Hair Sheen on Poly geo using a normal map in Arnold?

2016-08-22 Thread Greg Punchatz
We are trying to figure out how to get a hair like sheen using a normal or
flow map out of Mari to drive the specular as I have often seen in games.
They show using normal maps to drive the sheens direction on a horse in
this video.

 https://www.thefoundry.co.uk/case-studies/ready-at-dawn-case-study/

Does anyone know how to get the same effect in Arnold?

Thanks
Greg
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Re: Wiki EOL soon

2016-08-18 Thread Greg Punchatz
Matt, Which comment are you referring to ?

On Thu, Aug 18, 2016 at 2:44 AM, Matt Lind  wrote:

> Interesting first comment at the bottom of the page.
>
> Matt
>
>
>
>
> Date: Thu, 18 Aug 2016 07:23:01 +
> From: Brent McPherson 
> Subject: RE: Wiki EOL soon
> To: "softimage@listproc.autodesk.com"
>
> You should be able to snag a copy of the site using wget and it will
> probably be more functional than a backup since wget will convert all the
> embedded page links etc.
>
> https://www.guyrutenberg.com/2014/05/02/make-offline-
> mirror-of-a-site-using-wget/
>
> Cheers!
> --
> Brent
>
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Re: Cryptomatte | AOV where is it?

2016-07-21 Thread Greg Punchatz
Well I manually added the AOV s like this image (
http://softimage.ru/forums/lofiversion/index.php/t9933.html )  but no
matter which or all Crypto matte AOV I add to my list in soft all I get is
a yellow matte for every object in my scene in nuke with no ability to pick
objects. I am using Al_Surface material as an override on all the objects
in this scene to test with. Anybody have any ideas why this is happening?

Greg

On Thu, Jul 21, 2016 at 9:44 AM, Greg Punchatz <g...@janimation.com> wrote:

> I found my answer...in russian
>
> On Wed, Jul 20, 2016 at 5:59 PM, Greg Punchatz <g...@janimation.com>
> wrote:
>
>> I am finally getting around to trying crypto matte out. We Installed the
>> latest Al_shaders and I don't see the crypto matte in my drop down menu of
>> AOVs in soft, any ideas how to get  to populate the AOV list?
>>
>> Thanks!
>> Greg
>>
>
>
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Re: Cryptomatte | AOV where is it?

2016-07-21 Thread Greg Punchatz
I found my answer...in russian

On Wed, Jul 20, 2016 at 5:59 PM, Greg Punchatz <g...@janimation.com> wrote:

> I am finally getting around to trying crypto matte out. We Installed the
> latest Al_shaders and I don't see the crypto matte in my drop down menu of
> AOVs in soft, any ideas how to get  to populate the AOV list?
>
> Thanks!
> Greg
>
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Cryptomatte | AOV where is it?

2016-07-20 Thread Greg Punchatz
I am finally getting around to trying crypto matte out. We Installed the
latest Al_shaders and I don't see the crypto matte in my drop down menu of
AOVs in soft, any ideas how to get  to populate the AOV list?

Thanks!
Greg
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Re: Soft to Maya Bridge

2016-07-14 Thread Greg Punchatz
I have found the videos helpful, the workflow ones are a bit better about
showing how to work around some of maya's weaknesses and even showing some
of it's advantages.

We still have not made the leap to anything other than soft for our main
work, but I spend every free moment of my day getting my head wrapped
around each apps strengths and weaknesses.

Chris, I like the really like way modo "thinks", seems very well thought
out IMO. It lacks a lot of features and most notably speed, but it is
impossible to ignore for modeling and asset creation. I really with they
could crack the speed barrier.

Maya has some really great features and scales well.  Autodesk much to my
surprise is making big strides in making it less of a mess from the
surface, the interface is much improved, they have added many of the main
features I had in xsi since day one. Although I keep hitting rude reminders
of the reasons I did not go to Maya in the first place, there is still way
too many times when you have to write a command to do a basic task. Between
that and how difficult it is to rig in maya vs soft I still am having
trouble with the idea of moving us to maya but it is getting more likely.
Fabric might ease the pain, but I need to look deeper.

I am still looking at all the other apps too, I see splitting our pipeline
up in the future between many apps. I keep hoping someone will make a BIG
stride in character animation and rigging in a stand alone app, Fabric is
almost there, it just needs an interface for animating.

On Thu, Jul 14, 2016 at 5:26 AM, Chris Marshall 
wrote:

> Excellent, I'll take a look. Any chance of turning on 'Complete Softimage
> Interface and Toolset' too!?
>
> On 14 July 2016 at 11:24, Oscar Juarez  wrote:
>
>> You can turn off the tumbling of the camera in Modo, in the preferences
>> Display/OpenGL/Viewport Rotation turn off Trackball rotation.
>>
>>
>> On Thu, Jul 14, 2016 at 12:09 PM, Chris Marshall <
>> chrismarshal...@gmail.com> wrote:
>>
>>> Been playing with Modo but as soon as you move the camera around, it
>>> goes skew! I hate that!
>>> Sorry gone off at a tangent there.
>>>
>>>
>>>
>>> On 14 July 2016 at 10:37, Thomas Volkmann 
>>> wrote:
>>>
 Haha  I probably would have cried tears of despair as well, but
 since we are working with Max here my bar for expectations was already at
 the lowest point.



 Alok Gandhi  hat am 14. Juli 2016 um 10:50
 geschrieben:

 It is more like 'The Bridge on the River Kwai'. ;) if you know what I
 mean (Figure out the comparisons yourselves)
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>>>
>>>
>>>
>>> --
>>> Chris Marshall
>>> Mint Motion Limited
>>> 029 20 37 27 57
>>> 07730 533 115
>>> www.mintmotion.co.uk
>>> www.dot3d.com
>>>
>>>
>>>
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>>
>>
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>
>
>
> --
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> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
>
>
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Re: Kraken 1.2 Released!

2016-06-23 Thread Greg Punchatz
Great news!!! The weighting bit for the future has me intrigued.

Secretly I hope that Kraken and fabric end up being a full felged
character animation app. We need a program that is to animation and rigging
what Zbrush was to modeling...



On Thursday, June 23, 2016, Eric Thivierge  wrote:

> Hey Sebastien,
>
> We'll be tackling geometry deformation in our 1.4 release where we will be
> integrating the work Phil Taylor did with the Rigging Toolbox. With that
> we'll also be providing tools for exporting geometry + skin weights to
> Alembic and maybe some other tools for painting skin weights in a Fabric
> tool.
>
> Keep an eye on the Github Issues page of Kraken for all the issues we're
> working on and the milestones they are slated for.
> https://github.com/fabric-engine/Kraken/milestones
>
> Best,
> Eric T.
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
> On Thu, Jun 23, 2016 at 7:43 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com
> > wrote:
>
>> Re-Release the Kraken !!! looking Cool Eric ;).
>>
>> Is it possible to skin or paint weight maps in Kraken, or Fabric engine ?
>> and then pipe them back into other apps, is there a ui for this?
>>
>>
>>
>> On 23 June 2016 at 23:57, Eric Thivierge > > wrote:
>>
>>> Hi everyone,
>>>
>>> I just wanted to share that we've just release Kraken 1.2. You can get
>>> more details here:
>>> http://fabricengine.com/kraken-1-2/
>>>
>>> High Level Overview Video:
>>> https://vimeo.com/171764840
>>>
>>> What's New in Kraken 1.2 Video:
>>> https://vimeo.com/171764841
>>>
>>>
>>> Kraken is an Open Source rigging solution for Fabric Engine that allows
>>> you to use and define rigs and solvers that produce identical results
>>> across different animation applications. Some advantages to using Kraken
>>> include:
>>>
>>> – Leverages Fabric Engine to give consistent results across applications
>>> – Flexible, customizable, and extendable
>>> – Portable rigs between Maya and Softimage
>>> – Easy to use Biped workflow
>>> – Node based Kraken editor
>>> – Open Source
>>>
>>> For those lucky enough to be going to Siggraph this year, be sure to
>>> check out the Kraken presentation at the Fabric Engine User Group.
>>>
>>> We also have a presentation at DigiPro about the work Oculus Story
>>> Studio and Fabric Engine's Helge Mathee is doing with Kraken for VR and
>>> Unreal Engine (Yes we have a prototype of Kraken rigs running in Unreal!).
>>>
>>>
>>> Best,
>>>
>>> 
>>> Eric Thivierge
>>> http://www.ethivierge.com
>>>
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Re: Compositing app choice

2016-05-27 Thread Greg Punchatz
AE is good for motion graphics but not so good for comping... IMHO

On Fri, May 27, 2016 at 9:57 AM, Scott Lange 
wrote:

> So No one uses After Effects anymore?
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Prodeep Ghosh
> *Sent:* Friday, May 27, 2016 2:41 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Compositing app choice
>
>
>
>
>
> Fusion indeed. Still the best for freelance work.
>
>
>
> On Fri, May 27, 2016 at 10:04 AM, Francisco Criado 
> wrote:
>
> I would recommend Assimilate Scratch, if you are freelance, you can rent a
> license for a month for 75 dollars, and its not only useful for comping but
> also for grading, editing and delivery. If you are doing a VR project, you
> can use the software with your Oculus to work on it.
>
>
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Re: Momentum / implosiafx plugins

2016-05-26 Thread Greg Punchatz
Thank you sir for keeping the flames of hope alive!

On Thu, May 26, 2016 at 9:24 AM, Oleg Bliznuk  wrote:

> Hi all,
>
> Since the EOL of Softmage I'd like to open free access to Momentum and
> ImplosiaFX plugins. You can grab it here :
> ImplosiaFX
> https://drive.google.com/open?id=0B47NI7NeoDiiT1NlYzUxU3hGZ2c
>
> Momentum
> https://drive.google.com/open?id=0B47NI7NeoDiiNmw1Nm1hdW9mLTg
>
> These links include builds both for win and linux 64bits + documentation
> and sample scenes.
> It was a lot of fun to make tools and various tech stuff in ICE, thanks
> all for the great experience, especially for the ice vimeo channel folks
> :-) . Hopefully those plugins still can be usefull.
>
> best regards,
> Oleg
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Re: Autodesk acquires Solid Angle

2016-04-20 Thread Greg Punchatz
"We use Shotgun here and the general perception is that the development
pace has appeared to slow since the acquisition. There has been updates and
some nice stuff, but at the same time larger chunks that seem to be still
pending."

This has been our observation as well... some basic things like
the scheduling part of a production management software has been left to
die. It seems that they have slowed WAY down since the acquisition.
So disappointed, I pushed for shotgun in our company, now I am looking for
other solutions while Shotgun tries to get there shit together.

On Wed, Apr 20, 2016 at 3:49 AM, Graham Bell  wrote:

> We use Shotgun here and the general perception is that the development
> pace has appeared to slow since the acquisition. There has been updates and
> some nice stuff, but at the same time larger chunks that seem to be still
> pending.
>
> From a brand view AD might keep SA/Arnold separate in the same way Shotgun
> is, but behind the scenes it might be different.
>
> Personally, I'm surprised it took them this long to get it announced. ;-)
>
> On Tue, Apr 19, 2016 at 11:15 PM Jason S  wrote:
>
>>
>>
>> Indeed shotgun is one (of quite few out of -many-) packages that wasn't
>> seriously compromised post acquisition, which is probably why shotgun is
>> pasted all over Arnold press release, and I too wouldnt be surprised if it
>> was one of those few, yet many would argue that shotgun barely
>> (significantly) changed since it was purchased, and moslty relies on the
>> fact that it's quite complete as it is (perhaps not unlike SI).
>>
>> But there remains a good chance (if not a probability) that efforts on
>> Arnold would be mostly be around what the parent company is after, or what
>> the buzzword of the day may be at a given time, in this case "cloud", and
>> for the rest to be slowly moved to the back simply by not touching it, and
>> thus becoming like the next MentalRay.
>>
>> In either case it could then be considered as "just" another casualty.
>>
>>
>> On 04/18/16 18:55, Steven Caron wrote:
>>
>> I tried to touch on this with the last sentence in my reply. Their
>> decision axe Softimage seemed irrational to us because we are emotional but
>> if you reduce it to numbers, it made sense. It is a truth I don't like to
>> admit but it is a fact that Maya and Max user numbers are just higher, so
>> of course you axe Softimage and consolidate the dev teams.
>>
>> Others have touched on it, here and on the Arnold mailing lists... This
>> case is different because they don't have 3 competing renderers now, they
>> have at most two (ART in Max). Softimage wasn't a plugin for 7 different
>> softwares, it wasn't 'agnostic' in the same way Arnold is. Since the
>> Softimage purchase and axing, AD has bought Shotgun. This is an example of
>> AD staying out of way and more value being brought to the product
>> (additional access to RV). These are reasons why I think this case is going
>> to be different.
>>
>> I am cautiously optimistic though, in 2 years or so we will see for
>> certain.
>>
>> On Mon, Apr 18, 2016 at 3:29 PM, Artur W  wrote:
>>
>>> Many AD corporate decisions seem irrational and strange to us.
>>> Why should this case be any different?
>>>
>>> I truly wish everything would go as we wanted. Constant progress and
>>> development of Arnold.
>>>
>>>
>>>
>>
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Re: New render layers in maya

2016-04-18 Thread Greg Punchatz
The robot voice talking about rendering a robot does not help in humanizing
Maya;)

It looks like there are a lot of good advancements to make maya or a more
tolerable direction for us to take. Still have not jumped ship for another
3D  app yet. Lots of interesting things happening everywhere...



On Monday, April 18, 2016, Steven Caron  wrote:

> Don't feed them Luc-Eric!
>
> On Mon, Apr 18, 2016 at 2:47 PM, Luc-Eric Rousseau  > wrote:
>
>> Maybe it's because I know how this stuff works, but I think that video
>> seems to make it looks more complicated than it is.
>>
>> XSI's render setup system has passes, groups, background/forground
>> partitions, creating an override prop, drag and dropping from ppg divot or
>> explorer to some dead spot on that override ppg. I think it would look
>> complicated if you speed through an explanation of that, it takes some soak
>> time to figure how all of that works.
>>
>> This maya system is one to build a procedural recipe that will be applied
>> at render time.  Overrides are procedural in XSI (i.e. string-based) but in
>> this everything else is expression-based and late-bound, which means it can
>> deal with references and changing scenes.  The render setup can be exported
>> and manipulated in json.
>>
>>
>>
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Re: this is the end......

2016-01-27 Thread Greg Punchatz
Still using it everyday here at Janimation, but the end is getting to be in
sight.

Yet the path for us is not clear yet. Maya looks like its headed in the
right direction, I am hopeful.

 Houdini just seems a bit heavy handed for a lot of our work.

C4d with Arnold looks great for a good deal of our work, but the character
tools are not so good, and it does not seem to scale well.

Modo seems like the sanest of the apps from a UI and design POV, but its
animation speed makes fairly useless for anything complicated.

 Max, I simply do not like, a pile of plug ins ready to fall apart.

On Wed, Jan 27, 2016 at 8:20 AM, Jordi Bares <jordiba...@gmail.com> wrote:

> I am using it at Glassworks and still miss it for quite a few things,
> nevertheless I must confess I miss now Houdini even more… clearly something
> wrong is going on with me.
>
> ;-)
>
> Joking apart, the level of missing either Softimage or Houdini depend on
> the project.
> jb
>
>
> On 27 Jan 2016, at 14:08, Javier Vega (Elástico) <javierelas...@gmail.com>
> wrote:
>
> Yes, this is the end, but I’m still using it in some projects when I need
> to work more fast and quickly. Anyway, the users of this list which
> software are using right now? Just curiosity. I know that you, Jordi Bares,
> are still using it. In my case, as a freelance, I switch it to Maya for
> some projects and I’m touching with a lot of satisfaction, Blender.
>
> See you!
>
> El 27 ene 2016, a las 15:01, Mirko Jankovic <mirkoj.anima...@gmail.com>
> escribió:
>
> well I really don;t see that everybody that used SI will just forget
> everything so far.
> it could be just harder to get in contact with them :)
> there is still mailing list and si-community so... :)
>
> On Wed, Jan 27, 2016 at 2:59 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Goodnight sweet prince.
>>
>>
>>
>> On 27 January 2016 at 13:53, Greg Punchatz <g...@janimation.com> wrote:
>>
>>> Sigh... and yes freelancers are way harder to find : (
>>>
>>>
>>>
>>>
>>>
>>> On Wed, Jan 27, 2016 at 7:46 AM, adrian wyer <
>>> adrian.w...@fluid-pictures.com> wrote:
>>>
>>>> well seeing as today is the final day you can purchase stand alone
>>>> licenses of Softimage, i guess i'll be the first to say
>>>>
>>>>
>>>>
>>>> farewell old friend, long will you be remembered as the better app
>>>>
>>>>
>>>>
>>>> a
>>>>
>>>>
>>>>
>>>> ps. still use it everyday, but freelancers are hard to find..
>>>>
>>>>
>>>>
>>>> Adrian Wyer
>>>> Fluid Pictures
>>>> 75-77 Margaret St.
>>>> London
>>>> W1W 8SY
>>>> ++44(0) 207 580 0829
>>>>
>>>>
>>>> adrian.w...@fluid-pictures.com
>>>>
>>>> www.fluid-pictures.com
>>>>
>>>>
>>>>
>>>> Fluid Pictures Limited is registered in England and Wales.
>>>> Company number:5657815
>>>> VAT number: 872 6893 71
>>>>
>>>>
>>>>
>>>
>>>
>>
>
>
>


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

2016-01-22 Thread Greg Punchatz
Does not sound fun

On Friday, January 22, 2016, Adam Sale  wrote:

> Sebastien... re rigging in Maya
>
> you come back and the skinning tools are still, shit. The weight painting
> is a death sentence, the weight smoothing, is a death sentence, the UI for
> scrubbing through the list of deformers makes me want to snuff it, they
> still expect you to lock every single joint, less it start firing weights
> randomly into other deformers. erase influence in a finger, it ends up in a
> leg... more then just the crippled demented functionality, the feel of the
> whole thing is off, having to reload the weighting interface every time you
> want to translate or rotate a bone the list goes on and on,
>
>
> Bang On.
>
> On my latest face rig in Maya, the back and forth between weights bleeding
> onto unrelated joints a mile away is insane. The locking and unlocking
> thing doesn't really work the way you think it should. I mean, even if the
> joints are locked, you can still edit their weights, which I guess means
> that locking is only good for the normalization process when Maya decides
> to reassign loose weights elsewhere. Joint orients, Lack of access and
> functionality to weight editors, paint weights that need reloading
> constantly. I have learned how to work around all these issues, and I think
> i will post a video at some point, so I can remember myself ;-)
>
> Without giving anything away based on our NDA, those of us SI folk on the
> Maya beta list, have been hammering rigging reform for a couple of years
> now. There is a giant list that's been assembled, and waiting for
> implementation !!
>
>
> Adam
>
>
>
> On Fri, Jan 22, 2016 at 5:05 AM, Olivier Jeannel  > wrote:
>
>> Amen to that Ognjen !
>>
>>
>> On Fri, Jan 22, 2016 at 1:49 PM, Ognjen Vukovic > > wrote:
>>
>>> I suppose at the pace sideFX are steamrolling their app, it could be a
>>> functional animation software given a year or two. But thats just  a guess
>>> from my side, maybe someone could comment on that who has a bit more
>>> knowledge on H.
>>> Then it could easily snap out the mayas position of industry leader, I
>>> just wish indy version would support the redshift plug in thats coming out,
>>> that would make it a no brainer for me personaly as to where i would pledge
>>> my allegiances to..
>>>
>>> On Fri, Jan 22, 2016 at 12:05 PM, Sebastien Sterling <
>>> sebastien.sterl...@gmail.com
>>> > wrote:
>>>
 Is Fabric at a point where one can use it as a stand alone rigging and
 skinning platform i wonder ? not much hope of getting studios to adopt,
 specially not those that rely on sweat shops. but it would be nice to try
 and sow some better seeds.

