Re: May 30th, 2010: 20th Anniversary of XSI 1.0

2020-06-07 Thread skuby
Which is why you don't throw people's stuff in the garbage.  New software
takes a long time to master, I got physically sick trying to go back to
Maya.  Thanks for nothing

On Thu, Jun 4, 2020 at 3:36 PM Jordi Bares  wrote:

> 100% agreed… that period was the best professional adventure. So lucky we
> had the opportunity to live that.
>
> jb
>
>
> On 4 Jun 2020, at 03:20, Gregor Punchatz  wrote:
>
> That was an exciting time in CGI, it was a blast to be around for the ride.
>
> Gregor Punchatz
> CGI/VFX/Animation
> 214-288-0364
>
>
> On Wed, Jun 3, 2020 at 1:12 PM Luc-Eric Rousseau 
> wrote:
>
>> We're not getting any younger...
>>
>> On Mon, 31 May 2010 at 12:35:
>>
>>> did you know... Yesterday  was the anniversary of Softimage|XSI
>>>
>>> MONTREAL--(BUSINESS WIRE)--May 30, 2000
>>> Softimage Co., a subsidiary of Avid Technology, Inc. (NASDAQ: AVID),
>>> today announced the first shipment of its groundbreaking 3-D animation
>>> SOFTIMAGE(R)|XSI(TM) system. The next-generation of 3-D animation
>>> technology, the SOFTIMAGE|XSI system is a significant breakthrough in
>>> the international digital media industry because it allows animators
>>> in the broadcast, feature films and games industries to take advantage
>>> of a first-of-its-kind, truly non-linear animation system. Within the
>>> first few weeks of availability, Softimage anticipates delivering the
>>> new software to over 17,000 users worldwide.
>>>
>>> "SOFTIMAGE|XSI represents a tremendous amount of hard work, talent and
>>> energy from Softimage and we are extremely proud of it," said Marc
>>> Petit, vice president of 3-D products for Softimage. "This project has
>>> been an amazing challenge from day one. The mandate was simple:
>>> completely re-invent[...[
>>>
>>>
>>>
>>> https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDsZVdImadesneQHVQ3qtuoebxHsOwZvrG4j3vslIbtks-2FtyFRLfCmnVWEqSfK-2BDjBBY0E3PQUJ-2BifzNq5zxxAcThBftpghUMUphdi9pLYafcaShWdJR4UTuD97OAUtSamH0CqHJKWKBiwJIPFsLpgwu844T4d6njLuntObUDqsyeXuWlwMMEavDx4HG3QPpFuIAA3U7qDDepH0W5GP26wP9hU0bJrdoFI42EeyAHBnahnJbRMBf6HUe1CqOdteRDcnW2ZxbdaNzYF3-2BP7OPD2ROx0HXzYyMoNDhVDWCMZ873kGCHpyM5B8jwGNwSLRxxSMRzplttMUNBjGhO699a7NlSzuCanduzTPf5EhNEQjoDvhbjtzl1JoBS1uHhP-2BFd5xLgU_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fQqKml3PSNydR6izopUq-2FSl4v9GWPQ460CXLjGod0gYVQBDnN4XmttB9y1CmvDW1df4gRwd7F-2F7RK7Dxb5JblJCBnK4r2k5VGayZsyiCQt4owopA9DL4f-2FZ4HDw7d9Ue0-2Bh09UCGo-2BjuvV66ijC7g4IgsrOyGFmPNLFKDoLVREG6g-3D-3D
>>>  
>>> 

Re: Softimage - not going away...

2017-10-28 Thread skuby
Jordi

Thanks for the input, your 'point list' is very well thought out.  I think
I'm covered (UE4 side for realtime and Houdini for composited works).

I'd give a point for serious Cross-Platform support (OSX, Linux).  I think
I might even give more than 1 point to open standards support (in theory)
but it's not always viable, I wish it were.  Walled off FBX is dominating,
especially in games, for transporting rigged characters and animation to
and from UE4 or the other needed devils like NVidia's game tools for
generating clothing simulation files.  It's worth a point on your list at
the very least but for me it's unfortunately make or break.

On Sat, Oct 28, 2017 at 10:35 PM, Andres Stephens <drais...@outlook.com>
wrote:

> Seems like open source is the best 3D software model to make something
> float indefinitely regardless of market trends. Hope FE does that…. Unless
> they got bought out or something.
>
>
>
> -Draise
>
>
> --
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Jordi Bares <
> jordiba...@gmail.com>
> *Sent:* Saturday, October 28, 2017 9:41:04 AM
> *To:* Official Softimage Users Mailing List.
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=DLI3Guoj0XY__tyeCFqGoxUoGb6xtuaZ2eu9uFpWbwg=WvL8ovWFwnGh75oQ0VmNxnu96tuCK6FgXlAW295C_rw=
> *Subject:* Re: Softimage - not going away...
>
> Although I understand where you are coming from the minimising risk side,
> it is also true that you end up investing a lot more in both, the software
> and glue to communicate various software applications with a myriad of file
> formats and what not, therefore I advocate for a hybrid approach in which;
>
> - You define your FX and render backbone (one single application always)
> and everything else feeds it.
> - No plugins if possible unless you have a solid environment resolution
> system in place and are willing to maintain it.
> - No strategic dependencies with one manufacturer with a proven record of
> discontinuing software (Apple and Autodesk are specially bad)
> - And make sure you build as much as possible in open standards like
> Alembic, OpenColorIO, OpenImageIO, USD, VDB, etc...
>
> With that in my head, I go and evaluate the next things to define what
> should be my backbone.
>
> > Software companies with a fair price and licensing structure have 1
> point.
> > Software companies that support and adopt open standards have an extra
> point.
> > Software companies with strong R also have another extra point.
> > Software companies that maintain their code have another extra point.
> > Software companies that top support have another extra point.
> > Software companies that understand what we do have another extra point.
> > Software companies that keep refining their UX have another extra point.
> > Software companies that keep refining their core have an extra point.
> > Software companies that listen to their customers in a prompt and agile
> way have another extra point.
>
> You make the choice of course for your particular scenarios but this is my
> view of how to choose your backbone.
>
> Hope this makes sense.
>
> jb
>
> On 28 Oct 2017, at 14:20, skuby <sku...@gmail.com> wrote:
>
> Investing your time into mastering the totality of one major software is
> risky.
>
> The specific example that I want to test in the coming months doesn't seem
> unreasonable for one person (and you could swap the parts out to suit your
> tastes/budget/needs/prior experience) (but please critique the idea.  I
> value your experience Mirko and I've lurked around enough to pick up a lot
> from you, so feel free to tear the idea apart):
>
> Modeling (Blender +Plug-ins & Marvelous Deisgner). Sculpting (Mudbox).
> Retopo for baking/animation (ZBrush & Blender). UV's (semi-automated via
> Houdini). Baking/Painting (Mudbox & Substance). Rigging+Animation (Houdini
> or possibly Akeytsu).  Everything else i.e. 
> Shading/Lighting/Hair/Dynamics/FX/etc.
> (Houdini or Unreal Engine 4).  Then pick your favorite compositor.
>
> With the above, I already know Blender and the plug-ins I need for
> modeling/Marvelous Designer/Mudbox/ZBrush (and a decent bit of UE4) for the
> tasks I want to accomplish.  The rest of it is a work in progress/I'm still
> deciding.
>
> The cost isn't even too bad.  Blender = free.  Marvelous Designer = $50 a
> month as needed.  Mudbox $10 a month.  ZBrush one time $800.  Substance $20
> a month or as needed.  Houdini Indie $200 a year (OR if you needed it
> Houdini 

Re: Softimage - not going away...

2017-10-28 Thread skuby
Investing your time into mastering the totality of one major software is
risky.

The specific example that I want to test in the coming months doesn't seem
unreasonable for one person (and you could swap the parts out to suit your
tastes/budget/needs/prior experience) (but please critique the idea.  I
value your experience Mirko and I've lurked around enough to pick up a lot
from you, so feel free to tear the idea apart):

Modeling (Blender +Plug-ins & Marvelous Deisgner). Sculpting (Mudbox).
Retopo for baking/animation (ZBrush & Blender). UV's (semi-automated via
Houdini). Baking/Painting (Mudbox & Substance). Rigging+Animation (Houdini
or possibly Akeytsu).  Everything else i.e.
Shading/Lighting/Hair/Dynamics/FX/etc.
(Houdini or Unreal Engine 4).  Then pick your favorite compositor.

With the above, I already know Blender and the plug-ins I need for
modeling/Marvelous Designer/Mudbox/ZBrush (and a decent bit of UE4) for the
tasks I want to accomplish.  The rest of it is a work in progress/I'm still
deciding.

The cost isn't even too bad.  Blender = free.  Marvelous Designer = $50 a
month as needed.  Mudbox $10 a month.  ZBrush one time $800.  Substance $20
a month or as needed.  Houdini Indie $200 a year (OR if you needed it
Houdini FX $2,495 a year after the first ($4,495) year).  Akeytsu (Haven't
tested it yet, but it's cheap at $200 and it looks powerful).  Unreal
Engine Free up front + 0% to 5% depending on the project.

I cannot see myself mastering every single one of those (or even ever
mastering just Houdini on it's own), but I can see myself using each one to
great effect for a very very specific task and leveraging that tool's
specific strengths to improve the final quality (and perhaps in spots even
winning back some lost time).

For me the options are stay with Softimage and eventually be completely
limited, try to pick a major software to master again to replace Softimage
(aka. Houdini / Blender / Maya) which seems very risky/foolish.  Or go the
above route, changing things on an as needed basis.

On Sat, Oct 28, 2017 at 7:39 PM, Mirko Jankovic 
wrote:

> How replacing 1 tool with 5 or more, and work that could be done by 1 man
> now requires 5 or more as well can be advantage?
> ᐧ
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
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Re: Softimage - not going away...

2017-10-28 Thread skuby
Jordi, what you just stated is exactly why I suggest that 'we' need to stop
looking at things as a Softimage replacement where you do the majority of
your work, from start to finish, inside of one application.  We have to
pretend we are big studios, split everything into smaller parts, using a
myriad of applications and dedicate each app to a very specific pre-defined
task.  No more trying to master a whole software or expecting it to be the
'be all / end all' solution.  It's too time consuming and the 'reliability'
of your time investment isn't secure enough to justify the old approach.

This sort of effort isn't without major inconveniences but by leveraging
the very best possible software for each task, I think it can be turned
into a clear advantage.

On Sat, Oct 28, 2017 at 5:08 PM, Jordi Bares  wrote:

> It is clear to me that developing a new 3D application is extremely
> expensive and the size of the market just does not justify the effort,
> which is the reason it was so very disheartening when AD killed Softimage..
> Building anything similar to Softimage would cost a fortune to barely make
> a dent in the near monopoly we are experiencing.
>
> What I am sure is that those developers are gold-dust and they will
> hopefully find an even better gig in the very near future.
>
> Best wishes
>
> jb
>
>
> On 28 Oct 2017, at 06:52, Christopher Crouzet <
> christopher.crou...@gmail.com> wrote:
>
> I guess that this kind of comment only confirms how difficult it was for
> them to market their product and get potential customers to understand its
> purpose.
>
> Disappointed to see Fabric Engine coming to an end.
>
>
> On 28 October 2017 at 04:13, Gerbrand Nel  wrote:
>
>> IMHO Fabric targeted a ideological market that doesn't exist. The people
>> who loved ICE but needed to work in maya.
>> People like me.
>> Well I think most of "us" tried but gave up because it still lived in
>> maya.
>> You had to learn maya and fabric, and when something didn't work, you
>> didn't know if it was maya, fabric, or you.
>> Fabric was like covering a turd in chocolate.
>> If you are careful, you only taste chocolate, but softimage was forgiving
>> and turned us all into reckless 3d maniacs.
>> There was no avoiding the turd!
>> After about 3 months of this you realize that learning houdini just makes
>> more sense.
>> I'm sad to see another great piece of software go, but like Jonathan
>> said: These folks should find their place in the sun soon!
>> G
>>
>>
>> On 2017/10/27 11:59 PM, Jonathan Moore wrote:
>>
>> MPC and PSYOP output some great work with Fabric Engine but in the end I
>> always felt it was too narrowly aimed at senior TD's with plenty of
>> programming experience. The success of ICE was fuelled by the compounds
>> that acted as a gateway drug to the inner workings. I thought maybe that
>> Kraken would develop into that gateway drug, but after seeing experienced
>> riggers feeling out of their comfort zone, soon realised it wasn't to be.
>>
>> When Eric Mootz joined the team I thought maybe that would bring about
>> tools for technically minded artists who weren't necessarily TD's.
>>
>> Whatever the reasons I feel for the FE team after all their hard efforts.
>> But I feel as one door closes others will open for them, folk with that
>> much talent don't remain jobless for long.
>>
>> On 27 October 2017 at 22:03, Matt Lind  wrote:
>>
>>> It likely died for the reason you just stated - you 'eventually' wanted
>>> to
>>> learn.  Problem is most people had the same sentiments.
>>>
>>> They made the right move initially of targeting the space between the
>>> other
>>> DCCs, but I think staying there long term was a mistake.
>>>
>>>
>>> Matt
>>>
>>>
>>> Date: Fri, 27 Oct 2017 17:34:02 +
>>> From: Andres Stephens 
>>> Subject: RE: Softimage - not going away...
>>> To: "Official Softimage Users Mailing List.
>>>
>>> This is devastating news!!! WTF!? I was betting on learning this and
>>> eventually investing in it. I didn?t want to be locked into one software
>>> the
>>> more I got into proceduralism.  Why!?
>>>
>>> -Draise
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> 
>>  Virus-free.
>> www.avg.com
>> 

Re: Softimage - not going away...

