Re: Clouds & cloudscape solutions

2016-01-26 Thread Adam Seeley
Thanks Cris, it's kind of what what my spidey sense was telling me. Need to
get my head into Houdini anyway.

It's a bit of a quick turn around.. got to learn sometime though.

Thanks for the Renderfarm pointer as well.. would have been a follow up
question.

Hope all's well & see you soon I hope,

Adam.





On 26 January 2016 at 10:09, Cristobal Infante  wrote:

> Sorry that's http://www.gridmarkets.com/houdini.html
>
> On 26 January 2016 at 10:08, Cristobal Infante  wrote:
>
>> Hi Adam,
>>
>> I can definitively recommend taking the houdini route on this and take
>> advantage of the vdb goodness, you can always get houdini indie and render
>> via gridmarket.com. Even more, you could export the vdbs and render
>> somewhere else like octane 3.
>>
>> It kind of depends how much time do you have to do this, but I would say
>> investing a bit of your time in houdini will be helpful for the future..
>>
>>
>>
>>
>>
>>
>> On 25 January 2016 at 23:16, Adam Seeley  wrote:
>>
>>> Hi Folks,
>>>
>>> Wondered if I could pick some brains.
>>>
>>> I may kicking off a cloud job. Some cloudscapes and animated forms
>>> within them.
>>> Cumulus/Fluffy sort of look.
>>> Obviously hoping for a decent interaction/render speed trade-off.
>>>
>>> The last time I did clouds it was a few years ago using the BA Shader
>>> (Cheers Holger).
>>>
>>> What's the sensible option these days?
>>>
>>> 1. Good time to dive into some Houdini for VDB type goodness?
>>> Render times?
>>>
>>> 2. A Soft solution using the VDB plugin?
>>> Render Times?
>>>
>>> 3. Redshift would be great but I don't think the Volume capabilities are
>>> up to it.
>>>
>>> 4. Any other good fairly interactive solutions using any other software?
>>> 3dstudio max & FumeFX?
>>>
>>>
>>> What's the best way to create some good looking fluff?
>>>
>>> Thanks for listening,
>>>
>>> Adam.
>>>
>>
>>
>


Centos

2016-01-26 Thread Angus Davidson
Hi Folks

Setting up a Centos machine to work with Octane and maya. I see 3d Folks seem 
to stick to 6.5 ? Would it worthwhile to start with the minimal iso and work up 
to reduce bloat ?

Kind regards

Angus=
 

This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. 






testypoos

2016-01-26 Thread Adam Seeley
taptaptap.


Re: Clouds & cloudscape solutions

2016-01-26 Thread Cristobal Infante
Sorry that's http://www.gridmarkets.com/houdini.html

On 26 January 2016 at 10:08, Cristobal Infante  wrote:

> Hi Adam,
>
> I can definitively recommend taking the houdini route on this and take
> advantage of the vdb goodness, you can always get houdini indie and render
> via gridmarket.com. Even more, you could export the vdbs and render
> somewhere else like octane 3.
>
> It kind of depends how much time do you have to do this, but I would say
> investing a bit of your time in houdini will be helpful for the future..
>
>
>
>
>
>
> On 25 January 2016 at 23:16, Adam Seeley  wrote:
>
>> Hi Folks,
>>
>> Wondered if I could pick some brains.
>>
>> I may kicking off a cloud job. Some cloudscapes and animated forms within
>> them.
>> Cumulus/Fluffy sort of look.
>> Obviously hoping for a decent interaction/render speed trade-off.
>>
>> The last time I did clouds it was a few years ago using the BA Shader
>> (Cheers Holger).
>>
>> What's the sensible option these days?
>>
>> 1. Good time to dive into some Houdini for VDB type goodness?
>> Render times?
>>
>> 2. A Soft solution using the VDB plugin?
>> Render Times?
>>
>> 3. Redshift would be great but I don't think the Volume capabilities are
>> up to it.
>>
>> 4. Any other good fairly interactive solutions using any other software?
>> 3dstudio max & FumeFX?
>>
>>
>> What's the best way to create some good looking fluff?
>>
>> Thanks for listening,
>>
>> Adam.
>>
>
>


Re: testypoos

2016-01-26 Thread Olivier Jeannel
Who's there ?

On Tue, Jan 26, 2016 at 11:06 AM, Cristobal Infante 
wrote:

> tiptoptip
>
> On 26 January 2016 at 10:02, Adam Seeley  wrote:
>
>>
>> taptaptap.
>>
>>
>>
>


Re: AD licensing letter - no longer applicable for 'benefits'???

2016-01-26 Thread Rob Wuijster
What's there to discuss? They killed off Softimage, and now they worried 
if we're running legit? LOL!
I'm pretty sure this conversation will not go well for the AD peep on 
the other end of the line ;-)


Rob

\/-\/\/

On 26-1-2016 12:20, patrick nethercoat wrote:

Is it me or does 'Compliance Consultant' sound a bit Krays?

On 25 January 2016 at 18:07, Rob Chapman > wrote:


So I felt a bit left out I did not receive this letter but did get
this in the last hour, seems like they are doing some phishing
perhaps?   I am apparently meant to have a 'review' ready for 2a
'discussion'  lol. If i'm running legit versions - eg only
versions from last instance of an active licence - should I just
ignore this or..?



Dear Autodesk Customer,

As already issued in the letter sent to you, dated 22.07.2015, we
ask you to check your Autodesk software installations regarding
the usage of previous version (s), without current maintenance
subscription.

Because we did not receive any feedback so far, we will contact
you shortly to check on the compliance matter.

Please have your review ready for discussion.

Yours sincerely,

*Denis Savu*

License Compliance Consultant, Northern Europe


On 22 January 2016 at 11:02, Schoenberger > wrote:


I can understand from a specific point of view that if you
upgrade 1 license of the old version version into 1 license of
the new
one, that you should only be allowed to start 1 license and
not 2 (1 old +1 new).

BUT:
I have a friend that does not have a floating license. And he
quit subscription.
Now he is not able to use ANY license. I do not mean that he
got an email that he is not allowed to.
He cannot re-install and license his Softimage version any more!!!



Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take
the night



 |> -Original Message-
 |> From: softimage-boun...@listproc.autodesk.com

 |> [mailto:softimage-boun...@listproc.autodesk.com
] On Behalf
 |> Of Maurice Patel
 |> Sent: Tuesday, January 19, 2016 9:32 PM
 |> To: r...@casema.nl ;
softimage@listproc.autodesk.com

 |> Subject: RE: AD licensing letter - no longer applicable for
 |> 'benefits'???
 |>
 |> One of the benefits of Subscription is access to previous
 |> versions not just the version you have licensed, which is
 |> always is always latest available version of the software.
 |> This access goes away once you stop subscription though you
 |> can continue to use the last version you licensed perpetually.
 |>
 |> Maurice
 |>
 |> Maurice Patel
 |> Tél: 514 954-7134 
 |> Cell: 514 242-6549 
 |>
 |> From: softimage-boun...@listproc.autodesk.com

 |> [mailto:softimage-boun...@listproc.autodesk.com
] On Behalf
 |> Of Rob Wuijster
 |> Sent: Tuesday, January 19, 2016 3:06 PM
 |> To: softimage@listproc.autodesk.com

 |> Subject: AD licensing letter - no longer applicable for
 |> 'benefits'???
 |>
 |> Hi guys,
 |>
 |> Out of the blue, like a long forgotten relative, I get a
 |> letter from AD's Munich Licence Management about my (not
 |> renewed) Subscription.
 |> As I stopped maintenance on SI quite a while ago, I'm a bit
 |> surprised by this letter.
 |>
 |> The letter goes into the fact that the Subscription
 |> Contract was not renewed (correct), and that the
 |> 'additional licensing benefits' are no longer active for
 |> the products covered. One of this benefits is the right to
 |> use 'previous versions'.
 |> Blah blah blah. possible illegal use of previous
 |> versions of the software.. maybe without knowledge inside
 |> company yada yada..
 |>
 |> Am I not allowed any SI version anymore from when that
 |> contract was active?
 |> If so, how in the hell can I open up old projects, even for
 |> migration, if that is not allowed anymore? This letter
 |> makes absolutely no sense to me.
 |>
 |> So can someone on this list that is AD, 

Re: testypoos

2016-01-26 Thread Cristobal Infante
tiptoptip

On 26 January 2016 at 10:02, Adam Seeley  wrote:

>
> taptaptap.
>
>
>


Re: testypoos

2016-01-26 Thread Sebastien Sterling
https://www.youtube.com/watch?v=2fAE56npKj4

On 26 January 2016 at 10:06, Cristobal Infante  wrote:

> tiptoptip
>
> On 26 January 2016 at 10:02, Adam Seeley  wrote:
>
>>
>> taptaptap.
>>
>>
>>
>


RE: testypoos

2016-01-26 Thread gareth bell
https://youtu.be/heiyM61dfio?t=38s


Date: Tue, 26 Jan 2016 11:29:23 +0100
Subject: Re: testypoos
From: facialdel...@gmail.com
To: softimage@listproc.autodesk.com

Who's there ?
On Tue, Jan 26, 2016 at 11:06 AM, Cristobal Infante  wrote:
tiptoptip
On 26 January 2016 at 10:02, Adam Seeley  wrote:

taptaptap.





