Re: For each ?
Maybe you could ice model some instanced stone bricks over your castle. Here's a video showing a tool that does just that; https://vimeo.com/69068732.The link to the example scene is broken unfortunately. You can make out the ice tree though, hopefully to be able to build your own version somehow. For myself, I would export my castle in zbrush and extract individual bricks using a good texture as mask. -RaresOn September 11, 2015 at 4:09 AM Olivier Jeannelwrote:Hi gang,I'm working on a project that involves a lot of brick wall construction. I'm building castles !I was wondering if someone had a method to cut a grid in an irregular way. A bit like an old castle wall with his squarred stones having different size.I've tried some implosia setup having nice enough result, but it only function with closed polymesh like "cubes".I'm looking for a more elegant wait to divide / split polygons once or twice with a random value.So I thought (this morning) maybe the Houdini For Each primitive (+stamp) could be ported to Ice.I was wondering if someone has already tried this.
Re: OT - Isotropix Clarisse (new CG package)
That looks amazing. I'll take a closer look and try it out. It's good to see some innovation and competition. I imagine teams being able to create content quicker with this. -Rares On 8/15/2014 9:09 AM, Cristobal Infante wrote: Bringing this thread back from the dead...4 years later But how about this for Clarisse's viewport: 4.500.000.000.000 (4.5 Trillion) Polygons @ 30 FPS http://youtu.be/2goGF0G8iH0 I understand Dneg has just bought a site license, so it's been taken seriously. http://dneg.com/dneg_vfx/dneg-purchase-global-site-license-for-isotropixs-clarisse/ Anyone using it here? On 15 November 2010 10:23, Sam J. Bowling sbowl...@cox.net mailto:sbowl...@cox.net wrote: They tried the same thing with Character animation on Lightwave and it's got to be the worst character animation package on the market if you still consider it to even be on the market. As for modos interface, I was not impressed enough with it to upgrade past v1. The XSI/Softimage interface was much more user friendly IMO. There is just way too much Lightwave in Modo for my tastes. I really got the impression that they didn't learn a thing from their past mistakes. At 10:18 AM 11/11/2010, you wrote: I own Modo and it's my nr 1 application for Modeling/UVs. Its interface is one of the best out there IMHO, so it's normal for others to try to get that look and feel into their applications. At the moment, Modo has a simple IK system that does the job on rigid type of characters such as robots. Luxology never claimed that Modo is a full character animation package, but that is to be implemented over time. -- Paulo Barrelas -- Sam J. Bowling -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Battleborn trailer for gearbox
Nice work guys. :) 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 -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Tool Helper for Hire, Jentzen Mooney
Thanks for offering this service Jentzen. I imagine many of us freelancers and small outfits find ourselves wishing we had tools to automate a certain processes in our workflow, not currently developed. On 4/26/2014 3:19 PM, jentzen mooney wrote: Hello Everyone, I know, I know, kinda late in the Softimage game to post about about offering a service, especially with the news from AD last month. BUT.. If you are you in the need of some small Softimage tools(Python? JScript?) Maybe your a freelancer or know a freelancer in need of home/remote workflow improvements or have process that need automating or speed up? You might you need help with an existing tool you own or one that you found in the community and the owner has moved on and is not supporting it. My price is negotiable and I am willing to work by donation on the right project. I am also looking for volunteer opportunities in any discipline if it is the right fit. Note: I am not an ICE or Rigging MASTER so I will not be able to help with these kind of projects or tools at this time. Get in contact with me using the google form below. https://docs.google.com/forms/d/1Spbr4We9w4oE4zCo7YtZ4pIxaPArEFzcxyJttM37M54/viewform?usp=send_form Thank you for your time everyone. More about me here Jentzen's https://www.linkedin.com/pub/jentzen-mooney/86/386/1b8 http://www.imdb.com/name/nm3406663/#%21 http://www.mobygames.com/developer/sheet/view/developerId,334028/#%21 * Speaker at Gamefest 2008 -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Oculus Rift
issues which I am assuming to be getting it ready for mass distribution. From: Doeke Wartena clankil...@gmail.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Wednesday 26 March 2014 at 10:26 AM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: Re: Oculus Rift a man not FB :( They probably fuck it up in some way to make more money. 2014-03-26 7:01 GMT+01:00 Mirko Jankovic mirkoj.anima...@gmail.com: that is one big f***k! really if FB buy this I will ignore completly and wait for something else. get ready for VR FB and FB games in VR full of adds crap... I sooo hate that crapbook... morning before coffee not good On Wed, Mar 26, 2014 at 1:10 AM, Rares Halmagean ra...@rarebrush.com wrote: I think this is great for oculus and the team to fast trek their product and compete with other http://www.theverge.com/2014/3/18/5523984/sony-reveals-project-morpheus-its-vr-system-for-ps4 initiatives http://www.zeiss.com/cinemizer-oled/en_de/home.html and to bring us more affordable options. So let the games begin! On 3/25/2014 6:09 PM, Paul Doyle wrote: yes, I'm gutted. What a shitty way to treat all the people that funded the kickstarter with Luckey's vision of a completely open VR platform. We'll probably still continue with the Fabric extension as even if we eventually change to a different VR system a lot of the work will remain valid. Meh. On 25 March 2014 18:59, Francisco Criado malcriad...@gmail.com wrote: guys, have you checked news? wtf! http://www.theverge.com/2014/3/25/5547456/facebook-buying-oculus-for-2-billion 2014-03-20 22:41 GMT-03:00 Paul Doyle technove...@gmail.com: We saw it and are excited :) On 20 March 2014 21:33, Francisco Criado malcriad...@gmail.com wrote: Hi Helge! have you seen the new rift dev kit? they have positional tracking now :) Quite str -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Oculus Rift
, Francisco Criado malcriad...@gmail.com wrote: Well Helge! is it there any chance to send you an argentine bbq as a bribe for that tool? name your price! F. On Thursday, February 27, 2014, Paul Doyle technove...@gmail.com wrote: We're not casual when we talk about it internally :) It's an absolute nerdfest of 'and then we can... and then and then It's a bit like this ;) Dude, Where's My Car ( And Then ??? ) http://www.youtube.com/watch?v=GKNX6dieVcc On 27 February 2014 11:22, Tim Crowson tim.crow...@magneticdreams.com wrote: So casual, Helge... :-D On 2/27/2014 10:02 AM, Helge Mathee wrote: I've just received mine and I'll integrate it into our system. Thus it will work in all DCCs. On 27.02.2014 15:51, Francisco Criado wrote: The first time i used them in unity, imported a set extension done for an old project, and found myself walking on my set and saying wwwwww all the time! F. On Thursday, February 27, 2014, Arvid Björn arvidbj...@gmail.com wrote: I can just imagine 3D artists looking around the room like he's doing, wondering where they put that darn cube they need. On Thu, Feb 27, 2014 at 9:16 AM, Mirko Jankovic mirkoj.anima...@gmail.com -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: REAL innovation
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/
Re: REAL innovation
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
I read a statement by Teddy Bergsman (ceo) in a dated thread that tiled uv's are supported. At that time (2011) he said they were working on support with most features. I have a copy along with pre-purchase of the suite so there's one way to find out On 3/20/2014 4:40 PM, Greg Punchatz wrote: 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 -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: REAL innovation
That's great. Nothing like getting the news straight from the source. I'll add that the price of 99 for both ddo and ndo plus suite prepurchase applies to freelancers as well. Thanks for asking the questions and sharing with us! On 3/20/2014 9:25 PM, Siew Yi Liang wrote: Hi, sorry, was out of the loop walking around the expo trying to find a job...(heh) finally got back to the hotel! Anyway: UDIMs and loading multi-textures are currently NOT supported in the current release of dDo (this is why I was playing with Substance as well in my own texturing workflow), however, in the new upcoming release of DDO, they ARE in. Well, I'm not 100% sure about UDIM specifically, but Teddy said he's hoping to get it in. Multi-texture workflow is definitely in, though, he was demonstrating it right in front of me: there's a whole new UI that allows you to select different parts of the model or different meshes, and apply different materials/textures to each of them. And all this is MUCH faster than before, not realtime like I mentioned, but close. Also I talked to Waqar (co-founder) and he says the ultimate roadmap would be to get DDO/NDO seperated from Photoshop as much as possible so that they can be free of the inherent speed limitations that come with that, plus they would be able to integrate into other DCCs better :D (I asked him about possible Substance collab and he smiled and just said that they'd have to see about it, understandable) But yea, they're really nice and were willing to answer all my silly questions even though I'm not a pro from a big studio, so I'm super excited for the release :D Plus with the new discounted prices ($50 bucks for each license for hobbyists?!?!) I can't see how getting their tools would be a bad idea in any way possible! Ok I'll stop sounding like a marketing shill now... Yours sincerely, Siew Yi Liang On 3/20/2014 4:56 PM, Rares Halmagean wrote: I read a statement by Teddy Bergsman (ceo) in a dated thread that tiled uv's are supported. At that time (2011) he said they were working on support with most features. I have a copy along with pre-purchase of the suite so there's one way to find out On 3/20/2014 4:40 PM, Greg Punchatz wrote: 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 -- *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: Softimage user migrating to Maya
technology and that we were blind, fanatics and stupids for continue to use a death software and that we were doomed. Now you are bashing again aginst Maya. You tried to show off when I posted the figures of the industry estimates, bringing other industries abroad that were no related and that you have no knowledge other than Google. Like the patents post, that you quicky covered yourself by replying immediatly that you have no idea. You even terrorized Luc Eric with your laberynthic response that confused him, and finally he even apologized of thinking he was replying at something else. You come at anyone you feel you can step on, because of your superknowledge of the industry and your beautiful prose. I don't need to show my credentials, neither tell you since when I added to this list. Or what contribuitions I have made or not, as I rather prefer to keep a low profile when I help people intstead of inflating my chest, and yell it to the corners of the world. Yes, I have been sarcastic about Autodesk and their innovations and techology as many of us. But at least I have been straight since this Autodesk mayhem happened, that maybe for you at the comfort of your chair and behind your big desk, the rest are a bunch of fanatics ready to burn Autodesk's headquarters. But outside your big studio paraphernalia is a whole world of artists that struggle and battle in other fields. A world that from what I've been reading from your tons of latest posts, you don't know nothing. So if you don't like my posts, stop jumping in with your high heels. Indeed Jordi and others are doing what they believe. The Houdini guide he offered is an amazing one, and I already started reading. What have you done? Nothing but tell the rest that we are a bunch of fanatics with the XSI logo tatooed on our butts. Drop our tool, and move on. So don't fill your mouth with other people names. As you have contributed as well as the rest of us to the actual state of this list. As you are migrating or already did from this old technolgy I don't understand why you are still here bulling anyone that you feel he is inferior or a junior. I am staying because I will keep continue to use Softimage until I find something better. Which I doubt. Seems that the LEGO success overcame you and forgot that the name of the movie is LEGO, not EGO. Funny you don't remember me, as I remember you when you were a simple nice guy. I,ll be looking forward for you contribiutions like the one from Mr. Bares. Cheers and have a good day at mount Olimpus where everything is wonderful. -- --- Emilio Hernández VFX 3D animation. -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: OT: Render farms?
