Re: rigging in xsi vs maya

2014-01-13 Thread Sergio Mucino

  
  
Hey Angus. As Juhani pointed out earlier, I actually got Rich's
course to get me started. After that, it was just a matter of
translating my knowledge to Modo-world (which I must say, was not a
straight-forward experience, but that doesn't mean bad at all.
Actually, I am very pleased with the things I've been able to do in
Modo so far).

The thing with Modo is that it handles deformations in a very
particular way that I had not encountered in any other application.
In all applications I've used, deformations are usually normalized.
In Modo, this is a choice. Modo relies in what it calls "order of
operations" to figure out how an object should deform, ordering them
in a deformation stack. I know you'll say "Ah, but Soft and Max do
have a deformation stack"... but it's nothing like that, really. You
need to use it to understand how it works. It's a very open
deformation system, that once you figure it out, it enables you to
create some very fancy effects. I'm very pleased with what Modo
brings to the table.

That being said, Modo still has some way to go in regards to certain
tools and workflows. But I'm quite optimistic about what 801 will
bring to the table.

If you think you'll be doing bipedal characters quite a bit, do
yourself a favor and get ACS
(http://community.thefoundry.co.uk/store/kits/acs/). It's a kit for
Modo that creates ready-to-animate bipedal characters. From all the
"auto-rig" systems I've used before, this one is one of the best
designed and easiest to understand I've come across. It's quite
flexible too. And the developer is extremely friendly and open to
suggestions (I'm in constant contact with him). It's really worth
the asking price (and more). And the best part is that you can even
share your rigs with animators that don't have the kit installed.
They will only be missing the nice animation workflows and features
in ACS, but the rig remains fully functional.
I recently used it to rig a character for a client onto which I
added a fake muscle system to create more realistic deformations.

I'm adding some Modo rigging material to my Vimeo channel as time
permits. I have a couple of videos up, and will be adding more
advanced stuff as time allows. I already have a couple of things in
mind. You can find it here...
http://vimeo.com/channels/336554

I hope this helps a little when it comes to getting grips with
rigging in Modo. You can thrown me a PM if you have any further
questions. Cheers!

On 11/01/2014 4:26 PM, Paul wrote:


  
  And I think he's pretty much modo's only rigger. 
  
On 11 Jan 2014, at 13:30, Angus Davidson angus.david...@wits.ac.za
wrote:

  
  

  
  
  Lotta money for a course for modo
version 501. Then again he is the guy who helped Modo
develop their rigging tools. Any one seen this and can say
if its worthwhile ?



  

From:
Juhani Karlsson [juhani.karls...@talvi.com]
Sent: 11 January 2014 02:49 PM
To: softimage@listproc.autodesk.com
            Subject: Re: rigging in xsi vs maya
  


  
Get the Richard Hurreys rigging master course 
http://community.thefoundry.co.uk/store/riggingmastercourse/

Haven`t seen it myself but it should be ok.
  
  

On 11 January 2014 13:31,
  Angus Davidson 
angus.david...@wits.ac.za
  wrote:
  

  Hi Sergio


Might I ask what learning materials you
  use to get to grips with modo rigging or
  did you figure it out your self.
I see DT has just release a new Intro
  to rigging so it seems to be a more
  requested subject ;)


Kind regards


Angus
  

From:
Sergio Mucino [sergio.muc...@modusfx.com]
Sent: 09 January 2014 05:34

RE: rigging in xsi vs maya

2014-01-13 Thread Angus Davidson
Hi Sergio

Thank you very much for this in depth reply.Lot sof very good insights there. I 
will definitely look at the ACS and Rich's course. as soon as I have the labs 
set up I will get some time to dig into the rigging side of Modo.

Kind regards

Angus

From: Sergio Mucino [sergio.muc...@modusfx.com]
Sent: 13 January 2014 05:12 PM
To: softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya

Hey Angus. As Juhani pointed out earlier, I actually got Rich's course to get 
me started. After that, it was just a matter of translating my knowledge to 
Modo-world (which I must say, was not a straight-forward experience, but that 
doesn't mean bad at all. Actually, I am very pleased with the things I've been 
able to do in Modo so far).

The thing with Modo is that it handles deformations in a very particular way 
that I had not encountered in any other application. In all applications I've 
used, deformations are usually normalized. In Modo, this is a choice. Modo 
relies in what it calls order of operations to figure out how an object 
should deform, ordering them in a deformation stack. I know you'll say Ah, but 
Soft and Max do have a deformation stack... but it's nothing like that, 
really. You need to use it to understand how it works. It's a very open 
deformation system, that once you figure it out, it enables you to create some 
very fancy effects. I'm very pleased with what Modo brings to the table.

That being said, Modo still has some way to go in regards to certain tools and 
workflows. But I'm quite optimistic about what 801 will bring to the table.

If you think you'll be doing bipedal characters quite a bit, do yourself a 
favor and get ACS (http://community.thefoundry.co.uk/store/kits/acs/). It's a 
kit for Modo that creates ready-to-animate bipedal characters. From all the 
auto-rig systems I've used before, this one is one of the best designed and 
easiest to understand I've come across. It's quite flexible too. And the 
developer is extremely friendly and open to suggestions (I'm in constant 
contact with him). It's really worth the asking price (and more). And the best 
part is that you can even share your rigs with animators that don't have the 
kit installed. They will only be missing the nice animation workflows and 
features in ACS, but the rig remains fully functional.
I recently used it to rig a character for a client onto which I added a fake 
muscle system to create more realistic deformations.

I'm adding some Modo rigging material to my Vimeo channel as time permits. I 
have a couple of videos up, and will be adding more advanced stuff as time 
allows. I already have a couple of things in mind. You can find it here...
http://vimeo.com/channels/336554

I hope this helps a little when it comes to getting grips with rigging in Modo. 
You can thrown me a PM if you have any further questions. Cheers!
[cid:part1.07050406.05090307@modusfx.com]
On 11/01/2014 4:26 PM, Paul wrote:
And I think he's pretty much modo's only rigger.

On 11 Jan 2014, at 13:30, Angus Davidson 
angus.david...@wits.ac.zamailto:angus.david...@wits.ac.za wrote:

Lotta money for a course for modo version 501. Then again he is the guy who 
helped Modo develop their rigging tools. Any one seen this and can say if its 
worthwhile ?



From: Juhani Karlsson 
[juhani.karls...@talvi.commailto:juhani.karls...@talvi.com]
Sent: 11 January 2014 02:49 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya

Get the Richard Hurreys rigging master course 
http://community.thefoundry.co.uk/store/riggingmastercourse/
Haven`t seen it myself but it should be ok.


On 11 January 2014 13:31, Angus Davidson 
angus.david...@wits.ac.zamailto:angus.david...@wits.ac.za wrote:
Hi Sergio

Might I ask what learning materials you use to get to grips with modo rigging 
or did you figure it out your self.
I see DT has just release a new Intro to rigging so it seems to be a more 
requested subject ;)

Kind regards

Angus

From: Sergio Mucino 
[sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com]
Sent: 09 January 2014 05:34 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya

I've been doing quite a bit of rigging in Modo lately, and I have been very 
surprised by its capabilities.
One thing they do support is heat mapping.  It's quite nice to use, but there 
are several requirement that need to be met for a mesh to be acceptable for 
heat binding. I don't know if all heat mapping implementations are based on the 
same algo(s), and therefore, inherit the same requirements, but here they go 
(copying/pasting from the docs):

--Mesh must form a volume, though holes are supported (such as eye sockets).
--Target mesh must be only polygonal, no single vertices, floating edges or 
curves can be present.
--No shared vertices

Re: rigging in xsi vs maya

2014-01-13 Thread Sergio Mucino

  
  
Hey Angus. As Juhani pointed out earlier, I actually got Rich's
course to get me started. After that, it was just a matter of
translating my knowledge to Modo-world (which I must say, was not a
straight-forward experience, but that doesn't mean bad at all.
Actually, I am very pleased with the things I've been able to do in
Modo so far).

The thing with Modo is that it handles deformations in a very
particular way that I had not encountered in any other application.
In all applications I've used, deformations are usually normalized.
In Modo, this is a choice. Modo relies in what it calls "order of
operations" to figure out how an object should deform, ordering them
in a deformation stack. I know you'll say "Ah, but Soft and Max do
have a deformation stack"... but it's nothing like that, really. You
need to use it to understand how it works. It's a very open
deformation system, that once you figure it out, it enables you to
create some very fancy effects. I'm very pleased with what Modo
brings to the table.

That being said, Modo still has some way to go in regards to certain
tools and workflows. But I'm quite optimistic about what 801 will
bring to the table.

If you think you'll be doing bipedal characters quite a bit, do
yourself a favor and get ACS (http://community.thefoundry.co.uk/store/kits/acs/).
It's a kit for Modo that creates ready-to-animate bipedal
characters. From all the "auto-rig" systems I've used before, this
one is one of the best designed and easiest to understand I've come
across. It's quite flexible too. And the developer is extremely
friendly and open to suggestions (I'm in constant contact with him).
It's really worth the asking price (and more). And the best part is
that you can even share your rigs with animators that don't have the
kit installed. They will only be missing the nice animation
workflows and features in ACS, but the rig remains fully functional.
I recently used it to rig a character for a client onto which I
added a fake muscle system to create more realistic deformations.

I'm adding some Modo rigging material to my Vimeo channel as time
permits. I have a couple of videos up, and will be adding more
advanced stuff as time allows. I already have a couple of things in
mind. You can find it here...
http://vimeo.com/channels/336554

I hope this helps a little when it comes to getting grips with
rigging in Modo. You can thrown me a PM if you have any further
questions. Cheers!

On 11/01/2014 4:26 PM, Paul wrote:


  
  And I think he's pretty much modo's only rigger. 
  
On 11 Jan 2014, at 13:30, Angus Davidson angus.david...@wits.ac.za
wrote:

  
  

  
  
  Lotta money for a course for modo
version 501. Then again he is the guy who helped Modo
develop their rigging tools. Any one seen this and can say
if its worthwhile ?



  

From:
Juhani Karlsson [juhani.karls...@talvi.com]
Sent: 11 January 2014 02:49 PM
To: softimage@listproc.autodesk.com
            Subject: Re: rigging in xsi vs maya
  


  
Get the Richard Hurreys rigging master course 
http://community.thefoundry.co.uk/store/riggingmastercourse/

Haven`t seen it myself but it should be ok.
  
  

On 11 January 2014 13:31,
  Angus Davidson 
angus.david...@wits.ac.za
  wrote:
  

  Hi Sergio


Might I ask what learning materials you
  use to get to grips with modo rigging or
  did you figure it out your self.
I see DT has just release a new Intro
  to rigging so it seems to be a more
  requested subject ;)


Kind regards


Angus
  

From:
Sergio Mucino [sergio.muc...@modusfx.com]
Sent: 09 January 2014 05:34

RE: rigging in xsi vs maya

2014-01-11 Thread Angus Davidson
Hi Sergio

Might I ask what learning materials you use to get to grips with modo rigging 
or did you figure it out your self.
I see DT has just release a new Intro to rigging so it seems to be a more 
requested subject ;)

Kind regards

Angus

From: Sergio Mucino [sergio.muc...@modusfx.com]
Sent: 09 January 2014 05:34 PM
To: softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya

I've been doing quite a bit of rigging in Modo lately, and I have been very 
surprised by its capabilities.
One thing they do support is heat mapping.  It's quite nice to use, but there 
are several requirement that need to be met for a mesh to be acceptable for 
heat binding. I don't know if all heat mapping implementations are based on the 
same algo(s), and therefore, inherit the same requirements, but here they go 
(copying/pasting from the docs):

--Mesh must form a volume, though holes are supported (such as eye sockets).
--Target mesh must be only polygonal, no single vertices, floating edges or 
curves can be present.
--No shared vertices, edges or polygons (non-manifold surfaces) allowed between 
multiple components.
--All joints must be contained within the volume of the mesh.

Otherwise, you can still use the available smooth or rigid binding methods. I 
don't know if any problems you ran into could be due to some of these 
conditions, but there... just in case.
[cid:part1.04000500.03080601@modusfx.com]
On 08/01/2014 8:31 AM, Sebastien Sterling wrote:
One feature i would have loved to see implemented across the board of autodesk 
products (apart from Alembic which should really just be a new standard by 
now...) is the heat map algorithm. in theory, is this that difficult to 
implement in Soft and Max ? apparently it was made by a bunch of students 
checking up on heat distribution algorithm papers for designing old radiators.

http://www.youtube.com/watch?v=aCBx8MjEvvo

On paper it looks like the best shit ever, so we of the CHR Dep wanted to use 
it to test characters for deformation in maya pre rigging. trouble was, 
apparently its extremely susceptible, and i'm not quite sure to what, topology, 
mesh density... but in any case a Lead at rigging scripted a small ui allowing 
us to just bypass most of the checks, making the tech actually usable, and it 
worked great... until we realised that it actually pops vertices slightly away 
from their initial position... in fairness we used a script to access these 
capabilities so maybe that caused the problem, i doubt it but there was 
tampering, maybe someone else has had more controled experiences with Heat 
mapping, like i said before it still seems like a really useful addition,


On 8 January 2014 10:52, Tim Leydecker 
bauero...@gmx.demailto:bauero...@gmx.de wrote:
Using a 3DSMax rigged sample character scene from the UDK docs,
I made a roundtrip through Maya and Softimage using the *.fbx format.

I didn´t try to export any rig controls, just a human rig.


It´s worth checking to have the latest *.fbx version installed and
using an export preset that seems applicable, I think I resorted to
Autodesk Media Entertainment 2012 bla (im on 2012´s).

I can´t say if that was the best way but that roundtrip worked.

I ended up with Maya/3DSMax/Softimage each having the rigged, animated 
character in a scene.

In my case, there was some nuisance with the BIPED rig getting interpreted as a 
second rig
the character is rigged to in Softimage, I had to delete that biped in XSI to 
get back to
similar results as in 3DSMax, leaving only the rig meant for export - it is 
likely that was
my export settings or selection settings. I had straight results going from 
Maya to Softimage.

Cheers,


tim


On 07.01.2014 23:58, Steven Caron wrote:
this thread is some what well timed... i am in maya right now. i need to get a 
mesh and its skin/envelope into softimage. i did not rig this object and i 
don't know enough about
maya to try and understand it through inspection. in softimage i would select 
the mesh, then select the deformers from envelope, then key frame those objects 
and remove the
constraints on them in mass with 'remove all constraints'

is NONE of that doable in maya? cause i am having a hell of a time figuring it 
out.

s


--


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communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views

Re: rigging in xsi vs maya

2014-01-11 Thread Juhani Karlsson
Get the Richard Hurreys rigging master course
http://community.thefoundry.co.uk/store/riggingmastercourse/
Haven`t seen it myself but it should be ok.


On 11 January 2014 13:31, Angus Davidson angus.david...@wits.ac.za wrote:

  Hi Sergio

  Might I ask what learning materials you use to get to grips with modo
 rigging or did you figure it out your self.
 I see DT has just release a new Intro to rigging so it seems to be a more
 requested subject ;)

  Kind regards

  Angus
  --
 *From:* Sergio Mucino [sergio.muc...@modusfx.com]
 *Sent:* 09 January 2014 05:34 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: rigging in xsi vs maya

  I've been doing quite a bit of rigging in Modo lately, and I have been
 very surprised by its capabilities.
 One thing they do support is heat mapping.  It's quite nice to use, but
 there are several requirement that need to be met for a mesh to be
 acceptable for heat binding. I don't know if all heat mapping
 implementations are based on the same algo(s), and therefore, inherit the
 same requirements, but here they go (copying/pasting from the docs):

 *--**Mesh must form a volume, though holes are supported (such as eye
 sockets).*
 *--**Target mesh must be **only** polygonal, no single vertices, floating
 edges or curves can be present.*
 *--**No shared vertices, edges or polygons (non-manifold surfaces)
 allowed between multiple components. *
 *--**All joints must be contained within the volume of the mesh. *

 Otherwise, you can still use the available smooth or rigid binding
 methods. I don't know if any problems you ran into could be due to some of
 these conditions, but there... just in case.

 On 08/01/2014 8:31 AM, Sebastien Sterling wrote:

  One feature i would have loved to see implemented across the board of
 autodesk products (apart from Alembic which should really just be a new
 standard by now...) is the heat map algorithm. in theory, is this that
 difficult to implement in Soft and Max ? apparently it was made by a bunch
 of students checking up on heat distribution algorithm papers for designing
 old radiators.

 http://www.youtube.com/watch?v=aCBx8MjEvvo

  On paper it looks like the best shit ever, so we of the CHR Dep wanted to
 use it to test characters for deformation in maya pre rigging. trouble was,
 apparently its extremely susceptible, and i'm not quite sure to what,
 topology, mesh density... but in any case a Lead at rigging scripted a
 small ui allowing us to just bypass most of the checks, making the tech
 actually usable, and it worked great... until we realised that it actually
 pops vertices slightly away from their initial position... in fairness we
 used a script to access these capabilities so maybe that caused the
 problem, i doubt it but there was tampering, maybe someone else has had
 more controled experiences with Heat mapping, like i said before it still
 seems like a really useful addition,


 On 8 January 2014 10:52, Tim Leydecker bauero...@gmx.de wrote:

 Using a 3DSMax rigged sample character scene from the UDK docs,
 I made a roundtrip through Maya and Softimage using the *.fbx format.

 I didn´t try to export any rig controls, just a human rig.


 It´s worth checking to have the latest *.fbx version installed and
 using an export preset that seems applicable, I think I resorted to
 Autodesk Media Entertainment 2012 bla (im on 2012´s).

 I can´t say if that was the best way but that roundtrip worked.

 I ended up with Maya/3DSMax/Softimage each having the rigged, animated
 character in a scene.

 In my case, there was some nuisance with the BIPED rig getting
 interpreted as a second rig
 the character is rigged to in Softimage, I had to delete that biped in
 XSI to get back to
 similar results as in 3DSMax, leaving only the rig meant for export - it
 is likely that was
 my export settings or selection settings. I had straight results going
 from Maya to Softimage.

 Cheers,


 tim


 On 07.01.2014 23:58, Steven Caron wrote:

 this thread is some what well timed... i am in maya right now. i need to
 get a mesh and its skin/envelope into softimage. i did not rig this object
 and i don't know enough about
 maya to try and understand it through inspection. in softimage i would
 select the mesh, then select the deformers from envelope, then key frame
 those objects and remove the
 constraints on them in mass with 'remove all constraints'

 is NONE of that doable in maya? cause i am having a hell of a time
 figuring it out.

 s



 --

 This communication is intended for the addressee only. It is 
 confidential. If you have received this communication in error, please notify 
 us immediately and destroy the original message. You may not copy or 
 disseminate this communication without the permission of the University. Only 
 authorised signatories are competent to enter into agreements on behalf of 
 the University and recipients are thus advised that the content of this 
 message may

RE: rigging in xsi vs maya

2014-01-11 Thread Angus Davidson
Lotta money for a course for modo version 501. Then again he is the guy who 
helped Modo develop their rigging tools. Any one seen this and can say if its 
worthwhile ?



From: Juhani Karlsson [juhani.karls...@talvi.com]
Sent: 11 January 2014 02:49 PM
To: softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya

Get the Richard Hurreys rigging master course 
http://community.thefoundry.co.uk/store/riggingmastercourse/
Haven`t seen it myself but it should be ok.


On 11 January 2014 13:31, Angus Davidson 
angus.david...@wits.ac.zamailto:angus.david...@wits.ac.za wrote:
Hi Sergio

Might I ask what learning materials you use to get to grips with modo rigging 
or did you figure it out your self.
I see DT has just release a new Intro to rigging so it seems to be a more 
requested subject ;)

Kind regards

Angus

From: Sergio Mucino 
[sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com]
Sent: 09 January 2014 05:34 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya

I've been doing quite a bit of rigging in Modo lately, and I have been very 
surprised by its capabilities.
One thing they do support is heat mapping.  It's quite nice to use, but there 
are several requirement that need to be met for a mesh to be acceptable for 
heat binding. I don't know if all heat mapping implementations are based on the 
same algo(s), and therefore, inherit the same requirements, but here they go 
(copying/pasting from the docs):

--Mesh must form a volume, though holes are supported (such as eye sockets).
--Target mesh must be only polygonal, no single vertices, floating edges or 
curves can be present.
--No shared vertices, edges or polygons (non-manifold surfaces) allowed between 
multiple components.
--All joints must be contained within the volume of the mesh.

Otherwise, you can still use the available smooth or rigid binding methods. I 
don't know if any problems you ran into could be due to some of these 
conditions, but there... just in case.
[cid:part1.04000500.03080601@modusfx.com]
On 08/01/2014 8:31 AM, Sebastien Sterling wrote:
One feature i would have loved to see implemented across the board of autodesk 
products (apart from Alembic which should really just be a new standard by 
now...) is the heat map algorithm. in theory, is this that difficult to 
implement in Soft and Max ? apparently it was made by a bunch of students 
checking up on heat distribution algorithm papers for designing old radiators.

http://www.youtube.com/watch?v=aCBx8MjEvvo

On paper it looks like the best shit ever, so we of the CHR Dep wanted to use 
it to test characters for deformation in maya pre rigging. trouble was, 
apparently its extremely susceptible, and i'm not quite sure to what, topology, 
mesh density... but in any case a Lead at rigging scripted a small ui allowing 
us to just bypass most of the checks, making the tech actually usable, and it 
worked great... until we realised that it actually pops vertices slightly away 
from their initial position... in fairness we used a script to access these 
capabilities so maybe that caused the problem, i doubt it but there was 
tampering, maybe someone else has had more controled experiences with Heat 
mapping, like i said before it still seems like a really useful addition,


On 8 January 2014 10:52, Tim Leydecker 
bauero...@gmx.demailto:bauero...@gmx.de wrote:
Using a 3DSMax rigged sample character scene from the UDK docs,
I made a roundtrip through Maya and Softimage using the *.fbx format.

I didn´t try to export any rig controls, just a human rig.


It´s worth checking to have the latest *.fbx version installed and
using an export preset that seems applicable, I think I resorted to
Autodesk Media Entertainment 2012 bla (im on 2012´s).

I can´t say if that was the best way but that roundtrip worked.

I ended up with Maya/3DSMax/Softimage each having the rigged, animated 
character in a scene.

In my case, there was some nuisance with the BIPED rig getting interpreted as a 
second rig
the character is rigged to in Softimage, I had to delete that biped in XSI to 
get back to
similar results as in 3DSMax, leaving only the rig meant for export - it is 
likely that was
my export settings or selection settings. I had straight results going from 
Maya to Softimage.

Cheers,


tim


On 07.01.2014 23:58, Steven Caron wrote:
this thread is some what well timed... i am in maya right now. i need to get a 
mesh and its skin/envelope into softimage. i did not rig this object and i 
don't know enough about
maya to try and understand it through inspection. in softimage i would select 
the mesh, then select the deformers from envelope, then key frame those objects 
and remove the
constraints on them in mass with 'remove all constraints'

is NONE of that doable in maya? cause i am having a hell of a time figuring it 
out.

s


--


This communication

Re: rigging in xsi vs maya

2014-01-11 Thread Paul
And I think he's pretty much modo's only rigger. 

On 11 Jan 2014, at 13:30, Angus Davidson angus.david...@wits.ac.za wrote:

 Lotta money for a course for modo version 501. Then again he is the guy who 
 helped Modo develop their rigging tools. Any one seen this and can say if its 
 worthwhile ?
 
 
 From: Juhani Karlsson [juhani.karls...@talvi.com]
 Sent: 11 January 2014 02:49 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: rigging in xsi vs maya
 
 Get the Richard Hurreys rigging master course 
 http://community.thefoundry.co.uk/store/riggingmastercourse/
 Haven`t seen it myself but it should be ok.
 
 
 On 11 January 2014 13:31, Angus Davidson  angus.david...@wits.ac.za wrote:
 Hi Sergio
 
 Might I ask what learning materials you use to get to grips with modo 
 rigging or did you figure it out your self.
 I see DT has just release a new Intro to rigging so it seems to be a more 
 requested subject ;)
 
 Kind regards
 
 Angus
 From: Sergio Mucino [sergio.muc...@modusfx.com]
 Sent: 09 January 2014 05:34 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: rigging in xsi vs maya
 
 I've been doing quite a bit of rigging in Modo lately, and I have been very 
 surprised by its capabilities.
 One thing they do support is heat mapping.  It's quite nice to use, but 
 there are several requirement that need to be met for a mesh to be 
 acceptable for heat binding. I don't know if all heat mapping 
 implementations are based on the same algo(s), and therefore, inherit the 
 same requirements, but here they go (copying/pasting from the docs):
 
 --Mesh must form a volume, though holes are supported (such as eye sockets).
 --Target mesh must be only polygonal, no single vertices, floating edges or 
 curves can be present.
 --No shared vertices, edges or polygons (non-manifold surfaces) allowed 
 between multiple components. 
 --All joints must be contained within the volume of the mesh. 
 
 Otherwise, you can still use the available smooth or rigid binding methods. 
 I don't know if any problems you ran into could be due to some of these 
 conditions, but there... just in case.
 CUserssergio.mucinoDownloadsSergioMucino_Signature_email.gif
 On 08/01/2014 8:31 AM, Sebastien Sterling wrote:
 One feature i would have loved to see implemented across the board of 
 autodesk products (apart from Alembic which should really just be a new 
 standard by now...) is the heat map algorithm. in theory, is this that 
 difficult to implement in Soft and Max ? apparently it was made by a bunch 
 of students checking up on heat distribution algorithm papers for designing 
 old radiators.
 
 http://www.youtube.com/watch?v=aCBx8MjEvvo
 
 On paper it looks like the best shit ever, so we of the CHR Dep wanted to 
 use it to test characters for deformation in maya pre rigging. trouble was, 
 apparently its extremely susceptible, and i'm not quite sure to what, 
 topology, mesh density... but in any case a Lead at rigging scripted a 
 small ui allowing us to just bypass most of the checks, making the tech 
 actually usable, and it worked great... until we realised that it actually 
 pops vertices slightly away from their initial position... in fairness we 
 used a script to access these capabilities so maybe that caused the 
 problem, i doubt it but there was tampering, maybe someone else has had 
 more controled experiences with Heat mapping, like i said before it still 
 seems like a really useful addition,
 
 
 On 8 January 2014 10:52, Tim Leydecker bauero...@gmx.de wrote:
 Using a 3DSMax rigged sample character scene from the UDK docs,
 I made a roundtrip through Maya and Softimage using the *.fbx format.
 
