if you want VDB files why are you using Alembic? I don't remember Alembic
supporting volumes, or did I miss something?
Regarding the other types of assets, meshes, transforms, etc. You're going
to find the lack of updates to Softimage is really going to start making
itself difficult. ie. format
I am not suggesting you copy it... read the comments and treat it as a
guide as how to make your own. Jerome left really detailed comments!
On Mon, Mar 30, 2020 at 6:47 PM Ben Paschke wrote:
> Oh man! I would if I could!!
>
>
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oh, if we are going that route I would look up the FabricEngine
implementation as a guide/hint since it was written by the same person who
maintained much of the Softimage implementation.
[image: image.png]
On Mon, Mar 30, 2020 at 5:48 PM Ben Paschke wrote:
> Just for ideas, maybe you could
I don't know the exact implementation but generally speaking they are
spatial queries backed by some sort of an acceleration structure with some
barycentric coordinates to get a polygon position/location. Assuming your
mesh data structure has attributes to interpolate you can do that with the
Just trimming... don't mind me.
On Fri, Feb 21, 2020 at 11:18 AM J R Sanchez
wrote:
> To be fair there is an indie license now which I have. Just $250 for Maya
> for a year.
>
>
>
If you're part of the VES and watched the behind the scenes you would have
seen XSI being used on the Lego Movie 2 production. I am sure they have
moved on since but that wasn't that long ago that a full feature length
animation (an innovative one at that) was being done with XSI.
Hey Ben!
On
no need to be rude to Jason, he clearly didn't know
On Mon, Jan 13, 2020 at 2:50 PM Mirko Jankovic <
mirko.yanko...@protonmail.com> wrote:
> Actually the announcementwas made the day AD bought Softimage.
> It was really clear from day one.
>
> "The future is bright!"
>
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ya, that is a craaazy drop off. would love to see the increase on the
houdini forums ;)
On Wed, Jan 8, 2020 at 6:34 PM Matt Morris wrote:
> Feeling a little maudlin at those figures.
>
> Had a quick look back at list activity:
>
> 2011 - 2013: holding pretty steady at around 12k posts a year.
>
I don't know if the built-in Alembic plugin can but I think the Exocortex
plugin did this, at least peaking at the code quickly it does...
i think he is fibbing you... i am running pretty new nvidia drivers with
softimage just fine
On Mon, Nov 11, 2019 at 8:46 PM Jeremie Passerin
wrote:
> That community has been amazing and I'm sad to see the end of it.
> Today my IT supervisor told me that softimage wasn't working properly with
>
All good things must come to and end.
Farwell, I owe this list and people on this list so much. I hope I returned
as much as I took!
On Mon, Nov 11, 2019 at 2:27 PM Luc-Eric Rousseau
wrote:
> Hi.
>
> The 11th anniversary of the Softimage acquisition, and therefore this
> version of the list,
poor guy ;)
On Fri, Oct 25, 2019 at 5:18 PM Bradley Gabe wrote:
> Yeah but he also worked on Son of the Mask, so they kind of cancel each
> other out. :-p
>
>
>
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and David Shirk goes on to win an Oscar for Gravity as Animation Director
On Fri, Oct 25, 2019 at 12:55 PM Stephen Blair
wrote:
>
Odd, I was under the impression unsupported characters would be converted
to underscores. Do you have access to Maya and scripting knowledge there?
On Thu, Oct 17, 2019 at 3:42 AM Sven Constable
wrote:
> Hey Fabian,
>
>
>
> I currently have the same problem with fbx files having special
Can you not just go to the 3DE4>Export Project menu and choose what you
want?
They added Alembic IO recently.
On Mon, Oct 7, 2019 at 3:42 AM Chris Marshall
wrote:
> Hi All,
> Any thoughts on importing 2d point tracks from 3DE into Soft, maybe as
> nulls or something?
>
> Thanks
>
> Chris
>
>
Use Jen's suggestion and not mine! :)
*written with my thumbs
On Fri, Sep 6, 2019, 8:54 AM Jens Lindgren
wrote:
> This one is easy :)
> First, in you Emit from Surface Compund set Select Rate Type to Total
> number of Particles and set Emission Type to Point. Rate doesn't really
> matter when
Wow, been a while for me but... Don't use Emit On Surface and instead bring
in the mesh, plug it into a get data (set to point position) then plug that
into an Add Point node. That's bare bones so you'll need to init some
variables for simulation... Ie. Mass, size, shape, etc
*written with my
Thanks Matt for elaborating, your memory is so much better than mine. But
those were the 'issues unique to softimage' I was referring too.
