Re: Rigging and Animation in Modo

2014-08-23 Thread Jason S

  
  
On
  08/22/14 13:06, Serch Mucino wrote:


  

  

  

  

  Workflow-wise, I'd say
  Modo is closer to Maya than anything else. 

Apart from the mentioned issues, for me that's
what I wasn't too fond about Modo 
(feels a bit like a cross between Maya &
Lightwave) 
but it's at least still much more approachable
than either.

Also, I know the 701 did get great performance
improvements for some things, 
so at least we see that it's possible, but that
was only after many many years of knowing of the
problem (like now) which also -still remains-. 

(probably rather deep core stuff, where it's
hard to not break, or not have to basically redo
entire trickling chunks, while also already
having as many issues with stability) 



... we should get a
  Montreal Modo User Group going! I know there
  are a few Modo users over here... maybe
  something could be done ;-).

Lol I would love to, but for me.. I'll be
focusing on comp (which I love) at least for a
while, 

but which is I guess at least part of why I'm
somewhat unhappy about how things turned out.

All Softimage studios around me have either
kept-on using SI until further notice, 
(but not necessarily  hiring)
or until something comparably let
say:'efficient' surfaces..
(not just finishing previous projects, but also
starting new ones
 
not wanting to deal with ~2x as long/hard,
~2x the staff, 2x everything )

.. or somehow managed to -cope- with Maya 
(coping with the ~2x as long/hard, ~2x
the staff, 2x everything.. to which
the tweak tool or the H key hardly
compensates).. 

OR.. have actually closed down!
(with the quite literal ~2x as long/hard,
~2x the staff, 2x everything quite
possibly having something to do with a good part
of it).




And I guess same goes for me (in studios),
deadlines often being (pretty normally) rather
tight, 
XSI has somehow always been specially good for
exactly that, 
and Maya has always been almost like the exact
opposite while not having really changed.. it's
pretty incredible. 
(historically, and pretty much still just as
much, while always only adding new things)

That unless there is like dedicated teams for
all sorts of little things at the same time,
or be in one of the bigger studios who use old
maya versions that have nothing to do with Maya
and that aren't even interested in new versions.


And already in XSI, despite being by far the
most "forgiving", it sometimes happens that it's
barely enough to deliver in time, enough that we
couldn't have imagined what (or if) we would
have delivered with anything else.

Which is what I guess brought me personally to
focus on comp 
(at 40, I can't/don't want to do the ~80h I use
to)


  

RE: Rigging and Animation in Modo

2014-08-23 Thread Maurício P . Cuencas
tc. that focus entirely on rendering and have only been doing 
that. The modo renderer is nice but it's not a match for things like 
Vray'Arnold.
IMHO Luxology/TF spread too thin trying to cover too many areas in which 
they're already behind anyway, and the one that made MODO popular (modeling 
tools) has been left behind.

The last updates 601, 701 and 801 had not many crazy updates modeling wise.
MODO is STILL missing something like the FFD Box modifier from Max, or the 
Shell modifier, and there's many more missing, and overall a lack of depth to 
some features (i.e. the bride tool is very weak compared to Max, and it's one 
of many). If you ask me, I would have expected MODO to have these modifiers and 
many more modeling tools added in 601, 701, 801, instead we got a lot of 
updates which are not relevant to modeling. And while some people animate or 
render in MODO, nearly no major studio is using MODO for these 2 particular 
tasks (animation, rendering) I think mostly MODO was popular for modeling and 
now it's being let behind. MF was the really only addition to it, but while I 
am extremely excited about it, I still find it unreliable and unstable 
performance wise to actually do professional work for clients.

I have successfully used MODO and MF to create some 3D concept art for some new 
upcoming games, one of which is COD 2015 and one is an announced IP from Sony, 
and will post them once those games come out (it will be a while) but they were 
almost 'exceptions' that I was able to make work since they were small-ish 
props and I really wanted to use MODO. 

I love MODO, but lately I was too frustrated by the VP performance with high 
dense meshes, especially using MF.and went back to Max, which is actually able 
to do its MF equivalent, with ANY mesh type and has better performance.
I just hope that The Foundry will address the performance issues (in general) 
and expand MF to allow users to choose the density of the output mesh and add 
more features that I'd like to see customization wise.. and last but not least, 
I truly hope that they focus A LOT of their energies in the modeling tools for 
the 901 release as I felt let down by the last 3 updates modeling wise.

I can see myself going back to MODO if all the things I said are addressed, 
especially because I hate AD, their customer support, their upgrades and their 
mentality.
The Foundry / Luxology is a cool company that I hope will pay attention to its 
user base needs.