  

RE: Centos

2016-01-26 Thread Angus Davidson
Thanks ;)

From: Jordi Bares [jordiba...@gmail.com]
Sent: 26 January 2016 11:05 PM
To: softimage@listproc.autodesk.com
Subject: Re: Centos

Some people stick to 6.5 due to drivers with particular hardware like fibre 
channel networking cards and the like… v7 is much better and in my opinion 
worth going for it.

Regarding installation and bloating I consider Centos pretty well balanced so I 
normally go for the full install.

Hope it helps
jb



> On 26 Jan 2016, at 10:58, Angus Davidson  wrote:
>
> Hi Folks
>
> Setting up a Centos machine to work with Octane and maya. I see 3d Folks seem 
> to stick to 6.5 ? Would it worthwhile to start with the minimal iso and work 
> up to reduce bloat ?
>
> Kind regards
>
> Angus=
>  style="width:100%;">
> 
>  size="1" color="#99">This communication is 
> intended for the addressee only. It is confidential. If you have received 
> this communication in error, please notify us immediately and destroy the 
> original message. You may not copy or disseminate this communication without 
> the permission of the University. Only authorised signatories are competent 
> to enter into agreements on behalf of the University and recipients are thus 
> advised that the content of this message may not be legally binding on the 
> University and may contain the personal views and opinions of the author, 
> which are not necessarily the views and opinions of The University of the 
> Witwatersrand, Johannesburg. All agreements between the University and 
> outsiders are subject to South African Law unless the University agrees in 
> writing to the contrary. 
> 
> 
>
>


=
 

This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. 






Re: So.. Maya rigging is still a thing...

2016-01-26 Thread Gerbrand Nel

Houdini has this.. kinda, you select by weight on the mesh.
But it doesn't work with my wacom for some reason :(
G
On 25/01/2016 10:04, Sebastien Sterling wrote:
Yes weight painting is bullshit for precise work, however if you don't 
have much time and you need it to be quick and can afford it being 
dirty...


It's been a while, so i don't remember, but is Soft the only package 
with a workflow to select the bone you want to weight to directly in 
the viewport? instead of scrolling endlessly through lists ? its kinda 
clunky in soft, (takes a few seconds for the selected deformer to 
register). but it works!


Does nothing else have this functionality? it seems like such a no 
brainner...


Maya is exceptionally guilty of the joint list scrolling, as the 
window is tiny, can not be resized (to my knowledge) and in spite of 
this, requires you to lock every bone but the 2 you are weighting,  
manually ! forcing you to run up and down every time you need to 
change what you are skinning to.




On 25 January 2016 at 07:03, Martin Yara > wrote:


For v2014 and later I'd recommend Skin Wrangler, a pyQT+python
tool that is pretty good for that kind of workflow. And for 2013
and previous versions without pyQT support, Max Skin Weight Tool,
a mel script based on Max workflow.

In games, at least here and other places I've worked, we rarely
use paint weights because it is more common to have mistakes and
uneven weights.

Maya's Weight Hammer is the equivalent to Softimage's smooth
weights, but way inferior and without any option at all. I rarely
use it because it tends to mess up my weights smoothing it too
much and using influences I don't want to. SI's smooth weights
could work very nice selecting all points (ex: the whole snake
model), while Maya's Hammer do some decent job only if you select
the points where the joints intersect.

If someone at Autodesk is reading, is it possible to have
Softimage Smooth Weights to be ported to Maya?

ngSkinTools smooth was nice, but I didn't get used to it's
workflow. I may give it another try when I need to paint weights.

I found another tool called as_SmoothNearest that looked good in
the video demo, but it ended up being a combination of the Maya's
default Weight Hammer command and grow selection. And without
using the normalizing option with a potentially risk to have 1+
total weights per point. I fixed that code but, still  not quite
what I wanted.

I ended up writing a custom tool to use smooth paint for selected
weights and lock all the other joints so it would only smooth
based on the selected points deformers. Now with that,
SkinWrangler and Maya's Heat Map, my weighting workflow is a
little less painful.

Martin



On Sun, Jan 24, 2016 at 11:28 PM, Sebastien Sterling
> wrote:

I remember skinning in max, not the best but definitely not
the worst, it didn't have any pretences let's say, you HAD to
use vertex weight selection assignments or "Weight Tool"
(envelops are garbage), and they had a very practical little
menu for that, with options for assigning a few default
pre-sets, 0.1, 0.25, 0.5, 0.75, 1, as well as the ability to
copy/past values.
selection assignment is the slowest method, not great for fast
turn around, but it is also the most precise method.

Softimage kind of had something similar, plus a really good
smoothing algorithm, (is it just me or was soft's smooth
weight function, the bomb ?!)


Is there anything like this for maya currently, like max's
weight tool i mean ? and the first words better not be "In
Bonus tools ... !" so help me god !


On 24 January 2016 at 13:50, Graham Bell > wrote:

Man I feel you guys’ pain.

I haven’t rigged in Maya for a while, but the thing is if
you’ve been in Maya land for some time, then you kinda get
to know how it works and get the best from it. Many guys
like it, because they can get quiet deep into it, but like
anything it’s not without its eccentricities. If you’re
gonna keep on comparing to Soft though, then you’re in for
constant disappointment. But holey moly don’t go near Max
for rigging, imho. J

As Adam says, there’s been a lot of talk on Beta about the
rigging and without breeching NDAs there is a desire to
start addressing stuff. It seems the work on the parallel
performance in 2016 perhaps might be the start of that.
Certainly that stuff has gone down well with people.

On the modelling front, Maya’s 

Re: Clouds & cloudscape solutions

2016-01-26 Thread Adam Seeley
Hi,

Thinking about keeping my learning curve not entirely vertical, would it be
practical to consider general animation, extra particle motion etc. in Soft
and exporting info (VDB info?) to Houdini for the look and rendering?

(Or even straight to Octane?)


A.

On 26 January 2016 at 10:53, Adam Seeley  wrote:

> Thanks Cris, it's kind of what what my spidey sense was telling me. Need
> to get my head into Houdini anyway.
>
> It's a bit of a quick turn around.. got to learn sometime though.
>
> Thanks for the Renderfarm pointer as well.. would have been a follow up
> question.
>
> Hope all's well & see you soon I hope,
>
> Adam.
>
>
>
>
>
> On 26 January 2016 at 10:09, Cristobal Infante  wrote:
>
>> Sorry that's http://www.gridmarkets.com/houdini.html
>>
>> On 26 January 2016 at 10:08, Cristobal Infante  wrote:
>>
>>> Hi Adam,
>>>
>>> I can definitively recommend taking the houdini route on this and take
>>> advantage of the vdb goodness, you can always get houdini indie and render
>>> via gridmarket.com. Even more, you could export the vdbs and render
>>> somewhere else like octane 3.
>>>
>>> It kind of depends how much time do you have to do this, but I would say
>>> investing a bit of your time in houdini will be helpful for the future..
>>>
>>>
>>>
>>>
>>>
>>>
>>> On 25 January 2016 at 23:16, Adam Seeley  wrote:
>>>
 Hi Folks,

 Wondered if I could pick some brains.

 I may kicking off a cloud job. Some cloudscapes and animated forms
 within them.
 Cumulus/Fluffy sort of look.
 Obviously hoping for a decent interaction/render speed trade-off.

 The last time I did clouds it was a few years ago using the BA Shader
 (Cheers Holger).

 What's the sensible option these days?

 1. Good time to dive into some Houdini for VDB type goodness?
 Render times?

 2. A Soft solution using the VDB plugin?
 Render Times?

 3. Redshift would be great but I don't think the Volume capabilities
 are up to it.

 4. Any other good fairly interactive solutions using any other software?
 3dstudio max & FumeFX?


 What's the best way to create some good looking fluff?

 Thanks for listening,

 Adam.

>>>
>>>
>>
>


Re: Clouds & cloudscape solutions

2016-01-26 Thread Cristobal Infante
Possibly, however there is an off the shelf cloud FX in houdini.

https://www.youtube.com/watch?v=Qv0rgPd4FR4

Never used it, but maybe worth a look?





