Re: Nerdcorps and Softimage
They are using maya for sure on one of their projects. On Tuesday, August 25, 2015, Eugene Flormata eug...@flormata.com wrote: I have a friend there in concept art, said my first XSI teacher is from there. they're switching to maya slowly last i heard On Sun, Aug 23, 2015 at 11:04 PM, Pierre Schiller activemotionpictu...@gmail.com javascript:_e(%7B%7D,'cvml','activemotionpictu...@gmail.com'); wrote: Hello. Does anyone on the list works on Nerdcorps? Does anyone know if they are still using softimage? Thanks. Nerd Corps Entertainment http://www.youtube.com/watch?v=hyIvsZW3dhk -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012
Re: Exported compound failing nodes when importing back.
That's truely awesome Pedro! Like a super-bend with a twist ;p The video is indeed a bit longish, but can serve at least as a reference to jump to different bits while working with it. Quite impressive work, and nice trick with the shapes to lock deforms in Y to keep branches from shrinking/stetching! Kudos! On 08/21/15 17:44, pedro santos wrote: Hi Olivier Well I fixed some of the LERPs that were notoriously returning bad results and for now the only one returning an error is the good old Build Array from Set. I was asking about because it's a bit annoying to track which LERP is problematic when you have tens of them. It works overall after that. If you or anyone wants to play with it, I can provide a test scene, and appreciate feedback. DISCLAIMER: It's a WIP. The UI is a parameter dump, the video I did for a friend to test it is long (18 minutes) and boring (lack of sleep) and it shows there's probably too many options thought I hope they pay off when one feels it wants more. So... You've been warned from the start :D scene: https://app.box.com/s/s6wyu8t9kcgotgqsq9zjjf5aikjr3qfn vid: http://mab.to/5F8I6efgL Some parameters you can override with a single Item reference, using the item kine channels instead of the UI or ports. The Top and Bottom Offsets XYZ mean this actually: My approach to this was a very strict one so there's probably times where the cut-off doesn't please you. Can't way to finish putting this in code and move on to something else :D Cheers Pedro On Fri, Aug 21, 2015 at 3:59 PM, Olivier Jeannel facialdel...@gmail.com wrote: Bad functiuning nodes are turning red usualy ( yes, i bet you already noticed :p ). Does the compound work overal ? Le 21 août 2015 13:20, "pedro santos" probi...@gmail.com a écrit : Hi again. Finished my bend compound and exported it fine, but when importing I get this: http://prntscr.com/876og0 The highlighted numbers seems to identify the node in question but there's not a way I can use that to jump on the explorer or even the tree to replace the node in question with a good one is there? :/ I usually have stuff like this with Build Array from Set not Linear Interpolation. Clean install is due? Thanks. -- Pedro Alpiarça dos Santos http://probiner.xyz/
test
test
ping
1,2,3
test
Cone generator
Hi list, Sorry for the bizarre name, but I couldn't find anything better. I'm bangging my head at reproducing a pointcloud that does this : Inline image 1 Basicly :The yellow pointcloud has 5 points (id=0,1,2,3,4) How could i for example generate a pointcloud that counts 10 points at id 0 20 points at id 1 30 points at id 2 40 points at id 3 50 points at id 4 ?? I'm able to generate clusters of points, but aways the same number per point. Like this : Inline image 2 Does anyone knows how to achieve this ?
Re: Momentum setup ?
