RE: Torn

2014-05-03 Thread Sam Bowling
 and what did they do? They made a slightly 
better version of the Lightwave interface. They based this new Next-Gen 3d 
program off of one of the WORST UI’s in the 3d industry and from what I can see 
didn’t even bother looking at any of the other programs out there other than 
maybe a feature list. Sure that have all these gee-whiz features, but the part 
of the program you deal with to get anything done is just crap. I am completely 
disgusted by how poorly thought out this program really is. It’s really 
sickening.

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Friday, May 02, 2014 6:58 AM
To: softimage@listproc.autodesk.com
Subject: Re: Torn

 

Hi Sam. In the spirit of fairness, I just wanted to add some info to your 
observations regarding Modo.

You can snap your rotations by holding down the CTRL key. This should help you 
achieve precise values.

Snaps are turned on and off using F11. No need to fool around with menus. You 
can change the snap type from the snaps popup, but that's only required when 
changing what you're snapping to. You can also map your favorite snaps to 
hotkeys using commands. Granted, it's not as out-of-the-box as SI or Maya, 
but it can be done. 

I, for one, prefer the different layouts. It's nice for me to be able to focus 
on different things and have the tools I need at hand. There's someone who 
developed an alternate UI (google Cadjunkie Zen)... I have yet to try it, but 
it looks extremely clean and focused. I'll give it a shot soon.

Regarding bones, I guess the main difference is that Modo doesn't use bones 
(like SI)... It uses joints (like Maya). There are fundamental differences 
between both, so proper joint orientation is paramount. The same has to be done 
in Maya (actually, Michael Comet's tools come in really handy for these tasks). 

It's fine if you didn't agree with Modo. We all have our preferred way of 
working (I didn't agree with Lightwave at the time I tried it, which was like 
18 years ago). I just wanted to add this info for the benefit of those looking 
around at options and thinking of giving Modo a go.

I can't comment on Blender, since I have yet to get my hands dirty with it.

Cheers!

Sergio Muciño.

Sent from my iPad.


On May 2, 2014, at 1:24 AM, Sam Bowling sbowl...@cox.net wrote:

I’ve been looking around at alternatives to Softimage and not having any luck. 
Modo have some great features, but the interface is just crap. There are way 
too many different layouts for things that should mostly be done in one or 
maybe 2 different layouts. Things like snapping rotations (or snapping in 
general) seem to require you to click checkboxes or be enabled in other menus 
where in Softimage, you can just hold down a modifier key to enable most of 
those functions without dropping your current tool.  Modo seems full of tons of 
one use tools, whereas in Softimage I have a few tools that I use most of the 
time that cover 99% of what I need to do. I was looking up rigging in Modo the 
other day and it’s a mess. After you draw out you bones you have to go in 
manually and correct all your individual joint rotations so they work 
correctly. In the amount of time the guy built a basic spine I could have had 
the entire character skeleton done in Softimage with working IK. After massing 
with Modo for a short time I usually give up in frustration at the terribly 
slow and clunky interface. Sure I could probably get used to it in time and be 
productive, but why should I have to settle for such and inferior and slow UI 
and workflow. The whole layer based approach to modeling makes me want to punch 
kittens. 

 

I also tried Blender which seems to get a lot of praise because it is free and 
has all these gee-whiz features, but again, the interface on that program is 
horrid. Sure it’s better than the old one, but it’s still terrible. Also, all 
the development seems to be on these qee-whiz features and some things like 
beveling are mostly useless. This is one of the problems with open source 
programs, no one wants to write the simple mundane features, they would rather 
write the big flashy features so they can brag about them and the simple tools 
get left unfinished, on never even added. 

 

When I initially switched from lightwave to Softimage, everything was just 
amazing. The workflow was amazing, the documentation and tutorials were some of 
the best I’d ever seen at the time (these have both declined since Autodesk 
took over). Being able to get help with a tool by hitting  F1 while in the tool 
and having the help open to the information for that tool was just amazing. 
Being able to crate basic tools or automat repetitive tasks by just copying 
from the history to the script editor was great and allowed me to do things I 
could never have done with my meager scripting abilities. All the things that 
make Softimage a great tool have been in there for years

Re: Torn

2014-05-03 Thread Angus Davidson
Hi Sam

Select Snapping and hold down the ALT key. It brings up a lot of options for 
snapping.

https://www.dropbox.com/s/azfx1hp91oxux6l/modo_Snapping.png

By adjusting the inner and outer range you can find a fit to your snapping 
needs.

There are a few things that are in Modo that should be enabled by default 
instead of rooting through the preferences. How it handles colour for example. 
They tend to err on the side of people starting out rather then people who are 
used to a certain workflow and speed along.

The next part is my rant and most definitely not directed only at Sam. :)

*Rant*
Modo isn’t Softimage, and never will be. Even with Luceric working on the 
interface Maya will never be Softimage either. This is something that all 
softimage users need to accept.
Workflows and features you are used to are going to be different / missing in 
other packages. This whole why can’t X DCC package be like Softimage whining 
needs to stop. We are better then that.  What we can do is engage with people 
like SideFx, TheFoundry even Blender  etc to try and reduce these annoyances 
but it needs to be done constructively. The commercial licences guys still have 
two years minimum of Using Softimage.  Use that time to get  under the hood of 
whatever package your interested in and see if its not something that is just a 
preference setting. Most of my obstructions with Modo have been fixed by 
changing  preferences I never knew existed.
*Rant off*

Have a good weekend folks ;)




From: Sam Bowling sbowl...@cox.netmailto:sbowl...@cox.net
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Saturday 03 May 2014 at 8:35 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Torn

RANT WARNING! This started out as a reply to Sergio about Modo, but quickly 
turns into a rant as I keep running across absolutely moronic issues with this 
stupid program. If you have no interest in Modo you probably should just skip 
this whole post.

Looks like my problem was that in Softimage I can start rotating an object and 
hit SHIFT at any time to snap the rotations, but in Modo  you have to hold the 
CTRL key before you start rotating.