http://www.foxrenderfarm.com/ A quick search also brings up https://www.rendercore.com/ search for more yourself and compare. On 3/16/2014 8:19 AM, Darren Blencowe | VA wrote: Hi Folks, Can anyone give me a name/list of Soft and Maya render farms? Thanks in advance! D. -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Carbine Studio's Wildstar will Launch June 3rd (3D art created by Softimage)
Congratulations to all in involved. It looks great. On 3/12/2014 8:06 PM, Ben Houston wrote: Hi all, Matt Lind is on this list and I know he has been working on this for years now, so it is cool that we are getting close to release of it. http://www.gamespot.com/articles/pc-mmo-wildstar-from-team-of-former-blizzard-designers-gets-a-release-date/1100-6418256/ http://games.slashdot.org/story/14/03/12/2152228/wildstar-to-launch-on-june-3 http://www.rockpapershotgun.com/2013/02/13/wildstar-preview-2/ -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: A germ of an idea.
How about we open up story discussion on our project manager of choice for a limited time frame, say one week or two, and point people to it on a periodic basis. That way we keep the back and forth down here on the list. On 3/13/2014 7:38 AM, Thomas Volkmann wrote: What do you suggest? Pauls idea seems pretty straight forward and effective. If save us should be the last words can be a topic for discussion (I'd rather go with FU AD). But otherwise as stated before: the story works it's easy splittable for different teams to work on the audience doesn't need to know the circumstances to understand and like it (eventually) Nika Ragua nikaragu...@gmail.com hat am 13. März 2014 um 13:30 geschrieben: and how to rule 51 artists ? with a discussion, voting and overwhelming majority - c`mon, boys, lets be creative - no need to be a small cog in a machine in this project 2014-03-13 16:19 GMT+04:00 Nika Ragua nikaragu...@gmail.com mailto:nikaragu...@gmail.com: (scratching a head) i can suggest the following as opposite to vinaigrette of characters - ONE, but cool character, good dramatic plot, 1 min length, it won`t kick very hard to your time resources, not directly connected to softimage particulary, i can do it if you guys not so desperately want to do brute force save softimage message, if not, i would prefer to make it on my own, and not spreading it before it done. 2014-03-13 16:11 GMT+04:00 Daniel Sweeney dan...@northforge.co.uk mailto:dan...@northforge.co.uk: well maybe its a decision how it ends, I really like the idea. Could be they are all gathering at one point as been discussed, but it could be all gathering at one operators desk using softimage? all the characters gather behind him as he is making a character or some scene in softimage. he turns around to see maybe greg come up and place his hand on his shoulder and smiles. the camera tracks back and an end slogan comes up. maybe Created in softimage. The possibilities use to be endless? Daniel Sweeney 3D Creative Director *Mobile:*+44 (0)7743429771 *Email:*dan...@northforge.co.uk mailto:dan...@northforge.co.uk *Web:*http://northforge.co.uk http://northforge.co.uk/ On Thu, Mar 13, 2014 at 11:51 AM, Matt Morris matt...@gmail.com mailto:matt...@gmail.com wrote: Happy to go with paul's idea, its a clear message, if the characters just gather and then walk off somewhere else, what is that saying? I don't think its communicates as clearly. On 13 March 2014 11:42, Nika Ragua nikaragu...@gmail.com mailto:nikaragu...@gmail.com wrote: i`m against and told why 2014-03-13 15:35 GMT+04:00 p...@bustykelp.com mailto:p...@bustykelp.com: Well, I'm happy with it, but I don't want to be a dictator. It seems to have got a pretty positive response so unless I get complaints we'll go with it as a base -Original Message- From: Leendert A. Hartog Sent: Thursday, March 13, 2014 11:22 AM To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: Re: A germ of an idea. Hi Paul, In your possibly last act of coordinating this, I'd - if I were you - lock down your story idea as the way forward, in that a discussion how the story will ultimately play out stays on the table, but new story ideas needn't be discussed anymore... Greetz Leendert -- Leendert A. Hartog – Softimage hobbyist AKA Hirazi Blue – Administrator @, NOT the owner of si-community.com http://si-community.com -- www.matinai.com http://www.matinai.com -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: A germ of an idea.
Just wanted to point out, you've got my skill-set description misplaced under Richard Costin's. On 3/12/2014 5:10 AM, p...@bustykelp.com wrote: I think the documentary idea should be put to a different thread, as its really worth doing, but I feel that having multiple ideas in one thread will just serve to confuse all of them. It would be good to show both as one piece if they both get made. The CGI piece could work as a 40 second introduction to the other. So far, on the CGI idea, we potentially have these artists interested 1 Paul SmithGeneralist, ICE skills and character / mocap and animation 2 Artur Wozniak3D Generalist, non-character animation, rendering, some nuke, VFX 3 Perry Harovas I am a generalist, but have good modeling skills and lighting/rendering skills. I am also a Nuke user, and could help composite. 4 Francisco Criadogeneralist , can also do compositing. 5 Paul Griswold 6 Eugene Flormatageneralist, I'd prefer to animate something though. I never get to do that enough at work. 7 Emilio Hernandez 3D generalist, character-modeling, rigging. mid ICE level. Comp, editing and VFX here ready for battle. 8 Jason S Generalist/comp/matte paintings 9 Christian Lattuada 10 Rob Chapman ICE FX artist/TD, Softimage user for EIGHTEEN YEARS 11 Sebastian SterlingIm a Modeller, prefer characters but Multi-purpose. 12 Dan Pejril I am a generalist in Softimage with ICE skills, animation and rendering (recently I have been using 3delight and Redshift).I have a background in character animation and medical animation. 13 David Saber 14 Greg Punchatz I would be happy to edit it all together into a cohesive piece . Put music to it etc 15 Gustave Eggert Boehs generalist, leaning towards ice/fx stuff, can composite in nuke 16 Rares Halmagean 17 Alok Gandhi custom tools/ plugins development required, custom ICE nodes in C++ or any other tech stuff that needs to be developed. 18 Scott-turb- generalist 19 Jens Lindgren VFX Supervisor with broad knowledge of ICE and compositing in Nuke 20 Richard CostinI bring character and prop modeling, shading, lighting, rendering, and some animation. Storyboards, matte painting and concept design experience as well. 21 Nicolas Esposito 22 Arvid Bjorn cg sup and generalist, leaned towards lighting and shading. 23 Siew Yi Lianganimation *From:* olivier jeannel mailto:olivier.jean...@noos.fr *Sent:* Wednesday, March 12, 2014 10:05 AM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:* Re: A germ of an idea. Thinking outloud here, I like the after life of pi format, very human very easy to set-up, a camera, a micro, a light. But not every one is an actor, and someone wrote somewhere that animators make their creatures do things they can't do in real life. So an open patchwork aproach is IMHO a good way to go, at least diversity should show richness. A little introduction of SI history, asking Steve Blair maybe, his the memory here, he could compile an efficient short intro. Imho, gathering the letters from Glasswork, Seshsusht, Mills, Janimation, etc. would make a strong backbone to the documentary with orbitting around intervention from Artist such as Tim Borgmaan to show the single/personnal level. The movie should show IMHO, the state of the today industry, the consequences/impact of AD decision at industry and personnal level. it should show how bad was the behavior of AD since it buy Softimage, with facts. Interviewing ex Coders should give good anecdotes I'm all for expressing the anger of people the one that is unpolite, not everyone can hold himself ...that's nature and that's entertaining. There's plenty to tell with a lot of logic and a common will . Le 12/03/2014 10:19, Nicolas Esposito a écrit : Thats would be lovely! In addition to what have been proposed, I was thinking ( since Softimage has been around for a very long time ) to do an action-oriented video thats shows the history of Softimage and all the great stuff that have been made with it- A small T-Rex walks around looking for food being hunted by Snake from Metal Gear Solid 4 in its camouflage suit. Camera change angle and up on a tree Ezio Auditore from Assassins Creed do a leap of faith into a lake from where one of the creature from MIB emerges. MIB guys shows up and start following the creature, then the creature is blasted away by Dante from Devil May Cry. Meanwhile Marv from Sin City start fighting a giant T-Rex, and Lego Batman is helping him with his lego-gadgets. Cut up in the sky where Final Fantasy guys are fighting monsters from Aaron Sims weird design, panning over giant spaceships dogfighting... Well, the list goes on and on and on :-) 2014
Re: just my 2 cents [Re:] Open letter to Autodesk
is an option to create stuff where you normally would need a bigger TD team and the accordingly time for development. Or you can just use it to fix some smaller issues in the last moment on top of your operator stack. The overall workflow of SI simply fits in many areas of these kind of productions. So I'm really afraid for all these innovative and great shops which deliver outstanding work in short turnarounds and within a heavy competetion situation. During the last years and due to for example additional tools like Arnold or the ones from Eric, Helge and so on the quality of advertising productions done with SI reaches a very high level in my opinion. Small shops or small teams are able to create really outstanding work. As Daniel from Sehsucht stated out: How can Autodesk get the timing so wrong? You simply leave them with a big gap and no solution to fill it at the moment. So in the end, I will use SI for as long as possible (at least as an artist) and hope others will do so also. It's one of the best and most productive tools I've ever used for my work and maybe will still be within the next years. Best regards Tim Borgmann -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: A germ of an idea.
