Re: OT: Modo 901 Sneak Peek
More often than not, for whatever reason, Overrides in Soft were unreliable for our projects. Simple animation overrides on a light would not render correct on the farm, etc, etc. Sounds like Modos system is similar to Houdinis Takes, which thus far worked very reliable for us. Happy weekend, Andy On 10.04.2015, at 16:23, Greg Punchatz g...@janimation.com wrote: Passes in Modo are a very different thing that what they are in XSI, but once you get the hang of it they're actually a good deal more powerful. Modo's idea of a 'render pass' actually has nothing to do with rendering at all, strictly speaking. Passes in Modo are just containers for unique parameter values. You could animate a camera one way in Pass A, and give it different animation in Pass B. Or a light could have different intensity in one pass than another. Or a character could have different animation... That's great to hear, but you can do most of what you are saying in XSI since 1.0. Overrides can control almost anything. I use it to move objects , have different sim settings in ICE, change lighting .
Re: OT: Modo 901 Sneak Peek
Sounds more like Blender's scenes philosophy to me from that description. Sent from my phone... On 10 Apr 2015 23:00, Andy Goehler lists.andy.goeh...@gmail.com wrote: More often than not, for whatever reason, Overrides in Soft were unreliable for our projects. Simple animation overrides on a light would not render correct on the farm, etc, etc. Sounds like Modos system is similar to Houdinis Takes, which thus far worked very reliable for us. Happy weekend, Andy On 10.04.2015, at 16:23, Greg Punchatz g...@janimation.com wrote: *Passes in Modo are a very different thing that what they are in XSI, but once you get the hang of it they're actually a good deal more powerful. Modo's idea of a 'render pass' actually has nothing to do with rendering at all, strictly speaking. Passes in Modo are just containers for unique parameter values. You could animate a camera one way in Pass A, and give it different animation in Pass B. Or a light could have different intensity in one pass than another. Or a character could have different animation...* That's great to hear, but you can do most of what you are saying in XSI since 1.0. Overrides can control almost anything. I use it to move objects , have different sim settings in ICE, change lighting .
Re: OT: Modo 901 Sneak Peek
I don't use Blender I have no idea... could be -Tim On 4/10/2015 3:16 PM, Dan Yargici wrote: Sounds more like Blender's scenes philosophy to me from that description. Sent from my phone... On 10 Apr 2015 23:00, Andy Goehler lists.andy.goeh...@gmail.com mailto:lists.andy.goeh...@gmail.com wrote: More often than not, for whatever reason, Overrides in Soft were unreliable for our projects. Simple animation overrides on a light would not render correct on the farm, etc, etc. Sounds like Modos system is similar to Houdinis Takes, which thus far worked very reliable for us. Happy weekend, Andy On 10.04.2015, at 16:23, Greg Punchatz g...@janimation.com mailto:g...@janimation.com wrote: /Passes in Modo are a very different thing that what they are in XSI, but once you get the hang of it they're actually a good deal more powerful. Modo's idea of a 'render pass' actually has nothing to do with rendering at all, strictly speaking. Passes in Modo are just containers for unique parameter values. You could animate a camera one way in Pass A, and give it different animation in Pass B. Or a light could have different intensity in one pass than another. Or a character could have different animation... / That's great to hear, but you can do most of what you are saying in XSI since 1.0. Overrides can control almost anything. I use it to move objects , have different sim settings in ICE, change lighting . -- Signature
Re: OT: Modo 901 Sneak Peek
Hi Artur, here are some possible solutions and explanations for some of your issues: - Viewport has 4 camera modes: cursor, center, object and camera. I use cursor which most of the cases works fine. General though, that's actually my tag line for C4D Most of the time it works fine and then it doesn't. So I have lost of objects and I need to go from one to another for animation and deformers. I put cursor on the object thinking it will orbit around it as usual and it doesn't. It orbits around a point in space behind few km away so I am in my ass need to go back to that object again. S if for frame selected and H frame all. Workflow for me here is: S, H, S frame manually. The way the C4D navigation works is by shooting rays in the scene and finding the objects you click on to use as camera pivots to navigate. If you have “Object Highlighting” activated in the Filters (viewport menu) this ray casting is a bit slower and especially if you use a wacom tablet it may take a second to register, so sometimes it “misses” the ray hit. Turn off the Object Highlighting and make sure if there are many objects in the scene (e.g. mograph) to wait for a bit (a fraction of a second) before zooming or tumbling. Also, pressing SHIFT and dollying allows you to move into objects. Camera: to render through certain camera you need to click an icon in the explorer or in the viewport menu. There is no setting for it in the render settings. ?. There is a camera sequencer called Stage (very cool and easy) but there is no setting to view it in the viewport. Again Icon in the viewport menu is the only way to make it work. Motion Camera is also very