Thanks guys, sounds good, I'll try and report back!
On Tue, Feb 18, 2014 at 4:48 PM, Orlando Esponda
orlando.espo...@gmail.comwrote:
Sometimes helps to export as obj, delete the original and re import to
softimage, finally export that to mari. For some reason this seems to fix
issues with
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
So,
I am rigging a character. When I make the rig, the right leg's calf twist bone
(rig.leg_R0_3_shd) is misplaced, it gets under the sole of the character ( a
lot under the ground floor). Fun fact, that when I create the rig with legs
only it's OK.
I tried to duplicate symmetry the guide of
Did you try the rebuild rig option in the gear menu? That got me out of
some holes recently.
On 19 February 2014 12:30, Szabolcs Matefy szabol...@crytek.com wrote:
So,
I am rigging a character. When I make the rig, the right leg's calf twist
bone (rig.leg_R0_3_shd) is misplaced, it gets
Sorry, meant 'update guide' option before building.
On 19 February 2014 12:36, Matt Morris matt...@gmail.com wrote:
Did you try the rebuild rig option in the gear menu? That got me out of
some holes recently.
On 19 February 2014 12:30, Szabolcs Matefy szabol...@crytek.com wrote:
So,
Nope, but after I sis a succesfull rig in WIP mode, it seems that now the Final
works too :) Happy rigging!
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Morris
Sent: Wednesday, February 19, 2014 1:41 PM
To:
Thanks, Peter.nice work around. I'll give it a try.
On Wed, Feb 19, 2014 at 5:56 AM, pete...@skynet.be wrote:
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
Hi list,
we're looking for another ICE Simulation TD here at MPC London to work on
Marvel's Guardians Of The Galaxy (http://www.youtube.com/watch?v=pTZ2Tp9yXyM
).
Give me a shout if you're interested.
thanks
Jo
On Thu, Jun 27, 2013 at 10:55 AM, Jo Plaete jo.pla...@gmail.com wrote:
Hi
If you get the Volume attribute from the instance master group, you'll have an
array of values. Select a value from the array using the same integer that you
used as the Index to select a shape from the group, and save it as a custom
attribute on emission.
BTW CollisionSize doesn't work
This is great to see that gear is still being used despite the lack of
update and the minimum support. (Miquel did a great update though)
I'm working on a brand new rigging system here at Blur, much more powerful
than Gear. We are testing it in production for the first time right now.
Blur has an
Hey Jeremie,
That will be the day when I'm gonna get soo drunk of joy, drinking for each
character I ever rigged with your GEAR.. and then some for each that will
be rigged with new system :)
Cheer!
On Wed, Feb 19, 2014 at 5:35 PM, Jeremie Passerin gerem@gmail.comwrote:
This is great to
Woah, thx Luc! That is...infinitely intuitive. To the power of -1 so,
actually.
Time to write an improvement suggestion on the beta list...
My apologies, how this feature works is a little baffling due to
something that might be a bug,
You turn roto into Fixed mode, then enable view in all
We were fortunate to be able to work on an ad for Chick-Fil-A recently,
rendered in Redshift.
https://www.youtube.com/watch?v=HZow-3nCl0k
*Client:* Chick-Fil-A/Radiate Films
*Director:* Ben Smallbone
*Art Director:* Joel Gibbs
*3D:* Tim Crowson
*Comp:* Joel Gibbs/Don Culwell
The concept was
Hello!
Finally i had a look at the scripts from Juan Brockhaus. They're working,
but You need to enable* Show old FCurve Custom Commands *at the bottom of
the Animation Editor Preferences :)
In case they're not loading at all - check the *plugin manager* if there is
any error there (red
Hair and Strands are supported as of a couple of builds now, but
'lofted' strands are not, they're still in progress. The hair shader is
also not live yet and is being worked on currently, but the default
Redshift_Architectural works fine for most cases. You can do a good bit
with it,
That was fantastic.
Great work in such a short timeframe!
Redshift looks amazing and those render times are awesome.
Next time you have to do 80's, just watch a few episodes of Miami Vice. ;)
Ed
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On
You know what, Ed... that was one of the directions we were thinking
about. We were thinking 'well, we could go all Miami Vice with it and
have funky colors and strong geometric shapes everywhere, or we could
maybe do the more floral style, with poofy furniture and brass...'
(which are,
Looks really good Tim! Any special video cards for the rendering or just
standard GeForce?
-=Eric
On Wed, Feb 19, 2014 at 3:44 PM, Tim Crowson tim.crow...@magneticdreams.com
wrote:
You know what, Ed... that was one of the directions we were thinking
about. We were thinking 'well, we could
Hey Tim amazing work! I love it!
2014-02-19 15:47 GMT-06:00 Eric Turman i.anima...@gmail.com:
Looks really good Tim! Any special video cards for the rendering or just
standard GeForce?
-=Eric
On Wed, Feb 19, 2014 at 3:44 PM, Tim Crowson
tim.crow...@magneticdreams.com wrote:
You
Bravo ! Deserves kudos specially for making it work in the tight schedule
as you say. Congrats!
On Wed, Feb 19, 2014 at 4:47 PM, Eric Turman i.anima...@gmail.com wrote:
Looks really good Tim! Any special video cards for the rendering or just
standard GeForce?
-=Eric
On Wed, Feb 19, 2014
Nah, just gaming cards. Some 770s, some 560s, and a Titan. This was 2
months ago and we've upgraded some of our farm's GPUs since then, with
plans for more. I've been using Redshift here for almost a whole year
now and it's hands-down the single most important change for us, IMHO.
-Tim
On
Good work Tim! Always admirable of you and your team, and of that of Redshift!
Love to follow your progress, and I’m happy to see it go places!
-Draise
From: Tim Crowson
Sent: Wednesday, February 19, 2014 17:15
To: softimage@listproc.autodesk.com
Nah, just gaming cards. Some
That's impressive, specially considering you guys did it in two weeks!
How many GPU did you say used in total for this ad?
On 19 February 2014 23:05, Andres Stephens drais...@outlook.com wrote:
Good work Tim! Always admirable of you and your team, and of that of
Redshift! Love to follow
Haha yeah... barely two weeks. It didn't even get out of layout until
week 2... We only used 10-12 machines for it, and each one had a single
GPU. Got the job done.
Also, I think they added some blurring in comp, even in areas that are
in focus. Not sure why... My raw renders were very sharp
quick Redshift question, can you get multibuffer exrs like in Arnold?
On 20 February 2014 00:06, Tim Crowson tim.crow...@magneticdreams.comwrote:
Haha yeah... barely two weeks. It didn't even get out of layout until
week 2... We only used 10-12 machines for it, and each one had a single
Not yet. It's on the to-do list.
-Tim
On 2/19/2014 6:16 PM, Cristobal Infante wrote:
quick Redshift question, can you get multibuffer exrs like in Arnold?
On 20 February 2014 00:06, Tim Crowson tim.crow...@magneticdreams.com
mailto:tim.crow...@magneticdreams.com wrote:
Haha yeah...
Not as far as I know unfortunately.
The custom layout functionality might be enough for what you are looking
for though, if all you need is certain types of windows in certain places
upon opening softimage it should work.
Maybe I missed it but is there option for SI to remember all opened
windows,
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