 I didn´t try to export any rig controls, just a human rig.
 
 
 It´s worth checking to have the latest *.fbx version installed and
 using an export preset that seems applicable, I think I resorted to
 Autodesk Media Entertainment 2012 bla (im on 2012´s).
 
 I can´t say if that was the best way but that roundtrip worked.
 
 I ended up with Maya/3DSMax/Softimage each having the rigged, animated 
 character in a scene.
 
 In my case, there was some nuisance with the BIPED rig getting interpreted 
 as a second rig
 the character is rigged to in Softimage, I had to delete that biped in XSI 
 to get back to
 similar results as in 3DSMax, leaving only the rig meant for export - it 
 is likely that was
 my export settings or selection settings. I had straight results going 
 from Maya to Softimage.
 
 Cheers,
 
 
 tim
 
 
 On 07.01.2014 23:58, Steven Caron wrote:
 this thread is some what well timed... i am in maya right now. i need to 
 get a mesh and its skin/envelope into softimage. i did not rig this 
 object and i don't know enough about
 maya to try and understand it through inspection. in softimage i would 
 select the mesh, then select the deformers from envelope, then key frame 
 those objects and remove the
 constraints on them in mass with 'remove all constraints'
 
 is NONE of that doable in maya? cause i am having

Re: rigging in xsi vs maya

2014-01-10 Thread Stefan Kubicek

That's all good points. However, all scanned meshes I've seen so far had such 
irregular topology, holes (Concave areas like behind the ears or around the 
neck behind collars and other clothing), and other errors (hair, beard, eyes) 
that excessive
editing was required to make it look good, and to deform well, retopologizing 
was almost a must.
I think in order to directly use scanned data for deforming objects, the 
scanning process needs to produce clean enough results first before you can 
start worrying about how to envelope, rig and animate all those points 
efficiently, and I don't see technology delivering such data yet.





that you'd usually  can't avoid fixing those anyway, depending on what you want to 
use it for of course   What would be a typical scenario for this? The point 
count is adjustable (at the expense of detail),

  but the topology will aways be a mess unless properly retopo-ed, wouldn't it?

That is what I meant to suggest when I wrote:

It is at hand that the more complex, raw 3D point cloud data will need new and 
abstracted ways
of handling and manipulation, filtering options and adaptive control layers for 
approximated data

Basically, a rigged lower density mesh and a displacement trying to capture 
small detail
while at the same time loosing control over how that detail will actually 
react, that´s
sort of the established standard for working with high detail. Reduce detail 
until you
can handle it and hope nobody will notice. Depending on personality, wave away 
concerns.

The reason why I suggest to go and skin/rig/wheight a raw 3D scan mesh directly 
to bones:

That is the data you want to animate, everything else is already yet another 
degraded derrivate.
Going and trying it will show the limitations of current toolsets. Then do some 
cloth sim ontop
and fix interpenetration issues. Or first of all wait for collision simulation 
to finish.


Like using *.jpg´s with lossy compression as the input for color grading, then 
re-compressing again
as a lossy *.jpg and wondering why there´s block artifacts.

Cheers,

tim






On 09.01.2014 14:34, Stefan Kubicek wrote:

go and skin/rig/wheight a raw 3D scan mesh directly to bones.



What would be a typical scenario for this? The point count is adjustable (at 
the expense of detail),
but the topology will aways be a mess unless properly retopo-ed, wouldn't it?

I agree to the rigging paradigm needing some rethinking. I grew up with black 
box systems like Character Studio and CAT. Creating a rig based on those takes 
only minutes to hours,
not days, but they lack customizability. Yet, results were good enough that I 
was constantly asking myself as to why anyone could possible want to use 
anything else for 90% of the
work you see being produced anywhere. It's such a huge cost factor, both in 
terms of time it takes to create the rig and time it takes to trouble shoot and 
maintain it if it breaks
(which the black box systems next to never do) or needs extensions. Autoriggers 
(Gear etc) reduce the creation time factor at the expense of flexibility, yet 
the maintenance aspect
stays to a certain degree. What I also miss in them is the ability to have a mesh 
enveloped to joints and just put the rig on top, allowing to test 
deformations directly by
posing the envelope rig without having to create a control rig - a given with 
the black box systems because the control rig _is_ the envelope rig. The only 
thing I know that works
in a similar way is Motion Builder, in that you import your enveloped mesh and 
joints and apply rigging solvers to it, again at the expense of flexibility - 
it only supports
humanoid and 4-legged creatures.
Fabric/Osirirs looks like it could deliver such a paradigm change - a modular 
rigging system where the building blocks are encapsulated and the asset that 
the user interacts with
in the scene is light-weight, fast and easy to manipulate, and hard to break. 
I'm really looking forward to that, even though flexibility beyond a certain 
point will probably need
to be paid for with programming knowledge and -time again.


Look at what comes in terms of animation and skeleton recognition
in the xbox kinect sdk and the xbox one.

Cheers,

tim




On 09.01.2014 13:09, Guillaume Laforge wrote:

I didn't read every posts so maybe my understanding is wrong but based in last 
replies from Luc-Eric and Tim Leydecker, it sounds like point cloud scanning is 
a rigging feature.
It is not, so lets return to the subject please :).

That illustrate well that it is much more easy to put money on new techs (like 
point cloud scanning, web based applications, etc...) than to think about how 
to improve/re-design an
existing workflow like character rigging ! We saw some new systems in modeling 
(ZBrush etc...) and rendering (Katana) some years ago, but still nothing in the 
rigging area. It make
sense as rigging is really a different culture. You need to be a good character 
rigger to understand and build a good 

Re: rigging in xsi vs maya

2014-01-10 Thread Tim Leydecker

Hi Stefan,

you´re right about the initial quality of scan data.

I do a little bit of worst case editing here myself, cleaning up kinect scans
done with skanect and then trying to make them look nice in 3D coat voxel mode.

It is more of an academic scenario to suggest to rig such a highrez mesh 
directly.
to test how the current toolset handles such data for rigging.

Nevertheless, ILM brought us Jurassic Park Dinos using Nurbssurfaces and higher 
detail as displacement.
Since then, in terms of rigging, the general approach available hasn´t really 
changed.

You can have muscles and cloth simulation but you can´t easily control small 
detailbehaviour.

As a very simple means of illustrating how much control you loose through 
abstraction:

Each time a polygon face is subdivided, you have to divide your direct control 
by 4.
At a common lowrez2nd subdivision levels rigsurface ratio, you already just 
only
control every 16th face directly.

That doesn´t even include displacement levels. It´s all a huge interpolation.

That´s what I´d like to see change a bit.

There´s ways to edit animation afterwards but that´s better seen as beauty 
polishing, finetuning
and last-minute tweaking,wonderful to have and surely great to negelect gravity 
in a women´s body, too:

https://www.lightwave3d.com/chronosculpt/


Cheers,

tim









On 10.01.2014 15:00, Stefan Kubicek wrote:

That's all good points. However, all scanned meshes I've seen so far had such 
irregular topology, holes (Concave areas like behind the ears or around the 
neck behind collars and
other clothing), and other errors (hair, beard, eyes) that excessive
editing was required to make it look good, and to deform well, retopologizing 
was almost a must.
I think in order to directly use scanned data for deforming objects, the 
scanning process needs to produce clean enough results first before you can 
start worrying about how to
envelope, rig and animate all those points efficiently, and I don't see 
technology delivering such data yet.





that you'd usually  can't avoid fixing those anyway, depending on what you want to 
use it for of course   What would be a typical scenario for this? The point 
count is adjustable
(at the expense of detail),

  but the topology will aways be a mess unless properly retopo-ed, wouldn't it?

That is what I meant to suggest when I wrote:

It is at hand that the more complex, raw 3D point cloud data will need new and 
abstracted ways
of handling and manipulation, filtering options and adaptive control layers for 
approximated data

Basically, a rigged lower density mesh and a displacement trying to capture 
small detail
while at the same time loosing control over how that detail will actually 
react, that´s
sort of the established standard for working with high detail. Reduce detail 
until you
can handle it and hope nobody will notice. Depending on personality, wave away 
concerns.

The reason why I suggest to go and skin/rig/wheight a raw 3D scan mesh directly 
to bones:

That is the data you want to animate, everything else is already yet another 
degraded derrivate.
Going and trying it will show the limitations of current toolsets. Then do some 
cloth sim ontop
and fix interpenetration issues. Or first of all wait for collision simulation 
to finish.


Like using *.jpg´s with lossy compression as the input for color grading, then 
re-compressing again
as a lossy *.jpg and wondering why there´s block artifacts.

Cheers,

tim






On 09.01.2014 14:34, Stefan Kubicek wrote:

go and skin/rig/wheight a raw 3D scan mesh directly to bones.



What would be a typical scenario for this? The point count is adjustable (at 
the expense of detail),
but the topology will aways be a mess unless properly retopo-ed, wouldn't it?

I agree to the rigging paradigm needing some rethinking. I grew up with black 
box systems like Character Studio and CAT. Creating a rig based on those takes 
only minutes to hours,
not days, but they lack customizability. Yet, results were good enough that I 
was constantly asking myself as to why anyone could possible want to use 
anything else for 90% of the
work you see being produced anywhere. It's such a huge cost factor, both in 
terms of time it takes to create the rig and time it takes to trouble shoot and 
maintain it if it breaks
(which the black box systems next to never do) or needs extensions. Autoriggers 
(Gear etc) reduce the creation time factor at the expense of flexibility, yet 
the maintenance aspect
stays to a certain degree. What I also miss in them is the ability to have a mesh 
enveloped to joints and just put the rig on top, allowing to test 
deformations directly by
posing the envelope rig without having to create a control rig - a given with 
the black box systems because the control rig _is_ the envelope rig. The only 
thing I know that works
in a similar way is Motion Builder, in that you import your enveloped mesh and 
joints and apply rigging solvers to it, again at the 

Re: rigging in xsi vs maya

2014-01-09 Thread Tim Leydecker

Autodesk is doing a lot of development in the area of 3D scan data handling.

If you look into what is going on in the area of topology data aquisition for
architecture, engineering and the military, there is a shift towards 3D 
pointcloud
data which imho is compareable to what 2D tracking as a concept brought us in 
the 90s.

(Facial recognition and finally image based modeling and camera positional data)

It is at hand that the more complex, raw 3D point cloud data will need new and 
abstracted ways
of handling and manipulation, filtering options and adaptive control layers for 
approximated data.

The implication such data for 3D animation brings is that the concept of 
wheighting a fixed number
of vertices to a bone may have to be extended beyond a fixed number of polygons.

Unfortunately, taking fall-off based volume wheighting as in it´s current level 
of finesse
may give worse results than before, especially if your shape options for the 
influence volume
are limited to capsules, boxes or spheres.

I am a bit worried that the process of riggingwheighting an organic character 
will become even
more frustrating and stiff or at least will need even more steps, like creating 
an extra controlsurface
with a fixed number of points and wrapping it around the high-density data.

Such a wrap-deformer takes away control. It´s always the rims and little 
caveats that need extra care.

Cheers,

tim









On 09.01.2014 02:13, Guillaume Laforge wrote:

On Wed, Jan 8, 2014 at 7:55 PM, Luc-Eric Rousseau luceri...@gmail.com 
mailto:luceri...@gmail.com wrote:

In the new future  ( not talking about autodesk here)  I think
workflows will standards will be Gator-like tools to deal with topo
changes (point clouds tools as necessary also ptex-based workflows)
and katana-like proceduralism for render passes-like workflow.


I'm still wondering if a company ( not talking about Autodesk here ) will do 
anything new like that for our little world. Money for such large dev projects 
is just not in the
animation/vfx world anymore. I'm not sarcastic, just realist. So lets embrace 
old techs like Maya or XSI. They won't evolve too much but won't disappear 
before many (many) years.

Btw, Katana is not the futur, it is now :).



Re: rigging in xsi vs maya

2014-01-09 Thread Guillaume Laforge
I didn't read every posts so maybe my understanding is wrong but based in
last replies from Luc-Eric and Tim Leydecker, it sounds like point cloud
scanning is a rigging feature.
It is not, so lets return to the subject please :).

That illustrate well that it is much more easy to put money on new techs
(like point cloud scanning, web based applications, etc...) than to think
about how to improve/re-design an existing workflow like character rigging
! We saw some new systems in modeling (ZBrush etc...) and rendering
(Katana) some years ago, but still nothing in the rigging area. It make
sense as rigging is really a different culture. You need to be a good
character rigger to understand and build a good rigging system. But being a
good character rigger means spend a lot of time on existing tools like Maya
or XSI. At the end you think only through the proposed tools of your app.
If you are a developer interested in designing a rigging system, it is the
opposite problem, you can have a fresh new vision but you can miss
important concepts of character rigging in your tool.

Interesting subject, if you forget about Maya and XSI :)

Cheers,

Guillaume Laforge





On Thu, Jan 9, 2014 at 4:18 AM, Tim Leydecker bauero...@gmx.de wrote:

 Autodesk is doing a lot of development in the area of 3D scan data
 handling.

 If you look into what is going on in the area of topology data aquisition
 for
 architecture, engineering and the military, there is a shift towards 3D
 pointcloud
 data which imho is compareable to what 2D tracking as a concept brought us
 in the 90s.

 (Facial recognition and finally image based modeling and camera positional
 data)

 It is at hand that the more complex, raw 3D point cloud data will need new
 and abstracted ways
 of handling and manipulation, filtering options and adaptive control
 layers for approximated data.

 The implication such data for 3D animation brings is that the concept of
 wheighting a fixed number
 of vertices to a bone may have to be extended beyond a fixed number of
 polygons.

 Unfortunately, taking fall-off based volume wheighting as in it´s current
 level of finesse
 may give worse results than before, especially if your shape options for
 the influence volume
 are limited to capsules, boxes or spheres.

 I am a bit worried that the process of riggingwheighting an organic
 character will become even
 more frustrating and stiff or at least will need even more steps, like
 creating an extra controlsurface
 with a fixed number of points and wrapping it around the high-density data.

 Such a wrap-deformer takes away control. It´s always the rims and little
 caveats that need extra care.

 Cheers,

 tim









 On 09.01.2014 02:13, Guillaume Laforge wrote:

  On Wed, Jan 8, 2014 at 7:55 PM, Luc-Eric Rousseau 
 luceri...@gmail.commailto:
 luceri...@gmail.com wrote:

 In the new future  ( not talking about autodesk here)  I think
 workflows will standards will be Gator-like tools to deal with topo
 changes (point clouds tools as necessary also ptex-based workflows)
 and katana-like proceduralism for render passes-like workflow.


 I'm still wondering if a company ( not talking about Autodesk here ) will
 do anything new like that for our little world. Money for such large dev
 projects is just not in the
 animation/vfx world anymore. I'm not sarcastic, just realist. So lets
 embrace old techs like Maya or XSI. They won't evolve too much but won't
 disappear before many (many) years.

 Btw, Katana is not the futur, it is now :).




Re: rigging in xsi vs maya

2014-01-09 Thread Tim Leydecker

Hey Guillaume,

go and skin/rig/wheight a raw 3D scan mesh directly to bones.

Look at what comes in terms of animation and skeleton recognition
in the xbox kinect sdk and the xbox one.

Cheers,

tim




On 09.01.2014 13:09, Guillaume Laforge wrote:

I didn't read every posts so maybe my understanding is wrong but based in last 
replies from Luc-Eric and Tim Leydecker, it sounds like point cloud scanning is 
a rigging feature.
It is not, so lets return to the subject please :).

That illustrate well that it is much more easy to put money on new techs (like 
point cloud scanning, web based applications, etc...) than to think about how 
to improve/re-design an
existing workflow like character rigging ! We saw some new systems in modeling 
(ZBrush etc...) and rendering (Katana) some years ago, but still nothing in the 
rigging area. It make
sense as rigging is really a different culture. You need to be a good character 
rigger to understand and build a good rigging system. But being a good 
character rigger means spend
a lot of time on existing tools like Maya or XSI. At the end you think only 
through the proposed tools of your app. If you are a developer interested in 
designing a rigging system,
it is the opposite problem, you can have a fresh new vision but you can miss 
important concepts of character rigging in your tool.

Interesting subject, if you forget about Maya and XSI :)

Cheers,

Guillaume Laforge





On Thu, Jan 9, 2014 at 4:18 AM, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:

Autodesk is doing a lot of development in the area of 3D scan data handling.

If you look into what is going on in the area of topology data aquisition 
for
architecture, engineering and the military, there is a shift towards 3D 
pointcloud
data which imho is compareable to what 2D tracking as a concept brought us 
in the 90s.

(Facial recognition and finally image based modeling and camera positional 
data)

It is at hand that the more complex, raw 3D point cloud data will need new 
and abstracted ways
of handling and manipulation, filtering options and adaptive control layers 
for approximated data.

The implication such data for 3D animation brings is that the concept of 
wheighting a fixed number
of vertices to a bone may have to be extended beyond a fixed number of 
polygons.

Unfortunately, taking fall-off based volume wheighting as in it´s current 
level of finesse
may give worse results than before, especially if your shape options for 
the influence volume
are limited to capsules, boxes or spheres.

I am a bit worried that the process of riggingwheighting an organic 
character will become even
more frustrating and stiff or at least will need even more steps, like 
creating an extra controlsurface
with a fixed number of points and wrapping it around the high-density data.

Such a wrap-deformer takes away control. It´s always the rims and little 
caveats that need extra care.

Cheers,

tim









On 09.01.2014 02:13, Guillaume Laforge wrote:

On Wed, Jan 8, 2014 at 7:55 PM, Luc-Eric Rousseau luceri...@gmail.com 
mailto:luceri...@gmail.com mailto:luceri...@gmail.com 
mailto:luceri...@gmail.com wrote:

 In the new future  ( not talking about autodesk here)  I think
 workflows will standards will be Gator-like tools to deal with topo
 changes (point clouds tools as necessary also ptex-based workflows)
 and katana-like proceduralism for render passes-like workflow.


I'm still wondering if a company ( not talking about Autodesk here ) 
will do anything new like that for our little world. Money for such large dev 
projects is just not in the
animation/vfx world anymore. I'm not sarcastic, just realist. So lets 
embrace old techs like Maya or XSI. They won't evolve too much but won't 
disappear before many (many)
years.

Btw, Katana is not the futur, it is now :).




Re: rigging in xsi vs maya

2014-01-09 Thread Sebastien Sterling
Why not a node based rigging system ? (not necessarily an ice node system)
but its own thing, you arrange your nulls, you add rig trees to them in a
small interface graph where you have nodes for different behaviours like
ik, fk, hik, twist, strech, you plug the nulls according to the hierarchy
you want, each node has its own params so you can expose or lock or modify
them in the rig or synoptic. i'm sure such a system wouldn't cover
everything, its often what i get told, that rigging is so complex a proses
that in the end the longest traditional method is the only one that allows
for the flexibility and reactivity necessary for a pipe. in spite of this i
think such a system has merrit and deserves to go past prototype, if only
to offer another perspective. its quite probable that neither xsi or mayas
architecture is able to accommodate such a system natively, but plug-ins
like yeti are basically like their own independent little engines running
within the shell of a dcc, the same is true for fabric i assume.


On 9 January 2014 13:09, Guillaume Laforge
guillaume.laforge...@gmail.comwrote:

 I didn't read every posts so maybe my understanding is wrong but based in
 last replies from Luc-Eric and Tim Leydecker, it sounds like point cloud
 scanning is a rigging feature.
 It is not, so lets return to the subject please :).

 That illustrate well that it is much more easy to put money on new techs
 (like point cloud scanning, web based applications, etc...) than to think
 about how to improve/re-design an existing workflow like character rigging
 ! We saw some new systems in modeling (ZBrush etc...) and rendering
 (Katana) some years ago, but still nothing in the rigging area. It make
 sense as rigging is really a different culture. You need to be a good
 character rigger to understand and build a good rigging system. But being a
 good character rigger means spend a lot of time on existing tools like Maya
 or XSI. At the end you think only through the proposed tools of your app.
 If you are a developer interested in designing a rigging system, it is the
 opposite problem, you can have a fresh new vision but you can miss
 important concepts of character rigging in your tool.

 Interesting subject, if you forget about Maya and XSI :)

 Cheers,

 Guillaume Laforge





 On Thu, Jan 9, 2014 at 4:18 AM, Tim Leydecker bauero...@gmx.de wrote:

 Autodesk is doing a lot of development in the area of 3D scan data
 handling.

 If you look into what is going on in the area of topology data aquisition
 for
 architecture, engineering and the military, there is a shift towards 3D
 pointcloud
 data which imho is compareable to what 2D tracking as a concept brought
 us in the 90s.

 (Facial recognition and finally image based modeling and camera
 positional data)

 It is at hand that the more complex, raw 3D point cloud data will need
 new and abstracted ways
 of handling and manipulation, filtering options and adaptive control
 layers for approximated data.

 The implication such data for 3D animation brings is that the concept of
 wheighting a fixed number
 of vertices to a bone may have to be extended beyond a fixed number of
 polygons.

 Unfortunately, taking fall-off based volume wheighting as in it´s current
 level of finesse
 may give worse results than before, especially if your shape options for
 the influence volume
 are limited to capsules, boxes or spheres.

 I am a bit worried that the process of riggingwheighting an organic
 character will become even
 more frustrating and stiff or at least will need even more steps, like
 creating an extra controlsurface
 with a fixed number of points and wrapping it around the high-density
 data.

 Such a wrap-deformer takes away control. It´s always the rims and little
 caveats that need extra care.

 Cheers,

 tim









 On 09.01.2014 02:13, Guillaume Laforge wrote:

  On Wed, Jan 8, 2014 at 7:55 PM, Luc-Eric Rousseau 
 luceri...@gmail.commailto:
 luceri...@gmail.com wrote:

 In the new future  ( not talking about autodesk here)  I think
 workflows will standards will be Gator-like tools to deal with topo
 changes (point clouds tools as necessary also ptex-based workflows)
 and katana-like proceduralism for render passes-like workflow.


 I'm still wondering if a company ( not talking about Autodesk here )
 will do anything new like that for our little world. Money for such large
 dev projects is just not in the
 animation/vfx world anymore. I'm not sarcastic, just realist. So lets
 embrace old techs like Maya or XSI. They won't evolve too much but won't
 disappear before many (many) years.

 Btw, Katana is not the futur, it is now :).





Re: rigging in xsi vs maya

2014-01-09 Thread Stefan Kubicek

go and skin/rig/wheight a raw 3D scan mesh directly to bones.



What would be a typical scenario for this? The point count is adjustable  
(at the expense of detail),
but the topology will aways be a mess unless properly retopo-ed, wouldn't  
it?


I agree to the rigging paradigm needing some rethinking. I grew up with  
black box systems like Character Studio and CAT. Creating a rig based on  
those takes only minutes to hours, not days, but they lack  
customizability. Yet, results were good enough that I was constantly  
asking myself as to why anyone could possible want to use anything else  
for 90% of the work you see being produced anywhere. It's such a huge cost  
factor, both in terms of time it takes to create the rig and time it takes  
to trouble shoot and maintain it if it breaks (which the black box systems  
next to never do) or needs extensions. Autoriggers (Gear etc) reduce the  
creation time factor at the expense of flexibility, yet the maintenance  
aspect stays to a certain degree. What I also miss in them is the ability  
to have a mesh enveloped to joints and just put the rig on top, allowing  
to test deformations directly by posing the envelope rig without having to  
create a control rig - a given with the black box systems because the  
control rig _is_ the envelope rig. The only thing I know that works in a  
similar way is Motion Builder, in that you import your enveloped mesh and  
joints and apply rigging solvers to it, again at the expense of  
flexibility - it only supports humanoid and 4-legged creatures.
Fabric/Osirirs looks like it could deliver such a paradigm change - a  
modular rigging system where the building blocks are encapsulated and the  
asset that the user interacts with in the scene is light-weight, fast and  
easy to manipulate, and hard to break. I'm really looking forward to that,  
even though flexibility beyond a certain point will probably need to be  
paid for with programming knowledge and -time again.



Look at what comes in terms of animation and skeleton recognition
in the xbox kinect sdk and the xbox one.

Cheers,

tim




On 09.01.2014 13:09, Guillaume Laforge wrote:
I didn't read every posts so maybe my understanding is wrong but based  
in last replies from Luc-Eric and Tim Leydecker, it sounds like point  
cloud scanning is a rigging feature.

It is not, so lets return to the subject please :).

That illustrate well that it is much more easy to put money on new  
techs (like point cloud scanning, web based applications, etc...) than  
to think about how to improve/re-design an
existing workflow like character rigging ! We saw some new systems in  
modeling (ZBrush etc...) and rendering (Katana) some years ago, but  
still nothing in the rigging area. It make
sense as rigging is really a different culture. You need to be a good  
character rigger to understand and build a good rigging system. But  
being a good character rigger means spend
a lot of time on existing tools like Maya or XSI. At the end you think  
only through the proposed tools of your app. If you are a developer  
interested in designing a rigging system,
it is the opposite problem, you can have a fresh new vision but you can  
miss important concepts of character rigging in your tool.


Interesting subject, if you forget about Maya and XSI :)

Cheers,

Guillaume Laforge





On Thu, Jan 9, 2014 at 4:18 AM, Tim Leydecker bauero...@gmx.de  
mailto:bauero...@gmx.de wrote:


Autodesk is doing a lot of development in the area of 3D scan data  
handling.


If you look into what is going on in the area of topology data  
aquisition for
architecture, engineering and the military, there is a shift  
towards 3D pointcloud
data which imho is compareable to what 2D tracking as a concept  
brought us in the 90s.