cool. Drag any camera from the Object manager into the Viewport to create a HUD element of that camera, and then use Double click on that to activate that camera. Selecting in the viewport is also a pain. It always selects the parent if it is a Subd but if the parent is a Null it will select an object. You can try clicking in the middle of a manipulator axis and there is a menu with object list. I heard there is a way of manipulating all tree axis but I don't know how, not that I didn't tried. Command (or Control) Right click in the viewport gives you a list of all objects underneath the mouse Double click should select all polys or edges or points. ;) but only if you're in the transform (transform, rotate, scale) mode. If you're in the select mode you either have to rectangle select which is by default only visible or paint select which is default way of selecting. If you are in Live selection mode, press Return to go to points, then return to go to edges and then return to go to polygons. Also, you can use Command - A (CTRL - A) to select all. Also, press the “V” key to get the on screen menu and in the Select tab you get all selection types. Explorer and material place. It is not also possible but very common for several objects and materials to coexist with the same name in the scene. You need to be careful because after a week or so it takes me a large amount of time to figure whats what. So, naming is so very important. Yes, naming things with unique names is the only solution, unless you use the Layers for grouping stuff. Textures, images. It will always ask to copy it its specific folder, but if you'll overwrite it there it will not refresh it as if it's kept somewhere else. Also it will not recognize texture sequences. You have to click animate in one menu and other calculate sequence. First you need to calculate sequence. No solution here I’m afraid. You can copy paste objects between scenes which is great but if there is a mix of shaders you need to put in form of tags (C4D is big with TAGS)components of the mix otherwise is goes empty. So if you have several mixes included in one another, than all of them need to be in the tags which gets messy. If you click once on material tag it shows texture tag with material hidden. If double click then it shows the material. “Mixes”? what exactly do you mean? Hiding objects is a pain. I don't thing there is a shortcut for it, so you have to click to little dots aside objects. No multiple hide unless in layers. R16 has the new Solo tool that does exactly that. Ram. It seems that C4D r15 keeps building ram usage but rarely flushes it. It leads me to being forced to restart (task manager way) cinema and all opened scenes just to clear RAM. This one is actually cool. Several scenes per App. Probably related to a 3rd party plugin (Vray, TFD e.t.c.) What plugins do you use? As far as I know C4D does excellent memory management. Modeling. Basically I stopped at edge split. I tried to add an edge loop. It added but then I couldn't select it. Then I tried beveling some edges, well nooo. Simple box with beveled edges and some edge loops. I gave up. In that time in SI i was able to model a f.. printer, or a cap, or a pepsi
Re: OT: Modo 901 Sneak Peek
Thanks, I never though someone would waste the time to read it. Mixes like material mix - er. I use Octane with Cinema (lately Arnold) and there is a mixer which is very basic (no blending like add, screen just texture blend). Lets say I have a blin and a phong and it mixes them. I use Octane and Turbulence FD. It may be Octane ramwise. Animation from outside- technical term, sorry about that. ;) I do not animate characters so most of the time we get already animated scenes from animators (maya) and pivots are all over the place. Yeah layouts. Problem is it remembers old plugins and it doesn't update in layout. No biggie but we use several GPUs on network and it could cause a mess. Viewport - I sometimes notice that S frames object and it's pivot (if pivot is f..d object is off center). In the new scene I created today, it doesn't happen but then I went back to some production scene and Voila. The problem with modeling. SI is so open and brilliant that I never think on how to, I just do. Most of the time it starts with a box or a plane and then it's lot of pushing, pulling, extruding, cutting some deformers and it's done. I do not model as much these days as some supervisor called me the senior render artist the other day. Good joke. Anyways, I always feel at home, even after several month. Artur 2015-04-10 22:56 GMT+02:00 Athanasios Pozantzis nose...@noseman.org: Hi Artur, here are some possible solutions and explanations for some of your issues: - Viewport has 4 camera modes: cursor, center, object and camera. I use cursor which most of the cases works fine. General though, that's actually my tag line for C4D Most of the time it works fine and then it doesn't. So I have lost of objects and I need to go from one to another for animation and deformers. I put cursor on the object thinking it will orbit around it as usual and it doesn't. It orbits around a point in space behind few km away so I am in my ass need to go back to that object again. S if for frame selected and H frame all. Workflow for me here is: S, H, S frame manually. The way the C4D navigation works is by shooting rays in the scene and finding the objects you click on to use as camera pivots to navigate. If you have “Object Highlighting” activated in the Filters (viewport menu) this ray casting is a bit slower and especially if you use a wacom tablet it may take a second to register, so sometimes it “misses” the ray hit. Turn off the Object Highlighting and make sure if there are many objects in the scene (e.g. mograph) to wait for a bit (a fraction of a second) before zooming or tumbling. Also, pressing SHIFT and dollying allows you to move into objects. Camera: to render through certain camera you need to click an icon in the explorer or in the viewport menu. There is no setting for it in the render settings. ?. There is a camera sequencer called Stage (very cool and easy) but there is no setting to view it in the viewport. Again Icon in the viewport menu is the only way to make it work. Motion Camera is also very cool. Drag any camera from the Object manager into the Viewport to create a HUD element of that camera, and then use Double click on that to activate that camera. Selecting in the viewport is also a pain. It always selects the parent if it is a Subd but if the parent is a Null it will select an object. You can try clicking in the middle of a manipulator axis and there is a menu with object list. I heard there is a way of manipulating all tree axis but I don't know how, not that I didn't tried. Command (or Control) Right click in the viewport gives you a list of all objects underneath the mouse Double click should select all polys or edges or points. ;) but only if you're in the transform (transform, rotate, scale) mode. If you're in the select mode you either have to rectangle select which is by default only visible or paint select which is default way of selecting. If you are in Live selection mode, press Return to go to points, then return to go to edges and then return to go to polygons. Also, you can use Command - A (CTRL - A) to select all. Also, press the “V” key to get the on screen menu and in the Select tab you get all selection types. Explorer and material place. It is not also possible but very common for several objects and materials to coexist with the same name in the scene. You need to be careful because after a week or so it takes me a large amount of time to figure whats what. So, naming is so very important. Yes, naming things with unique names is the only solution, unless you use the Layers for grouping stuff. Textures, images. It will always ask to copy it its specific folder, but if you'll overwrite it there it will not refresh it as if it's kept somewhere else. Also it will not recognize texture sequences. You have to click animate in one menu and other calculate sequence. First you need to calculate sequence. No
Re: OT: Modo 901 Sneak Peek
Did you guys watched gdc15 (games developers conference 2015) the lead guy was asked: was it any particular choice why you chose softimage over all other packages? (Minute 46). He says: You can go back at any time and keep adding changes...tweaking it. We knew ICE would eventually fall behind, but the operator stack truly is so user friendly. So there, huge conference, SI shinning on the aferlife EOL. El abr 10, 2015 8:09 p.m., Artur Woźniak artur.w...@gmail.com escribió: Thanks, I never though someone would waste the time to read it. Mixes like material mix - er. I use Octane with Cinema (lately Arnold) and there is a mixer which is very basic (no blending like add, screen just texture blend). Lets say I have a blin and a phong and it mixes them. I use Octane and Turbulence FD. It may be Octane ramwise. Animation from outside- technical term, sorry about that. ;) I do not animate characters so most of the time we get already animated scenes from animators (maya) and pivots are all over the place. Yeah layouts. Problem is it remembers old plugins and it doesn't update in layout. No biggie but we use several GPUs on network and it could cause a mess. Viewport - I sometimes notice that S frames object and it's pivot (if pivot is f..d object is off center). In the new scene I created today, it doesn't happen but then I went back to some production scene and Voila. The problem with modeling. SI is so open and brilliant that I never think on how to, I just do. Most of the time it starts with a box or a plane and then it's lot of pushing, pulling, extruding, cutting some deformers and it's done. I do not model as much these days as some supervisor called me the senior render artist the other day. Good joke. Anyways, I always feel at home, even after several month. Artur 2015-04-10 22:56 GMT+02:00 Athanasios Pozantzis nose...@noseman.org: Hi Artur, here are some possible solutions and explanations for some of your issues: - Viewport has 4 camera modes: cursor, center, object and camera. I use cursor which most of the cases works fine. General though, that's actually my tag line for C4D Most of the time it works fine and then it doesn't. So I have lost of objects and I need to go from one to another for animation and deformers. I put cursor on the object thinking it will orbit around it as usual and it doesn't. It orbits around a point in space behind few km away so I am in my ass need to go back to that object again. S if for frame selected and H frame all. Workflow for me here is: S, H, S frame manually. The way the C4D navigation works is by shooting rays in the scene and finding the objects you click on to use as camera pivots to navigate. If you have “Object Highlighting” activated in the Filters (viewport menu) this ray casting is a bit slower and especially if you use a wacom tablet it may take a