Re: Houdini : non VFX jobs?

2018-05-14 Thread Alastair Hearsum
Yes he has but mainly on the technology front, definitely not on the 
interaction with the software front.


On 14/05/2018 12:53, Andy Chlupka (Goehler) wrote:

I hope this isn't trolling, as I find it a very informative discussion.

But I wonder, if this hair pulling has an opposite to it? Has he not 
experienced anything that he liked?


Andy


On Mon 14. May 2018 at 11:32, Alastair Hearsum 
<alast...@glassworks.co.uk <mailto:alast...@glassworks.co.uk>> wrote:


Is this trolling? I'm not sure. But I feel I have to keep shooting
this kind of thing down. Without naming names you know the guy
that created a very complex feather system in ICE here at
Glasswork, on the job. We have been using Houdini as you know for
a few years now, so with the combination of a technically minded
artist who operates at a high level exposed to Houdini for few
years who is still tearing his hair out in frustration points to
the issues with Houdini.
They need to seriously look at improving their user interaction.
Its not just about getting used to it.


On 12/05/2018 16:18, Jordi Bares wrote:

I would suggest to give it a proper go, if you have used ICE you
will see how easy it is.

jb




On 12 May 2018, at 10:48, Tom Kleinenberg <zagan...@gmail.com
<mailto:zagan...@gmail.com>> wrote:

This is a really interesting discussion and covers thoughts from
all angles. There is an element to the discussion of technical
types telling the rest of us we just need to "git gud" which is
a bit disheartening though. (It's disheartening not because it's
patronising but because the only way to use Houdini is to master
it at fairly high technical level which will exclude a number of
people, myself included). I understand that there is a technical
learning curve to any piece of software but Houdini is a
different beast to the other big three (Max, Maya, eXSI). You
can drop a Maya artist in XSI and tell them to achieve a task
and they'll do it - maybe not the most efficient way, but a way
that works. I don't feel that's the same in Houdini. There's too
much "well, nobody really models in Houdini" or "you can, but
nobody really animates in Houdini". That's not necessarily bad,
Zbrush is probably the "best" software on the market in terms of
expectations to results but it's clear about it's narrow focus.

To put it in a personal way, I've worked to some level in 3DS
Max, Maya, Lightwave and XSI. I wouldn't consider myself
particularly artistically gifted or technically proficient but I
am good at understanding the needs of a non-technical person (eg
art-director), drawing up a list of requirements and achieving
them, getting support from concept artists are pipeline TD's if
needed. XSI was* the software that allowed me to go the furthest
independently (*was because I've had to move to Maya). I would
love to replace that and Houdini appears to be a good fit but
I'm not sure. Maybe the "uber-nodes" you're discussing are
anathematic to Houdini's overall workflow but would be
streamline the on-boarding process. XSI was excellent at getting
people into the software and then allowing you to get into the
more complex bits on your own; although ICE was the main weapon
in my arsenal, it's possible to work for years without ever
touching it.

On 12 May 2018 at 09:34, Jordi Bares<jordiba...@gmail.com
<mailto:jordiba...@gmail.com>>wrote:

@Matt, Exactly my thoughts (but clearly better explained)

I would certainly advocate to improve things in terms of
node functionality or assisting better in certain aspects
(blend shape manager, exporting bundles in and out, or
adding hierarchical overrides in takes, or adding certain
tools we use every single day, or bringing more “uber nodes”
to VOPs so we don’t have to be so granular) but always
without sacrificing proceduralism or breaking their core design.

Jb




On 11 May 2018, at 22:04, Matt Lind <speye...@hotmail.com
<mailto:speye...@hotmail.com>> wrote:

Given Houdini is a node based system, there is a simple
paradox at play that in order to get the level of
cohesiveness Softimage employed, tools need to share
information and work together. A node based system, by
design, requires each node to act independently. To get the
Softimage workflow in Houdini requires either monolithic
nodes with enough intelligence to cover all the bases of a
particular task, or the UI needs to take control and hide
the nodes behind the scenes slapping user's wrists if they
attempt to fiddle with the nodes involved. In either case,
it works against a node based system's

Re: Houdini : non VFX jobs?

2018-05-14 Thread Alastair Hearsum
I didnt mean you were trolling I meant is what I am doing trolling? I'm 
popping up and shooting everything down.
I'm just trying to get an aknowledgement that there is a huge gap to be 
filled in the user experience of Houdini and its something they dont 
take seriously enough



On 14/05/2018 10:37, Jordi Bares wrote:
The opposite of trolling actually, I hope it is obvious I only mean to 
share my experiences and ideas on how to get the best possible Houdini 
ride.


But I won’t insist any more on the “try it” part…
jb


On 14 May 2018, at 10:32, Alastair Hearsum <alast...@glassworks.co.uk 
<mailto:alast...@glassworks.co.uk>> wrote:


Is this trolling? I'm not sure. But I feel I have to keep shooting 
this kind of thing down. Without naming names you know the guy that 
created a very complex feather system in ICE here at Glasswork, on 
the job. We have been using Houdini as you know for a few years now, 
so with the combination of a technically minded artist who operates 
at a high level exposed to Houdini for few years who is still tearing 
his hair out in frustration points to the issues with Houdini.
They need to seriously look at improving their user interaction. Its 
not just about getting used to it.


On 12/05/2018 16:18, Jordi Bares wrote:
I would suggest to give it a proper go, if you have used ICE you 
will see how easy it is.


jb



On 12 May 2018, at 10:48, Tom Kleinenberg <zagan...@gmail.com 
<mailto:zagan...@gmail.com>> wrote:


This is a really interesting discussion and covers thoughts from 
all angles. There is an element to the discussion of technical 
types telling the rest of us we just need to "git gud" which is a 
bit disheartening though. (It's disheartening not because it's 
patronising but because the only way to use Houdini is to master it 
at fairly high technical level which will exclude a number of 
people, myself included). I understand that there is a technical 
learning curve to any piece of software but Houdini is a different 
beast to the other big three (Max, Maya, eXSI). You can drop a Maya 
artist in XSI and tell them to achieve a task and they'll do it - 
maybe not the most efficient way, but a way that works. I don't 
feel that's the same in Houdini. There's too much "well, nobody 
really models in Houdini" or "you can, but nobody really animates 
in Houdini". That's not necessarily bad, Zbrush is probably the 
"best" software on the market in terms of expectations to results 
but it's clear about it's narrow focus.


To put it in a personal way, I've worked to some level in 3DS Max, 
Maya, Lightwave and XSI. I wouldn't consider myself particularly 
artistically gifted or technically proficient but I am good at 
understanding the needs of a non-technical person (eg 
art-director), drawing up a list of requirements and achieving 
them, getting support from concept artists are pipeline TD's if 
needed. XSI was* the software that allowed me to go the furthest 
independently (*was because I've had to move to Maya). I would love 
to replace that and Houdini appears to be a good fit but I'm not 
sure. Maybe the "uber-nodes" you're discussing are anathematic to 
Houdini's overall workflow but would be streamline the on-boarding 
process. XSI was excellent at getting people into the software and 
then allowing you to get into the more complex bits on your own; 
although ICE was the main weapon in my arsenal, it's possible to 
work for years without ever touching it.


On 12 May 2018 at 09:34, Jordi Bares<jordiba...@gmail.com 
<mailto:jordiba...@gmail.com>>wrote:


@Matt, Exactly my thoughts (but clearly better explained)

I would certainly advocate to improve things in terms of node
functionality or assisting better in certain aspects (blend
shape manager, exporting bundles in and out, or adding
hierarchical overrides in takes, or adding certain tools we use
every single day, or bringing more “uber nodes” to VOPs so we
don’t have to be so granular) but always without sacrificing
proceduralism or breaking their core design.

Jb




On 11 May 2018, at 22:04, Matt Lind <speye...@hotmail.com
<mailto:speye...@hotmail.com>> wrote:

Given Houdini is a node based system, there is a simple
paradox at play that in order to get the level of cohesiveness
Softimage employed, tools need to share information and work
together. A node based system, by design, requires each node
to act independently. To get the Softimage workflow in Houdini
requires either monolithic nodes with enough intelligence to
cover all the bases of a particular task, or the UI needs to
take control and hide the nodes behind the scenes slapping
user's wrists if they attempt to fiddle with the nodes
involved. In either case, it works against a node based
system's mantra.

In short, I don't think it's possible for Houdini 

Re: Houdini : non VFX jobs?

2018-05-14 Thread Alastair Hearsum
Is this trolling? I'm not sure. But I feel I have to keep shooting this 
kind of thing down. Without naming names you know the guy that created a 
very complex feather system in ICE here at Glasswork, on the job. We 
have been using Houdini as you know for a few years now, so with the 
combination of a technically minded artist who operates at a high level 
exposed to Houdini for few years who is still tearing his hair out in 
frustration points to the issues with Houdini.
They need to seriously look at improving their user interaction. Its not 
just about getting used to it.


On 12/05/2018 16:18, Jordi Bares wrote:
I would suggest to give it a proper go, if you have used ICE you will 
see how easy it is.


jb



On 12 May 2018, at 10:48, Tom Kleinenberg <zagan...@gmail.com 
<mailto:zagan...@gmail.com>> wrote:


This is a really interesting discussion and covers thoughts from all 
angles. There is an element to the discussion of technical types 
telling the rest of us we just need to "git gud" which is a bit 
disheartening though. (It's disheartening not because it's 
patronising but because the only way to use Houdini is to master it 
at fairly high technical level which will exclude a number of people, 
myself included). I understand that there is a technical learning 
curve to any piece of software but Houdini is a different beast to 
the other big three (Max, Maya, eXSI). You can drop a Maya artist in 
XSI and tell them to achieve a task and they'll do it - maybe not the 
most efficient way, but a way that works. I don't feel that's the 
same in Houdini. There's too much "well, nobody really models in 
Houdini" or "you can, but nobody really animates in Houdini". That's 
not necessarily bad, Zbrush is probably the "best" software on the 
market in terms of expectations to results but it's clear about it's 
narrow focus.


To put it in a personal way, I've worked to some level in 3DS Max, 
Maya, Lightwave and XSI. I wouldn't consider myself particularly 
artistically gifted or technically proficient but I am good at 
understanding the needs of a non-technical person (eg art-director), 
drawing up a list of requirements and achieving them, getting support 
from concept artists are pipeline TD's if needed. XSI was* the 
software that allowed me to go the furthest independently (*was 
because I've had to move to Maya). I would love to replace that and 
Houdini appears to be a good fit but I'm not sure. Maybe the 
"uber-nodes" you're discussing are anathematic to Houdini's overall 
workflow but would be streamline the on-boarding process. XSI was 
excellent at getting people into the software and then allowing you 
to get into the more complex bits on your own; although ICE was the 
main weapon in my arsenal, it's possible to work for years without 
ever touching it.


On 12 May 2018 at 09:34, Jordi Bares<jordiba...@gmail.com 
<mailto:jordiba...@gmail.com>>wrote:


@Matt, Exactly my thoughts (but clearly better explained)

I would certainly advocate to improve things in terms of node
functionality or assisting better in certain aspects (blend shape
manager, exporting bundles in and out, or adding hierarchical
overrides in takes, or adding certain tools we use every single
day, or bringing more “uber nodes” to VOPs so we don’t have to be
so granular) but always without sacrificing proceduralism or
breaking their core design.

Jb




On 11 May 2018, at 22:04, Matt Lind <speye...@hotmail.com
<mailto:speye...@hotmail.com>> wrote:

Given Houdini is a node based system, there is a simple paradox
at play that in order to get the level of cohesiveness Softimage
employed, tools need to share information and work together. A
node based system, by design, requires each node to act
independently. To get the Softimage workflow in Houdini requires
either monolithic nodes with enough intelligence to cover all
the bases of a particular task, or the UI needs to take control
and hide the nodes behind the scenes slapping user's wrists if
they attempt to fiddle with the nodes involved. In either case,
it works against a node based system's mantra.

In short, I don't think it's possible for Houdini to ever become
another Softimage. You'll have to settle for something that has
great power but some degree of cumbersome workflow.

    Matt

Message: 2 Date: Fri, 11 May 2018 18:44:10 +0100 From: Alastair
Hearsum <alast...@glassworks.co.uk
<mailto:alast...@glassworks.co.uk>> Subject: Re: Houdini : non
VFX jobs? To:softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>

I think there is real danger in pinning all this grumbling on
lack of familiarity and not acknowledging that there are some
fundamental design issues . The first step to recovery is to
admit that there a problem. A

Re: Houdini : non VFX jobs?

2018-05-14 Thread Alastair Hearsum
I think this is the overarching issue. It still feels like separate 
developers with their own sphere of interest not being unified into a 
cohesive product. As I said before they really really need someone like 
Steve Jobs who won't take no for an answer to knock some heads together 
and really get them to take the user experience as seriously as they do 
their technology.
The task seems clear to me. How its done is for someone who thinks abou 
this stuff for a living.


On 13/05/2018 22:48, Jordi Bares wrote:
There are historic reasons for this to be the case, in the very early 
days those were completely different programs, that was then unified 
and finally new contexts appeared (like VOPs) and lately MATs


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Re: Houdini : non VFX jobs?

2018-05-14 Thread Alastair Hearsum
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Re: Houdini : non VFX jobs?

2018-05-11 Thread Alastair Hearsum
I think there is real danger in pinning all this grumbling on lack of 
familiarity and not acknowledging that there are some fundamental design 
issues . The first step to recovery is to admit that there a problem. As 
everyone knows there is some fantastic technology in there but its 
strung together in an awful way. Its like putting the organs of a 20 
year old in an octagenarian; each organ very capable in its own right 
but not in the ideal host to get the best out if it.


On 11/05/2018 18:21, Jordi Bares wrote:
It is like moving houses… hard at first… little by little you discover 
how to use it and finally you are ready to enjoy it.


;-)
jb

On 11 May 2018, at 16:43, Bradley Gabe <witha...@gmail.com 
<mailto:witha...@gmail.com>> wrote:


I find it a humorous coincidence that people are coming to the 
conclusion that Houdini is not Softimage or Maya, and you eventually 
have to come around to thinking the Houdini way in order to unlock 
its full potential.


Didn’t we have the exact same issue with Maya people trying to use 
XSI with Maya thinking? Setting up rigs and hierarchies in a Maya 
way, using a Maya-linear-production workflow, all highly inefficient. 
And then they didn’t like XSI because it wasn’t very good at being 
Maya. :-)


It’s a big reason I dreaded the idea of switching apps. I assumed 
Maya was going to really bad at being XSI for me. Still wish I had 
time to pick up Houdini at some point.


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Re: Houdini : non VFX jobs?

2018-05-11 Thread Alastair Hearsum
There is a whole raft of improvements they should/could make to the user 
experience without jeopordising their principles: Improving the fcurve 
editor and having time controls in the texture node are two examples 
that spring immediately to mind.



On 11/05/2018 16:05, Jordi Bares wrote:
You hit the nail on the head with “Slow stop-start workflows can stall 
your creative flow”, that is the critical factor for me as well, in 
the sense that in a few occasions (may be too many?) you are 
forced/invited to stop your creative flow to write your own tool (for 
example a path deform) and that should be there from the start. This 
is getting better though so I am hopeful.


But I do not agree with your suggestion of “wrapping”, the self tools 
really is a framework to do those but I don’t think SideFX should be 
the one promoting traditional workflows because I suspect it will lead 
to linear networks and although the motive is great, the result may be 
a non-Houdini approach, remember Houdini is a huge massively parallel 
ICE network.