(Facial recognition and finally image based modeling and camera  
positional data)


It is at hand that the more complex, raw 3D point cloud data will  
need new and abstracted ways
of handling and manipulation, filtering options and adaptive  
control layers for approximated data.


The implication such data for 3D animation brings is that the  
concept of wheighting a fixed number
of vertices to a bone may have to be extended beyond a fixed number  
of polygons.


Unfortunately, taking fall-off based volume wheighting as in it´s  
current level of finesse
may give worse results than before, especially if your shape  
options for the influence volume

are limited to capsules, boxes or spheres.

I am a bit worried that the process of riggingwheighting an  
organic character will become even
more frustrating and stiff or at least will need even more steps,  
like creating an extra controlsurface
with a fixed number of points and wrapping it around the  
high-density data.


Such a wrap-deformer takes away control. It´s always the rims and  
little caveats that need extra care.


Cheers,

tim










Re: rigging in xsi vs maya

2014-01-09 Thread Tim Leydecker

 What would be a typical scenario for this? The point count is adjustable (at 
the expense of detail),
 but the topology will aways be a mess unless properly retopo-ed, wouldn't it?

That is what I meant to suggest when I wrote:

It is at hand that the more complex, raw 3D point cloud data will need new and 
abstracted ways
of handling and manipulation, filtering options and adaptive control layers for 
approximated data

Basically, a rigged lower density mesh and a displacement trying to capture 
small detail
while at the same time loosing control over how that detail will actually 
react, that´s
sort of the established standard for working with high detail. Reduce detail 
until you
can handle it and hope nobody will notice. Depending on personality, wave away 
concerns.

The reason why I suggest to go and skin/rig/wheight a raw 3D scan mesh directly 
to bones:

That is the data you want to animate, everything else is already yet another 
degraded derrivate.
Going and trying it will show the limitations of current toolsets. Then do some 
cloth sim ontop
and fix interpenetration issues. Or first of all wait for collision simulation 
to finish.


Like using *.jpg´s with lossy compression as the input for color grading, then 
re-compressing again
as a lossy *.jpg and wondering why there´s block artifacts.

Cheers,

tim






On 09.01.2014 14:34, Stefan Kubicek wrote:

go and skin/rig/wheight a raw 3D scan mesh directly to bones.



What would be a typical scenario for this? The point count is adjustable (at 
the expense of detail),
but the topology will aways be a mess unless properly retopo-ed, wouldn't it?

I agree to the rigging paradigm needing some rethinking. I grew up with black 
box systems like Character Studio and CAT. Creating a rig based on those takes 
only minutes to hours,
not days, but they lack customizability. Yet, results were good enough that I 
was constantly asking myself as to why anyone could possible want to use 
anything else for 90% of the
work you see being produced anywhere. It's such a huge cost factor, both in 
terms of time it takes to create the rig and time it takes to trouble shoot and 
maintain it if it breaks
(which the black box systems next to never do) or needs extensions. Autoriggers 
(Gear etc) reduce the creation time factor at the expense of flexibility, yet 
the maintenance aspect
stays to a certain degree. What I also miss in them is the ability to have a mesh 
enveloped to joints and just put the rig on top, allowing to test 
deformations directly by
posing the envelope rig without having to create a control rig - a given with 
the black box systems because the control rig _is_ the envelope rig. The only 
thing I know that works
in a similar way is Motion Builder, in that you import your enveloped mesh and 
joints and apply rigging solvers to it, again at the expense of flexibility - 
it only supports
humanoid and 4-legged creatures.
Fabric/Osirirs looks like it could deliver such a paradigm change - a modular 
rigging system where the building blocks are encapsulated and the asset that 
the user interacts with
in the scene is light-weight, fast and easy to manipulate, and hard to break. 
I'm really looking forward to that, even though flexibility beyond a certain 
point will probably need
to be paid for with programming knowledge and -time again.


Look at what comes in terms of animation and skeleton recognition
in the xbox kinect sdk and the xbox one.

Cheers,

tim




On 09.01.2014 13:09, Guillaume Laforge wrote:

I didn't read every posts so maybe my understanding is wrong but based in last 
replies from Luc-Eric and Tim Leydecker, it sounds like point cloud scanning is 
a rigging feature.
It is not, so lets return to the subject please :).

That illustrate well that it is much more easy to put money on new techs (like 
point cloud scanning, web based applications, etc...) than to think about how 
to improve/re-design an
existing workflow like character rigging ! We saw some new systems in modeling 
(ZBrush etc...) and rendering (Katana) some years ago, but still nothing in the 
rigging area. It make
sense as rigging is really a different culture. You need to be a good character 
rigger to understand and build a good rigging system. But being a good 
character rigger means spend
a lot of time on existing tools like Maya or XSI. At the end you think only 
through the proposed tools of your app. If you are a developer interested in 
designing a rigging system,
it is the opposite problem, you can have a fresh new vision but you can miss 
important concepts of character rigging in your tool.

Interesting subject, if you forget about Maya and XSI :)

Cheers,

Guillaume Laforge





On Thu, Jan 9, 2014 at 4:18 AM, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:

Autodesk is doing a lot of development in the area of 3D scan data handling.

If you look into what is going on in the area of topology data aquisition 
for
architecture, 

Re: rigging in xsi vs maya

2014-01-09 Thread Eric Thivierge

Sebastian, look at ILM's Block Party 2 rigging system.


On 1/9/2014 7:53 AM, Sebastien Sterling wrote:
Why not a node based rigging system ? (not necessarily an ice node 
system) but its own thing, you arrange your nulls, you add rig trees 
to them in a small interface graph where you have nodes for different 
behaviours like ik, fk, hik, twist, strech, you plug the nulls 
according to the hierarchy you want, each node has its own params so 
you can expose or lock or modify them in the rig or synoptic. i'm sure 
such a system wouldn't cover everything, its often what i get told, 
that rigging is so complex a proses that in the end the longest 
traditional method is the only one that allows for the flexibility and 
reactivity necessary for a pipe. in spite of this i think such a 
system has merrit and deserves to go past prototype, if only to offer 
another perspective. its quite probable that neither xsi or mayas 
architecture is able to accommodate such a system natively, but 
plug-ins like yeti are basically like their own independent little 
engines running within the shell of a dcc, the same is true for fabric 
i assume.




Re: rigging in xsi vs maya

2014-01-09 Thread Ciaran Moloney
Maybe we could rename constraints with ICE? Eat it Maya!


On Wed, Jan 8, 2014 at 9:57 PM, Matt Lind ml...@carbinestudios.com wrote:

 Butbut.buteverybody said ICE can do oh so much more.  Say it
 ain't so.




Re: rigging in xsi vs maya

2014-01-09 Thread Sergio Mucino

  
  
I've been doing quite a bit of rigging in Modo lately, and I have
been very surprised by its capabilities.
One thing they do support is heat mapping. It's quite nice to use,
but there are several requirement that need to be met for a mesh to
be acceptable for heat binding. I don't know if all heat mapping
implementations are based on the same algo(s), and therefore,
inherit the same requirements, but here they go (copying/pasting
from the docs):

--Mesh must form a volume,
  though holes are supported (such as eye sockets).
 --Target mesh
  must be only polygonal, no single vertices,
  floating edges or curves can be present.
 --No shared
  vertices, edges or polygons (non-manifold surfaces) allowed
  between multiple components. 
 --All joints
  must be contained within the volume of the mesh. 

Otherwise, you can still use the available smooth or rigid binding
methods. I don't know if any problems you ran into could be due to
some of these conditions, but there... just in case.

On 08/01/2014 8:31 AM, Sebastien
  Sterling wrote:


  
One feature i would have loved to see implemented across
  the board of autodesk products (apart from Alembic which
  should really just be a new standard by now...) is the heat
  map algorithm. in theory, is this that difficult to implement
  in Soft and Max ? apparently it was made by a bunch of
  students checking up on heat distribution algorithm papers for
  designing old radiators.
  
  http://www.youtube.com/watch?v=aCBx8MjEvvo
  

On paper it looks like the best shit ever, so we of the CHR Dep
wanted to use it to test characters for deformation in maya pre
rigging. trouble was, apparently its extremely susceptible, and
i'm not quite sure to what, topology, mesh density... but in any
case a Lead at rigging scripted a small ui allowing us to just
bypass most of the checks, making the tech actually usable, and
it worked great... until we realised that it actually pops
vertices slightly away from their initial position... in
fairness we used a script to access these capabilities so maybe
that caused the problem, i doubt it but there was tampering,
maybe someone else has had more controled experiences with Heat
mapping, like i said before it still seems like a really useful
addition,
  
  

On 8 January 2014 10:52, Tim Leydecker
  bauero...@gmx.de
  wrote:
  
Using a 3DSMax rigged sample character scene from the UDK
docs,
I made a roundtrip through Maya and Softimage using the
*.fbx format.

I didnt try to export any rig controls, just a "human" rig.


Its worth checking to have the latest *.fbx version
installed and
using an export preset that seems applicable, I think I
resorted to
"Autodesk Media Entertainment 2012 bla" (im on 2012s).

I cant say if that was the best way but that roundtrip
worked.

I ended up with Maya/3DSMax/Softimage each having the
rigged, animated character in a scene.

In my case, there was some nuisance with the BIPED rig
getting interpreted as a second rig
the character is rigged to in Softimage, I had to delete
that biped in XSI to get back to
similar results as in 3DSMax, leaving only the rig meant for
export - it is likely that was
my export settings or selection settings. I had straight
results going from Maya to Softimage.

Cheers,


tim

  

On 07.01.2014 23:58, Steven Caron wrote:

  this thread is some what well timed... i am in maya
  right now. i need to get a mesh and its skin/envelope
  into softimage. i did not rig this object and i don't
  know enough about
  maya to try and understand it through inspection. in
  softimage i would select the mesh, then select the
  deformers from envelope, then key frame those objects
  and remove the
  constraints on them in mass with 'remove all
  constraints'
  
  is NONE of that doable in maya? cause i am having a
  hell of a time figuring it out.
  
  s

  

  


  



Re: rigging in xsi vs maya

2014-01-09 Thread Eric Thivierge
I posted this on the Softimage User Voice but I really really want to 
try this Geodesic Voxel Binding:

https://vimeo.com/69268846

On Thursday, January 09, 2014 10:34:36 AM, Sergio Mucino wrote:

I've been doing quite a bit of rigging in Modo lately, and I have been
very surprised by its capabilities.
One thing they do support is heat mapping.  It's quite nice to use,
but there are several requirement that need to be met for a mesh to be
acceptable for heat binding. I don't know if all heat mapping
implementations are based on the same algo(s), and therefore, inherit
the same requirements, but here they go (copying/pasting from the docs):

/--//Mesh must form a volume, though holes are supported (such as eye
sockets).//
--//Target mesh must be //only//polygonal, no single vertices,
floating edges or curves can be present.//
--//No shared vertices, edges or polygons (non-manifold surfaces)
allowed between multiple components. //
--//All joints must be contained within the volume of the mesh. /

Otherwise, you can still use the available smooth or rigid binding
methods. I don't know if any problems you ran into could be due to
some of these conditions, but there... just in case.

On 08/01/2014 8:31 AM, Sebastien Sterling wrote:

One feature i would have loved to see implemented across the board of
autodesk products (apart from Alembic which should really just be a
new standard by now...) is the heat map algorithm. in theory, is this
that difficult to implement in Soft and Max ? apparently it was made
by a bunch of students checking up on heat distribution algorithm
papers for designing old radiators.

http://www.youtube.com/watch?v=aCBx8MjEvvo

On paper it looks like the best shit ever, so we of the CHR Dep
wanted to use it to test characters for deformation in maya pre
rigging. trouble was, apparently its extremely susceptible, and i'm
not quite sure to what, topology, mesh density... but in any case a
Lead at rigging scripted a small ui allowing us to just bypass most
of the checks, making the tech actually usable, and it worked
great... until we realised that it actually pops vertices slightly
away from their initial position... in fairness we used a script to
access these capabilities so maybe that caused the problem, i doubt
it but there was tampering, maybe someone else has had more controled
experiences with Heat mapping, like i said before it still seems like
a really useful addition,


On 8 January 2014 10:52, Tim Leydecker bauero...@gmx.de
mailto:bauero...@gmx.de wrote:

Using a 3DSMax rigged sample character scene from the UDK docs,
I made a roundtrip through Maya and Softimage using the *.fbx format.

I didn´t try to export any rig controls, just a human rig.


It´s worth checking to have the latest *.fbx version installed and
using an export preset that seems applicable, I think I resorted to
Autodesk Media Entertainment 2012 bla (im on 2012´s).

I can´t say if that was the best way but that roundtrip worked.

I ended up with Maya/3DSMax/Softimage each having the rigged,
animated character in a scene.

In my case, there was some nuisance with the BIPED rig getting
interpreted as a second rig
the character is rigged to in Softimage, I had to delete that
biped in XSI to get back to
similar results as in 3DSMax, leaving only the rig meant for
export - it is likely that was
my export settings or selection settings. I had straight results
going from Maya to Softimage.

Cheers,


tim


On 07.01.2014 23:58, Steven Caron wrote:

this thread is some what well timed... i am in maya right
now. i need to get a mesh and its skin/envelope into
softimage. i did not rig this object and i don't know enough
about
maya to try and understand it through inspection. in
softimage i would select the mesh, then select the deformers
from envelope, then key frame those objects and remove the
constraints on them in mass with 'remove all constraints'

is NONE of that doable in maya? cause i am having a hell of a
time figuring it out.

s




--





Re: rigging in xsi vs maya

2014-01-09 Thread Sergio Mucino

  
  
I saw that video a while ago. I would expect to see this show up in
Maya sometime 'soon' (hopefully).'


On 09/01/2014 10:38 AM, Eric Thivierge
  wrote:

I
  posted this on the Softimage User Voice but I really really want
  to try this Geodesic Voxel Binding:
  
  https://vimeo.com/69268846
  
  
  On Thursday, January 09, 2014 10:34:36 AM, Sergio Mucino wrote:
  
  I've been doing quite a bit of rigging in
Modo lately, and I have been

very surprised by its capabilities.

One thing they do support is heat mapping.  It's quite nice to
use,

but there are several requirement that need to be met for a mesh
to be

acceptable for heat binding. I don't know if all heat mapping

implementations are based on the same algo(s), and therefore,
inherit

the same requirements, but here they go (copying/pasting from
the docs):


/--//Mesh must form a volume, though holes are supported (such
as eye

sockets).//

--//Target mesh must be //only//polygonal, no single
vertices,

floating edges or curves can be present.//

--//No shared vertices, edges or polygons (non-manifold
surfaces)

allowed between multiple components. //

--//All joints must be contained within the volume of the
mesh. /


Otherwise, you can still use the available smooth or rigid
binding

methods. I don't know if any problems you ran into could be due
to

some of these conditions, but there... just in case.


On 08/01/2014 8:31 AM, Sebastien Sterling wrote:

One feature i would have loved to see
  implemented across the board of
  
  autodesk products (apart from Alembic which should really just
  be a
  
  new standard by now...) is the heat map algorithm. in theory,
  is this
  
  that difficult to implement in Soft and Max ? apparently it
  was made
  
  by a bunch of students checking up on heat distribution
  algorithm
  
  papers for designing old radiators.
  
  
  http://www.youtube.com/watch?v=aCBx8MjEvvo
  
  
  On paper it looks like the best shit ever, so we of the CHR
  Dep
  
  wanted to use it to test characters for deformation in maya
  pre
  
  rigging. trouble was, apparently its extremely susceptible,
  and i'm
  
  not quite sure to what, topology, mesh density... but in any
  case a
  
  Lead at rigging scripted a small ui allowing us to just bypass
  most
  
  of the checks, making the tech actually usable, and it worked
  
  great... until we realised that it actually pops vertices
  slightly
  
  away from their initial position... in fairness we used a
  script to
  
  access these capabilities so maybe that caused the problem, i
  doubt
  
  it but there was tampering, maybe someone else has had more
  controled
  
  experiences with Heat mapping, like i said before it still
  seems like
  
  a really useful addition,
  
  
  
  On 8 January 2014 10:52, Tim Leydecker bauero...@gmx.de
  
  mailto:bauero...@gmx.de wrote:
  
  
      Using a 3DSMax rigged sample character scene from the UDK
  docs,
  
      I made a roundtrip through Maya and Softimage using the
  *.fbx format.
  
  
      I didn´t try to export any rig controls, just a "human"
  rig.
  
  
  
      It´s worth checking to have the latest *.fbx version
  installed and
  
      using an export preset that seems applicable, I think I
  resorted to
  
      "Autodesk Media Entertainment 2012 bla" (im on 2012´s).
  
  
      I can´t say if that was the best way but that roundtrip
  worked.
  
  
      I ended up with Maya/3DSMax/Softimage each having the
  rigged,
  
      animated character in a scene.
  
  
      In my case, there was some nuisance with the BIPED rig
  getting
  
      interpreted as a second rig
  
      the character is rigged to in Softimage, I had to delete
  that
  
      

Re: rigging in xsi vs maya

2014-01-09 Thread Sergio Mucino

  
  
This has been pretty much my only "um..." regarding ICE. It seems to
be like a (powerful) local black box that is related to one object.
I know that an ICE graph can actually get and set data to multiple
locations, but in some cases, one needs to jump through hoops (for
example, it's difficult to read-write data from other ICE graphs...
or at least, not straight-forward). In Maya, everything is part of
the scene graph, so its a lot easier to read/write data, and find
all related operations to a certain node.
However, Maya has to have the worst node editor I've ever had to
touch. I would definitely not want to see something like that in
Softimage (or anywhere else for that matter). Every time I try to
use it, it makes me want to kick puppies, and come back flying to
the Hypergraph. I much prefer the ICE UI/workflow (I'd just like it
more if it was "global") and Modo's Schematic View (by orders of
magnitude).


On 08/01/2014 5:00 PM, Eric Thivierge
  wrote:

Yeah,
  ICE could do that if they keep pushing it... maybe? Though I think
  it's pretty black boxed in terms of just having the high level
  access to objects, not the underlying nodes.
  
  
  A Node Editor like Maya plus exposing more of the internals in the
  Scene Explorer would be something to look at if this ever gets any
  attention.
  
  
  @Emilio, we need this in Softimage as well!
  
  
  On Wednesday, January 08, 2014 4:58:03 PM, Emilio Hernandez wrote:
  
  Haha.  Maybe because Maya needs it, so you
can dig in there and get it

working properly.  While in Softimage not


;)  Just fueling the fire!





2014/1/8 Eric Thivierge ethivie...@hybride.com

mailto:ethivie...@hybride.com


    Just because I want to fuel the fire, I'll toss in that
while the

    workflow in Maya is quite flawed out of the box, you can get
to

    more internals of the scene graph and manipulate it than we
have

    in Softimage.



    On Wednesday, January 08, 2014 4:15:04 PM, Alan Fregtman
wrote:


    Bravo! Bravo!! :) I echo your exact sentiments, David
(though

    my own

    credentials are puny by comparison.)


    The operator stack should be permanently on the box as a
"hot

    feature". We all take it for granted all the time, but

    seriously it's

    one of the best features in Soft.




    On Wed, Jan 8, 2014 at 3:10 PM, Steven Caron
car...@gmail.com

    mailto:car...@gmail.com

    mailto:car...@gmail.com
mailto:car...@gmail.com wrote:


    thank you! thank you! thank you!... i knew i wasn't
crazy

    thinking

    rigging in maya is a PITA!



    On Wed, Jan 8, 2014 at 11:45 AM, David Gallagher

    davegsoftimagel...@gmail.com

    mailto:davegsoftimagel...@gmail.com

    mailto:davegsoftimagelist@__gmail.com

    mailto:davegsoftimagel...@gmail.com
wrote:



    I rigged on quite a few characters in Maya at
Blue Sky

    Studios

    and now (Softimage) AnimSchool. We offer the
well-known

    "Malcolm" rig for free.


    There is no comparison to rigging in Softimage
and

    Maya--not

    the kind of rigging I do. I often assume by now
they have

    better workflows in Maya, but I'm often
surprised to

    find how

    convoluted and limiting the workflows are to
this day.

    Most

    Maya people must not know there are better ways
of

    working or

    aren't doing the kinds of things I am, because
the

    difference

    is profound.


    -At any point in the rigging process, you can
make

    edits in

    the model stack to change the shape and topology
of
  

Re: rigging in xsi vs maya

2014-01-09 Thread Sergio Mucino

  
  
I absolutely hate this behavior in Maya. It's, frankly, ridiculous.
Maya's weighting tools are totally sub-par compared to any other 3d
application I've used (including Max). Why it is this way, I don't
know, but as a user, it's incredibly frustrating to have to focus on
not shooting yourself in the foot (as daring to perform a smooth
weights operation with all bones unlocked) more than getting actual
work done. Maya has great things for it, but binding and weighting
is definitely not one of them. It's pretty bad, actually. Ok, rant
off.  :-) 

On 07/01/2014 9:57 PM, Sebastien
  Sterling wrote:


  I was quite shocked to learn from riggers in my
last job, that in maya you have to "lock all bones but the ones
you want to weight to via small tick boxes" failure to do so
aparently causing maya to through random influences around...
  
  

On 8 January 2014 02:22, Alan Fregtman
  alan.fregt...@gmail.com
  wrote:
  
Last time I had to use Maya I would use
  Crosswalk to transfer the skinned mesh from Maya to Soft,
  do my weighting in home sweet home, then I wrote an
  exporter that saved out my weights in the "cometSaveWeights"
  format. Life saver!
  

  


  

  
  On Tue, Jan 7, 2014 at 6:15
PM, Steven Caron car...@gmail.com
wrote:

  arg, figured it out.



  import pymel.core as pm
  pm.select(pm.skinCluster(pm.selected()[0],
query=True, influence=True))



best UI ever!
  
  

  

On Tue, Jan 7, 2014
  at 2:58 PM, Steven Caron car...@gmail.com
  wrote:
  

  

  this thread is some what well
timed... i am in maya right now.
i need to get a mesh and its
skin/envelope into softimage. i
did not rig this object and i
don't know enough about maya to
try and understand it through
inspection. in softimage i would
select the mesh, then select the
deformers from envelope, then
key frame those objects and
remove the constraints on them
in mass with 'remove all
constraints'
  
  
  is NONE of that doable in
maya? cause i am having a hell
of a time figuring it out.
  
  
  
  s

  

  


  

  

  
  

  

  


  


-- 
  

  



Re: rigging in xsi vs maya

2014-01-09 Thread Martin
Maya's component editor really sucks because of that lock thing. It really slow 
my workflow so I usually deal with the export / import to SI and work there my 
weighting.

But when I can, I skin my model in Maya before sending it to SI, because it has 
a much better default weighting than SI and Maya bones are easier to deal with 
when you do game assets (and FBX convert them nicely into nulls when 
importing). With proper settings you can use the default Maya weights for a 
test model where precise weights aren't needed. SI weights are pretty much 
useless, not even for a mob or test character. You need to re-weight almost 
everything manually, and if you work with nulls, it is even worst.

I haven't used yet that heat skin or whatever from newer Maya versions but it 
looks cool. (I only use old versions for work)


Martin
Sent from my iPhone

 Maya has great things for it, but binding and weighting is definitely not one 
 of them. It's pretty bad, actually. Ok, rant off.



Re: rigging in xsi vs maya

2014-01-09 Thread Steven Caron
if you do a lot of bipeds, and you have a base set of deformers with a good
naming convention. you can skin a generic biped mesh and use gator to
transfer the weights... never use default weighting again.


On Thu, Jan 9, 2014 at 11:32 AM, Martin furik...@gmail.com wrote:

 Maya's component editor really sucks because of that lock thing. It really
 slow my workflow so I usually deal with the export / import to SI and work
 there my weighting.

 But when I can, I skin my model in Maya before sending it to SI, because
 it has a much better default weighting than SI and Maya bones are easier to
 deal with when you do game assets (and FBX convert them nicely into nulls
 when importing). With proper settings you can use the default Maya weights
 for a test model where precise weights aren't needed. SI weights are pretty
 much useless, not even for a mob or test character. You need to re-weight
 almost everything manually, and if you work with nulls, it is even worst.

 I haven't used yet that heat skin or whatever from newer Maya versions but
 it looks cool. (I only use old versions for work)


 Martin
 Sent from my iPhone

  Maya has great things for it, but binding and weighting is definitely
 not one of them. It's pretty bad, actually. Ok, rant off.




Re: rigging in xsi vs maya

2014-01-09 Thread Emilio Hernandez
I used the default weighting before a lot, but never again, neither Maya
nor Softimage.  It is much faster to have a proper weighting using the
inside out method on both apps.

Wich in my case it is faster and more controlable in Softimage than in
Maya.  Specially by using the weight editor in Softimage, I had some funky
experiences using the same in Maya.






2014/1/9 Steven Caron car...@gmail.com

 if you do a lot of bipeds, and you have a base set of deformers with a
 good naming convention. you can skin a generic biped mesh and use gator to
 transfer the weights... never use default weighting again.



 On Thu, Jan 9, 2014 at 11:32 AM, Martin furik...@gmail.com wrote:

 Maya's component editor really sucks because of that lock thing. It
 really slow my workflow so I usually deal with the export / import to SI
 and work there my weighting.

 But when I can, I skin my model in Maya before sending it to SI, because
 it has a much better default weighting than SI and Maya bones are easier to
 deal with when you do game assets (and FBX convert them nicely into nulls
 when importing). With proper settings you can use the default Maya weights
 for a test model where precise weights aren't needed. SI weights are pretty
 much useless, not even for a mob or test character. You need to re-weight
 almost everything manually, and if you work with nulls, it is even worst.

 I haven't used yet that heat skin or whatever from newer Maya versions
 but it looks cool. (I only use old versions for work)


 Martin
 Sent from my iPhone

  Maya has great things for it, but binding and weighting is definitely
 not one of them. It's pretty bad, actually. Ok, rant off.