Gavriil
Message edited by Gavriil Klimov on 8/23/2014 - 9:18 AM
Today - 9:09 AM

http://community.thefoundry.co.uk/discussion/topic.aspx?f=4&t=91552&page=2

P.S.: his workstation is a beast!!!

Date: Fri, 22 Aug 2014 13:06:18 -0400
Subject: Re: Rigging and Animation in Modo
From: sergio.muc...@gmail.com
To: softimage@listproc.autodesk.com

I've been rigging in Modo for over a year now, after years of doing it in 3ds 
max, Maya, and Softimage. I can tell you that Modo has been a joy to use, 
although it still has some way to go.

Workflow-wise, I'd say Modo is closer to Maya than anything else. I LOVE Modo's 
schematic environment. It's really comfortable to work in (in spite of its 
complete lack of grouping or layout features... which I'm guessing will be 
addressed soon), and it has a lot of really useful nodes (I wished 3ds max had 
this for many years). It's not as deep as ICE (yet), but I can already 
replicate pretty much all my ICE Kinematics setups in Modo. The schematic can 
also be used to create/manage particle systems and (Bullet) dynamics, but I 
can't compare those to ICE, since I didn't really explore that side of it in my 
brief time with Soft.

Modo still lacks some bread-n-butter tools, and in some parts, the workflow is 
rather rough. However, where it really stands apart is in the way deformations 
are treated. It's a very open-ended system, that can achieve very complex 
setups with ease, using something commonly referred to as the OOO stack (or 
Order Of Operations). I've been able to do some very interesting things with it.

Modo is not a very procedural application, but when it comes to rigging, it 
does accomplish pretty much anything you could think of. It still needs to 
better support some data types (such as matrices), but I think that it's headed 
in the right direction, and having ICE-like workflows is just a matter of time.

Yes, Modo still doesn't have the performance Soft or Maya provide. It's 
something that's known. I really hope this gets solved, because it's one of the 
most pressing factors I've seen that stop people from using it for animation.

If you're doing bipedal characters, you definitely want to take a look at ACS. 
It's a Kit (add-on) for Modo that provides some really nice rigging/animation 
features. The downside to it is that's currently limited to bipeds. I'm looking 
f

Re: Rigging and Animation in Modo

2014-08-23 Thread philipp seis
my 5 cent:

i really think, the whole point comparing features of Softwares is highly
overestimated.
Of course there are very rational reasons of choosing one Software over
another:
The price, the features, the amount of jobs we think there are outside.
But at the end of the day, we could ask ourselves: Are we in 3d, because we
are purely rational
decision makers ? If so, i would be a lawer, do real estates, or try to go
after a job that promises more
money or prestige.
I guess, most of the guys in Animation wanted to do what they are truly
interested in, love, or just fits them.
So my humble advice: Stop comparing features. Go for Sympathy.
Why working with a Software, you dislike ? We will find a 100 reasons for
and against every package.
I know many of us don't have that luxury, and it might not appear
particularly professional
if you utter such a theory in meetings with people wearing suits. But for a
lot of us thats doable.
My rational side constantly tells me 2 packages i "should" learn, while i
find myself working with
something that i feel speaks to me. So i'll surrender to this one.

best, Philipp




2014-08-22 23:21 GMT+02:00 Cristobal Infante :

> maybe, but the work coming out if the cinema4d community is pretty
> impressive, and so is the demand for C4D artists.
>
>
> On Friday, 22 August 2014, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> I suppose at least modo looks like it is heading in the right direction,
>> getting into bed with the foundry, the last C4D demo, was kinda scatter
>> brained.
>>
>>
>> On 22 August 2014 21:03, w...@fiftyeight.com  wrote:
>>
>>>   Iam also searching for an alternative-softimage,
>>>  and found this riggs done in modo https://vimeo.com/ochyming/videos
>>> very nice.
>>>
>>>  but still found not a softimage-alternative both cinema4d and modo not
>>> having something like a schematic-view and also not an history-stacks,
>>>  on the other side c4d has realy nice deformers and tools aready built
>>> in (squash&stretch or dynamic-chains for example but in cinema4d i have the
>>> feeling
>>>  that i can not go so far as with softimage (adding points/edges on
>>> rigged,shape-animted envelops,)
>>>
>>>  Iam more an allrounder by the way
>>>
>>>  Walter
>>>
>>>
>>> phil harbath  hat am 22. August 2014 um
>>> 20:32 geschrieben:
>>>
>>>   how does shape animation in modo compare to the shape manager?
>>>
>>>
>>>
>>>
>>>
>>
>>


Re: Rigging and Animation in Modo

2014-08-22 Thread Cristobal Infante
maybe, but the work coming out if the cinema4d community is pretty
impressive, and so is the demand for C4D artists.