The composition of layers, the resolving of those complex compositions, the
openess of the specification, and it's API makes highly inspectable and
for FX) pre Soft's EOL, it's seems more than
>> coincidence that they were responsible for the first robust open source USD
>> implementation.
>>
>> Maybe I'm making links were none exist, but I can see a big advantage in
>> recruiting technical artists with a Soft
ent? I understand you're part of the Arnold team these
> days, but I wondered if you've been exposed to anything you can talk about?
>
> On Thu, 22 Aug 2019 at 16:25, Steven Caron wrote:
>
>> USD has an API, can be edited with python, and a human readable format if
>> desired. All
USD has an API, can be edited with python, and a human readable format if
desired. All huge benefits over 'ref models'
*written with my thumbs
On Thu, Aug 22, 2019, 4:25 AM Jonathan Moore
wrote:
> At a high level USD and the way that referencing was handled in Softimage
> through 'Models' has
Hey Gang,
Check this alpha release out! Please test it and get back to us about it.
How are the different shaders applied to this single object? Is it using
face sets? There is a cap of 256 shaders per object if that is the case.
Although, what you initally described doesn't sounds like this is the
case...
Talk to the support guys, it's Stephen Blair BTW... He will help get you
Exactly, I would happily contribute some time in making sure new features
in Arnold core make it into SItoA.
@Tenshi, best thing to do is fill up the ticket/bug/feature requests. So we
know what is needed.
On Tue, Feb 20, 2018 at 2:03 PM, Frederic Servant <
frederic.serv...@gmail.com> wrote:
>
I saw this one GitHub and it made me happy...
And excuse my grammar...
*written with my thumbs
On Oct 6, 2017 9:49 AM, "Steven Caron" <car...@gmail.com> wrote:
And I think you're experience on both is valuable. I outed you to avoid the
'us vs them' replies.
Thanks again Brent!
*written with my thumbs
On Oct 6, 2017
And I think you're experience on both is valuable. I outed you to avoid the
'us vs them' replies.
Thanks again Brent!
*written with my thumbs
On Oct 6, 2017 8:30 AM, "Brent McPherson"
wrote:
Damn! I've been outed.
Yes, I was part of the team that worked on
I an pretty sure Brent helped ship Maya 1.0... so maybe he isn't sane or a
'Softimage man'.
:P
*written with my thumbs
On Oct 6, 2017 7:45 AM, "Morten Bartholdy" wrote:
Being a former Softimage man, I'd peg you as at least a lot(!) more
rational and logical than the
Thank you Brent!
*written with my thumbs
On Oct 5, 2017 6:54 AM, "Brent McPherson"
wrote:
> I added bake pivot as it was frequently requested by Softimage users. ;-)
>
>
>
> If you want to look behind the curtain it is implemented by the
> bakeCustomToolPivot.mel
Reference to all the related enums
http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/siMenuAnchorPoints.html
*written with my thumbs
On Aug 18, 2017 10:45 PM, "Matt Lind" wrote:
If you want to see all their locations, then make a
registering a menu is for you to anchor you items in it, not pull that menu
into your custom tool... someone would have to back me up but i don't think
this is possible. sorry dude :(
On Fri, Aug 18, 2017 at 12:35 PM, Andrew Prostrelov
wrote:
> I just thought that if you
The first statement sounds right, the second... I don't think that is
possible, you can't take just instance the factory select tool context menu
into your custom tool. You would need to recreate all the functionality
yourself.
On Fri, Aug 18, 2017 at 12:18 PM, Andrew Prostrelov
Register a menu with siMenu3DViewObjectSelectContextID as the anchor
point...
http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/index.html?url=files/cus_menus_RegisteringaCustomMenuinXSI.htm,topicNumber=d30e48256
*written with my thumbs
On Aug 18, 2017 6:38 AM, "Andrew
is this what we said about Arnold/SItoA... :)
On Fri, Aug 4, 2017 at 12:25 PM, Leoung O'Young
wrote:
> That would be a stab in the heart. Redshift has been a savior for us.
>
> Leoung
>
>
> On 8/4/2017 3:16 PM, Stephen Davidson wrote:
>
> My biggest fear is Autodesk
Well at first I was using VOPs. So the looping stuff was hard to get right.