 Softies i love you all, sorry for venting but sometimes it really feels
 desperate, to come back to rigging in maya a decade later and the most
 impactful thing to be added is, delta much, tech from another dying
 company, that everyone and there dog was able to replicate it seems.

 But no, you come back and the skinning tools are still, shit. The
 weight painting is a death sentence, the weight smoothing, is a death
 sentence, the UI for scrubbing through the list of deformers makes me want
 to snuff it, they still expect you to lock every single joint, less it
 start firing weights randomly into other deformers. erase influence in a
 finger, it ends up in a leg... more then just the crippled demented
 functionality, the feel of the whole thing is off, having to reload the
 weighting interface every time you want to translate or rotate a bone
 the list goes on and on,

 On 22 January 2016 at 10:23, Tom Kleinenberg > wrote:

> Heh, sorry, what I meant was sad was the blind crowd-think. I learnt
> pretty quickly that that any tool can do anything (when at a Lightwave
> studio and they were trumpeting how Lightwave was used for bits of
> Ironman). Some tools are just easier than others for certain tasks and
> Softimage does 90% of what I do in the easiest way I've come across.
>
> And no Sandy, you never got my rigging, not even in XSI :) One day,
> one day...
>
> On 22 January 2016 at 10:10, Sandy Sutherland <
> sandy.mailli...@gmail.com
> > wrote:
>
>> We never got you rigging in Softimage then Tom - ;)
>>
>> S.
>>
>> On Fri, Jan 22, 2016 at 10:05 AM, Tom Kleinenberg > > wrote:
>>
>>> At college we were taught Max and Maya. Maya was by far the most
>>> popular with 

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

2016-01-22 Thread Greg Punchatz
... kind of went off there again a bit, sorry guys :P but god damn, GOD
DAMN !
[image: Inline image 1]

On Fri, Jan 22, 2016 at 2:33 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Adam Sale
>
> Maybe if they get enough requests, they will EOL Maya :), that seems to be
> there modus apparandi, "we have a software, we took their money, they made
> requests, we canceled our software = no more requests !!!"
>
> I would like to put on a braver face man, but they have had decades to
> look into this stuff, and it doesn't look like they have any interest in
> doing much more then shoving more stupid ineffective weighting algorithms.
>
>  If you have devised any methods to survive this particular jungle, any
> info is appreciated I'm sure i speak for all in this matter, that said i'd
> hate to subject anyone to more maya time :P
>
>
> I'm going to bring it up again cause quite frankly fuck them for still
> unerringly daring not to have such a simple fucking feature, but hiding
> polygons ? really ? guys ? this we can not have ?
>
> it seems stupid, but people donm't seem to realise what a god send that
> feature is,
>
>
> if you are skinning a hand, and you want to weight the inside of the palm
> so it isn't crashing in on itself...
>
> if you wand to weight(or even model) a mouth bag, behind lips ...
>
> if you have multiple pieces of geo making up your characters hair and you
> want to weight them individually...
>
>
> (in a "lesser" DCC (apparently) you would... hide.. the polygons?)
>
>
> In maya the excuse you will be given, is "well you can isol"...FUCK OFF!!!
> isolate is a stupid solution, that requires way to many steps, and requires
> multy selections, something that for some retarded reason maya can't do ?!
> and hides everything even the bones you want to weight to.
>
> these are not small things, these are core functionality that is missing,
> if you can't get this shit right then maybe you should not be in the
> software game.
>
>
> ... kind of went off there again a bit, sorry guys :P but god damn, GOD
> DAMN !
>
> On 22 January 2016 at 19:32, Mirko Jankovic <mirkoj.anima...@gmail.com>
> wrote:
>
>> " I have learned how to work around all these issues,"
>>
>> And again it proves correct.
>>
>> With Maya you workaround
>> with Softimage you work!
>>
>> On Fri, Jan 22, 2016 at 8:22 PM, Greg Punchatz <g...@janimation.com>
>> wrote:
>>
>>> Does not sound fun
>>>
>>>
>>> On Friday, January 22, 2016, Adam Sale <adamfs...@gmail.com> wrote:
>>>
>>>> Sebastien... re rigging in Maya
>>>>
>>>> you come back and the skinning tools are still, shit. The weight
>>>> painting is a death sentence, the weight smoothing, is a death sentence,
>>>> the UI for scrubbing through the list of deformers makes me want to snuff
>>>> it, they still expect you to lock every single joint, less it start firing
>>>> weights randomly into other deformers. erase influence in a finger, it ends
>>>> up in a leg... more then just the crippled demented functionality, the feel
>>>> of the whole thing is off, having to reload the weighting interface every
>>>> time you want to translate or rotate a bone the list goes on and on,
>>>>
>>>>
>>>> Bang On.
>>>>
>>>> On my latest face rig in Maya, the back and forth between weights
>>>> bleeding onto unrelated joints a mile away is insane. The locking and
>>>> unlocking thing doesn't really work the way you think it should. I mean,
>>>> even if the joints are locked, you can still edit their weights, which I
>>>> guess means that locking is only good for the normalization process when
>>>> Maya decides to reassign loose weights elsewhere. Joint orients, Lack of
>>>> access and functionality to weight editors, paint weights that need
>>>> reloading constantly. I have learned how to work around all these issues,
>>>> and I think i will post a video at some point, so I can remember myself ;-)
>>>>
>>>> Without giving anything away based on our NDA, those of us SI folk on
>>>> the Maya beta list, have been hammering rigging reform for a couple of
>>>> years now. There is a giant list that's been assembled, and waiting for
>>>> implementation !!
>>>>
>>>>
>>>> Adam
>>>>
>>>>
>>>>
>>>> On Fri, Jan 22, 2016 at 5:05 AM, Olivier Jeannel <
>>

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

2016-01-22 Thread Greg Punchatz
*P.S.  It is a shame that you didn't win the lottery Greg ;)*

We would be having a whole different discussion now wouldn't we? :)

On Fri, Jan 22, 2016 at 3:18 PM, Eric Turman  wrote:

> Agreed
>
>> "In maya the excuse you will be given, is "well you can isol"...FUCK
>> OFF!!! isolate is a stupid solution, that requires way to many steps, and
>> requires multy selections, something that for some retarded reason maya
>> can't do ?! and hides everything even the bones you want to weight to.
>>
>> these are not small things, these are core functionality that is missing,
>> if you can't get this shit right then maybe you should not be in the
>> software game."
>>
>
> Maya and their ignorant user base offer excuses, workarounds, and
> patchwork script solutions where as we had real working solutions right out
> of the box with Softimage.
>
>
> P.S.  It is a shame that you didn't win the lottery Greg ;)
>
> --
>
>
>
>
> -=T=-
>


Janimation is looking for a full time generalist

2016-01-18 Thread Greg Punchatz
Hello Soft peeps ,

We need to add a Softimage generalist to our staff asap.

We are looking for someone who has a very diverse skill set . Rigging and
animation being a big bonus.

Maya knowledge a plus, but not necessary at this time. We have not made the
switch, but it is currently where we plan to go for at least character
animation at some point.

ping me at g...@janimation.com  if you would like to join us for a full
time gig... or even if you can just help for a bit.

Greg


Re: Friday Flashback #252

2015-12-14 Thread Greg Punchatz
I thought it was for freezing operators automaticity , Xsi would get clunky
real fast with a few modeling components. This feature was added to auto
freeze as you modeled.

Child compensation was added to get so you could move a parent node with
out effecting the children .

My recollection

On Monday, December 14, 2015, Matt Lind  wrote:

> "Immediate" mode made it's appearance in XSI v3.0 so the Maya users would
> stop complaining about children not moving with the parent.  The default
> Softimage behavior was for the children to move only when selected in
> branch mode.
>
>
> Matt
>
>
> Date: Mon, 14 Dec 2015 12:51:46 +0100
> From: Arvid Bj?rn 
> Subject: Re: Friday Flashback #252
> To: "softimage@listproc.autodesk.com"
>
> There's an "Immed" button in that interface.. I distinctly remember that
> feature being added to XSI at some point, like v2 or v3, it wasn't there
> from the start, that's for sure. Such an odd thing to be in an early mockup
> only to surface years later as an actual feature, isn't it? No Freeze
> button either which is also weird if Sumatra was non-linear from the start.
>
>


Re: Smooth operator on curves

2015-09-28 Thread Greg Punchatz
Did you sing Sade while applying the Smooth Operator? I know I still do;)

On Monday, September 28, 2015, Eric Turman  wrote:

> Even though this is so simple and many of you may know that Soft can do
> this, until this afternoon, I had a reason to try this...I needed to smooth
> out a curve that I trace the points and midpoints of a poly surface
> from. My first Softimage instinct was to try a smooth operator on the
> curve. True to form Softimage handled it without any issues and the result
> was beautiful. I didn't have to look for a smooth curves vs. smooth
> polygons or any other nonsensical term like curve-blast or turbo-spliner.
> I'm very grateful that I still get to use Soft every day.
>
> Cheers,
> -=Eric
>
> --
>
>
>
>
> -=T=-
>


Re: The Untimely Death of Softimage -the comic

2015-07-10 Thread Greg Punchatz
That was great. Funny and sad at the same time, just like a painting of a
crying clown ;)

On Fri, Jul 10, 2015 at 7:44 AM, Morten Bartholdy x...@colorshopvfx.dk
wrote:

   Oh my, Max. You just made my day - very liberating giggles. Very spot
 on too.



  If anything, in case you are not quite finished with it, you might
 work in a pun regarding ICE vs. Bifrost :D

  ICE is really cool, while Bifrost is really just that -  some frosting
 on the side of the lumbering Mayan tractor.


Morten




 Den 10. juli 2015 kl. 14:15 skrev Max Crow m...@nsccreative.com:

   I had some time off this week so I thought I would make a comic about
 The Event because that's what normal people do, right?  The point wasn't
 to start an anti AD flame war, more one of closure, and looking to the
 future.

 http://www.maxcrow.com/the-untimely-death-of-softimage/

 Please feel happy to criticise or suggest improvements but they will only
 be acknowledged if presented in the medium of contemporary dance (or
 another comic).

  Enjoy!
 --
  Max Crow
 Creative Supervisor
  NSC Creative

   National Space Centre, Exploration Drive, Leicester, LE4 5NS, UK

   http://www.NSCcreative.com http://www.nsccreative.com/






Re: Friday Flashback #227

2015-06-05 Thread Greg Punchatz
BTW: a colleague of mine is still using the P-O-Z keys for navigating in
XSI. I don't understand this but hell if he's used to it, why not :)

That's me! Someone once said O is for old :)

On Fri, Jun 5, 2015 at 3:32 PM, Derek Jenson derekjen...@hotmail.com
wrote:

 The combo hot keys made Soft 3D fast. That feature never made it to XSI.



Re: Heavy scenes with the GTX 970

2015-05-28 Thread Greg Punchatz
inside Softimage 2915

Apparently softimage rises from the ashes, but in a far distant future ;)

On Thu, May 28, 2015 at 6:20 PM, Leoung O'Young digim...@digimata.com
wrote:

 We have switched some of our workstation using the GTX 970's, they
 preforms quite well rendering in Redshift.
 A good bang for the buck. But we find the it is very sluggish manipulating
 heavy geometry scenes inside Softimage 2915.
 What is a better option?

 Thanks,
 Leoung



Re: Is purchasing a new softimage license impossible?

2015-05-14 Thread Greg Punchatz
If you hit something you don't want to read move on.

I find posts like this useful. I have not yet found the
right replacement 3d dcc for me quite yet.

Modo looks very interesting, but incomplete and its speed leaves somthing
to be desired in large scenes. I am watching them very closely , but I need
to see who owns the Foundry and what the plan is. I am a fan of foundry
products and culture... I hope they can maintain that where ever they land.

Houdini can do almost anything you can imagine but seems to has too much
overhead to get simple things done.

I hate Max from a birds eye view... but I have never used it more than for
a few minutes. They seemed to get a lot closer to ICE than maya has been
able to with this last release.

Maya has some things going for it, namely a talented user base.  The last
release is a small step in the right direction, but from the out side
looking in it sure seems like they are having a tough time tying all that
old code into something that feels unified and consistent.

I was very underwhelmed with Bitfrost once again.  I don't ever think it
will be a flexible toolset, or we would have seen a hint of that by now.

C4d has gone from a blip to something I need to look at again, but after
seeing the Arnold demo's running in C4d I cant ignore that as a rendering
solution.

I wish some one would take fabric and turn it into a full fledged 3d app...



On Thu, May 14, 2015 at 8:09 PM, Eric Thivierge ethivie...@gmail.com
wrote:

 Yeah I agree entirely with what Raf said.

 In addition if enough people want the discussions about transition
 experiences of members of our community to stop here I can get on board.
 Just know that when that happens the community will start to dwindle
 rapidly. It's the same damn point that's been made over and over since the
 EOL announcement. We're going to have to move somewhere else. Softimage is
 done. Some of us are transitioning sooner than others. This is going to
 leave the community pretty fragmented so topics and sharing of experiences
 is going to be very mixed up.

 If you hit something you don't want to read move on.

 Eric T.

 
 Eric Thivierge
 http://www.ethivierge.com

 On Thu, May 14, 2015 at 8:43 PM, Sylvain Lebeau s...@shedmtl.com wrote:

 A message of great nostalgia, sadness but also realism and share
 fullness.


 sly







 *Sylvain Lebeau // SHED*
 V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ 
 http://WWW.SHEDMTL.COM http://www.shedmtl.com/






 On May 14, 2015, at 8:02 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Is it really an issue?

 It's not like people have flocked to this list like flies to corpses to
 pimp and peddle. The non-Soft posts are come either from people who have
 explicitly been invited to the list by long standing members in time of
 crisis, or by long enough standing members, and I've seen Chris' name
 plenty times before. Personally I'm interested in seeing how others are
 coping with change (in ways other than ignoring its necessity, which is a
 viable strategy only for so long).

 I see your point Matt, and I don't disagree, but while it's only fair
 that this list is used predominantly for those continuing to use Soft
 (we're still doing movies with it here at AL), the Softimage Experience
 now is also about other people who have used Soft sharing their experience
 in moving away from it as sad as it might be. Almost everybody, sooner or
 later, will have to walk that path, and there's nobody more indicated to
 advise than other members of this list.

 I don't know, seems a bit of a storm in a glass of water to me.






Re: End of the ride

2015-05-13 Thread Greg Punchatz
Thanks for all the fish

and the best of luck to you in the future.

On Wed, May 13, 2015 at 6:08 AM, Martin Chatterjee 
martin.chatterjee.li...@googlemail.com wrote:

 All the best to you, Graham!

 Cheers, -M

 --
Martin Chatterjee

 [ Freelance Technical Director ]
 [   http://www.chatterjee.de   ]
 [ https://vimeo.com/chatterjee ]

 On Wed, May 13, 2015 at 11:50 AM, Martin Yara furik...@gmail.com wrote:

 I haven't had the pleasure to meet you in real life, but it is really
 sad. I've always enjoyed your posts and discussions in different forums and
 emails. Always helpful, cool and calm even when you were being attacked by
 angry softies.

 Thanks for all these years, and good luck.

 Martin

 On Wed, May 13, 2015 at 12:50 PM, Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

 That's how legends retire: when they are on top. What more can I say? I
 really wish you the best and that you may continue inspire people on the
 path you choose (hopefully fabric engine) hhehhh..
 Cheers.
 On May 12, 2015 6:00 PM, Graham Bell bell...@gmail.com wrote:

 I hadn't wanted to make any kind of announcement, but reading Stephens
 latest Flashback thread and the discussions on where peoples journey with
 Softimage first started, it's kinda made me realise that mine has basically
 ended.
 And as I'm posting here, I didn't want to fly under false colours, so
 to speak.

 As of the start of this month, I'm no longer at Autodesk, The bloodline
 of european Softimage AE's from Ben, Chinny, and James, to myself has now
 ended.

 Perhaps it's time to start earning an honest living again. lol :-)






Re: Friday Flashback #223

2015-05-10 Thread Greg Punchatz
I started in beta of Sumatra and Twister... its been one hell of a ride :)
I am still using every day, even this fine Mother's Day Weekend.

On Sat, May 9, 2015 at 6:48 PM, David Saber davidsa...@sfr.fr wrote:

 I also started with 1.0 which was not production ready, too crashy. But
 since 1.5 it was OK I.M.O.



How do you get distance from output camera via a script

2015-05-04 Thread Greg Punchatz
Hey all we are trying to figure out how to get an objects distance from the
camera vis a script.

I am not doing the coding but I thought I could help Dave find an answer
here.He is neck deep in another script an and  he was struggling fining it
via the documentation.

I thought maybe one of you nice people might be able to point us in the
right direction.

Thanks
Greg


Re: Softimage Icon Removed from Mudbox?

2015-04-29 Thread Greg Punchatz
It and goZ are huge time savers! Huge! 

It does seem to me this would fall into the  AD should do it I the SPs until 
the Soft support being promised until 2016 

It is just a few lines of code Luc, can you do us old softies a favor and send 
the request  the send up the ranks to send to apps back in? Did Maya and Max 
lose their send to soft connections too?

I think we are in our right to ask for this small gesture from AD

Thanks for listening Luc... I know there is nothing you can promise, but give 
it a shot for those of us you used to your clients.

g

Sent from my iPhone

 On Apr 29, 2015, at 8:40 PM, Raffaele Fragapane raffsxsil...@googlemail.com 
 wrote:
 
 Because it's not a redundant copy of I/O commands with presets, it also keeps 
 the data in sync instead of forcing you to unload/reload.
 It was actually pretty useful, and I don't know why people insist it didn't 
 work, it worked fine. When I was still using Mudbox I used it frequently 
 enough without issue.
 
 On Wed, Apr 29, 2015 at 11:38 AM, Sven Constable sixsi_l...@imagefront.de 
 wrote:
 I never used that send to xyz. It was just too autodesk. I always wondered 
 why to clutter a menue with somthing that’s basically not more than an 
 export function.
 
  
 
 sven


The shadow over The Foundry

2015-04-28 Thread Greg Punchatz
Not my experience Perry,

AE was unusable in my opinion until the last couple of versions or so... I
had a hate for that program that ran deep until recent releases, but
improvements recently has made it palatable for me.

The momentum of Adobe since the move to the subscription based model, seems
to me,  to have improved the way they are improving things for the long
term. Premiere has almost completely taken back all of the Final Cut market
by creating a stronger product line..and is eating into avid sales BIG
TIME.

 I am not sure where all this Adobe hate comes from, but they have always
been the lesser evil to me.

My 2cents








On Tue, Apr 28, 2015 at 7:03 AM, Stefan Kubicek s...@tidbit-images.com
javascript:_e(%7B%7D,'cvml','s...@tidbit-images.com'); wrote:

  Well put Perry, exactly my thoughts!

 Speaking of Fusion: I had the pleasure of using the free version last week
 for 7 consecutive days in a a row, 10 hrs a day.  It was blazingly fast
 (compared to AE anyway), did not crash once, and the look of the node tree
 was pleasing enough to not make my eyes bleed (as opposed to Nuke's). Even
 the pro version is a bargain for $1000 for what you get.



 +1 on all

 Totally agree.

 This news sickened me and if true, could mean great things for Fusion
 and nothing but bad news for the rest.

 I've seen the usability and stability of After Effects (AE) decline
 sharply over the timeframe that AE has been a rental product. Updates cause
 problems instead of fixing them and development has slowed (even further).
 Not so with Nuke.

 Adobe wants VFX to be accessible to the consumer, and while I don't
 discount the research they have done, some of which has been quite amazing,
 most of their focus has been on one button type of VFX solutions and not on
 stability and flexibility, which is what we need and what The Foundry
 supplies software that excels in.

