Re: Animated booleans now and then

2017-09-11 Thread Mladen Kevic
sorry wrong gif i sent, here is animated cutout i want to show
http://g.recordit.co/FHSqM3VwL0.gif


On Mon, Sep 11, 2017 at 11:26 PM, Mladen Kevic <mladen.ke...@gmail.com>
wrote:

> Hi Sven, in my projects i had to do lots of cuts of CADs object, and in
> XSI i used slice PolyMesh in ICE (attach it to null for control), but
> without automatic cap (it flicker too much) and then create poly from
> border edge. that workflow alow me to do animated cut out without
> flickering and artifacts
>
> several moths ago i switched to Houdini, and i'm impressed how it works,
> just now  making one cutout of animated valve with moving parts and it go
> like a charm, totally recommendation.
>
> quick example: http://g.recordit.co/lEs1G1NfQs.gif
>
>
>
>
>
> On Mon, Sep 11, 2017 at 7:03 PM, Sven Constable <sixsi_l...@imagefront.de>
> wrote:
>
>> FYI: seems to me the standard boolean operator in XSI 2015 creates a
>> memory leak. Create a simple animation(sphere cutted by a box, animated as
>> a cycle) do a flipbook over a few hundred frames and watch the memory
>> consumption. Even a 'Delete All' command or creating a new scene does not
>> flush the memory.
>> The Implosia booleans (tested with 2015) don't have these issues btw. Nor
>> the built in booleans in XSI 2011.
>>
>> How about a google doc or something like that, where we can add bugs and
>> issues left in XSI for future reference? Just a thought.
>> Sven
>>
>> -Original Message-
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
>> Sent: Wednesday, August 30, 2017 10:50 AM
>> To: 'Official Softimage Users Mailing List.
>> https://groups.google.com/forum/#!forum/xsi_list'
>> Subject: RE: Animated booleans now and then
>>
>> Thanks for the tips, guys. I may try the Implosia booleans next time.
>> Sven
>>
>> -Original Message-
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
>> Sent: Tuesday, August 29, 2017 1:53 PM
>> To: Official Softimage Users Mailing List. https://groups.google.com/foru
>> m/#!forum/xsi_list
>> Subject: Re: Animated booleans now and then
>>
>> Implosia is a good bet. Remember to triangulate your geo before doing
>> complex booleans - it will be a lot more stable.
>>
>> Other than that, I know it might not help you, but the new boolean engine
>> in Houdini 16 looks amazing:
>>
>> http://www.sidefx.com/docs/houdini/nodes/sop/boolean
>>
>> Also Maya has lately gotten a couple of boolean plugins that look
>> promising, although I have no idea about stability:
>>
>> http://www.hard-mesh.com/
>>
>> http://lesterbanks.com/2017/08/new-live-boolean-plugin-maya/
>>
>>
>> //Morten
>>
>>
>>
>>
>>
>>
>> > Den 29. august 2017 klokken 13:09 skrev wavo <w...@fiftyeight.com>:
>> >
>> >
>> > Hello,
>> >
>> > you can also try Implosia
>> > http://www.si-community.com/community/viewtopic.php?f=5=6373=m
>> > omentum its now free, You can create booleans via Icetree or
>> > sricptedOp vie the PulldownMenu
>> >
>> >
>> >
>> > Am 8/28/2017 um 11:28 PM schrieb Sven Constable:
>> > >
>> > > ,,
>> > >
>> >
>> > > Hi list,
>> > >
>> > > I had several projects lately  that involved animated booleans with
>> > > CAD data, which is problematic sometimes. I used the old BoolTrace
>> > > shader by Alan Jones but it has its drawbacks: With many objects,
>> > > using different materials, it's hard to  keep track of the shaders.
>> > > Another problem was, that there is a limitation in the shader with
>> > > reflections. Let's say you have a box and a sphere and the box is
>> > > cutting the sphere in half. If another objects that is reflective,
>> > > intersects the cutting volume (the box) it will reflect the box by
>> > > it's primary rays. I assume that is because the shader interchanges
>> > > primary and secondary rays under the hood. I could potentially get
>> > > it solved by using passes/partition trickery or another shader to
>> > > get selective reflections on object basis. However, this becomes
>> > > quite complicated with a handful ob objects, all using different
>> materials.
>> > >
>> > > On some projects I switched back to real (

