OmygodOmygodOmygod ! :-)
On 30 July 2014 02:01, Paul Doyle technove...@gmail.com wrote:
we're working to have a setup so we can capture everything with good
audio, so hopefully we will have most/all talks online the week after Sigg
On 29 July 2014 20:55, Steven Caron car...@gmail.com
No there is not, I discuss at the beginning the workflow in which I suggest you
still use XSI for modelling or a combination of Zbrush and Topogun (or the
likes) for a retopology approach as that is the normal workflow.
:-/
Jordi Bares
jordiba...@gmail.com
On 29 Jul 2014, at 23:31, Matt Lind
Thanks Jordi Bears :)
On 30 July 2014 08:32, Jordi Bares jordiba...@gmail.com wrote:
No there is not, I discuss at the beginning the workflow in which I
suggest you still use XSI for modelling or a combination of Zbrush and
Topogun (or the likes) for a retopology approach as that is the
Looks really interesting… shame I won't be there… would it be possible to
record everything for later viewing?
thanks
Jordi Bares
jordiba...@gmail.com
On 30 Jul 2014, at 01:20, Paul Doyle technove...@gmail.com wrote:
Hi everyone - Siggraph is approaching at a scary speed, so we'd better
Polygonal modeling in Houdini does feel a bit clunky and slow, mostly
because of the viewpoirt interaction. However there are some really cool
procedural modeling tools that I know miss when going back to softimage.
The bad news is that you will need a second app to do most of your assets,
but
Hi,
probably you need some NodeToVertex, NodeIndex, VertexToNodes stuff, but it's
hard to tell exactly without seeing what you are doing.
I guess you figured that much yourself :)
Matt Morris matt...@gmail.com hat am 30. Juli 2014 um 13:08 geschrieben:
Hi chaps, having a context brain
In emTools you have compound called Per Node to Per Point.
Just take a look at it, it's only a few nodes.
Am 30.07.2014 13:44, schrieb Thomas Volkmann:
Hi,
probably you need some NodeToVertex, NodeIndex, VertexToNodes stuff,
but it's hard to tell exactly without seeing what you are doing.
I
Hi Jordi - yes, we're aiming to record everything. I'm hoping we can get a
screen capture but doing everything off of laptops (and people with their
damn Macs) makes it tricky - we'll do our best though.
Thanks,
Paul
On 30 July 2014 03:35, Jordi Bares jordiba...@gmail.com wrote:
Looks really
This is going to be really basic so i hope i don't get on anyone's nerves :)
How would one get about inserting two or more paths for a crowd to follow,
basically just get the pedestrians to lock onto the closest curve from
their emitter and stick to it?
And then at the end of the curve, or the
The recording sounds good!
I`m looking foward to see what you guys have done lately : )
Neato,
- J
On 30 July 2014 15:05, Paul Doyle technove...@gmail.com wrote:
Hi Jordi - yes, we're aiming to record everything. I'm hoping we can get a
screen capture but doing everything off of laptops (and
Hi Ivan, I got it working after some mucking around by using a cached version
of the strands and using the 'cage deform' node from Paul's tools.
Works like a charm as long as you aren't doing dynamics!
Let me know if you need a scene file or a diagram etc...
Cheers, Nick
Thanks Eric, that did the job! Appreciate the help :)
On 30 July 2014 12:52, Eric Mootz e...@mootzoid.com wrote:
In emTools you have compound called Per Node to Per Point.
Just take a look at it, it's only a few nodes.
Am 30.07.2014 13:44, schrieb Thomas Volkmann:
Hi,
probably you
On Jul 30, 2014, at 14:05, Paul Doyle technove...@gmail.com wrote:
…(and people with their damn Macs)…
Instead of criticizing peoples excellent taste for hardware and operation
system, get to work on those ‘damn’ rounded rectangles :-)
May the hexagon be with you.
Andy
Hi Nick,
Thanks for reply.
