
 market by creating a stronger product line..and is eating into avid sales
 BIG TIME.

  I am not sure where all this Adobe hate comes from, but they have always
 been the lesser evil to me.

 My 2cents








 On Tue, Apr 28, 2015 at 7:03 AM, Stefan Kubicek s...@tidbit-images.com
 wrote:

  Well put Perry, exactly my thoughts!

 Speaking of Fusion: I had the pleasure of using the free version last
 week for 7 consecutive days in a a row, 10 hrs a day.  It was blazingly
 fast (compared to AE anyway), did not crash once, and the look of the node
 tree was pleasing enough to not make my eyes bleed (as opposed to Nuke's).
 Even the pro version is a bargain for $1000 for what you get.



 +1 on all

 Totally agree.

 This news sickened me and if true, could mean great things for Fusion
 and nothing but bad news for the rest.

 I've seen the usability and stability of After Effects (AE) decline
 sharply over the timeframe that AE has been a rental product. Updates cause
 problems instead of fixing them and development has slowed (even further).
 Not so with Nuke.

 Adobe wants VFX to be accessible to the consumer, and while I don't
 discount the research they have done, some of which has been quite amazing,
 most of their focus has been on one button type of VFX solutions and not on
 stability and flexibility, which is what we need and what The Foundry
 supplies software that excels in.

 Rotobrush, PuppetTool, CameraTracker all designed to make as close to a
 one button solution as possible. These tools works great in certain
 situations, but when the shot gets tough, you quickly run out of options.

 Nuke is nothing but options, and is  far more ICE-like than AE is.

 Having something as flexible as Nuke owned by a company that has a huge
 competitive market-dominating product like AE, should send chills up your
 spine as to how closely it matches the Autodesk Maya/Soft debacle.


 Sent from my iPhone
 Please excuse typos and
 brief replies.
 Thank you!

 On Apr 28, 2015, at 2:05 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 AD owned and produced a lot of stuff over the years. The various
 acquisitions you are thinking of in the ME group are a drop in the ocean
 that is their arch, viz, CAM/CAE budgets.
 Alias was bought for studio and the inlet in industrial CAM they missed
 at the time. Maya in and of itself is probably not scratching 3 or 4% of
 their revenue and I doubt Soft even made it to an integer number.

 Adobe is already a bigger company than AD for the record, and has MORE of
 a monopoly on its market segments than AD does. They beat AD in revenue and
 net by a factor of two most years.

 Again, I don't know what Adobe you guys are thinking of, but the one I
 know of is nothing to hope for. They make EA sports and AD ME look
 positively benign in the VFX geography.



 On Tue, Apr 28, 2015 at 3:49 PM, Nicolas Esposito 3dv...@gmail.com
 wrote:

 If I remember correcty Autodesk, before the big buyout in recent yearsm
 had only Autocad and 3ds to carry on and make good money...when they start
 acquiring Alias and all the others they establish themself as the company
 to go, simply because they were the owners.

 For me Adobe could possibly be the next Autodesk, but I really hope I'm
 wrong.

 2015-04-28 7:24 GMT+02:00 Raffaele Fragapane 
 raffsxsil...@googlemail.com:

 There must be another company named Adobe I'm not aware of...

 Adobe has had nothing but contempt for VFX for years, and people would
 actually get on board with this?

 If there is any truth to these 

Re: unable to change reference model path

2015-04-29 Thread Mario Reitbauer
So you got a reference in a reference ?
Or is the parent model not a reference ?

In case the parent is a reference you deleted the delta of that parent
model ?
Have you tried storing your delta which you need, deleting the models and
setting it up again with the loaded delta ?

Can you change them in the external file editor and reopen your scene ?

2015-04-29 22:04 GMT+02:00 Simon van de Lagemaat si...@theembassyvfx.com:

 We've got a weird issue with some nested models (yes they are bad I
 know).  I am unable to change the reference model path of a bunch of ref
 models that were embedded under another ref model.  Manually changing the
 path in the scene simply snaps back to the original path and also result in
 instability and will crash.  Changing the toc simply results in crashing on
 load.

 I'm banging my head on a wall at this point, I've deleted any deltas in
 those models and still no luck.



