Re: Top List of ICE Nodes That Cover 80% of What You Do With The Toolset

2014-03-20 Thread Enoch Ihde
ah, regarding things like crowdfx  syflex, or the more comprehensive
prebuilt ICE nodes, i think that's all very dependent on what people use
ICE for.
you have a lot of flexibility there.
i've never used the syflex stuff beyond base setups, but i've never really
done must cloth sim stuff recently.
i do rigging and some crowd related things, so i've used some crowdfx, and
cobbled bits of it that i liked together with other things, and lots of
deformation related things for rigs and so forth.

private compounds like the syflex nodes may have a lot of production value
for people that do cloth sims, but crowdfx, for instance, whether it has
production value or not (i have, myself, used it in production), it's a
valuable learning tool for anyone curious about an approach to crowd
simulation, or even how geometry duplication works, etc.

so, if nothing else, it's a great example file, and the value of that is
huge. (there are a many such compound nodes that i don't think i'd want
gotten rid of even if i've never used them, because someday i may learn
something from just deconstructing one).

hth


Re: Top List of ICE Nodes That Cover 80% of What You Do With The Toolset

2014-03-20 Thread Raffaele Fragapane
The functional programming throwback has officially pushed this
conversation into the twilight zone and right out the other end of it into
some unexplored surreal territory.
Thanks to all involved, it'll stay with me for the rest of my life and make
me giggle every time I'll think of it.


Re: A confession

2014-03-20 Thread Ognjen Vukovic
You have both G and Y, but it's one tool, two if they end up in different
buffers, in Soft if you have four or five things you're doing in a sequence
you can literally middle click your way through a lot of stuff.
It's not uncommon for operations that are equivalent in both apps to take
three or four times the clicks in Maya.

Very true.


On Thu, Mar 20, 2014 at 5:34 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 Heat Mapping didn't get a lot of use because it generally sucked, and
 yeah, Maya skinning sucks, though it's more crappy and counter-intuitive
 than unpredictable if you know how it works (it's not terribly buggy, just
 downright crap).

 Getting decent initial weights isn't something to throw away completely,
 but yeah, it's a need that didn't need addressing anywhere as much as the
 skinning data and tools need addressing, not by a long shot.

 Soft's skinning has always been best of breed by an incredibly long shot,
 which paints a stark picture since it's not exactly mind blowing, just the
 rest out there is utter crap.

 It is a lot easier to put something like the new geodesic skin gen in than
 it is to revamp an entire subsystem that will need a re-do from scratch all
 the way down to the way it saves and interprets data I guess.


 On Thu, Mar 20, 2014 at 3:25 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 What makes me laugh it the continued addition of new skinning solvers,
 without focusing on the main issue, the skinning tools themselves.

 Most riggers i've met using Maya Don't use heat mapping, they prefer to
 paint it all from scratch, cause they know that Maya's weight painting
 workflow is so unpredictable, it isn't worth initiating a workflow with a
 fancy new solver.

 Ironically we modellers got a lot more use out of it for fast previews
 and presentations, but we had to get a Rigger to script several bipases in
 order for it to be functional.


 On 20 March 2014 03:58, Manuel Huertas Marchena lito...@hotmail.comwrote:

 Ohh you really don't have to worry.  Maya has a single state of the art
 button solution!

  Send to Softimage -

 ..ahahaha!!! that was good mate.




 IMDB http://www.imdb.com/name/nm4755969/ | Portfolio
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 --
 Subject: Re: A confession
 From: furik...@gmail.com
 Date: Thu, 20 Mar 2014 12:25:08 +0900
 To: softimage@listproc.autodesk.com


 And you have both repeat (unmapped) and middle click repeat in SI.

 Martin
 Sent from my iPhone

 On 2014/03/20, at 12:19, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:

  You have both G and Y, but it's one tool, two if they end up in
 different buffers, in Soft if you have four or five things you're doing in
 a sequence you can literally middle click your way through a lot of stuff.
 It's not uncommon for operations that are equivalent in both apps to
 take three or four times the clicks in Maya.


 On Thu, Mar 20, 2014 at 2:12 PM, Ognjen Vukovic ognj...@gmail.comwrote:

 If i recall correctly , the g key is a repeat last tool shortcut. Not
 the same but its something.


 On Thu, Mar 20, 2014 at 3:54 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 No, but if you think that's the worst wait until you see how selection
 highlighting and hierarchies are treated :p

 Middle mouse button in Maya is largely a non-ui thing and has impactful
 effects. Connecting things, changing the hierarchy in the outliner and so
 on. It's not a bad use for it actually, drag'n'drop hierarchies in the
 explorer are quick but I have on occasion cursed the feature (left click
 scrolling on the other hand is unacceptably missing in Maya, where they
 decided of all things to keep navigation consistent, so lots of alt middle
 mouse dragging to pan a 2D view when left dragging open areas would have
 been better).

 But yeah, middle click as a repeat last and toggle is immensely useful,
 I miss it badly whenever I use Maya, important keys are sacrificed to
 shading mode changes when in XSI you can just toggle the last two with a
 click and intuitively set them without learning a new mechanic (shaded and
 hidden line the two most common for me).
 This is the kind of things I meant when I said XSI confronts you with an
 extremely limited, consistent, yet non-restrictive set of things to learn
 to interact with it. Last time I bothered defining a category and counting
 when I was studying some UI and UE stuff Maya flagged at 16+ unique and
 arbitrary models vs XSI's 4 or 5 (couldn't decide the parameters enough to
 get a single number).


 On Thu, Mar 20, 2014 at 1:46 PM, Greg Punchatz g...@janimation.comwrote:

 Raffaele!!  I am standing on my desk clapping...

 Does Maya have the middle mouse memory button on menus like softimage
 does? If not make that a top priority... there should be a law requiring
 that feature in 

Re: Top List of ICE Nodes That Cover 80% of What You Do With The Toolset

2014-03-20 Thread Cesar Saez
+1
Both mentions to FE tech are a bit surreal.


Re: Top List of ICE Nodes That Cover 80% of What You Do With The Toolset

2014-03-20 Thread Andy Jones
Now that I understand the history of ICE a little better, I can see that I
was wrong to balk at naming the top ICE nodes I need.  Here's my updated
list:

car cdr cons eq atom cons quote

I suppose I won't really need defun, since Maya will let me just add the
same nodes over and over again with a mel script.



On Wed, Mar 19, 2014 at 11:56 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 The functional programming throwback has officially pushed this
 conversation into the twilight zone and right out the other end of it into
 some unexplored surreal territory.
 Thanks to all involved, it'll stay with me for the rest of my life and
 make me giggle every time I'll think of it.



RE: Mental ray volumetric shader errors

2014-03-20 Thread Ola Madsen
I don't think that worked in my scenario as I had numerous overlapping
objects (was doing an x-ray shot) and I got the artifacts in the overlaps as
well. Though this was easily fixed by  splitting the scene in a couple of
passes. 

 

o

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gustavo Eggert
Boehs
Sent: Thursday, March 20, 2014 12:44 AM
To: SI mailing list
Subject: RE: Mental ray volumetric shader errors

 

Hey Fabricio, i'be bumped onto that also, in my case it was the Mesh
Splitting kicking in. It separates dense meshes into separate objects before
passing them on to MR. Therefore, some shaders get artifacts, like
volumetrics and bumpmapping also.

Real headache but easy fix...

Under MR  Optimizations, look for Mesh Splitting Factor, increase the value
up to infinity and be happy :D

Em 19/03/2014 19:20, Ola Madsen ola.mad...@digitalcontext.se
mailto:ola.mad...@digitalcontext.se  escreveu:

I can only confirm this nasty little bug as I experienced it a couple of
years ago. If I remember correctly I managed to get rid of the artifacts on
some objects by actually tessellating the geometry instead of using to +
key. Some object still had the artifacts and I had to work around it by
splitting the scene and rendering the objects in in different passes.  

 

Cheers

Ola

 

 

From: softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com ] On Behalf Of Fabricio
Chamon
Sent: Wednesday, March 19, 2014 11:05 PM
To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com

Subject: Re: Mental ray volumetric shader errors

 

...forgot to say that I'm using Particle_Volume_Cloud, which used to work
fine on meshes since always.

 

2014-03-19 18:56 GMT-03:00 Fabricio Chamon xsiml...@gmail.com
mailto:xsiml...@gmail.com :

Hi, 

 

I'm trying to do some volumetrics in mray, but the shader is giving me all
kinds of wierdness on heavy meshes. Have anyone experienced this before ?

 

For the sake of simplicity, I have this test scene with only one default
sphere. If I crank up the sphere U/V subd to 200, it starts to show some
strange black areas. At subd 300, it renders all flat.

I'm guessing it's not a lookup table cell size problem...tried very small
values, and the volume renders almost completely solid (when it works).
here's some images to illustrate:

 



 

 

I really need dense meshes because I want the fine control over the volume
silhouette to be on the mesh itself, not through shader trees.

 

anyone ?

 

image001.jpg

Re: Maya render region!

2014-03-20 Thread Tenshi S.
Another feature we've seen in the past, and guess what! it's in a product
called Softimage, from Autode$k.
Hope they don't buy that feature.., damn duct-taped things..


On Thu, Mar 20, 2014 at 12:56 AM, Octavian Ureche okt...@gmail.com wrote:

 This is definitely going to show up soon as a revolutionary new feature in
 maya.
 I'm betting someone is already making an offer.

 Btw, houdini also has had a render region for a while now, that kind of
 works, when it does not offset itself for no apparent reason. But at least
 it's in there.


 On Thu, Mar 20, 2014 at 6:06 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Nice digging Raff, seems like the tip of the ICE berg. :)


 On 20 March 2014 02:26, Raffaele Fragapane 
 raffsxsil...@googlemail.comwrote:

 Should be noted I -REALLY- don't know for sure what I'm talking about
 here, I don't even know if the event tracker in Google refers to the patent
 office events after they are published or to some Google service itself.
 Don't throw parties yet or anything :p


 On Thu, Mar 20, 2014 at 1:24 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Apparently it first lapsed and then expired because it wasn't
 maintained, at least according to Google patents.

 http://www.google.com/patents/US6091422?dq=avid+technology+render#v=onepageqf=false

 I have to admit not being entirely sure of how Google patents works (if
 the feed is accurate), and whether it can be revived, but yeah, there you
 have it. Autodesk apparently doesn't pay its bills ;)


 On Thu, Mar 20, 2014 at 11:01 AM, Gustavo Eggert Boehs 
 gustav...@gmail.com wrote:

 thats great and all, but AD holds the patent for the renderregion now,
 so unless it has expired this would be... illegal?




 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!





 --
 Octavian Ureche
  +40 732 774 313 (GMT+2)
  Animation  Visual Effects
   www.okto.ro



Re: Why MAX is not option for me.

2014-03-20 Thread Tenshi S.
That's a joke right? I mean for the Most Requested Feature?... was another
plugin? !!!


On Wed, Mar 19, 2014 at 2:48 AM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 Turns out the MOST REQUESTED FEATURE for Max 2015, was a 30$ plugin
 http://www.vg2max.spb.ru/edgechex.htm


 and looks like new Layer system and schematic nodel view was also third
 party tech https://vimeo.com/57075455


 On 19 March 2014 07:26, Sebastien Sterling 
 sebastien.sterl...@gmail.comwrote:

 It's just slow, they may have improved the viewport performance but its
 just slow, the constraints are slow.


 On 19 March 2014 07:13, Szabolcs Matefy szabol...@crytek.com wrote:

 Hehe my PC is in good condition, and frankly has no problem with any
 other software, but Max. Only with Max.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alexander
 Akbarov
 *Sent:* Monday, March 17, 2014 1:07 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Why MAX is not option for me.



 If Max crashes about 5 times in an hour there is definitely something
 wrong  with your PC. Max is shitty, old and awkward especially after using
 XSI, but it's very good for archviz. And its is pretty universal because of
 myriads plug-ins many of them much better than Max itself...



 2014-03-17 11:26 GMT+02:00 Raffaele Fragapane 
 raffsxsil...@googlemail.com:

 Max is a well known  Frankenstein monster that's only survived this long
 because it has a ridiculous installed user base.
 I don't think anybody on this list would have ever have considered it.
 Even the game market has been trying as hard as they possibly can to move
 away from it despite a massive market pull.

 It's almost literally the exact opposite of soft in every regard, from
 its history to it's identity.
 Can't honestly blame AD for keeping that one alive though, it brings
 cash in with a ducking rake.








Re: A confession

2014-03-20 Thread denis-jose francois
Hi All

So here's another ancient lurker suddenly rising from the depths. It's been
a while...

Alastair, it's definitely not you! For the last 3 years I have mostly
worked in non XSI pipelines. They include Modo, Houdini and more often than
not - Maya. Every now and then I get to work in XSI again... but sadly this
is less and less.

I had no trouble switching to Modo. I picked up Houdini very very quickly.
But Maya... its been 2 years and I am simply uncomfortable. I'm definitely
not an idiot (I tell myself this all the time) and I've been working in CG
since 1995. Interestingly, even though I started with soft3D back in the
early days I very quickly progressed to AW Power Animator. So I'm no
stranger to 'the other side'. Yet some how very simple things in Maya
allude me! And it's not helped by the shockingly poor documentation either.

Last summer I worked for a short stint at Sky. First time back on XSI (and
Arnold) in a couple of years. It was a really hard project, yet XSI made it
feel like I was on holiday compared to what I'd been doing before that!

I mostly work in pipeline these days and it amazes me how much work we have
to do bring functionality to Maya which is already there in XSI and other
packages. Of course, the fact that we *can* bring this functionality to
Maya is one of it's strengths, but what's the point of spending loads of
money on something that you can't really use without further modification?
If you are a small studio or a single user it just doesn't make sense.

I shall now return to the murky depths again...

Denis-Jose Francois











*
Denis-Jose François

Known to some as *@Hairytech*
Known to others as *+Denis-Jose*
Occasionally referred to as *Simon*
Always *The Evil Hood*

https://soundcloud.com/infiniversemedia


On 19 March 2014 09:32, Alastair Hearsum hear...@glassworks.co.uk wrote:

  Folks

  Here is a confession. I've never used Maya! Not really. I've had a
 little poke every now and again but no more than make a sphere and spin
 round it.

  Now, the lack of Maya knowledge may diminish the value of my comments in
 some eyes but I think that , on the contrary, it puts me in quite a good
 position to appraise the software at a certain level. Here is an example of
 the trouble I'm having that may bring a smile to people's faces. But first
 just a couple of more sentences before I reveal my difficulty. I like to
 bill myself as the sensitive artist/animator who is technically all fingers
 and thumbs, like the woman by the side of her broken down car waiting on a
 big strong man to help her out. The truth is that its not true. I do have a
 degree in Fine Art but I also studied maths and physics at university and
 programmed extensively in Lisp in my first job. So I'm not stupid BUT:

  *I'm on my third night trying to adjust the resolution of a sphere after
 I have applied n-cloth to it!*

  Isn't that incredible?  Its one example plucked from many experienced by
 people I work with who can and have used Maya. Its symptomatic of the all
 encompassing interface workflow issues that Maya has that I think are
 really fundamental problems and more important in some ways than headline
 large features.  Admittedly I had had a couple of glasses of wine by that
 point and it was a casual , before bedtime attempt to try something out but
 I had already twice asked my colleague at work to explain what the
 procedure was and I followed what he was doing at the time.

  So there you have it. Is it me.?

  Alastair

  --
  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
  (Company registered in England with number 04759979. Registered office 25
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily represent those of the Company. If you are not the intended
 recipient, be advised that you have received this e-mail in error and that
 any use, dissemination, forwarding, printing, or copying of this e-mail is
 strictly prohibited. If this transmission is received in error please
 kindly return it to the sender and delete this message from your system.



Re: CrowdFX texture confusion

2014-03-20 Thread Jonny Grew
I'm using an Arnold Standard shader I thought I'd tested this already
but clearly not... It appears to be an Arnold issue.

Whether it's a Phong, Standard or Constant shader when rendered through
Arnold I get the triangle colour error.

I'm going to look into this now but if anyone know's about this please
shout and let me know. Cheers



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On 20 March 2014 08:07, Ho Chung Nguyen hochung.ngu...@autodesk.com wrote:

 Which shader did you use for the shirt?

 I use a Phong shader and the shirts are rendered fine
 [cid:image002.jpg@01CF4456.7D99EE70]

 Actor Copies mesh gets its materials from ICE attribute Materials. So to
 override that with a cluster/object material, I set the MaterialID of the
 shirt polygons to 0

 [cid:image006.png@01CF4456.7D99EE70]

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Jonny Grew
 Sent: Thursday, March 20, 2014 2:23 AM
 To: softimage@listproc.autodesk.com
 Subject: CrowdFX texture confusion

 Hi List,

 I'm trying to get random materials on CrowdFX. I've got 2 questions in
 relation to this.

 Attached is an image of a setup.

 I'm creating a custom attribute (self.WORKDAMNYOU) on the actor copies
 mesh that is generating a random value between 0 and 7 based on the Copy
 Index.  I'm then getting the Integer Attribute 'WORKDAMNYOU' in the render
 tree to drive a switch between colours in a Color Multi-Switch (This will
 eventually be different textures rather than colours).

 The render appears with odd triangulated colour variations - these
 triangles vary in size on different characters (the same actor copies mesh).
 [https://mail.google.com/mail/u/0/images/cleardot.gif]
 [Inline images 1]


 In addition to this...When I'm trying to test this in a fresh scene I
 can't even get the custom attribute (WORKDAMNYOU) to show in the render
 tree unless it's in the scene material.
 Displaying the values (In the hope it forces the custom attribute to be
 visible) does nothing.

 Any suggestions?

 Cheers
 Jonny



Re: Digital Golem : Brillant and beautiful

2014-03-20 Thread Jordi Bares
Well done my friend! looks great.

:-)

Jordi Bares
jordiba...@gmail.com

On 19 Mar 2014, at 11:50, Jean-Louis Billard jean-lo...@photon3.com wrote:

 Thanks for the kind comments.
 
 Yes all in Softimage, naturally!
 
 Our pipeline is Softimage-Arnold-Nuke and despite all the turmoil I can 
 tell you I have no intention whatsoever to change that in the near future.
 It works, it works well, and nothing else right now can touch it.
 
 So Autodesk can shove their “innovation” right back up their collective arse 
 and choke on it -- as far as I’m concerned they’ve just killed a member of my 
 family.
 
 Cheers,
 Jean-Louis
 
 
 On 19 Mar 2014, at 04:39, Tenshi Sama tenshu...@gmail.com wrote:
 
 
 Nice! All in Softimage?
 
 
 On Tue, Mar 18, 2014 at 8:18 PM, Francisco Criado malcriad...@gmail.com 
 wrote:
 Excelent work, so nice!
 
 
 On Tuesday, March 18, 2014, olivier jeannel olivier.jean...@noos.fr wrote:
 https://vimeo.com/groups/ice/videos/89426397
 
 Kudos to Digital Golem !
 
 



Re: A confession

2014-03-20 Thread Mirko Jankovic
Maya seems to be more and more do-it yourself kit.. it's price should
reflect that as well
Buy starter kit - only Maya UI, you script everything else
grade 1 kit - you have modeling plugins! etc...


On Thu, Mar 20, 2014 at 9:45 AM, denis-jose francois denis...@gmail.comwrote:

 Hi All

 So here's another ancient lurker suddenly rising from the depths. It's
 been a while...

 Alastair, it's definitely not you! For the last 3 years I have mostly
 worked in non XSI pipelines. They include Modo, Houdini and more often than
 not - Maya. Every now and then I get to work in XSI again... but sadly this
 is less and less.

 I had no trouble switching to Modo. I picked up Houdini very very quickly.
 But Maya... its been 2 years and I am simply uncomfortable. I'm definitely
 not an idiot (I tell myself this all the time) and I've been working in CG
 since 1995. Interestingly, even though I started with soft3D back in the
 early days I very quickly progressed to AW Power Animator. So I'm no
 stranger to 'the other side'. Yet some how very simple things in Maya
 allude me! And it's not helped by the shockingly poor documentation either.

 Last summer I worked for a short stint at Sky. First time back on XSI (and
 Arnold) in a couple of years. It was a really hard project, yet XSI made it
 feel like I was on holiday compared to what I'd been doing before that!

 I mostly work in pipeline these days and it amazes me how much work we
 have to do bring functionality to Maya which is already there in XSI and
 other packages. Of course, the fact that we *can* bring this functionality
 to Maya is one of it's strengths, but what's the point of spending loads of
 money on something that you can't really use without further modification?
 If you are a small studio or a single user it just doesn't make sense.

 I shall now return to the murky depths again...

 Denis-Jose Francois











 *
 Denis-Jose François

 Known to some as *@Hairytech*
 Known to others as *+Denis-Jose*
 Occasionally referred to as *Simon*
 Always *The Evil Hood*
 
 https://soundcloud.com/infiniversemedia


 On 19 March 2014 09:32, Alastair Hearsum hear...@glassworks.co.uk wrote:

  Folks

  Here is a confession. I've never used Maya! Not really. I've had a
 little poke every now and again but no more than make a sphere and spin
 round it.

  Now, the lack of Maya knowledge may diminish the value of my comments
 in some eyes but I think that , on the contrary, it puts me in quite a good
 position to appraise the software at a certain level. Here is an example of
 the trouble I'm having that may bring a smile to people's faces. But first
 just a couple of more sentences before I reveal my difficulty. I like to
 bill myself as the sensitive artist/animator who is technically all fingers
 and thumbs, like the woman by the side of her broken down car waiting on a
 big strong man to help her out. The truth is that its not true. I do have a
 degree in Fine Art but I also studied maths and physics at university and
 programmed extensively in Lisp in my first job. So I'm not stupid BUT:

  *I'm on my third night trying to adjust the resolution of a sphere
 after I have applied n-cloth to it!*

  Isn't that incredible?  Its one example plucked from many experienced
 by people I work with who can and have used Maya. Its symptomatic of the
 all encompassing interface workflow issues that Maya has that I think are
 really fundamental problems and more important in some ways than headline
 large features.  Admittedly I had had a couple of glasses of wine by that
 point and it was a casual , before bedtime attempt to try something out but
 I had already twice asked my colleague at work to explain what the
 procedure was and I followed what he was doing at the time.

  So there you have it. Is it me.?

  Alastair

  --
  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
  (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily represent those of the Company. If you are not the intended
 recipient, be advised that you have received this e-mail in error and that
 any use, dissemination, forwarding, printing, or copying of this e-mail is
 strictly prohibited. If this transmission is received in error please
 kindly return it to the sender and delete this message from your system.