4.something I watched again, tried some demo scenes. Things seem a bit tricky at ice level with bizarre results :/ Le 21 août 2015 13:11, Rob Chapman tekano@gmail.com a écrit : which version of Momentum are you using? it was the later versions that introduced some kind of 'ICE control' over the each elements bullet sim settings - more details here of the example scenes provided which looks like it gives you the effect you are after in several different ways https://vimeo.com/29084388 On 21 August 2015 at 11:36, Olivier Jeannel facialdel...@gmail.com wrote: Back from hollydays, I'm at some Momentum test again. Does anybody knows how the States are working with Momentum ? I've tried the classic State+State Machine combination to change the Mass of the particles from 0 (State 0) to 1 (State 1), but Momentum seems to ignore it. I can see a State Attribute in the SetRigidBodyAttributes, but I don't know how to use it. Thank you ! On Fri, Aug 7, 2015 at 4:54 PM, Mario Reitbauer cont...@marioreitbauer.at wrote: Go back to the Softimage version Momentum was introduced with and work with that. Might be the safest thing to do when you want to work with it nowadays. 2015-08-07 15:48 GMT+01:00 Simon Reeves si...@simonreeves.com: Aha, yes that's the video I followed, same kind of thing as François :) Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 7 August 2015 at 14:32, Olivier Jeannel facialdel...@gmail.com wrote: Thank you François ! Beautifull shot and clever technique ! Thanks for the topolizer tutorial, will keep that one in the back of my head ;) Unfortunatly my debris will have to colide on the ground so I'll give Mom a go, at least until it stop working... I'm glad people keep answering on the list :) Le 7 août 2015 14:41, Francois Lord flordli...@gmail.com a écrit : I did that just yesterday and indeed... it gives you lots of control and speed. You have no collisions, but sometimes it's enough. For destruction stuff however, I doubt it. I used the same technique on this shot 2 years ago. https://vimeo.com/55545305 The length of the shot and the deadline didn't allow for RBD simulation. I needed something quicker. Olivier, you can always have a look at this tutorial. http://vimeo.com/50751483 You need emTopolizer and the workflow is a bit convoluted, but it's true you can work faster this way. Maybe it's possible to use Simulate Bullet RigidBody on the particles at the end and set the particles sizes to match the poly chunks. That could work for real simple stuff. Don't give up on Houdini. For destruction stuff, that's where the fun is. On 07-Aug-15 05:34, Simon Reeves wrote: I think it's simpler to not involve ICE if you just want rigid bodies with momentum (just simulation I mean). Recently though I used a setup which was non-simulated, cracking geo with implosia and then using emtools of some variety (I think from a mootzoid video) - creating a pointcloud from polygon islands, manipulating the pointcloud, and then that drives another copy of the original mesh, worked well! Lots of control. Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* * http://www.analogstudio.co.ukwww.analogstudio.co.uk http://www.analogstudio.co.uk* On 7 August 2015 at 10:18, Olivier Jeannel facialdel...@gmail.com wrote: You are killing me with answer like that, but yes, it seems deeply bugged, some demo scene makes xsi crash. That's really a shame. So far I've found a working solution : Pimping the Mom Emit Deform Control and setting the Mass to 0 (passive RBD) when inside an Geometry and back to 1 (active RBD) when outside seems workable. Wish I could play with some states, will try later. I'll rely on ice magic. I gave up on Houdini, Maybe I'll look at some more tutorials during hollydays... On Fri, Aug 7, 2015 at 1:04 AM, Christian Keller chris3...@me.comchris3...@me.com wrote: Try another software package like Houdini for that, or be prepared for maybe more pain than you'd expect. Momentum is a bit p.i.t.a dir complex Thinges Sorry couldn't resist ;) Every second time you playback it works. Sim is never the same you press the button, always cache it, otherwise you'll never get the same result. The sim engine itself is pretty cool if you use it in another package, but the soft implementation is half baked and feels dirty. No offense to the developers, if it's a softimage problem or what else ... -- Christian Keller Visual effects|direction m +49 179 69 36 248 %2B49%20179%2069%2036%20248 chris3...@me.com Vimeo.com/channels/96149 Am 06.08.2015 um 22:02 schrieb olivier jeannel olivier.jean...@noos.fr: Hi gang, I'm doing simple tests for an upcoming job that should involve
Re: Cone generator
Solution ! Inline image 1 On Mon, Aug 24, 2015 at 7:04 PM, Olivier Jeannel facialdel...@gmail.com mailto:facialdel...@gmail.com wrote: Hi list, Sorry for the bizarre name, but I couldn't find anything better. I'm bangging my head at reproducing a pointcloud that does this : Inline image 1 Basicly :The yellow pointcloud has 5 points (id=0,1,2,3,4) How could i for example generate a pointcloud that counts 10 points at id 0 20 points at id 1 30 points at id 2 40 points at id 3 50 points at id 4 ?? I'm able to generate clusters of points, but aways the same number per point. Like this : Inline image 2 Does anyone knows how to achieve this ?
