RE: ultimapper issues - tangent space normal maps

2014-01-06 Thread Szabolcs Matefy
Have you tried other solutions? Try it with xNormal to check your results. In my opinion Ultimapper is quite useless without cage. Since we left Ultimapper out of the formula, we have no issues at all. Back to your problem. As far as I know, there are three normal mapping type, world, object

RE: rumor, Soft dead within the next year

2014-01-06 Thread Szabolcs Matefy
So guys, I spent a weekend working with Maya...HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? Ok, I can use Maya, I have a quite solid background working with Maya, but seriously guys...It's so overcomplicated, and brainkilling...In Softimage almost everything is just fine (OK, we

Re: rumor, Soft dead within the next year

2014-01-06 Thread Emilio Hernandez
*So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION?* This is the same question I always ask myself after using Maya when required... and Maya being the Industry Standard makes you understand so many things about the industry standards...

Re: rumor, Soft dead within the next year

2014-01-06 Thread Jordi Bares
Same here, every time I use maya I hate the experience and wonder myself his is it possible that it is still being used? The workflow is f@cked up you become miserable. I use Houdini mainly now although we will get Softimage very soon, wasting too much time for things Houdini is not good at.

Re: rumor, Soft dead within the next year

2014-01-06 Thread James De Colling
we use Maya primarily at our studio, but recently there has been a few artists talking about modo and testing it out. they were very impressed, however, most of the stuff they were showing me, or thought was impressive was already standard workflow in softimage. but softimage isnt and never was

Re: rumor, Soft dead within the next year

2014-01-06 Thread Jordi Bares
Or lack of Sent from my iPhone On 6 Jan 2014, at 09:08, James De Colling james.decoll...@gmail.com wrote: we use Maya primarily at our studio, but recently there has been a few artists talking about modo and testing it out. they were very impressed, however, most of the stuff they were

Re: rumor, Soft dead within the next year

2014-01-06 Thread Stefan Kubicek
Is it just my biased point of view that all studios that closed or filed for bancruptcy last year were Maya based?It could of course be that there are more Maya based studios closing than Softimage based ones simply because there are more Maya based studios, but I still smell a pattern there.I

Re: rumor, Soft dead within the next year

2014-01-06 Thread Mirko Jankovic
*those who use Softimage, and those who have never tried* S true :) It is really impossible to anyone that actually put any effort in SI to try it out longer then 5 minutes and to see him after that going back to that other dinosaur.. I mean really as you mentioned how anyone can do anything

Re: rumor, Soft dead within the next year

2014-01-06 Thread wavo
Am 1/6/2014 10:08 AM, schrieb James De Colling: On Mon, Jan 6, 2014 at 8:04 PM, Jordi Bares jordiba...@gmail.com mailto:jordiba...@gmail.com wrote: Same here, every time I use maya I hate the experience and wonder myself his is it possible that it is still being used? like this:

Re: rumor, Soft dead within the next year

2014-01-06 Thread Dan Yargici
Softimage is the Dreamcast of DCC apps. Playstation had the slick marketing, Dreamcast had the tech but got chewed to pieces by the Playstation hype machine and Playstation won. When Sega finally gave up on the console business every man and his dog came out singing the praises of the Dreamcast.

Re: rumor, Soft dead within the next year

2014-01-06 Thread Eric Mootz
[..] working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION?? [..] He, he, I can only agree. It is the most buggy and unusable application I have ever had the displeasure to use. How anybody can seriously work with Maya is frankly beyond me. Hats off to all those pour souls who

RE: rumor, Soft dead within the next year

2014-01-06 Thread Szabolcs Matefy
Actually Stefan you’re just right. I converted many hardcore Max and Maya artists to Softimage, and they would never ever look back. However industry might force them (like me)… From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan

Re: rumor, Soft dead within the next year

2014-01-06 Thread Martin Yara
SI is way more artist friendly than Maya, but that doesn't make a company choose it, specially when the big ones have their propietary tools that can make Maya almost as good as Softimage. (I haven't worked for a big company so I can only imagine how good Maya with steroids can be) Maya out of