Re: A confession

2014-03-20 Thread Nicolas Esposito
I want to have a positive attitude regarding the switch to Maya, but
watching some videotutorials on modeling, rigging, texturing, and so on,
and reading what you guys are saying I'm kinda scared...
Because what you're saying is that Maya out of the box is kind of crappy if
you don't script what you want...and thats the bad part, I don't know sh*t
about scripting, so my only option is to use it as it is...and then buy
plugins...
It's Max all over again :(


2014-03-20 10:09 GMT+01:00 Mirko Jankovic mirkoj.anima...@gmail.com:

 Maya seems to be more and more do-it yourself kit.. it's price should
 reflect that as well
 Buy starter kit - only Maya UI, you script everything else
 grade 1 kit - you have modeling plugins! etc...


 On Thu, Mar 20, 2014 at 9:45 AM, denis-jose francois 
 denis...@gmail.comwrote:

 Hi All

 So here's another ancient lurker suddenly rising from the depths. It's
 been a while...

 Alastair, it's definitely not you! For the last 3 years I have mostly
 worked in non XSI pipelines. They include Modo, Houdini and more often than
 not - Maya. Every now and then I get to work in XSI again... but sadly this
 is less and less.

 I had no trouble switching to Modo. I picked up Houdini very very
 quickly. But Maya... its been 2 years and I am simply uncomfortable. I'm
 definitely not an idiot (I tell myself this all the time) and I've been
 working in CG since 1995. Interestingly, even though I started with soft3D
 back in the early days I very quickly progressed to AW Power Animator. So
 I'm no stranger to 'the other side'. Yet some how very simple things in
 Maya allude me! And it's not helped by the shockingly poor documentation
 either.

 Last summer I worked for a short stint at Sky. First time back on XSI
 (and Arnold) in a couple of years. It was a really hard project, yet XSI
 made it feel like I was on holiday compared to what I'd been doing before
 that!

 I mostly work in pipeline these days and it amazes me how much work we
 have to do bring functionality to Maya which is already there in XSI and
 other packages. Of course, the fact that we *can* bring this functionality
 to Maya is one of it's strengths, but what's the point of spending loads of
 money on something that you can't really use without further modification?
 If you are a small studio or a single user it just doesn't make sense.

 I shall now return to the murky depths again...

 Denis-Jose Francois











 *
 Denis-Jose François

 Known to some as *@Hairytech*
 Known to others as *+Denis-Jose*
 Occasionally referred to as *Simon*
 Always *The Evil Hood*
 
 https://soundcloud.com/infiniversemedia


 On 19 March 2014 09:32, Alastair Hearsum hear...@glassworks.co.ukwrote:

  Folks

  Here is a confession. I've never used Maya! Not really. I've had a
 little poke every now and again but no more than make a sphere and spin
 round it.

  Now, the lack of Maya knowledge may diminish the value of my comments
 in some eyes but I think that , on the contrary, it puts me in quite a good
 position to appraise the software at a certain level. Here is an example of
 the trouble I'm having that may bring a smile to people's faces. But first
 just a couple of more sentences before I reveal my difficulty. I like to
 bill myself as the sensitive artist/animator who is technically all fingers
 and thumbs, like the woman by the side of her broken down car waiting on a
 big strong man to help her out. The truth is that its not true. I do have a
 degree in Fine Art but I also studied maths and physics at university and
 programmed extensively in Lisp in my first job. So I'm not stupid BUT:

  *I'm on my third night trying to adjust the resolution of a sphere
 after I have applied n-cloth to it!*

  Isn't that incredible?  Its one example plucked from many experienced
 by people I work with who can and have used Maya. Its symptomatic of the
 all encompassing interface workflow issues that Maya has that I think are
 really fundamental problems and more important in some ways than headline
 large features.  Admittedly I had had a couple of glasses of wine by that
 point and it was a casual , before bedtime attempt to try something out but
 I had already twice asked my colleague at work to explain what the
 procedure was and I followed what he was doing at the time.

  So there you have it. Is it me.?

  Alastair

  --
  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at
 glassworks.co.uk
  (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged,
 private and confidential and are intended solely for the 

Re: A confession

2014-03-20 Thread Cristobal Infante
Learn how to script! never a bad skill to have. Get raffaels
python tutorials from cgsociety...


On Thursday, 20 March 2014, Nicolas Esposito 3dv...@gmail.com wrote:

 I want to have a positive attitude regarding the switch to Maya, but
 watching some videotutorials on modeling, rigging, texturing, and so on,
 and reading what you guys are saying I'm kinda scared...
 Because what you're saying is that Maya out of the box is kind of crappy
 if you don't script what you want...and thats the bad part, I don't know
 sh*t about scripting, so my only option is to use it as it is...and then
 buy plugins...
 It's Max all over again :(


 2014-03-20 10:09 GMT+01:00 Mirko Jankovic 
 mirkoj.anima...@gmail.comjavascript:_e(%7B%7D,'cvml','mirkoj.anima...@gmail.com');
 :

 Maya seems to be more and more do-it yourself kit.. it's price should
 reflect that as well
 Buy starter kit - only Maya UI, you script everything else
 grade 1 kit - you have modeling plugins! etc...


 On Thu, Mar 20, 2014 at 9:45 AM, denis-jose francois 
 denis...@gmail.comwrote:

 Hi All

 So here's another ancient lurker suddenly rising from the depths. It's
 been a while...

 Alastair, it's definitely not you! For the last 3 years I have mostly
 worked in non XSI pipelines. They include Modo, Houdini and more often than
 not - Maya. Every now and then I get to work in XSI again... but sadly this
 is less and less.

 I had no trouble switching to Modo. I picked up Houdini very very quickly.
 But Maya... its been 2 years and I am simply uncomfortable. I'm definitely
 not an idiot (I tell myself this all the time) and I've been working in CG
 since 1995. Interestingly, even though I started with soft3D back in the
 early days I very quickly progressed to AW Power Animator. So I'm no
 stranger to 'the other side'. Yet some how very simple things in Maya
 allude me! And it's not helped by the shockingly poor documentation either.

 Last summer I worked for a short stint at Sky. First time back on XSI (and
 Arnold) in a couple of years. It was a really hard project, yet XSI made it
 feel like I was on holiday compared to what I'd been doing before that!

 I mostly work in pipeline these days and it amazes me how much work we
 have to do bring functionality to Maya which is already there in XSI and
 other packages. Of course, the fact that we *can* bring this functionality
 to Maya is one of it's strengths, but what's the point of spending loads of
 money on something that you can't really use without further modification?
 If you are a small studio or a single user it just doesn't make sense.

 I shall now return to the murky depths again...

 Denis-Jose Francois











 *
 Denis-Jose François

 Known to some as *@Hairytech*
 Known to others as *+Denis-Jose*
 Occasionally referred to as *Simon*
 Always *The Evil Hood*
 
 https://soundcloud.com/infiniversemedia


 On 19 March 2014 09:32, Alastair Hearsum hear...@glassworks.co.uk wrote:

  Folks

  Here is a confession. I've never used Maya! Not really. I've had a
 little poke every now and again but no more than make a sphere and spin
 round it.

  Now, the lack of Maya knowledge may diminish the value of my comments in
 some eyes but I think that , on the contrary, it puts me in quite a good
 position to appraise the software at a certain level. Here is an example of
 the trouble I'm having that may bring a smile to people's faces. But first
 just a couple of more sentences before I reveal my difficulty. I like to
 bill myself as the sensitive artist/animator who is technically all fingers
 and thumbs, like the woman by the side of her broken down car waiting on a
 big strong man to help her out. The truth is that its not true. I do have a
 degree in Fine Art but I also studied maths and physics at university and
 programmed extensively in Lisp in my first job. So I'm not stupid BUT:

  *I'm on my third night trying to adjust the resolution of a sphere after
 I have applied n-cloth to it!*

  Isn't that incredible?  Its one example plucked from many experienced by
 people I work with who can and have used Maya. Its symptomatic of the all
 encompassing interface workflow issues that Maya has that I think are
 really fundamenta





Re: Digital Golem : Brillant and beautiful

2014-03-20 Thread paul
Hi Jean-Louis,

This is fantastic work. I love your resolve, too.

Paul

Thanks for the kind comments. 

  Yes all in Softimage, naturally!

  Our pipeline is Softimage-Arnold-Nuke and despite all the turmoil I can 
tell you I have no intention whatsoever to change that in the near future.
  It works, it works well, and nothing else right now can touch it.

  So Autodesk can shove their “innovation” right back up their collective arse 
and choke on it -- as far as I’m concerned they’ve just killed a member of my 
family.

  Cheers,
  Jean-Louis


my first experiment with rigging in Houdini :-))))

2014-03-20 Thread Max Evgrafov
https://www.youtube.com/watch?v=FkdQyet1EN4#t=24

-- 
Max aka Summatr
https://vimeo.com/user3098735/videos
---


Re: Maya render region!

2014-03-20 Thread Marco Peixoto
Is this it:

http://www.tasaa.com/adnproducts.htm


Because if it is its not free... it cost 120 bucks


On Thu, Mar 20, 2014 at 8:26 AM, Tenshi S. tenshu...@gmail.com wrote:

 Another feature we've seen in the past, and guess what! it's in a
 product called Softimage, from Autode$k.
 Hope they don't buy that feature.., damn duct-taped things..


 On Thu, Mar 20, 2014 at 12:56 AM, Octavian Ureche okt...@gmail.comwrote:

 This is definitely going to show up soon as a revolutionary new feature
 in maya.
 I'm betting someone is already making an offer.

 Btw, houdini also has had a render region for a while now, that kind of
 works, when it does not offset itself for no apparent reason. But at least
 it's in there.


 On Thu, Mar 20, 2014 at 6:06 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Nice digging Raff, seems like the tip of the ICE berg. :)


 On 20 March 2014 02:26, Raffaele Fragapane 
 raffsxsil...@googlemail.comwrote:

 Should be noted I -REALLY- don't know for sure what I'm talking about
 here, I don't even know if the event tracker in Google refers to the patent
 office events after they are published or to some Google service itself.
 Don't throw parties yet or anything :p


 On Thu, Mar 20, 2014 at 1:24 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Apparently it first lapsed and then expired because it wasn't
 maintained, at least according to Google patents.

 http://www.google.com/patents/US6091422?dq=avid+technology+render#v=onepageqf=false

 I have to admit not being entirely sure of how Google patents works
 (if the feed is accurate), and whether it can be revived, but yeah, there
 you have it. Autodesk apparently doesn't pay its bills ;)


 On Thu, Mar 20, 2014 at 11:01 AM, Gustavo Eggert Boehs 
 gustav...@gmail.com wrote:

 thats great and all, but AD holds the patent for the renderregion
 now, so unless it has expired this would be... illegal?




 --
 Our users will know fear and cower before our software! Ship it! Ship
 it and let them flee like the dogs they are!





 --
 Octavian Ureche
  +40 732 774 313 (GMT+2)
  Animation  Visual Effects
   www.okto.ro





Re: A confession

2014-03-20 Thread Nicolas Esposito
I was tempted to buy Jeremie Passerin videos from cmiVFX and if I remember
correctly I watched the tutorials by Raffaele...but to be honest I always
hated coding...I know its always better to be able to script, but I really
hate it

What I want to do right now is to check if I'm able to translate my
workflow from Softimage to Maya without too much effort, means that if Maya
out of the box satisfy my needs I'll be happy enough

Let me ask you guys a couple of focused questions related to Maya:
- Animation mixer: equivalent in Maya? move on the timeline a clip, stretch
a clip, mix the clips together? achievable in Maya?
- Modeling: which tools in Softimage are NOT available in Maya? I usually
work A LOT with proportional modeling and adding edge looping ( both
features shown in the new Maya videos ), bridge poligons, shrink wrapping,
smooth deform with weightmap, and so on...
- Corrective shapes: usually I work with the standard shape manager, but
the Paul Smith tutorial on corrective shape using ICE has become my
standard...and I read that shapes in Maya are a bit a pain in the ass...
- Epic released UE4 and with it there a pretty good rigging system which
will replace Species, but what I'll miss will be Facerobot and Gear for
facial rigging. What I would like to know is if I can build a facial rig in
Maya which could be reused for multiple characters. Previously I used Gear
and GATOR to quickly transfer the facial rig and the tweak everything
afterward, I wonder if this is possible in Maya...
- Simple python scripts: as said I always hated scripting, but I was quite
surprised when I just did something within Softimage, then open the script
editor, copy all the content, make minor changes and then save that as a
script to use for other projects...something artist friendly python way to
script is available in Maya?
- Mel and Python...well...which one to use/learn?

Sorry for the long post

Cheers

Nicolas


2014-03-20 10:27 GMT+01:00 Oscar Juarez tridi.animei...@gmail.com:

 Yes, scripting will make your life much easier in general. Even just a
 little bit here and there, and also can vouch for Raff's videos, they are
 great.


 On Thu, Mar 20, 2014 at 10:23 AM, Cristobal Infante cgc...@gmail.comwrote:

 Learn how to script! never a bad skill to have. Get raffaels
 python tutorials from cgsociety...



 On Thursday, 20 March 2014, Nicolas Esposito 3dv...@gmail.com wrote:

 I want to have a positive attitude regarding the switch to Maya, but
 watching some videotutorials on modeling, rigging, texturing, and so on,
 and reading what you guys are saying I'm kinda scared...
 Because what you're saying is that Maya out of the box is kind of crappy
 if you don't script what you want...and thats the bad part, I don't know
 sh*t about scripting, so my only option is to use it as it is...and then
 buy plugins...
 It's Max all over again :(


 2014-03-20 10:09 GMT+01:00 Mirko Jankovic mirkoj.anima...@gmail.com:

 Maya seems to be more and more do-it yourself kit.. it's price should
 reflect that as well
 Buy starter kit - only Maya UI, you script everything else
 grade 1 kit - you have modeling plugins! etc...


 On Thu, Mar 20, 2014 at 9:45 AM, denis-jose francois denis...@gmail.com
  wrote:

 Hi All

 So here's another ancient lurker suddenly rising from the depths. It's
 been a while...

 Alastair, it's definitely not you! For the last 3 years I have mostly
 worked in non XSI pipelines. They include Modo, Houdini and more often than
 not - Maya. Every now and then I get to work in XSI again... but sadly this
 is less and less.

 I had no trouble switching to Modo. I picked up Houdini very very
 quickly. But Maya... its been 2 years and I am simply uncomfortable. I'm
 definitely not an idiot (I tell myself this all the time) and I've been
 working in CG since 1995. Interestingly, even though I started with soft3D
 back in the early days I very quickly progressed to AW Power Animator. So
 I'm no stranger to 'the other side'. Yet some how very simple things in
 Maya allude me! And it's not helped by the shockingly poor documentation
 either.

 Last summer I worked for a short stint at Sky. First time back on XSI
 (and Arnold) in a couple of years. It was a really hard project, yet XSI
 made it feel like I was on holiday compared to what I'd been doing before
 that!

 I mostly work in pipeline these days and it amazes me how much work we
 have to do bring functionality to Maya which is already there in XSI and
 other packages. Of course, the fact that we *can* bring this functionality
 to Maya is one of it's strengths, but what's the point of spending loads of
 money on something that you can't really use without further modification?
 If you are a small studio or a single user it just doesn't make sense.

 I shall now return to the murky depths again...

 Denis-Jose Francois











 *
 Denis-Jose François

 Known to some as *@Hairytech*
 Known to others as *+Denis-Jose*
 Occasionally referred to as 

Re: A confession

2014-03-20 Thread Greg Maguire
I've worked with Maya since alpha versions and I was also on the board of
advisors for Sumatra, although I didn't use XSI until a few years later. I
cut my teeth on VAX, TDI Explore, Wavefront and Soft 3D. I'm very familiar
with proprietary software and in-house tools at large studios. I now spend
some of my time teaching 3D computer animation through Maya at university.

We had a tough time with the decisions that Maya developers made during
it's alpha development. We drew their attention to the 180-axis-flipping of
drawn bones to them immediately but they refused to change it because they
didn't consider it broken as it was just the way the algorithm works. It
had nothing to do with usability. Still to this day, users still write
scripts to get around this shortcoming.

On the other hand, the Maya devs jumped through hoops to re-create
splineIK, a method I designed and implemented in Soft 3D. Personally, I'd
prefer a stable set of small tools that work consistently, than a lot of
'powerful' tools that are only half implemented.

Viewing it through this particular lens, I believe Maya was written with
the computer in mind and not the user. Luc Eric has suggested that
parenting and constraint selection makes sense and I do see his point of
view. However, Maya at it's core, feels like it was written with a terse a
syntax as unix's 'dc' (desk calculator). i.e. in reverse polish notation
instead of the more human readable infix notation.

1) Reverse Polish Notation:
 1 1 + = 2
 value value operator
 select select command

2) Infix Notation:
 1 + 1 = 2
 value operator value
 select command select

Watching the development of Maya over the next few years, the developers
definitely had XSI in their rear view mirror. They tried to implement
features from XSI into Maya. However, this was done extremely poorly and
resulted in a tick box exercise. One result of this has been Trax. Trax's
core issue is that it maps nodes to indices. i.e. it's version of Actions,
Clips, isn't name-based but it's based on order of initial selection. So,
it works immediately in a demo but doesn't in production when rigs are
evolving. The work around for this is a lot of scripts... scripts to record
and store selections and selection order. Scripts to rebuild clips, scripts
to rebuild timelines etc. Trax, eventually went in for an overhaul and we
were looking forward to it becoming a useful tool but alas it's core issue
was never tackled and it remains under utilised. But more importantly, Maya
users have never been exposed to a really great tool that actually works.
They now all assume non-linear editing is a broken toy.

Until, Maya devs focus on human usability, Maya will always be a struggle
for a lot of users.
-- 

*Greg Maguire* | Inlifesize
Mobile: +44 7512 361462 | Phone: +44 2890 204739
g...@inlifesize.com | www.inlifesize.com


Re: A confession

2014-03-20 Thread Stefan Kubicek

As far as scripting is concerned I'd say go for Python. You can use what you learn in pretty much any other DCC software or even stand-alone,while MEL is a dead end.I was tempted to buy Jeremie Passerin videos from cmiVFX and if I remember correctly I watched the tutorials by Raffaele...but to be honest I always hated coding...I know its always better to be able to script, but I really hate it
What I want to do right now is to check if I'm able to "translate" my workflow from Softimage to Maya without too much effort, means that if Maya out of the box satisfy my needs I'll be happy enough
Let me ask you guys a couple of focused questions related to Maya:- Animation mixer: equivalent in Maya? move on the timeline a clip, stretch a clip, mix the clips together? achievable in Maya?
- Modeling: which tools in Softimage are NOT available in Maya? I usually work A LOT with proportional modeling and adding edge looping ( both features shown in the new Maya videos ), bridge poligons, shrink wrapping, smooth deform with weightmap, and so on...
- Corrective shapes: usually I work with the standard shape manager, but the Paul Smith tutorial on corrective shape using ICE has become my standard...and I read that shapes in Maya are a bit a pain in the ass...
- Epic released UE4 and with it there a pretty good rigging system which will replace Species, but what I'll miss will be Facerobot and Gear for facial rigging. What I would like to know is if I can build a facial rig in Maya which could be reused for multiple characters. Previously I used Gear and GATOR to quickly transfer the facial rig and the tweak everything afterward, I wonder if this is possible in Maya...
- Simple python scripts: as said I always hated scripting, but I was quite surprised when I just did something within Softimage, then open the script editor, copy all the content, make minor changes and then save that as a script to use for other projects...something "artist friendly python way to script" is available in Maya?
- Mel and Python...well...which one to use/learn?Sorry for the long postCheersNicolas
2014-03-20 10:27 GMT+01:00 Oscar Juarez tridi.animei...@gmail.com:
Yes, scripting will make your life much easier in general. Even just a little bit here and there, and also can vouch for Raff's videos, they are great.

On Thu, Mar 20, 2014 at 10:23 AM, Cristobal Infante cgc...@gmail.com wrote:

Learn how to script!never a bad skill to have. Get raffaels pythontutorials from cgsociety...On Thursday, 20 March 2014, Nicolas Esposito 3dv...@gmail.com wrote:


I want to have a positive attitude regarding the switch to Maya, but watching some videotutorials on modeling, rigging, texturing, and so on, and reading what you guys are saying I'm kinda scared...



Because what you're saying is that Maya out of the box is kind of crappy if you don't script what you want...and thats the bad part, I don't know sh*t about scripting, so my only option is to use it as it is...and then buy plugins...



It's Max all over again :(2014-03-20 10:09 GMT+01:00 Mirko Jankovic mirkoj.anima...@gmail.com:

Maya seems to be more and more do-it yourself kit.. it's price should reflect that as wellBuy starter kit - only Maya UI, you script everything else



grade 1 kit - you have modeling plugins! etc...
On Thu, Mar 20, 2014 at 9:45 AM, denis-jose francois denis...@gmail.com wrote:

Hi AllSo here's another ancient lurker suddenly rising from the depths. It's been a while...




Alastair, it's definitely not you! For the last 3 years I have mostly worked in non XSI pipelines. They include Modo, Houdini and more often than not - Maya. Every now and then I get to work in XSI again... but sadly this is less and less.





I had no trouble switching to Modo. I picked up Houdini very very quickly. But Maya... its been 2 years and I am simply uncomfortable. I'm definitely not an idiot (I tell myself this all the time) and I've been working in CG since 1995. Interestingly, even though I started with soft3D back in the early days I very quickly progressed to AW Power Animator. So I'm no stranger to 'the other side'. Yet some how very simple things in Maya allude me! And it's not helped by the shockingly poor documentation either.





Last summer I worked for a short stint at Sky. First time back on XSI (and Arnold) in a couple of years. It was a really hard project, yet XSI made it feel like I was on holiday compared to what I'd been doing before that!





I mostly work in pipeline these days and it amazes me how much work we have to do bring functionality to Maya which is already there in XSI and other packages. Of course, the fact that we *can* bring this functionality to Maya is one of it's strengths, but what's the point of spending loads of money on something that you can't really use without further modification? If you are a small studio or a single user it just doesn't make sense.





I shall now return to the murky depths again...Denis-Jose Francois


*Denis-Jose 

Re: Why MAX is not option for me.