Re: Animated booleans now and then

2017-09-11 Thread Mladen Kevic
Hi Sven, in my projects i had to do lots of cuts of CADs object, and in XSI
i used slice PolyMesh in ICE (attach it to null for control), but without
automatic cap (it flicker too much) and then create poly from border edge.
that workflow alow me to do animated cut out without flickering and
artifacts

several moths ago i switched to Houdini, and i'm impressed how it works,
just now  making one cutout of animated valve with moving parts and it go
like a charm, totally recommendation.

quick example: http://g.recordit.co/lEs1G1NfQs.gif





On Mon, Sep 11, 2017 at 7:03 PM, Sven Constable 
wrote:

> FYI: seems to me the standard boolean operator in XSI 2015 creates a
> memory leak. Create a simple animation(sphere cutted by a box, animated as
> a cycle) do a flipbook over a few hundred frames and watch the memory
> consumption. Even a 'Delete All' command or creating a new scene does not
> flush the memory.
> The Implosia booleans (tested with 2015) don't have these issues btw. Nor
> the built in booleans in XSI 2011.
>
> How about a google doc or something like that, where we can add bugs and
> issues left in XSI for future reference? Just a thought.
> Sven
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] On Behalf Of Sven Constable
> Sent: Wednesday, August 30, 2017 10:50 AM
> To: 'Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list'
> Subject: RE: Animated booleans now and then
>
> Thanks for the tips, guys. I may try the Implosia booleans next time.
> Sven
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] On Behalf Of Morten Bartholdy
> Sent: Tuesday, August 29, 2017 1:53 PM
> To: Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list
> Subject: Re: Animated booleans now and then
>
> Implosia is a good bet. Remember to triangulate your geo before doing
> complex booleans - it will be a lot more stable.
>
> Other than that, I know it might not help you, but the new boolean engine
> in Houdini 16 looks amazing:
>
> http://www.sidefx.com/docs/houdini/nodes/sop/boolean
>
> Also Maya has lately gotten a couple of boolean plugins that look
> promising, although I have no idea about stability:
>
> http://www.hard-mesh.com/
>
> http://lesterbanks.com/2017/08/new-live-boolean-plugin-maya/
>
>
> //Morten
>
>
>
>
>
>
> > Den 29. august 2017 klokken 13:09 skrev wavo :
> >
> >
> > Hello,
> >
> > you can also try Implosia
> > http://www.si-community.com/community/viewtopic.php?f=5=6373=m
> > omentum its now free, You can create booleans via Icetree or
> > sricptedOp vie the PulldownMenu
> >
> >
> >
> > Am 8/28/2017 um 11:28 PM schrieb Sven Constable:
> > >
> > > ,,
> > >
> >
> > > Hi list,
> > >
> > > I had several projects lately  that involved animated booleans with
> > > CAD data, which is problematic sometimes. I used the old BoolTrace
> > > shader by Alan Jones but it has its drawbacks: With many objects,
> > > using different materials, it's hard to  keep track of the shaders.
> > > Another problem was, that there is a limitation in the shader with
> > > reflections. Let's say you have a box and a sphere and the box is
> > > cutting the sphere in half. If another objects that is reflective,
> > > intersects the cutting volume (the box) it will reflect the box by
> > > it's primary rays. I assume that is because the shader interchanges
> > > primary and secondary rays under the hood. I could potentially get
> > > it solved by using passes/partition trickery or another shader to
> > > get selective reflections on object basis. However, this becomes
> > > quite complicated with a handful ob objects, all using different
> materials.
> > >
> > > On some projects I switched back to real (geo) booleans and fixed
> > > the "popping" of meshes by slighty adjusting the fcurves or cleaning
> > > the topology a bit, but its a hack. On another project I got away
> > > with slightly incorrect reflections using render time booleans. At
> > > the end it worked somehow but it was almost never elegant or straight
> forward.
> > >
> > > Is there an alternative to the (rather old) booltrace shader for XSI?
> > > Anything for redshift in that area? Last, not least, how do you
> > > approach animated booleans with complicated/heavy meshes nowadays?
> > >
> > > Thanks,
> > >
> > > Sven
> > >
> > >
> > >
> > > --
> > > Softimage Mailing List.
> > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
> >
> >
> > --
> >
> >
> > *Walter Volbers*
> > Senior Animator
> >
> > *FIFTYEIGHT*3D
> > Animation & Digital Effects GmbH
> >
> > Kontorhaus Osthafen
> > Lindleystraße 12
> > 60314 Frankfurt am Main
> > Germany
> >
> > Telefon +49 (0) 69.48 000 55.50
> > Telefax +49 (0) 69.48 

