Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-19 Thread Raffaele Fragapane
It's actually simple to implement in general. Doesn't mean cheap or quick,
but there's hardly anything exotic about it.
Voxelling non watertight geo is also a non-issue, I think it's highlighted
in the features because some stuff out there frequently craps itself with
non WT and non Manifold topology, but it's not a technological breakthrough.



On Wed, Mar 19, 2014 at 7:32 PM, Jordi Bares  wrote:

> I meant "simple to implement" once you have done it in maya of course I am
> sure us not simple, specially since looks like non water tight geometry is
> handled apparently very well and that may be the tough part.
>
> I will ask our RnD guy here what does he thinks about it.
>
> Jb
>
> Sent from my iPhone
>
> > On 19 Mar 2014, at 08:17, Jordi Bares  wrote:
> >
> > Its really nice research, and simple to implement, this is the kind of
> tool that will cost you peanuts to integrate in max and Softimage isn't it?
> >
> > I will certainly read the paper properly.
> >
> > Jb
> >
> > Sent from my iPhone
> >
> >> On 19 Mar 2014, at 02:31, Luc-Eric Rousseau 
> wrote:
> >>
> >> On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte
> >>  wrote:
> >>> Agree, and the geodesic voxel binding skin algorithm, Blender already
> have
> >>> at least 1 year ago or more. In other words, no innovation, only
> >>> implementation of existing tools.
> >>
> >> Got a link to that?  Geodesic voxel binding is research by Autodesk.
> >>
>
>


-- 
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] Autodesk announces 2015 3D product updates.

2014-03-19 Thread Ben Houston
And if you want to make it even faster just solve it as a set of
sources using a Poisson process and then you can likely skip the
voxelization of the mesh.  Actually creating the voxels seems like an
excessively slow way to do it.
-ben

On Tue, Mar 18, 2014 at 10:43 PM, Bk  wrote:
> Unless there is some clever part that Im missing, It's not a hard thing to
> implement. Fill a volume with voxels. Spread out( iterate) influence from
> bones across the volume particle to particle by neighbours.
> Get closest voxel to surface and find resulting influence for each bone.
> Normalise and write to envelope .
> I'd be bold enough to suggest it could be done in ICE in a day.
>
>
> On 19 Mar 2014, at 02:35, Eric Thivierge  wrote:
>
> Unfortunately have to agree with Luc-Eric on this point. Blender probably
> has a heat map algo or something. I haven't seen the geodesic anywhere but
> the AD research vid from around last Siggraph.
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Tue, Mar 18, 2014 at 10:31 PM, Luc-Eric Rousseau 
> wrote:
>>
>> On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte
>>  wrote:
>> > Agree, and the geodesic voxel binding skin algorithm, Blender already
>> > have
>> > at least 1 year ago or more. In other words, no innovation, only
>> > implementation of existing tools.
>>
>> Got a link to that?  Geodesic voxel binding is research by Autodesk.
>>
>



-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Clara.io - Professional-Grade WebGL-based 3D Content Creation



Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-19 Thread Sebastien Sterling
"In with the New, Out with the efficient" :P is the way i interpreted that.


On 19 March 2014 15:51, Mirko Jankovic  wrote:

> And why not a single Softimage whats new at all?
> Hello dearly bellowed, we are gathered on this page to say good by to our
> bellowed Softimage.
> He is leaving our world with this and that in this last. 2015 release...
>


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-19 Thread Mirko Jankovic
And why not a single Softimage whats new at all?
Hello dearly bellowed, we are gathered on this page to say good by to our
bellowed Softimage.
He is leaving our world with this and that in this last. 2015 release...


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-19 Thread Perry Harovas
FIRST thing I thought of, too.




On Wed, Mar 19, 2014 at 11:09 AM,  wrote:

>   What with this 'IN WITH THE NEW' banner for Maya i keep seeing?
> Am I being over sensitive because all my brain does is echo 'out with the
> old' and that winds me up.
>
>  *From:* phil harbath 
> *Sent:* Wednesday, March 19, 2014 2:51 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: [OT] Autodesk announces 2015 3D product updates.
>
>   have all the problems been worked out.  there was a lot of talk of
> issues, but no final statement of resolution.
>
> also, one of my concerns is that exocortex was debating not releasing it
> at all.
>
>  *From:* adrian wyer 
> *Sent:* Wednesday, March 19, 2014 9:05 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: [OT] Autodesk announces 2015 3D product updates.
>
>
> we just upgraded Momentum, V4 just shipped...it rocks...get some!
>
>
>
>
>
> a
>
>
>  --
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *olivier jeannel
> *Sent:* 18 March 2014 21:06
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: [OT] Autodesk announces 2015 3D product updates.
>
>
>
> This I don't want to hear :(
> If Ben want to step in...
>
>
> Le 18/03/2014 20:08, phil harbath a écrit :
>
>   I get the felling that Momentum is EOL as well.  perhaps a bit
> prematurely.
>
>
>
> *From:* olivier jeannel 
>
> *Sent:* Tuesday, March 18, 2014 3:06 PM
>
> *To:* softimage@listproc.autodesk.com
>
> *Subject:* Re: [OT] Autodesk announces 2015 3D product updates.
>
>
>
> Well, at least Exocortex, Eric Mootz, and all the others have heavy
> schedule to make xsi keep-up :D
>
> Le 18/03/2014 19:59, Alan Fregtman a écrit :
>
>  The Maya release feels like a list of plugins to me:
>
>
>
> Bifrost... former 3rd-party sw (Naiiad), acquired...
>
> XGen... 3rd-party Disney plugin, licensed...
>
> Bullet Physics... free 3rd-party library...
>
> OpenSubDiv... free 3rd-party library...
>
>
>
> The only thing I see that's kind of cool is the *geodesic voxel binding*skin 
> algorithm, but I'd expect that kind of thing in a service pack / point
> release.
>
>
>
>
>
> On Tue, Mar 18, 2014 at 1:32 PM, Ben Rogall <
> xsi_l...@shaders.moederogall.com> wrote:
>
> http://area.autodesk.com/march18
>
>
>
>
>
>
>



-- 





Perry Harovas
Animation and Visual Effects

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


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-19 Thread Paul Griswold
You can't be serious.  Are they really using that phrase?


Talk about rubbing salt in the wound!!




Clueless. Utterly clueless...



—
Sent from Mailbox for iPad

On Wed, Mar 19, 2014 at 11:12 AM, null  wrote:

> What with this ‘IN WITH THE NEW’ banner for Maya i keep seeing? 
> Am I being over sensitive because all my brain does is echo ‘out with the 
> old’ and that winds me up.
> From: phil harbath 
> Sent: Wednesday, March 19, 2014 2:51 PM
> To: softimage@listproc.autodesk.com 
> Subject: Re: [OT] Autodesk announces 2015 3D product updates.
> have all the problems been worked out.  there was a lot of talk of issues, 
> but no final statement of resolution.
> also, one of my concerns is that exocortex was debating not releasing it at 
> all.
> From: adrian wyer 
> Sent: Wednesday, March 19, 2014 9:05 AM
> To: softimage@listproc.autodesk.com 
> Subject: RE: [OT] Autodesk announces 2015 3D product updates.
> we just upgraded Momentum, V4 just shipped...it rocks...get some!
>  
>  
> a
>  
> 
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of olivier jeannel
> Sent: 18 March 2014 21:06
> To: softimage@listproc.autodesk.com
> Subject: Re: [OT] Autodesk announces 2015 3D product updates.
>  
> This I don't want to hear :(
> If Ben want to step in...
> Le 18/03/2014 20:08, phil harbath a écrit :
>   I get the felling that Momentum is EOL as well.  perhaps a bit prematurely.
>
>   From: olivier jeannel 
>   Sent: Tuesday, March 18, 2014 3:06 PM
>   To: softimage@listproc.autodesk.com 
>   Subject: Re: [OT] Autodesk announces 2015 3D product updates.
>
>   Well, at least Exocortex, Eric Mootz, and all the others have heavy 
> schedule to make xsi keep-up :D
>   Le 18/03/2014 19:59, Alan Fregtman a écrit :
> The Maya release feels like a list of plugins to me:
>  
> Bifrost... former 3rd-party sw (Naiiad), acquired...
> XGen... 3rd-party Disney plugin, licensed...
> Bullet Physics... free 3rd-party library...
> OpenSubDiv... free 3rd-party library...
>  
> The only thing I see that's kind of cool is the geodesic voxel binding 
> skin algorithm, but I'd expect that kind of thing in a service pack / point 
> release.
>  
>  
> On Tue, Mar 18, 2014 at 1:32 PM, Ben Rogall 
>  wrote:
> http://area.autodesk.com/march18
>  
>
>  

Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-19 Thread paul
What with this ‘IN WITH THE NEW’ banner for Maya i keep seeing? 
Am I being over sensitive because all my brain does is echo ‘out with the old’ 
and that winds me up.