Referenced models crashing Softimage
I sent this yesterday but it didn't turn up yet, so I am reposting. Apologies if it results in doubleposting. Through time I have used Referenced models quite a bit so I know more than the basics of how to use them, but with my current project I have run in to a problem. I have 5 different referenced models where res1 is a full resolution model and res2 is a proxy model which loads an Arnold standin. My problem is that when I change resolution on all 5 models Softimage crashes. If I take them one at a time and change resolution, it works for the first four, but the fifth crashes Softimage. I have changed order and it seems it is not one particular model which causes the crash - it is just the fifth I chose to change. I have tried changing it in the scntoc file too which also causes a crash. I am suspecting some sort of problem with the delta, but I can't see how it could have become corrupted - I have pose constrained a null in the ref model to an animated null in the scene, and the constrained null is the same in each resolution of the ref model. The other thing could be the reference switch does somehow not like the Arnold property with a standin path, but why then only on the last resolution switch? Do any of you with ref model experience have an inkling of an idea about what might cause this? Best Morten
Re: test
Test
test
test
Re: animate polygon faces individually
it's cold in here. On 25 August 2015 at 11:42, Chris Marshall chrismarshal...@gmail.com wrote: Any thoughts or pointers? I know this is really simple and can't believe I'm struggling, but I've never had to do this before. Cheers On 25 August 2015 at 11:09, Chris Marshall chrismarshal...@gmail.com wrote: Hi All, I'm having some brain fade here. I need to take a logo, break it into individual faces and animate them around separately. Should be easy enough, but I can't think how. I've broken the object up using DisconnectComponent. So what's the easiest way to simply explode the faces, or animate them in some interesting way? This will be a logo forming together, so just some basic Mograph type animation. Thanks Chris -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk www.dot3d.com -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk www.dot3d.com
animate polygon faces individually
Hi All, I'm having some brain fade here. I need to take a logo, break it into individual faces and animate them around separately. Should be easy enough, but I can't think how. I've broken the object up using DisconnectComponent. So what's the easiest way to simply explode the faces, or animate them in some interesting way? This will be a logo forming together, so just some basic Mograph type animation. Thanks Chris
Re: Continued use of Softimage question
Great thread and great to see everyone hanging on! We're very small and I still just use Soft mostly. I too love and use Redshift for everything. I just can't see anything that comes close in terms of flexibility and speed. We mostly do commercial and marketing stuff. No time for pipeline development...just jumping in and getting dirty fast. I need passes and rely heavily on the operator stack and overrides. The only challenge I have is whenever I need people in Soft it's a very small pool. Luckily most of my needs are modeling so I don't care what they use but a few times I've needed a Soft user and my list is much smaller than it used to be. Kris On Fri, Aug 21, 2015 at 10:34 AM, Andy Goehler lists.andy.goeh...@gmail.com wrote: Yes, it’s great to work that way. SolidAngle have just recently added polysoup support and tickets are in place for packed primitives and alembic procedural for HtoA. On Aug 21, 2015, at 16:28, Francois Lord flordli...@gmail.com wrote: Yeah I tested that last night at home. It's even better than Delayed Load shaders because you see the geo in the viewport and you can assign materials. This is a huge advantage over Arnold. In fact, I'm surprised SolidAngle doesn't provide an Alembic procedural.