Re: ICE - Create Copies from Polygon Mesh problem with UV

2017-01-26 Thread Mladen Kevic
ok got it :)

i was need to go to material and manually set the texture projection on
that source texture for ICE model.
i thought it didn't copy UV cause it's still empty on texture editor, and
it doesn't shown in cluster of object, but it show it now in redner





On Thu, Jan 26, 2017 at 9:32 AM, Mladen Kevic <mladen.ke...@gmail.com>
wrote:

> hmmm, that's why i posted here :)
>
> what i did wrong, it's not working for me
>
> https://dl.dropboxusercontent.com/u/1704336/2017-01-26_093102.jpg
>
>
>
> On Wed, Jan 25, 2017 at 8:18 PM, Toonafish <ron...@toonafish.nl> wrote:
>
>> Strange, maybe I misunderstood, but it seems to work fine here :
>> https://www.dropbox.com/s/yehsmf2ajzxezcf/CopiesFromMesh.jpg?dl=0
>>
>>
>> -Ronald
>>
>>
>> On 1/25/2017 11:51, Mladen Kevic wrote:
>>
>> Is there a way to include UV in copies that is generated by ICE
>> node Create Copies from Polygon Mesh
>>
>> i tried both stock one, and Create Copies from Polygon Mesh v2
>>
>> i also tried to make some empty texture projection on empty polygon mesh
>> on witch i apply ice with that compound, but i didn't get any kind of UVs
>> on it.
>>
>> so far i only know to get it from pointcloud to emit instances, but that
>> is not solution for scene i currently working on
>>
>> thanks in advance,
>> Mladen
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
>> "unsubscribe" in the subject, and reply to confirm.
>>
>>
>>
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: ICE - Create Copies from Polygon Mesh problem with UV

2017-01-26 Thread Mladen Kevic
hmmm, that's why i posted here :)

what i did wrong, it's not working for me

https://dl.dropboxusercontent.com/u/1704336/2017-01-26_093102.jpg



On Wed, Jan 25, 2017 at 8:18 PM, Toonafish <ron...@toonafish.nl> wrote:

> Strange, maybe I misunderstood, but it seems to work fine here :
> https://www.dropbox.com/s/yehsmf2ajzxezcf/CopiesFromMesh.jpg?dl=0
>
>
> -Ronald
>
>
> On 1/25/2017 11:51, Mladen Kevic wrote:
>
> Is there a way to include UV in copies that is generated by ICE
> node Create Copies from Polygon Mesh
>
> i tried both stock one, and Create Copies from Polygon Mesh v2
>
> i also tried to make some empty texture projection on empty polygon mesh
> on witch i apply ice with that compound, but i didn't get any kind of UVs
> on it.
>
> so far i only know to get it from pointcloud to emit instances, but that
> is not solution for scene i currently working on
>
> thanks in advance,
> Mladen
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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ICE - Create Copies from Polygon Mesh problem with UV

2017-01-25 Thread Mladen Kevic
Is there a way to include UV in copies that is generated by ICE node Create
Copies from Polygon Mesh

i tried both stock one, and Create Copies from Polygon Mesh v2

i also tried to make some empty texture projection on empty polygon mesh on
witch i apply ice with that compound, but i didn't get any kind of UVs on
it.

so far i only know to get it from pointcloud to emit instances, but that is
not solution for scene i currently working on

thanks in advance,
Mladen
--
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Re: hair and weight maps

2016-10-07 Thread Mladen Kevic
sorry my fault, i looked at wrong cut.