2014-03-20 Thread Daniel Kim
That's why I call 3DMax as a Plugin Container, not a 3D package. ;)


---
Daniel Kim
Animation Director  Professional 3D Generalist
http://www.danielkim3d.com
---


Re: Maya render region!

2014-03-20 Thread Emilio Hernandez
Ohh so there is two options...

The first one you need to subscribe here

http://therenderblog.com/





---
Emilio Hernández   VFX  3D animation.


2014-03-20 3:58 GMT-06:00 Marco Peixoto mpe...@gmail.com:

 Is this it:

 http://www.tasaa.com/adnproducts.htm


 Because if it is its not free... it cost 120 bucks


 On Thu, Mar 20, 2014 at 8:26 AM, Tenshi S. tenshu...@gmail.com wrote:

 Another feature we've seen in the past, and guess what! it's in a
 product called Softimage, from Autode$k.
 Hope they don't buy that feature.., damn duct-taped things..


 On Thu, Mar 20, 2014 at 12:56 AM, Octavian Ureche okt...@gmail.comwrote:

 This is definitely going to show up soon as a revolutionary new feature
 in maya.
 I'm betting someone is already making an offer.

 Btw, houdini also has had a render region for a while now, that kind of
 works, when it does not offset itself for no apparent reason. But at least
 it's in there.


 On Thu, Mar 20, 2014 at 6:06 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Nice digging Raff, seems like the tip of the ICE berg. :)


 On 20 March 2014 02:26, Raffaele Fragapane raffsxsil...@googlemail.com
  wrote:

 Should be noted I -REALLY- don't know for sure what I'm talking about
 here, I don't even know if the event tracker in Google refers to the 
 patent
 office events after they are published or to some Google service itself.
 Don't throw parties yet or anything :p


 On Thu, Mar 20, 2014 at 1:24 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Apparently it first lapsed and then expired because it wasn't
 maintained, at least according to Google patents.

 http://www.google.com/patents/US6091422?dq=avid+technology+render#v=onepageqf=false

 I have to admit not being entirely sure of how Google patents works
 (if the feed is accurate), and whether it can be revived, but yeah, there
 you have it. Autodesk apparently doesn't pay its bills ;)


 On Thu, Mar 20, 2014 at 11:01 AM, Gustavo Eggert Boehs 
 gustav...@gmail.com wrote:

 thats great and all, but AD holds the patent for the renderregion
 now, so unless it has expired this would be... illegal?




 --
 Our users will know fear and cower before our software! Ship it! Ship
 it and let them flee like the dogs they are!





 --
 Octavian Ureche
  +40 732 774 313 (GMT+2)
  Animation  Visual Effects
   www.okto.ro






Re: Maya render region!

2014-03-20 Thread Emilio Hernandez
I wonder now which one of the two Autodesk is going to buy and say it is
part of the new tools they are developing...

Well maybe they will buy both and just kill one.





---
Emilio Hernández   VFX  3D animation.


2014-03-20 4:36 GMT-06:00 Emilio Hernandez emi...@e-roja.com:

 Ohh so there is two options...

 The first one you need to subscribe here

 http://therenderblog.com/





 ---
 Emilio Hernández   VFX  3D animation.


 2014-03-20 3:58 GMT-06:00 Marco Peixoto mpe...@gmail.com:

 Is this it:

 http://www.tasaa.com/adnproducts.htm


 Because if it is its not free... it cost 120 bucks


 On Thu, Mar 20, 2014 at 8:26 AM, Tenshi S. tenshu...@gmail.com wrote:

 Another feature we've seen in the past, and guess what! it's in a
 product called Softimage, from Autode$k.
 Hope they don't buy that feature.., damn duct-taped things..


 On Thu, Mar 20, 2014 at 12:56 AM, Octavian Ureche okt...@gmail.comwrote:

 This is definitely going to show up soon as a revolutionary new feature
 in maya.
 I'm betting someone is already making an offer.

 Btw, houdini also has had a render region for a while now, that kind of
 works, when it does not offset itself for no apparent reason. But at least
 it's in there.


 On Thu, Mar 20, 2014 at 6:06 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Nice digging Raff, seems like the tip of the ICE berg. :)


 On 20 March 2014 02:26, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Should be noted I -REALLY- don't know for sure what I'm talking about
 here, I don't even know if the event tracker in Google refers to the 
 patent
 office events after they are published or to some Google service itself.
 Don't throw parties yet or anything :p


 On Thu, Mar 20, 2014 at 1:24 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Apparently it first lapsed and then expired because it wasn't
 maintained, at least according to Google patents.

 http://www.google.com/patents/US6091422?dq=avid+technology+render#v=onepageqf=false

 I have to admit not being entirely sure of how Google patents works
 (if the feed is accurate), and whether it can be revived, but yeah, 
 there
 you have it. Autodesk apparently doesn't pay its bills ;)


 On Thu, Mar 20, 2014 at 11:01 AM, Gustavo Eggert Boehs 
 gustav...@gmail.com wrote:

 thats great and all, but AD holds the patent for the renderregion
 now, so unless it has expired this would be... illegal?




 --
 Our users will know fear and cower before our software! Ship it! Ship
 it and let them flee like the dogs they are!





 --
 Octavian Ureche
  +40 732 774 313 (GMT+2)
  Animation  Visual Effects
   www.okto.ro







Re: Maya render region!

2014-03-20 Thread Jason S





lol :p

On 03/20/14 6:38, Emilio Hernandez wrote:

  
  I wonder now which one of the two Autodesk is going to buy and
say it is part of the new tools they are developing...
  
  
Well maybe they will buy both and just kill one.
  
  
  
  
  
  
  
  
  ---
  Emilio Hernndez VFX  3D animation.
  
  
  
  
  2014-03-20 4:36 GMT-06:00 Emilio Hernandez emi...@e-roja.com:
  

Ohh so there is two options...


The first one you need to subscribe here 

http://therenderblog.com/









---
Emilio Hernndez VFX  3D animation.





2014-03-20 3:58 GMT-06:00 Marco Peixoto mpe...@gmail.com:



  
  Is this it:
  
  http://www.tasaa.com/adnproducts.htm
  
  
  
Because if it is its not free... it cost 120 bucks
  
  
  
  
  
  On Thu, Mar 20, 2014 at 8:26 AM, Tenshi
S. tenshu...@gmail.com
wrote:
  

Another "feature" we've seen in the past, and guess what!
it's in a product called Softimage, from Autode$k.

Hope they don't buy that "feature".., damn duct-taped things..





On Thu, Mar 20, 2014 at 12:56 AM,
Octavian Ureche okt...@gmail.com
wrote:

  This is definitely going to show up soon as a
revolutionary new feature in maya.
  I'm betting someone is already making an offer.
  
  
  Btw, houdini also has had a render region for a while
now, that kind of works, when it does not offset itself for no apparent
reason. But at least it's in there.
  
  
  
  
  
  On Thu, Mar 20, 2014 at 6:06 AM,
Sebastien Sterling sebastien.sterl...@gmail.com
wrote:
  
Nice digging Raff, seems like the tip of the
ICE berg. :)





On 20 March 2014 02:26, Raffaele
Fragapane raffsxsil...@googlemail.com
wrote:

  Should be noted I -REALLY- don't know for
sure what I'm talking about here, I don't even know if the event
tracker in Google refers to the patent office events after they are
published or to some Google service itself. Don't throw parties yet or
anything :p
  
  
  
  
  On Thu, Mar 20, 2014 at 1:24 PM,
Raffaele Fragapane raffsxsil...@googlemail.com
wrote:
  
Apparently it first lapsed and then
expired because it wasn't maintained, at least according to Google
patents.
http://www.google.com/patents/US6091422?dq=avid+technology+render#v=onepageqf=false


I have to admit not being
entirely sure of how Google patents works (if the feed is accurate),
and whether it can be revived, but yeah, there you have it. Autodesk
apparently doesn't pay its bills ;)


On Thu, Mar 20, 2014 at 11:01
AM, Gustavo Eggert Boehs gustav...@gmail.com
wrote:

  thats great and all, but AD holds the
patent for the renderregion now, so unless it has expired this would
be... illegal?
  
  





  
  
  
  
  
  
  
  
  -- 
Our users will know fear and cower before our software! Ship it! Ship
it and let them flee like the dogs they are!
  






  
  
  
  
  
  
  
  
  -- 
  Octavian Ureche
+40 732 774 313 (GMT+2)
Animation  Visual Effects
www.okto.ro
  






  
  
  
  
  
  






  
  
  
  






Re: Maya render region!

2014-03-20 Thread peter_b
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 going to buy and say it is part 
of the new tools they are developing...


  Well maybe they will buy both and just kill one.







  ---
  Emilio Hernández   VFX  3D animation.




  2014-03-20 4:36 GMT-06:00 Emilio Hernandez emi...@e-roja.com:

Ohh so there is two options...


The first one you need to subscribe here 

http://therenderblog.com/







---
Emilio Hernández   VFX  3D animation.




2014-03-20 3:58 GMT-06:00 Marco Peixoto mpe...@gmail.com: 


  Is this it:

  http://www.tasaa.com/adnproducts.htm



  Because if it is its not free... it cost 120 bucks




  On Thu, Mar 20, 2014 at 8:26 AM, Tenshi S. tenshu...@gmail.com wrote:

Another feature we've seen in the past, and guess what! it's in a 
product called Softimage, from Autode$k.

Hope they don't buy that feature.., damn duct-taped things..




On Thu, Mar 20, 2014 at 12:56 AM, Octavian Ureche okt...@gmail.com 
wrote:

  This is definitely going to show up soon as a revolutionary new 
feature in maya. 
  I'm betting someone is already making an offer.

  Btw, houdini also has had a render region for a while now, that kind 
of works, when it does not offset itself for no apparent reason. But at least 
it's in there.



  On Thu, Mar 20, 2014 at 6:06 AM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

Nice digging Raff, seems like the tip of the ICE berg. :)




On 20 March 2014 02:26, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

  Should be noted I -REALLY- don't know for sure what I'm talking 
about here, I don't even know if the event tracker in Google refers to the 
patent office events after they are published or to some Google service itself. 
Don't throw parties yet or anything :p



  On Thu, Mar 20, 2014 at 1:24 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

Apparently it first lapsed and then expired because it wasn't 
maintained, at least according to Google patents.


http://www.google.com/patents/US6091422?dq=avid+technology+render#v=onepageqf=false

I have to admit not being entirely sure of how Google patents 
works (if the feed is accurate), and whether it can be revived, but yeah, there 
you have it. Autodesk apparently doesn't pay its bills ;) 



On Thu, Mar 20, 2014 at 11:01 AM, Gustavo Eggert Boehs 
gustav...@gmail.com wrote:

  thats great and all, but AD holds the patent for the 
renderregion now, so unless it has expired this would be... illegal?





  -- 
  Our users will know fear and cower before our software! Ship it! 
Ship it and let them flee like the dogs they are!






  -- 

  Octavian Ureche
   +40 732 774 313 (GMT+2)
  Animation  Visual Effects
www.okto.ro







Re: Siggraph in Vancouver this year

2014-03-20 Thread Eric Thivierge
Hey Greg,

Not vegan. I love cheese and milk too much. :D

I'm just vegetarian. Actually flexitarian. I only eat local, free range,
hormone free meat. Not so easy to find all the time and sometimes go months
without meat.

I appreciate your efforts Adam.

Thanks,
Eric T.
On Mar 19, 2014 10:53 PM, Adam Sale adamfs...@gmail.com wrote:

 Fortunately, there are lots of vegan and veggie places and hybrids in the
 city. I can do a little scouting to find somewhere inclusive that serves a
 decent number of people. Good to get on it early too, because the
 convention season and bookings will be in full swing in a month or so.


 On Wed, Mar 19, 2014 at 7:30 PM, Paul Doyle technove...@gmail.com wrote:

 We went to lunch recently and that was the only vegetarian option. I
 was not sympathetic :)

 Congrats on the weight loss!

 On 19 March 2014 22:17, Greg Punchatz g...@janimation.com wrote:
  OT- While I do eat meat... the last half of this year I have gone to a
 15
  percent meat , 80 percent veggies (nocarb veggies) and 5 percent
 carb... I
  still have a few pounds to go but I am leaner and meaner by over 45
  pounds 38 inch waist to I think 32... my 34s are falling off me and
 just
  have not tried a pair of 32s on...which is my goal.
 
  Eric- I am presuming vegan?? or do you delve into the fishies? I
 presuming
  the reasons for Paul's suggestion is a lot of people are surprised that
  ceasar salads are chalk full of Anchovies
 
 
  On Wed, Mar 19, 2014 at 7:24 PM, Greg Punchatz g...@janimation.com
 wrote:
 
  Adam... BC style it is... I think that is a reason alone to come to
  siggraph this year... after this year I could use a little northern
  lights SOFTIMAGE STYLE!!
 
 
  On Wed, Mar 19, 2014 at 7:03 PM, Eric Thivierge ethivie...@gmail.com
  wrote:
 
  Just one request for a Veggie friendly place if possible. :) Even if
 it's
  just one dish.
 
  Eric T.
 
  
  Eric Thivierge
  http://www.ethivierge.com
 
 
  On Wed, Mar 19, 2014 at 8:00 PM, Adam Sale adamfs...@gmail.com
 wrote:
 
  For sure Matt. Keep me in the loop as to your plans...  I was ok with
  the Brazilian food last time around, but could have done without the
 chicken
  hearts.
  Maybe we can all do an outing to the Amsterdam Cafe / vapor lounge ,
 and
  then really chow down afterwards... lol.
  BC Style
 
 
 
  On Wed, Mar 19, 2014 at 2:48 PM, Matt Lind ml...@carbinestudios.com
 
  wrote:
 
  Not sure if I'm going or not as it'll be on the heels of us
 releasing
  our game, but I was planning to hold my annual dinner should I
 attend.  If
  you want, we can work together to share duties.
 
 
 
 
 
  Matt
 
 
 
 
 
 
 
 
 
 
 
  From: softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam
 Sale
  Sent: Wednesday, March 19, 2014 12:55 PM
  To: softimage@listproc.autodesk.com
  Subject: Siggraph in Vancouver this year
 
 
 
  Hey All.. Sigg is in my neck of the woods this year. Anyone
 planning to
  attend this year.
 
  Dinner and drinks, or other such debauchery?
 
 
 
  Adam
 
 
 
 
 





Re: A confession

2014-03-20 Thread Rob Wuijster

Hi Nicolas,

- it's there, but not a powerful as in SI imho
- NEX tools are getting there, but some handy stuff is still MIA
- no, prepare for a world of pain and frustration. No quick 
adjusting/adding to a fully rigged character
- kind of, but not without extensive scripting or plugins. Mind you I 
haven't rigged anything in Maya for years ;-)

- kind of, copy/paste into snippets of code will work on both.
- both, but use Python as the preferred language.

I've worked with Maya in the past for almost two years. It never really 
grew on me. Especially coming from SI|3D / 3DS Max first and XSI later.

So much stuff that just didn't click

A couple of weeks ago I did a lighting job (Arnold) in Maya 2014, and 
although it has improved over the years, it still feels like working 
with boxing gloves on.
Rendering is a huge pain in the behind. For Maya users, I truly hope 
that project H is getting somewhere...



Rob

\/-\/\/

On 20-3-2014 11:05, Nicolas Esposito wrote:
I was tempted to buy Jeremie Passerin videos from cmiVFX and if I 
remember correctly I watched the tutorials by Raffaele...but to be 
honest I always hated coding...I know its always better to be able to 
script, but I really hate it


What I want to do right now is to check if I'm able to translate my 
workflow from Softimage to Maya without too much effort, means that if 
Maya out of the box satisfy my needs I'll be happy enough


Let me ask you guys a couple of focused questions related to Maya:
- Animation mixer: equivalent in Maya? move on the timeline a clip, 
stretch a clip, mix the clips together? achievable in Maya?
- Modeling: which tools in Softimage are NOT available in Maya? I 
usually work A LOT with proportional modeling and adding edge looping 
( both features shown in the new Maya videos ), bridge poligons, 
shrink wrapping, smooth deform with weightmap, and so on...
- Corrective shapes: usually I work with the standard shape manager, 
but the Paul Smith tutorial on corrective shape using ICE has become 
my standard...and I read that shapes in Maya are a bit a pain in the 
ass...
- Epic released UE4 and with it there a pretty good rigging system 
which will replace Species, but what I'll miss will be Facerobot and 
Gear for facial rigging. What I would like to know is if I can build a 
facial rig in Maya which could be reused for multiple characters. 
Previously I used Gear and GATOR to quickly transfer the facial rig 
and the tweak everything afterward, I wonder if this is possible in 
Maya...
- Simple python scripts: as said I always hated scripting, but I was 
quite surprised when I just did something within Softimage, then open 
the script editor, copy all the content, make minor changes and then 
save that as a script to use for other projects...something artist 
friendly python way to script is available in Maya?

- Mel and Python...well...which one to use/learn?

Sorry for the long post

Cheers

Nicolas


2014-03-20 10:27 GMT+01:00 Oscar Juarez tridi.animei...@gmail.com 
mailto:tridi.animei...@gmail.com:


Yes, scripting will make your life much easier in general. Even
just a little bit here and there, and also can vouch for Raff's
videos, they are great.


On Thu, Mar 20, 2014 at 10:23 AM, Cristobal Infante
cgc...@gmail.com mailto:cgc...@gmail.com wrote:

Learn how to script! never a bad skill to have. Get raffaels
python tutorials from cgsociety...



On Thursday, 20 March 2014, Nicolas Esposito 3dv...@gmail.com
mailto:3dv...@gmail.com wrote:

I want to have a positive attitude regarding the switch to
Maya, but watching some videotutorials on modeling,
rigging, texturing, and so on, and reading what you guys
are saying I'm kinda scared...
Because what you're saying is that Maya out of the box is
kind of crappy if you don't script what you want...and
thats the bad part, I don't know sh*t about scripting, so
my only option is to use it as it is...and then buy
plugins...
It's Max all over again :(


2014-03-20 10:09 GMT+01:00 Mirko Jankovic
mirkoj.anima...@gmail.com:

Maya seems to be more and more do-it yourself kit..
it's price should reflect that as well
Buy starter kit - only Maya UI, you script everything else
grade 1 kit - you have modeling plugins! etc...


On Thu, Mar 20, 2014 at 9:45 AM, denis-jose francois
denis...@gmail.com wrote:

Hi All

So here's another ancient lurker suddenly rising
from the depths. It's been a while...

Alastair, it's definitely not you! For the last 3
years I have mostly worked in non XSI pipelines.
They include Modo, Houdini and more 

Re: Siggraph in Vancouver this year

2014-03-20 Thread Byron Nash
Wish I could make it this year but am unable to. Vancouver was my last
SIGGRAPH and I really enjoyed the location. Have fun!


On Thu, Mar 20, 2014 at 6:54 AM, Eric Thivierge ethivie...@gmail.comwrote:

 Hey Greg,

 Not vegan. I love cheese and milk too much. :D

 I'm just vegetarian. Actually flexitarian. I only eat local, free range,
 hormone free meat. Not so easy to find all the time and sometimes go months
 without meat.

 I appreciate your efforts Adam.

 Thanks,
 Eric T.
 On Mar 19, 2014 10:53 PM, Adam Sale adamfs...@gmail.com wrote:

 Fortunately, there are lots of vegan and veggie places and hybrids in the
 city. I can do a little scouting to find somewhere inclusive that serves a
 decent number of people. Good to get on it early too, because the
 convention season and bookings will be in full swing in a month or so.


 On Wed, Mar 19, 2014 at 7:30 PM, Paul Doyle technove...@gmail.comwrote:

 We went to lunch recently and that was the only vegetarian option. I
 was not sympathetic :)

 Congrats on the weight loss!

 On 19 March 2014 22:17, Greg Punchatz g...@janimation.com wrote:
  OT- While I do eat meat... the last half of this year I have gone to a
 15
  percent meat , 80 percent veggies (nocarb veggies) and 5 percent
 carb... I
  still have a few pounds to go but I am leaner and meaner by over 45
  pounds 38 inch waist to I think 32... my 34s are falling off me
 and just
  have not tried a pair of 32s on...which is my goal.
 
  Eric- I am presuming vegan?? or do you delve into the fishies? I
 presuming
  the reasons for Paul's suggestion is a lot of people are surprised that
  ceasar salads are chalk full of Anchovies
 
 
  On Wed, Mar 19, 2014 at 7:24 PM, Greg Punchatz g...@janimation.com
 wrote:
 
  Adam... BC style it is... I think that is a reason alone to come to
  siggraph this year... after this year I could use a little northern
  lights SOFTIMAGE STYLE!!
 
 
  On Wed, Mar 19, 2014 at 7:03 PM, Eric Thivierge ethivie...@gmail.com
 
  wrote:
 
  Just one request for a Veggie friendly place if possible. :) Even if
 it's
  just one dish.
 
  Eric T.
 
  
  Eric Thivierge
  http://www.ethivierge.com
 
 
  On Wed, Mar 19, 2014 at 8:00 PM, Adam Sale adamfs...@gmail.com
 wrote:
 
  For sure Matt. Keep me in the loop as to your plans...  I was ok
 with
  the Brazilian food last time around, but could have done without
 the chicken
  hearts.
  Maybe we can all do an outing to the Amsterdam Cafe / vapor lounge
 , and
  then really chow down afterwards... lol.
  BC Style
 
 
 
  On Wed, Mar 19, 2014 at 2:48 PM, Matt Lind 
 ml...@carbinestudios.com
  wrote:
 
  Not sure if I'm going or not as it'll be on the heels of us
 releasing
  our game, but I was planning to hold my annual dinner should I
 attend.  If
  you want, we can work together to share duties.
 
 
 
 
 
  Matt
 
 
 
 
 
 
 
 
 
 
 
  From: softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
 Adam Sale
  Sent: Wednesday, March 19, 2014 12:55 PM
  To: softimage@listproc.autodesk.com
  Subject: Siggraph in Vancouver this year
 
 
 
  Hey All.. Sigg is in my neck of the woods this year. Anyone
 planning to
  attend this year.
 
  Dinner and drinks, or other such debauchery?
 
 
 
  Adam
 
 
 
 
 





Re: A confession

2014-03-20 Thread Alastair Hearsum

thankyou


Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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On 19/03/2014 22:32, Raffaele Fragapane wrote:
Sorry Luce-Eric, I have to disagree with this, and I find your 
examples defeat your own argument.
I have had years to develop muscle memory in Maya, and I'm comfortable 
nearly anywhere in the software, at least everywhere I might need to 
be, and it's still very frequently an uphill struggle.


