Re: For each ?

2015-09-11 Thread Rares Halmagean


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 Jeannel  wrote: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)

2014-08-16 Thread Rares Halmagean
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

2014-07-12 Thread Rares Halmagean

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

2014-04-26 Thread Rares Halmagean
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

2014-03-26 Thread Rares Halmagean
 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

2014-03-25 Thread Rares Halmagean
,
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

2014-03-20 Thread Rares Halmagean
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

2014-03-20 Thread Rares Halmagean
I should add that ddo comes with a material fbx that can be used with 
xsi's existing material manager so writing a new tool is probably not 
necessary. If your in game work and you need to bake out a material id 
onto a low poly model, then that's a bit of problem given softimage has 
no bake cage feature. But then there are arduous work around approaches, 
like having to separate the high and low poly pieces before baking.


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


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




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


I am so buying all these products..



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

damn.. definately affordable..

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



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


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


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

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




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

http://dev.quixel.se/ddo

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

stunning workflow, technically app agnostic

a

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


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

www.fluid-pictures.com

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




-- 






Perry Harovas
Animation and Visual Effects

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







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


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


Re: REAL innovation

2014-03-20 Thread Rares Halmagean
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

2014-03-20 Thread Rares Halmagean
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

2014-03-20 Thread Rares Halmagean
 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?

2014-03-16 Thread Rares Halmagean

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)

2014-03-13 Thread Rares Halmagean

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.

2014-03-13 Thread Rares Halmagean
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.

2014-03-12 Thread Rares Halmagean
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

2014-03-11 Thread Rares Halmagean
 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


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*rarebrush.com* http://rarebrush.com/


Re: A germ of an idea.

2014-03-11 Thread Rares Halmagean
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


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___
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Re: Headus UV Layout

2014-03-10 Thread Rares Halmagean
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


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and may contain confidential information. If you have received this 
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must not be copied, distributed or disclosed to any other person.


Any views or opinions presented are solely those of the author and do 
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Re: Listening

2014-03-07 Thread Rares Halmagean
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/


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*visual development and 3d character  content creation.
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Re: let me fan the flames....

2014-03-05 Thread Rares Halmagean
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?



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Re: I'm sure this is one of many...

2014-03-04 Thread Rares Halmagean
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/




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*Rares Halmagean
___
*visual development and 3d character  content creation.
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Re: Softimage 2015 Last Release Announcement

2014-03-04 Thread Rares Halmagean
 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



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Please do not reply to this email. Replies to this email will not be responded 
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Re: Softimage 2015 Last Release Announcement

2014-03-04 Thread Rares Halmagean
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/


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Re: Softimage Devs petition

2014-03-03 Thread Rares Halmagean
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.






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Re: Softimage Devs petition

2014-03-03 Thread Rares Halmagean

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)




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Re: positivity

2013-12-20 Thread Rares Halmagean
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.




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Re: positivity

2013-12-20 Thread Rares Halmagean

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 :). 


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Re: Whiskeytree Athens tech demo

2013-11-22 Thread Rares Halmagean

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



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Re: Mootz!!! What we reallly need is EM_SewingMachine

2013-11-13 Thread Rares Halmagean
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/




--
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___
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*rarebrush.com* http://rarebrush.com/


Re: Le Gouffre short film done in Softimage - Project of the Day on Kickstarter

2013-09-12 Thread Rares Halmagean
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


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Re: softimage.tv - Hello World!

2013-09-04 Thread Rares Halmagean

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
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Re: Dx11?

2013-08-28 Thread Rares Halmagean
+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 
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Re: GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-27 Thread Rares Halmagean
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



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Re: Soft - tablet - even weirder

2013-08-23 Thread Rares Halmagean
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



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Re: Why did I pay support?? Why did I buy a suite ? I want my moneyback!

2013-08-08 Thread Rares Halmagean
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
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Re: Why did I pay support?? Why did I buy a suite ? I want my moneyback!

2013-08-08 Thread Rares Halmagean
...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?

2013-08-05 Thread Rares Halmagean
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




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Re: Force Soft to open on a specific monitor?

2013-08-05 Thread Rares Halmagean
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




-- 
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___
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Re: Showreel 2013

2013-07-31 Thread Rares Halmagean

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



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Re: Why did I pay support?? Why did I buy a suite ? I want my moneyback!

2013-07-31 Thread Rares Halmagean
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!


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*visual development and 3d character  content creation.
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Re: Maya Leap Plugin ( formerly; Why did I pay support?? ...)

2013-07-31 Thread Rares Halmagean
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

2013-07-19 Thread Rares Halmagean
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

2013-07-16 Thread Rares Halmagean
 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

2013-07-10 Thread Rares Halmagean
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

2013-07-09 Thread Rares Halmagean

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

2013-06-21 Thread Rares Halmagean

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



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


Re: BW images for masks - so annoying

2013-06-06 Thread Rares Halmagean
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

2013-03-30 Thread Rares Halmagean
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

2013-03-21 Thread Rares Halmagean

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

2012-11-09 Thread Rares Halmagean

+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

2012-08-24 Thread Rares Halmagean
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

2012-07-26 Thread Rares Halmagean

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

2012-06-04 Thread Rares Halmagean

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

2012-06-04 Thread Rares Halmagean
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