And yes, Softimage workflow is/was king, no doubt…

Jb





On 11 May 2018, at 14:28, <p...@bustykelp.com 
<mailto:p...@bustykelp.com>> <p...@bustykelp.com 
<mailto:p...@bustykelp.com>> wrote:


I Agree.
I know that Houdini has a wider scope and thus more ability to 
achieve ultimately whatever you want, than XSI / ICE.
However, in my character workflow, I’m diving into ICE, making a 
deformer, going back and adding shapes, reading nearby surfaces, and 
in ICE using them to rotate the vectors of shapes deltas, readjusting 
the shapes, and generally ping ponging around between programming and 
using ‘traditional’ tools to feed into the procedure that leads to 
the final result. In XSI that all happens without the slightest delay 
or workaround as everything is just there. for me personally, I can 
do everything i wish to do with ICE/XSI.
Obviously I know XSI inside out which helps, but my forays into 
Houdini never give me hope that I will ever have that workflow at my 
fingertips.
I feel like it needs a layer above the deeper procedural approach, 
that gives you some tools to manage blendshapes etc. Maya now has a 
decent version of Softimage’s shape mixer. I know that Houdini 
doesnt’ want to keep its ‘everything procedural’ approach but 
sometimes you just want to make a shape and thats it, and you might 
want to see it in context of the rig, and be able to do a ‘secondary 
shape mode’ etc, and not have to make your own ‘tools’ to do this. 
Sculpting is not something that fits well within Houdini’s 
philosophy, but again ,if you want to do characters, then its a 
necessary thing to be able to make poses look good. and you dont 
always want to export, Zbrush it, import. hook up blendshape shape 
etc.. Slow stop-start workflows can stall your creative flow.
I definitely think that if they can add a level of ‘art’ tools that 
can feed back into the procedural system seamlessly without 
interfering , then it would make Houdini more appealing and fun to use.

*From:*Alastair Hearsum <mailto:alast...@glassworks.co.uk>
*Sent:*Friday, May 11, 2018 2:03 PM
*To:*softimage@listproc.autodesk.com 
<mailto:softimage@listproc.autodesk.com>

*Subject:*Re: Houdini : non VFX jobs?
I see ease of access as a liberating force

On 11/05/2018 12:47, Jordi Bares wrote:
I see technology and maths as a liberation force so I want to think 
it is about a personal attitude towards the challenge of getting out 
of your comfort zone, not age (but may be the fact that keep getting 
older makes me biased??  ;-)

jb
On 10 May 2018, at 20:38, Olivier Jeannel <facialdel...@gmail.com 
<mailto:facialdel...@gmail.com>> wrote:
I'm from an old fine art degree. Proceduralism and other math / 
vector thingy are the best creative things that happened to me :)



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Re: Houdini : non VFX jobs?

2018-05-11 Thread Alastair Hearsum

And that is the bit that I feel that SideFX underestimates

On 11/05/2018 14:20, Jordi Bares wrote:

That as well…

jb

On 11 May 2018, at 14:03, Alastair Hearsum <alast...@glassworks.co.uk 
<mailto:alast...@glassworks.co.uk>> wrote:


I see ease of access as a liberating force

On 11/05/2018 12:47, Jordi Bares wrote:
I see technology and maths as a liberation force so I want to think 
it is about a personal attitude towards the challenge of getting out 
of your comfort zone, not age (but may be the fact that keep getting 
older makes me biased??  ;-)


jb

On 10 May 2018, at 20:38, Olivier Jeannel <facialdel...@gmail.com 
<mailto:facialdel...@gmail.com>> wrote:


I'm from an old fine art degree. Proceduralism and other math / 
vector thingy are the best creative things that happened to me :)




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Re: Houdini : non VFX jobs?

2018-05-11 Thread Alastair Hearsum

I see ease of access as a liberating force

On 11/05/2018 12:47, Jordi Bares wrote:
I see technology and maths as a liberation force so I want to think it 
is about a personal attitude towards the challenge of getting out of 
your comfort zone, not age (but may be the fact that keep getting 
older makes me biased??  ;-)


jb

On 10 May 2018, at 20:38, Olivier Jeannel <facialdel...@gmail.com 
<mailto:facialdel...@gmail.com>> wrote:


I'm from an old fine art degree. Proceduralism and other math / 
vector thingy are the best creative things that happened to me :)




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Re: Houdini : non VFX jobs?

2018-05-10 Thread Alastair Hearsum
Their declared aims are commendable but as I said in another mail they 
don't comprehend how far they have to go to attract the non technical 
artist/animator and I don't think they appreciate how irritating the 
sludgy workflow is. Don't get me started on the graphic design of the 
interface; that GI Light icon is like your granny's occasional table 
table cloth. What they need is for that dead MAC man to come back from 
the dead and knock some heads togther. You appeciate the user experience 
of the MAC/ Iphone Jordi.  Houdini needs that kinda treatment and its 
not just about the icons its about the ease of use.


On 03/05/2018 18:17, Jordi Bares wrote:



And by my judgement, Houdini is no closer to being a generalist 
replacement for Softimage.


This is what I would love to understand if you don’t mind…

jb



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Re: Houdini : non VFX jobs?

2018-05-10 Thread Alastair Hearsum

Oh dear

On 02/05/2018 22:26, Jonathan Moore wrote:
Those at the tail end of their career, that came from a pure fine arts 
education are at a definite disadvantage with a technical application 
like Houdini. 


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See our latest work _here_ 
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The Penthouse,
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Re: Wrapped

2016-04-06 Thread Alastair Hearsum

Great stuff


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On 06/04/2016 10:47, Roman Kaelin wrote:

Hi Gang,

After a very successful and long festival stretch our graduation short 
film "Wrapped" is finally online. It's been a while, but I felt I 
needed to share it on the list since I've gotten a lot of useful tips 
and help over the course of the production. Thanks to everyone who 
contributed!


The whole project was mainly done in Softimage and Arnold and I'm 
happy we can finally share it.


https://vimeo.com/161599224

Geerz,
Roman

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mobile +41786384626

email romen.kae...@gmail.com

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Re: Get rid of your flip phone and get current on maya!

2015-07-10 Thread Alastair Hearsum

Ha Ha Ha! Where to begin? Its pretty laughable.
All the predictable analogies come to mind. Dad dancing is one of them. 
Its like your dad getting a man-bun, skinny jeans, 50s plimsoles and a 
single speed bike and talking street. Autodesk should stick to their 
tweed jacket and grey flannel trousers image. It suits them.



Alastair Hearsum
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On 08/07/2015 23:34, Scott Parrish wrote:

Anybody see this today?
Barf!

http://www.autodesk.com/campaigns/your-life-maya




Re: orangutan - the mill

2014-10-09 Thread Alastair Hearsum

I agree. Very very nice indeed


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On 05/10/2014 16:50, Matt Morris wrote:
Just saw this last night, absolutely mind-blowing! Stunning work guys. 
So much character and real life in that face.


http://www.themill.com/work/sse-orangutan.aspx



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Re: Glasswoks Lycra

2014-10-03 Thread Alastair Hearsum
We're going to try and get one out. You know how it is when you are 
straight on to the next thing though.


Alastair Hearsum
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On 03/10/2014 14:45, Sebastien Sterling wrote:

A wee making of would be nice :)

On 3 October 2014 11:34, Florian Juri florian.j...@googlemail.com 
mailto:florian.j...@googlemail.com wrote:


oh and I forgot to mention: without Redshift we'd be still rendering!



On Fri, Oct 3, 2014 at 11:32 AM, Florian Juri
florian.j...@googlemail.com mailto:florian.j...@googlemail.com
wrote:

Thanks very much guys, we're glad you like the job!

Some have been scratching their heads about how we've achieved
the extrusion effect and creation of UVs, and Manny, you've
cracked it already!

After a lot of RD and smoking heads we've 'settled' with the
most simple technique, which seemed to work best to achieve
the effect the Director was after, and it also turned out to
be robust and fast.

For the majority of cloth elements we've used the following
workflow:

After having accurately tracked characters and the camera we've:

- drawn spline curves on a static copy of the character's mesh
to define the areas the cloth should be 'emitted' from.
- we then sampled points on these curves, reinterpreted the
locations on the animated characters, and
- for every frame of a shot added strand positions,
effectively creating strand trail point clouds for the whole
length of a shot, for every piece of garment
- the strands were then converted into splines and
- lofted. So for a lot of shots we already head the UVs for
free. For quite a few shots, because of the nature of the
dancers' movements we needed to re-do the UVs though.

So we ended up with an extruded mesh (one edge loop per frame,
or subdivided if more detail was needed) which represented the
dancer's movement in 3D space over time.
Using ICE we've triggered vertices at the right time to start
simulating (using a Verlet setup) and hid/deleted all polygons
'in front' of a dancer.

For some shots to help joining characters and garment,
additional pieces were simulated using nCloth or Marvelous
Designer.

That's it, nothing too fancy. :)

cheers,
Florian

On Thu, Oct 2, 2014 at 10:09 PM, Jason S
jasonsta...@gmail.com mailto:jasonsta...@gmail.com wrote:

Don't know how it was extruded, but the integration with
actors' very dynamic movements is excellent!
don't know exactly where real cloth starts or ends! :]


On 10/02/14 16:56, Steven Caron wrote:

if they are generating the data from strands then they
know the start and end, as long as they know the vertical
start and end it wouldn't be very hard to generate the
the UVs along with the mesh.

On Thu, Oct 2, 2014 at 1:53 PM, Manny Papamanos
manny.papama...@autodesk.com
mailto:manny.papama...@autodesk.com wrote:

The long extruded element may already be generated as
a whole piece,
and then is 'masked' off.
Would definitely be easier if it were patch/nurbs  based.



Manny Papamanos
Product Support Specialist
Americas Frontline Technical Support
Customer Service and Support

From: softimage-boun...@listproc.autodesk.com
mailto:softimage-boun

Re: Glasswoks Lycra

2014-10-01 Thread Alastair Hearsum

Thanks for the compliment.
Yes Softimage and Redshift
Great result from the team here at Glassworks and such a good director 
work with.




Alastair Hearsum
Head of 3d
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On 30/09/2014 18:55, olivier jeannel wrote:
http://www.glassworks.co.uk/video/lycra-moves-yousearch-type=allterm=all 



Beautifull film, out of curiousity are we still speaking softimage here ?




Side Effects, Foundry watching this?

2014-03-26 Thread Alastair Hearsum

Hello

We've made a fair bit of noise and getting some attention from Autodesk 
development team. Thats good.


What also would be good, perhaps, is if Side effects and the Foundry 
monitor what is being said here. I'm sure they do. But if anyone has 
contacts in either of those two organisations than please point them in 
the direction of the more sane threads here.  We would like something 
good to migrate to, clearly, and if our voice can be heard by all the 
main contenders then the chances are better that we'll get a little of 
what we want somewhere.


Alastair

--
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GLASSWORKS
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W1F 9NP
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Re: Side Effects, Foundry watching this?

2014-03-26 Thread Alastair Hearsum
thanks Jordi. I have had a look at the forum but not often enough it 
must be said


A

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
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On 26/03/2014 13:14, Jordi Bares wrote:
There is a clear thing Alastair, you want to use ICE then there is 
only one option, you have it in Houdini on steroids (VOPs), the parts 
that are lacking are being discussed as we speak so have serious look 
around..


I imagine you have seen the guides I have been producing, if not, have 
a proper read… I will carry on as fast as I can but you can see the 
activity on the SI Forum inside the Houdini site is pretty much on fire.



https://www.dropbox.com/sh/y0ti6tyf7o3435u/thsQH1Kf2o


and


http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31012start=150sid=e66eb944af1e7074a707e34c56ee92cb

Plus

http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31169
http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31222
http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31210start=50
http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31141start=25
http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31009start=25



Jordi Bares
jordiba...@gmail.com mailto:jordiba...@gmail.com

On 26 Mar 2014, at 12:37, Alastair Hearsum hear...@glassworks.co.uk 
mailto:hear...@glassworks.co.uk wrote:



Hello

We've made a fair bit of noise and getting some attention from 
Autodesk development team. Thats good.


What also would be good, perhaps, is if Side effects and the Foundry 
monitor what is being said here. I'm sure they do. But if anyone has 
contacts in either of those two organisations than please point them 
in the direction of the more sane threads here.  We would like 
something good to migrate to, clearly, and if our voice can be heard 
by all the main contenders then the chances are better that we'll get 
a little of what we want somewhere.


Alastair

--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at 
glassworks.co.uk http://glassworks.co.uk
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office 25 Harley Street, London, W1G 9BR. VAT registration number: 
86729)

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Re: Side Effects, Foundry watching this?

2014-03-26 Thread Alastair Hearsum

Tim

Maybe my kinda teenage-magazine style top 5s threads for a start:

humanize maya, SOFT top 5 (for user interface, workflow stuff)
YOUR TOP 5(for general lovely Softimage 
stuff we'll miss and we feel is essential)
What use is ICE really?(why ice functionality is crucial 
and examples of it in use in all sots of wonderful ways)


The top 5 poll put ICE and user experience at the top of the pile. If 
anyone is interested in attracting the Softimage users as customers 
(although we are being told regularly how insignificant we are 
numerically) then these are good areas to focus on.


It's difficult to keep up with all the threads so I'm not sure what else 
would would be fruitful to look at. Thoughts?


Alastair



Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
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On 26/03/2014 14:43, Tim Crowson wrote:
Alastair, I don't know if anyone from the Foundry is monitoring this 
list (to be honest I've had a hard time staying on top of it as well 
lately... it's all quite vitriolic now...), but Brad Peebler did reach 
out on the heels of the AD announcements, and has stated that he's 
trying to put together an online event of some kind to clarify what 
Modo is (there's a broad misconception that it's just a modeling app 
with benefits). Haven't heard any news on that front.


Which threads were you suggesting they check out?

-Tim

On 3/26/2014 7:37 AM, Alastair Hearsum wrote:

Hello

We've made a fair bit of noise and getting some attention from 
Autodesk development team. Thats good.


What also would be good, perhaps, is if Side effects and the Foundry 
monitor what is being said here. I'm sure they do. But if anyone has 
contacts in either of those two organisations than please point them 
in the direction of the more sane threads here.  We would like 
something good to migrate to, clearly, and if our voice can be heard 
by all the main contenders then the chances are better that we'll get 
a little of what we want somewhere.


Alastair

--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
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humanize maya, SOFT top 5

2014-03-25 Thread Alastair Hearsum

Hello friends

Me again with my TOP 5's

I have had some minimal contact with the Humanize Maya people. Lets get 
our views across with our TOP 5 Softimage user workflow/interface 
experiences. As usual a list with a brief description.

Here are some random examples

1)Middle mouse to repeat last function
2)Multiple windows
You can have many graph editors, outliners, property pages open at once.
3) Really contextual menus
4) Comprehensive universal drag and drop of parameters
Quickly set up expressions.
5) Text rather than icons, general stylishness of interface


Alastair



--
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GLASSWORKS
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Re: humanize maya, SOFT top 5

2014-03-25 Thread Alastair Hearsum

Very interesting


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
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On 25/03/2014 10:35, Andy Goehler wrote:

If you're going to humanize this is a  MUST read to all UI/UX designers.
Then have a look at the Softimage UI — rounded corners everywhere!

http://uxmovement.com/thinking/why-rounded-corners-are-easier-on-the-eyes/

Also, continue reading the references at the bottom.

Have a great day,

Andy




Re: humanize maya, SOFT top 5

2014-03-25 Thread Alastair Hearsum

Hello

I would just like to say that this is genuine attempt to get our 
opinions across to the Humanizing team. Please lets stick to giving your 
top positive experiences of the Softimage user experience. Its difficult 
to resist, I know, but please no flaming.


Thanks

alastair


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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On 25/03/2014 10:16, Alastair Hearsum wrote:

Hello friends

Me again with my TOP 5's

I have had some minimal contact with the Humanize Maya people. Lets 
get our views across with our TOP 5 Softimage user workflow/interface 
experiences. As usual a list with a brief description.

Here are some random examples

1)Middle mouse to repeat last function
2)Multiple windows
You can have many graph editors, outliners, property pages open at once.
3) Really contextual menus
4) Comprehensive universal drag and drop of parameters
Quickly set up expressions.
5) Text rather than icons, general stylishness of interface


Alastair



--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
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Re: humanize Maya, SOFT top 5

2014-03-25 Thread Alastair Hearsum

Hi Joseph

I know 5 is a short list. Of course it is. I'm with you on that. The 
intent was to prick the interest of the developers and not put them off 
with mountains of stuff that they had to wade through. I don't know if 
its the right thing to do. Maybe they'll see a few key things popping up 
with regularity and be prompted to invite a core group of users to 
consult with them.