 Rotobrush, PuppetTool, CameraTracker all designed to make as close to a
 one button solution as possible. These tools works great in certain
 situations, but when the shot gets tough, you quickly run out of options.

 Nuke is nothing but options, and is  far more ICE-like than AE is.

 Having something as flexible as Nuke owned by a company that has a huge
 competitive market-dominating product like AE, should send chills up your
 spine as to how closely it matches the Autodesk Maya/Soft debacle.


 Sent from my iPhone
 Please excuse typos and
 brief replies.
 Thank you!

 On Apr 28, 2015, at 2:05 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com
 javascript:_e(%7B%7D,'cvml','raffsxsil...@googlemail.com'); wrote:

 AD owned and produced a lot of stuff over the years. The various
 acquisitions you are thinking of in the ME group are a drop in the ocean
 that is their arch, viz, CAM/CAE budgets.
 Alias was bought for studio and the inlet in industrial CAM they missed at
 the time. Maya in and of itself is probably not scratching 3 or 4% of their
 revenue and I doubt Soft even made it to an integer number.

 Adobe is already a bigger company than AD for the record, and has MORE of
 a monopoly on its market segments than AD does. They beat AD in revenue and
 net by a factor of two most years.

 Again, I don't know what Adobe you guys are thinking of, but the one I
 know of is nothing to hope for. They make EA sports and AD ME look
 positively benign in the VFX geography.



 On Tue, Apr 28, 2015 at 3:49 PM, Nicolas Esposito 3dv...@gmail.com
 javascript:_e(%7B%7D,'cvml','3dv...@gmail.com'); wrote:

 If I remember correcty Autodesk, before the big buyout in recent yearsm
 had only Autocad and 3ds to carry on and make good money...when they start
 acquiring Alias and all the others they establish themself as the company
 to go, simply because they were the owners.

 For me Adobe could possibly be the next Autodesk, but I really hope I'm
 wrong.

 2015-04-28 7:24 GMT+02:00 Raffaele Fragapane raffsxsil...@googlemail.com
 javascript:_e(%7B%7D,'cvml','raffsxsil...@googlemail.com');:

 There must be another company named Adobe I'm not aware of...

 Adobe has had nothing but contempt for VFX for years, and people would
 actually get on board with this?

 If there is any truth to these incompetently written piece of news
 whatsoever, and that's pretty much 50/50 at best, be ready to rent. Windows
 and half arsed Mac ports only, of course.

 On Tue, Apr 28, 2015 at 1:37 PM, Tenshi S. tenshu...@gmail.com
 javascript:_e(%7B%7D,'cvml','tenshu...@gmail.com'); wrote:

 Better Adobe than Autode$k. Is the less bad co. between both.





 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!




 --
 ---
 Stefan Kubicek
 ---
 keyvis digital imagery
 Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231
 www.keyvis.at ste...@keyvis.at
 javascript:_e(%7B%7D,'cvml','ste...@keyvis.at');
 -- This 

Looking for ICE/Nuke freelancer ASAP

2015-04-20 Thread Greg Punchatz
Hey all,
We are looking for some FX freelance support to work onsite here at
Janimation to work on a game trailer we are doing.

The ideal person would be able to be able to handle the effects from
particles to comp and all steps in between.

We are running Soft still, but we have Maya and Max if needed (I don't
think we even installed them yet ;) We are doing most of our comps in Nuke
but its feasible to do some work in AE.

We will also be looking for a pipeline type TD very soon, so if you fit
that description you might as well send me your resume.

Greg


Job | TD

2015-04-20 Thread Greg Punchatz
We are about to start looking for a full time TD to add to our staff at
Janimation and I thought I would start here first.

We are looking for someone who has a good deal of pipeline experience and
is also a good general production TD. Must speak Python Fluently and know
Softimage well.  Shotgun/FTrack ,Nuke, and Maya knowledge are big bonuses.

We are currently using Shotgun but are considering a move to Ftrack, there
are several reasons for the possible switch away from Shotgun. We are not
happy with the lack of integration of non AD tools atm or the rate of dev
since AD bought them. The first job this TD will have is to help us with
making this decision, then implementing it for all of our software and
processes

Thanks folks!
Greg
BTW-You can ping me directly.


Re: Linux GUI weirdness

2015-04-07 Thread Greg Punchatz
***Maybe but it's it's good leg!*

https://www.youtube.com/watch?v=lbnkY1tBvMU

On Mon, Apr 6, 2015 at 9:54 PM, Jason S jasonsta...@gmail.com wrote:

 On 04/05/15 23:45, Steven Caron wrote:

 [...] softimage is on its last leg, there will be a time in the future
 where it won't matter.


 Maybe but it's it's good leg!

 And ICE acts as a pretty good prothetic limb :)

 And I doubt that time in the future, would be anytime soon,

 But for beyond XSI, I personally have my hopes for BStudio, (or something
 like)





Re: Maxon sets up shop in Montreal

2015-03-19 Thread Greg Punchatz
You don't have to rain on our imaginary parade Luc-Eric.

On Wed, Mar 18, 2015 at 5:22 PM, Luc-Eric Rousseau luceri...@gmail.com
wrote:

 I don't know about that 5k number;  the potential Cinema4D/softimage
 overlap is probably around 1500 seats total.

 After SI|3D, Alain was working out of Japan in consulting and not
 directly on the XSI product; he contributed the older user normal
 editing tool that was in the netview.

 On Wed, Mar 18, 2015 at 12:02 PM, Oliver Weingarten li...@pixelpanic.de
 wrote:
  ...maybe 15k potential users seems to be an inetresting amount for other
  companies than AD ;)
 
  ...fingers crossed somebody comes up with something coming even close to
  good old  XSI..!
 
  Am 18.03.2015 um 16:27 schrieb Stephan Haitz:
 
  Could it be there are set free quite other energies with the EOL of
  Softimage than intented?
 
  Am 18.03.2015 um 14:24 schrieb Ed Harriss:
 
  Maxon… as in Maxon Cinema4D?
 
  If so, exciting!
 
 
 
  I’ve been using C4D and it’s got some really, really great stuff but
 there
  are a few areas that could use some Softimage style love. ;)
 
  Regardless, we are working on integrating it into our pipeline.
 
  Ed
 
  From: softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Greg
 Punchatz
  Sent: Wednesday, March 18, 2015 9:14 AM
  To: softimage@listproc.autodesk.com
  Subject: Maxon sets up shop in Montreal
 
 
 
  Ex softie Alain Laferrière leading a new dev team :)
 
 
 




Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Greg Punchatz
Dave has got something worked out, but its not ideal.  He cannot get a
group of curves to work, and is wiring up each one in by hand in the ICE
tree.

What he wants to do is emit an objects from one end of a curve and the have
it follow the curve to the end.. but he wants to do this to a group of
curves.  He can make it work one curve at a time fine, he can wire the
bizzilion curves up by hand but its not ideal.

On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.be wrote:

   I think you can get the closest point on a group of curves,
 get the point-tangent from there and use that (vector) as a force,
 combine to taste with turbulence, and perhaps a force pulling towards the
 curve (vector from point to closest point) for extra control.

 adding/removing curves to the group is all you’d need to do to add them to
 the simulation.
 hope this helps.



  *From:* Dave Sisk d...@janimation.com
 *Sent:* Thursday, March 19, 2015 3:27 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* ICE emit particles and follow branching geometry

  Hi, I'm trying to create an effect with particles flowing from one
 several ends of branching geometry to another of several ends on the same
 geometry.

 Right now I'm working with Flow Along Curve and a bunch of
 partially-overlapping curves that go from one end to the other, but since
 ICE is pretty limited in what you can plug a geometry port into, I'm
 running into a LOT of duplication that makes adding or removing curves a
 labor intensive process.

 Is there another approach to this I should be trying?

 Thanks,
 Dave Sisk



Re: Maxon sets up shop in Montreal

2015-03-18 Thread Greg Punchatz
http://forums.cgsociety.org/showthread.php?f=59t=1263943


On Wed, Mar 18, 2015 at 8:13 AM, Greg Punchatz g...@janimation.com wrote:

 Ex softie Alain Laferrière leading a new dev team :)



Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-06 Thread Greg Punchatz
I don't write this word often, but being from Texas there is only thing
that comes to mindYeehaw!

On Fri, Mar 6, 2015 at 6:03 PM, Vince Baertsoen vi...@themill.com wrote:

  Awesome news!

  I have been waiting for this for ever. Exciting time!

  Thanks a lot Paul and I am looking forward to trying it, hopefully soon.

  Cheers.



 Vince Baertsoen
 Head of 3D

 T  +1 212 337 3210




 The Mill 451 Broadway, 6th Floor, New York,  NY 10013


 *themill.com | http://www.themill.com/ themillblog.com |
 http://www.themillblog.com/ @millchannel |
 https://twitter.com/millchannel facebook.com/millchannel
 http://www.facebook.com/millchannel *
  --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Paul Doyle [
 technove...@gmail.com]
 *Sent:* Friday, March 06, 2015 3:32 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Introducing Canvas - visual programming for Fabric Engine 2.0

   Hi guys - I know you've been waiting for quite a while for us to start
 showing you what we've been up to since Siggraph. Finally we're there and
 can give you a look :)

  I'm really happy and proud to give you the first proper look at Canvas,
 our visual programming system for Fabric 2.0.

  Quick highlight video: https://vimeo.com/121492305

  Tons more information here: http://fabricengine.com/canvas-videos/

  This is the first part of the FE2.0 plan, and we'll be showing this in
 more detail at GTC on March 18th - please contact me if you want to meet up.

  Looking forward to hearing what you have to say, and hopefully getting
 you on the alpha/beta when we open things up (there is a sign up form on
 the Canvas page).

  Cheers,

  Paul and the rest of the Fabric team




Re: Maya thinks they're clever....and that's the problem

2015-02-25 Thread Greg Punchatz
What we have here is failure to communicate. .. Thirty days in the hotbox for 
the folks that killed xsi!

Sent from my iPhone

 On Feb 25, 2015, at 5:40 AM, Chris Marshall chrismarshal...@gmail.com wrote:
 
 Somewhere maybe Autodesk Managers should now be placed?
 
 On 25 February 2015 at 11:37, Andi Farhall hack...@outlook.com wrote:
 Something they put unruly animators in, generally made of corrugated tin I 
 believe.
 
 
 ...
 http://www.hackneyeffects.com/
 https://vimeo.com/user4174293
 http://www.linkedin.com/pub/andi-farhall/b/496/b21
 
 
 http://www.flickr.com/photos/lord_hackney/
 http://spylon.tumblr.com/
 
 This email and any attachments to it may be confidential and are intended 
 solely for the use of the individual to whom it is addressed. Any views or 
 opinions expressed are solely those of the author and do not necessarily 
 represent those of Hackney Effects Ltd.
 
 If you are not the intended recipient of this email, you must neither take 
 any action based upon its contents, nor copy or show it to anyone.
 
 Please contact the sender if you believe you have received this email in 
 error.
 
 
 
 
 Date: Wed, 25 Feb 2015 11:10:02 +
 Subject: Re: Maya thinks they're cleverand that's the problem
 From: chrismarshal...@gmail.com
 To: softimage@listproc.autodesk.com
 
 What's the Hot Box? Or have I just made that up?
 
 
 
 -- 
 
 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk
 


Re: akeytsu animation software demo

2015-02-20 Thread Greg Punchatz
^^THAT^^  I have been talking about interacting wanting to have the mesh
have hot spots for years.. please get rid of all that visual clutter
between me and my character.

G

On Fri, Feb 20, 2015 at 6:04 PM, Eugene Flormata eug...@flormata.com
wrote:

 I hope something revolutionary comes out for rigging/ animation comes out
 like
 zbrush did to modeling.

 https://vimeo.com/103633309
 this one sure is neat

 On Fri, Feb 20, 2015 at 4:05 AM, Stefan Kubicek s...@tidbit-images.com
 wrote:

  I was looking forward to this one too.
 They wanted to release in fall last year, but are delayed as it seems.
 From its description it looks like a technical preview of what could be
 achieved with Fabric's Kraken one day, at least as  far as encapsulation
 and rig complexity is concerned :-)

 There is also this: http://en.esotericsoftware.com/spine-in-depth

 but it's strictly 2D.

 Yes !!! i was looking for this the other day, but couldn't remember the
 name.

 On 19 February 2015 at 14:00, Marco Peixoto mpe...@gmail.com wrote:

 Really need to try it on, so far im not impressed on its UI, but of
 course its a first impression and its outside of what im used so I think
 its a bit normal :)

 Now it seems it only exports FBX and I guess its more targeted for Game
 Animation, since the rig is Pre Built and doesn't seem to have extra
 deformation than the regular Bone Chains.

 Nevertheless its a vey welcome adition to the field of CA Maya dominated
 :D

 On Thu, Feb 19, 2015 at 8:42 AM, Oscar Juarez tridi.animei...@gmail.com
  wrote:

 It looks like a very interesting software, working on bare bones with
 nice manipulation modes. With a traditional animation approach.

 https://www.youtube.com/watch?v=74eSHxwoGdQ






 --

 -
Stefan Kubicek ste...@keyvis.at
 %22ste...@keyvis.at%22+%3cste...@keyvis.at%3E
 -
   Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
  Phone: +43 (0) 699 12614231
www.keyvis.at
  This email and its attachments are
 confidential and for the recipient only





BUG:Cycle with offset (Gradient extrapolation) freezes Soft 2015 sp1

2015-02-17 Thread Greg Punchatz
I found a bug that is driving me nuts, if I use the default animation
editor and try to set an objects linear animation curve to Cycle with
offset (the feature formally known as Gradient extrapolation) Soft simply
locks.It does not even try to send a bug report.. complete lock up.

Anyone else see this bug?


Re: Maya thinks they're clever....and that's the problem

2015-02-17 Thread Greg Punchatz
and in Maya's defense Soft got a lot of names goofy too... Envelopes should
be called skinning

Thats about the nicest thing I have to say about maya at this point ;)

On Tue, Feb 17, 2015 at 10:29 AM, Robert Cole rob...@texturelighting.com
wrote:

  Whoa!
 The Hypershade.. it s'posed to be a Render Tree, not as good, or as
 functional, and the name sounded really cool in school... still not sure
 what's so hyper about it.. 'cept it gets me Hyper that's for sure.
 -R

 On 2/17/2015 11:16 AM, john clausing wrote:

  DAG or directed acyclic graph.what they mean is object hierarchy
 Hypershade..what they mean is material editor
 Hypergraph..what they mean is schematic
 Graph Editor.what they mean is animation editor
 Visorstill no idea
 Group.what they mean is null sorta, but it's called null in the
 outliner even though they call it group...waitwhat?
 Set.what they mean is group

  c'monaren't we past calling things nerdy names cause they're cool?

  thus endeth my rantsorry.

  john





Re: Maya, sheesh!

2015-02-13 Thread Greg Punchatz
Amen Kris ! 

Sent from my iPhone

 On Feb 13, 2015, at 10:45 AM, Kris Rivel krisri...@gmail.com wrote:
 
 Ugh...I really hope Autodesk is taking notes on the pain we're enduring 
 switching over...I doubt it though. I'll die before I use Maya or Max as much 
 as Soft. Its so friggin stupid that we have to take a major step down in day 
 to day routine stuff and hunt for work-arounds, hacks, scripts, etc. just to 
 do something simple. I can tear through stuff in Soft with ease that I KNOW I 
 can't do in Maya or Max as quickly. When I'm in a hurry I'm connecting, 
 overriding, layering like a mad-mangetting sh!t done...and on time while 
 my Maya/Max brethren is taking their time trying to find the best plugin or 
 script to do what I did in 2 seconds. End rant.
 
 Kris
 
 On Fri, Feb 13, 2015 at 10:31 AM, Marco Peixoto mpe...@gmail.com wrote:
 I think i explained why by default its like that, unless you are animating 
 thing with a keyframe here and there and have your animation be dictated by 
 the Curve Tension instead of having your animation be dictated by what you 
 really key, then yes unlocking the tangents is the best way to go, but if 
 you want full control then not really, of course this varies with 
 preferences, I prefer to have my overshoots keyed and relying on curves with 
 handles pulled, if I need to shift poses around my overshoots are always 
 like i made them and not what the curve interpolation managed to do.
 
 Anyway unlocking the Curves its a simple click and  you can even do it on 
 Maya preferences:
 
 
 Preferences---Animation---Uncheck the Weighted Tangents (and use Spline not 
 Auto).
 
 My explanation on why I break the handles its because on simple bouncing 
 objects its faster to break the Tangents and use it like that instead of 
 making 2 extra keys, but its the rare occasion I break them and if timming 
 adjusting is needed i will loose time trying to find the same tension 
 values again.
 
 Its all workflow preferences, I use some scripts in Maya (that I only use 
 for Character Animation) and have colleagues that dont use a single script 
 and animate all day long with vanilla out of the shelf Maya.
 
 On Fri, Feb 13, 2015 at 1:23 PM, Artur Woźniak artur.w...@gmail.com wrote:
 Not that I am using or will be in the near future (Autodesk product that 
 is), but I'd rather have option to lock it if necessary rather than having 
 to unlock it every time i need it. Knowing what you doing with handles is 
 advisable if you animating, so I don't see the point of having them locked 
 by default.
 
 
 Artur
 
 2015-02-13 12:11 GMT+01:00 Marco Peixoto mpe...@gmail.com:
 Maya Graph is a bit different (but not that much) than XSi one, we need to 
 select the handles to move them opposed to Xsi where we just drag them, 
 maybe you have the Handles locked (always same lenght), which is 
 advisable, unless you know what you are doing and really want to mess with 
 them. Why is it advisable, because when animating and having lots of keys 
 when you change things and make a new Key between two other keys or shift 
 keys around, the handle stays the same and the curve info is what you 
 defined early, so its you in control of the curve, with free handles 
 everything goes whacky if you insert new keys or shift frames.
 
 Usually the only times I unlock the Handles is if Im animating Bouncing 
 Motions and I break the handles so i can make the contacts sharper.
 
 If you can or want, take a look at the How To Cheat in Maya book, the 
 Graph section will tell you a lot of Maya Graph and you don't need extra 
 Graph scripts that are a clutter mess IMO.
 
 
 
 On Thu, Feb 12, 2015 at 11:08 AM, Cesar Saez cesa...@gmail.com wrote:
 What about select a handle and middle click dragging? (a quite common 
 pattern in Maya)
 
 I don't want to be that guy, but this is not the right attitude to learn 
 anything! I don't like Maya and I've been frustrated using it as much as 
 any softimage user out there, but hey! it's time to get over it and move 
 forward... just saying.
 
 Best luck,
 Cesar
 
 
 On Thu, Feb 12, 2015 at 9:25 PM, Laurence Dodd laure...@porkpie.tv 
 wrote:
 Your right, I should be more specific.
 When I'm in Soft, I can grab a key or tangent and move or pull it 
 without have to go to any menu options, I find it frustrating to 
 constantly having to go to the move key tool or to free weights and 
 unlock things, it's just the way I work, I'm sure it's good in many 
 other ways. What I would like to find out is is there a way of having 
 this behavior in maya as default. I find that there is some consistency, 
 real or perceived, in key moving behaviour, sometimes you can move 
 stuff, sometimes you have to go to the menus.
 I am only a few days into Maya, so I feel like I'm floundering around, 
 which isnt fun.
 


Re: Feather System

2015-01-23 Thread Greg Punchatz
Wow , this looks awesome

On Fri, Jan 23, 2015 at 2:27 PM, Dan Yargici danyarg...@gmail.com wrote:

 Great stuff!  Thanks Fabricio!

 On Fri, Jan 23, 2015 at 7:50 PM, Eric Turman i.anima...@gmail.com wrote:

 Wow! At first glance it looks great. Thank you! Will definitely check it
 out.