Re: rumor, Soft dead within the next year

2014-01-06 Thread Martin Contel
I'm one of those poor souls using Maya on a daily basis. The experience is even more miserable considering I've been happily using XSI since v3.0 till last year. I think a lot of times how good XSI already was ten years ago, when Maya 4.0 was just a big pile of sh!t. XSI had already nailed the

RE: rumor, Soft dead within the next year

2014-01-06 Thread Nick Angus
In my humble opinion the secret to getting Soft into studios is the suites, it’s how I got Soft into the building. We needed Maya as that’s what we were all using before we started our new company and we really needed to hit the ground running, and we also needed Mudbox. The nice thing was

Re: rumor, Soft dead within the next year

2014-01-06 Thread olivier jeannel
In teenager point of view, working on dead software is wy cooler. Le 06/01/2014 11:38, Graham Bell a écrit : Ah, the Dreamcast, a fine console but flawed form the beginning. The tech was ok, but really just a pc and essentially the predecessor to the Xbox. The problem with the

Re: rumor, Soft dead within the next year

2014-01-06 Thread Jordi Bares
Sorry to hear that Martin, make sure you convert them though. ;-) Jordi Bares jordiba...@gmail.com On 6 Jan 2014, at 10:23, Martin Contel martin3d...@gmail.com wrote: I'm one of those poor souls using Maya on a daily basis. The experience is even more miserable considering I've been happily

Re: Gear EyeRig error

2014-01-06 Thread Nicolas Esposito
Hi Emilio, Actually the pythonlibs are stored under C:\modules\pythonlibs, if I remember correctly I found this solution on si-community I'm able to build the rig for the mouth properly without any error, but not the one for the eye :( 2014/1/5 Emilio Hernandez emi...@e-roja.com Have you

RE: rumor, Soft dead within the next year

2014-01-06 Thread Sven Constable
Maybe true but one thing to keep in mind is you don't have to spend extra money for mental ray (at least no significant amount). For one man shows like me mr is still useful. I use it on a small farm with 8 nodes plus the workstation. Switching to arnold will cost me 9000€ . Thats roughly the

Re: rumor, Soft dead within the next year

2014-01-06 Thread Tim Leydecker
It would be nice to see the next-gen Softmayahybrid leaning towards something like VRay. It is also mature and available for all 3 DCC apps, too. Pretty much all jobs I had the last two, three years were VRay based. Maybe a random Arnold job but really, regardless of DCC app, usually VRay as

Re: Gear EyeRig error

2014-01-06 Thread Nicolas Esposito
ehmdumb error :D Basically I didn't setup the Root under the Rig Part Settings, that was the error, now the rig works :) 2014/1/6 Nicolas Esposito 3dv...@gmail.com Hi Emilio, Actually the pythonlibs are stored under C:\modules\pythonlibs, if I remember correctly I found this solution on

Re: Gear EyeRig error

2014-01-06 Thread Emilio Hernandez
Cool you got it working. You can actually take the libs out of the python folder. I prefer to do so because if you upgrade python or something else you will need to move everything again, and personally I don't like to mess around to much when something is working. So you can leave your lib on

Re: rumor, Soft dead within the next year

2014-01-06 Thread Mirko Jankovic
Investing 9k EUR right now, how many hours would actually be saved when moving from mray? :) It is big investment but down the road from what I saw so far.. Arnold gives back soon everything invested and then so more. Same on Redshift field... Rendering for SI was pretty much nightmare and now

Re: rumor, Soft dead within the next year

2014-01-06 Thread Eric Lampi
First place I worked at I saw a young woman creative from an agency come into the 3D area. She was squinting at the monitor and I couldn't tell what she was looking at, then she says Oh thank God, they're SGI!. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On

Re: rumor, Soft dead within the next year

2014-01-06 Thread Rob Wuijster
wasn't there a nice thread on this a while ago, funny comments from agency people? ;-) Rob \/-\/\/ On 6-1-2014 16:25, Eric Lampi wrote: First place I worked at I saw a young woman creative from an agency come into the 3D area. She was squinting at the monitor and