Alastair


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
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On 25/03/2014 14:24, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:


1.Selection contexts need to be corrected for natural workflow.(change 
it to the Source(first) - Target(second) method rather than second 
selected item follows first selected item)


2.All selection contexts need to be synchronized to work the same way.

a.For example, Parenting and constraints should be the same way and 
Attach to Motion Path selection method should be made rigid, and in 
the same context as constrain, rather than dual context.


3.Outliner and Attribute editor(and all other primary windows) need 
dedicated hotkeys (some of these primary windows don't have hotkeys 
 yet the PaintFx panel does?)


4.Get rid of option box as a differentiating command, use it as an 
option setting for command repeat strictly:


a.For example, freezing transforms needs to be broken into multiple 
commands just like hiding/showing. There are almost 70 hide/show 
commands, but only one Freezing command? This is a classic example of 
the inconsistencies that Maya is riddled with.


5.Hiding/Showing needs a toggle command to hide/show in the same 
command. It needs to be hotkeyed to a single key stroke(h would be 
nice).


Asking for 5 does not do justice to the incredibly long list of things 
that need to be fixed with the Maya interface. There are so many 
things with the interface which are problematic, incongruent, 
inconsistent, un-anticipatable, and generally difficult as to make the 
interface the most problematic aspect of Maya, the one thing  that 
Autodesk should address before modifying any other part of the program.


Further, asking for these in brief description runs the risk of the 
developer not understanding, and potentially discounting ) the nature 
and context of each request. I could expand the above 5 items into 
almost 4 pages of discussion as to why they are significant 
impediments to workflow.


And that doesn't even get close to addressing the next 50+ things that 
should be addressed.


--

Joey Ponthieux

__

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 
*Alastair Hearsum

*Sent:* Tuesday, March 25, 2014 6:16 AM
*To:* softimage@listproc.autodesk.com
*Subject:* humanize maya, SOFT top 5

Hello friends

Me again with my TOP 5's

I have had some minimal contact with the Humanize Maya people. Lets 
get our views across with our TOP 5 Softimage user workflow/interface 
experiences. As usual a list with a brief description.

Here are some random examples

1)Middle mouse to repeat last function
2)Multiple windows
You can have many graph editors, outliners, property pages open at once.
3) Really contextual menus
4) Comprehensive universal drag and drop of parameters
Quickly set up expressions.
5) Text rather than icons, general stylishness of interface


Alastair


--

Alastair Hearsum

Head of 3d

GLASSWORKS

33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/

Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk

(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)


Please consider the environment before you print this email.

DISCLAIMER: This e-mail and attachments are strictly privileged, 
private and confidential and are intended

Re: humanize maya, SOFT top 5

2014-03-25 Thread Alastair Hearsum

Jean louis

You beat me to it. I was just about to say that.


Alastair

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
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On 25/03/2014 17:49, Jean-Louis Billard wrote:

Hi Shuting,

That’s not the same thing at all I’m afraid. In Softimage *every* menu has it’s 
own memory of the last command accessed. So you can middle click any menu and 
repeat its last command (as long as there has been one used within the session)

Regards,
Jean-Louis



Jean-Louis Billard

Digital Golem
BE: +32 (0) 484 263 563
UK: +44 (0) 7973 660 119
jean-lo...@digitalgolem.com
http://www.digitalgolem.com/
53 Rue Gustave Huberti
1030 Brussels

On 25 Mar 2014, at 18:46, Shuting Chang shuting.ch...@autodesk.com wrote:


Hi Paul,

I am a design in Maya team. I am collecting the feedback from this email group 
and use them to improve Maya.
I agree that Maya icons need some texts. But for “5”, in Maya we have “g” to 
repeat last action. Hope this is helpful.

Thank you,
Shuting

From: Paul Griswold 
pgrisw...@fusiondigitalproductions.commailto:pgrisw...@fusiondigitalproductions.com
Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Tuesday, March 25, 2014 at 12:40 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: humanize maya, SOFT top 5

I think part of the problem with a lot/all of the devs working on Maya is - you 
guys use this stuff day in and day out and you already understand how  why 
things are the way they are.

I would strongly urge the entire Maya team to do some real user interface  
usability testing with a 3rd party testing service.  Get people from all sorts of 
backgrounds and actually record them trying to use Maya to achieve specific tasks.  
My gut instinct says, most of the team will be very surprised at how unintuitive 
and difficult Maya is for most people that don't live in the Maya universe.

As for top 5:

1.  Text based everything - I hate the shelf in Softimage as well as the UV 
editor.  Get rid of icons entirely.

2.  Drag and drop divots  simple expressions.

3.  Consistent UI - this was my last wish for Softimage.  I wanted the FXTree 
to be updated to match ICE and the Render Tree (and possibly the schematic view 
to get updated as well).  There should not be more than 1 style of graph in 
Maya and all navigation should use the same mouse/key combo everywhere.  
Additionally, revisit what things are named.  As mentioned in a previous email 
- why is there at tab called Renderer and a tab called Rendering, or a tab 
called Shading and a tab called Surfaces? Maybe to long-time Maya users that 
makes sense, but if you open the software for the first time, that makes 
absolutely no sense at all.

4.  Sticky keys.

5.  Middle-click repeat the last action.  I use this every day of the week.


-PG




On Tue, Mar 25, 2014 at 12:25 PM, Luc-Eric Rousseau 
luceri...@gmail.commailto:luceri...@gmail.com wrote:

Text not icons

I don't understand this one.  Which part of the UI is this a problem
with that it isn't in Softimage?

You have the shelf at the top of the UI, but that's just shortcuts to
things that are already in the menu.  Hide the shelf if you don't want
it (there is also a shelf in XSI)

For the viewport (panel) toolbar, if you don't use it, you can hide
it (shift+ctrl+m) - these are all shortcuts to the items also in the
menu.  It certainly would not make sense to turn that into text
buttons, although they should be generally fewer and bigger buttons
there.

But again these are shotcuts to the text menus. Everything is
menu-based in Maya.

winmail.dat










What use is ICE really?

2014-03-21 Thread Alastair Hearsum

Folks

We had a chat with a senior chap at Autodesk. There was hint of surprise 
at one use of ICE that I mentioned in passing. I think we over estimate 
the understanding of what ICE gets used for and its all pervading 
usefulness. I'd like to invite people to share their ice work especially 
if its more obscure (without giving away your trade secrets obviously). 
Here are some starters for us. Please keep the explanations as short as 
possible to attract Autodesk to read them.


http://www.glassworks.co.uk/video/love
1) Fine feathers created totally with ice strands
2) Feather system created in ice
3) Cats fur : ice strands

http://www.glassworks.co.uk/video/tadpoles-master
1) Totally ice strand vegetation
2) Ice driven water surface
3) Render tadpoles have ice compound which auomatically detects the shot 
number and selects the correct cache


http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
1) Ice creating the cotton balls unravelling

http://www.glassworks.co.uk/node/549
1) Ice crowd

http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
1) Object IDs picked up in ice and use to assign materials of 
supermarket aisle items


https://vimeo.com/87096859
Some holes aesthetically
1) ice rigid body pens transferring their attributes to lagoa ice fluid 
melted pens

2)Ice fracturing bottle

http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
1) Intervened in Momentum ice plugin to extract vectors and modulate them

http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
1) Hair created from scratch in ice strands including clumping

http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview
1) Ice rigid bodies combine with ice syflex and custom hand cooked 
verlet for the strings


And many many more.


--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
and confidential and are intended solely for the stated recipient(s). 
Any views or opinions presented are solely those of the author and do 
not necessarily represent those of the Company. If you are not the 
intended recipient, be advised that you have received this e-mail in 
error and that any use, dissemination, forwarding, printing, or copying 
of this e-mail is strictly prohibited. If this transmission is received 
in error please kindly return it to the sender and delete this message 
from your system.


Re: What use is ICE really?

2014-03-21 Thread Alastair Hearsum

Correction


http://www.glassworks.co.uk/video/model-britainsearch-type=brandterm=talk
1) Ice crowd



Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
and confidential and are intended solely for the stated recipient(s). 
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intended recipient, be advised that you have received this e-mail in 
error and that any use, dissemination, forwarding, printing, or copying 
of this e-mail is strictly prohibited. If this transmission is received 
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On 21/03/2014 11:12, Alastair Hearsum wrote:

Folks

We had a chat with a senior chap at Autodesk. There was hint of 
surprise at one use of ICE that I mentioned in passing. I think we 
over estimate the understanding of what ICE gets used for and its all 
pervading usefulness. I'd like to invite people to share their ice 
work especially if its more obscure (without giving away your trade 
secrets obviously). Here are some starters for us. Please keep the 
explanations as short as possible to attract Autodesk to read them.


http://www.glassworks.co.uk/video/love
1) Fine feathers created totally with ice strands
2) Feather system created in ice
3) Cats fur : ice strands

http://www.glassworks.co.uk/video/tadpoles-master
1) Totally ice strand vegetation
2) Ice driven water surface
3) Render tadpoles have ice compound which auomatically detects the 
shot number and selects the correct cache


http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
1) Ice creating the cotton balls unravelling

http://www.glassworks.co.uk/node/549
1) Ice crowd

http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
1) Object IDs picked up in ice and use to assign materials of 
supermarket aisle items


https://vimeo.com/87096859
Some holes aesthetically
1) ice rigid body pens transferring their attributes to lagoa ice 
fluid melted pens

2)Ice fracturing bottle

http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
1) Intervened in Momentum ice plugin to extract vectors and modulate them

http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
1) Hair created from scratch in ice strands including clumping

http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview
1) Ice rigid bodies combine with ice syflex and custom hand cooked 
verlet for the strings


And many many more.


--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, 
private and confidential and are intended solely for the stated 
recipient(s). Any views or opinions presented are solely those of the 
author and do not necessarily represent those of the Company. If you 
are not the intended recipient, be advised that you have received this 
e-mail in error and that any use, dissemination, forwarding, printing, 
or copying of this e-mail is strictly prohibited. If this transmission 
is received in error please kindly return it to the sender and delete 
this message from your system.




Re: What use is ICE really?

2014-03-21 Thread Alastair Hearsum
The point is to get Autodesk to understand the power and all pervading 
nature of ICE and for that to inform their development of Bifrost



Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
and confidential and are intended solely for the stated recipient(s). 
Any views or opinions presented are solely those of the author and do 
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intended recipient, be advised that you have received this e-mail in 
error and that any use, dissemination, forwarding, printing, or copying 
of this e-mail is strictly prohibited. If this transmission is received 
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On 21/03/2014 11:17, olivier jeannel wrote:

What's the point ? Understanding of Ice for Maya ?

Le 21/03/2014 12:12, Alastair Hearsum a écrit :

Folks

We had a chat with a senior chap at Autodesk. There was hint of 
surprise at one use of ICE that I mentioned in passing. I think we 
over estimate the understanding of what ICE gets used for and its all 
pervading usefulness. I'd like to invite people to share their ice 
work especially if its more obscure (without giving away your trade 
secrets obviously). Here are some starters for us. Please keep the 
explanations as short as possible to attract Autodesk to read them.


http://www.glassworks.co.uk/video/love
1) Fine feathers created totally with ice strands
2) Feather system created in ice
3) Cats fur : ice strands

http://www.glassworks.co.uk/video/tadpoles-master
1) Totally ice strand vegetation
2) Ice driven water surface
3) Render tadpoles have ice compound which auomatically detects the 
shot number and selects the correct cache


http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
1) Ice creating the cotton balls unravelling

http://www.glassworks.co.uk/node/549
1) Ice crowd

http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
1) Object IDs picked up in ice and use to assign materials of 
supermarket aisle items


https://vimeo.com/87096859
Some holes aesthetically
1) ice rigid body pens transferring their attributes to lagoa ice 
fluid melted pens

2)Ice fracturing bottle

http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
1) Intervened in Momentum ice plugin to extract vectors and modulate them

http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
1) Hair created from scratch in ice strands including clumping

http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview
1) Ice rigid bodies combine with ice syflex and custom hand cooked 
verlet for the strings


And many many more.


--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered 
office 25 Harley Street, London, W1G 9BR. VAT registration number: 
86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, 
private and confidential and are intended solely for the stated 
recipient(s). Any views or opinions presented are solely those of the 
author and do not necessarily represent those of the Company. If you 
are not the intended recipient, be advised that you have received 
this e-mail in error and that any use, dissemination, forwarding, 
printing, or copying of this e-mail is strictly prohibited. If this 
transmission is received in error please kindly return it to the 
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Re: What use is ICE really?

2014-03-21 Thread Alastair Hearsum

sorry our website isn't playing ball. Its the wrong link

https://www.youtube.com/watch?v=RZZOUq-FoG0
1) ice crowd

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
and confidential and are intended solely for the stated recipient(s). 
Any views or opinions presented are solely those of the author and do 
not necessarily represent those of the Company. If you are not the 
intended recipient, be advised that you have received this e-mail in 
error and that any use, dissemination, forwarding, printing, or copying 
of this e-mail is strictly prohibited. If this transmission is received 
in error please kindly return it to the sender and delete this message 
from your system.

On 21/03/2014 11:17, Alastair Hearsum wrote:

Correction


http://www.glassworks.co.uk/video/model-britainsearch-type=brandterm=talk
1) Ice crowd



Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, 
private and confidential and are intended solely for the stated 
recipient(s). Any views or opinions presented are solely those of the 
author and do not necessarily represent those of the Company. If you 
are not the intended recipient, be advised that you have received this 
e-mail in error and that any use, dissemination, forwarding, printing, 
or copying of this e-mail is strictly prohibited. If this transmission 
is received in error please kindly return it to the sender and delete 
this message from your system.

On 21/03/2014 11:12, Alastair Hearsum wrote:

Folks

We had a chat with a senior chap at Autodesk. There was hint of 
surprise at one use of ICE that I mentioned in passing. I think we 
over estimate the understanding of what ICE gets used for and its all 
pervading usefulness. I'd like to invite people to share their ice 
work especially if its more obscure (without giving away your trade 
secrets obviously). Here are some starters for us. Please keep the 
explanations as short as possible to attract Autodesk to read them.


http://www.glassworks.co.uk/video/love
1) Fine feathers created totally with ice strands
2) Feather system created in ice
3) Cats fur : ice strands

http://www.glassworks.co.uk/video/tadpoles-master
1) Totally ice strand vegetation
2) Ice driven water surface
3) Render tadpoles have ice compound which auomatically detects the 
shot number and selects the correct cache


http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
1) Ice creating the cotton balls unravelling

http://www.glassworks.co.uk/node/549
1) Ice crowd

http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
1) Object IDs picked up in ice and use to assign materials of 
supermarket aisle items


https://vimeo.com/87096859
Some holes aesthetically
1) ice rigid body pens transferring their attributes to lagoa ice 
fluid melted pens

2)Ice fracturing bottle

http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
1) Intervened in Momentum ice plugin to extract vectors and modulate them

http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
1) Hair created from scratch in ice strands including clumping

http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview
1) Ice rigid bodies combine with ice syflex and custom hand cooked 
verlet for the strings


And many many more.


--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered 
office 25 Harley Street, London, W1G 9BR. VAT registration number: 
86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, 
private and confidential and are intended solely for the stated 
recipient(s). Any views or opinions presented are solely those of the 
author and do not necessarily represent those of the Company. If you 
are not the intended recipient, be advised that you have received 
this e-mail in error and that any use, dissemination

Re: What use is ICE really?

