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