On Fri, Oct 7, 2016 at 10:29 AM, Mladen Kevic <mladen.ke...@gmail.com>
wrote:

> still not getting it into Cut operater.
>
> even in help files they dont even mention weight maps...
> http://docs.autodesk.com/SI/2015/ENU//index.html#!/
> url=./files/property10005.htm
>
>
> On Fri, Oct 7, 2016 at 10:24 AM, toonafish <ron...@toonafish.nl> wrote:
>
>> I suspect you  have to transfer the weight map before you can select it
>>
>> - Ronald
>>
>>
>>
>> On 7 Oct 2016, at 10:02, Mirko Jankovic <mirkoj.anima...@gmail.com>
>> wrote:
>>
>> Guys when did this disappear?
>> I clearly remember using weight maps on object to drive cut or density
>> map of hair on object.
>> Now created object, weight map and hair and there is no weight map to
>> select on cut map.
>> What happened here?
>> ᐧ
>> --
>> Softimage Mailing List.
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
>>
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>>
>
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Re: hair and weight maps

2016-10-07 Thread Mladen Kevic
still not getting it into Cut operater.

even in help files they dont even mention weight maps...
http://docs.autodesk.com/SI/2015/ENU//index.html#!/url=./files/property10005.htm


On Fri, Oct 7, 2016 at 10:24 AM, toonafish  wrote:

> I suspect you  have to transfer the weight map before you can select it
>
> - Ronald
>
>
>
> On 7 Oct 2016, at 10:02, Mirko Jankovic  wrote:
>
> Guys when did this disappear?
> I clearly remember using weight maps on object to drive cut or density map
> of hair on object.
> Now created object, weight map and hair and there is no weight map to
> select on cut map.
> What happened here?
> ᐧ
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
> --
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Re: object parenting in maya

2016-09-19 Thread Mladen Kevic
constrain it to the Null (locator) and in meantime while it's in FK move
animate null to new position.

hope it's help

On Mon, Sep 19, 2016 at 9:24 PM, Adam Sale  wrote:

> No you can't,
> If you have a point constraint on an object, make sure you aren't keying
> that objects translation channels. It breaks the constraint otherwise.
> Same for Orient and Scale.
>
> Adam
>
> On Mon, Sep 19, 2016 at 6:18 AM, Mirko Jankovic  > wrote:
>
>> That is what I tried BUT as soon as I animate blend to 0 arm goes back to
>> the point where it was constrained and not at the position where it is now
>> when I want it to stay. And also just adding keyframe on arm and then
>> removing weight is not working as well.
>> That is all source of the problem at first place. That weight isn't
>> working in maya as it is working in SI.  As you know you just splash
>> keyframe  with weight 1, move a frame splash keyframe and set weight 0 and
>> arm would stay at that position with no more constrain active.
>> But it seems that in maya you can't have both constrain AND keyframes on
>> same object??
>> ᐧ
>>
>> On Mon, Sep 19, 2016 at 2:11 PM, philipp seis  wrote:
>>
>>> the SI "weight" of the constraint, i.e. parent constraint shows up under
>>> the contraining object as "blendparent" in your channel box.
>>> You can animate that to grab stuff. Good luck :)
>>>
>>> 2016-09-19 9:41 GMT+02:00 Mirko Jankovic :
>>>
 Ok I'm dropping my towel...
 Can anyone shed me some light on how to do this in maya:

 Hand IK constrained to object1
 Then goes into FK keyframed animation
 Then gets again IK constrained to object2

 Character is referenced ofc.

 With Softimage that is breeze and honestly I think I will just re-reg
 this whole thing and finish in SI instead but just for the fun of it.
 How do you do this in maya???
 I can't even wrap my mind around how I got stuck in this crap.
 It;s bin a while since I animated anything with switching constrains in
 maya but it can't be this messy?

 Thanks
 ᐧ

 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Mirko Jankovic
>> *http://www.cgfolio.com/mirko-jankovic
>> *
>>
>> Need to find freelancers fast?
>> www.cgfolio.com
>>
>> Need some help with rendering an Redshift project?
>> http://www.gpuoven.com/
>>
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>>
>
>
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Re: Curve Flow question