second to register, so sometimes it “misses” the ray hit. Turn off the Object Highlighting and make sure if there are many objects in the scene (e.g. mograph) to wait for a bit (a fraction of a second) before zooming or tumbling. Also, pressing SHIFT and dollying allows you to move into objects. Camera: to render through certain camera you need to click an icon in the explorer or in the viewport menu. There is no setting for it in the render settings. ?. There is a camera sequencer called Stage (very cool and easy) but there is no setting to view it in the viewport. Again Icon in the viewport menu is the only way to make it work. Motion Camera is also very cool. Drag any camera from the Object manager into the Viewport to create a HUD element of that camera, and then use Double click on that to activate that camera. Selecting in the viewport is also a pain. It always selects the parent if it is a Subd but if the parent is a Null it will select an object. You can try clicking in the middle of a manipulator axis and there is a menu with object list. I heard there is a way of manipulating all tree axis but I don't know how, not that I didn't tried. Command (or Control) Right click in the viewport gives you a list of all objects underneath the mouse Double click should select all polys or edges or points. ;) but only if you're in the transform (transform, rotate, scale) mode. If you're in the select mode you either have to rectangle select which is by default only visible or paint select which is default way of selecting. If you are in Live selection mode, press Return to go to points, then return to go to edges and then return to go to polygons. Also, you can use Command - A (CTRL - A) to select all. Also, press the “V” key to get the on screen menu and in the Select tab you get all selection types. Explorer and material place. It is not also possible but very common for several objects and materials to coexist with the same name in the scene. You need to be careful because after a week or so it takes me a large
Re: OT: Modo 901 Sneak Peek
MODO 901 Exclusive Announcement: https://www.youtube.com/watch?v=QyWDM5Ipq6Y Artur, what would you say C4D mostly lacks comparing to Softimage? I personally love its UI simplicity, but I've only been with it for a couple of days, never on a project. On Thu, Apr 9, 2015 at 11:09 AM, Artur Woźniak artur.w...@gmail.com wrote: I do work with C4D as as XSI replacement, and it's not all sunshine. Just as Modo, small projects are fine. There are things that make me scream. Not maya scream though, that's another level. Modelling if I do I do it in SI because I personally think C4D it worse than Houdini. Mograph is fun. I do render in Octane and I just got Arnold in C4D which is a my home ground. Of the two I think C4D is better, Modo still lacks behind. When we had tele conference with The Foundry about Modo, They were not ready to give us any answers about where it's going piplinewise. That was almost two years ago. I really like Modo but there are things that annoy me since 301. The biggest issue though is, I always need to be minefield careful when I am in the viewport and do seemingly simple tasks. ...and this shader tree, oh my. Artur 2015-04-09 15:00 GMT+02:00 Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.com: Interesting reply Raph. Thanks! I have yet to work with C4D so I can’t speak for myself. Definitely have to check it out then. Especially now that it has a Montreal tentacle. ;) MAC *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele Fragapane *Sent:* April-08-15 8:18 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: OT: Modo 901 Sneak Peek Yeah, but C4D studio comes with a stack of features and modules that puts most apps to shame, it integrates well with a number of third parties, and has a very strong API. Modo remains, at least as of 801, a glorified modelling and rendering package with a pityful API. The FX and animation capabilities are between primitive things in support of the rest and none still. In terms of what Software is worth and how it should be priced it's not bad, but comparatively speaking it's a good deal pricier than it's feature set warrants. If 901 brings significant changes and additions to the areas it lacks in right now, brings the API up to scratch (doubt it), and makes the app in general A LOT faster, or at least strengthens the painting and sculpting tools to the point of making either or both Mari or ZBrush less necessary, then it might be a good price point in comparative terms. On Wed, Apr 8, 2015 at 11:31 PM, Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.com wrote: Yup even with the new price point, it’s still pretty low. I just checked Cinema 4D Studio(which is the one with everything in it) and it’s 3 695$. Quite a difference from 1 799$ for Modo 901 Also, The Foundry is clever… they’re stretching their teasers and hyping the product… I wouldn’t be surprised either if they’d announce something bigger next time. Cheers, MAC *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Phil Williams *Sent:* April-08-15 6:06 AM *To:* softimage@listproc.autodesk.com *Subject:* Re: OT: Modo 901 Sneak Peek I think it's been said several times that this part 1 of the sneak peaks, so it's a case of wait and see for the rest... On 8 April 2015 at 10:55, Mario Reitbauer cont...@marioreitbauer.at wrote: Well that is an argument. But in case I don't even want mesh fusion I have to pay it now ;) Modo is still quite avordable so this isn't meant to be any complain. Just curious if there's more coming for the price increase. 