2017-10-26 Thread skuby
Different software for different tasks and just pick the best Software
available at the time, total compartmentalization.

example ( / slashes = "or" )

Modeling (Softimage/Blender +Marvelous Deisgner) Sculpting
(Mudbox/ZBrush/Blender) Retopo (ZBrush/Houdini) UV's (semi-automated via
Houdini) Painting (Mudbox/Substance) Rigging+Animation (Houdini/Akeytsu)
everything else i.e. Shading/Lighting/Hair/Dynamics/etc. (Houdini/Unreal
Engine 4 + Add-ons)

There will never be a replacement for Softimage and what it meant to us.
The above example is at least a high quality replacement for modern times,
fully powerful and optimized for each individual task and you can always
swap out a part or add in an extra piece.

On Thu, Oct 26, 2017 at 11:01 PM, Jordi Bares  wrote:

> The only way to learn a language well is to fully immerse into it, same
> thing here… Houdini is not hard any more, UX and specially a more viewport
> centric approach makes it very easy to start.
>
> True there is some vocabulary and weird things in a few areas but those
> come easy if you really go for it.
>
> :)
>
> jb
>
>
> > On 26 Oct 2017, at 16:07, Morten Bartholdy  wrote:
> >
> > Houdini is still to technical to even start using. Blender I have
> actually looked at and it doesn't look half as bad as Maya, but it also
> very much depends on where you are working or aspire to work.
> >
> > Maya is a ticket to work in most places these days I guess, but it is
> also certain to drive you mad, and hate going to work everyday.
> >
> > Honestly I would love to work with Houdini, and might even sit down and
> try and learn it some day, but it is still damn hard to start using, so
> downtime is considerable.
> >
> > MB
> >
> >
> >
> >> Den 25. oktober 2017 klokken 14:53 skrev Gerbrand Nel <
> nagv...@gmail.com>:
> >>
> >>
> >>
> >>> I read the stories by people who had the bad fortune to have to learn
> Maya earlier and I have to say everything they wrote is true and then some.
> After 3 months+ of everyday Maya punishment I actually only like some
> modeling tools and being able to see layered textures in the viewport - the
> rest is a horrible mess. And our Maya artists are blissfully oblivious to
> how much easier their lives could have been if things had been different.
> >>>
> >>>
> >>> Morten
> >>
> >> If you read on, the story splits.
> >> Kinda like a "choose your own adventure"
> >> Some people choose Maya, and THEY DIE
> >> Others choose NOT-Maya and live.
> >> Honestly I would rather use bryce and poser.
> >> Why not Houdini or Blender, Morten?
> >> G
> >>
> >> --
> >> Softimage Mailing List.
> >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
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To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
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Re: Softimage - not going away...

2017-10-25 Thread skuby
I have modeling down pretty well in Blender now.  It's superior to even
Softimage (and that's no joke) but it takes the requisite growing pains to
get that far along.

I'm thinking my favorite way forward is Blender for Modeling.  Houdini for
semi-auto UV creation, Rigging, Exporting (and possibly animation) and some
3rd party renderer or game engine for final output.  And (for the time
being) ZBrush or Mudbox for sculpting/painting maybe with Substance
Painter.  All the while taking time out to automate as many repetitious
things as possible using Houdini.

On Wed, Oct 25, 2017 at 9:46 PM, Stefan Kubicek 
wrote:

> There are only two kinds of CG artist in the world: Those who use
> Softimage, and those who never tried.
>
> S
>
> -Original Message-
> From: Morten Bartholdy 
> Reply-to: "Official Softimage Users Mailing List.
>
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.
> google.com_forum_-23-21forum_xsi-5Flist=DwIDaQ=76Q6Tcqc-
> t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVM
> srMw7PFsA=QlldJiBL18aXEJ17DNGup4yl49-idQLqvaXfTwQeJQ0=
> QE3ckC9GK7WPFXoMa4iFbvFLcjJpaa5u98JrEqLaEuw="
>
> 
> To: Official Softimage Users Mailing List.
> https://urldefense.proofpoint.com/v2/url?u=https-
> 3A__groups.google=DwIDaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_
> IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=
> QlldJiBL18aXEJ17DNGup4yl49-idQLqvaXfTwQeJQ0=
> NxAaMqkq9iQETVUC7EXDQ2ptrv8PXk3QHLlJlEpq8VQ=
> .com/forum/#!forum/xsi_list 
> Subject: Re: Softimage - not going away...
> Date: Wed, 25 Oct 2017 09:20:56 +0200 (CEST)
>
> Amen to that!!
>
> If I knew the people who decided to EOL Soft I would make sure they had
> flat tires for a year.
> If I knew those who designed Maya I would strongly suggest they admit
> themselves to a mental facility.
> Oh, and the ones who decided to EOL Softimage I would also flog with
> wet newspapers for a year.
>
> I read the stories by people who had the bad fortune to have to learn
> Maya earlier and I have to say everything they wrote is true and then
> some. After 3 months+ of everyday Maya punishment I actually only like
> some modeling tools and being able to see layered textures in the
> viewport - the rest is a horrible mess. And our Maya artists are
> blissfully oblivious to how much easier their lives could have been if
> things had been different.
>
>
> Morten
>
>
>
>
> > Den 24. oktober 2017 klokken 21:59 skrev Mirko Jankovic  > t...@gmail.com>:
> >
> >
> > I do believe that there is still ton of Softimage people that are
> > pushed
> > into hell of maya that would give a leg to have a chance to work
> > again in
> > Softimage so..  :)
> > ᐧ
> >
> > On Tue, Oct 24, 2017 at 9:47 PM, David Gallagher Softimage <
> > davegsoftimagel...@gmail.com> wrote:
> >
> > > Great work!
> > >
> > > Big high-five for using Softimage still. I do too!
> > > Curious though, how do you handle new employees? Do you only bring
> > > in
> > > people who know Softimage already? I'm just imagining a new
> > > employee
> > > learning your pipeline with EOL software and how they handle that.
> > >
> > >
> > > On 10/24/2017 7:16 AM, Jean-Louis wrote:
> > >
> > > Hi list,
> > >
> > > Softimage still alive and well over here at Digital Golem:
> > > https://urldefense.proofpoint.com/v2/url?u=http-3A__www.digitalgole
> > > m.com_portfolio_range-2Drover-2Dfireflies_=DwIFaQ=76Q6Tcqc-
> > > t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P
> > > 0jVMsrMw7PFsA=zxoKUURPDY_p7pajTkkFnh2ByLCrbBLVKAszjFx6zOA=xNkb2
> > > ahCYupFGKwPqnIZyYQ8bR_QW7V_uRaMaaQW44k=
> > >  > > em.com_portfolio_range-2Drover-2Dfireflies_=DwMFAg=76Q6Tcqc-
> > > t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P
> > > 0jVMsrMw7PFsA=zX2AFFJUH4U7HfKwQjxPRdohiYSqEOMJ8eEO-
> > > lBeIyA=WurWJJ6SCwAekkwmyOjODKH5Zz2HhLUn46A5Cd-uYjs=>
> > >
> > > Cheers,
> > > JL
> > >
> > >
> > > Jean-Louis Billard
> > > -
> > > *Digital Golem*
> > > BE: +32 (0) 484 263 563
> > > jean-lo...@digitalgolem.com
> > > https://urldefense.proofpoint.com/v2/url?u=http-3A__www.digitalgole
> > > m.com_=DwIFaQ=76Q6Tcqc-
> > > t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P
> > > 0jVMsrMw7PFsA=zxoKUURPDY_p7pajTkkFnh2ByLCrbBLVKAszjFx6zOA=0_YH6
> > > IZI7Lxy5elO-n3Ncs30aXU03EcGQdV8Tua6pek=
> > >  > > em.com_=DwMFAg=76Q6Tcqc-
> > > t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P
> > > 0jVMsrMw7PFsA=zX2AFFJUH4U7HfKwQjxPRdohiYSqEOMJ8eEO-
> > > lBeIyA=Gq9YaxWiO1d-lilhxIivNgjNRmHGBXG5pCHGZKI47qE=>
> > > 53 Rue Gustave Huberti
> > > 1030 Brussels
> > > -
> > >
> > >
> > >
> > > --
> > > Softimage Mailing List.
> > > To 

Re: Softimage - not going away...

2017-10-25 Thread skuby
Someone over at AD with some common sense should bring it back.  If they
did a cooperate Kickstarter to gauge interest and guarantee paid support
before committing to anything -the investors/executives would be stunned at
the financial response.  Japan and Vancouver markets alone would be enough
to justify a comeback even if they purposely over-priced the software.
Someone should go lobby the top execs about it.

On Wed, Oct 25, 2017 at 5:46 PM, Jean-Louis  wrote:

> Excellent - thanks!
>
>
> Jean-Louis Billard
> -
> *Digital Golem*
> BE: +32 (0) 484 263 563
> jean-lo...@digitalgolem.com
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.digitalgolem.com_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=KPBBzmFScdq7lfT8U8N-exwhQG60oW_DOuMW89SJaqE=uaTUoQFobDwWq3lEns06zuugJf2sP5mrYGQ0tXyGjl8=
> 
> 53 Rue Gustave Huberti
> 1030 Brussels
> -
>
> On 25 Oct 2017, at 12:06, Mirko Jankovic 
> wrote:
>
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgfolio.com=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=KPBBzmFScdq7lfT8U8N-exwhQG60oW_DOuMW89SJaqE=gI_Cm9NR4SChRl_bFi8RHZrVin3GEAX1zZ7FBdaRJ2M=
> 
>
> Just filter out softimage as software and there is a bit of softimage
> people around :)
> This started as kinda list of softimage people on trello but then expanded
> as simple and fast filter to try and find people when needed for specific
> tasks without going through whole ad posting and reply waiting process.
> hope it helps.
> ᐧ
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: I'm lost / Which Software fills the void / help!?

2017-10-09 Thread skuby
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_user_masterxeon1001=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=D2x5UtrBemwFvw_pQqvRGXKn21vrsGbw1yzP4r2Byns=JuN0Lzpsm7sZQ9l54sZUbiEbT7Z8Zkjl8qcr989qU5U=
  <---hardOPS

On Mon, Oct 9, 2017 at 7:45 PM, skuby <sku...@gmail.com> wrote:

> I was JUST looking for that yesterday, thank you so much (the life-saver
> cursor can sort of do the same thing).  We should swap our best tips for
> Blender.  For me, turning on 'release confirms' is essential for
> modeling/translating any objects.  Means you don't have to left click
> confirm anything while moving components, it's great, in fact if anyone
> ever tries Blender, you would probably think the entire software to be crap
> if that wasn't enabled.
>
> another trick If you press 'G' to grab/move something, all you have to do
> is tap on X, Y or Z to constrain your motion to that axis.  I think it's
> Shift + X, Y or Z to constrain motion to everything EXCEPT that axis.  It
> works so well, it eliminates the need to use a transform manipulator.
>
> Anyways, I'd be down to work on list of tricks that includes hotkeys /
> best practices / must have plug-ins as well as a collective a list of what
> still sucks in Blender compared to Softimage.
>
> For example, I REALLY want menu pulldowns to have a 'tear off' feature
> like Softimage had, that was invaluable.  Then being able to middle click
> on menus to repeat the last command FROM THAT MENU was something I used
> constantly.  Sticky keys and subtle things like when you parent you get to
> pick as the Child or the Parent depending if you Left or Middle click.
>
> When you ctrl+r to cut an edge loop, you can right click to automatically
> place the loop in the middle, and mousewheel up / down adds extra loops.
> And while I like Blenders edge loop cut, it is a few clicks more than
> Softimage was using sticky keys, because you have to set which edge first
> and then where, and if you want to immediately make another cut somewhere
> else you have to re-activate the tool.  My modeling relies heavily on
> cutting loops and these extra clicks are insanely annoying during some
> parts of the process, at other time the default behavior is preferable.
>
> Oh, I have HardOPS for Blender.  It's not free, but it's absolute amazing,
> and it's cheap.  The developer updates it all the time.  Takes a few hours
> to learn how to use and it's the most insanely good hard surface modeling
> workflow you could ever possibly imagine.
>
> If I remember any more essential tricks I'll post them.
>
> Let me know if you have any more tips / killer plug-ins.
>
> P.S. If someone had the same for Maya and it made it use-able, I'd still
> be interested, might need it some day and it isn't that expensive to rent
> Maya cloud, I actually knew Maya pretty well at one point but that was many
> years ago.
>
> The new Blender 2.8 has updated outliner.  It's a start, you can check it
> out in the beta, the Tabbed workspaces are sweet.
>
> On Mon, Oct 9, 2017 at 12:42 AM, Thomas Volkmann <li...@thomasvolkmann.com
> > wrote:
>
>> To ease your pain
>>
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__blenderartists.org_forum_showthread.php-3F437624-2DAddon=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=D2x5UtrBemwFvw_pQqvRGXKn21vrsGbw1yzP4r2Byns=OOSj83TRCy2cpHN55MlqBEonzZQ1hMU-l3vxIyXdGjE=
>> -Match-Transforms
>> <https://urldefense.proofpoint.com/v2/url?u=https-3A__blenderartists.org_forum_showthread.php-3F437624-2DAddon-2DMatch-2DTransforms=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=QoDXKqKfq7hzM2amE96E_rFDYidnjI9bm5sEwMePLE0=es9XtluFO6iz1v8y2NdFdDf2WB7PaD616jmcbIVKSg8=>
>>
>> But I agree, PPGs are sorely missed :(
>>
>> /Thomas
>>
>>
>>
>> skuby <sku...@gmail.com> hat am 7. Oktober 2017 um 22:06 geschrieben:
>>
>>
>> *Original Poster Here*: So I finally took the trip down memory lane (as
>> suggested) and while it was fun, I think I was being a little too nostalgic
>> (as well as a bit frustrated that I simply don't know Blender in all
>> aspects of 3D (rigging/animation/ETC.) as well as I used to know
>> Softimage).  It's been almost 3 years since I've had Softimage open and I
>> focused mostly on modeling/sculpting while learning Blender in this time.
>>
>> Playing with Soft again is helping me figure out what I am really missing
>> in Blender (and I what I just need to learn better).
>>
>> Funny enough there are actually a lot of things I took for granted that
>> Blender does much 

Re: I'm lost / Which Software fills the void / help!?