 Cheers,
 -=Eric

 On Fri, Jan 23, 2015 at 1:46 PM, Emilio Hernandez emi...@e-roja.com
 wrote:

 Hey Fabricio.

 Very nice indeed and thanks.  I will test it.

 Cheers!




 --




 -=T=-





Re: H14 is out !

2015-01-17 Thread Greg Punchatz
We (Brad did all the ICE magic) worked up some pretty niffy tricks for our
head tech demo.

We could pose our head which was a slightly enhanced FR rig export a
reference head into ZB... bring it back into soft the subtract the the
deforms of the mesh and reapply only the differences from the corrective
shape.

Point drift is caused most of the time by subdividing the model in Zbrush.
If you do a subdivision in Z all your base point will shift.   In our case
the mesh was dense enough that was not an issue, we could still clearly see
the forms without subdividing while in Zbrush. Brad wired up a ICE tree for
the imported corrective shapes to be triggered by pulling different
distances from the rig. Of course drift can happen from someone moving
points they have no business of moving, or even worse they move points in
the wrong direction for the correction or shape. I always work in a stepped
process to avoid this for shapes, whether I sent to Zbrush or not. I am at
first only focused on how the point mass moves first. I try to get this
done with as few proportional moves as possible. Then I test the motion in
Soft and on the rig.,  take a look at what it looks like with the jaw open
etc. Then I slowly massage the shapes into place checking the sculpt in
action

I don't remember if the zbrush link busts your rig, in our case the
workflow was to use separate reference geo.

It is better if it when done all under one roof but if my point count goes
high enough  I will jump through a few hoops to get to a better point
manipulator.

Raf I have never heard the term combinatorics before, and when I looked it
up I could not find any references that clearly showed me how it applied
to shape animation or rigging. Can you point me to a reference that might
help fill in my knowledge gap  : )

Also Eric,  I had heard of folks having a different neutral vs skinning
pose but I have not really seen a good explanation of the idea. I have
modified a sculpt to be better for rigging, but that shape then becomes my
base shape. What is the difference?



On Sat, Jan 17, 2015 at 2:31 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 If you're doing combinatorics you don't model the shapes in isolation, you
 tweak a base and need to see the result on the combination, which might be
 one to four tiers of combinations away.
 You don't do combination sculpting without the rig because you don't do
 combination sculpting on the final shape half the time if you're sensible
 and can't waste a lot of time in kickbacks.

 Doing shapes in ZBrush is doable, but they all need a lot of work after
 coming back in because by the nature of ZBrush you will have shit drifting
 all over the place. When they will add more than a single morph and a few
 simple vector operations to wire the morphs it will then be the ultimate
 tool for it, right now it's like trying to drive a truck out of a parking
 lot with a small gate. Blindfolded. On iced out ground. With a monkey
 hitting you on the head with a baseball bat every five seconds. Technically
 doable, but not worth the bother unless you get to show the mental
 breakdowns on TV and cash them in :)

 If you're doing cartoony or largely procedurally shaded stuff you can take
 a fair amount of drift. if you're doing something that has hundreds of
 rigid scales or precisely styled hair bound to the UV space it's an
 unmitigated disaster when you don't have something like Soft (or a shitton
 of stuff piled on top of Maya) around to do the work.

 On Sat, Jan 17, 2015 at 6:16 PM, Greg Punchatz g...@janimation.com
 wrote:

 Raff while what you say is true about needing to check the results of
 your sculpts in combination with with other shapes and deformers. There is
 no reason those edits should not be done in the tool-set best suited to
 sculpt.

 Using something like Zaplink or a few scripts can make the back and forth
 seamless.  ICE made it so much easier to to pose based deformations and
 corrective shapes using Zbrush to edit.

 That being said I still do a great bit of my shape work in soft, unless
 its a very dense mesh, then I whip out the Z

 On Fri, Jan 16, 2015 at 6:16 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 The problem with ZBrush, or any modelling app that doesn't have your
 full rig in it, is that for things like combination sculpting they are
 useless, because you need to see multiple timelines of the shapes
 converging as you refine them for the result to be any good. It's also a
 ton easier to get combinatorics started in Soft since you can start any
 shape from any number of others with ICE. I so miss that in any other app
 (that last bit is literally the only one where Houdini could compete or
 even surpass Soft, actually, though it's somewhat painful to wrangle the
 shit together when you hit a certain degree of complexity and you end up
 spending more time making an uber rig than you do working the shapes'
 alignment).

 On Fri, Jan 16, 2015 at 11:27

Re: H14 is out !

2015-01-17 Thread Greg Punchatz
Thanks Raff,

I have used both techniques but never heard some of those terms ICE
made doing this work much easier for me.

I have never ended up with 800 shapes but give me the time and the
budget and that sounds like a blast :)


On Sat, Jan 17, 2015 at 5:06 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 You can blame Bay Raitt for some of the names being thrown around, and the
 LISP community he grew up in :)

 Combination sculpting comes in two flavors, FACS based, with expressions
 tabled out and combinations being largely corrective and flattened out, and
 twitch based, with shapes representing individual muscles as roots,
 combinations of nearby muscles in couples or triplets as first branch, and
 so on to full face compensation, usually you stop at tier three or four,
 which can easily get you hundreds of shapes (Charlotte in Charlotte's web
 was twitch combinations and amounted to 802 shapes, Gollum in return of the
 kind was FACS and I think Bay ended up in the 820 or so range in the end).

 You can use something like stretch mesh (or ideally better) equalisation
 process after that to reduce drift if you're in a hurry with the broad
 strokes.

 Combinatorics are shapes that bridge two other shapes by correcting their
 conflict (additive) rather than by replacing them (you can combine with C =
 abs(A-B) in the former, or suplant with C = abs(A-B) and then subtract C's
 intensity from A and B).

 On Sat, Jan 17, 2015 at 10:59 PM, Greg Punchatz g...@janimation.com
 wrote:

 We (Brad did all the ICE magic) worked up some pretty niffy tricks for
 our head tech demo.

 We could pose our head which was a slightly enhanced FR rig export a
 reference head into ZB... bring it back into soft the subtract the the
 deforms of the mesh and reapply only the differences from the corrective
 shape.

 Point drift is caused most of the time by subdividing the model in
 Zbrush. If you do a subdivision in Z all your base point will shift.   In
 our case the mesh was dense enough that was not an issue, we could still
 clearly see the forms without subdividing while in Zbrush. Brad wired up a
 ICE tree for the imported corrective shapes to be triggered by pulling
 different distances from the rig. Of course drift can happen from someone
 moving points they have no business of moving, or even worse they move
 points in the wrong direction for the correction or shape. I always work in
 a stepped process to avoid this for shapes, whether I sent to Zbrush or
 not. I am at first only focused on how the point mass moves first. I try to
 get this done with as few proportional moves as possible. Then I test the
 motion in Soft and on the rig.,  take a look at what it looks like with the
 jaw open etc. Then I slowly massage the shapes into place checking the
 sculpt in action

 I don't remember if the zbrush link busts your rig, in our case the
 workflow was to use separate reference geo.

 It is better if it when done all under one roof but if my point count
 goes high enough  I will jump through a few hoops to get to a better point
 manipulator.

 Raf I have never heard the term combinatorics before, and when I looked
 it up I could not find any references that clearly showed me how it applied
 to shape animation or rigging. Can you point me to a reference that might
 help fill in my knowledge gap  : )

 Also Eric,  I had heard of folks having a different neutral vs skinning
 pose but I have not really seen a good explanation of the idea. I have
 modified a sculpt to be better for rigging, but that shape then becomes my
 base shape. What is the difference?



 On Sat, Jan 17, 2015 at 2:31 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 If you're doing combinatorics you don't model the shapes in isolation,
 you tweak a base and need to see the result on the combination, which might
 be one to four tiers of combinations away.
 You don't do combination sculpting without the rig because you don't do
 combination sculpting on the final shape half the time if you're sensible
 and can't waste a lot of time in kickbacks.

 Doing shapes in ZBrush is doable, but they all need a lot of work after
 coming back in because by the nature of ZBrush you will have shit drifting
 all over the place. When they will add more than a single morph and a few
 simple vector operations to wire the morphs it will then be the ultimate
 tool for it, right now it's like trying to drive a truck out of a parking
 lot with a small gate. Blindfolded. On iced out ground. With a monkey
 hitting you on the head with a baseball bat every five seconds. Technically
 doable, but not worth the bother unless you get to show the mental
 breakdowns on TV and cash them in :)

 If you're doing cartoony or largely procedurally shaded stuff you can
 take a fair amount of drift. if you're doing something that has hundreds of
 rigid scales or precisely styled hair bound to the UV space it's an
 unmitigated disaster when you don't have

Re: H14 is out !

2015-01-17 Thread Greg Punchatz
Raff while what you say is true about needing to check the results of your
sculpts in combination with with other shapes and deformers. There is no
reason those edits should not be done in the tool-set best suited to sculpt.

Using something like Zaplink or a few scripts can make the back and forth
seamless.  ICE made it so much easier to to pose based deformations and
corrective shapes using Zbrush to edit.

That being said I still do a great bit of my shape work in soft, unless its
a very dense mesh, then I whip out the Z

On Fri, Jan 16, 2015 at 6:16 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 The problem with ZBrush, or any modelling app that doesn't have your full
 rig in it, is that for things like combination sculpting they are useless,
 because you need to see multiple timelines of the shapes converging as you
 refine them for the result to be any good. It's also a ton easier to get
 combinatorics started in Soft since you can start any shape from any number
 of others with ICE. I so miss that in any other app (that last bit is
 literally the only one where Houdini could compete or even surpass Soft,
 actually, though it's somewhat painful to wrangle the shit together when
 you hit a certain degree of complexity and you end up spending more time
 making an uber rig than you do working the shapes' alignment).

 On Fri, Jan 16, 2015 at 11:27 PM, Jordi Bares Dominguez 
 jordiba...@gmail.com wrote:

 Thanks for the notes, there has been quite a lot of changes but it is
 true there are a few of your comments still pending, the most pressing to
 me is speed and the viewport needs still lots of love.

 BTW, I was not advocating to use Houdini for modelling though, rather use
 Zbrush to be honest and now that Zbrush is getting closer to a full set of
 traditional modelling tools it is pretty obvious it is the route to go.

 My feeling is that character work is certainly more painful but at least
 you get some serious gains and unfortunately there are no options so we are
 in a transition moment.

 So far they are listening and moving forward so I will stick to Houdini
 for the time being and keep an eye on others.

 :-)

 jb


 On 16 Jan 2015, at 21:28, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:

 A lot of quality rigging, despite piles of papers trying to sell the
 public on the contrary, is still manually tweaked. Taking things out of the
 app where you have the full rig makes authoring a major pain. The most
 basic example is shapes, doing shapes work in XSI for something like a
 combination sculpting setup was as easy as it got, especially after ICE.
 The way data is presented and accessible, the speed on large meshes, the
 modelling toolkit, it all lent itself to that kind of work in a perfect
 storm scenario.
 Doing the same in Maya, comparatively, is beyond painful and requires a
 pretty big staging effort to separate work and write accessory tools, in
 Houdini you don't even have a particularly intuitive modelling toolkit, and
 the handling of large meshes was pretty meh with it (at least up to 12, it
 seems to be getting better and promising to be getting better again).

 The toolkit in general is pretty hard to impossible to give to a modeller
 with little inclination to learn something like Houdini, while with both
 Maya and Soft that's not a big challenge.

 I haven't tried the muscle system in a while, so my comment might be
 dated to the point of not being valid, but the last time I did it was a bit
 of a joke. No arbitrary topology for the deformers unless you cloth
 collided (and the cloth solver was anything but acceptable), only some weak
 superset of metaballs, rather slow, but at least it was relatively stable,
 and overall clunky and requiring the lot a lot of micromanagement and a lot
 of SOPs that often refused to play nicely with the rest of the app.
 Mind, I haven't found a single commercial muscle system I would use if
 they paid me for it, which is pretty embarrassing given when we needed one
 for WWD we got a rather intuitive one done in just a few weeks that worked
 for over 99% of the show meshes without manual intervention of any sort on
 the sim, and literally only a dozen mesh fixes across over 800 shots.

 On top of all that, and again this is pre-14, most pre-13, it's slow.
 Mind boggingly slow to articulate a decent animation rig. I suspect this
 last point has been, or is about to be, superseded though since the
 viewport has been getting some love.

 The main issue though remains that preparing an asset in Houdini remains
 a long and involved process which very few people from other departments,
 some times nobody, can be recruited into, it's born, lives and dies in the
 hands of TDs.

 I've always had a soft spot for Houdini, and I'd give my money to SideFX
 rather than many other companies any day of the year, but as a company
 their commitment to character work of artistic or hybrid nature has always
 been patchy (and I don't 

Re: Parameter Bracketing doesn't work

2015-01-14 Thread Greg Punchatz
Not surprising, since it was never a feature I used very much I never went
and looked for it after the old netview disappeared :)



On Wed, Jan 14, 2015 at 12:55 AM, Matt Lind speye...@hotmail.com wrote:

 The parameter bracketing tool has been in the menus since at least XSI
 v4.0.
 It was broken then too.   I remember having to write my own bracketing tool
 to bracket parameters for perform bounds testing on custom mental ray
 shaders I was developing at the time.  I think the netview version is
 largely hampered by Active X control permissions as Microsoft started to
 crack down on that stuff in later versions of windows.  You may need to
 check your internet explorer settings to remedy that.

 As for upgrading, your softimage license is a perpetual license and should
 run forever.  Autodesk originally said you'd be giving up Softimage to
 continue on subscription with Max/Maya, but I think they changed that
 position after the backlash.



 Matt



 Date: Tue, 13 Jan 2015 20:18:24 -0600
 From: Greg Punchatz g...@janimation.com
 Subject: Re: Parameter Bracketing doesn't work
 To: softimage@listproc.autodesk.com


 I did not know that, you learn something new every day :) I am going to see
 if it fails on my side, if it does I will try to figure out where to file a
 bug report while I am still on subscription.

 BTW - Is anyone going to upgrade past 2015 and lose their soft licences?

 I know that make zero sense for me or Janimation.



Re: Parameter Bracketing doesn't work

2015-01-13 Thread Greg Punchatz
Ahhh that !  Wow I almost forgot about that tool, used one a million years
ago.

How do you get to all those old net view jems? Is it still shipped with the
app?




On Tue, Jan 13, 2015 at 5:33 PM, Sven Constable sixsi_l...@imagefront.de
wrote:

 Btw this was the original functionality of bracketing (vid from 2002). I
 didn't use it heavily but I liked it. https://vimeo.com/116707615



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sven Constable
 *Sent:* Tuesday, January 13, 2015 11:31 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Parameter Bracketing doesn't work



 I'm very sure it's not related to language settings. (I'm using an english
 layout with english keybords on english windows, just for softimage :) )
 I didn't use any comma separated values, just the default values. If I
 change the line 683 in the vb script from 1 to 0 it works. But only to a
 certain degree. It will write the images to disk but that’s it. The
 original functionality of bracketing was to capture images of different
 states based on parameter selection and with a click on them it will put
 the values back to their appropriate parameter fields. That’s not possible
 anymore since it doesn't use the netview anymore?

 I checked it with version 2011 and it worked there. But not in 2015.



 sven



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Oscar Juarez
 *Sent:* Tuesday, January 13, 2015 11:06 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Parameter Bracketing doesn't work



 I've found out that doesn't work properly when you have commas as decimal
 separators, here everyone has german keyboard and language settings and I
 don't really remember if I found a way to do it properly but in my pc I
 have point as decimal separator. But that's in 2014 haven't tried in 2015,
 maybe it's something related.



 On Tue, Jan 13, 2015 at 10:20 PM, Greg Punchatz g...@janimation.com
 wrote:

 worked here  r(1,360)  I always want to put a dash for the comma, and that
 never works :)



 On Tue, Jan 13, 2015 at 9:59 AM, Sven Constable sixsi_l...@imagefront.de
 wrote:

 Well, I'm not on sub but I logged it as a bug. Maybe if a few more people
 will log it, we might get a fix in SP2.



 sven



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephen Blair
 *Sent:* Tuesday, January 13, 2015 3:24 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Parameter Bracketing doesn't work



 I'm pretty sure I had a support case about this, but I don't remember the
 resolution. I might have found a workaround; or maybe I logged a bug. If
 you're on subs, you can ask Autodesk technical support to check.



 On Tue, Jan 13, 2015 at 7:04 AM, Sven Constable sixsi_l...@imagefront.de
 wrote:

 Hey list,

 I just noticed the parameter bracketing doesn't work anymore (2015),
 giving this error:

 ' ERROR : 2450 - Cannot set the value of 'Minimum' to be greater than
 'Value'. - [line 683 in C:\Program Files\Autodesk\Softimage
 2015\Application\DSScripts\parameters.vbs]

 Can anyone confirm this?

 Thanks,

 Sven









Re: Parameter Bracketing doesn't work

2015-01-13 Thread Greg Punchatz
I did not know that, you learn something new every day :) I am going to see
if it fails on my side, if it does I will try to figure out where to file a
bug report while I am still on subscription.

BTW - Is anyone going to upgrade past 2015 and lose their soft licences?

 I know that make zero sense for me or Janimation.



On Tue, Jan 13, 2015 at 8:07 PM, Sven Constable sixsi_l...@imagefront.de
wrote:

 Parameter bracketing is an actual feature of Softimage 2015. It's just no
 more part of the netview anymore. It's in the Animate Module
 CreateAnimateParameterSample/Bracket Parameter Values.

 To make it work we could just use the old netview version though. But
 since it’s a feature incorporated in Softimage by ADSK, it should work as
 it supposed to be.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Greg Punchatz
 *Sent:* Wednesday, January 14, 2015 2:11 AM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Parameter Bracketing doesn't work



 Ahhh that !  Wow I almost forgot about that tool, used one a million years
 ago.

 How do you get to all those old net view jems? Is it still shipped with
 the app?




 On Tue, Jan 13, 2015 at 5:33 PM, Sven Constable sixsi_l...@imagefront.de
 wrote:

 Btw this was the original functionality of bracketing (vid from 2002). I
 didn't use it heavily but I liked it. https://vimeo.com/116707615



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sven Constable
 *Sent:* Tuesday, January 13, 2015 11:31 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Parameter Bracketing doesn't work



 I'm very sure it's not related to language settings. (I'm using an english
 layout with english keybords on english windows, just for softimage :) )
 I didn't use any comma separated values, just the default values. If I
 change the line 683 in the vb script from 1 to 0 it works. But only to a
 certain degree. It will write the images to disk but that’s it. The
 original functionality of bracketing was to capture images of different
 states based on parameter selection and with a click on them it will put
 the values back to their appropriate parameter fields. That’s not possible
 anymore since it doesn't use the netview anymore?

 I checked it with version 2011 and it worked there. But not in 2015.



 sven



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Oscar Juarez
 *Sent:* Tuesday, January 13, 2015 11:06 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Parameter Bracketing doesn't work



 I've found out that doesn't work properly when you have commas as decimal
 separators, here everyone has german keyboard and language settings and I
 don't really remember if I found a way to do it properly but in my pc I
 have point as decimal separator. But that's in 2014 haven't tried in 2015,
 maybe it's something related.



 On Tue, Jan 13, 2015 at 10:20 PM, Greg Punchatz g...@janimation.com
 wrote:

 worked here  r(1,360)  I always want to put a dash for the comma, and that
 never works :)



 On Tue, Jan 13, 2015 at 9:59 AM, Sven Constable sixsi_l...@imagefront.de
 wrote:

 Well, I'm not on sub but I logged it as a bug. Maybe if a few more people
 will log it, we might get a fix in SP2.



 sven



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephen Blair
 *Sent:* Tuesday, January 13, 2015 3:24 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Parameter Bracketing doesn't work



 I'm pretty sure I had a support case about this, but I don't remember the
 resolution. I might have found a workaround; or maybe I logged a bug. If
 you're on subs, you can ask Autodesk technical support to check.