From: phil harbath 
Sent: Wednesday, March 19, 2014 2:51 PM
To: softimage@listproc.autodesk.com 
Subject: Re: [OT] Autodesk announces 2015 3D product updates.

have all the problems been worked out.  there was a lot of talk of issues, but 
no final statement of resolution.

also, one of my concerns is that exocortex was debating not releasing it at all.

From: adrian wyer 
Sent: Wednesday, March 19, 2014 9:05 AM
To: softimage@listproc.autodesk.com 
Subject: RE: [OT] Autodesk announces 2015 3D product updates.

we just upgraded Momentum, V4 just shipped...it rocks...get some!

 

 

a

 




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of olivier jeannel
Sent: 18 March 2014 21:06
To: softimage@listproc.autodesk.com
Subject: Re: [OT] Autodesk announces 2015 3D product updates.

 

This I don't want to hear :(
If Ben want to step in...


Le 18/03/2014 20:08, phil harbath a écrit :

  I get the felling that Momentum is EOL as well.  perhaps a bit prematurely.

   

  From: olivier jeannel 

  Sent: Tuesday, March 18, 2014 3:06 PM

  To: softimage@listproc.autodesk.com 

  Subject: Re: [OT] Autodesk announces 2015 3D product updates.

   

  Well, at least Exocortex, Eric Mootz, and all the others have heavy schedule 
to make xsi keep-up :D

  Le 18/03/2014 19:59, Alan Fregtman a écrit :

The Maya release feels like a list of plugins to me:

 

Bifrost... former 3rd-party sw (Naiiad), acquired...

XGen... 3rd-party Disney plugin, licensed...

Bullet Physics... free 3rd-party library...

OpenSubDiv... free 3rd-party library...

 

The only thing I see that's kind of cool is the geodesic voxel binding skin 
algorithm, but I'd expect that kind of thing in a service pack / point release.

 

 

On Tue, Mar 18, 2014 at 1:32 PM, Ben Rogall 
 wrote:

http://area.autodesk.com/march18

 

   

 


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-19 Thread phil harbath
have all the problems been worked out.  there was a lot of talk of issues, but 
no final statement of resolution.

also, one of my concerns is that exocortex was debating not releasing it at all.

From: adrian wyer 
Sent: Wednesday, March 19, 2014 9:05 AM
To: softimage@listproc.autodesk.com 
Subject: RE: [OT] Autodesk announces 2015 3D product updates.

we just upgraded Momentum, V4 just shipped...it rocks...get some!

 

 

a

 




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of olivier jeannel
Sent: 18 March 2014 21:06
To: softimage@listproc.autodesk.com
Subject: Re: [OT] Autodesk announces 2015 3D product updates.

 

This I don't want to hear :(
If Ben want to step in...


Le 18/03/2014 20:08, phil harbath a écrit :

  I get the felling that Momentum is EOL as well.  perhaps a bit prematurely.

   

  From: olivier jeannel 

  Sent: Tuesday, March 18, 2014 3:06 PM

  To: softimage@listproc.autodesk.com 

  Subject: Re: [OT] Autodesk announces 2015 3D product updates.

   

  Well, at least Exocortex, Eric Mootz, and all the others have heavy schedule 
to make xsi keep-up :D

  Le 18/03/2014 19:59, Alan Fregtman a écrit :

The Maya release feels like a list of plugins to me:

 

Bifrost... former 3rd-party sw (Naiiad), acquired...

XGen... 3rd-party Disney plugin, licensed...

Bullet Physics... free 3rd-party library...

OpenSubDiv... free 3rd-party library...

 

The only thing I see that's kind of cool is the geodesic voxel binding skin 
algorithm, but I'd expect that kind of thing in a service pack / point release.

 

 

On Tue, Mar 18, 2014 at 1:32 PM, Ben Rogall 
 wrote:

http://area.autodesk.com/march18

 

   

 


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-19 Thread Matt Morris
cool, subs money heading that way shortly ;)


On 19 March 2014 13:05, adrian wyer  wrote:

>  we just upgraded Momentum, V4 just shipped...it rocks...get some!
>
>
>
>
>
> a
>
>
>


RE: [OT] Autodesk announces 2015 3D product updates.

2014-03-19 Thread adrian wyer
we just upgraded Momentum, V4 just shipped...it rocks...get some!

 

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of olivier
jeannel
Sent: 18 March 2014 21:06
To: softimage@listproc.autodesk.com
Subject: Re: [OT] Autodesk announces 2015 3D product updates.

 

This I don't want to hear :(
If Ben want to step in...


Le 18/03/2014 20:08, phil harbath a écrit :

I get the felling that Momentum is EOL as well.  perhaps a bit prematurely.

 

From: olivier jeannel <mailto:olivier.jean...@noos.fr>  

Sent: Tuesday, March 18, 2014 3:06 PM

To: softimage@listproc.autodesk.com 

Subject: Re: [OT] Autodesk announces 2015 3D product updates.

 

Well, at least Exocortex, Eric Mootz, and all the others have heavy schedule
to make xsi keep-up :D

Le 18/03/2014 19:59, Alan Fregtman a écrit :

The Maya release feels like a list of plugins to me:

 

Bifrost... former 3rd-party sw (Naiiad), acquired...

XGen... 3rd-party Disney plugin, licensed...

Bullet Physics... free 3rd-party library...

OpenSubDiv... free 3rd-party library...

 

The only thing I see that's kind of cool is the geodesic voxel binding skin
algorithm, but I'd expect that kind of thing in a service pack / point
release.

 

 

On Tue, Mar 18, 2014 at 1:32 PM, Ben Rogall
 wrote:

http://area.autodesk.com/march18

 

 

 



Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-19 Thread Paul Griswold
Not to add to the conspiracy theories here, BUT. could it be the plan
of Autodesk all along was to give M&E a try, but not enough to succeed?
 The reason being this - they want to emulate the IBM model.  Buy patents &
intellectual property, then collect royalties.

It requires no R&D, no developers, no support team, nothing but lawyers and
accountants.

Think of all the tech Autodesk has bought over the years.  So they murder
Softimage, and give less and less attention to their products each year,
eventually killing Max, Mudbox, Motion Builder, etc.  And finally the
proclaim Bifrost a failure, and retire Maya.

IBM is still around because they are a patent machine, not because they
make computers.

-Paul



On Wed, Mar 19, 2014 at 7:30 AM, Artur Woźniak  wrote:

> I thought Bifrost was something more than just a node striped Naiad
> shuffled in Maya . Is it more or just a fluid solver? I know "just" may not
> give its justice but still.
>
> Artur
>
>
> 2014-03-19 12:16 GMT+01:00 Jordi Bares :
>
> Have a look at the feature list of mudbox and motion builder (big shame as
>> this tool is very very good)
>>
>> Totally and utterly abandoned.
>>
>> If that is caring about your customers this is not the way to show it.
>>
>>
>> Jb
>>
>> Sent from my iPhone
>>
>> On 19 Mar 2014, at 08:39, Daniel Sweeney  wrote:
>>
>> Not really impressed by these releases. But autodesk releases have not
>> impressed for a while. Stagnant with A bit of bolted on tech. So OK stuff
>> in Maya but once again seems like all bolt ons.
>>
>> I think max is next on the chopping board or they will just let's it sit
>> and every release will get less and less.
>> On Mar 19, 2014 8:17 AM, "Jordi Bares"  wrote:
>>
>>> Its really nice research, and simple to implement, this is the kind of
>>> tool that will cost you peanuts to integrate in max and Softimage isn't it?
>>>
>>> I will certainly read the paper properly.
>>>
>>> Jb
>>>
>>> Sent from my iPhone
>>>
>>> > On 19 Mar 2014, at 02:31, Luc-Eric Rousseau 
>>> wrote:
>>> >
>>> > On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte
>>> >  wrote:
>>> >> Agree, and the geodesic voxel binding skin algorithm, Blender already
>>> have
>>> >> at least 1 year ago or more. In other words, no innovation, only
>>> >> implementation of existing tools.
>>> >
>>> > Got a link to that?  Geodesic voxel binding is research by Autodesk.
>>> >
>>>
>>>
>


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-19 Thread Sebastien Sterling
It will probably take years to be functional. Ironically by the time it is
done, there will probably be a much better solution out there.