On 26 January 2016 at 13:36, Adam Seeley  wrote:

> Hi,
>
> Thinking about keeping my learning curve not entirely vertical, would it
> be practical to consider general animation, extra particle motion etc. in
> Soft and exporting info (VDB info?) to Houdini for the look and rendering?
>
> (Or even straight to Octane?)
>
>
> A.
>
> On 26 January 2016 at 10:53, Adam Seeley  wrote:
>
>> Thanks Cris, it's kind of what what my spidey sense was telling me. Need
>> to get my head into Houdini anyway.
>>
>> It's a bit of a quick turn around.. got to learn sometime though.
>>
>> Thanks for the Renderfarm pointer as well.. would have been a follow up
>> question.
>>
>> Hope all's well & see you soon I hope,
>>
>> Adam.
>>
>>
>>
>>
>>
>> On 26 January 2016 at 10:09, Cristobal Infante  wrote:
>>
>>> Sorry that's http://www.gridmarkets.com/houdini.html
>>>
>>> On 26 January 2016 at 10:08, Cristobal Infante  wrote:
>>>
 Hi Adam,

 I can definitively recommend taking the houdini route on this and take
 advantage of the vdb goodness, you can always get houdini indie and render
 via gridmarket.com. Even more, you could export the vdbs and render
 somewhere else like octane 3.

 It kind of depends how much time do you have to do this, but I would
 say investing a bit of your time in houdini will be helpful for the 
 future..






 On 25 January 2016 at 23:16, Adam Seeley  wrote:

> Hi Folks,
>
> Wondered if I could pick some brains.
>
> I may kicking off a cloud job. Some cloudscapes and animated forms
> within them.
> Cumulus/Fluffy sort of look.
> Obviously hoping for a decent interaction/render speed trade-off.
>
> The last time I did clouds it was a few years ago using the BA Shader
> (Cheers Holger).
>
> What's the sensible option these days?
>
> 1. Good time to dive into some Houdini for VDB type goodness?
> Render times?
>
> 2. A Soft solution using the VDB plugin?
> Render Times?
>
> 3. Redshift would be great but I don't think the Volume capabilities
> are up to it.
>
> 4. Any other good fairly interactive solutions using any other
> software?
> 3dstudio max & FumeFX?
>
>
> What's the best way to create some good looking fluff?
>
> Thanks for listening,
>
> Adam.
>


>>>
>>
>


Re: Clouds & cloudscape solutions

2016-01-26 Thread Ognjen Vukovic
If i recall well from my limited dabbling in Houdini, that cloud shelf tool
could get really slow quickly. That can obviously be easily remedied by
knowing what you are doing :D
That said i think it was quite fast to convert a mesh to vdb and add some
fractals on top of it if you just want a quick solution for anything that
is not a hero character.


On Tue, Jan 26, 2016 at 2:01 PM, Cristobal Infante  wrote:

> Possibly, however there is an off the shelf cloud FX in houdini.
>
> https://www.youtube.com/watch?v=Qv0rgPd4FR4
>
> Never used it, but maybe worth a look?
>
>
>
>
>
> On 26 January 2016 at 13:36, Adam Seeley  wrote:
>
>> Hi,
>>
>> Thinking about keeping my learning curve not entirely vertical, would it
>> be practical to consider general animation, extra particle motion etc. in
>> Soft and exporting info (VDB info?) to Houdini for the look and rendering?
>>
>> (Or even straight to Octane?)
>>
>>
>> A.
>>
>> On 26 January 2016 at 10:53, Adam Seeley  wrote:
>>
>>> Thanks Cris, it's kind of what what my spidey sense was telling me. Need
>>> to get my head into Houdini anyway.
>>>
>>> It's a bit of a quick turn around.. got to learn sometime though.
>>>
>>> Thanks for the Renderfarm pointer as well.. would have been a follow up
>>> question.
>>>
>>> Hope all's well & see you soon I hope,
>>>
>>> Adam.
>>>
>>>
>>>
>>>
>>>
>>> On 26 January 2016 at 10:09, Cristobal Infante  wrote:
>>>
 Sorry that's http://www.gridmarkets.com/houdini.html

 On 26 January 2016 at 10:08, Cristobal Infante 
 wrote:

> Hi Adam,
>
> I can definitively recommend taking the houdini route on this and take
> advantage of the vdb goodness, you can always get houdini indie and render
> via gridmarket.com. Even more, you could export the vdbs and render
> somewhere else like octane 3.
>
> It kind of depends how much time do you have to do this, but I would
> say investing a bit of your time in houdini will be helpful for the 
> future..
>
>
>
>
>
>
> On 25 January 2016 at 23:16, Adam Seeley 
> wrote:
>
>> Hi Folks,
>>
>> Wondered if I could pick some brains.
>>
>> I may kicking off a cloud job. Some cloudscapes and animated forms
>> within them.
>> Cumulus/Fluffy sort of look.
>> Obviously hoping for a decent interaction/render speed trade-off.
>>
>> The last time I did clouds it was a few years ago using the BA Shader
>> (Cheers Holger).
>>
>> What's the sensible option these days?
>>
>> 1. Good time to dive into some Houdini for VDB type goodness?
>> Render times?
>>
>> 2. A Soft solution using the VDB plugin?
>> Render Times?
>>
>> 3. Redshift would be great but I don't think the Volume capabilities
>> are up to it.
>>
>> 4. Any other good fairly interactive solutions using any other
>> software?
>> 3dstudio max & FumeFX?
>>
>>
>> What's the best way to create some good looking fluff?
>>
>> Thanks for listening,
>>
>> Adam.
>>
>
>

>>>
>>
>


Re: So.. Maya rigging is still a thing...

2016-01-26 Thread Sebastien Sterling
Thank you Stefan, am glad to hear maya has this too. I could expand further
on the list of things maya gets wrong in this regard, but my heart isn't in
it.

Just tried modelling up a base mesh in maya, am starting to like the new
tools, thinking this is not so bad... less then 500 polygons in, the fucker
dies on me. hadn't had the reflex to save so early, lost all work i hadn't
sent to zbrush.

am so tiered of this shit  (head in hands)



On 26 January 2016 at 13:23, Gerbrand Nel  wrote:

> Houdini has this.. kinda, you select by weight on the mesh.
> But it doesn't work with my wacom for some reason :(
> G
>
> On 25/01/2016 10:04, Sebastien Sterling wrote:
>
> Yes weight painting is bullshit for precise work, however if you don't
> have much time and you need it to be quick and can afford it being dirty...
>
> It's been a while, so i don't remember, but is Soft the only package with
> a workflow to select the bone you want to weight to directly in the
> viewport? instead of scrolling endlessly through lists ? its kinda clunky
> in soft, (takes a few seconds for the selected deformer to register). but
> it works!
>
> Does nothing else have this functionality? it seems like such a no
> brainner...
>
> Maya is exceptionally guilty of the joint list scrolling, as the window is
> tiny, can not be resized (to my knowledge) and in spite of this, requires
> you to lock every bone but the 2 you are weighting,  manually ! forcing you
> to run up and down every time you need to change what you are skinning to.
>
>
>
> On 25 January 2016 at 07:03, Martin Yara  wrote:
>
>> For v2014 and later I'd recommend Skin Wrangler, a pyQT+python tool that
>> is pretty good for that kind of workflow. And for 2013 and previous
>> versions without pyQT support, Max Skin Weight Tool, a mel script based on
>> Max workflow.
>>
>> In games, at least here and other places I've worked, we rarely use paint
>> weights because it is more common to have mistakes and uneven weights.
>>
>> Maya's Weight Hammer is the equivalent to Softimage's smooth weights, but
>> way inferior and without any option at all. I rarely use it because it
>> tends to mess up my weights smoothing it too much and using influences I
>> don't want to. SI's smooth weights could work very nice selecting all
>> points (ex: the whole snake model), while Maya's Hammer do some decent job
>> only if you select the points where the joints intersect.
>>
>> If someone at Autodesk is reading, is it possible to have Softimage
>> Smooth Weights to be ported to Maya?
>>
>> ngSkinTools smooth was nice, but I didn't get used to it's workflow. I
>> may give it another try when I need to paint weights.
>>
>> I found another tool called as_SmoothNearest that looked good in the
>> video demo, but it ended up being a combination of the Maya's default
>> Weight Hammer command and grow selection. And without using the normalizing
>> option with a potentially risk to have 1+ total weights per point. I fixed
>> that code but, still  not quite what I wanted.
>>
>> I ended up writing a custom tool to use smooth paint for selected weights
>> and lock all the other joints so it would only smooth based on the selected
>> points deformers. Now with that, SkinWrangler and Maya's Heat Map, my
>> weighting workflow is a little less painful.
>>
>> Martin
>>
>>
>>
>> On Sun, Jan 24, 2016 at 11:28 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> I remember skinning in max, not the best but definitely not the worst,
>>> it didn't have any pretences let's say, you HAD to use vertex weight
>>> selection assignments or "Weight Tool" (envelops are garbage), and they had
>>> a very practical little menu for that, with options for assigning a few
>>> default pre-sets, 0.1, 0.25, 0.5, 0.75, 1, as well as the ability to
>>> copy/past values.
>>> selection assignment is the slowest method, not great for fast turn
>>> around, but it is also the most precise method.
>>>
>>> Softimage kind of had something similar, plus a really good smoothing
>>> algorithm, (is it just me or was soft's smooth weight function, the bomb ?!)
>>>
>>>
>>> Is there anything like this for maya currently, like max's weight tool i
>>> mean ? and the first words better not be "In Bonus tools ... !" so help me
>>> god !
>>>
>>>
>>> On 24 January 2016 at 13:50, Graham Bell < 
>>> bell...@gmail.com> wrote:
>>>
 Man I feel you guys’ pain.