 On Tue, Jan 13, 2015 at 7:04 AM, Sven Constable sixsi_l...@imagefront.de
 wrote:

 Hey list,

 I just noticed the parameter bracketing doesn't work anymore (2015),
 giving this error:

 ' ERROR : 2450 - Cannot set the value of 'Minimum' to be greater than
 'Value'. - [line 683 in C:\Program Files\Autodesk\Softimage
 2015\Application\DSScripts\parameters.vbs]

 Can anyone confirm this?

 Thanks,

 Sven











Re: Parameter Bracketing doesn't work

2015-01-13 Thread Greg Punchatz
worked here  r(1,360)  I always want to put a dash for the comma, and that
never works :)

On Tue, Jan 13, 2015 at 9:59 AM, Sven Constable sixsi_l...@imagefront.de
wrote:

 Well, I'm not on sub but I logged it as a bug. Maybe if a few more people
 will log it, we might get a fix in SP2.



 sven



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephen Blair
 *Sent:* Tuesday, January 13, 2015 3:24 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Parameter Bracketing doesn't work



 I'm pretty sure I had a support case about this, but I don't remember the
 resolution. I might have found a workaround; or maybe I logged a bug. If
 you're on subs, you can ask Autodesk technical support to check.



 On Tue, Jan 13, 2015 at 7:04 AM, Sven Constable sixsi_l...@imagefront.de
 wrote:

 Hey list,

 I just noticed the parameter bracketing doesn't work anymore (2015),
 giving this error:

 ' ERROR : 2450 - Cannot set the value of 'Minimum' to be greater than
 'Value'. - [line 683 in C:\Program Files\Autodesk\Softimage
 2015\Application\DSScripts\parameters.vbs]

 Can anyone confirm this?

 Thanks,

 Sven





Re: Merry Christmas everyone

2014-12-10 Thread Greg Punchatz
Merry Christmas Votch and everyone else too!


On Tue, Dec 9, 2014 at 10:25 PM, Votch megavo...@gmail.com wrote:




Re: Comparing point position on Blend Shapes

2014-12-03 Thread Greg Punchatz
FR can be tricky, best bet is to use a secondary mesh to do your ice stuff
with. Just refer to FRs point positions in your ICE tree somehow ( I am not
an ICE guy, but I know basic the logic behind this)  Brad did this when we
used ICE to add some more awesome to our face animations done with FR.

On Wed, Dec 3, 2014 at 7:07 PM, Nicolas Esposito 3dv...@gmail.com wrote:

 I think I'm doing something wrong, or FR is mocking me...

 As you can see from the jpg Store position I'm storing the initial point
 position values in a custom attribute ( tmp.origin )

 Then I compare ( by setting another ice node in animation mode ) the point
 position values by getting the self.origin and getting the distance to the
 point position of the shape point position.
 Looks like its not working, because I have huge values, while if I try to
 plug the point position I have proper values ( 0 around the neck area,
 other values different to zero arounf the mounth )

 I also notice that I cannot trigger the shapes from the shape manager,
 probably because of the lipsync itself, or the envelope or something
 else...so I'm thinking that FR overrides/reset the shapes ( considering tha
 absurd values I got ).

 I also tried to import all the shapes as single meshes and apply an ice
 tree on them, but if I try to reference a value which is on another mesh it
 breaks ( some strange error )

 At this point I'm thinking to go with the game export and then get all the
 info from there, but I would like to know if I'm doing something wrong.

 Also, most important, I have a list of 3d vectors if I compare the points
 position...even if I plug an array average node I still have 3d
 vectors...what I have to do to have a single ( average? ) scalar value?
 ​
  Original_point_position.JPG
 https://docs.google.com/file/d/0ByXsl1-14iQENDMzb2V5VjZDT3M/edit?usp=drive_web
 ​​
  Store_point_position.JPG
 https://docs.google.com/file/d/0ByXsl1-14iQEYUhEcC1YbVRzYUE/edit?usp=drive_web
 ​​
  Get_distance.JPG
 https://docs.google.com/file/d/0ByXsl1-14iQEVXZPSlpmMlV5WWc/edit?usp=drive_web
 ​

 2014-12-03 16:41 GMT+01:00 Max Crow m...@nsccreative.com:

 Hi Nicolas,
 Right, a phenome watcher on one mesh to drive phenomes on another is that
 it? So its a kind of inverse of the picture I gave you. Perhaps, if you set
 up each phenome in the ice tree and then compare the distance to its self
 on the mesh as it moves. The average of the array puts out a scalar value,
 so when this hits zero you will have a match. if you add a rescale node you
 can make go from 0 to 1.   You would have to have the original shape
 positions stored first to compare. It's a thought anyway.

 Max

 On Wed, Dec 3, 2014 at 2:44 PM, Nicolas Esposito 3dv...@gmail.com
 wrote:

 Hi Max,
 Thanks for the answer...a couple of minutes ago I was scrolling thru
 Paul Smith tutorial anb I watched exactly what your image shows, which is
 very usefull :)

 Actually I'm trying a workaround on my previous discussion here on the
 mailing list ( Lipsync from Facerobot - get anim values )

 The suuggestion by Luc-Eric is exactly what I'm looking for, but not
 being able to script is a hige problem for me :)

 The description above is the workaround for me, means that I extracted
 all the phonemes as single meshes from the main mesh.

 Since during the lipsync the phonemes value goes from 0 to 1 I'm trying
 to set the base mesh point position to be my 0 value and each phoneme
 mesh point position to be my 1 value. During the animation I have all
 those points position which corresponds to my shapes, so I have a 100%
 match when the phoneme is spoken ( obviously with a blend between each
 phoneme when spoken ).

 What I find difficult is how to convert all those 3d vectors from the
 base mesh points position to be my 0, and ( for example ) the phoneme
 ah points position to be my 1 value, so that at each frame I have a
 blend value for every phoneme, so that I can drive the shapes which I
 previously created.

 Hope its clear

 2014-12-03 13:39 GMT+01:00 Max Crow m...@nsccreative.com:

 Hi Nicolas,

 get the point position, add it to the shape position then linear
 interpolate from the original point position and you have an ICE shape
 manager. Very cool and useful.

 Hope this helps.
 Max


 https://www.dropbox.com/s/orxwfdphyl6x75y/Shape%20Manager%20in%20ICE.jpg?dl=0

 On Wed, Dec 3, 2014 at 10:49 AM, Nicolas Esposito 3dv...@gmail.com
 wrote:

 Hi all,

 I'm having some difficulties with comparing two shapes using point
 position...let me explain.

 Basically I have the base mesh and I created a couple of blend shapes
 via the shape manager.
 The shape are animated and driven externally.

 I'm not so good with ICE and I may be saying bs, so bare with me :)
 What I would like to do is to get the original mesh point position (
 so an array of point position ) and compare those to all the blend shapes 
 I
 have.
 By doing this I will have an array of values which indicate the
 difference between them ( 

Re: Friday Flashback #195

2014-10-27 Thread Greg Punchatz
Soft 3d did have awesome channel drivers

On Mon, Oct 27, 2014 at 7:02 AM, Simon Reeves si...@simonreeves.com wrote:

 Hah what is that about? The motion control rig?



 Simon Reeves
 London, UK
 *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*

 On 27 October 2014 09:29, christian papag...@gmail.com wrote:

 another flashback i stumbled upon:
 check out 1:15 in this video http://vimeo.com/108884141

 On Fri, Oct 24, 2014 at 6:43 PM, Stephen Blair stephenrbl...@gmail.com
 wrote:

 SOFTIMAGE|3D system requirements circa 1999: 96MB RAM, 2GB free hard
 disk space
 http://wp.me/powV4-36I






Re: HDRI Light Studio for Softimage addon

2014-09-16 Thread Greg Punchatz
https://www.youtube.com/watch?v=Sh8mNjeuyV4


On Tue, Sep 16, 2014 at 10:32 AM, Stephen Davidson magic...@bellsouth.net
wrote:

 DEAD is a relative term. SI is only dead as far as a revenue generator
 for
 the ones who tried to kill it. I think that now there are many that see
 how much life
 this app still has.

 Thanks, Ben, for making this available to the dead? SI community.

 On Tue, Sep 16, 2014 at 10:33 AM, Emilio Hernandez emi...@e-roja.com
 wrote:

 No problem Ben and thank you for doing this.  I am glad to donate!

 Seems we, the users and big, and small devs, are the ones doing what AD
 couldn't do...

 Step by step have a better Softimage...  Even if SI is dead...

 Cheers!

 ---
 Emilio Hernández   VFX  3D animation.

 2014-09-16 9:27 GMT-05:00 Ben Rogall xsi_l...@shaders.moederogall.com:

  Thanks Emilio, I appreciate it. The title header for the plugin is a
 hyperlink for the download. The donation is not necessary to download it.
 I'll update the web page to make that more clear.

 Thanks again!
 Ben


 On 9/16/2014 9:24 AM, Emilio Hernandez wrote:

  Hello Ben.  I bought(donate) for your plugin dev.  I have my paypal
 receipt.  But where do I download the addon?

  Cheers and thanks for this

 Emilio

  ---
 Emilio Hernández   VFX  3D animation.

 2014-09-16 9:10 GMT-05:00 Ben Rogall xsi_l...@shaders.moederogall.com:

  Well hopefully it will just work with V-Ray. The problem I have run
 into with some renderers is that they won't automatically update when the
 HDRI is updated so I need to try to add specific code to force the update
 for that renderer.


 On 9/16/2014 5:00 AM, Simon Reeves wrote:

 Sounds great, thanks!
 Someone here is always nagging me to use HDRI light studio (as he uses
 it with max) so he will be pleased. If I could be of any assistance
 regarding the vray implementation let me know!



 Simon Reeves
 London, UK
  *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*


  Den 15. september 2014 kl. 20:27 skrev Ben Rogall 
 xsi_l...@shaders.moederogall.com:

  I have released an addon for using HDRI Light Studio with Softimage.
 
  For obvious reasons the makers of HDRI Light Studio did not feel
 they
  could support a Softimage plugin. I am releasing this addon as
  donationware and if anyone thinks it is helpful, donations are
  sincerely appreciated.
 
  It is available for Windows 64bit only. I have tested only with SI
 2014
  sp2 and SI 2015. I mostly use it with Redshift 3D progressive mode.
 It
  should also work with Mental Ray and Arnold. It does not work with
  3Delight. I have not tested with V-Ray yet but probably will try it
 when
  I get V-Ray 3.0.
 
  Download site: http://shaders.moederogall.com/









 --

 Best Regards,
 *  Stephen P. Davidson*

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

 *Any sufficiently advanced technology is indistinguishable from magic*


- Arthur C. Clarke

 http://www.3danimationmagic.com



Re: Nice, V-Ray 3.0 for Softimage is now available.

2014-09-10 Thread Greg Punchatz
emFluid 5 is integrated with V-Ray for SI 

video or it did not happen


On Wed, Sep 10, 2014 at 11:49 AM, Simon Reeves si...@simonreeves.com
wrote:

 I was pleasantly surprised when I got the email.



 Simon Reeves
 London, UK
 *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*

 On 10 September 2014 17:29, Jason S jasonsta...@gmail.com wrote:

  Cool!

 What's New in V-Ray 3.0 for Softimage?

 •  New Progressive Production Renderer for interactive and production
 rendering
 •  New VRaySkinMtl with layered reflections and artistfriendly controls
 •  Render Mask to specify render regions using an object selection or
 image mask
 •  Deep Image support including OpenEXR 2.0 output
 •  emFluid 5 is integrated with V-Ray for SI

 Check out the full list of improvements in V-Ray 3.0 for Softimage
 http://www.chaosgroup.com/public_images/V-Ray-3.0-for-Softimage.pdf.

  V-Ray for Softimage Key Features V-Ray for Softimage offers a rich set
 of functionalities for fast and efficient rendering and an intuitive
 approach towards shading and lighting.



 On 09/10/14 12:16, Paulo Cesar Duarte wrote:

 http://www.chaosgroup.com/en/2/vray_softimage.html



  --
 paulo-duarte.com






Re: Nice, V-Ray 3.0 for Softimage is now available.

2014-09-10 Thread Greg Punchatz
Also the VRay for SI page seems to say that if you accept the parting gift
of a VRay for Maya or Max license, then you can only use VRay for SI for 6
months concurrently. I would hope they reconsider this. Autodesk removed a
similar restriction when we complained.

My biggest issue with chaos is how they split the licences per app... I
prefer the pay for the render engine and get to use it where I want model
that SA has. I would pay a bit more for that than Vray are charging for the
per app model.

There are quite a few things I like about V ray, very sexy for some jobs.




On Wed, Sep 10, 2014 at 12:03 PM, Ben Rogall 
xsi_l...@shaders.moederogall.com wrote:

  So, are we supposed to download the demo build? That's the only one I
 see.

 Also the VRay for SI page seems to say that if you accept the parting gift
 of a VRay for Maya or Max license, then you can only use VRay for SI for 6
 months concurrently. I would hope they reconsider this. Autodesk removed a
 similar restriction when we complained.

 It certainly looks like a nice update.

 Ben


 On 9/10/2014 11:29 AM, Jason S wrote:

 Cool!

 What's New in V-Ray 3.0 for Softimage?

 •  New Progressive Production Renderer for interactive and production
 rendering
 •  New VRaySkinMtl with layered reflections and artistfriendly controls
 •  Render Mask to specify render regions using an object selection or
 image mask
 •  Deep Image support including OpenEXR 2.0 output
 •  emFluid 5 is integrated with V-Ray for SI

 Check out the full list of improvements in V-Ray 3.0 for Softimage
 http://www.chaosgroup.com/public_images/V-Ray-3.0-for-Softimage.pdf.

  V-Ray for Softimage Key Features V-Ray for Softimage offers a rich set
 of functionalities for fast and efficient rendering and an intuitive
 approach towards shading and lighting.



 On 09/10/14 12:16, Paulo Cesar Duarte wrote:

 http://www.chaosgroup.com/en/2/vray_softimage.html



  --
 paulo-duarte.com






Re: SoftImage Artists take on Maya @ Escape Studios

2014-09-10 Thread Greg Punchatz
Graham I for one am glad you did this, I would love for something like this to 
be held at Janimation.

Greg

The future is unwritten- Joe Strummer

Sent from my iPhone

 On Sep 10, 2014, at 11:01 AM, Eric Turman i.anima...@gmail.com wrote:
 
 Please, let's be honest Graham, you have taken certain barbs at Autodesk 
 personally, even when they were not directed personally at you or your 
 co-workers. As Adrian said:
 it will take YEARS for the resentment to fizzle outjust because the list 
 has settled down of late (it's disappointingly like a ghost town in here most 
 days) it doesn't mean the embers of our collective anger aren't still glowing 
 away...but don't expect users not to throw abuse occasionally when you stick 
 your head above the parapet! 
 
 # Personal experience...fast forward if you wish.
 Any of the ire and seething hatred that may be shining forth from my previous 
 emails is directly because I suffered--no exaggeration--suffered through over 
 5 years of using Maya from late 2001 to early 2007. I know how Maya is 
 supposed to be used and its mind-set...and it still sucks. And now, since 
 April of this year, I have been using the current release build of Maya after 
 hours and weekend almost 7 days a week and I find myself dragged back into 
 that swirling vortex of pain and misery known as Maya. It has caused my blood 
 pressure to leap up over 30 points on the systolic since I have started to 
 use it. Maya takes so much more work to do the same things. For example: 
 rigging in Maya sucks donkey balls...I can eventually do the same things in 
 Maya, but the stupid hoops that I have to jump through are ridiculous; the 
 complexity needed to achieve the same results is ludicrous. And the overall 
 workflow of Maya has so much friction that it is unbelievable that anyone can 
 get any work done with it and remain competitive. 
 
 Earlier this year, before I got into the after-hour freelance, I really 
 wanted to try and make a positive difference through the beta program to 
 improve Maya since it is the only viable option to Softimage. However, every 
 time I sit down to compose a list of all that is wrong with it and how Maya 
 can be improved, I feel my teeth grinding, I feel the anger surging and my 
 blood pressure soaring. In such a state, I know that my suggestions are not 
 going to come out in a constructive manner, so I have withheld my feedback 
 until such a time where I won't offend and the effort wont give me a stroke 
 or a heart attack.
 # gripe session ended
 
 In short, doing a job with in 3D with Softimage, even in tight situations, is 
 fun because, even if it is challenging or there are curveballs thrown at you, 
 you can feel confident that you will be able to accomplish it with Softimage. 
 With Maya, not only is it a laborious chore, if something goes wrong or the 
 client makes changes, Maya has such a destructive linear workflow that you 
 can quickly find yourself f*cked. It is as arrogant as Marie Antoinette to 
 think that ADSK has given us an equivelant exchange.
 
 Please have patience with us, please don't have a flippant disregard for our 
 very real and pertinent points of view, and try not to take them personally 
 either. ADSK has injured us and and proclaiming to the list that ADSK is did 
 the right business thing and that you guys are doing a good job (I'm sure you 
 are doing your best) does not play off too well.
 
 Sincerely,
 -=Eric T.
 
 
 
 
 
 
 On Wed, Sep 10, 2014 at 9:53 AM, Graham Bell graham.b...@autodesk.com 
 wrote:
 I accept all that, and I'm not taking anything personal at all. I'd actually 
 flip that point a little and ask some to maybe do the same. :)
 
 The point I wanted to make was, there was no agenda to this training, we 
 weren't expecting to suddenly win people over. And using someone like 
 Escape, provides a good context of neutrality.
 
 G
 
 
 -- 
 
 
 
 
 -=T=-


Re: Fabric news: new customers, rigging framework and the Fabric50

2014-08-12 Thread Greg Punchatz
+1 for modo


On Tue, Aug 12, 2014 at 4:51 PM, Sergio Mucino sergio.muc...@gmail.com
wrote:

 Stoked to see this coming to Houdini! With the new Indy version, I'm gonna
 be all set. Now, if you guys only made Fabric available to Modo... (Just
 sayin'...). :-)

 Sergio Muciño.
 Sent from my iPad.

 On Aug 12, 2014, at 6:15 AM, olivier jeannel olivier.jean...@noos.fr
 wrote:

 Go Fabric, eat them all !
 And Dark Vador is coming to the bright side.
 Love that tree interface.



 Le 12/08/2014 01:44, Paul Doyle a écrit :

  Hi everyone – we’re flat out at Siggraph but I wanted to share some
 announcements with you, as we think this is big news.



 First – new customers. We’re announcing new site license deals with Double
 Negative, Psyop and Blur – as you can see from the press release, they have
 some pretty nice things to say!
 http://fabricengine.com/fabric-software-signs-three-deals-and-introduces-new-pricing-model/



 Second – Fabric50. This is BIG. http://fabricengine.com/fabric50/ FIFTY
 permanent commercial licenses of Fabric Engine, FREE to any studio, no
 strings attached. We’re ready to push Fabric _*everywhere*_.



 Third – Kraken. This is the open-source rigging project led by Eric
 Thivierge at Hybride. http://fabricengine.com/kraken/



 Lastly – it’s Siggraph, here’s our new reel: https://vimeo.com/103159093 -
 here are our user groups if you want to see more:
 http://fabricengine.com/siggraph/



 Thanks to everyone for the ongoing support. I hope you can see from these
 announcements that we’re heading in the right direction and looking to make
 Fabric a standard in the industry. Hit me up for a beer if you're at Sigg.