Re: rigging in xsi vs maya

2014-01-09 Thread Sebastien Sterling
looks interesting eric, but i can only find one page, kind of what i had in
mind but a little more abstract, i suppose it all depends how much of this
system is basically reusing elements in maya, and how much is its own
thing, e.g does it still use maya bones or does it have its own custom
primitive, locator null, helper...

thanks for sharing i had not seen this before its pretty cool :)


On 9 January 2014 15:28, Eric Thivierge ethivie...@hybride.com wrote:

 Sebastian, look at ILM's Block Party 2 rigging system.



 On 1/9/2014 7:53 AM, Sebastien Sterling wrote:

 Why not a node based rigging system ? (not necessarily an ice node
 system) but its own thing, you arrange your nulls, you add rig trees to
 them in a small interface graph where you have nodes for different
 behaviours like ik, fk, hik, twist, strech, you plug the nulls according to
 the hierarchy you want, each node has its own params so you can expose or
 lock or modify them in the rig or synoptic. i'm sure such a system wouldn't
 cover everything, its often what i get told, that rigging is so complex a
 proses that in the end the longest traditional method is the only one that
 allows for the flexibility and reactivity necessary for a pipe. in spite of
 this i think such a system has merrit and deserves to go past prototype, if
 only to offer another perspective. its quite probable that neither xsi or
 mayas architecture is able to accommodate such a system natively, but
 plug-ins like yeti are basically like their own independent little engines
 running within the shell of a dcc, the same is true for fabric i assume.





Re: rigging in xsi vs maya

2014-01-09 Thread Cesar Saez
We worked out the default weighting for Justin using the lowpoly 'slices'
of the mesh (we needed them anyway) and a bit of smoothing.
Simple stuff, but with 2 clicks (a simple script) we were able to get a
quite decent base to work on.


Re: rigging in xsi vs maya

2014-01-09 Thread Max Evgrafov
Hi guys. Now I adapt the Norman's rig for XSI
https://www.youtube.com/watch?v=fIUTkJcWPv8
https://www.youtube.com/watch?v=2nUTCBbQaYM
https://www.youtube.com/watch?v=pZajrQCVbLU


2014/1/10 Cesar Saez cesa...@gmail.com

 We worked out the default weighting for Justin using the lowpoly 'slices'
 of the mesh (we needed them anyway) and a bit of smoothing.
 Simple stuff, but with 2 clicks (a simple script) we were able to get a
 quite decent base to work on.




-- 
Евграфов Максим.(Summatr)
https://vimeo.com/user3098735/videos
---
Хорошего Вам настроения !!! :-)


Re: rigging in xsi vs maya

2014-01-09 Thread Max Evgrafov
there are many free rigs for maya and there are little free rigs for xi.
justice must prevail!


2014/1/10 Max Evgrafov summ...@gmail.com

 Hi guys. Now I adapt the Norman's rig for XSI
 https://www.youtube.com/watch?v=fIUTkJcWPv8
 https://www.youtube.com/watch?v=2nUTCBbQaYM
 https://www.youtube.com/watch?v=pZajrQCVbLU


 2014/1/10 Cesar Saez cesa...@gmail.com

 We worked out the default weighting for Justin using the lowpoly 'slices'
 of the mesh (we needed them anyway) and a bit of smoothing.
 Simple stuff, but with 2 clicks (a simple script) we were able to get a
 quite decent base to work on.




 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)




-- 
Евграфов Максим.(Summatr)
https://vimeo.com/user3098735/videos
---
Хорошего Вам настроения !!! :-)


Re: rigging in xsi vs maya

2014-01-09 Thread Sebastien Sterling
Lovely stuff Max !


On 10 January 2014 04:29, Max Evgrafov summ...@gmail.com wrote:

 Hi guys. Now I adapt the Norman's rig for XSI
 https://www.youtube.com/watch?v=fIUTkJcWPv8
 https://www.youtube.com/watch?v=2nUTCBbQaYM
 https://www.youtube.com/watch?v=pZajrQCVbLU


 2014/1/10 Cesar Saez cesa...@gmail.com

 We worked out the default weighting for Justin using the lowpoly 'slices'
 of the mesh (we needed them anyway) and a bit of smoothing.
 Simple stuff, but with 2 clicks (a simple script) we were able to get a
 quite decent base to work on.




 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)



Re: rigging in xsi vs maya

2014-01-09 Thread Sebastien Sterling
Looks like you really brought him through ! Is it identical to the maya
version ? at any rate i salute you sir !


On 10 January 2014 04:57, Sebastien Sterling
sebastien.sterl...@gmail.comwrote:

 Lovely stuff Max !


 On 10 January 2014 04:29, Max Evgrafov summ...@gmail.com wrote:

 Hi guys. Now I adapt the Norman's rig for XSI
 https://www.youtube.com/watch?v=fIUTkJcWPv8
 https://www.youtube.com/watch?v=2nUTCBbQaYM
 https://www.youtube.com/watch?v=pZajrQCVbLU


 2014/1/10 Cesar Saez cesa...@gmail.com

 We worked out the default weighting for Justin using the lowpoly
 'slices' of the mesh (we needed them anyway) and a bit of smoothing.
 Simple stuff, but with 2 clicks (a simple script) we were able to get a
 quite decent base to work on.




 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)





Re: rigging in xsi vs maya

2014-01-09 Thread David Gallagher


Great! I love Norman.


On 1/9/2014 8:29 PM, Max Evgrafov wrote:

Hi guys. Now I adapt the Norman's rig for XSI
https://www.youtube.com/watch?v=fIUTkJcWPv8
https://www.youtube.com/watch?v=2nUTCBbQaYM
https://www.youtube.com/watch?v=pZajrQCVbLU


2014/1/10 Cesar Saez cesa...@gmail.com mailto:cesa...@gmail.com

We worked out the default weighting for Justin using the lowpoly
'slices' of the mesh (we needed them anyway) and a bit of smoothing.
Simple stuff, but with 2 clicks (a simple script) we were able to
get a quite decent base to work on.




--
Евграфов Максим.(Summatr)
https://vimeo.com/user3098735/videos
---
Хорошего Вам настроения !!! :-)




Re: rigging in xsi vs maya

2014-01-09 Thread Martin Yara
In games we have different name conventions, bones count and structure,
model and unit size, character proportions, etc. so a base mesh is not very
useful outside that project. But of course I do use Gator and Maya's copy
weights to accelerate my character mass production when it is possible.

I also use the SI default weighting with 1 deformer as a base, enforce
limit bones if needed, then retouch and smooth where needed. SI's envelope
with more than 1 deformer is unusable because you don't have any control in
the smooth distance or dropoff rate. In Softimage's Set Envelope you have
what, number of skeletons option and a Method option that I haven't figured
out yet in what situation I could use the Normal-based one.

We use only nulls in games (Softimage), not bones (bones are only for
rigging), and therefore the default weights sucks even harder because the
nulls position are taken as the bone center, so it is totally unusable.
Re-weight from scratch.
I could slice the character, envelope, smooth, and gator like Cesar said, I
guess. Or I could convert my nulls to bones. I may have to write
something to convert nulls to SI bones. Does anyone have a null to bone
script ?

When I have to do more than 1 similar character, I usually create a very
low poly base character and then use Gator / Copy Weights. But if not, I
have to set all the weights manually without a decent base, or do it in
Maya.

I remember that when I was a junior, learning Maya, somehow I messed up the
weights with a couple of hours to deadline to deliver a few still renders.
The character was a monster with a few tentacles and all that weird stuff
so copy weights wasn't an option. The senior came, increased the default
dropoff rate, apply, and the character was good enough for posing and
deliver. With heat map now, it seems it's got better. And that's the only
weight related thing that I like in Maya.

Another thing I like in maya is that you can lock everything, even points
positions (In SI I had to write an script and an ice compound to lock
points), but that's another story.

Martin


Re: rigging in xsi vs maya

2014-01-08 Thread Jordi Bares
Insanity made acceptable... How is that possible?

Reminds me of a great book about software Dev called the inmates running the 
asylum.  Appropriate isn't it?

Jb

Sent from my iPhone

 On 8 Jan 2014, at 06:54, Mirko Jankovic mirkoj.anima...@gmail.com wrote:
 
 Like mentioend couple times before... working in Maya is like walking on 
 glass legs. Expect every time that everything will collapse under you ;)
 
 
 On Wed, Jan 8, 2014 at 5:39 AM, Emilio Hernandez emi...@e-roja.com wrote:
 This is exactly what I am talking about of the weighing in Maya...   I 
 forgot to check the lock at some point and... KABOOM
 
 
 
 
 2014/1/7 Meng-Yang Lu ntmon...@gmail.com
 Yup, and that slider that was mentioned earlier is a booby trap that does 
 just that.  Throws your weights around willy nilly.  That's why there's a 
 ancient workflow of adding influence only and never subtracting.  
 
 -Lu
 
 
 On Tue, Jan 7, 2014 at 6:57 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:
 I was quite shocked to learn from riggers in my last job, that in maya you 
 have to lock all bones but the ones you want to weight to via small tick 
 boxes failure to do so aparently causing maya to through random 
 influences around...
 
 
 On 8 January 2014 02:22, Alan Fregtman alan.fregt...@gmail.com wrote:
 Last time I had to use Maya I would use Crosswalk to transfer the skinned 
 mesh from Maya to Soft, do my weighting in home sweet home, then I wrote 
 an exporter that saved out my weights in the cometSaveWeights format. 
 Life saver!
 
 
 
 On Tue, Jan 7, 2014 at 6:15 PM, Steven Caron car...@gmail.com wrote:
 arg, figured it out.
 
 import pymel.core as pm
 pm.select(pm.skinCluster(pm.selected()[0], query=True, influence=True))
 
 best UI ever!
 
 
 On Tue, Jan 7, 2014 at 2:58 PM, Steven Caron car...@gmail.com wrote:
 this thread is some what well timed... i am in maya right now. i need 
 to get a mesh and its skin/envelope into softimage. i did not rig this 
 object and i don't know enough about maya to try and understand it 
 through inspection. in softimage i would select the mesh, then select 
 the deformers from envelope, then key frame those objects and remove 
 the constraints on them in mass with 'remove all constraints'
 
 is NONE of that doable in maya? cause i am having a hell of a time 
 figuring it out.
 
 s
 


Re: rigging in xsi vs maya

2014-01-08 Thread Stefan Kubicek

To be fair, I weighted a fair amount of characters in Maya over the years but I never experienced anything like that.When exactly is this happening? The only hickup I ran into occasionally was when painting weights, and then undoing that operation, which in rare cases does what you describe, but I think they fixed that in version 2013 or 2014. I never locked the skin weights, workflow wise I always found that highly disruptive.I was quite shocked to learn from riggers in my last job, that in maya you have to "lock all bones but the ones you want to weight to via small tick boxes" failure to do so aparently causing maya to through random influences around...
On 8 January 2014 02:22, Alan Fregtman alan.fregt...@gmail.com wrote:
Last time I had to use Maya I would use Crosswalk to transfer the skinned mesh from Maya to Soft, do my weighting in home sweet home, then I wrote an exporter that saved out my weights in the "cometSaveWeights" format. Life saver!


On Tue, Jan 7, 2014 at 6:15 PM, Steven Caron car...@gmail.com wrote:


arg, figured it out.import pymel.core as pmpm.select(pm.skinCluster(pm.selected()[0], query=True, influence=True))


best UI ever!

On Tue, Jan 7, 2014 at 2:58 PM, Steven Caron car...@gmail.com wrote:




this thread is some what well timed... i am in maya right now. i need to get a mesh and its skin/envelope into softimage. i did not rig this object and i don't know enough about maya to try and understand it through inspection. in softimage i would select the mesh, then select the deformers from envelope, then key frame those objects and remove the constraints on them in mass with 'remove all constraints'





is NONE of that doable in maya? cause i am having a hell of a time figuring it out.s



-- ---   Stefan Kubicek---   keyvis digital imagery  Alfred Feierfeilstraße 3   A-2380 Perchtoldsdorf bei Wien Phone:+43/699/12614231  www.keyvis.at  ste...@keyvis.at--  This email and its attachments are   confidential and for the recipient only--

Re: rigging in xsi vs maya

2014-01-08 Thread Tim Leydecker

Using a 3DSMax rigged sample character scene from the UDK docs,
I made a roundtrip through Maya and Softimage using the *.fbx format.

I didn´t try to export any rig controls, just a human rig.


It´s worth checking to have the latest *.fbx version installed and
using an export preset that seems applicable, I think I resorted to
Autodesk Media Entertainment 2012 bla (im on 2012´s).

I can´t say if that was the best way but that roundtrip worked.

I ended up with Maya/3DSMax/Softimage each having the rigged, animated 
character in a scene.

In my case, there was some nuisance with the BIPED rig getting interpreted as a 
second rig
the character is rigged to in Softimage, I had to delete that biped in XSI to 
get back to
similar results as in 3DSMax, leaving only the rig meant for export - it is 
likely that was
my export settings or selection settings. I had straight results going from 
Maya to Softimage.

Cheers,


tim

On 07.01.2014 23:58, Steven Caron wrote:

this thread is some what well timed... i am in maya right now. i need to get a 
mesh and its skin/envelope into softimage. i did not rig this object and i 
don't know enough about
maya to try and understand it through inspection. in softimage i would select 
the mesh, then select the deformers from envelope, then key frame those objects 
and remove the
constraints on them in mass with 'remove all constraints'

is NONE of that doable in maya? cause i am having a hell of a time figuring it 
out.

s


Re: rigging in xsi vs maya

2014-01-08 Thread Sebastien Sterling
One feature i would have loved to see implemented across the board of
autodesk products (apart from Alembic which should really just be a new
standard by now...) is the heat map algorithm. in theory, is this that
difficult to implement in Soft and Max ? apparently it was made by a bunch
of students checking up on heat distribution algorithm papers for designing
old radiators.

http://www.youtube.com/watch?v=aCBx8MjEvvo

On paper it looks like the best shit ever, so we of the CHR Dep wanted to
use it to test characters for deformation in maya pre rigging. trouble was,
apparently its extremely susceptible, and i'm not quite sure to what,
topology, mesh density... but in any case a Lead at rigging scripted a
small ui allowing us to just bypass most of the checks, making the tech
actually usable, and it worked great... until we realised that it actually
pops vertices slightly away from their initial position... in fairness we
used a script to access these capabilities so maybe that caused the
problem, i doubt it but there was tampering, maybe someone else has had
more controled experiences with Heat mapping, like i said before it still
seems like a really useful addition,


On 8 January 2014 10:52, Tim Leydecker bauero...@gmx.de wrote:

 Using a 3DSMax rigged sample character scene from the UDK docs,
 I made a roundtrip through Maya and Softimage using the *.fbx format.

 I didn´t try to export any rig controls, just a human rig.


 It´s worth checking to have the latest *.fbx version installed and
 using an export preset that seems applicable, I think I resorted to
 Autodesk Media Entertainment 2012 bla (im on 2012´s).

 I can´t say if that was the best way but that roundtrip worked.

 I ended up with Maya/3DSMax/Softimage each having the rigged, animated
 character in a scene.

 In my case, there was some nuisance with the BIPED rig getting interpreted
 as a second rig
 the character is rigged to in Softimage, I had to delete that biped in XSI
 to get back to
 similar results as in 3DSMax, leaving only the rig meant for export - it
 is likely that was
 my export settings or selection settings. I had straight results going
 from Maya to Softimage.

 Cheers,


 tim


 On 07.01.2014 23:58, Steven Caron wrote:

 this thread is some what well timed... i am in maya right now. i need to
 get a mesh and its skin/envelope into softimage. i did not rig this object
 and i don't know enough about
 maya to try and understand it through inspection. in softimage i would
 select the mesh, then select the deformers from envelope, then key frame
 those objects and remove the
 constraints on them in mass with 'remove all constraints'

 is NONE of that doable in maya? cause i am having a hell of a time
 figuring it out.

 s




Re: rigging in xsi vs maya

2014-01-08 Thread Raffaele Fragapane
I'm going to hold back on expressing how I really feel about it, and leave
it at: It's utter shit.
I read/reviewed that a while ago as I was requested to (helping with
training and cross training) and it's asinine and a plain display of
incompetence in both softwares and of extremely inefficient and unrefined
ways to operate them.

I could write a long list of cookie point toss-ups between the two coming
from using both extensively since their first version, probably none of it,
and I do mean none of it literally, would align to that post.


On Tue, Jan 7, 2014 at 7:10 AM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 what do you guys think about this blog post:

 http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html




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


Re: rigging in xsi vs maya

2014-01-08 Thread David Gallagher


I rigged on quite a few characters in Maya at Blue Sky Studios and now 
(Softimage) AnimSchool. We offer the well-known Malcolm rig for free.


There is no comparison to rigging in Softimage and Maya--not the kind of 
rigging I do. I often assume by now they have better workflows in Maya, 
but I'm often surprised to find how convoluted and limiting the 
workflows are to this day. Most Maya people must not know there are 
better ways of working or aren't doing the kinds of things I am, because 
the difference is profound.


-At any point in the rigging process, you can make edits in the model 
stack to change the shape and topology of the model. After 
experimenting, you can freeze that part of the stack and continue on 
with that new shape, retaining almost every bit of work you've done.

YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
This difference is huge. You can work toward completion without fear of 
losing work. You can experiment freely--knowing it's fine if you want to 
make a major change. I'm never afraid of losing blendshape work.
And if the changes are really significant, you can always Gator you're 
way out of a jam.


-You can do blendshape edits directly on the geometry, modelessly, 
instead of on a separate blendshape object.


-There is no comparison with corrective blendshapes. In Softimage, you 
go to Secondary Shape mode and drag a few points.
In Maya, I wish you luck. You can install one of several plug-ins and 
scripts and HOPE that it works. If the scenario is simple enough, it might.
Several people here tried to help a student make a single corrective 
blendshape on an elbow -- and we're all experienced Maya riggers. After 
hours of attempting, we threw up our hands. There was something in that 
object's history that was making the blendshape plug-in fail. The answer 
is what it often is: just start over.
-EDITING corrective blendshapes. In Maya, heaven help you if you want to 
edit that blendshape later. Start the process again and make a new one. 
In Softimage, drag a few points and you're done in seconds.


-For facial work, being able to make face shapes in conjunction with the 
mixer, working directly on the main geo. To see other shapes muted, 
soloed as you're working. This allows you to craft shapes that work for 
different scenarios, with just the right falloff. You can make 
correctives for shape combinations quickly. In face work, it's all about 
how the functions combine to make the range of expressive results.


-The envelope weighting is far superior. The smoothing is just better, 
and more reliable. Negative weight painting actually works.
Being able to make sophisticated weighting allows you to make lighter 
rigs, because fewer nodes and calculations are needed.
I can't believe someone actually compared Maya's Component Editor to 
Softimage's Weight Editor. I'm stunned.
Sometimes, demoing Maya's envelope weighting, it just stops working for 
no reason -- I have no idea why. (Mind you, I've been rigging in Maya 
since 1999.)


-You can envelope/skin null objects, not just joints. (Yes, Maya will 
let you add other objects as deformers but it is limiting and causes 
problems.)


-The tweak tool. You can grab anywhere and it will just get the nearest 
point/edge/poly and transform it precisely. Add the proportional editing 
and it's very sculptural without giving up precise transform control. I 
far prefer this workflow to the Zbrush approach geared toward paintstrokes.


-In Softimage, you can change the wireframe on shaded opacity. You can 
change the point sizes. These mean I can visualize and work with the 
shape, not get visually stuck on the tech clutter like in Maya.


-LinkWithOrientation. Does Maya have anything built-in yet? I know there 
are pose readers out there, but they are slow and 3rd party.


-The smooth preview Geometry Approximation is better, faster, and more 
stable in Softimage.


-Even with the army of tools and plug-ins we had at Blue Sky Studios, I 
would still much rather use off-the-shelf Softimage.


-You can select controls without selecting (and highlighting) all its 
children. This makes it easier to animate the rig -- just drag selecting 
will get you the selectable controls. In Maya, drag-selecting gets a 
mixture of heirarchy parts.


All this means that I can focus on the ART, the shaping of the rig, not 
jump through hoops all day.

As a result, our characters are more flexible and expressive.



On 1/8/2014 2:30 AM, Stefan Kubicek wrote:
To be fair, I weighted a fair amount of characters in Maya over the 
years but I never experienced anything like that.
When exactly is this happening? The only hickup I ran into 
occasionally was when painting weights, and then undoing that 
operation, which in rare cases does what you describe, but I think 
they fixed that in version 2013 or 2014. I never locked the skin 
weights, workflow wise I always found that highly disruptive.



I was quite shocked to learn from 

Re: rigging in xsi vs maya

2014-01-08 Thread David Barosin
Dave that's a great summary, especially coming from someone with the proper
credentials in both packages.   This should find it's way up the ladder at
AD.


On Wed, Jan 8, 2014 at 2:45 PM, David Gallagher 
davegsoftimagel...@gmail.com wrote:


 I rigged on quite a few characters in Maya at Blue Sky Studios and now
 (Softimage) AnimSchool. We offer the well-known Malcolm rig for free.

 There is no comparison to rigging in Softimage and Maya--not the kind of
 rigging I do. I often assume by now they have better workflows in Maya, but
 I'm often surprised to find how convoluted and limiting the workflows are
 to this day. Most Maya people must not know there are better ways of
 working or aren't doing the kinds of things I am, because the difference is
 profound.

 -At any point in the rigging process, you can make edits in the model
 stack to change the shape and topology of the model. After experimenting,
 you can freeze that part of the stack and continue on with that new shape,
 retaining almost every bit of work you've done.
 YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
 This difference is huge. You can work toward completion without fear of
 losing work. You can experiment freely--knowing it's fine if you want to
 make a major change. I'm never afraid of losing blendshape work.
 And if the changes are really significant, you can always Gator you're way
 out of a jam.

 -You can do blendshape edits directly on the geometry, modelessly, instead
 of on a separate blendshape object.

 -There is no comparison with corrective blendshapes. In Softimage, you go
 to Secondary Shape mode and drag a few points.
 In Maya, I wish you luck. You can install one of several plug-ins and
 scripts and HOPE that it works. If the scenario is simple enough, it might.
 Several people here tried to help a student make a single corrective
 blendshape on an elbow -- and we're all experienced Maya riggers. After
 hours of attempting, we threw up our hands. There was something in that
 object's history that was making the blendshape plug-in fail. The answer is
 what it often is: just start over.
 -EDITING corrective blendshapes. In Maya, heaven help you if you want to
 edit that blendshape later. Start the process again and make a new one. In
 Softimage, drag a few points and you're done in seconds.

 -For facial work, being able to make face shapes in conjunction with the
 mixer, working directly on the main geo. To see other shapes muted, soloed
 as you're working. This allows you to craft shapes that work for different
 scenarios, with just the right falloff. You can make correctives for shape
 combinations quickly. In face work, it's all about how the functions
 combine to make the range of expressive results.

 -The envelope weighting is far superior. The smoothing is just better, and
 more reliable. Negative weight painting actually works.
 Being able to make sophisticated weighting allows you to make lighter
 rigs, because fewer nodes and calculations are needed.
 I can't believe someone actually compared Maya's Component Editor to
 Softimage's Weight Editor. I'm stunned.
 Sometimes, demoing Maya's envelope weighting, it just stops working for no
 reason -- I have no idea why. (Mind you, I've been rigging in Maya since
 1999.)

 -You can envelope/skin null objects, not just joints. (Yes, Maya will let
 you add other objects as deformers but it is limiting and causes problems.)

 -The tweak tool. You can grab anywhere and it will just get the nearest
 point/edge/poly and transform it precisely. Add the proportional editing
 and it's very sculptural without giving up precise transform control. I far
 prefer this workflow to the Zbrush approach geared toward paintstrokes.

 -In Softimage, you can change the wireframe on shaded opacity. You can
 change the point sizes. These mean I can visualize and work with the shape,
 not get visually stuck on the tech clutter like in Maya.

 -LinkWithOrientation. Does Maya have anything built-in yet? I know there
 are pose readers out there, but they are slow and 3rd party.

 -The smooth preview Geometry Approximation is better, faster, and more
 stable in Softimage.

 -Even with the army of tools and plug-ins we had at Blue Sky Studios, I
 would still much rather use off-the-shelf Softimage.

 -You can select controls without selecting (and highlighting) all its
 children. This makes it easier to animate the rig -- just drag selecting
 will get you the selectable controls. In Maya, drag-selecting gets a
 mixture of heirarchy parts.

 All this means that I can focus on the ART, the shaping of the rig, not
 jump through hoops all day.
 As a result, our characters are more flexible and expressive.




 On 1/8/2014 2:30 AM, Stefan Kubicek wrote:

 To be fair, I weighted a fair amount of characters in Maya over the years
 but I never experienced anything like that.
 When exactly is this happening? The only hickup I ran into occasionally
 was when painting weights, and then 

Re: rigging in xsi vs maya

2014-01-08 Thread Steven Caron
thank you! thank you! thank you!... i knew i wasn't crazy thinking rigging
in maya is a PITA!


On Wed, Jan 8, 2014 at 11:45 AM, David Gallagher 
davegsoftimagel...@gmail.com wrote:


 I rigged on quite a few characters in Maya at Blue Sky Studios and now
 (Softimage) AnimSchool. We offer the well-known Malcolm rig for free.

 There is no comparison to rigging in Softimage and Maya--not the kind of
 rigging I do. I often assume by now they have better workflows in Maya, but
 I'm often surprised to find how convoluted and limiting the workflows are
 to this day. Most Maya people must not know there are better ways of
 working or aren't doing the kinds of things I am, because the difference is
 profound.

 -At any point in the rigging process, you can make edits in the model
 stack to change the shape and topology of the model. After experimenting,
 you can freeze that part of the stack and continue on with that new shape,
 retaining almost every bit of work you've done.
 YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
 This difference is huge. You can work toward completion without fear of
 losing work. You can experiment freely--knowing it's fine if you want to
 make a major change. I'm never afraid of losing blendshape work.
 And if the changes are really significant, you can always Gator you're way
 out of a jam.