I eventually got it but it was hard to debug and get the result I was
looking for. I obviously was just doing something wrong, I have little time
right now to actually read ever doc/tutorial. I am relying mostly on my
gt; and VOPs as part of the siLib initiative. I know it doesn’t exactly sound
> exciting, but from my experience working with existing noise functions in
> Houdini, I think a lot of folk will find it extremely useful. I’ll explain
> more when I finish it. Show, not tell :)
>
>
> On 26
.1, d_i);
>
> maxd is the farthest point, and w_i is the weight for a given point at
> distance (d_i). Points that are closer to the center will be weighted
> higher with that formula, rather than it being an average.
>
>
> On 26 Apr 2017, at 19:25, Steven Caron <car...@gm
ments are much easier to understand in VEX than VOPs.
>
>
>
> On 26 Apr 2017, at 19:07, Steven Caron <car...@gmail.com> wrote:
>
> Thanks guys! I didn't want to use VEX even though I might need to in the
> long run.
>
> On Wed, Apr 26, 2017 at 10:57 AM, Andy Nicholas &l
float radius = 1.0;
> int maxpts = 50;
> int handle = pcopen(0, "P", @P, radius, maxpts);
> @P = pcfilter(handle, "P");
>
>
> On 26 Apr 2017, at 18:37, Cristobal Infante <cgc...@gmail.com> wrote:
>
> pcopen > pcfilter (P) will give you the
i hate to do it but i gotta ask this group because of our shared ICE
knowledge...
what is the proper way to get closest points and average their position and
update the point position?
pcfind gives me an integer array, but how do i look up those indices and
get their point position?
pcopen,
It's like Will said, the plugin is sampling the scene at different times
for motion blur. Exocortex crate does some weird stuff with the timeline
too.
*written with my thumbs
On Mar 28, 2017 12:36 AM, "Artur W" wrote:
It's doing the same thing with arnold.
Artur
They have built nodes for outputting to the Arnold standard shader.
On Tue, Mar 14, 2017 at 9:30 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:
> Hi. Has anyone tried to tie up substance's glossiness/roughness either for
> arnold or redshift materials?
> I'm looking for a way to
i would kill to be in maya right now, in am in 3dsmax...
On Thu, Feb 16, 2017 at 4:28 PM, Artur W wrote:
>
> I use Maya and I hate it. On average, everything takes two to three times
> longer than it should. Two thirds of the time are spent on technical
> issues,
Could you wrap your code with an OpenUndo/CloseUndo. Then all commands
between will be treated as one distinct command? I use it all the time to
collapse all commands into a single high-level command named "do man
awesome things" ;)
*written with my thumbs
On Jan 13, 2017 10:34 PM, "Martin"
> On 13 January 2017 at 16:22, Steven Caron <car...@gmail.com> wrote:
>
>> SideFX teased some terrain stuff... last year Siggraph? I have been
>> looking hard for some new info on how its developing. With OpenVDB you
>> could do some cool terrain stuff I am sure.
>&
SideFX teased some terrain stuff... last year Siggraph? I have been looking
hard for some new info on how its developing. With OpenVDB you could do
some cool terrain stuff I am sure.
On Thu, Jan 12, 2017 at 8:49 AM, Jordi Bares wrote:
> Stay tuned to Feb 6th… I will leave
Yes, its useful for animating visibility of an object. But it can confuse
Softimage a bit when switching passes or overrides. Sometimes it just needs
a refresh. ie. toggle the partition visibility. Of course if you don't need
it, delete it.
On Wed, Dec 7, 2016 at 12:59 AM, Morten Bartholdy
Ya, it's inevitable. Goodwin's Law but with Autodesk instead.
Let's just avoid it this time?
On Wed, Dec 7, 2016 at 3:16 PM, Graham Bell wrote:
> I’m advocating not using Soft if it still works for you. I get that.
>
>
>
> But that wasn’t what I meant. It’s the whole
Right, and it would struggle to be a proper documentary instead it would be
more like an anti-Autodesk hit piece. We have plenty of anti-corporate
documentaries.
On Wed, Dec 7, 2016 at 8:33 AM, Dan Yargici wrote:
>
> My post was mostly a reaction to the feeling that this
Are there alembic_visibility operators on the Visibility property?
