the animation mixer is for high level control over animation, including
combining different types of animation. (fcurves, expressions, constraints,
caches, plots,...)
the most obvious use is to combine a number of animation cycles on a character
into a little edit.
Because it looks so much
Sumatra... I think it ended up about halfway there.
A big step forward, more modern than others - yet not fully realized, not
really there yet, not revolutionary enough.
Some new workflows are definitely there – taken for granted until the plug got
pulled, and now it’s painfully clear just how
shader not found is very often because of missing dll’s.
with http://www.dependencywalker.com/ you can find which ones are missing.
From: Francisco Criado
Sent: Thursday, April 24, 2014 7:06 PM
To: softimage@listproc.autodesk.com
Subject: aaOcean
Hi guys,
doing some tests here with this
Nice insight, Luc-Eric.
See how you downplayed it as doing the particles - AD's standard
description of ICE and Softimage.
Is that company prescribed reply to competitor's initiatives?
What I read here, is an opening for C4D and Maya studios to get (a) Houdini
artist/s to collaborate with the
you could put stuff in models and export those, delete the model and then
import them again as a reference – now you can offload models to alleviate the
scene while working.
to a degree import/export as a model can do some clean up – and rebuilding your
scene as a new scene with only reference
rendering in 16 bit or even float does not increase rendertimes at all, only
amount of disk space the images take.
rendering happens in floating point, and when the image is written out it is
converted to 8bit, 16bit or 32bit according to the image format.
From: Leoung O'Young
Sent: Monday,
... As long as the help files remain online...?
you can download the help files here:
http://knowledge.autodesk.com/support/softimage/downloads/caas/downloads/content/download-and-install-autodesk-softimage-product-help.html
As a freelancer I only represent a single seat that’s not current nor under
maintenance, but for an initiative like this, where an investment would equal
tangible results – I’d gladly put in my share - as well as doing the rounds of
my clients to suggest they do the same.
That was my motivation
Well said, Nancy.
I have no illusions about how much corporations (especially this one) care for
the individual artist.
You have developed your own, very individual workflow - it might well be
impossible to translate to another software. Unfamiliarity with a new tool is a
huge hindrance to
a few situations I remember where I found ICE to be an unexpected lifesaver:
-
Recreating these cartoon characters for a series – there were certain handdrawn
traits in the concept art, to evoke certain materials. There was no
straightforward 3D solution, not possible to model or rig it, the
Is there a way we can actually improve on the process? Perhaps overrides
and assignments could be done conditionally with a dynamic rule? Is a
stack better than a node graph? Let me know if you have had any wishes in
the past.
first off - the passes and partitions system is not just used for
probably they’ll kill the commercial one, just to screw it’s users.
From: Jason S
Sent: Thursday, March 20, 2014 11:40 AM
To: softimage@listproc.autodesk.com
Subject: Re: Maya render region!
lol :p
On 03/20/14 6:38, Emilio Hernandez wrote:
I wonder now which one of the two Autodesk is
you can type values and simple expressions directly in the U and V value boxes.
This goes together with the often overseen “set” icon in the UV editor.
with “set” unchecked the layout will be kept while doing the modification -
such as offsetting or scaling
with “set” checked, the layout will
(to go back to the start of the thread - Nice job from Digital Golem!)
If things like Elysium and 98% Human and many more have been made with
Softimage - that’s enough for me. I don’t think I’ll ever need more, I have not
explored all the possibilities and still have a lot to learn and plenty
kickstart that!
I’m definitely backing that – one of the best suggestions yet.
From: Bk
Sent: Wednesday, March 19, 2014 9:09 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage webinar - Q/A - finally uploaded
Ok. Why don't we all put in some money and hire out a stand at siggraph?
... announce the end of Maya to focus all our efforts on 3dsMax...
.. which has stagnated the past few years – but fear not, the future is bright.
LIFO buying of the competition – now there’s an interesting business model.
From: Leo Quensel
Sent: Tuesday, March 18, 2014 2:23 PM
To:
“...We had plans to build a next generation technology, starting with games -
we called it project skyline. The industry was in a growth period. Everyone was
optimistic. And if we had succeeded we probably would not be having this
conversation.”
so – no next generation 3D authoring from
How much of the subscription money is going into those 99% failures?