Re: animate polygon faces individually
Any thoughts or pointers? I know this is really simple and can't believe I'm struggling, but I've never had to do this before. Cheers On 25 August 2015 at 11:09, Chris Marshall chrismarshal...@gmail.com wrote: Hi All, I'm having some brain fade here. I need to take a logo, break it into individual faces and animate them around separately. Should be easy enough, but I can't think how. I've broken the object up using DisconnectComponent. So what's the easiest way to simply explode the faces, or animate them in some interesting way? This will be a logo forming together, so just some basic Mograph type animation. Thanks Chris -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk www.dot3d.com
test
Referenced models crashing Softimage
Through time I have used Referenced models quite a bit so I know more than the basics of how to use them, but with my current project I have run in to a problem. I have 5 different referenced models where res1 is a full resolution model and res2 is a proxy model which loads an Arnold standin. My problem is that when I change resolution on all 5 models Softimage crashes. If I take them one at a time and change resolution, it works for the first four, but the fifth crashes Softimage. I have changed order and it seems it is not one particular model which causes the crash - it is just the fifth I chose to change. I have tried changing it in the scntoc file too which also causes a crash. I am suspecting some sort of problem with the delta, but I can't see how it could have become corrupted - I have pose constrained a null in the ref model to an animated null in the scene, and the constrained null is the same in each resolution of the ref model. Do any of you with ref model experience have an inkling of an idea about what might cause this? Best Morten
test
Ping
Ping
Re: Pretty OT :)
Sorry for the noise...0:38 looked very similar to another app done in Unity 3D for oculus. Congrats to the creators. Cheers -=Eric On Sat, Aug 22, 2015 at 7:35 PM, Eric Turman i.anima...@gmail.com wrote: ...unless it is a different oculus application using the same assets that I believe are being used. On Sat, Aug 22, 2015 at 7:21 PM, Eric Turman i.anima...@gmail.com wrote: But it was not the Unreal engine at 0:38...It was Unity 3D On Sat, Aug 22, 2015 at 4:07 PM, Francisco Criado malcriad...@gmail.com wrote: As soon as we can show the content, i'll post another video. Don't expect too much :) Nico, about the difference between Oculus and GearVR at a first glimp i was impressed about resolution, here in the studio we have dk2 in each machine and we are used to oculus grid screen and you wont see it gearvr. In terms of apk i exported the ride using 360 export plugin from unreal as hdr and then in afterfx made the mp4. The project was done ue 4.8.2 and its wonderfull bugs didnt let me export to android properly. Must say its a nice experience doing 3d animation out of the screen with all what it demands, always in mind there is no behind the camera in terms of environment. The nicest part was kids reaction! Here in Argentina its not usual this kind of experiences and less in a public hospital :s Greetings, Francisco. El ago 22, 2015 12:27 PM, Eric Turman i.anima...@gmail.com escribió: For what it is worth, all the assets @ 0:38 were done in Softimage =) On Sat, Aug 22, 2015 at 8:48 AM, Nicolas Esposito 3dv...@gmail.com wrote: Wonderfull! Francisco, regarding the technical side, there are gigantic differences in terms of performance between the DK2 and GearVR? I'm tempted to go wireless with the GearVR, but compared to the DK2 ( desktop ) I think that there is no match, but I would like to hear some opinions about that. Very nice job and for a good cause :) 2015-08-22 15:10 GMT+02:00 Leendert A. Hartog hirazib...@live.nl: Looks very fascinating. Do tell us more! Might even be a worth amaking-of for the si-community. Contact me, if you agree... -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com -- -=T=- -- -=T=- -- -=T=- -- -=T=-
Re: Cone generator
Actuamy it is not quite working well. I'm having troubles getting xsi recgnize how many points there is per cluster. Still looking for a decent proper solution. If anyone knows... On Mon, Aug 24, 2015 at 7:22 PM, Olivier Jeannel facialdel...@gmail.com wrote: Solution ! [image: Inline image 1] On Mon, Aug 24, 2015 at 7:04 PM, Olivier Jeannel facialdel...@gmail.com wrote: Hi list, Sorry for the bizarre name, but I couldn't find anything better. I'm bangging my head at reproducing a pointcloud that does this : [image: Inline image 1] Basicly :The yellow pointcloud has 5 points (id=0,1,2,3,4) How could i for example generate a pointcloud that counts 10 points at id 0 20 points at id 1 30 points at id 2 40 points at id 3 50 points at id 4 ?? I'm able to generate clusters of points, but aways the same number per point. Like this : [image: Inline image 2] Does anyone knows how to achieve this ?