 I haven’t rigged in Maya for a while, but the thing is if you’ve been
 in Maya land for some time, then you kinda get to know how it works and get
 the best from it. Many guys like it, because they can get quiet deep into
 it, but like anything it’s not without its eccentricities. If you’re gonna
 keep on comparing to Soft though, then you’re in for constant
 disappointment. But holey moly don’t go near Max for rigging, imho. J



 As Adam says, 

RE: So.. Maya rigging is still a thing...

2016-01-26 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Ctrl/Alt/S   will automatically increment and save. It’s a really useful 
feature.

I also recommend:
Preferences->Settings->Files/Projects->Autosave

On a similar note, I’m fairly old school regarding the file type I save files 
in if they are critical to production. Learned a long time ago that saving 
files in Maya ASCII had really awesome benefits. 1. It can be hacked (somewhat 
a meticulous process) to fix a scene that might have failed or to make a saved 
version run in an earlier release of the software. I don’t know if that trick 
works reliably anymore though. 2. It reveals a significant understanding of 
Maya’s MEL underbelly and the seriously complex graph node connections that can 
exist. I used this once to map the conversions necessary to create a Wavefront 
TAV to Maya material converter.

The downside to .ma though is that files can get really large. I’d recommend 
sticking with .mb if space is an issue unless you start to experience issues. 
Haven’t had a need to hack a .ma file in a really long time. But I’m sure there 
are still folks out there relying on it.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
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 Sebastien Sterling
Sent: Tuesday, January 26, 2016 11:43 AM
To: softimage@listproc.autodesk.com
Subject: Re: So.. Maya rigging is still a thing...

Thank you Stefan, am glad to hear maya has this too. I could expand further on 
the list of things maya gets wrong in this regard, but my heart isn't in it.
Just tried modelling up a base mesh in maya, am starting to like the new tools, 
thinking this is not so bad... less then 500 polygons in, the fucker dies on 
me. hadn't had the reflex to save so early, lost all work i hadn't sent to 
zbrush.
am so tiered of this shit  (head in hands)


On 26 January 2016 at 13:23, Gerbrand Nel 
> wrote:
Houdini has this.. kinda, you select by weight on the mesh.
But it doesn't work with my wacom for some reason :(
G

On 25/01/2016 10:04, Sebastien Sterling wrote:
Yes weight painting is bullshit for precise work, however if you don't have 
much time and you need it to be quick and can afford it being dirty...
It's been a while, so i don't remember, but is Soft the only package with a 
workflow to select the bone you want to weight to directly in the viewport? 
instead of scrolling endlessly through lists ? its kinda clunky in soft, (takes 
a few seconds for the selected deformer to register). but it works!
Does nothing else have this functionality? it seems like such a no brainner...
Maya is exceptionally guilty of the joint list scrolling, as the window is 
tiny, can not be resized (to my knowledge) and in spite of this, requires you 
to lock every bone but the 2 you are weighting,  manually ! forcing you to run 
up and down every time you need to change what you are skinning to.


On 25 January 2016 at 07:03, Martin Yara 
> wrote:
For v2014 and later I'd recommend Skin Wrangler, a pyQT+python tool that is 
pretty good for that kind of workflow. And for 2013 and previous versions 
without pyQT support, Max Skin Weight Tool, a mel script based on Max workflow.

In games, at least here and other places I've worked, we rarely use paint 
weights because it is more common to have mistakes and uneven weights.

Maya's Weight Hammer is the equivalent to Softimage's smooth weights, but way 
inferior and without any option at all. I rarely use it because it tends to 
mess up my weights smoothing it too much and using influences I don't want to. 
SI's smooth weights could work very nice selecting all points (ex: the whole 
snake model), while Maya's Hammer do some decent job only if you select the 
points where the joints intersect.

If someone at Autodesk is reading, is it possible to have Softimage Smooth 
Weights to be ported to Maya?

ngSkinTools smooth was nice, but I didn't get used to it's workflow. I may give 
it another try when I need to paint weights.

I found another tool called as_SmoothNearest that looked good in the video 
demo, but it ended up being a combination of the Maya's default Weight Hammer 
command and grow selection. And without using the normalizing option with a 
potentially risk to have 1+ total weights per point. I fixed that code but, 
still  not quite what I wanted.

I ended up writing a custom tool to use smooth paint for selected weights and 
lock all the other joints so it would only smooth based on the selected points 
deformers. Now with that, SkinWrangler and Maya's Heat Map, my weighting 
workflow is a little less painful.

Martin



On Sun, Jan 24, 2016 at 

Re: So.. Maya rigging is still a thing...

2016-01-26 Thread Rob Wuijster
"Haven’t had a need to hack a .ma file in a really long time. But I’m 
sure there are still folks out there relying on it."


Oh definitely!

Using (and hacking) .ma files is still very useful when dealing with 
multiple external sources. e.g. reference files, textures, plugins etc.
It's easy to  clean out certain parts of the file header, so you can 
have Maya open a scene without throwing a ton of errors and go 'belly 
up' because something "important" is missing.


Other than that, I do miss working in Softimage :-(


Rob
\/-\/\/

On 26-1-2016 18:25, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
Haven’t had a need to hack a .ma file in a really long time. But I’m 
sure there are still folks out there relying on it. 




Re: So.. Maya rigging is still a thing...

2016-01-26 Thread Martin
Hi, talking about rigging. I have to rig a character in Maya, a robot that 
transforms in an airplane similar to the transformers cartoon from the 80s.

My client suggested me to use HIK as a base and I'm not quite sure how well 
that would work. (I've only watched some HIK videos, haven't used it yet)
Do you know any tool that can make my life easier? because I may need to do it 
with a few more robots with similar composition. It's low poly so I need 
something simple, but I haven't rig in Maya since.. like 8 years ago. So far 
I'm inclined to try HIK or do the old fashion style with default tools.

I haven't used mGear yet either, does it need to be installed to open a mGear 
rigged file? I don't think my client would want to install anything in their 
PCs only to use my rig.

Thanks

Martin
Sent from my iPhone


RE: So.. Maya rigging is still a thing...

2016-01-26 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
It (.ma) was probably the only thing I missed from Maya when I transitioned 
back to XSI. Well, that and NURBS modeling.

I should add, if folks get into a habit of using this practice to hack data 
into and out of Maya, one of the best and cleanest ways to start is to use Maya 
ASCII with the Export and Import commands.


1.   It will reduce the .ma file to only the things relevant that you 
choose to export/import.

2.   It will ignore a significant amount of the interface setup in both 
directions

3.   Exports are automatically formatted to be “imported”

4.   The redaction will make the MEL data easier to understand and more 
specific to your stated goal.

In general, once you get used to it and know what to ignore or be aware of you 
can manually generate .ma files to import data into existing scenes or use the 
exports to decipher the scene/graph structure. If you are curious how this 
works, create a simple primitive and export it as .ma. Then interrogate the 
file with a text editor. It will give a sense of how a lot of the scene graph 
connections are structured but without the extraneous scene setup data. Be 
warned however, never hack or manually create an importable .ma without testing 
it on a dummy scene. A bad custom connectAttr command can blow Maya up faster 
than the speed of light. Oh, the fun we used to have back in the day….

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
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 Rob Wuijster
Sent: Tuesday, January 26, 2016 1:46 PM
To: softimage@listproc.autodesk.com
Subject: Re: So.. Maya rigging is still a thing...

"Haven’t had a need to hack a .ma file in a really long time. But I’m sure 
there are still folks out there relying on it."

Oh definitely!

Using (and hacking) .ma files is still very useful when dealing with multiple 
external sources. e.g. reference files, textures, plugins etc.
It's easy to  clean out certain parts of the file header, so you can have Maya 
open a scene without throwing a ton of errors and go 'belly up' because 
something "important" is missing.

Other than that, I do miss working in Softimage :-(






Rob

\/-\/\/
On 26-1-2016 18:25, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
Haven’t had a need to hack a .ma file in a really long time. But I’m sure there 
are still folks out there relying on it.



Re: So.. Maya rigging is still a thing...

2016-01-26 Thread Adam Sale
Martin. Are you using mocap at all? If so,  I would recommend constructing
your own simple FK skeleton, managing its joint orients carefully in Maya,
and then characterize it with HIK in Maya before sending it to Mobu if
thats a part of your process.

I've never really thought about using HIK as a standalone rigging solution
in and of itself. Is anyone doing this?

