isn't it an option in the pose constrain PPG ?
On 28 February 2014 16:43, Siew Yi Liang soni...@gmail.com wrote:
Hello!
Had a quick question among all this current hullabuloo, hopefully it's not
too silly...I was actually looking for a way to limit constrain to one/two
axes in XSI on
Lol, creative crash may all your dreams come true
On 28 February 2014 19:20, Emilio Hernandez emi...@e-roja.com wrote:
creativecrash.com
2014-02-28 11:46 GMT-06:00 Pablo Tufaro pablo@gmail.com:
Hey guys! what a mess all these days with this news!
rray.de/xsi
I started to think
and of course
http://clara.io/
they have been very good listening to peoples wants and needs, i almost
wish that there was an offline version of Clara
On 28 February 2014 21:16, Ed Manning etmth...@gmail.com wrote:
or...
https://www.hash.com/
It's pretty much the software that wove the cinematic experiences of my
childhood and I never new: Casper, Joe's apartment, independence day, the
Matrix, MIB, Fight Club Jurassic Park, Titanic the Mask etc...
It was responsible for several Academy Award Nominations let alone
community awards.
I can understand the merits of maya's nodel nature for rigging Eric, it
does offer a lot of interesting stuff, but how exactly is it better for
animation, there pretty close as editors go, can maya handle more rigs at a
time ? i think nCloth (as much as i have my hangups about it) and third
party
All that beautiful Studio Nest stuff sigh, no no ...kids games :P
On 28 February 2014 22:57, Emilio Hernandez emi...@e-roja.com wrote:
Hey Eric you meant if Softimage disappears right?
Serious film work is very ambigous, don't you think? What is serious
film work. Only the big studios and
your link isn't working :P
On 28 February 2014 23:44, Ognjen Vukovic ognj...@gmail.com wrote:
www.rraydeForMaya.com/spoonfeed.xhtml.jpg
Sorry but it just seems a bit appropriate at this moment.
On Fri, Feb 28, 2014 at 7:59 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote
wrote:
Don't forget about Dragon Heart. I read the article on CG magazine quiet
a long time ago.
They were supposed to end the whole feature in Maya. But then after
modeling, they just couldn't move the dragon. So they animated it in
Softimage.
2014-02-28 15:20 GMT-06:00 Sebastien
|XSI was the next
generation product to compete with Maya.
On Fri, Feb 28, 2014 at 5:12 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
was there some kind of massive disparity between softimage 3D and
softimage XSI, ?
On 1 March 2014 00:07, Emilio Hernandez emi...@e-roja.com
.
2014-02-28 16:00 GMT-06:00 Sebastien Sterling
sebastien.sterl...@gmail.com:
All that beautiful Studio Nest stuff sigh, no no ...kids games :P
On 28 February 2014 22:57, Emilio Hernandez emi...@e-roja.com wrote:
Hey Eric you meant if Softimage disappears right?
Serious film work
It's a system that seems to favour massive company's that can afford to
routinely upgrade their packages, and screws the individual user for any
sort of brand fidelity they may attempt to maintain; if you know you are
going to get a discount (where it even 10%) on your next upgrade as a token
to
If you are moving a team from SI to Maya, you are going to need to create a
tone of scripts to improve functionality, last place i was in they proudly
showed off their modeling script ow look at these ! and won't these make
your life so much easier ?! not really cause all those scripts where
Lol was not expecting this, nice comparison Emilio, i remember seeing a
much simpler example when i was just starting out in 3Ds max, it was a
method comparison between max and maya on how to create 3d animated
strokes, essentially how to make a mesh follow and be deformed by a curve,
this
follicle rivet script! :D Also saves a bit of processing since
you don't have to have an extra instance of your mesh being calculated...
Hope this helps anyone who's stuck working in Maya!
Yours sincerely,
Siew Yi Liang
On 2/27/2014 2:25 PM, Sebastien Sterling wrote:
Lol
sincerely,
Siew Yi Liang
On 2/27/2014 2:25 PM, Sebastien Sterling wrote:
Lol was not expecting this, nice comparison Emilio, i remember seeing
a much simpler example when i was just starting out in 3Ds max, it was a
method comparison between max and maya on how to create 3d animated
i'm still confused as to what went down, did someone drop a line that got
misinterpreted ?