F11 in Modo pops up a menu that allows you to enable one kind of snap (as far 
as I can tell)  where in SI I can enable multiple kinds of snapping at once and 
I don’t even have to turn it on. If I’m modeling or animating and I decide I 
want to snap to a vertice, or object or anything, I just have to Hold down CTRL 
and snapping is turned on until I let go of CTRL. In Modo I have to stop 
whatever I’m doing and move my mouse up and click on snapping to turn it on and 
if it’s not set to the type of snap I want I then have to hit F11 to open the 
snapping menu and chose what I wanted to snap to. Just a terrible and 
disruptive workflow. On top of that the snapping in Modo seems very weak. I 
didn’t even realize I had snapping on at first because if you move the mouse 
sort of fast it’s not really noticeable. Maybe there’s a setting to change it, 
but out of the box, it’s pretty terrible.

I took a look at the Cadjunkie Zen layout and it’s an improvement in the 
layout, but it really doesn’t fix the real problem I have with Modo, which is 
the way that the tools work. Despite all my complaining about Modo, I really 
want to like the program. The features look good (on paper at least) and I 
owned an early copy of Modo before I switched to Softimage and I can get Modo 
801 for an extremely cheap upgrade price. Unfortunately all I see when I use 
this program is a more advanced version of Lightwave with most of the issues 
that eventually made me stop using Lightwave in the first place. It’s also 
inconsistent, for example if you select an edge and chose bevel, it bevels it, 
but if you select a polygon and chose bevel it does and extrude with an inset… 
Completely different behavior. Then there are redundant tools like scale and 
uniform scale, which seem to do the exact same thing. And rotate and axis 
rotate, which seems to be pretty much the same thing, except the axis rotate 
only work son one axis and rotates around wherever you click. Why not just move 
your center and use the rotate tool?

I also noticed while messing with bevels and rounded edges is that dragging on 
the numeric entry arrows (you know, the little arrows you drag to increase the 
numbers instead of typing them in), is terrible. There is ZERO feedback on how 
many edges you have added until you let go. I did this on a model that couldn’t 
have had more than 100 edges, but because there was no feedback on the round 
level as I drug the little arrow thing around when I let go I had a value of 80 
for the round level and it completely locked the program up for so long I 
finally had to kill it. On many of the tools

Re: Torn

2014-05-03 Thread Sergio Mucino
 
 that eventually made me stop using Lightwave in the first place. It’s also 
 inconsistent, for example if you select an edge and chose bevel, it bevels 
 it, but if you select a polygon and chose bevel it does and extrude with an 
 inset… Completely different behavior. Then there are redundant tools like 
 scale and uniform scale, which seem to do the exact same thing. And rotate 
 and axis rotate, which seems to be pretty much the same thing, except the 
 axis rotate only work son one axis and rotates around wherever you click. Why 
 not just move your center and use the rotate tool?
  
 I also noticed while messing with bevels and rounded edges is that dragging 
 on the numeric entry arrows (you know, the little arrows you drag to increase 
 the numbers instead of typing them in), is terrible. There is ZERO feedback 
 on how many edges you have added until you let go. I did this on a model that 
 couldn’t have had more than 100 edges, but because there was no feedback on 
 the round level as I drug the little arrow thing around when I let go I had a 
 value of 80 for the round level and it completely locked the program up for 
 so long I finally had to kill it. On many of the tools, there is ZERO visual 
 feedback when using the number arrow things (on tools such as extrude) until 
 you hit apply. Select a polygon and hit extrude and when you drag on the 
 little arrow widget thing the numbers increase of decrease, but nothing moves 
 un the viewport until you hit apply! What is this 1990? Why can’t this 
 program display the changes that are happening when I adjust the numeric 
 values for the extrude?
  
 To make things even worse, when switching between quad view and a single view 
 of any of the viewports the framing changes. Frame up and object while in 
 quad view so it fills all the viewports and then switch any of them to a 
 single view (0 on the num pad) and you now have tons of room around the 
 objects. If you frame it up in a single view and switch to quad, the 
 everything that was near the edge of the viewport is now outside of the view. 
 It gets even worse though, because your zoom setting for all the iso views 
 are connected. Zoom in in the top and you are zooming in in the front and 
 side view.. Why? Oh, and I just noticed it does the same when panning in the 
 ISO views… WHY? This is terrible!
  
 While I’m talking about views, is it just me or is there way too much lens 
 distortion/fisheye in the perspective views compared to … pretty much every 
 other 3d program out there? Maybe It’s accurate for a camera, but it really 
 suck when you are trying to model something like a human head when the 
 perspective seems to change as you get closer to the model. I’ve never had an 
 issue with this in any other 3d programs, but I remember having issues with 
 it when I used the program years ago and I noticed it right away when using 
 701 and it’s really bugging me again.
  
 I am seriously getting angry about this. This is one of the youngest 3d 
 programs out, these guys had the opportunity to look at all the existing 
 programs like XSI, Maya and MAX and what did they do? They made a slightly 
 better version of the Lightwave interface. They based this new Next-Gen 3d 
 program off of one of the WORST UI’s in the 3d industry and from what I can 
 see didn’t even bother looking at any of the other programs out there other 
 than maybe a feature list. Sure that have all these gee-whiz features, but 
 the part of the program you deal with to get anything done is just crap. I am 
 completely disgusted by how poorly thought out this program really is. It’s 
 really sickening.
  
