Re: OT: Hypershade changes in Maya 2016

2015-04-15 Thread Nicolas Esposito
I just found out about this feature:

Toogle faces from Bonus tools https://www.youtube.com/watch?v=389jv0k0hlE

I wonder why they didn't add a simple isolate selected faces from the
scene function, which I will appreciate more...
For me the workflow described is the opposite I use inside Soft, where I
simply select the faces I want to see and press Isolate...

I guess that for weight paint this feature is comfortable ( hide unwanted
faces ), but in general I find the workflow sometimes to be the opposite of
what I want to do and its a bit frustrating...

Anyway I was shocked to find out about the bonus tools...its a kind of
small list of script addons to Maya itself, and its really confusing when
you're looking for something specific...
New UI looks pretty nifty and I appreciate the new features, but I'm still
not totally comfortable with the workflow, mainly because of the inverse
workflow I need to apply...
Also, when going back and forth from Soft to Maya the S key is a pain, I
always end up having keyframes all over the place :-D


2015-04-15 1:58 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com:

 He He ! Jason S

 A proper mouth bag (one that requires gums and teeth, tongue, throat and
 uvula) is a classic example of a situation in modeling where being able to
 hide faces fast makes all the difference.

 so you need to hide the lips and mouth bag to get to the gums and teeth.

 In maya all you have is Isolate, which means you have to:

 1) make selection
 2) invert selection
 3) isolate selection * which will also hide everything else in the scene
 so if your teeth where separate i hope you took the time to select every
 single one or you are fucked

 should you desire to increase hidden area...

 4) select all
 5) unpaint desired area
 6) isolate. SHIFT+I

 unhide

 1) deselect all
 2) de-isolate SHIFT+I


 vs softimage


 1) make selection
 2) Hide H
 ...
 hide more

 3) make selection
 4) Hide H

 unhide

 1) CTRL+H

 Not only are there fewer steps but the process is more streamline and
 intuitive in soft.

 this may not seem like much, but it is one of those actions you have to
 perform every 30 seconds when you're a modeller.


 the mouth bag is just one pertinent example,

 I'm sure people weight painting on e.g multiple layers of clothing would
 appreciate being able to hide some sub- element to get to others.





 On 14 April 2015 at 23:52, Raffaele Fragapane raffsxsil...@googlemail.com
  wrote:

 Or possibly endure. Some days it's like that :p
 On 15 Apr 2015 01:37, Leendert A. Hartog hirazib...@live.nl wrote:

 Eric Thivierge schreef op 14-4-2015 om 17:08:

 If you want to stay in the industry and stay relevant you have to
 evolve.

 Let's say you have to adapt, not necessarily evolve...

 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com





Re: OT: Hypershade changes in Maya 2016

2015-04-15 Thread Sebastien Sterling
The Bonus tools toggle faces, is just a script that does what i describe
above.

but it is buggy as hell, and still no more then just an isolate.

On 15 April 2015 at 10:23, Leendert A. Hartog hirazib...@live.nl wrote:

 Leendert A. Hartog schreef op 14-4-2015 om 11:45:

 Now that there are  some clear and commendable results coming from
 Project H,
 could someone in-the-know perhaps tell me, if the Maya docs have also
 gotten a gentle nudge in the right direction?
 And yes I know  many people find them more than sufficient, but
 relatively speaking to the xsidocs they could still  use some love IMHO.


 To quickly answer my own question:
 The Maya 2016 docs came online - http://help.autodesk.com/view/
 MAYAUL/2016/ENU/
 and while it's too early (for me) to tell if and to what extent they
 cleaned it up as a whole,
 the fact they included a special Softimage to Maya Bridge Guide is a
 nice touch IMHO...


 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com




Re: OT: Hypershade changes in Maya 2016

2015-04-15 Thread Leendert A. Hartog

Leendert A. Hartog schreef op 14-4-2015 om 11:45:
Now that there are  some clear and commendable results coming from 
Project H,
could someone in-the-know perhaps tell me, if the Maya docs have also 
gotten a gentle nudge in the right direction?
And yes I know  many people find them more than sufficient, but 
relatively speaking to the xsidocs they could still  use some love IMHO.


To quickly answer my own question:
The Maya 2016 docs came online - 
http://help.autodesk.com/view/MAYAUL/2016/ENU/
and while it's too early (for me) to tell if and to what extent they 
cleaned it up as a whole,
the fact they included a special Softimage to Maya Bridge Guide is a 
nice touch IMHO...


Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Nicolas Esposito
...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sven Constable
 *Sent:* Tuesday, April 14, 2015 2:18 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: OT: Hypershade changes in Maya 2016

 I had a look at the vids and must say the whole GUI looks as sturdy and
 antique like before. Besides this, if a developer says something is the
 biggest thing ever…I'll take it as a  warning sign.

 sven

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *adrian wyer
 *Sent:* Monday, April 13, 2015 6:32 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: OT: Hypershade changes in Maya 2016

 looks like a biog step in the right direction, kudos to the devs

 now, about ICE...

 a

 --
 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Luc-Eric
 Rousseau
 *Sent:* 13 April 2015 17:11
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: OT: Hypershade changes in Maya 2016


 The node editor remembers the last graph when you reopen it.  Tabs allow
 you to remember multiple graphs.
 On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote:
 What irkes me is the fact that you need to create tabs to save your
 network graph lay out. This should just be default instead of drawing it
 out every time you decide you to graph it... Its not really that important,
 but its just shabby.

 On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com
 wrote:
 yeah it's much better, the node editor is much improved, responsive when
 making connections much more rendertree/ice like than the clumsy old version

 They could have improved the horrible shaderball area though...





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

 On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za
 wrote:
 Makes me somewhat sad that there will be no new features for  Si 2016,
 However must say while I am forced to use Maya I am at least excited about
 the hypershade finally getting some much needed love.

 https://www.youtube.com/watch?v=VRVXXw5NZC0




 This communication is intended for the addressee only. It is
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 Only authorised signatories are competent to enter into agreements on
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 subject to South African Law unless the University agrees in writing to the
 contrary.







Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Tomas Roth
 and lightwave years ago.



 



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Tuesday, April 14, 2015 2:18 AM
To: softimage@listproc.autodesk.com
Subject: RE: OT: Hypershade changes in Maya 2016

 

I had a look at the vids and must say the whole GUI looks as sturdy and antique 
like before. Besides this, if a developer says something is the biggest thing 
ever…I'll take it as a  warning sign.

 

sven 

 



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer
Sent: Monday, April 13, 2015 6:32 PM
To: softimage@listproc.autodesk.com
Subject: RE: OT: Hypershade changes in Maya 2016

 

looks like a biog step in the right direction, kudos to the devs

 

now, about ICE...

 

a

 






From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: 13 April 2015 17:11
To: softimage@listproc.autodesk.com
Subject: Re: OT: Hypershade changes in Maya 2016

 

The node editor remembers the last graph when you reopen it.  Tabs allow you to 
remember multiple graphs.


On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote:


What irkes me is the fact that you need to create tabs to save your network 
graph lay out. This should just be default instead of drawing it out every time 
you decide you to graph it... Its not really that important, but its just 
shabby.


 


On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote:


yeah it's much better, the node editor is much improved, responsive when making 
connections much more rendertree/ice like than the clumsy old version


 


They could have improved the horrible shaderball area though...


 


 










Simon Reeves

London, UK

si...@simonreeves.com
www.simonreeves.com

www.analogstudio.co.uk



 


On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za wrote:


Makes me somewhat sad that there will be no new features for  Si 2016, However 
must say while I am forced to use Maya I am at least excited about the 
hypershade finally getting some much needed love. 


 


https://www.youtube.com/watch?v=VRVXXw5NZC0


 


 


 


 



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

Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Leendert A. Hartog
Now that there are  some clear and commendable results coming from 
Project H,
could someone in-the-know perhaps tell me, if the Maya docs have also 
gotten a gentle nudge in the right direction?
And yes I know  many people find them more than sufficient, but 
relatively speaking to the xsidocs they could still  use some love IMHO.


Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Luc-Eric Rousseau
@listproc.autodesk.com
 *Subject:* RE: OT: Hypershade changes in Maya 2016

 I had a look at the vids and must say the whole GUI looks as sturdy and
 antique like before. Besides this, if a developer says something is the
 biggest thing ever…I'll take it as a  warning sign.

 sven

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *adrian wyer
 *Sent:* Monday, April 13, 2015 6:32 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: OT: Hypershade changes in Maya 2016

 looks like a biog step in the right direction, kudos to the devs

 now, about ICE...

 a

 --
 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Luc-Eric
 Rousseau
 *Sent:* 13 April 2015 17:11
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: OT: Hypershade changes in Maya 2016


 The node editor remembers the last graph when you reopen it.  Tabs allow
 you to remember multiple graphs.
 On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote:
 What irkes me is the fact that you need to create tabs to save your
 network graph lay out. This should just be default instead of drawing it
 out every time you decide you to graph it... Its not really that important,
 but its just shabby.