On 28 February 2014 00:21, Rob Chapman tekano@gmail.com wrote:
heh heh no, insurance will cover that, would like to 'metaphorically
speaking' severely kick whomever responsible in the nuts though
What i like about the tweek tool is that it compliments what is already
there in SI, and its pretty seamless.
Nex sticks out like a soar thumb in Maya, it brings great functionality,
but lacks one or 2 crucial command which leads you to flip between Nex and
the traditional modelling tools. it
I resent this, i always ask my riggers what they would like as a neutral
pose :(
On 22 February 2014 14:21, Enrique Caballero enriquecaball...@gmail.comwrote:
yep i agree, dont let the modeling department dictate what your neutral
pose is. that can lead to expensive issues down the line
Yeah Emilio ! definitely starting to look interesting
On 16 February 2014 22:40, Emilio Hernandez emi...@e-roja.com wrote:
Latest release of redshift with hair.
https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg
2014-02-16 15:24 GMT-06:00 Emilio Hernandez emi...@e-roja.com:
be tricky business, but combining
an off-the-shelf solution (say, syflex) with per-strand simulation might
make for some interesting results.
*takes notes*
On Fri, Feb 14, 2014 at 3:48 AM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
I don't feel qualified to dictate the software
Does anyone know how open modo is ? i guess that will be the next step for
luxologic/foundery, to open it out, and make pipe integration a priority.
On 14 February 2014 21:41, Ben Rogall xsi_l...@shaders.moederogall.comwrote:
Hi Angus
Yep, I just wanted to make the point that someone was
.
Simulation of a hairMesh would also be tricky business, but combining an
off-the-shelf solution (say, syflex) with per-strand simulation might make
for some interesting results.
*takes notes*
On Fri, Feb 14, 2014 at 3:48 AM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
I
it.
On Fri, Feb 14, 2014 at 4:24 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
ICE on it's own won't yield a solution, a method of interaction is
required, you need to be able to interact with the hair directly, with a
pen and tablet. i thought maybe this hair system could take care
how about a system where you create and style guides before sending the
data to ICE ? melena has a create strands from curve node, it seems
doable...
On 15 February 2014 02:13, Sebastien Sterling
sebastien.sterl...@gmail.comwrote:
:- (
On 15 February 2014 02:04, Steven Caron car
;)
On Fri, Feb 14, 2014 at 5:17 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
how about a system where you create and style guides before sending the
data to ICE ? melena has a create strands from curve node, it seems
doable...
On 15 February 2014 02:13, Sebastien Sterling
renderer (ie. render time procedural) and good
support for caching softimage is just a host.
it is a question of, interest, time, and money... someone has to be
interested in investing the time to make some (little) money.
On Fri, Feb 14, 2014 at 5:39 PM, Sebastien Sterling
sebastien.sterl
Caron car...@gmail.com wrote:
the benefit of using ICE becomes less and less if you are generating your
own tech.
On Fri, Feb 14, 2014 at 6:36 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
so the question is can Softimage play both host to an external engine,
and also be able
A new hair system is kinda over due. :(
On 12 February 2014 16:54, Luc Girard l...@shedmtl.com wrote:
Hi Tim,
Thanks for the way you mentioned our projects :) .
I would like to chime in and say that we, at Shed, are also looking at
hair solutions actively. Our solution based on Kristinka
I saw that the first day it was up Eddie
And as jawdroppingly cool as it is, i have a feeling we are going to need
something a little heavier to go forward.
On 14 February 2014 00:01, Ed Manning etmth...@gmail.com wrote:
https://vimeo.com/80382153
On Thu, Feb 13, 2014 at 5:10 PM, Sebastien
be?
On Fri, Feb 14, 2014 at 12:23 AM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
I saw that the first day it was up Eddie
And as jawdroppingly cool as it is, i have a feeling we are going to need
something a little heavier to go forward.