  
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
 Sent: Friday, May 02, 2014 6:58 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: Torn
  
 Hi Sam. In the spirit of fairness, I just wanted to add some info to your 
 observations regarding Modo.
 You can snap your rotations by holding down the CTRL key. This should help 
 you achieve precise values.
 Snaps are turned on and off using F11. No need to fool around with menus. You 
 can change the snap type from the snaps popup, but that's only required when 
 changing what you're snapping to. You can also map your favorite snaps to 
 hotkeys using commands. Granted, it's not as out-of-the-box as SI or Maya, 
 but it can be done. 
 I, for one, prefer the different layouts. It's nice for me to be able to 
 focus on different things and have the tools I need at hand. There's someone 
 who developed an alternate UI (google Cadjunkie Zen)... I have yet to try it, 
 but it looks extremely clean and focused. I'll give it a shot soon.
 Regarding bones, I guess the main difference is that Modo doesn't use bones 
 (like SI)... It uses joints (like Maya). There are fundamental differences 
 between both, so proper joint orientation is paramount. The same has to be 
 done in Maya (actually, Michael Comet's

Re: Torn

2014-05-03 Thread Perry Harovas
 done is just crap. I
 am completely disgusted by how poorly thought out this program really is.
 It’s really sickening.





 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Sergio Mucino
 *Sent:* Friday, May 02, 2014 6:58 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Torn



 Hi Sam. In the spirit of fairness, I just wanted to add some info to your
 observations regarding Modo.

 You can snap your rotations by holding down the CTRL key. This should help
 you achieve precise values.

 Snaps are turned on and off using F11. No need to fool around with menus.
 You can change the snap type from the snaps popup, but that's only required
 when changing what you're snapping to. You can also map your favorite snaps
 to hotkeys using commands. Granted, it's not as out-of-the-box as SI or
 Maya, but it can be done.

 I, for one, prefer the different layouts. It's nice for me to be able to
 focus on different things and have the tools I need at hand. There's
 someone who developed an alternate UI (google Cadjunkie Zen)... I have yet
 to try it, but it looks extremely clean and focused. I'll give it a shot
 soon.

 Regarding bones, I guess the main difference is that Modo doesn't use
 bones (like SI)... It uses joints (like Maya). There are fundamental
 differences between both, so proper joint orientation is paramount. The
 same has to be done in Maya (actually, Michael Comet's tools come in really
 handy for these tasks).

 It's fine if you didn't agree with Modo. We all have our preferred way of
 working (I didn't agree with Lightwave at the time I tried it, which was
 like 18 years ago). I just wanted to add this info for the benefit of those
 looking around at options and thinking of giving Modo a go.

 I can't comment on Blender, since I have yet to get my hands dirty with it.

 Cheers!

 Sergio Muciño.

 Sent from my iPad.


 On May 2, 2014, at 1:24 AM, Sam Bowling sbowl...@cox.net wrote:

 I’ve been looking around at alternatives to Softimage and not having any
 luck. Modo have some great features, but the interface is just crap. There
 are way too many different layouts for things that should mostly be done in
 one or maybe 2 different layouts. Things like snapping rotations (or
 snapping in general) seem to require you to click checkboxes or be enabled
 in other menus where in Softimage, you can just hold down a modifier key to
 enable most of those functions without dropping your current tool.  Modo
 seems full of tons of one use tools, whereas in Softimage I have a few
 tools that I use most of the time that cover 99% of what I need to do. I
 was looking up rigging in Modo the other day and it’s a mess. After you
 draw out you bones you have to go in manually and correct all your
 individual joint rotations so they work correctly. In the amount of time
 the guy built a basic spine I could have had the entire character skeleton
 done in Softimage with working IK. After massing with Modo for a short time
 I usually give up in frustration at the terribly slow and clunky interface.
 Sure I could probably get used to it in time and be productive, but why
 should I have to settle for such and inferior and slow UI and workflow. The
 whole layer based approach to modeling makes me want to punch kittens.



 I also tried Blender which seems to get a lot of praise because it is free
 and has all these gee-whiz features, but again, the interface on that
 program is horrid. Sure it’s better than the old one, but it’s still
 terrible. Also, all the development seems to be on these qee-whiz features
 and some things like beveling are mostly useless. This is one of the
 problems with open source programs, no one wants to write the simple
 mundane features, they would rather write the big flashy features so they
 can brag about them and the simple tools get left unfinished, on never even
 added.



 When I initially switched from lightwave to Softimage, everything was just
 amazing. The workflow was amazing, the documentation and tutorials were
 some of the best I’d ever seen at the time (these have both declined since
 Autodesk took over). Being able to get help with a tool by hitting  F1
 while in the tool and having the help open to the information for that tool
 was just amazing. Being able to crate basic tools or automat repetitive
 tasks by just copying from the history to the script editor was great and
 allowed me to do things I could never have done with my meager scripting
 abilities. All the things that make Softimage a great tool have been in
 there for years most of them since V4 or 5 which was the time I started
 using it. It’s just mind boggling that there really isn’t another program
 out there that even comes close to workflow and ease of use that Softimage
 has had for years. Where I work I do 3d animation part time, sometimes not
 using Softimage for weeks, and it’s great that Softimage

Re: Torn

2014-05-02 Thread Sergio Mucino
 it is with Softimage, so I gave 3- Coat another try 
 and I’m really impressed with it. I hated it when I used it several years 
 ago, but now it blows Mudbox out of the water and is much, much more user 
 friendly that the mess that is called Zbrush. I did some retopo work with 
 3d-coat recently and I like it much, much more than Topogun. I absolutely 
 love the Voxel sculpting tools. So, it looks like Autodesk is going to be 
 missing out on any future money from me.
  
  
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
 Sent: Thursday, May 01, 2014 6:06 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: Torn
  
 Or stay with softimage till there is actualy something like it.. maybe next. 
 Couple years
 
 On May 1, 2014 3:02 PM, olivier jeannel olivier.jean...@noos.fr wrote:
 You should go toward C4D since it's the one I'm planning to get into :) (and 
 some houdini too)
 Read that message and obey.
 
 Le 01/05/2014 14:49, Chris Marshall a écrit :
 Complete generalist, working in tv, corporate, architecture, medical, FX, 
 simulations etc etc. It's probably easier to say what I don't do, which is 
 any character stuff, though I've done a bit of that too. Everything else is 
 included.
 So software of choice in this scenario.Softimage.
 Obvious alternative choice of software.None
 
 As a small company with limited resources, we don't want to have to build a 
 'pipeline' of software, just to do what Softimage already does in one hit. I 
 appreciate times are changing, but I'm not jumping until I'm sure which way 
 to go.
 