2015-04-08 10:37 GMT+02:00 Oscar Juarez tridi.animei...@gmail.com: I guess the price increase for new seats is because now includes mesh fusion, which before was $350 as far as I remember. On Wed, Apr 8, 2015 at 10:15 AM, Phil Williams p...@picmo.co.uk wrote: The product page says this for new purchases: - Purchase 801 now (at 801 prices), and you’ll automatically get upgraded to 901 for free when it ships. On 8 April 2015 at 01:19, Mario Reitbauer cont...@marioreitbauer.at wrote: Well what I see so far is that they increased the price by 300$ for new seats. And I feel the same as you. Waiting for Animation and Rigging enhancements. 2015-04-08 2:10 GMT+02:00 Ed Schiffer edschif...@gmail.com: https://vimeo.com/124320824 http://www.thefoundry.co.uk/products/modo/latest-version it only shows modeling and UV new features. seems great, but don't know if should wait for more rigging and animation ones.. -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! -- www.edschiffer.com
Re: OT: Modo 901 Sneak Peek
I do work with C4D as as XSI replacement, and it's not all sunshine. Just as Modo, small projects are fine. There are things that make me scream. Not maya scream though, that's another level. Modelling if I do I do it in SI because I personally think C4D it worse than Houdini. Mograph is fun. I do render in Octane and I just got Arnold in C4D which is a my home ground. Of the two I think C4D is better, Modo still lacks behind. When we had tele conference with The Foundry about Modo, They were not ready to give us any answers about where it's going piplinewise. That was almost two years ago. I really like Modo but there are things that annoy me since 301. The biggest issue though is, I always need to be minefield careful when I am in the viewport and do seemingly simple tasks. ...and this shader tree, oh my. Artur 2015-04-09 15:00 GMT+02:00 Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.com: Interesting reply Raph. Thanks! I have yet to work with C4D so I can’t speak for myself. Definitely have to check it out then. Especially now that it has a Montreal tentacle. ;) MAC *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele Fragapane *Sent:* April-08-15 8:18 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: OT: Modo 901 Sneak Peek Yeah, but C4D studio comes with a stack of features and modules that puts most apps to shame, it integrates well with a number of third parties, and has a very strong API. Modo remains, at least as of 801, a glorified modelling and rendering package with a pityful API. The FX and animation capabilities are between primitive things in support of the rest and none still. In terms of what Software is worth and how it should be priced it's not bad, but comparatively speaking it's a good deal pricier than it's feature set warrants. If 901 brings significant changes and additions to the areas it lacks in right now, brings the API up to scratch (doubt it), and makes the app in general A LOT faster, or at least strengthens the painting and sculpting tools to the point of making either or both Mari or ZBrush less necessary, then it might be a good price point in comparative terms. On Wed, Apr 8, 2015 at 11:31 PM, Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.com wrote: Yup even with the new price point, it’s still pretty low. I just checked Cinema 4D Studio(which is the one with everything in it) and it’s 3 695$. Quite a difference from 1 799$ for Modo 901 Also, The Foundry is clever… they’re stretching their teasers and hyping the product… I wouldn’t be surprised either if they’d announce something bigger next time. Cheers, MAC *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Phil Williams *Sent:* April-08-15 6:06 AM *To:* softimage@listproc.autodesk.com *Subject:* Re: OT: Modo 901 Sneak Peek I think it's been said several times that this part 1 of the sneak peaks, so it's a case of wait and see for the rest... On 8 April 2015 at 10:55, Mario Reitbauer cont...@marioreitbauer.at wrote: Well that is an argument. But in case I don't even want mesh fusion I have to pay it now ;) Modo is still quite avordable so this isn't meant to be any complain. Just curious if there's more coming for the price increase. 2015-04-08 10:37 GMT+02:00 Oscar Juarez tridi.animei...@gmail.com: I guess the price increase for new seats is because now includes mesh fusion, which before was $350 as far as I remember. On Wed, Apr 8, 2015 at 10:15 AM, Phil Williams p...@picmo.co.uk wrote: The product page says this for new purchases: - Purchase 801 now (at 801 prices), and you’ll automatically get upgraded to 901 for free when it ships. On 8 April 2015 at 01:19, Mario Reitbauer cont...@marioreitbauer.at wrote: Well what I see so far is that they increased the price by 300$ for new seats. And I feel the same as you. Waiting for Animation and Rigging enhancements. 2015-04-08 2:10 GMT+02:00 Ed Schiffer edschif...@gmail.com: https://vimeo.com/124320824 http://www.thefoundry.co.uk/products/modo/latest-version it only shows modeling and UV new features. seems great, but don't know if should wait for more rigging and animation ones.. -- 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: Modo 901 Sneak Peek
Hi Artur, Would you be kind enough to elaborate, so that I can make a few modelling tutorials if needed, after NAB and FMX. Thanks T Modelling if I do I do it in SI because I personally think C4D it worse than Houdini.