On Thu, Dec 1, 2016 at 1:07 AM, Morten Bartholdy
wrote:
> I am setting up some passes with imported alembic geometry and experience
> while overriding visibility and switching passes that if an alembic file
2> a
>> couple of days ago. That gave me a little smile :)
>>
>> /Jens
>>
>> On Wed, Nov 30, 2016 at 6:22 AM, Steven Caron <car...@gmail.com> wrote:
>>
>>> Don't hold you're breath, there is interest but no roadmap.
>>>
>>> *written with
There is a custom property you add which allows you to control the
subdivision. It also controls zero point and if you want to amp your
displacement if you want. If you have a high bit depth map then you
probably don't want to do that though. This property can be found under
Arnold>Properties
The modeling tools have made strides and our very own Brent McPherson is on
that team.
Start with the Modeling toolkit, and also use the right click context menus.
*written with my thumbs
On Oct 28, 2016 3:17 AM, "Morten Bartholdy" wrote:
> Nah, they are not going to do
as long as the houdini shaders on the the 'shader_searchpath' it should
work fine.
On Mon, Oct 10, 2016 at 9:53 AM, Cristobal Infante wrote:
> don't see why not, that's the beauty of Arnold after all ;)
>
> On 10 October 2016 at 17:51, Morten Bartholdy
Which renderer? I think Holger had his visbool shader working in MentalRay
and Arnold.
For a renderer agnostic route you are going to need to do some sort of
booleans, obviously those can be tricky and crash a lot. There is VDB tools
from Oleg which doe CSG operations on levelsets and of course
I thought Matt offered?
BTW, I can pitch in on hosting cost.
On Thu, Aug 25, 2016 at 11:46 AM, Maurice Patel
wrote:
> Hi everyone,
> Is there anyone who would be willing to host the wikki?
> Maurice
>
>
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endering ?
>
> On 31 July 2016 at 00:22, Steven Caron <car...@gmail.com> wrote:
>
>> The plugin is maintained by Nvidia and sold by them...
>>
>> "And because mental ray is now coming directly from NVIDIA, users will
>> gain access to new features and update
The plugin is maintained by Nvidia and sold by them...
"And because mental ray is now coming directly from NVIDIA, users will gain
access to new features and updates without waiting for Maya updates."
Nothing changed for Arnold...
*written with my thumbs
On Jul 30, 2016 3:12 PM, "Sebastien
Also, if you have the newer nuke gizmo it has a layer selection field, what
does it say when you plug it in?
*written with my thumbs
On Jul 21, 2016 10:55 AM, "Steven Caron" <car...@gmail.com> wrote:
> Are you looking at the crypto_asset, crypto_material or crypto_ob
Are you looking at the crypto_asset, crypto_material or crypto_object aov?
Asset and material sounds like they would be the same in your scenario.
*written with my thumbs
On Jul 21, 2016 9:24 AM, "Greg Punchatz" wrote:
> Well I manually added the AOV s like this image (
>
Arigato Takayoshi! I will look at what you have found and your proposed
fixes. I am really saddened to think I need to ship a custom build of
PySide. Changing the python or the Softimage command for returning the
anchor I can live with. I still need to get access to a Windows 10 machine
to really
Thanks Martin, I think I will get a Windows 10 machine running and work
with Takayoshi to sort this out.
On Fri, Jul 1, 2016 at 12:28 AM, Martin Chatterjee <
martin.chatterjee.li...@googlemail.com> wrote:
> Hey Steven,
>
>
>> *Are you setup to compile the C++ part of the plugin on Windows 10? If
Hey Martin
Thanks for your detailed response!
This PYTHONHOME thing is definitely new, I wonder if this is unique to
Softimage 2015 R2-SP2, er whatever Autodesk left us with, or if it has to
do with Windows 10 and Python?
This 'Out of present range' is sounding more like what Takayoshi was
Thanks for this break down Takayoshi.
I know Softimage 2015 works on Windows 7 since that is what I am running.
I also know Softimage 2015 SP1 is working with Windows 7 from feedback have
gotten from other users.
your findings about the return value for the anchor command are interesting.
On
gt;
> external Python 2.7.3 / PySide 1.1.3 / PyWin 218, the same config works
> fine in windows 7
>
> On Wed, Jun 29, 2016 at 8:51 PM, Steven Caron <car...@gmail.com> wrote:
>
>> To anyone else listening... has anyone gotten PyQtForSoftimage working on
>> Windows 10? I
To anyone else listening... has anyone gotten PyQtForSoftimage working on
Windows 10? If so what is your configuration... Softimage version, python
version, pyqt or PySide version, etc.
