Re: OT: Modo 901 Sneak Peek

2015-04-10 Thread Andy Goehler
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

2015-04-10 Thread Dan Yargici
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

2015-04-10 Thread Tim Crowson

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

2015-04-10 Thread Athanasios Pozantzis
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

2015-04-10 Thread Artur Woźniak
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

2015-04-10 Thread Pierre Schiller
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

2015-04-09 Thread Ed Schiffer
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

2015-04-09 Thread Artur Woźniak
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

2015-04-09 Thread Athanasios Pozantzis
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

2015-04-09 Thread Marc-Andre Carbonneau
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

2015-04-08 Thread Phil Williams
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

2015-04-08 Thread Phil Williams
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

2015-04-08 Thread Mario Reitbauer
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

2015-04-08 Thread Oscar Juarez
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

2015-04-08 Thread Marc-Andre Carbonneau
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

2015-04-08 Thread Perryharovas
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

2015-04-07 Thread Ed Schiffer
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

2015-04-07 Thread Artur Woźniak
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

2015-04-07 Thread Mario Reitbauer
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..