 On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com
 wrote:
 yeah it's much better, the node editor is much improved, responsive when
 making connections much more rendertree/ice like than the clumsy old version

 They could have improved the horrible shaderball area though...





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

 On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za
 wrote:
 Makes me somewhat sad that there will be no new features for  Si 2016,
 However must say while I am forced to use Maya I am at least excited about
 the hypershade finally getting some much needed love.

 https://www.youtube.com/watch?v=VRVXXw5NZC0




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






Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Raffaele Fragapane
What parts of what doco? App? Tutorials? SDK/API?

On Tue, Apr 14, 2015 at 7:45 PM, Leendert A. Hartog hirazib...@live.nl
wrote:

 Now that there are  some clear and commendable results coming from
 Project H,
 could someone in-the-know perhaps tell me, if the Maya docs have also
 gotten a gentle nudge in the right direction?
 And yes I know  many people find them more than sufficient, but relatively
 speaking to the xsidocs they could still  use some love IMHO.

 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com




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


Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Leendert A. Hartog

The main docs, IMHO

Greetz
Leendert

--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Eric Thivierge

I agree Ed,

I'm not going to hold on to Softimage for the next 2-3+ years just 
because I want to make a statement. As a 3D artist, it's my opinion that 
you need to move with the times whether you like it or not. If you stick 
with Softimage, you're delaying the transition that will eventually 
happen. If you wait until the last possible moment, say if a new 
technology is introduced, and there is no way to shoe-horn it into 
Softimage, you'll be left with very little time to get up to speed with 
a product that will be evolving and staying up with the times.


Whether it's a transition to Max, Maya, Houdini, or whatever, life goes 
on. If you want to stay in the industry and stay relevant you have to 
evolve.


Eric T.

On 4/14/2015 10:36 AM, Ed Manning wrote:

Y'know...

I get the impression that some people would be, maybe not happier, but 
more satisfied, if Maya *didn't* get any of the workflow enhancements 
or other changes many of us have been asking for.  I miss Softimage 
more every day I have to use Maya (but fortunately, I can still use 
Softimage when it's up to me), but the negative attitude of some 
people, while understandable, is totally counterproductive.


I have to make a living using the tools that are available. Autodesk 
killed my tool of choice in favor of a less-usable one, which 
frustrates and angers me, as well as cutting my productivity (and 
value to my clients). But for anybody to look at long-asked-for 
changes to the tool AD have chosen to develop, and run them down on 
the basis of, well, not much other than preconceived opinion, does. 
not. help.


Maya is becoming more like Softimage? About time! Move more in that 
direction! Autodesk -- you still have a lot to answer for, but you 
actually seem to be trying to deliver on some of the things you've 
said.  I'm not going to say great job! because we don't praise 
people for simply doing what they're supposed to do (see Chris Rock on 
this topic).





Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Ed Manning
Y'know...

I get the impression that some people would be, maybe not happier, but more
satisfied, if Maya *didn't* get any of the workflow enhancements or other
changes many of us have been asking for.  I miss Softimage more every day I
have to use Maya (but fortunately, I can still use Softimage when it's up
to me), but the negative attitude of some people, while understandable, is
totally counterproductive.

I have to make a living using the tools that are available. Autodesk killed
my tool of choice in favor of a less-usable one, which frustrates and
angers me, as well as cutting my productivity (and value to my clients).
But for anybody to look at long-asked-for changes to the tool AD have
chosen to develop, and run them down on the basis of, well, not much other
than preconceived opinion, does. not. help.

Maya is becoming more like Softimage? About time! Move more in that
direction! Autodesk -- you still have a lot to answer for, but you actually
seem to be trying to deliver on some of the things you've said.  I'm not
going to say great job! because we don't praise people for simply doing
what they're supposed to do (see Chris Rock on this topic).


Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Sylvain Lebeau
 in the long term, it really should be in the oven. 
Well I hope so for them.



Does 2016 finally got the node based UI for Bitfrost? Would be
a good start. I was on beta but never got the time to play
with it.


We’ll see in a week or two. But so far nothing about this in
the videos.

sly

*Sylvain Lebeau // SHED**
*V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 tel:514%20849-1555 F 514 849-5025
tel:514%20849-5025WWW.SHEDMTL.COM
http://www.shedmtl.com/ http://WWW.SHEDMTL.COM
http://www.shedmtl.com/
am.png
VFX Curriculum 03: Compositing Basics
mail to: s...@shedmtl.com mailto:s...@shedmtl.com




On Apr 13, 2015, at 8:26 PM, Sven Constable
sixsi_l...@imagefront.de
mailto:sixsi_l...@imagefront.de wrote:

sry, didn’t want to adress the developers of course. But
the company behind them. Marketing means something. The
more overwhelming positive it is, the more it turns me
towards other directions. Same with Newtek and lightwave
years ago.
*From:*softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com]*On Behalf
Of*Sven Constable
*Sent:*Tuesday, April 14, 2015 2:18 AM
*To:*softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:*RE: OT: Hypershade changes in Maya 2016
I had a look at the vids and must say the whole GUI looks
as sturdy and antique like before. Besides this, if a
developer says something is the biggest thing ever…I'll
take it as a  warning sign.
sven
*From:*softimage-boun...@listproc.autodesk.com

mailto:softimage-boun...@listproc.autodesk.com[mailto:softimage-boun...@listproc.autodesk.com]*On
Behalf Of*adrian wyer
*Sent:*Monday, April 13, 2015 6:32 PM
*To:*softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:*RE: OT: Hypershade changes in Maya 2016
looks like a biog step in the right direction, kudos to
the devs
now, about ICE...
a


*From:*softimage-boun...@listproc.autodesk.com

mailto:softimage-boun...@listproc.autodesk.com[mailto:softimage-boun...@listproc.autodesk.com]*On
Behalf Of*Luc-Eric Rousseau
*Sent:*13 April 2015 17:11
*To:*softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:*Re: OT: Hypershade changes in Maya 2016

The node editor remembers the last graph when you reopen
it. Tabs allow you to remember multiple graphs.

On Apr 13, 2015 11:02 AM, Ognjen Vukovic
ognj...@gmail.com mailto:ognj...@gmail.com wrote:
What irkes me is the fact that you need to create tabs to
save your network graph lay out. This should just be
default instead of drawing it out every time you decide
you to graph it... Its not really that important, but its
just shabby.
On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves
si...@simonreeves.com mailto:si...@simonreeves.com wrote:
yeah it's much better, the node editor is much improved,
responsive when making connections much more
rendertree/ice like than the clumsy old version
They could have improved the horrible shaderball area
though...



Simon Reeves
London, UK
/si...@simonreeves.com mailto:si...@simonreeves.com/
/www.simonreeves.com http://www.simonreeves.com//
/www.analogstudio.co.uk http://www.analogstudio.co.uk//
On 13 April 2015 at 10:47, Angus Davidson
angus.david...@wits.ac.za
mailto:angus.david...@wits.ac.za wrote:
Makes me somewhat sad that there will be no new features
for  Si 2016, However must say while I am forced to use
Maya I am at least excited about the hypershade finally
getting some much needed love.
https://www.youtube.com/watch?v=VRVXXw5NZC0
This communication is intended for the addressee only. It
is confidential. If you have received this communication
in error, please notify us immediately and destroy the
original message. You may not copy or disseminate this
communication without the permission of the University.
Only authorised signatories

Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Eric Thivierge

Getting a bit semantic but you probably need to do both no? :)

Eric T.

On Tuesday, April 14, 2015 11:36:36 AM, Leendert A. Hartog wrote:

Eric Thivierge schreef op 14-4-2015 om 17:08:

If you want to stay in the industry and stay relevant you have to
evolve.

Let's say you have to adapt, not necessarily evolve...

Greetz
Leendert





Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Francois Lord

Or in another software.

On 14-Apr-15 11:50, Christoph Muetze wrote:

Everything I would want to do in Maya I can do better
and easier in Soft... I'm waiting for that to change.. Maybe in a couple
of years?

Cheers!
Chris





Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Leendert A. Hartog

Eric Thivierge schreef op 14-4-2015 om 17:08:
If you want to stay in the industry and stay relevant you have to evolve. 

Let's say you have to adapt, not necessarily evolve...

Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Christoph Muetze
Not sure if I can agree here..

 I add tools to my collection only when they save me time or give me an
advantage. And I only replace old tools when they either don't run
anymore or the competition is _much_ better..(think _at least_ 50-80%
faster to goal).

I bought a Modo seat solely because of MeshFusion. That tool is a
killer-app in itself. Same thing with Redshift for Softimage...

And when it comes to Maya: I welcome their recent changes, but, still -
I don't see a reason at this point in time to shift over to Maya (which
I already own but rarely make use of) simply because there is no benefit
over Softimage. Everything I would want to do in Maya I can do better
and easier in Soft... I'm waiting for that to change.. Maybe in a couple
of years?