2016-02-26 Thread Mladen Kevic
great, thanks, exactly what i need

On Fri, Feb 26, 2016 at 12:25 PM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> Polynoid did this when we were alive:
>
>
> https://drive.google.com/file/d/0B1QqhXD7Y15qVFdDZGdCUlNWQWs/view?usp=sharing
>
> On Fri, Feb 26, 2016 at 12:20 PM, Mladen Kevic <mladen.ke...@gmail.com>
> wrote:
>
>> Hi everyone
>>
>> is there a way to have some more control with Flow Along Curve? like
>> rotating around that same curve, or have slight turbulence on motion?
>> Whatever i use besides Flow Along Curve, it overrides it and just flow is
>> applied. If i reduce weight of that node, it don't follow curve anymore
>> over the time and distance. In some cases i solve it by adding mesh that
>> will bounce the particle back into curve radius, but it's not always
>> accurate and i don't get clean results.
>>
>>
>> one of example what i looking for is something similar like maya "Create
>> Curve Flow" (i know that that system use multiple goals to achieve that)
>>
>> thanks,
>> Mladen
>>
>>
>>
>> --
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>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Curve Flow question

2016-02-26 Thread Mladen Kevic
Hi everyone

is there a way to have some more control with Flow Along Curve? like
rotating around that same curve, or have slight turbulence on motion?
Whatever i use besides Flow Along Curve, it overrides it and just flow is
applied. If i reduce weight of that node, it don't follow curve anymore
over the time and distance. In some cases i solve it by adding mesh that
will bounce the particle back into curve radius, but it's not always
accurate and i don't get clean results.


one of example what i looking for is something similar like maya "Create
Curve Flow" (i know that that system use multiple goals to achieve that)

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

2015-07-13 Thread Mladen Kevic
ok they math is not right :)

Because you can afford $4.17 a day. Honestly, you probably spend more than
that on coffee. by they calculations we don't work just 52 weeks per year,
they included weekends as well :)


and why they assume that people still use cracked Maya 2008? :)



On Mon, Jul 13, 2015 at 1:51 AM, Mirko Jankovic mirkoj.anima...@gmail.com
wrote:

 yea I'm the worst kid in the neighborhood, cant help it ;)

 On Mon, Jul 13, 2015 at 1:09 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Let's Simmer it down a bit, I'd as soon as not we eat each other over AD,
 there are good people on the list.

 Except Mirko, Mirko is terrible :P

 (love ya Mirko !)

 On 12 July 2015 at 15:29, Mirko Jankovic mirkoj.anima...@gmail.com
 wrote:

 nobody thinks that SI will get back, but 10, 15 or more years of
 experience you cannot replace with something just that fast.
 you can relearn some new software and play with anything else but you
 will hardly get to the point of usability with it any time soon...

 so it is HUGE step back for all SI users.

 just figure one day someone come to you at your home, demolish
 everything, home car everything and say ok start from ground up now...
 what you build your home once you know how to do it it will be faster
 now now start.

 no, negativity about AD will no t go away, ranting about killing SI will
 not go away at least for the time being



 On Sun, Jul 12, 2015 at 3:54 PM, Mario Reitbauer 
 cont...@marioreitbauer.at wrote:

 Well there's one statement which just describes it:
 get it when you need it or just don't get it.

 I really think of leaving this mailing list cause most topics are about
 ranting about Autodesk.
 At least I don't give a shit about their campaigns,
 about their products or about anything they do.
 I use what I need to use to do my job and if Software A isn't there
 anymore I use Software B which will get me a job.

 It's about time to get over that whole Softimage EOL topic and move on.
 Clear your mind and get rid of the negativ thinking.
 There are quite some tools out there which are worth learning. No sense
 in keeping the negativ spirit up. Softimage won't come back, Autodesk won't
 change (they probably gonna become worse).

 2015-07-12 14:45 GMT+02:00 Juan Brockhaus juanxsil...@gmail.com:

 regardless to whom this campaign is targeted to...
 it is an insult to any professional out there working in this industry.

 even when you just read the facts of the campaign and trying to keep
 any emotions aside...
 and ignoring anything you know about Maya and it's real performance,
 workflow, usability etc...

 - talking about weeks, but you can rent only per month...
 - $4.17 a day is based on year subscription... which completely
 contradicts the whole 'get it when needed' statement...
 - 'awesomeness', 'join the movement', 'equals an hour of your time'
 (???), etc... etc...

 ...
 speechless...
 ...and don't get me stated on the cheaply produced video...
 ...

 hey, but maybe someone from Fabric, foundry, SideFX, etc infiltrated
 the Autodesk marketing team and was able to get this campaign out there...
 LOL ;-)

 ...