Cone generator
Hi list, Sorry for the bizarre name, but I couldn't find anything better. I'm bangging my head at reproducing a pointcloud that does this : [image: Inline image 1] Basicly :The yellow pointcloud has 5 points (id=0,1,2,3,4) How could i for example generate a pointcloud that counts 10 points at id 0 20 points at id 1 30 points at id 2 40 points at id 3 50 points at id 4 ?? I'm able to generate clusters of points, but aways the same number per point. Like this : [image: Inline image 2] Does anyone knows how to achieve this ?
Re: Cone generator
Actuamy it is not quite working well. I'm having troubles getting xsi recgnize how many points there is per cluster. Still looking for a decent proper solution. If anyone knows... On Mon, Aug 24, 2015 at 7:22 PM, Olivier Jeannel facialdel...@gmail.com mailto:facialdel...@gmail.com wrote: Solution ! Inline image 1 On Mon, Aug 24, 2015 at 7:04 PM, Olivier Jeannel facialdel...@gmail.com mailto:facialdel...@gmail.com wrote: Hi list, Sorry for the bizarre name, but I couldn't find anything better. I'm bangging my head at reproducing a pointcloud that does this : Inline image 1 Basicly :The yellow pointcloud has 5 points (id=0,1,2,3,4) How could i for example generate a pointcloud that counts 10 points at id 0 20 points at id 1 30 points at id 2 40 points at id 3 50 points at id 4 ?? I'm able to generate clusters of points, but aways the same number per point. Like this : Inline image 2 Does anyone knows how to achieve this ?
Re: Ping
wtf guys =S , i received a lot of emails in my cellphone for this test, only one is enough haha On Tue, Aug 25, 2015 at 7:02 AM, Morten Bartholdy x...@colorshopvfx.dk wrote: Ping
Re: Pretty OT :)
I never tried a Rift yet, but one of my colleges at MPC showed me a VR device which was actually just a harness that housed his phone together with an app (using the phone's display, audio accelerometer), and I found it surprisingly immersive and fluid and also hirez (must depend on the phone I guess) And I don't know the price of that harness/app, but couldn't that be a very cost-effective solution? Perhaps also for studios doing stereoscopic productions? For the VR environment, the bit we see, it looks like a road leading to a toy castle in a sunny room. Did you light, surface, and perhaps bake everything in soft? or was material application done in UE? For clip of the event itself, as mentioned we only got a glimpse of the kids reaction which was indeed very short but apparently very sweet :) Congratz! On 08/22/15 9:48, Nicolas Esposito wrote: Wonderfull! Francisco, regarding the technical side, there are gigantic differences in terms of performance between the DK2 and GearVR? I'm tempted to go wireless with the GearVR, but compared to the DK2 ( desktop ) I think that there is no match, but I would like to hear some opinions about that. Very nice job and for a good cause :) 2015-08-22 15:10 GMT+02:00 Leendert A. Hartog hirazib...@live.nl: Looks very fascinating. Do tell us more! Might even be a worth a"making-of" for the si-community. Contact me, if you agree... -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Nerdcorps and Softimage
Hello. Does anyone on the list works on Nerdcorps? Does anyone know if they are still using softimage? Thanks. http://www.youtube.com/watch?v=hyIvsZW3dhk -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012
Re: Cone generator
Solution ! [image: Inline image 1] On Mon, Aug 24, 2015 at 7:04 PM, Olivier Jeannel facialdel...@gmail.com wrote: Hi list, Sorry for the bizarre name, but I couldn't find anything better. I'm bangging my head at reproducing a pointcloud that does this : [image: Inline image 1] Basicly :The yellow pointcloud has 5 points (id=0,1,2,3,4) How could i for example generate a pointcloud that counts 10 points at id 0 20 points at id 1 30 points at id 2 40 points at id 3 50 points at id 4 ?? I'm able to generate clusters of points, but aways the same number per point. Like this : [image: Inline image 2] Does anyone knows how to achieve this ?