Cheers!
Chris

On 04/14/2015 05:08 PM, Eric Thivierge wrote:
 I agree Ed,
 
 I'm not going to hold on to Softimage for the next 2-3+ years just
 because I want to make a statement. As a 3D artist, it's my opinion that
 you need to move with the times whether you like it or not. If you stick
 with Softimage, you're delaying the transition that will eventually
 happen. If you wait until the last possible moment, say if a new
 technology is introduced, and there is no way to shoe-horn it into
 Softimage, you'll be left with very little time to get up to speed with
 a product that will be evolving and staying up with the times.
 
 Whether it's a transition to Max, Maya, Houdini, or whatever, life goes
 on. If you want to stay in the industry and stay relevant you have to
 evolve.
 
 Eric T.
 
 On 4/14/2015 10:36 AM, Ed Manning wrote:
 Y'know...

 I get the impression that some people would be, maybe not happier, but
 more satisfied, if Maya *didn't* get any of the workflow enhancements
 or other changes many of us have been asking for.  I miss Softimage
 more every day I have to use Maya (but fortunately, I can still use
 Softimage when it's up to me), but the negative attitude of some
 people, while understandable, is totally counterproductive.

 I have to make a living using the tools that are available. Autodesk
 killed my tool of choice in favor of a less-usable one, which
 frustrates and angers me, as well as cutting my productivity (and
 value to my clients). But for anybody to look at long-asked-for
 changes to the tool AD have chosen to develop, and run them down on
 the basis of, well, not much other than preconceived opinion, does.
 not. help.

 Maya is becoming more like Softimage? About time! Move more in that
 direction! Autodesk -- you still have a lot to answer for, but you
 actually seem to be trying to deliver on some of the things you've
 said.  I'm not going to say great job! because we don't praise
 people for simply doing what they're supposed to do (see Chris Rock on
 this topic).
 
 
 




Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Leendert A. Hartog


Eric Thivierge schreef op 14-4-2015 om 17:39:

Getting a bit semantic but you probably need to do both no? :)


You're right, it's getting a bit semantic, quite a bit actually... ;)
I'll shut up now (I am a linguist originally, so it is a force of habit
of sorts)

Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com





Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Sebastien Sterling
He He ! Jason S

A proper mouth bag (one that requires gums and teeth, tongue, throat and
uvula) is a classic example of a situation in modeling where being able to
hide faces fast makes all the difference.

so you need to hide the lips and mouth bag to get to the gums and teeth.

In maya all you have is Isolate, which means you have to:

1) make selection
2) invert selection
3) isolate selection * which will also hide everything else in the scene so
if your teeth where separate i hope you took the time to select every
single one or you are fucked

should you desire to increase hidden area...

4) select all
5) unpaint desired area
6) isolate. SHIFT+I

unhide

1) deselect all
2) de-isolate SHIFT+I


vs softimage


1) make selection
2) Hide H
...
hide more

3) make selection
4) Hide H

unhide

1) CTRL+H

Not only are there fewer steps but the process is more streamline and
intuitive in soft.

this may not seem like much, but it is one of those actions you have to
perform every 30 seconds when you're a modeller.


the mouth bag is just one pertinent example,

I'm sure people weight painting on e.g multiple layers of clothing would
appreciate being able to hide some sub- element to get to others.





On 14 April 2015 at 23:52, Raffaele Fragapane raffsxsil...@googlemail.com
wrote:

 Or possibly endure. Some days it's like that :p
 On 15 Apr 2015 01:37, Leendert A. Hartog hirazib...@live.nl wrote:

 Eric Thivierge schreef op 14-4-2015 om 17:08:

 If you want to stay in the industry and stay relevant you have to
 evolve.

 Let's say you have to adapt, not necessarily evolve...

 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com




Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Andres Stephens
Yeah I guess.. it actually does look good, less daunting to learn and quite 
useful in a way. I’m sure the little bugs and quirks are many, but it looks 
nice. 







From: Eric Thivierge
Sent: ‎Tuesday‎, ‎April‎ ‎14‎, ‎2015 ‎08‎:‎11‎:‎57‎ ‎
To: softimage@listproc.autodesk.com





I really like this release. The modeling tool enhancements and the 
sculpting tools are awesome to have. Sculpting blend shapes for faces is 
going to be a lot easier and you can stay in Maya for it. They have some 
work to do as they don't have an erase brush to paint the deltas back to 
zero, but its getting there. The blend shape editor adjustments are more 
than welcomed. It's finally more usable and you can just keep creating 
empty blend shapes to sculpt on. Softimage didn't have this or the 
sculpting and it's really great to see they are integrating the Mudbox 
brushes. You can't go super crazy high poly currently, but that's OK. I 
just want the sculpting tools for the blend shapes and shape fixes.

The modeling team on Maya have been doing amazing work and this release 
shows it. This is a pretty decent release. The clean up of the UI and 
menus is also something to appreciate. Get rid of the clutter to make 
room for new tools and quicker workflows.

My 2 cents,
Eric T.

On 4/14/2015 9:06 AM, Eric Thivierge wrote:
 Pretty sure it was flawed. A few people I know of along with myself 
 were confused when the mesh lost it's shape when applying the Delta 
 Mush which seemed to just smooth the mesh. It's supposed to maintain 
 the detail. I think the video was flawed so they are probably redoing 
 it to ensure it's used accurately. (I'm hoping).

 Eric T.

 On 4/14/2015 3:35 AM, Nicolas Esposito wrote:
 Looks like they removed the Delta Mush video...strange...anyway the 
 new UI looks good


Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Sebastien Sterling
what are the odds we might get a method of aligning objects per pivot ?

and a method of hiding sub-componants faces in the next iteration ? (ever
tried modeling the inside of a mouth of a crocodile ?)

there is actually some good stuff in this version.



On 14 April 2015 at 16:57, Leendert A. Hartog hirazib...@live.nl wrote:


 Eric Thivierge schreef op 14-4-2015 om 17:39:

 Getting a bit semantic but you probably need to do both no? :)


 You're right, it's getting a bit semantic, quite a bit actually... ;)
 I'll shut up now (I am a linguist originally, so it is a force of habit
 of sorts)


 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com






Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Jason S

  
  
Maya can be fine, (despite being ~3x as
  memory hungry and still way more cumbersome comparatively )
  with these steps indeed maybe indeed in a few years would it be a
  closer alternative.
  
  (if overhauling render layers, it's non-destructive framework?
  shapes workflow and other workflow-s-, and a still pretty big
  'etc'.. )
  
  But regardless, if already "forced" to use Maya, wait until
  rental-only kicks-in.
  
  Then prices could double again (or quadruple or whatever), and
  purchases couldn't be withheld without also losing the ability to
  function in the same move.
  
  What were you saying about inside the mouth of a crocodile?
  
  
  
  On 04/14/15 14:48, Sebastien Sterling wrote:


  

  
what are the odds we might get a method of aligning
  objects per pivot ?
  

and a method of hiding sub-componants "faces" in the next
iteration ? (ever tried modeling the inside of a mouth of a
crocodile ?)

  
  there is actually some good stuff in this version.
  


  
  
On 14 April 2015 at 16:57, Leendert A.
  Hartog hirazib...@live.nl
  wrote:
  
Eric Thivierge schreef op 14-4-2015 om 17:39:
  
Getting a bit semantic but you probably need to do both
no? :)
  
  

You're right, it's getting a bit semantic, quite a bit
actually... ;)
I'll shut up now (I am a linguist originally, so it is a
force of habit
of sorts)

  

Greetz
Leendert

-- 

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



  

  


  


  



Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Raffaele Fragapane
Or possibly endure. Some days it's like that :p
On 15 Apr 2015 01:37, Leendert A. Hartog hirazib...@live.nl wrote:

 Eric Thivierge schreef op 14-4-2015 om 17:08:

 If you want to stay in the industry and stay relevant you have to evolve.

 Let's say you have to adapt, not necessarily evolve...

 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com




Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Saeed Kalhor
​​
Still selecting a material or a node in Hypershade will deselect object in
view port, so silly!

On Tue, Apr 14, 2015 at 3:36 PM, Leendert A. Hartog hirazib...@live.nl
wrote:

 The main docs, IMHO


 Greetz
 Leendert

 --
 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com




Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Eric Thivierge
Pretty sure it was flawed. A few people I know of along with myself were 
confused when the mesh lost it's shape when applying the Delta Mush 
which seemed to just smooth the mesh. It's supposed to maintain the 
detail. I think the video was flawed so they are probably redoing it to 
ensure it's used accurately. (I'm hoping).


Eric T.

On 4/14/2015 3:35 AM, Nicolas Esposito wrote:
Looks like they removed the Delta Mush video...strange...anyway the 
new UI looks good





Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Eric Thivierge
I really like this release. The modeling tool enhancements and the 
sculpting tools are awesome to have. Sculpting blend shapes for faces is 
going to be a lot easier and you can stay in Maya for it. They have some 
work to do as they don't have an erase brush to paint the deltas back to 
zero, but its getting there. The blend shape editor adjustments are more 
than welcomed. It's finally more usable and you can just keep creating 
empty blend shapes to sculpt on. Softimage didn't have this or the 
sculpting and it's really great to see they are integrating the Mudbox 
brushes. You can't go super crazy high poly currently, but that's OK. I 
just want the sculpting tools for the blend shapes and shape fixes.