 Nuffsed yo!
 
 ;-) lol
 
 
  


Re: Torn

2014-05-01 Thread Cristobal Infante
Difficult one I guess ;)

Forget the software, where do you want to be in 2 years?

When you go on a trip you first pick your destination and then figure out
how to get there right?

just some thoughts...


On 1 May 2014 10:41, Tony Naqvi i...@tonynaqvi.co.uk wrote:

 Hi All,

 Not sure if a consensus was reached on this, but I’m torn between which
 way to turn in learning a new package.



 Want to stay away from Maya as much as possible (since I already know it
 pretty well) and will continue to use Soft for as long as I can, but
 thought it worth at least starting to look at an alternative since it will
 probably mean more employment options.



 At the moment I’m looking at the three main alternatives; Houdini, C4D and
 Modo.



 I like Houdini, having had a very brief look into it already.



 I also like the look of Modo 801 – particularly with the tie-up with other
 Foundry tools (which I assume will only get stronger in the future).



 But Cinema 4D also has some nice tools – particularly Xpresso which seems
 to be heading towards the ICE direction from what I’ve seen.



 I’ve also been sideways looking at Blender – although at the moment I just
 can’t seem to battle past the interface!



 Anyone have any insights into these that they can share that may help sway
 my decision?



 Again, apologies if this has done the rounds already!



 Cheers

 T.





Re: Torn

2014-05-01 Thread Chris Marshall
I'm still struggling. There's a lot to take on board.


Re: Torn

2014-05-01 Thread Mirko Jankovic
the question is what is your area of expretese what do you wanna do, are
you cahracter animator, effects guy, simulations cloth, lighting
rendering.. al full generalist and wanna deliver final product from
modeling to final rendering.
that can help out choosing


On Thu, May 1, 2014 at 1:07 PM, Chris Marshall chrismarshal...@gmail.comwrote:

 I'm still struggling. There's a lot to take on board.






Re: Torn

2014-05-01 Thread Jon Swindells
I've gone for a blender-houdini-nuke thing



adding modo to the pipe as soon as resources become less scarce :)



i would keep on with blender, you'd be surprised where you can fit it
into your pipeline.

currently, it's my main modeller, idea/face shape sculpter (skin mesh +
dyna-topo is fantastic) and story board/previs tool



current work is due to wrap in a couple of months so i've planned to
take some time off to really get to grips with houdini/nuke







--
Jon Swindells
jon_swinde...@fastmail.fm





On Thu, May 1, 2014, at 02:54 PM, Mirko Jankovic wrote:

the question is what is your area of expretese what do you wanna do,
are you cahracter animator, effects guy, simulations cloth, lighting
rendering.. al full generalist and wanna deliver final product from
modeling to final rendering.
that can help out choosing



On Thu, May 1, 2014 at 1:07 PM, Chris Marshall
[1]chrismarshal...@gmail.com wrote:

I'm still struggling. There's a lot to take on board.

References

1. mailto:chrismarshal...@gmail.com


Re: Torn

2014-05-01 Thread Chris Marshall
Complete generalist, working in tv, corporate, architecture, medical, FX,
simulations etc etc. It's probably easier to say what I don't do, which is
any character stuff, though I've done a bit of that too. Everything else is
included.
So software of choice in this scenario.Softimage.
Obvious alternative choice of software.None

As a small company with limited resources, we don't want to have to build a
'pipeline' of software, just to do what Softimage already does in one hit.
I appreciate times are changing, but I'm not jumping until I'm sure which
way to go.

Nuffsed yo!

;-) lol


Re: Torn

2014-05-01 Thread olivier jeannel
You should go toward C4D since it's the one I'm planning to get into :) 
(and some houdini too)

Read that message and obey.

Le 01/05/2014 14:49, Chris Marshall a écrit :
Complete generalist, working in tv, corporate, architecture, medical, 
FX, simulations etc etc. It's probably easier to say what I don't do, 
which is any character stuff, though I've done a bit of that too. 
Everything else is included.

So software of choice in this scenario.Softimage.
Obvious alternative choice of software.None

As a small company with limited resources, we don't want to have to 
build a 'pipeline' of software, just to do what Softimage already does 
in one hit. I appreciate times are changing, but I'm not jumping until 
I'm sure which way to go.


Nuffsed yo!

;-) lol






RE: Torn

2014-05-01 Thread Ed Harriss
I don’t know what we’ll go to when Softimage is eventually phased out of our 
pipeline. (more than one app, that's for sure) But we’ve been evaluating C4D 
and its far better than I thought it was going to be. (Based on its perception 
in the industry) There is some really cool stuff in there. I’m looking forward 
to testing it a bit more once my current project is wrapped up.

Ed


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Thursday, May 01, 2014 9:06 AM
To: softimage@listproc.autodesk.com
Subject: Re: Torn


Or stay with softimage till there is actualy something like it.. maybe next. 
Couple years
On May 1, 2014 3:02 PM, olivier jeannel 
olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote:
You should go toward C4D since it's the one I'm planning to get into :) (and 
some houdini too)
Read that message and obey.

Le 01/05/2014 14:49, Chris Marshall a écrit :
Complete generalist, working in tv, corporate, architecture, medical, FX, 
simulations etc etc. It's probably easier to say what I don't do, which is any 
character stuff, though I've done a bit of that too. Everything else is 
included.
So software of choice in this scenario.Softimage.
Obvious alternative choice of software.None

As a small company with limited resources, we don't want to have to build a 
'pipeline' of software, just to do what Softimage already does in one hit. I 
appreciate times are changing, but I'm not jumping until I'm sure which way to 
go.

Nuffsed yo!

;-) lol




Re: Torn

2014-05-01 Thread Perry Harovas
Have any of you tried TurbulenceFD with C4D?