RE: OT: Modo 901 Sneak Peek
Interesting reply Raph. Thanks! I have yet to work with C4D so I can’t speak for myself. Definitely have to check it out then. Especially now that it has a Montreal tentacle. ;) MAC From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane Sent: April-08-15 8:18 PM To: softimage@listproc.autodesk.com Subject: Re: OT: Modo 901 Sneak Peek Yeah, but C4D studio comes with a stack of features and modules that puts most apps to shame, it integrates well with a number of third parties, and has a very strong API. Modo remains, at least as of 801, a glorified modelling and rendering package with a pityful API. The FX and animation capabilities are between primitive things in support of the rest and none still. In terms of what Software is worth and how it should be priced it's not bad, but comparatively speaking it's a good deal pricier than it's feature set warrants. If 901 brings significant changes and additions to the areas it lacks in right now, brings the API up to scratch (doubt it), and makes the app in general A LOT faster, or at least strengthens the painting and sculpting tools to the point of making either or both Mari or ZBrush less necessary, then it might be a good price point in comparative terms. On Wed, Apr 8, 2015 at 11:31 PM, Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.commailto:marc-andre.carbonn...@ubisoft.com wrote: Yup even with the new price point, it’s still pretty low. I just checked Cinema 4D Studio(which is the one with everything in it) and it’s 3 695$. Quite a difference from 1 799$ for Modo 901 Also, The Foundry is clever… they’re stretching their teasers and hyping the product… I wouldn’t be surprised either if they’d announce something bigger next time. Cheers, MAC From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Phil Williams Sent: April-08-15 6:06 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: OT: Modo 901 Sneak Peek I think it's been said several times that this part 1 of the sneak peaks, so it's a case of wait and see for the rest... On 8 April 2015 at 10:55, Mario Reitbauer cont...@marioreitbauer.atmailto:cont...@marioreitbauer.at wrote: Well that is an argument. But in case I don't even want mesh fusion I have to pay it now ;) Modo is still quite avordable so this isn't meant to be any complain. Just curious if there's more coming for the price increase. 2015-04-08 10:37 GMT+02:00 Oscar Juarez tridi.animei...@gmail.commailto:tridi.animei...@gmail.com: I guess the price increase for new seats is because now includes mesh fusion, which before was $350 as far as I remember. On Wed, Apr 8, 2015 at 10:15 AM, Phil Williams p...@picmo.co.ukmailto:p...@picmo.co.uk wrote: The product page says this for new purchases: - Purchase 801 now (at 801 prices), and you’ll automatically get upgraded to 901 for free when it ships. On 8 April 2015 at 01:19, Mario Reitbauer cont...@marioreitbauer.atmailto:cont...@marioreitbauer.at wrote: Well what I see so far is that they increased the price by 300$ for new seats. And I feel the same as you. Waiting for Animation and Rigging enhancements. 2015-04-08 2:10 GMT+02:00 Ed Schiffer edschif...@gmail.commailto:edschif...@gmail.com: https://vimeo.com/124320824 http://www.thefoundry.co.uk/products/modo/latest-version it only shows modeling and UV new features. seems great, but don't know if should wait for more rigging and animation ones.. -- 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: Modo 901 Sneak Peek
I think it's been said several times that this part 1 of the sneak peaks, so it's a case of wait and see for the rest... On 8 April 2015 at 10:55, Mario Reitbauer cont...@marioreitbauer.at wrote: Well that is an argument. But in case I don't even want mesh fusion I have to pay it now ;) Modo is still quite avordable so this isn't meant to be any complain. Just curious if there's more coming for the price increase. 2015-04-08 10:37 GMT+02:00 Oscar Juarez tridi.animei...@gmail.com: I guess the price increase for new seats is because now includes mesh fusion, which before was $350 as far as I remember. On Wed, Apr 8, 2015 at 10:15 AM, Phil Williams p...@picmo.co.uk wrote: The product page says this for new purchases: - Purchase 801 now (at 801 prices), and you’ll automatically get upgraded to 901 for free when it ships. On 8 April 2015 at 01:19, Mario Reitbauer cont...@marioreitbauer.at wrote: Well what I see so far is that they increased the price by 300$ for new seats. And I feel the same as you. Waiting for Animation and Rigging enhancements. 2015-04-08 2:10 GMT+02:00 Ed Schiffer edschif...@gmail.com: https://vimeo.com/124320824 http://www.thefoundry.co.uk/products/modo/latest-version it only shows modeling and UV new features. seems great, but don't know if should wait for more rigging and animation ones..
