RE: 2015 service pack?

2014-11-18 Thread Hsiao Ming Chia
Hi Leendert, Yes, there is one in the works. Thanks, Hsiao Ming -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog Sent: Tuesday, November 18, 2014 5:07 AM To: softimage@listproc.autodesk.com

Re: 2015 service pack?

2014-11-18 Thread Leendert A. Hartog
Thanks for the update. Greetz Leendert Hsiao Ming Chia schreef op 18-11-2014 10:20: Hi Leendert, Yes, there is one in the works. Thanks, Hsiao Ming -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com

Re: ot: unreal engine

2014-11-18 Thread Francisco Criado
Very nice! would be great to have this tool under Softimage hood... F. 2014-11-17 5:37 GMT-03:00 Nicolas Esposito 3dv...@gmail.com: I haven't tried it yet, but for Maya users this is pretty cool! Interactive sync - M2UE4

Re: ot: unreal engine

2014-11-18 Thread Marco Peixoto
keep dreaming :) On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado malcriad...@gmail.com wrote: Very nice! would be great to have this tool under Softimage hood... F. 2014-11-17 5:37 GMT-03:00 Nicolas Esposito 3dv...@gmail.com: I haven't tried it yet, but for Maya users this is pretty

Re: ot: unreal engine

2014-11-18 Thread Francisco Criado
Well, its based on python scripting and they are giving away the code: https://bitbucket.org/m2u/m2u/ https://bitbucket.org/m2u/m2uue4plugin F. 2014-11-18 9:36 GMT-03:00 Marco Peixoto mpe...@gmail.com: keep dreaming :) On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado malcriad...@gmail.com

Re: ot: unreal engine

2014-11-18 Thread Cristobal Infante
Exactly the same with houdini engine, the API is there to make for soft. Will anyone do it? I doubt it, time to move on if you need this tools On 18 November 2014 12:44, Francisco Criado malcriad...@gmail.com wrote: Well, its based on python scripting and they are giving away the code:

Re: ot: unreal engine

2014-11-18 Thread Nicolas Esposito
No one is going to spend time to develop this in Softimage unfortunately ( unless you really have nothing else to do :D ) 2014-11-18 13:47 GMT+01:00 Cristobal Infante cgc...@gmail.com: Exactly the same with houdini engine, the API is there to make for soft. Will anyone do it? I doubt it, time

Re: ot: unreal engine

2014-11-18 Thread Marco Peixoto
thats why I wrote keep dreaming... even when Soft was active there was basically no exporters for any game engine... its not now they they will appear On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito 3dv...@gmail.com wrote: No one is going to spend time to develop this in Softimage

Re: ot: unreal engine

2014-11-18 Thread Mirko Jankovic
yea probably wont happen... so you have great connection tools taht we can only dream of. and connected only to crap software that is nightmare to work with... trust me it is easier to go through process of export and import then to work in maya ;) ofc in case you are solo or really small team

Re: ot: unreal engine

2014-11-18 Thread Francisco Criado
i don´t want to do maya, please, i don´t want to do maya! pleasee! Not again, i promess i´ll be better, i don´t want to do maya! F. 2014-11-18 10:28 GMT-03:00 Marco Peixoto mpe...@gmail.com: thats why I wrote keep dreaming... even when Soft was active there was basically no exporters for any

Re: ot: unreal engine

2014-11-18 Thread Nicolas Esposito
Hold on Marco, There have been plenty of game engine dedicated plugins, including Valve Source engine, Cryengine from Crytek and Unreal Engine Development Kit and I used them quite extensively... 3ds Max was the king of game engine preferred software, but most of them switch to Maya :-D Anyway

Re: ot: unreal engine

2014-11-18 Thread Mirko Jankovic
They switch because as much as impossible it sound Max is even worse for character animation... That is horror story of its own, 9th circle of animators hell... On Tue, Nov 18, 2014 at 2:40 PM, Nicolas Esposito 3dv...@gmail.com wrote: Hold on Marco, There have been plenty of game engine

Royal render and redshift

2014-11-18 Thread adrian wyer
anyone able clarify what the earliest version of Royal Render is, that supports rendering in Soft with Redshift? not clear on the RR website we're running 6.02.015 and when submitting Redshift scenes, they render in mental ray! not ideal!! thanks a Adrian Wyer Fluid Pictures 75-77

Re: Royal render and redshift

2014-11-18 Thread Oscar Juarez
While you get a proper answer, Holger talks about some requirements, like having a user logged in. Also I've read it works on 7 but not sure if that applies for version 6 since that version is now considered not supported. http://www.royalrender.de/help7/index.html?GPUrender.html On Tue, Nov 18,

Re: Royal render and redshift

2014-11-18 Thread Matt Morris
We have been using it with v6 (6.02.14) just fine. RR has to be run as an application though, not as a service. You need a licence for every node as well. On 18 November 2014 15:19, Oscar Juarez tridi.animei...@gmail.com wrote: While you get a proper answer, Holger talks about some