The modeling team on Maya have been doing amazing work and this release 
shows it. This is a pretty decent release. The clean up of the UI and 
menus is also something to appreciate. Get rid of the clutter to make 
room for new tools and quicker workflows.


My 2 cents,
Eric T.

On 4/14/2015 9:06 AM, Eric Thivierge wrote:
Pretty sure it was flawed. A few people I know of along with myself 
were confused when the mesh lost it's shape when applying the Delta 
Mush which seemed to just smooth the mesh. It's supposed to maintain 
the detail. I think the video was flawed so they are probably redoing 
it to ensure it's used accurately. (I'm hoping).


Eric T.

On 4/14/2015 3:35 AM, Nicolas Esposito wrote:
Looks like they removed the Delta Mush video...strange...anyway the 
new UI looks good







Re: OT: Hypershade changes in Maya 2016

2015-04-13 Thread Sylvain Lebeau
You point is still good Sven. 

Of course Maya’s Gui is far from getting to the point Xsi is… I profoundly 
think that Xsi got the best Gui in all softwares that ever existed.  The new 
aqua icons are not a revolution of course. Still good to the eye to paint the 
old car with a fresh clear coating. :-) 

We’ve had Autodesk at our studio a couple of times and I must admit they we’re 
very opened to listen to us softimage users. And they we’re taking good notes. 
I think they are doing good efforts to keep Xsi users happy in the transition 
while at the same time not frustrate good old Maya users.  It will take time to 
blend the two. 


About ICE.  Maya is node based all around and I cannot imagine AD to own these 
(ICE) pattents and not create the same workflow inside of Maya. With new 
operops, and merging all of it’s tools inside of a new unified workflow node 
UI. Of course this will take time to make everything talk togheter. But to me, 
it should be the priority for AD to implement this.  

I barely see any other futur ventures that could bring back Maya as the top 
contender in the 3D world. Houdini is pushing hard. And it’s doing just that at 
it’s roots.  So if they want to compete in the long term, it really should be 
in the oven.  Well I hope so for them. 


Does 2016 finally got the node based UI for Bitfrost? Would be a good start. I 
was on beta but never got the time to play with it. 


We’ll see in a week or two. But so far nothing about this in the videos. 

sly

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

VFX Curriculum 03: Compositing Basics
mail to: s...@shedmtl.com




 On Apr 13, 2015, at 8:26 PM, Sven Constable sixsi_l...@imagefront.de wrote:
 
 sry, didn’t want to adress the developers of course. But the company behind 
 them. Marketing means something. The more overwhelming positive it is, the 
 more it turns me towards other directions. Same with Newtek and lightwave 
 years ago.
   
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
 Sent: Tuesday, April 14, 2015 2:18 AM
 To: softimage@listproc.autodesk.com
 Subject: RE: OT: Hypershade changes in Maya 2016
  
 I had a look at the vids and must say the whole GUI looks as sturdy and 
 antique like before. Besides this, if a developer says something is the 
 biggest thing ever…I'll take it as a  warning sign.
  
 sven 
  
 From: softimage-boun...@listproc.autodesk.com 
 mailto:softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com 
 mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer
 Sent: Monday, April 13, 2015 6:32 PM
 To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com
 Subject: RE: OT: Hypershade changes in Maya 2016
  
 looks like a biog step in the right direction, kudos to the devs
  
 now, about ICE...
  
 a
  
 From: softimage-boun...@listproc.autodesk.com 
 mailto:softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com 
 mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric 
 Rousseau
 Sent: 13 April 2015 17:11
 To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com
 Subject: Re: OT: Hypershade changes in Maya 2016
  
 The node editor remembers the last graph when you reopen it.  Tabs allow you 
 to remember multiple graphs.
 
 On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com 
 mailto:ognj...@gmail.com wrote:
 What irkes me is the fact that you need to create tabs to save your network 
 graph lay out. This should just be default instead of drawing it out every 
 time you decide you to graph it... Its not really that important, but its 
 just shabby.
  
 On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com 
 mailto:si...@simonreeves.com wrote:
 yeah it's much better, the node editor is much improved, responsive when 
 making connections much more rendertree/ice like than the clumsy old version
  
 They could have improved the horrible shaderball area though...
  
  
 
 
 
 Simon Reeves
 London, UK
 si...@simonreeves.com mailto:si...@simonreeves.com
 www.simonreeves.com http://www.simonreeves.com/
 www.analogstudio.co.uk http://www.analogstudio.co.uk/
  
 On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za 
 mailto:angus.david...@wits.ac.za wrote:
 Makes me somewhat sad that there will be no new features for  Si 2016, 
 However must say while I am forced to use Maya I am at least excited about 
 the hypershade finally getting some much needed love. 
  
 https://www.youtube.com/watch?v=VRVXXw5NZC0 
 https://www.youtube.com/watch?v=VRVXXw5NZC0
  
  
  
  
 This communication is intended for the addressee only. It is confidential. If 
 you have received this communication in error

RE: OT: Hypershade changes in Maya 2016

2015-04-13 Thread Sven Constable
I never heard of a company that blended two 3D animation softwares 
successfully, sorry dude. That will never happen. What I was told the last 24 
month talking to 3ds max users was: Hell, they changed the GUI again in this 
release! WTF! 

They (the ppl I talked to) did not even mention new feature or something.

Ok, now ADSK says the icons are now good. But they did say this in the last 
release when they changed the fucking icons!

It's all about cosmetics and polishing. It's of no use to change the coating on 
a dead horse every fucking single release. I would not have worked with 
softimage the last decade if they changed the GUI in every release just to 
distract from missing functionality.

 

If you want to make sure you're working with a strong and solid software, the 
best indication is its not changing its look. 

Sorry for the f-words and beeing emotional.

 

sven 

 

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sylvain Lebeau
Sent: Tuesday, April 14, 2015 3:03 AM
To: softimage@listproc.autodesk.com
Subject: Re: OT: Hypershade changes in Maya 2016

 

You point is still good Sven. 

 

Of course Maya’s Gui is far from getting to the point Xsi is… I profoundly 
think that Xsi got the best Gui in all softwares that ever existed.  The new 
aqua icons are not a revolution of course. Still good to the eye to paint the 
old car with a fresh clear coating. :-) 

 

We’ve had Autodesk at our studio a couple of times and I must admit they we’re 
very opened to listen to us softimage users. And they we’re taking good notes. 
I think they are doing good efforts to keep Xsi users happy in the transition 
while at the same time not frustrate good old Maya users.  It will take time to 
blend the two. 

 

 

About ICE.  Maya is node based all around and I cannot imagine AD to own these 
(ICE) pattents and not create the same workflow inside of Maya. With new 
operops, and merging all of it’s tools inside of a new unified workflow node 
UI. Of course this will take time to make everything talk togheter. But to me, 
it should be the priority for AD to implement this.  

 

I barely see any other futur ventures that could bring back Maya as the top 
contender in the 3D world. Houdini is pushing hard. And it’s doing just that at 
it’s roots.  So if they want to compete in the long term, it really should be 
in the oven.  Well I hope so for them. 

 

 

Does 2016 finally got the node based UI for Bitfrost? Would be a good start. I 
was on beta but never got the time to play with it. 

 

 

We’ll see in a week or two. But so far nothing about this in the videos. 

 

sly

 

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



VFX Curriculum 03: Compositing Basics

mail to: s...@shedmtl.com

 






 

On Apr 13, 2015, at 8:26 PM, Sven Constable sixsi_l...@imagefront.de wrote:

 

sry, didn’t want to adress the developers of course. But the company behind 
them. Marketing means something. The more overwhelming positive it is, the more 
it turns me towards other directions. Same with Newtek and lightwave years ago.

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Tuesday, April 14, 2015 2:18 AM
To: softimage@listproc.autodesk.com
Subject: RE: OT: Hypershade changes in Maya 2016

 

I had a look at the vids and must say the whole GUI looks as sturdy and antique 
like before. Besides this, if a developer says something is the biggest thing 
ever…I'll take it as a  warning sign.

 

sven 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer
Sent: Monday, April 13, 2015 6:32 PM
To: softimage@listproc.autodesk.com
Subject: RE: OT: Hypershade changes in Maya 2016

 

looks like a biog step in the right direction, kudos to the devs

 

now, about ICE...

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: 13 April 2015 17:11
To: softimage@listproc.autodesk.com
Subject: Re: OT: Hypershade changes in Maya 2016

 

The node editor remembers the last graph when you reopen it.  Tabs allow you to 
remember multiple graphs.

On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote:

What irkes me is the fact that you need to create tabs to save your network 
graph lay out. This should just be default instead of drawing it out every time 
you decide you to graph it... Its not really that important, but its just 
shabby.

 

On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote:

yeah it's much better, the node editor is much improved, responsive when making 
connections much more rendertree/ice

RE: OT: Hypershade changes in Maya 2016

2015-04-13 Thread Sven Constable
I had a look at the vids and must say the whole GUI looks as sturdy and
antique like before. Besides this, if a developer says something is the
biggest thing ever.I'll take it as a  warning sign.