 Cheers,



 Team Fabric





Re: Rock falcon's acting debut

2014-08-06 Thread Greg Punchatz
I thought the same thing...  Just gave him a new texture map:)


On Wed, Aug 6, 2014 at 12:01 AM, jentzen mooney jentzen.b...@gmail.com
wrote:

 As you may or may not know but our face robot friend Rock Falcon is an
 aspiring actor.
 We'll congratulation little buddy you made it. I spotted him in guardians
 of the galaxy.
 Did you?
 Thanos.

 Ps. If don't understand this post no worries it is a little inside, I
 know, sorry.
 On Aug 5, 2014 6:16 AM, Artur Woźniak artur.w...@gmail.com wrote:

 Hiya,

 I have a animation where I need an Cloth simulated object to morph into
 shape animation. It needs to be seamless.

 Is there a way to use both on one mesh or?

 Thanks,

 Artur




Re: Battleborn trailer for gearbox

2014-07-11 Thread Greg Punchatz
Before the minute 55 point it's enhanced in game footage, or rather animation  
rendered via the unreal 3 engine.I think DD was using maya as their animation 
platform.

After that point Soft, Arnold ,mootz and exocortex on the 3d side and Nuke for 
comping...





Sent from my iPhone

 On Jul 11, 2014, at 2:25 AM, David Saber davidsa...@sfr.fr wrote:
 
 Nice!
 What's the apps used before and after 1:55?
 Did you use the 3d scene of the other company to blend the 2 shots?
 
 On 2014-07-08 21:45, Greg Punchatz wrote:
 We were called in a few weeks before E3 to spice up the end of this trailer 
 that was done by Digital Domain , we basically took over at the 1:55 mark 
 and destroyed the universe at the end.



Re: Anyone seen that New Foundry Colorway Demo ?

2014-07-11 Thread Greg Punchatz
And I find that Brad and other presenters could be somewhat less 'infomercial' 
sounding.

Yes!!  doesn't everybody know that all software demos should be done with 
somebody with a very nasally nerd voice, or a silly French or English accent??? 

Jeez people get with the program.

Sent from my iPhone




Battleborn trailer for gearbox

2014-07-08 Thread Greg Punchatz
Hey all

We were called in a few weeks before E3 to spice up the end of this trailer
that was done by Digital Domain , we basically took over at the 1:55 mark
and destroyed the universe at the end.

Shout outs go to Steve Palaia, Mitch Lotierzo, Dave Sisk and Julia Bacak on
my team.. great work on a crazy deadline. Thanks to everyone else at jani
for the support on this project.

A big shout out to Mootz and Excortex for things that go boom :)

https://www.youtube.com/watch?v=hXplu_x4ypU


Re: Battleborn trailer for gearbox

2014-07-08 Thread Greg Punchatz
Thanks Tim, The compression is really bad.. I will post a better link when
we have one.


On Tue, Jul 8, 2014 at 2:58 PM, Tim Crowson tim.crow...@magneticdreams.com
wrote:

  Nice work, Greg and company!  :-D

 -Tim


 On 7/8/2014 2:45 PM, Greg Punchatz wrote:

 Hey all

 We were called in a few weeks before E3 to spice up the end of this
 trailer that was done by Digital Domain , we basically took over at the
 1:55 mark and destroyed the universe at the end.

 Shout outs go to Steve Palaia, Mitch Lotierzo, Dave Sisk and Julia Bacak
 on my team.. great work on a crazy deadline. Thanks to everyone else at
 jani for the support on this project.

 A big shout out to Mootz and Excortex for things that go boom :)

 https://www.youtube.com/watch?v=hXplu_x4ypU




 --






Re: Shotgun join Autodesk

2014-06-25 Thread Greg Punchatz
Does anyone know if there is support for Softimage in FTrack?

We have just spent the last six months using shotgun, its been pretty
awesome for the most part... but we now have to at least look very hard at
FTrack.


On Wed, Jun 25, 2014 at 10:25 AM, Emilio Hernandez emi...@e-roja.com
wrote:

 I just recieved this from Shotgun support:

   *First, Shotgun is not going away. We will continue to operate under
 the Shotgun brand with the same team and same style. Our website, forums,
 support site and team all stay in place. Second, we’re not going to slow
 down. We are scaling immediately to 2X our current team size and 3X
 development resources -- to go faster. Third, I’ll keep working for you as
 hard as I can as the leader of our larger team. The Shotgun crew you know
 and love are right here with me, and we’ll be joined by some excellent
 engineering talent. Pricing, maintenance, and licensing aren’t changing.
 And yes, Shotgun will continue to develop and support third party tools
 from The Foundry, Side Effects, Adobe, Autodesk and more (even faster).*

 *We’re making this move because we believe it’s the best possible thing we
 can do for you, our clients, and the fastest way to achieve our vision of a
 standardized, highly productive production and collaboration platform.*
 The future is bright  Again???

 Where do I have heard this story

 ---
 Emilio Hernández   VFX  3D animation.




Re: OT: 3d sculpting app choice?

2014-06-25 Thread Greg Punchatz
Look at the general quality of work that comes out of all those
programs nothing come close to ZBrush.



On Wed, Jun 25, 2014 at 10:28 AM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 As they currently stand and in as much as modeling, sculpting, and
 re-topology are concerned:


 Zbrush is great for concept sculpting, hammering out a high rez
 visualization, it's so good in fact that a lot of places use it in
 pre-production

 then send the hi-rez concept sculpt to the modeling departments later down
 the line for retopology and uv's, see Reck It Ralph making of.

 The interface is deceptive, but NOT difficult, i fell into that trap in my
 first approach. The default layout can be drastically customized, it is
 better to think of the interface as a series of trays (Tools, brushes,
 sub-toolz).

 It keeps you hungry for learning, you will genuinely want to know more
 about the features.


 Mudbox is better for tweaking existing meshes hence demarking itself in
 mid production, it lacks the same re-meshing and re-topology features,

 where it shines is ease of use and texture workflow, it has an easier
 learning curve then photoshop.

 In theory it also has a third strength which is it bridge capabilities
 with other Autodesk products which speeds up workflow e.g blendshapes,
 while preserving textures vertex ID's,

 However Autodesk have decided not to capitalize on this and have instead
 adopted version lock bridging e.g: if you have maya 2014 and mudbox 2012
 the bridge will not work.

 it is worth noting that Zbrush is quasi platform agnostic, regardless of
 version or distributor.

 This hostage situation resulting in Mudbox slowly deteriorating in both
 functionality and value. which is a shame as it truly is a great piece of
 kit originaly developed by people at WETA.


 Modo is an all in one sculpting modeling re-topology package, and what it
 does it does extremely well, e.g quite possibly the best UV tools in the
 business out of the box. (with the possible exception of 3D coat)

 However it would seem it's Design industry orientation has left it bias
 towards hard edge modeling and arc-viz, not that it is destitute of organic
 modeling tools, they are good too, but it's array's of arc-viz tools are
 truly intimidating.

 This bias can also be felt in the handling, conventional selection and
 manipulation, toy with it a bit and you will know what i mean.

 it offers 2 sculpting methods one for quick concept the other more
 production orientated, and some very robust retopology tools.

 it comes with one of the best renderers out there and employes real unit
 scales, so cm, inch, mm, great for 3d printing.


 On 25 June 2014 15:06, Cristobal Infante cgc...@gmail.com wrote:

 If it's sculpting you are looking for zbrush hands down...

 You can also do a bit of texturing but it's only polypaint so limited to
 your polygon count.




 On 25 June 2014 14:32, David Saber davidsa...@sfr.fr wrote:

  Hi all,

 I'd like to know what your opinion on 3d sculpting apps? What do you use
 and why did you choose this app over another?
 In the past I used Zbrush but I always found its workflow a bit weird.

 After a web search, I made a list of apps that do sculpting:
 - Zbrush.
 - Sculptris (seems like a toned down version of Blender? Also from
 Pixologic)
 - 3d coat
 - Mudbox (is it still developped?)
 - CB Model Pro http://www.cbmodelpro.com/ (never heard of it before
 this search)
 - Modo
 - Cinema 4D
 - Blender

 Thanks for your input.

 David






Re: Shotgun join Autodesk

2014-06-25 Thread Greg Punchatz
Thanks Mario, that would be a huge help!




On Wed, Jun 25, 2014 at 1:14 PM, Mario Reitbauer cont...@marioreitbauer.at
wrote:

 We did a Softimage integration here at the company. Lets see maybe I can
 get them to share it so the ftrack team can use it.


 2014-06-25 18:52 GMT+02:00 Eric Turman i.anima...@gmail.com:

 Since we are talking fantasy here...
 Maybe the Wizard will give AD the courage to do the right thing and
 rescind the EOL of Soft. (no I'm not still in denial, this was intended as
 a satirical statement)


 On Wed, Jun 25, 2014 at 11:43 AM, Greg Punchatz g...@janimation.com
 wrote:

 Maybe the Wizard will give them a heart and a brain.

 Sent from my iPhone

  On Jun 25, 2014, at 10:42 AM, Eric Thivierge ethivie...@hybride.com
 wrote:
 
  I can't wait to see what they acquire at Siggraph... should we take
 bets?
 
  On Wednesday, June 25, 2014 11:41:45 AM, Jordi Bares wrote:
  It's that acquisition time of the year...
 
  Jordi Bares
  jordiba...@gmail.com mailto:jordiba...@gmail.com
 




 --




 -=T=-





Re: Softimage at Siggraph?

2014-06-12 Thread Greg Punchatz
I think a documentary film about AD's predatory tactics along the lines of who 
killed the electric car might get get some attention at siggraph. 

Sent from my iPhone

 On Jun 12, 2014, at 12:42 PM, Steven Caron car...@gmail.com wrote:
 
 could we make a reel and have it in the animation theatre? too late for 
 submissions?
 
 On Thu, Jun 12, 2014 at 10:32 AM, Jordi Bares jordiba...@gmail.com wrote:
 I would think organising these booth scenarios is very expensive and will 
 imply people on the booth, etc...
 
 I would suggest give away tshirts or other paraphernalia (non-throw away) 
 with a message to showcase the situation.
 
 The key will be the message to be sent to be show professional attitude. 
 Something than any max or maya user will be happy to display and ask 
 everybody to wear it at the Autodesk party.
 
 Hope it makes sense
 
 Job


Re: MayaSoft - previous versions

2014-05-15 Thread Greg Punchatz
Maurice,

 What you and AD simply don't get,  are that projects are never over... The
client reserves the right to say hey I need that tomorrow.

We have always been able to use more than one version of Softimage in
practice... I don't understand the rational behind this detail at all.







On Thu, May 15, 2014 at 2:51 PM, Maurice Patel
maurice.pa...@autodesk.comwrote:

 Hi Matt,

 I understand it is frustrating but you can continue to use 7.5. It is
 obviously the right thing you need to do for your production. I would not
 recommend trying to switch that pipeline now. Once the project is over is
 the best time to evaluate changing. With software that many versions back -
 you would have to repurchase whether it was Maya, 3ds Max or Softimage.
 This is no different we don't have upgrade paths for such old versions .
 However this is why I recommend talking to a Sales person. We have been
 pretty proactive at trying to find solutions where we can.

 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 Matt Lind
 Sent: Thursday, May 15, 2014 2:44 PM
 To: softimage@listproc.autodesk.com
 Subject: RE: MayaSoft - previous versions

 So let me get this straight.

 We have been developing a project for 9+ years starting in April 2005
 using XSI v3.5.  As you can imagine, that's a ton of content.  Unlike most
 film/video projects which finish in 36 months or less and can sweep
 problems under the rug thereafter, our product will ship next month and
 will need to be maintained for many years while still needing access to
 data we created as much as 9 years ago.

 We have tried to upgrade annually, but were stuck on Softimage 7.5 for
 nearly 5 years because Autodesk could not produce a functional release of
 Softimage void of major showstoppers we could upgrade to until 2013 SP1 was
 released - even then we had to work around some issues to make the jump.
  But because of changes to the real time shader API and other behavioral
 changes/regressions, we cannot open many of our scenes from 7.5 in 2013 SP1
 or else they will break.  But instead of allowing us access to a version of
 the software to keep our production going, you're telling us we have to
 purchase more licenses to work around a problem you guys created and forced
 upon us?

 I don't think that's fair or reasonable.

 Matt




 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Maurice Patel
 Sent: Thursday, May 15, 2014 7:42 AM
 To: softimage@listproc.autodesk.com
 Subject: RE: MayaSoft - previous versions

 Hi Leoung,
 No you can only have one version per license. Subscription entitles you to
 choose whether that is the latest version (2015) or any one of three
 versions prior (2012, 2013, 2014) as long as you have usage rights to that
 version. You cannot have multiple versions installed concurrently you must
 choose only one version. Usage rights require that you have actually
 purchased and used those prior versions. So for example if a new customer
 purchases software from Autodesk for the first time (with Subscription)
 they will have not have any prior versions to access. A year later a new
 release comes out  and they upgrade. They will now have 1 prior version
 they can access. A year later two and so on.

 Prior versions were created so that companies/users could try out new
 versions without having to upgrade their pipeline (which might be
 disruptive to an ongoing production). They could upgrade licenses for
 testing and then switch them back to their production version when needed.

 Please note that we are creating a special exception for Softimage
 customers who migrate to Maya or 3ds Max whereby they will inherit prior
 version access for those products if they had them for Softimage.

 More than three years back are not supported. Exceptions can be negotiated
 with Sales in very special cases and typically only for large
 installations. It is not really feasible for Autodesk to keep supporting
 every version of every software they ever delivered, and the costs if we
 did so would be huge - and would make the software unnecessarily expensive
 to the end user.

 If you absolutely must have access to 7.5 and still want access to our
 latest software the best solution is not to upgrade your license but to
 keep it and buy a new license of the Maya with Softimage bundle. That way
 you can continue forward with new releases and whenever you want to still
 fire up 7.5. Technically though your 7.5 license is permanent the agreement
 is contractual

 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 Leoung O'Young
 Sent: Wednesday, May 14, 2014 6:24 PM
 To: 

Re: MayaSoft - previous versions

2014-05-15 Thread Greg Punchatz
Yes, as long as I have owned my own cut of softimage / suit I have been
able to run older versions.  I have had to do this as Janimation has not
upgraded in a bit.

I once had an issue where a machine died and a license had lapsed, I got a
new license , and I could not run older software.  I contacted someone in
support and I was told I could get a license that ran older software if I
was not under support... I got support and a lic that could run older
versions.




On Thu, May 15, 2014 at 4:04 PM, Maurice Patel
maurice.pa...@autodesk.comwrote:

 I think we might be talking about different things. I am not really a
 licensing expert. Are you saying you can use more than one version of your
 current license?
 maurice

 Maurice Patel
 Autodesk : Tél:  514 954-7134

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Greg Punchatz
 Sent: Thursday, May 15, 2014 4:52 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: MayaSoft - previous versions

 Maurice,

  What you and AD simply don't get,  are that projects are never over...
 The client reserves the right to say hey I need that tomorrow.

 We have always been able to use more than one version of Softimage in
 practice... I don't understand the rational behind this detail at all.





 On Thu, May 15, 2014 at 2:51 PM, Maurice Patel maurice.pa...@autodesk.com
 mailto:maurice.pa...@autodesk.com wrote:
 Hi Matt,

 I understand it is frustrating but you can continue to use 7.5. It is
 obviously the right thing you need to do for your production. I would not
 recommend trying to switch that pipeline now. Once the project is over is
 the best time to evaluate changing. With software that many versions back -
 you would have to repurchase whether it was Maya, 3ds Max or Softimage.
 This is no different we don't have upgrade paths for such old versions .
 However this is why I recommend talking to a Sales person. We have been
 pretty proactive at trying to find solutions where we can.

 Maurice

 Maurice Patel
 Autodesk : Tél:  514 954-7134tel:514%20954-7134

 -Original Message-
 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 Matt Lind
 Sent: Thursday, May 15, 2014 2:44 PM
 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 
 Subject: RE: MayaSoft - previous versions

 So let me get this straight.

 We have been developing a project for 9+ years starting in April 2005
 using XSI v3.5.  As you can imagine, that's a ton of content.  Unlike most
 film/video projects which finish in 36 months or less and can sweep
 problems under the rug thereafter, our product will ship next month and
 will need to be maintained for many years while still needing access to
 data we created as much as 9 years ago.

 We have tried to upgrade annually, but were stuck on Softimage 7.5 for
 nearly 5 years because Autodesk could not produce a functional release of
 Softimage void of major showstoppers we could upgrade to until 2013 SP1 was
 released - even then we had to work around some issues to make the jump.
  But because of changes to the real time shader API and other behavioral
 changes/regressions, we cannot open many of our scenes from 7.5 in 2013 SP1
 or else they will break.  But instead of allowing us access to a version of
 the software to keep our production going, you're telling us we have to
 purchase more licenses to work around a problem you guys created and forced
 upon us?

 I don't think that's fair or reasonable.

 Matt




 -Original Message-
 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 Maurice Patel
 Sent: Thursday, May 15, 2014 7:42 AM
 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 
 Subject: RE: MayaSoft - previous versions

 Hi Leoung,
 No you can only have one version per license. Subscription entitles you to
 choose whether that is the latest version (2015) or any one of three
 versions prior (2012, 2013, 2014) as long as you have usage rights to that
 version. You cannot have multiple versions installed concurrently you must
 choose only one version. Usage rights require that you have actually
 purchased and used those prior versions. So for example if a new customer
 purchases software from Autodesk for the first time (with Subscription)
 they will have not have any prior versions to access. A year later a new
 release comes out  and they upgrade. They will now have 1 prior version
 they can access. A year later two and so on.

 Prior versions were created so that companies/users could try out new
 versions without having to upgrade their pipeline (which might be
 disruptive to an ongoing production). They could

Re: MayaSoft - previous versions

2014-05-15 Thread Greg Punchatz
 if I WAS  under support.


On Thu, May 15, 2014 at 4:17 PM, Greg Punchatz g...@janimation.com wrote:

 Yes, as long as I have owned my own cut of softimage / suit I have been
 able to run older versions.  I have had to do this as Janimation has not
 upgraded in a bit.

 I once had an issue where a machine died and a license had lapsed, I got a
 new license , and I could not run older software.  I contacted someone in
 support and I was told I could get a license that ran older software if I
 was not under support... I got support and a lic that could run older
 versions.




 On Thu, May 15, 2014 at 4:04 PM, Maurice Patel maurice.pa...@autodesk.com
  wrote:

 I think we might be talking about different things. I am not really a
 licensing expert. Are you saying you can use more than one version of your
 current license?
 maurice

 Maurice Patel
 Autodesk : Tél:  514 954-7134

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Greg Punchatz
 Sent: Thursday, May 15, 2014 4:52 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: MayaSoft - previous versions

 Maurice,

  What you and AD simply don't get,  are that projects are never over...
 The client reserves the right to say hey I need that tomorrow.

 We have always been able to use more than one version of Softimage in
 practice... I don't understand the rational behind this detail at all.





 On Thu, May 15, 2014 at 2:51 PM, Maurice Patel 
 maurice.pa...@autodesk.commailto:maurice.pa...@autodesk.com wrote:
 Hi Matt,

 I understand it is frustrating but you can continue to use 7.5. It is
 obviously the right thing you need to do for your production. I would not
 recommend trying to switch that pipeline now. Once the project is over is
 the best time to evaluate changing. With software that many versions back -
 you would have to repurchase whether it was Maya, 3ds Max or Softimage.
 This is no different we don't have upgrade paths for such old versions .
 However this is why I recommend talking to a Sales person. We have been
 pretty proactive at trying to find solutions where we can.

 Maurice

 Maurice Patel
 Autodesk : Tél:  514 954-7134tel:514%20954-7134

 -Original Message-
 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 Matt Lind
 Sent: Thursday, May 15, 2014 2:44 PM
 To: softimage@listproc.autodesk.commailto:
 softimage@listproc.autodesk.com
 Subject: RE: MayaSoft - previous versions

 So let me get this straight.