Re: rumor, Soft dead within the next year

2014-01-06 Thread Luc-Eric Rousseau
On Mon, Jan 6, 2014 at 4:21 AM, Stefan Kubicek s...@tidbit-images.com wrote: Is it just my biased point of view that all studios that closed or filed for bancruptcy last year were Maya based? It could of course be that there are more Maya based studios closing than Softimage based ones

Re: rumor, Soft dead within the next year

2014-01-06 Thread Stefan Kubicek
It's the drivers who choose what cars to drive. Written with my thumbs... On Jan 6, 2014, at 17:00, Eric Thivierge ethivie...@hybride.com wrote: Like!! hahaha Blame the driver not the car for those closures... On 1/6/2014 10:49 AM, Luc-Eric Rousseau wrote: On Mon, Jan 6, 2014 at 4:21

RE: rumor, Soft dead within the next year

2014-01-06 Thread Angus Davidson
The irony of course is that Autodesk is doing to Softimage what SGI did to themselves ;) Kudos to the creative for knowing SGI existed From: Eric Lampi [ericla...@gmail.com] Sent: 06 January 2014 05:25 PM To: softimage@listproc.autodesk.com Subject: Re: rumor,

Re: rumor, Soft dead within the next year

2014-01-06 Thread Martin Yara
On Mon, Jan 6, 2014 at 7:38 PM, Graham Bell graham.b...@autodesk.comwrote: I still see people now, some experienced Maya vets, who aren't using the hotbox or marking menus correctly and they can be key to Maya's UI and usability. Agree. I find Maya much slower than SI workflow wise, but

Re: rumor, Soft dead within the next year

2014-01-06 Thread Eric Thivierge
Like!! hahaha Blame the driver not the car for those closures... On 1/6/2014 10:49 AM, Luc-Eric Rousseau wrote: On Mon, Jan 6, 2014 at 4:21 AM, Stefan Kubicek s...@tidbit-images.com wrote: Is it just my biased point of view that all studios that closed or filed for bancruptcy last year were

Nurbs Curves into Soft from Maya

2014-01-06 Thread Eric Thivierge
Hey all, I'm able to export nurbs curves from Softimage to Maya using FBX but am unable to go the other way. Any ideas on how to go about it? Thanks, Eric T.

Re: Nurbs Curves into Soft from Maya

2014-01-06 Thread Ben Houston
If you can switch to using Alembic instead of FBX, you can use Exocortex Crate to go back and forth I believe. -ben On Mon, Jan 6, 2014 at 12:00 PM, Eric Thivierge ethivie...@hybride.com wrote: Hey all, I'm able to export nurbs curves from Softimage to Maya using FBX but am unable to go the

RE: Nurbs Curves into Soft from Maya

2014-01-06 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
In Soft, select the objects you want to send to Maya, then execute Send To maya-Send as new Maya Scene Does that work? If you don't select all the objects, I've seen it randomly select the objects it will send. Its kind of strange though, some primitives do not always go to maya as

Re: Nurbs Curves into Soft from Maya

2014-01-06 Thread Eric Thivierge
Yeah I'll check that out. Don't have Maya setup to load the create suite right now. Thanks Ben, Eric T. On Monday, January 06, 2014 12:21:28 PM, Ben Houston wrote: If you can switch to using Alembic instead of FBX, you can use Exocortex Crate to go back and forth I believe. -ben On Mon, Jan

Re: Nurbs Curves into Soft from Maya

2014-01-06 Thread Rob Wuijster
HI Eric, Be sure to have both apps open before using 'send to'. There's a glitch opening the FBX on the other side when you don't have both apps open. It's a known 'issue' Rob \/-\/\/ On 6-1-2014 18:45, Eric Thivierge wrote: Hey Joey, Yeah I tried that but