 

sven 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer
Sent: Monday, April 13, 2015 6:32 PM
To: softimage@listproc.autodesk.com
Subject: RE: OT: Hypershade changes in Maya 2016

 

looks like a biog step in the right direction, kudos to the devs

 

now, about ICE...

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric
Rousseau
Sent: 13 April 2015 17:11
To: softimage@listproc.autodesk.com
Subject: Re: OT: Hypershade changes in Maya 2016

 

The node editor remembers the last graph when you reopen it.  Tabs allow you
to remember multiple graphs.

On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote:

What irkes me is the fact that you need to create tabs to save your network
graph lay out. This should just be default instead of drawing it out every
time you decide you to graph it... Its not really that important, but its
just shabby.

 

On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote:

yeah it's much better, the node editor is much improved, responsive when
making connections much more rendertree/ice like than the clumsy old version

 

They could have improved the horrible shaderball area though...

 

 






Simon Reeves

London, UK

si...@simonreeves.com
www.simonreeves.com

www.analogstudio.co.uk

 

On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za wrote:

Makes me somewhat sad that there will be no new features for  Si 2016,
However must say while I am forced to use Maya I am at least excited about
the hypershade finally getting some much needed love. 

 

https://www.youtube.com/watch?v=VRVXXw5NZC0

 

 

 

 



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


 

 

 



Re: OT: Hypershade changes in Maya 2016

2015-04-13 Thread Raffaele Fragapane
The main point of the new UI isn't to make it prettier, it's largely that
it now responds to high density DPI properly. If you ever tried using older
software, including Soft, on a 4k display or on an ultra HD 10-12 tablet
you'll know what that's like.

On Tue, Apr 14, 2015 at 11:02 AM, Sylvain Lebeau s...@shedmtl.com wrote:

 You point is still good Sven.

 Of course Maya’s Gui is far from getting to the point Xsi is… I profoundly
 think that Xsi got the best Gui in all softwares that ever existed.  The
 new aqua icons are not a revolution of course. Still good to the eye to
 paint the old car with a fresh clear coating. :-)

 We’ve had Autodesk at our studio a couple of times and I must admit they
 we’re very opened to listen to us softimage users. And they we’re taking
 good notes. I think they are doing good efforts to keep Xsi users happy in
 the transition while at the same time not frustrate good old Maya users.
 It will take time to blend the two.


 About ICE.  Maya is node based all around and I cannot imagine AD to own
 these (ICE) pattents and not create the same workflow inside of Maya. With
 new operops, and merging all of it’s tools inside of a new unified workflow
 node UI. Of course this will take time to make everything talk togheter.
 But to me, it should be the priority for AD to implement this.

 I barely see any other futur ventures that could bring back Maya as the
 top contender in the 3D world. Houdini is pushing hard. And it’s doing just
 that at it’s roots.  So if they want to compete in the long term, it really
 should be in the oven.  Well I hope so for them.


 Does 2016 finally got the node based UI for Bitfrost? Would be a good
 start. I was on beta but never got the time to play with it.


 We’ll see in a week or two. But so far nothing about this in the videos.

 sly

 *Sylvain Lebeau // SHED*
 V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ 
 http://WWW.SHEDMTL.COM http://www.shedmtl.com/
 VFX Curriculum 03: Compositing Basics
 mail to: s...@shedmtl.com




 On Apr 13, 2015, at 8:26 PM, Sven Constable sixsi_l...@imagefront.de
 wrote:

 sry, didn’t want to adress the developers of course. But the company
 behind them. Marketing means something. The more overwhelming positive it
 is, the more it turns me towards other directions. Same with Newtek and
 lightwave years ago.

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sven Constable
 *Sent:* Tuesday, April 14, 2015 2:18 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: OT: Hypershade changes in Maya 2016

 I had a look at the vids and must say the whole GUI looks as sturdy and
 antique like before. Besides this, if a developer says something is the
 biggest thing ever…I'll take it as a  warning sign.

 sven

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *adrian wyer
 *Sent:* Monday, April 13, 2015 6:32 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: OT: Hypershade changes in Maya 2016

 looks like a biog step in the right direction, kudos to the devs

 now, about ICE...

 a

 --
 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Luc-Eric
 Rousseau
 *Sent:* 13 April 2015 17:11
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: OT: Hypershade changes in Maya 2016


 The node editor remembers the last graph when you reopen it.  Tabs allow
 you to remember multiple graphs.
 On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote:
 What irkes me is the fact that you need to create tabs to save your
 network graph lay out. This should just be default instead of drawing it
 out every time you decide you to graph it... Its not really that important,
 but its just shabby.

 On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com
 wrote:
 yeah it's much better, the node editor is much improved, responsive when
 making connections much more rendertree/ice like than the clumsy old version

 They could have improved the horrible shaderball area though...





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

 On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za
 wrote:
 Makes me somewhat sad that there will be no new features for  Si 2016,
 However must say while I am forced to use Maya I am at least excited about
 the hypershade finally getting some much needed love.

 https://www.youtube.com/watch?v=VRVXXw5NZC0




 This communication is intended for the addressee only. It is confidential

RE: OT: Hypershade changes in Maya 2016

2015-04-13 Thread Sven Constable
sry, didn't want to adress the developers of course. But the company behind
them. Marketing means something. The more overwhelming positive it is, the
more it turns me towards other directions. Same with Newtek and lightwave
years ago.

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Tuesday, April 14, 2015 2:18 AM
To: softimage@listproc.autodesk.com
Subject: RE: OT: Hypershade changes in Maya 2016

 

I had a look at the vids and must say the whole GUI looks as sturdy and
antique like before. Besides this, if a developer says something is the
biggest thing ever.I'll take it as a  warning sign.

 

sven 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer
Sent: Monday, April 13, 2015 6:32 PM
To: softimage@listproc.autodesk.com
Subject: RE: OT: Hypershade changes in Maya 2016

 

looks like a biog step in the right direction, kudos to the devs

 

now, about ICE...

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric
Rousseau
Sent: 13 April 2015 17:11
To: softimage@listproc.autodesk.com
Subject: Re: OT: Hypershade changes in Maya 2016

 

The node editor remembers the last graph when you reopen it.  Tabs allow you
to remember multiple graphs.

On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote:

What irkes me is the fact that you need to create tabs to save your network
graph lay out. This should just be default instead of drawing it out every
time you decide you to graph it... Its not really that important, but its
just shabby.

 

On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote:

yeah it's much better, the node editor is much improved, responsive when
making connections much more rendertree/ice like than the clumsy old version

 

They could have improved the horrible shaderball area though...

 

 






Simon Reeves

London, UK

si...@simonreeves.com
www.simonreeves.com

www.analogstudio.co.uk

 

On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za wrote:

Makes me somewhat sad that there will be no new features for  Si 2016,
However must say while I am forced to use Maya I am at least excited about
the hypershade finally getting some much needed love. 

 

https://www.youtube.com/watch?v=VRVXXw5NZC0

 

 

 

 



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


 

 

 



Re: OT: Hypershade changes in Maya 2016

2015-04-13 Thread Jason S

  
  
Shader editor looks good at least at
  first glance,
  
  Dont know about the extra parallelism in rigs, open subdivs also
  had intro clip showing "great performance increases",
  
  Otherwise We've often been highlihting diferences, but Maya can
  also be a lot like XSI in many ways, 
  but it's when under fire or when making solutions to solve things
  or to make things work where the differences come out.
  
  Try duplicating a rig or a setup in Maya (for instance)
  
  In any event, I'm sure these steps can make it less bad but
  there's just so many things,
  and this is while solely talking about the software, which even if
  it can also have it's strengths ...
  I'd personally be anxious for the coming of other players in this
  league, weather using Maya or not 
  
  
  On 04/13/15 21:02, Sylvain Lebeau wrote:


  
  You point is still good Sven. 
  
  
  Of course Maya’s Gui is far from getting to the
point Xsi is… I profoundly think that Xsi got the best Gui in
all softwares that ever existed.  The new aqua icons are not a
revolution of course. Still good to the eye to paint the old car
with a fresh clear coating. :-) 
  
  
  We’ve had Autodesk at our studio a couple of times
and I must admit they we’re very opened to listen to us
softimage users. And they we’re taking good notes. I think they
are doing good efforts to keep Xsi users happy in the transition
while at the same time not frustrate good old Maya users.  It
will take time to blend the two. 
  
  
  
  
  About ICE.  Maya is node based all around and I
cannot imagine AD to own these (ICE) pattents and not create the
same workflow inside of Maya. With new operops, and merging all
of it’s tools inside of a new unified workflow node UI. Of
course this will take time to make everything talk togheter. But
to me, it should be the priority for AD to implement this.  
  
  
  I barely see any other futur ventures that could
bring back Maya as the top contender in the 3D world. Houdini is
pushing hard. And it’s doing just that at it’s roots.  So if
they want to compete in the long term, it really should be in
the oven.  Well I hope so for them. 
  
