Re: Softimage Blender (1 year later) + MayaLT 2016 ?'s (indie/ game dev centric/ UE4)

2015-05-08 Thread Thomas Volkmann
Hey,
have you ever considered spending the Maya-licensing money in developing Blender
instead? E.g. hire someone to make the fbx-exporter the way you want/need it ,
or stuff like that.
I'm just curious if that would be a real option...
 
cheers,
Thomas
 

 skuby sku...@gmail.com hat am 5. Mai 2015 um 16:37 geschrieben:
 
  Hey yall, long time no see.  Thought I would give you guys an over-view of my
 Softimage transition to Blender, 1 year in.  (Been with Softimage for almost 9
 years trained at VFS,  Before that I was all Maya 6+ dedicated years, then
 off and on use, before that I was 3DSMax/just starting out).
 
  If there is any interest, I can suggest some options/settings/tips/tricks for
 Blender to help anyone trying to get into it from a Softimage background, just
 ask, I'm happy to oblige.
  
  I also I have some questions about Maya LT 2016 owners at the very end.
  
  TLDR:  I'm seriously pursuing an independent project in UE4 in my free-time 
 Blender has been pretty awesome, it has shortcomings, has promise, has some
 stuff that is better than anything out there, it's a mixed bag overall.
 
  -Probably going to have to get a Maya LT 2016 subscription very soon (because
 of the sad state of Blender FBX and reading a litany of eerily similar FBX
 issues in Houdini which would have been my first choice before Maya), 
 literally going to use Maya as a glorified exporter, otherwise mostly quite
 happy in Blender!.
  -
 
   
  Blender FBX/Normals (grade D-) :  Current biggest problems with Blender for
 game dev, is it's pretty horrible custom FBX solution and it's lackluster
 support (and only recently) for direct control over normals, tangents,
 bi-normals, etc..  It does have solid SMD export for Valve workshop stuff, but
 if your focus is on Unity/UE4, expect difficulties frustrations that I suspect
 will last until late into the year if not much longer.
 
  Poly-modeling (B+):  A few settings you need to know about, and whalakazam,
 you get something that is nearly as good as Softimage poly modeling.  It even
 does a few things far better than Softimage ever did, I find it to be far
 superior to Maya in this category.  It has become, and will remain my
 full-time go to modeling application.  (I have fully abandoned Softimage for
 better or worse)
 
  UI/Customizability (A-): It's fully open to customize or extend, and the
 Blender hot-key system once you learn it, is quite good  the default hotkeys
 aren't even half-bad but they aren't perfect either.  There are a plethora of
 very well done free and paid add-ons.  UI seems quirky at first, but once you
 learn it, you realize it's hiding a lot of power under the hood.  UI and
 Customize-ability is one of Blender's best features *but it's not immediately
 apparent, and takes reasonable dedication to fully appreciate.  It's better
 than Softimage and Maya on this front (for indie/small studio), however
 nothing to this day matches Softimages perfected defaults and standard hot-key
 set and it's near perfect consistency through-out different sections of the
 system, out of the box, -but surprisingly, Blender is by far, the closest of
 all to Softimage's elegance even though that is a tall order to fill.
 
  Documentation/Tutorials (A+): Mostly Free and a few good paid tutorials, out
 the wazzzooo.  The only software out there that I have used with equal
 tutorial/community support is Unreal Engine 4.
 
  UV's: (C-): Do-able, and the automatic stuff just works a lot better than
 Maya 2015's when I last tried it.  Some fine tune editing works quite well,
 while a few things related to fine tuning after automatic results, are
 frustratingly/maddening and time consuming, and that's what drops the entire
 grade (it would be very difficult to explain in text).  I found Softimage to
 have B+/A- UV features once you mastered it.
 
  Sculpting (B+/A-): For raw poly power, it's no ZBrush/Mudbox (Mudbox being my
 favorite of the two, aka. I hate the ZBrush UI)  However, if you follow some
 specific workflow guidelines, Blender has quite an amazing sculpting tool-set
 and so far it is my favorite sculpting package overall because of the ability
 to go back and forth between low-res base mesh poly-modeling and right back to
 sculpting detail and or  proto-typing.  Two types of sculpting, traditional
 for normal map/displacement/finished work and another type for rapid
 proto-typing, that allows you to create/collapse geometry on the fly, so you
 can proto-sculpt infinitely without caring 1 bit about the underlying mesh as
 it will create or delete geo as needed.  Has all your standard base brush
 needs, can make most any brush, some limitations but minor and I only have 1
 single sculpting add-on for Boolean cuts which works nicely, I've seen many,
 quite nice looking sculpting add-ons that I haven't yet explored, it's deep
 and it's being actively developed.
 