Adam



On Tue, Jan 26, 2016 at 11:18 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES II]
 wrote:

> It (.ma) was probably the only thing I missed from Maya when I
> transitioned back to XSI. Well, that and NURBS modeling.
>
>
>
> I should add, if folks get into a habit of using this practice to hack
> data into and out of Maya, one of the best and cleanest ways to start is to
> use Maya ASCII with the Export and Import commands.
>
>
>
> 1.   It will reduce the .ma file to only the things relevant that you
> choose to export/import.
>
> 2.   It will ignore a significant amount of the interface setup in
> both directions
>
> 3.   Exports are automatically formatted to be “imported”
>
> 4.   The redaction will make the MEL data easier to understand and
> more specific to your stated goal.
>
>
>
> In general, once you get used to it and know what to ignore or be aware of
> you can manually generate .ma files to import data into existing scenes or
> use the exports to decipher the scene/graph structure. If you are curious
> how this works, create a simple primitive and export it as .ma. Then
> interrogate the file with a text editor. It will give a sense of how a lot
> of the scene graph connections are structured but without the extraneous
> scene setup data. Be warned however, never hack or manually create an
> importable .ma without testing it on a dummy scene. A bad custom
> connectAttr command can blow Maya up faster than the speed of light. Oh,
> the fun we used to have back in the day….
>
>
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES II)
>
> Science Systems and Applications Inc. (SSAI)
>
> NASA Langley Research Center
>
> __
>
> 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 *Rob Wuijster
> *Sent:* Tuesday, January 26, 2016 1:46 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: So.. Maya rigging is still a thing...
>
>
>
> "Haven’t had a need to hack a .ma file in a really long time. But I’m
> sure there are still folks out there relying on it."
>
>
> Oh definitely!
>
> Using (and hacking) .ma files is still very useful when dealing with
> multiple external sources. e.g. reference files, textures, plugins etc.
> It's easy to  clean out certain parts of the file header, so you can have
> Maya open a scene without throwing a ton of errors and go 'belly up'
> because something "important" is missing.
>
> Other than that, I do miss working in Softimage :-(
>
>
>
>
>
> Rob
>
> \/-\/\/
>
> On 26-1-2016 18:25, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
>
> Haven’t had a need to hack a .ma file in a really long time. But I’m sure
> there are still folks out there relying on it.
>
>
>


Re: So.. Maya rigging is still a thing...

2016-01-26 Thread Sebastien Sterling
Martin

Yes mGear needs to be installed on all the machines using it, there is also
a difference in the installation process between OSX and windows, on mac
you have to install one of the solvers manually ?

I just finished using it in a small production, it  is very good, latest
version is 1.1

You have to add the metacarpal module manually, which isn't too hard just a
matter of re parenting the different elements back into the hierarchy

Miquel Campos has monetized a very cheap guide to mGear, which in addition
to breaking down the mGear work flow, also gives some nice rigging theory
tips, if ever you where ignorant in such matters. This is all on Gumroad.



On 26 January 2016 at 19:28, Adam Sale  wrote:

> Martin. Are you using mocap at all? If so,  I would recommend constructing
> your own simple FK skeleton, managing its joint orients carefully in Maya,
> and then characterize it with HIK in Maya before sending it to Mobu if
> thats a part of your process.
>
> I've never really thought about using HIK as a standalone rigging solution
> in and of itself. Is anyone doing this?
>
> Adam
>
>
>
> On Tue, Jan 26, 2016 at 11:18 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES
> II]  wrote:
>
>> It (.ma) was probably the only thing I missed from Maya when I
>> transitioned back to XSI. Well, that and NURBS modeling.
>>
>>
>>
>> I should add, if folks get into a habit of using this practice to hack
>> data into and out of Maya, one of the best and cleanest ways to start is to
>> use Maya ASCII with the Export and Import commands.
>>
>>
>>
>> 1.   It will reduce the .ma file to only the things relevant that
>> you choose to export/import.
>>
>> 2.   It will ignore a significant amount of the interface setup in
>> both directions
>>
>> 3.   Exports are automatically formatted to be “imported”
>>
>> 4.   The redaction will make the MEL data easier to understand and
>> more specific to your stated goal.
>>
>>
>>
>> In general, once you get used to it and know what to ignore or be aware
>> of you can manually generate .ma files to import data into existing scenes
>> or use the exports to decipher the scene/graph structure. If you are
>> curious how this works, create a simple primitive and export it as .ma.
>> Then interrogate the file with a text editor. It will give a sense of how a
>> lot of the scene graph connections are structured but without the
>> extraneous scene setup data. Be warned however, never hack or manually
>> create an importable .ma without testing it on a dummy scene. A bad custom
>> connectAttr command can blow Maya up faster than the speed of light. Oh,
>> the fun we used to have back in the day….
>>
>>
>>
>> --
>>
>> Joey Ponthieux
>>
>> LaRC Information Technology Enhanced Services (LITES II)
>>
>> Science Systems and Applications Inc. (SSAI)
>>
>> NASA Langley Research Center
>>
>> __
>>
>> 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 *Rob Wuijster
>> *Sent:* Tuesday, January 26, 2016 1:46 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: So.. Maya rigging is still a thing...
>>
>>
>>
>> "Haven’t had a need to hack a .ma file in a really long time. But I’m
>> sure there are still folks out there relying on it."
>>
>>
>> Oh definitely!
>>
>> Using (and hacking) .ma files is still very useful when dealing with
>> multiple external sources. e.g. reference files, textures, plugins etc.
>> It's easy to  clean out certain parts of the file header, so you can have
>> Maya open a scene without throwing a ton of errors and go 'belly up'
>> because something "important" is missing.
>>
>> Other than that, I do miss working in Softimage :-(
>>
>>
>>
>>
>>
>> Rob
>>
>> \/-\/\/
>>
>> On 26-1-2016 18:25, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
>>
>> Haven’t had a need to hack a .ma file in a really long time. But I’m sure
>> there are still folks out there relying on it.
>>
>>
>>
>
>


Re: So.. Maya rigging is still a thing...

2016-01-26 Thread Sebastien Sterling
"Ctrl/Alt/S   will automatically increment and save. It’s a really useful
feature."


Same as Mudbox, yes i know.



"I also recommend:
Preferences->Settings->Files/Projects->Autosave"

As great a source of system crashes and file corruptions, as of actual
legitimate saved situations. i've had to disable it in the past as it would
crash on every routine backup, as there was some plug-in it didn't like, or
the sky outside wasn't to it's liking, or 42 ...

"Learned a long time ago that saving files in Maya ASCII had really awesome
benefits. "

I always save in .ma, these are not benefits they are flaws

1 "It can be hacked" it should not have to be hacked, EVER. plus my CV
reads BA HONS in Film and Animation, not ancient Sumerian texts from 1963.

2 "make a saved version run in an earlier release of the software." Gona
have to go with, The software industry are Bastards ? inbuilt Obsolescence
anyone ? Still i guess the fact this is even possible in maya does give us
the lie from Autodesk.


"I used this once to map the conversions necessary to create a Wavefront
TAV to Maya material converter."

Hi :) i'm an artits, i make pretty pictures , in spite of tools and an
industry hounding me to an early grave through contempt and indifference.


Do you guys do much rigging at Nasa ? (this is actually a legit question,
just as all this is not intended to antagonise you mr Ponthieux, just the
musings of a frightened paperboy wondering how he is going to complete his
runs now that his bicycle has been turned into snakes. )


On 26 January 2016 at 17:25, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
j.ponthi...@nasa.gov> wrote:

> Ctrl/Alt/S   will automatically increment and save. It’s a really useful
> feature.
>
>
>
> I also recommend:
>
> Preferences->Settings->Files/Projects->Autosave
>
>
>
> On a similar note, I’m fairly old school regarding the file type I save
> files in if they are critical to production. Learned a long time ago that
> saving files in Maya ASCII had really awesome benefits. 1. It can be hacked
> (somewhat a meticulous process) to fix a scene that might have failed or to
> make a saved version run in an earlier release of the software. I don’t
> know if that trick works reliably anymore though. 2. It reveals a
> significant understanding of Maya’s MEL underbelly and the seriously
> complex graph node connections that can exist. I used this once to map the
> conversions necessary to create a Wavefront TAV to Maya material converter.
>
>
>
> The downside to .ma though is that files can get really large. I’d
> recommend sticking with .mb if space is an issue unless you start to
> experience issues. Haven’t had a need to hack a .ma file in a really long
> time. But I’m sure there are still folks out there relying on it.
>
>
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES II)
>
> Science Systems and Applications Inc. (SSAI)
>
> NASA Langley Research Center
>
> __
>
> 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 *Sebastien Sterling
> *Sent:* Tuesday, January 26, 2016 11:43 AM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: So.. Maya rigging is still a thing...
>
>
>
> Thank you Stefan, am glad to hear maya has this too. I could expand
> further on the list of things maya gets wrong in this regard, but my heart
> isn't in it.
>
> Just tried modelling up a base mesh in maya, am starting to like the new
> tools, thinking this is not so bad... less then 500 polygons in, the fucker
> dies on me. hadn't had the reflex to save so early, lost all work i hadn't
> sent to zbrush.
>
> am so tiered of this shit  (head in hands)
>
>
>
>
>
> On 26 January 2016 at 13:23, Gerbrand Nel  wrote:
>
> Houdini has this.. kinda, you select by weight on the mesh.
> But it doesn't work with my wacom for some reason :(
> G
>
>
> On 25/01/2016 10:04, Sebastien Sterling wrote:
>
> Yes weight painting is bullshit for precise work, however if you don't
> have much time and you need it to be quick and can afford it being dirty...
>
> It's been a while, so i don't remember, but is Soft the only package with
> a workflow to select the bone you want to weight to directly in the
> viewport? instead of scrolling endlessly through lists ? its kinda clunky
> in soft, (takes a few seconds for the selected deformer to register). but
> it works!
>
> Does nothing else have this functionality? it seems like such a no
> brainner...
>
> Maya is exceptionally guilty of the joint list scrolling, as the window is
> tiny, can not be resized (to my knowledge) and in spite of this, requires
> you to lock every bone but the 2 you are weighting,  manually ! forcing you
> to run up and down every time you need to change what you are skinning 

