Re: Reminiscing

2016-08-06 Thread Eric Thivierge
Depends on what you mean by pointcloud based stuff. Particle simulations?
Nothing out of the box but a few users have posted their WIP systems on our
forums.

Instancing and other things commonly done with pointclouds in ICE that
don't really require point clouds? Sure. There are instancing and
scattering presets built in.


Eric Thivierge
http://www.ethivierge.com

On Sat, Aug 6, 2016 at 2:13 PM, Phil Harbath 
wrote:

> Does it do pointcloud based stuff.  I use those ice features alot.  Mostly
> non simulated.
>
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Re: Reminiscing

2016-08-06 Thread Eric Thivierge
I'm a bit biased these days but Fabric Engine Canvas is ICE on steroids. :)


Eric Thivierge
http://www.ethivierge.com

On Sat, Aug 6, 2016 at 5:17 AM, Olivier Jeannel 
wrote:

> Yeah any non AD product !
> Btw testing RS + Houdini here and so far they did an excellent work, and
> it's only an alpha.
> Other than that I spend my time making HDAs that reproduce ICE. Modulate
> by volume, flow on surface, goal system, point/primitive/intrinsic
> manipulators etc...
> All the things we brilliantly had working with point+polygon geometry. In
> Houdini they tend to transform every thing in VDB or fill volumes with nuts
> number of points just to transfer datas...
>
> Le 6 août 2016 10:46, "Pierre Schiller" 
> a écrit :
>
>> Matt nailed right off: "Any non AD package would do". Yes, totally agree.
>>
>> But to answer the direct question: 3dcoat has given me free creativity.
>> Also substance designer and procedural shaders with real pump to tweak
>> settings on end user (once you've deployed your shader).
>>
>> Yes, there are things out there for software users that still tickles for
>> creativity.
>>
>> On Aug 5, 2016 5:51 PM, "Artur W"  wrote:
>>
>>> Maya still sucks balls. I can't even cry anymore.
>>>
>>> Houdini rocks.
>>>
>>> ARtur
>>>
>>> 2016-08-06 0:16 GMT+02:00 Matt Lind :
>>>
 Basically any non-Autodesk product will do.

 I'm looking into Houdini right now as they've made a ton of
 improvements in
 the past couple of releases.  I gave Fabric Engine a short run a while
 back,
 but due to it's lack of maturity and lack of features relevant to my
 work, I
 had to let it go.  I may revisit it in the future.

 In big picture terms, I'm focused more on writing code than using 3D
 apps
 these days.  Node interfaces have their advantages in production work,
 but I
 tend to find myself in situations where I need new functionality of the
 application as a whole, not just new exposed features within it's
 already
 defined framework.

 Matt



 Date: Fri, 5 Aug 2016 15:39:05 -0500
 From: Bradley Gabe 
 Subject: Reminiscing
 To: "softimage@listproc.autodesk.com"

 Hi list! We haven't chatted in ages, and I wanted to see who I could
 dig up
 out of the caves with a little reminiscence about the good old days.

 I found this thread
  from the
 Friday Flashback archives and it reminded me of a time when an XSI TD
 had
 amazing power for creative problem solving at his fingertips. Even the
 drudge work of shot tech support had, for a time, become fun again, when
 you could cook up something clever through sheer experimentation (and a
 spoonful of stubbornness).

 Having been out of the loop long enough now, just curious where everyone
 has gone to find that same kind of satisfaction? What goodies has the
 industry offered to empower the user?



 -B

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Re: Reminiscing

2016-08-06 Thread Pierre Schiller
Matt nailed right off: "Any non AD package would do". Yes, totally agree.

But to answer the direct question: 3dcoat has given me free creativity.
Also substance designer and procedural shaders with real pump to tweak
settings on end user (once you've deployed your shader).

Yes, there are things out there for software users that still tickles for
creativity.

On Aug 5, 2016 5:51 PM, "Artur W"  wrote:

> Maya still sucks balls. I can't even cry anymore.
>
> Houdini rocks.
>
> ARtur
>
> 2016-08-06 0:16 GMT+02:00 Matt Lind :
>
>> Basically any non-Autodesk product will do.
>>
>> I'm looking into Houdini right now as they've made a ton of improvements
>> in
>> the past couple of releases.  I gave Fabric Engine a short run a while
>> back,
>> but due to it's lack of maturity and lack of features relevant to my
>> work, I
>> had to let it go.  I may revisit it in the future.
>>
>> In big picture terms, I'm focused more on writing code than using 3D apps
>> these days.  Node interfaces have their advantages in production work,
>> but I
>> tend to find myself in situations where I need new functionality of the
>> application as a whole, not just new exposed features within it's already
>> defined framework.
>>
>> Matt
>>
>>
>>
>> Date: Fri, 5 Aug 2016 15:39:05 -0500
>> From: Bradley Gabe 
>> Subject: Reminiscing
>> To: "softimage@listproc.autodesk.com"
>>
>> Hi list! We haven't chatted in ages, and I wanted to see who I could dig
>> up
>> out of the caves with a little reminiscence about the good old days.
>>
>> I found this thread
>>  from the
>> Friday Flashback archives and it reminded me of a time when an XSI TD had
>> amazing power for creative problem solving at his fingertips. Even the
>> drudge work of shot tech support had, for a time, become fun again, when
>> you could cook up something clever through sheer experimentation (and a
>> spoonful of stubbornness).
>>
>> Having been out of the loop long enough now, just curious where everyone
>> has gone to find that same kind of satisfaction? What goodies has the
>> industry offered to empower the user?
>>
>>
>>
>> -B
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
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Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-06 Thread Enter Reality
Hey Adam,