  
  
  
  Does 2016 finally got the node based UI for
Bitfrost? Would be a good start. I was on beta but never got the
time to play with it. 
  
  
  
  
  We’ll see in a week or two. But so far nothing about
this in the videos. 
  
  
  sly
  
  

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

VFX
  Curriculum 03: Compositing Basics
mail
  to: s...@shedmtl.com




  

  
  

  On Apr 13, 2015, at 8:26 PM, Sven Constable sixsi_l...@imagefront.de
wrote:
  
  

  sry,
  didn’t want to adress the developers of course. But
  the company behind them. Marketing means something.
  The more overwhelming positive it is, the more it
  turns me towards other directions. Same with Newtek
  and lightwave years ago.
  
   
  

  From: softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven
  Constable
  Sent: Tuesday,
  April 14, 2015 2:18 AM
  To: softimage@listproc.autodesk.com
  Subject: RE: OT:
  Hypershade changes in Maya 2016

  
   
  I had a
  look at the vids and must say the whole GUI looks as
  sturdy and antique like before. Besides this, if a
  developer says something is the "biggest thing
  ever"…I'll take it as a  warning sign.
   
  sven 
   
  

  From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian
  

Re: OT: Hypershade changes in Maya 2016

2015-04-13 Thread Sebastien Sterling
ICE is dead but at least we can now make foam in Bifrost...



On 13 April 2015 at 17:50, Andi Farhall hack...@outlook.com wrote:

 ...titter

 ...
 http://www.hackneyeffects.com/
 https://vimeo.com/user4174293
 http://www.linkedin.com/pub/andi-farhall/b/496/b21


 http://www.flickr.com/photos/lord_hackney/
 http://spylon.tumblr.com/

 This email and any attachments to it may be confidential and are intended
 solely for the use of the individual to whom it is addressed. Any views or
 opinions expressed are solely those of the author and do not necessarily
 represent those of Hackney Effects Ltd.

 If you are not the intended recipient of this email, you must neither take
 any action based upon its contents, nor copy or show it to anyone.

 Please contact the sender if you believe you have received this email in
 error.
 


 --
 From: adrian.w...@fluid-pictures.com
 To: softimage@listproc.autodesk.com
 Subject: RE: OT: Hypershade changes in Maya 2016
 Date: Mon, 13 Apr 2015 17:31:47 +0100


  looks like a biog step in the right direction, kudos to the devs



 now, about ICE...



 a


  --

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Luc-Eric Rousseau
 *Sent:* 13 April 2015 17:11
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: OT: Hypershade changes in Maya 2016


 The node editor remembers the last graph when you reopen it.  Tabs allow
 you to remember multiple graphs.

 On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote:

 What irkes me is the fact that you need to create tabs to save your
 network graph lay out. This should just be default instead of drawing it
 out every time you decide you to graph it... Its not really that important,
 but its just shabby.



 On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com
 wrote:

 yeah it's much better, the node editor is much improved, responsive when
 making connections much more rendertree/ice like than the clumsy old version



 They could have improved the horrible shaderball area though...








 Simon Reeves

 London, UK

 *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*

 *www.analogstudio.co.uk http://www.analogstudio.co.uk*



 On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za
 wrote:

 Makes me somewhat sad that there will be no new features for  Si 2016,
 However must say while I am forced to use Maya I am at least excited about
 the hypershade finally getting some much needed love.



 https://www.youtube.com/watch?v=VRVXXw5NZC0









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









Re: OT: Hypershade changes in Maya 2016

2015-04-13 Thread Sebastien Sterling
Also can we safely assume that the addition of a camera sequencer means
that 3DS MAX's days are numbered ?

On 14 April 2015 at 00:16, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:

 ICE is dead but at least we can now make foam in Bifrost...



 On 13 April 2015 at 17:50, Andi Farhall hack...@outlook.com wrote:

 ...titter


 ...
 http://www.hackneyeffects.com/
 https://vimeo.com/user4174293
 http://www.linkedin.com/pub/andi-farhall/b/496/b21


 http://www.flickr.com/photos/lord_hackney/
 http://spylon.tumblr.com/

 This email and any attachments to it may be confidential and are intended
 solely for the use of the individual to whom it is addressed. Any views or
 opinions expressed are solely those of the author and do not necessarily
 represent those of Hackney Effects Ltd.

 If you are not the intended recipient of this email, you must neither
 take any action based upon its contents, nor copy or show it to anyone.

 Please contact the sender if you believe you have received this email in
 error.
 


 --
 From: adrian.w...@fluid-pictures.com
 To: softimage@listproc.autodesk.com
 Subject: RE: OT: Hypershade changes in Maya 2016
 Date: Mon, 13 Apr 2015 17:31:47 +0100


  looks like a biog step in the right direction, kudos to the devs



 now, about ICE...



 a


  --

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Luc-Eric Rousseau
 *Sent:* 13 April 2015 17:11
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: OT: Hypershade changes in Maya 2016


 The node editor remembers the last graph when you reopen it.  Tabs allow
 you to remember multiple graphs.

 On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote:

 What irkes me is the fact that you need to create tabs to save your
 network graph lay out. This should just be default instead of drawing it
 out every time you decide you to graph it... Its not really that important,
 but its just shabby.



 On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com
 wrote:

 yeah it's much better, the node editor is much improved, responsive when
 making connections much more rendertree/ice like than the clumsy old version



 They could have improved the horrible shaderball area though...








 Simon Reeves

 London, UK

 *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*

 *www.analogstudio.co.uk http://www.analogstudio.co.uk*



 On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za
 wrote:

 Makes me somewhat sad that there will be no new features for  Si 2016,
 However must say while I am forced to use Maya I am at least excited about
 the hypershade finally getting some much needed love.



 https://www.youtube.com/watch?v=VRVXXw5NZC0









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











Re: OT: Hypershade changes in Maya 2016

2015-04-13 Thread Raffaele Fragapane
Bear with me here, I still can't say I find Maya enjoyable to use, but in
first place making the whole UI scalable is non trivial and with the
current move to high density display being well in effect more than just
cosmetics.

On top of that they have, at this point, shown the addition of parallel
evaluation in the scene graph, sculpting and high poly handling in viewport
(probably about a third of the sculpting part of mudbox ported over),
revamped the surfacing considerably, the addition of gas solvers and guided
sims in bifrost, and a number of other things (some admittedly useless to
most or patching over until they can be replaced with less dead horses,
e.g. XGen).

How is that just a coat of polish?
Does AD as a company in general suck? Yeah, in the same way most of those
corps seem to these days.

Can I honestly say Maya 2016 is a shit release? No, you're being overly
emotional and have decided to hate it for the sake of hating it IMO. They
could have added another 15 features and my guess is you probably would
have still decided to give it crap on account of the facelift, despite the
fact it was actually a functional one.

I used 2016 beta a fair bit on a Surface Pro 3. I used it because XSI and
Maya 2015 were F'ing useless on 2.5k on that screen. You can pick on it as
much as you want, but there was strong request for it.

On Tue, Apr 14, 2015 at 12:22 PM, Sven Constable sixsi_l...@imagefront.de
wrote:

 I never heard of a company that blended two 3D animation softwares
 successfully, sorry dude. That will never happen. What I was told the last
 24 month talking to 3ds max users was: Hell, they changed the GUI again in
 this release! WTF!

 They (the ppl I talked to) did not even mention new feature or something.

 Ok, now ADSK says the icons are now good. But they did say this in the
 last release when they changed the fucking icons!

 It's all about cosmetics and polishing. It's of no use to change the
 coating on a dead horse every fucking single release. I would not have
 worked with softimage the last decade if they changed the GUI in every
 release just to distract from missing functionality.



 If you want to make sure you're working with a strong and solid software,
 the best indication is its not changing its look.

 Sorry for the f-words and beeing emotional.



 sven







Re: OT: Hypershade changes in Maya 2016

2015-04-13 Thread Jason S
 oven.  Well I hope so for them. 




Does 2016 finally got the node based UI
  for Bitfrost? Would be a good start. I was
  on beta but never got the time to play
  with it. 




We’ll see in a week or two. But so far
  nothing about this in the videos. 


sly

 

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

Curriculum 03:
Compositing Basics
  mail

to: s...@shedmtl.com
  
  
  
  

  

  

  
On Apr 13, 2015, at 8:26 PM,
  Sven Constable sixsi_l...@imagefront.de

  wrote:


  
sry,

didn’t want to adress the
developers of course. But
the company behind them.
Marketing means something.
The more overwhelming
positive it is, the more it
turns me towards other
directions. Same with Newtek
and lightwave years ago.