2017-10-09 Thread skuby
I was JUST looking for that yesterday, thank you so much (the life-saver
cursor can sort of do the same thing).  We should swap our best tips for
Blender.  For me, turning on 'release confirms' is essential for
modeling/translating any objects.  Means you don't have to left click
confirm anything while moving components, it's great, in fact if anyone
ever tries Blender, you would probably think the entire software to be crap
if that wasn't enabled.

another trick If you press 'G' to grab/move something, all you have to do
is tap on X, Y or Z to constrain your motion to that axis.  I think it's
Shift + X, Y or Z to constrain motion to everything EXCEPT that axis.  It
works so well, it eliminates the need to use a transform manipulator.

Anyways, I'd be down to work on list of tricks that includes hotkeys / best
practices / must have plug-ins as well as a collective a list of what still
sucks in Blender compared to Softimage.

For example, I REALLY want menu pulldowns to have a 'tear off' feature like
Softimage had, that was invaluable.  Then being able to middle click on
menus to repeat the last command FROM THAT MENU was something I used
constantly.  Sticky keys and subtle things like when you parent you get to
pick as the Child or the Parent depending if you Left or Middle click.

When you ctrl+r to cut an edge loop, you can right click to automatically
place the loop in the middle, and mousewheel up / down adds extra loops.
And while I like Blenders edge loop cut, it is a few clicks more than
Softimage was using sticky keys, because you have to set which edge first
and then where, and if you want to immediately make another cut somewhere
else you have to re-activate the tool.  My modeling relies heavily on
cutting loops and these extra clicks are insanely annoying during some
parts of the process, at other time the default behavior is preferable.

Oh, I have HardOPS for Blender.  It's not free, but it's absolute amazing,
and it's cheap.  The developer updates it all the time.  Takes a few hours
to learn how to use and it's the most insanely good hard surface modeling
workflow you could ever possibly imagine.

If I remember any more essential tricks I'll post them.

Let me know if you have any more tips / killer plug-ins.

P.S. If someone had the same for Maya and it made it use-able, I'd still be
interested, might need it some day and it isn't that expensive to rent Maya
cloud, I actually knew Maya pretty well at one point but that was many
years ago.

The new Blender 2.8 has updated outliner.  It's a start, you can check it
out in the beta, the Tabbed workspaces are sweet.

On Mon, Oct 9, 2017 at 12:42 AM, Thomas Volkmann <li...@thomasvolkmann.com>
wrote:

> To ease your pain
>
> https://urldefense.proofpoint.com/v2/url?u=https-3A__blenderartists.org_forum_showthread.php-3F437624-2D=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=GEGTdtKONkIgUdaCLpnl3CqLpGYhS6x09OLMA5cR50Y=YEUkLWNB04rbjeOd8NdNIuUCXfzIx8MyszFx8ZKF97o=
> Addon-Match-Transforms
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__blenderartists.org_forum_showthread.php-3F437624-2DAddon-2DMatch-2DTransforms=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=QoDXKqKfq7hzM2amE96E_rFDYidnjI9bm5sEwMePLE0=es9XtluFO6iz1v8y2NdFdDf2WB7PaD616jmcbIVKSg8=>
>
> But I agree, PPGs are sorely missed :(
>
> /Thomas
>
>
>
> skuby <sku...@gmail.com> hat am 7. Oktober 2017 um 22:06 geschrieben:
>
>
> *Original Poster Here*: So I finally took the trip down memory lane (as
> suggested) and while it was fun, I think I was being a little too nostalgic
> (as well as a bit frustrated that I simply don't know Blender in all
> aspects of 3D (rigging/animation/ETC.) as well as I used to know
> Softimage).  It's been almost 3 years since I've had Softimage open and I
> focused mostly on modeling/sculpting while learning Blender in this time.
>
> Playing with Soft again is helping me figure out what I am really missing
> in Blender (and I what I just need to learn better).
>
> Funny enough there are actually a lot of things I took for granted that
> Blender does much much better and I would miss if I actually tried to work
> in Softimage.  Right now I'm just mesmerizing about the Softimage UI.  The
> PPG's and the history / modifier stack are so awesome!
>
> Thanks everyone, it's weird how this worked out, but I think I'm good.  My
> stubbornness in not keeping Softimage around at all made some obvious
> things not so obvious, but it forced me to learn.
>
> On Sun, Oct 8, 2017 at 1:39 AM, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
> Hi Nicole,
> I work on my own. Sometimes I wish I was in a studio though, but these are
> often vfx oriented which is not what's show my reel.
> If you want

Re: I'm lost / Which Software fills the void / help!?

2017-10-08 Thread skuby
Really nice work Oliver!

On Sun, Oct 8, 2017 at 3:06 AM, skuby <sku...@gmail.com> wrote:

> *Original Poster Here*: So I finally took the trip down memory lane (as
> suggested) and while it was fun, I think I was being a little too nostalgic
> (as well as a bit frustrated that I simply don't know Blender in all
> aspects of 3D (rigging/animation/ETC.) as well as I used to know
> Softimage).  It's been almost 3 years since I've had Softimage open and I
> focused mostly on modeling/sculpting while learning Blender in this time.
>
> Playing with Soft again is helping me figure out what I am really missing
> in Blender (and I what I just need to learn better).
>
> Funny enough there are actually a lot of things I took for granted that
> Blender does much much better and I would miss if I actually tried to work
> in Softimage.  Right now I'm just mesmerizing about the Softimage UI.  The
> PPG's and the history / modifier stack are so awesome!
>
> Thanks everyone, it's weird how this worked out, but I think I'm good.  My
> stubbornness in not keeping Softimage around at all made some obvious
> things not so obvious, but it forced me to learn.
>
> On Sun, Oct 8, 2017 at 1:39 AM, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> Hi Nicole,
>> I work on my own. Sometimes I wish I was in a studio though, but these
>> are often vfx oriented which is not what's show my reel.
>> If you want to see what I do : 
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.wandaprint.com_ar=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=AmOdRK2wn6tAk3fc5usR6C5ruuYup0PQrODJljwcqvU=q234YnSo2o7P79tNH6Ft8fYtiq43KCcxbOwKUDU053U=
>> tist/olivier-jeannel/
>> <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.wandaprint.com_artist_olivier-2Djeannel_=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=shlGOhCohw4KB0FU8mSMhTAt8hSPwjWx4v0vVfxpo5Q=zS11vS2vxRrPl3IeXuxtci-FnHYYgnkIRiExWw_IrME=>
>>
>>
>>
>>
>> I'm not sure Softimage was that fast to setup, but yes I use Houdini as I
>> used Softimage (as I used Lightwave, as I used 3ds, as I used Imagine3D...
>> doh!)
>>
>> You want to be artistly free creative ?  Frankly, go Houdini but prepare
>> to suffer at the beginning.
>>
>> Imho, Houdini means 3D, as much as painting means not only "Art of
>> Painting" but also knows "what's a pigment", "what's a canvas", etc.
>> In my opinion 3D engeneering got me much closer to the joy of "doing Art"
>> than my Art school studies, but that's a very personnal statement.
>> Imho, mastering engennering leads to creative freedom ...
>> Houdini is big, offers more, but costs a bit to get into.
>> But by far, it's my best move.
>>
>>
>> After, and I agree with you on the sadness of the current movie
>> production,  it all depends on what *you* decide to do and that might
>> not be software related
>>
>> 2017-10-07 18:15 GMT+02:00 Nicole Beeckmans-Jacqmain <
>> arc.ann...@gmail.com>:
>>
>>> hi.
>>> do you say Olivier,
>>> that it is possible in Houdini to work autonomously as an individual,
>>> make a movie on your own the way it is with softi?
>>> with softimage there was a few hours of learning, and you could
>>> start the whole aspects of a production , this ; on your own.
>>> what is your 'radar'? do you work in a studio environment?
>>>
>>> ps i have seen a recent pluralsight tutorial about houdini procedural
>>> building cities,
>>> and i do understand better now the meaning of the conversation we had
>>> here about
>>> developing an 'artist' friendly insight into houdini.
>>>
>>> it is really 'engeneering', in asmuch as we cannot say that Gustav Klimt
>>> or Salvador Dali
>>> (to take mild, provide tempered examples, not Tristan Tzara or James
>>> Joyce say), these XXcentury artists they were *not* engeneers.
>>> if you start building movies the way you build the Empire State Building
>>> or the Millau Bridge by Foster,
>>> then it is not cinema. It used to be cinema. Not to mention the quality
>>> of the 'movies' like BatMan-Marvel or recently Bladerunner 2049,
>>> who i believe at top level of production are built to make audience
>>> adapt to the same sadness which causes the hard
>>> coding effort. Houdini gestion of particles integrates perfectly swell
>>> in that management of audiences. Netflix also.
>>> Art is about Joy, inspiration, visionnary, invention.. Engeneeri

Re: I'm lost / Which Software fills the void / help!?

2017-10-07 Thread skuby
ld have a few good tutorial (not that many) though, for the
>>> basic of IK.
>>> And I think I've see some big prods working with rigs in Houdini as
>>> described here 
>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_222707484=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=eJ5rEbxXrbxRdJPitYPWZ-No-zoa3k4Z-_xDlAWXeO8=us4ct8PekOwqBghaDkJsgOIJ_n7khjHnY-mUIMWxw8w=
>>> <https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_222707484=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=VjVYPMqcEtT0rAui_UWcp9nTKpMooXt3SwdUnuoE7Wc=xaXNedVGnj6dRaER6UOahpQE2rQb6yrymw_0tWaBlLY=>
>>> by Michael Goldfarb (I haven't watched the hole lecture).
>>> But overal you're right Mirko.
>>>
>>>
>>>
>>> 2017-10-07 16:08 GMT+02:00 Mirko Jankovic <mirkoj.anima...@gmail.com>:
>>>
>>>> One note on Houdini that character animation is far away from
>>>> Softimage.
>>>> One big stopping point there is lack of riggers. I was trying to look
>>>> around and Houdini riggers pool is close to non.
>>>> Now unless you have time and wan't to learn rigging completely as
>>>> well This one is a bit  stopping point for me at the moment.
>>>> ᐧ
>>>>
>>>> On Sat, Oct 7, 2017 at 4:03 PM, Olivier Jeannel <facialdel...@gmail.com
>>>> > wrote:
>>>>
>>>>> I've moved to Houdini. If by far Softimage was easier or more
>>>>> friendly, I found that Houdini provides a never ending learning curve with
>>>>> unlimited possibilities.
>>>>> If you're not affraid to learn and want to give 3D some little sense,
>>>>> I strongly suggest you (patiently) give Houdini a go.
>>>>>
>>>>> 2017-10-07 14:03 GMT+02:00 Mirko Jankovic <mirkoj.anima...@gmail.com>:
>>>>>
>>>>>> Old saying was, it still is and will probably be accurate for a bit
>>>>>> longer...
>>>>>>
>>>>>> With Softimage you work, with Maya you workaround
>>>>>> ᐧ
>>>>>>
>>>>>> On Sat, Oct 7, 2017 at 1:58 PM, Sven Constable <
>>>>>> sixsi_l...@imagefront.de> wrote:
>>>>>>
>>>>>>> I heard positive things about Cinema4D from ex-SI users, regarding
>>>>>>> usability and speed. I never used it and never will but as I was told, 
>>>>>>> it
>>>>>>> has a fast learning curve and is very well suited for standard tasks.
>>>>>>> Especially motion graphics and such.
>>>>>>>
>>>>>>> But, if you already have a Softimage license and you are used to
>>>>>>> work with it over the years AND you are a one man show, delivering final
>>>>>>> animations and renderings, I don’t'see a need to change tools.
>>>>>>>
>>>>>>> As other said, the only reason to switch to Maya is when you're
>>>>>>> planning to work as a freelancer at companies again. If you're in the 
>>>>>>> lucky
>>>>>>> situation to do your own productions, you're pretty much free to use
>>>>>>> whatever you want :)
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> The only slightly uncomfortable thing using Softimage is, that I'm
>>>>>>> feeling a bit lonely ;) We're using a software that noone will start to
>>>>>>> learn anymore. There are still ppl on this list and a few forums, but 
>>>>>>> they
>>>>>>> will diminish further. I'd feel much better if there would be Softimage
>>>>>>> Inc. around, even if they won't sell or develop the product anymore.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Sven
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>>>>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *skuby
>>>>>>> *Sent:* Saturday, October 07, 2017 10:39 AM
>>>>>>> *To:* softimage@listproc.autodesk.com
>>>>>>> *Subject:* I'm lost / Which Software fills the void / help!?
>>>>>>>
>>>>>>>
>>>>>>>

Re: I'm lost / Which Software fills the void / help!?