 On Sun, Jul 12, 2015 at 1:11 PM, Tim Leydecker bauero...@gmx.de
 wrote:

  For taking up a fight with Cinema 4D, Maya needs a serious
 crashcourse and lose some excess wheight.

 I have collegues do stuff in Cinema 4D, anything from dynamics,
 multiple projections, just rendering smoke with Arnold,
 painting textures in Bodypaint and playing with *.psd layers and
 layered shaders without bothering much.

 Umhh, sitting close by, debugging a polygon mesh in Maya 2015sp6Ext1
 node editor that still has connections to the
 initial shading group even if it shouldn´t, finding out that
 renderlayers are suddenly breaking when switching to
 another render layer, loosing hair about Maya´s own layered
 texture/layered shader, constantly on the edge of
 my seat for not knowing if Maya will last me through this prolonged
 session or not doesn´t feel like it´s time for flip flops.

 I´ve started with Maya somewhere around Maya 1.5 / Maya 3.5 /Maya 4.
 At least 10 years of trying to keep a stiff upper lip,
 wading through deep shit and hoping for the best. Years lost with
 running into stupid limitations and trying to soldier on.

 I want my life back.

 If I wake up on the couch, it´s because I didn´t make it to the bed
 after another exhausting Maya session fighting the program,
 not solving my task.

 Cheers,

 tim

 P.S: That´s why I don´t want to commit to Autodesk, not because I
 fancy being a spoiled, irresponsible single child brat showing off my
 sneakers, mac book, blog and life style, sneering at anyone who
 doesn´t fit my style googles. Even beer googles are more human...








 Am 11.07.2015 um 20:54 schrieb Jordi Bares Dominguez:

 It’s clearly targeted to the Cinema4D crowd obviously, designers and
 kind of 1 man band artist/designers/directors running on a laptop and
 darting through london on a uber 

Re: A germ of an idea.

2014-03-13 Thread Mladen Kevic
i would like to count me in too, my skills are animation, generalist and AFX




On Thu, Mar 13, 2014 at 8:40 AM, Thomas Volkmann
li...@thomasvolkmann.comwrote:

   +1 to what Rob said!

  Maybe we should setup a google document for collecting stuff like:

  Artists (maybe already some groups because they are in the same office
 anyway)
  Available Characters (who provides)
  Needed Characters (and who does them)

  Another maybe: create a google group or g+-community for easier
 communication and/or IRC

  And at some point we need something like a shotlist/storyboard obviously.

  cheers,
  Thomas



 Rob Chapman tekano@gmail.com hat am 13. März 2014 um 00:50
 geschrieben:

  Nika I like your deeply thought out ideas but I'm afraid Pooby's is a
 winner for me because

  a) its easily understandable message (think about the audience)
  b) its ability to encompass multiple contributors.
  c) the correct level of epicness (your last one was too full of epic and
 confused the message)

  perhaps instead of thinking new plot lines you could come up with
 interesting characters or what the characters could be doing along the way
 as your scripts have been vividly detailed thus far.

  am already planning my piece for the SI animated character protest, am
 leaning towards some kind of walking cloud with flock of seagulls.

  also, thinking about this further, not everyone is going to be able to
 model / animate / simulate / render / composite their own segments.. there
 will have to be some way of sharing out some of each characters work
 between multiple contributors.

  I think for those softimage folk who do want to completely manage most of
 their characters production should, like Paul already has volunteered with
 his viral character, just say so and also perhaps which parts of production
 they may need assist on?

  eg - for my submission am aiming to do some BG plate filming around
 London , am good for modeling / simulating / rendering but may need help
 with animation   and possibly compositing if we are to use the FX tree

  I'm rubbish at character animation (was thinking of using some re
 targeted motion captures) so maybe to use a shared rig with walk cycle.
  standing up in a chair. etc

  and am happy to help folks with ICE and simulating, maybe some cloth sim,
 whatever. also general assist :)

   anyways that list of contributors needs to be added with some more
 fields in for character types and breakdown of tasks per segment.

  am assuming that not every character will be needed doing the same thing
 throughout the entire sequence of events. for example there could be like
 6x stand up from desks, 5x walking outside door  10x walking past world
 landmarks etc. just needs a breakdown and which characters are needed doing
 what.

  also when the characters come together will need some thoughts on
 assembly and perhaps a dedicated crew for those shots











Re: Softimage transition audience poll

2014-03-04 Thread Mladen Kevic
well they didn't change XSI that much in last few years, so i don't see
reason to switch the software now. More/less if i have Arnold, Redshift,
Gear in Softimage XSI 7.5 i wouldn't have that much reason to upgrade to
autodesk at all.