Maya is hugely inconsistent, especially in the views you mention, 
compared to Softimage.
You can get to decent operational speed in Maya, but a double digit 
number of years in I still have to write a script for something at 
least once a week... when it can be written at all.


The main problem is twofold. The first part is that Maya absolutely 
requires you become a power user with an intimate understanding of the 
choices and modes of operation to be fluid when working. There is no 
hints to shortcuts, the shortcut editor is a mess, A LOT of absolutely 
key day one stuff is simply not available in the interface (if you 
don't watch a tutorial you will never find you need insert and x,c,v 
on a constant basis), and in general it actively discourages 
exploration by being punishing of any single mistake.
Comparatively speaking Soft is a lot more in your face and immediate. 
Even if you don't know the software you can usually bumble your way 
around into finding what you need and first develop knowledge of 
what's available, and then developing muscle memory through simple 
repetition.


The second part is developing muscle memory itself.
You're a UI guy, I'm sure you've read your literature on user 
experience, learning patterns, conditioning and so on.
XSI will generally confront you with about four or five key 
interaction models, and it hardly ever excepts them. Everything is a 
sticky key, every menu unfolds and works the same way, every panel 
toggles and offers options the same way and has functionality 
aggregated nearby that is generally understandable and correlated by 
similar rules.

Conversely, Maya requires constant exceptions to learning.
Altering interaction, which should all be part of the same learning 
group, is inconsistent. Some modifiers are sticky. Snapping is 
semi-sticky, as in it sticks only if you enter snapping before you 
draw/drag, whereas some things are completely non sticky, such as 
moving a pivot.
Menus are generally click through, unless you access them from the 
hotbox, in which case they are, uselessly, hold-to-traverse.


I could write you a long list, but my point is that while I do find 
people being excessively contrary and biased, but can't blame them for 
it given the situation, lets not pretend Maya's user experience is 
comparable but different: it simply isn't, and there's work to do. 
Hopefully H-Maya will go part or all the way to address it, but there 
are some very, very fundamental issues that worked their way backwards 
into the actual functional guts of Maya coming from its extremely 
poor, inconsistent, frustratingly fragmented and arbitrary interaction 
model.


The GUI itself is probably not even worth discussing in depth. I mean, 
no arbitrary viewport arrangement after 16 years? F'in Seriously? And 
if you want me to use the stupid buttons on the left you're not even 
providing one with the left view vertical and a horizontal split on 
the right? Only the opposite. Come on, Luc, get on it and fix that 
shit already :p You did infinitely better work than this on XSI, bring 
it to Maya if you want people to use and don't be dismissive of 
people's opinions by saying you can only compare power-user 
experiences (beside the fact a Soft Power User will run circles around 
a Maya one in nearly any task when it comes to interaction).



On Thu, Mar 20, 2014 at 1:45 AM, Luc-Eric Rousseau 
luceri...@gmail.com mailto:luceri...@gmail.com wrote:


None of these products are for newbies; we spent years learning
Softimage. Sounds like you wanted to edit a history node, doing a
procedural modification. 

Re: Autodesk webinar

2014-03-20 Thread Martin Yara
Sorry but was that an answer to my question about moving an edge loop with
Move Tool with magnet and MMB drag ?

Because I can't get the same result in Maya.

Martin


On Thu, Mar 20, 2014 at 3:32 AM, John Richard Sanchez 
youngupstar...@gmail.com wrote:

 If you hold down W (short cut key for move) and click it will bring up a
 menu and you can change the setting to Normal Average


 On Wed, Mar 19, 2014 at 12:34 PM, Martin Yara furik...@gmail.com wrote:

 Hi Brent,

 Thanks for your detailed explanation.

 from a SI user POV yeah that isn't very impressive, but being a partial
 Maya user, that sounds pretty cool. Not enough to make me want to model in
 Maya but I may not need to move back to SI when tweaking models for a Maya
 based project.

 BTW, One of the model tools I miss in Maya is the old SI Move Tool with
 Magnet. Moving edge loops almost without affecting the object form is
 something I can't live without. I remember how excited I was when learned
 MMB + drag + Magnet to move edge loops. I couldn't stop moving edges :D

 Is there anything close to that in Maya? If not, you should add it.

 Martin






RE: REAL innovation

2014-03-20 Thread adrian wyer
i spent ages dicking about with procedural ways of getting worn and
scratched edges in the rendertree, got some pretty good results too, just as
we switched to arnold :o/

 

haven't bothered trying again, but with quixel or substance designer, i
won't have to!

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Greg Punchatz
Sent: 19 March 2014 21:34
To: softimage@listproc.autodesk.com
Subject: Re: REAL innovation

 

All cg will now look too dirty...as opposed too all looking too clean...
every car will be rusty from this moment out

I am so buying all these products..



  _  

Greg Punchatz

Sr. Creative Director
Janimation
214.823.7760
www.janimation.com 

On 3/19/2014 3:09 PM, Eugene Flormata wrote:

damn.. definately affordable..

and I just bought allegorithmic's stuff
http://store.steampowered.com/app/273390/
http://www.allegorithmic.com/products/substance-designer-4

 

On Wed, Mar 19, 2014 at 7:11 AM, Nicolas Esposito 3dv...@gmail.com wrote:

nDo was a huge surprise for me, DDO and 3DO are just absolutely stunning!!! 

And very affordable too!

 

2014-03-19 15:05 GMT+01:00 Perry Harovas perryharo...@gmail.com: 

 

H.O.L.Y.   C.R.A.P. 

 

 

 

On Wed, Mar 19, 2014 at 9:44 AM, adrian wyer
adrian.w...@fluid-pictures.com wrote:

http://dev.quixel.se/ddo

 

 

https://www.youtube.com/watch?v=YyJJAp17K-Y
https://www.youtube.com/watch?v=YyJJAp17K-Yfeature=youtu.be
feature=youtu.be

 

stunning workflow, technically app agnostic

 

a

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 tel:%2B%2B44%280%29%20207%20580%200829  


adrian.w...@fluid-pictures.com

www.fluid-pictures.com 

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 





 

-- 






Perry Harovas
Animation and Visual Effects

 http://www.theafterimage.com/ http://www.TheAfterImage.com

 

 

 



RE: Mental ray volumetric shader errors

2014-03-20 Thread adrian wyer
Gustavo is correct, crank your Mesh Splitting Factor in the MR options to
something high, problem solved

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ola Madsen
Sent: 20 March 2014 08:11
To: softimage@listproc.autodesk.com
Subject: RE: Mental ray volumetric shader errors

 

I don't think that worked in my scenario as I had numerous overlapping
objects (was doing an x-ray shot) and I got the artifacts in the overlaps as
well. Though this was easily fixed by  splitting the scene in a couple of
passes. 

 

o

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gustavo Eggert
Boehs
Sent: Thursday, March 20, 2014 12:44 AM
To: SI mailing list
Subject: RE: Mental ray volumetric shader errors

 

Hey Fabricio, i'be bumped onto that also, in my case it was the Mesh
Splitting kicking in. It separates dense meshes into separate objects before
passing them on to MR. Therefore, some shaders get artifacts, like
volumetrics and bumpmapping also.

Real headache but easy fix...

Under MR  Optimizations, look for Mesh Splitting Factor, increase the value
up to infinity and be happy :D

Em 19/03/2014 19:20, Ola Madsen ola.mad...@digitalcontext.se escreveu:

I can only confirm this nasty little bug as I experienced it a couple of
years ago. If I remember correctly I managed to get rid of the artifacts on
some objects by actually tessellating the geometry instead of using to +
key. Some object still had the artifacts and I had to work around it by
splitting the scene and rendering the objects in in different passes.  

 

Cheers

Ola

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fabricio
Chamon
Sent: Wednesday, March 19, 2014 11:05 PM
To: softimage@listproc.autodesk.com
Subject: Re: Mental ray volumetric shader errors

 

...forgot to say that I'm using Particle_Volume_Cloud, which used to work
fine on meshes since always.

 

2014-03-19 18:56 GMT-03:00 Fabricio Chamon xsiml...@gmail.com:

Hi, 

 

I'm trying to do some volumetrics in mray, but the shader is giving me all
kinds of wierdness on heavy meshes. Have anyone experienced this before ?

 

For the sake of simplicity, I have this test scene with only one default
sphere. If I crank up the sphere U/V subd to 200, it starts to show some
strange black areas. At subd 300, it renders all flat.

I'm guessing it's not a lookup table cell size problem...tried very small
values, and the volume renders almost completely solid (when it works).
here's some images to illustrate:

 

Imagem inline 1

 

 

I really need dense meshes because I want the fine control over the volume
silhouette to be on the mesh itself, not through shader trees.

 

anyone ?

 

image001.jpg

Re: Maya render region!

2014-03-20 Thread Jordi Bares
Shading comparision mia material vs mantrasurface

http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopicp=144207#144207


Jordi Bares
jordiba...@gmail.com

On 20 Mar 2014, at 10:48, pete...@skynet.be wrote:

 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 going to buy and say it is 
 part of the new tools they are developing...
 
 Well maybe they will buy both and just kill one.
 
 
 
 
  
 ---
 Emilio Hernández   VFX  3D animation.
 
 
 2014-03-20 4:36 GMT-06:00 Emilio Hernandez emi...@e-roja.com:
 Ohh so there is two options...
 
 The first one you need to subscribe here 
 
 http://therenderblog.com/
 
 
 
 
  
 ---
 Emilio Hernández   VFX  3D animation.
 
 
 2014-03-20 3:58 GMT-06:00 Marco Peixoto mpe...@gmail.com:
 
 Is this it:
 
 http://www.tasaa.com/adnproducts.htm
 
 
 Because if it is its not free... it cost 120 bucks
 
 
 On Thu, Mar 20, 2014 at 8:26 AM, Tenshi S. tenshu...@gmail.com wrote:
 Another feature we've seen in the past, and guess what! it's in a product 
 called Softimage, from Autode$k.
 Hope they don't buy that feature.., damn duct-taped things..
 
 
 On Thu, Mar 20, 2014 at 12:56 AM, Octavian Ureche okt...@gmail.com wrote:
 This is definitely going to show up soon as a revolutionary new feature in 
 maya.
 I'm betting someone is already making an offer.
  
 Btw, houdini also has had a render region for a while now, that kind of 
 works, when it does not offset itself for no apparent reason. But at least 
 it's in there.
 
 
 On Thu, Mar 20, 2014 at 6:06 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:
 Nice digging Raff, seems like the tip of the ICE berg. :)
 
 
 On 20 March 2014 02:26, Raffaele Fragapane raffsxsil...@googlemail.com 
 wrote:
 Should be noted I -REALLY- don't know for sure what I'm talking about here, 
 I don't even know if the event tracker in Google refers to the patent office 
 events after they are published or to some Google service itself. Don't 
 throw parties yet or anything :p
 
 
 On Thu, Mar 20, 2014 at 1:24 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:
 Apparently it first lapsed and then expired because it wasn't maintained, at 
 least according to Google patents.
 http://www.google.com/patents/US6091422?dq=avid+technology+render#v=onepageqf=false
  
 I have to admit not being entirely sure of how Google patents works (if the 
 feed is accurate), and whether it can be revived, but yeah, there you have 
 it. Autodesk apparently doesn't pay its bills ;)
 
 
 On Thu, Mar 20, 2014 at 11:01 AM, Gustavo Eggert Boehs gustav...@gmail.com 
 wrote:
 thats great and all, but AD holds the patent for the renderregion now, so 
 unless it has expired this would be... illegal?
  
 
 
  
 -- 
 Our users will know fear and cower before our software! Ship it! Ship it and 
 let them flee like the dogs they are!
  
 
 
  
 -- 
 Octavian Ureche
  +40 732 774 313 (GMT+2)
 Animation  Visual Effects
   www.okto.ro
  
  
  
  
 



Re: SI and Houdini

2014-03-20 Thread Jordi Bares
Shading comparision mia material vs mantrasurface

http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopicp=144207#144207

I am sure you guys are going to like this one.


Jordi Bares
jordiba...@gmail.com

On 7 Mar 2014, at 16:59, Jordi Bares jordiba...@gmail.com wrote:

 For those that are looking at Houdini for rigging and animation… some tiny 
 examples
 
 http://www.youtube.com/watch?v=sOTBdRdClFE
 
 http://www.youtube.com/watch?v=I-cKnahxkUo
 
 https://www.youtube.com/watch?v=uCjsaut_XKk
 
 http://www.youtube.com/watch?v=Eo6Lue1TMZU
 
 https://www.youtube.com/watch?v=X9gHw3jsGMI
 
 https://www.youtube.com/watch?v=RR1gt9BkIw4
 
 https://www.youtube.com/watch?v=J_YVx69zub0
 
 
 Sure, the animation toolset is not great yet but the rigging toolset is very 
 very very powerful (imho much 
 
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 7 Mar 2014, at 16:34, Jordi Bares jordiba...@gmail.com wrote:
 
 I have prepared already 2 big ones, will finish them tomorrow and post… stay 
 put.
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 7 Mar 2014, at 16:16, Arvid Björn arvidbj...@gmail.com wrote:
 
 Fantastic work Jordi, this is exactly the perspective we need!
 
 
 On Fri, Mar 7, 2014 at 4:47 PM, Gustavo Eggert Boehs gustav...@gmail.com 
 wrote:
 Thanks for your generosity Mr. Bares. Great homework for the weekend!
 
 Gustavo E Boehs
 Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina | 
 http://www.gustavoeb.com.br/
 
 
 2014-03-07 7:30 GMT-03:00 MauricioPC (gonebadfx) goneba...@gmail.com:
 You até fast. Will take a look. Thanls for the efforts.
 From: Jordi Bares
 Sent: 07/03/2014 06:57
 
 To: softimage@listproc.autodesk.com
 Subject: Re: SI and Houdini
 
 The wheels are moving… if you go to the forum 
 
 http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31012start=25
 
 you will have access to my dropbox PDFs so you can download them..
 
 More to come.
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 6 Mar 2014, at 23:40, Javier El Elástico javierelas...@gmail.com wrote:
 
 That it is very interesting. Jordi, where you will putting this basic 
 guides? In the Houdini Forums?
 
 El 06/03/2014 20:22, olivier jeannel escribió:
 Please, drop a line here when you have something ready.
 
 Le 06/03/2014 11:52, Morten Bartholdy a écrit :
 Wow, that is very geerous of you Jordi - much appreciated.
  
 Morten
  
 
 Den 6. marts 2014 kl. 10:18 skrev Jordi Bares jordiba...@gmail.com: 
 
 for those who have not read what is going on in the Houdini forums, I 
 will be putting together some basic guides to transition to Houdini 
 easily and maintain your workflows under the new philosophy, from 
 partitions, to overrides, to… 
  
 I may need help so guys so don't hesitate to pop and drop a line, 
 specially if you have already done the transition.
  
 see you very soon!
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 6 Mar 2014, at 02:33, Francisco Criado  malcriad...@gmail.com  
 wrote:
 
 Already signed in, and must say it feels very comfortable how sidefx is 
 receiving ex-si users! 
 Thanks a lot!
 F.
 
 
 On Wednesday, March 5, 2014, Halfdan Ingvarsson  half...@sidefx.com  
 wrote: 
 I was young and I needed the money! 
 
 And the beer. 
 
 Mmm... beer. 
 
  - ½ 
 
 On 14-03-05 06:55 PM, Raffaele Fragapane wrote:
 On account of having furthered something like Mental Ray in the past, 
 even if with the best intentions, I reckon all beer debt is forfeit. 
 He's lucky he's getting away lightly with just a beer forfeiting.
 At least he seems to be working on something that's not qualified as a 
 crime against humanity these days.
 
 
 On Thu, Mar 6, 2014 at 10:50 AM, Meng-Yang Lu  ntmon...@gmail.com  
 wrote: 
 So what's the deal?  Do we still owe him beers or are we absolved?  :P
  
 Good to see you Halfy!
 
 -Lu  
 
 
 On Wed, Mar 5, 2014 at 2:07 PM, Halfdan Ingvarsson  half...@sidefx.com 
  wrote:
 Hello there 
 
 It's been a while. 
 
 I thought I'd post here and let you know, since there's been a lot of 
 interest in Houdini, that we've created a dedicated forum for SI users 
 on the SideFX site. ( http://goo.gl/cixz4s ). Feel free to swing by and 
 ask any questions you'd like about Houdini and SideFX. I know this is a 
 pretty tough time for everyone, but I just wanted to let you know that 
 you're all welcome in our community. 
 
 Hope to see you there! 
 
 All the best, 
 
 - ½ 
 
 
  
 -- 
 Our users will know fear and cower before our software! Ship it! Ship it 
 and let them flee like the dogs they are!
 
  
 
 
 
 
 
 
 



Re: A confession

2014-03-20 Thread Nicolas Esposito
Hi Rob,

Thank you very much for the answer...I guess it'll be plugins until I learn
to script and customize Maya the way I want unfortunately


2014-03-20 12:04 GMT+01:00 Alastair Hearsum hear...@glassworks.co.uk:

  thankyou



  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
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 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
  (Company registered in England with number 04759979. Registered office 25
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
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  DISCLAIMER: This e-mail and attachments are strictly privileged, private
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 kindly return it to the sender and delete this message from your system.
  On 19/03/2014 22:32, Raffaele Fragapane wrote:

 Sorry Luce-Eric, I have to disagree with this, and I find your examples
 defeat your own argument.
 I have had years to develop muscle memory in Maya, and I'm comfortable
 nearly anywhere in the software, at least everywhere I might need to be,
 and it's still very frequently an uphill struggle.

  Maya is hugely inconsistent, especially in the views you mention,
 compared to Softimage.
 You can get to decent operational speed in Maya, but a double digit number
 of years in I still have to write a script for something at least once a
 week... when it can be written at all.

  The main problem is twofold. The first part is that Maya absolutely
 requires you become a power user with an intimate understanding of the
 choices and modes of operation to be fluid when working. There is no hints
 to shortcuts, the shortcut editor is a mess, A LOT of absolutely key day
 one stuff is simply not available in the interface (if you don't watch a
 tutorial you will never find you need insert and x,c,v on a constant
 basis), and in general it actively discourages exploration by being
 punishing of any single mistake.
 Comparatively speaking Soft is a lot more in your face and immediate. Even
 if you don't know the software you can usually bumble your way around into
 finding what you need and first develop knowledge of what's available, and
 then developing muscle memory through simple repetition.

  The second part is developing muscle memory itself.
 You're a UI guy, I'm sure you've read your literature on user experience,
 learning patterns, conditioning and so on.
  XSI will generally confront you with about four or five key interaction
 models, and it hardly ever excepts them. Everything is a sticky key, every
 menu unfolds and works the same way, every panel toggles and offers options
 the same way and has functionality aggregated nearby that is generally
 understandable and correlated by similar rules.
 Conversely, Maya requires constant exceptions to learning.
 Altering interaction, which should all be part of the same learning group,
 is inconsistent. Some modifiers are sticky. Snapping is semi-sticky, as in
 it sticks only if you enter snapping before you draw/drag, whereas some
 things are completely non sticky, such as moving a pivot.
 Menus are generally click through, unless you access them from the hotbox,
 in which case they are, uselessly, hold-to-traverse.

  I could write you a long list, but my point is that while I do find
 people being excessively contrary and biased, but can't blame them for it
 given the situation, lets not pretend Maya's user experience is comparable
 but different: it simply isn't, and there's work to do. Hopefully H-Maya
 will go part or all the way to address it, but there are some very, very
 fundamental issues that worked their way backwards into the actual
 functional guts of Maya coming from its extremely poor, inconsistent,
 frustratingly fragmented and arbitrary interaction model.

  The GUI itself is probably not even worth discussing in depth. I mean,
 no arbitrary viewport arrangement after 16 years? F'in Seriously? And if
 you want me to use the stupid buttons on the left you're not even providing
 one with the left view vertical and a horizontal split on the right? Only
 the opposite. Come on, Luc, get on it and fix that shit already :p You did
 infinitely better work than this on XSI, bring it to Maya if you want
 people to use and don't be dismissive of people's opinions by saying you
 can only compare power-user experiences (beside the fact a Soft Power User
 will run circles around a Maya one in nearly any task when it comes to
 interaction).


 On Thu, Mar 20, 

Mayas Render Layers Can Really Kill a job

2014-03-20 Thread Ben Beckett
If your not working on the master layer, there lot of pain to be endured.

Working with Maya's render layers is like working with a red hot poker up
ya bum! It lts like a child you need to have eyes in the back of your head
to make sure it does not screw up.

If I owned a small studio and wanted to waste a lot of time redoing shading
I would use maya.

What can we do about render layers, nothing!, because autodesk has done
nothing about fixing it since some wonky person over at mental ray added
them.

Heck the words pass
*contribution*https://www.google.co.uk/search?client=firefox-ahs=cLIrls=org.mozilla:en-GB:officialchannel=rcsq=contributionspell=1sa=Xei=pdMqU5GFDoSihgfBjIBoved=0CCoQvwUoAAbiw=1606bih=678maps
puts the shiver through me.

Ben


Re: A confession

2014-03-20 Thread Siew Yi Liang

Hi Nicolas:

I'm just a student but I'll try to tackle these set of questions a 
little more in-depth...


- Animation mixer: equivalent in Maya? move on the timeline a clip, 
stretch a clip, mix the clips together? achievable in Maya?


Yes, it's called the Trax editor. However it requires you make your rigs 
into character sets and those modified attrs are stored as clips, which 
may/may not work depending on the rig setup you have. I personally 
prefer XSI's actions/clips and the Mixer UI in this regard hands down, 
but it's not impossible to do in Maya. Just might not be as simple as 
you're used to...Most of the Trax UI is very similar to the Mixer in 
XSI, though, so there's that. :)


- - Modeling: which tools in Softimage are NOT available in Maya? I 
usually work A LOT with proportional modeling and adding edge looping ( 
both features shown in the new Maya videos ), bridge poligons, shrink 
wrapping, smooth deform with weightmap, and so on...


Maya suffers from not having a proper tool for sliding components along 
meshes while preserving volume until 2014 when NEX tools are finally in 
it by default. I still use Diamant Tools (because I don't like the slow 
interaction in NEX), but as of right now I feel XSI is still stronger 
for modeling simply because of the non-destructive/procedural nature and 
the way the UI supports really fast interaction. Maya has some cool 
tools here and there (and combined with Diamant Tools, I feel like I'm 
working in Mudbox) but overall I think while XSI is faster, you 
shouldn't have any problems here.