Re: OT: Modo 901 Sneak Peek
The product page says this for new purchases: - Purchase 801 now (at 801 prices), and you’ll automatically get upgraded to 901 for free when it ships. On 8 April 2015 at 01:19, Mario Reitbauer cont...@marioreitbauer.at wrote: Well what I see so far is that they increased the price by 300$ for new seats. And I feel the same as you. Waiting for Animation and Rigging enhancements. 2015-04-08 2:10 GMT+02:00 Ed Schiffer edschif...@gmail.com: https://vimeo.com/124320824 http://www.thefoundry.co.uk/products/modo/latest-version it only shows modeling and UV new features. seems great, but don't know if should wait for more rigging and animation ones..
Re: OT: Modo 901 Sneak Peek
Well that is an argument. But in case I don't even want mesh fusion I have to pay it now ;) Modo is still quite avordable so this isn't meant to be any complain. Just curious if there's more coming for the price increase. 2015-04-08 10:37 GMT+02:00 Oscar Juarez tridi.animei...@gmail.com: I guess the price increase for new seats is because now includes mesh fusion, which before was $350 as far as I remember. On Wed, Apr 8, 2015 at 10:15 AM, Phil Williams p...@picmo.co.uk wrote: The product page says this for new purchases: - Purchase 801 now (at 801 prices), and you’ll automatically get upgraded to 901 for free when it ships. On 8 April 2015 at 01:19, Mario Reitbauer cont...@marioreitbauer.at wrote: Well what I see so far is that they increased the price by 300$ for new seats. And I feel the same as you. Waiting for Animation and Rigging enhancements. 2015-04-08 2:10 GMT+02:00 Ed Schiffer edschif...@gmail.com: https://vimeo.com/124320824 http://www.thefoundry.co.uk/products/modo/latest-version it only shows modeling and UV new features. seems great, but don't know if should wait for more rigging and animation ones..
Re: OT: Modo 901 Sneak Peek
I guess the price increase for new seats is because now includes mesh fusion, which before was $350 as far as I remember. On Wed, Apr 8, 2015 at 10:15 AM, Phil Williams p...@picmo.co.uk wrote: The product page says this for new purchases: - Purchase 801 now (at 801 prices), and you’ll automatically get upgraded to 901 for free when it ships. On 8 April 2015 at 01:19, Mario Reitbauer cont...@marioreitbauer.at wrote: Well what I see so far is that they increased the price by 300$ for new seats. And I feel the same as you. Waiting for Animation and Rigging enhancements. 2015-04-08 2:10 GMT+02:00 Ed Schiffer edschif...@gmail.com: https://vimeo.com/124320824 http://www.thefoundry.co.uk/products/modo/latest-version it only shows modeling and UV new features. seems great, but don't know if should wait for more rigging and animation ones..