2014-03-21 Thread Alastair Hearsum

Great stuff

Keep it all coming everyone


A

Alastair Hearsum
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GLASSWORKS
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On 21/03/2014 12:58, Sebastian Kowalski wrote:

http://www.sekow.com/subaru_carparts
„vegetation“ system, rigs (character, flowers, camera), instancing 
galore, procedural aov management and so many more.. whole job would 
not been possible without ICE.


http://www.sekow.com/catrice_color
more ’traditional’ simulation. dust, fluids and shatter.. additional 
render support

but again, crucial in scene management.

http://www.sekow.com/kaercher_breeze
dirt, bubbles and some fluids

http://www.sekow.com/schwab_rollover
pseudo swarm behavior and modeling

http://www.sekow.com/anz
neural networks out of strands, completely direct-able, no simulation 
involved at all.


https://vimeo.com/89426397
post it setup, stop motion behavior .. technical animation

there is so much more, I use it every friggin day. the most fun I have 
lately is in building whole scene management systems using just string 
type nodes.

the tight relationship to the render tree.. damn I could cry

.sebastian

———
http://www.sekow.com



Am 21.03.2014 um 13:32 schrieb Paul Doyle technove...@gmail.com:

Sorry if it was already linked, but there's a nice vimeo group for 
ICE videos here: https://vimeo.com/groups/ice


Shows a lot of work as well as plugins and other capabilities.


On 21 March 2014 08:26, Paul Griswold 
pgrisw...@fusiondigitalproductions.com 
mailto:pgrisw...@fusiondigitalproductions.com wrote:


I typically use ICE for motion graphics.  I try to avoid
simulation as much as possible so I can have artistic control
over the results.

To me, fluid simulation is the absolute last thing I would be
interested in or need.

-Paul



On Fri, Mar 21, 2014 at 8:06 AM, Juan Brockhaus
juanxsil...@gmail.com mailto:juanxsil...@gmail.com wrote:

Hi,

totally agree with Jacob.
can't talk about the project at the moment, but...

I'm building shapes/objects made out of dominoes. I made
different compounds to stack and pile dominoes in different
ways and methods. And if the shapes/objects I have to create
(and even the domino) change, it is all instantly updated.
Only right at the end I add a Sim node and the whole things
collapses... (obviously controlled with nulls, forces,
etc...) The Sim is the last 5% of what I use ICE for.


and another non-sim-ICE use example

http://www.themill.com/work/qoros/shredder.aspx
in most shots ICE to shred the car, keep rendernormals
intact, bind HiRes to LowRes, etc (no sim, this is all hand
animated...)


Juan


On Fri, Mar 21, 2014 at 12:02 PM, Alastair Hearsum
hear...@glassworks.co.uk mailto:hear...@glassworks.co.uk
wrote:

sorry our website isn't playing ball. Its the wrong link

https://www.youtube.com/watch?v=RZZOUq-FoG0

1) ice crowd

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182 tel:%2B44%20%280%2920%207434%201182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at
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registration number: 86729)
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Re: ICE - When will we have todays functionality in Maya?

2014-03-21 Thread Alastair Hearsum

Hi Adrian

I'm no egg head so forgive the simplicity of my question. Would this 
platform agnostic scenario actively prevent any of the procedures and 
scenarios that we currently use ICE for?  Is ICE */so/* functional 
because its embedded in Softimage?  Can we have the same functionality 
with a non embedded engine?


Alastair

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
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On 21/03/2014 16:53, Adrian Graham wrote:

Ah, but may I respectfully point out that this was one of the problems with 
ICE, in that its complete and total integration into Softimage makes it 
difficult to engineer and manage, from a software and, unfortunately, a 
marketing point of view.

Most modern software libraries are platform-agnostic, and this is what we're 
aiming for with Bifrost. The problem with ICE is that you had to use Softimage 
in order to gain access to it. Nothing against Softimage, just that you're 
limiting ICE's exposure to the industry at large.

Would a renderer be more or less popular if it only worked with Maya, and not 
with Max or Houdini? No, it should be available on all applications, on all OSs 
if you want it to be successful.

Adrian




Re: ICE - When will we have todays functionality in Maya?

2014-03-21 Thread Alastair Hearsum

I agree with martin peter and juan

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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On 21/03/2014 17:16, Juan Brockhaus wrote:

totally agree with Martin and Peter.
that's exactly what I'm also very much interested in.
will BiFrost be as versatile as ICE? ;-)

Juan



On Fri, Mar 21, 2014 at 5:09 PM, Peter Agg peter@googlemail.com 
mailto:peter@googlemail.com wrote:


Future releases could encompass more types of solvers (rigid,
cloth, fluid, liquid, etc, all interacting). And from there, it
would be amazing to see more procedural geometry generation,
destruction and stuff like that.

Just stepping away from solvers etc for a moment though: could I
use Bifrost to do something un-simulated and simple like (for
argument's sake) add the frame number onto the vertex y positions
on an object if they're inside the volume of a polygon sphere?

I know personally I'm not worried about the big effects, it's the
small day-to-day 'simple' stuff which is where I'm concerned about
not having ICE.


On 21 March 2014 16:53, Adrian Graham adrian.gra...@autodesk.com
mailto:adrian.gra...@autodesk.com wrote:

Ah, but may I respectfully point out that this was one of the
problems with ICE, in that its complete and total integration
into Softimage makes it difficult to engineer and manage, from
a software and, unfortunately, a marketing point of view.

Most modern software libraries are platform-agnostic, and this
is what we're aiming for with Bifrost. The problem with ICE is
that you had to use Softimage in order to gain access to it.
Nothing against Softimage, just that you're limiting ICE's
exposure to the industry at large.

Would a renderer be more or less popular if it only worked
with Maya, and not with Max or Houdini? No, it should be
available on all applications, on all OSs if you want it to be
successful.

Adrian

From: softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
Chris Marshall
Sent: Friday, March 21, 2014 6:52 AM
To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Subject: Re: ICE - When will we have todays functionality in Maya?

I think we can see there's some reason to look into Bifrost,
but I also have a nagging feeling it's simply never going to
achieve the same level of functionality as ICE, for the very
reason ICE is essentially being shut down. ICE does what it
does and is so much more than a particle system, because it is
built into the very core of Softimage. To attempt to make
Bifrost 'future proof' they are deliberately *not* building it
into the core of Maya, thus allowing for the potential for it
to be standalone and / or plugged into other software /
platforms at a later date. But by approaching it in this way,
it'll only ever be a bolt on, that surely can never achieve
that level of flexibility that we have with ICE at the heart
of Softimage. It feels that the very thing that makes ICE such
an amazing tool is actually causing it's downfall, and is the
reason Bifrost can never replace it. And that totally sucks!



On 21 March 2014 10:29, Juan Brockhaus juanxsil...@gmail.com
mailto:juanxsil...@gmail.commailto:juanxsil...@gmail.com
mailto:juanxsil...@gmail.com wrote:

Hey Adrian,
this is some great info here. and makes me suddenly feel
spmehow better ;-)
maybe in two/three years time, when Soft slowly falls back
(just due to no further development) BiFrost will be in a
state where it can take over...? (wishful thinking)
If I read between

Re: A confession

2014-03-20 Thread Alastair Hearsum

thankyou


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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On 19/03/2014 22:32, Raffaele Fragapane wrote:
Sorry Luce-Eric, I have to disagree with this, and I find your 
examples defeat your own argument.
I have had years to develop muscle memory in Maya, and I'm comfortable 
nearly anywhere in the software, at least everywhere I might need to 
be, and it's still very frequently an uphill struggle.


Maya is hugely inconsistent, especially in the views you mention, 
compared to Softimage.
You can get to decent operational speed in Maya, but a double digit 
number of years in I still have to write a script for something at 
least once a week... when it can be written at all.


The main problem is twofold. The first part is that Maya absolutely 
requires you become a power user with an intimate understanding of the 
choices and modes of operation to be fluid when working. There is no 
hints to shortcuts, the shortcut editor is a mess, A LOT of absolutely 
key day one stuff is simply not available in the interface (if you 
don't watch a tutorial you will never find you need insert and x,c,v 
on a constant basis), and in general it actively discourages 
exploration by being punishing of any single mistake.
Comparatively speaking Soft is a lot more in your face and immediate. 
Even if you don't know the software you can usually bumble your way 
around into finding what you need and first develop knowledge of 
what's available, and then developing muscle memory through simple 
repetition.


The second part is developing muscle memory itself.
You're a UI guy, I'm sure you've read your literature on user 
experience, learning patterns, conditioning and so on.
XSI will generally confront you with about four or five key 
interaction models, and it hardly ever excepts them. Everything is a 
sticky key, every menu unfolds and works the same way, every panel 
toggles and offers options the same way and has functionality 
aggregated nearby that is generally understandable and correlated by 
similar rules.

Conversely, Maya requires constant exceptions to learning.
Altering interaction, which should all be part of the same learning 
group, is inconsistent. Some modifiers are sticky. Snapping is 
semi-sticky, as in it sticks only if you enter snapping before you 
draw/drag, whereas some things are completely non sticky, such as 
moving a pivot.
Menus are generally click through, unless you access them from the 
hotbox, in which case they are, uselessly, hold-to-traverse.


I could write you a long list, but my point is that while I do find 
people being excessively contrary and biased, but can't blame them for 
it given the situation, lets not pretend Maya's user experience is 
comparable but different: it simply isn't, and there's work to do. 
Hopefully H-Maya will go part or all the way to address it, but there 
are some very, very fundamental issues that worked their way backwards 
into the actual functional guts of Maya coming from its extremely 
poor, inconsistent, frustratingly fragmented and arbitrary interaction 
model.


The GUI itself is probably not even worth discussing in depth. I mean, 
no arbitrary viewport arrangement after 16 years? F'in Seriously? And 
if you want me to use the stupid buttons on the left you're not even 
providing one with the left view vertical and a horizontal split on 
the right? Only the opposite. Come on, Luc, get on it and fix that 
shit already :p You did infinitely better work than this on XSI, bring 
it to Maya if you want people to use and don't be dismissive of 
people's opinions by saying you can only compare power-user 
experiences (beside the fact a Soft Power User will run circles around 
a Maya one in nearly any task when it comes to interaction).



On Thu, Mar 20, 2014 at 1:45 AM, Luc-Eric Rousseau 
luceri...@gmail.com mailto:luceri...@gmail.com wrote:


None of these products are for newbies; we spent years learning
Softimage. Sounds like you wanted to edit a history node, doing a
procedural modification

A confession

2014-03-19 Thread Alastair Hearsum

Folks

Here is a confession. I've never used Maya! Not really. I've had a 
little poke every now and again but no more than make a sphere and spin 
round it.


Now, the lack of Maya knowledge may diminish the value of my comments in 
some eyes but I think that , on the contrary, it puts me in quite a good 
position to appraise the software at a certain level. Here is an example 
of the trouble I'm having that may bring a smile to people's faces. But 
first just a couple of more sentences before I reveal my difficulty. I 
like to bill myself as the sensitive artist/animator who is technically 
all fingers and thumbs, like the woman by the side of her broken down 
car waiting on a big strong man to help her out. The truth is that its 
not true. I do have a degree in Fine Art but I also studied maths and 
physics at university and programmed extensively in Lisp in my first 
job. So I'm not stupid BUT:


*I'm on my third night trying to adjust the resolution of a sphere after 
I have applied n-cloth to it!*


Isn't that incredible?  Its one example plucked from many experienced by 
people I work with who can and have used Maya. Its symptomatic of the 
all encompassing interface workflow issues that Maya has that I think 
are really fundamental problems and more important in some ways than 
headline large features.  Admittedly I had had a couple of glasses of 
wine by that point and it was a casual , before bedtime attempt to try 
something out but I had already twice asked my colleague at work to 
explain what the procedure was and I followed what he was doing at the time.


So there you have it. Is it me.?

Alastair

--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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Re: A confession

2014-03-19 Thread Alastair Hearsum

Graham

I think its disingenuous to ascribe the difficulties people have in 
doing things in Maya only to the workflow being different. It was simple 
example I gave and I would have hoped that it would have highlighted the 
Maya workflow as being, dare I say, bad. I hope you don't mind the 
analogy here but the first step to an alcoholics recovery is admitting 
the problem. Marc Stevens went as far as he could in the webinar in 
conceding that there may be qualitative differences in the 
Maya/Softimage interface workflow scenario and that it is something that 
you are looking at


So yes, different, but lets not shy away from calling a spade a spade.

Alastair


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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On 19/03/2014 11:31, Graham Bell wrote:

I've use both Maya and Softimage (XSI) for years, and the problem (imo) that 
many will make is that they're two different applications. You simply can't go 
into one and expect it to work in the same way to something else. This is no 
different to when jumping to Modo, Houdini, or Max.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
Sent: 19 March 2014 11:19
To: softimage@listproc.autodesk.com
Subject: Re: A confession

You shouldn't rely too much on the outliners, they are nowhere near what SI 
Explorer is. But if you must, and want to open multiple outliners ala 
Softimage, you can do it with something like this:

// MEL
//-
window -t Outliner -wh 200 500;
frameLayout -labelVisible false;
string $panel = `outlinerPanel`;
showWindow;
//-

Yeah, you have to script a lot in Maya. Even for stupid things like this.

Knowing basic scripting in SI is very useful, but in Maya, not knowing basic 
scripting may be critical.

Martin


On Wed, Mar 19, 2014 at 6:51 PM, Ivan Vasiljevic 
klebed...@gmail.commailto:klebed...@gmail.com wrote:
You should go with something more simpler for start:
Try opening few outliners as you would often have few explorer opened in SI.





Re: A confession

2014-03-19 Thread Alastair Hearsum

Graham

Sorry , I just can't accept that. We have very experienced people here 
who have used Maya a lot in production. I trust them implicitly. They 
produce some of our best work. They are not raving newbies and have 
shown repeatedly their willingness and ability to embrace new technology 
and workflows. Its not only from my lack of experience that I have 
formed my opinions. I'll say it again, Maya's interface and general 
workflow leaves a lot to be desired. If you want to listen and you have 
a genuine desire to improve Maya, this what we are saying.


Alastair


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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On 19/03/2014 13:25, Graham Bell wrote:

I'm not being disingenuous at all, only that this is a common problem when 
people jump from one software to another. I've seen this many times from users 
where they start in another package and try to do the exact same workflow, only 
to then become frustrated.

You can't jump to something else and expect it to work in the same way, you 
simply can't. It's a recipe for disaster. And it's all too easy to label 
something as being bad.
I'm not saying that Maya's workflow is superior either. There are things I like 
and hate about Maya, but you could also say the same about Softimage and any 
software package to be fair.
I think it was Luc-Eric who said in a previous post that apps have their set of 
compromises, which we essentially accept.

Chris has mention on work starting to improve Maya's UI and I welcome that. And 
if there some Softimage goodness in there, then I welcome that too.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alastair Hearsum
Sent: 19 March 2014 12:45
To: softimage@listproc.autodesk.com
Subject: Re: A confession

Graham

I think its disingenuous to ascribe the difficulties people have in doing 
things in Maya only to the workflow being different. It was simple example I 
gave and I would have hoped that it would have highlighted the Maya workflow as 
being, dare I say, bad. I hope you don't mind the analogy here but the first 
step to an alcoholics recovery is admitting the problem. Marc Stevens went as 
far as he could in the webinar in conceding that there may be qualitative 
differences in the Maya/Softimage interface workflow scenario and that it is 
something that you are looking at

So yes, different, but lets not shy away from calling a spade a spade.

Alastair

Alastair Hearsum
Head of 3d
[GLASSWORKS]
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.ukhttp://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 25 
Harley Street, London, W1G 9BR. VAT registration number: 86729)
Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private and 
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On 19/03/2014 11:31, Graham Bell wrote:

I've use both Maya and Softimage (XSI) for years, and the problem (imo) that 
many will make is that they're two different applications. You simply can't go 
into one and expect it to work in the same way to something else. This is no 
different to when jumping to Modo, Houdini, or Max.





From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara

Sent: 19 March 2014 11:19

To: softimage

Re: A confession

2014-03-19 Thread Alastair Hearsum
Sorry Luc If you re-read my last mail I'm talking about the opinions of 
my colleagues who know how to use it.