On 14 February 2014 00:01, Ed Manning etmth
You can do it in cinema4D ! with the asteroid belt deformer, its right next
to the popcorn deformer and the flap your arms like a bird deformer !
On 14 February 2014 03:49, Guillaume Laforge guillaume.laforge...@gmail.com
wrote:
Btw, would love to see how to build such asteroid belt in Modo
-boun...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien Sterling
*Sent:* Thursday, February 13, 2014 7:42 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Survey - how would you do this?
You can do it in cinema4D ! with the asteroid
, 2014 at 10:42 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
You can do it in cinema4D ! with the asteroid belt deformer, its right
next to the popcorn deformer and the flap your arms like a bird deformer !
On 14 February 2014 03:49, Guillaume Laforge
guillaume.laforge
Guillaume next time you are invited round AD headquarters for an event say
you are going to the toilette and steal the deeds back for softimage.
THE SPICE MUST FLOW !
On 14 February 2014 05:15, Emilio Hernandez emi...@e-roja.com wrote:
Sorry to jump into this masters discution, but don't we
Having seen people use Yeti for a year in production i'd have to say its
pretty revolutionary in terms of workflow, i've seen people acclimatise to
it in a matter of weeks, the only drawback i can see is ironically, it
doesn't render using mental ray, obliging you to go for Arnold or vray
Maybe if we got a petition of xsi centric companies or a sort of
kickstarter goal we could persuade them that Softimage is worth porting too
:) i know i'd drop a grand for yeti.
On 8 February 2014 15:07, Sebastien Sterling
sebastien.sterl...@gmail.comwrote:
Having seen people use Yeti
Ha i remember stumbeling out of 3ds max and into SI and being shocked that
such a pass system existed !
On 6 February 2014 16:59, Rob Wuijster r...@casema.nl wrote:
Hi,
Thanks for that! Didn't occur to me to visit the Arnold Maya Helpfiles ;-)
Those examples already look far more useful.
I doubt the look of paperman is a fully automated effect.
On 5 February 2014 21:18, David Rivera activemotionpictu...@yahoo.comwrote:
at: 2:54 we see the one I´m asking for (software):
http://www.youtube.com/watch?v=4gAlsk9t950
On Wednesday, February 5, 2014 3:08 PM, David Rivera
Are you making a custom transform gizmo Jeremie ?
On 5 February 2014 21:04, Jeremie Passerin gerem@gmail.com wrote:
Fantastic !
Thanks Steven
On 5 February 2014 11:56, Steven Caron car...@gmail.com wrote:
xsi.ActiveToolName()
Ok thanks Steven
On 6 February 2014 00:46, Steven Caron car...@gmail.com wrote:
he is just making a tool to turn on rotation and add mode, but he needed
to test if the user is already in rotation.
On Wed, Feb 5, 2014 at 3:10 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote
Ha! class.
On 4 February 2014 20:35, Sven Constable sixsi_l...@imagefront.de wrote:
Yes, they're built entirely in SI with a bit of cleanup in comp. It's nota
single tool but rather a shading network using mental ray caustics,
working together with different softimage scenes. So, there is
Holy religious denominations !!!
On 4 February 2014 19:57, Jonah Friedman jon...@gmail.com wrote:
Staggering work, really inspiring. Thanks for putting this stuff out
there!
On Tue, Feb 4, 2014 at 1:46 PM, Steven Caron car...@gmail.com wrote:
Here is a breakdown of Whiskytree's Elysium
used to be a gpu renderer called gelato as well licensed by nVidia.
On 31 January 2014 16:09, Ola Madsen ola.mad...@digitalcontext.se wrote:
Autodesk have chosen to only implement iRay (the part of Mental Ray that
can utilize the GPUs) in 3DS Max.
There's an old thread about implementing
Dec 1998, Nintento signs with Softimage 3D
http://phx.corporate-ir.net/phoenix.zhtml?c=82844p=irol-newsArticleID=15109highlight=
found this recently :) has it already been posted ?