This sounds like a fun way the bring this to the attention of the wider industry. I'd be glad to help any way I can. I bring character and prop modeling, shading, lighting, rendering, and some animation. Storyboards, matte painting and concept design experience as well. On 3/11/2014 6:24 PM, Bk wrote: Hi I'm Paul Smith, If you don't know me, I'm an ICE enthusiast, having made around 150 or so tutorials on Vimeo. I also did the Greg Mutt blue hippy cats avatar review thing that went viral a few years ago. Now, this may seem like a hopelessly naive plan to many if not all of of you. However, I was thinking that what strength we do have as a group is the ability to make amazing imagery. I'm just wondering whether we could together, pull off a 1 min or so, film that expresses how we feel, done in a beautiful way that would be hard to ignore. I am pretty confident that between the lot of us, we could do something that would both highlight our cause, show AD what Softimage can do, and in the very least, embarrass them at killing it, and be a great tribute to Softimage and it's community. I know it would be hard to coordinate and agree on but I think it's doable. I certainly would be willing to put in some time. Any thoughts? Paul -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Headus UV Layout
I've used it while texturing assets for the 3d /looney tunes/ shorts and radio city music hall's /rockettes/. It's quite robust and efficient, although it can snag at times and needs some help on more tricky unfold operations. Watching it unfold sure is entertaining at times and even a little embarrassing as it does tend to gyrate and almost look alive. On 3/9/2014 5:40 PM, Jason S wrote: And it's also quite entertaining to see it do it's thing live :) (you'll see what I mean) On 03/09/14 18:37, Sofronis Efstathiou wrote: Thanks Guys! Much appreciated! Seems the way to go! Sorry about the signature – I’ll delete it as I post…. Cheers Sofronis Efstathiou Postgraduate Framework Leader and BFX Competition and Festival Director Computer Animation Academic Group *National Centre for Computer Animation* Email: sefstath...@bournemouth.ac.uk mailto:sefstath...@bournemouth.ac.uk *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele Fragapane *Sent:* 09 March 2014 22:27 *To:* softimage@listproc.autodesk.com *Subject:* Re: Headus UV Layout It's a staple in A LOT of film and game shops. The UI does look arse, but the general process and the available algorithms make it fairly good at what it does. Also the only decent publicly available tension display on UVs I've seen out there. BTW, Sof, how about you trim your signature a bit? It's longer and more image laden than most people's entire e-mails :p On Mon, Mar 10, 2014 at 9:05 AM, Sofronis Efstathiou sefstath...@bournemouth.ac.uk mailto:sefstath...@bournemouth.ac.uk wrote: Hi, A few staff have asked to purchase licenses of Headus UV Layout for students. I haven’t used it – any thoughts? Cheers Sofronis Efstathiou BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer charter. Information about the accessibility of University buildings can be found on the BU DisabledGo webpages http://www.disabledgo.com/en/org/bournemouth-university This email is intended only for the person to whom it is addressed and may contain confidential information. If you have received this email in error, please notify the sender and delete this email, which must not be copied, distributed or disclosed to any other person. Any views or opinions presented are solely those of the author and do not necessarily represent those of Bournemouth University or its subsidiary companies. Nor can any contract be formed on behalf of the University or its subsidiary companies via email. -- This message has been scanned for viruses and dangerous content by *MailScanner* http://www.mailscanner.info/, and is believed to be clean. -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Listening
I tend to agree with this. If profit was the primary motive, the heads at AD didn't do a very good job of it by this move. They should have put their resources into a new app that takes the best ip from all 3. Instead they lead users by the nose. The biggest asset a business has is it's credibility. Other dcc users are watching this go down. Now watch what happens! On 3/7/2014 4:46 PM, Perry Harovas wrote: If this was all economics (which I *_VERY _*highly doubt), I wonder what the Autodesk shareholders would think about how just chasing numbers affects customer sentiment, loyalty and word of mouth? Does anyone at Autodesk think the shareholders will be happy about what has come from this? And by the way, if they are happy, they deserve the exodus that may be coming. The exodus of customers, and in turn, the exodus of value in their precious stock. But again, I very, seriously, massively doubt this was _just _an economic decision. If it was, then the people needing to be fired are the ones who purchased Softimage in the first place. You know, the ones who thought that they could have 3 nearly identical product offerings for a very small market of customers, and not have to kill one (or two) of the products. That was either incredibly stupid, or just a great cover for whatever the real reason is they bought and killed Softimage is. On Fri, Mar 7, 2014 at 5:29 PM, Emilio Hernandez emi...@e-roja.com mailto:emi...@e-roja.com wrote: Well you are listening we are all ears. This is really your chance to cut the crap and be honest with us. -- Perry Harovas 203-448-7206 Animation and Visual Effects http://www.TheAfterImage.com http://www.theafterimage.com/ -24 years experience -Co-Author of Mastering Maya http://www.amazon.com/Mastering-Maya-Complete-Perry-Harovas/dp/0782125212 -Member of the Visual Effects Society (VES) http://www.visualeffectssociety.com/ -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: let me fan the flames....
The market place will force AD to consolidate it's resources on one package, or significantly modify existing apps, or it fails regardless of user base. The competition is only getting stiffer and it can't hold onto multiple packages in their current state. That's my thought anyway. On 3/5/2014 1:10 PM, Steven Caron wrote: i agree with the first two, just 3dsmax has too much installed user base. i know we are mad and we are making a stink about it... but if they axed max?! autodesk might have to consider extra security... On Wed, Mar 5, 2014 at 11:06 AM, Jordi Bares jordiba...@gmail.com mailto:jordiba...@gmail.com wrote: The writing is on the wall. This is my take. 1 - Mudbox is next as Zbrush has truly wiped the market. 2 - Morion Builder next as they implement some tech in maya. 3 - 3DMax goes next. Anyone want to bet? -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: I'm sure this is one of many...
I think someone just got schooled on grace. Please stick to the subject of this thread and not resort to singling out individuals for sniping. On 3/4/2014 10:17 AM, Emilio Hernandez wrote: You are welcome. 2014-03-04 10:15 GMT-06:00 Christopher Crouzet christopher.crou...@gmail.com mailto:christopher.crou...@gmail.com: Indeed! :) Thanks for removing the signature! On 4 March 2014 11:12, Emilio Hernandez emi...@e-roja.com mailto:emi...@e-roja.com wrote: Good thing is that we all are different. Don't you think? 2014-03-04 10:10 GMT-06:00 Emilio Hernandez emi...@e-roja.com mailto:emi...@e-roja.com: I respect your point of view. 2014-03-04 10:07 GMT-06:00 Christopher Crouzet christopher.crou...@gmail.com mailto:christopher.crou...@gmail.com: While we're there, can you please remove your massive signature too? It's both poorly designed (big images, text difficult to read) and annoying. If you were trying to give a professional look to your email with those, it's a miss, sorry. On 4 March 2014 10:54, Dan Yargici danyarg...@gmail.com mailto:danyarg...@gmail.com wrote: E, can you stop doing this now Emilio, it's really annoying... On Tue, Mar 4, 2014 at 5:48 PM, Emilio Hernandez emi...@e-roja.com mailto:emi...@e-roja.com wrote: 2014-03-04 9:30 GMT-06:00 Arvid Björn arvidbj...@gmail.com mailto:arvidbj...@gmail.com: That was truly depressing. I was nodding in agreement, but I didn't smile. =/ The 2 pieces of software that I've truly enjoyed working with, Shake and Soft, both buried by suits trying to cover their asses. How can you own something, yet be unable to appreciate its value? Surely there must be a more lucrative use for this technology they stole so cheaply only a few years back. On Tue, Mar 4, 2014 at 3:28 PM, Ed Manning etmth...@gmail.com mailto:etmth...@gmail.com wrote: ttps://www.youtube.com/watch?v=1r77WyKNsIk https://www.youtube.com/watch?v=1r77WyKNsIk -- Christopher Crouzet /http://christophercrouzet.com/ -- Christopher Crouzet /http://christophercrouzet.com/ -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Softimage 2015 Last Release Announcement
of the previous Premium Suite Subscription with Advanced Support offering at $1,090 US SRP* (a $75 difference). After two years, Softimage will be removed from the suite. 17. What is happening with the Softimage Entertainment Creation Suite (Japan only) offering? Autodesk Softimage Entertainment Creation Suite customers on Subscription will be offered a free transition to either the Autodesk 3ds Max Entertainment Creation Suite Standard or the Autodesk Maya Entertainment Creation Suite Standard. Support will provided for two years. There will be no new sales of Autodesk Softimage Entertainment Creation Suite after March 28, 2014. To discuss your transition options Contact a Resellerhttps://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30FORMID=bbdca7c18a1535b1ffbc24725fe642a3INTID=08f974dac32ba2380b1348731c570edeAUDID=dc482f8407033a7eeebee55a40d54b838da4a93ff9131343DECODE=1URL=https://leads.autodesk.com/aprimoportal/delivery/linktracking/lmark.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30LID=a1ede08e74ba134ecee55317ea02deb4 [Description: industry image] (c) 2014 Autodesk, Inc. All rights reserved. | Legal Notices Trademarkshttps://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30FORMID=bbdca7c18a1535b1ffbc24725fe642a3INTID=08f974dac32ba2380b1348731c570edeAUDID=dc482f8407033a7eeebee55a40d54b838da4a93ff9131343DECODE=1URL=http://usa.autodesk.com/company/legal-notices-trademarks | Privacy Policyhttps://leads.autodesk.com/aprimoportal/etrack.aspx?DSN=7f98cd601ea567f8649a5d74b1958a30FORMID=bbdca7c18a1535b1ffbc24725fe642a3INTID=08f974dac32ba2380b1348731c570edeAUDID=dc482f8407033a7eeebee55a40d54b838da4a93ff9131343DECODE=1URL=http://usa.autodesk.com/privacy/ * The Suggested Retail Price (SRP) shown is Autodesk's suggested retail price for the specified product and services in the United States. The SRP does not include any allowance or provision for installation or taxes. The SRP is displayed for reference purposes only, as the actual retail price is determined by your reseller. Other terms and conditions may apply. Autodesk reserves the right to alter the SRP, product offerings, and specification of its products and services at any time without notice, and is not responsible for typographical, graphical, or other errors that may appear on this site. Autodesk, Inc. * 111 McInnis Parkway * San Rafael, CA 94903 If you do not want to receive commercial emails from Autodesk, please click herehttp://www.autodesk.com/optout Please do not reply to this email. Replies to this email will not be responded to or read. Autodesk, the Autodesk logo, Maya, MotionBuilder, Mudbox, Softimage and 3ds Max are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Softimage 2015 Last Release Announcement