2017-10-07 Thread skuby
I was really hoping to hear that people had made the full jump to Maya and
had left a map as to best practices and essential plug-ins / preference
settings (necessary workflow strategies).  *Basically the end result being
a very workable Maya solution that wouldn’t leave a Softimage veteran fully
insane/handicapped.*


Is there no customized way to make Maya fit like a designer glove yet
(according to veteran Softimage users)?  *What did all the Vancouver and
Japanese Softimage studios do?*

On Sat, Oct 7, 2017 at 5:19 PM, Daniel Kim <danielki...@gmail.com> wrote:

> My opinion is, it is depending where you are working at this moment.
> If you are working in Game industry, MODO could be an alternative option
> for you. I know many studios are using Maya but it is pain. If you are
> working in VFX or Animation industry, Maya, Maya + Houdini, Maya + Cinema
> 4D will be the option. If you are working in education industry as a
> lecturer, anything could be possible but Maya or Blender will be the choice
> for future students' job searching.
>
> It is always depending on what software is being used in the studios and
> industry, but there are small chances that you can use your own software I
> guess. the best thing is you follow what they use for your job search. Many
> studios use Maya as their main but one or two alternative tools for your
> task will be also great.
> This is just my opinion, and I guess many other SI users here will show
> you their option.
>
> Daniel
>
> On Sat, Oct 7, 2017 at 11:47 AM Martin Yara <furik...@gmail.com> wrote:
>
>> If you have a Softimage license, I'd stick to it. Specially if your final
>> product is not data, but a rendered, processed movie I don't see the
>> necessity for a complete change.
>>
>> You could still use Softimage as your base for modeling and animation,
>> and add let's say 3DCoat for texturing, ZBrush for sculpting, Redshift for
>> rendering, Houdini for FX, etc.
>> I mean, for example, for modeling and animation I could still use XSI 7
>> with a few plugins without affecting very much my workflow and I'm sure I
>> would still be faster than using Maya.
>>
>> The only reason why I use Maya is because that's what the market is using
>> and the game projects we get are mostly in Maya, but I don't see Maya, Max
>> or Modo creating a new revolutionary feature that would force you to change
>> anytime soon.
>>
>> Even if the final product is in Maya, I'm still using Softimage for
>> modeling and weights. FBX and some scripts work fine to exchange the data
>> between them, so why would I stick to use only Maya if I've got both
>> licenses.
>>
>> Now, if you don't have a Softimage license, then it is a hard decision.
>>
>> Martin
>>
>>
>> On Sat, Oct 7, 2017 at 6:07 PM, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> Skuby have you heard?
>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__3dcinetv.com_blender-2Dsoftimage-2Dtheme-2Dsoftimage-2Dmod-2Dtheme_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=svH6FN2J7SeEAuUS43eMw2bv7o-io0dslYKgsPqUlg0=QSnvjBej7oH6n-c3lxzS3_W4rI0tV7aHMMBm04Oh00I=
>>> <https://urldefense.proofpoint.com/v2/url?u=http-3A__3dcinetv.com_blender-2Dsoftimage-2Dtheme-2Dsoftimage-2Dmod-2Dtheme_=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=DbGES53dxuplVRMKdIZujAWj2AcCqN576VwrJkpzZR0=T1CiiTWMFclyPAu0anjnsunf40Y2Q9LozqVxWtE-5uI=>
>>>
>>> Some things are replaceable, others hard wired. The fact that is free
>>> and real time powerful for the next version will appeal your thoughts about
>>> leaving.
>>> Read the post. Leave feedback. Now you'll be the first one on the list.
>>> I went using modo, 3d coat, now on Blender. Hu is my next target.
>>>
>>> Cheers.
>>>
>>> On Oct 7, 2017 3:44 AM, "kenny wood" <k3nnyw...@gmail.com> wrote:
>>>
>>> I asked this question myself . After starting to use maya for a year
>>> after a 10 year break .I dumped it and went back to xsi...nothing else
>>> comes close overall as a generalist tool .
>>> If you don't have to use anything else then don't...unless a job
>>> requires you to know another tool .
>>>
>>>
>>> On 7 Oct 2017 10:39, "skuby" <sku...@gmail.com> wrote:
>>>
>>>> TLDR = Where do I go/which program?  I’m specifically asking hardcore
>>>> Softimage users who knew all the hotkeys and L/R/MMB clicks/shortcuts,
>>>> sticky keys, etc..  And wore the software like a cu

I'm lost / Which Software fills the void / help!?

2017-10-07 Thread skuby
TLDR = Where do I go/which program?  I’m specifically asking hardcore
Softimage users who knew all the hotkeys and L/R/MMB clicks/shortcuts,
sticky keys, etc..  And wore the software like a custom fit glove.  All
aspects (modeling/rigging/anim/UV/all of it etc.)  I was a freelancer, not
a specialist. I won’t be working in the 3D segment of the industry again,
but I want a professional generalist tool-kit back in my art toolbox.


-Has Maya become use-able out of the box (according to Softimage vets) (w/
preferences tweaks)?  Did anyone make a plug-in or hotkey kit for Softimage
users?  Does it still take 4+ steps/clicks for everything vs. Softimage
even after learning Maya best practices?


Was there any recent talk of bringing Softimage back, even with limited
support?  I’d pay $30+ per month for it w/Mudbox in a heartbeat. (I’d pay
the same for Maya + Mudbox if it was viable for me)  (I’m close to giving
up on Blender, interface/usability wise it’s still way too far away from
Softimage and it took A LOT of effort to get to the point where I am with
it now, too much effort).


After all this time, how did you solve this problem? Is your solution
adequate or still frustrating?


About Me: I spent a small fortune training Softimage at Vancouver Film
School/VFS and then worked as a freelancer for small commercials (before
that I trained Maya at SVA for 4 years and I hated the Maya software, I was
using it afterwards at a small film and commercial company).  More recently
I swung over to websites and now have moved fully into 2D Illustration.  I
miss my 3D toolset (and have practical commercial uses for it now), and I
really need to bring it back into my toolbox.  I’d be willing to put in the
time to re-learn some things that I already know how to do, but I won’t
settle for sub-par interfaces, I’m sick of banging my head into the wall.


Please help me, I’m completely lost, frustrated and heart-broken.


Best of luck to all of you.  Thank you for your time.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Windows 10 - what's the current verdict.

2015-11-26 Thread skuby
If you have very new hardware, it's probably safe to try, though I would do
it on a separate HDD if feasable so that going back is painless.  I've had
multiple issues with W10 on multiple computers but none of them were brand
new.  I heard that the newest release (perhaps it's still a preview build)
allows you to start with a clean install instead of requiring an upgrade to
register first (if you are doing the free upgrade path, previously you had
to upgrade/register first and later you could do a clean install), so try
that on a separate HDD, if it works, great.

If you can wait, I would honestly wait, you aren't missing out on anything,
it doesn't add anything new/great if you are a Windows 7 Workstation user
and a problem-free system with Windows 10 is no guarantee unless you buy
like a brand new Surface device or something along those lines.

I'm running Windows 10 on a convertable laptop that has a built in Wacom in
the screen and nothing in Windows 8, 8.1 or 10 was any sort of an
improvement for a pen/touch system.  They still don't even have SWYPE style
key input for touch typing.

In the future you will likely have no choice but to eventually make the
switch because DX12, as far as I understand it, is going to be a Windows 10
exclusive.

MS management is still sketchy at best, with it's ridiculous design
decisions (aka. now half of the control panel functionalities are exclusive
to the new "settings" window, but the rest of the old but essential control
panel items are still only in control panel, so while it all used to be in
one spot, now it's in two and in some cases, like power management for
laptops, it's split accross both, the new settings window but then the old
control panel when you go into advanced settings).  That's just one
example, personally I think it's quite a bit of a mess, but it is still
use-able.

I can't honestly think of a single (non-minor) feature from Windows 10 that
is a must have over Windows 7 (except for DX12 in the future).  All of the
new stuff doesn't do a single useful thing for me.  I might like it better
if I was running it on a new, top of the line Surface 4 or something but
even then, I doubt it.  It works, fine, but the weeks of head-aches and
trouble shooting weren't paid off by any great new features.

Cortana, Windows Store Apps, etc.., it's all been a major let-down and
while I pop in once and a while to try them, none of it has made it in to
my daily routine.  100% still desktop apps and I use it like it's a Windows
7 machine.  Currently making the slow and painful migration to Linux
(openSUSE) on another system, so much to learn, so little time...

On Thu, Nov 26, 2015 at 3:17 AM, James De Colling  wrote:

> clean and upgraded (from 8.1) installs around the office here, no problems
> with SI, Maya or Unity.
>
> all machines running GTX960/970 cards.
>
> On Thu, Nov 26, 2015 at 7:02 AM, Stephan Woermann <
> swoerman...@googlemail.com> wrote:
>
>> At SI start, i have problems with floating windows. The first opened have
>> sometimes no buttons and is frameless. Especially with the render preview.
>> When all floating windows are closed with the help of a script, the issue
>> is gone...
>>
>> Latest NVidia driver is used. From SI2013-15.
>>
>
>


Re: Windows 10 - what's the current verdict.

2015-11-26 Thread skuby
Which VNC's do you guys know of, where the server can run on Windows, and
also allows for Pressure Sensitive stylus input from the client?

If you are trying to run Photoshop or ZBrush, the server has to be Windows
(or OSX compatible).

I have heard of one and it does support pressure/tilt/etc. (but the server
is GNU+Linux only), (it is specifically designed for 3D via OpenGL, not
DirectX, basically it renders the GL on the server, but it stores a copy of
the computed data in GL language instead of rasterizing it, it also blocks
out areas of the screen that get changed, and sends only the blocks of
updated GL code to the client and the client only renders what needs to be
updated and it is faster because the client and the network have much less
of a streaming load to deal with vs. traditional VNC which sends compressed
image data rather than portions of compressed GL data).  It also has a
separate handling method for the 2D information being transferred (menu's
and whatnot), so both 2D and 3D are optimized in their own way.  The
software *also supports pressure sensitivity/tilt* - *HOWEVER*, while the
client works on OSX, Windows and Linux -the server end of it is Linux only,
so it would not work for ZBrush or Photoshop (it's called TurboVNC +
VirtualGL and they are open source GPL v2 so, it is possible that someone
could potentially create a Windows port of the server, but I have no idea
how much work would be involved in that).

A port of the above would be amazing, would open up a lot of possibilities
(like Photoshop and ZBrush).  I am getting into this, because I want to get
a cheap windows tablet, one of those 1920x1080 ones that have a Wacom built
in for like $300, and use that to remote into a more powerful Linux
Workstation server to run my 3D Linux suite (70% of my 2D and 3D software
are Linux compatible) and have full desktop power with pressure sensitivity
anywhere I can get a good 4G signal around the city.  If there was also a
Windows port, then I could do the same thing with Photoshop and other
Windows/OSX only tools.  Would be a dream.

http://turbovnc.org/
http://www.virtualgl.org/
again, only the client runs on all platforms, the server which is also the
device that runs the virtualgl toolkit, is Linux only, so no
ZBrush/Photoshop.