On Friday, 22 August 2014, Sebastien Sterling 
wrote:

> I suppose at least modo looks like it is heading in the right direction,
> getting into bed with the foundry, the last C4D demo, was kinda scatter
> brained.
>
>
> On 22 August 2014 21:03, w...@fiftyeight.com
>   > wrote:
>
>>   Iam also searching for an alternative-softimage,
>>  and found this riggs done in modo https://vimeo.com/ochyming/videos
>> very nice.
>>
>>  but still found not a softimage-alternative both cinema4d and modo not
>> having something like a schematic-view and also not an history-stacks,
>>  on the other side c4d has realy nice deformers and tools aready built in
>> (squash&stretch or dynamic-chains for example but in cinema4d i have the
>> feeling
>>  that i can not go so far as with softimage (adding points/edges on
>> rigged,shape-animted envelops,)
>>
>>  Iam more an allrounder by the way
>>
>>  Walter
>>
>>
>> phil harbath > > hat am
>> 22. August 2014 um 20:32 geschrieben:
>>
>>   how does shape animation in modo compare to the shape manager?
>>
>>
>>
>>
>>
>
>


Re: Rigging and Animation in Modo

2014-08-22 Thread Sebastien Sterling
I suppose at least modo looks like it is heading in the right direction,
getting into bed with the foundry, the last C4D demo, was kinda scatter
brained.


On 22 August 2014 21:03, w...@fiftyeight.com  wrote:

>   Iam also searching for an alternative-softimage,
>  and found this riggs done in modo https://vimeo.com/ochyming/videos very
> nice.
>
>  but still found not a softimage-alternative both cinema4d and modo not
> having something like a schematic-view and also not an history-stacks,
>  on the other side c4d has realy nice deformers and tools aready built in
> (squash&stretch or dynamic-chains for example but in cinema4d i have the
> feeling
>  that i can not go so far as with softimage (adding points/edges on
> rigged,shape-animted envelops,)
>
>  Iam more an allrounder by the way
>
>  Walter
>
>
> phil harbath  hat am 22. August 2014 um
> 20:32 geschrieben:
>
>   how does shape animation in modo compare to the shape manager?
>
>
>
>
>


Re: Rigging and Animation in Modo

2014-08-22 Thread w...@fiftyeight.com
Iam also searching for an alternative-softimage,
and found this riggs done in modo https://vimeo.com/ochyming/videos very nice.

but still found not a softimage-alternative both cinema4d and modo not having
something like a schematic-view and also not an history-stacks,
on the other side c4d has realy nice deformers and tools aready built in
(squash&stretch or dynamic-chains for example but in cinema4d i have the feeling
that i can not go so far as with softimage (adding points/edges on
rigged,shape-animted envelops,)

Iam more an allrounder by the way

Walter


> phil harbath  hat am 22. August 2014 um 20:32
> geschrieben:
> 
>  how does shape animation in modo compare to the shape manager?
> 
> 



Re: Rigging and Animation in Modo

2014-08-22 Thread phil harbath
how does shape animation in modo compare to the shape manager?


Re: Rigging and Animation in Modo

2014-08-22 Thread Mirko Jankovic
how ever you put it they both still have a way to go to even start to
replace and offer what Si already have. now spenging time learning them now
while abandning tools that are already there proven and working... not srue
what is mart thing to do really.. and even if you do go that way spend time
learning and then 3rd option comes with new set of tools taht actualy is
better then all that time is wasted.. taht is discutable ofc as new skill
cant be wasted but still... you know where I'm going with this...


On Fri, Aug 22, 2014 at 7:23 PM, Jason S  wrote:

>  Most operations became multithreaded in C4d (being a pretty deep core
> change)
>
> and Modo RayGL also seem to be helping alot,
>
> But I hope they eventully realise how the devil is in then details!
> (or rather the many little subtleties mostly noticable when more or less
> always rushing towards the deadlines.)
>
> XSI ..  was/is particularly good for particularly exactly that.. it's
> sheer speed & "forgivingness" under fire.
>
>
>
>
> On 08/22/14 11:54, Jason S wrote:
>
> Performance and/or stability issues, or not rattling over 40mph,  seems to
> be what keeps either of them from being more widely used as main pipeline
> apps.
>
> Currently, at least in my part of the woods
> (in Montreal.. being not exactly in the middle of the woods except
> physically :p )
>
> .. virtually no studio runs with either of them, and even worldwide, job
> posts seem to be scarce to say the least.
>
> And would be delighted to see one, or even more *BOTH* overcome their
> relative limitations enough for them to be more seriously considered,
> otherwise not at-all lacking in really great things.
>
>
>
> On 08/22/14 10:25, Tim Crowson wrote:
>
> I can tell you that voices are pretty loud on this topic (i.e. everyone
> agrees with you vehemently), and The Foundry can't help but hear us. There
> are performance issues that need to be dealt with, and I sure hope they get
> them resolved.
>
> -Tim
>
> On 8/22/2014 9:05 AM, Eric Thivierge wrote:
>
> However, in my opinion and from my perspective rigs need to be fast and
> able to load high resolution geometries with full deformations. If that
> isn't a super high priority for companies in the next 2 years, you're
> missing the boat.
>
> Eric T.
>
>
>
>
>
>
>


Re: Rigging and Animation in Modo

2014-08-22 Thread Angus Davidson
I agree. I can’t speak for C4D but Modo in my mind has only become a full DCC 
this last version. (Some would say 701 but I tend to think 801). So yes a lot 
of kinks to work out.

Was chatting to Martin Mayer recently at TheFoundry User group in Johannesburg 
(He was there as as a Modo Specialist) and he said that performance is pretty 
much their major priority going forward. So theFoundry is definitely aware of 
the issues. One big tip that I didn’t know before that meeting is that if your 
not animating a mesh in the scene, load it up as a static mesh. (my incoming 
meshes are alembic) It provides a massive performance boost. Was running a 9 
million polygon environment and still animating a character 800K polygons and 
it was not giving any issues at all.

Between Fabric and Modo (and if hopefully I sacrifice enough goats splice in 
Modo) I am very happy going forward, However If I run out of goats a 
Modo/Houdini pipeline works well as they are fairly complimentary.


From: Jason S mailto:jasonsta...@gmail.com>>
Reply-To: 
"softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Date: Friday 22 August 2014 at 5:54 PM
To: "softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Subject: Re: Rigging and Animation in Modo

Performance and/or stability issues, or not rattling over 40mph,  seems to be 
what keeps either of them from being more widely used as main pipeline apps.

Currently, at least in my part of the woods
(in Montreal.. being not exactly in the middle of the woods except physically 
:p )

.. virtually no studio runs with either of them, and even worldwide, job posts 
seem to be scarce to say the least.

And would be delighted to see one, or even more *BOTH* overcome their relative 
limitations enough for them to be more seriously considered, otherwise not 
at-all lacking in really great things.





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Re: Rigging and Animation in Modo

2014-08-22 Thread Jason S
Title: Signature

  
  
Most operations became multithreaded in
  C4d (being a pretty deep core change)
  
  and Modo RayGL also seem to be helping alot, 
  
  But I hope they eventully realise how the devil is in then
  details!
  (or rather the many little subtleties mostly noticable when more
  or less always rushing towards the deadlines.)
  
  XSI ..  was/is particularly good for particularly exactly that..
  it's sheer speed & "forgivingness" under fire.
  
  
  
  On 08/22/14 11:54, Jason S wrote:


  
  Performance and/or stability issues,
or not rattling over 40mph,  seems to be what keeps either of
them from being more widely used as main pipeline apps.

Currently, at least in my part of the woods 
(in Montreal.. being not exactly in the middle of the woods
except physically :p )

.. virtually no studio runs with either of them, and even
worldwide, job posts seem to be scarce to say the least.

And would be delighted to see one, or even more *BOTH* overcome
their relative limitations enough for them to be more seriously
considered, otherwise not at-all lacking in really great things.



On 08/22/14 10:25, Tim Crowson wrote:
  
  

I can tell you that voices are pretty loud on this topic (i.e.
everyone agrees with you vehemently), and The Foundry can't help
but hear us. There are performance issues that need to be dealt
with, and I sure hope they get them resolved.

-Tim

On 8/22/2014 9:05 AM, Eric
  Thivierge wrote:

However,


  in my opinion and from my perspective rigs need to be fast and
  able to load high resolution geometries with full
  deformations. If that isn't a super high priority for
  companies in the next 2 years, you're missing the boat. 
  
  Eric T. 
  