Bizarre. Maybe they're under the impression there's no competition out there, hah. On 3/4/2014 11:20 AM, Jens Lindgren wrote: My thought exactly! /Please note that the right to use the Softimage license will terminate at the end of the transition period if you are still on Subscription. You will be transitioned to the latest release of either 3ds Max or Maya depending on your initial choice. If you want to continue to use your Softimage license after Feb 1, 2016 you should not renew your Subscription contract for a period beyond that date. You will be able to continue to use Softimage but will forfeit any future updates to either 3ds Max or Maya. / So we can't use Softimage after Feb 1, 2016 and still be on some Autodesk Subscription. This make the choice pretty easy to not be an Autodesk customer anymore. What the hell are they thinking?!? /Jens On Tue, Mar 4, 2014 at 6:15 PM, Matt Morris matt...@gmail.com mailto:matt...@gmail.com wrote: So if we decide to transition over to maya, in feb 2016 we will have no access to past projects? The only way that we can continue to work with older data is to end our subscription? On 4 March 2014 17:13, olivier jeannel olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote: ... -- www.matinai.com http://www.matinai.com -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/ -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Softimage Devs petition
That would be bad news. I hope it's not true but I'm sure many people on this list are not surprised given AD's strategy, or lack of, with SI. Honestly though it doesn't make good business sense to develop 3 dcc apps that overlap in many ways, so it shouldn't be unexpected for a company like AD to scrap redundancies and pool resources to one product at some point. On 3/3/2014 11:19 AM, Emilio Hernandez wrote: Yes tomorrow is supposed to be the official announcement. Maybe also they leaked this rumor before to see how would we react, and how much of us will convert to that F$2#%$2!# Maya. 2014-03-03 11:13 GMT-06:00 Eric Thivierge ethivie...@hybride.com mailto:ethivie...@hybride.com: Wait until tomorrow... rumored to be posted then. On 3/3/2014 11:56 AM, Doeke Wartena wrote: Does someone have a link where i can read si2015 is the last one? And if so, that's so tragic. -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Softimage Devs petition
1. bad guys with pitchforks 2. reluctant good guybeing poked with pitchforks by said bad guys 3. don't know. I only started using v4.0. 275mgs? I'm only kidding about the heads of AD being bad guyssort of. On 3/3/2014 6:24 PM, Matt Lind wrote: Sowho's going to deliver the message at AD? Won't be Marc Petit for obvious reasons. Let's have a wager on the following: 1) Who made the decision. 2) Who delivers the news. Winner gets a Softimage|XSI v1.0 installation disc.if I can find it. Which leads to the bonus question: 3) Today's installer for Autodesk Softimage is approaching 2 GB. How big was the installer for XSI v1.0? Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Monday, March 03, 2014 4:18 PM To: softimage@listproc.autodesk.com Cc: Stephan Hempel Subject: Re: Softimage Devs petition I suspect somewhere around 12-16 hrs from now-ish. On Monday, March 03, 2014 7:13:49 PM, Martin Contel wrote: Wait a minute, are you serious that today (March 4th) Autodesk will announce that Softimage 2015 is the last version they will release?!?! -- Martin Contel Square Enix (Visual Works) -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: positivity
wow, I actually remember playing on one of those, and I was born a couple years before it came out. Marry Christmas, Happy Holidays and Seasons greetings softies :). On 12/20/2013 4:11 PM, Meng-Yang Lu wrote: 1983 - http://en.wikipedia.org/wiki/Lite-Brite Did I win? :P On Fri, Dec 20, 2013 at 2:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov mailto:j.ponthi...@nasa.gov wrote: I can say I miss the cheese and monkeys humor and do wonder what Porl is up to these days. But as for old…. Maybe we should have a contest. What’s the oldest computer graphics system you worked on, and the year? It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It just had to be a computer than did any kind of graphics. Takers? -- Joey Ponthieux __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. *From:*softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *sc...@turbulenceffects.com mailto:sc...@turbulenceffects.com *Sent:* Friday, December 20, 2013 2:24 PM *To:* softimage@listproc. autodesk. com *Subject:* Re: positivity Ha ha yeah Ed, you're old. But dang, so am I. Sent from my HTC EVO 4G LTE exclusively from Sprint - Reply message - From: Ed Harriss ed.harr...@sas.com mailto:ed.harr...@sas.com To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: positivity Date: Fri, Dec 20, 2013 2:07 PM Maybe we need to go back to a multi-address list system like we had in the old days. There was the discussion list, which was all fun/monkeys/cheese/Porl and there was the Softimage list, which is pretty much what we are using now. There were even other lists like eddie, particle, etc.. (Yea, I’m old..) Anyway, we could have this list stay a Softimage list and create another one for all the gloom and doom. Perfect! Now get to work Autodesk listproc person! ;) Thanks! Happy Holidays! Ed “cheese and monkeys” Harriss *From:*softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Kris Rivel *Sent:* Friday, December 20, 2013 1:33 PM *To:* Softimage List *Subject:* Re: positivity Ha ha...Merry Christmas to all!! LOL. I'm not trying to start anything...just want to see if I'm the only one hearing this. I told the guys that told me to go tell the people that said this to go F themselves for what its worth. It does piss me off to see rumors like this butI do sit at home mostly working all day and night. I don't get to mingle with my peers as much as I used to so I didn't know if this may be old news or something new. Sounds bunk so I'll leave it at that :-) Kris On Fri, Dec 20, 2013 at 1:11 PM, Eric Thivierge ethivie...@hybride.com mailto:ethivie...@hybride.com wrote: Only thing I have beef with myself is the thread hijacking that snowballs into a long slog of boohooism. I'm tired of it. In recent times I have to think twice about posting to the list because I'm afraid my thread will get pulled into the black hole of negativity and what could have been a helpful / informative thread will be turned into a bitch-fest. The emPolygonizer thread yesterday that was heading in that direction seriously almost made me unsubscribe. If you want to complain about the demise of a software, have at it. Just stop hijacking threads with it (not aimed specifically Mr. Lampi, in general).. - Eric T. -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: positivity
Actually way before that http://en.wikipedia.org/wiki/Lite-Brite... On 12/20/2013 4:24 PM, Rares Halmagean wrote: wow, I actually remember playing on one of those, and I was born a couple years before it came out. Marry Christmas, Happy Holidays and Seasons greetings softies :). -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Whiskeytree Athens tech demo
Excellent! Sharp breakdown. On 11/22/2013 8:04 AM, adrian wyer wrote: congrats to everyone at Whiskeytree for this epic demo! https://vimeo.com/71148018 your library toolset is a thing of beauty! a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.com blocked::blocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71 -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Mootz!!! What we reallly need is EM_SewingMachine
I'll +1 for cloth and hair. I'll add again the native modeling tools need a serious update though. As for sculpt, there already is a powerful tool in zbrush unless were talking about simple push, pull, smooth brush features. And with the Goz plugin ,working between the two is fairly painless anyway. On 11/12/2013 7:36 PM, Sebastien Sterling wrote: Cloth, hair/fur, Sculpt, it's what is missing, we need a character pipe :P Maya only wins this because it has them, there archaic and most good stuff is third party, but they are available. On 13 November 2013 02:17, Greg Punchatz g...@janimation.com mailto:g...@janimation.com wrote: Forget my request to move on to em_tree (although I want it) but here is a plug in I think a lot of us need. Something like Marvelous Designer but inside Softimage and most importantly without such a embarrassing bad nameJ Might be a good place to start thinking about using FABRIC engine to drive your plug ins… and you could open up a new revenue steam, buy selling it to maya users for twice as much ;) Seriously there is nothing like Marvelous Designer for high end work... (did I say I hate that name and every time I say or read it I think of Billy Crystal) Thanks for hearing our plea! Greg *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 *Sebastien Sterling *Sent:* Sunday, November 10, 2013 10:46 AM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:* Re: Cloth Character Workflow in Soft Never heard of Qualoth, there don't seem to be many examples on there site, though there client list is extensive to say the least On 10 November 2013 00:25, Luc-Eric Rousseau luceri...@gmail.com mailto:luceri...@gmail.com wrote: In film, people love Maya nCloth. But another one that comes up a bit is Qualoth. also a maya plug-in. http://www.qualoth.com http://www.qualoth.com/ -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Le Gouffre short film done in Softimage - Project of the Day on Kickstarter
Beautiful work. Love the illustrative style and you've captured the emotive subtleties in the characters nicely. Looking forward to seeing this. On 9/12/2013 3:45 PM, Carl Beauchemin wrote: Hi everyone, We've just released a first teaser for our upcoming animated short Le Gouffre. We've been working on this for 2 years now, no salary, and it was all done in Softimage. It was featured this week as Project of the Dayon Kickstarter. You can check out our ongoing campaign at: http://www.kickstarter.com/projects/1662185920/le-gouffre-animated-short-film And here's the Vimeo link for the HD teaser only: https://vimeo.com/74127187 Hope you enjoy! -Lightning Boy Studio -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: softimage.tv - Hello World!
Looks promising! Thanks for your efforts. Signed up and posted a video. On 9/4/2013 7:18 AM, Cristobal Infante wrote: Hi All, Would like to announce the launch of softimage.tv http://softimage.tv created to showcase the best softimage work out there. It's meant to be mainly a video depository but hoping it will also function as a hub for the community. The idea sparked from Andy Moorer's Nike Evolution write up on that Nike job, I thought amazing effort but how do we showcase it a bit more? The list and si-community are great place to discuss soft, but I think a lot users are not on it, not to mention producers, agencies and decision makers. It is still early days so this is a work in progress, we will be adjusting the layout based on the predominant content we receive. This is where eveyone can help us a bit, If you ever created a tutorial for soft, uploaded a test, done an amazing tool, have a showreel to show off, finished a good looking job help us by submitting it. You can directly submit your videos via very simple form in the website (Submit video). All you need to send is a title, vimeo/youtube url, and description. The wordpress will look after the thumbnails, then all we have to do is approve it. Ideally you will be logged in when submitting, so the system will put all videos under your profile. The website was created by myself with the help of Cesar Saez . Would love to know what you guys think about it, and how we can move things foward. Best, Cris -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Dx11?