Re: animate polygon faces individually
https://vimeo.com/46425839 have you tried this? On Tue, Aug 25, 2015 at 5:09 AM, Chris Marshall chrismarshal...@gmail.com wrote: it's cold in here. On 25 August 2015 at 11:42, Chris Marshall chrismarshal...@gmail.com wrote: Any thoughts or pointers? I know this is really simple and can't believe I'm struggling, but I've never had to do this before. Cheers On 25 August 2015 at 11:09, Chris Marshall chrismarshal...@gmail.com wrote: Hi All, I'm having some brain fade here. I need to take a logo, break it into individual faces and animate them around separately. Should be easy enough, but I can't think how. I've broken the object up using DisconnectComponent. So what's the easiest way to simply explode the faces, or animate them in some interesting way? This will be a logo forming together, so just some basic Mograph type animation. Thanks Chris -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk www.dot3d.com -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk www.dot3d.com
Re: Exported compound failing nodes when importing back.
That's truely awesome Pedro! Like a super-bend with a twist ;p The video is indeed a bit longish, but can serve at least as a reference to jump to different bits while working with it. Quite impressive work, and nice trick with the shapes to lock deforms in Y to keep branches from shrinking/stetching! Kudos! On 08/21/15 17:44, pedro santos wrote: Hi Olivier Well I fixed some of the LERPs that were notoriously returning bad results and for now the only one returning an error is the good old Build Array from Set. I was asking about because it's a bit annoying to track which LERP is problematic when you have tens of them. It works overall after that. If you or anyone wants to play with it, I can provide a test scene, and appreciate feedback. DISCLAIMER: It's a WIP. The UI is a parameter dump, the video I did for a friend to test it is long (18 minutes) and boring (lack of sleep) and it shows there's probably too many options thought I hope they pay off when one feels it wants more. So... You've been warned from the start :D scene: https://app.box.com/s/s6wyu8t9kcgotgqsq9zjjf5aikjr3qfn vid: http://mab.to/5F8I6efgL Some parameters you can override with a single Item reference, using the item kine channels instead of the UI or ports. The Top and Bottom Offsets XYZ mean this actually: My approach to this was a very strict one so there's probably times where the cut-off doesn't please you. Can't way to finish putting this in code and move on to something else :D Cheers Pedro On Fri, Aug 21, 2015 at 3:59 PM, Olivier Jeannel facialdel...@gmail.com wrote: Bad functiuning nodes are turning red usualy ( yes, i bet you already noticed :p ). Does the compound work overal ? Le 21 août 2015 13:20, "pedro santos" probi...@gmail.com a écrit : Hi again. Finished my bend compound and exported it fine, but when importing I get this: http://prntscr.com/876og0 The highlighted numbers seems to identify the node in question but there's not a way I can use that to jump on the explorer or even the tree to replace the node in question with a good one is there? :/ I usually have stuff like this with Build Array from Set not Linear Interpolation. Clean install is due? Thanks. -- Pedro Alpiarça dos Santos http://probiner.xyz/
Re: Pretty OT :)
...unless it is a different oculus application using the same assets that I believe are being used. On Sat, Aug 22, 2015 at 7:21 PM, Eric Turman i.anima...@gmail.com wrote: But it was not the Unreal engine at 0:38...It was Unity 3D On Sat, Aug 22, 2015 at 4:07 PM, Francisco Criado malcriad...@gmail.com wrote: As soon as we can show the content, i'll post another video. Don't expect too much :) Nico, about the difference between Oculus and GearVR at a first glimp i was impressed about resolution, here in the studio we have dk2 in each machine and we are used to oculus grid screen and you wont see it gearvr. In terms of apk i exported the ride using 360 export plugin from unreal as hdr and then in afterfx made the mp4. The project was done ue 4.8.2 and its wonderfull bugs didnt let me export to android properly. Must say its a nice experience doing 3d animation out of the screen with all what it demands, always in mind there is no behind the camera in terms of environment. The nicest part was kids reaction! Here in Argentina its not usual this kind of experiences and less in a public hospital :s Greetings, Francisco. El ago 22, 2015 12:27 PM, Eric Turman i.anima...