 - Corrective shapes: usually I work with the standard shape manager, 
but the Paul Smith tutorial on corrective shape using ICE has become my 
standard...and I read that shapes in Maya are a bit a pain in the ass...


There is no way to handle pose-space deformation OOTB in Maya, 
unfortunately. However, I use Daniel S. Lima's corrective blendshape 
manager, and as mentioned before there's the Rabbit Shapes plugin for 
this specific purpose. You can make your own poseReaders/angleReaders as 
well in Maya, but usually I just use the Michael Comet tools. And yes, 
blendshapes are not as straightforward to work with in Maya, but I would 
say that XSI has some quirks of its own in this regard as well...though 
not as much as Maya. :P


- Epic released UE4 and with it there a pretty good rigging system which 
will replace Species, but what I'll miss will be Facerobot and Gear for 
facial rigging. What I would like to know is if I can build a facial rig 
in Maya which coiould be reused for multiple characters. Previously I 
used Gear and GATOR to quickly transfer the facial rig and the tweak 
everything afterward, I wonder if this is possible in Maya...


I would say it depends. Of course you could make your own python modular 
facial rig or use something like advancedSkeleton to handle this sort of 
stuff, but for the most part the answer I would say is no, unless you're 
doing a REALLY generic facial rig based off volume enveloping or 
something similar. I've seen some really cool stuff in ICE where rigs 
are done that way and weightmaps control the falloff of envelopes and 
such...not as straightforward to achieve in Maya (there is no concept of 
user-definable weightmaps being able to be connected to other attributes 
willy-nilly via the GUI), and in some cases impossible afaik. The 
closest thing to GEAR that I've found (modular autorigging) is 
creatureRigs.


As far as GATOR goes, there is Transfer Attributes that will cover some 
of GATOR's more important functions (UVs, skinClusters etc.), but it's 
not perfect...


- Simple python scripts: as said I always hated scripting, but I was 
quite surprised when I just did something within Softimage, then open 
the script editor, copy all the content, make minor changes and then 
save that as a script to use for other projects...something artist 
friendly python way to script is available in Maya?


Personally I find Maya's API a lot less intimidating than XSI's, as far 
as Python is concerned. If you've never done scripting before, you 
should have less trouble learning Python with Maya than with (I did :P ) 
XSI imho due to a few hoops you have to jump through in XSI. Plus the 
fact that XSI has its scripting name/actual name distinction is a little 
annoying, and that the Maya docs are (not surprisingly, since their team 
is probably bigger) more comprehensive and detailed with more examples.


Bad things, though, is that the more you deal with scripting in Maya, 
the more you'll understand why the question of whether to learn 
MEL/Python becomes a bit convoluted...there's straight-up MEL, 
maya.cmds, pyMEL (two flavours O__o ), OpenMaya etc...but PyMEL is a 
good place to start if you're completely new to scripting in general.



Yours sincerely,
Siew Yi Liang

On 3/20/2014 3:05 AM, Nicolas Esposito wrote:
I was tempted to buy Jeremie Passerin videos from cmiVFX and if I 
remember correctly I watched the 

Re: Digital Golem : Brillant and beautiful

2014-03-20 Thread Jason S




On 03/19/14 16:44, Sven Constable wrote:
  What
I
really want to say is, that words do the damage to us. Words like
'EOL'. It's a killer! Its like telling someone he has bad breath. We
were able to produce top notch 3D-animation four weeks ago. Now someone
says a software is EOL and that should be the reason no one can produce
anything with it?
  
  On
03/19/14 17:47, Matt Lind wrote:
  .. but if they handled it far different (meaning with humility and 
 care), this may not have become such a shit storm.
On 03/19/14 19:18, pete...@skynet.be wrote:
  its not only about the art - this is also a
job, and thats where I see the major issue. 
  This decision will hurt business.
  Less studios using it, less job opportunities,
outsourcing possibilities, demand for Softimage specific assets,
available talent, clients losing confidence since you use old tools,
perhaps driving down budget because of it, less willingness to start
long term, large projects with it.


Stopping dev to concentrate on something else is one thing. 
But that (the mere official labeling) is exactly what
would have been the -easiest- thing to not
do, 
and what did do the most (quite
unnecessary) damage.

While labels don't actually change anything, it's like a psychological
thing 
(not unlike a manipulation)

And was exactly the (very much shameful) point of doing
exactly that. 

The cheapest way to improve a product's capability/workability, (or
the impression of it)
is to choke it's nearest comparative reference (as completely
as possible)
(especially easy if you also own it)
at (seemingly) whatever collateral damage it may entail.

Quite shameful indeed.








Re: Mayas Render Layers Can Really Kill a job

2014-03-20 Thread Ognjen Vukovic
This is by me probably the worst thing in maya, its just plain awful. On
more than one occasion i remember the render layer
system managing to break in more ways than one could imagine, nothing could
be completed on time or with ease. If anything its probably the sole reason
on why i dont plan on working in a studio that have their lighting done in
maya, i know its a bold statement, but i really just want to avoid it.
After that whole experience when i was introduced to xsi's pass system i
think i went home and cried for a couple of days for all the overtime i
endured just to get things out on time



On Thu, Mar 20, 2014 at 12:42 PM, Ben Beckett nebbeck...@gmail.com wrote:

 If your not working on the master layer, there lot of pain to be endured.

 Working with Maya's render layers is like working with a red hot poker up
 ya bum! It lts like a child you need to have eyes in the back of your head
 to make sure it does not screw up.

 If I owned a small studio and wanted to waste a lot of time redoing
 shading I would use maya.

 What can we do about render layers, nothing!, because autodesk has done
 nothing about fixing it since some wonky person over at mental ray added
 them.

 Heck the words pass 
 *contribution*https://www.google.co.uk/search?client=firefox-ahs=cLIrls=org.mozilla:en-GB:officialchannel=rcsq=contributionspell=1sa=Xei=pdMqU5GFDoSihgfBjIBoved=0CCoQvwUoAAbiw=1606bih=678maps
  puts the shiver through me.

 Ben





Re: Autodesk webinar

2014-03-20 Thread Siew Yi Liang

Hi Martin:

The Edge Slide tool (pre-2014) is exactly for this purpose, and with 
vertices you can use hold down C+Move (though YMMV since it's 
constrained to only one axis of movement).


2014 and onwards you can use the integrated NEX tools edge/surface slide 
options to achieve this.


Yours sincerely,
Siew Yi Liang

On 3/20/2014 4:08 AM, Martin Yara wrote:
Sorry but was that an answer to my question about moving an edge loop 
with Move Tool with magnet and MMB drag ?


Because I can't get the same result in Maya.

Martin


On Thu, Mar 20, 2014 at 3:32 AM, John Richard Sanchez 
youngupstar...@gmail.com mailto:youngupstar...@gmail.com wrote:


If you hold down W (short cut key for move) and click it will
bring up a menu and you can change the setting to Normal Average


On Wed, Mar 19, 2014 at 12:34 PM, Martin Yara furik...@gmail.com
mailto:furik...@gmail.com wrote:

Hi Brent,

Thanks for your detailed explanation.

from a SI user POV yeah that isn't very impressive, but being
a partial Maya user, that sounds pretty cool. Not enough to
make me want to model in Maya but I may not need to move back
to SI when tweaking models for a Maya based project.

BTW, One of the model tools I miss in Maya is the old SI Move
Tool with Magnet. Moving edge loops almost without affecting
the object form is something I can't live without. I remember
how excited I was when learned MMB + drag + Magnet to move
edge loops. I couldn't stop moving edges :D

Is there anything close to that in Maya? If not, you should
add it.

Martin







Re: Digital Golem : Brillant and beautiful

2014-03-20 Thread Angus Davidson
The way it was announced had a major impact in the education sphere ;(

From: Jason S jasonsta...@gmail.commailto:jasonsta...@gmail.com
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Thursday 20 March 2014 at 1:51 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Digital Golem : Brillant and beautiful

On 03/19/14 16:44, Sven Constable wrote:
What I really want to say is, that words do the damage to us. Words like 'EOL'. 
 It's a killer! Its like telling someone he has bad breath. We were able to 
produce top notch 3D-animation four weeks ago. Now someone says a software is 
EOL and that should be the reason no one can produce anything with it?

On 03/19/14 17:47, Matt Lind wrote:

.. but if they handled it far different (meaning with humility and
 care), this may not have become such a shit storm.

On 03/19/14 19:18, pete...@skynet.bemailto:pete...@skynet.be wrote:
it’s not only about the art - this is also a job, and that’s where I see the 
major issue.
This decision will hurt business.
 Less studios using it, less job opportunities, outsourcing possibilities, 
demand for Softimage specific assets, available talent, clients losing 
confidence since you use old tools, perhaps driving down budget because of it, 
less willingness to start long term, large projects with it.

Stopping dev to concentrate on something else is one thing.
But that (the mere official labeling) is exactly what would have been the 
-easiest- thing to not do,
and what  did do the most (quite unnecessary) damage.

While labels don't actually change anything, it's like a psychological thing
(not unlike a manipulation)

And was exactly the (very much shameful) point of doing exactly that.

The cheapest way to improve a product's capability/workability, (or the 
impression of it)
is to choke it's nearest comparative reference (as completely as possible)
(especially easy if you also own it)
at (seemingly) whatever collateral damage it may entail.

Quite shameful indeed.





table width=100% border=0 cellspacing=0 cellpadding=0 
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size=1 color=#99span style=font-size:11px;This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
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Re: Digital Golem : Brillant and beautiful

2014-03-20 Thread Jason S




If not all spheres.. Yet on a more positive note, it is also quite
possible (if not similarly easy) to see through (mere)
labels :)

On 03/20/14 8:11, Angus Davidson wrote:

  
  The way it was announced had a major impact in the education
sphere ;(
  
  
  
  From: Jason S jasonsta...@gmail.com
  Reply-To: "softimage@listproc.autodesk.com"
softimage@listproc.autodesk.com
  Date: Thursday 20 March 2014
at 1:51 PM
  To: "softimage@listproc.autodesk.com"
softimage@listproc.autodesk.com
  Subject: Re: Digital Golem :
Brillant and beautiful
  
  
  
  
  
  On 03/19/14 16:44, Sven Constable wrote:
What
I really want to say is, that words do the damage to us. Words like
'EOL'.  It's a killer! Its like telling someone he has bad breath. We
were able to produce top notch 3D-animation four weeks ago. Now someone
says a software is EOL and that should be the reason no one can produce
anything with it?

On
03/19/14 17:47, Matt Lind wrote:
.. but if they handled it far different (meaning with humility and 
 care), this may not have become such a shit storm.
On 03/19/14 19:18, 
pete...@skynet.be wrote:
it’s not only about the art - this is also a
job, and that’s where I see the major issue.

This decision will hurt business.
 Less studios using it, less job
opportunities, outsourcing possibilities, demand for Softimage specific
assets, available talent, clients losing confidence since you use old
tools, perhaps driving down budget because of it, less willingness to
start long term, large projects with it.
  

Stopping dev to concentrate on something else is one thing. 
But that (the mere official labeling) is exactly what
would have been the -easiest- thing to
  not do, 
and what  did do the most (quite
unnecessary) damage.
  
While labels don't actually change anything, it's like a psychological
thing 
  
(not unlike a manipulation)
  
And was exactly the (very much shameful) point of doing
exactly that.
  
  
The cheapest way to improve a product's capability/workability, (or
the impression of it)
is to choke it's nearest comparative reference (as completely
as possible)
(especially easy if you also own it)
at (seemingly) whatever collateral damage it may entail.
  
Quite shameful indeed.
  
  
  
  
  
  
  
  

  

 

This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. 



  

  






Re: Why MAX is not option for me.

2014-03-20 Thread Sebastien Sterling
That's why I call 3DMax a Plugin Container

That not really the issue, maya is pretty much wall to wall third party as
well by nature.

This is AD not being arsed with developing content, so it looks around for
pre existing solutions, snaps them up, adds them in, Then they market them
as New features...

It's not so much that they buy pre-made solutions, there are some really
smart third party people out there, its the fact they through them in with
minimal integration and little regard for workflow, that and having a 30
euros operator, being your highlight...

In all fairness the max people walked right into that one, they presented
AD with the easy option.
, minimal effort required.

I mean what the hell can the AD dev's do, do they just re-purpose and
integrate all day ?


On 20 March 2014 10:33, Daniel Kim danielki...@gmail.com wrote:

 That's why I call 3DMax as a Plugin Container, not a 3D package. ;)


 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---




Re: A confession

2014-03-20 Thread Greg Punchatz
Just learn to script

It's not that easy for every one... 

My brain simply does not work that way, I would rather keep polishing my art 
skills and learn all the amazing new painting tools  than learn to script. 
Being person with dyslexia makes its more than a bit difficult for me to jump 
on the scripting train.

All this talk of the reality of the need for constant scripting as part of your 
daily work flows in Maya makes me literally sick to my stomach 

Sent from my iPhone

  


RE: Top List of ICE Nodes That Cover 80% of What You Do With The Toolset

2014-03-20 Thread Brent McPherson
Fun fact: Do you know Maya started out using scheme as its scripting language?
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Jones
Sent: 20 March 2014 07:47
To: softimage@listproc.autodesk.com
Subject: Re: Top List of ICE Nodes That Cover 80% of What You Do With The 
Toolset

Now that I understand the history of ICE a little better, I can see that I was 
wrong to balk at naming the top ICE nodes I need.  Here's my updated list:

car cdr cons eq atom cons quote

I suppose I won't really need defun, since Maya will let me just add the same 
nodes over and over again with a mel script.


On Wed, Mar 19, 2014 at 11:56 PM, Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com wrote:
The functional programming throwback has officially pushed this conversation 
into the twilight zone and right out the other end of it into some unexplored 
surreal territory.
Thanks to all involved, it'll stay with me for the rest of my life and make me 
giggle every time I'll think of it.

attachment: winmail.dat

RE: my first experiment with rigging in Houdini :-))))

2014-03-20 Thread Brent McPherson
Damn, I wish you had posted this. ;-)

https://www.youtube.com/watch?v=iRZ2Sh5-XuM

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Max Evgrafov
Sent: 20 March 2014 09:30
To: softimage
Subject: my first experiment with rigging in Houdini :-

https://www.youtube.com/watch?v=FkdQyet1EN4#t=24

--
Max aka Summatr
https://vimeo.com/user3098735/videos
---
attachment: winmail.dat

Re: Maya render region!

2014-03-20 Thread Toonafish
I'm sure they'll buy both and kill 'm, because they are certrain they 
can come up with something much more innovative.


-Ronald


On 3/20/2014 11:48, pete...@skynet.be wrote:

probably they’ll kill the commercial one, just to screw it’s users.
*From:* Jason S mailto:jasonsta...@gmail.com
*Sent:* Thursday, March 20, 2014 11:40 AM
*To:* softimage@listproc.autodesk.com 
mailto: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 going to buy and say it 
is part of the new tools they are developing...


Well maybe they will buy both and just kill one.




---
Emilio Hernández   VFX  3D animation.


2014-03-20 4:36 GMT-06:00 Emilio Hernandez emi...@e-roja.com 
mailto:emi...@e-roja.com:


Ohh so there is two options...

The first one you need to subscribe here

http://therenderblog.com/




---
Emilio Hernández   VFX  3D animation.


2014-03-20 3:58 GMT-06:00 Marco Peixoto mpe...@gmail.com
mailto:mpe...@gmail.com:

Is this it:

http://www.tasaa.com/adnproducts.htm


Because if it is its not free... it cost 120 bucks


On Thu, Mar 20, 2014 at 8:26 AM, Tenshi S.
tenshu...@gmail.com mailto:tenshu...@gmail.com wrote:

Another feature we've seen in the past, and guess what!
it's in a product called Softimage, from Autode$k.
Hope they don't buy that feature.., damn duct-taped
things..


On Thu, Mar 20, 2014 at 12:56 AM, Octavian Ureche
okt...@gmail.com mailto:okt...@gmail.com wrote:

This is definitely going to show up soon as a
revolutionary new feature in maya.
I'm betting someone is already making an offer.
Btw, houdini also has had a render region for a while
now, that kind of works, when it does not offset
itself for no apparent reason. But at least it's in
there.


On Thu, Mar 20, 2014 at 6:06 AM, Sebastien Sterling
sebastien.sterl...@gmail.com
mailto:sebastien.sterl...@gmail.com wrote:

Nice digging Raff, seems like the tip of the ICE
berg. :)


On 20 March 2014 02:26, Raffaele Fragapane
raffsxsil...@googlemail.com
mailto:raffsxsil...@googlemail.com wrote:

Should be noted I -REALLY- don't know for
sure what I'm talking about here, I don't
even know if the event tracker in Google
refers to the patent office events after they
are published or to some Google service
itself. Don't throw parties yet or anything :p


On Thu, Mar 20, 2014 at 1:24 PM, Raffaele
Fragapane raffsxsil...@googlemail.com
mailto:raffsxsil...@googlemail.com wrote:

Apparently it first lapsed and then
expired because it wasn't maintained, at
least according to Google patents.

http://www.google.com/patents/US6091422?dq=avid+technology+render#v=onepageqf=false
I have to admit not being entirely sure
of how Google patents works (if the feed
is accurate), and whether it can be
revived, but yeah, there you have it.
Autodesk apparently doesn't pay its bills ;)


On Thu, Mar 20, 2014 at 11:01 AM, Gustavo
Eggert Boehs gustav...@gmail.com
mailto:gustav...@gmail.com wrote:

thats great and all, but AD holds the
patent for the renderregion now, so
unless it has expired this would
be... illegal?



-- 
Our users will know fear and cower before our

software! Ship it! Ship it and let them flee
like the dogs they are!



-- 
Octavian Ureche

+40 732 774 313 tel:%2B40%20732%20774%20313 (GMT+2)
Animation  Visual Effects
www.okto.ro http://www.okto.ro







Re: A confession

2014-03-20 Thread Perry Harovas
Which is, in no small way, part of the reason I left Maya in the first
place.
Yes, scripting would be great to know (and my brain doesn't work that way,
either), but how about a DCC that doesn't require you to know how to script
to be
productive (hell, forget productive, to even DO some things at all)!?

So that, and the constant crashes with rendering, the inconsistent workflow
(pick this first, or that first???)
and the utter lack of regard for the user who doesn't fit the profile of a
large client are large parts of why I stopped using Maya.

I am totally with you on this one Greg.
I have been sick since this whole thing started.





On Thu, Mar 20, 2014 at 8:42 AM, Greg Punchatz g...@janimation.com wrote:

 Just learn to script

 It's not that easy for every one...

 My brain simply does not work that way, I would rather keep polishing my
 art skills and learn all the amazing new painting tools  than learn to
 script. Being person with dyslexia makes its more than a bit difficult for
 me to jump on the scripting train.

 All this talk of the reality of the need for constant scripting as part of
 your daily work flows in Maya makes me literally sick to my stomach

 Sent from my iPhone






-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com http://www.theafterimage.com/


RE: Autodesk webinar

2014-03-20 Thread Brent McPherson
Yes, In NEX (internally we refer to the evolution of the NEX plugin as MTK - 
Modeling Tool Kit)

Modeling Panel  Transform Constraint  Surface slide + Double-click edge loop 
selection etc.

Also, when I say old SI move tool I mean the M tool without any manips that 
predated Tweak - click  drag points. ;-) That is what Maya's tweak mode is 
like. (except it works on all component types)
--
Brent


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
Sent: 19 March 2014 16:35
To: softimage@listproc.autodesk.com
Subject: Re: Autodesk webinar

Hi Brent,

Thanks for your detailed explanation.

from a SI user POV yeah that isn't very impressive, but being a partial Maya 
user, that sounds pretty cool. Not enough to make me want to model in Maya but 
I may not need to move back to SI when tweaking models for a Maya based project.

BTW, One of the model tools I miss in Maya is the old SI Move Tool with Magnet. 
Moving edge loops almost without affecting the object form is something I can't 
live without. I remember how excited I was when learned MMB + drag + Magnet to 
move edge loops. I couldn't stop moving edges :D

Is there anything close to that in Maya? If not, you should add it.

Martin



On Thu, Mar 20, 2014 at 12:07 AM, Brent McPherson 
brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote:
Hi Martin,

Since I work on modeling I can comment directly on the NEX integration in 2015 
and how modeling toolkit features have made their way into the native Maya 
selection tool. (as the other bigger features are covered in the what's new 
videos)

Maya's native selection tool now has lazy preselection highlighting just like 
NEX that selects the closest component on the poly under the cursor. (like 
Soft's tweak tool) Sub-pixel picking precision no longer required. ;-) It also 
respects the highlight backfacing toggle in the modeling toolkit panel and is 
smart enough to ignore occluded components in shaded mode etc.

We have also revamped the Drag (Tab key) and Tweak (` backtick key) modes in 
Maya's select tool. Drag is a raycast selection mode that you activate by 
holding Tab and again makes use of lazy preselection. So just hold Tab and 
raycast away from your current selection tool. If you start dragging on an 
unselected component the tool adds to the selection but if you start on a 
selected component it removes so no need for keyboard modifier calisthenics!

Tweak (` backtick key) is a quick (manip-free) way of adjusting components 
(like the *old* Soft move tool) and has a nice big tolerance when outside the 
object so it can be used to tweak components on the silhouette of your mesh. 
Maya's multi selection mode (RMB menu) is also a nice way to work with 
points/edges/polys without switching selection modes.

Speaking of RMB menus in Maya you can activate RMB radial menu items by RMB 
dragging quickly - so a RMB-left-swipe will put you in vertex mode without 
displaying the menu.

Maya's loop selection has also been updated to the same level of functionality 
in NEX/Soft so you can make ring or partial loop selections by clicking an edge 
and the shift-double-clicking another edge in the loop/ring. (so for those 
familiar with Maya you don't need to switch to the special purpose ring 
selection tool anymore)

Symmetry in Maya has been completely re-written and integrated between Maya and 
NEX. When symmetry is enabled your selections are fully symmetrical so most 
non-interactive modeling ops will basically work in 2015. It also supports 
NEX's topological symmetry which works off the mesh topology and can work on a 
posed/deformed character as long as the mesh is symmetrical.