+1. Updated modeling and real-time features would be boon for asset creation. On 8/28/2013 1:31 PM, Tim Crowson wrote: But the problem with the current display options is that it forces you into specific workflows for animating characters with displacement. Namely, that you have to avoid generating any large-form surface changes via displacement (and sometimes even medium-to-small-scale features as well), for fear that animation will create surface intersections. If the animators don't know where the final limit surface is, how will they know if meshes are intersecting? Not everything can be a sim. IMHO, Softimage is a weird creature: it is so elegant and powerful, but has these frankly rudimentary display options... Even Modo has had GL displacement, bump, and spec for several years now, without having to create any realtime shaders. And as politely as I can put it, High Quality viewport is anything but. -Tim On 8/28/2013 1:14 PM, Francois Lord wrote: I tend to agree with Luc-Eric. It sure is nice to see the displacement in the viewport, but it wouldn't be as nearly as impressive if it were a sphere with a fractal texture on it. The design, modeling and texture work are very impressive. Besides, the video is a little misleading because we have the impression that the frame rate is very high. On 28-Aug-13 14:00, Sebastien Sterling wrote: 5%, sure eric, :) this guy is so good he can make Maya show viewport displacement by shear force of will. On 28 August 2013 16:46, sue jang suejan...@gmail.com mailto:suejan...@gmail.com wrote: really nice character design! On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com wrote: in that case why did any software move from version 1.0 at first place ;) On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.com mailto:luceri...@gmail.com wrote: 95% hard work, talent and taste, 5% viewport technology, imho :) On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.com mailto:szabol...@crytek.com wrote: I’m droolin’ on this : http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be -- Signature *Tim Crowson */Lead CG Artist/ *Magnetic Dreams, Inc. *2525 Lebanon Pike, Building C. Nashville, TN 37214 *Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com /Confidentiality Notice: This email, including attachments, is confidential and should not be used by anyone who is not the original intended recipient(s). If you have received this e-mail in error please inform the sender and delete it from your mailbox or any other storage mechanism. Magnetic Dreams, Inc cannot accept liability for any statements made which are clearly the sender's own and not expressly made on behalf of Magnetic Dreams, Inc or one of its agents./ -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: GEAR_mc a fork of Jeremie Passerin's GEAR project
I'll through in a Huzzah and big thanks for the addition. Can't wait to try it out. On 8/26/2013 9:48 PM, Miquel Campos wrote: Hello, I have just uploaded to github my custom fork of Jeremie Passerin's GEAR project. https://github.com/miquelcampos/GEAR_mc Here is a little list of what's the new: -New Menu re-arrange -New Facial components -New options for icon creator -Selection sets and poseLib not part of Gear -poseLib should work now in Linux (but not tested) -Zipper tool for curves -New solvers -Wireframe color tool -Guides support for store wireframe color -New commands for inspect Guides PPG and solvers options -Command for merge symmetry mapping templates. Some of these new features were initially developed by Jeremie, who kindly shared with me some of his personal WIP code. BIG THANKS to Jeremie for the original code and all the help. And also BIG THANKS to Sly and PH from Shed Montreal to allow me to release some internal code for the poseLib, selection sets and some of the facial components. I will prepare with Alan some videos explaining the new features and tools. Stay tune to TDsurvival ;) Cheers, Miquel Miquel Campos www.miquelTD.com http://www.miquelTD.com -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Soft - tablet - even weirder
That is bizarre. What was the make again, bosto? I was thinking about looking into alternatives to the cintiq for my next hd screen tablet. That's one make I'll scratch off my list and just stick with the cintiq for a little while longer. Sorry about your hardware trouble. -Rares On 8/23/2013 2:12 PM, Paul Griswold wrote: An update on my tablet issues with Softimage. This is just bizarre behavior. If I unplug the tablet from my USB port, I can start Softimage. Once it's running I can plug the tablet back in and everything works great. However, if I unplug the tablet from the USB port while Softimage is running, Soft just disappears. There's no crash at all - it just vanishes. I suppose that's part of the dangers of buying a knock-off of a Cintiq. -Paul -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Why did I pay support?? Why did I buy a suite ? I want my moneyback!
To be fair though, I think it's safe to assume most people would simply search 'softimage' which does put softimage at the top of the page. On 8/8/2013 11:41 AM, Rares Halmagean wrote: Wow. Just wow. So anyone interested in checking out softimage and does a quick search would get a diversion like this from AD. Very telling. On 8/8/2013 11:35 AM, Mirko Jankovic wrote: Autodesk Softimage visual effects and 3D game development software enables artists to create stunning character animation and visual effects. Yes game development and they haven;t even try to make good connection to most popular game engines as well But they trying so hard to kill SI and it still doesn;t help says something how good actualy itis, after all updates given to Maya and still hard to push people from SI to it.. he On Thu, Aug 8, 2013 at 6:33 PM, Angus Davidson angus.david...@wits.ac.za mailto:angus.david...@wits.ac.za wrote: For those of us who dont seem to get the paid results could you copy and paste ? ;) *From:* Stephen Davidson [magic...@bellsouth.net mailto:magic...@bellsouth.net] *Sent:* 08 August 2013 06:20 PM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:* Re: Why did I pay support?? Why did I buy a suite ? I want my moneyback! I think I can shed light on where Autodesk is going, as far as Softimage is concerned. Go to Google and search for Autodesk Softimage. What is the first paid search result? This is the one that Autodesk marketing paid Google money to display. There is your answer. On Thu, Aug 8, 2013 at 10:51 AM, Steffen Dünner steffen.duen...@gmail.com mailto:steffen.duen...@gmail.com wrote: 2013/8/8 Eugen Sares sof...@mail.sprit.org mailto:sof...@mail.sprit.org Wait, wasn't there a 3rd 3D application among those? Yes, this: http://area.autodesk.com/products/features/extensionmudbox :( Cheers Steffen -- PGP-ID(RSA): 0xD6E0CE93 Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93 -- Best Regards, * Stephen P. Davidson** **(954) 552-7956 tel:%28954%29%20552-7956 * sdavid...@3danimationmagic.com /Any sufficiently advanced technology is indistinguishable from magic/ - Arthur C. Clarke http://www.3danimationmagic.com 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. -- *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: Why did I pay support?? Why did I buy a suite ? I want my moneyback!
...unless you search xsi that is in which case you'll get maya at the top of the page again, followed second by 'procedural and visual effects softimage autodesk' . Inconsistent and confusing :-\ . On 8/8/2013 11:49 AM, Rares Halmagean wrote: To be fair though, I think it's safe to assume most people would simply search 'softimage' which does put softimage at the top of the page.
Re: Force Soft to open on a specific monitor?
I don't have this problem. I use a wacom cintiq 21ux with windows 7 set as secondary monitor using nvidia driver. Might be an issue with the display driver, tablet driver or a combination. On 8/5/2013 4:50 PM, Paul Griswold wrote: That's the problem. In order for Windows to recognize a tablet/monitor, it must be the primary monitor. Softimage wants to always open on the primary monitor, but if it's the tablet, Softimage defaults to 1440x900 and refuses to resize, even when I drag it to another screen. If I make my 24 the primary, then the tablet's cursor appears there rather than on the tablet itself. So there's no way to use it if it's not set to be the primary. Paul On Mon, Aug 5, 2013 at 5:04 PM, Luc-Eric Rousseau luceri...@gmail.com mailto:luceri...@gmail.com wrote: you need to make the monitor you want the primary monitor, in the control panel. you can drag and drop the monitor in the right order afterward in that applet Le 2013-08-05 16:58, Paul Griswold pgrisw...@fusiondigitalproductions.com mailto:pgrisw...@fusiondigitalproductions.com a écrit : Is there a switch that can be set to get Softimage to open on a specific monitor? I just added a Cintiq-like cheap Chinese tablet and Softimage keeps opening on it. The problem is, when I drag it back to the proper monitor, it doesn't realize that my resolution is 1920x1200 and so when I go fullscreen, it only resizes to the size of the tablet. Frustrating for sure! Thanks, Paul -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Force Soft to open on a specific monitor?
Your using 3 monitors might be contributing to the problem. Have you tried testing with a dual setup? Just toggled my cintiq as the primary and virtual 'left side' display. SI opens up on the cintiq and it works under dual layout just fine. You might try matching the resolution on your monitors to see if that changes the behavior any. But you mentioned that in order for windows to recognize a tablet display it must be set as the primary monitor and I'm saying that i've got it as the secondary with no such issues in the hopes that might help you troubleshoot :-) . On 8/5/2013 6:32 PM, Paul Griswold wrote: The tablet counts as my 3rd monitor. I've read several cintiq users with the same issue the solution was the same. The tablet must be the primary display. Maybe it only shows up with a dual monitor plus tablet configuration? I've got the latest drivers for everything, so I'm not sure how to fix it. Paul — Sent from Mailbox https://www.dropbox.com/mailbox for iPhone On Mon, Aug 5, 2013 at 7:18 PM, Rares Halmagean ra...@rarebrush.com mailto:ra...@rarebrush.com wrote: I don't have this problem. I use a wacom cintiq 21ux with windows 7 set as secondary monitor using nvidia driver. Might be an issue with the display driver, tablet driver or a combination. On 8/5/2013 4:50 PM, Paul Griswold wrote: That's the problem. In order for Windows to recognize a tablet/monitor, it must be the primary monitor. Softimage wants to always open on the primary monitor, but if it's the tablet, Softimage defaults to 1440x900 and refuses to resize, even when I drag it to another screen. If I make my 24 the primary, then the tablet's cursor appears there rather than on the tablet itself. So there's no way to use it if it's not set to be the primary. Paul On Mon, Aug 5, 2013 at 5:04 PM, Luc-Eric Rousseau luceri...@gmail.com mailto:luceri...@gmail.com wrote: you need to make the monitor you want the primary monitor, in the control panel. you can drag and drop the monitor in the right order afterward in that applet Le 2013-08-05 16:58, Paul Griswold pgrisw...@fusiondigitalproductions.com mailto:pgrisw...@fusiondigitalproductions.com a écrit : Is there a switch that can be set to get Softimage to open on a specific monitor? I just added a Cintiq-like cheap Chinese tablet and Softimage keeps opening on it. The problem is, when I drag it back to the proper monitor, it doesn't realize that my resolution is 1920x1200 and so when I go fullscreen, it only resizes to the size of the tablet. Frustrating for sure! Thanks, Paul -- *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: Showreel 2013
Hey Octavian, I think you're being very modest about your work. There's some great stuff here. I'm a fan of the clash of cultures piece with the shoalin monk. That was tuica (plum brandy) the monk was drinking wasn't it ;]? Also enjoyed the soviet sub shots, girl in sunflower field and mountaineers. Well put together reel with clean breakdown. The animal character animation pieces needs a revisit i.m.o.. Cool audio choice. And I'd be curious to see how you use realtime in your work. Which of the projects were in xsi if you don't mind? Congrats and Bafta, -Rares On 7/31/2013 1:58 PM, Octavian Ureche wrote: Hey guys, Been lurking and sometimes chiming into conversations on this list for the past couple of years. Never actually showed anything of what i do. So finally, after realising this list might not be around for long, decided to go ahead and share what i've been up to for the past years. Not really looking for work (even though i'm always open to new opportunities). Simply wanted to get an honest opinion from you guys. Here it is: https://vimeo.com/57945815 On the question of what i did in the shots...well, here's the funny part...mostly everything. I usually work as a one man army, which doesn't make me very employable, but it's been doing me good on the eastern european market (which is where i've been working so far). Plus, i love being able to touch a little bit of everything. I never liked painting myself into a corner. Unfortunately i guess the term jack of all trades - master of none is sadly true. So i handle most of everything (shooting supervision, previz, matchmove, modeling, texturing, rigging, animation, lookdev, shading, lighting, rendering, simulations, scripting, comp, matte painting and even grading) - sounds overkill, but it's a small market here, and the requirements are not as steep. I work as a gun for hire, most of the time straight with the production house and i've had to incorporate to be able to pitch against studios around here and get other jobs besides the usual spinning toothbrush and blue detergent balls cleaning the sheets (no one trusts a freelancer with a heavier project). Funny thing is, this can also lead to complications, like having to go to court when the production house fails to pay the royalties on a project and then declares bankruptcy - eastern europe i guess (yeah, it just happened to me). Usually i will also go on location to the production house and use their hardware. Cuts my costs, and makes them feel more secure having direct control over the project. And by then i will have done enough to gain their trust anyway. On the tech side, it's about 50% comp, 50% 3d, with most of the stuff rendered with vray, and some older stuff with mray. The comp is all nuke, with 3d that's probably evenly split between xsi and maya (depending on the project, the production house, sharing assets or not, etc). As a sidenote, i put the valve logo on the insect shots to make sure i give credit where it's due. That is an antlion from halflife 2, and i've used it with permission back in 2004 to do a short film with it, using the source engine. So yeah, those sequences are just comped opengl renders. So is the cube/particle guy that's in there also from a personal short film (which is using mocap). I love realtime stuff. Wish i could use it more in commercial projects. PS. It's funny how i've probably met 5 of you in person, but it feels like i've known everyone for a long time. That's what mailing lists do i guess. Cheers and really looking forward to your input, -Octav -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Why did I pay support?? Why did I buy a suite ? I want my moneyback!