Re: Middle Click in Maya

2016-01-26 Thread F Sanchez
Note: You cannot use the middle-click repeat with Panel > Renderer menu
selections

On Mon, Jan 25, 2016 at 6:02 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> True looovve Ouey ! Yuck ! :P
>
> On 25 January 2016 at 19:48, Angus Davidson 
> wrote:
>
>> Well I am glad to have at least set her on the right path to begin with
>> ;)
>>
>> As I recall she was in my first Class.
>>
>> Angus
>>
>> --
>> *From:* Tom Kleinenberg [zagan...@gmail.com]
>> *Sent:* 25 January 2016 09:12 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Middle Click in Maya
>>
>> "Yes, honey, I'm still at work. The render crashed. Yes, I checked the
>> filepaths. I'm about to check if the texture's gone corrupt."
>>
>> It makes those conversations far simpler to have, without the layer of
>> interpreting :) Unfortunately, we're both silly and keep getting work at
>> the same places, so if a project ends, we're both job-hunting.
>>
>> At least we can both remenisce about the good old Softimage days and not
>> have to blankly nod.
>>
>> On 25 January 2016 at 19:04, Olivier Jeannel 
>> wrote:
>>
>>> Both you and your wife are into 3D ? Amazing :)
>>> Le 25 janv. 2016 19:59, "Tom Kleinenberg"  a écrit :
>>>
 Over the weekend my wife was asking me for the equivalent of Walk Along
 Mesh UV mapping. I couldn't give her much of an answer, save for messing
 about with Unfold. Low and behold, today we moved over to Maya 2016 and
 Contour Stretch mapping was highlighted as a new feature.

 I was trying to find one of those Autodesk features demoing it and all
 I could find was XSI vids and a thread on CGTalk from 2004 saying it was
 needed (http://forums.cgsociety.org/showthread.php?t=167383). Ah well,
 only 12 years to catch up, don't lose hope, riggers in the other thread.

 On 25 January 2016 at 18:27, Steven Caron  wrote:

> Ya, there is a video they posted going over the new UI stuffs in 2016.
> They even extended it to work with combo boxes/drop downs. A nice logical
> extension of an already great feature.
>
>
>
> On Mon, Jan 25, 2016 at 10:09 AM, Ponthieux, Joseph G.
> (LARC-E1A)[LITES II]  wrote:
>
>> I’m wondering if anyone has noticed that you can now middle-click
>> repeat in Maya 2016?
>>
>>
>>
>>
>> http://help.autodesk.com/view/MAYAUL/2016/ENU//?guid=GUID-D90A2BDB-FD05-4528-8A95-C33A02D15129
>> 
>>
>>
>>
>>
>>
>>
>>
>> Found this today also. It might be useful to anyone making the
>> transition…
>>
>>
>>
>> Softimage to Maya Bridge Guide
>>
>>
>>
>>
>> http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-1D63FB72-2E08-4E95-8AA4-E4DE9448FBED
>>
>>
>>
>>
>>
>> --
>>
>> Joey Ponthieux
>>
>> LaRC Information Technology Enhanced Services (LITES II)
>>
>> Science Systems and Applications Inc. (SSAI)
>>
>> NASA Langley Research Center
>>
>> __
>>
>> Opinions stated here-in are strictly those of the author and do not
>>
>> represent the opinions of NASA or any other party.
>>
>>
>>
>
>

>>  This communication is intended for the addressee only. It is confidential. 
>> If you have received this communication in error, please notify us 
>> immediately and destroy the original message. You may not copy or 
>> disseminate this communication without the permission of the University. 
>> Only authorised signatories are competent to enter into agreements on behalf 
>> of the University and recipients are thus advised that the content of this 
>> message may not be legally binding on the University and may contain the 
>> personal views and opinions of the author, which are not necessarily the 
>> views and opinions of The University of the Witwatersrand, Johannesburg. All 
>> agreements between the University and outsiders are subject to South African 
>> Law unless the University agrees in writing to the contrary.
>>
>>
>


-- 
www.johnrichardsanchez.com


Re: Centos

2016-01-26 Thread Jordi Bares
Some people stick to 6.5 due to drivers with particular hardware like fibre 
channel networking cards and the like… v7 is much better and in my opinion 
worth going for it.

Regarding installation and bloating I consider Centos pretty well balanced so I 
normally go for the full install.

Hope it helps
jb



> On 26 Jan 2016, at 10:58, Angus Davidson  wrote:
> 
> Hi Folks
> 
> Setting up a Centos machine to work with Octane and maya. I see 3d Folks seem 
> to stick to 6.5 ? Would it worthwhile to start with the minimal iso and work 
> up to reduce bloat ?
> 
> Kind regards
> 
> Angus=
>  style="width:100%;"> 
> 
>  size="1" color="#99">This communication is 
> intended for the addressee only. It is confidential. If you have received 
> this communication in error, please notify us immediately and destroy the 
> original message. You may not copy or disseminate this communication without 
> the permission of the University. Only authorised signatories are competent 
> to enter into agreements on behalf of the University and recipients are thus 
> advised that the content of this message may not be legally binding on the 
> University and may contain the personal views and opinions of the author, 
> which are not necessarily the views and opinions of The University of the 
> Witwatersrand, Johannesburg. All agreements between the University and 
> outsiders are subject to South African Law unless the University agrees in 
> writing to the contrary. 
> 
> 
> 
> 




Re: So.. Maya rigging is still a thing...

2016-01-26 Thread Cesar Saez
That's the attitude...

What happened to this list? It used to be so good :(
On 27 Jan 2016 7:09 am, "Sebastien Sterling" 
wrote:

> "Ctrl/Alt/S   will automatically increment and save. It’s a really useful
> feature."
>
>
> Same as Mudbox, yes i know.
>
>
>
> "I also recommend:
> Preferences->Settings->Files/Projects->Autosave"
>
> As great a source of system crashes and file corruptions, as of actual
> legitimate saved situations. i've had to disable it in the past as it would
> crash on every routine backup, as there was some plug-in it didn't like, or
> the sky outside wasn't to it's liking, or 42 ...
>
> "Learned a long time ago that saving files in Maya ASCII had really
> awesome benefits. "
>
> I always save in .ma, these are not benefits they are flaws
>
> 1 "It can be hacked" it should not have to be hacked, EVER. plus my CV
> reads BA HONS in Film and Animation, not ancient Sumerian texts from 1963.
>
> 2 "make a saved version run in an earlier release of the software." Gona
> have to go with, The software industry are Bastards ? inbuilt Obsolescence
> anyone ? Still i guess the fact this is even possible in maya does give us
> the lie from Autodesk.
>
>
> "I used this once to map the conversions necessary to create a Wavefront
> TAV to Maya material converter."
>
> Hi :) i'm an artits, i make pretty pictures , in spite of tools and an
> industry hounding me to an early grave through contempt and indifference.
>
>
> Do you guys do much rigging at Nasa ? (this is actually a legit question,
> just as all this is not intended to antagonise you mr Ponthieux, just the
> musings of a frightened paperboy wondering how he is going to complete his
> runs now that his bicycle has been turned into snakes. )
>
>
> On 26 January 2016 at 17:25, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
> j.ponthi...@nasa.gov> wrote:
>
>> Ctrl/Alt/S   will automatically increment and save. It’s a really useful
>> feature.
>>
>>
>>
>> I also recommend:
>>
>> Preferences->Settings->Files/Projects->Autosave
>>
>>
>>
>> On a similar note, I’m fairly old school regarding the file type I save
>> files in if they are critical to production. Learned a long time ago that
>> saving files in Maya ASCII had really awesome benefits. 1. It can be hacked
>> (somewhat a meticulous process) to fix a scene that might have failed or to
>> make a saved version run in an earlier release of the software. I don’t
>> know if that trick works reliably anymore though. 2. It reveals a
>> significant understanding of Maya’s MEL underbelly and the seriously
>> complex graph node connections that can exist. I used this once to map the
>> conversions necessary to create a Wavefront TAV to Maya material converter.
>>
>>
>>
>> The downside to .ma though is that files can get really large. I’d
>> recommend sticking with .mb if space is an issue unless you start to
>> experience issues. Haven’t had a need to hack a .ma file in a really long
>> time. But I’m sure there are still folks out there relying on it.
>>
>>
>>
>> --
>>
>> Joey Ponthieux
>>
>> LaRC Information Technology Enhanced Services (LITES II)
>>
>> Science Systems and Applications Inc. (SSAI)
>>
>> NASA Langley Research Center
>>
>> __
>>
>> 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 *Sebastien
>> Sterling
>> *Sent:* Tuesday, January 26, 2016 11:43 AM
>>
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: So.. Maya rigging is still a thing...
>>
>>
>>
>> Thank you Stefan, am glad to hear maya has this too. I could expand
>> further on the list of things maya gets wrong in this regard, but my heart
>> isn't in it.
>>
>> Just tried modelling up a base mesh in maya, am starting to like the new
>> tools, thinking this is not so bad... less then 500 polygons in, the fucker
>> dies on me. hadn't had the reflex to save so early, lost all work i hadn't
>> sent to zbrush.
>>
>> am so tiered of this shit  (head in hands)
>>
>>
>>
>>
>>
>> On 26 January 2016 at 13:23, Gerbrand Nel  wrote:
>>
>> Houdini has this.. kinda, you select by weight on the mesh.
>> But it doesn't work with my wacom for some reason :(
>> G
>>
>>
>> On 25/01/2016 10:04, Sebastien Sterling wrote:
>>
>> Yes weight painting is bullshit for precise work, however if you don't
>> have much time and you need it to be quick and can afford it being dirty...
>>
>> It's been a while, so i don't remember, but is Soft the only package with
>> a workflow to select the bone you want to weight to directly in the
>> viewport? instead of scrolling endlessly through lists ? its kinda clunky
>> in soft, (takes a few seconds for the selected deformer to register). but
>> it works!
>>
>> Does nothing else have this functionality? it seems like 

Re: So.. Maya rigging is still a thing...

2016-01-26 Thread Eric Turman
"...just the musings of a frightened paperboy wondering how he is going to
complete his runs now that his bicycle has been turned into snakes."

hahahahahaha! Sebastien, best analogy so far this year.

=)



On Tue, Jan 26, 2016 at 3:16 PM, Cesar Saez  wrote:

> That's the attitude...
>
> What happened to this list? It used to be so good :(
> On 27 Jan 2016 7:09 am, "Sebastien Sterling" 
> wrote:
>
>> "Ctrl/Alt/S   will automatically increment and save. It’s a really useful
>> feature."
>>
>>
>> Same as Mudbox, yes i know.
>>
>>
>>
>> "I also recommend:
>> Preferences->Settings->Files/Projects->Autosave"
>>
>> As great a source of system crashes and file corruptions, as of actual
>> legitimate saved situations. i've had to disable it in the past as it would
>> crash on every routine backup, as there was some plug-in it didn't like, or
>> the sky outside wasn't to it's liking, or 42 ...
>>
>> "Learned a long time ago that saving files in Maya ASCII had really
>> awesome benefits. "
>>
>> I always save in .ma, these are not benefits they are flaws
>>
>> 1 "It can be hacked" it should not have to be hacked, EVER. plus my CV
>> reads BA HONS in Film and Animation, not ancient Sumerian texts from 1963
>> .
>>
>> 2 "make a saved version run in an earlier release of the software." Gona
>> have to go with, The software industry are Bastards ? inbuilt Obsolescence
>> anyone ? Still i guess the fact this is even possible in maya does give us
>> the lie from Autodesk.
>>
>>
>> "I used this once to map the conversions necessary to create a Wavefront
>> TAV to Maya material converter."
>>
>> Hi :) i'm an artits, i make pretty pictures , in spite of tools and an
>> industry hounding me to an early grave through contempt and indifference.
>>
>>
>> Do you guys do much rigging at Nasa ? (this is actually a legit
>> question, just as all this is not intended to antagonise you mr Ponthieux,
>> just the musings of a frightened paperboy wondering how he is going to
>> complete his runs now that his bicycle has been turned into snakes. )
>>
>>
>> On 26 January 2016 at 17:25, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
>> j.ponthi...@nasa.gov> wrote:
>>
>>> Ctrl/Alt/S   will automatically increment and save. It’s a really useful
>>> feature.
>>>
>>>
>>>
>>> I also recommend:
>>>
>>> Preferences->Settings->Files/Projects->Autosave
>>>
>>>
>>>
>>> On a similar note, I’m fairly old school regarding the file type I save
>>> files in if they are critical to production. Learned a long time ago that
>>> saving files in Maya ASCII had really awesome benefits. 1. It can be hacked
>>> (somewhat a meticulous process) to fix a scene that might have failed or to
>>> make a saved version run in an earlier release of the software. I don’t
>>> know if that trick works reliably anymore though. 2. It reveals a
>>> significant understanding of Maya’s MEL underbelly and the seriously
>>> complex graph node connections that can exist. I used this once to map the
>>> conversions necessary to create a Wavefront TAV to Maya material converter.
>>>
>>>
>>>
>>> The downside to .ma though is that files can get really large. I’d
>>> recommend sticking with .mb if space is an issue unless you start to
>>> experience issues. Haven’t had a need to hack a .ma file in a really long
>>> time. But I’m sure there are still folks out there relying on it.
>>>
>>>
>>>
>>> --
>>>
>>> Joey Ponthieux
>>>
>>> LaRC Information Technology Enhanced Services (LITES II)
>>>
>>> Science Systems and Applications Inc. (SSAI)
>>>
>>> NASA Langley Research Center
>>>
>>> __
>>>
>>> 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 *Sebastien
>>> Sterling
>>> *Sent:* Tuesday, January 26, 2016 11:43 AM
>>>
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: So.. Maya rigging is still a thing...
>>>
>>>
>>>
>>> Thank you Stefan, am glad to hear maya has this too. I could expand
>>> further on the list of things maya gets wrong in this regard, but my heart
>>> isn't in it.
>>>
>>> Just tried modelling up a base mesh in maya, am starting to like the new
>>> tools, thinking this is not so bad... less then 500 polygons in, the fucker
>>> dies on me. hadn't had the reflex to save so early, lost all work i hadn't
>>> sent to zbrush.
>>>
>>> am so tiered of this shit  (head in hands)
>>>
>>>
>>>
>>>
>>>
>>> On 26 January 2016 at 13:23, Gerbrand Nel  wrote:
>>>
>>> Houdini has this.. kinda, you select by weight on the mesh.
>>> But it doesn't work with my wacom for some reason :(
>>> G
>>>
>>>
>>> On 25/01/2016 10:04, Sebastien Sterling wrote:
>>>
>>> Yes weight painting is bullshit for precise work, however if you don't
>>> have much time and you need it to 

Re: So.. Maya rigging is still a thing...

2016-01-26 Thread Sebastien Sterling
Sorry Cesar, am having an off day, will be better soon.

As for what happened to the list, i think it's name sake died (or was
smothered with a pillow).

on the bright side, we learned, that maya has a method for picking joint
influences...

some tips on rigging from Adam ...

that mGear is a very good solution for rigging...

that you can hack .ma files to fix your scenes remotely...

that Seb should stick to his Valium prescription ...