So that SI will miss some minor upgrades in next few years, doesn't affect
me too much. I just hope that third part developers won't stop developing
their very cool stuff witch makes SI still best option on market.

Current version of Softimage if it remain in AVID would probably be XSI 8.5
or in best case XSI 9 :)



On Tue, Mar 4, 2014 at 9:03 PM, pete...@skynet.be wrote:

   for what its worth, same thing happened with the transition from SI3D
 to XSI.
 at the time of the SPM dongles, customers had to send back the old flexlm
 dongles (or the paperwork to testify the Irix license managers were no
 longer functional) in order to get permanent SPM licenses.
 It wasn't enforced everywhere though.

  *From:* adrian wyer adrian.w...@fluid-pictures.com
 *Sent:* Tuesday, March 04, 2014 6:51 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Softimage transition audience poll

  im guessing they don't want you to have 2 production apps for the price
 of one, basically admitting that a two year old Soft will be AT LEAST as
 productive as Maya 2016

 a

  --
 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ben Rogall
 *Sent:* 04 March 2014 17:42
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Softimage transition audience poll

  Yep. Or $4495 for a workstation license and then $2495 per year. For a
 minute there it looked like Autodesk was doing something half reasonable
 with the free transition offer to Softimage + Maya. But then I saw that
 accepting that means that I would not be allowed to use Softimage at all
 after February 2016. I'm not even sure what Autodesk gains from that.

 Ben

 On 3/4/2014 11:00 AM, Francois Lord wrote:

 What I find interesting in the fact that people want to jump the Autodesk
 boat is that they seem to forget they have to buy a new software.
 For a company that relies entirely on Softimage, that decision is not a
 cheap one. Houdini is 7000$ for a floating license plus 4000$ per year!

 http://www.sidefx.com/index.php?option=com_contenttask=viewid=385Itemid=190

 In two years when Bifrost will be nearing maturity, Maya will become a lot
 more appealing if you stay on subscription. Be kind with your bean counter.

 just sayin.

 On 04-Mar-14 11:37, Alan Fregtman wrote:

 I've set up a poll out of curiosity...

 *Where will you transition to when Softimage falls?* Vote!

 http://strawpoll.me/1257710

 (Multiple-choice allowed btw.)







Scripted Ghosting on off button

2014-02-17 Thread Mladen Kevic
Hello everyone,
I need help creating a toolbar button witch will turn ghosting of selected
object on/off and switch it onto trail mode.

i would be really thankful to anyone who help :)

thanks,
Mladen


Re: Scripted Ghosting on off button

2014-02-17 Thread Mladen Kevic
nice and clean :)

thank you very much


On Mon, Feb 17, 2014 at 2:32 PM, gareth bell garethb...@outlook.com wrote:

 Quick and dirty




 --
 From: mladen.ke...@gmail.com
 Date: Mon, 17 Feb 2014 13:38:34 +0100
 Subject: Scripted Ghosting on off button
 To: softimage@listproc.autodesk.com


 Hello everyone,
 I need help creating a toolbar button witch will turn ghosting of selected
 object on/off and switch it onto trail mode.

 i would be really thankful to anyone who help :)

 thanks,
 Mladen



Re: UV packing

2013-11-29 Thread Mladen Kevic
thanks everybody for help

UVLayout is exactly the tool what i looking for
thanks again


On Fri, Nov 29, 2013 at 7:43 PM, Orlando Esponda
orlando.espo...@gmail.comwrote:

 I really recommend uvlayout for uv work. It looks old (the UI) but it's
 really powerful.

 Video showing some of the packing features:
 http://www.screencast.com/t/yWkUipBZvkv

 UVLayout's video page (showing most of the features:
 http://www.uvlayout.com/index.php?option=com_wrapperItemid=67

 And also the page to the addon:
 http://www.sshadows2005.narod.ru/main/programming/softimage/headusuvlayout.htm


 I know it's a standalone solution, but a really powerful one, and it's
 worth every penny, as well as the time inverted in learning it.