Neat. I'm all for improving the interface between user and app but as a modeler, sculptor and texture artist I can see myself getting some serious hand fatigue with this. There needs to be some feedback to be of any long term use. On 7/31/2013 4:44 PM, Raffaele Fragapane wrote: When you look at how easy it is to produce controlled and interesting frequencies with your hand (things such as a beat, accel/decel etc.) an 80 bucks device that can sample 10 sources accurately at 200hz is very, very far from useless :) Yes, fatigue onset would make it a silly thing to orbit the camera with for 8-12 hrs a day, but it's not like that's all you need to do is it? Surely there are things you only have to do a few minutes every hour or more that could use a sampling like that. Currently we have some things that translate well through hardware interfaces, and some things that translate poorly, or not at all. Additional input for something as natural as gestures is definitely something animators want, they probably just don't know they do quite yet. I know I've discussed this with some (animators) 10 years ago and a precise, cheap, on-desk hand capture device was a wet dream. When one comes out, everybody goes luddite?! Curse you animators! BTW writing something to use these devices, when they have a good SDK, is actually very, very easy. The data acquisition side of things is never a problem if the SDK is good. On Thu, Aug 1, 2013 at 7:31 AM, Mirko Jankovic mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com wrote: leap thing may look cool.. for first coupe minutes.. let me see you holding your hands up in the air for longer than 15 minutes alone.. not to mention couple hours... completely useless waste of time and money if you ask me On Wed, Jul 31, 2013 at 11:24 PM, Jon Swindells squi...@gmail.com mailto:squi...@gmail.com wrote: just as i was getting some work done too. damn you! On 31 July 2013 23:42, Cristobal Infante cgc...@gmail.com mailto:cgc...@gmail.com wrote: get busy living or get busy dying see you guys in Zihuatanejo -- Jon Swindells squi...@gmail.com mailto:squi...@gmail.com -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Maya Leap Plugin ( formerly; Why did I pay support?? ...)
Oh I think it may be useful for non fine motor tasks, just not drawing, sculpting, and similar tasks. And you do have to touch the iphone to manipulate, therefore feedback, or is there an app I don' t know about that allows the same without touching the screen (:/? You make some good point about the state of the art in gesture manipulation. Shooting in the dark but I think maybe it's safe to say we'll have a market viable brainwave application manipulator before a hand gesture solution. On 7/31/2013 5:01 PM, Raffaele Fragapane wrote: Tactile feedback for 80 bucks might be a long way to come :). There was a pressure based feedback piece at Siggraph this year that was interesting, but while pulse feedback (bursts of air pressure) is relatively easy and cheap to come up with, a continued feedback like the feeling of manipulating something solid, or even a high density fluid, in free space has a ton of conceptual unsolved problems (hands interference for one, one hand in front of another on the line of emission alone would send the feedback to the back of one hand instead of the fingers of the other). Wouldn't hold my breath for that. I think it shortsighted to ignore gesture feedback as irrelevant without force feedback though. The iPhone proved that much a few years ago :p On Thu, Aug 1, 2013 at 7:51 AM, Rares Halmagean ra...@rarebrush.com mailto:ra...@rarebrush.com wrote: Neat. I'm all for improving the interface between user and app but as a modeler, sculptor and texture artist I can see myself getting some serious hand fatigue with this. There needs to be some feedback to be of any long term use. On 7/31/2013 4:44 PM, Raffaele Fragapane wrote: When you look at how easy it is to produce controlled and interesting frequencies with your hand (things such as a beat, accel/decel etc.) an 80 bucks device that can sample 10 sources accurately at 200hz is very, very far from useless :) Yes, fatigue onset would make it a silly thing to orbit the camera with for 8-12 hrs a day, but it's not like that's all you need to do is it? Surely there are things you only have to do a few minutes every hour or more that could use a sampling like that. Currently we have some things that translate well through hardware interfaces, and some things that translate poorly, or not at all. Additional input for something as natural as gestures is definitely something animators want, they probably just don't know they do quite yet. I know I've discussed this with some (animators) 10 years ago and a precise, cheap, on-desk hand capture device was a wet dream. When one comes out, everybody goes luddite?! Curse you animators! BTW writing something to use these devices, when they have a good SDK, is actually very, very easy. The data acquisition side of things is never a problem if the SDK is good. On Thu, Aug 1, 2013 at 7:31 AM, Mirko Jankovic mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com wrote: leap thing may look cool.. for first coupe minutes.. let me see you holding your hands up in the air for longer than 15 minutes alone.. not to mention couple hours... completely useless waste of time and money if you ask me On Wed, Jul 31, 2013 at 11:24 PM, Jon Swindells squi...@gmail.com mailto:squi...@gmail.com wrote: just as i was getting some work done too. damn you! On 31 July 2013 23:42, Cristobal Infante cgc...@gmail.com mailto:cgc...@gmail.com wrote: get busy living or get busy dying see you guys in Zihuatanejo -- Jon Swindells squi...@gmail.com mailto:squi...@gmail.com -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/ -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Friday Flashback #129
You mentioned the clown incident every once in a while but I don't think I ever saw pictures. Maybe a refresher is in order? (:-) On 7/19/2013 3:24 PM, Greg Punchatz wrote: I TOLD you not to look at it!! *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ludovick Michaud *Sent:* Friday, July 19, 2013 12:49 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Friday Flashback #129 hahahaha along with the clown pic on Facebook Ludovick William Michaud mobile: *214.632.6756* *www.linkedin.com/in/ludovickwmichaud http://www.linkedin.com/in/ludovickwmichaud* +Shading / Lighting / Compositing +CG Supervisor / Sr. Technical Director / Creative Director On Fri, Jul 19, 2013 at 12:45 PM, Matt Lind ml...@carbinestudios.com mailto:ml...@carbinestudios.com wrote: And I arranged the first siggraph dinner which had 11 attendees. That year was the smallest overall attendance I could remember for a Siggraph. Matt *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 *Greg Punchatz *Sent:* Friday, July 19, 2013 10:34 AM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:* Re: Friday Flashback #129 and Brad Gabe wore socks with sandals... an Ludo wanted to go to Oooters (Hooters) *Greg Punchatz* *Sr. Creative Director* Janimation 214.823.7760 tel:214.823.7760 www.janimation.com http://www.janimation.com On 7/19/2013 12:15 PM, Stephen Blair wrote: Friday Flashback #129 Siggraph 2002 in San Antonio, where Softimage announced XSI 3.0, Discreet launched 3ds Max 5, Alias/Wavefront showed Maya 5, Pixologic had ZBrush 1.5, and Newtek demoed Lightwave 7.5. http://wp.me/powV4-2N1 -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: OT: Pacific Rim
in the pipeline during or after animation. (Also caching was a piece of cake in this scenario, as we only needed to plot the segment nulls instead of thousands of meshes or pointcaching anything.) On the brain there was procedural pulsing animation driven by ICE deformers. Globules would breathe, a heart-like organ would pump its ventricles intermittently and an intestine-like organ flowed with bulges travelling along its tract. It was gross and (in my opinion) kind of awesome. lol Speaking of ICE, there was a kind of lettuce behind the brain that was also moving a bit. The modeling was done with strips that were procedurally curled and then if I remember correctly the whole thing was driven via Syflex as the brain gently floated. This lettuce thing was handled by another guy on this mailing list, my coworker and friend Jonathan Laborde. Maybe if he's reading this he can give more details of how he used ICE in a few other shots. It was crazy fun project to work on. Fingers crossed that Pacific Rim 2 becomes a reality. :) Anyway, did you guys go see it? What'd you think? Oh and speaking of other movies, we did a ton of work in Now You See Me as well, including hundreds of stadium dudes with our propietary ICE static crowd system, falling/flying money, cg bubbles, an art-directed liquid, lockpicking, flying cards, many vehicles, the projected motiongraphics near the end and a few invisible fx. (I feel like I probably missed something, but anyway, we did a lot.) We were the main vfx vendor on that film, delivering just over 20 minutes worth of vfx magic (pun intended.) Again, Soft Arnold and lots of effects in ICE all throughout. Cheers, -- Alan 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. -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: clara.io
Very cool. From an artists perspective, the ability to create content from anywhere without being encumbered by technical issues is attractive. I'll +1 the concern for IP security although I think any provider will be compelled by the pressures inherent in competing in the market place to maintain strict security measures because anything less would mean a disastrous loss in business. On 7/10/2013 4:26 AM, Stefan Kubicek wrote: I'm a bit surprised this hasn't been posted here yet, I hope I'm not spoiling anything, but post date is 8th of July, so... http://exocortex.com/blog/introducing_claraio -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Test
Lo On 7/9/2013 5:59 PM, Paulo César Duarte wrote: Hi 2013/7/4 Simon Reeves si...@simonreeves.com mailto:si...@simonreeves.com Hello Simon Reeves VFX Artist London, UK On 5 Jul 2013, at 00:29, Andreas Bystrom andreas.byst...@gmail.com mailto:andreas.byst...@gmail.com wrote: use gmail instead On Fri, Jul 5, 2013 at 11:26 AM, Emilio Hernandez emi...@e-roja.com mailto:emi...@e-roja.com wrote: Hello! 2013/7/4 Sebastien Sterling sebastien.sterl...@gmail.com mailto:sebastien.sterl...@gmail.com Hello ! On 4 July 2013 19:59, Pingo van der Brinkloev xsil...@comxnet.dk mailto:xsil...@comxnet.dk wrote: Mailbox lag. Sorry for the noise. Carry on On 04/07/2013, at 16.22, Mats Bertil Tegner mats.bertil.teg...@gmail.com mailto:mats.bertil.teg...@gmail.com wrote: Pingo van der Brinkloev skrev 2013-07-04 14:40: anybody? Yes effendi? -- -- Andreas Byström Weta Digital -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: congrats to Jellyfish