On 31 January 2014 20:38, Stephen Blair stephenrbl...@gmail.com wrote:
Friday Flashback #157
1999. Art is
Galumptious !
On 28 January 2014 23:18, Alok Gandhi alok.gandhi2...@gmail.com wrote:
Nice +1
On Tue, Jan 28, 2014 at 3:40 PM, Eric Thivierge ethivie...@hybride.comwrote:
Just wanted to send out the Motion Graphics breakdown for the work
Hybride did on Pacific Rim:
is animal logic still very much an XSI house ? i'm sure they use all of
course, but happy feet the owls of gahoul... ?
On 27 January 2014 16:13, Alan Fregtman alan.fregt...@gmail.com wrote:
Nice!! Great work, animals. :)
On Mon, Jan 27, 2014 at 7:56 AM, Sofronis Efstathiou
are you guys related :P ? Welcome to the list Stephen.
On 27 January 2014 19:35, gareth bell garethb...@outlook.com wrote:
If you want your particle to be the ice cube then you can you not just
set the instance shape as your ice cube?
Date: Mon, 27 Jan 2014 16:59:50 +
From:
Finally :) Huray !!!
On 16 January 2014 20:34, Tim Crowson tim.crow...@magneticdreams.comwrote:
Sweet stuff, good work guys! Nice to see this out in public now...
-Tim
On 1/16/2014 1:26 PM, Jon Swindells wrote:
Site looks nice.
grabbed a trial/demo to play with :)
--
Jon
So good :)
On 15 January 2014 11:03, Max Evgrafov summ...@gmail.com wrote:
This work is licensed under a
http://creativecommons.org/licenses/by-nc-sa/3.0/
You can use it under this license.
2014/1/15 Nicolas Esposito 3dv...@gmail.com
Thanks, I was looking for something like that!
It
Why not a node based rigging system ? (not necessarily an ice node system)
but its own thing, you arrange your nulls, you add rig trees to them in a
small interface graph where you have nodes for different behaviours like
ik, fk, hik, twist, strech, you plug the nulls according to the hierarchy
primitive, locator null, helper...
thanks for sharing i had not seen this before its pretty cool :)
On 9 January 2014 15:28, Eric Thivierge ethivie...@hybride.com wrote:
Sebastian, look at ILM's Block Party 2 rigging system.
On 1/9/2014 7:53 AM, Sebastien Sterling wrote:
Why not a node based
Lovely stuff Max !
On 10 January 2014 04:29, Max Evgrafov summ...@gmail.com wrote:
Hi guys. Now I adapt the Norman's rig for XSI
https://www.youtube.com/watch?v=fIUTkJcWPv8
https://www.youtube.com/watch?v=2nUTCBbQaYM
https://www.youtube.com/watch?v=pZajrQCVbLU
2014/1/10 Cesar Saez
Looks like you really brought him through ! Is it identical to the maya
version ? at any rate i salute you sir !
On 10 January 2014 04:57, Sebastien Sterling
sebastien.sterl...@gmail.comwrote:
Lovely stuff Max !
On 10 January 2014 04:29, Max Evgrafov summ...@gmail.com wrote:
Hi guys. Now
One feature i would have loved to see implemented across the board of
autodesk products (apart from Alembic which should really just be a new
standard by now...) is the heat map algorithm. in theory, is this that
difficult to implement in Soft and Max ? apparently it was made by a bunch
of
Maybe these people should get an invite to the list :), its not the first
time the words i think it might be softimage have appeared around here.
On 8 January 2014 13:04, Morten Bartholdy x...@colorshopvfx.dk wrote:
They are sweet :)
- and nicely done too.
MB
Den 8. januar 2014
+1 David.G,(single tear)
Another beautiful feature of softimage, which must get taken for granted,
as i've never seen it brought up in comparison:
isn't it nice... to be able to hide components (poly's,islands)? just
select a group of faces and H its gone !!! but you get to keep the other
stuff
Call me immature, but i kind of love the idea of my gaming pc also being my
render farm :P
Sod of Nvidia and your flaby Quadro cards there expensive as fuck and you
can't play Crysis on them :)
On 8 January 2014 23:13, Tim Leydecker bauero...@gmx.de wrote:
For a current list of features
I was quite shocked to learn from riggers in my last job, that in maya you
have to lock all bones but the ones you want to weight to via small tick
boxes failure to do so aparently causing maya to through random influences
around...