@gmail.com escribió: For what it is worth, all the assets @ 0:38 were done in Softimage =) On Sat, Aug 22, 2015 at 8:48 AM, Nicolas Esposito 3dv...@gmail.com wrote: Wonderfull! Francisco, regarding the technical side, there are gigantic differences in terms of performance between the DK2 and GearVR? I'm tempted to go wireless with the GearVR, but compared to the DK2 ( desktop ) I think that there is no match, but I would like to hear some opinions about that. Very nice job and for a good cause :) 2015-08-22 15:10 GMT+02:00 Leendert A. Hartog hirazib...@live.nl: Looks very fascinating. Do tell us more! Might even be a worth amaking-of for the si-community. Contact me, if you agree... -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com -- -=T=- -- -=T=- -- -=T=-
Re: Pretty OT :)
But it was not the Unreal engine at 0:38...It was Unity 3D On Sat, Aug 22, 2015 at 4:07 PM, Francisco Criado malcriad...@gmail.com wrote: As soon as we can show the content, i'll post another video. Don't expect too much :) Nico, about the difference between Oculus and GearVR at a first glimp i was impressed about resolution, here in the studio we have dk2 in each machine and we are used to oculus grid screen and you wont see it gearvr. In terms of apk i exported the ride using 360 export plugin from unreal as hdr and then in afterfx made the mp4. The project was done ue 4.8.2 and its wonderfull bugs didnt let me export to android properly. Must say its a nice experience doing 3d animation out of the screen with all what it demands, always in mind there is no behind the camera in terms of environment. The nicest part was kids reaction! Here in Argentina its not usual this kind of experiences and less in a public hospital :s Greetings, Francisco. El ago 22, 2015 12:27 PM, Eric Turman i.anima...@gmail.com escribió: For what it is worth, all the assets @ 0:38 were done in Softimage =) On Sat, Aug 22, 2015 at 8:48 AM, Nicolas Esposito 3dv...@gmail.com wrote: Wonderfull! Francisco, regarding the technical side, there are gigantic differences in terms of performance between the DK2 and GearVR? I'm tempted to go wireless with the GearVR, but compared to the DK2 ( desktop ) I think that there is no match, but I would like to hear some opinions about that. Very nice job and for a good cause :) 2015-08-22 15:10 GMT+02:00 Leendert A. Hartog hirazib...@live.nl: Looks very fascinating. Do tell us more! Might even be a worth amaking-of for the si-community. Contact me, if you agree... -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com -- -=T=- -- -=T=-
Re: Pretty OT :)
I never tried a Rift yet, but one of my colleges at MPC showed me a VR device which was actually just a harness that housed his phone together with an app (using the phone's display, audio accelerometer), and I found it surprisingly immersive and fluid and also hirez (must depend on the phone I guess) And I don't know the price of that harness/app, but couldn't that be a very cost-effective solution? Perhaps also for studios doing stereoscopic productions? For the VR environment, the bit we see, it looks like a road leading to a toy castle in a sunny room. Did you light, surface, and perhaps bake everything in soft? or was material application done in UE? For clip of the event itself, as mentioned we only got a glimpse of the kids reaction which was indeed very short but apparently very sweet :) Congratz! On 08/22/15 9:48, Nicolas Esposito wrote: Wonderfull! Francisco, regarding the technical side, there are gigantic differences in terms of performance between the DK2 and GearVR? I'm tempted to go wireless with the GearVR, but compared to the DK2 ( desktop ) I think that there is no match, but I would like to hear some opinions about that. Very nice job and for a good cause :) 2015-08-22 15:10 GMT+02:00 Leendert A. Hartog hirazib...@live.nl: Looks very fascinating. Do tell us more! Might even be a worth a"making-of" for the si-community. Contact me, if you agree... -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: Nerdcorps and Softimage
I have a friend there in concept art, said my first XSI teacher is from there. they're switching to maya slowly last i heard On Sun, Aug 23, 2015 at 11:04 PM, Pierre Schiller activemotionpictu...@gmail.com wrote: Hello. Does anyone on the list works on Nerdcorps? Does anyone know if they are still using softimage? Thanks. http://www.youtube.com/watch?v=hyIvsZW3dhk -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012