On Thu, Nov 26, 2015 at 8:20 PM, Personal <srecko.mi...@gmail.com> wrote:

> Zbrush should work nice too, as it rely mostly on CPU not on GPU there
> should not be any significant problems with it on vbox. There is 3dCoat for
> Lnux  that could work as replacement for many things.
>
> --
> Micic Srecko
> ---
> Mail:
> srecko.mi...@gmail.com
> Skype:srecko.micic
> ---
>
> On 26/11/2015 13:18:41, Angus Davidson <angus.david...@wits.ac.za> wrote:
> No Zbrush would suck.
>
> if your setup is decent you can use virtual box to do most Adobe stuff.
> Not sure if it would extend to things like zBrush though)
>
>
>
> On 26 Nov 2015, at 2:05 PM, Cristobal Infante <cgc...@gmail.com> wrote:
>
> Also no Zbrush ;(
>
> I guess you need a second box for all the windows stuff!
>
> On 26 November 2015 at 12:03, Angus Davidson <angus.david...@wits.ac.za>
> wrote:
>
>> I would consider no adobe a plus ;)
>>
>> On 26 Nov 2015, at 1:43 PM, Cristobal Infante <cgc...@gmail.com> wrote:
>>
>> That's dissapointing Adam, I thought you wanted to on the EDDDG!!! ;)
>>
>> I've personally enjoyed using Linux Centos for this last year. SUPER
>> SOLID.
>>
>> The only pain, no adobe etc...
>>
>> On 26 November 2015 at 11:30, Adam Seeley <adammsee...@gmail.com> wrote:
>>
>>> Cheers Softies,
>>>
>>> I'll most definitely hold off for the foreseeable future then if there'
>>> s no great gains.
>>>
>>> Adam.
>>>
>>> On 26 November 2015 at 10:57, skuby <sku...@gmail.com> wrote:
>>>
>>>> If you have very new hardware, it's probably safe to try, though I
>>>> would do it on a separate HDD if feasable so that going back is painless.
>>>> I've had multiple issues with W10 on multiple computers but none of them
>>>> were brand new.  I heard that the newest release (perhaps it's still a
>>>> preview build) allows you to start with a clean install instead of
>>>> requiring an upgrade to register first (if you are doing the free upgrade
>>>> path, previously you had to upgrade/register first and later you could do a
>>>> clean install), so try that on a separate HDD, if it works, great.
>>>>
>>>> If you can wait, I would honestly wait, you aren't missing out on
>>>> anything, it doesn't add anything new/great if you are a Windows 7
>>>> W

Re: Softimage Blender (1 year later) + MayaLT 2016 ?'s (indie/ game dev centric/ UE4)

2015-05-08 Thread skuby
Yes you definitely can do things along those lines.  I just don't have the
time to wait for the results, nor the budget to guarantee it gets done
properly.  Maya works now and the price is doable for LT on subs.  I'm
making a donation to the Blender Foundation later this year, it's great
software/well worth supporting.

On Fri, May 8, 2015 at 3:10 PM, Thomas Volkmann li...@thomasvolkmann.com
wrote:

  Hey,
 have you ever considered spending the Maya-licensing money in developing
 Blender instead? E.g. hire someone to make the fbx-exporter the way you
 want/need it , or stuff like that.
 I'm just curious if that would be a real option...

 cheers,
 Thomas


 skuby sku...@gmail.com hat am 5. Mai 2015 um 16:37 geschrieben:


Hey yall, long time no see.  Thought I would give you guys an
 over-view of my Softimage transition to Blender, 1 year in.  (Been with
 Softimage for almost 9 years trained at VFS,  Before that I was all Maya
 6+ dedicated years, then off and on use, before that I was 3DSMax/just
 starting out).

 If there is any interest, I can suggest some options/settings/tips/tricks
 for Blender to help anyone trying to get into it from a Softimage
 background, just ask, I'm happy to oblige.
 
 I also I have some questions about Maya LT 2016 owners at the very end.
 
 TLDR:  I'm seriously pursuing an independent project in UE4 in my
 free-time  Blender has been pretty awesome, it has shortcomings, has
 promise, has some stuff that is better than anything out there, it's a
 mixed bag overall.

 -Probably going to have to get a Maya LT 2016 subscription very soon
 (because of the sad state of Blender FBX and reading a litany of eerily
 similar FBX issues in Houdini which would have been my first choice before
 Maya),  literally going to use Maya as a glorified exporter, otherwise
 mostly quite happy in Blender!.
 -


 Blender FBX/Normals (grade D-) :  Current biggest problems with Blender
 for game dev, is it's pretty horrible custom FBX solution and it's
 lackluster support (and only recently) for direct control over normals,
 tangents, bi-normals, etc..  It does have solid SMD export for Valve
 workshop stuff, but if your focus is on Unity/UE4, expect difficulties
 frustrations that I suspect will last until late into the year if not much
 longer.

 Poly-modeling (B+):  A few settings you need to know about, and
 whalakazam, you get something that is nearly as good as Softimage poly
 modeling.  It even does a few things far better than Softimage ever did, I
 find it to be far superior to Maya in this category.  It has become, and
 will remain my full-time go to modeling application.  (I have fully
 abandoned Softimage for better or worse)

 UI/Customizability (A-): It's fully open to customize or extend, and the
 Blender hot-key system once you learn it, is quite good  the default
 hotkeys aren't even half-bad but they aren't perfect either.  There are a
 plethora of very well done free and paid add-ons.  UI seems quirky at
 first, but once you learn it, you realize it's hiding a lot of power under
 the hood.  UI and Customize-ability is one of Blender's best features *but
 it's not immediately apparent, and takes reasonable dedication to fully
 appreciate.  It's better than Softimage and Maya on this front (for
 indie/small studio), however nothing to this day matches Softimages
 perfected defaults and standard hot-key set and it's near perfect
 consistency through-out different sections of the system, out of the box,
 -but surprisingly, Blender is by far, the closest of all to Softimage's
 elegance even though that is a tall order to fill.

 Documentation/Tutorials (A+): Mostly Free and a few good paid tutorials,
 out the wazzzooo.  The only software out there that I have used with equal
 tutorial/community support is Unreal Engine 4.

 UV's: (C-): Do-able, and the automatic stuff just works a lot better than
 Maya 2015's when I last tried it.  Some fine tune editing works quite well,
 while a few things related to fine tuning after automatic results, are
 frustratingly/maddening and time consuming, and that's what drops the
 entire grade (it would be very difficult to explain in text).  I found
 Softimage to have B+/A- UV features once you mastered it.

 Sculpting (B+/A-): For raw poly power, it's no ZBrush/Mudbox (Mudbox being
 my favorite of the two, aka. I hate the ZBrush UI)  However, if you follow
 some specific workflow guidelines, Blender has quite an amazing sculpting
 tool-set and so far it is my favorite sculpting package overall because of
 the ability to go back and forth between low-res base mesh poly-modeling
 and right back to sculpting detail and or  proto-typing.  Two types of
 sculpting, traditional for normal map/displacement/finished work and
 another type for rapid proto-typing, that allows you to create/collapse
 geometry on the fly, so you can proto-sculpt infinitely without caring 1
 bit about the underlying

Re: Softimage Blender (1 year later) + MayaLT 2016 ?'s (indie/ game dev centric/ UE4)

2015-05-05 Thread skuby
Dude, Nicolas.  Thank you so much!

Fabian.  Honestly, I have no idea I would just be guessing.  Feel free to
send me a scene in .fbx and I will try it and see if I can come to any
opinion on the performance.

On Tue, May 5, 2015 at 9:57 PM, Nicolas Esposito 3dv...@gmail.com wrote:

 I can answer some of the Maya LT related questions:
 Trax absence is a minus, but overall I'm used to the graph editor, so no
 big deal.
 - Some of the deformers are missing, one of them is the cage deformer who
 I use extensively in Soft and in Maya LT I really miss it...also the delta
 mush is missing, which is quite a nice addition, but I also notice that in
 standard Maya its kinda broken, not sure if its only a problem that I
 have or the model I'm currently working is broken, but it works whenever it
 feels...strange...
 I'm currently using Apex Cloth plugin, and it works pretty well...I've
 used it for both cloth simulation ( takes 5 minutes to setup ) and for hair
 simulation with good results.

 Gator is why I currently switch back and forth to Softimage in order to
 get things done quickly, and the transfering attributes in Maya is a bit
 annoying, but its there ( not as good as Gator however ).

 Big problem which currently Maya LT have is the lack of python scripting,
 which kills the UE4 plugin called ART ( autorigger ) which I use a lot
 currently and its pretty good.
 You can of course build or use other rigs, but overall with UE4 I found
 very easy and quick the rigging process.

 Cheers

 2015-05-05 16:37 GMT+02:00 skuby sku...@gmail.com:

 Hey yall, long time no see.  Thought I would give you guys an over-view
 of my Softimage transition to Blender, 1 year in.  (Been with Softimage for
 almost 9 years trained at VFS,  Before that I was all Maya 6+ dedicated
 years, then off and on use, before that I was 3DSMax/just starting out).

 If there is any interest, I can suggest some options/settings/tips/tricks
 for Blender to help anyone trying to get into it from a Softimage
 background, just ask, I'm happy to oblige.
 
 I also I have some questions about Maya LT 2016 owners at the very end.
 
 TLDR:  I'm seriously pursuing an independent project in UE4 in my
 free-time  Blender has been pretty awesome, it has shortcomings, has
 promise, has some stuff that is better than anything out there, it's a
 mixed bag overall.

 -Probably going to have to get a Maya LT 2016 subscription very soon
 (because of the sad state of Blender FBX and reading a litany of eerily
 similar FBX issues in Houdini which would have been my first choice before
 Maya),  literally going to use Maya as a glorified exporter, otherwise
 mostly quite happy in Blender!.
 -

 Blender FBX/Normals (grade D-) :  Current biggest problems with Blender
 for game dev, is it's pretty horrible custom FBX solution and it's
 lackluster support (and only recently) for direct control over normals,
 tangents, bi-normals, etc..  It does have solid SMD export for Valve
 workshop stuff, but if your focus is on Unity/UE4, expect difficulties
 frustrations that I suspect will last until late into the year if not much
 longer.

 Poly-modeling (B+):  A few settings you need to know about, and
 whalakazam, you get something that is nearly as good as Softimage poly
 modeling.  It even does a few things far better than Softimage ever did, I
 find it to be far superior to Maya in this category.  It has become, and
 will remain my full-time go to modeling application.  (I have fully
 abandoned Softimage for better or worse)

 UI/Customizability (A-): It's fully open to customize or extend, and the
 Blender hot-key system once you learn it, is quite good  the default
 hotkeys aren't even half-bad but they aren't perfect either.  There are a
 plethora of very well done free and paid add-ons.  UI seems quirky at
 first, but once you learn it, you realize it's hiding a lot of power under
 the hood.  UI and Customize-ability is one of Blender's best features *but
 it's not immediately apparent, and takes reasonable dedication to fully
 appreciate.  It's better than Softimage and Maya on this front (for
 indie/small studio), however nothing to this day matches Softimages
 perfected defaults and standard hot-key set and it's near perfect
 consistency through-out different sections of the system, out of the box,
 -but surprisingly, Blender is by far, the closest of all to Softimage's
 elegance even though that is a tall order to fill.

 Documentation/Tutorials (A+): Mostly Free and a few good paid tutorials,
 out the wazzzooo.  The only software out there that I have used with equal
 tutorial/community support is Unreal Engine 4.

 UV's: (C-): Do-able, and the automatic stuff just works a lot better than
 Maya 2015's when I last tried it.  Some fine tune editing works quite well,
 while a few things related to fine tuning after automatic results, are
 frustratingly/maddening and time consuming, and that's what drops

Softimage Blender (1 year later) + MayaLT 2016 ?'s (indie/ game dev centric/ UE4)

2015-05-05 Thread skuby
Hey yall, long time no see.  Thought I would give you guys an over-view of
my Softimage transition to Blender, 1 year in.  (Been with Softimage for
almost 9 years trained at VFS,  Before that I was all Maya 6+ dedicated
years, then off and on use, before that I was 3DSMax/just starting out).

If there is any interest, I can suggest some options/settings/tips/tricks
for Blender to help anyone trying to get into it from a Softimage
background, just ask, I'm happy to oblige.

I also I have some questions about Maya LT 2016 owners at the very end.

TLDR:  I'm seriously pursuing an independent project in UE4 in my free-time
 Blender has been pretty awesome, it has shortcomings, has promise, has
some stuff that is better than anything out there, it's a mixed bag overall.

-Probably going to have to get a Maya LT 2016 subscription very soon
(because of the sad state of Blender FBX and reading a litany of eerily
similar FBX issues in Houdini which would have been my first choice before
Maya),  literally going to use Maya as a glorified exporter, otherwise
mostly quite happy in Blender!.
-

Blender FBX/Normals (grade D-) :  Current biggest problems with Blender for
game dev, is it's pretty horrible custom FBX solution and it's lackluster
support (and only recently) for direct control over normals, tangents,
bi-normals, etc..  It does have solid SMD export for Valve workshop stuff,
but if your focus is on Unity/UE4, expect difficulties frustrations that I
suspect will last until late into the year if not much longer.

Poly-modeling (B+):  A few settings you need to know about, and whalakazam,
you get something that is nearly as good as Softimage poly modeling.  It
even does a few things far better than Softimage ever did, I find it to be
far superior to Maya in this category.  It has become, and will remain my
full-time go to modeling application.  (I have fully abandoned Softimage
for better or worse)

UI/Customizability (A-): It's fully open to customize or extend, and the
Blender hot-key system once you learn it, is quite good  the default
hotkeys aren't even half-bad but they aren't perfect either.  There are a
plethora of very well done free and paid add-ons.  UI seems quirky at
first, but once you learn it, you realize it's hiding a lot of power under
the hood.  UI and Customize-ability is one of Blender's best features *but
it's not immediately apparent, and takes reasonable dedication to fully
appreciate.  It's better than Softimage and Maya on this front (for
indie/small studio), however nothing to this day matches Softimages
perfected defaults and standard hot-key set and it's near perfect
consistency through-out different sections of the system, out of the box,
-but surprisingly, Blender is by far, the closest of all to Softimage's
elegance even though that is a tall order to fill.

Documentation/Tutorials (A+): Mostly Free and a few good paid tutorials,
out the wazzzooo.  The only software out there that I have used with equal
tutorial/community support is Unreal Engine 4.

UV's: (C-): Do-able, and the automatic stuff just works a lot better than
Maya 2015's when I last tried it.  Some fine tune editing works quite well,
while a few things related to fine tuning after automatic results, are
frustratingly/maddening and time consuming, and that's what drops the
entire grade (it would be very difficult to explain in text).  I found
Softimage to have B+/A- UV features once you mastered it.