It truly is startling how good it is.
Stuff I really struggled with is easy.
On the other hand, stuff that was easy in ICE, well, I reserve judgement
until I know more,
but TurbulenceFD doesn't seem to have the controls to art direct the fluid
(gaseous only, not liquid) to do exactly what I want if it
isn't physically natural. Yet. In FX work, that is obviously of high
importance, but I don't have enough time with it to say for sure.

C4D is really quite good at a LOT of stuff, though. Stuff we struggle with
usually, that we just accept as hard or we have accepted
as something that just takes a long time. In C4D, many of these things are
not only fast, look good, but EASY. How often does THAT happen?

I am in the same boat as others here. I am evaluating C4D, Modo, Houdini

They all have their strengths, and one major weakness (they aren't
Softimage).




On Thu, May 1, 2014 at 9:10 AM, Ed Harriss ed.harr...@sas.com wrote:

  I don’t know what we’ll go to when Softimage is eventually phased out of
 our pipeline. (more than one app, that's for sure) But we’ve been
 evaluating C4D and its far better than I thought it was going to be. (Based
 on its perception in the industry) There is some really cool stuff in
 there. I’m looking forward to testing it a bit more once my current project
 is wrapped up.

 Ed





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mirko Jankovic
 *Sent:* Thursday, May 01, 2014 9:06 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Torn



 Or stay with softimage till there is actualy something like it.. maybe
 next. Couple years

 On May 1, 2014 3:02 PM, olivier jeannel olivier.jean...@noos.fr wrote:

 You should go toward C4D since it's the one I'm planning to get into :)
 (and some houdini too)
 Read that message and obey.

 Le 01/05/2014 14:49, Chris Marshall a écrit :

 Complete generalist, working in tv, corporate, architecture, medical, FX,
 simulations etc etc. It's probably easier to say what I don't do, which is
 any character stuff, though I've done a bit of that too. Everything else is
 included.
 So software of choice in this scenario.Softimage.
 Obvious alternative choice of software.None

 As a small company with limited resources, we don't want to have to build
 a 'pipeline' of software, just to do what Softimage already does in one
 hit. I appreciate times are changing, but I'm not jumping until I'm sure
 which way to go.

 Nuffsed yo!

 ;-) lol






-- 





Perry Harovas
Animation and Visual Effects

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

-25 Years Experience
-Member of the Visual Effects Society (VES)


Re: Torn

2014-05-01 Thread Chris Marshall
All good advice



On 1 May 2014 14:19, Perry Harovas perryharo...@gmail.com wrote:

 Have any of you tried TurbulenceFD with C4D?

 It truly is startling how good it is.
 Stuff I really struggled with is easy.
 On the other hand, stuff that was easy in ICE, well, I reserve judgement
 until I know more,
 but TurbulenceFD doesn't seem to have the controls to art direct the fluid
 (gaseous only, not liquid) to do exactly what I want if it
 isn't physically natural. Yet. In FX work, that is obviously of high
 importance, but I don't have enough time with it to say for sure.

 C4D is really quite good at a LOT of stuff, though. Stuff we struggle with
 usually, that we just accept as hard or we have accepted
 as something that just takes a long time. In C4D, many of these things are
 not only fast, look good, but EASY. How often does THAT happen?

 I am in the same boat as others here. I am evaluating C4D, Modo, Houdini

 They all have their strengths, and one major weakness (they aren't
 Softimage).




 On Thu, May 1, 2014 at 9:10 AM, Ed Harriss ed.harr...@sas.com wrote:

  I don’t know what we’ll go to when Softimage is eventually phased out
 of our pipeline. (more than one app, that's for sure) But we’ve been
 evaluating C4D and its far better than I thought it was going to be. (Based
 on its perception in the industry) There is some really cool stuff in
 there. I’m looking forward to testing it a bit more once my current project
 is wrapped up.

 Ed





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mirko Jankovic
 *Sent:* Thursday, May 01, 2014 9:06 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Torn



 Or stay with softimage till there is actualy something like it.. maybe
 next. Couple years

 On May 1, 2014 3:02 PM, olivier jeannel olivier.jean...@noos.fr
 wrote:

 You should go toward C4D since it's the one I'm planning to get into :)
 (and some houdini too)
 Read that message and obey.

 Le 01/05/2014 14:49, Chris Marshall a écrit :

 Complete generalist, working in tv, corporate, architecture, medical, FX,
 simulations etc etc. It's probably easier to say what I don't do, which is
 any character stuff, though I've done a bit of that too. Everything else is
 included.
 So software of choice in this scenario.Softimage.
 Obvious alternative choice of software.None

 As a small company with limited resources, we don't want to have to build
 a 'pipeline' of software, just to do what Softimage already does in one
 hit. I appreciate times are changing, but I'm not jumping until I'm sure
 which way to go.

 Nuffsed yo!

 ;-) lol






 --





 Perry Harovas
 Animation and Visual Effects

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

 -25 Years Experience
 -Member of the Visual Effects Society (VES)




-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


Re: Torn

2014-05-01 Thread Sergio Mucino
This is quite true. Depending on what you actually intend to achieve, it may 
affect your decision.
Even though I lean a lot more towards the technical side of things, I needed a 
software package that would be able to do pretty much everything. I jumped on 
Modo several months ago, and I've been quite comfortable with it. I've actually 
started duplicating in Modo some ICE compounds and nodes I used often. I think 
I'm pretty much set with Modo at this point. I also do some stuff in Houdini, 
and will eventually get into Blender and see what I can do with it. Looks like 
this would be the solution for me. I do expect tighter integration between Modo 
and the rest of The Foundry's portfolio to make things nicer in the future. 

I've also heard great things about C4D. I guess downloading the demos for all 
the apps that interest you and doing some tutorials will give you a better idea 
of how they feel. After all, you've still got two years to figure out where 
to go. Good luck!

Sergio Muciño.
Sent from my iPad.