I know it's nasty to put it like that - but people paying subscription are
doing so believing (hoping) they are funding the very future and survival of
the software they are paying for. Right now, it's: continue to pay
While you’re at it – don’t forget those connecting lines between the nodes –
absolutely essential, I’d say they are good for 33-50% of all ICE trees!
Also the passthrough node which is present in many compounds – maybe 10%?
Looking forward to the 200% ICE experience in Maya!
From: Gerbrand
excellent stuff Julian.
-Original Message-
From: Julian Johnson
Sent: Sunday, March 16, 2014 9:47 AM
To: softimage@listproc.autodesk.com
Subject: Re: Idea- Just keep Mental Ray and FBX support - Softimage free
w/Mayaor Max or any Suite.
On 15/03/2014 17:44, Graham Bell wrote:
I¹ve
It would be great if some of the big asian accounts would chime in – supposedly
that’s where all the seats are?
If they set their mind to it – they could have an impact on the decision
makers, more than anyone else.
But perhaps they prefer to discuss things behind-closed-doors.
From: Martin
so Steve, why don’t you share your Top 5 - sure there are some things you like
about Softimage?
I totally get the “don’t get your hopes up” attitude – I’ve accepted Softimage
was EOL the day development moved to Singapore.
But it would be unfair to dear old SI not to speak up a bit in it’s
ah yes – lovely that.
it used to be a given in any 3D software - but the arrival of zero button mice
has undermined the arts of using three fingers.
the use of 3 mousebuttons and the onscreen info about them, the middle click to
repeat command, text icons, the whole of the main command panel,
Hi Paul
I secretly hope you have confcalls or chats with the other 3rd party developers
( you know who you are ), about the recent announcement and changes it will
cause – testing the waters if there is some positive initiative that could come
out of this. It’s a bleak outlook long term, but
Hope I’m not late to the party - sure I’d love to contribute in some way –
generalist, will do lighting, particles, compositing,...
Paul,
as far as your “varied CG characters purposely going somewhere” idea – it would
be cool to really build this from something tiny, intimate to something
ok it’s a very condensed commercial clip – of course their demo material is
kick-ass - so it’s bound to look attractive – but it does seem like something
special.
looks both pipeline and artist friendly, hi-tech at the artist’s fingertips,
very production minded.
Highlevel control, both coarse
XSI top 5:
1. non linear, non destructive workflow - operator stack, construction modes,...
2. interface – it’s consistent, logical, text not icons, intuitive interaction,
not cluttered while so many things are easily accessible
3. general purpose tools – eg. gator can serve so many different
There you go, everything you need to start marketing and selling this
software!
Push it a bit, set a good price point, and who knows what could happen?
-Original Message-
From: Chris Vienneau
Please keep responding to this thread. Great info!
that would be the prologue...
From: Steven Caron
Sent: Thursday, March 13, 2014 9:57 PM
To: softimage@listproc.autodesk.com
Subject: Re: A germ of an idea.
i read, 'kicking', 'ad', and 'nuts'.
guy in a hoody, walking down street smiling, guy in a blue/green plaid button
up t-shirt, runs at
Hi Greg,
this is pretty much along the lines of what I’ve been thinking.
Retiring Softimage as announced is way too abrupt and disruptive. While not a
big success in the market place, it has it’s place, is very much alive and in
good shape.
Yes, we would all love to see some huge development
why now, I’m sure those few people from Autodesk we have been seeing here the
last week will read what we have to say if we do so in a constructive way.
of course, retweet, repost all you want.
and do pay those few Softimage users in London a visit to get them to speak up
as well!
From:
thanks for speaking up Jean-Louis.
Digital Golem is certainly one of those Softimage studios punching well above
their weight.
From: Emilio Hernandez
Sent: Tuesday, March 11, 2014 1:29 PM
To: softimage@listproc.autodesk.com
Subject: Re: A more graceful retirement - my counter offer
Yes.
From: Alastair Hearsum
Sent: Tuesday, March 11, 2014 1:24 PM
To: softimage@listproc.autodesk.com
Subject: Re: A more graceful retirement - my counter offer
Hi Peter
Very well put. Absolutely spot on. ...
Thanks Alastair,
I would personally like a longer period of transition.
Alastair
And
Good point Dan – with all the current noise there’s not much you can add that
will be heard.
That’s the Anger part - it seems the list has mostly shifted to Bargaining now.