Re: unable to change reference model path

2015-04-29 Thread Mario Reitbauer
Oh, and is there allready a delta container on the first model which is
under the 2nd model before you load that in ?
In that case it might lead to problems when you delete the delta which
comes from the model allready and not the scene.

2015-04-29 22:21 GMT+02:00 Mario Reitbauer cont...@marioreitbauer.at:

 So you got a reference in a reference ?
 Or is the parent model not a reference ?

 In case the parent is a reference you deleted the delta of that parent
 model ?
 Have you tried storing your delta which you need, deleting the models and
 setting it up again with the loaded delta ?

 Can you change them in the external file editor and reopen your scene ?

 2015-04-29 22:04 GMT+02:00 Simon van de Lagemaat si...@theembassyvfx.com
 :

 We've got a weird issue with some nested models (yes they are bad I
 know).  I am unable to change the reference model path of a bunch of ref
 models that were embedded under another ref model.  Manually changing the
 path in the scene simply snaps back to the original path and also result in
 instability and will crash.  Changing the toc simply results in crashing on
 load.

 I'm banging my head on a wall at this point, I've deleted any deltas in
 those models and still no luck.





unable to change reference model path

2015-04-29 Thread Simon van de Lagemaat
We've got a weird issue with some nested models (yes they are bad I know).
I am unable to change the reference model path of a bunch of ref models
that were embedded under another ref model.  Manually changing the path in
the scene simply snaps back to the original path and also result in
instability and will crash.  Changing the toc simply results in crashing on
load.

I'm banging my head on a wall at this point, I've deleted any deltas in
those models and still no luck.


Re: Softimage Icon Removed from Mudbox?

2015-04-29 Thread Alok Gandhi
Of course it does work and I can personally vouch for it's production value as 
a time saver. I did introduce this tool to a few artists while working at 
Modus. They were more than happy to use it. Although, the  fbx format always 
seemed buggy due to version conflicts. But for transfer of limited data, it 
worked well. I think it was used a lot. Specially in the pre-alembic era.

Sent from my iPhone

 On 29-Apr-2015, at 10:55 pm, Ed Manning etmth...@gmail.com wrote:
 
 On Wed, Apr 29, 2015 at 11:14 AM, Luc-Eric Rousseau luceri...@gmail.com 
 wrote:
 great! then you won't miss it.
 For once I agree unreservedly with Luc-Eric!
 
 Some of the complaining here reminds me of the old joke:
 
 The food is terrible here! 
 Yes, and such small portions!


Re: Re: Softimage Icon Removed from Mudbox?

2015-04-29 Thread Ed Manning
On Wed, Apr 29, 2015 at 11:14 AM, Luc-Eric Rousseau luceri...@gmail.com
wrote:

 great! then you won't miss it.

 For once I agree unreservedly with Luc-Eric!

Some of the complaining here reminds me of the old joke:

The food is terrible here!
Yes, and such small portions!


OT: Job for small studio or individuals with head tracking experience.

2015-04-29 Thread Pierre Schiller
Hi, there will be a future production for a feature length indie movie in
which I´d gladly would love to enter in connection with small VFX team
studios with previous experiencie on head tracking, for VFX shots. If
you´re on one or know a team of VFX artist with head tracking experiencie,
please contact me. Thanks. :)

David R.

-- 
Portfolio 2013 http://be.net/3dcinetv
Cinema  TV production
Video Reel https://vimeo.com/3dcinetv/reel2012


Re: OT: Job for small studio or individuals with head tracking experience.

2015-04-29 Thread Mario Reitbauer
Would you be interested in working together with a Freelancer team ?

2015-04-30 0:23 GMT+02:00 Pierre Schiller activemotionpictu...@gmail.com:

 Hi, there will be a future production for a feature length indie movie in
 which I´d gladly would love to enter in connection with small VFX team
 studios with previous experiencie on head tracking, for VFX shots. If
 you´re on one or know a team of VFX artist with head tracking experiencie,
 please contact me. Thanks. :)

 David R.

 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012



Re: OT: Job for small studio or individuals with head tracking experience.