On 19 March 2014 11:30, Artur Woźniak  wrote:

> I thought Bifrost was something more than just a node striped Naiad
> shuffled in Maya . Is it more or just a fluid solver? I know "just" may not
> give its justice but still.
>
> Artur
>
>
> 2014-03-19 12:16 GMT+01:00 Jordi Bares :
>
> Have a look at the feature list of mudbox and motion builder (big shame as
>> this tool is very very good)
>>
>> Totally and utterly abandoned.
>>
>> If that is caring about your customers this is not the way to show it.
>>
>>
>> Jb
>>
>> Sent from my iPhone
>>
>> On 19 Mar 2014, at 08:39, Daniel Sweeney  wrote:
>>
>> Not really impressed by these releases. But autodesk releases have not
>> impressed for a while. Stagnant with A bit of bolted on tech. So OK stuff
>> in Maya but once again seems like all bolt ons.
>>
>> I think max is next on the chopping board or they will just let's it sit
>> and every release will get less and less.
>> On Mar 19, 2014 8:17 AM, "Jordi Bares"  wrote:
>>
>>> Its really nice research, and simple to implement, this is the kind of
>>> tool that will cost you peanuts to integrate in max and Softimage isn't it?
>>>
>>> I will certainly read the paper properly.
>>>
>>> Jb
>>>
>>> Sent from my iPhone
>>>
>>> > On 19 Mar 2014, at 02:31, Luc-Eric Rousseau 
>>> wrote:
>>> >
>>> > On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte
>>> >  wrote:
>>> >> Agree, and the geodesic voxel binding skin algorithm, Blender already
>>> have
>>> >> at least 1 year ago or more. In other words, no innovation, only
>>> >> implementation of existing tools.
>>> >
>>> > Got a link to that?  Geodesic voxel binding is research by Autodesk.
>>> >
>>>
>>>
>


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-19 Thread Artur Woźniak
I thought Bifrost was something more than just a node striped Naiad
shuffled in Maya . Is it more or just a fluid solver? I know "just" may not
give its justice but still.

Artur


2014-03-19 12:16 GMT+01:00 Jordi Bares :

> Have a look at the feature list of mudbox and motion builder (big shame as
> this tool is very very good)
>
> Totally and utterly abandoned.
>
> If that is caring about your customers this is not the way to show it.
>
>
> Jb
>
> Sent from my iPhone
>
> On 19 Mar 2014, at 08:39, Daniel Sweeney  wrote:
>
> Not really impressed by these releases. But autodesk releases have not
> impressed for a while. Stagnant with A bit of bolted on tech. So OK stuff
> in Maya but once again seems like all bolt ons.
>
> I think max is next on the chopping board or they will just let's it sit
> and every release will get less and less.
> On Mar 19, 2014 8:17 AM, "Jordi Bares"  wrote:
>
>> Its really nice research, and simple to implement, this is the kind of
>> tool that will cost you peanuts to integrate in max and Softimage isn't it?
>>
>> I will certainly read the paper properly.
>>
>> Jb
>>
>> Sent from my iPhone
>>
>> > On 19 Mar 2014, at 02:31, Luc-Eric Rousseau 
>> wrote:
>> >
>> > On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte
>> >  wrote:
>> >> Agree, and the geodesic voxel binding skin algorithm, Blender already
>> have
>> >> at least 1 year ago or more. In other words, no innovation, only
>> >> implementation of existing tools.
>> >
>> > Got a link to that?  Geodesic voxel binding is research by Autodesk.
>> >
>>
>>


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-19 Thread Jordi Bares
Have a look at the feature list of mudbox and motion builder (big shame as this 
tool is very very good)

Totally and utterly abandoned. 

If that is caring about your customers this is not the way to show it.


Jb

Sent from my iPhone

> On 19 Mar 2014, at 08:39, Daniel Sweeney  wrote:
> 
> Not really impressed by these releases. But autodesk releases have not 
> impressed for a while. Stagnant with A bit of bolted on tech. So OK stuff in 
> Maya but once again seems like all bolt ons.
> 
> I think max is next on the chopping board or they will just let's it sit and 
> every release will get less and less. 
> 
>> On Mar 19, 2014 8:17 AM, "Jordi Bares"  wrote:
>> Its really nice research, and simple to implement, this is the kind of tool 
>> that will cost you peanuts to integrate in max and Softimage isn't it?
>> 
>> I will certainly read the paper properly.
>> 
>> Jb
>> 
>> Sent from my iPhone
>> 
>> > On 19 Mar 2014, at 02:31, Luc-Eric Rousseau  wrote:
>> >
>> > On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte
>> >  wrote:
>> >> Agree, and the geodesic voxel binding skin algorithm, Blender already have
>> >> at least 1 year ago or more. In other words, no innovation, only
>> >> implementation of existing tools.
>> >
>> > Got a link to that?  Geodesic voxel binding is research by Autodesk.
>> >


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-19 Thread Daniel Sweeney
Not really impressed by these releases. But autodesk releases have not
impressed for a while. Stagnant with A bit of bolted on tech. So OK stuff
in Maya but once again seems like all bolt ons.

I think max is next on the chopping board or they will just let's it sit
and every release will get less and less.
On Mar 19, 2014 8:17 AM, "Jordi Bares"  wrote:

> Its really nice research, and simple to implement, this is the kind of
> tool that will cost you peanuts to integrate in max and Softimage isn't it?
>
> I will certainly read the paper properly.
>
> Jb
>
> Sent from my iPhone
>
> > On 19 Mar 2014, at 02:31, Luc-Eric Rousseau  wrote:
> >
> > On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte
> >  wrote:
> >> Agree, and the geodesic voxel binding skin algorithm, Blender already
> have
> >> at least 1 year ago or more. In other words, no innovation, only
> >> implementation of existing tools.
> >
> > Got a link to that?  Geodesic voxel binding is research by Autodesk.
> >
>
>


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-19 Thread Jordi Bares
I meant "simple to implement" once you have done it in maya of course I am sure 
us not simple, specially since looks like non water tight geometry is handled 
apparently very well and that may be the tough part.

I will ask our RnD guy here what does he thinks about it.

Jb

Sent from my iPhone

> On 19 Mar 2014, at 08:17, Jordi Bares  wrote:
> 
> Its really nice research, and simple to implement, this is the kind of tool 
> that will cost you peanuts to integrate in max and Softimage isn't it?
> 
> I will certainly read the paper properly.
> 
> Jb
> 
> Sent from my iPhone
> 
>> On 19 Mar 2014, at 02:31, Luc-Eric Rousseau  wrote:
>> 
>> On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte
>>  wrote:
>>> Agree, and the geodesic voxel binding skin algorithm, Blender already have
>>> at least 1 year ago or more. In other words, no innovation, only
>>> implementation of existing tools.
>> 
>> Got a link to that?  Geodesic voxel binding is research by Autodesk.
>> 



Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-19 Thread Jordi Bares
Its really nice research, and simple to implement, this is the kind of tool 
that will cost you peanuts to integrate in max and Softimage isn't it?

I will certainly read the paper properly.

Jb

Sent from my iPhone

> On 19 Mar 2014, at 02:31, Luc-Eric Rousseau  wrote:
> 
> On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte
>  wrote:
>> Agree, and the geodesic voxel binding skin algorithm, Blender already have
>> at least 1 year ago or more. In other words, no innovation, only
>> implementation of existing tools.
> 
> Got a link to that?  Geodesic voxel binding is research by Autodesk.
> 



Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Serguei Kalentchouk
I first saw this technique here, note the date:
http://blog.wolfire.com/2009/11/volumetric-heat-diffusion-skinning/

The Autodesk implementation has a better voxelization and weight
falloff solution though.

Having implemented this technique before, the most difficult part it to get
a reasonable performance out if it.