Sculpting (B+/A-): For raw poly power, it's no ZBrush/Mudbox (Mudbox being
my favorite of the two, aka. I hate the ZBrush UI)  However, if you follow
some specific workflow guidelines, Blender has quite an amazing sculpting
tool-set and so far it is my favorite sculpting package overall because of
the ability to go back and forth between low-res base mesh poly-modeling
and right back to sculpting detail and or  proto-typing.  Two types of
sculpting, traditional for normal map/displacement/finished work and
another type for rapid proto-typing, that allows you to create/collapse
geometry on the fly, so you can proto-sculpt infinitely without caring 1
bit about the underlying mesh as it will create or delete geo as needed.
Has all your standard base brush needs, can make most any brush, some
limitations but minor and I only have 1 single sculpting add-on for Boolean
cuts which works nicely, I've seen many, quite nice looking sculpting
add-ons that I haven't yet explored, it's deep and it's being actively
developed.

Texture Painting (B+/A- to use  but quirky to learn): First time setup is
a bit to learn, but once you figure it out, you get VERY nice easy to work
with multi-layered texture painting, full pressure sensitive painting
support / basic but reasonable default brush library and good brush
settings available for each, can paint into any map slot you like with
multiple layers.

Animation/Rigging/Blend Shapes(D-/A-  great in it's own right but needs
FBX/etc. 

Re: Softimage Blender (1 year later) + MayaLT 2016 ?'s (indie/ game dev centric/ UE4)

2015-05-05 Thread skuby
Fabian.  I remembered this here for nature stuff (I have no experience with
it but that might give you some ideas on large/nature scenes)
http://thenatureacademy.blenderguru.com/sp/7612-the-nature-academy-live-now

Also, less nature specific, but creating/editing curves in blender isn't
great atm, it works but it's not great ( you start with a default s curve
and have to edit it, no drawing points ).  Animating along a path I think
works fine.  However, extruding/lofting along a curve in Blender is a
complete mess, just fyi.  I finally got it to work months back when I was
learning, it's implemented really weirdly.  I don't like how it works at
all, it's just odd and cumbersome and seems like something they just
haven't gotten around to updating in a long while.  There maybe be separate
modeling add-ons that do a better job for lofting/extruding along a curve.
It's not a feature that I use all of the time, but it's annoying when-ever
it comes up.

On Tue, May 5, 2015 at 10:25 PM, skuby sku...@gmail.com wrote:

 Dude, Nicolas.  Thank you so much!

 Fabian.  Honestly, I have no idea I would just be guessing.  Feel free to
 send me a scene in .fbx and I will try it and see if I can come to any
 opinion on the performance.

 On Tue, May 5, 2015 at 9:57 PM, Nicolas Esposito 3dv...@gmail.com wrote:

 I can answer some of the Maya LT related questions:
 Trax absence is a minus, but overall I'm used to the graph editor, so no
 big deal.
 - Some of the deformers are missing, one of them is the cage deformer who
 I use extensively in Soft and in Maya LT I really miss it...also the delta
 mush is missing, which is quite a nice addition, but I also notice that in
 standard Maya its kinda broken, not sure if its only a problem that I
 have or the model I'm currently working is broken, but it works whenever it
 feels...strange...
 I'm currently using Apex Cloth plugin, and it works pretty well...I've
 used it for both cloth simulation ( takes 5 minutes to setup ) and for hair
 simulation with good results.

 Gator is why I currently switch back and forth to Softimage in order to
 get things done quickly, and the transfering attributes in Maya is a bit
 annoying, but its there ( not as good as Gator however ).

 Big problem which currently Maya LT have is the lack of python scripting,
 which kills the UE4 plugin called ART ( autorigger ) which I use a lot
 currently and its pretty good.
 You can of course build or use other rigs, but overall with UE4 I found
 very easy and quick the rigging process.

 Cheers

 2015-05-05 16:37 GMT+02:00 skuby sku...@gmail.com:

 Hey yall, long time no see.  Thought I would give you guys an over-view
 of my Softimage transition to Blender, 1 year in.  (Been with Softimage for
 almost 9 years trained at VFS,  Before that I was all Maya 6+ dedicated
 years, then off and on use, before that I was 3DSMax/just starting out).

 If there is any interest, I can suggest some
 options/settings/tips/tricks for Blender to help anyone trying to get into
 it from a Softimage background, just ask, I'm happy to oblige.
 
 I also I have some questions about Maya LT 2016 owners at the very end.
 
 TLDR:  I'm seriously pursuing an independent project in UE4 in my
 free-time  Blender has been pretty awesome, it has shortcomings, has
 promise, has some stuff that is better than anything out there, it's a
 mixed bag overall.

 -Probably going to have to get a Maya LT 2016 subscription very soon
 (because of the sad state of Blender FBX and reading a litany of eerily
 similar FBX issues in Houdini which would have been my first choice before
 Maya),  literally going to use Maya as a glorified exporter, otherwise
 mostly quite happy in Blender!.
 -

 Blender FBX/Normals (grade D-) :  Current biggest problems with Blender
 for game dev, is it's pretty horrible custom FBX solution and it's
 lackluster support (and only recently) for direct control over normals,
 tangents, bi-normals, etc..  It does have solid SMD export for Valve
 workshop stuff, but if your focus is on Unity/UE4, expect difficulties
 frustrations that I suspect will last until late into the year if not much
 longer.

 Poly-modeling (B+):  A few settings you need to know about, and
 whalakazam, you get something that is nearly as good as Softimage poly
 modeling.  It even does a few things far better than Softimage ever did, I
 find it to be far superior to Maya in this category.  It has become, and
 will remain my full-time go to modeling application.  (I have fully
 abandoned Softimage for better or worse)

 UI/Customizability (A-): It's fully open to customize or extend, and the
 Blender hot-key system once you learn it, is quite good  the default
 hotkeys aren't even half-bad but they aren't perfect either.  There are a
 plethora of very well done free and paid add-ons.  UI seems quirky at
 first, but once you learn it, you realize it's hiding a lot of power under
 the hood.  UI

Re: Softimage Icon Removed from Mudbox?

2015-05-05 Thread skuby
I've manually fixed this in the past with version mis-matches.
C:\Users\All Users\Autodesk\Synergy\.  Somewhere in there you'll find
editable files that are in ascii.  It might take a little trial and error,
but last I remember I figured the whole thing out and had it working in 10
minutes.  that got like a 2013/14 version of Soft sending/recieving to a
2015 version mb/ -something like that, been a while and I dont' have any of
the apps handy on this machine to give perfect instructions.  You will
probably have an easier time if you have an old MB 2014/2015 install which
you can refer to / copy/pasta bits from.  -pretty confident you could get
this working somehow if you really wanted

On Fri, May 1, 2015 at 10:44 PM, Tenshi S. tenshu...@gmail.com wrote:

 I think Mudbox will be better with a tool like Zspheres, when they put a
 solution like that to create the base for models, i'll be more than happy;
 because Mudbox it's easy and most of the tools necessary are there. More
 brushes and presets are welcome, too.


 On Thu, Apr 30, 2015 at 7:17 PM, Tim Leydecker bauero...@gmx.de wrote:

  a 1:1 copy of some of the best ZBrush brushes (dam standard springs to
 mind)
 would have been nice, something ZBrush Dynamesh as a surprise extension,
 too.

 How about some new presets, some vector tooltips/brush images, just a
 little well deserved love.

 Mudbox is so nice in how easy it can be picked up and used (compared to
 ZBrush´s GUI and methodology)
 it´s sad that it´s been left out like that.

 Still, I took the treetrunk example, retopoed, subdivided it to some 50
 million polygons by mistake and Mudbox
 kept itself responsive...




 Am 01.05.2015 um 01:03 schrieb Tenshi S.:

 Your right. Few updates in 2016. Less than 4 features and a few bug
 fixes. For a new version one will expect something more. At least 10
 features and 20 bug fixes. =/

 On Thu, Apr 30, 2015 at 3:00 PM, Tim Leydecker bauero...@gmx.de wrote:

  Relax. I don´t want to miss the new Relax  brush in Mudbox 2016.

 That´s the only green bracketed (highlight what´s new option = 1) I
 found sofar.

 I´m sure there´s more inovations but it´s in another package?


 Am 30.04.2015 um 21:50 schrieb Mirko Jankovic:

 well just stay on mudbox 2015 then as well. not like they made anything
 interesting in 2016 anyway

 On Thu, Apr 30, 2015 at 9:07 PM, Tenshi S. tenshu...@gmail.com wrote:

 Mudbox to Softimage, It's something i'll miss a lot then, it works
 really good. Maya to Softimage and viceversa, too. Damn... how the heck
 they remove this thing? It's really important feature, it saves a lot of
 time. If they don't want to give us a 2016 version, at least they'll try to
 put those lines of codes to make it work in the 2015SP2(i hope that's
 coming?) version.

 On Thu, Apr 30, 2015 at 12:34 AM, Tim Leydecker bauero...@gmx.de
 wrote:

  It would be a very welcome functionality, especially when being dealt
 an old Softimage 2015 along with everything else labeled 2016 as part
 of
 a new suite package.

 In the past, I found it difficult to run differently labeled versions,
 e.g. Softimage 2012
 with Maya 2014 or Mudbox 2014 simultaneously, due to lmtools telling
 me there´s
 no license available, that could well be a setup error on my end or a
 misunderstanding
 of the suite licensing scheme but if that´s the root of the problem,
 that Softimage2015
 +Mudbox2016 will not easily serve themselves in sharing a
 (suite)license, then it
 would be a good time to adress that, too?

 Cheers,

 tim






 Am 30.04.2015 um 06:20 schrieb Raffaele Fragapane:

 Yeah, I reckon they should add it back in. AD has back pedalled on
 some minor things like this before, so it might still happen, and it would
 be a welcome grace to a userbase that has, frankly speaking, already been
 slighted pretty hard.

  It certainly won't happen though if part of that user base takes the
 pessimist approach and claims it never worked, when it did, or because 
 they
 don't need it assumes other don't either.

 On Thu, Apr 30, 2015 at 12:52 PM, Greg Punchatz g...@janimation.com
 wrote:

  It and goZ are huge time savers! Huge!

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

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

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

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

  g

 Sent from my iPhone











Re: Off topic but useful tip: 27 Korean WQHD (2560X1440) LEDMonitors are awesome and cheap!

2014-10-21 Thread skuby
If you don't need the 27 this at least looks interesting.  It's not out
yet, and I'd wait until the reviews are in but it's basically a 22
widescreen Cintiq for $500 - $600 depending if you want multi-touch as well
as pen.

http://surfaceproartist.com/blog/2014/10/11/monoprice-teases-low-cost-multi-touch-pen-display

On Tue, Oct 21, 2014 at 12:56 PM, phil harbath phil.harb...@jamination.com
wrote:

 do people still swear by this monitor, I am finally in the market for a 27
 incher.

 -Original Message- From: Ben Houston
 Sent: Thursday, December 20, 2012 10:50 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: Off topic but useful tip: 27 Korean WQHD (2560X1440)
 LEDMonitors are awesome and cheap!


 Hi Leoung,

 To be very specific, I bought this one:

 http://www.ebay.com/itm/CROSSOVER-27Q-LED-P-27-DVI-PC-
 Computer-Monitor-2560X1440-16-9-Pivot-QHD-NEW-/170875589678

 Note that the price fluctuates up and down on this listing, not sure
 why that is.

 I'm also in Canada and the duty was $12 per monitor and the shipping
 was included.

 Best regards,
 -ben

 On Thu, Dec 20, 2012 at 10:44 AM, Leoung O'Young digim...@digimata.com
 wrote:

 Hi Ben,

 Which seller did you buy it from?
 I am in Canada, just curious how much was the duty?

 Thanks,
 Leoung


 On 12/20/2012 8:17 AM, Ben Houston wrote:


 They are IPS monitors. :-)  http://en.wikipedia.org/wiki/IPS_panel

 I should have made clear that they were $360+duty each, not $360 for
 both.  But still I find that to be a great price considering
 equivalent Dell monitors are at least $600 each.

 Best regards,
 -ben

 On Thu, Dec 20, 2012 at 8:07 AM, Paul Griswold
 pgrisw...@fusiondigitalproductions.com wrote:


 Are they IPS monitors?

 I'm running 2 of the HP ZR24w's right now, but two 27 monitors is
 really
 appealing.

 -Paul


 On Thu, Dec 20, 2012 at 7:35 AM, Ben Houston b...@exocortex.com wrote:


 Hey all,

 I know this is a bit random but I figured I should share this
 information as it surprised me.

 I recently purchased two 27 Korean QHD 2560x1440 LED Monitor through
 eBay for $360 Canadian + duty.  I was a bit worried since there was a
 lot of disclaimers on the purchase page about possible dead pixels but
 holy crap the monitors are amazing and I haven't seen any dead pixels
 myself.

 The crispness, resolution, size and brightness is just beautiful,
 especially for an application like Softimage (or coding) that requires
 a lot of screen real-estate.  I may not actually be more productive,
 but I feel more productive and it is just a more pleasant experience
 looking at these monitors.