 -You can do blendshape edits directly on the geometry, modelessly, instead
 of on a separate blendshape object.

 -There is no comparison with corrective blendshapes. In Softimage, you go
 to Secondary Shape mode and drag a few points.
 In Maya, I wish you luck. You can install one of several plug-ins and
 scripts and HOPE that it works. If the scenario is simple enough, it might.
 Several people here tried to help a student make a single corrective
 blendshape on an elbow -- and we're all experienced Maya riggers. After
 hours of attempting, we threw up our hands. There was something in that
 object's history that was making the blendshape plug-in fail. The answer is
 what it often is: just start over.
 -EDITING corrective blendshapes. In Maya, heaven help you if you want to
 edit that blendshape later. Start the process again and make a new one. In
 Softimage, drag a few points and you're done in seconds.

 -For facial work, being able to make face shapes in conjunction with the
 mixer, working directly on the main geo. To see other shapes muted, soloed
 as you're working. This allows you to craft shapes that work for different
 scenarios, with just the right falloff. You can make correctives for shape
 combinations quickly. In face work, it's all about how the functions
 combine to make the range of expressive results.

 -The envelope weighting is far superior. The smoothing is just better, and
 more reliable. Negative weight painting actually works.
 Being able to make sophisticated weighting allows you to make lighter
 rigs, because fewer nodes and calculations are needed.
 I can't believe someone actually compared Maya's Component Editor to
 Softimage's Weight Editor. I'm stunned.
 Sometimes, demoing Maya's envelope weighting, it just stops working for no
 reason -- I have no idea why. (Mind you, I've been rigging in Maya since
 1999.)

 -You can envelope/skin null objects, not just joints. (Yes, Maya will let
 you add other objects as deformers but it is limiting and causes problems.)

 -The tweak tool. You can grab anywhere and it will just get the nearest
 point/edge/poly and transform it precisely. Add the proportional editing
 and it's very sculptural without giving up precise transform control. I far
 prefer this workflow to the Zbrush approach geared toward paintstrokes.

 -In Softimage, you can change the wireframe on shaded opacity. You can
 change the point sizes. These mean I can visualize and work with the shape,
 not get visually stuck on the tech clutter like in Maya.

 -LinkWithOrientation. Does Maya have anything built-in yet? I know there
 are pose readers out there, but they are slow and 3rd party.

 -The smooth preview Geometry Approximation is better, faster, and more
 stable in Softimage.

 -Even with the army of tools and plug-ins we had at Blue Sky Studios, I
 would still much rather use off-the-shelf Softimage.

 -You can select controls without selecting (and highlighting) all its
 children. This makes it easier to animate the rig -- just drag selecting
 will get you the selectable controls. In Maya, drag-selecting gets a
 mixture of heirarchy parts.

 All this means that I can focus on the ART, the shaping of the rig, not
 jump through hoops all day.
 As a result, our characters are more flexible and expressive.




Re: rigging in xsi vs maya

2014-01-08 Thread Ed Manning
I just worked on a project in Maya that had some very complex facial rigs.
 I was flabbergasted to learn that we couldn't do *ANYTHING* at the artist
level to make shape adjustments of even the most basic kind, until we got
the rigger/TD (the excellent Lee Wolland) back in to build us a tool that
would let us do it.  This was considered normal by the Maya animators on
the job -- they were surprised that I thought it would even be possible to,
say, put a lattice deformer into the rig --  at any stage of the operator
history.

I now understand why the animator/artist vs. TD divide is much deeper in
Maya than Soft.  Basically, the animators are powerless to do anything but
set keyframes on the controls they've been given.  Anyone with enough
knowledge to do anything else is going to be kept busy with TD or rigger
tasks.  I guess it does let the animators focus on animation, but outside
of an industrial-scale assembly-line shop, it makes for some enormous
headaches.


Re: rigging in xsi vs maya

2014-01-08 Thread Alan Fregtman
Bravo! Bravo!! :) I echo your exact sentiments, David (though my own
credentials are puny by comparison.)

The operator stack should be permanently on the box as a hot feature. We
all take it for granted all the time, but seriously it's one of the best
features in Soft.



On Wed, Jan 8, 2014 at 3:10 PM, Steven Caron car...@gmail.com wrote:

 thank you! thank you! thank you!... i knew i wasn't crazy thinking rigging
 in maya is a PITA!


 On Wed, Jan 8, 2014 at 11:45 AM, David Gallagher 
 davegsoftimagel...@gmail.com wrote:


 I rigged on quite a few characters in Maya at Blue Sky Studios and now
 (Softimage) AnimSchool. We offer the well-known Malcolm rig for free.

 There is no comparison to rigging in Softimage and Maya--not the kind of
 rigging I do. I often assume by now they have better workflows in Maya, but
 I'm often surprised to find how convoluted and limiting the workflows are
 to this day. Most Maya people must not know there are better ways of
 working or aren't doing the kinds of things I am, because the difference is
 profound.

 -At any point in the rigging process, you can make edits in the model
 stack to change the shape and topology of the model. After experimenting,
 you can freeze that part of the stack and continue on with that new shape,
 retaining almost every bit of work you've done.
 YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
 This difference is huge. You can work toward completion without fear of
 losing work. You can experiment freely--knowing it's fine if you want to
 make a major change. I'm never afraid of losing blendshape work.
 And if the changes are really significant, you can always Gator you're
 way out of a jam.

 -You can do blendshape edits directly on the geometry, modelessly,
 instead of on a separate blendshape object.

 -There is no comparison with corrective blendshapes. In Softimage, you go
 to Secondary Shape mode and drag a few points.
 In Maya, I wish you luck. You can install one of several plug-ins and
 scripts and HOPE that it works. If the scenario is simple enough, it might.
 Several people here tried to help a student make a single corrective
 blendshape on an elbow -- and we're all experienced Maya riggers. After
 hours of attempting, we threw up our hands. There was something in that
 object's history that was making the blendshape plug-in fail. The answer is
 what it often is: just start over.
 -EDITING corrective blendshapes. In Maya, heaven help you if you want to
 edit that blendshape later. Start the process again and make a new one. In
 Softimage, drag a few points and you're done in seconds.

 -For facial work, being able to make face shapes in conjunction with the
 mixer, working directly on the main geo. To see other shapes muted, soloed
 as you're working. This allows you to craft shapes that work for different
 scenarios, with just the right falloff. You can make correctives for shape
 combinations quickly. In face work, it's all about how the functions
 combine to make the range of expressive results.

 -The envelope weighting is far superior. The smoothing is just better,
 and more reliable. Negative weight painting actually works.
 Being able to make sophisticated weighting allows you to make lighter
 rigs, because fewer nodes and calculations are needed.
 I can't believe someone actually compared Maya's Component Editor to
 Softimage's Weight Editor. I'm stunned.
 Sometimes, demoing Maya's envelope weighting, it just stops working for
 no reason -- I have no idea why. (Mind you, I've been rigging in Maya since
 1999.)

 -You can envelope/skin null objects, not just joints. (Yes, Maya will let
 you add other objects as deformers but it is limiting and causes problems.)

 -The tweak tool. You can grab anywhere and it will just get the nearest
 point/edge/poly and transform it precisely. Add the proportional editing
 and it's very sculptural without giving up precise transform control. I far
 prefer this workflow to the Zbrush approach geared toward paintstrokes.

 -In Softimage, you can change the wireframe on shaded opacity. You can
 change the point sizes. These mean I can visualize and work with the shape,
 not get visually stuck on the tech clutter like in Maya.

 -LinkWithOrientation. Does Maya have anything built-in yet? I know there
 are pose readers out there, but they are slow and 3rd party.

 -The smooth preview Geometry Approximation is better, faster, and more
 stable in Softimage.

 -Even with the army of tools and plug-ins we had at Blue Sky Studios, I
 would still much rather use off-the-shelf Softimage.

 -You can select controls without selecting (and highlighting) all its
 children. This makes it easier to animate the rig -- just drag selecting
 will get you the selectable controls. In Maya, drag-selecting gets a
 mixture of heirarchy parts.

 All this means that I can focus on the ART, the shaping of the rig, not
 jump through hoops all day.
 As a result, our characters are more flexible and 

Re: rigging in xsi vs maya

2014-01-08 Thread Jordi Bares
Great analysis, thanks for putting the time to do it and share it with the 
community.

Jordi Bares
jordiba...@gmail.com

On 8 Jan 2014, at 19:45, David Gallagher davegsoftimagel...@gmail.com wrote:

 
 I rigged on quite a few characters in Maya at Blue Sky Studios and now 
 (Softimage) AnimSchool. We offer the well-known Malcolm rig for free.
 
 There is no comparison to rigging in Softimage and Maya--not the kind of 
 rigging I do. I often assume by now they have better workflows in Maya, but 
 I'm often surprised to find how convoluted and limiting the workflows are to 
 this day. Most Maya people must not know there are better ways of working or 
 aren't doing the kinds of things I am, because the difference is profound.
 
 -At any point in the rigging process, you can make edits in the model stack 
 to change the shape and topology of the model. After experimenting, you can 
 freeze that part of the stack and continue on with that new shape, retaining 
 almost every bit of work you've done.
 YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
 This difference is huge. You can work toward completion without fear of 
 losing work. You can experiment freely--knowing it's fine if you want to make 
 a major change. I'm never afraid of losing blendshape work.
 And if the changes are really significant, you can always Gator you're way 
 out of a jam.
 
 -You can do blendshape edits directly on the geometry, modelessly, instead of 
 on a separate blendshape object.
 
 -There is no comparison with corrective blendshapes. In Softimage, you go to 
 Secondary Shape mode and drag a few points.
 In Maya, I wish you luck. You can install one of several plug-ins and scripts 
 and HOPE that it works. If the scenario is simple enough, it might.
 Several people here tried to help a student make a single corrective 
 blendshape on an elbow -- and we're all experienced Maya riggers. After hours 
 of attempting, we threw up our hands. There was something in that object's 
 history that was making the blendshape plug-in fail. The answer is what it 
 often is: just start over.
 -EDITING corrective blendshapes. In Maya, heaven help you if you want to edit 
 that blendshape later. Start the process again and make a new one. In 
 Softimage, drag a few points and you're done in seconds.
 
 -For facial work, being able to make face shapes in conjunction with the 
 mixer, working directly on the main geo. To see other shapes muted, soloed as 
 you're working. This allows you to craft shapes that work for different 
 scenarios, with just the right falloff. You can make correctives for shape 
 combinations quickly. In face work, it's all about how the functions combine 
 to make the range of expressive results.
 
 -The envelope weighting is far superior. The smoothing is just better, and 
 more reliable. Negative weight painting actually works.
 Being able to make sophisticated weighting allows you to make lighter rigs, 
 because fewer nodes and calculations are needed.
 I can't believe someone actually compared Maya's Component Editor to 
 Softimage's Weight Editor. I'm stunned.
 Sometimes, demoing Maya's envelope weighting, it just stops working for no 
 reason -- I have no idea why. (Mind you, I've been rigging in Maya since 
 1999.)
 
 -You can envelope/skin null objects, not just joints. (Yes, Maya will let you 
 add other objects as deformers but it is limiting and causes problems.)
 
 -The tweak tool. You can grab anywhere and it will just get the nearest 
 point/edge/poly and transform it precisely. Add the proportional editing and 
 it's very sculptural without giving up precise transform control. I far 
 prefer this workflow to the Zbrush approach geared toward paintstrokes.
 
 -In Softimage, you can change the wireframe on shaded opacity. You can change 
 the point sizes. These mean I can visualize and work with the shape, not get 
 visually stuck on the tech clutter like in Maya.
 
 -LinkWithOrientation. Does Maya have anything built-in yet? I know there are 
 pose readers out there, but they are slow and 3rd party.
 
 -The smooth preview Geometry Approximation is better, faster, and more 
 stable in Softimage.
 
 -Even with the army of tools and plug-ins we had at Blue Sky Studios, I would 
 still much rather use off-the-shelf Softimage.
 
 -You can select controls without selecting (and highlighting) all its 
 children. This makes it easier to animate the rig -- just drag selecting will 
 get you the selectable controls. In Maya, drag-selecting gets a mixture of 
 heirarchy parts.
 
 All this means that I can focus on the ART, the shaping of the rig, not jump 
 through hoops all day.
 As a result, our characters are more flexible and expressive.
 
 
 
 On 1/8/2014 2:30 AM, Stefan Kubicek wrote:
 To be fair, I weighted a fair amount of characters in Maya over the years 
 but I never experienced anything like that.
 When exactly is this happening? The only hickup I ran into occasionally was 
 when painting 

Re: rigging in xsi vs maya

2014-01-08 Thread Emilio Hernandez
Well Dave just said it.

And as I said before... maybe the guy who wrote the post in the blog that
didn't sign it properly was rigging a sphere and cylinder...

Some one that makes such statements and does not leave his name... or allow
to reply




2014/1/8 Jordi Bares jordiba...@gmail.com

 Great analysis, thanks for putting the time to do it and share it with the
 community.

 Jordi Bares
 jordiba...@gmail.com

 On 8 Jan 2014, at 19:45, David Gallagher davegsoftimagel...@gmail.com
 wrote:


 I rigged on quite a few characters in Maya at Blue Sky Studios and now
 (Softimage) AnimSchool. We offer the well-known Malcolm rig for free.

 There is no comparison to rigging in Softimage and Maya--not the kind of
 rigging I do. I often assume by now they have better workflows in Maya, but
 I'm often surprised to find how convoluted and limiting the workflows are
 to this day. Most Maya people must not know there are better ways of
 working or aren't doing the kinds of things I am, because the difference is
 profound.

 -At any point in the rigging process, you can make edits in the model
 stack to change the shape and topology of the model. After experimenting,
 you can freeze that part of the stack and continue on with that new shape,
 retaining almost every bit of work you've done.
 YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
 This difference is huge. You can work toward completion without fear of
 losing work. You can experiment freely--knowing it's fine if you want to
 make a major change. I'm never afraid of losing blendshape work.
 And if the changes are really significant, you can always Gator you're way
 out of a jam.

 -You can do blendshape edits directly on the geometry, modelessly, instead
 of on a separate blendshape object.

 -There is no comparison with corrective blendshapes. In Softimage, you go
 to Secondary Shape mode and drag a few points.
 In Maya, I wish you luck. You can install one of several plug-ins and
 scripts and HOPE that it works. If the scenario is simple enough, it might.
 Several people here tried to help a student make a single corrective
 blendshape on an elbow -- and we're all experienced Maya riggers. After
 hours of attempting, we threw up our hands. There was something in that
 object's history that was making the blendshape plug-in fail. The answer is
 what it often is: just start over.
 -EDITING corrective blendshapes. In Maya, heaven help you if you want to
 edit that blendshape later. Start the process again and make a new one. In
 Softimage, drag a few points and you're done in seconds.

 -For facial work, being able to make face shapes in conjunction with the
 mixer, working directly on the main geo. To see other shapes muted, soloed
 as you're working. This allows you to craft shapes that work for different
 scenarios, with just the right falloff. You can make correctives for shape
 combinations quickly. In face work, it's all about how the functions
 combine to make the range of expressive results.

 -The envelope weighting is far superior. The smoothing is just better, and
 more reliable. Negative weight painting actually works.
 Being able to make sophisticated weighting allows you to make lighter
 rigs, because fewer nodes and calculations are needed.
 I can't believe someone actually compared Maya's Component Editor to
 Softimage's Weight Editor. I'm stunned.
 Sometimes, demoing Maya's envelope weighting, it just stops working for no
 reason -- I have no idea why. (Mind you, I've been rigging in Maya since
 1999.)

 -You can envelope/skin null objects, not just joints. (Yes, Maya will let
 you add other objects as deformers but it is limiting and causes problems.)

 -The tweak tool. You can grab anywhere and it will just get the nearest
 point/edge/poly and transform it precisely. Add the proportional editing
 and it's very sculptural without giving up precise transform control. I far
 prefer this workflow to the Zbrush approach geared toward paintstrokes.

 -In Softimage, you can change the wireframe on shaded opacity. You can
 change the point sizes. These mean I can visualize and work with the shape,
 not get visually stuck on the tech clutter like in Maya.

 -LinkWithOrientation. Does Maya have anything built-in yet? I know there
 are pose readers out there, but they are slow and 3rd party.

 -The smooth preview Geometry Approximation is better, faster, and more
 stable in Softimage.

 -Even with the army of tools and plug-ins we had at Blue Sky Studios, I
 would still much rather use off-the-shelf Softimage.

 -You can select controls without selecting (and highlighting) all its
 children. This makes it easier to animate the rig -- just drag selecting
 will get you the selectable controls. In Maya, drag-selecting gets a
 mixture of heirarchy parts.

 All this means that I can focus on the ART, the shaping of the rig, not
 jump through hoops all day.
 As a result, our characters are more flexible and expressive.



 On 1/8/2014 2:30 

Re: rigging in xsi vs maya

2014-01-08 Thread Eric Thivierge
Just because I want to fuel the fire, I'll toss in that while the 
workflow in Maya is quite flawed out of the box, you can get to more 
internals of the scene graph and manipulate it than we have in 
Softimage.


On Wednesday, January 08, 2014 4:15:04 PM, Alan Fregtman wrote:

Bravo! Bravo!! :) I echo your exact sentiments, David (though my own
credentials are puny by comparison.)

The operator stack should be permanently on the box as a hot
feature. We all take it for granted all the time, but seriously it's
one of the best features in Soft.



On Wed, Jan 8, 2014 at 3:10 PM, Steven Caron car...@gmail.com
mailto:car...@gmail.com wrote:

thank you! thank you! thank you!... i knew i wasn't crazy thinking
rigging in maya is a PITA!


On Wed, Jan 8, 2014 at 11:45 AM, David Gallagher
davegsoftimagel...@gmail.com
mailto:davegsoftimagel...@gmail.com wrote:


I rigged on quite a few characters in Maya at Blue Sky Studios
and now (Softimage) AnimSchool. We offer the well-known
Malcolm rig for free.

There is no comparison to rigging in Softimage and Maya--not
the kind of rigging I do. I often assume by now they have
better workflows in Maya, but I'm often surprised to find how
convoluted and limiting the workflows are to this day. Most
Maya people must not know there are better ways of working or
aren't doing the kinds of things I am, because the difference
is profound.

-At any point in the rigging process, you can make edits in
the model stack to change the shape and topology of the model.
After experimenting, you can freeze that part of the stack and
continue on with that new shape, retaining almost every bit of
work you've done.
YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
This difference is huge. You can work toward completion
without fear of losing work. You can experiment
freely--knowing it's fine if you want to make a major change.
I'm never afraid of losing blendshape work.
And if the changes are really significant, you can always
Gator you're way out of a jam.

-You can do blendshape edits directly on the geometry,
modelessly, instead of on a separate blendshape object.

-There is no comparison with corrective blendshapes. In
Softimage, you go to Secondary Shape mode and drag a few points.
In Maya, I wish you luck. You can install one of several
plug-ins and scripts and HOPE that it works. If the scenario
is simple enough, it might.
Several people here tried to help a student make a single
corrective blendshape on an elbow -- and we're all experienced
Maya riggers. After hours of attempting, we threw up our
hands. There was something in that object's history that was
making the blendshape plug-in fail. The answer is what it
often is: just start over.
-EDITING corrective blendshapes. In Maya, heaven help you if
you want to edit that blendshape later. Start the process
again and make a new one. In Softimage, drag a few points and
you're done in seconds.

-For facial work, being able to make face shapes in
conjunction with the mixer, working directly on the main geo.
To see other shapes muted, soloed as you're working. This
allows you to craft shapes that work for different scenarios,
with just the right falloff. You can make correctives for
shape combinations quickly. In face work, it's all about how
the functions combine to make the range of expressive results.

-The envelope weighting is far superior. The smoothing is just
better, and more reliable. Negative weight painting actually
works.
Being able to make sophisticated weighting allows you to make
lighter rigs, because fewer nodes and calculations are needed.
I can't believe someone actually compared Maya's Component
Editor to Softimage's Weight Editor. I'm stunned.
Sometimes, demoing Maya's envelope weighting, it just stops
working for no reason -- I have no idea why. (Mind you, I've
been rigging in Maya since 1999.)

-You can envelope/skin null objects, not just joints. (Yes,
Maya will let you add other objects as deformers but it is
limiting and causes problems.)

-The tweak tool. You can grab anywhere and it will just get
the nearest point/edge/poly and transform it precisely. Add
the proportional editing and it's very sculptural without
giving up precise transform control. I far prefer this
workflow to the Zbrush approach geared toward paintstrokes.

-In Softimage, you can change the wireframe on shaded opacity.
You can change the point sizes. These mean I can visualize and
work 

RE: rigging in xsi vs maya

2014-01-08 Thread Matt Lind
Butbut.buteverybody said ICE can do oh so much more.  Say it ain't 
so.





-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Wednesday, January 08, 2014 1:50 PM
To: softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya

Just because I want to fuel the fire, I'll toss in that while the workflow in 
Maya is quite flawed out of the box, you can get to more internals of the scene 
graph and manipulate it than we have in Softimage.

On Wednesday, January 08, 2014 4:15:04 PM, Alan Fregtman wrote:
 Bravo! Bravo!! :) I echo your exact sentiments, David (though my own 
 credentials are puny by comparison.)

 The operator stack should be permanently on the box as a hot 
 feature. We all take it for granted all the time, but seriously it's 
 one of the best features in Soft.



 On Wed, Jan 8, 2014 at 3:10 PM, Steven Caron car...@gmail.com 
 mailto:car...@gmail.com wrote:

 thank you! thank you! thank you!... i knew i wasn't crazy thinking
 rigging in maya is a PITA!


 On Wed, Jan 8, 2014 at 11:45 AM, David Gallagher
 davegsoftimagel...@gmail.com
 mailto:davegsoftimagel...@gmail.com wrote:


 I rigged on quite a few characters in Maya at Blue Sky Studios
 and now (Softimage) AnimSchool. We offer the well-known
 Malcolm rig for free.

 There is no comparison to rigging in Softimage and Maya--not
 the kind of rigging I do. I often assume by now they have
 better workflows in Maya, but I'm often surprised to find how
 convoluted and limiting the workflows are to this day. Most
 Maya people must not know there are better ways of working or
 aren't doing the kinds of things I am, because the difference
 is profound.

 -At any point in the rigging process, you can make edits in
 the model stack to change the shape and topology of the model.
 After experimenting, you can freeze that part of the stack and
 continue on with that new shape, retaining almost every bit of
 work you've done.
 YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
 This difference is huge. You can work toward completion
 without fear of losing work. You can experiment
 freely--knowing it's fine if you want to make a major change.
 I'm never afraid of losing blendshape work.
 And if the changes are really significant, you can always
 Gator you're way out of a jam.

 -You can do blendshape edits directly on the geometry,
 modelessly, instead of on a separate blendshape object.

 -There is no comparison with corrective blendshapes. In
 Softimage, you go to Secondary Shape mode and drag a few points.
 In Maya, I wish you luck. You can install one of several
 plug-ins and scripts and HOPE that it works. If the scenario
 is simple enough, it might.
 Several people here tried to help a student make a single
 corrective blendshape on an elbow -- and we're all experienced
 Maya riggers. After hours of attempting, we threw up our
 hands. There was something in that object's history that was
 making the blendshape plug-in fail. The answer is what it
 often is: just start over.
 -EDITING corrective blendshapes. In Maya, heaven help you if
 you want to edit that blendshape later. Start the process
 again and make a new one. In Softimage, drag a few points and
 you're done in seconds.

 -For facial work, being able to make face shapes in
 conjunction with the mixer, working directly on the main geo.
 To see other shapes muted, soloed as you're working. This
 allows you to craft shapes that work for different scenarios,
 with just the right falloff. You can make correctives for
 shape combinations quickly. In face work, it's all about how
 the functions combine to make the range of expressive results.

 -The envelope weighting is far superior. The smoothing is just
 better, and more reliable. Negative weight painting actually
 works.
 Being able to make sophisticated weighting allows you to make
 lighter rigs, because fewer nodes and calculations are needed.
 I can't believe someone actually compared Maya's Component
 Editor to Softimage's Weight Editor. I'm stunned.
 Sometimes, demoing Maya's envelope weighting, it just stops
 working for no reason -- I have no idea why. (Mind you, I've
 been rigging in Maya since 1999.)

 -You can envelope/skin null objects, not just joints. (Yes,
 Maya will let you add other objects as deformers but it is
 limiting and causes problems.)

 -The tweak tool. You can grab anywhere and it will just

Re: rigging in xsi vs maya

2014-01-08 Thread Emilio Hernandez
Haha.  Maybe because Maya needs it, so you can dig in there and get it
working properly.  While in Softimage not

;)  Just fueling the fire!




2014/1/8 Eric Thivierge ethivie...@hybride.com

 Just because I want to fuel the fire, I'll toss in that while the workflow
 in Maya is quite flawed out of the box, you can get to more internals of
 the scene graph and manipulate it than we have in Softimage.


 On Wednesday, January 08, 2014 4:15:04 PM, Alan Fregtman wrote:

 Bravo! Bravo!! :) I echo your exact sentiments, David (though my own
 credentials are puny by comparison.)

 The operator stack should be permanently on the box as a hot
 feature. We all take it for granted all the time, but seriously it's
 one of the best features in Soft.



 On Wed, Jan 8, 2014 at 3:10 PM, Steven Caron car...@gmail.com
 mailto:car...@gmail.com wrote:

 thank you! thank you! thank you!... i knew i wasn't crazy thinking
 rigging in maya is a PITA!


 On Wed, Jan 8, 2014 at 11:45 AM, David Gallagher
 davegsoftimagel...@gmail.com
 mailto:davegsoftimagel...@gmail.com wrote:


 I rigged on quite a few characters in Maya at Blue Sky Studios
 and now (Softimage) AnimSchool. We offer the well-known
 Malcolm rig for free.