When setting up fuzz for animation it automatically set's up cage
strands(if that's what you were thinking of under cage deform?)
compound. So yes it's in my setup. I am also caching strands and not
simulating them. It is so not predictable for me. Sometimes it works,
#Windows4Life #NonUniformScalingIsBestScaling etc etc :)
On 30 July 2014 09:11, Andy Goehler lists.andy.goeh...@gmail.com wrote:
On Jul 30, 2014, at 14:05, Paul Doyle technove...@gmail.com wrote:
…(and people with their damn Macs)…
Instead of criticizing peoples excellent taste for
Sounds like we'll never have Splice on Mac! :)
On 30 July 2014 09:17, Paul Doyle technove...@gmail.com wrote:
#Windows4Life #NonUniformScalingIsBestScaling etc etc :)
On 30 July 2014 09:11, Andy Goehler lists.andy.goeh...@gmail.com wrote:
On Jul 30, 2014, at 14:05, Paul Doyle
I might ask Rob Pieke to release his build :) I think we'll get it in for
2.0, but it's still going to be limited due to OGL nonsense:
https://groups.google.com/d/msg/creationplatform/N-jhukVLdxk/hRt66k42H6cJ
On 30 July 2014 09:20, Christopher Crouzet christopher.crou...@gmail.com
wrote:
Provocation 1 - 0 Paul :)
Awesome news and best luck for the Siggraph!
On 30 July 2014 09:28, Paul Doyle technove...@gmail.com wrote:
I might ask Rob Pieke to release his build :) I think we'll get it in for
2.0, but it's still going to be limited due to OGL nonsense:
One thing I would say is refreshing about Houdini, it has yet to crash on
me when rendering ;)
On 30 July 2014 10:10, Cristobal Infante cgc...@gmail.com wrote:
Polygonal modeling in Houdini does feel a bit clunky and slow, mostly
because of the viewpoirt interaction. However there are some
Arnold announced for C4D:
http://www.maxon.net/en/news/press-releases/singleview/article/solid-angle-and-maxon-to-reveal-arnold-for-cinema-4d-at-siggraph.html
On 16 March 2014 20:06, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:
Quite sure a lot of things are faster with 7 titans...
hey list,
is there a way to get a albedo map from a mr sss shader?
Rendermap/ultimapper seems to just support the old mr phong, blinn ...
shaders.
any ideas???
Cheers
Christian
Screenium or Camtasia are your friends.
;-)
thanks so much
Jordi Bares
jordiba...@gmail.com
On 30 Jul 2014, at 13:05, Paul Doyle technove...@gmail.com wrote:
Hi Jordi - yes, we're aiming to record everything. I'm hoping we can get a
screen capture but doing everything off of laptops (and
If you cache, (strandsize, strand position, strand colour) then apply the cache
before the cage, getting rid of the fuzz compound entirely as you won't need it
once styling is done, Then it will won't flicker and should be generally faster
too.
Sent from my iPad
On 30 Jul 2014, at 14:13,
Just wondering if anyone has done any real character animation in C4D. I bought
version 9 when I dumped Lightwave and the character animation tools were pretty
much crap (which is why I own Softimage now). I heard they updated them a while
back, but I can’t really find any tutorials or even
there was a sss shader a while ago we used to do rendermaps with, cant
remember exactly but it bypassed/ignored the lightmap input and was normal
shader input. kin or something is all I rememeber.
cheers,
james,
On Thu, Jul 31, 2014 at 4:45 AM, Christian Freisleder m...@buntepixel.eu
Yes that is exactly the advice I followed and it worked every time after that!
Thanks Paul
From: softimage-boun...@listproc.autodesk.com
[softimage-boun...@listproc.autodesk.com] on behalf of Busty kelp
[p...@bustykelp.com]
Sent: 31 July 2014 08:44
To:
I’m not so sure this guy is professional but it gives a decent overview of
setting up a very basic rig. Looks much better than the mess that you have to
deal with in Modo.
http://www.youtube.com/watch?v=Hs8AfIIy6HU
From: softimage-boun...@listproc.autodesk.com
I'll be curious Sam. How do you find Modo messy for rigging? Genuine question.
Cheers!
Sergio Muciño.
Sent from my iPad.
On Jul 30, 2014, at 10:18 PM, Sam Bowling sbowl...@cox.net wrote:
I’m not so sure this guy is professional but it gives a decent overview of
setting up a very basic
On 07/30/14 21:58, Nick Angus
wrote:
- hide quoted text -
Yes that is exactly the advice I
followed and it worked every time after that!
Thanks Paul
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