 The specific monitors I purchased are these pivot ones (putting one in
 a vertical position is great when you are coding):

 Crossover 27Q LED Pivot 2560x1440 WQHD

 I can't imagine going back to my standard 24 LCD monitors, they just
 seem dull, small and low resolution.  $360 for something that I stare
 at all day everyday is not that much of an investment.

 --
 Best regards,
 Ben Houston
 Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
 http://Exocortex.com - Passionate CG Software Professionals.









 --
 Best regards,
 Ben Houston
 Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
 http://Exocortex.com - Passionate CG Software Professionals.



OT: Potentially Realistic World Imagining - Graphic Novel Concept

2014-10-17 Thread skuby
Split the work.  What is not work.  (aka professional baseball player,
artist, advertiser, banker, etc., would not be considered 'actual' work)

What is work, required fields only: (Security, sanitation, clothing,
transportation, housing, energy, communications systems, tools production,
food, medical ...)

Everyone, is compelled to contribute, they log into their official computer
account.  The computer tells them they are required to put in 20 work days
for this year.  The computer lists that persons current accredited skill
set and available positions - aka. you are qualified to pick oranges,
janitorial work, medical level 2 (can apply casts) etc..  Education is
free, so the person can learn medical level 3, 4, etc. and be approved for
accreditation and can retest as much as needed.  Once they have enough
qualifications they can do their 20 days, or some part of it, as an on site
qualified and registered nurse, etc., and can continue training until they
become doctor qualified, etc. etc..

When their is a disaster, a tornado lets say, maybe the entire populations
work days go from 20 up to 24 for that year.  We have 7 billion people,
lets say 5 billion are of working age.  5 billion x 4 extra days emergency
relief = 20 billion additional work days, aka 160 billion additional work
hours to fix up any transportation system, extra medical, building repair,
etc..  The same holds true in reverse, when we create any effective
surpluses, we might work only 15 days that year, etc..

The key is, required work is required and other work is bullshit we do for
fun and that their are more than enough available resources for people to
play and create and share and learn new skills and love in their 345 days a
year off where they are not required to work and are fully provided for at
a high standard that they all make even better in their free time, etc..

---
If you like the concept please contact me, I am in the planning stages of
making a Graphic Novel to convey this imagined possible reality, to present
it visually, and in detail.  If anyone would like to contribute to the
script and or visual artwork, please email me back directly.


Humanize Maya effort alive? or - Effective customization??

2014-10-16 Thread skuby
1. When, where and how is the Humanize Maya effort going (if at all?).
2. Has anyone made a dedicated effort to manually configure Maya's hotkeys
and or UI?

I took a several months long, extremely dedicated effort to make a full
jump back over  to Maya, after years of being with Soft and having left
Maya behind for dead, and today I've finally had it, enough is enough, it's
just not going to happen without further and very serious developments.

I am convinced, that a dedicated TD could fully work out the process of
mimicking Soft's sticky key system with-in Maya.  The interface for
recognizing keypress down and keypress release is already existing, however
each command and tool would need to be assigned a well thought out place on
the keyboard as well as a memory function script addended to each hotkey so
that when it is pressed and held, the previous tool being used is recorded,
so that after the mouse commands were entered (for splitting an edge loop
at a selected place on the model for example) that the key can be released,
and the last used tool or method was recalled (for example immediately go
back to working in multi-component move mode).  Aka, by default in soft, I
can be in multi-component tweak move mode, pushing and pulling around
points, edges and faces as if my geo were a sculpture, and then at any
moment, hold down the ] key, click the mouse where I want to split in an
edge loop - immediately giving me a loop where I want it, clicking again
where and if needed to add further loops, and upon finally releasing the
] key, I am automagically and immediately brought back to multi-component
move mode where I can continue refining OR whatever previous function I was
using in some other case.  This entire sticky key system is possible, I
believe, to mimic in Maya, but it is a lot of work, and it is work
unrelated to the direct process of being an artist and making 3D worlds and
inhabitants and bringing them to life.  In other words, it's a major
distraction for an artist to approach and would be better handled as a sold
separate tool that one could buy to accompany their Maya installation.

I cannot seriously entertain a further continuation of using Maya as a
primary dedicated package without such a previously described
implementation developed -either internally via the Humanize Maya project
(which may be an effectively dead effort for all that I know or can see) or
externally via a sold separate plug-in installer from a dedicated 3rd
party.  There are other severe issues with Maya that I have but cannot even
begin to whole-heartedly address without the above considerations first
being fully solved. (aka The Unfold tool is far inferior in function and
usage, the new nodal base editor for Maya is far inferior in it's
presentation and use-ability, the ICE clone is in a very early state of
presentation and not a system worth considering taking the time to learn vs
ICE or Houdini, the Hypergraph is far inferior extremely dated and totally
cumbersome by comparison, as well both the Attribute editor and Outline are
far far far inferior in usage after a very thorough examination and
comparison etc., etc., etc.)

Aka. Just installing Maya, and assigning loop split, point weld, extrude
and all of my other basic modelling functions to memorable hotkeys, isn't
cutting it and is slowly driving me mad since I am really trying to take
this full jump seriously.  Even the familiar F8 command to exit component
mode and return to object mode still, after 15+ years, sometimes
inexplicably requires to be pressed twice because it doesn't work properly
the first time, and other such oddities and confounding workflow
complications (component selection memory for example)

Please someone advise me!!!  For the time being I am going back to
Softimage full time for modeling, uv, rigging and animation and relying on
exporting (cleaning/completing the results as needed in another package
(like Maya) and then sending to game or external render).  This isn't a
long term solution as it will continue to decay and depreciate over the
years moving forward, especially as new tools and functions are released
for other packages and accessories (in particular brand new functions/tools
that would be best used in your primary package, aka. Softimage), however,
I don't have a choice unless I continue to allow Maya or it's present day
alternatives to drive me completely bonkers.  A serious solution is
required, please advise.


Re: Humanize Maya effort alive? or - Effective customization??

2014-10-16 Thread skuby
Brent thank you very much, I've put in an e-mail to Jill as per your
recommendation and I have my fingers crossed.  Very much appreciated sir!

Sebastion, I can't honestly disagree with a single thing you've said at
heart, unfortunately, I was not merely attempting to vent.  I am well past
that point now and earnestly looking for solutions moving forward, and I
have to be long-winded and in detail in order to express my needs
adequately.  Best of luck to you.

My current approach is simply use Softimage as is for as long as I can hold
out, and to see where the Maya Beta/Humanize Maya project goes in the
future, if not directly assist it's progress!  And finally as of today, I
am looking into Modo as a DCC platform for all and everything except
rendering.  I have spent a lot time looking over all other possible
considerations and options and nothing else makes sense for an independent
artist who is accustomed to the perfection that was Softimage while working
on low budget projects alone or with very very small teams (aka. mobile
games and Unreal Engine 4 projects and asset creation, etc.).

Thank you all -Derek

On Thu, Oct 16, 2014 at 4:46 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 Dry your eyes mate, we all hurt.

 AD does not care about making Maya a good package for the individual, they
 do not conceive of the necessity of people having to use it outside the
 huge studio paradigm where 20 TD's and devs can fix it.

 They are not a software developer, they have firmly demonstrated that they
 are a software leaser.

 There is no heat, no passion to create the best user experience, there are
 only ZUUL (i mean quotas).

 And that is effectively the crux of the problem.

 They couldn't even integrate NEX properly, was talking to a maya rigger
 friend recently, apparently the new modeling tools clash horribly with the
 old, functionality unevenly spread over or compensated, having you jump all
 over the UI. he blatantly said, forget about it they broke everything,
 what makes it good for rigging and animation makes it bad for modeling.
 best wait for what ever new package may come out, they will never fix this.

 And always the bull shit excuse that these things take time and we are
 integrating it as fast as we can stick with us.

 That it takes 3 years (or moar...) to implement something like bitfrost i
 can concede, it's bull shit but i can understand it, but then why EOL the
 only other package in existence that has anywhere close to the same
 functionality, before the bitfrost is completed.

 Further more if it took you more then one year to integrate NEX, i'm sorry
 but you have failed ! this shit is not rocket science to any other
 dedicated software company.

 Entering year 3 of NEX being in maya and it still not a paradigm that
 functions on its own merits for modeling. that's 3 years to integrate a
 piece of technology, that you didn't  EVEN HAVE TO WRITE !!!

 But then again i suppose it took them more then 15 years to fix rigging...
 ow wait what's that ? Ow yes that's right THEY didn't ! Instead They throw
 a new algorithm pinched from student papers every fucking year. expect to
 see delta mush in the next release, a feature develop by Rythum and Hues
 probably in 1998, and readily hand replicated by users in maya houdini and
 softimage !!!

 On 16 October 2014 09:48, skuby sku...@gmail.com wrote:

 1. When, where and how is the Humanize Maya effort going (if at all?).
 2. Has anyone made a dedicated effort to manually configure Maya's
 hotkeys and or UI?

 I took a several months long, extremely dedicated effort to make a full
 jump back over  to Maya, after years of being with Soft and having left
 Maya behind for dead, and today I've finally had it, enough is enough, it's
 just not going to happen without further and very serious developments.

 I am convinced, that a dedicated TD could fully work out the process of
 mimicking Soft's sticky key system with-in Maya.  The interface for
 recognizing keypress down and keypress release is already existing, however
 each command and tool would need to be assigned a well thought out place on
 the keyboard as well as a memory function script addended to each hotkey so
 that when it is pressed and held, the previous tool being used is recorded,
 so that after the mouse commands were entered (for splitting an edge loop
 at a selected place on the model for example) that the key can be released,
 and the last used tool or method was recalled (for example immediately go
 back to working in multi-component move mode).  Aka, by default in soft, I
 can be in multi-component tweak move mode, pushing and pulling around
 points, edges and faces as if my geo were a sculpture, and then at any
 moment, hold down the ] key, click the mouse where I want to split in an
 edge loop - immediately giving me a loop where I want it, clicking again
 where and if needed to add further loops, and upon finally releasing the
 ] key, I am automagically

Re: Humanize Maya effort alive? or - Effective customization??

2014-10-16 Thread skuby
, having you jump all
 over the UI. he blatantly said, forget about it they broke everything,
 what makes it good for rigging and animation makes it bad for modeling.
 best wait for what ever new package may come out, they will never fix this.
 And always the bull shit excuse that these things take time and we are
 integrating it as fast as we can stick with us.
 That it takes 3 years (or moar...) to implement something like bitfrost i
 can concede, it's bull shit but i can understand it, but then why EOL the
 only other package in existence that has anywhere close to the same
 functionality, before the bitfrost is completed.
 Further more if it took you more then one year to integrate NEX, i'm
 sorry but you have failed ! this shit is not rocket science to any other
 dedicated software company.
 Entering year 3 of NEX being in maya and it still not a paradigm that
 functions on its own merits for modeling. that's 3 years to integrate a
 piece of technology, that you didn't  EVEN HAVE TO WRITE !!!
 But then again i suppose it took them more then 15 years to fix
 rigging... ow wait what's that ? Ow yes that's right THEY didn't ! Instead
 They throw a new algorithm pinched from student papers every fucking year.
 expect to see delta mush in the next release, a feature develop by Rythum
 and Hues probably in 1998, and readily hand replicated by users in maya
 houdini and softimage !!!

 On 16 October 2014 09:48, skuby sku...@gmail.commailto:sku...@gmail.com
 wrote:
 1. When, where and how is the Humanize Maya effort going (if at all?).
 2. Has anyone made a dedicated effort to manually configure Maya's
 hotkeys and or UI?

 I took a several months long, extremely dedicated effort to make a full
 jump back over  to Maya, after years of being with Soft and having left
 Maya behind for dead, and today I've finally had it, enough is enough, it's
 just not going to happen without further and very serious developments.

 I am convinced, that a dedicated TD could fully work out the process of
 mimicking Soft's sticky key system with-in Maya.  The interface for
 recognizing keypress down and keypress release is already existing, however
 each command and tool would need to be assigned a well thought out place on
 the keyboard as well as a memory function script addended to each hotkey so
 that when it is pressed and held, the previous tool being used is recorded,
 so that after the mouse commands were entered (for splitting an edge loop
 at a selected place on the model for example) that the key can be released,
 and the last used tool or method was recalled (for example immediately go
 back to working in multi-component move mode).  Aka, by default in soft, I
 can be in multi-component tweak move mode, pushing and pulling around
 points, edges and faces as if my geo were a sculpture, and then at any
 moment, hold down the ] key, click the mouse where I want to split in an
 edge loop - immediately giving me a loop where I want it, clicking again
 where and if needed to add further loops, and upon finally releasing the
 ] key, I am automagically and immediately brought back to multi-component
 move mode where I can continue refining OR whatever previous function I was
 using in some other case.  This entire sticky key system is possible, I
 believe, to mimic in Maya, but it is a lot of work, and it is work
 unrelated to the direct process of being an artist and making 3D worlds and
 inhabitants and bringing them to life.  In other words, it's a major
 distraction for an artist to approach and would be better handled as a sold
 separate tool that one could buy to accompany their Maya installation.