  Texture Painting (B+/A- to use  but 

Re: Friday Flashback #223

2015-05-08 Thread Jens Lindgren
Yeah it was my landing year as well. Good times indeed.

On Fri, May 8, 2015 at 5:00 PM, Alen amu...@xnet.hr wrote:

 ah..my landing year on XSI ship. good times


 On 5/8/2015 3:46 PM, Stephen Blair wrote:

 i am 4.
 customization • speed • options • power • thought • imagination •
 integration
 SOFTIMAGE|XSI version 4.0 launch 04.19.2004

 http://wp.me/powV4-3cW





-- 
Jens Lindgren

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


Friday Flashback #223

2015-05-08 Thread Stephen Blair
i am 4.
customization • speed • options • power • thought • imagination •
integration
SOFTIMAGE|XSI version 4.0 launch 04.19.2004

http://wp.me/powV4-3cW


Re: Friday Flashback #223

2015-05-08 Thread Alen

ah..my landing year on XSI ship. good times

On 5/8/2015 3:46 PM, Stephen Blair wrote:

i am 4.
customization • speed • options • power • thought • imagination • 
integration

SOFTIMAGE|XSI version 4.0 launch 04.19.2004

http://wp.me/powV4-3cW




RE: Friday Flashback #223

2015-05-08 Thread Sven Constable
especially since it was the first really 'production ready' version, wasn't it? 
Remembering two presentations (I think it was v1.0 (lol) and 3.0) And on the v3 
presentation I thnk their claim was it's now 'production ready'. Well, I don't 
think it was it entirely but with version 4 they definetly got  it.

sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alen
Sent: Friday, May 08, 2015 5:00 PM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #223

ah..my landing year on XSI ship. good times

On 5/8/2015 3:46 PM, Stephen Blair wrote:
 i am 4.
 customization • speed • options • power • thought • imagination • 
 integration
 SOFTIMAGE|XSI version 4.0 launch 04.19.2004

 http://wp.me/powV4-3cW




RE: Friday Flashback #223

2015-05-08 Thread Emilio Hernández
Ahhh  those days of glory…  What memories…  I started with 3.5 also…  And my 
nice BIG box filled with red manuals portraying Reboot on their covers….

 



 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Cristobal Infante
Sent: viernes, 8 de mayo de 2015 11:02 a. m.
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #223

 

I started with 3.5 but 4 was the real deal

On Friday, 8 May 2015, Jens Lindgren jens.lindgren@gmail.com 
mailto:jens.lindgren@gmail.com  wrote:

Yeah it was my landing year as well. Good times indeed.

 

On Fri, May 8, 2015 at 5:00 PM, Alen amu...@xnet.hr 
javascript:_e(%7B%7D,'cvml','amu...@xnet.hr');  wrote:

ah..my landing year on XSI ship. good times



On 5/8/2015 3:46 PM, Stephen Blair wrote:

i am 4.
customization • speed • options • power • thought • imagination • integration
SOFTIMAGE|XSI version 4.0 launch 04.19.2004

http://wp.me/powV4-3cW

 




-- 

Jens Lindgren



VFX Supervisor  Lead TD

Magoo 3D Studios http://www.magoo3dstudios.com/ 



Re: Friday Flashback #223

2015-05-08 Thread Cristobal Infante
I started with 3.5 but 4 was the real deal

On Friday, 8 May 2015, Jens Lindgren jens.lindgren@gmail.com wrote:

 Yeah it was my landing year as well. Good times indeed.

 On Fri, May 8, 2015 at 5:00 PM, Alen amu...@xnet.hr
 javascript:_e(%7B%7D,'cvml','amu...@xnet.hr'); wrote:

 ah..my landing year on XSI ship. good times


 On 5/8/2015 3:46 PM, Stephen Blair wrote:

 i am 4.
 customization • speed • options • power • thought • imagination •
 integration
 SOFTIMAGE|XSI version 4.0 launch 04.19.2004

 http://wp.me/powV4-3cW





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



Re: Softimage Blender (1 year later) + MayaLT 2016 ?'s (indie/ game dev centric/ UE4)

2015-05-08 Thread skuby
Yes you definitely can do things along those lines.  I just don't have the
time to wait for the results, nor the budget to guarantee it gets done
properly.  Maya works now and the price is doable for LT on subs.  I'm
making a donation to the Blender Foundation later this year, it's great
software/well worth supporting.