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
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On 19/03/2014 14:45, Luc-Eric Rousseau wrote:


None of these products are for newbies; we spent years learning 
Softimage. Sounds like you wanted to edit a history node, doing a 
procedural modification. You'd open the node editor or try the input 
section of the channel box. This is a first days stuff. We would 
probably not have had a render tree in XSI if we had focused on 
simplicity over power. And certainly not Ice. God you have to guess 
node name and search for them, are you kidding me. Even with classic 
simulation it's not always obvious to know what to select and when to 
call menu. There is all sort of stuff we just learn - the measure of 
usability is how well you can do more complex stuff once you know the 
basics


On Mar 19, 2014 9:55 AM, Alastair Hearsum hear...@glassworks.co.uk 
mailto:hear...@glassworks.co.uk wrote:


Graham

Sorry , I just can't accept that. We have very experienced people
here who have used Maya a lot in production. I trust them
implicitly. They produce some of our best work. They are not
raving newbies and have shown repeatedly their willingness and
ability to embrace new technology and workflows. Its not only from
my lack of experience that I have formed my opinions. I'll say it
again, Maya's interface and general workflow leaves a lot to be
desired. If you want to listen and you have a genuine desire to
improve Maya, this what we are saying.

Alastair


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182 tel:%2B44%20%280%2920%207434%201182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at
glassworks.co.uk http://glassworks.co.uk
(Company registered in England with number 04759979. Registered
office 25 Harley Street, London, W1G 9BR. VAT registration number:
86729)
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On 19/03/2014 13:25, Graham Bell wrote:

I'm not being disingenuous at all, only that this is a common problem when 
people jump from one software to another. I've seen this many times from users 
where they start in another package and try to do the exact same workflow, only 
to then become frustrated.

You can't jump to something else and expect it to work in the same way, you 
simply can't. It's a recipe for disaster. And it's all too easy to label 
something as being bad.
I'm not saying that Maya's workflow is superior either. There are things I 
like and hate about Maya, but you could also say the same about Softimage and 
any software package to be fair.
I think it was Luc-Eric who said in a previous post that apps have their 
set of compromises, which we essentially accept.

Chris has mention on work starting to improve Maya's UI and I welcome that. 
And if there some Softimage goodness in there, then I welcome that too.


From:softimage-boun...@listproc.autodesk.com  
mailto:softimage-boun...@listproc.autodesk.com  
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alastair Hearsum
Sent: 19 March 2014 12:45
To:softimage@listproc.autodesk.com  mailto:softimage

Re: A confession

2014-03-19 Thread Alastair Hearsum

Graham

I may well be imposing my own emphasis on the word totally in your 
sentence:


I don't accept that Maya's UI and workflow is 'totally' crap.

But you have put quotations round the word. Would I be wrong in 
rephrasing your sentence to be:


.Maya's UI and workflow is crap but not totally

Alastair

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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On 19/03/2014 14:45, Graham Bell wrote:

I totally agree.

I'm not defending Maya as some kind of perfection, far from it. But at the same 
time, I don't accept that Maya's UI and workflow is 'totally' crap. I actually 
like various bits of Maya, but are there big chunks of it that need addressing? 
You betcha. And I'm all for change and I'd love to have Softs rendering 
'system' in Maya, but I would also echo what Marc Stevens said in that I 
wouldn't perhaps copy/paste a feature, but take the best and build something 
new.

G

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jacob Gonzalez
Sent: 19 March 2014 14:28
To: softimage@listproc.autodesk.com
Subject: Re: A confession

Hi Graham

Apart from a shot experience using Maya I also did the same with Houdini. And 
again i was rendering. With Houdini I was frustrated the first few days as I 
felt I could do things quicker in Soft. But it was much more interesting than 
Maya since I could see the potential. After 3 weeks rendering with houdini I 
was actually quite happy about it. It's flexible, powerful and let's the artist 
enjoy a rendering workflow. My experience with Maya was totally the opposite.

I don't have a massive experience with either Houdini or Maya, just a short 
one. But I am very experienced with Soft and I now what it works for me and 
what it doesnt.

If AD makes rendering in Maya as nice as in XSI, takes ICE into Maya, etc. 
I would be very happy, sincemost likely I will be switching to Maya -  but I 
doubt they will.

J

On Wed, Mar 19, 2014 at 2:08 PM, Perry Harovas 
perryharo...@gmail.commailto:perryharo...@gmail.com wrote:
Maya = WorkDrip
Softimage = WorkFlow



On Wed, Mar 19, 2014 at 9:59 AM, Gaël Honorez 
g...@nozon.commailto:g...@nozon.com wrote:
We are using maya here for a dozen of years, but we are still trying to run 
away from it on every occasion possible.

Today, we read the what's new page for maya 2015.

Maya 2015 addresses at least 30 workflow obstacles identified as high priority by 
customers.

That sentence make us laugh during all launch break. I don't know what 
customers you asked, but I can tell you 30 workflow problems in the color 
picker alone.

I just hope you forgot a 0 somewhere.




On 19/03/2014 14:25, Graham Bell wrote:
I'm not being disingenuous at all, only that this is a common problem when 
people jump from one software to another. I've seen this many times from users 
where they start in another package and try to do the exact same workflow, only 
to then become frustrated.

You can't jump to something else and expect it to work in the same way, you 
simply can't. It's a recipe for disaster. And it's all too easy to label 
something as being bad.
I'm not saying that Maya's workflow is superior either. There are things I like 
and hate about Maya, but you could also say the same about Softimage and any 
software package to be fair.
I think it was Luc-Eric who said in a previous post that apps have their set of 
compromises, which we essentially accept.

Chris has mention on work starting to improve Maya's UI and I welcome that. And 
if there some Softimage goodness in there, then I welcome that too.


From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Alastair Hearsum
Sent: 19 March 2014 12:45
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: A confession

Graham

I think its disingenuous to ascribe the difficulties people have in doing

Re: Maya UI aesthetics

2014-03-19 Thread Alastair Hearsum

Eugene

Brilliant brilliant brilliant. Exactly. Very well put.

I often think of the analogy of mobile phones. Before Apple (and don't 
get me wrong here, I'm no Apple fan boy) you had flip phones, slidey 
phones, phones with loads of keys, phones with few all sorts of ugly 
shapes and ill considered graphics. Apple came along and you thought how 
could it have been any other way. That is what you are aiming for and, 
to an extent, what Softimage has. It has been designed with some 
thought. The Maya UI has not been designed by a good designer.


Alastair

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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On 17/03/2014 11:21, Eugen Sares wrote:

Cite from Chris Vienneau:


As for the workflows we have an internal project called Project H 
(or Humanize Maya) where we are working with all sorts of users from 
students to pros to studios to come up with proposals to the problems 
that have come up here and in the Maya user base. We invite anyone 
here and many of you have taken up our offer to contribute and it is 
up to us to show that we are delivering over the next two years 
during the transition period. If we don't at the end than you will 
all have choices and plenty of time to evaluate your options.



'Humanize Maya'... I like that!
It brings me to a topic that often seems to falls short in discussions 
about a user interface, due to the technical nature of 3d 
applications: aesthetics/readability.
Not workflow logic/consistency/ergonomics, which are of course 
absolutely vital (and also one of Maya's big weaknesses, but I'm 
leaving this out intentionally for now), but just the sheer visual 
appearance.

An equally important piece in the puzzle in my opinion.
As someone with an education and background in graphics design, I dare 
to say that Maya's UI is ugly. Like the devil's old grandmother.

Why?
Imagine the cockpit of a jet plane riddled with such a motley bunch of 
deranged elements and icons... get the point?
Presenting complexity in a way that can be processed by our visual 
cortex with the least effort is an art form, and Maya fails miserably. 
Softimage did it right.
Ironically, where Maya shows it's qualities mostly (...) is as a 
studio 'backbone' - exactly where you would least expect people 
fancying funny little fiddly colored icons.

Like putting a hello kitty sticker on the airplane's throttle control
Some recommendations:
Generally, reduce the visual clutter! Hide everything that isn't 
important - show in only in the proper context.
Hire graphics designers, in addition to user interface designers, if 
you didn't already - the best you can find. The ones with a good taste.

Text instead of icons, wherever you can!
For me, it's no question that text is easier to 'read' than icons, 
from a certain (quite low) level of complexity on. A simple arrow is 
ok, but just don't tell me most of those Maya icons are intuitive...
Tastes are different, true, but at least give the user the option to 
switch icon/text, or both!

Offer a colorless UI scheme, or at least one with a much reduced palette!
Make the UI steplessly scalable! You probably have the chance now, 
after all you use Qt.
The hypergraph/hypershade icons, also the Bifröst nodes, from what I 
see... horrible design. Compare this to ICE!
Try to find a color code where the different colors have the same 
lightness. E.g. dark blue is barely visible, and you get a confusing 
and misleading visual contrast between elements of equal importance.
Get inspired... Softimage has this noble, modest and efficient 
appearance. Windows Metro - if Microsoft has the courage for such a 
step, maybe you do, too.

Less is more - I can't think of a better example of that old saying!
We all eat with our eyes also, don't we, and after all 3d users are 
mostly visual people (sometimes I'm not so sure about developers).
All this might sound superficial, but when it helps keeping track, it 
ain't anymore.
And, finally, what harm is done when your girlfriend puts one some 
mascara... ; }

Thanks for your

Stand up and be counted

2014-03-17 Thread Alastair Hearsum

Hello

Could I be so bold as to encourage everyone out there to petition the 
prominent people in their organisations to stand up and make a 
statement. Outside the list would be most beneficial. Do they have 
journalistic contacts, open letters etc. The deed may be done but we 
want to have a voice, if Maya is a choice, into what the development 
priorities are. And, I may be being melodramatic here, we want them to 
look into our eyes are they are twisting the knife.


Thanks


Alastair Hearsum


--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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Re: Stand up and be counted

2014-03-17 Thread Alastair Hearsum

I've tried but need an introduction
Can anyone introduce me?

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
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On 17/03/2014 14:14, Halim Negadi wrote:

Alastair, how about starting the same thread on 3D pro ?


On Mon, Mar 17, 2014 at 3:11 PM, Michal Doniec doni...@gmail.com 
mailto:doni...@gmail.com wrote:


I meant he is not on the list


On 17 March 2014 14:10, Michal Doniec doni...@gmail.com
mailto:doni...@gmail.com wrote:

Dave is on the list. He's be thrown off the list 15 years ago :)


On 17 March 2014 13:35, Andi Farhall hack...@outlook.com
mailto:hack...@outlook.com wrote:

I wonder what Dave Levy thinks? I'm sure he's listening?

you there Dave?

Do I need to tempt you with a spoon?

A.





...
http://www.hackneyeffects.com/
https://vimeo.com/user4174293
http://www.linkedin.com/pub/andi-farhall/b/496/b21


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From: perryharo...@gmail.com mailto:perryharo...@gmail.com
Subject: Re: Stand up and be counted
Date: Mon, 17 Mar 2014 08:10:14 -0400
To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com


Alastair,

This is exactly what is needed. Thank you for stating this
(and STARTING this)!

Perry



On Mar 17, 2014, at 4:32 AM, Alastair Hearsum
hear...@glassworks.co.uk
mailto:hear...@glassworks.co.uk wrote:

Hello

Could I be so bold as to encourage everyone out there
to petition the prominent people in their
organisations to stand up and make a statement.
Outside the list would be most beneficial. Do they
have journalistic contacts, open letters etc. The deed
may be done but we want to have a voice, if Maya is a
choice, into what the development priorities are. And,
I may be being melodramatic here, we want them to look
into our eyes are they are twisting the knife.

Thanks


Alastair Hearsum


-- 
Alastair Hearsum

Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182 tel:%2B44%20%280%2920%207434%201182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found
at glassworks.co.uk http://glassworks.co.uk
(Company registered in England with number 04759979.
Registered office 25 Harley Street, London, W1G 9BR.
VAT registration number: 86729)
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Autodesk response

2014-03-17 Thread Alastair Hearsum

Hello

Following this article
http://www.creativebloq.com/3d/rip-softimage-reaction-autodesks-decision-kill-3d-software-31410967

here is Autodesk's response
http://www.creativebloq.com/3d/rip-softimage-autodesk-responds-31411033

Alastair


--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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Re: Idea- Just keep Mental Ray and FBX support - Softimage free w/Maya or Max or any Suite.

2014-03-17 Thread Alastair Hearsum

Julian

Great. Articulate

a


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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On 16/03/2014 08:47, Julian Johnson wrote:

On 15/03/2014 17:44, Graham Bell wrote:
I¹ve absolutely no doubt, but in all the time I¹ve demoed Softimage, 
even

pre-AD, there was never anyone who didn¹t like the software, tech or
couldn¹t see the potential benefits. However despite this, it wasn¹t 
easy

for people to simply adopt.
We could easily lead the horse to water, but never make it drink.


Graham, as everyone at Autodesk seems convinced there is no market for 
Softimage what harm could there be in selling it? If the might of 
Autodesk's marketing resources had no impact then it stands to reason 
that no one else is going to be able to make a success of it. I mean 
you've tried your best, right? It's just not possible to market 
Softimage. Avid tried and failed, you tried and failed. It stands 
absolutely no chance of ever  becoming a competitor to Maya or Max as 
it's too hard to adopt. Why not, therefore, sell it on to an 
interested third party who could solely cater for the niche Softimage 
audience? Don't we all win that way? We have an interested 'owner' - 
you can focus your resources on Maya and Max and walk away with a lump 
sum for 'innovative' RD and you still have no competition. You no 
longer have an alienated and hostile Softimage customer base.


Better still, as soon as Maya becomes a more attractive option we then 
have the choice to adopt or not. Given the myriad improvements listed 
by Chris that adoption in a few years time should be a no-brainer for 
us, shouldn't it?  We can once more re-enter the Autodesk fold 
willingly and migrate to the better product. If you, Chris and Maurice 
genuinely believe in 'new' Maya and Autodesk's own marketing abilities 
it should be relatively easy to sell it to Softimage customers in a 
few years time. I'm sure we're going to be blown away by the new 
innovations that Maurice talked about. With the current roadmap and 
user input Maya will undoubtedly be a better product than Softimage is 
now. I know you wouldn't be asking us to transition to an inferior 
product - that just wouldn't make business sense. No billion dollar 
business would treat their customers that way.


Fundamentally, it seems as though if the initial decision to buy XSI 
was motivated by a desire to move the product forward and market it in 
earnest (with a genuine business case that demonstrated either more 
sales or additional revenue - and why else would you have bought XSI?) 
then there has been a colossal failure in that business plan by 
Autodesk. The burden of that failure has been placed solely on the 
customers to whom, surely, Autodesk has some level of responsibility.


And yet, that burden of responsibility doesn't seem to have been 
reflected in the manner in which Softimage is currently being EOL'd. I 
can't think of a more brutal scenario - immediate cessation of 
development; no prior warning; no safe-harbour alternative option; no 
pre-planning or understanding of the essential migratable features in 
Softimage; no in-place transition training; no concept of recompense 
for your failure; and no willingness to negotiate or ameliorate the 
terms of the EOL in any substantial way.


Julian




Re: Idea- Just keep Mental Ray and FBX support - Softimage free w/Maya or Max or any Suite.

2014-03-17 Thread Alastair Hearsum
We do TV commercials almost exclusively. No games no movies. We have the 
best tool in SI



Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
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On 17/03/2014 15:20, Dan Yargici wrote:
Hi Chris, I've had to ignore the list for the last week for personal 
reasons, so apologies if this has been mentioned somewhere across the 
myriad threads...


I keep hearing yourself, Maurice, Graham, and everyone else from 
Autodesk who have stuck their heads above the parapet continuously 
mention movies and games, movies and games, movies and games (I've 
quoted the last paragraph from you mail below).  It's always been my 
impression that most of the people on the list, and users of Softimage 
in general, are working in *broadcast and commercials*.  Without 
wanting to step out of line, it seems to me to be the crux of your 
problem here and why you find yourselves having to swim so hard 
against this raging tide of discontent and abuse.


In terms of creating broadcast and commercial graphics with it's 
associated constraints and problems, I think I speak for a lot of 
people here in saying we feel we already have the tool that we want 
and need (minus the continued feature updates and bugfixes we were 
already expecting before you dropped the bomb on us).  Neither Maya or 
Max fit that bill as cleanly.