On Tuesday, March 18, 2014, Raffaele Fragapane 
wrote:

> http://www.dgp.toronto.edu/~mdelasa/voxelization/ <- proposal and video
> http://www.delasa.net/data/sca2013_voxelization.pdf <- actual paper
>
> It's not particularly hard conceptually, but personally I wouldn't do it
> in ICE. It'd likely be below acceptable performance for a large enough set
> of voxels, and you'd be in trouble to bring GPGPU performance into ICE
> nodes if you were willing to write one (I got really flaky results
> personally, but it's not impossible).
>
> It's not terribly hard to do in C++ nor to thread it decently in CUDA,
> there are some very obvious potential kernels to it, and plenty stuff you
> could start from for OCTrees structures, sorting, walking and so on already
> available to not re-invent the wheel.
>
> You are missing a (moderately) clever bit though as you need to find
> boundaries and geodesic distance, if you just walked outwards from a bone
> inclusive voxel indiscriminately you would be only marginally better off
> than if you simply used plain geometric distance methods, but it's not an
> order of magnitude more complex than what you'd think of by intuition.
>
> It's not really a hugely impressive feature, don't get me wrong, but it's
> not a day's worth of work to offer a proper generic implementation that
> will scale to respectable complexity.
>
>
> On Wed, Mar 19, 2014 at 1:43 PM, Bk 
> 
> > wrote:
>
>> Unless there is some clever part that Im missing, It's not a hard thing
>> to implement. Fill a volume with voxels. Spread out( iterate) influence
>> from bones across the volume particle to particle by neighbours.
>> Get closest voxel to surface and find resulting influence for each bone.
>> Normalise and write to envelope .
>> I'd be bold enough to suggest it could be done in ICE in a day.
>>
>>
>> On 19 Mar 2014, at 02:35, Eric Thivierge 
>> >
>> wrote:
>>
>> Unfortunately have to agree with Luc-Eric on this point. Blender probably
>> has a heat map algo or something. I haven't seen the geodesic anywhere but
>> the AD research vid from around last Siggraph.
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>>
>> On Tue, Mar 18, 2014 at 10:31 PM, Luc-Eric Rousseau 
>> 
>> > wrote:
>>
>>> On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte
>>> >
>>> wrote:
>>> > Agree, and the geodesic voxel binding skin algorithm, Blender already
>>> have
>>> > at least 1 year ago or more. In other words, no innovation, only
>>> > implementation of existing tools.
>>>
>>> Got a link to that?  Geodesic voxel binding is research by Autodesk.
>>>
>>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>


-- 
Technical Director @ DreamWorks Animation


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Raffaele Fragapane
http://www.dgp.toronto.edu/~mdelasa/voxelization/ <- proposal and video
http://www.delasa.net/data/sca2013_voxelization.pdf <- actual paper

It's not particularly hard conceptually, but personally I wouldn't do it in
ICE. It'd likely be below acceptable performance for a large enough set of
voxels, and you'd be in trouble to bring GPGPU performance into ICE nodes
if you were willing to write one (I got really flaky results personally,
but it's not impossible).

It's not terribly hard to do in C++ nor to thread it decently in CUDA,
there are some very obvious potential kernels to it, and plenty stuff you
could start from for OCTrees structures, sorting, walking and so on already
available to not re-invent the wheel.

You are missing a (moderately) clever bit though as you need to find
boundaries and geodesic distance, if you just walked outwards from a bone
inclusive voxel indiscriminately you would be only marginally better off
than if you simply used plain geometric distance methods, but it's not an
order of magnitude more complex than what you'd think of by intuition.

It's not really a hugely impressive feature, don't get me wrong, but it's
not a day's worth of work to offer a proper generic implementation that
will scale to respectable complexity.


On Wed, Mar 19, 2014 at 1:43 PM, Bk  wrote:

> Unless there is some clever part that Im missing, It's not a hard thing to
> implement. Fill a volume with voxels. Spread out( iterate) influence from
> bones across the volume particle to particle by neighbours.
> Get closest voxel to surface and find resulting influence for each bone.
> Normalise and write to envelope .
> I'd be bold enough to suggest it could be done in ICE in a day.
>
>
> On 19 Mar 2014, at 02:35, Eric Thivierge  wrote:
>
> Unfortunately have to agree with Luc-Eric on this point. Blender probably
> has a heat map algo or something. I haven't seen the geodesic anywhere but
> the AD research vid from around last Siggraph.
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Tue, Mar 18, 2014 at 10:31 PM, Luc-Eric Rousseau 
> wrote:
>
>> On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte
>>  wrote:
>> > Agree, and the geodesic voxel binding skin algorithm, Blender already
>> have
>> > at least 1 year ago or more. In other words, no innovation, only
>> > implementation of existing tools.
>>
>> Got a link to that?  Geodesic voxel binding is research by Autodesk.
>>
>>
>


-- 
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] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Eric Thivierge
Have at it sir. :)


Eric Thivierge
http://www.ethivierge.com


On Tue, Mar 18, 2014 at 10:43 PM, Bk  wrote:

> Unless there is some clever part that Im missing, It's not a hard thing to
> implement. Fill a volume with voxels. Spread out( iterate) influence from
> bones across the volume particle to particle by neighbours.
> Get closest voxel to surface and find resulting influence for each bone.
> Normalise and write to envelope .
> I'd be bold enough to suggest it could be done in ICE in a day.
>


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Bk
Unless there is some clever part that Im missing, It's not a hard thing to 
implement. Fill a volume with voxels. Spread out( iterate) influence from bones 
across the volume particle to particle by neighbours.
Get closest voxel to surface and find resulting influence for each bone. 
Normalise and write to envelope .
I'd be bold enough to suggest it could be done in ICE in a day.


On 19 Mar 2014, at 02:35, Eric Thivierge  wrote:

> Unfortunately have to agree with Luc-Eric on this point. Blender probably has 
> a heat map algo or something. I haven't seen the geodesic anywhere but the AD 
> research vid from around last Siggraph.
> 
> 
> Eric Thivierge
> http://www.ethivierge.com
> 
> 
> On Tue, Mar 18, 2014 at 10:31 PM, Luc-Eric Rousseau  
> wrote:
> On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte
>  wrote:
> > Agree, and the geodesic voxel binding skin algorithm, Blender already have
> > at least 1 year ago or more. In other words, no innovation, only
> > implementation of existing tools.
> 
> Got a link to that?  Geodesic voxel binding is research by Autodesk.
> 
> 


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Eric Thivierge
Unfortunately have to agree with Luc-Eric on this point. Blender probably
has a heat map algo or something. I haven't seen the geodesic anywhere but
the AD research vid from around last Siggraph.


Eric Thivierge
http://www.ethivierge.com


On Tue, Mar 18, 2014 at 10:31 PM, Luc-Eric Rousseau wrote:

> On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte
>  wrote:
> > Agree, and the geodesic voxel binding skin algorithm, Blender already
> have
> > at least 1 year ago or more. In other words, no innovation, only
> > implementation of existing tools.
>
> Got a link to that?  Geodesic voxel binding is research by Autodesk.
>
>


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Luc-Eric Rousseau
On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte
 wrote:
> Agree, and the geodesic voxel binding skin algorithm, Blender already have
> at least 1 year ago or more. In other words, no innovation, only
> implementation of existing tools.

Got a link to that?  Geodesic voxel binding is research by Autodesk.



Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Sebastien Sterling
A yes, like the way you striped greese pencil out of Maya LT despite it
having been a free external plug-in for years.


On 18 March 2014 21:54, Maurice Patel  wrote:

> Hi Nicolas
> Maya LT is meant to be a low cost alternative for low-budget indie game
> developers. Maya and 3ds Max are still meant to be the solutions for Games
> overall - whether for AAA or for mobile devices.
> Maurice
>
> Maurice Patel
> Autodesk : Tél:  514 954-7134
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Nicolas Esposito
> Sent: Tuesday, March 18, 2014 5:43 PM
> To: amu...@xnet.hr; softimage@listproc.autodesk.com
> Subject: Re: [OT] Autodesk announces 2015 3D product updates.
>
> Based on what I'm seeing they're leaning more towards game industries (
> for 3DS ) and pushing Maya to be the replacement for Soft with Bifrost, and
> the features for both 3ds and Maya are quite good easy to achieve ( already
> made plugins instead of coding ), which for me is a good thing.
> I feel like they want Maya and 3DS to be a tool where you can preview in
> realtime all the assets that you'r going to import into your game engine,
> hence the ShaderFx, Maya viewport with multiple features, and so on...
>
> What I'm wondering is if they're building some kind of engine ala Houdini
> which allows to get basically the same preview/setup from Maya/3DS to
> Unity/UDK, that would be really great...
>
> Strange thing also is that this release of 3DS has lots of gaming features
> that Maya have...I don't get it, didn't they want to push MayaLT for
> gaming? this is so confusing!
>
> 2014-03-18 22:22 GMT+01:00 Alen mailto:amu...@xnet.hr>>:
> mud is more oriented to maya as i see (couple, pardon 3, of new thing
> oriented to maya only)...cool thing is organizing the layers...but that is
> it..yes rest is extension things...pfff
>
>
> On 18.3.2014. 22:13, Octavian Ureche wrote:
> Have no idea...i was being ironical...
>
> BTW. looking over at the mudbox 2015 features, i have to say, those are
> the exact same features that existed in the 2014 extension. So my question
> is, what exactly is new in this point release, apart from nothing?
> Oh wait...it's just autodesk.
>
> On Tue, Mar 18, 2014 at 11:02 PM, Ognjen Vukovic  <mailto:ognj...@gmail.com>> wrote:
> Does it have hidden line removal mode and texture decal?
>
> On Tue, Mar 18, 2014 at 9:06 PM, Octavian Ureche  okt...@gmail.com>> wrote:
> Except viewport 2.0. I'll admit...that's pretty good.
> So at least they got the viewport rightyay!
>
> On Tue, Mar 18, 2014 at 10:04 PM, Octavian Ureche  <mailto:okt...@gmail.com>> wrote:
> Bifrost... former 3rd-party sw (Naiiad), acquired...
> XGen... 3rd-party Disney plugin, licensed...
> Bullet Physics... free 3rd-party library...
> OpenSubDiv... free 3rd-party library...
>
> Allow me to add NEX (aka the maya modeling toolkit) to that
> listaquired 3rd party plugin
>
> All that autodesk ever does, is aquire tech and then slap it on top of
> their software.
> Right now, maya feels like a bloated piece of junk, exactly because of
> that. The experience is one of constant confusion,
> running around feeling like things do not belong there, always struggling
> to do stuff, going about like your going from one country to another.
> Softimage was always consistent in its user experience, and that made it a
> pleasure to work with. Maya right now is extremely inconsistent because
> most of its "new tech"
> are in fact solutions developed by 3rd parties. It's an incredibly
> inconsistent and frustrating experience. Maybe they will get it right,
> someday.
> The problem is, they never got it right in the past, and they didn't get
> it right today...which is what matters to us.
> Right now it feels like a mess. Plus my brain just hurts at the amount of
> overlapping tech going on inside maya right now.
> Even bifrost vs Nfluids. What the heck is that. Make up your mind.
> I'm also curious, does bifrost talk to ncloth or nhair, does it talk to
> bullet or physx, does ncloth talk to bullet or xgen, does xgen talk to
> bifrost?
> Remember those discussions years ago about unifying maya's dynamics when
> nucleus came out at version 8.5. That was apparently going somewhere, at
> snail pace, but hey at least it felt like it was moving until ...hey, what
> is this new stuff called naiad... let's just snatch that and do something
> with it. Oh wait, what do we do with nucleus. Uhmm, well, let's just keep
> it around and see what happens. Bullet...hey, it's free, let's just
> integrate that as well. Physx, oh wait, 

Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Nicolas Esposito
t;>>>
>>>>
>>>> On Tue, Mar 18, 2014 at 9:32 PM, Maurice Patel <
>>>> maurice.pa...@autodesk.com> wrote:
>>>>
>>>>> Very high. Productization occurs when we gauge that there is very
>>>>> little risk.
>>>>> maurice
>>>>>
>>>>> Maurice Patel
>>>>> Autodesk : Tél:  514 954-7134 <514%20954-7134>
>>>>>
>>>>>  From: softimage-boun...@listproc.autodesk.com [mailto:
>>>>> softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
>>>>> Sent: Tuesday, March 18, 2014 3:24 PM
>>>>> To: softimage@listproc.autodesk.com
>>>>> Subject: Re[2]: [OT] Autodesk announces 2015 3D product updates.
>>>>>
>>>>> How high then to you estimate the risk of Bifröst succeeding - meaning
>>>>> becoming a widely accepted, fully capable ICE equivalent?
>>>>> And how long do you believe it will take?
>>>>>
>>>>>
>>>>>
>>>>> -- Originalnachricht --
>>>>>  Von: "Maurice Patel" >>>> maurice.pa...@autodesk.com>>
>>>>> An: "softimage@listproc.autodesk.com" >>>> <mailto:softimage@listproc.autodesk.com>>
>>>>> Gesendet: 18.03.2014 20:20:00
>>>>> Betreff: RE: [OT] Autodesk announces 2015 3D product updates.
>>>>>
>>>>> I want to be clear - my meaning was that innovation involves risk and
>>>>> we want to take that risk for certain projects. We do  NOT accept 99%
>>>>> failure. If uou have a chance of 1 in 100 of succeeding on project X that
>>>>> does not mean you should not try it. But it also does not mean you should
>>>>> bet everything on it. This is true of any company small or large. The
>>>>> further out there you want to be, the greater the risk.
>>>>> Maurice
>>>>>
>>>>> Maurice Patel
>>>>> Autodesk : Tél:  514 954-7134 <514%20954-7134>
>>>>>
>>>>>  From: softimage-boun...@listproc.autodesk.com>>>> softimage-boun...@listproc.autodesk.com> [mailto:
>>>>> softimage-boun...@listproc..autodesk.com>>>> softimage-boun...@listproc.autodesk.com>] On Behalf Of Greg Punchatz
>>>>> Sent: Tuesday, March 18, 2014 3:13 PM
>>>>>  To: softimage@listproc.autodesk.com>>>> softimage@listproc.autodesk.com>
>>>>> Subject: Re: [OT] Autodesk announces 2015 3D product updates.
>>>>>
>>>>> And shader effects are 3rd party I believe...and it only works for the
>>>>> view port... sigh
>>>>>
>>>>> Same with the modeling tools...just upgraded what they bought
>>>>>
>>>>> Here is the problem
>>>>>
>>>>> The folks in charge don't know that they have a problem... They accept
>>>>> a 99 percent failure rate as reasonable...smaller dev companies cant 
>>>>> afford
>>>>> to fail nearly that much.
>>>>>
>>>>> I will say I am looking forward to that viewport...
>>>>>
>>>>> and geodeskic binding is uber cool. I wonder how long it will take
>>>>> some ICE wiz to make some of that for us :)
>>>>>
>>>>>  On Tue, Mar 18, 2014 at 1:59 PM, Alan Fregtman <
>>>>> alan.fregt...@gmail.com<mailto:alan.fregt...@gmail.com>> wrote:
>>>>> The Maya release feels like a list of plugins to me:
>>>>>
>>>>> Bifrost... former 3rd-party sw (Naiiad), acquired...
>>>>> XGen... 3rd-party Disney plugin, licensed...
>>>>> Bullet Physics... free 3rd-party library...
>>>>> OpenSubDiv... free 3rd-party library...
>>>>>
>>>>> The only thing I see that's kind of cool is the geodesic voxel binding
>>>>> skin algorithm, but I'd expect that kind of thing in a service pack / 
>>>>> point
>>>>> release.
>>>>>
>>>>>
>>>>>  On Tue, Mar 18, 2014 at 1:32 PM, Ben Rogall <
>>>>> xsi_l...@shaders.moederogall.com>>>> xsi_l...@shaders.moederogall.com>> wrote:
>>>>> http://area.autodesk.com/march18
>>>>>
>>>>>
>>>>>
>>>>> 
>>>>>  [http://static.avast.com/emails/avast-mail-stamp.png]<
>>>>> http://www.avast.com/>
>>>>>
>>>>>
>>>>> Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus<
>>>>> http://www.avast.com/> Schutz ist aktiv.
>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>>   --
>>>> Octavian Ureche
>>>>  +40 732 774 313 <%2B40%20732%20774%20313> (GMT+2)
>>>>  Animation & Visual Effects
>>>>   www.okto.ro
>>>>
>>>
>>>
>>>
>>>  --
>>> Octavian Ureche
>>>  +40 732 774 313 <%2B40%20732%20774%20313> (GMT+2)
>>>  Animation & Visual Effects
>>>   www.okto.ro
>>>
>>
>>
>
>
>  --
> Octavian Ureche
>  +40 732 774 313 (GMT+2)
>  Animation & Visual Effects
>   www.okto.ro
>
>
>


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Jason S

Hi, sorry, I didn't know that was the purpose of LT
thx

On 03/18/14 17:54, Maurice Patel wrote:

Hi Nicolas
Maya LT is meant to be a low cost alternative for low-budget indie game 
developers. Maya and 3ds Max are still meant to be the solutions for Games 
overall - whether for AAA or for mobile devices.
Maurice
   




RE: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Maurice Patel
Hi Nicolas
Maya LT is meant to be a low cost alternative for low-budget indie game 
developers. Maya and 3ds Max are still meant to be the solutions for Games 
overall - whether for AAA or for mobile devices.
Maurice

Maurice Patel
Autodesk : Tél:  514 954-7134

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nicolas Esposito
Sent: Tuesday, March 18, 2014 5:43 PM
To: amu...@xnet.hr; softimage@listproc.autodesk.com
Subject: Re: [OT] Autodesk announces 2015 3D product updates.