On Fri, May 8, 2015 at 3:10 PM, Thomas Volkmann li...@thomasvolkmann.com
wrote:

  Hey,
 have you ever considered spending the Maya-licensing money in developing
 Blender instead? E.g. hire someone to make the fbx-exporter the way you
 want/need it , or stuff like that.
 I'm just curious if that would be a real option...

 cheers,
 Thomas


 skuby sku...@gmail.com hat am 5. Mai 2015 um 16:37 geschrieben:


Hey yall, long time no see.  Thought I would give you guys an
 over-view of my Softimage transition to Blender, 1 year in.  (Been with
 Softimage for almost 9 years trained at VFS,  Before that I was all Maya
 6+ dedicated years, then off and on use, before that I was 3DSMax/just
 starting out).

 If there is any interest, I can suggest some options/settings/tips/tricks
 for Blender to help anyone trying to get into it from a Softimage
 background, just ask, I'm happy to oblige.
 
 I also I have some questions about Maya LT 2016 owners at the very end.
 
 TLDR:  I'm seriously pursuing an independent project in UE4 in my
 free-time  Blender has been pretty awesome, it has shortcomings, has
 promise, has some stuff that is better than anything out there, it's a
 mixed bag overall.

 -Probably going to have to get a Maya LT 2016 subscription very soon
 (because of the sad state of Blender FBX and reading a litany of eerily
 similar FBX issues in Houdini which would have been my first choice before
 Maya),  literally going to use Maya as a glorified exporter, otherwise
 mostly quite happy in Blender!.
 -


 Blender FBX/Normals (grade D-) :  Current biggest problems with Blender
 for game dev, is it's pretty horrible custom FBX solution and it's
 lackluster support (and only recently) for direct control over normals,
 tangents, bi-normals, etc..  It does have solid SMD export for Valve
 workshop stuff, but if your focus is on Unity/UE4, expect difficulties
 frustrations that I suspect will last until late into the year if not much
 longer.

 Poly-modeling (B+):  A few settings you need to know about, and
 whalakazam, you get something that is nearly as good as Softimage poly
 modeling.  It even does a few things far better than Softimage ever did, I
 find it to be far superior to Maya in this category.  It has become, and
 will remain my full-time go to modeling application.  (I have fully
 abandoned Softimage for better or worse)

 UI/Customizability (A-): It's fully open to customize or extend, and the
 Blender hot-key system once you learn it, is quite good  the default
 hotkeys aren't even half-bad but they aren't perfect either.  There are a
 plethora of very well done free and paid add-ons.  UI seems quirky at
 first, but once you learn it, you realize it's hiding a lot of power under
 the hood.  UI and Customize-ability is one of Blender's best features *but
 it's not immediately apparent, and takes reasonable dedication to fully
 appreciate.  It's better than Softimage and Maya on this front (for
 indie/small studio), however nothing to this day matches Softimages
 perfected defaults and standard hot-key set and it's near perfect
 consistency through-out different sections of the system, out of the box,
 -but surprisingly, Blender is by far, the closest of all to Softimage's
 elegance even though that is a tall order to fill.

 Documentation/Tutorials (A+): Mostly Free and a few good paid tutorials,
 out the wazzzooo.  The only software out there that I have used with equal
 tutorial/community support is Unreal Engine 4.

 UV's: (C-): Do-able, and the automatic stuff just works a lot better than
 Maya 2015's when I last tried it.  Some fine tune editing works quite well,
 while a few things related to fine tuning after automatic results, are
 frustratingly/maddening and time consuming, and that's what drops the
 entire grade (it would be very difficult to explain in text).  I found
 Softimage to have B+/A- UV features once you mastered it.

 Sculpting (B+/A-): For raw poly power, it's no ZBrush/Mudbox (Mudbox being
 my favorite of the two, aka. I hate the ZBrush UI)  However, if you follow
 some specific workflow guidelines, Blender has quite an amazing sculpting
 tool-set and so far it is my favorite sculpting package overall because of
 the ability to go back and forth between low-res base mesh poly-modeling
 and right back to sculpting detail and or  proto-typing.  Two types of
 sculpting, traditional for normal map/displacement/finished work and
 another type for rapid proto-typing, that allows you to create/collapse
 geometry on the fly, so you can proto-sculpt infinitely without caring 1
 bit about the underlying 

Re: Friday Flashback #223

2015-05-08 Thread Eric Thivierge
Yeah I started on 4.0 / 4.2...  was wondering when Stephen was going to get
to this release. :)