 On May 1, 2014, at 7:54 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote:
 
 the question is what is your area of expretese what do you wanna do, are you 
 cahracter animator, effects guy, simulations cloth, lighting rendering.. al 
 full generalist and wanna deliver final product from modeling to final 
 rendering.
 that can help out choosing
 
 
 On Thu, May 1, 2014 at 1:07 PM, Chris Marshall chrismarshal...@gmail.com 
 wrote:
 I'm still struggling. There's a lot to take on board.
 


RE: Torn

2014-05-01 Thread Ed Harriss
I addition to what Perry listed, I found a few very small things in C4D that 
are nice. (Keep in mind, I have limited experience with C4D)

A preference that changes icons in the interface from pictures to text.  ☺
An “increment and save” option.
You can have more than one scene open at a time. You can also copy/paste 
between them.
When moving things, you get a line that shows you where the object is moving 
from.
If you use After Effects, it’s integration looks fantastic.


Re: Torn

2014-05-01 Thread Andres Stephens
Torn is the right word I think! 

I am sticking to SI till it no-longer has any juice left for the industry, like 
a dried up squeezed lemon. I still see that it is quite future proof in many 
areas, even without it’s advanced “viewport” so even after 2 years of updates 
and bugfixes, it should still do well afterwards a couple years - minus 
sculpting or realtime previz. GPU rendering and CPU rendering will still be 
ahead of the league with third party render-engines, you know the ones I’m 
talking about. It will remain future-proof for some time yet.  

But personally I am delving more into Blender, with it’s GPU+CPU render engine 
included, node based modeling addons (free) and soon node based strands and 
particles (in development) and other features that are progressively being 
developed - not to mention it’s 20 year old mature well rounded toolset - 
developed outside of commitees and corporation, even investment…. 


*Warning* My explanation is extensive and written below, needed to get it out 
there! Read at your own risk! 

Out of principle I see Blender as a powerful tool, not to mention video editing 
and Nuke like compositing all in the same package…. free… and open to 
development personally or as a community. If you’d invest cash into a software, 
with Blender, it is directly with a developer or into the foundation, or into a 
project to “test” and push and develop the software, like the Gooseberry 
Project. 

Out of conviction for future proof development in a software I’d invest hours 
(if not the majority of my life) of knowledge into it…. makes me want to stick 
to Blender. (because it’s guaranteed development by the demand of the artist, 
by investment directly into a developer, by open knowledge of what is being 
developed; and anyone has voice as to where it will go, how it will go)

I see hair, bullet physics, particles, great modeling toolset (with many 
awesome plugins), a grease pencil, NLA animation systems, dopesheet, keyframed 
animation systems, shape and morph animation with corrective blendshapes 
optional, full body IK and FK, node based shader system for Cycles, multi-scene 
management within the same session, sculpting, dynamic topology in sculpting, 
multires mesh sculpting, advanced UV editor and unwrap with texture painting 
directly into it, integrated game engine with game logic (also node based in 
some ways), and a VERY customizable interface with few icons, etc etc.. yes, it 
is not optimized in many areas… but it runs on a mac, on Linux, on pc…. 

And it’s trying to push systems for node based manipulation, aka, ICE a la 
Blender. 

And it’s free…

With a Blender pipeline, I wouldn’t need to purchase any Adobe Suite or any 
other software to compliment editing or post-fx, sculpting software, not even 
purchase 2D software (can be replaced with Krita, Gimp or Inkscape) or for 
anything else for that matter… just time and education for using such a 
software in the team… but here in Colombia (to my opinion) it’s much more 
popular than C4D or Houdini.. concerning compatibility with students/other 
studios without having to turn to Max or Maya.  As a generalist studio, it 
would be the best bet, considering the startup and the cost of a multi-software 
pipeline, which we simply can’t afford every time something gets upgraded or 
outdated. 

That “feature” of being free and built by the people/foundation saves my studio 
thousands of dollar per seat every time we need to upgrade or expand. And 
unlike the death of my old pal trueSpace, my first love; and now SI, my second 
love… I might place my chips in a software that doesn’t depend on the economics 
of a business nor corporation, but of the very artists/developers/studios that 
use it. What happens if Autodesk goes bankrupt, or sells the entire ME 
division? What if it purchases C4D, it’s competition? What happens if The 
Foundry turns into a cash and user base hungry Autodesk like system from huge 
success in the future? What if SideFX decides to retire for “personal” reasons? 
What if management for development in Modo suddenly changes and it’s artist 
friendly solutions develop to something we no-longer want or need?  


Concerning the “dreaded” interface, I have used Gimp and Inkscape some time, 
and well it’s just a “Linux” kind of mentality to the interface - just 
different, with it’s own logic, but not any less efficient than most other 
interfaces (not considering the genius easter-eggs in SI UI dominating most 
others, of course). I found it hard to learn, yes, but just as easy as learning 
Z-brush or Maya from scratch… which I tried briefly. 

Concerning community and tutorials, there is no short to help you out with such 
a thing as learning it, you won’t ever be stuck learning how to use it with 
it’s huge arsenal of tutorials or an experienced community. Concerning 
development, I do think it’s still catching up, but in other areas (even 
compared to AE or Premiere, or to other major 3D packages) 

RE: Torn

2014-05-01 Thread Sven Constable
Sorry if i put this straight: Your bottom line is that free/opensource software 
is the way to go? That's terrifying.

 

We still have the problem of discount prices in the industry. Companies gone 
bancrupt because of this and the situation should really concern us. Not the 
US/VFX sector alone. Artists around the world working 10-16 hours sometimes to 
give profit to a job or their companies working for. 3D-Animation is ridiculous 
cheap these days and making the software available for free would be the worst.

Hardware is already cheap and become cheaper each day. Software is also cheaper 
today compared to ten years ago. Just take a look what comes out in the end: 
High quality work, thats good. But achived by monkeys often doing work barely 
for free! Just because it's so cool to do 3D?