 We have been developing a project for 9+ years starting in April 2005
 using XSI v3.5.  As you can imagine, that's a ton of content.  Unlike most
 film/video projects which finish in 36 months or less and can sweep
 problems under the rug thereafter, our product will ship next month and
 will need to be maintained for many years while still needing access to
 data we created as much as 9 years ago.

 We have tried to upgrade annually, but were stuck on Softimage 7.5 for
 nearly 5 years because Autodesk could not produce a functional release of
 Softimage void of major showstoppers we could upgrade to until 2013 SP1 was
 released - even then we had to work around some issues to make the jump.
  But because of changes to the real time shader API and other behavioral
 changes/regressions, we cannot open many of our scenes from 7.5 in 2013 SP1
 or else they will break.  But instead of allowing us access to a version of
 the software to keep our production going, you're telling us we have to
 purchase more licenses to work around a problem you guys created and forced
 upon us?

 I don't think that's fair or reasonable.

 Matt




 -Original Message-
 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 Maurice Patel
 Sent: Thursday, May 15, 2014 7:42 AM
 To: softimage@listproc.autodesk.commailto:
 softimage@listproc.autodesk.com
 Subject: RE: MayaSoft - previous versions

 Hi Leoung,
 No you can only have one version per license. Subscription entitles you
 to choose whether that is the latest version (2015) or any one of three
 versions prior (2012, 2013, 2014) as long as you have usage rights to that
 version. You cannot have multiple versions installed concurrently you must
 choose only one version. Usage rights require that you have actually
 purchased and used those prior versions. So for example if a new customer
 purchases software from Autodesk for the first time (with Subscription)
 they will have not have any prior versions to access. A year later a new
 release comes out  and they upgrade. They will now have 1 prior version
 they can access. A year later two and so on.

 Prior versions were created so that companies/users could try out new

Re: First Softimage - Maya transition videos posted

2014-05-12 Thread Greg Punchatz

Thank you

*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 5/12/2014 10:16 AM, Jill Ramsay (Contractor) wrote:



Re: Sumatra....are we there yet?

2014-05-09 Thread Greg Punchatz
The foundry has some very interesting things going on that seem to 
be headed toward a more realistic and powerful version of the original 
Digital Studio concept... Keep a close eye on them for an integrated 
post suite like no other.


I don't think its focus is games however... I think that would almost 
need to be its own set of tools, geared for interactive development.


Trimmed for Caron's sanity 








Re: Torn

2014-05-01 Thread Greg Punchatz
Its a tough one for sure,

Modo looks very nice, I really really like the UI. Great hand on tools...
some very quick and slick (but non-liniar) modeling tools.. Painting and
sculpting... Nodes that look like they are getting more powerful by the
day.. very nice default render engine. Consistency seems to be a theme in
the design.

Cons-  I am concerned about the speed and depth of its character animation
tool set as well as the lack of relational modeling. I wish they would
partner with FE to leverage its speed for moving characters.. to me the one
who cracks character speed AND great deforms with out sacrificing workflow
will come out on top. Not sure how pipeline friendly it is at this point
when it comes to scripting, referencing and render scalability. not much in
the way of 3rd party render engines the add ons and plug ins seem
gimicky and poser like.. and its user base is small.

Houdini - if we get bigger again it would make sense to have a few cuts of
this and a few power operators. But as it stand its too heavy handed for
almost everything we do, from what I can tell. And its view-port speed
makes me cry... not a tool that I would like I don't think..

C4d- Very popular in the Advertising world, AE interaction is crazy good.
Some very solid and unique tools (raybrush) unbeatable motion graphic
tools. Giant user base.

Cons- I never got its way of thinking while using body paint for years..
Trying to customize the interaction is nuts.. too many navigation commands
that should be the same thing.
Default render engine has pros - but serious cons (MB) never used thier
advanced render engine.
Character tools up to snuff?? I never looked too deep.


Maya-  Strongest of the non softimage packages for characters...Biggest
user base, lots semi easy and unique tools such as paint effects, oceans,
and a host of others. Robust poly and Nurbs toolset, Amazing viewport, GL
caching, Cloth, Hair options and like soft I know that it has the years of
battle ridden code, while dated can get any job done, and its easier the
get the folks to do it. Character speed is second to none. Great 3rd party
renderers. Very customizable. Did I say huge and talented user base?

Cons- there are a lot.. but the first one is that the interface is a mess,
too many different node editors that behave completely and none of them do
what ICE does (yet).  It needs a BIG clean up, look at Modo interface,
seems very clean in comparison. I will need an extra TD on every job at
least, causing us to raise our prices and making us less competitive.  I
have no confinence in the AD culture... they DO have a great team, but they
need to revert to the culture of Discreet logic, Softimage and Alias.  They
need to be independent from the mother ships rules... Take a cue from The
Foundry, not adobe...

Softimage- Awesome all all rounder, best pass system, fast, great 3rd party
renderers... and then there is ICE. Most flexible character tools for for
working non linear.  Did I say ICE??

Cons- its going awayuser base.. tied too deeply to windows

The more I think about it the more I want to build an
Alembic/Arnold/Redshift/ Nuke pipeline and use all of the above.  Ween off
the Softimage tit slowly... trying the milk the others have to offer a bit
at a time. See what time offers us.

Unlike some of you guys I wont rule Maya out because there are to many good
people that can drive that boat... even if AD pissed me off.

Greg


On Thu, May 1, 2014 at 1:14 PM, Andres Stephens drais...@outlook.comwrote:

  Torn is the right word I think!

 I am sticking to SI till it no-longer has any juice left for the industry,
 like a dried up squeezed lemon. I still see that it is quite future proof
 in many areas, even without it’s advanced “viewport” so even after 2 years
 of updates and bugfixes, it should still do well afterwards a couple
 years - minus sculpting or realtime previz. GPU rendering and CPU rendering
 will still be ahead of the league with third party render-engines, you know
 the ones I’m talking about. It will remain future-proof for some time yet.
 

 But personally I am delving more into Blender, with it’s GPU+CPU render
 engine included, node based modeling addons (free) and soon node based
 strands and particles (in development) and other features that are
 progressively being developed - not to mention it’s 20 year old mature well
 rounded toolset - developed outside of commitees and corporation, even
 investment….

 *Warning* *My explanation is extensive and written below, needed to get
 it out there! Read at your own risk! *

 Out of principle I see Blender as a powerful tool, not to mention video
 editing and Nuke like compositing all in the same package…. free… and open
 to development personally or as a community. If you’d invest cash
 into a software, with Blender, it is directly with a developer or into the
 foundation, or into a project to “test” and push and develop the software,
 like the Gooseberry Project.

 Out of 

Re: VERY OT: Nice ICE - Ron Jeremy video

2014-04-29 Thread Greg Punchatz
I was at the party, I was hanging out with Jenn Goldfinch. Then vanilla ice 
walked by with Ron Jeremy and was heading up to the VIP lounge. I said to Jen 
wow that's Ron Jeremy, that's crazy! Somehow Jen got into her head that I 
really wanted to meet Jeremy, and grab me by the wrist band and pride be 
upstairs. Two seconds later Jen pushes me in front of fine Jeremy says hey 
this is Greg he really wanted to meet you Ron  sticks out his hand and reach 
out and shake it we exchange greetings and that was about it.  I immediately 
went to the bathroom and washed my hands ..really.


Sent from my iPhone

 On Apr 29, 2014, at 1:15 PM, Leendert A. Hartog hirazib...@live.nl wrote:
 
 If you can find it let me know... Thanks in advance!
 
 -- 
 
 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com
 



Re: Modo 801 Reveal

2014-04-25 Thread Greg Punchatz
AWESOME. I am very impressed with what I have seen so far.


On Fri, Apr 25, 2014 at 3:04 AM, Jon Swindells jon_swinde...@fastmail.fmwrote:

  Stream is on replay for those that missed it - needs a foundry login

  http://t.co/J3KnIXOXjmhttp://www.thefoundry.co.uk/modo801live/stream/

 --
  Jon Swindells
  jon_swinde...@fastmail.fm



 On Fri, Apr 25, 2014, at 09:03 AM, Angus Davidson wrote:

 Firstly it was definitely worth waking up at 3:45am to see. Brad doing a
 captain america live action improv while waiting for the screen to be
 sorted out was great.

 For me the two things of interest are time spacing bar. That is such an
 amazing teaching tool right there.

 One of my bugbears in Modo 701 is the shader system. I don't like it. 5
 Minutes of playing with the new Node based shader tree in 801 and I am in
 heaven ;)

 Have a look at

 http://www.thefoundry.co.uk/products/modo/latest-version/





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





Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread Greg Punchatz
I am assuming you can off set keys afterward? If not, it would be too
limiting.


On Fri, Apr 25, 2014 at 1:17 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 But is it a completely parallel system to curves ? or can you tweak curves
 later ? not sure how this would work with gimble otherwise, unless you
 keyframe it into the ground.


 On 25 April 2014 18:40, Jordi Bares jordiba...@gmail.com wrote:

 The difference imho is equivalent to modelling pulling vertices to zbrush
 sculpting. It is the state of mind in which you start thinking about poses,
 blocking, refinement of animation as a sequence of clear steps rather than
 a soup of keyframes.

 In the sense that an animator does not need to open an curve and worry
 about slopes but only timing and pose, this is imho a completely revamp of
 how things should be done and I would bet money if you put a true animator
 (2d trained with years of experience) the result till blow you mind.

 My God I have been waiting for this... Finally!

 It is clear the combination for me is modo+houdini...

  Jordi Bares
 jordiba...@gmail.com

 On 25 Apr 2014, at 18:20, Norbert Kiehne softim...@norbert-kiehne.de
 wrote:

  Hmmm, maybe I am missing something here, but what is the difference to
 selecting all your controls and using the dopesheet or meta curve region/
 animation editor to change the timing and spacing of your animation?



 On 25.04.2014 18:56, Jordi Bares wrote:

 I would say this is a game changer, just give it to a _real_ character
 animator (traditionally trained) and I would bet you the output will be
 amazing.

  Jordi Bares
 jordiba...@gmail.com

  On 25 Apr 2014, at 17:43, David Rivera activemotionpictu...@yahoo.com
 wrote:

  Hi, I recorded some of the webinar launch. Around minute 7 you´ll see
 the new animation worflow in Modo 801.
 IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking
 south park 2D and regular 3D animation
 with this workflow?

  Modo801 - New Animation worflow http://youtu.be/n0PrpOFCQaA

  ps: video is just uploading. Should be up around 15 more mins.


  [image: image] http://youtu.be/n0PrpOFCQaA

   Modo801 - New Animation worflow http://youtu.be/n0PrpOFCQaA

   View on youtu.be http://youtu.be/n0PrpOFCQaA
  Preview by Yahoo



 *David Rivera*
 *3D Compositor/Animator*
 LinkedIN http://ec.linkedin.com/in/3dcinetv
 Behance https://www.behance.net/3dcinetv
 VFX Reel https://vimeo.com/70551635



 --
  Norbert Kiehne
 Senior 3D Artist






Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread Greg Punchatz
I hear a lot of requests for 3rd party rendering in modo, what are the
limitations of modo's render engine that have people looking for other
render engines?  Does it not scale well? I would love to know its drawbacks.

I have seen nothing but impressive images and demos from modo, but the only
thing keeping me from digging into it was the lack of nodes.

I love me some Arnold, but I also like the the idea of filling up our farm
with modo licenses for a fraction of the cost.


On Fri, Apr 25, 2014 at 2:38 PM, David Rivera 
activemotionpictu...@yahoo.com wrote:

 Yes you can. Basically anyone comming from the 2d animation world would be
 glad with this. I keep saying: Southpark with revamp worflow for 3D.



 *David Rivera*
 *3D Compositor/Animator*
 LinkedIN http://ec.linkedin.com/in/3dcinetv
 Behance https://www.behance.net/3dcinetv
 VFX Reel https://vimeo.com/70551635
   On Friday, April 25, 2014 2:23 PM, Greg Punchatz g...@janimation.com
 wrote:
  I am assuming you can off set keys afterward? If not, it would be too
 limiting.


 On Fri, Apr 25, 2014 at 1:17 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 But is it a completely parallel system to curves ? or can you tweak curves
 later ? not sure how this would work with gimble otherwise, unless you
 keyframe it into the ground.


 On 25 April 2014 18:40, Jordi Bares jordiba...@gmail.com wrote:

 The difference imho is equivalent to modelling pulling vertices to zbrush
 sculpting. It is the state of mind in which you start thinking about poses,
 blocking, refinement of animation as a sequence of clear steps rather than
 a soup of keyframes.

 In the sense that an animator does not need to open an curve and worry
 about slopes but only timing and pose, this is imho a completely revamp of
 how things should be done and I would bet money if you put a true animator
 (2d trained with years of experience) the result till blow you mind.

 My God I have been waiting for this... Finally!

 It is clear the combination for me is modo+houdini...

  Jordi Bares
 jordiba...@gmail.com

 On 25 Apr 2014, at 18:20, Norbert Kiehne softim...@norbert-kiehne.de
 wrote:

  Hmmm, maybe I am missing something here, but what is the difference to
 selecting all your controls and using the dopesheet or meta curve region/
 animation editor to change the timing and spacing of your animation?



 On 25.04.2014 18:56, Jordi Bares wrote:

 I would say this is a game changer, just give it to a _real_ character
 animator (traditionally trained) and I would bet you the output will be
 amazing.

  Jordi Bares
 jordiba...@gmail.com

  On 25 Apr 2014, at 17:43, David Rivera activemotionpictu...@yahoo.com
 wrote:

  Hi, I recorded some of the webinar launch. Around minute 7 you´ll see
 the new animation worflow in Modo 801.
 IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking
 south park 2D and regular 3D animation
 with this workflow?

  Modo801 - New Animation worflow http://youtu.be/n0PrpOFCQaA

  ps: video is just uploading. Should be up around 15 more mins.


  [image: image] http://youtu.be/n0PrpOFCQaA

  Modo801 - New Animation worflow http://youtu.be/n0PrpOFCQaA

  View on youtu.be http://youtu.be/n0PrpOFCQaA
  Preview by Yahoo



 *David Rivera*
 *3D Compositor/Animator*
 LinkedIN http://ec.linkedin.com/in/3dcinetv
 Behance https://www.behance.net/3dcinetv
 VFX Reel https://vimeo.com/70551635



 --
  Norbert Kiehne
 Senior 3D Artist









Re: Shattering, Fractures and destruction question

2014-04-15 Thread Greg Punchatz
Everything has bugs... but to try to do this kind of work in softimage 
without Momentum is serriously a a giant waste of mony... you are going 
to take FAR longer to do this work without Momentum.


Only thing I would recommend to ease the pain of rendering on the farm 
is to pick up a cut of Crate for reliable caching..


Speaking of Momentum, where did V4 go?? I had read someone had just got 
it for their studio in a thread a while back..


Re: Shattering, Fractures and destruction question

2014-04-15 Thread Greg Punchatz
Well I know I am stocking up on Softimage plug ins atm... His are a tad 
pricier then the some but as I already have an earlier version Momentum 
( I don't remember if I bought 3 for home or not)


 I would pick it up if there was a feature listOh I see Ben chimed 
in, Ben can you give us a bullet list of features and or enhancements , 
or even better a video?






*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com



Re: Re: Re: MODO webinar for Softimage Users - tomorrow, April 3 - Re gister here...

2014-04-03 Thread Greg Punchatz
Shame, I had to leave before it got interesting


On Thu, Apr 3, 2014 at 4:03 PM, Daniel Sweeney dan...@northforge.co.ukwrote:

 Very cool of brad to show us some workings of modo and what may be held in
 the future! Very interesting!! And yes everyone should stick to our
 gentlemen's agreement that brad said! We are all gentlemen and gentleladies
 right?

 Cheers
 On 3 Apr 2014 21:58, Artur Woźniak artur.w...@gmail.com wrote:

 There will be another one next week for people from different time zones.

 Artur


 2014-04-03 22:57 GMT+02:00 Jason S jasonsta...@gmail.com:

  +1


 On 04/03/14 16:55, Andres Stephens wrote:

  Yes, please do elaborate! I could not watch it...

 -Draise






Re: March 28, 2014

2014-03-28 Thread Greg Punchatz
I thought is was indeed a thing that needed posting... I wear my heart 
on my sleeve as well..


Thanks

*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com



Re: humanize Maya, SOFT top 5

2014-03-26 Thread Greg Punchatz
I will repeat, the middle mouse button option should be in every app 
not just maya.  It makes sense in ANY app with drop down menu systems in 
place.


Please don't disregard this request.

*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com



Re: Softimage to Maya rendering requests

2014-03-21 Thread Greg Punchatz

On 3/21/2014 1:16 PM, Rob Wuijster wrote:
So please don't insult us by finally popping in after the kill to see 
how you can lure us in to start using Maya.


Please don't shoot the messanger... its ok to take clear careful aim at 
the ones who made the decisions that led us here... but screaming at 
this guy who is politely asking for input does no one any good.


 Laurence I will chime in when I don't too much work in front of me, 
thanks for asking.



*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com





Re: What use is ICE really?

2014-03-21 Thread Greg Punchatz

I keep asking myself if anyone at Autodesk even considers the possibility that they 
might have made a big mistake?

If they are not, they have already lost the war.to error is human, 
to fowl up like this and not question not only your recent decisions,  
but all of them that led to this point, would be beyond stupid.



*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com



Re: What use is ICE really?

2014-03-21 Thread Greg Punchatz
Best thread EVER  I dare Carl Bass to watch ALL these videos and think
the of killing Soft was the smart thing to do reallybreath taking
work.

 XSI and ICE could and CAN still be the Unity of the 3D DCCs if given the
proper support of AD.  The original right click and upload compound was a
great idea... and one that could make AD some money...the uploader could
make some cash...every one is happy.

Would somebody be kind enough to forward this thread to Mr. Bass?

Softimage is dead...Long live XSI  (Vodka has kicked in)


On Fri, Mar 21, 2014 at 6:00 PM, Ludovick Michaud 
ludovickwmich...@gmail.com wrote:

 Always there Jason.
 Always reading and watching :D




Re: What use is ICE really?

2014-03-21 Thread Greg Punchatz
Well duh :) , but I had a shot of Vodka on an empty stomach ... and I don't
drink, or at least I did not before this announcement.

Carl is not a dumb man, and he might actually have a clue after watching
these videos.

I am sure he knew this was going to happen. He might not realize however
XSI is actually in better shape as of this moment than any of the 3d apps
he owns.. because the mangers between him and us  don't really get the
power that is there, well at least until now , and that there is a market
he could own again.. the post house

Bring back the Discreet Logic's BRAND AND CULTURE put Maya, Soft and
all the finishing systems back into a culture that understands its users.

Put Soft in the hands of people who really care, give them ONE TENTH the
money you are for maya or max, give XSI the power to compete within the
company, let there be sharing of code between apps!  Its silly not to water
all your plants to see which one will grow...and keep growing.

  I don't think is that there was anyone to champion XSI development after
the whole slow down boys,  you are making the Maya guys look bad episode
that sucked the life out of anyone trying to innovate on the Softimage dev
side of things.

Signed only a slightly less drunk Greg...


On Fri, Mar 21, 2014 at 6:45 PM, Ed Manning etmth...@gmail.com wrote:

 I really can't imagine a CEO of any company the size of AD taking the time
 to pay that much attention to videos he probably doesn't have the technical
 background or context to even follow them.

 I doubt Bass even made, or had to sign off on, the decision to kill Soft,
 anyway.

 It would be nice to reach him on a personal level, I agree, but in a
 rational world, only in order to take advantage of his level of influence
 and control to reverse this decision.  Not likely, however.