Maya and NEX soft selection settings have also been unified in 2015. In this 
instance we went with the Maya tech because it has some really nice features. 
You tap B to toggle soft select or hold B and LMB drag to adjust soft select. 
My favorite feature here is how the current weights are locked until you change 
your selection so you can tweak the same selection multiple times without 
having your soft selection recalculated each time you release the mouse. Undo 
also restores your soft selection weights which is a nice added touch. 
(Unfortunately the NEX tools don't have this weight preserving feature though 
they use same soft-select falloff settings in 2015)

Anyway those are just a few of the ways we have started to integrate NEX into 
Maya in 2015. Maybe it doesn't sound that impressive to Soft users but we are 
making progress.
--
Brent

attachment: winmail.dat

Re: A confession

2014-03-20 Thread Raffaele Fragapane
Plenty people manage without or with primitive copy and paste macro style
hacks and downloads, it's not strictly necessary.
It is true though that while in XSI it's a nice skill to have but not
strictly necessary for most trivial talks, Maya has some areas convoluted
enough that you really want to hook a few bits together or automate some
clicks to not go insane.
Again, it's not strictly necessary, don't worry, it just makes a more
appreciable difference at a much earlier parts of the toolset you've come
to take for granted in Soft. No tool out there, sadly, matches that level
of completeness without sacrificing power, and likely none ever will until
the game will have changed considerably and software and process will be
different.

XSI was unarguably the last real end to end app.
On 20 Mar 2014 23:43, Greg Punchatz g...@janimation.com wrote:

 Just learn to script

 It's not that easy for every one...

 My brain simply does not work that way, I would rather keep polishing my
 art skills and learn all the amazing new painting tools  than learn to
 script. Being person with dyslexia makes its more than a bit difficult for
 me to jump on the scripting train.

 All this talk of the reality of the need for constant scripting as part of
 your daily work flows in Maya makes me literally sick to my stomach

 Sent from my iPhone






Re: Top List of ICE Nodes That Cover 80% of What You Do With The Toolset

2014-03-20 Thread Luc-Eric Rousseau
The original Softimage 3D developers loved LISP so much, they lobbied
Daniel Langlois to write the software in LISP.  The people behing
Mirai probably think they dodge a bullet.  The Softimage|3D expression
language, also in XSI, is based on LISP..

On Thu, Mar 20, 2014 at 3:47 AM, Andy Jones andy.jo...@gmail.com wrote:
 Now that I understand the history of ICE a little better, I can see that I
 was wrong to balk at naming the top ICE nodes I need.  Here's my updated
 list:

 car cdr cons eq atom cons quote

 I suppose I won't really need defun, since Maya will let me just add the
 same nodes over and over again with a mel script.


Re: Autodesk webinar

2014-03-20 Thread Eric Thivierge
As a lefty, I learned quick that it wasn't going to be a pleasant 
experience using a computer if I had to switch settings along with the 
keyboard and mouse positions each time I sat down at a computer. Thus, 
I'm a lefty using the mouse and keyboard like a righty. Only way to stay 
productive when going to other people's machines in my opinion.


I feel sorry for the rest of the lefties out there who have to struggle 
along. :(


Eric T.



Re: Top List of ICE Nodes That Cover 80% of What You Do With The Toolset

2014-03-20 Thread Luc-Eric Rousseau
On Thu, Mar 20, 2014 at 2:56 AM, Raffaele Fragapane
raffsxsil...@googlemail.com wrote:
 The functional programming throwback has officially pushed this conversation
 into the twilight zone and right out the other end of it into some
 unexplored surreal territory.
 Thanks to all involved, it'll stay with me for the rest of my life and make
 me giggle every time I'll think of it.

This functional programming language and ICE diversion sounds like
b.s., but it is not.  You can talk to Andre Foisy, or even Ronald if
he's around, and he can explain it.  Personally these conversation
have a way of reminding me to stick to UI. ;)  Andre is our resident
softimage scientist.


Re: Softimage user migrating to Maya

2014-03-20 Thread Perryharovas
Wow. That about sums it up!
Hysterical!



Sent from my iPhone
Please excuse typos and
brief replies. 
Thank you!

 On Mar 20, 2014, at 9:25 AM, Emilio Hernandez emi...@e-roja.com wrote:
 
 índice.jpg
 ---
 Emilio Hernández   VFX  3D animation.


Re: Softimage user migrating to Maya

2014-03-20 Thread Sebastien Sterling
He was a good chap, but do not despair, as surely we of the list know
heaven, is XSI compatible !


On 20 March 2014 13:46, Perryharovas perryharo...@gmail.com wrote:

 Wow. That about sums it up!
 Hysterical!



 Sent from my iPhone
 Please excuse typos and
 brief replies.
 Thank you!

 On Mar 20, 2014, at 9:25 AM, Emilio Hernandez emi...@e-roja.com wrote:

 índice.jpg

 ---
 Emilio Hernández   VFX  3D animation.




Re: A confession

2014-03-20 Thread Martin Yara
Big Studios use Maya because they have an RD department to create their
own tools and build a solid pipeline around Maya. Small guy uses Maya is
because Big Studios does, with the difference that he doesn't have a RD
department so he works slow and clunky.

The reason may be because he can work with / for big studios, or he just
though he could create his own avengers movie like ILM when he learned the
software, and he just doesn't know better.

And since he doesn't know better he thinks it is normal to have to look for
a script in creativecrash, so he can save weights by location, freeze, edit
the topology, add polygons, re-skin, load weights, tweak weights if
necessary.

All of this so he can edit a weighted character, and in SI we just edit the
topology.

Maya is getting a little better though. I mean it was awful a few years
ago, now it is getting a little decent at least for modeling. But I still
wouldn't model in Maya. I would prefer to deal with FBX or send to Maya
problems and work in SI.

BTW, most Maya modelers I know, can't script more than copy  paste from
the log. And it is good enough to work. But to work almost at the same
speed than SI (without ICE) you'll need to learn scripting, or spend a few
hours in creativecrash looking for free plugins every now and then.

Martin




On Thu, Mar 20, 2014 at 10:16 PM, Nicolas Esposito 3dv...@gmail.com wrote:

 What surprises me is that Maya, as far as I know, has a quite large user
 base, from small guy at home to big studios, and honestly I thought that
 Maya ( out of the box ) was more friendly and not so clunky to work
 with...but I guess compare the workflow between SI and Maya is not so fair
 at this point, since the non-linear workflow has proven to be way more
 efficient then the traditional workflow


 2014-03-20 14:09 GMT+01:00 Perry Harovas perryharo...@gmail.com:

 Which is, in no small way, part of the reason I left Maya in the first
 place.
 Yes, scripting would be great to know (and my brain doesn't work that
 way, either), but how about a DCC that doesn't require you to know how to
 script to be
 productive (hell, forget productive, to even DO some things at all)!?

 So that, and the constant crashes with rendering, the inconsistent
 workflow (pick this first, or that first???)
 and the utter lack of regard for the user who doesn't fit the profile of
 a large client are large parts of why I stopped using Maya.

 I am totally with you on this one Greg.
 I have been sick since this whole thing started.





 On Thu, Mar 20, 2014 at 8:42 AM, Greg Punchatz g...@janimation.comwrote:

 Just learn to script

 It's not that easy for every one...

 My brain simply does not work that way, I would rather keep polishing my
 art skills and learn all the amazing new painting tools  than learn to
 script. Being person with dyslexia makes its more than a bit difficult for
 me to jump on the scripting train.

 All this talk of the reality of the need for constant scripting as part
 of your daily work flows in Maya makes me literally sick to my stomach

 Sent from my iPhone






 --





 Perry Harovas
 Animation and Visual Effects

 http://www.TheAfterImage.com http://www.theafterimage.com/





Re: Autodesk webinar

2014-03-20 Thread Greg Punchatz

whew...

*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 3/19/2014 11:19 AM, Martin Yara wrote:

Maya 2014 remember component selection per object.
2013 and older, doesn't.

Martin




On Thu, Mar 20, 2014 at 12:43 AM, Greg Punchatz g...@janimation.com 
mailto:g...@janimation.com wrote:


switching between objects? if not these are needed for sure... add
those feature requests to the how to make maya not suck ;)  list!





Re: Mental ray volumetric shader errors

2014-03-20 Thread Fabricio Chamon
many thanks Gustavo!! that was it.



2014-03-20 8:15 GMT-03:00 adrian wyer adrian.w...@fluid-pictures.com:

  Gustavo is correct, crank your Mesh Splitting Factor in the MR options
 to something high, problem solved



 a


  --

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ola Madsen
 *Sent:* 20 March 2014 08:11
 *To:* softimage@listproc.autodesk.com

 *Subject:* RE: Mental ray volumetric shader errors



 I don't think that worked in my scenario as I had numerous overlapping
 objects (was doing an x-ray shot) and I got the artifacts in the overlaps
 as well. Though this was easily fixed by  splitting the scene in a couple
 of passes.



 o



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Gustavo Eggert
 Boehs
 *Sent:* Thursday, March 20, 2014 12:44 AM
 *To:* SI mailing list
 *Subject:* RE: Mental ray volumetric shader errors



 Hey Fabricio, i'be bumped onto that also, in my case it was the Mesh
 Splitting kicking in. It separates dense meshes into separate objects
 before passing them on to MR. Therefore, some shaders get artifacts, like
 volumetrics and bumpmapping also.

 Real headache but easy fix...

 Under MR  Optimizations, look for Mesh Splitting Factor, increase the
 value up to infinity and be happy :D

 Em 19/03/2014 19:20, Ola Madsen ola.mad...@digitalcontext.se escreveu:

  I can only confirm this nasty little bug as I experienced it a couple of
 years ago. If I remember correctly I managed to get rid of the artifacts on
 some objects by actually tessellating the geometry instead of using to +
 key. Some object still had the artifacts and I had to work around it by
 splitting the scene and rendering the objects in in different passes...



 Cheers

 Ola





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabricio Chamon
 *Sent:* Wednesday, March 19, 2014 11:05 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Mental ray volumetric shader errors



 ...forgot to say that I'm using Particle_Volume_Cloud, which used to
 work fine on meshes since always.



 2014-03-19 18:56 GMT-03:00 Fabricio Chamon xsiml...@gmail.com:

  Hi,



 I'm trying to do some volumetrics in mray, but the shader is giving me all
 kinds of wierdness on heavy meshes. Have anyone experienced this before ?



 For the sake of simplicity, I have this test scene with only one default
 sphere. If I crank up the sphere U/V subd to 200, it starts to show some
 strange black areas. At subd 300, it renders all flat.

 I'm guessing it's not a lookup table cell size problem...tried very small
 values, and the volume renders almost completely solid (when it works).
 here's some images to illustrate:



 [image: Imagem inline 1]





 I really need dense meshes because I want the fine control over the volume
 silhouette to be on the mesh itself, not through shader trees.



 anyone ?




inline: image001.jpg

Re: Maya feature request from Softimage users

2014-03-20 Thread John Richard Sanchez
Not sure if this has been touched upon but I would love to lock the
property page um I mean attribute editor.  And I would love to have
different attribute editors open for different objects.   But what would
really be boss is if I could drag and drop animation from one objects
channel to anothers the way we drag the green divot of one parameter to
another objects parameter in XSI.


On Sat, Mar 8, 2014 at 4:36 AM, Rob Wuijster r...@casema.nl wrote:

  those screenshots are making my eyes bleed ;-)


 Rob

 \/-\/\/

 On 7-3-2014 21:23, Halim Negadi wrote:

 As for shapes, I've never felt good with soft workflow. A few years ago we
 asked stargrav to develop us a soft version of BCS. It now works on both
 platforms and I can't live without it:
 http://www.stargrav.com/bcs.php


 On Fri, Mar 7, 2014 at 9:08 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 while a lot of those things can be worked around or simply written, the
 lack of a property and parameter entity in Maya will have you up walls.
 Attributes can only be owned by nodes, and the sort-of-quasi-workaround
 of character set will cuase early baldness in any person trying to use it.

  BTW, if you plan to use Maya go on the small annoying things site RIGHT
 NOW and start up-voting the Softimage sensitive issues (proxy params is
 there, as is the lack of some fundamental nodes etc.).


 On Sat, Mar 8, 2014 at 7:05 AM, Eric Turman i.anima...@gmail.com wrote:

 **Workgroups *(Maya's  plugin manager..ugh what a mess)
 **GATOR *(I've had Maya users nearly go into a seizure of disbelief
 when I've shown them GATOR in the past)
 **Stacks: Model, Shape, Animate, Secondary shape etc *(so useful to be
 able to partition operations for freezing etc.)
 **non-destructive adaption of modeling work through shapes weights etc.* 
 (when
 a client wans a changeman this has been a lifesaver in Soft all these
 years)
 **non-layer approach to dealing with hierarchical inheritance of
 visibility etc* (hide parent in Maya, the whole branch get
 hidden...wait, whut? dumb dumb dumb dumb dumb...yes I know layers...not
 clean when temporarily hiding things while working)
 **Delta referencing with internal and external aspects *(the ability to
 spit aspects of internal and external referencing is amazingly powerful)
 **Constraint Comp *(Maya, why you hide your offset after initial
 constraint?!?!)
 **Neutral pose *(I know that I'm going to get some flak for this one
 and that buffer nulls...erm locators...work but Neutral pose when used
 correctly is wonderful)
 **Proxy Parameters* (so nice for the animators not to have to hunt and
 peck like on Maya rigs)
 **Pass  partition* (instead of the ridiculous render layers)

  I know that I'm missing a bunch, but that's a quick fire off the
 top of my head. I am not looking forward to using it again. I spent 5 years
 trying to embrace it and it was like cuddling with a porcupine back in the
 stone ages. But I will have to deal with it once more.



 On Fri, Mar 7, 2014 at 1:59 PM, Meng-Yang Lu ntmon...@gmail.com wrote:

 This is a possibility with Fabric Engine in the mix for super speed.
  Here's hoping.



 On Fri, Mar 7, 2014 at 11:55 AM, Francisco Criado 
 malcriad...@gmail.com wrote:

 Why not to rename xsi.exe to maya.exe and change the starting screen?
 that could be very easy implemented, and voila! all softimage tools and ui
 in maya :)


  2014-03-07 16:50 GMT-03:00 Raffaele Fragapane 
 raffsxsil...@googlemail.com:

  I think the core issue here isn't as much whether Maya can be
 patched or not, it surely can, the core is still functional and 
 respectably
 open, if not without issues (and stability has been degrading compared to
 the past IME).

  The problem for a lot of people used to Soft is how much scavenging
 and patching they will HAVE TO do before they are even remotely close to
 having previous functionality.

  For the small scale Maya user, so leave us engineers and big shops
 out, having to scavenge for scripts and tools and hacking together 
 horrible
 copy'n'paste MEL macros is part of the day to day routine, even for 
 things
 such as opening more than one outliner. That's why it's perceived as
 inferior by a lot of Soft users.
 We can discuss potential all day, and there are certainly things I
 can do in Maya that Soft will simply not allow me to do, but in terms of
 OOTB experience it is pretty F'in disgraceful with all the missing bits.

  Rabbit's Shapes plugin and ngSkinTools are bare minimum additions
 to even be able to use it, along side a handful of shelves (Maya's layout
 is another disgrace that requires a lot of old school hacking) that 
 you'll
 have to scavenge from all over the place.

  You also have to toe the line between what you can rely on and what
 you can't.
 Maya has a binary lock on versions, so any new major release, and in
 two recorded cases even the .5s, it breaks binary compatibility.
 Soft users take for granted that 

anim layers, how to collapse without adding extra keys

2014-03-20 Thread Sil of Galatron
Hi,

I'm far from an expert user in softimage so I've probably got a pretty
basic question, but any advice is much  appreciated..

I've got some animation on an anim layer, I want to be able to collapse it
all to the base layer with out adding extra keys to my timeline. The
settings I've tried are

start/end frames 1 - 44
Step value = 1
fit plotted values with an fcurve = on
fit tolerance = 1.0

I have keys set on both layers on frames 1 and 44

when I collapse the layers with the above settings, soft adds a key at 22.
So even with fit tolerance set to 1.0 it still seems to be trying to ad a
key to keep the curve fit With more key poses set it adds even more
additional keys to the time line, which quickly makes your timing a mess if
you use layers a lot and collapse them frequently (like I do)...

I am probably missing something but is it possible to bake hte layers down
and keep only the keys you've created?

thanks in advance,
Daniel


Re: A confession

2014-03-20 Thread Morten Bartholdy
+1

IMHO scripting is for making crappy software work at all (Maya) and for
creating something special with good software that has buttons for all the
ordinary stuff (XSI).
I simply don't have time to learn scripting, not least because my mind
doesn't lend itself to that kind of thinking and remembering syntax etc. My
time is better spent figuring out how to do great stuff with ICE. The only
scripting I do is some half arsed copy pasting from the script editor to
facilitate unified pass setups across multiple shots and similar stuff on
that level. That I can do :)

Morten





Den 20. marts 2014 kl. 13:42 skrev Greg Punchatz g...@janimation.com:

 Just learn to script
 
 It's not that easy for every one...
 
 My brain simply does not work that way, I would rather keep polishing my
 art skills and learn all the amazing new painting tools  than learn to
 script. Being person with dyslexia makes its more than a bit difficult for
 me to jump on the scripting train.
 
 All this talk of the reality of the need for constant scripting as part of
 your daily work flows in Maya makes me literally sick to my stomach
 
 Sent from my iPhone
 
   
   


Re: my first experiment with rigging in Houdini :-))))

2014-03-20 Thread Max Evgrafov
nr.Brent, thank you a lot. But I see that Hudini can  do something ;-)

https://www.youtube.com/watch?feature=player_embeddedv=I-cKnahxkUo
https://www.youtube.com/watch?v=1rE9UrjYBLo




2014-03-20 17:06 GMT+04:00 Brent McPherson brent.mcpher...@autodesk.com:

 Damn, I wish you had posted this. ;-)

 https://www.youtube.com/watch?v=iRZ2Sh5-XuM

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Max Evgrafov
 Sent: 20 March 2014 09:30
 To: softimage
 Subject: my first experiment with rigging in Houdini :-

 https://www.youtube.com/watch?v=FkdQyet1EN4#t=24

 --
 Max aka Summatr
 https://vimeo.com/user3098735/videos
 ---




-- 
Евграфов Максим.(Summatr)
https://vimeo.com/user3098735/videos
---
Хорошего Вам настроения !!! :-)


Re: A confession

2014-03-20 Thread Mirko Jankovic
but why scripting is new artist tool!
REAL artist model in full screen text editor! who needs viewport at all
start notepad, and begin typing coordinates for each vertex...
that is how REAL hardcore stuff is done.

buttons are for p...


On Thu, Mar 20, 2014 at 4:34 PM, Morten Bartholdy x...@colorshopvfx.dkwrote:

   +1



 IMHO scripting is for making crappy software work at all (Maya) and for
 creating something special with good software that has buttons for all the
 ordinary stuff (XSI).

 I simply don't have time to learn scripting, not least because my mind
 doesn't lend itself to that kind of thinking and remembering syntax etc. My
 time is better spent figuring out how to do great stuff with ICE. The only
 scripting I do is some half arsed copy pasting from the script editor to
 facilitate unified pass setups across multiple shots and similar stuff on
 that level. That I can do :)



 Morten








 Den 20. marts 2014 kl. 13:42 skrev Greg Punchatz g...@janimation.com:

  Just learn to script

 It's not that easy for every one...

 My brain simply does not work that way, I would rather keep polishing my
 art skills and learn all the amazing new painting tools  than learn to
 script. Being person with dyslexia makes its more than a bit difficult for
 me to jump on the scripting train.

  All this talk of the reality of the need for constant scripting as part
 of your daily work flows in Maya makes me literally sick to my stomach

 Sent from my iPhone










Re: REAL innovation

2014-03-20 Thread Adam Sale
now I could get into that.
Amazing interface, looks so simple to get really great results.
Definitely one of my next pickups.



On Wed, Mar 19, 2014 at 2:33 PM, Greg Punchatz g...@janimation.com wrote:

  All cg will now look too dirty...as opposed too all looking too clean...
 every car will be rusty from this moment out

 I am so buying all these products..


  --
 *Greg Punchatz*
  *Sr. Creative Director*
 Janimation
 214.823.7760
 www.janimation.com
  On 3/19/2014 3:09 PM, Eugene Flormata wrote:

 damn.. definately affordable..

 and I just bought allegorithmic's stuff
 http://store.steampowered.com/app/273390/
 http://www.allegorithmic.com/products/substance-designer-4



 On Wed, Mar 19, 2014 at 7:11 AM, Nicolas Esposito 3dv...@gmail.comwrote:

 nDo was a huge surprise for me, DDO and 3DO are just absolutely
 stunning!!!
 And very affordable too!


 2014-03-19 15:05 GMT+01:00 Perry Harovas perryharo...@gmail.com:

  H.O.L.Y.   C.R.A.P.




 On Wed, Mar 19, 2014 at 9:44 AM, adrian wyer 
 adrian.w...@fluid-pictures.com wrote:

  http://dev.quixel.se/ddo





 https://www.youtube.com/watch?v=YyJJAp17K-Yfeature=youtu.be



 stunning workflow, technically app agnostic



 a



 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829 %2B%2B44%280%29%20207%20580%200829


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com



 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71






   --





 Perry Harovas
 Animation and Visual Effects

 http://www.TheAfterImage.com http://www.theafterimage.com/







Re: Open Letter to Carl Bass

2014-03-20 Thread Doeke Wartena
yet Autodesk fails again...


2014-03-18 17:35 GMT+01:00 Perry Harovas perryharo...@gmail.com:

 Chris?

 I am still waiting. I know Carl must be busy, but...

 Perhaps with the massive PR issues, especially over the last two days,
 some sort of update to when/if Carl will be responding might be in order?

 Thank you,

 Perry




 On Sun, Mar 16, 2014 at 1:24 PM, Chris Vienneau 
 chris.vienn...@autodesk.com wrote:

 Just to let everyone know Carl got the letter and is asking questions and
 will write back when he gets into the office on Monday.



 cv/

 
 From: softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Leoung O'Young [
 digim...@digimata.com]
 Sent: Saturday, March 15, 2014 5:13 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Open Letter to Carl Bass

 Thanks for taking the time out to write this.
 Leoung

 On 15/03/2014 5:08 PM, Arvid Björn wrote:
 Powerful stuff Perry. If there's one thing this debacle has proved, it's
 that this community is really is as strong and passionate as I've always
 perceived it to be.


 On Sat, Mar 15, 2014 at 4:13 PM, Perry Harovas perryharo...@gmail.com
 mailto:perryharo...@gmail.com wrote:
 Dear Mr. Bass

 My name is Perry Harovas.

 You don't know me, but I am a 10 year Softimage user.
 10 years is actually a small amount of time when compared to my
 peers who having  been using Softimage for up to 20 years.