Much akin to Brad's reference to bullet-point driven decision making, 
I think you have a large chunk of users here representing a square-peg 
which feel you are relentlessly trying to bash them through a round hole.


Just an observation, and again, apologies if this has been mentioned 
previously, it's hard to keep track coming in cold after my break...


DAN.


On Sat, Mar 15, 2014 at 3:37 PM, Chris Vienneau 
chris.vienn...@autodesk.com mailto:chris.vienn...@autodesk.com wrote:


First and foremost everyone who works at Autodesk in the ME
division including the people who used to work at Soft (there are
way more than have left) love the film and games industry and the
chance to be a part of it. The decision with Soft was a hard one
but we back it so we can focus on helping the ecosystem make
better movies and games. Innovation comes from the synergies of
all these products, platforms, hardware and your talent and
putting that on any one tool or company does not capture what is
still a vibrant passionate community. The business model right now
sucks and things need to change but there is still a bright future
ahead and many problems left to solve.



cv/






Re: a NEW open letter to Autodesk

2014-03-14 Thread Alastair Hearsum

Good stuff


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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On 14/03/2014 11:52, adrian wyer wrote:
at David Saber's suggestion, i'll start a new thread so it doesn't get 
lost in the noise;


Autodesk,

you probably don't know me, beyond a yearly subscription payment, so 
allow me to tell you about myself.


I started in the 3D industry in the 1990s, using Softimage 3D at a 
small games company, before that I'd been training myself on a 'demo' 
copy of 3DS on Dos.


From day one using Softimage it was obvious the pedigree and artist 
driven interface was light-years ahead of anything else I'd seen. When 
i moved to the post industry in Soho a few years later, i made sure 
that, even though i was working in a Lightwave house, they got me a 
copy of Softimage. Against a backdrop of Lightwave evangelists, i 
consistently produced work faster, and more elegantly than my peers. 
(this is purely down to the software, not my abilities)


For a few years i was a senior artist at the Hive, i was adrift in a 
sea of Maya users, but slowly convinced my peers that Softimage (and 
then XSI, as i was involved in the beta program) was the better 
package for quick turnaround commercial work. Gaining a regular stream 
of repeat clients, asking for me by name.


Moving on i went to head up the 3D department at MillTV, producing 
work well above the level of the budget, for television documentaries 
and drama. I worked on the tests which would convince the BBC to bring 
Doctor Who back from the dead.


My colleague and friend Dave Throssell, who again, you probably don't 
know, but who was responsible for the success of Mill3D and their many 
award winning commercials during the 1990s, all produced on Softimage, 
left the mill with me, and we started Fluid Pictures in 2006.


The decision to use XSI as our primary application was a no-brainer, 
the end-to-end ability of this software, to let an artist hit the 
ground running, without fighting the interface, or having to be a 
programmer, allowed us to produce work far in excess of the quality 
that the shrinking budgets of television should have allowed.


There is LITERALLY NO WAY we could have competed in our market, with a 
small team, using ANY other package.


Over the years ICE has become one of the reasons i come to work in the 
morning! The challenges presented by our clients become a joy to solve 
when i know i can jump into ICE, and figure out some clever way to 
shave hours or even days off production time. For us as a company, 
there really is NO alternative package, nothing does everything that 
Softimage does, nothing comes close.


And when i get stuck, i have the Softimage community.

The mailing list has been my online home since 1999, and i count some 
of its members as dear friends, without whom, again, i would have 
struggled to compete in the market place. The members are always there 
with words of encouragement and advice (and no small amount of 
ribbing!) the atmosphere is one of enlightened, grown up camaraderie.


A place where you can ask the simplest, or most complicated of 
questions, and someone will usually be there to help you out.


Finally, i would like to posit a suggestion, that may be too late, but 
would impress upon you to consider;


Softimage, with a little love, and a little investment, coupled with 
better marketing strategy, could well be your missing effects 
pipeline. Your Houdini.


Is there a way for the developers, and the third party guys, to work 
together with you, to take Softimage forward, to bridge the gap until 
Bifrost is mature, and become your fx software? By all means keep it 
in the suites, concentrate mainly on bug fixes, but please, don't kill 
our baby!


a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829


adrian.w...@fluid-pictures.com 
blocked::blocked::blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com


www.fluid-pictures.com 
blocked::blocked::blocked::blocked::blocked::blocked::http://www.fluid

MAYA community

2014-03-14 Thread Alastair Hearsum

Folks

Doses anyone know the equivalent of this list for Maya users? I wanted 
to pose some questions to them.


Alastair

--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
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Re: MAYA community

2014-03-14 Thread Alastair Hearsum

Thanks

The questions I wanted to pose were more along the lines of :

Are there Maya users here with direct experience of Softimage or who 
work alongside Softimage users in a larger facility who have opinions 
about what Softimage functionality they envy
The aim is to get some counterpoint from that side of the equation to 
use in any discussions with Autodesk.


The other type of question I have is something like
I want to make a sphere and move it somewhere over time  (as I 
struggle manfully with dark lord, but I'm not making them too public yet.


Alastair

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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On 14/03/2014 14:05, Tim Leydecker wrote:

You might like to google:

maya_he3d google group

https://groups.google.com/forum/#!forum/maya_he3d

There´s many of the long-time Maya users there that transitioned
from the old/closed m...@highend3d.com listserver.

The volume is quite low. For specific questions you may as well
probably go ahead and ask Stefan Andersson or Matt Estela.

I think Matt set it up, in case you want to subscribe.

Cheers,

tim





On 14.03.2014 13:44, Alastair Hearsum wrote:

Folks

Doses anyone know the equivalent of this list for Maya users? I 
wanted to pose some questions to them.


Alastair

--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered 
office 25 Harley Street, London, W1G 9BR. VAT registration number: 
86729)

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Re: More XSI Monkey business by The Mill

2014-03-14 Thread Alastair Hearsum

Yep. Nice work there.


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
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25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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On 14/03/2014 14:33, Morten Bartholdy wrote:


While we are talking about why we want to keep using XSI, here goes 
another very good reason:


http://www.youtube.com/watch?v=TQo0Qtr5iU8

Morten





Re: MAYA community

2014-03-14 Thread Alastair Hearsum

Thanks Ivan

You'll do for starters although a way of posing this question to a wider 
Maya user group would be good. The question is:


Are there Maya users here with direct experience of Softimage or who 
work alongside Softimage users in a larger facility who have opinions 
about what Softimage functionality they envy


The top 5 favourite features from our lovely Softimage list goes 
something like:


1) Clean elegant efficient user interface and logical workflow: enabling 
us to get things done quicker and with less pain. This so important and 
a really fundamental part of the fabric of the software.
2) ICE: its seamless powerful and all pervading presence; everything can 
connect to and control everything else
3) Render pass and partition system. It is absolutely robust and does 
all you expect. Indespensible.
4) Live operator stack and construction history.  Its all alive all of 
the time enabling highly complex layering of effects and processes

5) Animation, modelling and rigging toolsets. They are peerless.


Alastair


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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On 14/03/2014 15:13, Ivan Vasiljevic wrote:

Hello there.

@Alastair: I've starter with Maya 7-8 years ago and 4 years ago I 
had to switch to Softimage since I got my first job at Softimage 
facility back in the time. If there are any questions feel free to 
ask, here or of the list, I'll be pleased to answer.


Cheers,
Ivan.


On Fri, Mar 14, 2014 at 3:58 PM, Emilio Hernandez emi...@e-roja.com 
mailto:emi...@e-roja.com wrote:


Hey Alastair.  It is funny you mention the sphere approach for
evaluate the simplicity and how intuitive a program is.

The sphere model and animate from frames 1 to 100 paradigm,  is
the one I used when I switched from 3D Studio to Softimage 3D.

Without opening any manual I sat at a Softimage workstation, and I
was able to create a sphere, translate it to an x position at
frame 1, set a key and then translate it again to another position
at frame 100 and set a key, and playback in 5 minutes.

This paradigm is something I have used from ever since to evaluate
how fast or slow I can start interacting with a new software, and
gives me a first approach of the learning curve.

I am not going to comment my experience in Maya when I applied
this same paradigm about 10 years ago...  But the result was that
I uninstalled Maya from the workstations at my former studio even
that the Autodesk sales rep at that time, left me with Maya open
demo licenses that had some synth music when he was installing
them in my computers.



---
Emilio Hernández   VFX  3D animation.


2014-03-14 8:41 GMT-06:00 Alastair Hearsum
hear...@glassworks.co.uk mailto:hear...@glassworks.co.uk:

Thanks

The questions I wanted to pose were more along the lines of :

Are there Maya users here with direct experience of Softimage
or who work alongside Softimage users in a larger facility who
have opinions about what Softimage functionality they envy
The aim is to get some counterpoint from that side of the
equation to use in any discussions with Autodesk.

The other type of question I have is something like
I want to make a sphere and move it somewhere over time  (as
I struggle manfully with dark lord, but I'm not making them
too public yet.

Alastair

Alastair Hearsum
Head of 3d
GLASSWORKS

33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182 tel:%2B44%20%280%2920%207434%201182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at
glassworks.co.uk http://glassworks.co.uk
(Company registered in England with number 04759979.
Registered office 25 Harley Street, London, W1G 9BR. VAT
registration number: 86729

YOUR TOP 5

2014-03-13 Thread Alastair Hearsum

Hello

It seems as if I may have some contact with Autodesk shortly! I want to 
be armed with some points. What I'd like is your top 5 features that 
make Softimage great that we'd miss if we migrated to something else.


Please don't give me more than 5 and please don't go on too long 
describing them (It takes a while to read all the posts).


Thanks

Alastair

--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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Re: YOUR TOP 5

2014-03-13 Thread Alastair Hearsum

Hi Maurice

I've started a thread that you might be interested in.

Alastair


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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On 13/03/2014 09:54, Alastair Hearsum wrote:

Hello

It seems as if I may have some contact with Autodesk shortly! I want 
to be armed with some points. What I'd like is your top 5 features 
that make Softimage great that we'd miss if we migrated to something 
else.


Please don't give me more than 5 and please don't go on too long 
describing them (It takes a while to read all the posts).


Thanks

Alastair

--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
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Re: A more graceful retirement - my counter offer

2014-03-13 Thread Alastair Hearsum

Hi Maurice

As I've mentioned I've asked fellow SI users for their top 5 SI features 
and why they are passionate about them. This would be useful reading if 
you want our input.


Alastair

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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On 13/03/2014 08:34, Maurice Patel wrote:

Hi Tim,
I don't think anyone here at Autodesk would disagree with you there. Softimage 
and 3ds Max were designed very much to be out of the box. Maya was designed 
differently. But Maya users have been asking for more artist friendly workflows 
and tools out of the box and we believe we can do this and do this really well. 
We are looking for input from Softimage users too.
maurice

Maurice Patel
Autodesk : Tél:  514 954-7134


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
Sent: Thursday, March 13, 2014 4:20 AM
To: softimage@listproc.autodesk.com
Subject: Re: A more graceful retirement - my counter offer

Comparing Maya and Softimage jobs/projects I worked on for the last 10-15 yrs, I would 
come to the conclusion that I worked on many almost vanilla install
Softimage projects while the Maya projects involved a significantly higher 
amount of using scripted extensions and plug-in functionality.

That may boil down to the Softimage projects I was involved in being more from 
the commercials side of jobs while the Maya projects where often incorporating 
bigger teams or bigger promises made in advance.

Currently, I´m on a Maya centric project, myself doing all the modeling in 
Softimage, creating assets and handing them off into the Maya pipeline.

The reason I´m modeling in Softimage today is the 3D Love Tour and the home 
access to XSI Foundation this gave me back then. I will miss modeling in 
Softimage (2014sp2).

Maya is not on par with Softimage in terms of fluidly modeling in my opinion.
A co-worker is biased heavily towards C4D and I´m impressed with it´s potential.

Personally, I haven´t decided where to lean to but am grateful for the heads-up 
and license conversion options offered by Autodesk.

As a freelancer, I have learned not to expect being treated as part of the 
family, moving on is part of the job and am transfering this to the choice of 
my tools.

I´ll see what´s out there and what comes next.

All the best,

tim







Re: YOUR TOP 5

2014-03-13 Thread Alastair Hearsum

Jordi

I've got a bunch of columns and I'm copying and pasting the headline 
items from the users into them. The front runners are no surprise and in 
this order :


interface/worklow
ICE
render passes
operator stack
construction history

A


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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On 13/03/2014 14:59, Jordi Bares wrote:

I would suggest Alastair to have a poll, will be easier to do…

Anyway, would you mind sharing your final list? I am fascinated by 
what the community of artists say.


Jordi Bares
jordiba...@gmail.com mailto:jordiba...@gmail.com

On 13 Mar 2014, at 14:41, Pablo Tufaro pablo@gmail.com 
mailto:pablo@gmail.com wrote:



Here´s my tip 5!

1-Explorer
2-Render Passes/Partitions/Overrides
3-ICE
4-Render Tree
5-Animation mixer.

El 13/03/2014 6:54, Alastair Hearsum escribió:

Hello

It seems as if I may have some contact with Autodesk shortly! I want 
to be armed with some points. What I'd like is your top 5 features 
that make Softimage great that we'd miss if we migrated to something 
else.


Please don't give me more than 5 and please don't go on too long 
describing them (It takes a while to read all the posts).


Thanks

Alastair

--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at 
glassworks.co.uk http://glassworks.co.uk
(Company registered in England with number 04759979. Registered 
office 25 Harley Street, London, W1G 9BR. VAT registration number: 
86729)

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Re: Open letter to Autodesk

2014-03-13 Thread Alastair Hearsum

Folks

This letter precipitated a little bit of publicity

http://www.creativebloq.com/3d/rip-softimage-reaction-autodesks-decision-kill-3d-software-31410967

Alastair

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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On 10/03/2014 10:20, Alastair Hearsum wrote:

Folks
Dan Y and other folks, I hope this comes across as firm but 
reasonable. I will post it on other appropriate sites. Any ideas on 
that front?


*

An open letter to Autodesk.


Dear Autodesk


My name is Alastair Hearsum. I'm a founding partner, director and head 
of 3d at Glassworks. If you haven't heard of us, we are a small to 
midsized company which has been creating VFX and animation for TV 
commercials for markets around the world, for the past 20 years. We 
have branches in London, Amsterdam and Barcelona. We create innovative 
and multi award winning work and we use Softimage.



Your announcement that you are retiring Softimage has left us 
saddened, disappointed and not a little angry. The anger for two 
reasons; that you have shot the racehorse of the 3d software world in 
the head in its prime but also that you didn't consult with us about 
this assassination or discuss any of your plans for the future with 
us. We have no idea what the future from you holds. We are big and 
longstanding users of other Autodesk products as well as Softimage. 
The puzzling thing is, technologically speaking, there was no writing 
on the wall as there was with Henry and Flame, for example, or these 
days with Flame and Nuke.



We have been punching above our weight, in London, for the past 20 
years competing well with the much larger organisations of MPC, 
Framestore and The Mill. One of the reasons we have been able to do 
that, apart from the deep talent of our crew is, I believe, because of 
the software that we chose. I'm nearly 150 years old  now but I still 
sit at the computer making pictures for TV commercials to the same 
arduous schedule that I always have. So I know what I'm talking about. 
For a period a few years back we had a 50/50 split of Maya and 
Softimage. We chose to go 100% Softimage. Its better for the work that 
we do and the sector we are in. Its no coincidence that all the 
finalists in the recent British Animation Awards (tv commercials) did 
their work in Softimage. Similarly, both silver and gold award winners 
in the 3d animation category at this year's British Television 
Advertising Craft awards were Softimage companies.



You may well go on to list major work that's been done in Maya. Sure 
there has, and great work too. But Maya is used as a shell in the 
major film effect companies. It is heavily customised and 
unrecognisable as the product you ship. We have our proprietary 
software and tailored workflow as well, but Softimage remains pretty 
much untouched. It is lean, efficient, and the ICE environment is 
innovative and empowering.