2015-04-29 Thread Pierre Schiller
Sure. I´m basically making assitance for a veteran in vfx. So I guess it´s
ok. He wants to see previous work experience on reels, if you´d please
provide one and contact email, I´ll forward him the data.
Thanks. :)

On Wed, Apr 29, 2015 at 5:36 PM, Mario Reitbauer cont...@marioreitbauer.at
wrote:

 Would you be interested in working together with a Freelancer team ?

 2015-04-30 0:23 GMT+02:00 Pierre Schiller activemotionpictu...@gmail.com
 :

 Hi, there will be a future production for a feature length indie movie in
 which I´d gladly would love to enter in connection with small VFX team
 studios with previous experiencie on head tracking, for VFX shots. If
 you´re on one or know a team of VFX artist with head tracking experiencie,
 please contact me. Thanks. :)

 David R.

 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012





-- 
Portfolio 2013 http://be.net/3dcinetv
Cinema  TV production
Video Reel https://vimeo.com/3dcinetv/reel2012


Re: Softimage Icon Removed from Mudbox?

2015-04-29 Thread Luc-Eric Rousseau
On 28 April 2015 at 21:38, Sven Constable sixsi_l...@imagefront.de wrote:
 I never used that send to xyz. It was just too autodesk.
I always wondered
 why to clutter a menue with somthing that’s basically not more than an
 export function.

So you don't know what it is.  It creates a live link between the two
running apps, so with a single click the objects will update
incrementally in the other app live, not just reload the whole scene.
It's the same thing as import/export file menu option if you're just
doing that once, but if you're working in two apps in parallel,
tweaking on one side and the other, it's a lot less clicking around
and manually reloading


 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tenshi S.
 Sent: Wednesday, April 29, 2015 2:48 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: Softimage Icon Removed from Mudbox?



 Thanks for the info..


 About the paragraph... who wrote that s _ _t ? =/

 Is not worth the effort? wtf...

 Argh, i just... argh!



 On Tue, Apr 28, 2015 at 2:53 AM, Stefan Kubicek s...@tidbit-images.com
 wrote:

 1.) afaik there will be no Softimage 2016.

 2.) The Send to functionality only works across applications of same
 version number, hence from one 2016 app to another,

 not from 2016 to one from 2015.

 3.) Since the version of Softimage bundled with ECS Ultimate 2016 will be
 version 2015, Send to does not work and has been removed.



 Read: Our programmers would need to invest 5 minutes to adjust the Send To
 code in each application of the ECS (which we sell/sold to you for an
 enormous amount of money) to make it work across different versions of our
 applications (which we bought from all over the world in the first place,
 just because we could) and our fbx format (which our part-time interns have
 been working on for the last 10 years in an attempt to implement hard edge
 support and iron out the bugs from each respective previous intern). We
 hence decided it's not worth the effort, especially for an EOL software (for
 which we also took an inordinate amount of money from you).







Aw: Re: Softimage Icon Removed from Mudbox?

2015-04-29 Thread Leo Quensel
Oh and it also never works! What a feat!


Gesendet:Mittwoch, 29. April 2015 um 16:19 Uhr
Von:Luc-Eric Rousseau luceri...@gmail.com
An:softimage@listproc.autodesk.com softimage@listproc.autodesk.com
Betreff:Re: Softimage Icon Removed from Mudbox?

On 28 April 2015 at 21:38, Sven Constable sixsi_l...@imagefront.de wrote:
 I never used that send to xyz. It was just too autodesk.
I always wondered
 why to clutter a menue with somthing thats basically not more than an
 export function.

So you dont know what it is. It creates a live link between the two
running apps, so with a single click the objects will update
incrementally in the other app live, not just reload the whole scene.
Its the same thing as import/export file menu option if youre just
doing that once, but if youre working in two apps in parallel,
tweaking on one side and the other, its a lot less clicking around
and manually reloading


 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tenshi S.
 Sent: Wednesday, April 29, 2015 2:48 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: Softimage Icon Removed from Mudbox?



 Thanks for the info..


 About the paragraph... who wrote that s _ _t ? =/

 Is not worth the effort? wtf...

 Argh, i just... argh!



 On Tue, Apr 28, 2015 at 2:53 AM, Stefan Kubicek s...@tidbit-images.com
 wrote:

 1.) afaik there will be no Softimage 2016.