  
  
   
  

  
  


  



Re: Rigging and Animation in Modo

2014-08-22 Thread Serch Mucino
I've been rigging in Modo for over a year now, after years of doing it in
3ds max, Maya, and Softimage. I can tell you that Modo has been a joy to
use, although it still has some way to go.
Workflow-wise, I'd say Modo is closer to Maya than anything else. I LOVE
Modo's schematic environment. It's really comfortable to work in (in spite
of its complete lack of grouping or layout features... which I'm guessing
will be addressed soon), and it has a lot of really useful nodes (I wished
3ds max had this for many years). It's not as deep as ICE (yet), but I can
already replicate pretty much all my ICE Kinematics setups in Modo. The
schematic can also be used to create/manage particle systems and (Bullet)
dynamics, but I can't compare those to ICE, since I didn't really explore
that side of it in my brief time with Soft.
Modo still lacks some bread-n-butter tools, and in some parts, the workflow
is rather rough. However, where it really stands apart is in the way
deformations are treated. It's a very open-ended system, that can achieve
very complex setups with ease, using something commonly referred to as the
OOO stack (or Order Of Operations). I've been able to do some very
interesting things with it.
Modo is not a very procedural application, but when it comes to rigging, it
does accomplish pretty much anything you could think of. It still needs to
better support some data types (such as matrices), but I think that it's
headed in the right direction, and having ICE-like workflows is just a
matter of time.
Yes, Modo still doesn't have the performance Soft or Maya provide. It's
something that's known. I really hope this gets solved, because it's one of
the most pressing factors I've seen that stop people from using it for
animation.
If you're doing bipedal characters, you definitely want to take a look at
ACS. It's a Kit (add-on) for Modo that provides some really nice
rigging/animation features. The downside to it is that's currently limited
to bipeds. I'm looking forward to this becoming a more Gear-like system,
although it already excels in several areas.

I guess I'd sum it up in that Modo does not yet provide the depth of Maya
or the polished workflows of Softimage. But my hopes for it are high. If
The Foundry continue to invest in the animation side of things, I think it
could become a serious viable alternative.

For those also interested in scripting (lots of riggers I know are), be
prepared to go through some headaches. Modo has the most unorthodox Python
implementation I've used so far. I understand it's mainly due to the
architecture of the application (it was written in C, not C++, so there's
not an object model the way you'd be used to find in other applications or
languages). TF is working on making this a lot more Pythonic by wrapping
parts of the Python API in user classes, which do provide a much more "OO"
approach at scripting, but these classes are still WIP, so some areas are
still not there, and you'll have to deal with the raw Python API (or the
legacy services, which once you wrap your head around, are actually quite
useful).

Anyway, I'm not gonna turn this into a long thread. If anyone has any
specific questions, do shoot. We'll do our best to answer.
I not have enough Modo rigs to update my demo reel. If I post anything
soon, I'll let you guys know.

Jason... we should get a Montreal Modo User Group going! I know there are a
few Modo users over here... maybe something could be done ;-).

Cheers all!


Sergio Mucino



On Fri, Aug 22, 2014 at 11:54 AM, Jason S  wrote:

>  Performance and/or stability issues, or not rattling over 40mph,  seems
> to be what keeps either of them from being more widely used as main
> pipeline apps.
>
> Currently, at least in my part of the woods
> (in Montreal.. being not exactly in the middle of the woods except
> physically :p )
>
> .. virtually no studio runs with either of them, and even worldwide, job
> posts seem to be scarce to say the least.
>
> And would be delighted to see one, or even more *BOTH* overcome their
> relative limitations enough for them to be more seriously considered,
> otherwise not at-all lacking in really great things.
>
>
>
>
> On 08/22/14 10:25, Tim Crowson wrote:
>
> I can tell you that voices are pretty loud on this topic (i.e. everyone
> agrees with you vehemently), and The Foundry can't help but hear us. There
> are performance issues that need to be dealt with, and I sure hope they get
> them resolved.
>
> -Tim
>
> On 8/22/2014 9:05 AM, Eric Thivierge wrote:
>
> However, in my opinion and from my perspective rigs need to be fast and
> able to load high resolution geometries with full deformations. If that
> isn't a super high priority for companies in the next 2 years, you're
> missing the boat.
>
> Eric T.
>
>
>
>
>
>


Re: Rigging and Animation in Modo

2014-08-22 Thread Jason S
Title: Signature

  
  
Performance and/or stability issues, or
  not rattling over 40mph,  seems to be what keeps either of them
  from being more widely used as main pipeline apps.
  
  Currently, at least in my part of the woods 
  (in Montreal.. being not exactly in the middle of the woods except
  physically :p )
  
  .. virtually no studio runs with either of them, and even
  worldwide, job posts seem to be scarce to say the least.
  