The noise is fine for now – it has grabbed some attention which thoughtful
words couldn’t .
Hopefully next week things calm
would it be silly to add that those passes everyone is raving about were there
from XSI v1.0 way back in 2000, and have remained mostly untouched ever since?
those who say: oh but software X (or M) has passes too? often think of AOVs
which are XSI’s render channels.
So if you will, XSI’s
for what its worth, same thing happened with the transition from SI3D to XSI.
at the time of the SPM dongles, customers had to send back the old flexlm
dongles (or the paperwork to testify the Irix license managers were no longer
functional) in order to get permanent SPM licenses.
It wasn’t
exactly – and if they are about to pull the plug, no way you’d quickly invest
some more money in it.
From: Sam Bowling
Sent: Friday, February 28, 2014 5:07 AM
To: softimage@listproc.autodesk.com
Subject: RE: new upgrade policy
To me, the upgrades haven’t been worth the upgrade price lately
I’ve attempted this - sort of. It wasn’t live action though, rather live
spectacular / theatrical.
The idea comes up once in a while, to match what’s happening on stage with
projected imagery. It starts with good intentions, a bit of fiddling, and ends
up with an impatient creative director
“Autodesk is making this policy change to better align with the needs and
buying preferences of our customers.”
So what is everyone bickering about? They are aligning themselves with our
needs and preferences!
Or is it: you are not our customer if your needs and preferences don’t match
our
Kind of ominous reading those two threads today.
Better have a long term plan (if it involves CG, get a backup), because chances
are that whatever you are doing today, it’s just not going to be an option in
5-10 years.
I hope someone sends me a mail at that time, and we’ll be laughing about how
hope it helps – it’s not exactly going down a beaten path.
sure would like to see what other people’s take on this is – as I think it’s
going to happen more and more.
From: Neil Kidney
Sent: Thursday, February 27, 2014 7:24 PM
To: softimage@listproc.autodesk.com
Subject: RE: Reverse lighting -
you bring the gasoline, I’ll get the matches?
From: Rob Chapman
Sent: Thursday, February 27, 2014 11:25 PM
To: softimage@listproc.autodesk.com
Subject: Re: new upgrade policy
the greedy shysters cannot get away with it. whose bright idea was this
anyways? some heads are going to roll, surely
And even surface continuity manager was a plugin for Softimage 3D before XSI,
wasn’t it?
From: Luc-Eric Rousseau
Sent: Saturday, February 22, 2014 2:30 PM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #160
xsi did not even have trims then, so the author did not know what
you pretty much answered yourself – hair instances are always scaled so their Y
bounding box fits the length of the hair it’s instanced on.
you can get around this by parenting the grass object under a (hidden)
cylinder, and instancing that. The cylinder’s Y bounding box will define the
this didn’t start out as an ICE bashing tread,
it was about the importance of the basic toolset - which some are tied to
for whatever reasons.
Productions have been done for many years before/without ICE - it's not a be
all end all replacement for the rest of the toolset - though I'm sure
it’s not so much that it’s too complicated – it isn’t.
It’s more about how things are not made clearly visible to the user.
A simple mention “read-only” next to those parameters and no-one would ever
have an issue with this.
But no, you’re connecting this just like you would anything else and
yep – first thing I looked for – can I buy a single license?
open the gates to inviduals and freelancers!
(gotta like 3delight’s first license for free, which is now 4 cores instead of
2 - had to do some 4k rendering in a rush and this was a godsend.)
From: Simon Reeves
Sent: Friday, January
nice to see your work getting some deserved recognition.
I also see Harry Bardak mentioned (for gravity, interior) who used to be on
this mailinglist often – though I doubt softimage got much (any?) abuse on
gravity.
From: Jens Lindgren
Sent: Tuesday, January 14, 2014 11:03 PM
To:
yeah, about fine detail and skin shading,
subsurface scattering does tend to cover up fine surface detail – recesses and
wrinkles in the skin in particular.
just think of it: a wrinkle on top of the skin is like a fine ridge. without
scattering, if the light comes from the left, the left of
very nice how they interrelate
From: Emilio Hernandez
Sent: Wednesday, January 08, 2014 11:24 AM
To: softimage@listproc.autodesk.com
Subject: Re: soft and Arnold i think
Nice work!