 I cannot seriously entertain a further continuation of using Maya as a
 primary dedicated package without such a previously described
 implementation developed -either internally via the Humanize Maya project
 (which may be an effectively dead effort for all that I know or can see) or
 externally via a sold separate plug-in installer from a dedicated 3rd
 party.  There are other severe issues with Maya that I have but cannot even
 begin to whole-heartedly address without the above considerations first
 being fully solved. (aka The Unfold tool is far inferior in function and
 usage, the new nodal base editor for Maya is far inferior in it's
 presentation and use-ability, the ICE clone is in a very early state of
 presentation and not a system worth considering taking the time to learn vs
 ICE or Houdini, the Hypergraph is far inferior extremely dated and totally
 cumbersome by comparison, as well both the Attribute editor and Outline are
 far far far inferior in usage after a very thorough examination and
 comparison etc., etc., etc.)

 Aka. Just installing Maya, and assigning loop split, point weld, extrude
 and all of my other basic modelling functions to memorable hotkeys, isn't
 cutting it and is slowly driving me mad since I am really trying to take
 this full jump seriously.  Even the familiar F8 command to exit component

Antitrust Class Action Lawsuit

2014-03-16 Thread skuby
There may be a case here for an Antitrust Class Action Lawsuit against
Autodesk.  We would need to have a lawyer look at the details and I'm not
the person to be able to do this, as I don't have the resources,
connections or credibility to do so.

However, if successful, it is potentially possible that Autodesk could be
forced to divest their Softimage assets, aka. they could be compelled by a
court to sell Softimage to a competitor at it's fair market value.

Anyways, maybe someone out there in the aether can give the idea a shot, I
would not know where to start outside of this initial suggestion.

The Federal Trade Commission along with the Department of Justice Antitrust
Division jointly regulate and enforce Antitrust Law and Anti-Competitive
Monopoly practices.

Anyways, this might work a little better than a petition to Autodesk or
other-such cries for a change of heart, but the petition someone put out
there to Autodesk might serve some use when presenting the idea to a
Lawyer(s).  I think a lot of people and interested parties might just
support crowdfunding for legal fees.  Good luck.


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

2014-03-15 Thread skuby
*Martin furik...@gmail.com furik...@gmail.com*




*With SI retired you can't buy licenses for SI anymore, it doesn't come
with Max or Maya, you can only use the licenses you have right now. You
should add keep selling SI licenses to your idea.MartinSent from my
iPhone*

Thing is, Softimage IS now depreciated, like it or not, no petition will
likely change that, that should be clear, -it's not going to move forward
like it used to and it will eventually fully die.  With that, I don't think
Autodesk will want to encourage new users to Softimage, so not selling new
licenses directly makes sense for them to continue selling Softimage
directly, when they want to be selling/promoting Maya and presumably Max
licenses, -(yes it makes sense to us but not for them and we aren't going
to win that one).  But, to keep it updated with FBX/Crosswalk and Mental
Ray is a great transition boon for those interested in migrating to either
Maya or Max.

This will allow people in the middle of a transition to easily return to
familiar territory and get work done fast and clean and go back and forth
with ease, at their own pace as they re-learn all of their skills as well
as totally new features in their new package of choice.

Two years, now until 2016, may very well not be enough time for some
studios/freelancers if they are buried in much needed work and it may not
be so easy to get all of the functionality out of the interfaces they are
accustomed to integrated into Max/Maya in such a short time at a level that
would be acceptable to all users.  This keeps Soft development in a
depreciated state, but gives a little bit more growing room than the 2016
deadline which is rightfully ambitious.  And none of this encourages new
Softimage users, which is I suspect a quality they are wisely after given
their total gameplan.



On Sat, Mar 15, 2014 at 1:17 PM, skuby sku...@gmail.com wrote:

 Ok you are very right on the SDK/Plug-in front, I really didn't think
 about it like that.  However, I think that dominated your response and your
 accidentally throwing out the baby with the bathwater in effect.  (without
 question, no matter what, Softimage is depreciated but I'm trying to get
 the best effect out of a transition here)

 Soft, as is, without plug-ins or new features, is STILL usable for games,
 movies, commercials and more.  Removing it as a stand-alone product, and
 packing it SOLEY as a tie in bonus with Maya, Max or any Suite, ONLY
 further promotes the packages AD wants to keep alive while appeasing the
 small studios (Japan/Vancouver/etc.) and freelance users of Softimage quite
 a bit better than just a 2016 cutoff.  By keeping alive Crosswalk/FBX
 functionality for some time longer, -modeling, animation, UV, rigging, etc.
 can all still be done as is in Soft and if needed, easily sent over to
 Maya, as that features work right now between those two packages quite well
 (a little trickier with max as you don't get all the automated 2-way
 crosswalk features last I checked but you still have FBX handy and a TD can
 easily work with that).  Keeping up to date Mental Ray, allows existing
 pipe-lines that go in the other direction, or use Softimage entirely, able
 to keep up and extend the transition period beyond 2016.  Now, remember,
 all the while anyone primarily using Softimage with these Crosswalk/Mental
 Ray add-ons, are also going to have full up to date copies of at least one
 of the  2 non-depreciated softwares that AD wants to continue  and actively
 promote at this time, which is only going to increase AD's revenue by
 ensuring many Japanese/Vancouver studios and others stay in the Autodesk
 family, and that alone will likely provide more than enough revenue that
 would potentially be lost (even if only in small amounts) to the obvious
 hoard of disgruntled orphans.

 I don't want to make this too long, but I had hoped by now, AD would have
 already merged the 3 major userbases (I expect with a Maya base above all
 else because big studios have a lot invested in existing pipelines with it
 and that just makes financial sense) .  I think the above will really help
 with that transition, and they can promote in the future a refined Maya
 with a well needed updated hypershade (Softimage's render tree kills the
 current, dated, hypershade without question usability wise) and with a much
 needed update to the interaction model/keyboard shortcut/user interface
 that Softimage has over every other package out there, out of the box as a
 default.  When you tack on the upcoming ICE replacement, and the best is
 done not to alienate hurt Softimage users, I think many if not most will
 naturally migrate to a well refined Maya without much cajoling with the
 above mentioned treats and perhaps some love given to the
 animation/keying/rigging/weighting systems.

 Anyways, that's my peace, I put it out there with the best of intentions.
  Mudbox is one of my favorites, I started with Max, moved onto Maya and
 ended up

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

2014-03-15 Thread skuby
 with a system akin to the Softimage Render Tree, they add some
 love to weight painting and rigging and animation tools, and they make
 realistic steps to making Maya a fully usable and
 coherent/streamlined package out of the box, interface wise with rich
 keyboard and mouse interactions like Softimage has) well then by all means,
 you can call me a happy Maya user in time, at my own pace.  But you are
 100% correct that this is all subjective, it's all PR, it's not here and
 right now and it's not the near foreseeable future until proven otherwise,
 that's why I'm asking for the small 2 point concession above to make things
 better for all of us and I hope you will all join me in asking these small
 things from Autodesk as a professional courtesy for the hours/years, the
 schooling and money we all put in to learning these skills and loving this
 software.

 I don't think it's too much to ask, but I think we all have to ask.

 Sent from Windows Mail

 *From:* Mirko Jankovic mirkoj.anima...@gmail.com
 *Sent:* Saturday, March 15, 2014 3:26 PM
 *To:* softimage@listproc.autodesk.com

 All that we are fully developing Maya so it will be great just you seeis
 pure PR crap.
 From couple sides is heard that bifrost which is one big argument on their
 side is still too young to be usable. It is not even full grown fluid
 simulation and to replace ICE it will take years.. even after, by AD's
 plan, SI is long gone they will still be not near the level of ICE.  Not to
 mention all other aspects of Maya workflow which are S wrong that won/t
 get to table at all for years to come.

 If they are so confident in Maya development they should let people see it
 for them self and move by own choice.
 But having whole road map so closed and under all NDAs is selling a cat in
 the bag. You have no idea where is Maya going at all what is planned and
 WHEN it will be available.
 That is big pile of crap if you have to plan transition.


 On Sat, Mar 15, 2014 at 8:56 AM, skuby sku...@gmail.com wrote:

 The above has a severe typo:  Should read:   With that, I don't think
 Autodesk will want to encourage new users to Softimage, so not selling new
 licenses directly makes sense for them, when they want to be
 selling/promoting Maya and presumably Max licenses.

 sorry, my error


 On Sat, Mar 15, 2014 at 2:52 PM, skuby sku...@gmail.com wrote:


 *Martin furik...@gmail.com furik...@gmail.com*




 *With SI retired you can't buy licenses for SI anymore, it doesn't come
 with Max or Maya, you can only use the licenses you have right now. You
 should add keep selling SI licenses to your idea. MartinSent from my
 iPhone*

 Thing is, Softimage IS now depreciated, like it or not, no petition will
 likely change that, that should be clear, -it's not going to move forward
 like it used to and it will eventually fully die.  With that, I don't think
 Autodesk will want to encourage new users to Softimage, so not selling new
 licenses directly makes sense for them to continue selling Softimage
 directly, when they want to be selling/promoting Maya and presumably Max
 licenses, -(yes it makes sense to us but not for them and we aren't going
 to win that one).  But, to keep it updated with FBX/Crosswalk and Mental
 Ray is a great transition boon for those interested in migrating to either
 Maya or Max.

 This will allow people in the middle of a transition to easily return to
 familiar territory and get work done fast and clean and go back and forth
 with ease, at their own pace as they re-learn all of their skills as well
 as totally new features in their new package of choice.

 Two years, now until 2016, may very well not be enough time for some
 studios/freelancers if they are buried in much needed work and it may not
 be so easy to get all of the functionality out of the interfaces they are
 accustomed to integrated into Max/Maya in such a short time at a level that
 would be acceptable to all users.  This keeps Soft development in a
 depreciated state, but gives a little bit more growing room than the 2016
 deadline which is rightfully ambitious.  And none of this encourages new
 Softimage users, which is I suspect a quality they are wisely after given
 their total gameplan.



 On Sat, Mar 15, 2014 at 1:17 PM, skuby sku...@gmail.com wrote:

 Ok you are very right on the SDK/Plug-in front, I really didn't think
 about it like that.  However, I think that dominated your response and your
 accidentally throwing out the baby with the bathwater in effect.  (without
 question, no matter what, Softimage is depreciated but I'm trying to get
 the best effect out of a transition here)

 Soft, as is, without plug-ins or new features, is STILL usable for
 games, movies, commercials and more.  Removing it as a stand-alone product,
 and packing it SOLEY as a tie in bonus with Maya, Max or any Suite, ONLY
 further promotes the packages AD wants to keep alive while appeasing the
 small studios (Japan/Vancouver/etc.) and freelance users of Softimage quite

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

2014-03-15 Thread skuby
Well, seeing the responses from AD officials in this post, it looks like we
won't be getting even FBX/Mental Ray updates to extend Softimage's
retirement past 2016, it was only a defeatist's last wish anyways, but I
had to try.  I know Max, Maya and Softimage, I've spent some many dedicated
years in each of them.  The development of all 3 of them have sadly
stagnated under AD's roof (I'm not being rude, that's just an honest
observation from a user who doesn't run custom proprietary Pixar/ILM/Weta
versions of these software's, I run them out of the box, as is, with a few
preference changes and plug-ins and a few self-written scripts).

My plan is to keep using Softimage as is, and to learn Side Effect's
Houdini which I started yesterday (and it's quite promising so far) if
not to just have yet another tool in my bag of tricks.  Moving exclusively
back to Maya (or Max) as it sits now, would be a harsh downgrade.  I'm
excited (but honestly highly skeptical) to see what AD does with Maya and
their new refined focus development approach, -I'll be paying close
attention to Maya 2015 and Maya 2016 but as far as going back to Maya
exclusively, that doesn't make any good sense at this time.  My hopes are
high for the future and Maya will always and continue to be a useful tool
in my bag, but for it to return to number one spot again for me, it's just
a dream at this point as that isn't a realistic option at this time in
reality, now.

Max looks like it's next on the chopping block, although I think with Max
they will never officially say it is dead and just keep selling it to avoid
this sort of debacle but it's pretty clear Max will continue to be a second
class package.  If there is any package I will continue to leave on the
shelf, it will be Max, maybe that is paranoid but I think it's justifiably
paranoid and I really don't think I need to take anyone's word to the
contrary, considering how cheap words are in this business.

Anyways, best of luck to all of my fellow Softimage users out there.  I
hope you all find and come to the conclusions that are best for you,
individually, and have a great time forward.  I'm not going to keep posting
further, I've chosen my new path, wish me luck and I wish all the best of
luck back to you all and I wish the best of luck to Autodesk, in particular
to their continued development of Mudbox, Maya and Sketchbook in that
order.  -Cheers, respect and best regards to all.


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

2014-03-14 Thread skuby
Softimage is ready out of the box now with no new features added.  Why not,
leave it as is, but continue to support new Mental Ray and FBX updates so
that it still continues to fit nicely into any pipeline and leave continued
development past 2016 at those simple two things.  Leave the rest up to
plug-in developers and forever-more include Softimage as a free throw-in
with any Maya or Max or Suite purchase or rental, so there will be many
ways to own it or rent it while exclusively promoting your other packages.
 The other great thing, since it can only now come with Max/Maya or a
Suite, is that Soft users are never a financial burden to their employers
since it will always be a free seat with any existing Max/Maya licence.

This could be a very easy, welcomed add-on to the existing Softimage
retirement announcement.  Please please, consider this as an option
Autodesk and please, everyone, support and promote this idea to Autodesk, I
think it's our best bet and we might actually be able to get this.

-regards