So you've done it. What's next? Like I said we have had vague 
information about what the future holds. We hear rumours about 
bi-frost and that's about it. From what I understand from various 
sources there are no plans to replicate the efficient workflow and 
full ice functionality that made us so productive. You have offered 
free transitionary licenses of Maya with the threat of having to 
discontinue using Softimage in 2 years time.




The final thought is not just about what software is best for our 
future but also about what sort of software supply company we want to 
get into bed with. The attributes that come top of my list: listening 
to customers, acting on their recommendations, speedy development, 
innovation. Now does that sound like you?



Alastair Hearsum

Glassworks.*



--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT

Re: Open letter to Autodesk

2014-03-11 Thread Alastair Hearsum

yes you can
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
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On 10/03/2014 21:31, Francisco Criado wrote:

can we repost your text Alastair?
F.



2014-03-10 18:27 GMT-03:00 Jordi Bares jordiba...@gmail.com 
mailto:jordiba...@gmail.com:


Pubished!!! thanks Alastair, great work!


http://forums.autodesk.com/t5/Softimage-General/Open-letter-to-Autodesk/td-p/4874950


Jordi Bares
jordiba...@gmail.com mailto:jordiba...@gmail.com

On 10 Mar 2014, at 17:43, Jason S jasonsta...@gmail.com
mailto:jasonsta...@gmail.com wrote:


+1

On 03/10/14 6:29, Jordi Bares wrote:

Spot on, it feels really well balanced, mature and fair, the
feedback of a true professional.

Jordi Bares
jordiba...@gmail.com mailto:jordiba...@gmail.com










Re: A more graceful retirement - my counter offer

2014-03-11 Thread Alastair Hearsum

Good idea


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
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On 11/03/2014 02:49, Greg Punchatz wrote:


Hello Autodesk,

My name is Greg Punchatz , Senior Creative Director at Janimation. I 
have a proposal, or call it a counter offer on the proper way to 
retire Softimage.


First off, if you don't know who I am, I feel like I have been part of 
the Softimage team since the beginning of Sumatra testing. I spent 
countless hours creating content on my own time and letting Softimage 
use my personal work as the sample scenes that make up a good deal of 
the Softimage library. Because of this relationship I have many, many 
very dear friends from all eras of Softimage. From the very top to the 
bottom of Softimage, I was always welcomed as one of the family.


Our company, Janimation, was instrumental in helping promote XSI from 
its earliest days from being its first customer demo at the XSI launch 
party. To its final days giving Avid and Autodesk permission to use 
our work for promoting Softimage launches. We did this because we 
truly believe it is the best software on the planet for what we do 
and that's commercial work. Softimage is lighter on its feet out of 
the box for the kind of work the post production world is doing today 
in commercials. I don't know a single CG supervisor that knows each 
package equally that would rather take a commercial through a single 
package other than XSI.


That being said, I believe Autodesk needs to be working on a 
completely new 3d software package. I would hope that is the plan. I 
also understand that if you are working towards moving us all to one 
package, Softimage by market share alone is the logical one to first 
retire as it creates the least income.


So if it's time has truly come (even though I believe it is the most 
complete out-of-the-box 3-D solution you provide currently) I think 
there is a more elegant... let's say, a kinder gentler way for 
Softimage to be put into retirement. You can continue to benefit from 
our subscription support while we have enough time to move our 
existing pipeline to somthing else.


Please consider keepinng the current small development team you 
already have for FOUR more years.


With a single focus on these three things: opening up the SDK,

working with 3rd party folk,

and fixing long outstanding low-level requests.

It's nothing but a win-win situation, you still get our money, and we 
get to evalute Maya along the way. It's going to take a lot more than 
two years for a lot of us to be able to make a tranistion completely.


I'm not sure if Autodesk realizes this, but while the team in 
Singapore was not making giant leaps technologically, they were on 
their way to leaving Softimage in a much better state. They need a bit 
more time than you are giving them.


At the end of the four years, we can at least consider staying in the 
Autodesk family because they listened to the usersgave us pleanty 
of heads up of its EOL, and did thier darndest to make sure the last 
version of softimage is the best version ever...XSI deserves 
thatwe deserve that ... and quite frankly I deserve that.


Sincerely

Greg Punchatz

Senior Creative Director at Janimation ...





Re: Open letter to Autodesk

2014-03-11 Thread Alastair Hearsum

yes

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
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On 11/03/2014 11:00, Emilio Hernandez wrote:
Hey Alastair can I put your letter in my website besides the Truth 
about Autodesk and Softimage?


Cheers!

---
Emilio Hernández   VFX  3D animation.


2014-03-11 4:51 GMT-06:00 Alastair Hearsum hear...@glassworks.co.uk 
mailto:hear...@glassworks.co.uk:


yes you can

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182 tel:%2B44%20%280%2920%207434%201182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at
glassworks.co.uk http://glassworks.co.uk
(Company registered in England with number 04759979. Registered
office 25 Harley Street, London, W1G 9BR. VAT registration number:
86729)
Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged,
private and confidential and are intended solely for the stated
recipient(s). Any views or opinions presented are solely those of
the author and do not necessarily represent those of the Company.
If you are not the intended recipient, be advised that you have
received this e-mail in error and that any use, dissemination,
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prohibited. If this transmission is received in error please
kindly return it to the sender and delete this message from your
system.
On 10/03/2014 21:31, Francisco Criado wrote:

can we repost your text Alastair?
F.



2014-03-10 18:27 GMT-03:00 Jordi Bares jordiba...@gmail.com
mailto:jordiba...@gmail.com:

Pubished!!! thanks Alastair, great work!


http://forums.autodesk.com/t5/Softimage-General/Open-letter-to-Autodesk/td-p/4874950


Jordi Bares
jordiba...@gmail.com mailto:jordiba...@gmail.com

On 10 Mar 2014, at 17:43, Jason S jasonsta...@gmail.com
mailto:jasonsta...@gmail.com wrote:


+1

On 03/10/14 6:29, Jordi Bares wrote:

Spot on, it feels really well balanced, mature and fair,
the feedback of a true professional.

Jordi Bares
jordiba...@gmail.com mailto:jordiba...@gmail.com













Re: A more graceful retirement - my counter offer

2014-03-11 Thread Alastair Hearsum

Hi Peter

Very well put. Absolutely spot on.

For me as an animation orientated generalist it is a great package which 
allows a host of low level built-in tools to be used together to create 
something that , as you put it, is greater than the some of the parts; a 
greatly underestimated aspect of the software. The other greatly 
underestimated aspect is the interface and general interaction, and I 
know I'm preaching to the converted here, but it really is great.
ICE has never been my personal area of expertise but it is for a few of 
the guys here and they do amazing stuff with it. I think it is a little 
more than the icing on the cake and its been pressed into service in all 
manner of ways here.


I agree, there is no obvious candidate screaming use-me. There is a 
vacuum here for something next generation. I used the example of Henry 
and Flame in my open letter as a situation where it was plain that Flame 
really was the next big step forward. Our CEO Hector Macleod was an 
early adopter back in the early 90s when he setup and ran Click3x in New 
York with a Flame. I don't see an equivalent 3d package today. Houdini 
and Modo have their advocates and we hear words of intent about making 
these better in the areas that they are deficient. We also hear about 
bifrost but to hijack your analogy i would say this would be the icing 
on Maya's slightly stale cake. We need a new cake baked with fresh 
ingredients.


I would personally like a longer period of transition.

Alastair


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
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On 11/03/2014 11:46, pete...@skynet.be wrote:

Hi Greg,
this is pretty much along the lines of what I’ve been thinking.
Retiring Softimage as announced is way too abrupt and disruptive. 
While not a big success in the market place, it has it’s place, is 
very much alive and  in good shape.
Yes, we would all love to see some huge development and commercial 
efforts put into Softimage to make it ready to take on another decade 
and really compete in the market place, but that’s not going to 
happen, and we can hardly expect this from Autodesk – I think most of 
us have accepted that.
But keeping the software on life support as it has for the past few 
years should be an acceptable compromise.
It has more than 2 years of life left, and should be perfectly usable 
until a next generation offering comes along.
Migrating to other current software, from Autodesk or the competition 
just doesn’t appeal. If it did, we’d be there already. We are not 
blind fools who don’t know any better.
As a freelancer I have been in a wide variety of productions, of all 
sizes, in several countries, in several industries. I’ve seen many 
multi software productions, and have personally touched upon Maya, 
Lightwave and Modo in production, each on more than one occasion, and 
have furthermore been confronted with Max in production repeatedly. 
Coming from Poweranimator in the past, I really wanted to like Maya, 
and I have looked into it several times over the past 15 years. And I 
know I disliked XSI in the very beginning.
But there is no helping it - it truly is a next generation software, 
built up from a fresh start and carefully thought out and groomed into 
an efficient, elegant, usable whole that is much more than the sum of 
it’s parts.
I’ll abandon it for a better offering, but Maya, as popular and widely 
spread and industry standard as it is, is not it.
No amount of AD representatives saying it is superior is going to make 
it so. No amount of copying tools from Softimage into Maya is going to 
turn this around. It has mostly become a platform to run proprietary 
tools on, just as Max is a platform for running 3rd party tools. If 
that’s not what you are looking for, then it’s not your solution. (and 
Modo and Houdini are better suited alternatives)
That is the situation most remaining Softimage users are confronted 
with I think. They have deliberately chosen Softimage as their 
homebase, against all odds, mostly because out of the box

Re: Open letter to Autodesk

2014-03-11 Thread Alastair Hearsum

Daniel

My open letter has got a lot of attention. I would encourage you to do 
something similar with the company name behind you. It seems to get some 
results however small.  At the risk of sounding patronising and contrary 
to my own behaviour on facebook in recent weeks, I'd say keep it calm 
and reasoned (everything you said was absolutely spot on but you did use 
the word fuck:-) ).


Alastair


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
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On 11/03/2014 14:42, Daniel Jahnel wrote:
Good stuff Alastair, what also really fucks me off is that in the last 
2 years with the takeover by Arnold as the primary render engine for 
most SI users it has opened up big time! In combination with the 
powerful ICE features of SI all of a sudden SI houses are producing 
work at a complexity and quality level that only feature companies we 
are able to achieve with them investing tons in RD...Also things like 
Alembic or OpenVDB now contribute to the amazing work coming out of SI...


How can Autodesk get the timing so wrong? Just when everything was 
coming together that was missing in SI before...A great renderer, a 
great interchange format, a great procedural system at its core, plus 
awesome and experienced operators...


We here at Sehsucht are only a small team of around 10 3d guys but 
expanding to twice that if needed easily, we pay shedloads of 
maintenance to Autodesk for SI and other AD products but now we will 
have to look for an exit strategy...The time and money we have 
invested in the last 4 years to build our custom pipeline around SI is 
not entirely wasted, but rest assured AD, the future for your products 
is not bright in our house...


Daniel, Joint Head of 3D@Sehsucht Hamburg




On 10/03/2014 11:20, Alastair Hearsum wrote:

Folks
Dan Y and other folks, I hope this comes across as firm but 
reasonable. I will post it on other appropriate sites. Any ideas on 
that front?


*

An open letter to Autodesk.


Dear Autodesk


My name is Alastair Hearsum. I'm a founding partner, director and 
head of 3d at Glassworks. If you haven't heard of us, we are a small 
to midsized company which has been creating VFX and animation for TV 
commercials for markets around the world, for the past 20 years. We 
have branches in London, Amsterdam and Barcelona. We create 
innovative and multi award winning work and we use Softimage.



Your announcement that you are retiring Softimage has left us 
saddened, disappointed and not a little angry. The anger for two 
reasons; that you have shot the racehorse of the 3d software world in 
the head in its prime but also that you didn't consult with us about 
this assassination or discuss any of your plans for the future with 
us. We have no idea what the future from you holds. We are big and 
longstanding users of other Autodesk products as well as Softimage. 
The puzzling thing is, technologically speaking, there was no writing 
on the wall as there was with Henry and Flame, for example, or these 
days with Flame and Nuke.



We have been punching above our weight, in London, for the past 20 
years competing well with the much larger organisations of MPC, 
Framestore and The Mill. One of the reasons we have been able to do 
that, apart from the deep talent of our crew is, I believe, because 
of the software that we chose. I'm nearly 150 years old  now but I 
still sit at the computer making pictures for TV commercials to the 
same arduous schedule that I always have. So I know what I'm talking 
about. For a period a few years back we had a 50/50 split of Maya and 
Softimage. We chose to go 100% Softimage. Its better for the work 
that we do and the sector we are in. Its no coincidence that all the 
finalists in the recent British Animation Awards (tv commercials) did 
their work in Softimage. Similarly, both silver and gold award 
winners in the 3d animation category at this year's British 
Television Advertising Craft awards were Softimage companies.



You may well go on to list major work that's been done in Maya

Softimage helps win awards

2014-03-10 Thread Alastair Hearsum

Hello

I'd just like to point out that ALL finalists in the TV commercials 
category of the British Animation Awards on Friday used SOFTIMAGE to 
create their work. Yes that's right SOFTIMAGE that redundant piece of 
software. Mm


Alastair



--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
and confidential and are intended solely for the stated recipient(s). 
Any views or opinions presented are solely those of the author and do 
not necessarily represent those of the Company. If you are not the 
intended recipient, be advised that you have received this e-mail in 
error and that any use, dissemination, forwarding, printing, or copying 
of this e-mail is strictly prohibited. If this transmission is received 
in error please kindly return it to the sender and delete this message 
from your system.


Open letter to Autodesk

2014-03-10 Thread Alastair Hearsum

Folks
Dan Y and other folks, I hope this comes across as firm but reasonable. 
I will post it on other appropriate sites. Any ideas on that front?


*

An open letter to Autodesk.


Dear Autodesk


My name is Alastair Hearsum. I'm a founding partner, director and head 
of 3d at Glassworks. If you haven't heard of us, we are a small to 
midsized company which has been creating VFX and animation for TV 
commercials for markets around the world, for the past 20 years. We have 
branches in London, Amsterdam and Barcelona. We create innovative and 
multi award winning work and we use Softimage.



Your announcement that you are retiring Softimage has left us saddened, 
disappointed and not a little angry. The anger for two reasons; that you 
have shot the racehorse of the 3d software world in the head in its 
prime but also that you didn't consult with us about this assassination 
or discuss any of your plans for the future with us. We have no idea 
what the future from you holds. We are big and longstanding users of 
other Autodesk products as well as Softimage. The puzzling thing is, 
technologically speaking, there was no writing on the wall as there was 
with Henry and Flame, for example, or these days with Flame and Nuke.



We have been punching above our weight, in London, for the past 20 years 
competing well with the much larger organisations of MPC, Framestore and 
The Mill. One of the reasons we have been able to do that, apart from 
the deep talent of our crew is, I believe, because of the software that 
we chose. I'm nearly 150 years old  now but I still sit at the computer 
making pictures for TV commercials to the same arduous schedule that I 
always have. So I know what I'm talking about. For a period a few years 
back we had a 50/50 split of Maya and Softimage. We chose to go 100% 
Softimage. Its better for the work that we do and the sector we are in. 
Its no coincidence that all the finalists in the recent British 
Animation Awards (tv commercials) did their work in Softimage. 
Similarly, both silver and gold award winners in the 3d animation 
category at this year's British Television Advertising Craft awards were 
Softimage companies.



You may well go on to list major work that's been done in Maya. Sure 
there has, and great work too. But Maya is used as a shell in the major 
film effect companies. It is heavily customised and unrecognisable as 
the product you ship. We have our proprietary software and tailored 
workflow as well, but Softimage remains pretty much untouched. It is 
lean, efficient, and the ICE environment is innovative and empowering.



So you've done it. What's next? Like I said we have had vague 
information about what the future holds. We hear rumours about bi-frost 
and that's about it. From what I understand from various sources there 
are no plans to replicate the efficient workflow and full ice 
functionality that made us so productive. You have offered free 
transitionary licenses of Maya with the threat of having to discontinue 
using Softimage in 2 years time.