*written with my thumbs
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this problem for hours
> and it shows!!!
>
> I was trying to get it to work using the "internal" Python, but now I am
> thinking I've tried everything with the "internal" Python, so next up would
> be completely reinstalling "external" Python and giving t
ot;internal" Python, but now I am
> thinking I've tried everything with the "internal" Python, so next up would
> be completely reinstalling "external" Python and giving that another go...
>
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at
Well I don't know where you are anymore... do you want to use system
installed python or the python shipped with Softimage?
*written with my thumbs
On Jun 29, 2016 9:29 AM, "Leendert A. Hartog" wrote:
No, it seemed to work yesterday, but when I tried to revert to "internal"
d PySide 1.2.1 and all the weirdness
> reported in this thread started to happen...
>
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
>
>
> On 29/06/2016 17:32:23, Steven Caron <car...@gmail.com> wrote:
>
You listed PySide 2.2... did you mean 1.2.2? Did you follow the steps I
listed?
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I had a feeling from the get go you had some weird install or something not
finishing during install.
I would remove, python from your machine, remove pyside, and remove pyqt.
Make sure softimage internal python is working again. until that is the
case, don't move forward. Remove them using
ftimage hobbyist, admin at si-community.com & xsiforum.de
>
>
> On 26/06/2016 04:57:07, Steven Caron <car...@gmail.com> wrote:
> Ok, I have windows 7 and everything is working as expected. Let's debug
> this?
>
> Win 7 64bit, check...
> Softimage version?
> Pyt
> I'm on Windows 7 Ultimate.
>
> Martin
> Sent from my iPhone
>
> On 2016/06/26, at 11:36, Steven Caron <car...@gmail.com> wrote:
>
> which operating system are you guys on?
>
> On Sat, Jun 25, 2016 at 7:11 PM, Martin <furik...@gmail.com> wrote:
>
>> Yeah
which operating system are you guys on?
On Sat, Jun 25, 2016 at 7:11 PM, Martin wrote:
> Yeah that's the same problem I had a few months ago.
>
> My "solution" was to use the internal Python and load pyside modules in a
> workgroup. I can send you that workgroup folder if
Basically the UI is being made in Python and some new functionality to
control the creation of Canvas with Python scripts (think Softimage's
scripting to create ICE graphs)
But it is more nuanced than that... Fabric's core has had python bindings
for a while now. The UI widgets for the Canvas
doh! how did I miss that?
On Fri, Apr 22, 2016 at 1:34 PM, Srecko Micic
wrote:
> There is note that it will not be possible to output scene files.
>
> 'Rendering in Houdini Indie will go directly to the renderer without
> saving out render description files.'
>
>
--
San Francisco still struggles with fiber... why didn't 'Google Fiber' come
here first? :) Many thousands of dollars per month... if you are using it
or not. If they did metering like power bills maybe that cost wouldn't be
so scary.
We have played a little bit with Zync and talked directly with
We have needed to do just this, ship hard drives to and from our clients
and it still sucks. 3 TB of data doesn't just come online instantly once it
is in the building.
But yea... scaling past your capacity is one of the major points for us
too. It still has a cost that needs to be evaluated per
should be interesting how they limit output resolution... i guess if you
use houdini to launch the render they can do that but if you can export the
scene to .ass/.rib then they can't block what resolution. i guess i am
saying... remove the limit?
On Fri, Apr 22, 2016 at 12:39 PM, Ognjen Vukovic
and I agree with you on cloud, I am actually not crazy about it either, but
a lot of people see it as the right way to scale. The cost becomes cheaper
for some but could be more expensive for others. When someone makes the
case to use it they *tend* to leave out what I think is the biggest
I didn't see where Luc-Eric is claiming cloud rendering to be our
saviors... he just points out how rendering on the cloud makes logical
sense.
The take away is those purchases don't have much to do with patents.
On Fri, Apr 22, 2016 at 10:50 AM, Jordi Bares wrote:
>
Agreed! I don't believe that narrative of consuming patents as a reason for
purchasing Softimage.
On Fri, Apr 22, 2016 at 10:41 AM, Luc-Eric Rousseau
wrote:
>
>
> I think all of this makes more sense than a story built around
> mythical patent folios.