Based on what I'm seeing they're leaning more towards game industries ( for 3DS 
) and pushing Maya to be the replacement for Soft with Bifrost, and the 
features for both 3ds and Maya are quite good easy to achieve ( already made 
plugins instead of coding ), which for me is a good thing.
I feel like they want Maya and 3DS to be a tool where you can preview in 
realtime all the assets that you'r going to import into your game engine, hence 
the ShaderFx, Maya viewport with multiple features, and so on...

What I'm wondering is if they're building some kind of engine ala Houdini which 
allows to get basically the same preview/setup from Maya/3DS to Unity/UDK, that 
would be really great...

Strange thing also is that this release of 3DS has lots of gaming features that 
Maya have...I don't get it, didn't they want to push MayaLT for gaming? this is 
so confusing!

2014-03-18 22:22 GMT+01:00 Alen mailto:amu...@xnet.hr>>:
mud is more oriented to maya as i see (couple, pardon 3, of new thing oriented 
to maya only)...cool thing is organizing the layers...but that is it..yes rest 
is extension things...pfff


On 18.3.2014. 22:13, Octavian Ureche wrote:
Have no idea...i was being ironical...

BTW. looking over at the mudbox 2015 features, i have to say, those are the 
exact same features that existed in the 2014 extension. So my question is, what 
exactly is new in this point release, apart from nothing?
Oh wait...it's just autodesk.

On Tue, Mar 18, 2014 at 11:02 PM, Ognjen Vukovic 
mailto:ognj...@gmail.com>> wrote:
Does it have hidden line removal mode and texture decal?

On Tue, Mar 18, 2014 at 9:06 PM, Octavian Ureche 
mailto:okt...@gmail.com>> wrote:
Except viewport 2.0. I'll admit...that's pretty good.
So at least they got the viewport rightyay!

On Tue, Mar 18, 2014 at 10:04 PM, Octavian Ureche 
mailto:okt...@gmail.com>> wrote:
Bifrost... former 3rd-party sw (Naiiad), acquired...
XGen... 3rd-party Disney plugin, licensed...
Bullet Physics... free 3rd-party library...
OpenSubDiv... free 3rd-party library...

Allow me to add NEX (aka the maya modeling toolkit) to that listaquired 3rd 
party plugin

All that autodesk ever does, is aquire tech and then slap it on top of their 
software.
Right now, maya feels like a bloated piece of junk, exactly because of that. 
The experience is one of constant confusion,
running around feeling like things do not belong there, always struggling to do 
stuff, going about like your going from one country to another.
Softimage was always consistent in its user experience, and that made it a 
pleasure to work with. Maya right now is extremely inconsistent because most of 
its "new tech"
are in fact solutions developed by 3rd parties. It's an incredibly inconsistent 
and frustrating experience. Maybe they will get it right, someday.
The problem is, they never got it right in the past, and they didn't get it 
right today...which is what matters to us.
Right now it feels like a mess. Plus my brain just hurts at the amount of 
overlapping tech going on inside maya right now.
Even bifrost vs Nfluids. What the heck is that. Make up your mind.
I'm also curious, does bifrost talk to ncloth or nhair, does it talk to bullet 
or physx, does ncloth talk to bullet or xgen, does xgen talk to bifrost?
Remember those discussions years ago about unifying maya's dynamics when 
nucleus came out at version 8.5. That was apparently going somewhere, at snail 
pace, but hey at least it felt like it was moving until ...hey, what is this 
new stuff called naiad... let's just snatch that and do something with it. Oh 
wait, what do we do with nucleus. Uhmm, well, let's just keep it around and see 
what happens. Bullet...hey, it's free, let's just integrate that as well. 
Physx, oh wait, we've "integrated" that some time ago...we've bragged about it 
for a while...let's just keep that in there as well.
So now, you tell me, you have 4 simulation frameworks inside maya, that do not 
send data back and forth between them?
Correct me if i am wrong...because i so wish i was wrong...



On Tue, Mar 18, 2014 at 9:32 PM, Maurice Patel 
mailto:maurice.pa...@autodesk.com>> wrote:
Very high. Productization occurs when we gauge that there is very little risk.
maurice

Maurice Patel
Autodesk : Tél:  514 954-7134
From: 
soft

Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Alen
 Originalnachricht --
Von: "Maurice Patel" mailto:maurice.pa...@autodesk.com><mailto:maurice.pa...@autodesk.com
<mailto:maurice.pa...@autodesk.com>>>
An: "softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>"
mailto:softimage@listproc.autodesk.com><mailto:softimage@listproc.autodesk.com
    <mailto:softimage@listproc.autodesk.com>>>
Gesendet: 18.03.2014 20:20:00
Betreff: RE: [OT] Autodesk announces 2015 3D product
updates.

I want to be clear -- my meaning was that innovation
involves risk and we want to take that risk for
certain projects. We do  NOT accept 99% failure. If
uou have a chance of 1 in 100 of succeeding on project
X that does not mean you should not try it. But it
also does not mean you should bet everything on it.
This is true of any company small or large. The
further out there you want to be, the greater the risk.
Maurice

Maurice Patel
Autodesk : Tél: 514 954-7134 

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

<mailto:softimage-boun...@listproc.autodesk.com><mailto:softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>>
[mailto:softimage-bounces@listproc.
<mailto:softimage-bounces@listproc.>.autodesk.com

<http://autodesk.com><mailto:softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>>] On
Behalf Of Greg Punchatz
Sent: Tuesday, March 18, 2014 3:13 PM
    To: softimage@listproc.autodesk.com
    
<mailto:softimage@listproc.autodesk.com><mailto:softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>>
Subject: Re: [OT] Autodesk announces 2015 3D product
updates.

And shader effects are 3rd party I believe...and it
only works for the view port... sigh

Same with the modeling tools...just upgraded what they
bought

Here is the problem

The folks in charge don't know that they have a
problem... They accept a 99 percent failure rate as
reasonable...smaller dev companies cant afford to fail
nearly that much.

I will say I am looking forward to that viewport...

and geodeskic binding is uber cool. I wonder how long
it will take some ICE wiz to make some of that for us :)

On Tue, Mar 18, 2014 at 1:59 PM, Alan Fregtman
mailto:alan.fregt...@gmail.com><mailto:alan.fregt...@gmail.com
<mailto:alan.fregt...@gmail.com>>> wrote:
The Maya release feels like a list of plugins to me:

Bifrost... former 3rd-party sw (Naiiad), acquired...
XGen... 3rd-party Disney plugin, licensed...
Bullet Physics... free 3rd-party library...
OpenSubDiv... free 3rd-party library...

The only thing I see that's kind of cool is the
geodesic voxel binding skin algorithm, but I'd expect
that kind of thing in a service pack / point release.


On Tue, Mar 18, 2014 at 1:32 PM, Ben Rogall
mailto:xsi_l...@shaders.moederogall.com><mailto:xsi_l...@shaders.moederogall.com
<mailto:xsi_l...@shaders.moederogall.com>>> wrote:
http://area.autodesk.com/march18





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 Animation & Visual Effects
www.okto.ro <http://www.okto.ro>




-- 
Octavian Ureche

+40 732 774 313  (GMT+2)
 Animation & Visual Effects
www.okto.ro <http://www.okto.ro>





--
Octavian Ureche
 +40 732 774 313 (GMT+2)
 Animation & Visual Effects
www.okto.ro <http://www.okto.ro>




Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread olivier jeannel

This I don't want to hear :(
If Ben want to step in...


Le 18/03/2014 20:08, phil harbath a écrit :
I get the felling that Momentum is EOL as well.  perhaps a bit 
prematurely.

*From:* olivier jeannel <mailto:olivier.jean...@noos.fr>
*Sent:* Tuesday, March 18, 2014 3:06 PM
*To:* softimage@listproc.autodesk.com 
<mailto:softimage@listproc.autodesk.com>

*Subject:* Re: [OT] Autodesk announces 2015 3D product updates.
Well, at least Exocortex, Eric Mootz, and all the others have heavy 
schedule to make xsi keep-up :D


Le 18/03/2014 19:59, Alan Fregtman a écrit :

The Maya release feels like a list of plugins to me:
Bifrost... former 3rd-party sw (Naiiad), acquired...
XGen... 3rd-party Disney plugin, licensed...
Bullet Physics... free 3rd-party library...
OpenSubDiv... free 3rd-party library...
The only thing I see that's kind of cool is the /geodesic voxel 
binding/ skin algorithm, but I'd expect that kind of thing in a 
service pack / point release.



On Tue, Mar 18, 2014 at 1:32 PM, Ben Rogall 
<mailto:xsi_l...@shaders.moederogall.com>> wrote:


http://area.autodesk.com/march18







Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Joe Bask
True,..

they keep adding ' new features' to Maya which has fragile core
architecture. It's just like a ticking bomb..