2014/1/8 adrian wyer adrian.w...@fluid-pictures.com
https://vimeo.com/83602545
-Original Message-
From: Luc-Eric Rousseau
... I have two side projects that need diaper changes.
Oooh, does your wife know? ;-)
how are you getting the weight map?
if you are getting it straight from the object (get data and browsing for the
weightmap under the geometry) then it is “per point of the emitter geometry”.
but the proper context for the speed parameter would be “per particle of the
pointcloud”.
so, the way
I seriously tried not to be in this list this year – and almost succeeded...
From: Meng-Yang Lu
Sent: Thursday, January 02, 2014 7:40 PM
To: softimage@listproc.autodesk.com
Subject: Re: Mailing list year in review
And now you're back in! :D
-Lu
On Thu, Jan 2, 2014 at 10:07 AM,
mental ray isn’t even in the keywords anymore!
From: Stephen Blair
Sent: Thursday, January 02, 2014 5:02 PM
To: softimage@listproc.autodesk.com
Subject: Mailing list year in review
http://wp.me/powV4-2WA
A few top-10-type lists for the year that just ended.
Maybe we should just setup a crowdfunding project and buy SI back from AD
ourselves ;-)
but buy what exactly? and to do what with it?
we want this software to live on and thrive – just getting it out of the hands
of ADSK is not going to make that happen.
In the hands of ADSK it’s on life
can someone please remake kaboom in ICE ?
this was such a fun tool.
From: Stephen Blair
Sent: Friday, December 27, 2013 6:30 PM
To: softimage@listproc.autodesk.com
Subject: Friday Flashback #152
Friday Flashback #152 KABOOM! Now you too can create your own earth-shattering
kabooms!
here’s the manuals:
http://softimage.wiki.softimage.com/xsidocs/hairy_style_SettingUpHairCollisions.htm
to be honest – I did think it was bounding spheres only - but the docs state
otherwise.
From: phil harbath
Sent: Thursday, December 26, 2013 3:24 AM
To: softimage@listproc.autodesk.com
sweet – good to know that it does work.
that’s bonus points for XSI hair.
From: phil harbath
Sent: Thursday, December 26, 2013 9:15 PM
To: softimage@listproc.autodesk.com
Subject: Re: hair obstacles
thanks for the link, all is good now. it was confusing it needed to be set in 2
places.
apple II, IIe and IIc here (my dad had these for work)
I fondly remember FantaVision which was a kind of morphing graphics software –
though I definitely spent more time on Ultima 4
must have been middle of the eighties - little did I know that I’d be using
computers for a living one day .
I don’t remember the one you describe, but there was a gator-like tool, that
would create UVs on a polymesh from a nearby nurbs surface.
shouldn’t be too hard to replicate in XSI: extract an edge loop, create an
extrusion (nurbs) and gator the UVs from the extrusion to the poly road.
in XSI
contour stretch interprets the geometry as if it were a grid (with a U and V
direction) – likely deformed in space
walking the mesh lets you drive the layout by indicating the four corners of
this grid.
it works on the whole geometry at once – not on a single strip and the rest by
From: Sebastien Sterling
its cool i got it working now :)
great!
was selecting a single strip of poly's didn't realize you had to select the
whole area. works well on simple strips, doesn't work well with... anything
else :(
There is an amazing Modo tool where you select an edge and
there was a thread on the list last year – with subject “script for grouping of
meshs based on vertex order”.
Christian Gotzinger posted an ICE compound for reodering vertex ID’s on
*identical meshes*.
(I’ve forwarded the old mail with compound to you)
I’m not sure what you are after, matching
something easily overlooked: a close up could fill the whole of the image,
while a long shot might have for example 10% of the image area covered with the
subject. In which case a ten fold difference in rendering time is totally
normal.
other than that, any combination of stochastic sampling -
assuming you used “turbulize mesh” – if you go inside the compound, and then
inside the “turbulize around value” compound – you’ll see a “turbulence” node.
That’s the one giving you the turbulence.
You’ll see there is a “get_particle_position“ going into an “add” node, that
goes into the
yes for pointcaches or ICE caches, but that’s usually a bit more work than you
want to do if you just want to “save scene / send to farm” and need to run to
catch your ride home.