Re: animate polygon faces individually
I like emtopolizer. if you want to use ICE. From: Eugene Flormata Sent: Tuesday, August 25, 2015 8:50 PM To: softimage@listproc.autodesk.com Subject: Re: animate polygon faces individually https://vimeo.com/46425839 have you tried this? On Tue, Aug 25, 2015 at 5:09 AM, Chris Marshall chrismarshal...@gmail.com wrote: it's cold in here. On 25 August 2015 at 11:42, Chris Marshall chrismarshal...@gmail.com wrote: Any thoughts or pointers? I know this is really simple and can't believe I'm struggling, but I've never had to do this before. Cheers On 25 August 2015 at 11:09, Chris Marshall chrismarshal...@gmail.com wrote: Hi All, I'm having some brain fade here. I need to take a logo, break it into individual faces and animate them around separately. Should be easy enough, but I can't think how. I've broken the object up using DisconnectComponent. So what's the easiest way to simply explode the faces, or animate them in some interesting way? This will be a logo forming together, so just some basic Mograph type animation. Thanks Chris -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk www.dot3d.com -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk www.dot3d.com
Re: Pretty OT :)
Hi Eric, at that moment you can see the unreal engine menues :) since i couldnt compile it because of 4.82 version errors, so i decided to play from the editor :s the argentinian way jejejejj... For being a project done by 3 people on free time we were pretty happy the result. Leendert it would be great to share what we have done, i'm sending you an email. Francisco. On Monday, August 24, 2015, Eric Turman i.anima...@gmail.com wrote: Sorry for the noise...0:38 looked very similar to another app done in Unity 3D for oculus. Congrats to the creators. Cheers -=Eric On Sat, Aug 22, 2015 at 7:35 PM, Eric Turman i.anima...@gmail.com javascript:_e(%7B%7D,'cvml','i.anima...@gmail.com'); wrote: ...unless it is a different oculus application using the same assets that I believe are being used. On Sat, Aug 22, 2015 at 7:21 PM, Eric Turman i.anima...@gmail.com javascript:_e(%7B%7D,'cvml','i.anima...@gmail.com'); wrote: But it was not the Unreal engine at 0:38...It was Unity 3D On Sat, Aug 22, 2015 at 4:07 PM, Francisco Criado malcriad...@gmail.com javascript:_e(%7B%7D,'cvml','malcriad...@gmail.com'); wrote: As soon as we can show the content, i'll post another video. Don't expect too much :) Nico, about the difference between Oculus and GearVR at a first glimp i was impressed about resolution, here in the studio we have dk2 in each machine and we are used to oculus grid screen and you wont see it gearvr. In terms of apk i exported the ride using 360 export plugin from unreal as hdr and then in afterfx made the mp4. The project was done ue 4.8.2 and its wonderfull bugs didnt let me export to android properly. Must say its a nice experience doing 3d animation out of the screen with all what it demands, always in mind there is no behind the camera in terms of environment. The nicest part was kids reaction! Here in Argentina its not usual this kind of experiences and less in a public hospital :s Greetings, Francisco. El ago 22, 2015 12:27 PM, Eric Turman i.anima...@gmail.com javascript:_e(%7B%7D,'cvml','i.anima...@gmail.com'); escribió: For what it is worth, all the assets @ 0:38 were done in Softimage =) On Sat, Aug 22, 2015 at 8:48 AM, Nicolas Esposito 3dv...@gmail.com javascript:_e(%7B%7D,'cvml','3dv...@gmail.com'); wrote: Wonderfull! Francisco, regarding the technical side, there are gigantic differences in terms of performance between the DK2 and GearVR? I'm tempted to go wireless with the GearVR, but compared to the DK2 ( desktop ) I think that there is no match, but I would like to hear some opinions about that. Very nice job and for a good cause :) 2015-08-22 15:10 GMT+02:00 Leendert A. Hartog hirazib...@live.nl javascript:_e(%7B%7D,'cvml','hirazib...@live.nl');: Looks very fascinating. Do tell us more! Might even be a worth amaking-of for the si-community. Contact me, if you agree... -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com -- -=T=- -- -=T=- -- -=T=- -- -=T=- -- Sent from Gmail Mobile