 I am writing to you because I cannot be silent on this.

 I have been in this business for 25 years. I started out using Lightwave
 in Video Toaster V1 on an Amiga computer.
 I then moved on to Alias PowerAnimator and took the new abilities of that
 software (over Lightwave) into
 feature films out of a small studio in (of all places) Newark, NJ.

 I was an Alpha tester of Maya, before it was even announced publicly.
 I put up with no docs, breaking code, a renderer that was written only
 months earlier and barely worked, changing workflows, etc.
 I learned everything I could about the software, and eventually
 co-authored the first book about Maya, Mastering Maya Complete 2.

 I was the loudest, most exuberant fan of Maya on the face of the planet.
 I couldn't get enough. I worked myself into bouts of sleeplessness
 in an effort to know more about this seemingly magical application that
 would allow me to create anything I could dream of.

 Except, in reality, the word 'dream' is appropriate, because as I took on
 larger projects and tried to do more work with it, I found one of the
 largest obstacles
 with Maya was (and is) that it needs a support team behind it to code
 tools into either working together, or sometimes, working at all.

 A good example of this is when I was directing two 30 minute CG
 children's shows with me and my small crew of 4 other people.
 We had 6 months to create 60 minutes of animation, including building the
 characters, rigging them, animating them, texturing, lighting, etc.
 An insane task given the budget, crew size and amount of animation. But
 we plunged head on into doing it.

 Then, after many, many minutes of animation had been done, we found that
 our characters were coming
 into our scenes with no animation except their mouth lip sync. Where had
 all the animation we did gone?

 Our one technical guy on staff looked into it and happened to find that
 the animation curves were still there,
 but had detached themselves from the character rig (his skeleton, if you
 will).
 Fortunately, he was able to code up a way to automatically reconnect the
 animation curves to the rig, saving months of work.

 We then realized we were not going to be the only people to have this
 issue. We spoke with Support, and they acknowledged this was a known issue.
 We even offered to give them our script to help others who were having
 similar issues. They refused to let us help.
 We then started experiencing render problems, referencing issues, and a
 list of other things
 so long that I can't remember it now.

 Needless to say, it was frustrating, it prevented the quality from being
 consistent, and endangered our whole company.

 We soldiered on, finishing the two shows on schedule, barely, and vowing
 to NEVER use Maya again.
 We eventually decided on Softimage|XSI. Sure it was rough re-learning a
 new application, but it was rewarding in that it worked, didn't fail us,
 and didn't need a dedicated team to produce work that was better than
 what we could produce in Maya. This was astonishing to me!
 Thoughts of Why did we not do this earlier? ran through my head. The
 power in one application seemed to be nearly limitless.

 Limitless, that is, until I started Alpha testing Moondust, which
 eventually became ICE.
 This was an area I knew nothing about, coding, and suddenly I was doing
 things that I could not believe.
 I created a way to have fur just appear on the silhouette of my cartoon
 dog, in literally 20 minutes of fiddling around with ICE.

 Even 

Re: A confession

2014-03-20 Thread Adam Sale
Something I have found in the last couple weeks, which I personally find
mind numbing is how tied to UVs some tools are.

Hair work... try and groom something, and then realize you need to tweak
your UVs. Gotta start over
Painting weights. Gotta have UV's to do smoothing.  - Edit the Uv's.. start
over.




On Thu, Mar 20, 2014 at 9:02 AM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:

 but why scripting is new artist tool!
 REAL artist model in full screen text editor! who needs viewport at all
 start notepad, and begin typing coordinates for each vertex...
 that is how REAL hardcore stuff is done.

 buttons are for p...


 On Thu, Mar 20, 2014 at 4:34 PM, Morten Bartholdy x...@colorshopvfx.dkwrote:

   +1



 IMHO scripting is for making crappy software work at all (Maya) and for
 creating something special with good software that has buttons for all the
 ordinary stuff (XSI).

 I simply don't have time to learn scripting, not least because my mind
 doesn't lend itself to that kind of thinking and remembering syntax etc. My
 time is better spent figuring out how to do great stuff with ICE. The only
 scripting I do is some half arsed copy pasting from the script editor to
 facilitate unified pass setups across multiple shots and similar stuff on
 that level. That I can do :)



 Morten








 Den 20. marts 2014 kl. 13:42 skrev Greg Punchatz g...@janimation.com:

  Just learn to script

 It's not that easy for every one...

 My brain simply does not work that way, I would rather keep polishing my
 art skills and learn all the amazing new painting tools  than learn to
 script. Being person with dyslexia makes its more than a bit difficult for
 me to jump on the scripting train.

  All this talk of the reality of the need for constant scripting as part
 of your daily work flows in Maya makes me literally sick to my stomach

 Sent from my iPhone












Re: Open Letter to Carl Bass

2014-03-20 Thread Emilio Hernandez
Maybe he is having technical issues...


Re: Softimage transition webinar is starting in 10 minutes

2014-03-20 Thread Jordi Bares
Reminder - Don't forget to join us for a few beers!

Jordi Bares
jordiba...@gmail.com

On 17 Mar 2014, at 18:42, Perry Harovas perryharo...@gmail.com wrote:

 On Mon, Mar 17, 2014 at 2:30 PM, Jordi Bares jordiba...@gmail.com wrote:
 For those of you in London this Thursday, just to let know now the London 
 Houdini User Group are meeting
 
 6.30 Jerusalem bar, on Rathbone place
 
 Feel free to come and drink with us, if you have questions bring them along, 
 you will have some of the best Houdini minds there to fire left right and 
 centre.
 
 cheers



Re: anim layers, how to collapse without adding extra keys

2014-03-20 Thread Stephen Davidson
Have you tried replace keys rather than fit to curve?
I believe an animation curve needs a minimum of 3 points.
Not at my system, right now, so I can't test it out.


On Thu, Mar 20, 2014 at 11:15 AM, Sil of Galatron fend...@gmail.com wrote:

 Hi,

 I'm far from an expert user in softimage so I've probably got a pretty
 basic question, but any advice is much  appreciated..

 I've got some animation on an anim layer, I want to be able to collapse it
 all to the base layer with out adding extra keys to my timeline. The
 settings I've tried are

 start/end frames 1 - 44
 Step value = 1
 fit plotted values with an fcurve = on
 fit tolerance = 1.0

 I have keys set on both layers on frames 1 and 44

 when I collapse the layers with the above settings, soft adds a key at 22.
 So even with fit tolerance set to 1.0 it still seems to be trying to ad a
 key to keep the curve fit With more key poses set it adds even more
 additional keys to the time line, which quickly makes your timing a mess if
 you use layers a lot and collapse them frequently (like I do)...

 I am probably missing something but is it possible to bake hte layers down
 and keep only the keys you've created?

 thanks in advance,
 Daniel




-- 

Best Regards,
*  Stephen P. Davidson*

*(954) 552-7956*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke

http://www.3danimationmagic.com


Re: Open Letter to Carl Bass

2014-03-20 Thread Dan Pejril
No, he's too busy going on CNBC touting how great and innovative AD is 
(3d printing). Probably a campaign to make the stockholders feel 
everything is roses in the land of AD. Maybe we should all let the 
financial reporters know how AD handles the ME division and the poor PR 
instead of being swept under the rug or hidden away in the maillist.


ME, and more specifically Softimage, I'm sure isn't anywhere near his 
radar.



On 3/20/2014 12:24 PM, Emilio Hernandez wrote:


Maybe he is having technical issues...



--
Dan Pejril
Upbeat Unique Entertainment
www.UpbeatUnique.com




Re: A confession

2014-03-20 Thread David Gallagher


Exactly. For example, in Maya there is no object to cluster constraint, 
so you have to use a 3rd party tool Rivet to attach things to geometry. 
But if you need to apply a Smooth to render it in the Maya renderer, it 
explodes.

So, don't use the Maya renderer, or...
You can use djRivet, which uses follicles intead of edges, but which 
relies on UV's being present.

Works great.. until you change the UVs in any way.

Not really a non-linear workflow. It's more like a circular workflow.



On 3/20/2014 10:22 AM, Adam Sale wrote:
Something I have found in the last couple weeks, which I personally 
find mind numbing is how tied to UVs some tools are.


Hair work... try and groom something, and then realize you need to 
tweak your UVs. Gotta start over
Painting weights. Gotta have UV's to do smoothing.  - Edit the Uv's.. 
start over.





On Thu, Mar 20, 2014 at 9:02 AM, Mirko Jankovic 
mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com wrote:


but why scripting is new artist tool!
REAL artist model in full screen text editor! who needs viewport
at all
start notepad, and begin typing coordinates for each vertex...
that is how REAL hardcore stuff is done.

buttons are for p...


On Thu, Mar 20, 2014 at 4:34 PM, Morten Bartholdy
x...@colorshopvfx.dk mailto:x...@colorshopvfx.dk wrote:

+1

IMHO scripting is for making crappy software work at all
(Maya) and for creating something special with good software
that has buttons for all the ordinary stuff (XSI).

I simply don't have time to learn scripting, not least because
my mind doesn't lend itself to that kind of thinking and
remembering syntax etc. My time is better spent figuring out
how to do great stuff with ICE. The only scripting I do is
some half arsed copy pasting from the script editor to
facilitate unified pass setups across multiple shots and
similar stuff on that level. That I can do :)

Morten


Den 20. marts 2014 kl. 13:42 skrev Greg Punchatz
g...@janimation.com mailto:g...@janimation.com:

Just learn to script
It's not that easy for every one...
My brain simply does not work that way, I would rather
keep polishing my art skills and learn all the amazing new
painting tools  than learn to script. Being person with
dyslexia makes its more than a bit difficult for me to
jump on the scripting train.
All this talk of the reality of the need for constant
scripting as part of your daily work flows in Maya makes
me literally sick to my stomach

Sent from my iPhone








I'm still really PO'd and it's not getting better

2014-03-20 Thread Paul Griswold
I had some time away from the office today and while I was driving down the
highway I started thinking about the situation and I'm no less pissed off
today than I was when they made the announcement.

I've been watching as many Modo and Houdini intro videos, tutorials, etc.,
that I can find and what I've discovered is, neither of them can replace
Softimage today.

If you're a TD, then Houdini is probably a great way to go, but I'm another
one of those people who don't like to script and want to keep things
simple.  Everything in Houdini seems to involve writing at least a little
script here and there.

Modo on the other hand looks very simple and straightforward, but it's
lacking a LOT of power.  I noticed in some demos on things like instancing,
the viewport REALLY slowed down.  It doesn't look like it's ready for
prime-time when it comes to dense scenes.  The way everything you do is
frozen is crazy these days.  I can't believe if you extrude along a curve
the geometry doesn't stay stuck to the curve.  Until Modo makes some major
moves, I just think it's a step up from Lightwave.

I'm leaving Maya out of the picture because in all honesty, Autodesk is
totally delusional if they think Maya will be a good fit for small shops
working on tight deadlines.  Maybe in 5-8 years Maya will finally hit its
stride, but I'm assuming by then the entire ME division will have been
shut down in favor of just licensing patents  technology.  (seriously -
mark my words - I am confident the entire ME division will be shut down)

I started thinking about most of the jobs I've done over the past few
years, and I can honestly say I don't think I could do 90-95% of them in
either Houdini or Modo as easily as in Softimage - if at all.

So where I stand now is - totally screwed.  I either have to put faith in
The Foundry that they'll bring Modo up to Softimage's level in the next 2
years or I have to spend the next 2 years really digging in to Houdini to
get myself up to speed again.

In either case, I don't see a positive outcome.  I'm not young and I have a
family.  I can't work all day, then spend the evenings learning new
software.  This BS about artists not putting all their eggs in one basket
just is a slap in my face.  I put my faith in Autodesk when they said the
future of Sofitmage is bright!  When I was told over and over again I was
being a conspiracy nut when I said Autodesk was intentionally trying to
destroy Softimage.  Well, look where we are now.

Murdering Softimage without having ANYTHING remotely close to replace it is
like peeing on my face and telling me it's liquid sunshine!

Maybe Autodesk is right.  Maybe the all-in-one approach of Softimage is
dead.  Maybe I'm out of touch with how the world of animation  VFX works
these days.

In any event.  I'm a very unhappy paying Autodesk customer.  I do not feel
like my money has gone to anything I paid for.

-Paul


Re: I'm still really PO'd and it's not getting better

2014-03-20 Thread Francois Lord

Then I have a simple solution for you.
Stick with Softimage for the time being.

We stuck with Shake for 6 years after it was killed on Windows before 
something better came up. There was Digital Fusion, but we didn't feel 
it was better so we didn't switch.
6 long years without a single new feature or bug fix. But Shake rocked, 
and we loved it. Now we have Nuke, and we love it even better.


You have been sticking with Softimage for the last 2 years and you can't 
say development was rocket fast.


The only thing that will force me out of Softimage is the day Solid 
Angle will stop releasing Arnold for it. Then I will use another 
solution for shading-rendering only.
In the mean time, I will slowly look for alternatives, including Maya. 
When I say slowly, I mean in the down times, which are not so frequent 
these days.


On 20-Mar-14 12:55, Paul Griswold wrote:


I had some time away from the office today and while I was driving 
down the highway I started thinking about the situation and I'm no 
less pissed off today than I was when they made the announcement.


I've been watching as many Modo and Houdini intro videos, tutorials, 
etc., that I can find and what I've discovered is, neither of them can 
replace Softimage today.


If you're a TD, then Houdini is probably a great way to go, but I'm 
another one of those people who don't like to script and want to keep 
things simple.  Everything in Houdini seems to involve writing at 
least a little script here and there.


Modo on the other hand looks very simple and straightforward, but it's 
lacking a LOT of power.  I noticed in some demos on things like 
instancing, the viewport REALLY slowed down.  It doesn't look like 
it's ready for prime-time when it comes to dense scenes.  The way 
everything you do is frozen is crazy these days.  I can't believe if 
you extrude along a curve the geometry doesn't stay stuck to the 
curve.  Until Modo makes some major moves, I just think it's a step up 
from Lightwave.


I'm leaving Maya out of the picture because in all honesty, Autodesk 
is totally delusional if they think Maya will be a good fit for small 
shops working on tight deadlines.  Maybe in 5-8 years Maya will 
finally hit its stride, but I'm assuming by then the entire ME 
division will have been shut down in favor of just licensing patents  
technology.  (seriously - mark my words - I am confident the entire 
ME division will be shut down)


I started thinking about most of the jobs I've done over the past few 
years, and I can honestly say I don't think I could do 90-95% of them 
in either Houdini or Modo as easily as in Softimage - if at all.


So where I stand now is - totally screwed.  I either have to put faith 
in The Foundry that they'll bring Modo up to Softimage's level in the 
next 2 years or I have to spend the next 2 years really digging in to 
Houdini to get myself up to speed again.


In either case, I don't see a positive outcome.  I'm not young and I 
have a family.  I can't work all day, then spend the evenings learning 
new software.  This BS about artists not putting all their eggs in one 
basket just is a slap in my face.  I put my faith in Autodesk when 
they said the future of Sofitmage is bright!  When I was told over 
and over again I was being a conspiracy nut when I said Autodesk was 
intentionally trying to destroy Softimage.  Well, look where we are now.


Murdering Softimage without having ANYTHING remotely close to replace 
it is like peeing on my face and telling me it's liquid sunshine!


Maybe Autodesk is right.  Maybe the all-in-one approach of Softimage 
is dead.  Maybe I'm out of touch with how the world of animation  VFX 
works these days.


In any event.  I'm a very unhappy paying Autodesk customer.  I do not 
feel like my money has gone to anything I paid for.


-Paul









Re: I'm still really PO'd and it's not getting better

2014-03-20 Thread Emilio Hernandez
Not only I agree with you but I feel the same.  But I am not transitioning
migrating at the moment nor I see a near future to do so.  The kind of work
I do in advertising is not going anywhere away from Softimage.

Autodesk can do whatever they want with their innovative tools.  I have
what I need to continue my work for years.

I am about to start a new project and it is again with Softimage.  I
delivered yesterday another one again with Softimage.

So Softimage forever until some Dcc captures my love again as it happened
when I fell in love at first sight with Softimage 3D and then XSI but until
3.0


Re: I'm still really PO'd and it's not getting better

2014-03-20 Thread Cristobal Infante
All I can say is I feel your pain man, and since the announcement I have as
well looked at all the other options
out there.

The one thing you have to do, is remain positive. You are not the software,
and from now on just make sure you are not
about the software soo much. I know it's easy to say, but that's the only
way we will survive the death of a software. Because this
will happen to us again, and you better be prepared then.

The positives I've seen:

*Houdini: *A friend of mine came and gave us a demo, and I can tell you
that thing is powerful. Maybe even to clever for it's own good!
But if we remain together as a community XSI2HOUDINI I believe we can get
there. It will be hard and not the tool for every job, but it will
give you a cutting edge. Let's build that bridge a step a time. The way to
do that is to create simple transition video on how you would
do a daily xsi task in Houdini.

*C4D: *One of the strongest community out there and some cool rendering
integration like octane. There are also plenty of already made assets out
there
HDR setups, rigged models, etc. So if time is a problem for you than this
is an option.

But overall just take it easy man, I know it's stressfull times but we have
2-4 years to get there..





On 20 March 2014 16:55, Paul Griswold 
pgrisw...@fusiondigitalproductions.com wrote:


  I had some time away from the office today and while I was driving down
 the highway I started thinking about the situation and I'm no less pissed
 off today than I was when they made the announcement.

 I've been watching as many Modo and Houdini intro videos, tutorials, etc.,
 that I can find and what I've discovered is, neither of them can replace
 Softimage today.

 If you're a TD, then Houdini is probably a great way to go, but I'm
 another one of those people who don't like to script and want to keep
 things simple.  Everything in Houdini seems to involve writing at least a
 little script here and there.

 Modo on the other hand looks very simple and straightforward, but it's
 lacking a LOT of power.  I noticed in some demos on things like instancing,
 the viewport REALLY slowed down.  It doesn't look like it's ready for
 prime-time when it comes to dense scenes.  The way everything you do is
 frozen is crazy these days.  I can't believe if you extrude along a curve
 the geometry doesn't stay stuck to the curve.  Until Modo makes some major
 moves, I just think it's a step up from Lightwave.

 I'm leaving Maya out of the picture because in all honesty, Autodesk is
 totally delusional if they think Maya will be a good fit for small shops
 working on tight deadlines.  Maybe in 5-8 years Maya will finally hit its
 stride, but I'm assuming by then the entire ME division will have been
 shut down in favor of just licensing patents  technology.  (seriously -
 mark my words - I am confident the entire ME division will be shut down)

 I started thinking about most of the jobs I've done over the past few
 years, and I can honestly say I don't think I could do 90-95% of them in
 either Houdini or Modo as easily as in Softimage - if at all.

 So where I stand now is - totally screwed.  I either have to put faith in
 The Foundry that they'll bring Modo up to Softimage's level in the next 2
 years or I have to spend the next 2 years really digging in to Houdini to
 get myself up to speed again.

 In either case, I don't see a positive outcome.  I'm not young and I have
 a family.  I can't work all day, then spend the evenings learning new
 software.  This BS about artists not putting all their eggs in one basket
 just is a slap in my face.  I put my faith in Autodesk when they said the
 future of Sofitmage is bright!  When I was told over and over again I was
 being a conspiracy nut when I said Autodesk was intentionally trying to
 destroy Softimage.  Well, look where we are now.

 Murdering Softimage without having ANYTHING remotely close to replace it
 is like peeing on my face and telling me it's liquid sunshine!

 Maybe Autodesk is right.  Maybe the all-in-one approach of Softimage is
 dead.  Maybe I'm out of touch with how the world of animation  VFX works
 these days.

 In any event.  I'm a very unhappy paying Autodesk customer.  I do not feel
 like my money has gone to anything I paid for.

 -Paul








RE: Why MAX is not option for me.

2014-03-20 Thread Maurice Patel
Hi Sebastien, Tenshi
Just for the record. Those features are NOT third party tech that we 
integrated, They are features we built into the product because a lot of users 
have been asking for them. Just because plug-ins exist does not mean the tech 
is a plug-in
Maurice

Maurice Patel
Autodesk : Tél:  514 954-7134

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tenshi S.
Sent: Thursday, March 20, 2014 4:41 AM
To: softimage@listproc.autodesk.com
Subject: Re: Why MAX is not option for me.

That's a joke right? I mean for the Most Requested Feature?... was another 
plugin? !!!

On Wed, Mar 19, 2014 at 2:48 AM, Sebastien Sterling 
sebastien.sterl...@gmail.commailto:sebastien.sterl...@gmail.com wrote:
Turns out the MOST REQUESTED FEATURE for Max 2015, was a 30$ plugin 
http://www.vg2max.spb.ru/edgechex.htm

and looks like new Layer system and schematic nodel view was also third party 
tech https://vimeo.com/57075455

On 19 March 2014 07:26, Sebastien Sterling 
sebastien.sterl...@gmail.commailto:sebastien.sterl...@gmail.com wrote:
It's just slow, they may have improved the viewport performance but its just 
slow, the constraints are slow.

On 19 March 2014 07:13, Szabolcs Matefy 
szabol...@crytek.commailto:szabol...@crytek.com wrote:
Hehe my PC is in good condition, and frankly has no problem with any other 
software, but Max. Only with Max.

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Alexander Akbarov
Sent: Monday, March 17, 2014 1:07 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Why MAX is not option for me.

If Max crashes about 5 times in an hour there is definitely something wrong  
with your PC. Max is shitty, old and awkward especially after using XSI, but 
it's very good for archviz. And its is pretty universal because of myriads 
plug-ins many of them much better than Max itself...

2014-03-17 11:26 GMT+02:00 Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com:

Max is a well known  Frankenstein monster that's only survived this long 
because it has a ridiculous installed user base.
I don't think anybody on this list would have ever have considered it. Even the 
game market has been trying as hard as they possibly can to move away from it 
despite a massive market pull.

It's almost literally the exact opposite of soft in every regard, from its 
history to it's identity.
Can't honestly blame AD for keeping that one alive though, it brings cash in 
with a ducking rake.




attachment: winmail.dat

Re: I'm still really PO'd and it's not getting better

2014-03-20 Thread Emilio Hernandez
I will add.

My battles are to continue to win projects in a more demanding and each
time lower budget projects, while I deliver with quick response during the
process, at final , and with big studio quality.

The only loser in this war is Autodesk who just had its Waterloo. The only
thing is that they still don't know yet.