Re: Nurbs Curves into Soft from Maya

2014-01-06 Thread Eric Thivierge
Thanks. I have both open and then for some reason it launches two new Softimage instances... not sure what the deal is... will continue to tinker. On Monday, January 06, 2014 12:54:16 PM, Rob Wuijster wrote: HI Eric, Be sure to have both apps open before using 'send to'. There's a glitch

RE: ultimapper issues - tangent space normal maps

2014-01-06 Thread Matt Lind
It's a simple question of what is the expected result. Should the tangents and bitangents stay oriented relative to the mesh, or should they stay put in world space and acknowledge the transformation of the object? My code is working under the assumption of the former, ultimapper is giving

Re: Nurbs Curves into Soft from Maya

2014-01-06 Thread Luc-Eric Rousseau
In some version of the suite, it will fail on its ass if both apps are not installed on the C: drive. try also .iges On Mon, Jan 6, 2014 at 1:07 PM, Eric Thivierge ethivie...@hybride.com wrote: Thanks. I have both open and then for some reason it launches two new Softimage instances... not sure

Re: Nurbs Curves into Soft from Maya

2014-01-06 Thread Eric Thivierge
Yeah they are on our D drives... blah. Doesn't the Send To functions just use the FBX format anyway? On Monday, January 06, 2014 1:40:13 PM, Luc-Eric Rousseau wrote: In some version of the suite, it will fail on its ass if both apps are not installed on the C: drive. try also .iges On Mon,

Re: ultimapper issues - tangent space normal maps

2014-01-06 Thread Tim Leydecker
What does xnormal do for two meshes with non-zero transforms? Out of a gut feeling, I would say that a tangent space normal map should be independent of an object´s world space transformation, because if it where dependent on that worldspace position, it would degrade the tangent space map into

RE: ultimapper issues - tangent space normal maps

2014-01-06 Thread Matt Lind
OK, so what I'm hearing is we both agree ultimapper is wrong. That's what I needed to know. I'll file a bug on ultimapper and proceed under the assumption my code is correct. Thanks. As for looking up a normal on a high res mesh from a low res mesh, ultimapper is using raycast along the low

rigging in xsi vs maya

2014-01-06 Thread Luc-Eric Rousseau
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 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

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

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

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

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

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

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

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

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

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

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

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

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

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

Envelopes, Weights, Deformers and setting them up.

2014-01-06 Thread pedro santos
Hi We use Species here for ease and speed. So the head and jaw have their deformers, and the facial expressions are done through Shapes on a FaceRig panel. For some time now the animator wants some additional Facial controls so he isn't restricted by the range of the shapes. And he wants something

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

Facerobot - wrinkle maps and mouth smooth doesn't work

2014-01-06 Thread Nicolas Esposito
Hi having a strange issue with Facerobot I'm rigging the same face with both Gear and Facerobot to see which one is the best solution for my needs, I'm following the videotutorials on youtube from SoftimageHowsTo and I would like to paint the wrinkle maps As soon as I choose to do wrinkle paint

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:

RE: Facerobot - wrinkle maps and mouth smooth doesn't work

2014-01-06 Thread Manny Papamanos
I think I had the same issue once. It may have been due to topo edits combined with a 'freeze/freezeM I may have done. I realized the problem and reverted to a previous scene. Manny Papamanos Product Support Specialist Americas Frontline Technical Support From:

RE: Envelopes, Weights, Deformers and setting them up.

2014-01-06 Thread Manny Papamanos
Perhaps deform by volume? This doesn't deal with weight though but can be flexible since you can interactively mod the radius on the volume deformers. Manny Papamanos Product Support Specialist Americas Frontline Technical Support From: softimage-boun...@listproc.autodesk.com

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

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

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

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

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

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

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:

Re: rigging in xsi vs maya

2014-01-06 Thread Steven Caron
agreed... On Mon, Jan 6, 2014 at 2:30 PM, Ben Barker ben.bar...@gmail.com wrote: Like all things, it always comes back to people.