Seamless work. Riveting story. On 6/21/2013 10:20 AM, adrian wyer wrote: great short by Shynola that Jellyfish worked on http://www.created-to-help-you.com/ a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.com blocked::blocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71 -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: BW images for masks - so annoying
I make a habbit of setting it to use specific image via the ppg as early as possible since I tend to drag and drop and replace texture files. A feature to have openGL point to the diffuse by default seems like a good feature for sure. On 6/6/2013 7:17 PM, Raffaele Fragapane wrote: That's because of what Matt has outlined. Soft has to make an arbitrary call when there are several equally weighted things it can display, and that call is usually LIFO (last in first out). You can override it by choosing the pairing (also mentioned), or you could want to ask Soft changes the behaviour to have a priority list in what to display (dodgy, can't please everyone). Ultimately going back on the decision of sticking to the older, crappy HQ viewport and actually implementing support for the MAX DX11 ubershader like Maya did might make a lot of (windows) users happier in general. Until then you have to either force the pairing if you know you will be working with a preferred channel most of the time, or dance the disconnection dance if you want to quickly hop back and forth between maps from the rendertree instead of from a PPG (it might some time require a keyframe or a change of frame or something similar in my experience, as that LIFO behaviour seems to occasionally get overriden by some internal persistency or similar, and won't work 100% of the time). On Fri, Jun 7, 2013 at 9:46 AM, Matt Morris matt...@gmail.com mailto:matt...@gmail.com wrote: Sometimes a simple disconnect diffuse shader branch and reconnect switches it for me. I agree though, annoying behaviour. On 6 June 2013 22:13, Paul Griswold pgrisw...@fusiondigitalproductions.com mailto:pgrisw...@fusiondigitalproductions.com wrote: Makes sense, I suppose. But it sure would be nice to have a global property that let you force it to display diffuse (or bump or displacement, etc.) like Override Object Properties does for wireframe, textured, etc. -Paul On Thu, Jun 6, 2013 at 4:49 PM, Matt Lind ml...@carbinestudios.com mailto:ml...@carbinestudios.com wrote: Many things under the hood of Softimage operate on the ‘most recently created’ principle. That is, what cluster is seen, which clusterproperty to use (vertex color, texture projection, user normals, ….) tends to default to the most recently created property. If you applied your BW image last, then that’s probably why it is displayed in the viewports. Matt *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 *Paul Griswold *Sent:* Thursday, June 06, 2013 12:27 PM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:* BW images for masks - so annoying This has been something that's annoyed me for a while maybe it's one of those RTFM moments, but... If you have a material that has some textures plugged into your diffuse and a BW image plugged in to control something like transparency, why on earth does Softimage always choose to display the BW image in the viewport? Is there some sort of visibility setting somewhere that will let you force it to always use the texture connected to diffuse? I get the same problem with displacement maps as well. Rather than displaying my diffuse, if I'm using displacements that's what I see in the viewport. My shaderballs all display fine, so why can't the viewport? Sorry - I'm just working on a print render at the moment where I have around 5 different packages that all look the same because I can't actually see the designs in my viewport. -Paul -- www.matinai.com http://www.matinai.com -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Softimage Jedi Training
Great idea Brad. 2-4, 6,8 stands out for me. On 3/27/2013 11:53 PM, Bradley Gabe wrote: Hi Softimage Users! I have only a few more months before I'm off to grad school full time and thought it might be mutually beneficial for our community to come up with some sort of Softimage Jedi training regimen in order to impart some wisdom, while at the same time helping me stash away some funds to pay for cappuccinos when I have to pull all-nighters for my exams. Something I was thinking about, (in an effort not to overlap any of Raffaele's excellent training work) rather than creating a bunch of videos, was to set up a class using GoToMeeting where we can distribute scene data and solve problems interactively. This would allow real time questions and feedback, but more importantly, provide insight into the problem solving process, and how decisions are made along the way, which is something the video course format doesn't provide. For all students, I would provide an extensive package of custom tools to add to the problem solving arsenal. What I'm curious to learn is, what areas of technical animation in Softimage would users be most interested in learning? For example: Basic rigging (fundamentals) Advanced rigging (secondary and tertiary animation control) Designing custom deformers using ICE (facial animation, volume retention, etc) Adding secondary effects under short deadline (flesh jiggle, springs, muscle effects) Using scripting for problem solving Developing custom tools using the Softimage UI Developing custom tools using PySide UI Understanding ICE (fundamentals) Other -Bradley
Re: Rendermap layout help
Hi Pete, The rendermap generater gives you the option to select the uv map you need to re-project to. It's on you to generate the uv layout you need and then select it under the format subsection of the basic tab within the rendermap property page. I haven't looked onto a way to change the negative space color from black but you can remove it in photoshop using either the alpha map that should be included within the render-mapped image or by wand/lasso isolating the black areas. Saving out a uv stamp helps a lot with the last step. Hope that helps. -Rares On 3/21/2013 9:30 AM, Pete Edmunds wrote: I'm working on producing rendermaps and I was wondering if there was a way to dictate how the texture is layed out when the rendermap is generated. There seems to be alot of black space in some of the generated textures that could be avoided if the layout was better managed. If anyone has any information on a good way to produce rendermaps that would be of great help. I've attached an example of one of the generated rendermaps -- *Rares Halmagean ___ *concept to production ready character and content development. *rarebrush.com* http://rarebrush.com/
Re: Mental Ray Features, Integration Autodesk's failure
+1. On 11/9/2012 1:31 PM, Greg Punchatz wrote: Screw legacy, software will never be clean or robust if you keep adding new stuff while while keeping all the old krusty stuff around. If you need legacy tools use legacy software. Forward *Greg Punchatz* *Sr. Creative Director* Janimation 214.823.7760 www.janimation.com http://www.janimation.com On 11/9/2012 1:11 PM, Matt Lind wrote: That's great for productions with short timelines as they don't have to worry about the legacy support. The project I'm on now has been going for nearly 8 years and is expected to go for another 5-10 years. In such an environment it's not unusual for an asset to be created and then not touched again for years at a time. When it is touched again, it's usually to fix a bug reported by QA or a customer playing our game. We absolutely cannot afford to have entire systems such as the particle system pulled out from under our feet like that because if such an asset has to be exhumed for a bug fix, we cannot open the scene file anymore and essentially lose the asset. Fortunately we weren't using the particle system at the time so we weren't affected, but the point remains. If we had been using the old particle system and that switch were made today...that would effectively lock us into whatever version of the software we were using at the time for rest of the project. I'm not too keen about spending the next 10 years in Softimage 7.5. Not only for the lack of modern features, but the support issues that go with trying to maintain and keep an old product alive that nobody will support. Just the other day our 7.5 licenses expired. That's right, 'expired'. It shut our production down for a day unexpectedly. I'm sure Autodesk would like to continue receiving subscription payments from us. So there has to be a better path mapped out than what Softimage did with migrating to ICE cold turkey. And that involves better planning of features from the get-go instead of frankensteining them on later. If a cold turkey switch must be made, then the legacy support needs to remain now matter how painful it is to maintain as there are customers with a lot at stake. Matt *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Meng-Yang Lu *Sent:* Friday, November 09, 2012 11:02 AM *To:* softimage@listproc.autodesk.com *Subject:* Re: Mental Ray Features, Integration Autodesk's failure Well, they did do this with ICE deprecating the old particles system. I still remember reading You know this day was coming. in the XSI docs. Now look at the huge forward leap that ICE has provided to FX in Softimage. I think when you have a huge number of artists willing to dump one system for a completely new system, the value of retaining legacy pretty much goes out the window does it not? I would've taken that as a wake up call. MR and Autodesk need to understand this, not just on rendering, but multiple aspects of cg production. -Lu On Fri, Nov 9, 2012 at 10:52 AM, Matt Lind ml...@carbinestudios.com mailto:ml...@carbinestudios.com wrote: The sad truth is the rendering integration is not as independent as one would think or like. I've been writing mental ray shaders for a long time (10+ years), and even today am shocked how touchy Softimage is when loading a scene which uses custom shaders not installed on the current computer -- 99% of the time it's a hang and crash. In order for me to load an old scene from, say XSI v2.0 when I was developing a particular shader, I have to have the shader from that era installed to get the scene open. When you consider the rest of the rendering system is built like that, that's why a lot of stagnation occurs. Either AD has to be bold and say screw old content for the sake of progress, or we have a slow moving boat for the sake of compatibility. There's also the reality that when a system is iterated over the years, it requires more manpower to take it to the next level. V1.0 may take 2 people, but v2.0 might require a 3^rd to help out because the system has gotten larger, more complex and with more moving pieces which must all be done in sync. There's also the fact the system must integrate with other departments such as UI, animation, modeling, and whatever else comes in contact. Over the years the trend has been to have fewer developers on staff. This creates a situation where it's not possible to roll out an iteration in a single release, but instead have to spread it out over two releases due to the constraints of resources. The only true way to get quick iteration is to keep the renderer a standalone and use cheap export scripts to dump the scene at the command line, but of course, that comes at the cost of user friendliness and iteration speed. Not too much different from the good-fast-cheap