On Wed, Mar 19, 2014 at 2:08 AM, Perry Harovas wrote:

> My God, it is just more of the same:
>
> Buy technology innovation, bolt it onto Maya, stand back in case it
> collapses under its own weight, look for something else to buy to start the
> cycle over again.
>
> The reality is that Autodesk is ALWAYS looking for the new stuff, the
> shiny bling, if you will.
>
> They don't hone their tools over time, they don't make them work
> perfectly, they just look to replace them (because hey, if it is new, it
> MUST be better, right?).
>
> How many hair solutions does Maya have now, huh?
>
> 1) Fur
> 2) Paint FX
> 3) nHair
> 4 XGen
>
> Did I miss any???
>
>
>
>
>
>
>
> On Tue, Mar 18, 2014 at 2:59 PM, Alan Fregtman wrote:
>
>> The Maya release feels like a list of plugins to me:
>>
>> Bifrost... former 3rd-party sw (Naiiad), acquired...
>> XGen... 3rd-party Disney plugin, licensed...
>> Bullet Physics... free 3rd-party library...
>> OpenSubDiv... free 3rd-party library...
>>
>> The only thing I see that's kind of cool is the *geodesic voxel binding*skin 
>> algorithm, but I'd expect that kind of thing in a service pack / point
>> release.
>>
>>
>>
>> On Tue, Mar 18, 2014 at 1:32 PM, Ben Rogall <
>> xsi_l...@shaders.moederogall.com> wrote:
>>
>>> http://area.autodesk.com/march18
>>>
>>
>>
>
>
> --
>
>
>
>
>
> Perry Harovas
> Animation and Visual Effects
>
> http://www.TheAfterImage.com 
>
>


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Paul Griswold
So did Autodesk really try with Softimage?

I see no evidence.


On Tue, Mar 18, 2014 at 3:20 PM, Maurice Patel
wrote:

> I want to be clear - my meaning was that innovation involves risk and we
> want to take that risk for certain projects. We do  NOT accept 99% failure.
> If uou have a chance of 1 in 100 of succeeding on project X that does not
> mean you should not try it. But it also does not mean you should bet
> everything on it. This is true of any company small or large. The further
> out there you want to be, the greater the risk.
> Maurice
>
> Maurice Patel
> Autodesk : Tél:  514 954-7134
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Greg Punchatz
> Sent: Tuesday, March 18, 2014 3:13 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: [OT] Autodesk announces 2015 3D product updates.
>
> And shader effects are 3rd party I believe...and it only works for the
> view port... sigh
>
> Same with the modeling tools...just upgraded what they bought
>
> Here is the problem
>
> The folks in charge don't know that they have a problem... They accept a
> 99 percent failure rate as reasonable...smaller dev companies cant afford
> to fail nearly that much.
>
> I will say I am looking forward to that viewport...
>
> and geodeskic binding is uber cool. I wonder how long it will take some
> ICE wiz to make some of that for us :)
>
> On Tue, Mar 18, 2014 at 1:59 PM, Alan Fregtman  <mailto:alan.fregt...@gmail.com>> wrote:
> The Maya release feels like a list of plugins to me:
>
> Bifrost... former 3rd-party sw (Naiiad), acquired...
> XGen... 3rd-party Disney plugin, licensed...
> Bullet Physics... free 3rd-party library...
> OpenSubDiv... free 3rd-party library...
>
> The only thing I see that's kind of cool is the geodesic voxel binding
> skin algorithm, but I'd expect that kind of thing in a service pack / point
> release.
>
>
> On Tue, Mar 18, 2014 at 1:32 PM, Ben Rogall <
> xsi_l...@shaders.moederogall.com<mailto:xsi_l...@shaders.moederogall.com>>
> wrote:
> http://area.autodesk.com/march18
>
>
>


RE: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Maurice Patel
I want to be clear - my meaning was that innovation involves risk and we want 
to take that risk for certain projects. We do  NOT accept 99% failure. If uou 
have a chance of 1 in 100 of succeeding on project X that does not mean you 
should not try it. But it also does not mean you should bet everything on it. 
This is true of any company small or large. The further out there you want to 
be, the greater the risk.
Maurice

Maurice Patel
Autodesk : Tél:  514 954-7134

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Greg Punchatz
Sent: Tuesday, March 18, 2014 3:13 PM
To: softimage@listproc.autodesk.com
Subject: Re: [OT] Autodesk announces 2015 3D product updates.

And shader effects are 3rd party I believe...and it only works for the view 
port... sigh

Same with the modeling tools...just upgraded what they bought

Here is the problem

The folks in charge don't know that they have a problem... They accept a 99 
percent failure rate as reasonable...smaller dev companies cant afford to fail 
nearly that much.

I will say I am looking forward to that viewport...

and geodeskic binding is uber cool. I wonder how long it will take some ICE wiz 
to make some of that for us :)

On Tue, Mar 18, 2014 at 1:59 PM, Alan Fregtman 
mailto:alan.fregt...@gmail.com>> wrote:
The Maya release feels like a list of plugins to me:

Bifrost... former 3rd-party sw (Naiiad), acquired...
XGen... 3rd-party Disney plugin, licensed...
Bullet Physics... free 3rd-party library...
OpenSubDiv... free 3rd-party library...

The only thing I see that's kind of cool is the geodesic voxel binding skin 
algorithm, but I'd expect that kind of thing in a service pack / point release.


On Tue, Mar 18, 2014 at 1:32 PM, Ben Rogall 
mailto:xsi_l...@shaders.moederogall.com>> 
wrote:
http://area.autodesk.com/march18


<>

Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread phil harbath
I get the felling that Momentum is EOL as well.  perhaps a bit prematurely.

From: olivier jeannel 
Sent: Tuesday, March 18, 2014 3:06 PM
To: softimage@listproc.autodesk.com 
Subject: Re: [OT] Autodesk announces 2015 3D product updates.

Well, at least Exocortex, Eric Mootz, and all the others have heavy schedule to 
make xsi keep-up :D

Le 18/03/2014 19:59, Alan Fregtman a écrit :

  The Maya release feels like a list of plugins to me:


  Bifrost... former 3rd-party sw (Naiiad), acquired...
  XGen... 3rd-party Disney plugin, licensed...
  Bullet Physics... free 3rd-party library...
  OpenSubDiv... free 3rd-party library...

  The only thing I see that's kind of cool is the geodesic voxel binding skin 
algorithm, but I'd expect that kind of thing in a service pack / point release.




  On Tue, Mar 18, 2014 at 1:32 PM, Ben Rogall 
 wrote:

http://area.autodesk.com/march18





Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Greg Punchatz
And shader effects are 3rd party I believe...and it only works for the view
port... sigh

Same with the modeling tools...just upgraded what they bought

Here is the problem

The folks in charge don't know that they have a problem... They accept a 99
percent failure rate as reasonable...smaller dev companies cant afford to
fail nearly that much.

I will say I am looking forward to that viewport...

and geodeskic binding is uber cool. I wonder how long it will take some ICE
wiz to make some of that for us :)


On Tue, Mar 18, 2014 at 1:59 PM, Alan Fregtman wrote:

> The Maya release feels like a list of plugins to me:
>
> Bifrost... former 3rd-party sw (Naiiad), acquired...
> XGen... 3rd-party Disney plugin, licensed...
> Bullet Physics... free 3rd-party library...
> OpenSubDiv... free 3rd-party library...
>
> The only thing I see that's kind of cool is the *geodesic voxel binding*skin 
> algorithm, but I'd expect that kind of thing in a service pack / point
> release.
>
>
>
> On Tue, Mar 18, 2014 at 1:32 PM, Ben Rogall <
> xsi_l...@shaders.moederogall.com> wrote:
>
>> http://area.autodesk.com/march18
>>
>
>


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Perry Harovas
My God, it is just more of the same:

Buy technology innovation, bolt it onto Maya, stand back in case it
collapses under its own weight, look for something else to buy to start the
cycle over again.

The reality is that Autodesk is ALWAYS looking for the new stuff, the shiny
bling, if you will.

They don't hone their tools over time, they don't make them work perfectly,
they just look to replace them (because hey, if it is new, it MUST be
better, right?).

How many hair solutions does Maya have now, huh?

1) Fur
2) Paint FX
3) nHair
4 XGen

Did I miss any???