  And would be delighted to see one, or even more *BOTH* overcome
  their relative limitations enough for them to be more seriously
  considered, otherwise not at-all lacking in really great things.
  
  
  
  On 08/22/14 10:25, Tim Crowson wrote:


  
  I can tell you that voices are pretty loud on this topic (i.e.
  everyone agrees with you vehemently), and The Foundry can't help
  but hear us. There are performance issues that need to be dealt
  with, and I sure hope they get them resolved.
  
  -Tim
  
  On 8/22/2014 9:05 AM, Eric Thivierge
wrote:
  
  However,

in my opinion and from my perspective rigs need to be fast and
able to load high resolution geometries with full deformations.
If that isn't a super high priority for companies in the next 2
years, you're missing the boat. 

Eric T. 

  
  
  


 

  


  



Re: Rigging and Animation in Modo

2014-08-22 Thread Tim Crowson
I can tell you that voices are pretty loud on this topic (i.e. everyone 
agrees with you vehemently), and The Foundry can't help but hear us. 
There are performance issues that need to be dealt with, and I sure hope 
they get them resolved.


-Tim

On 8/22/2014 9:05 AM, Eric Thivierge wrote:
However, in my opinion and from my perspective rigs need to be fast 
and able to load high resolution geometries with full deformations. If 
that isn't a super high priority for companies in the next 2 years, 
you're missing the boat.


Eric T.



Signature




Re: Rigging and Animation in Modo

2014-08-22 Thread Eric Thivierge
I think one thing I took away from Siggraph is that the technology is 
here to be able to do this. It may cost a lot (PREMO by Dreamworks) or 
you have to get into new technology (Fabric Engine) but it's definitely 
at a point where we can start dumping higher quality representations 
into the viewports for artists.


It is important to have actually. Being able to see high res geometry 
deformed by the rig in the viewport with still interactive speed is 
something that is becoming more and more essential and that riggers and 
animators haven't been able to do without lots of RnD. Definitely not 
able to do that out of the box in Maya or Softimage. If you're able to 
give animators an almost 1 to 1 result on screen to what they'll get in 
render that means that you don't have to playblast / test render and 
can iterate on different ideas faster.


When you give animators this ability, your first inclination may be 
that work will get done faster. This is incorrect. It means they can 
iterate faster and are able to test out ideas much faster. This has 
value as it will mean that your project will evolve faster and will 
show story / layout / camera / animation problems much sooner in the 
process and will be able to be fixed before you have to ship it out the 
door.


One thing I can't really get behind is companies just not getting to 
things like standard PSD tools and other tools implementing workflows 
and techniques that have been around for almost 10 years now. Do you 
want an applause? You're late to the game and are putting in these 
things that users have been using for years... it's not innovative, 
it's slightly helpful, but most likely, it's black boxed and requires a 
very specific workflow.


The Modo animation tools that were shown in the last release were very 
neat and I can applaud that. However, in my opinion and from my 
perspective rigs need to be fast and able to load high resolution 
geometries with full deformations. If that isn't a super high priority 
for companies in the next 2 years, you're missing the boat.


Eric T.



Re: Rigging and Animation in Modo

2014-08-22 Thread Angus Davidson
Richard Hurrey needs to frikken hurry ;) If its anything like his 501 series 
its going to be really good.

I haven’t hit any viewport issues in Modo yet, but I am not using very complex 
or high poly characters. Even then I still tend to use proxy geometry a lot and 
only really expose the stuff I am focused on. Back in the Day we called it 
working within limitations ;)  Unfortunately now people want to be able to see 
everything while they are working. To me its distracting.



From: Tim Crowson 
mailto:tim.crow...@magneticdreams.com>>
Reply-To: 
"softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Date: Friday 22 August 2014 at 3:06 PM
To: "softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Subject: Re: Rigging and Animation in Modo

There is FAR MORE rigging-related training coming down the road this year for 
Modo riggers. I know of two training series coming along, and as a 'tester' on 
one of them, can tell you it's pretty awesome stuff.

-Tim

On 8/22/2014 6:47 AM, Perry Harovas wrote:
Cool video. Thanks for sharing Mauricio. Modo looks like it has some great 
tools based on everything I've seen in marketing, in this video and the 
previous one linked to by Pedro.

As for C4D viewport performance, I find it faster than Houdini for most things, 
but slower than Soft. I haven't tested rigged characters performance yet, but 
if I find anything I will report back. I will say that I have been using only 
C4D for months now, and I really haven't hit any walls in terms of viewport 
performance that make it unusable (or unstable). Obviously that is specific to 
my experiences, possibly my hardware setup and certainly the requirements of 
the projects I am working on, so your mileage may vary.