 There is no comparison to rigging in Softimage and Maya--not
 the kind of rigging I do. I often assume by now they have
 better workflows in Maya, but I'm often surprised to find how
 convoluted and limiting the workflows are to this day. Most
 Maya people must not know there are better ways of working or
 aren't doing the kinds of things I am, because the difference
 is profound.

 -At any point in the rigging process, you can make edits in
 the model stack to change the shape and topology of the model.
 After experimenting, you can freeze that part of the stack and
 continue on with that new shape, retaining almost every bit of
 work you've done.
 YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
 This difference is huge. You can work toward completion
 without fear of losing work. You can experiment
 freely--knowing it's fine if you want to make a major change.
 I'm never afraid of losing blendshape work.
 And if the changes are really significant, you can always
 Gator you're way out of a jam.

 -You can do blendshape edits directly on the geometry,
 modelessly, instead of on a separate blendshape object.

 -There is no comparison with corrective blendshapes. In
 Softimage, you go to Secondary Shape mode and drag a few points.
 In Maya, I wish you luck. You can install one of several
 plug-ins and scripts and HOPE that it works. If the scenario
 is simple enough, it might.
 Several people here tried to help a student make a single
 corrective blendshape on an elbow -- and we're all experienced
 Maya riggers. After hours of attempting, we threw up our
 hands. There was something in that object's history that was
 making the blendshape plug-in fail. The answer is what it
 often is: just start over.
 -EDITING corrective blendshapes. In Maya, heaven help you if
 you want to edit that blendshape later. Start the process
 again and make a new one. In Softimage, drag a few points and
 you're done in seconds.

 -For facial work, being able to make face shapes in
 conjunction with the mixer, working directly on the main geo.
 To see other shapes muted, soloed as you're working. This
 allows you to craft shapes that work for different scenarios,
 with just the right falloff. You can make correctives for
 shape combinations quickly. In face work, it's all about how
 the functions combine to make the range of expressive results.

 -The envelope weighting is far superior. The smoothing is just
 better, and more reliable. Negative weight painting actually
 works.
 Being able to make sophisticated weighting allows you to make
 lighter rigs, because fewer nodes and calculations are needed.
 I can't believe someone actually compared Maya's Component
 Editor to Softimage's Weight Editor. I'm stunned.
 Sometimes, demoing Maya's envelope weighting, it just stops
 working for no reason -- I have no idea why. (Mind you, I've
 been rigging in Maya since 1999.)

 -You can envelope/skin null objects, not just joints. (Yes,
 Maya will let you add other objects as deformers but it is
 limiting and causes problems.)

 -The tweak tool. You can grab anywhere and it will just get
 the nearest point/edge/poly and transform it precisely. Add
 the proportional editing and it's very sculptural without
 giving up 

Re: rigging in xsi vs maya

2014-01-08 Thread Eric Thivierge
Yeah, ICE could do that if they keep pushing it... maybe? Though I 
think it's pretty black boxed in terms of just having the high level 
access to objects, not the underlying nodes.


A Node Editor like Maya plus exposing more of the internals in the 
Scene Explorer would be something to look at if this ever gets any 
attention.


@Emilio, we need this in Softimage as well!

On Wednesday, January 08, 2014 4:58:03 PM, Emilio Hernandez wrote:

Haha.  Maybe because Maya needs it, so you can dig in there and get it
working properly.  While in Softimage not

;)  Just fueling the fire!




2014/1/8 Eric Thivierge ethivie...@hybride.com
mailto:ethivie...@hybride.com

Just because I want to fuel the fire, I'll toss in that while the
workflow in Maya is quite flawed out of the box, you can get to
more internals of the scene graph and manipulate it than we have
in Softimage.


On Wednesday, January 08, 2014 4:15:04 PM, Alan Fregtman wrote:

Bravo! Bravo!! :) I echo your exact sentiments, David (though
my own
credentials are puny by comparison.)

The operator stack should be permanently on the box as a hot
feature. We all take it for granted all the time, but
seriously it's
one of the best features in Soft.



On Wed, Jan 8, 2014 at 3:10 PM, Steven Caron car...@gmail.com
mailto:car...@gmail.com
mailto:car...@gmail.com mailto:car...@gmail.com wrote:

thank you! thank you! thank you!... i knew i wasn't crazy
thinking
rigging in maya is a PITA!


On Wed, Jan 8, 2014 at 11:45 AM, David Gallagher
davegsoftimagel...@gmail.com
mailto:davegsoftimagel...@gmail.com
mailto:davegsoftimagelist@__gmail.com
mailto:davegsoftimagel...@gmail.com wrote:


I rigged on quite a few characters in Maya at Blue Sky
Studios
and now (Softimage) AnimSchool. We offer the well-known
Malcolm rig for free.

There is no comparison to rigging in Softimage and
Maya--not
the kind of rigging I do. I often assume by now they have
better workflows in Maya, but I'm often surprised to
find how
convoluted and limiting the workflows are to this day.
Most
Maya people must not know there are better ways of
working or
aren't doing the kinds of things I am, because the
difference
is profound.

-At any point in the rigging process, you can make
edits in
the model stack to change the shape and topology of
the model.
After experimenting, you can freeze that part of the
stack and
continue on with that new shape, retaining almost
every bit of
work you've done.
YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE
FREELY.
This difference is huge. You can work toward completion
without fear of losing work. You can experiment
freely--knowing it's fine if you want to make a major
change.
I'm never afraid of losing blendshape work.
And if the changes are really significant, you can always
Gator you're way out of a jam.

-You can do blendshape edits directly on the geometry,
modelessly, instead of on a separate blendshape object.

-There is no comparison with corrective blendshapes. In
Softimage, you go to Secondary Shape mode and drag a
few points.
In Maya, I wish you luck. You can install one of several
plug-ins and scripts and HOPE that it works. If the
scenario
is simple enough, it might.
Several people here tried to help a student make a single
corrective blendshape on an elbow -- and we're all
experienced
Maya riggers. After hours of attempting, we threw up our
hands. There was something in that object's history
that was
making the blendshape plug-in fail. The answer is what it
often is: just start over.
-EDITING corrective blendshapes. In Maya, heaven help
you if
you want to edit that blendshape later. Start the process
again and make a new one. In Softimage, drag a few
points and
you're done in seconds.

-For facial work, being able to make face shapes in
conjunction with the mixer, working directly on the
main geo.
To see other shapes muted, soloed as you're working. This
allows you to craft shapes that work for different
scenarios,
   

Re: rigging in xsi vs maya

2014-01-08 Thread Luc-Eric Rousseau
how many years ago was the BlueSky rigging experience and how much was it?
I remember seeing you as a Softimage fan since very early XSI - perhaps a
Softimage 3D user before that as well?   I might be confusing you with
another user.

The topology updates in Softimage is its best and most unique feature,
along with render passes (property propagation).  I think no other app will
ever have this.  There are architecture overhead and performance
issue associated with that,  though.  can't talk about animation without
talking about performance, and referencing.


Le mercredi 8 janvier 2014, David Gallagher a écrit :


 I rigged on quite a few characters in Maya at Blue Sky Studios and now
 (Softimage) AnimSchool. We offer the well-known Malcolm rig for free.

 There is no comparison to rigging in Softimage and Maya--not the kind of
 rigging I do. I often assume by now they have better workflows in Maya, but
 I'm often surprised to find how convoluted and limiting the workflows are
 to this day. Most Maya people must not know there are better ways of
 working or aren't doing the kinds of things I am, because the difference is
 profound.

 -At any point in the rigging process, you can make edits in the model
 stack to change the shape and topology of the model. After experimenting,
 you can freeze that part of the stack and continue on with that new shape,
 retaining almost every bit of work you've done.
 YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
 This difference is huge. You can work toward completion without fear of
 losing work. You can experiment freely--knowing it's fine if you want to
 make a major change. I'm never afraid of losing blendshape work.
 And if the changes are really significant, you can always Gator you're way
 out of a jam.

 -You can do blendshape edits directly on the geometry, modelessly, instead
 of on a separate blendshape object.
 Ith

 -There is no comparison with corrective blendshapes. In Softimage, you go
 to Secondary Shape mode and drag a few points.
 In Maya, I wish you luck. You can install one of several plug-ins and
 scripts and HOPE that it works. If the scenario is simple enough, it might.
 Several people here tried to help a student make a single corrective
 blendshape on an elbow -- and we're all experienced Maya riggers. After
 hours of attempting, we threw up our hands. There was something in that
 object's history that was making the blendshape plug-in fail. The answer is
 what it often is: just start over.
 -EDITING corrective blendshapes. In Maya, heaven help you if you want to
 edit that blendshape later. Start the process again and make a new one. In
 Softimage, drag a few points and you're done in seconds.

 -For facial work, being able to make face shapes in conjunction with the
 mixer, working directly on the main geo. To see other shapes muted, soloed
 as you're working. This allows you to craft shapes that work for different
 scenarios, with just the right falloff. You can make correctives for shape
 combinations quickly. In face work, it's all about how the functions
 combine to make the range of expressive results.

 -The envelope weighting is far superior. The smoothing is just better, and
 more reliable. Negative weight painting actually works.
 Being able to make sophisticated weighting allows you to make lighter
 rigs, because fewer nodes and calculations are needed.
 I can't believe someone actually compared Maya's Component Editor to
 Softimage's Weight Editor. I'm stunned.
 Sometimes, demoing Maya's envelope weighting, it just stops working for no
 reason -- I have no idea why. (Mind you, I've been rigging in Maya since
 1999.)

 -You can envelope/skin null objects, not just joints. (Yes, Maya will let
 you add other objects as deformers but it is limiting and causes problems.)

 -The tweak tool. You can grab anywhere and it will just get the nearest
 point/edge/poly and transform it precisely. Add the proportional editing
 and it's very sculptural without giving up precise transform control. I far
 prefer this workflow to the Zbrush approach geared toward paintstrokes.

 -In Softimage, you can change the wireframe on shaded opacity. You can
 change the point sizes. These mean I can visualize and work with the shape,
 not get visually stuck on the tech clutter like in Maya.

 -LinkWithOrientation. Does Maya have anything built-in yet? I know there
 are pose readers out there, but they are slow and 3rd party.

 -The smooth preview Geometry Approximation is better, faster, and more
 stable in Softimage.

 -Even with the army of tools and plug-ins we had at Blue Sky Studios, I
 would still much rather use off-the-shelf Softimage.

 -You can select controls without selecting (and highlighting) all its
 children. This makes it easier to animate the rig -- just drag selecting
 will get you the selectable controls. In Maya, drag-selecting gets a
 mixture of heirarchy parts.

 All this means that I can focus on the ART, the shaping of the 

Re: rigging in xsi vs maya

2014-01-08 Thread David Gallagher

On 1/8/2014 4:42 PM, Luc-Eric Rousseau wrote:
how many years ago was the BlueSky rigging experience and how much was 
it? I remember seeing you as a Softimage fan since very early XSI - 
perhaps a Softimage 3D user before that as well?   I might be 
confusing you with another user.


The topology updates in Softimage is its best and most unique feature, 
along with render passes (property propagation).  I think no other app 
will ever have this.  There are architecture overhead and performance 
issue associated with that,  though.  can't talk about animation 
without talking about performance, and referencing.


Oh, I hope you're wrong and whatever product comes out of the marriage 
of Maya/Softimage/Max has that!


Yes, I worked on all the Blue Sky movies from Ice Age 1. I rigged for a 
few films, then animated, then oversaw the rigs from the animation side.


Yes, I used Softimage 3D as well.




Le mercredi 8 janvier 2014, David Gallagher a écrit :


I rigged on quite a few characters in Maya at Blue Sky Studios and
now (Softimage) AnimSchool. We offer the well-known Malcolm rig
for free.

There is no comparison to rigging in Softimage and Maya--not the
kind of rigging I do. I often assume by now they have better
workflows in Maya, but I'm often surprised to find how convoluted
and limiting the workflows are to this day. Most Maya people must
not know there are better ways of working or aren't doing the
kinds of things I am, because the difference is profound.

-At any point in the rigging process, you can make edits in the
model stack to change the shape and topology of the model. After
experimenting, you can freeze that part of the stack and continue
on with that new shape, retaining almost every bit of work you've
done.
YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
This difference is huge. You can work toward completion without
fear of losing work. You can experiment freely--knowing it's fine
if you want to make a major change. I'm never afraid of losing
blendshape work.
And if the changes are really significant, you can always Gator
you're way out of a jam.

-You can do blendshape edits directly on the geometry, modelessly,
instead of on a separate blendshape object.
Ith

-There is no comparison with corrective blendshapes. In Softimage,
you go to Secondary Shape mode and drag a few points.
In Maya, I wish you luck. You can install one of several plug-ins
and scripts and HOPE that it works. If the scenario is simple
enough, it might.
Several people here tried to help a student make a single
corrective blendshape on an elbow -- and we're all experienced
Maya riggers. After hours of attempting, we threw up our hands.
There was something in that object's history that was making the
blendshape plug-in fail. The answer is what it often is: just
start over.
-EDITING corrective blendshapes. In Maya, heaven help you if you
want to edit that blendshape later. Start the process again and
make a new one. In Softimage, drag a few points and you're done in
seconds.

-For facial work, being able to make face shapes in conjunction
with the mixer, working directly on the main geo. To see other
shapes muted, soloed as you're working. This allows you to craft
shapes that work for different scenarios, with just the right
falloff. You can make correctives for shape combinations quickly.
In face work, it's all about how the functions combine to make the
range of expressive results.

-The envelope weighting is far superior. The smoothing is just
better, and more reliable. Negative weight painting actually works.
Being able to make sophisticated weighting allows you to make
lighter rigs, because fewer nodes and calculations are needed.
I can't believe someone actually compared Maya's Component Editor
to Softimage's Weight Editor. I'm stunned.
Sometimes, demoing Maya's envelope weighting, it just stops
working for no reason -- I have no idea why. (Mind you, I've been
rigging in Maya since 1999.)

-You can envelope/skin null objects, not just joints. (Yes, Maya
will let you add other objects as deformers but it is limiting and
causes problems.)

-The tweak tool. You can grab anywhere and it will just get the
nearest point/edge/poly and transform it precisely. Add the
proportional editing and it's very sculptural without giving up
precise transform control. I far prefer this workflow to the
Zbrush approach geared toward paintstrokes.

-In Softimage, you can change the wireframe on shaded opacity. You
can change the point sizes. These mean I can visualize and work
with the shape, not get visually stuck on the tech clutter like in
Maya.

-LinkWithOrientation. Does Maya have anything built-in yet? I know
there are pose readers out there, 

Re: rigging in xsi vs maya

2014-01-08 Thread Bradley Gabe
Aren't you the guy who made the 3D Cat in the Hat animation I saw on the
ride at Universal Studios?
I also remember some training tutorial videos and a UV mapping tool. ;-)

I'm not sure, but as a casual outside observer this entire thread seems
like a trolling job. Nice to see Luc-Eric is still playing the role
of agent provocateur.


On Wed, Jan 8, 2014 at 5:52 PM, David Gallagher 
davegsoftimagel...@gmail.com wrote:

  On 1/8/2014 4:42 PM, Luc-Eric Rousseau wrote:

 how many years ago was the BlueSky rigging experience and how much was it?
 I remember seeing you as a Softimage fan since very early XSI - perhaps a
 Softimage 3D user before that as well?   I might be confusing you with
 another user.

  The topology updates in Softimage is its best and most unique feature,
 along with render passes (property propagation).  I think no other app will
 ever have this.  There are architecture overhead and performance
 issue associated with that,  though.  can't talk about animation without
 talking about performance, and referencing.


 Oh, I hope you're wrong and whatever product comes out of the marriage of
 Maya/Softimage/Max has that!

 Yes, I worked on all the Blue Sky movies from Ice Age 1. I rigged for a
 few films, then animated, then oversaw the rigs from the animation side.

 Yes, I used Softimage 3D as well.




 Le mercredi 8 janvier 2014, David Gallagher a écrit :


 I rigged on quite a few characters in Maya at Blue Sky Studios and now
 (Softimage) AnimSchool. We offer the well-known Malcolm rig for free.

 There is no comparison to rigging in Softimage and Maya--not the kind of
 rigging I do. I often assume by now they have better workflows in Maya, but
 I'm often surprised to find how convoluted and limiting the workflows are
 to this day. Most Maya people must not know there are better ways of
 working or aren't doing the kinds of things I am, because the difference is
 profound.

 -At any point in the rigging process, you can make edits in the model
 stack to change the shape and topology of the model. After experimenting,
 you can freeze that part of the stack and continue on with that new shape,
 retaining almost every bit of work you've done.
 YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
 This difference is huge. You can work toward completion without fear of
 losing work. You can experiment freely--knowing it's fine if you want to
 make a major change. I'm never afraid of losing blendshape work.
 And if the changes are really significant, you can always Gator you're
 way out of a jam.

 -You can do blendshape edits directly on the geometry, modelessly,
 instead of on a separate blendshape object.
 Ith

 -There is no comparison with corrective blendshapes. In Softimage, you go
 to Secondary Shape mode and drag a few points.
 In Maya, I wish you luck. You can install one of several plug-ins and
 scripts and HOPE that it works. If the scenario is simple enough, it might.
 Several people here tried to help a student make a single corrective
 blendshape on an elbow -- and we're all experienced Maya riggers. After
 hours of attempting, we threw up our hands. There was something in that
 object's history that was making the blendshape plug-in fail. The answer is
 what it often is: just start over.
 -EDITING corrective blendshapes. In Maya, heaven help you if you want to
 edit that blendshape later. Start the process again and make a new one. In
 Softimage, drag a few points and you're done in seconds.

 -For facial work, being able to make face shapes in conjunction with the
 mixer, working directly on the main geo. To see other shapes muted, soloed
 as you're working. This allows you to craft shapes that work for different
 scenarios, with just the right falloff. You can make correctives for shape
 combinations quickly. In face work, it's all about how the functions
 combine to make the range of expressive results.

 -The envelope weighting is far superior. The smoothing is just better,
 and more reliable. Negative weight painting actually works.
 Being able to make sophisticated weighting allows you to make lighter
 rigs, because fewer nodes and calculations are needed.
 I can't believe someone actually compared Maya's Component Editor to
 Softimage's Weight Editor. I'm stunned.
 Sometimes, demoing Maya's envelope weighting, it just stops working for
 no reason -- I have no idea why. (Mind you, I've been rigging in Maya since
 1999.)

 -You can envelope/skin null objects, not just joints. (Yes, Maya will let
 you add other objects as deformers but it is limiting and causes problems.)

 -The tweak tool. You can grab anywhere and it will just get the nearest
 point/edge/poly and transform it precisely. Add the proportional editing
 and it's very sculptural without giving up precise transform control. I far
 prefer this workflow to the Zbrush approach geared toward paintstrokes.

 -In Softimage, you can change the wireframe on shaded opacity. You can
 change the point sizes. 

Re: rigging in xsi vs maya

2014-01-08 Thread David Gallagher

On 1/8/2014 5:12 PM, Bradley Gabe wrote:
Aren't you the guy who made the 3D Cat in the Hat animation I saw on 
the ride at Universal Studios?

I also remember some training tutorial videos and a UV mapping tool. ;-)

I'm not sure, but as a casual outside observer this entire thread 
seems like a trolling job. Nice to see Luc-Eric is still playing the 
role of agent provocateur.


Ha! Yes.






On Wed, Jan 8, 2014 at 5:52 PM, David Gallagher 
davegsoftimagel...@gmail.com mailto:davegsoftimagel...@gmail.com 
wrote:


On 1/8/2014 4:42 PM, Luc-Eric Rousseau wrote:

how many years ago was the BlueSky rigging experience and how
much was it? I remember seeing you as a Softimage fan since
very early XSI - perhaps a Softimage 3D user before that as well?
  I might be confusing you with another user.

The topology updates in Softimage is its best and most
unique feature, along with render passes (property propagation).
 I think no other app will ever have this.  There
are architecture overhead and performance issue associated with
that,  though.  can't talk about animation without talking about
performance, and referencing.


Oh, I hope you're wrong and whatever product comes out of the
marriage of Maya/Softimage/Max has that!

Yes, I worked on all the Blue Sky movies from Ice Age 1. I rigged
for a few films, then animated, then oversaw the rigs from the
animation side.

Yes, I used Softimage 3D as well.





Le mercredi 8 janvier 2014, David Gallagher a écrit :


I rigged on quite a few characters in Maya at Blue Sky
Studios and now (Softimage) AnimSchool. We offer the
well-known Malcolm rig for free.

There is no comparison to rigging in Softimage and Maya--not
the kind of rigging I do. I often assume by now they have
better workflows in Maya, but I'm often surprised to find how
convoluted and limiting the workflows are to this day. Most
Maya people must not know there are better ways of working or
aren't doing the kinds of things I am, because the difference
is profound.

-At any point in the rigging process, you can make edits in
the model stack to change the shape and topology of the
model. After experimenting, you can freeze that part of the
stack and continue on with that new shape, retaining almost
every bit of work you've done.
YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
This difference is huge. You can work toward completion
without fear of losing work. You can experiment
freely--knowing it's fine if you want to make a major change.
I'm never afraid of losing blendshape work.
And if the changes are really significant, you can always
Gator you're way out of a jam.

-You can do blendshape edits directly on the geometry,
modelessly, instead of on a separate blendshape object.
Ith

-There is no comparison with corrective blendshapes. In
Softimage, you go to Secondary Shape mode and drag a few points.
In Maya, I wish you luck. You can install one of several
plug-ins and scripts and HOPE that it works. If the scenario
is simple enough, it might.
Several people here tried to help a student make a single
corrective blendshape on an elbow -- and we're all
experienced Maya riggers. After hours of attempting, we threw
up our hands. There was something in that object's history
that was making the blendshape plug-in fail. The answer is
what it often is: just start over.
-EDITING corrective blendshapes. In Maya, heaven help you if
you want to edit that blendshape later. Start the process
again and make a new one. In Softimage, drag a few points and
you're done in seconds.

-For facial work, being able to make face shapes in
conjunction with the mixer, working directly on the main geo.
To see other shapes muted, soloed as you're working. This
allows you to craft shapes that work for different scenarios,
with just the right falloff. You can make correctives for
shape combinations quickly. In face work, it's all about how
the functions combine to make the range of expressive results.

-The envelope weighting is far superior. The smoothing is
just better, and more reliable. Negative weight painting
actually works.
Being able to make sophisticated weighting allows you to make
lighter rigs, because fewer nodes and calculations are needed.
I can't believe someone actually compared Maya's Component
Editor to Softimage's Weight Editor. I'm stunned.
Sometimes, demoing Maya's envelope weighting, it just stops
working for no reason -- I have no idea why. (Mind you, I've
been rigging in Maya 

Re: rigging in xsi vs maya

2014-01-08 Thread Luc-Eric Rousseau
On Wed, Jan 8, 2014 at 6:52 PM, David Gallagher
davegsoftimagel...@gmail.com wrote:
 On 1/8/2014 4:42 PM, Luc-Eric Rousseau wrote:
 The topology updates in Softimage is its best and most unique feature, along
 with render passes (property propagation).  I think no other app will ever
 have this.  There are architecture overhead and performance issue associated
 with that,  though.  can't talk about animation without talking about
 performance, and referencing.


 Oh, I hope you're wrong and whatever product comes out of the marriage of
 Maya/Softimage/Max has that!

In the new future  ( not talking about autodesk here)  I think
workflows will standards will be Gator-like tools to deal with topo
changes (point clouds tools as necessary also ptex-based workflows)
and katana-like proceduralism for render passes-like workflow.


Re: rigging in xsi vs maya

2014-01-08 Thread Luc-Eric Rousseau
That was incomprehensible; I meant (point clouds  tools are necessary
also for ptex-based workflows)

On Wed, Jan 8, 2014 at 7:55 PM, Luc-Eric Rousseau luceri...@gmail.com wrote:
 On Wed, Jan 8, 2014 at 6:52 PM, David Gallagher
 davegsoftimagel...@gmail.com wrote:
 On 1/8/2014 4:42 PM, Luc-Eric Rousseau wrote:
 The topology updates in Softimage is its best and most unique feature, along
 with render passes (property propagation).  I think no other app will ever
 have this.  There are architecture overhead and performance issue associated
 with that,  though.  can't talk about animation without talking about
 performance, and referencing.


 Oh, I hope you're wrong and whatever product comes out of the marriage of
 Maya/Softimage/Max has that!

 In the new future  ( not talking about autodesk here)  I think
 workflows will standards will be Gator-like tools to deal with topo
 changes (point clouds tools as necessary also ptex-based workflows)
 and katana-like proceduralism for render passes-like workflow.


Re: rigging in xsi vs maya

2014-01-08 Thread Guillaume Laforge
On Wed, Jan 8, 2014 at 7:55 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 In the new future  ( not talking about autodesk here)  I think
 workflows will standards will be Gator-like tools to deal with topo
 changes (point clouds tools as necessary also ptex-based workflows)
 and katana-like proceduralism for render passes-like workflow.


I'm still wondering if a company ( not talking about Autodesk here ) will
do anything new like that for our little world. Money for such large dev
projects is just not in the animation/vfx world anymore. I'm not sarcastic,
just realist. So lets embrace old techs like Maya or XSI. They won't evolve
too much but won't disappear before many (many) years.

Btw, Katana is not the futur, it is now :).


Re: rigging in xsi vs maya

2014-01-08 Thread Sebastien Sterling
+1 David.G,(single tear)

Another beautiful feature of softimage, which must get taken for granted,
as i've never seen it brought up in comparison:

 isn't it nice... to be able to hide components (poly's,islands)? just
select a group of faces and H its gone !!! but you get to keep the other
stuff in the scene ?! to be able to hide elements when you're modelling or
skinning (e.g mouth interior) or even animating ?!, in Soft this is really
intuitive, and dare i say it...Fun?

it seems like such a small thing i know, but i really feel its done well:

I like the fact that other selection do not affect hidden faces, unless i
use Proportional modelling.
I like the fact that when i DO use prop modelling it gives me a nice visual
representation of the verts in the hidden area I'm about to modify.
I like the fact I can't accidentally select hidden faces.
I like the fact I can select through hidden faces as if i had deleted them.
I like the fact I can hide clusters
I like the fact I can hide things at any moment during workflow.
I like the fact it's all as simple as pressing H and SHIFT/CTRL H out of
the box.