 

  
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On

  Behalf Of Sven

Constable
Sent: Tuesday,

April 14, 2015 2:18 AM
To: softimage@listproc.autodesk.com
Subject: RE:
            OT: Hypershade changes
    in Maya 2016
  

 
I
had a look at the vids and
must say the whole GUI looks
as sturdy and antique like
before. Besides this, if a
developer says something is
the "biggest thing
ever"…I'll take it as a
 warning sign.
 
sven 
 

  
From: softimage-boun...@listproc.autodesk.com [m

Re: OT: Hypershade changes in Maya 2016

2015-04-13 Thread Jason S
18 AM
  To: softimage@listproc.autodesk.com
  Subject: RE: OT:
  Hypershade changes in Maya 2016

  
   
  I
  had a look at the vids and must say the
  whole GUI looks as sturdy and antique like
  before. Besides this, if a developer says
  something is the "biggest thing ever"…I'll
  take it as a  warning sign.
   
  sven 
   
  

  From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On
Behalf Of adrian
  wyer
  Sent: Monday,
  April 13, 2015 6:32 PM
  To: softimage@listproc.autodesk.com
  Subject: RE: OT:
      Hypershade changes in Maya 2016

  
   
  looks like a biog step in the
  right direction, kudos to the devs
   
  now, about ICE...
   
  a
   
  

  
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On
  Behalf Of Luc-Eric
Rousseau
Sent: 13 April 2015
17:11
To: softimage@listproc.autodesk.com
    Subject: Re: OT:
    Hypershade changes in Maya 2016
  
   
  The
  node editor remembers the last graph when
  you reopen it.  Tabs allow you to remember
  multiple graphs.
  
On
Apr 13, 2015 11:02 AM, "Ognjen Vukovic"
ognj...@gmail.com
wrote:

  What
  irkes me is the fact that you need to
  create tabs to save your network graph
  lay out. This should just be default
  instead of drawing it out every time
  you decide you to graph it... Its not
  really that important, but its just
  shabby.


   
  
On
Mon, Apr 13, 2015 at 4:41 PM, Simon
Reeves si...@simonreeves.com
wrote:

  yeah
  it's much better, the node editor
  is much improved, responsive when
  making connections much more
  rendertree/ice like than the
  clumsy old version
  
 
  
  
They could have
improved the horrible shaderball
area though...
  
  
 
  
  
 
  


  

  

  


 

Re: OT: Hypershade changes in Maya 2016

2015-04-13 Thread Raffaele Fragapane
On a 4k 30+ maybe, I've seen it on an ultraHD 27 (and ZB on a 5k 27) and
good chunks of the UI were practically useless.
Zbrush was pretty much a throw away (the x y z modifiers over sliders were
almost impossible to hit with a pen on tablet), and  Maya 2014's text was
an utter and complete mess.

On my SP3, which isn't even 3.8 or 4k over 15 kind of DPI, a lot of older
UIs become useless when you factor in the (lack of) precision when handling
a pen on screen interaction.

Regardless, vectorized and properly scaled UIs are a pain in the arse to
put together, but they are a necessity now that form factors aren't just
1080p over 24 for 90% of the user base.

On Tue, Apr 14, 2015 at 1:13 PM, Jason S jasonsta...@gmail.com wrote:

  Actually I've seen Soft (or any other non-hi DPI app) on a 4k display
 and it's like having a dual screen in one.

 It's when it's 4k on a 15 inch screen where there are issues.




 On 04/13/15 23:01, Raffaele Fragapane wrote:

 The main point of the new UI isn't to make it prettier, it's largely that
 it now responds to high density DPI properly. If you ever tried using older
 software, including Soft, on a 4k display or on an ultra HD 10-12 tablet
 you'll know what that's like.

 On Tue, Apr 14, 2015 at 11:02 AM, Sylvain Lebeau s...@shedmtl.com wrote:

  You point is still good Sven.

  Of course Maya’s Gui is far from getting to the point Xsi is… I
 profoundly think that Xsi got the best Gui in all softwares that ever
 existed.  The new aqua icons are not a revolution of course. Still good to
 the eye to paint the old car with a fresh clear coating. :-)

  We’ve had Autodesk at our studio a couple of times and I must admit
 they we’re very opened to listen to us softimage users. And they we’re
 taking good notes. I think they are doing good efforts to keep Xsi users
 happy in the transition while at the same time not frustrate good old Maya
 users.  It will take time to blend the two.


  About ICE.  Maya is node based all around and I cannot imagine AD to
 own these (ICE) pattents and not create the same workflow inside of Maya.
 With new operops, and merging all of it’s tools inside of a new unified
 workflow node UI. Of course this will take time to make everything talk
 togheter. But to me, it should be the priority for AD to implement this.

  I barely see any other futur ventures that could bring back Maya as the
 top contender in the 3D world. Houdini is pushing hard. And it’s doing just
 that at it’s roots.  So if they want to compete in the long term, it really
 should be in the oven.  Well I hope so for them.


  Does 2016 finally got the node based UI for Bitfrost? Would be a good
 start. I was on beta but never got the time to play with it.


  We’ll see in a week or two. But so far nothing about this in the
 videos.

  sly

   *Sylvain Lebeau // SHED*
 V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ 
 http://WWW.SHEDMTL.COM http://www.shedmtl.com/
  VFX Curriculum 03: Compositing Basics
 mail to: s...@shedmtl.com




  On Apr 13, 2015, at 8:26 PM, Sven Constable sixsi_l...@imagefront.de
 wrote:

  sry, didn’t want to adress the developers of course. But the company
 behind them. Marketing means something. The more overwhelming positive it
 is, the more it turns me towards other directions. Same with Newtek and
 lightwave years ago.

  *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sven Constable
 *Sent:* Tuesday, April 14, 2015 2:18 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: OT: Hypershade changes in Maya 2016

 I had a look at the vids and must say the whole GUI looks as sturdy and
 antique like before. Besides this, if a developer says something is the
 biggest thing ever…I'll take it as a  warning sign.

 sven

  *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *adrian wyer
 *Sent:* Monday, April 13, 2015 6:32 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: OT: Hypershade changes in Maya 2016

 looks like a biog step in the right direction, kudos to the devs

 now, about ICE...

 a

  --
 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Luc-Eric
 Rousseau
 *Sent:* 13 April 2015 17:11
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: OT: Hypershade changes in Maya 2016


 The node editor remembers the last graph when you reopen it.  Tabs allow
 you to remember multiple graphs.
  On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote:
  What irkes me is the fact that you need to create tabs to save your
 network graph lay out. This should just be default instead of drawing

Re: OT: Hypershade changes in Maya 2016

2015-04-13 Thread Sylvain Lebeau
I am emotional too Sven, But i am also realist, 

By saying putting a new coating on the old car was a bit sarcastic dood. Take 
it easy smooth. 

I hear you…And I am with you if you didnt catch it. 

You’ve never heard about a company blending 2 softwares togheter because there 
was no existing one that needed to do so. Ever! Pretty normal.  Of course! 
Newtek never had to blend 2 softwares togheter per exemple.  Nor does SideFx. 

It’s not about blending 2 softwares togheter. Its about blending workflows 
togheter.  Its a bit different. I mean workflow things. Wich I hope will come 
more and more.  The best from Xsi inside of Maya. When you hit H shortchut….it 
hide’s the object….if you hit H again…it shows up the object back.  Simple.  
Multiple selection property changes for example… The list can go on and on.   

They didnt changed it’s look… just the icons.  A simple refresh at the UI.  I 
know!!!


I could write a bitching novel on Maya that would take me years to write. But 
since my old email rant (wich you probably all remember)  on how much i was 
upset on the desmise of XSI and then after our switch to Maya to test the 
waters, …. i can say that I have find positives things in Maya. While I still 
miss so many things from Xsi.   Render passes in front of the line. But we got 
a powerfull pre render script that encompass this. Thanks to Laurent.  

Still Maya make’s us able to deliver our jobs. It’s not as funny as before, of 
course. 


it’s not the end of the world.  




sly


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

VFX Curriculum 03: Compositing Basics
mail to: s...@shedmtl.com




 On Apr 13, 2015, at 9:02 PM, Sylvain Lebeau s...@shedmtl.com wrote:
 
 You point is still good Sven. 
 
 Of course Maya’s Gui is far from getting to the point Xsi is… I profoundly 
 think that Xsi got the best Gui in all softwares that ever existed.  The new 
 aqua icons are not a revolution of course. Still good to the eye to paint the 
 old car with a fresh clear coating. :-) 
 
 We’ve had Autodesk at our studio a couple of times and I must admit they 
 we’re very opened to listen to us softimage users. And they we’re taking good 
 notes. I think they are doing good efforts to keep Xsi users happy in the 
 transition while at the same time not frustrate good old Maya users.  It will 
 take time to blend the two. 
 
 
 About ICE.  Maya is node based all around and I cannot imagine AD to own 
 these (ICE) pattents and not create the same workflow inside of Maya. With 
 new operops, and merging all of it’s tools inside of a new unified workflow 
 node UI. Of course this will take time to make everything talk togheter. But 
 to me, it should be the priority for AD to implement this.  
 
 I barely see any other futur ventures that could bring back Maya as the top 
 contender in the 3D world. Houdini is pushing hard. And it’s doing just that 
 at it’s roots.  So if they want to compete in the long term, it really should 
 be in the oven.  Well I hope so for them. 
 
