thanks everyone, all very good advice.
in the end it turned out to be something weird.
he disconnected from the workgroup, reconnected, and everything is fine now.
strange
On Tue, Apr 7, 2015 at 11:29 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov wrote:
In explorer it’s
I think it's been said several times that this part 1 of the sneak peaks,
so it's a case of wait and see for the rest...
On 8 April 2015 at 10:55, Mario Reitbauer cont...@marioreitbauer.at wrote:
Well that is an argument. But in case I don't even want mesh fusion I have
to pay it now ;)
Modo
The product page says this for new purchases:
- Purchase 801 now (at 801 prices), and you’ll automatically get upgraded
to 901 for free when it ships.
On 8 April 2015 at 01:19, Mario Reitbauer cont...@marioreitbauer.at wrote:
Well what I see so far is that they increased the price by 300$ for
Well that is an argument. But in case I don't even want mesh fusion I have
to pay it now ;)
Modo is still quite avordable so this isn't meant to be any complain.
Just curious if there's more coming for the price increase.
2015-04-08 10:37 GMT+02:00 Oscar Juarez tridi.animei...@gmail.com:
I
Hi Kris,
I sent you an email off-list.
ola
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel
Sent: Wednesday, April 8, 2015 7:21 AM
To: Softimage List
Subject: redshift renderfarm
Probably a stretch...but...anyone know of a
I guess the price increase for new seats is because now includes mesh
fusion, which before was $350 as far as I remember.
On Wed, Apr 8, 2015 at 10:15 AM, Phil Williams p...@picmo.co.uk wrote:
The product page says this for new purchases:
- Purchase 801 now (at 801 prices), and you’ll
No problem. I can fully appreciate where you are.
I remember stepping right out of Soft3D into Maya back in the late 90s setting
up my scene the same way I did in Soft3D. It was stressful. Nothing seemed to
make sense. I was generating move files at one point to export ascii transform
data
I think I understand what you are saying, but I am not sure I get the
cascade thing. Do you mean rebuild the hierarchy properly?
MB
Den 8. april 2015 kl. 17:37 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov:
Maya pivots are not like Soft Centres. They don’t equate and
One thing would be to make sure the rigger doesn't change the pivots
from the data that he gets from you. Either that or you need to update
the assets that you're applying the cache on, to match.
Eric T.
On 4/8/2015 12:02 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:
Yeah, unfortunately
Well the geometry is some 55 millions tris taking 1,3 GB so I am actually
only trying to move the animated rig and reconstrain to a refmodel in Soft.
The animated rig consists of locators and curves with shapes showing how
they are supposed to move - translate and rotate. So I guess the first
Yes, make a new null for every position/pivot offset you need. Leave the actual
pivots alone.
Null_Position
Null_position_offset
Null_Rotate
Null_whatever
I get the idea, thanks. So to fix this I will have to build a new rig where
locators are translated and then parented!?
Is there no way to get proper world positions for pivots that are moved the
way you described?
MB
Den 8. april 2015 kl. 17:45 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES]
Right - I guess I will have to bug our Maya artist for this one.
Thanks Joey.
MB
Den 8. april 2015 kl. 17:47 skrev Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov:
Yes, make a new null for every position/pivot offset you need. Leave the
actual pivots alone.
Yeah, unfortunately you have to build your initial rig to insure that all
rotate or scale pivots remain 1:1. You can use minimal null hierarchy to
accomplish this. The idea is that if you leave Maya, it has to be prepped in a
way that prevents the “Maya paradigm” from clubbing it. You learn
I do concur on the sheer insanity bit - total madness. When I think of the
countless hours I have wasted on this gem trying to fix pivots so I could
get proper subframe positions/rotations for various purposes my mind goes
numb. You would think that Maya would reinterpret the numbers for export to
Is this using Alembic?
Eric T.
On Wednesday, April 08, 2015 11:08:09 AM, Morten Bartholdy wrote:
I am moving a number of scenes animated in Maya to Soft for shading
and rendering, but am running into the old problem of hierarchial rig
having all pivots on child nodes moving to the center of
Hi all,
I'm doing a bit of RnD and I came up with a solution which works, but I
would like to improve.
What I'm doing is transfering the envelope weights between two different
characters using the joints to create the alignment between them. The
alignment is done using a simple python script,
Yup even with the new price point, it’s still pretty low.
I just checked Cinema 4D Studio(which is the one with everything in it) and
it’s 3 695$.
Quite a difference from 1 799$ for Modo 901
Also, The Foundry is clever… they’re stretching their teasers and hyping the
product… I wouldn’t be
Fxguide.com has some additional feature previews. Faster rendering and less
noise.
17 minutes in 801 vs. 6 minutes in 901 for a 2 bounce GI with 20 area lights
and detailed geometry.
Sent from my iPhone
Please excuse typos and
brief replies.
Thank you!
On Apr 8, 2015, at 9:31 AM,
Are your locator pivots at zero local to the pivot geometry? Or have you
modified them in some way?
--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated
Yea would say the same as Eric. Try using Alembic instead.
2015-04-08 17:17 GMT+02:00 Eric Thivierge ethivie...@hybride.com:
Is this using Alembic?
Eric T.
On Wednesday, April 08, 2015 11:08:09 AM, Morten Bartholdy wrote:
I am moving a number of scenes animated in Maya to Soft for
I am moving a number of scenes animated in Maya to Soft for shading and
rendering, but am running into the old problem of hierarchial rig having
all pivots on child nodes moving to the center of the parent locator/Null.
I thought this behaviour was when using groups instead of proper hierarchy
in
IM right now rendering BUNCH of scenes from Maya in SI, and alembic is your
friend!
On Wed, Apr 8, 2015 at 5:21 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov wrote:
Are your locator pivots at zero local to the pivot geometry? Or have you
modified them in some way?
--
Hi all,
Just a quick off topic note that we've recently added high quality PBR
to Clara.io's real-time viewport as well as adding post effects to our
viewer.
You can now craft results in the viewport that look like this (DOF,
bloom, pbr, clear coat, fresnel, area lights, etc.):
Are you applying a cache to existing geometry in Softimage or are you
pulling geometry and point / transform caches in?
Eric T.
On 4/8/2015 11:28 AM, Mirko Jankovic wrote:
IM right now rendering BUNCH of scenes from Maya in SI, and alembic is
your friend!
On Wed, Apr 8, 2015 at 5:21 PM,
I am not familiar with Maya - an offsite Maya artist rigged and animated
this, but when I look in Maya and select a child node which is clearly
offset in space from its parent, only preselected SRT values are visible in
the panel on the right, and they say zero for x and y for instance when the
Alembic does the same thing - all pivots at the parent pivot.
MB
Den 8. april 2015 kl. 17:20 skrev Mario Reitbauer
cont...@marioreitbauer.at:
Yea would say the same as Eric. Try using Alembic instead.
2015-04-08 17:17 GMT+02:00 Eric Thivierge ethivie...@hybride.com
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