Thanks for the tips on Xsens

I did some further tests and I was blown away by the results...basically
I'm using the same smartphone I'm using as a VR device ( S7 Edge ) as a
router wifi using 4g, and the latency between the real movement and the VR
movement has been reduced by a lot! It's like being connected with the USB
cable and the feedback is truly amazing!

So instead of carrying around my tower pc, the router and so on currently I
can bring just the laptop and that's it!

I'm quite sure that, in order to demonstrate the lag, a First Person
Shooter demo can be done just for playtesting, but what comes next will be
the real challenge for me ( NDA at the moment, but I'll probably share
something during the next couple of weeks )

Perception Neuron does not support multi-level and the setup is a bit time
consuming, but overall I'm very satisfied with the results...also
considering that this is a side project I'm developing and I was able to
have a wireless experience without using expensive tech or optical tracking.

Nicolas

2016-08-05 23:17 GMT+02:00 Adam Sale :

> Hi again Nicolas. I haven't had the chance to test on a fast desktop yet,
> was running the suit off of a Surface Pro 3 for an overseas job I just had.
>
> There was some slight delay in dealing with MVN studio and Motionbuilder
> realtime. Again, I want to test with the vive on a higher end machine to be
> able to truly comment. I don't think the latency was as bad as what I saw
> in your video, bit it was still there. I will be back at work in the next
> couple of weeks and do some more tests then. Will post back in this thread.
>
> One thing I like with the XSens, is how quick it is to setup. Doesn't lose
> calibration easily, unless there is significant magnetic interference.
> There is a debug mode where you can find the 'zones' where the tracking
> breaks down.
>
> The multi level feature is one of the best features of the XSens suit.
> I've been able to do climb three level homes with the laptop in the
> basement, and still get exceptional tracking. Using the terrain around us
> is such a big plus with these kinds of suits.
>
> Adam
>
> On Thu, Aug 4, 2016 at 11:35 PM, Enter Reality <3dv...@gmail.com> wrote:
>
>> Hi Adam!
>>
>> Based on your tests with the Xsens suit, is the streaming of the mocap
>> data almost realtime or there is a delay similar to the one you see in my
>> video?
>> I know that they work using similar IMU-based sensors, but since the
>> price difference between them is alsmot 1 to 10 I was thinking to do the
>> upgrade in a couple of months, but if I have the same delay I'll stick with
>> the one I own :)
>>
>> 2016-08-04 23:49 GMT+02:00 Adam Sale :
>>
>>> That's very cool, Nicolas. We've been building up our hardware assets
>>> for just this kind of thing. I'm excited to test out Xsens and the Vive
>>> with Unity or Unreal. Thanks for sharing!
>>>
>>> Adam
>>>
>>> On Thu, Aug 4, 2016 at 1:47 PM, Fabricio Chamon 
>>> wrote:
>>>
 ok thanks a lot for the deep explanation Nicolas.. All I need is a
 quick way to get acceptable mocap results to feed into my own crowd
 workflow. >From your description it seems that after some trial and error
 one is able to get it going and produce some decent animations. For the
 price maybe it's worth a try,
 thanks again.

 2016-08-04 11:19 GMT-03:00 Enter Reality <3dv...@gmail.com>:

> Hi Fabricio,
>
> If you take a look at the forum there are quite a lot of people
> complaining about lots of stuff, but it's also true that with 1500$ you
> won't get a super-professional product, even if I can say that the money I
> spent were well spent ( I backed the kickstarter campaign and got 2 of 
> them
> for a total of 1000$ )
>
> In general the suit works pretty good and I have been working with it
> since January...in order to speed up the recording and to put the 
> animation
> onto a character I created my own pipeline which right now allows me to
> record and process the animations in very short time.
>
> The time consuming part is at the beginning when you're start testing
> the entire setup ( lots of things can go wrong and will probably go wrong 
> )
> The calibration itself ( if followed properly ) gives good results,
> but the actual "virtual puppet" which is rapresented isn't a 1:1 copy of
> you, since you can choose only the height of the character, nothing else.
> Since it's a IMU based mocap suit there are issues when you try to
> clap or you two-hand a sword for example, but this is something which can
> be easily adjusted later inside Maya/MoBu.
>
> You can use two methods to record animation: via USB or via Wifi
> USB works every time and it takes 1 second to be connected, while Wifi
> connection is ( most of the time ) completely random, so sometimes