 

The problem is, everything becomes cheaper every day. Even daily rates. But 
it's a business and thinking of it as a 'ideal world' where everything should 
become cheaper or even free scares the hell out of me.

 

sven  

   

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andres Stephens
Sent: Thursday, May 01, 2014 8:14 PM
To: softimage@listproc.autodesk.com
Subject: Re: Torn

 

Torn is the right word I think! 

I am sticking to SI till it no-longer has any juice left for the industry, like 
a dried up squeezed lemon. I still see that it is quite future proof in many 
areas, even without it’s advanced “viewport” so even after 2 years of updates 
and bugfixes, it should still do well afterwards a couple years - minus 
sculpting or realtime previz. GPU rendering and CPU rendering will still be 
ahead of the league with third party render-engines, you know the ones I’m 
talking about. It will remain future-proof for some time yet.  

But personally I am delving more into Blender, with it’s GPU+CPU render engine 
included, node based modeling addons (free) and soon node based strands and 
particles (in development) and other features that are progressively being 
developed - not to mention it’s 20 year old mature well rounded toolset - 
developed outside of commitees and corporation, even investment…. 


*Warning* My explanation is extensive and written below, needed to get it out 
there! Read at your own risk! 

Out of principle I see Blender as a powerful tool, not to mention video editing 
and Nuke like compositing all in the same package…. free… and open to 
development personally or as a community. If you’d invest cash into a software, 
with Blender, it is directly with a developer or into the foundation, or into a 
project to “test” and push and develop the software, like the Gooseberry 
Project. 

Out of conviction for future proof development in a software I’d invest hours 
(if not the majority of my life) of knowledge into it…. makes me want to stick 
to Blender. (because it’s guaranteed development by the demand of the artist, 
by investment directly into a developer, by open knowledge of what is being 
developed; and anyone has voice as to where it will go, how it will go)

I see hair, bullet physics, particles, great modeling toolset (with many 
awesome plugins), a grease pencil, NLA animation systems, dopesheet, keyframed 
animation systems, shape and morph animation with corrective blendshapes 
optional, full body IK and FK, node based shader system for Cycles, multi-scene 
management within the same session, sculpting, dynamic topology in sculpting, 
multires mesh sculpting, advanced UV editor and unwrap with texture painting 
directly into it, integrated game engine with game logic (also node based in 
some ways), and a VERY customizable interface with few icons, etc etc.. yes, it 
is not optimized in many areas… but it runs on a mac, on Linux, on pc…. 

And it’s trying to push systems for node based manipulation, aka, ICE a la 
Blender. 

And it’s free…

With a Blender pipeline, I wouldn’t need to purchase any Adobe Suite or any 
other software to compliment editing or post-fx, sculpting software, not even 
purchase 2D software (can be replaced with Krita, Gimp or Inkscape) or for 
anything else for that matter… just time and education for using such a 
software in the team… but here in Colombia (to my opinion) it’s much more 
popular than C4D or Houdini.. concerning compatibility with students/other 
studios without having to turn to Max or Maya.  As a generalist studio, it 
would be the best bet, considering the startup and the cost of a multi-software 
pipeline, which we simply can’t afford every time something gets upgraded or 
outdated. 

That “feature” of being free and built by the people/foundation saves my studio 
thousands of dollar per seat every time we need to upgrade or expand. And 
unlike the death of my old pal trueSpace, my first love; and now SI, my second 
love… I might place my chips in a software that doesn’t depend on the economics 
of a business nor corporation, but of the very artists/developers/studios

Re: Torn

2014-05-01 Thread Greg Punchatz
Its a tough one for sure,

Modo looks very nice, I really really like the UI. Great hand on tools...
some very quick and slick (but non-liniar) modeling tools.. Painting and
sculpting... Nodes that look like they are getting more powerful by the
day.. very nice default render engine. Consistency seems to be a theme in
the design.

Cons-  I am concerned about the speed and depth of its character animation
tool set as well as the lack of relational modeling. I wish they would
partner with FE to leverage its speed for moving characters.. to me the one
who cracks character speed AND great deforms with out sacrificing workflow
will come out on top. Not sure how pipeline friendly it is at this point
when it comes to scripting, referencing and render scalability. not much in
the way of 3rd party render engines the add ons and plug ins seem
gimicky and poser like.. and its user base is small.

Houdini - if we get bigger again it would make sense to have a few cuts of
this and a few power operators. But as it stand its too heavy handed for
almost everything we do, from what I can tell. And its view-port speed
makes me cry... not a tool that I would like I don't think..

C4d- Very popular in the Advertising world, AE interaction is crazy good.
Some very solid and unique tools (raybrush) unbeatable motion graphic
tools. Giant user base.

Cons- I never got its way of thinking while using body paint for years..
Trying to customize the interaction is nuts.. too many navigation commands
that should be the same thing.
Default render engine has pros - but serious cons (MB) never used thier
advanced render engine.
Character tools up to snuff?? I never looked too deep.


Maya-  Strongest of the non softimage packages for characters...Biggest
user base, lots semi easy and unique tools such as paint effects, oceans,
and a host of others. Robust poly and Nurbs toolset, Amazing viewport, GL
caching, Cloth, Hair options and like soft I know that it has the years of
battle ridden code, while dated can get any job done, and its easier the
get the folks to do it. Character speed is second to none. Great 3rd party
renderers. Very customizable. Did I say huge and talented user base?

Cons- there are a lot.. but the first one is that the interface is a mess,
too many different node editors that behave completely and none of them do
what ICE does (yet).  It needs a BIG clean up, look at Modo interface,
seems very clean in comparison. I will need an extra TD on every job at
least, causing us to raise our prices and making us less competitive.  I
have no confinence in the AD culture... they DO have a great team, but they
need to revert to the culture of Discreet logic, Softimage and Alias.  They
need to be independent from the mother ships rules... Take a cue from The
Foundry, not adobe...