On 8 January 2014 02:22, Alan Fregtman alan.fregt...@gmail.com
9000€... it's going to be tough, but your worth it :)
On 6 January 2014 13:34, Sven Constable sixsi_l...@imagefront.de wrote:
Maybe true but one thing to keep in mind is you don't have to spend extra
money for mental ray (at least no significant amount). For one man shows
like me mr is still
in
animation.
2014/1/7 Sebastien Sterling sebastien.sterl...@gmail.com
9000€... it's going to be tough, but your worth it :)
On 6 January 2014 13:34, Sven Constable sixsi_l...@imagefront.de wrote:
Maybe true but one thing to keep in mind is you don't have to spend
extra money for mental ray
Can this thread be deleted? it's depressing. :P
On 5 January 2014 01:50, Steven Caron car...@gmail.com wrote:
exactly!
*written with my thumbs
On Jan 4, 2014, at 4:16 PM, Ciaran Moloney moloney.cia...@gmail.com
wrote:
Also, this thread is wack.
Thank you Emilio, will be checking that out !
On 31 December 2013 20:40, Emilio Hernandez emi...@e-roja.com wrote:
Hello guys.
Just want to share in case someone is interested in Smooth and Relax
painting in Softimage.
A simple script that uses Piotrek's ICE oo Compounds and does the
Merry Christmas everyone !
On 21 December 2013 11:49, Eric Mootz e...@mootzoid.com wrote:
Atari 800 XL with one of those greenish monitors and a datasette.
Before that I fiddled a bit on my Grandma'a Apple IIe computer :)
On 2013/12/21 12:08 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
That is a crazy pretty owl guys
On 22 December 2013 03:10, Fabricio Chamon xsiml...@gmail.com wrote:
very nice! thanks for the link!
2013/12/21 Vladimir Jankijevic vladi...@elefantstudios.ch
Hey guys,
those of you who want a bit more information about our process can read
our recent
so now all the em Plugins work in maya.
On 19 December 2013 16:59, Alok Gandhi alok.gan...@modusfx.com wrote:
+1
ALOK
GANDHI
/ directeur technique senior- senior technical director
alok.gan...@modusfx.com
T:
*450 430-0010 x225 F: 450 430-0009 www.modusfx.com
Hello list
Recently i was approached by some maya people looking for an old tool in
softimage (GASP!)
They want to create uv's for a road, and they think there is some kind of
tool in softimage, where if you create a projection for a strip of polygons
on the road, there
is some kind of automated
Cheers
Vladimir
On Wed, Dec 18, 2013 at 10:15 AM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
Hello list
Recently i was approached by some maya people looking for an old tool in
softimage (GASP!)
They want to create uv's for a road, and they think there is some kind
it
works, its pretty cool.
*From:* Sebastien Sterling sebastien.sterl...@gmail.com
*Sent:* Wednesday, December 18, 2013 10:15 AM
*To:* softimage@listproc.autodesk.com
*Subject:* Old Tool UV strip projection ?
Hello list
Recently i was approached by some maya people looking for an old
intended) should work – but a
labyrinthine road won’t – or would need to be approached one path at a time.
also – it usually requires a serious workover to minimize distortions.
(if you want you can mail me a geometry and I can have a go)
*From:* Sebastien Sterling sebastien.sterl
i might have to ask something else about vertex id's, I've never had to
transfer them in softimage :P
On 18 December 2013 15:06, pete...@skynet.be wrote:
* From:* Sebastien Sterling sebastien.sterl...@gmail.com
its cool i got it working now :)
great!
was selecting a single strip
I have a series of cat claws with blendshapes for in and out, but recently
i've been informed that 2 new claws need to be added, which i did but of
course the vertex id, no longer matches :(
This is a fairly noob request but I've never had to transfer vertex id's in
softimage, (i try to avoid
...@gmail.com wrote:
Sorry for the simplistic suggestion, but could you not just gator shapes
across using closest vertex?