I'm aware this may seem like a really dumb thing to like in a DCC, in spite
of none of this being available in Maya.

I'm sure Maya users have learned to cope with what they have in this area.
key word being cope.


People can flaunt the merits of node based workflows, and fully
customisable gui's till the cows come home.

But if you can't even get this tiny infinitesimal shard of user experience
right then good lord, I'm at a loss for a punchline.


Re: rigging in xsi vs maya

2014-01-08 Thread Emilio Hernandez
+1




2014/1/8 Sebastien Sterling sebastien.sterl...@gmail.com

 +1 David.G,(single tear)

 Another beautiful feature of softimage, which must get taken for granted,
 as i've never seen it brought up in comparison:

  isn't it nice... to be able to hide components (poly's,islands)? just
 select a group of faces and H its gone !!! but you get to keep the other
 stuff in the scene ?! to be able to hide elements when you're modelling or
 skinning (e.g mouth interior) or even animating ?!, in Soft this is really
 intuitive, and dare i say it...Fun?

 it seems like such a small thing i know, but i really feel its done well:

 I like the fact that other selection do not affect hidden faces, unless i
 use Proportional modelling.
 I like the fact that when i DO use prop modelling it gives me a nice
 visual representation of the verts in the hidden area I'm about to modify.
 I like the fact I can't accidentally select hidden faces.
 I like the fact I can select through hidden faces as if i had deleted them.
 I like the fact I can hide clusters
 I like the fact I can hide things at any moment during workflow.
 I like the fact it's all as simple as pressing H and SHIFT/CTRL H out of
 the box.

 I'm aware this may seem like a really dumb thing to like in a DCC, in
 spite of none of this being available in Maya.

 I'm sure Maya users have learned to cope with what they have in this area.
 key word being cope.


 People can flaunt the merits of node based workflows, and fully
 customisable gui's till the cows come home.

 But if you can't even get this tiny infinitesimal shard of user experience
 right then good lord, I'm at a loss for a punchline.





Re: rigging in xsi vs maya

2014-01-07 Thread Jordi Bares
A generalisation is never precise but... 

Rigging is not that technical, it is that riggers want to complicate it and 
what you find is bizarre, unreadable code from wannabe programmers that it is 
literally unmaintainable. 

The worst is that they don really know how to animate and on top of the mess 
add a bazillion things nobody asked for (nor want) avoiding any basic stress 
rest for example but providing useless controls.

Jb

Sent from my iPhone

 On 7 Jan 2014, at 04:05, Tim Leydecker bauero...@gmx.de wrote:
 
 ---
 
 I really suck at the technical side of rigging, which is why I never get to
 the point of showing my own characters in motion and I would welcome anything
 hat helps me get closer to such a point. From that biased view, I think all
 the 3D DCC apps suck in the way they let you create control over a mesh and
 animate it.
 
 project pinochio from autodesk is really cool because it provides top notch
 wheighted meshes with a rig that fits the human ik Maya way of suggesting 
 control.
 
 That said, when you just take it and go and animate that in Maya, Human Ik may
 jump around and gives you a middle finger the moment you scrub the timeline,
 simply because there´s IK and FK and the pose you set may not have been the
 pose you keyed because there may have been constraint/rig blend presets you
 may need to adjust first. For me, that´s typical Maya. Still, I am happy there
 is project pinochio and at least such rigs to learn from.
 
 Rigging is so complicated, it´s become a very specialised field but that 
 shouldn´t
 be the excuse to not go there and see if there´s a way to improve things for 
 everyone...
 
 
 
 This is for Matt Lind:
 
 In Maya 2008, I had to animate a super special fleece of a new and improved
 sanitary pad in a tight deadline with an Agency girl present.
 
 It´s a similar scenario, you want nice, believable motions but have to hit
 keyposes and keyframes exactly, the whole shot was some 76 frames.
 
 I´m not an Animator and was a Junior at that company but had a trusting Lead
 and we decided we would risk using a rigged cloth sim, I think it was the 
 first
 incarnation of nCloth in Maya. On top we had the option to impose blendshapes 
 and
 use cached frames to blend into or out of.
 
 I struggled a lot with the tools and that job but would still resort to a 
 similar
 approach, maybe looking for simplification and improvements.
 
 Regarding cloth for games, you probably know the nVidia toolkit (for udk) for 
 Maya.
 
 It´s really nice but runtime sim. I would prefer a vertex cache, just because 
 I don´t want *surprise*.
 
 In terms of simulation, I´m looking into the UDK versus the CRYENGINE way of 
 creating
 and storing animation data, CRYENGINE has the character translate around, UDK 
 is
 expecting the pedestal. Not easy to come up with a solution that works for 
 both.
 
 Out of naivity (in terms of animation and rigging) I would think restricting 
 the
 character´s world space translation to the top node for animation and preview
 and then just ignore/freeze/mute/delete those keys might work for 
 cache/bake/export.
 
 I´m stupid and romantically optimistic, I know.
 
 Cheers,
 
 tim
 
 
 
 
 
 On 06.01.2014 23:52, Matt Lind wrote:
 Arguments are good.  That’s where the truth comes out from having to prove a 
 point one way or another.
 
 We need to do simulation too, but mostly for clothing or tapestries.  The 
 hard part for us is getting the motion to look natural and meaningful, but 
 also loop seamlessly over a
 short duration and blend with other actions doing the same.
 
 Example:
 
 Our main avatar has over 700 unique actions (walk, run, jump, roll left, 
 roll right, die, etc…).  The longest action I can find is about 200 frames 
 long and the average case about
 45-60 frames (animating at 30 fps).   If a piece of cloth is animated, it 
 needs to start and end in the same position for all actions that move that 
 cloth because any action can
 transition into almost any other action at runtime.  The hard part is 
 finding cloth poses that look natural and flow nicely in those transitions 
 while being able to loop without
 looking stupid.  Another difficult part is getting the cloth to animate 
 correctly because all the avatar performs his actions in place a the world 
 origin on a pedastal.  He doesn’t
 travel around as seen in the runtime environment.  So far we’ve been doing 
 it all manually via keying the envelope deformers.
 
 Matt
 
 *From:*softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Meng-Yang Lu
 *Sent:* Monday, January 06, 2014 2:27 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: rigging in xsi vs maya
 
 What does XSI users use for skin simulation these days?  All custom stuff in 
 ICE?  We've been leveraging nCloth quite a bit lately and arguably, it's the 
 only piece of tech that 3D
 peeps here regardless of app preference can unanimously agree

Re: rigging in xsi vs maya

2014-01-07 Thread Jordi Bares
The advantage is a logistic and economic one as having a rigger doing the same 
job in 3 times the time is easier to find and you can stack people up if 
necessary.

Also the constant flow if students makes it cheaper (not true)

On this I have a lot to say... 

Jb

Sent from my iPhone
 Sorry maybe the Industry Standard has other benefits above Softimage.  I 
 don't know what they are except that it is easier to get a job and it has a 
 nice viewport



Re: rigging in xsi vs maya

2014-01-07 Thread Greg Maguire
Jordi's past 3 emails. Awesome. +


On Tue, Jan 7, 2014 at 9:21 AM, Jordi Bares jordiba...@gmail.com wrote:

 Following where I left it with my iPhone…

 It is the perception that is cheaper that is the problem, I have proved
 myself and the company I work for now that it is not the case, super-senior
 people are indeed cheaper as they can get the job done much faster, the
 trick is simply to make sure there is as little downtime during the job and
 prioritise all you can so they are never waiting for others (that IS
 expensive)

 The results are there for you to see, the last 3 jobs we have done over
 the last year were big challenges with such complexity and deadlines they
 would have backfired if it wasn't for our approach, a tiny team of
 super-seniors (all 17+ years doing CG, 2 of them 25+ years doing CG). They
 do know what they are doing to a degree is difficult to explain.

 The same happens with Softimage artists, they tend to come from the
 previous generation and are much more frugal, efficient and simply know
 what is happening under the bonnet and pretty much all the tricks, they
 become in my eyes much more valuable even if the daily rate is double or
 quadruple the rate of a junior because they can deliver 4-5x faster and
 nail it first time, they don't need an army of producers (also freelancers)
 poking artists around as if they were cows and building a huge amount of
 stress on the way.

 my 2 cents part 2

 Jordi Bares
 jordiba...@gmail.com

 On 7 Jan 2014, at 08:32, Jordi Bares jordiba...@gmail.com wrote:

  The advantage is a logistic and economic one as having a rigger doing
 the same job in 3 times the time is easier to find and you can stack people
 up if necessary.
 
  Also the constant flow if students makes it cheaper (not true)
 
  On this I have a lot to say...
 
  Jb
 
  Sent from my iPhone
  Sorry maybe the Industry Standard has other benefits above Softimage.
  I don't know what they are except that it is easier to get a job and it
 has a nice viewport





-- 

*Greg Maguire* | Inlifesize
Mobile: +44 7512 361462 | Phone: +44 2890 204739
g...@inlifesize.com | www.inlifesize.com


Re: rigging in xsi vs maya

2014-01-07 Thread peter_b
-Original Message- 
From: Luc-Eric Rousseau 


... I have two side projects that need diaper changes.


Oooh, does your wife know? ;-)



Re: rigging in xsi vs maya

2014-01-07 Thread Mirko Jankovic
Jordi, nailed it in last one especially.
But I was trying to explain something similar in one of the companies aI
was working for...
They had different approach, they bring in couple cheap juniors and keeps
them for couple months and then mostly they leave and company looks for
another team.. going cheap as possible.
Instead of getting small core team of seniors and bring in extra help only
if needed and depending on tasks..
But with going cheap approach projects take 3-6 months when they could
actually be finished in 1-2 months at least... oh well..


On Tue, Jan 7, 2014 at 10:38 AM, pete...@skynet.be wrote:

 -Original Message- From: Luc-Eric Rousseau

 ... I have two side projects that need diaper changes.


 Oooh, does your wife know? ;-)




Re: rigging in xsi vs maya

2014-01-07 Thread Angus Davidson
As a father to two young boys, one thing about having two kids in diapers
is it teaches you how  to simplify your workflows ;)

Maybe the maya dev team needs more babies ;) Will bring a whole new
perception to the UI ;)

On 2014/01/07, 11:38 AM, pete...@skynet.be pete...@skynet.be wrote:

-Original Message-
From: Luc-Eric Rousseau

 ... I have two side projects that need diaper changes.

Oooh, does your wife know? ;-)


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Re: rigging in xsi vs maya

2014-01-07 Thread Michal Doniec
I don't find Maya and XSI that different when it comes to rigging. I have
cross trained juniors back and forth too many times to remember, all I had
to explain is that xsi chains are IK by default, most of the time they
don't have to bother with bone orientation and that simple pose based
deformers are in the box. Do the opposite from Xsi to Maya. As long as the
person can rig (meaning creating simple and useful rigs), the software is
not an issue.

I've switched myself many times as well (I don't do any hands on rigging
these days, but I do follow the changes in Maya) and never had any big
issues or traumas.
I didn't really read the article, there was too many inconsistencies at the
beginning.
TBH I don't really get all of this software is better than another
discussions. Fundamental methods which form the base of skill are all the
same pretty much in every application (maybe not in Houdini ;) ).


On 7 January 2014 09:38, pete...@skynet.be wrote:

 -Original Message- From: Luc-Eric Rousseau

 ... I have two side projects that need diaper changes.


 Oooh, does your wife know? ;-)




-- 
--
Michal
http://uk.linkedin.com/in/mdoniec


Re: rigging in xsi vs maya

2014-01-07 Thread Mirko Jankovic
Sorry but I strongly disagree.
Topic is a bit wide and all but software vs software is real deal not just
fan wars.

As one example.. character animation inside Max compared to ANY other
software...
Most of animators I know unless then don;t know anything else but max will
say big NO to character animation in Max. That is the pain! :)

So yes everything else probably is better for character animation then Max.
Then same goes for bunch of other topics.. some things are simply better
made and better workflow then others..


On Tue, Jan 7, 2014 at 10:49 AM, Michal Doniec doni...@gmail.com wrote:

 I don't find Maya and XSI that different when it comes to rigging. I have
 cross trained juniors back and forth too many times to remember, all I had
 to explain is that xsi chains are IK by default, most of the time they
 don't have to bother with bone orientation and that simple pose based
 deformers are in the box. Do the opposite from Xsi to Maya. As long as the
 person can rig (meaning creating simple and useful rigs), the software is
 not an issue.

 I've switched myself many times as well (I don't do any hands on rigging
 these days, but I do follow the changes in Maya) and never had any big
 issues or traumas.
 I didn't really read the article, there was too many inconsistencies at
 the beginning.
 TBH I don't really get all of this software is better than another
 discussions. Fundamental methods which form the base of skill are all the
 same pretty much in every application (maybe not in Houdini ;) ).


 On 7 January 2014 09:38, pete...@skynet.be wrote:

 -Original Message- From: Luc-Eric Rousseau

 ... I have two side projects that need diaper changes.


 Oooh, does your wife know? ;-)




 --
 --
 Michal
 http://uk.linkedin.com/in/mdoniec



Re: rigging in xsi vs maya

2014-01-07 Thread Jordi Bares
Agreed, like an sculptor used different tools if is carving wood or working 
with stone the truth is that it is not just a tool, specially when these tools 
force you to do things in a certain way.

My guess is that anyone may find themselves at him after years of work on any 
package, it is a different thing how efficient that is for the individual and 
even more important for the team.

A good example of this would be the use or render passes in XSI vs the ones in 
Maya, it is not the same at all and workflow wise is a mess in Maya which ends 
up being a huge issue for the team and has a net result of the XSI artists 
being far more efficient.

The same goes with rigging unless muscles are involved and then the huge amount 
of extra effort XSI artists need to do to get these effects make Maya an 
interesting proposition, the problem then is that you have to accept that you 
may want to cache things in/out which is a big ask for the team and company, 
from coordination/communication to disk space and network stress this decision 
has huge implications. Would you model in Maya?

The same goes with Houdini, are you going to animate characters in houdini? 
well, you certainly can but the fact is that it way less efficient and as you 
don't have a higher level view of the animation process (it is too granular to 
jump back and forth to Chops to do the animation layering for example) the tool 
simply gets on the way.

hope it clarifies my thinking a bit.

Jordi Bares
jordiba...@gmail.com

On 7 Jan 2014, at 10:13, Mirko Jankovic mirkoj.anima...@gmail.com wrote:

 Sorry but I strongly disagree.
 Topic is a bit wide and all but software vs software is real deal not just 
 fan wars.
 
 As one example.. character animation inside Max compared to ANY other 
 software...
 Most of animators I know unless then don;t know anything else but max will 
 say big NO to character animation in Max. That is the pain! :)
 
 So yes everything else probably is better for character animation then Max. 
 Then same goes for bunch of other topics.. some things are simply better made 
 and better workflow then others..
 
 
 On Tue, Jan 7, 2014 at 10:49 AM, Michal Doniec doni...@gmail.com wrote:
 I don't find Maya and XSI that different when it comes to rigging. I have 
 cross trained juniors back and forth too many times to remember, all I had to 
 explain is that xsi chains are IK by default, most of the time they don't 
 have to bother with bone orientation and that simple pose based deformers are 
 in the box. Do the opposite from Xsi to Maya. As long as the person can rig 
 (meaning creating simple and useful rigs), the software is not an issue.
 
 I've switched myself many times as well (I don't do any hands on rigging 
 these days, but I do follow the changes in Maya) and never had any big issues 
 or traumas.
 I didn't really read the article, there was too many inconsistencies at the 
 beginning.
 TBH I don't really get all of this software is better than another 
 discussions. Fundamental methods which form the base of skill are all the 
 same pretty much in every application (maybe not in Houdini ;) ).  
 
 
 On 7 January 2014 09:38, pete...@skynet.be wrote:
 -Original Message- From: Luc-Eric Rousseau 
 ... I have two side projects that need diaper changes.
 
 Oooh, does your wife know? ;-)
 
 
 
 
 -- 
 --
 Michal
 http://uk.linkedin.com/in/mdoniec
 



Re: rigging in xsi vs maya

2014-01-07 Thread Sergio Mucino

  
  
You can also slide weight values in the component editor using the
slider at the bottom of the UI. I'm not sure if that's what you were
referring to, though.


On 06/01/2014 6:42 PM, Meng-Yang Lu
  wrote:


  It's called the Component Editor.  Does the same
thing.  However, XSI lets you slide the weights around until it
feels right.  Beats typing it in.  


I just remembered a pretty silly conversation involving a
  rigging supe and an XSI developer regarding locking weights.
   It was like the only crutch to hang onto for a Maya user.
   Then afterward it was implemented and I think the weighting
  system in XSI has been far superior since then.


I really do thing volumetric ideas like OpenVDB is
  something to explore.  Not only would you have your classic
  joint/influence relationship, but also add in psuedo collision
  evalualtion around those nasty parts like armpits, elbow
  crooks, and the backs of legs.  


-Lu    
  
  
  
  

  
  

On Mon, Jan 6, 2014 at 3:33 PM, Eric
  Thivierge ethivie...@gmail.com
  wrote:
  
I think different ways of calculating the
  influence is probably the highest hurdle right now. The
  default calculations get you a good starting point but
  there are the other heat map methods and another voxel
  based one I saw a vimeo video on that are going to get you
  much closer than our current option of the default
  influence calculations.
  

  
  Having the new feature in Maya to place bones in the
middle of a volume I think would help a bit as well.
Right now we're just stuck with creating a cluster, null
 cluster constraint. Snap to null. Delete null and
cluster. I find weight painting much better in Softimage
than Maya. The weight editor is a really good feature
that I think Maya should have (Admitting my ignorance on
the topic if there is such editor and I've missed it,
unlike some blog posters out there).


  
Eric Thivierge
http://www.ethivierge.com
  

  
  
  On Mon, Jan 6, 2014 at 5:36
PM, Matt Lind ml...@carbinestudios.com
wrote:

  

  Let
  me narrow down the question to the
  specific task of applying an envelope or
  weighting/re-weighting an envelope.
   
   
  Matt
   
   
   
   
  

  From:
  softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com]
  On Behalf Of Matt Lind
  Sent: Monday, January 06, 2014
  2:27 PM
  To: softimage@listproc.autodesk.com
  Subject: RE: rigging in xsi vs
  maya

  
  

   
  Open
  question to anybody with significant
  experience in both Softimage and maya.
   
  I
  have to address some envelope and
  rigging tools internally pretty soon. 
  Having this discussion now is
  convenience for me.
   
  Matt
   
   
   
   
  From:
  softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com]
  On Behalf Of Steven Caron

Re: rigging in xsi vs maya

2014-01-07 Thread Morten Bartholdy
Love this one, Jordi :)

Morten



Den 7. januar 2014 kl. 10:21 skrev Jordi Bares jordiba...@gmail.com:

 Following where I left it with my iPhone…

 It is the perception that is cheaper that is the problem, I have proved
myself and the company I work for now that it is not the case, super-senior
people are indeed cheaper as they can get the job done much faster, the
trick is simply to make sure there is as little downtime during the job and
prioritise all you can so they are never waiting for others (that IS
expensive)

 The results are there for you to see, the last 3 jobs we have done over
the last year were big challenges with such complexity and deadlines they
would have backfired if it wasn't for our approach, a tiny team of
super-seniors (all 17+ years doing CG, 2 of them 25+ years doing CG). They
do know what they are doing to a degree is difficult to explain.

 The same happens with Softimage artists, they tend to come from the
previous generation and are much more frugal, efficient and simply know
what is happening under the bonnet and pretty much all the tricks, they
become in my eyes much more valuable even if the daily rate is double or
quadruple the rate of a junior because they can deliver 4-5x faster and
nail it first time, they don't need an army of producers (also freelancers)
poking artists around as if they were cows and building a huge amount of
stress on the way.

 my 2 cents part 2

 Jordi Bares
 jordiba...@gmail.com

 On 7 Jan 2014, at 08:32, Jordi Bares jordiba...@gmail.com wrote:

  The advantage is a logistic and economic one as having a rigger doing
the same job in 3 times the time is easier to find and you can stack people
up if necessary.
 
  Also the constant flow if students makes it cheaper (not true)
 
  On this I have a lot to say...
 
  Jb
 
  Sent from my iPhone
  Sorry maybe the Industry Standard has other benefits above
Softimage.  I don't know what they are except that it is easier to get a
job and it has a nice viewport



Re: rigging in xsi vs maya

2014-01-07 Thread Steven Caron
this thread is some what well timed... i am in maya right now. i need to
get a mesh and its skin/envelope into softimage. i did not rig this object
and i don't know enough about maya to try and understand it through
inspection. in softimage i would select the mesh, then select the deformers
from envelope, then key frame those objects and remove the constraints on
them in mass with 'remove all constraints'

is NONE of that doable in maya? cause i am having a hell of a time figuring
it out.

s


Re: rigging in xsi vs maya

2014-01-07 Thread Steven Caron
arg, figured it out.

import pymel.core as pm
pm.select(pm.skinCluster(pm.selected()[0], query=True, influence=True))

best UI ever!


On Tue, Jan 7, 2014 at 2:58 PM, Steven Caron car...@gmail.com wrote:

 this thread is some what well timed... i am in maya right now. i need to
 get a mesh and its skin/envelope into softimage. i did not rig this object
 and i don't know enough about maya to try and understand it through
 inspection. in softimage i would select the mesh, then select the deformers
 from envelope, then key frame those objects and remove the constraints on
 them in mass with 'remove all constraints'

 is NONE of that doable in maya? cause i am having a hell of a time
 figuring it out.

 s



Re: rigging in xsi vs maya

2014-01-07 Thread Alan Fregtman
Last time I had to use Maya I would use Crosswalk to transfer the skinned
mesh from Maya to Soft, do my weighting in home sweet home, then I wrote an
exporter that saved out my weights in the *cometSaveWeights* format. Life
saver!



On Tue, Jan 7, 2014 at 6:15 PM, Steven Caron car...@gmail.com wrote:

 arg, figured it out.

 import pymel.core as pm
 pm.select(pm.skinCluster(pm.selected()[0], query=True, influence=True))

 best UI ever!


 On Tue, Jan 7, 2014 at 2:58 PM, Steven Caron car...@gmail.com wrote:

 this thread is some what well timed... i am in maya right now. i need to
 get a mesh and its skin/envelope into softimage. i did not rig this object
 and i don't know enough about maya to try and understand it through
 inspection. in softimage i would select the mesh, then select the deformers
 from envelope, then key frame those objects and remove the constraints on
 them in mass with 'remove all constraints'

 is NONE of that doable in maya? cause i am having a hell of a time
 figuring it out.

 s





Re: rigging in xsi vs maya

2014-01-07 Thread Sebastien Sterling
I was quite shocked to learn from riggers in my last job, that in maya you
have to lock all bones but the ones you want to weight to via small tick
boxes failure to do so aparently causing maya to through random influences
around...


On 8 January 2014 02:22, Alan Fregtman alan.fregt...@gmail.com wrote:

 Last time I had to use Maya I would use Crosswalk to transfer the skinned
 mesh from Maya to Soft, do my weighting in home sweet home, then I wrote an
 exporter that saved out my weights in the *cometSaveWeights* format.
 Life saver!



 On Tue, Jan 7, 2014 at 6:15 PM, Steven Caron car...@gmail.com wrote:

 arg, figured it out.

 import pymel.core as pm
 pm.select(pm.skinCluster(pm.selected()[0], query=True, influence=True))

 best UI ever!


 On Tue, Jan 7, 2014 at 2:58 PM, Steven Caron car...@gmail.com wrote:

 this thread is some what well timed... i am in maya right now. i need to
 get a mesh and its skin/envelope into softimage. i did not rig this object
 and i don't know enough about maya to try and understand it through
 inspection. in softimage i would select the mesh, then select the deformers
 from envelope, then key frame those objects and remove the constraints on
 them in mass with 'remove all constraints'

 is NONE of that doable in maya? cause i am having a hell of a time
 figuring it out.

 s






Re: rigging in xsi vs maya

2014-01-07 Thread Meng-Yang Lu
Yup, and that slider that was mentioned earlier is a booby trap that does
just that.  Throws your weights around willy nilly.  That's why there's a
ancient workflow of adding influence only and never subtracting.

-Lu


On Tue, Jan 7, 2014 at 6:57 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 I was quite shocked to learn from riggers in my last job, that in maya you
 have to lock all bones but the ones you want to weight to via small tick
 boxes failure to do so aparently causing maya to through random influences
 around...


 On 8 January 2014 02:22, Alan Fregtman alan.fregt...@gmail.com wrote:

 Last time I had to use Maya I would use Crosswalk to transfer the skinned
 mesh from Maya to Soft, do my weighting in home sweet home, then I wrote an
 exporter that saved out my weights in the *cometSaveWeights* format.
 Life saver!



 On Tue, Jan 7, 2014 at 6:15 PM, Steven Caron car...@gmail.com wrote:

 arg, figured it out.

 import pymel.core as pm
 pm.select(pm.skinCluster(pm.selected()[0], query=True, influence=True))

 best UI ever!


 On Tue, Jan 7, 2014 at 2:58 PM, Steven Caron car...@gmail.com wrote:

 this thread is some what well timed... i am in maya right now. i need
 to get a mesh and its skin/envelope into softimage. i did not rig this
 object and i don't know enough about maya to try and understand it through
 inspection. in softimage i would select the mesh, then select the deformers
 from envelope, then key frame those objects and remove the constraints on
 them in mass with 'remove all constraints'

 is NONE of that doable in maya? cause i am having a hell of a time
 figuring it out.

 s







Re: rigging in xsi vs maya

2014-01-07 Thread Emilio Hernandez
This is exactly what I am talking about of the weighing in Maya...   I
forgot to check the lock at some point and... KABOOM




2014/1/7 Meng-Yang Lu ntmon...@gmail.com

 Yup, and that slider that was mentioned earlier is a booby trap that does
 just that.  Throws your weights around willy nilly.  That's why there's a
 ancient workflow of adding influence only and never subtracting.