>
>
--
Softimage
Pushing the topic back to the Solid Angle purchase...
https://twitter.com/arnoldrenderer/status/723139036517261313
For me, when or if Marcos and his team stop publishing to SIGGRAPH and
releasing papers without patenting first I will know Autodesk cares more
about "patents" than the talent and
It certainly could happen. Again, I am cautiously optimistic that it won't.
You can choose not to be so optimistic and stop using Arnold ASAP, so no
decision Autodesk makes in the future will impact you.
But just so it is clear... I was addressing the idea that Autodesk's first
order of business
e convenient with max and Maya.
> --
> From: Steven Caron <car...@gmail.com>
> Sent: 4/19/2016 3:07 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Autodesk acquires Solid Angle
>
> I see what you are pointing out but again this is app
I see what you are pointing out but again this is apples and oranges and
that quote misses context :)
Softimage != Arnold, full animation package with an API vs a rendering
engine that IS an API... In Softimage's case AD is/was trying to convince
us to switch to a competing product, in this case
I tried to touch on this with the last sentence in my reply. Their decision
axe Softimage seemed irrational to us because we are emotional but if you
reduce it to numbers, it made sense. It is a truth I don't like to admit
but it is a fact that Maya and Max user numbers are just higher, so of
I am not excited on this acquisition either but it is easy to see that this
isn't the same deal as the Softimage one. So don't confuse my statements
for full support but rather a level headed look at what is really happening.
I don't see how having Arnold stop working in C4D and Houdini means
I thought so too
On Mon, Apr 18, 2016 at 3:34 PM, Greg Punchatz wrote:
> The robot voice talking about rendering a robot does not help in
> humanizing Maya;)
>
>
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Yes, some aren't excited about paying AD money but that is what I am
saying... AD will need to keep these people happy or they will ditch
Arnold. Breaking Arnold in C4D or Houdini is a lose lose scenario. They
don't sell a Maya license and they don't sell an Arnold license. If we
reduce AD's
Don't feed them Luc-Eric!
On Mon, Apr 18, 2016 at 2:47 PM, Luc-Eric Rousseau
wrote:
> Maybe it's because I know how this stuff works, but I think that video
> seems to make it looks more complicated than it is.
>
> XSI's render setup system has passes, groups,
I doubt this, they want people paying them. A SolidAngle customer who
didn't pay AD before (C4D or Houdini users) now has to pay AD!
On Mon, Apr 18, 2016 at 2:44 PM, Jim Yeh wrote:
> The first thing that AD will do is to make Arnold stop working with
> competing app...
>
For particles below some threshold just render them as spheres?
*written with my thumbs
On Apr 8, 2016 1:00 PM, "Kris Rivel" wrote:
> So I have some small particles I want to polygonize. Using the built in
> version. I can't seem to get the mesh really tight/close to the
Cool, thanks for sharing Jeremie.
On Sat, Mar 26, 2016 at 7:58 AM, Jeremie Passerin
wrote:
> With Softimage being discontinued, I thought it would be nice to share my
> video tutorial for Modular Rigging with Python.
> What I'm talking about in these videos applies to other
I find this when exporting compounds, the preset tree gets refreshed but
maybe it fails to finish and stops adding nodes to the view. I just use the
'refresh' next to the search field and it typically comes back.
Steven
On Wed, Mar 9, 2016 at 1:26 PM, Ed Manning wrote:
>
Still is one of the best!
*written with my thumbs
On Mar 4, 2016 8:51 AM, "Stephen Blair" wrote:
> xsibase 2004 interview with cg supe at Buzz Image
> http://wp.me/powV4-3ih
>
> *What is your favorite XSI feature?*
> *The one feature that I love the most is the Passes.*
they can do it now in xgen... but the tech is really about the asset
management, which we have already working in maya.
On Tue, Mar 1, 2016 at 10:33 AM, adrian wyer wrote:
> that Athens tech demo is still the shit!!
>
>
>
> genius piece of pipelining try
Polynoid is no longer in business?
On Fri, Feb 26, 2016 at 3:25 AM, Olivier Jeannel
wrote:
> Polynoid did this when we were alive:
>
>
>
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On Sat, Jan 30, 2016 at 10:13 AM, Andruha Prostrelov
wrote:
> https://vimeo.com/groups/1792/videos/50290984
> this video is
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