On Tue, Mar 18, 2014 at 2:59 PM, Alan Fregtman wrote:

> The Maya release feels like a list of plugins to me:
>
> Bifrost... former 3rd-party sw (Naiiad), acquired...
> XGen... 3rd-party Disney plugin, licensed...
> Bullet Physics... free 3rd-party library...
> OpenSubDiv... free 3rd-party library...
>
> The only thing I see that's kind of cool is the *geodesic voxel binding*skin 
> algorithm, but I'd expect that kind of thing in a service pack / point
> release.
>
>
>
> On Tue, Mar 18, 2014 at 1:32 PM, Ben Rogall <
> xsi_l...@shaders.moederogall.com> wrote:
>
>> http://area.autodesk.com/march18
>>
>
>


-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com 


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread olivier jeannel
Well, at least Exocortex, Eric Mootz, and all the others have heavy 
schedule to make xsi keep-up :D


Le 18/03/2014 19:59, Alan Fregtman a écrit :

The Maya release feels like a list of plugins to me:

Bifrost... former 3rd-party sw (Naiiad), acquired...
XGen... 3rd-party Disney plugin, licensed...
Bullet Physics... free 3rd-party library...
OpenSubDiv... free 3rd-party library...

The only thing I see that's kind of cool is the /geodesic voxel 
binding/ skin algorithm, but I'd expect that kind of thing in a 
service pack / point release.




On Tue, Mar 18, 2014 at 1:32 PM, Ben Rogall 
> wrote:


http://area.autodesk.com/march18






Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Paulo César Duarte
Agree, and the *geodesic voxel binding* skin algorithm, Blender already
have at least 1 year ago or more. In other words, no innovation, only
implementation of existing tools.


2014-03-18 15:59 GMT-03:00 Alan Fregtman :

> The Maya release feels like a list of plugins to me:
>
> Bifrost... former 3rd-party sw (Naiiad), acquired...
> XGen... 3rd-party Disney plugin, licensed...
> Bullet Physics... free 3rd-party library...
> OpenSubDiv... free 3rd-party library...
>
> The only thing I see that's kind of cool is the *geodesic voxel binding*skin 
> algorithm, but I'd expect that kind of thing in a service pack / point
> release.
>
>
>
> On Tue, Mar 18, 2014 at 1:32 PM, Ben Rogall <
> xsi_l...@shaders.moederogall.com> wrote:
>
>> http://area.autodesk.com/march18
>>
>
>


-- 
www.pauloduarte.ws


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Alan Fregtman
The Maya release feels like a list of plugins to me:

Bifrost... former 3rd-party sw (Naiiad), acquired...
XGen... 3rd-party Disney plugin, licensed...
Bullet Physics... free 3rd-party library...
OpenSubDiv... free 3rd-party library...

The only thing I see that's kind of cool is the *geodesic voxel
binding*skin algorithm, but I'd expect that kind of thing in a service
pack / point
release.



On Tue, Mar 18, 2014 at 1:32 PM, Ben Rogall <
xsi_l...@shaders.moederogall.com> wrote:

> http://area.autodesk.com/march18
>


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Mirko Jankovic
this looks to me like having wedding for 2 kids in front of the house,
while at the same time funeral is behind the house for 3rd youngest kid...
and his friends hear music and party form wedding in front


On Tue, Mar 18, 2014 at 7:26 PM, Perry Harovas wrote:

> Not if everyone has moved on to other software, and not if it is built (as
> seems to be the case) on the tangled mess that is Maya,
> and not if the interface remains filled with obscure icons.
>
>
>
>
>
>
> On Tue, Mar 18, 2014 at 2:27 PM, Francois Lord wrote:
>
>>  If you think of it, it's pretty much exactly what we want.
>> If they spend the next three years adding "new features" that we already
>> have in Softimage, eventually we'll be happy.
>>
>>
>>
>> On 18-Mar-14 14:13, Andres Stephens wrote:
>>
>>
>>  Other than the viewport and some modeling features, I feel SI had a lot
>> of these features or abilities already, maybe not optimized, but it has had
>> them already I feel like they are playing "catch -up"... with some
>> fancy viewport features. =/
>>  -Draise
>>
>>  *From:* Ben Rogall
>> *Sent:* Tuesday, March 18, 2014 12:32
>> *To:* softimage@listproc.autodesk.com
>>
>> http://area.autodesk.com/march18
>>
>>
>>
>
>
> --
>
>
>
>
>
> Perry Harovas
> Animation and Visual Effects
>
> http://www.TheAfterImage.com 
>
>


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Arvid Björn
It's because the features that went into Soft2015 are actually pretty good
stuff. Can't have people watching how good Softimage is now can we. There
would be questions asked.


On Tue, Mar 18, 2014 at 7:16 PM, Mirko Jankovic
wrote:

> They don't even gives Softimage one last presentation, honorable farewell
> or anything...
>
>
> On Tue, Mar 18, 2014 at 7:13 PM, Andres Stephens wrote:
>
>>
>> Other than the viewport and some modeling features, I feel SI had a lot
>> of these features or abilities already, maybe not optimized, but it has had
>> them already I feel like they are playing "catch -up"... with some
>> fancy viewport features. =/
>> -Draise
>>
>> *From:* Ben Rogall
>> *Sent:* Tuesday, March 18, 2014 12:32
>> *To:* softimage@listproc.autodesk.com
>>
>> http://area.autodesk.com/march18
>>
>
>


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Perry Harovas
Not if everyone has moved on to other software, and not if it is built (as
seems to be the case) on the tangled mess that is Maya,
and not if the interface remains filled with obscure icons.






On Tue, Mar 18, 2014 at 2:27 PM, Francois Lord  wrote:

>  If you think of it, it's pretty much exactly what we want.
> If they spend the next three years adding "new features" that we already
> have in Softimage, eventually we'll be happy.
>
>
>
> On 18-Mar-14 14:13, Andres Stephens wrote:
>
>
>  Other than the viewport and some modeling features, I feel SI had a lot
> of these features or abilities already, maybe not optimized, but it has had
> them already I feel like they are playing "catch -up"... with some
> fancy viewport features. =/
>  -Draise
>
>  *From:* Ben Rogall
> *Sent:* Tuesday, March 18, 2014 12:32 
> *To:* softimage@listproc.autodesk.com
>
> http://area.autodesk.com/march18
>
>
>


-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com 


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Francois Lord

If you think of it, it's pretty much exactly what we want.
If they spend the next three years adding "new features" that we already 
have in Softimage, eventually we'll be happy.



On 18-Mar-14 14:13, Andres Stephens wrote:
Other than the viewport and some modeling features, I feel SI had a 
lot of these features or abilities already, maybe not optimized, but 
it has had them already I feel like they are playing “catch 
-up”... with some fancy viewport features. =/

-Draise
*From:* Ben Rogall
*Sent:* ‎Tuesday‎, ‎March‎ ‎18‎, ‎2014 ‎12‎:‎32‎ ‎
*To:* softimage@listproc.autodesk.com
http://area.autodesk.com/march18




Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Mirko Jankovic
They don't even gives Softimage one last presentation, honorable farewell
or anything...


On Tue, Mar 18, 2014 at 7:13 PM, Andres Stephens wrote:

>
> Other than the viewport and some modeling features, I feel SI had a lot of
> these features or abilities already, maybe not optimized, but it has had
> them already I feel like they are playing "catch -up"... with some
> fancy viewport features. =/
> -Draise
>
> *From:* Ben Rogall
> *Sent:* Tuesday, March 18, 2014 12:32 
> *To:* softimage@listproc.autodesk.com
>
> http://area.autodesk.com/march18
>


Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Andres Stephens



Other than the viewport and some modeling features, I feel SI had a lot of 
these features or abilities already, maybe not optimized, but it has had them 
already I feel like they are playing “catch -up”... with some fancy 
viewport features. =/ 


-Draise



From: Ben Rogall
Sent: ‎Tuesday‎, ‎March‎ ‎18‎, ‎2014 ‎12‎:‎32‎ ‎
To: softimage@listproc.autodesk.com


http://area.autodesk.com/march18

Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Rob Wuijster

Looking at the What's new, I'm more impressed with the 3dsmax stuff tbh.
It basically already has the FX stuff Maya wants, and stuff got 
added/improved.


And Bifrost/XGen is no replacement for ICE

Rob

\/-\/\/

On 18-3-2014 18:32, Ben Rogall wrote:

http://area.autodesk.com/march18


-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 2014.0.4336 / Virus Database: 3722/7211 - Release Date: 03/18/14






Re: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Enoch Ihde
looks like they forgot that they're releasing softimage 2015, too.  i know
softimage is getting EOLd and all, but not putting it on their 2015 product
updates page?


On Tue, Mar 18, 2014 at 10:32 AM, Ben Rogall <
xsi_l...@shaders.moederogall.com> wrote:

> http://area.autodesk.com/march18
>