Perry



On Aug 22, 2014, at 7:07 AM, Maurício P. Cuencas 
mailto:maurici...@live.com>> wrote:

This one is also very good.

https://vimeo.com/102273820

The rigger is/was a Maya user. His opinions about Modo.

"i originally started in maya, didnt did allot of rigging, mostly animation and 
modelling
every programs has some flaws, even how i`d love maya and the rigging and 
scripting tools, if you get the "modo way" of rigging it is superfast and easy 
to handle.
i really like modo en enjoy rigging to the fullest .

animation is a different story.
i do find the deformation response very slowly in modo, in some heavy rigs i 
needed to put some low poly meshes in just to get a nice response, otherwise 
animation would be very difficult.
i didnt played allot in 801 yet, but i`ve saw some neat new tools in there !
i must say modo keeps me happy :D"

So I guess the major point is still viewport performace, something that C4D 
also has in common from what I read about it.

____
Date: Fri, 22 Aug 2014 11:45:27 +0100
Subject: Rigging and Animation in Modo
From: probi...@gmail.com<mailto:probi...@gmail.com>
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>

https://www.youtube.com/watch?v=5QYNqMeJ6Rs
https://www.youtube.com/watch?v=-efceYXvY8s

I don't know yet what to think of Modo... But these look interesting.

--

[http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]

Pedro Alpiarça dos Santos
Animator  3DModeler  Illustrator
>>  http://probiner.x10.mx/<http://probiner.x10.mx/>



--



Tim Crowson
Lead CG Artist

Magnetic Dreams, Inc.
2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
Ph  615.885.6801 | Fax  615.889.4768 | 
www.magneticdreams.com<http://www.magneticdreams.com>
tim.crow...@magneticdreams.com<mailto:tim.crow...@magneticdreams.com>

Confidentiality Notice: This email, including attachments, is confidential and 
should not be used by anyone who is not the original intended recipient(s). If 
you have received this e-mail in error please inform the sender and delete it 
from your mailbox or any other storage mechanism. Magnetic Dreams, Inc cannot 
accept liability for any statements made which are clearly the sender's own and 
not expressly made on behalf of Magnetic Dreams, Inc or one of its agents.





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are not necessarily the views and opinions of The University of the 
Wit

Re: Rigging and Animation in Modo

2014-08-22 Thread Tim Crowson
There is FAR MORE rigging-related training coming down the road this 
year for Modo riggers. I know of two training series coming along, and 
as a 'tester' on one of them, can tell you it's pretty awesome stuff.


-Tim

On 8/22/2014 6:47 AM, Perry Harovas wrote:
Cool video. Thanks for sharing Mauricio. Modo looks like it has some 
great tools based on everything I've seen in marketing, in this video 
and the previous one linked to by Pedro.


As for C4D viewport performance, I find it faster than Houdini for 
most things, but slower than Soft. I haven't tested rigged characters 
performance yet, but if I find anything I will report back. I will say 
that I have been using only C4D for months now, and I really haven't 
hit any walls in terms of viewport performance that make it unusable 
(or unstable). Obviously that is specific to my experiences, possibly 
my hardware setup and certainly the requirements of the projects I am 
working on, so your mileage may vary.


Perry



On Aug 22, 2014, at 7:07 AM, Maurício P. Cuencas <mailto:maurici...@live.com>> wrote:



This one is also very good.

https://vimeo.com/102273820

The rigger is/was a Maya user. His opinions about Modo.

"i originally started in maya, didnt did allot of rigging, mostly 
animation and modelling
every programs has some flaws, even how i`d love maya and the rigging 
and scripting tools, if you get the "modo way" of rigging it is 
superfast and easy to handle.

i really like modo en enjoy rigging to the fullest .

animation is a different story.
i do find the deformation response very slowly in modo, in some heavy 
rigs i needed to put some low poly meshes in just to get a nice 
response, otherwise animation would be very difficult.
i didnt played allot in 801 yet, but i`ve saw some neat new tools in 
there !

i must say modo keeps me happy :D"

So I guess the major point is still viewport performace, something 
that C4D also has in common from what I read about it.


--------
Date: Fri, 22 Aug 2014 11:45:27 +0100
Subject: Rigging and Animation in Modo
From: probi...@gmail.com <mailto:probi...@gmail.com>
To: softimage@listproc.autodesk.com 
<mailto:softimage@listproc.autodesk.com>


https://www.youtube.com/watch?v=5QYNqMeJ6Rs
https://www.youtube.com/watch?v=-efceYXvY8s

I don't know yet what to think of Modo... But these look interesting.

