If it is code you are talking about, Git is the way to go.
On Jan 25, 2017 11:10 PM, "Pierre Schiller"
wrote:
> Thank you for your reply Matt and very interesting details about the
> insides of the SDK.
> I still use mental ray for some things. So it´s all cool
Thank you for your reply Matt and very interesting details about the
insides of the SDK.
I still use mental ray for some things. So it´s all cool there :D
Let´s tackle one question at the time:
How possible is it to integrate 3 guys working on separate locations of the
planet to ally and work and
I get the analogy of SDK on blackbox. Having no support at all is horrible.
But people who made the jump, has had this experience already on their own
DCC applications by now.
Sorry, plain truth. How frikken hard could it be to extrude vector
graphics? Walk along in Blender and Modo, and you´ll
I am available for tool development if needed. I have extensive experience
in most areas of the application as both a user and developer. I have
experience with the SDK via scripting and C++, and have also written many
mental ray shaders. Before you groan on mental ray, remember other tools
Well modo did start as modeling tool alone, and lately trying to push in
all in one DCC but will it get there.. hardly.. especially when there is no
really reason for anyone to use it as all rounder with all the other tools
there.
ᐧ
On Wed, Jan 25, 2017 at 9:53 PM, Jonathan Moore
I've been one of the Modo alpha/beta test team for a number of years now
and can honestly say it's nowhere near being an XSI replacement. The good
thing is that their new incremental development strategy has made Modo far
less crashy but it has a long way to go in performance terms and the new
Hey team, thanks to all for your honest review on this thread.
To answer some of the questions : Yes, I've walked with modo for 2 years
(701,901) it"just" got good because of 10.02 enhancements for game engines
(too bad I am not working on the same place as 2 years ago, I got limited
access to
Strange, maybe I misunderstood, but it seems to work fine here :
https://www.dropbox.com/s/yehsmf2ajzxezcf/CopiesFromMesh.jpg?dl=0
-Ronald
On 1/25/2017 11:51, Mladen Kevic wrote:
Is there a way to include UV in copies that is generated by ICE
node Create Copies from Polygon Mesh
i tried
One of the only good things about the EDU slant on the Softimage EOL is that we
are not legally allowed to teach an EOL software. As such we never had to
agonize over having to move. There is a certain freedom in that. Moving to Maya
has not been easy, but it has been somewhat mitigated by
Hi Pierre,
Yes, I remember now.
The one that inherits the texture from underlying polygon without having to
apply UV is the very old hair version that's applied after the rendering,
that post-processing one.
Thanks a lot for the reply.
On Wed, Jan 25, 2017 at 3:28 AM, Pierre Schiller <
I do believe that Fabric Engine could be leveraged to fill some gaps. It's
never going to be ideal from a UX perspective and the biggest selling point
for me of XSI has always been the UX; but some workable extensions could be
implemented.
All that being said, 80% of my time is spent in Houdini
Hi,
I'm not a developer but I write some stuff we need from time to time. I wrote
and released a weights tool some time ago because we are still working in
Softimage and we will be using it, even if partially, for at least a few years
so I'm trying to make our current pipeline as comfortable
Hi there,
Going back to the original post, most of what you describe is not doable by
individual developers working as freelancers (I'm assuming you are
referring to integrating open source technologies like USD, OpenSubD, PTex
and so on). These tasks are big and fairly involved, it's like asking
Hi Rob,
Just sent you a pm
- Ronald
> On 25 Jan 2017, at 15:39, Rob Wuijster wrote:
>
> Hi,
>
> I'm looking for a character rigger in the first -two or so- weeks in February.
>
> If there are freelance SI character riggers still out here, and have time let
> me know.
>
Grrr - would have loved this, but not touched Soft in over 3 years now,
been Houdini pipelining and RND.
S.
On Wed, Jan 25, 2017 at 2:39 PM, Rob Wuijster wrote:
> Hi,
>
> I'm looking for a character rigger in the first -two or so- weeks in
> February.
>
> If there are freelance
If I understand correctly, projects don’t usually update their pipelines midway
through production... I think some large projects take 1 to 3 years to make and
choosing an app like SI or the competition at this moment of time that may or
may not be on par to SI will still make a competitive
It is NOT Maya. No way. I switched FROM Maya to XSI for good reason.
Going backwards was not of any interest to me. I had used Maya for almost
10 years before switching to Softimage.
I knew that was now the direction I wanted to go in.
I certainly have to do some things in Maya still, but that was
Hi,
I'm looking for a character rigger in the first -two or so- weeks in
February.
If there are freelance SI character riggers still out here, and have
time let me know.
You can work of-site if you want, but preferably be in the European time
zone.
Just drop me an email with all info, and
Cannot be Maya, he's loving his new choice of 3D app.. ;-P
Rob
\/-\/\/
On 25-1-2017 15:11, Softimage wrote:
Hi Perry,
Out of interest what did you move to?
Cheers
Lawrence
On 25 Jan 2017, at 14:05, Perry Harovas
Hi Perry,
Out of interest what did you move to?
Cheers
Lawrence
> On 25 Jan 2017, at 14:05, Perry Harovas wrote:
>
> From my POV, I moved on years ago (right when the EOL was announced, for the
> most part) because the writing was on the wall. If I stuck with
From my POV, I moved on years ago (right when the EOL was announced, for the
most part) because the writing was on the wall. If I stuck with Softimage I
would be delaying the inevitable, which is to say: having to learn a new app.
It's going to happen that one day you will just not be able to
I have two views here.
For personal work, I will continue to use XSI as long as it functions with
my operating system. But I could never advise a studio of 3 or more artists
to base their business model on an XSI based pipeline for all the reasons
that Jordi Bares mentioned in a similar thread
Amen to that Marcus :)
Everything that will give me news that SI and its community is still alive
and doing "stuff" is GOOD.
Le 25 janv. 2017 13:03, "Mirko Jankovic" a
écrit :
> Are you working directly for client creating animated and CG content?
> Do they care what
Are you working directly for client creating animated and CG content?
Do they care what are you using to create it as long as it is done at
quality level and on time?
A lot of people will find them self in this situation and moving to
anything any time soon would be probably killing for their
Just to give a different POV
I would be very happy to support and pay for features added to Softimage.
I know that a lot ppl say its time to move on Softimage is dead etc. but
not all of us are working in a big Studio or as Freelancers.
So for us as a small studio Softimage is still and will
Although I like what you're trying to do, it's not really a viable
option imho.
I know we're all (still) reluctant to move on, but at some point we have
to admit Softimage is falling behind the curve.
Despite it's great workflow and ease of use.
Not to mention the rapid decline of Softimage
Is there a way to include UV in copies that is generated by ICE node Create
Copies from Polygon Mesh
i tried both stock one, and Create Copies from Polygon Mesh v2
i also tried to make some empty texture projection on empty polygon mesh on
witch i apply ice with that compound, but i didn't get
Funny, As I'm about to reply with nothing but praise for houdini, my
houdini crashed.
Cool thing is: it saved a backup as it crashed, and I lost nothing.
I was being silly though. I was modelling while the redshift ipr was
rendering.
So yes, I'd say it is stable :)
G
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