RE: OT: Modo 901 Sneak Peek
Yup even with the new price point, it’s still pretty low. I just checked Cinema 4D Studio(which is the one with everything in it) and it’s 3 695$. Quite a difference from 1 799$ for Modo 901 Also, The Foundry is clever… they’re stretching their teasers and hyping the product… I wouldn’t be surprised either if they’d announce something bigger next time. Cheers, MAC From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Phil Williams Sent: April-08-15 6:06 AM To: softimage@listproc.autodesk.com Subject: Re: OT: Modo 901 Sneak Peek I think it's been said several times that this part 1 of the sneak peaks, so it's a case of wait and see for the rest... On 8 April 2015 at 10:55, Mario Reitbauer cont...@marioreitbauer.atmailto:cont...@marioreitbauer.at wrote: Well that is an argument. But in case I don't even want mesh fusion I have to pay it now ;) Modo is still quite avordable so this isn't meant to be any complain. Just curious if there's more coming for the price increase. 2015-04-08 10:37 GMT+02:00 Oscar Juarez tridi.animei...@gmail.commailto:tridi.animei...@gmail.com: I guess the price increase for new seats is because now includes mesh fusion, which before was $350 as far as I remember. On Wed, Apr 8, 2015 at 10:15 AM, Phil Williams p...@picmo.co.ukmailto:p...@picmo.co.uk wrote: The product page says this for new purchases: - Purchase 801 now (at 801 prices), and you’ll automatically get upgraded to 901 for free when it ships. On 8 April 2015 at 01:19, Mario Reitbauer cont...@marioreitbauer.atmailto:cont...@marioreitbauer.at wrote: Well what I see so far is that they increased the price by 300$ for new seats. And I feel the same as you. Waiting for Animation and Rigging enhancements. 2015-04-08 2:10 GMT+02:00 Ed Schiffer edschif...@gmail.commailto:edschif...@gmail.com: https://vimeo.com/124320824 http://www.thefoundry.co.uk/products/modo/latest-version it only shows modeling and UV new features. seems great, but don't know if should wait for more rigging and animation ones..
Re: OT: Modo 901 Sneak Peek
Fxguide.com has some additional feature previews. Faster rendering and less noise. 17 minutes in 801 vs. 6 minutes in 901 for a 2 bounce GI with 20 area lights and detailed geometry. Sent from my iPhone Please excuse typos and brief replies. Thank you! On Apr 8, 2015, at 9:31 AM, Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.com wrote: Yup even with the new price point, it’s still pretty low. I just checked Cinema 4D Studio(which is the one with everything in it) and it’s 3 695$. Quite a difference from 1 799$ for Modo 901 Also, The Foundry is clever… they’re stretching their teasers and hyping the product… I wouldn’t be surprised either if they’d announce something bigger next time. Cheers, MAC From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Phil Williams Sent: April-08-15 6:06 AM To: softimage@listproc.autodesk.com Subject: Re: OT: Modo 901 Sneak Peek I think it's been said several times that this part 1 of the sneak peaks, so it's a case of wait and see for the rest... On 8 April 2015 at 10:55, Mario Reitbauer cont...@marioreitbauer.at wrote: Well that is an argument. But in case I don't even want mesh fusion I have to pay it now ;) Modo is still quite avordable so this isn't meant to be any complain. Just curious if there's more coming for the price increase. 2015-04-08 10:37 GMT+02:00 Oscar Juarez tridi.animei...@gmail.com: I guess the price increase for new seats is because now includes mesh fusion, which before was $350 as far as I remember. On Wed, Apr 8, 2015 at 10:15 AM, Phil Williams p...@picmo.co.uk wrote: The product page says this for new purchases: - Purchase 801 now (at 801 prices), and you’ll automatically get upgraded to 901 for free when it ships. On 8 April 2015 at 01:19, Mario Reitbauer cont...@marioreitbauer.at wrote: Well what I see so far is that they increased the price by 300$ for new seats. And I feel the same as you. Waiting for Animation and Rigging enhancements. 2015-04-08 2:10 GMT+02:00 Ed Schiffer edschif...@gmail.com: https://vimeo.com/124320824 http://www.thefoundry.co.uk/products/modo/latest-version it only shows modeling and UV new features. seems great, but don't know if should wait for more rigging and animation ones..
OT: Modo 901 Sneak Peek
https://vimeo.com/124320824 http://www.thefoundry.co.uk/products/modo/latest-version it only shows modeling and UV new features. seems great, but don't know if should wait for more rigging and animation ones..
Re: OT: Modo 901 Sneak Peek
more modeling tools. So, happy. [?] 2015-04-08 2:10 GMT+02:00 Ed Schiffer edschif...@gmail.com: https://vimeo.com/124320824 http://www.thefoundry.co.uk/products/modo/latest-version it only shows modeling and UV new features. seems great, but don't know if should wait for more rigging and animation ones..
Re: OT: Modo 901 Sneak Peek
Well what I see so far is that they increased the price by 300$ for new seats. And I feel the same as you. Waiting for Animation and Rigging enhancements. 2015-04-08 2:10 GMT+02:00 Ed Schiffer edschif...@gmail.com: https://vimeo.com/124320824 http://www.thefoundry.co.uk/products/modo/latest-version it only shows modeling and UV new features. seems great, but don't know if should wait for more rigging and animation ones..