--
**

http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif

Pedro Alpiarça dos Santos **
Animator 3DModeler Illustrator
>>http://probiner.x10.mx/**<http://probiner.x10.mx/>

*
*


--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and should not be used by anyone who is not the original 
intended recipient(s). If you have received this e-mail in error please 
inform the sender and delete it from your mailbox or any other storage 
mechanism. Magnetic Dreams, Inc cannot accept liability for any 
statements made which are clearly the sender's own and not expressly 
made on behalf of Magnetic Dreams, Inc or one of its agents./




Re: Rigging and Animation in Modo

2014-08-22 Thread Perry Harovas
Cool video. Thanks for sharing Mauricio. Modo looks like it has some great 
tools based on everything I've seen in marketing, in this video and the 
previous one linked to by Pedro.

As for C4D viewport performance, I find it faster than Houdini for most things, 
but slower than Soft. I haven't tested rigged characters performance yet, but 
if I find anything I will report back. I will say that I have been using only 
C4D for months now, and I really haven't hit any walls in terms of viewport 
performance that make it unusable (or unstable). Obviously that is specific to 
my experiences, possibly my hardware setup and certainly the requirements of 
the projects I am working on, so your mileage may vary.

Perry



> On Aug 22, 2014, at 7:07 AM, Maurício P. Cuencas  wrote:
> 
> This one is also very good.
> 
> https://vimeo.com/102273820
> 
> The rigger is/was a Maya user. His opinions about Modo. 
> 
> "i originally started in maya, didnt did allot of rigging, mostly animation 
> and modelling
> every programs has some flaws, even how i`d love maya and the rigging and 
> scripting tools, if you get the "modo way" of rigging it is superfast and 
> easy to handle.
> i really like modo en enjoy rigging to the fullest . 
> 
> animation is a different story.
> i do find the deformation response very slowly in modo, in some heavy rigs i 
> needed to put some low poly meshes in just to get a nice response, otherwise 
> animation would be very difficult.
> i didnt played allot in 801 yet, but i`ve saw some neat new tools in there !
> i must say modo keeps me happy :D"
> 
> So I guess the major point is still viewport performace, something that C4D 
> also has in common from what I read about it.
> 
> Date: Fri, 22 Aug 2014 11:45:27 +0100
> Subject: Rigging and Animation in Modo
> From: probi...@gmail.com
> To: softimage@listproc.autodesk.com
> 
> https://www.youtube.com/watch?v=5QYNqMeJ6Rs
> https://www.youtube.com/watch?v=-efceYXvY8s
> 
> I don't know yet what to think of Modo... But these look interesting.
> 
> -- 
> 
> Pedro Alpiarça dos Santos 
> Animator  3DModeler  Illustrator 
> >>  http://probiner.x10.mx/
> 


RE: Rigging and Animation in Modo

2014-08-22 Thread Maurício P . Cuencas
This one is also very good.
https://vimeo.com/102273820
The rigger is/was a Maya user. His opinions about Modo. 
"i originally started in maya, didnt did allot of rigging, mostly animation and 
modellingevery programs has some flaws, even how i`d love maya and the rigging 
and scripting tools, if you get the "modo way" of rigging it is superfast and 
easy to handle.i really like modo en enjoy rigging to the fullest . animation 
is a different story.i do find the deformation response very slowly in modo, in 
some heavy rigs i needed to put some low poly meshes in just to get a nice 
response, otherwise animation would be very difficult.i didnt played allot in 
801 yet, but i`ve saw some neat new tools in there !i must say modo keeps me 
happy :D"
So I guess the major point is still viewport performace, something that C4D 
also has in common from what I read about it.

Date: Fri, 22 Aug 2014 11:45:27 +0100
Subject: Rigging and Animation in Modo
From: probi...@gmail.com
To: softimage@listproc.autodesk.com

https://www.youtube.com/watch?v=5QYNqMeJ6Rs
https://www.youtube.com/watch?v=-efceYXvY8s


I don't know yet what to think of Modo... But these look interesting.
-- 




Pedro Alpiarça dos Santos 

Animator  3DModeler  Illustrator 
>>  http://probiner.x10.mx/


  

Rigging and Animation in Modo

2014-08-22 Thread pedro santos
https://www.youtube.com/watch?v=5QYNqMeJ6Rs
https://www.youtube.com/watch?v=-efceYXvY8s

I don't know yet what to think of Modo... But these look interesting.

-- 




*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos Animator  3DModeler  Illustrator >>
http://probiner.x10.mx/ *