On 18 December 2013 14:40, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
I have a series of cat claws with blendshapes for in and out, but
recently i've been
end up with one object containing both shape.
Le 18/12/2013 16:26, Sebastien Sterling a écrit :
i've used gator to great effects in the past for transferring face shapes
left to right, but never on 2 meshes that are not perfectly aligned one on
to of the other. i tried somthing similar
Went to see Frozen on Thursday... Disney would benefit immensely from these
tools
On 5 December 2013 19:22, Eric Mootz e...@mootzoid.com wrote:
Happy to see you happy :)
Tomorrow around noon the new emTopolizer2 version will be available for
download.
Would be great if you could give it a
for their feedback and forward
you the results.
That sounds pretty awesome already :)
On Fri, Apr 19, 2013 at 7:36 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
i just gota say this is pretty heart warming to see, i think I'll
buy one on principal even if I'm not necessarily
Its like this demo was made for vfx people on Game of Thrones, but will
they get the gist... :)
On 27 November 2013 03:00, Guillaume Laforge guillaume.laforge...@gmail.com
wrote:
Amazing :)
On Tue, Nov 26, 2013 at 5:16 PM, Alan Fregtman alan.fregt...@gmail.comwrote:
Some crowd ICE stuff
Hairy ballz of the Gods !!!
On 22 November 2013 17:46, Sylvain Lebeau s...@shedmtl.com wrote:
holy mother of god..
you guys rock at WT!
sly
On 11/22/2013 09:04 AM, adrian wyer wrote:
congrats to everyone at Whiskeytree for this epic demo!
https://vimeo.com/71148018
your
A, this old chestnut, yes i heard that Pixar use there own custom shadders
Chris's system looks amazing !
I have seen it done one other way,
( DISCLAIMERS: i was only given a very brief break down of this rig, what
follows may not be relied on as instructions but more as pointers, a good
rigger
Vimeo/videos page, you'll see.
That's really tempting...
Le 10/11/2013 17:46, Sebastien Sterling a écrit :
Never heard of Qualoth, there don't seem to be many examples on there
site, though there client list is extensive to say the least
On 10 November 2013 00:25, Luc-Eric Rousseau luceri
Any softies on this ?
On 17 November 2013 18:33, Sven Constable sixsi_l...@imagefront.de wrote:
wouldn't have thought, so much was done in-camera. Impressive...
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On
lol adorable!
On 15 November 2013 07:01, Emilio Hernandez emi...@e-roja.com wrote:
Great work Daniel! Congratulations!
2013/11/14 Ivan ivansoftim...@gmail.com
It's beautiful Daniel :)
Thanks for sharing!
Ivan
Sent from my iPhone, please excuse for typos.
On 15 Nov, 2013, at
Loud and clear mate :)
On 14 November 2013 17:41, Nika Ragua nikaragu...@gmail.com wrote:
hi francisco !!! test received
2013/11/14 francisco criado malcriad...@gmail.com
greetings to the best 3d animation software users! testing email.
Francisco Criado
cg generalist
Universidade Federal de Santa Catarina
http://www.gustavoeb.com.br/ http://www.gustavoeb.com.br/blog
2013/11/12 Sebastien Sterling sebastien.sterl...@gmail.com
Cloth, hair/fur, Sculpt, it's what is missing, we need a character pipe :P
Maya only wins this because it has them, there archaic and most
subsequent update are quite
functional.
*From:* Sebastien Sterling sebastien.sterl...@gmail.com
*Sent:* Wednesday, November 13, 2013 9:36 AM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Mootz!!! What we reallly need is EM_SewingMachine
There is a very big difference between functional
November 2013 22:01, Luc-Eric Rousseau luceri...@gmail.com wrote:
Sorry about that, was more wanting to get some more detail as to why
that stuff might be called archaic.