There’s plotting shapes as well, or caching the environment (now I’m wondering
if this works for non-simulated trees
the behavior of the UV input boxes goes together with the “set” button – all
too easily overlooked.
with set checked, if you type a number in U or v, it will set this value for
each selected sample (collapsing to a specific value in one go), with “set”
unchecked, it will move the whole
sorry for being blunt, but if you haven’t shot a single panorama in your life,
perhaps you shouldn’t be giving advice.
if you’re going to be doing CG on this, just send them a reference file that
works for you and say that that is what you are expecting to receive and let
them figure out how to
some correction (whenever you explain something you end up spouting
inaccuracies – isn’t that part of murphy’s law?)
the optical center is not on the sensor but in front of it, so in between
sensor and the back of the lens – its called the nodal point - hence nodal head.
however, it isn’t the
as matt said, first separate each polygon island.
there are some scripts out there that do this, but worst case: select with
polygon island filter, then extract and so on.
then boolean all of them one at a time - in the top right of the image I
attached, was the line of vbscript I used for
so in exchange, can we get Jos Stam to do cloth in XSI?
-Original Message-
From: Luc-Eric Rousseau
Sent: Tuesday, November 19, 2013 8:23 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage and Alembic?
On Tue, Nov 19, 2013 at 12:54 PM, Mirko Jankovic
come on, you can say XSI hair is archaic, but it not being functional is
bollocks.
many productions have used it to good effect – and even some recent ones (using
other tools) struggle to achieve what is readily achieved with XSI’s out of the
box hair. Not to say there isn’t better stuff out
I’ll quote myself:
“If anything, what bothers me is that once plugins get integrated into XSI,
they become stagnant.”
so sure, I’d love to see progress – I totally agree that what doesn’t evolve
falls behind and XSI is gathering cobwebs in places.
XSI is a dream come true based on expectations
make sure your director understands that just downloading a map from nasa and
sticking it on a sphere is not going to allow you to zoom to street level -
actually, manhattan is hardly distinguishable on those maps – get the highest
res that is available, zoom in and you’ll be sorely
in the rendertree:
vector state (set to intersection point) – gradient (set to vector y ), play
with the input ranges.
From: Ed Manning
Sent: Tuesday, October 29, 2013 7:40 PM
To: softimage@listproc.autodesk.com
Subject: Re: Giving texture coordinates to an ICE pointcloud
easier to do it
given the insidious behaviour of FaceRobot, this should really be given some
thought for the future.
In every studio I went since FaceRobot exists, it has been perceived as
something akin to a virus, spontaneously messing around and infiltrating
production scenes. Every single production, some
yes – use scalar_state, set to “barycentric B / lengthwise hair” to drive
hairgradients. works a charm.
From: Nick Angus
Sent: Monday, October 28, 2013 7:40 AM
To: mailto:softimage@listproc.autodesk.com
Subject: hair
Has anyone else noticed when you use a gradient on hair with no UV's it runs
if all there really is, is a custom property,
then the problem lies rather with softimage’s behaviour when coming across it...
it could just ignore this property, unless one deliberately goes to the
facerobot layout and selects a scene/model to be “faceroboted”.
sure, doing the cleanup on a
cool – opens up a host of animation possibilities.
its friday, most psychedelic entry wins .
wlEmoticon-smile[1].png
to a degree, you can get around that, by plugging a gradient into a gradient
(ad infinitum).
so if you have a simple B/W gradient at first, plug it into one which goes from
BWBWBWBW again into one which goes from BWBWBWBW you will end up
with some very fine detail high contrast lines. Chain as
well then don’t make it a marketing blurb about Maya, but about the
entertainment suites, showing you can combine Maya and Softimage in a single
production! See that was not so hard to do?
From: Luc-Eric Rousseau
Sent: Friday, October 18, 2013 1:41 AM
To: softimage@listproc.autodesk.com
tried it in a simple scene and it definitely works.
Remove instances from old instance group - they just become empty models -
add to the new masters' instance group.
(create one instance first to make the group, then delete that instance).
it works immediately - but in the past I remember
you're not missing something, this is totally normal.
at any given position (location) you have a single UV coordinate (one u and
one v value) - so that will result in a single color for the whole of the
particle.
in order to get the corresponding crop from the texture, you would need 4 uv
perhaps (just perhaps) you can get there with the edit_UVs node - it does
allow to rotate UVs.
so maybe if you rotate the UVs first (based on particle rotation), and then
give them the scaling and translation offset ?
rotating afterwards sounds more tricky with the offset and all
-Original
Ah, the Gallery Abominate! – you read my mind Ed.