RE: rigging in xsi vs maya

2014-01-06 Thread Matt Lind
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

Re: rigging in xsi vs maya

2014-01-06 Thread Sergio Mucino
I'll definitely get back to you on this one tomorrow. On 06/01/2014 5:36 PM, Matt Lind wrote: Let me narrow down the question to the specific task of applying an envelope or weighting/re-weighting an

Re: rigging in xsi vs maya

2014-01-06 Thread Eric Thivierge
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

Re: rigging in xsi vs maya

2014-01-06 Thread Eric Turman
You mean like the one that inspired the Maya tool? ;) http://www.youtube.com/watch?feature=player_embeddedv=f7bmBOcLjGg available at http://rray.de/xsi/ scroll to bottom and search for Draw Bones Inside Mesh On Mon, Jan 6, 2014 at 5:33 PM, Eric Thivierge ethivie...@gmail.com wrote: I think

Re: rigging in xsi vs maya

2014-01-06 Thread Meng-Yang Lu
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

Re: rigging in xsi vs maya

2014-01-06 Thread Rob Chapman
quoted from the blog I hope you can tell from the above thorough comparisons and analysis, why it is the case however, that Maya reigns dominant in this subject. As you can see by the detail I have provided here, it is academic, and nothing to do with personal preference so there you go then! :)

Re: rigging in xsi vs maya

2014-01-06 Thread Eric Thivierge
All well and good but I'd prefer it to be built in and supported by the dev team. Less reliability on 3rd party to fix things when production needs a fix. (Yeah I know I'm one to talk about 3rd party tools...). Lots of these nice tools have been made by individuals who drop off the face of the

Re: Nurbs Curves into Soft from Maya

2014-01-06 Thread Oscar Juarez
Have you tried the old but sometimes workable IGES? On Mon, Jan 6, 2014 at 7:41 PM, Eric Thivierge ethivie...@hybride.comwrote: Yeah they are on our D drives... blah. Doesn't the Send To functions just use the FBX format anyway? On Monday, January 06, 2014 1:40:13 PM, Luc-Eric Rousseau

Re: rigging in xsi vs maya

2014-01-06 Thread Eric Turman
True, too true...but I was a bit cheesed off to hear Maya touting it as a new feature when Soft had it as a 3rd party tool before hand. On Mon, Jan 6, 2014 at 5:48 PM, Eric Thivierge ethivie...@gmail.com wrote: All well and good but I'd prefer it to be built in and supported by the dev team.

Re: rigging in xsi vs maya

2014-01-06 Thread Eric Thivierge
Even if not an original feature, it is new to the application... typically what I think they mean by new feature. :) Eric Thivierge http://www.ethivierge.com On Mon, Jan 6, 2014 at 7:22 PM, Eric Turman i.anima...@gmail.com wrote: True, too

Re: rigging in xsi vs maya

2014-01-06 Thread Luc-Eric Rousseau
All well and good but I'd prefer it to be built in and supported by the dev team. Less reliability on 3rd party to fix things when production needs a fix. (Yeah I know I'm one to talk about 3rd party tools...). Lots of these nice tools have been made by individuals who drop off the face of the

Re: rigging in xsi vs maya

2014-01-06 Thread Eric Thivierge
Interested in getting back into Softimage as a small side project there Luc-Eric and getting us a draw bone inside mesh tool? :D Eric Thivierge http://www.ethivierge.com On Mon, Jan 6, 2014 at 7:37 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:

Re: rigging in xsi vs maya

2014-01-06 Thread Luc-Eric Rousseau
heck, I can't even run XSI anymore, I'm on a mac now. I have two side projects that need diaper changes. On Mon, Jan 6, 2014 at 7:39 PM, Eric Thivierge ethivie...@gmail.com wrote: Interested in getting back into Softimage as a small side project there Luc-Eric and getting us a draw bone inside

Re: rigging in xsi vs maya

2014-01-06 Thread Steven Caron
it was just a script... just crack it open and have your way with it this also sounds like a job for the Custom Tool API... it sounds like you just want someone else to maintain it ;P On Mon, Jan 6, 2014 at 4:39 PM, Eric Thivierge ethivie...@gmail.com wrote: Interested in getting back into