 2.) The Send to functionality only works across applications of same
 version number, hence from one 2016 app to another,

 not from 2016 to one from 2015.

 3.) Since the version of Softimage bundled with ECS Ultimate 2016 will be
 version 2015, Send to does not work and has been removed.



 Read: Our programmers would need to invest 5 minutes to adjust the Send To
 code in each application of the ECS (which we sell/sold to you for an
 enormous amount of money) to make it work across different versions of our
 applications (which we bought from all over the world in the first place,
 just because we could) and our fbx format (which our part-time interns have
 been working on for the last 10 years in an attempt to implement hard edge
 support and iron out the bugs from each respective previous intern). We
 hence decided its not worth the effort, especially for an EOL software (for
 which we also took an inordinate amount of money from you).










Re: Softimage Icon Removed from Mudbox?

2015-04-29 Thread Raffaele Fragapane
Because it's not a redundant copy of I/O commands with presets, it also
keeps the data in sync instead of forcing you to unload/reload.
It was actually pretty useful, and I don't know why people insist it didn't
work, it worked fine. When I was still using Mudbox I used it frequently
enough without issue.

On Wed, Apr 29, 2015 at 11:38 AM, Sven Constable sixsi_l...@imagefront.de
wrote:

 I never used that send to xyz. It was just too autodesk. I always
 wondered why to clutter a menue with somthing that’s basically not more
 than an export function.



 sven





Re: Softimage Icon Removed from Mudbox?

2015-04-29 Thread Greg Punchatz
It and goZ are huge time savers! Huge! 

It does seem to me this would fall into the  AD should do it I the SPs until 
the Soft support being promised until 2016 

It is just a few lines of code Luc, can you do us old softies a favor and send 
the request  the send up the ranks to send to apps back in? Did Maya and Max 
lose their send to soft connections too?

I think we are in our right to ask for this small gesture from AD

Thanks for listening Luc... I know there is nothing you can promise, but give 
it a shot for those of us you used to your clients.

g

Sent from my iPhone

 On Apr 29, 2015, at 8:40 PM, Raffaele Fragapane raffsxsil...@googlemail.com 
 wrote:
 
 Because it's not a redundant copy of I/O commands with presets, it also keeps 
 the data in sync instead of forcing you to unload/reload.
 It was actually pretty useful, and I don't know why people insist it didn't 
 work, it worked fine. When I was still using Mudbox I used it frequently 
 enough without issue.
 
 On Wed, Apr 29, 2015 at 11:38 AM, Sven Constable sixsi_l...@imagefront.de 
 wrote:
 I never used that send to xyz. It was just too autodesk. I always wondered 
 why to clutter a menue with somthing that’s basically not more than an 
 export function.
 
  
 
 sven


RE: The shadow over The Foundry

2015-04-29 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Premiere and AE are not the source of the angst.

Photoshop and “software as a service” is.

--
Joey
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Goehler
Sent: Wednesday, April 29, 2015 12:32 AM
To: softimage@listproc.autodesk.com
Subject: Re: The shadow over The Foundry


On Apr 29, 2015, at 04:35, Greg Punchatz 
g...@janimation.commailto:g...@janimation.com wrote:

 I am not sure where all this Adobe hate comes from,…

It starts with the installer…

Andy



Re: Softimage Icon Removed from Mudbox?

2015-04-29 Thread Tim Leydecker

It would be a very welcome functionality, especially when being dealt
an old Softimage 2015 along with everything else labeled 2016 as part of
a new suite package.

In the past, I found it difficult to run differently labeled versions, 
e.g. Softimage 2012
with Maya 2014 or Mudbox 2014 simultaneously, due to lmtools telling me 
there´s
no license available, that could well be a setup error on my end or a 
misunderstanding
of the suite licensing scheme but if that´s the root of the problem, 
that Softimage2015
+Mudbox2016 will not easily serve themselves in sharing a 
(suite)license, then it

would be a good time to adress that, too?

Cheers,

tim





Am 30.04.2015 um 06:20 schrieb Raffaele Fragapane:
Yeah, I reckon they should add it back in. AD has back pedalled on 
some minor things like this before, so it might still happen, and it 
would be a welcome grace to a userbase that has, frankly speaking, 
already been slighted pretty hard.