Perhaps we should forward this (badlyrecreatedanimatedfilmframes) to Adesk
marketing – as it’s made with Maya .
From: Sergio Mucino
Sent: Tuesday, October 01, 2013 8:23 PM
To: softimage@listproc.autodesk.com
Subject: Re: OT: what my mum thinks
are you suggesting the endresult depend on the artist rather than the tool?
Sacrilege!
From: Eric Thivierge
Sent: Tuesday, October 01, 2013 8:48 PM
To: softimage@listproc.autodesk.com
Subject: Re: what my mum thinks we do
But aren't the films they are trying to copy done with Maya as well? :D
Is switching passes slow as well?
There’s a number of things that make passes slow, number one being partition
overrides that contain shaders connected on shaderports. You know, where XSI
has to make duplicate materials on the fly for each modified material?
There is also simply the amount of
hiding the particles and strands is not going to simulate them but that doesn’t
mean the ICE tree is totally inactive.
such a lag on every single interaction with a geometry sounds *exactly* like
what I’d expect from a hidden ICE tree.
it’s traversing the tree to see if everything’s hooked up
are you after texture or shading?
I’m supposing shading – in that case yeah, a lambert diffuse is not appropriate
for planets (and other stuff)
some more info here:
http://en.wikipedia.org/wiki/Oren%E2%80%93Nayar_reflectance_model
OrenNayar, TorranceCook, Architectural shader with the
what planet you from?
France used to be one of the most Softimage minded countries and many
individuals are still out there despite an always diminishing amount of studios.
You’ll find them all over the world, Canada, UK and Australia of course, but
also US, China.
Hell, there’s more French
not sure I follow your thinking - if you currently have a permanent position,
and have only zero’s on your bank account, buying a computer and freelancing is
not going to solve this – quite on the contrary.
freelancing is an unstable income, at times it might cost you more than you
gain.
couldn’t agree more with your analysis Matt.
I don’t think AD is reading the situation very well – but who knows... a lot of
men-in-suit’s necks must be on the line, so perhaps out of sheer necessity they
might come up with something - and if they hurry it might still make a
difference. Or
This does not come out of a need from Autodesk (or Adobe or any other vendor)
to accommodate your activities – it comes out of a need from them to generate
revenue.
Surely they can see the number of new licenses declining – so perhaps rentals
can compensate somewhat?
Next? licenses bundled
behold... Godwins Law!
this list has been reasonably unaffected so far – but a serious infection seems
to have caught on today.
From: Xavier
Sent: Tuesday, August 27, 2013 2:25 PM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #133
Eric in Action: http://bit.ly/1fggcCa
character rigs portable between applications... isn’t that like the holy grail?
this sounds like a HUGE step in freeing productions from a single DCC
application.
From: Paul Doyle
Sent: Monday, August 26, 2013 6:23 PM
To: softimage@listproc.autodesk.com
Subject: Fabric Engine - portable
http://lmgtfy.com/?q=free+hdri+environment+maps
From: Doeke Wartena
Sent: Sunday, August 18, 2013 3:28 PM
To: softimage@listproc.autodesk.com
Subject: .hdr image for light rig
hi,
i'm working threw the lightning articles of the softimage documentation.
There is a part about making a light
absolutely smashing work – all of it.
And the movie is quite good as well – best scifi movie of the year so far –
2013 is shaping up to be a big scifi year.
It’s so cool that you guys got to do all the Elysium interiors – its very high
profile work.
Knowing the interior and exterior was two
For those hardware dependencies - it's just a MAC adress. All you needed was
a license file with MAC adress = ANY or so.
There was this crack of flame* going around (at least been told so by IT
person who claimed to have it) but you needed to have a spare Onyx to run it
on. No Octane's yet.
Hi Octavian - that's looking very good.
Jack of many trades, master of none you say. Well I didn't find any of it
to be lacking.
I would just slow down the technical breakdown part - it's a bit too fast to
really appreciate what's going on.
I hope you're wrong about this list not being around
he (lucas) made all the money he made in his entire career a second time by
selling to disney, while pissing off millions in one same move.
Sure I’d take some guidance from him!
From: Raffaele Fragapane
Sent: Thursday, August 01, 2013 9:07 AM
To: softimage@listproc.autodesk.com
Subject: RE:
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