 On Fri, Nov 29, 2013 at 8:57 AM, Jules Stevenson droolz...@googlemail.com
  wrote:

 I recently wrote a tool for a project we're on that varies the given UV
 space based on distance to a null, but it could in theory be given other
 parameters to change the scaling of the islands. However, it's bat-shit
 crazy and by no means off the shelf ATM, if we ever turn it into a more
 general purpose tool we'll make it available, but that's a big if.

 Another trick is to create your UVs by any method you like, create a
 second unfold UVs set, paste your existing UVs in to the unfold set and
 then use the packing functionality of unfold to repack your manually made
 uv's. This will reset any scaling you may have done to your UVs however,
 which would be *wonderful* to turn off, or at least maintain the scale
 ratios if there's any devs listening.




 On Fri, Nov 29, 2013 at 11:03 AM, Simon Reeves si...@simonreeves.comwrote:

 I have barely used it myself but I always here great stuff about uv
 layout http://www.uvlayout.com/
 I dont know about the specific features Im afraid



 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 29 November 2013 07:56, Martin Yara furik...@gmail.com wrote:

 I also would like to know if there is any standalone or plugin, free or
 commercial, that packs your already existing unique UVs ?

 I've tried Unfold and UniqueUV polypack. If you want to bake your
 textures with a tighter uv, polypack can be useful, but if you want to
 create UVs from zero to paint your textures manually I don't think you have
 many options inside SI. Although not optimal, unfold is your best option.

 I usually use unfold as a base, but in games you need to give
 preference to certain parts giving them more texture resolution so you need
 to resize those UV parts manually, and also overlap UVs sometimes. After
 being done that, polypack or unfold pack are usless (unless I'm missing
 something).

 BTW, I'm thinking in trying Unfold3D and headus trial versions as soon
 as I can get some free time. Is there any other UV tool out there worth of
 giving it a try?

 Martin






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UV packing

2013-11-28 Thread Mladen Kevic
Hi everybody

I don't have much experience in UV, so sorry if this a stupid question, but
i didn't find so far solution for it.

Is there a tool or technique to 'pack' UV sets to use maximum of work area
(box 0,0 1,1)?
I manually unwrap object to have it nice and clean, but i think that i
loose usable work area of image when i manually place it.

thanks


Re: UV packing

2013-11-28 Thread Mladen Kevic
yeah i try that one, but it uses space even worse than i did. it without
any reason rotate islands, and make very big gaps between them



On Thu, Nov 28, 2013 at 10:53 AM, Luca superposit...@gmail.com wrote:

 Using the Spacing parameter you can avoid island overlaps, but actually,
 it doesn't optimize the space as you'd like.


 2013/11/28 Luca superposit...@gmail.com

 You can use the Pack of the Undold Tool.

 In Texture Editor  Tools  Unfold Pack.

 In the Undfol ppg select the Pack Tab and then the Pack button.


 2013/11/28 Mladen Kevic mladen.ke...@gmail.com

 Hi everybody

 I don't have much experience in UV, so sorry if this a stupid question,
 but i didn't find so far solution for it.

 Is there a tool or technique to 'pack' UV sets to use maximum of work
 area (box 0,0 1,1)?
 I manually unwrap object to have it nice and clean, but i think that i
 loose usable work area of image when i manually place it.

 thanks




 --
 ...superpositiviii...qualunque cosa accada!...




 --
 ...superpositiviii...qualunque cosa accada!...



Re: ICE puzzle

2013-09-09 Thread Mladen Kevic
if you need just to puzzle plane object, is easier to use imported vector
file, and for illustrator is easy to create it (for example just for quick
google search
http://levelx.me/art-design/create-a-jigsaw-puzzle-in-adobe-illustrator/)
save form Illustrator as SWF and import into XSI as curves + objects with
http://www.inframez.com/dev_swfi.htm




On Mon, Sep 9, 2013 at 9:17 AM, Mirko Jankovic mirkoj.anima...@gmail.comwrote:

 Anyone aware of ICE compound that breaks up plane into puzzle like tiles?
 Thanks