The final thought is not just about what software is best for our future 
but also about what sort of software supply company we want to get into 
bed with. The attributes that come top of my list: listening to 
customers, acting on their recommendations, speedy development, 
innovation. Now does that sound like you?



Alastair Hearsum

Glassworks.*



--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
and confidential and are intended solely for the stated recipient(s). 
Any views or opinions presented are solely those of the author and do 
not necessarily represent those of the Company. If you are not the 
intended recipient, be advised that you have received this e-mail in 
error and that any use, dissemination, forwarding, printing, or copying 
of this e-mail is strictly prohibited. If this transmission is received 
in error please kindly return it to the sender and delete this message 
from your system.


Re: Open letter to Autodesk

2014-03-10 Thread Alastair Hearsum
I've taken out the sentence referring to the threat of discontinuing 
Softimage licenses if the Maya offer is taken up. I've also revised my 
age reference. It was a joke but may have been misconstrued as a 
typographical error. Feel free to distribute it to any channels where it 
would help or alternatively point me in the right directions and I'll 
post it directly.


An open letter to Autodesk.



Dear Autodesk



My name is Alastair Hearsum. I'm a founding partner, director and head 
of 3d at Glassworks. If you haven't heard of us, we are a small to 
midsized company which has been creating VFX and animation for TV 
commercials for markets around the world, for the past 20 years. We have 
branches in London, Amsterdam and Barcelona. We create innovative and 
multi award winning work and we use Softimage.




Your announcement that you are retiring Softimage has left us saddened, 
disappointed and not a little angry. The anger for two reasons; that you 
have shot the racehorse of the 3d software world in the head in its 
prime but also that you didn't consult with us about this assassination 
or discuss any of your plans for the future with us. We have no idea 
what the future from you holds. We are big and longstanding users of 
other Autodesk products as well as Softimage. The puzzling thing is, 
technologically speaking, there was no writing on the wall as there was 
with Henry and Flame, for example, or these days with Flame and Nuke.




We have been punching above our weight, in London, for the past 20 years 
competing well with the much larger organisations of MPC, Framestore and 
The Mill. One of the reasons we have been able to do that, apart from 
the deep talent of our crew is, I believe, because of the software that 
we chose. I'm of advanced years now but I still sit at the computer 
making pictures for TV commercials to the same arduous schedule that I 
always have. So I know what I'm talking about. For a period a few years 
back we had a 50/50 split of Maya and Softimage. We chose to go 100% 
Softimage. Its better for the work that we do and the sector we are in. 
Its no coincidence that all the finalists in the recent British 
Animation Awards (tv commercials) did their work in Softimage. 
Similarly, both silver and gold award winners in the 3d animation 
category at this year's British Television Advertising Craft awards were 
Softimage companies.




You may well go on to list major work that's been done in Maya. Sure 
there has, and great work too. But Maya is used as a shell in the major 
film effect companies. It is heavily customised and unrecognisable as 
the product you ship. We have our proprietary software and tailored 
workflow as well, but Softimage remains pretty much untouched. It is 
lean, efficient, and the ICE environment is innovative and empowering.




So you've done it. What's next? Like I said we have had vague 
information about what the future holds. We hear rumours about bi-frost 
and that's about it. From what I understand from various sources there 
are no plans to replicate the efficient workflow and full ice 
functionality that made us so productive.




The final thought is not just about what software is best for our future 
but also about what sort of software supply company we want to get into 
bed with. The attributes that come top of my list: listening to 
customers, acting on their recommendations, speedy development, 
innovation. Now does that sound like you?




Alastair Hearsum

Glassworks.




Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
and confidential and are intended solely for the stated recipient(s). 
Any views or opinions presented are solely those of the author and do 
not necessarily represent those of the Company. If you are not the 
intended recipient, be advised that you have received this e-mail in 
error and that any use, dissemination, forwarding, printing, or copying 
of this e-mail is strictly prohibited. If this transmission is received 
in error please kindly return it to the sender and delete this message 
from your system.

On 10/03/2014 10:20, Alastair Hearsum wrote:

Folks
Dan Y and other folks, I hope this comes across as firm but 
reasonable. I will post it on other appropriate sites. Any ideas on 
that front?


*

An open letter to Autodesk.


Dear Autodesk


My name is Alastair Hearsum. I'm a founding partner, director and head 
of 3d at Glassworks. If you haven't heard of us, we are a small to 
midsized company which has been creating VFX and animation for TV 
commercials

Re: Open letter to Autodesk

2014-03-10 Thread Alastair Hearsum
Not sure what size of fish we're regarded as  but no bribe was offered 
to us.


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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On 10/03/2014 11:58, Mirko Jankovic wrote:
Just wondering if bigger fishes aren't actually bribed or something 
with some super extra offer from AD to keep them happy and silent...




Re: Ensuing Chaos

2014-03-04 Thread Alastair Hearsum
Love the software and its nice light grey interface. The problem we 
would have as a company is freelancers. We gear up and down depending on 
the project and if its difficult to find freelancers, because they're a 
dwindling resource, then that's a problem. The major educational 
establishments don't teach softimage.


I'd personally be happy trundling along with Soft for a few years to 
come but it probably needs to be one part of the arsenal we have.






Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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On 03/03/2014 16:35, Emilio Hernandez wrote:

+1 And I will add.

Stop running, it will take years for other softwares including Maya to 
be as efficient and slim as Softimage.


As long as your able to still work with Softimage and deliver the 
job.  Who cares what are you working with.


As I said before I never heard of a client saying Hey you work sucks 
because it is not done in Maya.  Au contraire. What I've heard from 
my clients is Good job! Everything went smooth and peachy.


So... again.  I see no reason to start fleeing like a headless chicken.








2014-03-03 10:05 GMT-06:00 Francisco Criado malcriad...@gmail.com 
mailto:malcriad...@gmail.com:


Agree a 100%

On Monday, March 3, 2014, Andi Farhall hack...@outlook.com
mailto:hack...@outlook.com wrote:

Chaos with the soft community would be exactly what AD want.
Divide and rule through fear. Bugger that for a game of
soldiers out of sheer bloody mindedness to not let AD have it
all their own way. To buy a pro tool like softimage purely to
kill it a couple of years later is an act of entirely
unethical destruction. Roofs are kept over heads and kids fed
on the back of software that come with the pro label and price.

People, us, will continue to be able to service our clients
using soft for a number of years to come but it would be
prudent to learn something new along the way. Maya with it's
wide user base and antiquated work flow and elderly
architecture, Houdini might have a steep learning curve but it
seems to be a more up to date suggestion. Plus AD won't get
your cash.

Revenge is best served cold for a reason


A



...
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Re: CG Cat's face and Budgie by Glassworks.

2014-03-04 Thread Alastair Hearsum
We've been asked to take it down for some reason. Hopefully we'll get it 
back up soon



Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
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On 04/03/2014 13:28, adrian wyer wrote:


im getting access denied in multiple browsers anyone?

a



*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Simon 
Reeves

*Sent:* 04 March 2014 13:23
*To:* softimage@listproc.autodesk.com
*Subject:* Re: CG Cat's face and Budgie by Glassworks.

great stuff as usual




Simon Reeves

London, UK

/si...@simonreeves.com mailto:si...@simonreeves.com/
/www.simonreeves.com http://www.simonreeves.com/

/www.analogstudio.co.uk http://www.analogstudio.co.uk/

On 4 March 2014 13:15, Dan Yargici danyarg...@gmail.com 
mailto:danyarg...@gmail.com wrote:


I should point out that I did not work on this!  I'm just sharing... :)

On Tue, Mar 4, 2014 at 3:06 PM, Ognjen Vukovic ognj...@gmail.com 
mailto:ognj...@gmail.com wrote:


Awesome, the cannery is mindbogglingly good. Congrats.

On Tue, Mar 4, 2014 at 2:03 PM, Maurício PC goneba...@gmail.com 
mailto:goneba...@gmail.com wrote:


That's some amazing work Dan.

Congrats to all you guys, really impressive.

On Tue, Mar 4, 2014 at 9:55 AM, Dan Yargici danyarg...@gmail.com 
mailto:danyarg...@gmail.com wrote:


Because I know how modest everyone over at Glassworks is and that it 
wouldn't occur to anyone to share this, I'll go and do it myself!


http://www.glassworks.co.uk/news/how-we-made-freeviews-catandbudgie

Be sure to watch the making-of video!

Amazing work from all involved!

It's poignant at this time, what with everything that's going on to 
point out that Glassworks are more or less exclusively Softimage.  I 
would say %99 of the 3D you see on the their website is created in 
Softimage.


Shame on you Autodesk.

DAN



--

gonebadfx.com http://gonebadfx.com

- your source for bad fx





image clip

2013-07-10 Thread Alastair Hearsum

Here's a funny one:

I have a bunch of particles representing people in a crowd.
I set an integer attribute called /*clip_frame*/ on these particles.
I have hundred image clips and I set the */time source/* of the clip to 
be the attribute that I set in the ice tree rather than /*scene_time*/.


When all these numbers are the same, MR renders as you'd expect straight 
off the bat pretty quickly. When these are all different numbers I get a 
helluva slowdown pre-render. It takes an absolute age to get its act 
together before it starts rendering.


Any ideas?

Thanks


Alastair


--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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Re: image clip

2013-07-10 Thread Alastair Hearsum
Thanks for that but I have a very specific sync number for each clip. I 
feed that into the ice tree as a string to array node, the string coming 
from a spreadsheet where I've analysed all the clips for sync points. 
For each different action that I want to sync I have a different list of 
numbers.



A

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
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On 10/07/2013 16:02, Michael Heberlein wrote:
If you have random time offsets for each particle, it will take more 
time to load all the different files but maybe you can use time offset 
groups to reduce the IO overhead. Just use a limited range of 
(non-animated) random integers, scale the result and add it to the 
current time.



On Wed, Jul 10, 2013 at 4:49 PM, Jens Lindgren 
jens.lindgren@gmail.com mailto:jens.lindgren@gmail.com wrote:


I see now that you're taliking about MR *facepalm*


On Wed, Jul 10, 2013 at 4:47 PM, Jens Lindgren
jens.lindgren@gmail.com mailto:jens.lindgren@gmail.com
wrote:

If you're using Arnold you're better of asking on the SItoA list.
/Jens


On Wed, Jul 10, 2013 at 4:39 PM, Alastair Hearsum
hear...@glassworks.co.uk mailto:hear...@glassworks.co.uk
wrote:

Here's a funny one:

I have a bunch of particles representing people in a crowd.
I set an integer attribute called /*clip_frame*/ on these
particles.
I have hundred image clips and I set the */time source/*
of the clip to be the attribute that I set in the ice tree
rather than /*scene_time*/.

When all these numbers are the same, MR renders as you'd
expect straight off the bat pretty quickly. When these are
all different numbers I get a helluva slowdown pre-render.
It takes an absolute age to get its act together before it
starts rendering.

Any ideas?

Thanks


Alastair


-- 
Alastair Hearsum

Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182 tel:%2B44%20%280%2920%207434%201182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at
glassworks.co.uk http://glassworks.co.uk
(Company registered in England with number 04759979.
Registered office 25 Harley Street, London, W1G 9BR. VAT
registration number: 86729)
Please consider the environment before you print this email.
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the intended recipient, be advised that you have received
this e-mail in error and that any use, dissemination,
forwarding, printing, or copying of this e-mail is
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error please kindly return it to the sender and delete
this message from your system.




-- 
Jens Lindgren

--
Lead Technical Director
Magoo 3D Studios http://www.magoo3dstudios.com/




-- 
Jens Lindgren

--
Lead Technical Director
Magoo 3D Studios http://www.magoo3dstudios.com/






Re: image clip

2013-07-10 Thread Alastair Hearsum

Thanks but I don't have instances just an image clip per particle.




Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
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On 10/07/2013 17:07, Cristobal Infante wrote:
Most of the times is a scalar value that it getting fed to the offset 
when your instances want only integers...


If you are sure it's not that, maybe is just the amount, have you 
tried using standins instead?. This is where Arnold is king though ;).





On 10 July 2013 16:40, Alastair Hearsum hear...@glassworks.co.uk 
mailto:hear...@glassworks.co.uk wrote:


Thanks for that but I have a very specific sync number for each
clip. I feed that into the ice tree as a string to array node, the
string coming from a spreadsheet where I've analysed all the clips
for sync points. For each different action that I want to sync I
have a different list of numbers.


A


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182 tel:%2B44%20%280%2920%207434%201182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at
glassworks.co.uk http://glassworks.co.uk
(Company registered in England with number 04759979. Registered
office 25 Harley Street, London, W1G 9BR. VAT registration number:
86729)
Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged,
private and confidential and are intended solely for the stated
recipient(s). Any views or opinions presented are solely those of
the author and do not necessarily represent those of the Company.
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prohibited. If this transmission is received in error please
kindly return it to the sender and delete this message from your
system.
On 10/07/2013 16:02, Michael Heberlein wrote:

If you have random time offsets for each particle, it will take
more time to load all the different files but maybe you can use
time offset groups to reduce the IO overhead. Just use a limited
range of (non-animated) random integers, scale the result and add
it to the current time.


On Wed, Jul 10, 2013 at 4:49 PM, Jens Lindgren
jens.lindgren@gmail.com
mailto:jens.lindgren@gmail.com wrote:

I see now that you're taliking about MR *facepalm*


On Wed, Jul 10, 2013 at 4:47 PM, Jens Lindgren
jens.lindgren@gmail.com
mailto:jens.lindgren@gmail.com wrote:

If you're using Arnold you're better of asking on the
SItoA list.
/Jens


On Wed, Jul 10, 2013 at 4:39 PM, Alastair Hearsum
hear...@glassworks.co.uk
mailto:hear...@glassworks.co.uk wrote:

Here's a funny one:

I have a bunch of particles representing people in a
crowd.
I set an integer attribute called /*clip_frame*/ on
these particles.
I have hundred image clips and I set the */time
source/* of the clip to be the attribute that I set
in the ice tree rather than /*scene_time*/.

When all these numbers are the same, MR renders as
you'd expect straight off the bat pretty quickly.
When these are all different numbers I get a helluva
slowdown pre-render. It takes an absolute age to get
its act together before it starts rendering.

Any ideas?

Thanks


Alastair


-- 
Alastair Hearsum

Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0

Re: OT: alien character

2013-06-10 Thread Alastair Hearsum

There are a few factors:
How experienced/practiced you are
What's the intended application, how close up its to be seen, how subtle 
the animation

If there is a pre-existing design.
What you're clients are like.

Taking all that into account, at a generalist commercial post production 
company like ours where we do characters every now and again (one or two 
a year). We have talent but not regular practice. Where its to be seen 
up close. Its on screen for 20 seconds. The clients are averagely 
demanding. There are thumbnail designs. I'd say:

6 weeks split broadly evenly between modelling, rigging, texturing/shading.

Now if I was a specialist doing this everyday it might take half that. 
If it was a gollum it might take a lot longer.


Don't quote me on that!



Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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On 09/06/2013 19:40, royston michaels wrote:

Hi List,
I'm curious to know how much time someone would spend to model, 
texture and rig an alien character(including rig for facial 
animation), reference is Paul the alien. I need an average estimate.


I apologise for the non technical mail.
TIA,
Royston 




Re: Softimage Creatives London - next event Nov 13th

2012-11-14 Thread Alastair Hearsum

I'll second that. All good stuff. Good to see some old faces and new work.

Alastair


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
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On 14/11/2012 08:41, julian wrote:
Just wanted to congratulate all the organisers and presenters at the 
Event. It was a really good evening. Fabric's presentation helped 
clarify a lot of issues; Anna's gave a great insight into the creative 
workflow involved in making a short; and I liked The Mill's 
presentation - particularly the insight that the Flame Ops discarded 
most of their passes in favour of the beauty. Genius.


Following on from the nVidia presentation, we stayed up late last 
night and installed racks of pervy GPUs into our farm (I'm sure that's 
what he said!) and now we're all working from home. Cool.


Congratulations and thanks to everyone involved.
Julian