Re: Autodesk Layoffs
It's sad to hear about the layoffs. I wonder how much the price increases had contributed to the reduction in sales. Right, 'good luck with that autodesk' is my off the cuff response as far as moving all products to cloud. I think it's great that autodesk is moving with the tech and if a cloud solution is a faster , less buggy more affordable offering I'll be one of the first to sign up. I'd have a serious issue with having studio ip housed on their servers though. On 8/24/2012 7:04 PM, John Richard Sanchez wrote: This was posted on SI Community . I am posting so you can reflect. /Car bass said: The restructuring is focused primarily of the company’s shift to cloud and mobile computing.“This action allows us to continue to invest in recruiting and hiring people who can bring Autodesk the skills and experience that are critical for achieving our mid and long-term goals, says Bass. “As part of the ongoing platform shift, it’s clear to us that design and engineering software will move to cloud and mobile platforms. Cloud and mobile has been a major investment area for Autodesk over the past couple of years and this restructuring will accelerate our progress as we intend to further invest in employees with expertise and skill sets essential to this transition./ Stephen on cgtalk brought up an interesting quote from awhile back. /According to a recent interview with Autodesk's CEO Carl Bass, in a few years the company's software would be running online (cloud-based only). Quoting from the interview (2m26sec): I'd say 2 to 3 years from now every one of our products will be used online. The only way to use them will be online.*/ / / On Fri, Aug 24, 2012 at 11:53 AM, Stefan Andersson sander...@gmail.com mailto:sander...@gmail.com wrote: I doubt there will be any official statement. Let's hope they (who ever it will be) will find a safe harbor somewhere. Unemployment isn't good for anyone Media division was apparently down 10% this year, let's hope it will mostly effect 3dsmax. Regards Stefan On Friday, August 24, 2012, Greg Punchatz wrote: Not wanting to start a doom and gloom thread, just wanted to know if this is going to affect us sooner than later, and whether or not we have lost any of our friends at soft to this. http://mashable.com/2012/08/23/autodesk-lays-off-7-of-entire-staff/ ( *Greg Punchatz* *Sr. Creative Director* Janimation 214.823.7760 tel:214.823.7760 www.janimation.com http://www.janimation.com -- stefan andersson - digital janitor - http://sanders3d.wordpress.com -- www.johnrichardsanchez.com http://www.johnrichardsanchez.com
Re: The boy who cried wolf
Nice work! Great job guys. +1 for the Gass :). On 7/26/2012 7:35 AM, Ajit Menon wrote: Kevin Ives at the Mill did all the fur grooming and lighting/rendering. And yes, it's Arnold. :) Jimmy Gass helped out by writing ICE code to read in and re-interpolate strand velocities for motion blur. I believe regular motion blur was fairly linear and ugly without that. On Thu, Jul 26, 2012 at 8:07 AM, Eric Thivierge ethivie...@gmail.com mailto:ethivie...@gmail.com wrote: Very awesome work! Congrats to The Mill folks! Keep churning them out! Eric Thivierge http://www.ethivierge.com On Thu, Jul 26, 2012 at 10:02 PM, David Barosin dbaro...@gmail.com mailto:dbaro...@gmail.com wrote: Looks really great. On Thu, Jul 26, 2012 at 7:51 AM, Ben Houston b...@exocortex.com mailto:b...@exocortex.com wrote: Beautiful work! -ben On Thu, Jul 26, 2012 at 2:30 AM, Bradley Gabe witha...@gmail.com mailto:witha...@gmail.com wrote: http://www.themill.com/work/emerson-lukoil-us.aspx Amazing work done by The Mill. The wolf was entirely Softimage (hair done using Melena + modifications). I wish I could have touched that job, but alas I was busy working on other stuff. :-) -Bradley -- Best regards, Ben Houston Voice: 613-762-4113 tel:613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals. -- Ajit Ajit Menon | CGI artist www.ajitmenon.com http://www.ajitmenon.com Success is not found in what you have achieved, but rather in WHO you have become. - Larry Bertlemann -- Untitled Document *Rares Halmagean ___ *CG generalist | Concept artist | Illustrator *rarebrush.com* http://rarebrush.com/
Re: Unrolling a banner
Yea, Looks great. Was all of this xsi Eric? On 6/4/2012 10:04 AM, Eric Lampi wrote: Ooops. Wrong links! https://vimeo.com/user7979713/review/42504313/98fa97fce5 https://vimeo.com/user7979713/review/40608551/10477a5323 Eric On Mon, Jun 4, 2012 at 10:55 AM, Alex Dinnin adin...@gmail.com mailto:adin...@gmail.com wrote: Thanks for the replies.. Eric I can't open the Vimeo movies.. says they don't exist ?? Alex On Mon, Jun 4, 2012 at 4:45 PM, Eric Lampi ericla...@gmail.com mailto:ericla...@gmail.com wrote: I did something exactly like this several years ago. If I can recall correctly, I had an animated cylinder inside the roll as a collision object, to help move the roll along, because the self-collision messes it up big time without it. Also this was pre-ICE, which could be a better solution for something like this, but try it first, it might do the trick, otherwise I wouldn't simulate it. I had a similar problem recently with a project, an unfurling carpet of grass with a garden rolled up in it, but it needed to look billowy and light like a parachute or a deflated hot air balloon, it also had to roll up over itself since you could see it from the side in some shots, so it need to get smaller as it unrolled. Simulation just wasn't going to cut it, so I used a spiral curve to create the roll, lattices for larger sections of animation, ICE nodes for collision with the ground and turbulence, with a bunch of weight maps animated along with it. I think I might have even thrown in a wave or two. The setup took longer, but I could make changes in speed, wave size and turbulence in minutes as opposed to what it would have taken noodling with a simulation. https://vimeo.com/40608551 This is the spot it was used for. https://vimeo.com/42504313 Eric On Mon, Jun 4, 2012 at 9:24 AM, Alex Dinnin adin...@gmail.com mailto:adin...@gmail.com wrote: Afternoon All, I'm trying to unfurl a banner down the side of a building.. something a bit like this http://www.youtube.com/watch?v=jI8ccSGghRY it needs to be quite a bit longer than the one in the video.. but hopefully you get my meaning I've tried doing using Syflex and the basic cloth.. the main problem I have is rolling it up to release it.. I've tried a rolled up grid, I've tried rotating.. but with out much luck The self collision seems to mess it up. I know in 2012 you can use Syflex in ICE.. but I only have 2010 Can anyone give me some pointers on how to do this... Any help would be greatly cheers -- Alex Dinnin -- Freelance 3D and VFX animator -- Alex Dinnin tel - 0777 575 5326 www.adinnin.com http://www.adinnin.com -- Freelance 3D and VFX animator
Re: Unrolling a banner
Cool, thanks for the breakdown. That's a few apps used for something you'd think would be enough in xsi alone. Great work again Eric. I remember seeing this spot on the tube and wondering who and how it was done. Would be nice to see a break down of the process, at least on the xsi side. -Rares On 6/4/2012 11:28 AM, Eric Lampi wrote: The carpet was SoftImage, the flowers and other objects were Maya. Houdini was used to render and place the flowers and grass. I had a pretty good looking patch of grass too, but it was scrapped when it was decided to go the Houdini route. On Mon, Jun 4, 2012 at 12:15 PM, Rares Halmagean ra...@rarebrush.com mailto:ra...@rarebrush.com wrote: Yea, Looks great. Was all of this xsi Eric? On 6/4/2012 10:04 AM, Eric Lampi wrote: Ooops. Wrong links! https://vimeo.com/user7979713/review/42504313/98fa97fce5 https://vimeo.com/user7979713/review/40608551/10477a5323 Eric On Mon, Jun 4, 2012 at 10:55 AM, Alex Dinnin adin...@gmail.com mailto:adin...@gmail.com wrote: Thanks for the replies.. Eric I can't open the Vimeo movies.. says they don't exist ?? Alex On Mon, Jun 4, 2012 at 4:45 PM, Eric Lampi ericla...@gmail.com mailto:ericla...@gmail.com wrote: I did something exactly like this several years ago. If I can recall correctly, I had an animated cylinder inside the roll as a collision object, to help move the roll along, because the self-collision messes it up big time without it. Also this was pre-ICE, which could be a better solution for something like this, but try it first, it might do the trick, otherwise I wouldn't simulate it. I had a similar problem recently with a project, an unfurling carpet of grass with a garden rolled up in it, but it needed to look billowy and light like a parachute or a deflated hot air balloon, it also had to roll up over itself since you could see it from the side in some shots, so it need to get smaller as it unrolled. Simulation just wasn't going to cut it, so I used a spiral curve to create the roll, lattices for larger sections of animation, ICE nodes for collision with the ground and turbulence, with a bunch of weight maps animated along with it. I think I might have even thrown in a wave or two. The setup took longer, but I could make changes in speed, wave size and turbulence in minutes as opposed to what it would have taken noodling with a simulation. https://vimeo.com/40608551 This is the spot it was used for. https://vimeo.com/42504313 Eric On Mon, Jun 4, 2012 at 9:24 AM, Alex Dinnin adin...@gmail.com mailto:adin...@gmail.com wrote: Afternoon All, I'm trying to unfurl a banner down the side of a building.. something a bit like this http://www.youtube.com/watch?v=jI8ccSGghRY it needs to be quite a bit longer than the one in the video.. but hopefully you get my meaning I've tried doing using Syflex and the basic cloth.. the main problem I have is rolling it up to release it.. I've tried a rolled up grid, I've tried rotating.. but with out much luck The self collision seems to mess it up. I know in 2012 you can use Syflex in ICE.. but I only have 2010 Can anyone give me some pointers on how to do this... Any help would be greatly cheers -- Alex Dinnin -- Freelance 3D and VFX animator -- Alex Dinnin tel - 0777 575 5326 www.adinnin.com http://www.adinnin.com -- Freelance 3D and VFX animator -- Freelance 3D and VFX animator