Re: A confession

2014-03-20 Thread Greg Punchatz
Just learn to script

It's not that easy for every one... 

My brain simply does not work that way, I would rather keep polishing my art 
skills and learn all the amazing new painting tools  than learn to script. 
Being person with dyslexia makes its more than a bit difficult for me to jump 
on the scripting train.

All this talk of the reality of the need for constant scripting as part of your 
daily work flows in Maya makes me literally sick to my stomach 

Sent from my iPhone

  


Re: Autodesk webinar

2014-03-20 Thread Greg Punchatz

whew...

*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 3/19/2014 11:19 AM, Martin Yara wrote:

Maya 2014 remember component selection per object.
2013 and older, doesn't.

Martin




On Thu, Mar 20, 2014 at 12:43 AM, Greg Punchatz g...@janimation.com 
mailto:g...@janimation.com wrote:


switching between objects? if not these are needed for sure... add
those feature requests to the how to make maya not suck ;)  list!





Re: REAL innovation

2014-03-20 Thread Greg Punchatz
DDO is not new.. the suite is new...in fact I dont think its out yet. 
Seems like this is a pretty big step.


As far as the material ID thing.. I figured I could just rendermap or 
ultimaper some constant colors to a map.Mud box has some good baking tools.





*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 3/20/2014 2:10 PM, Rares Halmagean wrote:
I should add that ddo comes with a material fbx that can be used with 
xsi's existing material manager so writing a new tool is probably not 
necessary. If your in game work and you need to bake out a material id 
onto a low poly model, then that's a bit of problem given softimage 
has no bake cage feature. But then there are arduous work around 
approaches, like having to separate the high and low poly pieces 
before baking.


On 3/20/2014 1:15 PM, Rares Halmagean wrote:
This has been around for some time now primarily for game artists. 
It's a huge time saver in texture map material setup and iteration 
for sure. And being able to preview results in photoshop is real nice.


Now if we would have a ddo material manager similar to the max and 
maya equivalent (shown here 
https://www.youtube.com/watch?v=1BboBgjGARc, max at start and maya 
at 23min in) for softimage, we'd be set.




On 3/19/2014 4:33 PM, Greg Punchatz wrote:
All cg will now look too dirty...as opposed too all looking too 
clean... every car will be rusty from this moment out


I am so buying all these products..



*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 3/19/2014 3:09 PM, Eugene Flormata wrote:

damn.. definately affordable..

and I just bought allegorithmic's stuff
http://store.steampowered.com/app/273390/
http://www.allegorithmic.com/products/substance-designer-4



On Wed, Mar 19, 2014 at 7:11 AM, Nicolas Esposito 3dv...@gmail.com 
mailto:3dv...@gmail.com wrote:


nDo was a huge surprise for me, DDO and 3DO are just absolutely
stunning!!!
And very affordable too!


2014-03-19 15:05 GMT+01:00 Perry Harovas
perryharo...@gmail.com mailto:perryharo...@gmail.com:

H.O.L.Y.   C.R.A.P.




On Wed, Mar 19, 2014 at 9:44 AM, adrian wyer
adrian.w...@fluid-pictures.com
mailto:adrian.w...@fluid-pictures.com wrote:

http://dev.quixel.se/ddo

https://www.youtube.com/watch?v=YyJJAp17K-Yfeature=youtu.be

stunning workflow, technically app agnostic

a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829
tel:%2B%2B44%280%29%20207%20580%200829


adrian.w...@fluid-pictures.com

www.fluid-pictures.com

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71




-- 






Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com http://www.theafterimage.com/







--
*Rares Halmagean
___
*visual development and 3d character  content creation.
*rarebrush.com* http://rarebrush.com/


--
*Rares Halmagean
___
*visual development and 3d character  content creation.
*rarebrush.com* http://rarebrush.com/




Re: REAL innovation

2014-03-20 Thread Greg Punchatz
Just a good time to be an artist.Zbrush, MARI and now this, so very 
cool.  And I will be able to use Arnold as my viewer.. holy crap batman.




Does it support UDIM's?


*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com



Re: Autodesk webinar

2014-03-19 Thread Greg Punchatz
Are selections remembered on objects Maya now? During the session and 
when you reload your scene?




*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com



Re: Autodesk webinar

2014-03-19 Thread Greg Punchatz
switching between objects? if not these are needed for sure... add those 
feature requests to the how to make maya not suck ;)  list!



*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 3/19/2014 10:21 AM, Brent McPherson wrote:

They are remembered when switching between different component selection modes 
but not saved with the scene.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Greg Punchatz
Sent: 19 March 2014 15:16
To: softimage@listproc.autodesk.com
Subject: Re: Autodesk webinar

Are selections remembered on objects Maya now? During the session and when you 
reload your scene?


Greg Punchatz
Sr. Creative Director
Janimation
214.823.7760
www.janimation.comhttp://www.janimation.com





Re: Siggraph in Vancouver this year

2014-03-19 Thread Greg Punchatz

Adam, did you get my mail?

*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 3/19/2014 2:54 PM, Adam Sale wrote:
Hey All.. Sigg is in my neck of the woods this year. Anyone planning 
to attend this year.

Dinner and drinks, or other such debauchery?

Adam




Re: Softimage webinar - Q/A - finally uploaded

2014-03-19 Thread Greg Punchatz

Do it!!!

*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 3/19/2014 2:41 PM, David Gallagher wrote:


I've been thinking of doing some videos entitled You can't buy this 
and showing the amazing things I can do with Softimage facial rigging. 
But sorry -- you can't buy this software.








Re: REAL innovation

2014-03-19 Thread Greg Punchatz
All cg will now look too dirty...as opposed too all looking too clean... 
every car will be rusty from this moment out


I am so buying all these products..



*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 3/19/2014 3:09 PM, Eugene Flormata wrote:

damn.. definately affordable..

and I just bought allegorithmic's stuff
http://store.steampowered.com/app/273390/
http://www.allegorithmic.com/products/substance-designer-4



On Wed, Mar 19, 2014 at 7:11 AM, Nicolas Esposito 3dv...@gmail.com 
mailto:3dv...@gmail.com wrote:


nDo was a huge surprise for me, DDO and 3DO are just absolutely
stunning!!!
And very affordable too!


2014-03-19 15:05 GMT+01:00 Perry Harovas perryharo...@gmail.com
mailto:perryharo...@gmail.com:

H.O.L.Y.   C.R.A.P.




On Wed, Mar 19, 2014 at 9:44 AM, adrian wyer
adrian.w...@fluid-pictures.com
mailto:adrian.w...@fluid-pictures.com wrote:

http://dev.quixel.se/ddo

https://www.youtube.com/watch?v=YyJJAp17K-Yfeature=youtu.be

stunning workflow, technically app agnostic

a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829 tel:%2B%2B44%280%29%20207%20580%200829


adrian.w...@fluid-pictures.com

www.fluid-pictures.com

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71




-- 






Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com http://www.theafterimage.com/







Re: Siggraph in Vancouver this year

2014-03-19 Thread Greg Punchatz
Adam... BC style it is... I think that is a reason alone to come to
siggraph this year... after this year I could use a little northern
lights SOFTIMAGE STYLE!!


On Wed, Mar 19, 2014 at 7:03 PM, Eric Thivierge ethivie...@gmail.comwrote:

 Just one request for a Veggie friendly place if possible. :) Even if it's
 just one dish.

 Eric T.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Mar 19, 2014 at 8:00 PM, Adam Sale adamfs...@gmail.com wrote:

 For sure Matt. Keep me in the loop as to your plans...  I was ok with the
 Brazilian food last time around, but could have done without the chicken
 hearts.
 Maybe we can all do an outing to the Amsterdam Cafe / vapor lounge , and
 then really chow down afterwards... lol.
 BC Style



 On Wed, Mar 19, 2014 at 2:48 PM, Matt Lind ml...@carbinestudios.comwrote:

 Not sure if I'm going or not as it'll be on the heels of us releasing
 our game, but I was planning to hold my annual dinner should I attend.  If
 you want, we can work together to share duties.





 Matt











 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Adam Sale
 *Sent:* Wednesday, March 19, 2014 12:55 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Siggraph in Vancouver this year



 Hey All.. Sigg is in my neck of the woods this year. Anyone planning to
 attend this year.

 Dinner and drinks, or other such debauchery?



 Adam






Re: Siggraph in Vancouver this year

2014-03-19 Thread Greg Punchatz
OT- While I do eat meat... the last half of this year I have gone to a 15
percent meat , 80 percent veggies (nocarb veggies) and 5 percent carb... I
still have a few pounds to go but I am leaner and meaner by over 45
pounds 38 inch waist to I think 32... my 34s are falling off me and
just have not tried a pair of 32s on...which is my goal.

Eric- I am presuming vegan?? or do you delve into the fishies? I presuming
the reasons for Paul's suggestion is a lot of people are surprised that
ceasar salads are chalk full of Anchovies


On Wed, Mar 19, 2014 at 7:24 PM, Greg Punchatz g...@janimation.com wrote:

 Adam... BC style it is... I think that is a reason alone to come to
 siggraph this year... after this year I could use a little northern
 lights SOFTIMAGE STYLE!!


 On Wed, Mar 19, 2014 at 7:03 PM, Eric Thivierge ethivie...@gmail.comwrote:

 Just one request for a Veggie friendly place if possible. :) Even if it's
 just one dish.

 Eric T.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Mar 19, 2014 at 8:00 PM, Adam Sale adamfs...@gmail.com wrote:

 For sure Matt. Keep me in the loop as to your plans...  I was ok with
 the Brazilian food last time around, but could have done without the
 chicken hearts.
 Maybe we can all do an outing to the Amsterdam Cafe / vapor lounge , and
 then really chow down afterwards... lol.
 BC Style



 On Wed, Mar 19, 2014 at 2:48 PM, Matt Lind ml...@carbinestudios.comwrote:

 Not sure if I'm going or not as it'll be on the heels of us releasing
 our game, but I was planning to hold my annual dinner should I attend.  If
 you want, we can work together to share duties.





 Matt











 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Adam Sale
 *Sent:* Wednesday, March 19, 2014 12:55 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Siggraph in Vancouver this year



 Hey All.. Sigg is in my neck of the woods this year. Anyone planning to
 attend this year.

 Dinner and drinks, or other such debauchery?



 Adam







Re: A confession

2014-03-19 Thread Greg Punchatz
Raffaele!!  I am standing on my desk clapping...

Does Maya have the middle mouse memory button on menus like softimage does?
If not make that a top priority... there should be a law requiring that
feature in every program...really.





On Wed, Mar 19, 2014 at 7:10 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 Luc-Eric ?

 It seems to me modding the Maya UI to be more XSI inclined, poses it's own
 problems, I'm sure on the other side of the fence are a few Maya power
 users who would not take to kindly to seeing their workflow altered.

 How much can really be delivered by project H in your opinion ?

 Or will it be a CAD junkie ZEN paradigm ? the alternative streamline
 interface for Modo...





 On 19 March 2014 23:57, Adam Sale adamfs...@gmail.com wrote:

 + 1 Amen Brother + 1


 On Wed, Mar 19, 2014 at 4:52 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Fair enough, bit of crossed wires and sensitive souls converging then.
 Still, please do fix that sh... stuff in Maya's UI :)


 On Thu, Mar 20, 2014 at 10:51 AM, Luc-Eric Rousseau luceri...@gmail.com
  wrote:

 This is all fine, but I though I was replying to a situation of
 skipping over the basics, you can't ignore the existence of DG if
 you're going to do something procedurally.  I didn't reply at the
 correct place in the thread, sorry for the confusion.


 On Wed, Mar 19, 2014 at 6:32 PM, Raffaele Fragapane
 raffsxsil...@googlemail.com wrote:
  Sorry Luce-Eric, I have to disagree with this, and I find your
 examples
  defeat your own argument.




 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!






Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Greg Punchatz
And shader effects are 3rd party I believe...and it only works for the view
port... sigh

Same with the modeling tools...just upgraded what they bought

Here is the problem

The folks in charge don't know that they have a problem... They accept a 99
percent failure rate as reasonable...smaller dev companies cant afford to
fail nearly that much.

I will say I am looking forward to that viewport...

and geodeskic binding is uber cool. I wonder how long it will take some ICE
wiz to make some of that for us :)


On Tue, Mar 18, 2014 at 1:59 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 The Maya release feels like a list of plugins to me:

 Bifrost... former 3rd-party sw (Naiiad), acquired...
 XGen... 3rd-party Disney plugin, licensed...
 Bullet Physics... free 3rd-party library...
 OpenSubDiv... free 3rd-party library...

 The only thing I see that's kind of cool is the *geodesic voxel binding*skin 
 algorithm, but I'd expect that kind of thing in a service pack / point
 release.



 On Tue, Mar 18, 2014 at 1:32 PM, Ben Rogall 
 xsi_l...@shaders.moederogall.com wrote:

 http://area.autodesk.com/march18





Re: Softimage transition webinar is starting in 10 minutes

2014-03-17 Thread Greg Punchatz

just lost link


*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 3/17/2014 11:23 AM, Ognjen Vukovic wrote:

Just wow.


On Mon, Mar 17, 2014 at 5:21 PM, Artur Woźniak artur.w...@gmail.com 
mailto:artur.w...@gmail.com wrote:


Now they playing some sales material.

Artur


2014-03-17 17:18 GMT+01:00 Ognjen Vukovic ognj...@gmail.com
mailto:ognj...@gmail.com:

Thanks autodesk, i just put my foot through a 500 $ dell monitor.


On Mon, Mar 17, 2014 at 5:12 PM, Nicolas Esposito
3dv...@gmail.com mailto:3dv...@gmail.com wrote:

Smooth streaming here...they look a bit scared though
SPOLIER: Softimage go open source will never happen


2014-03-17 17:08 GMT+01:00 Rob Chapman
tekano@gmail.com mailto:tekano@gmail.com:

it stutters - have to keep clicking on it for
playback. hopefully this will be recorded right?


On 17 March 2014 16:05, Marc-Andre Carbonneau
marc-andre.carbonn...@ubisoft.com
mailto:marc-andre.carbonn...@ubisoft.com wrote:

It’s actually not working for me. Lanyone got it
to work?

*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 *sku...@gmail.com
mailto:sku...@gmail.com
*Sent:* 17 mars 2014 11:59
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Re: Softimage transition webinar is
starting in 10 minutes

Thank you for the link Marc.  I’m finally in the
acceptance stage of grief and am resigning myself
to using Maya, learning Houdini and continuing to
use Softimage as is.  I hope they show of some of
the upcoming Maya “Humanization” plans (not just
shove ICE into maya). Again, best of luck to all
Softimage users out there, but this just fucking
sucks…  And though this hurts me, best of luck to
Autodesk as well too.










Re: Softimage transition webinar is starting in 10 minutes

2014-03-17 Thread Greg Punchatz

I just sent one question... why should we trust AD?

*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 3/17/2014 11:26 AM, Dan Yargici wrote:

Me too...


On Mon, Mar 17, 2014 at 6:25 PM, Greg Punchatz g...@janimation.com 
mailto:g...@janimation.com wrote:


just lost link


*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 3/17/2014 11:23 AM, Ognjen Vukovic wrote:

Just wow.


On Mon, Mar 17, 2014 at 5:21 PM, Artur Woźniak
artur.w...@gmail.com mailto:artur.w...@gmail.com wrote:

Now they playing some sales material.

Artur


2014-03-17 17:18 GMT+01:00 Ognjen Vukovic ognj...@gmail.com
mailto:ognj...@gmail.com:

Thanks autodesk, i just put my foot through a 500 $ dell
monitor.


On Mon, Mar 17, 2014 at 5:12 PM, Nicolas Esposito
3dv...@gmail.com mailto:3dv...@gmail.com wrote:

Smooth streaming here...they look a bit scared though
SPOLIER: Softimage go open source will never happen


2014-03-17 17:08 GMT+01:00 Rob Chapman
tekano@gmail.com mailto:tekano@gmail.com:

it stutters - have to keep clicking on it for
playback. hopefully this will be recorded right?


On 17 March 2014 16:05, Marc-Andre Carbonneau
marc-andre.carbonn...@ubisoft.com
mailto:marc-andre.carbonn...@ubisoft.com wrote:

It’s actually not working for me. Lanyone got
it to work?

*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 *sku...@gmail.com
mailto:sku...@gmail.com
*Sent:* 17 mars 2014 11:59
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Re: Softimage transition webinar
is starting in 10 minutes

Thank you for the link Marc.  I’m finally in
the acceptance stage of grief and am
resigning myself to using Maya, learning
Houdini and continuing to use Softimage as
is.  I hope they show of some of the upcoming
Maya “Humanization” plans (not just shove ICE
into maya). Again, best of luck to all
Softimage users out there, but this just
fucking sucks…  And though this hurts me,
best of luck to Autodesk as well too.













Re: Softimage transition webinar is starting in 10 minutes

2014-03-17 Thread Greg Punchatz

0  dollars if you have been under support.

*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 3/17/2014 11:28 AM, Nicolas Esposito wrote:

Live stream down for me too here in Italy

Honest thoughts: I liked the new Maya poly tools

Funny how Diana, in the first 10 minutes, said at least 6 times that 
the transition to Maya would cost 0$, whats missing is a giant banner 
at the bottom flashing It costs 0$!!!



2014-03-17 17:25 GMT+01:00 Greg Punchatz g...@janimation.com 
mailto:g...@janimation.com:


just lost link


*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760 tel:214.823.7760
www.janimation.com http://www.janimation.com
On 3/17/2014 11:23 AM, Ognjen Vukovic wrote:

Just wow.


On Mon, Mar 17, 2014 at 5:21 PM, Artur Woźniak
artur.w...@gmail.com mailto:artur.w...@gmail.com wrote:

Now they playing some sales material.

Artur


2014-03-17 17:18 GMT+01:00 Ognjen Vukovic ognj...@gmail.com
mailto:ognj...@gmail.com:

Thanks autodesk, i just put my foot through a 500 $ dell
monitor.


On Mon, Mar 17, 2014 at 5:12 PM, Nicolas Esposito
3dv...@gmail.com mailto:3dv...@gmail.com wrote:

Smooth streaming here...they look a bit scared though
SPOLIER: Softimage go open source will never happen


2014-03-17 17:08 GMT+01:00 Rob Chapman
tekano@gmail.com mailto:tekano@gmail.com:

it stutters - have to keep clicking on it for
playback. hopefully this will be recorded right?


On 17 March 2014 16:05, Marc-Andre Carbonneau
marc-andre.carbonn...@ubisoft.com
mailto:marc-andre.carbonn...@ubisoft.com wrote:

It’s actually not working for me. Lanyone got
it to work?

*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 *sku...@gmail.com
mailto:sku...@gmail.com
*Sent:* 17 mars 2014 11:59
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Re: Softimage transition webinar
is starting in 10 minutes

Thank you for the link Marc.  I’m finally in
the acceptance stage of grief and am
resigning myself to using Maya, learning
Houdini and continuing to use Softimage as
is.  I hope they show of some of the upcoming
Maya “Humanization” plans (not just shove ICE
into maya). Again, best of luck to all
Softimage users out there, but this just
fucking sucks…  And though this hurts me,
best of luck to Autodesk as well too.













Re: Softimage transition webinar is starting in 10 minutes

2014-03-17 Thread Greg Punchatz
Hopefully a pissed off Carl Bass stormed in and pulled the plug... I can 
only hope :)


*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 3/17/2014 11:32 AM, Sofronis Efstathiou wrote:

Has the presentation just crashed? he was about to outline the short, mid and 
long term road map? Getting the loading icon...

Are. ..that was probably the most interesting bit..

Sofronis Efstathiou

Postgraduate Framework Leader and BFX Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: sefstath...@bournemouth.ac.uk

Tel: +44 (0) 1202 965805

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation




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