 -Lu


 On Tue, Jan 7, 2014 at 6:57 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 I was quite shocked to learn from riggers in my last job, that in maya
 you have to lock all bones but the ones you want to weight to via small
 tick boxes failure to do so aparently causing maya to through random
 influences around...


 On 8 January 2014 02:22, Alan Fregtman alan.fregt...@gmail.com wrote:

 Last time I had to use Maya I would use Crosswalk to transfer the
 skinned mesh from Maya to Soft, do my weighting in home sweet home, then I
 wrote an exporter that saved out my weights in the *cometSaveWeights*
 format. Life saver!



 On Tue, Jan 7, 2014 at 6:15 PM, Steven Caron car...@gmail.com wrote:

 arg, figured it out.

 import pymel.core as pm
 pm.select(pm.skinCluster(pm.selected()[0], query=True, influence=True))

 best UI ever!


 On Tue, Jan 7, 2014 at 2:58 PM, Steven Caron car...@gmail.com wrote:

 this thread is some what well timed... i am in maya right now. i need
 to get a mesh and its skin/envelope into softimage. i did not rig this
 object and i don't know enough about maya to try and understand it through
 inspection. in softimage i would select the mesh, then select the 
 deformers
 from envelope, then key frame those objects and remove the constraints on
 them in mass with 'remove all constraints'

 is NONE of that doable in maya? cause i am having a hell of a time
 figuring it out.

 s








Re: rigging in xsi vs maya

2014-01-07 Thread Mirko Jankovic
Like mentioend couple times before... working in Maya is like walking on
glass legs. Expect every time that everything will collapse under you ;)


On Wed, Jan 8, 2014 at 5:39 AM, Emilio Hernandez emi...@e-roja.com wrote:

 This is exactly what I am talking about of the weighing in Maya...   I
 forgot to check the lock at some point and... KABOOM




 2014/1/7 Meng-Yang Lu ntmon...@gmail.com

 Yup, and that slider that was mentioned earlier is a booby trap that does
 just that.  Throws your weights around willy nilly.  That's why there's a
 ancient workflow of adding influence only and never subtracting.

 -Lu


 On Tue, Jan 7, 2014 at 6:57 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 I was quite shocked to learn from riggers in my last job, that in maya
 you have to lock all bones but the ones you want to weight to via small
 tick boxes failure to do so aparently causing maya to through random
 influences around...


 On 8 January 2014 02:22, Alan Fregtman alan.fregt...@gmail.com wrote:

 Last time I had to use Maya I would use Crosswalk to transfer the
 skinned mesh from Maya to Soft, do my weighting in home sweet home, then I
 wrote an exporter that saved out my weights in the *cometSaveWeights*
 format. Life saver!



 On Tue, Jan 7, 2014 at 6:15 PM, Steven Caron car...@gmail.com wrote:

 arg, figured it out.

 import pymel.core as pm
 pm.select(pm.skinCluster(pm.selected()[0], query=True, influence=True))

 best UI ever!


 On Tue, Jan 7, 2014 at 2:58 PM, Steven Caron car...@gmail.com wrote:

 this thread is some what well timed... i am in maya right now. i need
 to get a mesh and its skin/envelope into softimage. i did not rig this
 object and i don't know enough about maya to try and understand it 
 through
 inspection. in softimage i would select the mesh, then select the 
 deformers
 from envelope, then key frame those objects and remove the constraints on
 them in mass with 'remove all constraints'

 is NONE of that doable in maya? cause i am having a hell of a time
 figuring it out.

 s









Re: rigging in xsi vs maya

2014-01-06 Thread Steven Caron
oh my god, get ready for every 'point' being argued.


On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 what do you guys think about this blog post:

 http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html



Re: rigging in xsi vs maya

2014-01-06 Thread Eric Thivierge
I saw that a long time ago (its from 2011) and was very upset when it 
was sent around as it is obviously not done by someone who really 
understands both systems. It's a shame it's even posted for public 
consumption. I'm a hater on the general workflow clunkiness of Maya but 
giving it a fair shot and having used it over the years off and on, 
rigging is very similar in both and most of the times the knowledge and 
methods can be translated over to the other app without too much hassle.


Eric T.

On Monday, January 06, 2014 3:13:20 PM, Steven Caron wrote:

oh my god, get ready for every 'point' being argued.


On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau
luceri...@gmail.com mailto:luceri...@gmail.com wrote:

what do you guys think about this blog post:

http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html






Re: rigging in xsi vs maya

2014-01-06 Thread Jordi Bares
It is so embarrassing to read I can't pass the third paragraph, but that is 
what happens when you see someone that knows so little about one piece of 
software and feels has the the authority to throw his opinion on the internet.

ahhh… now I am going to have to answer him.

Jordi Bares
jordiba...@gmail.com

On 6 Jan 2014, at 20:10, Luc-Eric Rousseau luceri...@gmail.com wrote:

 what do you guys think about this blog post:
 
 http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html




Re: rigging in xsi vs maya

2014-01-06 Thread Rob Wuijster

Simon says.. What?? ;-)


Rob

\/-\/\/

On 6-1-2014 21:13, Steven Caron wrote:

oh my god, get ready for every 'point' being argued.


On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau 
luceri...@gmail.com mailto:luceri...@gmail.com wrote:


what do you guys think about this blog post:

http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html


No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2014.0.4259 / Virus Database: 3658/6980 - Release Date: 01/06/14





Re: rigging in xsi vs maya

2014-01-06 Thread Steven Caron
i have only skimmed this but he has arbitrary decisions when to give one
app a 'point' and when to 'dock a point'.

he docks a point because he doesn't like the floating property pages then
adds a point later because he likes it (two explorers to drag and drop).

@luc-eric, please please don't tell me anyone at autodesk is taking this
serious?

s


On Mon, Jan 6, 2014 at 12:13 PM, Steven Caron car...@gmail.com wrote:

 oh my god, get ready for every 'point' being argued.


 On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 what do you guys think about this blog post:

 http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html





Re: rigging in xsi vs maya

2014-01-06 Thread Mirko Jankovic
*The time that Maya saves with its rigging technology and superior
workflow, outweighs the additional cost.*

HAHAHAHAHAHAHHAHA
I saw this a long ago and not then not now it makes any sense at all..


On Mon, Jan 6, 2014 at 9:24 PM, Steven Caron car...@gmail.com wrote:

 i have only skimmed this but he has arbitrary decisions when to give one
 app a 'point' and when to 'dock a point'.

 he docks a point because he doesn't like the floating property pages then
 adds a point later because he likes it (two explorers to drag and drop).

 @luc-eric, please please don't tell me anyone at autodesk is taking this
 serious?

 s


 On Mon, Jan 6, 2014 at 12:13 PM, Steven Caron car...@gmail.com wrote:

 oh my god, get ready for every 'point' being argued.


 On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau 
 luceri...@gmail.comwrote:

 what do you guys think about this blog post:

 http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html






Re: rigging in xsi vs maya

2014-01-06 Thread Luc-Eric Rousseau
 What I find highly offensive is that the author left out any of their
 qualifications or contact information...

I think it's Simon Payne.
you can read his bio at the bottom right here (scroll all the way down)
http://cmivfx.com/store/495-Creature+Creators+Handbook+Volume+01

i have only skimmed this but he has arbitrary decisions when to give one app a 
'point' and when to 'dock a point'.

everyone would do this, imho, everyone has their thing they like here or there.
About the IK chains in Softimage, when all you did in 10 years is rig
like Softimage, it's second nature and you accept the way it works as
how things work (with nulls, etc)  I think the discussion in general
is deep and interesting, although those first 3 paragraphs seem  way
too harsh.  I've read some of these comments from client reports.


RE: rigging in xsi vs maya

2014-01-06 Thread Sven Constable
It reads like a maya evangelist tried XSI/Softimage for a first time and
beeing disappointed because it's different in getting thing done.

[Quote]: ...If [Maya] costs 40% more,... you can do more advanced
characters, with less bugs, in half the time, then choosing XSI for
Characters is in fact a choice for the more expensive outlay, and the lower
level of results...[End of quote]

I don't think so. Not even in 2011. :)

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric
Rousseau
Sent: Monday, January 06, 2014 9:10 PM
To: softimage@listproc.autodesk.com
Subject: rigging in xsi vs maya

what do you guys think about this blog post:

http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html



Re: rigging in xsi vs maya

2014-01-06 Thread Meng-Yang Lu
Over the years I've stopped looking at rigging as just a collection of
joints, iks, and constraints.  There's an overarching support toolset that
needs to be in place to manage rigs and animation data that needs to be
part of the equation too.  From the maya side, I miss stuff like the Mixer
and GATOR.  I would give body parts for XSI's operators stacks and ICE
integration.  The blog is missing a lot.

These days, I think rigging has gotten so sophisticated that the stuff he's
comparing only accounts for about 40 percent of the rigging process.
 There's a hefty 70 percent regarding muscles, collisions, and deformer
creation that is still handled via custom tools.  That right bitches.
 Rigging is 110% effort.  At least that's how it feels to me these days.

-Lu





On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 what do you guys think about this blog post:

 http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html



Re: rigging in xsi vs maya

2014-01-06 Thread Alan Fregtman
For flexibility and workflow, Maya wins the blendshape *point* by quite a
distance.

I call shenanigans. lol -- Last time I tried to make a corrective shape in
Maya *while in the same pose* using what's in the box, I wanted to shoot
myself in the foot.



On Mon, Jan 6, 2014 at 3:29 PM, Mirko Jankovic mirkoj.anima...@gmail.comwrote:

 *The time that Maya saves with its rigging technology and superior
 workflow, outweighs the additional cost.*

 HAHAHAHAHAHAHHAHA
 I saw this a long ago and not then not now it makes any sense at all..


 On Mon, Jan 6, 2014 at 9:24 PM, Steven Caron car...@gmail.com wrote:

 i have only skimmed this but he has arbitrary decisions when to give one
 app a 'point' and when to 'dock a point'.

 he docks a point because he doesn't like the floating property pages then
 adds a point later because he likes it (two explorers to drag and drop).

 @luc-eric, please please don't tell me anyone at autodesk is taking this
 serious?

 s


 On Mon, Jan 6, 2014 at 12:13 PM, Steven Caron car...@gmail.com wrote:

 oh my god, get ready for every 'point' being argued.


 On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau 
 luceri...@gmail.comwrote:

 what do you guys think about this blog post:

 http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html







Re: rigging in xsi vs maya

2014-01-06 Thread Eric Thivierge

Last paragraph needs to be framed and hung on the wall. :P

On Monday, January 06, 2014 3:47:41 PM, Meng-Yang Lu wrote:

These days, I think rigging has gotten so sophisticated that the stuff
he's comparing only accounts for about 40 percent of the rigging
process.  There's a hefty 70 percent regarding muscles, collisions,
and deformer creation that is still handled via custom tools.  That
right bitches.  Rigging is 110% effort.  At least that's how it feels
to me these days.




Re: rigging in xsi vs maya

2014-01-06 Thread Jordi Bares
I would say 1% got discussed and very badly discussed.

Regarding rigging I remember once a very senior rigger throwing tons of cr@p in 
the rig and I had to sit down and re-rig it in front of him and actually 
_prove_ him you could do the same with just a tenth of the bones and controls.

The same with topology and the paranoia riggers have with loops being in 
certain way, I ended up putting the same mesh thru the same rig only with 
different loops to _prove_ him it was actually worst to use regular topology 
than stress based topology.

My issue really is that there are too many people that read posts and training 
videos like these and believe it hands down without even trying for themselves 
in a real way.

Jordi Bares
jordiba...@gmail.com

On 6 Jan 2014, at 20:47, Meng-Yang Lu ntmon...@gmail.com wrote:

 Over the years I've stopped looking at rigging as just a collection of 
 joints, iks, and constraints.  There's an overarching support toolset that 
 needs to be in place to manage rigs and animation data that needs to be part 
 of the equation too.  From the maya side, I miss stuff like the Mixer and 
 GATOR.  I would give body parts for XSI's operators stacks and ICE 
 integration.  The blog is missing a lot.  
 
 These days, I think rigging has gotten so sophisticated that the stuff he's 
 comparing only accounts for about 40 percent of the rigging process.  There's 
 a hefty 70 percent regarding muscles, collisions, and deformer creation that 
 is still handled via custom tools.  That right bitches.  Rigging is 110% 
 effort.  At least that's how it feels to me these days.  
 
 -Lu
 
 
 
 
 
 On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau luceri...@gmail.com 
 wrote:
 what do you guys think about this blog post:
 
 http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html
 



RE: rigging in xsi vs maya

2014-01-06 Thread Angus Davidson
Very much so on framing that quote.  I think its most telling that out of all 
of the maya vs xsi pieces he created (7) he only posted one.

We no longer teach rigging in our animation course as it has just become too 
time consuming to get people new to 3D to understand it decently (our course is 
only a year) and quite frankly very few animation students are going to end up 
as riggers. (I think we have had two in 10 years). In the short time we have we 
would rather teach them to animate properly using a supplied rig (and getting 
to understand how to use controls better). In the case of getting the rare  
student who was interested in rigging we have always accommodated them.

Rigging has become such a specialized field that its both very scary for new 
people , and I can only hope also very rewarding for those people who have the 
dedication and drive to master it. 


From: Eric Thivierge [ethivie...@hybride.com]
Sent: 06 January 2014 10:58 PM
To: softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya

Last paragraph needs to be framed and hung on the wall. :P

On Monday, January 06, 2014 3:47:41 PM, Meng-Yang Lu wrote:
 These days, I think rigging has gotten so sophisticated that the stuff
 he's comparing only accounts for about 40 percent of the rigging
 process.  There's a hefty 70 percent regarding muscles, collisions,
 and deformer creation that is still handled via custom tools.  That
 right bitches.  Rigging is 110% effort.  At least that's how it feels
 to me these days.

=
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style=width:100%; 
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size=1 color=#99span style=font-size:11px;This communication is 
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communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
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outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. /span/font/td
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/table




Re: rigging in xsi vs maya

2014-01-06 Thread Eric Thivierge

Depends how many Animators I have to deal with...  :P

On Monday, January 06, 2014 4:24:39 PM, Angus Davidson wrote:

Rigging has become such a specialized field that its both very scary for new 
people , and I can only hope also very rewarding for those people who have the 
dedication and drive to master it.




Re: rigging in xsi vs maya

2014-01-06 Thread David Gallagher


HAHAHAHAHA!

What a farce.


On 1/6/2014 1:46 PM, Alan Fregtman wrote:


For flexibility and workflow, Maya wins the blendshape *point* by 
quite a distance.


I call shenanigans. lol -- Last time I tried to make a corrective 
shape in Maya *while in the same pose* using what's in the box, I 
wanted to shoot myself in the foot.




On Mon, Jan 6, 2014 at 3:29 PM, Mirko Jankovic 
mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com wrote:


*The time that Maya saves with its rigging technology and superior
workflow, outweighs the additional cost.*

HAHAHAHAHAHAHHAHA
I saw this a long ago and not then not now it makes any sense at all..


On Mon, Jan 6, 2014 at 9:24 PM, Steven Caron car...@gmail.com
mailto:car...@gmail.com wrote:

i have only skimmed this but he has arbitrary decisions when
to give one app a 'point' and when to 'dock a point'.

he docks a point because he doesn't like the floating property
pages then adds a point later because he likes it (two
explorers to drag and drop).

@luc-eric, please please don't tell me anyone at autodesk is
taking this serious?

s


On Mon, Jan 6, 2014 at 12:13 PM, Steven Caron
car...@gmail.com mailto:car...@gmail.com wrote:

oh my god, get ready for every 'point' being argued.


On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau
luceri...@gmail.com mailto:luceri...@gmail.com wrote:

what do you guys think about this blog post:

http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html









Re: rigging in xsi vs maya

2014-01-06 Thread Sergio Mucino

  
  
That's funny. A few months ago, when I started rigging in Soft, I
was googling a lot of information and pestering this list (trying to
keep the hair loss to a minimum, you know...), and I landed on this
article. I read it through and through and thought some things were
missed.
Honestly, it's really hard to come through a real expert on several
applications, even if for a single purpose. I don't blame this guys
for missing solutions to different problems in his article.
My own personal experience is that there are things I love in Soft
that I wish Maya had, and there are things in Maya that I definitely
miss in Soft (to different degrees of "needing"... from "it'd be
nice if", to "Are you f***ing kidding me???!")  :-) . All in all, I
believe I could deliver any kind of rig in any application (and I'll
include Max and Modo in the list), but there would be definitely be
pain involved (and brain-picking). And the use of 3rd-party scripts
and tools, for sure. There is no greener grass. Live fast, die
young. There is no rest for the wicked. Eat fruits and vegetables.
Peace!


On 06/01/2014 3:10 PM, Luc-Eric
  Rousseau wrote:


  what do you guys think about this blog post:

http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html




-- 
  

  



RE: rigging in xsi vs maya

2014-01-06 Thread Matt Lind
So what does maya rigging tools have that Softimage doesn't that makes a 
significant difference at the end of the day?

Matt





From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Monday, January 06, 2014 1:58 PM
To: softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya

of course everyone would do this, which is why it seems silly to attempt and 
quantify it at all. i know i have bias and i know trained maya talent do too... 
i love to squabble about this stuff in my work environment but it is half fun 
these days. i know there are issues on both sides... but i am not going to post 
a blog dedicated to it.

On Mon, Jan 6, 2014 at 12:42 PM, Luc-Eric Rousseau 
luceri...@gmail.commailto:luceri...@gmail.com wrote:

everyone would do this, imho, everyone has their thing they like here or there.
About the IK chains in Softimage, when all you did in 10 years is rig
like Softimage, it's second nature and you accept the way it works as
how things work (with nulls, etc)  I think the discussion in general
is deep and interesting, although those first 3 paragraphs seem  way
too harsh.  I've read some of these comments from client reports.



Re: rigging in xsi vs maya

2014-01-06 Thread Jordi Bares
In my opinion the only thing I would love to have from maya is the ability to 
get deformation from objects vertices rather than object centres so you can 
build pseudo-muscles easily.

The whole muscle system would be nice but it is not critical imho given that I 
am of the opinion that the animator has to see the silhouette to take an 
informed decision and simulating muscles goes against that. therefore I rather 
do it by hand.

The rest I believe is simply a matter of taste.

hope it helps

Jordi Bares
jordiba...@gmail.com

On 6 Jan 2014, at 22:03, Matt Lind ml...@carbinestudios.com wrote:

 So what does maya rigging tools have that Softimage doesn’t that makes a 
 significant difference at the end of the day?
  
 Matt
  
  
  
  
  
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron
 Sent: Monday, January 06, 2014 1:58 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: rigging in xsi vs maya
  
 of course everyone would do this, which is why it seems silly to attempt and 
 quantify it at all. i know i have bias and i know trained maya talent do 
 too... i love to squabble about this stuff in my work environment but it is 
 half fun these days. i know there are issues on both sides... but i am not 
 going to post a blog dedicated to it.
  
 On Mon, Jan 6, 2014 at 12:42 PM, Luc-Eric Rousseau luceri...@gmail.com 
 wrote:
  
 everyone would do this, imho, everyone has their thing they like here or 
 there.
 About the IK chains in Softimage, when all you did in 10 years is rig
 like Softimage, it's second nature and you accept the way it works as
 how things work (with nulls, etc)  I think the discussion in general
 is deep and interesting, although those first 3 paragraphs seem  way
 too harsh.  I've read some of these comments from client reports.



Re: rigging in xsi vs maya

2014-01-06 Thread Steven Caron
are you asking me personally?

i think some studios might favor the dependency graph structure of maya for
custom nodes and behaviors. they would choose that over the better
initially organized softimage environment which lacks some customization
options that maya has. a topic discussed to death already, maya's dominance
is because of timing (of their release years ago) and it's extensibility.

s

On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind ml...@carbinestudios.com wrote:

 So what does maya rigging tools have that Softimage doesn’t that makes a
 significant difference at the end of the day?



 Matt





Re: rigging in xsi vs maya

2014-01-06 Thread Meng-Yang Lu
What does XSI users use for skin simulation these days?  All custom stuff
in ICE?  We've been leveraging nCloth quite a bit lately and arguably, it's
the only piece of tech that 3D peeps here regardless of app preference can
unanimously agree that it is indeed pretty good.  Maybe not significant for
games, but plays a big part of what we do day to day.

The other thing is speed.  This is subjective, but not without me observing
over the years that if you get rigs of similar complexity, however you get
there, animating a handful in Maya is usually no problem while doing the
same in XSI feels a bit slow.

Not trying to argue, Matt.  If forced to pick A or B, I'd find a way
regardless.  Just trying to be objective and see what bounces back because
we're always looking for faster and better ways of doing stuff.

-Lu




On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind ml...@carbinestudios.com wrote:

 So what does maya rigging tools have that Softimage doesn’t that makes a
 significant difference at the end of the day?



 Matt











 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron
 *Sent:* Monday, January 06, 2014 1:58 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: rigging in xsi vs maya



 of course everyone would do this, which is why it seems silly to attempt
 and quantify it at all. i know i have bias and i know trained maya talent
 do too... i love to squabble about this stuff in my work environment but it
 is half fun these days. i know there are issues on both sides... but i am
 not going to post a blog dedicated to it.



 On Mon, Jan 6, 2014 at 12:42 PM, Luc-Eric Rousseau luceri...@gmail.com
 wrote:



 everyone would do this, imho, everyone has their thing they like here or
 there.
 About the IK chains in Softimage, when all you did in 10 years is rig
 like Softimage, it's second nature and you accept the way it works as
 how things work (with nulls, etc)  I think the discussion in general
 is deep and interesting, although those first 3 paragraphs seem  way
 too harsh.  I've read some of these comments from client reports.





RE: rigging in xsi vs maya

2014-01-06 Thread Matt Lind
Open question to anybody with significant experience in both Softimage and maya.

I have to address some envelope and rigging tools internally pretty soon.  
Having this discussion now is convenience for me.

Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Monday, January 06, 2014 2:21 PM
To: softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya

are you asking me personally?

i think some studios might favor the dependency graph structure of maya for 
custom nodes and behaviors. they would choose that over the better initially 
organized softimage environment which lacks some customization options that 
maya has. a topic discussed to death already, maya's dominance is because of 
timing (of their release years ago) and it's extensibility.

s

On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
So what does maya rigging tools have that Softimage doesn't that makes a 
significant difference at the end of the day?

Matt



Re: rigging in xsi vs maya

2014-01-06 Thread Ben Barker
I found that the biggest problems in rigging are management issues:
listening and weighing input, absorbing unexpected changes gracefully, and
finding solutions that fit into a much larger pipeline over which you have
limited control. Rarely are you even in a position to dictate the software,
it's simply another variable to consider. Often there are overarching
political issues that you must absorb and translate into production. Like
all things, it always comes back to people. Really, moving vertices is the
easiest part of the job.


On Mon, Jan 6, 2014 at 5:20 PM, Steven Caron car...@gmail.com wrote:

 are you asking me personally?

 i think some studios might favor the dependency graph structure of maya
 for custom nodes and behaviors. they would choose that over the better
 initially organized softimage environment which lacks some customization
 options that maya has. a topic discussed to death already, maya's dominance
 is because of timing (of their release years ago) and it's extensibility.

 s


 On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind ml...@carbinestudios.comwrote:

 So what does maya rigging tools have that Softimage doesn’t that makes a
 significant difference at the end of the day?



 Matt






Re: rigging in xsi vs maya

2014-01-06 Thread Juhani Karlsson
Well.. I really hope that Fabric Engine will be our fixing solution.
I think both SI and Maya way of handling solvers/gizmos ect are bit sloppy
compaired to Fabric... n slow.. : )


On 7 January 2014 00:30, Ben Barker ben.bar...@gmail.com wrote:

 I found that the biggest problems in rigging are management issues:
 listening and weighing input, absorbing unexpected changes gracefully, and
 finding solutions that fit into a much larger pipeline over which you have
 limited control. Rarely are you even in a position to dictate the software,
 it's simply another variable to consider. Often there are overarching
 political issues that you must absorb and translate into production. Like
 all things, it always comes back to people. Really, moving vertices is the
 easiest part of the job.


 On Mon, Jan 6, 2014 at 5:20 PM, Steven Caron car...@gmail.com wrote:

 are you asking me personally?

 i think some studios might favor the dependency graph structure of maya
 for custom nodes and behaviors. they would choose that over the better
 initially organized softimage environment which lacks some customization
 options that maya has. a topic discussed to death already, maya's dominance
 is because of timing (of their release years ago) and it's extensibility.

 s


 On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind ml...@carbinestudios.comwrote:

 So what does maya rigging tools have that Softimage doesn’t that makes a
 significant difference at the end of the day?



 Matt







-- 
-- 
Juhani Karlsson
3D Artist/TD

Talvi Digital Oy
Pursimiehenkatu 29-31 b 2krs.
00150 Helsinki
+358 443443088
juhani.karls...@talvi.fi
www.vimeo.com/talvi


RE: rigging in xsi vs maya

2014-01-06 Thread Matt Lind
Let me narrow down the question to the specific task of applying an envelope or 
weighting/re-weighting an envelope.


Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Monday, January 06, 2014 2:27 PM
To: softimage@listproc.autodesk.com
Subject: RE: rigging in xsi vs maya

Open question to anybody with significant experience in both Softimage and maya.

I have to address some envelope and rigging tools internally pretty soon.  
Having this discussion now is convenience for me.

Matt




From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Monday, January 06, 2014 2:21 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya

are you asking me personally?

i think some studios might favor the dependency graph structure of maya for 
custom nodes and behaviors. they would choose that over the better initially 
organized softimage environment which lacks some customization options that 
maya has. a topic discussed to death already, maya's dominance is because of 
timing (of their release years ago) and it's extensibility.

s

On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
So what does maya rigging tools have that Softimage doesn't that makes a 
significant difference at the end of the day?

Matt



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