Eric Thivierge
http://www.ethivierge.com

On Fri, May 8, 2015 at 1:33 PM, Sven Constable sixsi_l...@imagefront.de
wrote:

 especially since it was the first really 'production ready' version,
 wasn't it? Remembering two presentations (I think it was v1.0 (lol) and
 3.0) And on the v3 presentation I thnk their claim was it's now 'production
 ready'. Well, I don't think it was it entirely but with version 4 they
 definetly got  it.

 sven

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Alen
 Sent: Friday, May 08, 2015 5:00 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Friday Flashback #223

 ah..my landing year on XSI ship. good times

 On 5/8/2015 3:46 PM, Stephen Blair wrote:
  i am 4.
  customization • speed • options • power • thought • imagination •
  integration
  SOFTIMAGE|XSI version 4.0 launch 04.19.2004
 
  http://wp.me/powV4-3cW





RE: Friday Flashback #223

2015-05-08 Thread Sven Constable
whenever it was. It was going to get even better ;)

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Friday, May 08, 2015 8:05 PM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #223

 

Yeah I started on 4.0 / 4.2...  was wondering when Stephen was going to get to 
this release. :)





Eric Thivierge
http://www.ethivierge.com

 

On Fri, May 8, 2015 at 1:33 PM, Sven Constable sixsi_l...@imagefront.de wrote:

especially since it was the first really 'production ready' version, wasn't it? 
Remembering two presentations (I think it was v1.0 (lol) and 3.0) And on the v3 
presentation I thnk their claim was it's now 'production ready'. Well, I don't 
think it was it entirely but with version 4 they definetly got  it.

sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alen
Sent: Friday, May 08, 2015 5:00 PM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #223

ah..my landing year on XSI ship. good times

On 5/8/2015 3:46 PM, Stephen Blair wrote:
 i am 4.
 customization • speed • options • power • thought • imagination •
 integration
 SOFTIMAGE|XSI version 4.0 launch 04.19.2004

 http://wp.me/powV4-3cW



 



Re: Friday Flashback #223

2015-05-08 Thread Graham Bell
I started on 1.5 (such as it was) when you had to patch the Soft3d license
with the Xsi key.
Didn't start using it in real anger though until v3 though.
On Fri, 8 May 2015 at 19:13, Sven Constable sixsi_l...@imagefront.de
wrote:

 whenever it was. It was going to get even better ;)



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Thivierge
 *Sent:* Friday, May 08, 2015 8:05 PM


 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Friday Flashback #223



 Yeah I started on 4.0 / 4.2...  was wondering when Stephen was going to
 get to this release. :)


 
 Eric Thivierge
 http://www.ethivierge.com



 On Fri, May 8, 2015 at 1:33 PM, Sven Constable sixsi_l...@imagefront.de
 wrote:

 especially since it was the first really 'production ready' version,
 wasn't it? Remembering two presentations (I think it was v1.0 (lol) and
 3.0) And on the v3 presentation I thnk their claim was it's now 'production
 ready'. Well, I don't think it was it entirely but with version 4 they
 definetly got  it.

 sven

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Alen
 Sent: Friday, May 08, 2015 5:00 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Friday Flashback #223

 ah..my landing year on XSI ship. good times

 On 5/8/2015 3:46 PM, Stephen Blair wrote:
  i am 4.
  customization • speed • options • power • thought • imagination •
  integration
  SOFTIMAGE|XSI version 4.0 launch 04.19.2004
 
  http://wp.me/powV4-3cW





Re: Friday Flashback #223

2015-05-08 Thread Stephen Davidson
Am I the only one here, left, that started with 1.0?
I think Joey did too, but I'm not sure.


On Fri, May 8, 2015 at 2:05 PM, Eric Thivierge ethivie...@gmail.com wrote:

 Yeah I started on 4.0 / 4.2...  was wondering when Stephen was going to
 get to this release. :)

 
 Eric Thivierge
 http://www.ethivierge.com

 On Fri, May 8, 2015 at 1:33 PM, Sven Constable sixsi_l...@imagefront.de
 wrote:

 especially since it was the first really 'production ready' version,
 wasn't it? Remembering two presentations (I think it was v1.0 (lol) and
 3.0) And on the v3 presentation I thnk their claim was it's now 'production
 ready'. Well, I don't think it was it entirely but with version 4 they
 definetly got  it.

 sven

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Alen
 Sent: Friday, May 08, 2015 5:00 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Friday Flashback #223

 ah..my landing year on XSI ship. good times

 On 5/8/2015 3:46 PM, Stephen Blair wrote:
  i am 4.
  customization * speed * options * power * thought * imagination *
  integration
  SOFTIMAGE|XSI version 4.0 launch 04.19.2004
 
  http://wp.me/powV4-3cW






-- 

Best Regards,
*  Stephen P. Davidson*

*(954) 552-7956*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke

http://www.3danimationmagic.com


Question about Normalmap

2015-05-08 Thread Martin Yara
Hi, I have a really basic noob question, but after all these years I've
realized that I'm not sure what I'm doing lol.