Re: Royal render and redshift

2014-11-18 Thread Tim Crowson
Adrian we have been using RR with RS for over a year and half and haven't had any trouble. If the scenes are rendering in Mental Ray, it's because Softimage is defaulting to that because something has gone wrong with loading or running the Redshift plugin/core. Are you running your RR clients

Re: ot: unreal engine

2014-11-18 Thread Cristobal Infante
Hi Nico, which aspects of Maya modelling are you finding troublesome? In my little experience with Maya this has been one of the only thing I haven't got much complaints with. There are also a few thing that we never had in xsi like the multicut tool. On 18 November 2014 14:07, Mirko Jankovic

Re: Compiling SAAphire plugins for Softimage|3D

2014-11-18 Thread Luc-Eric Rousseau
We were all hired in 1997-1998 and never worked on Softimage|3D. Your CPU is not relevant, but you should try to have the right compiler, so Visual C++ 6 (which there is no way to get anymore). Saaphire is a C API so it will likely work with other compilers, but.. your own your own. I thought you

RE: Royal render and redshift

2014-11-18 Thread adrian wyer
thanks guys, looks like i need to sort the login/application side of things. still not sure about workflow though for example, i have a demo version on my machine, using this to test scenes before submitting to farm (currently one machine, but i don't want to be forced to walk across the

Re: 2015 service pack?

2014-11-18 Thread Andres Stephens
Looking forward to it. -Draise PH: +57 313 811 6821 From: Hsiao Ming Chia Sent: ‎Tuesday‎, ‎November‎ ‎18‎, ‎2014 ‎04‎:‎20‎:‎38‎ ‎ To: softimage@listproc.autodesk.com Hi Leendert, Yes, there is one in the works. Thanks, Hsiao Ming -Original Message- From:

Re: 2015 service pack?

2014-11-18 Thread Leoung O'Young
That is great to hear! Leoung On 18/11/2014 11:50 AM, Andres Stephens wrote: Looking forward to it. -Draise PH: +57 313 811 6821 *From:* Hsiao Ming Chia mailto:hsiao.ming.c...@autodesk.com *Sent:* ‎Tuesday‎, ‎November‎ ‎18‎, ‎2014 ‎04‎:‎20‎:‎38‎ ‎ *To:* softimage@listproc.autodesk.com

Carnegie Mellon bvh files

2014-11-18 Thread Andi Farhall
Afternoon, evening or good morning I'm trying to use the free bvh files from Carnegie Mellon to give me a range of mocap files for some ambient crowd rep stuff (using Golaem in Maya), and the rig tagging, motor thing is only half working for me. I've got a simple rig I've set up in soft, a

Re: Royal render and redshift

2014-11-18 Thread Tim Crowson
No sure about RS being absent from the list of renderers. RR does that automatically for us. Hmmm Have you asked about on the RS forum? -Tim On 11/18/2014 10:32 AM, adrian wyer wrote: Signature thanks guys, looks like i need to sort the login/application side of things. still not

Re: ot: unreal engine

2014-11-18 Thread Nicolas Esposito
Probably its my fault because I spent much more time on rigging, but one of the annoying thing for me is the component selection ( vertex, edges, faces ) and the deformers. F8 ( or right click ) is just something that won't cope with my brain. The modeling kit is what I use quite often, but right

Re: Carnegie Mellon bvh files

2014-11-18 Thread David Barosin
Maybe try their Acclaim format. You grab the .asf file (skeleton) and apply the .amc (motion) to it. Import it using FileImportAcclaim... From there you could try a rig to rig transfer in motor. Just fyi the source data from CMU is pretty noisy. It will need a bit of clean up. Motor may take

Re: ot: unreal engine

2014-11-18 Thread Francisco Criado
Nicolas, may i ask if you are using unreal toolset for rigging? thanks, F. -- Francisco Criado visual geek DCA Lab

Re: ot: unreal engine

2014-11-18 Thread Nicolas Esposito
Hi Francisco, Yes, I'm currently using the ART plugin developed by Jeremy Ernst, and it works pretty good! Not knowing python scripting is a huge downside for me, so having this free rigging tool is really a huge timesaver. Step by step I'm extending this rig functionality in order to integrate

Re: Compiling SAAphire plugins for Softimage|3D

2014-11-18 Thread Matt Lind
Alexandre worked on Softimage|3D, not sure if he's still with Autodesk. I purchased Visual C++ 6.0 in the 1990's to learn programming. I still have the discs and service packs which is why I'm considering this little mini project. I just don't want to go through the effort of installing

Re: Compiling SAAphire plugins for Softimage|3D

2014-11-18 Thread Luc-Eric Rousseau
I last used Visual C++ 6.0 on Vista, it works fine and there is no link between the runtime environment and the code it produces. Worse case you would have run it in an XP VM. Some bits of the compiler are 16-bit so you need to have a 32-bit version of windows, because 64-bit Windows doesn't run

Re: inverted uv's not baking with rendermap?

2014-11-18 Thread James De Colling
tried the extract geo trick, same result. I would have thought exporting as obj and reimporting would strip it of any weirdness though. in the end, we did the bakes in maya, worked fine. needed the maya derivatives checkbox turned on, but the result was as expected. from here on we'll keep