It certainly won't happen though if part of that user base takes the 
pessimist approach and claims it never worked, when it did, or because 
they don't need it assumes other don't either.


On Thu, Apr 30, 2015 at 12:52 PM, Greg Punchatz g...@janimation.com 
mailto:g...@janimation.com wrote:


It and goZ are huge time savers! Huge!

It does seem to me this would fall into the  AD should do it I
the SPs until the Soft support being promised until 2016

It is just a few lines of code Luc, can you do us old softies a
favor and send the request  the send up the ranks to send to apps
back in? Did Maya and Max lose their send to soft connections too?

I think we are in our right to ask for this small gesture from AD

Thanks for listening Luc... I know there is nothing you can
promise, but give it a shot for those of us you used to your clients.

g

Sent from my iPhone





Re: Softimage Icon Removed from Mudbox?

2015-04-29 Thread Raffaele Fragapane
Yeah, I reckon they should add it back in. AD has back pedalled on some
minor things like this before, so it might still happen, and it would be a
welcome grace to a userbase that has, frankly speaking, already been
slighted pretty hard.

It certainly won't happen though if part of that user base takes the
pessimist approach and claims it never worked, when it did, or because they
don't need it assumes other don't either.

On Thu, Apr 30, 2015 at 12:52 PM, Greg Punchatz g...@janimation.com wrote:

 It and goZ are huge time savers! Huge!

 It does seem to me this would fall into the  AD should do it I the SPs
 until the Soft support being promised until 2016

 It is just a few lines of code Luc, can you do us old softies a favor and
 send the request  the send up the ranks to send to apps back in? Did Maya
 and Max lose their send to soft connections too?

 I think we are in our right to ask for this small gesture from AD

 Thanks for listening Luc... I know there is nothing you can promise, but
 give it a shot for those of us you used to your clients.

 g

 Sent from my iPhone




Re: Re: Softimage Icon Removed from Mudbox?

2015-04-29 Thread Luc-Eric Rousseau
great! then you won't miss it.

On 29 April 2015 at 10:26, Leo Quensel le...@gmx.de wrote:
 Oh and it also never works! What a feat!

 Gesendet: Mittwoch, 29. April 2015 um 16:19 Uhr
 Von: Luc-Eric Rousseau luceri...@gmail.com
 An: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 Betreff: Re: Softimage Icon Removed from Mudbox?
 On 28 April 2015 at 21:38, Sven Constable sixsi_l...@imagefront.de wrote:
 I never used that send to xyz. It was just too autodesk.
I always wondered
 why to clutter a menue with somthing that’s basically not more than an
 export function.

 So you don't know what it is. It creates a live link between the two
 running apps, so with a single click the objects will update
 incrementally in the other app live, not just reload the whole scene.
 It's the same thing as import/export file menu option if you're just
 doing that once, but if you're working in two apps in parallel,
 tweaking on one side and the other, it's a lot less clicking around
 and manually reloading


 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tenshi S.
 Sent: Wednesday, April 29, 2015 2:48 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: Softimage Icon Removed from Mudbox?



 Thanks for the info..


 About the paragraph... who wrote that s _ _t ? =/

 Is not worth the effort? wtf...

 Argh, i just... argh!



 On Tue, Apr 28, 2015 at 2:53 AM, Stefan Kubicek s...@tidbit-images.com
 wrote:

 1.) afaik there will be no Softimage 2016.

 2.) The Send to functionality only works across applications of same
 version number, hence from one 2016 app to another,

 not from 2016 to one from 2015.

 3.) Since the version of Softimage bundled with ECS Ultimate 2016 will be
 version 2015, Send to does not work and has been removed.



 Read: Our programmers would need to invest 5 minutes to adjust the Send
 To
 code in each application of the ECS (which we sell/sold to you for an
 enormous amount of money) to make it work across different versions of our
 applications (which we bought from all over the world in the first place,
 just because we could) and our fbx format (which our part-time interns
 have
 been working on for the last 10 years in an attempt to implement hard edge
 support and iron out the bugs from each respective previous intern). We
 hence decided it's not worth the effort, especially for an EOL software
 (for
 which we also took an inordinate amount of money from you).