Years ago, all I was using for normal maps was the NVidia plugin and we had
to flip the Y axis (check in Invert Y). It was somewhat common knowledge
back then. And since it was looking good in the DDC and game viewer I used
those settings.

Nowadays, I'm using xNormal and nDo, and I don't have to set anything to
have similar results. But I just noticed that their preferences are in
X+Y+Z+.

So, my question is, NVidia's plugin is flipping Y by default so I have to
re-invert Y?

I've heard that Unreal engine requires to flip Y, so if I'm using NVidia
plugin I should uncheck everything and have it by default? and if I'm using
nDo or xNormal should I invert Y?

Thanks

Martin


Re: Friday Flashback #223

2015-05-08 Thread phil harbath
sadly yes

3.5 for me, and I don’t know when I will get a chance to learn something new.

From: Stephen Davidson 
Sent: Friday, May 08, 2015 5:42 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Friday Flashback #223

Am I the only one here, left, that started with 1.0? 
I think Joey did too, but I'm not sure.



On Fri, May 8, 2015 at 2:05 PM, Eric Thivierge ethivie...@gmail.com wrote:

  Yeah I started on 4.0 / 4.2...  was wondering when Stephen was going to get 
to this release. :)

  
  Eric Thivierge
  http://www.ethivierge.com

  On Fri, May 8, 2015 at 1:33 PM, Sven Constable sixsi_l...@imagefront.de 
wrote:

especially since it was the first really 'production ready' version, wasn't 
it? Remembering two presentations (I think it was v1.0 (lol) and 3.0) And on 
the v3 presentation I thnk their claim was it's now 'production ready'. Well, I 
don't think it was it entirely but with version 4 they definetly got  it.

sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alen
Sent: Friday, May 08, 2015 5:00 PM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #223


ah..my landing year on XSI ship. good times

On 5/8/2015 3:46 PM, Stephen Blair wrote:
 i am 4.
 customization • speed • options • power • thought • imagination •
 integration
 SOFTIMAGE|XSI version 4.0 launch 04.19.2004

 http://wp.me/powV4-3cW








-- 


Best Regards,
  Stephen P. Davidson 
   (954) 552-7956
sdavid...@3danimationmagic.com

Any sufficiently advanced technology is indistinguishable from magic

 - 
Arthur C. Clarke





Re: Friday Flashback #223

2015-05-08 Thread Stephen Davidson
LOL...I meant Softimage 3D 1.0 (actually version 2.1, I believe) back in
1987...prior to XSI 1.0 in 2000

On Fri, May 8, 2015 at 7:48 PM, Softimage lp3ds...@gmail.com wrote:

 I was 1.0 as well but realistically I was going back and forth between XSI
 and Soft a lot till 1.5!




 On 8 May 2015, at 22:42, Stephen Davidson magic...@bellsouth.net wrote:

 Am I the only one here, left, that started with 1.0?
 I think Joey did too, but I'm not sure.


 On Fri, May 8, 2015 at 2:05 PM, Eric Thivierge ethivie...@gmail.com
 wrote:

 Yeah I started on 4.0 / 4.2...  was wondering when Stephen was going to
 get to this release. :)

 
 Eric Thivierge
 http://www.ethivierge.com

 On Fri, May 8, 2015 at 1:33 PM, Sven Constable sixsi_l...@imagefront.de
 wrote:

 especially since it was the first really 'production ready' version,
 wasn't it? Remembering two presentations (I think it was v1.0 (lol) and
 3.0) And on the v3 presentation I thnk their claim was it's now 'production
 ready'. Well, I don't think it was it entirely but with version 4 they
 definetly got  it.

 sven

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Alen
 Sent: Friday, May 08, 2015 5:00 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Friday Flashback #223

 ah..my landing year on XSI ship. good times

 On 5/8/2015 3:46 PM, Stephen Blair wrote:
  i am 4.
  customization * speed * options * power * thought * imagination *
  integration
  SOFTIMAGE|XSI version 4.0 launch 04.19.2004
 
  http://wp.me/powV4-3cW






 --

 Best Regards,
 *  Stephen P. Davidson*

 *(954) 552-7956 %28954%29%20552-7956*sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


- Arthur C. Clarke

 http://www.3danimationmagic.com




-- 

Best Regards,
*  Stephen P. Davidson*

*(954) 552-7956*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke

http://www.3danimationmagic.com