On Wed, Nov 13, 2013 at 2:23 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
Why ,yes Luc-Eric, i am aware
:* softimage-boun...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien Sterling
*Sent:* Sunday, November 10, 2013 10:46 AM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Cloth Character Workflow in Soft
Never heard of Qualoth, there don't seem
Never heard of Qualoth, there don't seem to be many examples on there site,
though there client list is extensive to say the least
On 10 November 2013 00:25, Luc-Eric Rousseau luceri...@gmail.com wrote:
In film, people love Maya nCloth. But another one that comes up a bit is
Qualoth. also a
Feel like this topic deserves another spin at the top of the list per
chance it was missed first time around.
Incidentally i still can't find a rigging section to post ideas in :P
On 12 October 2013 14:30, Chris Chia softimage...@gmail.com wrote:
Yes I started the thread at xsibase requesting
see little artifacts in rendering. This should be
corrected in a future release (I red it somewhere) with quad generated
meshes.
Le 09/11/2013 07:56, Sebastien Sterling a écrit :
Thanks for the links Olivier, i had indeed already seen the 2014
syflex demo.
Marvellous designer has
at Marvelous Designer for cloth styling.
Le 08/11/2013 01:28, Sebastien Sterling a écrit :
Recently i observed a friend using nCloth to style clothes as well
as simulate them, Ncloth allowed him to select points around the
cuff and belt line, and add some sort of deformer which would
Recently i observed a friend using nCloth to style clothes as well as
simulate them, Ncloth allowed him to select points around the cuff and belt
line, and add some sort of deformer which would make these sections regress
as the rest of the cloth expanded and settles, this created nice overlaps,
Maybe it is designed to entice them to complete the set by buying other
products, at any rate i wouldn't fault them for shipping it with the
product but for the fact that, they can already see it online ? At any
rate, it looks gorgeous, almost too gorgeous for a toy commercial ?
May i ask how big
Can this be done... without Ice ? (GASP!)
On 1 November 2013 22:30, Renato Polimeno rntpolim...@gmail.com wrote:
Hi Philipp,
I might be able to put that into work for you..
Does your dragon is already rigged/skinned?
How many bones are driving the tail?
How many controls do you need?
Extensions ? well that makes it all better i guess... :(
On 29 October 2013 18:33, Maurice Patel maurice.pa...@autodesk.com wrote:
Sorry about that.
The sessions were created for the extension releases. This is a little
clearer if you click on the registration link but seems to have been
We don't need their snooty AD expert challenges, we have all our experts
right here :) on the list.
awesome break down, lot of stuff i didn't even tweak where not there,
cracking integration.
On 28 October 2013 01:43, Alan Fregtman alan.fregt...@gmail.com wrote:
Hey guys,
My employer has
Am i the only person that gets this problem ? when i export a mesh from xsi
to maya via FBX all the uv faces are detached from one another. i use xsi
2013, have observed this behavior sending meshes to maya 2011/2012/2013
On 25 October 2013 15:11, Morten Bartholdy x...@colorshopvfx.dk wrote:
Thanks Morten, i have come to try that method, but it doesn't always work,
(often some uv's seem to weld each other into stringy messes, even when
using extremely low thresholds).
i Was more interested in knowing if this is a common occurrence ? if so it
seems like a pretty glaring flaw in .FBX
This may come off as kind of a noob question, so apologies.
Is it possible when making a cluster with centre, to reposition the control
null without moving the cluster? I've tried all the conventional stuff,
child comp, CNS comp, muting the influence, move centre...
I'm trying to scale an eye
...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
Sent: Thursday, October 24, 2013 2:33 PM
To: softimage@listproc.autodesk.com
Subject: Moving a cluster center
This may come off as kind of a noob question, so apologies.
Is it possible when
is this it for maya ?
http://www.autodesk.com/products/autodesk-maya/buy
On 15 October 2013 23:48, Sergio Mucino sergio.muc...@modusfx.com wrote:
Autodesk is for some reason following Adobe's footsteps quite accurately.
Adobe started selling suites... Adesk did. Adobe goes rental... Adesk
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