Softimage- Awesome all all rounder, best pass system, fast, great 3rd party
renderers... and then there is ICE. Most flexible character tools for for
working non linear.  Did I say ICE??

Cons- its going awayuser base.. tied too deeply to windows

The more I think about it the more I want to build an
Alembic/Arnold/Redshift/ Nuke pipeline and use all of the above.  Ween off
the Softimage tit slowly... trying the milk the others have to offer a bit
at a time. See what time offers us.

Unlike some of you guys I wont rule Maya out because there are to many good
people that can drive that boat... even if AD pissed me off.

Greg


On Thu, May 1, 2014 at 1:14 PM, Andres Stephens drais...@outlook.comwrote:

  Torn is the right word I think!

 I am sticking to SI till it no-longer has any juice left for the industry,
 like a dried up squeezed lemon. I still see that it is quite future proof
 in many areas, even without it’s advanced “viewport” so even after 2 years
 of updates and bugfixes, it should still do well afterwards a couple
 years - minus sculpting or realtime previz. GPU rendering and CPU rendering
 will still be ahead of the league with third party render-engines, you know
 the ones I’m talking about. It will remain future-proof for some time yet.
 

 But personally I am delving more into Blender, with it’s GPU+CPU render
 engine included, node based modeling addons (free) and soon node based
 strands and particles (in development) and other features that are
 progressively being developed - not to mention it’s 20 year old mature well
 rounded toolset - developed outside of commitees and corporation, even
 investment….

 *Warning* *My explanation is extensive and written below, needed to get
 it out there! Read at your own risk! *

 Out of principle I see Blender as a powerful tool, not to mention video
 editing and Nuke like compositing all in the same package…. free… and open
 to development personally or as a community. If you’d invest cash
 into a software, with Blender, it is directly with a developer or into the
 foundation, or into a project to “test” and push and develop the software,
 like the Gooseberry Project.

 Out of 

RE: Torn

2014-05-01 Thread Sam Bowling
I’ve been looking around at alternatives to Softimage and not having any luck. 
Modo have some great features, but the interface is just crap. There are way 
too many different layouts for things that should mostly be done in one or 
maybe 2 different layouts. Things like snapping rotations (or snapping in 
general) seem to require you to click checkboxes or be enabled in other menus 
where in Softimage, you can just hold down a modifier key to enable most of 
those functions without dropping your current tool.  Modo seems full of tons of 
one use tools, whereas in Softimage I have a few tools that I use most of the 
time that cover 99% of what I need to do. I was looking up rigging in Modo the 
other day and it’s a mess. After you draw out you bones you have to go in 
manually and correct all your individual joint rotations so they work 
correctly. In the amount of time the guy built a basic spine I could have had 
the entire character skeleton done in Softimage with working IK. After massing 
with Modo for a short time I usually give up in frustration at the terribly 
slow and clunky interface. Sure I could probably get used to it in time and be 
productive, but why should I have to settle for such and inferior and slow UI 
and workflow. The whole layer based approach to modeling makes me want to punch 
kittens. 

 

I also tried Blender which seems to get a lot of praise because it is free and 
has all these gee-whiz features, but again, the interface on that program is 
horrid. Sure it’s better than the old one, but it’s still terrible. Also, all 
the development seems to be on these qee-whiz features and some things like 
beveling are mostly useless. This is one of the problems with open source 
programs, no one wants to write the simple mundane features, they would rather 
write the big flashy features so they can brag about them and the simple tools 
get left unfinished, on never even added. 

 

When I initially switched from lightwave to Softimage, everything was just 
amazing. The workflow was amazing, the documentation and tutorials were some of 
the best I’d ever seen at the time (these have both declined since Autodesk 
took over). Being able to get help with a tool by hitting  F1 while in the tool 
and having the help open to the information for that tool was just amazing. 
Being able to crate basic tools or automat repetitive tasks by just copying 
from the history to the script editor was great and allowed me to do things I 
could never have done with my meager scripting abilities. All the things that 
make Softimage a great tool have been in there for years most of them since V4 
or 5 which was the time I started using it. It’s just mind boggling that there 
really isn’t another program out there that even comes close to workflow and 
ease of use that Softimage has had for years. Where I work I do 3d animation 
part time, sometimes not using Softimage for weeks, and it’s great that 
Softimage has such a great interface where I can still find even the most 
rarely used tool without spending tons of time searching for it. With Modo I 
have trouble finding tools I used 5 minutes ago.

 

So I’m probably going to be sticking with Softimage for quite some time. 

 

On a side note, it looks like Autodesk is putting even less effort into 
developing Mudbox than it is with Softimage, so I gave 3- Coat another try and 
I’m really impressed with it. I hated it when I used it several years ago, but 
now it blows Mudbox out of the water and is much, much more user friendly that 
the mess that is called Zbrush. I did some retopo work with 3d-coat recently 
and I like it much, much more than Topogun. I absolutely love the Voxel 
sculpting tools. So, it looks like Autodesk is going to be missing out on any 
future money from me. 

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Thursday, May 01, 2014 6:06 AM
To: softimage@listproc.autodesk.com
Subject: Re: Torn

 

Or stay with softimage till there is actualy something like it.. maybe next. 
Couple years

On May 1, 2014 3:02 PM, olivier jeannel olivier.jean...@noos.fr wrote:

You should go toward C4D since it's the one I'm planning to get into :) (and 
some houdini too)
Read that message and obey.

Le 01/05/2014 14:49, Chris Marshall a écrit :

Complete generalist, working in tv, corporate, architecture, medical, FX, 
simulations etc etc. It's probably easier to say what I don't do, which is any 
character stuff, though I've done a bit of that too. Everything else is 
included.
So software of choice in this scenario.Softimage.
Obvious alternative choice of software.None

As a small company with limited resources, we don't want to have to build a 
'pipeline' of software, just to do what Softimage already does in one hit. I 
appreciate times are changing, but I'm not jumping until I'm sure which way to 
go.

Nuffsed yo!

;-) lol