So yea lot of rants, but also some good info :)

On 26 January 2016 at 21:16, Cesar Saez  wrote:

> That's the attitude...
>
> What happened to this list? It used to be so good :(
> On 27 Jan 2016 7:09 am, "Sebastien Sterling" 
> wrote:
>
>> "Ctrl/Alt/S   will automatically increment and save. It’s a really useful
>> feature."
>>
>>
>> Same as Mudbox, yes i know.
>>
>>
>>
>> "I also recommend:
>> Preferences->Settings->Files/Projects->Autosave"
>>
>> As great a source of system crashes and file corruptions, as of actual
>> legitimate saved situations. i've had to disable it in the past as it would
>> crash on every routine backup, as there was some plug-in it didn't like, or
>> the sky outside wasn't to it's liking, or 42 ...
>>
>> "Learned a long time ago that saving files in Maya ASCII had really
>> awesome benefits. "
>>
>> I always save in .ma, these are not benefits they are flaws
>>
>> 1 "It can be hacked" it should not have to be hacked, EVER. plus my CV
>> reads BA HONS in Film and Animation, not ancient Sumerian texts from 1963
>> .
>>
>> 2 "make a saved version run in an earlier release of the software." Gona
>> have to go with, The software industry are Bastards ? inbuilt Obsolescence
>> anyone ? Still i guess the fact this is even possible in maya does give us
>> the lie from Autodesk.
>>
>>
>> "I used this once to map the conversions necessary to create a Wavefront
>> TAV to Maya material converter."
>>
>> Hi :) i'm an artits, i make pretty pictures , in spite of tools and an
>> industry hounding me to an early grave through contempt and indifference.
>>
>>
>> Do you guys do much rigging at Nasa ? (this is actually a legit
>> question, just as all this is not intended to antagonise you mr Ponthieux,
>> just the musings of a frightened paperboy wondering how he is going to
>> complete his runs now that his bicycle has been turned into snakes. )
>>
>>
>> On 26 January 2016 at 17:25, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
>> j.ponthi...@nasa.gov> wrote:
>>
>>> Ctrl/Alt/S   will automatically increment and save. It’s a really useful
>>> feature.
>>>
>>>
>>>
>>> I also recommend:
>>>
>>> Preferences->Settings->Files/Projects->Autosave
>>>
>>>
>>>
>>> On a similar note, I’m fairly old school regarding the file type I save
>>> files in if they are critical to production. Learned a long time ago that
>>> saving files in Maya ASCII had really awesome benefits. 1. It can be hacked
>>> (somewhat a meticulous process) to fix a scene that might have failed or to
>>> make a saved version run in an earlier release of the software. I don’t
>>> know if that trick works reliably anymore though. 2. It reveals a
>>> significant understanding of Maya’s MEL underbelly and the seriously
>>> complex graph node connections that can exist. I used this once to map the
>>> conversions necessary to create a Wavefront TAV to Maya material converter.
>>>
>>>
>>>
>>> The downside to .ma though is that files can get really large. I’d
>>> recommend sticking with .mb if space is an issue unless you start to
>>> experience issues. Haven’t had a need to hack a .ma file in a really long
>>> time. But I’m sure there are still folks out there relying on it.
>>>
>>>
>>>
>>> --
>>>
>>> Joey Ponthieux
>>>
>>> LaRC Information Technology Enhanced Services (LITES II)
>>>
>>> Science Systems and Applications Inc. (SSAI)
>>>
>>> NASA Langley Research Center
>>>
>>> __
>>>
>>> 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 *Sebastien
>>> Sterling
>>> *Sent:* Tuesday, January 26, 2016 11:43 AM
>>>
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: So.. Maya rigging is still a thing...
>>>
>>>
>>>
>>> Thank you Stefan, am glad to hear maya has this too. I could expand
>>> further on the list of things maya gets wrong in this regard, but my heart
>>> isn't in it.
>>>
>>> Just tried modelling up a base mesh in maya, am starting to like the new
>>> tools, thinking this is not so bad... less then 500 polygons in, the fucker
>>> dies on me. hadn't had the reflex to save so early, lost all work i hadn't
>>> sent to zbrush.
>>>
>>> am so tiered of this shit  (head in hands)
>>>
>>>
>>>
>>>
>>>
>>> On 26 January 2016 at 13:23, Gerbrand Nel  wrote:
>>>
>>> Houdini has this.. 

Re: Clouds & cloudscape solutions

2016-01-26 Thread Cristobal Infante
Hi Adam,

I can definitively recommend taking the houdini route on this and take
advantage of the vdb goodness, you can always get houdini indie and render
via gridmarket.com. Even more, you could export the vdbs and render
somewhere else like octane 3.

It kind of depends how much time do you have to do this, but I would say
investing a bit of your time in houdini will be helpful for the future..






On 25 January 2016 at 23:16, Adam Seeley  wrote:

> Hi Folks,
>
> Wondered if I could pick some brains.
>
> I may kicking off a cloud job. Some cloudscapes and animated forms within
> them.
> Cumulus/Fluffy sort of look.
> Obviously hoping for a decent interaction/render speed trade-off.
>
> The last time I did clouds it was a few years ago using the BA Shader
> (Cheers Holger).
>
> What's the sensible option these days?
>
> 1. Good time to dive into some Houdini for VDB type goodness?
> Render times?
>
> 2. A Soft solution using the VDB plugin?
> Render Times?
>
> 3. Redshift would be great but I don't think the Volume capabilities are
> up to it.
>
> 4. Any other good fairly interactive solutions using any other software?
> 3dstudio max & FumeFX?
>
>
> What's the best way to create some good looking fluff?
>
> Thanks for listening,
>
> Adam.
>


Re: AD licensing letter - no longer applicable for 'benefits'???

2016-01-26 Thread patrick nethercoat
Is it me or does 'Compliance Consultant' sound a bit Krays?

On 25 January 2016 at 18:07, Rob Chapman  wrote:

> So I felt a bit left out I did not receive this letter but did get this in
> the last hour, seems like they are doing some phishing perhaps?   I am
> apparently meant to have a 'review' ready for 2a 'discussion'  lol. If i'm
> running legit versions - eg only versions from last instance of an active
> licence - should I just ignore this or..?
>
>
>
> Dear Autodesk Customer,
>
>
>
> As already issued in the letter sent to you, dated 22.07.2015, we ask you
> to check your Autodesk software installations regarding the usage of
> previous version (s), without current maintenance subscription.
>
> Because we did not receive any feedback so far, we will contact you
> shortly to check on the compliance matter.
>
>
>
> Please have your review ready for discussion.
>
>
>
> Yours sincerely,
>
>
>
> *Denis Savu*
>
> License Compliance Consultant, Northern Europe
>
> On 22 January 2016 at 11:02, Schoenberger  wrote:
>
>>
>> I can understand from a specific point of view that if you upgrade 1
>> license of the old version version into 1 license of the new
>> one, that you should only be allowed to start 1 license and not 2 (1 old
>> +1 new).
>>
>> BUT:
>> I have a friend that does not have a floating license. And he quit
>> subscription.
>> Now he is not able to use ANY license. I do not mean that he got an email
>> that he is not allowed to.
>> He cannot re-install and license his Softimage version any more!!!
>>
>>
>>
>> Holger Schönberger
>> technical director
>> The day has 24 hours, if that does not suffice, I will take the night
>>
>>
>>
>>  |> -Original Message-
>>  |> From: softimage-boun...@listproc.autodesk.com
>>  |> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf
>>  |> Of Maurice Patel
>>  |> Sent: Tuesday, January 19, 2016 9:32 PM
>>  |> To: r...@casema.nl; softimage@listproc.autodesk.com
>>  |> Subject: RE: AD licensing letter - no longer applicable for
>>  |> 'benefits'???
>>  |>
>>  |> One of the benefits of Subscription is access to previous
>>  |> versions not just the version you have licensed, which is
>>  |> always is always latest available version of the software.
>>  |> This access goes away once you stop subscription though you
>>  |> can continue to use the last version you licensed perpetually.
>>  |>
>>  |> Maurice
>>  |>
>>  |> Maurice Patel
>>  |> Tél:  514 954-7134
>>  |> Cell: 514 242-6549
>>  |>
>>  |> From: softimage-boun...@listproc.autodesk.com
>>  |> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf
>>  |> Of Rob Wuijster
>>  |> Sent: Tuesday, January 19, 2016 3:06 PM
>>  |> To: softimage@listproc.autodesk.com
>>  |> Subject: AD licensing letter - no longer applicable for
>>  |> 'benefits'???
>>  |>
>>  |> Hi guys,
>>  |>
>>  |> Out of the blue, like a long forgotten relative, I get a
>>  |> letter from AD's Munich Licence Management about my (not
>>  |> renewed) Subscription.
>>  |> As I stopped maintenance on SI quite a while ago, I'm a bit
>>  |> surprised by this letter.
>>  |>
>>  |> The letter goes into the fact that the Subscription
>>  |> Contract was not renewed (correct), and that the
>>  |> 'additional licensing benefits' are no longer active for
>>  |> the products covered. One of this benefits is the right to
>>  |> use 'previous versions'.
>>  |> Blah blah blah. possible illegal use of previous
>>  |> versions of the software.. maybe without knowledge inside
>>  |> company yada yada..
>>  |>
>>  |> Am I not allowed any SI version anymore from when that
>>  |> contract was active?
>>  |> If so, how in the hell can I open up old projects, even for
>>  |> migration, if that is not allowed anymore? This letter
>>  |> makes absolutely no sense to me.
>>  |>
>>  |> So can someone on this list that is AD, explain what the
>>  |> heck this letter is about?
>>  |>
>>  |>
>>  |> --
>>  |>
>>  |>
>>  |>
>>  |> thanks!
>>  |>
>>  |>
>>  |>
>>  |> Rob
>>  |>
>>  |> \/-\/\/
>>  |>
>>
>>
>>
>


-- 
Brandt Animation
www.brandtanim.co.uk
020 7734 0196