Re: rigging in xsi vs maya

2014-01-06 Thread Eric Thivierge
Truer words have never been spoken. I have enough to maintain. Also I know not of the C++ and Custom Tool API. :( Eric Thivierge http://www.ethivierge.com On Mon, Jan 6, 2014 at 7:47 PM, Steven Caron car...@gmail.com wrote: it sounds like you just

Re: rigging in xsi vs maya

2014-01-06 Thread Cesar Saez
I did something similar https://vimeo.com/6792010 in 2009 inspired by Blender's etch-a-ton. https://vimeo.com/album/39155 Just saying :-) On Mon, Jan 6, 2014 at 8:41 PM, Eric Turman i.anima...@gmail.com wrote: You mean like the one that inspired the Maya tool? ;)

Re: rigging in xsi vs maya

2014-01-06 Thread Simon Pickard
heck, I can't even run XSI anymore, I'm on a mac now. Great stuff! Just port XSI over to OSX then. Thanks. On 7 January 2014 11:44, Luc-Eric Rousseau luceri...@gmail.com wrote: heck, I can't even run XSI anymore, I'm on a mac now. I have two side projects that need diaper changes. On Mon,

Re: ultimapper issues - tangent space normal maps

2014-01-06 Thread Tim Leydecker
It is great to have flexibility in the search methods. I´m familiarizing with xNormal at the moment and just went through the Normalmap sampling options, e.g. 3x3,5x5 etc. I can´t say I am sure I have a favourite search method for a specific task or know why, yet. From my artistic standpoint, I

Re: rigging in xsi vs maya

2014-01-06 Thread Tim Leydecker
--- 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

Re: rumor, Soft dead within the next year

2014-01-06 Thread Tim Leydecker
On 06.01.2014 16:25, Eric Lampi wrote: First place I worked at I saw a young woman creative from an agency come into the 3D area. She was squinting at the monitor and I couldn't tell what she was looking at, then she says Oh thank God, they're SGI!. Eric I think she liked you. She

RE: ultimapper issues - tangent space normal maps

2014-01-06 Thread Matt Lind
The bigger problem that needs eyes on it is determining how the low res mesh details correlate to the high res mesh details. Maya uses a cage concept to limit the search distance, but that doesn't address the issue of finding an appropriate match for a specific detail common to the two meshes.

Re: ultimapper issues - tangent space normal maps

2014-01-06 Thread Tim Leydecker
The relation between the lowrez and highrez mesh is the responsibility of the modeler, imho. Retopo has become a lot easier but shouldn´t be mistaken to be automagic just because there´s now several options in various programs to autogenerate some sort of cage around a mesh. Of course, it´s

RE: rigging in xsi vs maya

2014-01-06 Thread Angus Davidson
Amen ;) Although XSi does run incredibly well under bootcamp. From: Simon Pickard [m...@simonpickard.com] heck, I can't even run XSI anymore, I'm on a mac now. Great stuff! Just port XSI over to OSX then. Thanks. On 7 January 2014 11:44, Luc-Eric Rousseau

Re: rigging in xsi vs maya

2014-01-06 Thread Simon Pickard
It runs really well under VMware Fusion as well. But that's currently the only reason Fusion is ever installed on my Mac. Basically every issue Softimage is facing in that other Softimage is doomed! thread comes down to the fact it's not native on OSX. Maybe. :) On 7 January 2014 16:28,

RE: rigging in xsi vs maya

2014-01-06 Thread Angus Davidson
Have to concur with that last paragraph ;) From: Simon Pickard [m...@simonpickard.com] Sent: 07 January 2014 07:43 AM To: Xsi Mailing List Subject: Re: rigging in xsi vs maya It runs really well under VMware Fusion as well. But that's currently the only reason

Re: rigging in xsi vs maya

2014-01-06 Thread Emilio Hernandez
IMHO the article denotes a guy that simply was overwhelmed with SI and was frightened by his own paradigm. Of course I have also my own paradigm and the few times before these SI AD doomsdays that I tried Maya, never could be inside of it for more than 30 minutes to figure out its phylosophy