 
 Does 2016 finally got the node based UI for Bitfrost? Would be a good start. 
 I was on beta but never got the time to play with it. 
 
 
 We’ll see in a week or two. But so far nothing about this in the videos. 
 
 sly
 
 Sylvain Lebeau // SHED
 V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ 
 http://WWW.SHEDMTL.COM http://www.shedmtl.com/
 am.png
 VFX Curriculum 03: Compositing Basics
 mail to: s...@shedmtl.com mailto:s...@shedmtl.com
 
 
 
 
 On Apr 13, 2015, at 8:26 PM, Sven Constable sixsi_l...@imagefront.de 
 mailto:sixsi_l...@imagefront.de wrote:
 
 sry, didn’t want to adress the developers of course. But the company behind 
 them. Marketing means something. The more overwhelming positive it is, the 
 more it turns me towards other directions. Same with Newtek and lightwave 
 years ago.
   
 From: softimage-boun...@listproc.autodesk.com 
 mailto:softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com 
 mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
 Sent: Tuesday, April 14, 2015 2:18 AM
 To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com
 Subject: RE: OT: Hypershade changes in Maya 2016
  
 I had a look at the vids and must say the whole GUI looks as sturdy and 
 antique like before. Besides this, if a developer says something is the 
 biggest thing ever…I'll take it as a  warning sign.
  
 sven 
  
 From: softimage-boun...@listproc.autodesk.com 
 mailto:softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com 
 mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer
 Sent: Monday, April 13, 2015 6:32 PM
 To: softimage

OT: Hypershade changes in Maya 2016

2015-04-13 Thread Angus Davidson
Makes me somewhat sad that there will be no new features for  Si 2016, However 
must say while I am forced to use Maya I am at least excited about the 
hypershade finally getting some much needed love.

https://www.youtube.com/watch?v=VRVXXw5NZC0





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Re: OT: Hypershade changes in Maya 2016

2015-04-13 Thread Simon Reeves
yeah it's much better, the node editor is much improved, responsive when
making connections much more rendertree/ice like than the clumsy old version

They could have improved the horrible shaderball area though...





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

On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za wrote:

  Makes me somewhat sad that there will be no new features for  Si 2016,
 However must say while I am forced to use Maya I am at least excited about
 the hypershade finally getting some much needed love.

  https://www.youtube.com/watch?v=VRVXXw5NZC0




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




RE: OT: Hypershade changes in Maya 2016

2015-04-13 Thread adrian wyer
looks like a biog step in the right direction, kudos to the devs

 

now, about ICE...

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric
Rousseau
Sent: 13 April 2015 17:11
To: softimage@listproc.autodesk.com
Subject: Re: OT: Hypershade changes in Maya 2016

 

The node editor remembers the last graph when you reopen it.  Tabs allow you
to remember multiple graphs.

On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote:

What irkes me is the fact that you need to create tabs to save your network
graph lay out. This should just be default instead of drawing it out every
time you decide you to graph it... Its not really that important, but its
just shabby.

 

On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote:

yeah it's much better, the node editor is much improved, responsive when
making connections much more rendertree/ice like than the clumsy old version

 

They could have improved the horrible shaderball area though...

 

 






Simon Reeves

London, UK

si...@simonreeves.com
www.simonreeves.com

www.analogstudio.co.uk

 

On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za wrote:

Makes me somewhat sad that there will be no new features for  Si 2016,
However must say while I am forced to use Maya I am at least excited about
the hypershade finally getting some much needed love. 

 

https://www.youtube.com/watch?v=VRVXXw5NZC0

 

 

 

 



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


 

 

 



RE: OT: Hypershade changes in Maya 2016

2015-04-13 Thread Andi Farhall
...titter
...
http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21

http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/
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or show it to anyone.Please contact the sender if you believe you have received 
this email in error.

From: adrian.w...@fluid-pictures.com
To: softimage@listproc.autodesk.com
Subject: RE: OT: Hypershade changes in Maya 2016
Date: Mon, 13 Apr 2015 17:31:47 +0100


















looks like a biog step in the right
direction, kudos to the devs

 

now, about ICE...

 

a

 









From:
softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau

Sent: 13 April 2015 17:11

To:
softimage@listproc.autodesk.com

Subject: Re: OT: Hypershade
changes in Maya 2016



 

The node
editor remembers the last graph when you reopen it.  Tabs allow you to
remember multiple graphs.




On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote:



What irkes me is the fact that you need to create tabs to save your
network graph lay out. This should just be default instead of drawing it out
every time you decide you to graph it... Its not really that important, but its
just shabby.





 



On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com
wrote:



yeah it's much better, the node editor is much improved, responsive
when making connections much more rendertree/ice like than the clumsy old
version



 





They could have improved the horrible shaderball area though...





 





 




















Simon Reeves

London, UK

si...@simonreeves.com

www.simonreeves.com

www.analogstudio.co.uk











 



On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za
wrote:



Makes me somewhat sad that there will be no new features for  Si
2016, However must say while I am forced to use Maya I am at least excited
about the hypershade finally getting some much needed love. 



 





https://www.youtube.com/watch?v=VRVXXw5NZC0





 





 



 





 








 
  
  
   

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agreements between the
University and outsiders are subject to South African Law unless the
University agrees in writing to the contrary. 

   
   

 

   
  
  
  
 




 









 





  

RE: OT: Hypershade changes in Maya 2016

2015-04-13 Thread Angus Davidson
On the plus side it should hopefully work with whatever render you have 
installed. So yeah Baby steps.

The new color coding for icons for various tasks, wonder where they got that 
idea ;)



From: Simon Reeves [si...@simonreeves.com]
Sent: 13 April 2015 04:41 PM
To: softimage@listproc.autodesk.com
Subject: Re: OT: Hypershade changes in Maya 2016

yeah it's much better, the node editor is much improved, responsive when making 
connections much more rendertree/ice like than the clumsy old version

They could have improved the horrible shaderball area though...





Simon Reeves
London, UK
si...@simonreeves.commailto:si...@simonreeves.com
www.simonreeves.comhttp://www.simonreeves.com
www.analogstudio.co.ukhttp://www.analogstudio.co.uk

On 13 April 2015 at 10:47, Angus Davidson 
angus.david...@wits.ac.zamailto:angus.david...@wits.ac.za wrote:
Makes me somewhat sad that there will be no new features for  Si 2016, However 
must say while I am forced to use Maya I am at least excited about the 
hypershade finally getting some much needed love.

https://www.youtube.com/watch?v=VRVXXw5NZC0





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




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Re: OT: Hypershade changes in Maya 2016

2015-04-13 Thread Simon Reeves
yeah that would be great, if you unplug something temporarily you have to
go and find it again to add it (without the aid of a lovely xsi explorer)

so annoying



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

On 13 April 2015 at 16:01, Ognjen Vukovic ognj...@gmail.com wrote:

 What irkes me is the fact that you need to create tabs to save your
 network graph lay out. This should just be default instead of drawing it
 out every time you decide you to graph it... Its not really that important,
 but its just shabby.

 On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com
 wrote:

 yeah it's much better, the node editor is much improved, responsive when
 making connections much more rendertree/ice like than the clumsy old version

 They could have improved the horrible shaderball area though...





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

 On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za
 wrote:

  Makes me somewhat sad that there will be no new features for  Si 2016,
 However must say while I am forced to use Maya I am at least excited about
 the hypershade finally getting some much needed love.

  https://www.youtube.com/watch?v=VRVXXw5NZC0




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






Re: OT: Hypershade changes in Maya 2016

2015-04-13 Thread Luc-Eric Rousseau
The node editor remembers the last graph when you reopen it.  Tabs allow
you to remember multiple graphs.
On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote:

 What irkes me is the fact that you need to create tabs to save your
 network graph lay out. This should just be default instead of drawing it
 out every time you decide you to graph it... Its not really that important,
 but its just shabby.

 On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com
 wrote:

 yeah it's much better, the node editor is much improved, responsive when
 making connections much more rendertree/ice like than the clumsy old version

 They could have improved the horrible shaderball area though...





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

 On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za
 wrote:

  Makes me somewhat sad that there will be no new features for  Si 2016,
 However must say while I am forced to use Maya I am at least excited about
 the hypershade finally getting some much needed love.

  https://www.youtube.com/watch?v=VRVXXw5NZC0




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






Re: OT: Hypershade changes in Maya 2016

2015-04-13 Thread Ognjen Vukovic
What irkes me is the fact that you need to create tabs to save your network
graph lay out. This should just be default instead of drawing it out every
time you decide you to graph it... Its not really that important, but its
just shabby.

On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote:

 yeah it's much better, the node editor is much improved, responsive when
 making connections much more rendertree/ice like than the clumsy old version

 They could have improved the horrible shaderball area though...





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

 On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za
 wrote:

  Makes me somewhat sad that there will be no new features for  Si 2016,
 However must say while I am forced to use Maya I am at least excited about
 the hypershade finally getting some much needed love.

  https://www.youtube.com/watch?v=VRVXXw5NZC0




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