When they realise it, it will be too late.

But you know what?

I really don't care. I have the best tool ever for what I do and the way I
do. Even if it stays like it is now.  And that tool is Softimage.

I am going to the Tatoo parlor for an XSI in my butt.


RE: I'm still really PO'd and it's not getting better

2014-03-20 Thread Angus Davidson
I sincerely hope you meant on your butt. ;)

From: Emilio Hernandez [emi...@e-roja.com]
Sent: 20 March 2014 07:30 PM
To: softimage@listproc.autodesk.com
Subject: Re: I'm still really PO'd and it's not getting better


I will add.

My battles are to continue to win projects in a more demanding and each time 
lower budget projects, while I deliver with quick response during the process, 
at final , and with big studio quality.

The only loser in this war is Autodesk who just had its Waterloo. The only 
thing is that they still don't know yet.

When they realise it, it will be too late.

But you know what?

I really don't care. I have the best tool ever for what I do and the way I do. 
Even if it stays like it is now.  And that tool is Softimage.

I am going to the Tatoo parlor for an XSI in my butt.

table width=100% border=0 cellspacing=0 cellpadding=0 
style=width:100%;
tr
td align=left style=text-align:justify;font face=arial,sans-serif 
size=1 color=#99span style=font-size:11px;This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. /span/font/td
/tr
/table


Re: I'm still really PO'd and it's not getting better

2014-03-20 Thread Paul Griswold
No no no - he's a DIE HARD Softimage fan.  He meant what he wrote!


On Thu, Mar 20, 2014 at 1:32 PM, Angus Davidson
angus.david...@wits.ac.zawrote:

  I sincerely hope you meant on your butt. ;)
  --
 *From:* Emilio Hernandez [emi...@e-roja.com]
 *Sent:* 20 March 2014 07:30 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: I'm still really PO'd and it's not getting better

   I will add.

 My battles are to continue to win projects in a more demanding and each
 time lower budget projects, while I deliver with quick response during the
 process, at final , and with big studio quality.

 The only loser in this war is Autodesk who just had its Waterloo. The only
 thing is that they still don't know yet.

 When they realise it, it will be too late.

 But you know what?

 I really don't care. I have the best tool ever for what I do and the way I
 do. Even if it stays like it is now.  And that tool is Softimage.

 I am going to the Tatoo parlor for an XSI in my butt.

  This communication is intended for the addressee only. It is confidential. 
 If you have received this communication in error, please notify us 
 immediately and destroy the original message. You may not copy or disseminate 
 this communication without the permission of the University. Only authorised 
 signatories are competent to enter into agreements on behalf of the 
 University and recipients are thus advised that the content of this message 
 may not be legally binding on the University and may contain the personal 
 views and opinions of the author, which are not necessarily the views and 
 opinions of The University of the Witwatersrand, Johannesburg. All agreements 
 between the University and outsiders are subject to South African Law unless 
 the University agrees in writing to the contrary.




Re: new QA with AD

2014-03-20 Thread rs3d

I don't know if this article was posted here before,it's been hard to keep up 
with the sheer number of posts on the list nowadays...
anyways...QA with AD:

http://www.creativebloq.com/3d/autodesk-answers-your-questions-demise-softimage-31411069

later,
Rui

www.ruisantos3d.com



ping?

---
Este email está liivre de vírus e malware porque a proteção avast! Antivirus 
está ativa.
http://www.avast.com


Re: new QA with AD

2014-03-20 Thread Emilio Hernandez
P What is the point. To hear more of the same... I feel sorry for
Maurice having to repeat the same script all the time. Lets drop this and
back to business.

As I said choose your poison. I already chose mine and I am still alive and
Softimaginning.


Re: I'm still really PO'd and it's not getting better

2014-03-20 Thread Rob Chapman
exactly what mr Lord said.  until there is a viable alternative for
you then stick with Soft. I dropped subscription with Autodesk
*because* of a percieved lack of development (compared to the past)
but am now negotiating with the reseller so that I can catch up with
subscription so as I can gain access to the final version.

am looking at houdini and Maya but am in no hurry. as a freelancer the
amount of work in softimage will gradually dry up - whilst am learning
Houdini and Maya to stay competative in the market

On 20 March 2014 17:09, Emilio Hernandez emi...@e-roja.com wrote:
 Not only I agree with you but I feel the same.  But I am not transitioning
 migrating at the moment nor I see a near future to do so.  The kind of work
 I do in advertising is not going anywhere away from Softimage.

 Autodesk can do whatever they want with their innovative tools.  I have
 what I need to continue my work for years.

 I am about to start a new project and it is again with Softimage.  I
 delivered yesterday another one again with Softimage.

 So Softimage forever until some Dcc captures my love again as it happened
 when I fell in love at first sight with Softimage 3D and then XSI but until
 3.0


Re: I'm still really PO'd and it's not getting better

2014-03-20 Thread Michael Clarke
I feel it also, Paul.

I've been trying to look ahead over the past few days, even trying to muster 
some enthusiasm for Maya; but every time I look back at what we are losing in 
Softimage, it feels like a kick in the gut.

I am sort of settling back in to reality here. I will probably use Softimage 
until things start to break, or until a better option arises.

Funny thing is that I have been on maintenance all these years. Once 2015 
ships, I have to decide whether Maya is worth paying maintenance on, or if I 
need to bail on AD altogether. My contract is up in December, and I don't 
expect the signs to be all that clear by then. I would imagine there are a 
number of people in the same boat. If by December I don't see a coherent 
roadmap for Maya that suits me, I guess ADSK will lose a paying customer.

It's a quandary. 

It flat out sucks.








On Mar 20, 2014, at 11:55 AM, Paul Griswold 
pgrisw...@fusiondigitalproductions.com wrote:

 
 I had some time away from the office today and while I was driving down the 
 highway I started thinking about the situation and I'm no less pissed off 
 today than I was when they made the announcement.
 
 I've been watching as many Modo and Houdini intro videos, tutorials, etc., 
 that I can find and what I've discovered is, neither of them can replace 
 Softimage today.
 
 If you're a TD, then Houdini is probably a great way to go, but I'm another 
 one of those people who don't like to script and want to keep things simple.  
 Everything in Houdini seems to involve writing at least a little script here 
 and there.  
 
 Modo on the other hand looks very simple and straightforward, but it's 
 lacking a LOT of power.  I noticed in some demos on things like instancing, 
 the viewport REALLY slowed down.  It doesn't look like it's ready for 
 prime-time when it comes to dense scenes.  The way everything you do is 
 frozen is crazy these days.  I can't believe if you extrude along a curve 
 the geometry doesn't stay stuck to the curve.  Until Modo makes some major 
 moves, I just think it's a step up from Lightwave.
 
 I'm leaving Maya out of the picture because in all honesty, Autodesk is 
 totally delusional if they think Maya will be a good fit for small shops 
 working on tight deadlines.  Maybe in 5-8 years Maya will finally hit its 
 stride, but I'm assuming by then the entire ME division will have been shut 
 down in favor of just licensing patents  technology.  (seriously - mark my 
 words - I am confident the entire ME division will be shut down)
 
 I started thinking about most of the jobs I've done over the past few years, 
 and I can honestly say I don't think I could do 90-95% of them in either 
 Houdini or Modo as easily as in Softimage - if at all.  
 
 So where I stand now is - totally screwed.  I either have to put faith in The 
 Foundry that they'll bring Modo up to Softimage's level in the next 2 years 
 or I have to spend the next 2 years really digging in to Houdini to get 
 myself up to speed again.
 
 In either case, I don't see a positive outcome.  I'm not young and I have a 
 family.  I can't work all day, then spend the evenings learning new software. 
  This BS about artists not putting all their eggs in one basket just is a 
 slap in my face.  I put my faith in Autodesk when they said the future of 
 Sofitmage is bright!  When I was told over and over again I was being a 
 conspiracy nut when I said Autodesk was intentionally trying to destroy 
 Softimage.  Well, look where we are now.
 
 Murdering Softimage without having ANYTHING remotely close to replace it is 
 like peeing on my face and telling me it's liquid sunshine!  
 
 Maybe Autodesk is right.  Maybe the all-in-one approach of Softimage is dead. 
  Maybe I'm out of touch with how the world of animation  VFX works these 
 days.  
 
 In any event.  I'm a very unhappy paying Autodesk customer.  I do not feel 
 like my money has gone to anything I paid for.
 
 -Paul
 
  
 
 
 


Michael Clarke Design
Blue C Studios
713-927-9835



RE: I'm still really PO'd and it's not getting better

2014-03-20 Thread Angus Davidson
Damn. Balls of tastefully rendered quantonium then!

From: Paul Griswold [pgrisw...@fusiondigitalproductions.com]
Sent: 20 March 2014 07:35 PM
To: softimage@listproc.autodesk.com
Subject: Re: I'm still really PO'd and it's not getting better

No no no - he's a DIE HARD Softimage fan.  He meant what he wrote!


On Thu, Mar 20, 2014 at 1:32 PM, Angus Davidson 
angus.david...@wits.ac.zamailto:angus.david...@wits.ac.za wrote:
I sincerely hope you meant on your butt. ;)

From: Emilio Hernandez [emi...@e-roja.commailto:emi...@e-roja.com]
Sent: 20 March 2014 07:30 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: I'm still really PO'd and it's not getting better


I will add.

My battles are to continue to win projects in a more demanding and each time 
lower budget projects, while I deliver with quick response during the process, 
at final , and with big studio quality.

The only loser in this war is Autodesk who just had its Waterloo. The only 
thing is that they still don't know yet.

When they realise it, it will be too late.

But you know what?

I really don't care. I have the best tool ever for what I do and the way I do. 
Even if it stays like it is now.  And that tool is Softimage.

I am going to the Tatoo parlor for an XSI in my butt.

This communication is intended
 for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised
 signatories are competent to enter into agreements on behalf of the University 
and recipients are thus advised that the content of this message may not be 
legally binding on the University and may contain the personal views and 
opinions of the author, which
 are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary.



table width=100% border=0 cellspacing=0 cellpadding=0 
style=width:100%;
tr
td align=left style=text-align:justify;font face=arial,sans-serif 
size=1 color=#99span style=font-size:11px;This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. /span/font/td
/tr
/table


Re: I'm still really PO'd and it's not getting better

2014-03-20 Thread Paul Griswold
My contract will be up in January 2015.

Unless Autodesk produces a miracle, there's no way I'll be giving them
another dime.




On Thu, Mar 20, 2014 at 1:33 PM, Michael Clarke m...@bluecstudios.com wrote:

 I feel it also, Paul.

 I've been trying to look ahead over the past few days, even trying to
 muster some enthusiasm for Maya; but every time I look back at what we are
 losing in Softimage, it feels like a kick in the gut.

 I am sort of settling back in to reality here. I will probably use
 Softimage until things start to break, or until a better option arises.

 Funny thing is that I have been on maintenance all these years. Once 2015
 ships, I have to decide whether Maya is worth paying maintenance on, or if
 I need to bail on AD altogether. My contract is up in December, and I don't
 expect the signs to be all that clear by then. I would imagine there are a
 number of people in the same boat. If by December I don't see a coherent
 roadmap for Maya that suits me, I guess ADSK will lose a paying customer.

 It's a quandary.

 It flat out sucks.








 On Mar 20, 2014, at 11:55 AM, Paul Griswold 
 pgrisw...@fusiondigitalproductions.com wrote:


 I had some time away from the office today and while I was driving down
 the highway I started thinking about the situation and I'm no less pissed
 off today than I was when they made the announcement.

 I've been watching as many Modo and Houdini intro videos, tutorials, etc.,
 that I can find and what I've discovered is, neither of them can replace
 Softimage today.

 If you're a TD, then Houdini is probably a great way to go, but I'm
 another one of those people who don't like to script and want to keep
 things simple.  Everything in Houdini seems to involve writing at least a
 little script here and there.

 Modo on the other hand looks very simple and straightforward, but it's
 lacking a LOT of power.  I noticed in some demos on things like instancing,
 the viewport REALLY slowed down.  It doesn't look like it's ready for
 prime-time when it comes to dense scenes.  The way everything you do is
 frozen is crazy these days.  I can't believe if you extrude along a curve
 the geometry doesn't stay stuck to the curve.  Until Modo makes some major
 moves, I just think it's a step up from Lightwave.

 I'm leaving Maya out of the picture because in all honesty, Autodesk is
 totally delusional if they think Maya will be a good fit for small shops
 working on tight deadlines.  Maybe in 5-8 years Maya will finally hit its
 stride, but I'm assuming by then the entire ME division will have been
 shut down in favor of just licensing patents  technology.  (seriously -
 mark my words - I am confident the entire ME division will be shut down)

 I started thinking about most of the jobs I've done over the past few
 years, and I can honestly say I don't think I could do 90-95% of them in
 either Houdini or Modo as easily as in Softimage - if at all.

 So where I stand now is - totally screwed.  I either have to put faith in
 The Foundry that they'll bring Modo up to Softimage's level in the next 2
 years or I have to spend the next 2 years really digging in to Houdini to
 get myself up to speed again.

 In either case, I don't see a positive outcome.  I'm not young and I have
 a family.  I can't work all day, then spend the evenings learning new
 software.  This BS about artists not putting all their eggs in one basket
 just is a slap in my face.  I put my faith in Autodesk when they said the
 future of Sofitmage is bright!  When I was told over and over again I was
 being a conspiracy nut when I said Autodesk was intentionally trying to
 destroy Softimage.  Well, look where we are now.

 Murdering Softimage without having ANYTHING remotely close to replace it
 is like peeing on my face and telling me it's liquid sunshine!

 Maybe Autodesk is right.  Maybe the all-in-one approach of Softimage is
 dead.  Maybe I'm out of touch with how the world of animation  VFX works
 these days.

 In any event.  I'm a very unhappy paying Autodesk customer.  I do not feel
 like my money has gone to anything I paid for.

 -Paul







 Michael Clarke Design
 Blue C Studios
 713-927-9835




Re: new QA with AD

2014-03-20 Thread Jordi Bares
When you think they just threw 17 years worth of work of so many talented 
people...

very sad 

Jordi Bares
jordiba...@gmail.com

On 20 Mar 2014, at 17:35, rs3d r...@sapo.pt wrote:

  
 I don't know if this article was posted here before,it's been hard to keep up 
 with the sheer number of posts on the list nowadays...
 anyways...QA with AD:
  
 http://www.creativebloq.com/3d/autodesk-answers-your-questions-demise-softimage-31411069
  
 later,
 Rui
  
 www.ruisantos3d.com
  
  
  
 ...ping?
 
 
   
 Este email está liivre de vírus e malware porque a proteção avast! Antivirus 
 está ativa.
 



RE: Why MAX is not option for me.

2014-03-20 Thread Maurice Patel
The interesting thing is that the ME industry is full of custom and 
specialized tech created to solve specific production problems. That is not 
going to change any time soon because people are always trying to do push 
boundaries (whether in games or VFX) and so build interesting solutions to 
their problems. Taking proven technology and productizing it, whether as 
individual products, (like the Foundry) or as features (like Autodesk) is not 
really a bad thing a-priori -  you could argue it is actually a very good thing 
as it benefits a lot more people if you do (assuming you do it well).

Now you may question our execution, but it is incorrect to think that (1) this 
is not an effective thing to do to ensure the best production technology can be 
accessed by more people or (2) to think that only Autodesk is interested in 
acquiring and productizing proven production solutions and (3) to think that 
Autodesk is only interested in acquiring technology. We develop a lot of 
features in-house including major architectural work which is complex, 
difficult to do and doesn't always reward you with a new 'shiny feature' that 
is easy to demo. We also acquire tech, redesign and re-engineer it, even 
rewrite it entirely, to fit into our products and workflows and yes, if it is 
more efficient to do so, we just integrate it.

But that is not all we do and there seem to be some popular misconceptions - 
such as the fact that the 'plug-ins' that referred to in the links are nothing 
to do with the features that were being described in 3ds Max 2015. Not that 3ds 
Max is Softimage - but it is not just a bunch of plug-ins either.

maurice


Maurice Patel
Autodesk : Tél:  514 954-7134

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
Sent: Thursday, March 20, 2014 8:40 AM
To: softimage@listproc.autodesk.com
Subject: Re: Why MAX is not option for me.

That's why I call 3DMax a Plugin Container
That not really the issue, maya is pretty much wall to wall third party as well 
by nature.
This is AD not being arsed with developing content, so it looks around for pre 
existing solutions, snaps them up, adds them in, Then they market them as New 
features...
It's not so much that they buy pre-made solutions, there are some really smart 
third party people out there, its the fact they through them in with minimal 
integration and little regard for workflow, that and having a 30 euros 
operator, being your highlight...
In all fairness the max people walked right into that one, they presented AD 
with the easy option.
, minimal effort required.
I mean what the hell can the AD dev's do, do they just re-purpose and integrate 
all day ?

On 20 March 2014 10:33, Daniel Kim 
danielki...@gmail.commailto:danielki...@gmail.com wrote:
That's why I call 3DMax as a Plugin Container, not a 3D package. ;)


---
Daniel Kim
Animation Director  Professional 3D Generalist
http://www.danielkim3d.com
---

attachment: winmail.dat

Re: new QA with AD

2014-03-20 Thread Doeke Wartena
17 years? Softimage is from 1988 if i'm correct.


2014-03-20 18:43 GMT+01:00 Jordi Bares jordiba...@gmail.com:

 When you think they just threw 17 years worth of work of so many talented
 people...

 very sad

  Jordi Bares
 jordiba...@gmail.com

 On 20 Mar 2014, at 17:35, rs3d r...@sapo.pt wrote:


 I don't know if this article was posted here before,it's been hard to keep
 up with the sheer number of posts on the list nowadays...
 anyways...QA with AD:


 http://www.creativebloq.com/3d/autodesk-answers-your-questions-demise-softimage-31411069

 later,
 Rui

 www.ruisantos3d.com



 ...ping?


 --
  http://www.avast.com/

 Este email está liivre de vírus e malware porque a proteção avast!
 Antivirus http://www.avast.com/ está ativa.





Re: new QA with AD

2014-03-20 Thread Cristobal Infante
more innovation from autodesk:

http://techcrunch.com/2014/03/19/autodesk-buys-creative-market-jumping-into-maker-marketplace/


On 20 March 2014 17:54, Doeke Wartena clankil...@gmail.com wrote:

 17 years? Softimage is from 1988 if i'm correct.


 2014-03-20 18:43 GMT+01:00 Jordi Bares jordiba...@gmail.com:

 When you think they just threw 17 years worth of work of so many talented
 people...

 very sad

  Jordi Bares
 jordiba...@gmail.com

 On 20 Mar 2014, at 17:35, rs3d r...@sapo.pt wrote:


 I don't know if this article was posted here before,it's been hard to
 keep up with the sheer number of posts on the list nowadays...
 anyways...QA with AD:


 http://www.creativebloq.com/3d/autodesk-answers-your-questions-demise-softimage-31411069

 later,
 Rui

 www.ruisantos3d.com



 ...ping?


 --
  http://www.avast.com/

 Este email está liivre de vírus e malware porque a proteção avast!
 Antivirus http://www.avast.com/ está ativa.






Re: Digital Golem : Brillant and beautiful

2014-03-20 Thread Vincent Fortin
Cool work!

I'd like to comment on Jean-Louis' idea...

There clearly are benefits for studios to keep Softimage in their tool box
a few more years, as expressed by many users here.
And I hope to see it happen instead of watching this community burst.

But for those willing to go that route, *collaboration* must play its part
in order to

- stop the whining.
- gather numbers: how many active seats? Can we borrow/buy licenses from
other studios? Share assets.
- define what's needed to keep SI up-to-date in the market as long as
possible.
- and like Jean-Louis suggests, gather money and put developers under
contract.

I have no idea if 750,000$/year is possible (i doubt) but I'd put it all in
the hands of *Fabric Engine*.
They represent your best way to extend the functionality of your beloved
software as well as make your investment fructify beyond Softimage's
*real*lifespan. Because it
*will* become obsolete one day or the other.
If Fabric Engine are interested in the amount brought to the table, then
you can figure-out a plan that will be beneficial to both parties for the
upcoming years. Imagine hiring someone like Eric Mootz full time to develop
both FE and SI.

But in order for this to work properly, people will need to organize even
if this means adopting some minimally legal convention, obviously depending
how far you want the collaboration to go.

This tightly knit community has always played a major role in the success
of Softimage and the studios exploiting it. For me, the only way for those
studios to continue to excel (read survive) despite the circumstances is to
build stronger links between each other and make clever moves.

my 0.02c


On Wed, Mar 19, 2014 at 7:57 PM, Jean-Louis Billard
jean-lo...@photon3.comwrote:

 Hi Peter,

 No - subscription hasn't gotten us much in the past few years.
 I would, however, be happy to put the subscription money into funding a
 dev team, as was suggested in another thread.

 For the sake of argument: if there were just the equivalent of 1000
 Softimage licenses worldwide for which individuals or companies were
 prepared, like me, to pay their subscription money to keep developing
 Softimage addons/tools/plugins, you would have (assuming $750/year/seat)
 $75/year, which is 7 or 8 full time developers + administrative costs.

 Makes you think...



 Jean-Louis



 On 20 Mar 2014, at 00:18, pete...@skynet.be wrote:

 It's a good lesson for the future - if paying subscription does not
 guarantee the survival and future of a software - do you really want to pay
 subscription?







Re: Why MAX is not option for me.

2014-03-20 Thread Martin
I would really like to have that bevel tool in SI. I don't care if it's a 
plugin.
I'd never model in Max though.

Martin
Sent from my iPhone


 On 2014/03/21, at 2:30, Maurice Patel maurice.pa...@autodesk.com wrote:
 
 Hi Sebastien, Tenshi
 Just for the record. Those features are NOT third party tech that we 
 integrated, They are features we built into the product because a lot of 
 users have been asking for them. Just because plug-ins exist does not mean 
 the tech is a plug-in
 Maurice
 
 Maurice Patel
 Autodesk : Tél:  514 954-7134
 
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tenshi S.
 Sent: Thursday, March 20, 2014 4:41 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: Why MAX is not option for me.
 
 That's a joke right? I mean for the Most Requested Feature?... was another 
 plugin? !!!
 
 On Wed, Mar 19, 2014 at 2:48 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.commailto:sebastien.sterl...@gmail.com wrote:
 Turns out the MOST REQUESTED FEATURE for Max 2015, was a 30$ plugin 
 http://www.vg2max.spb.ru/edgechex.htm
 
 and looks like new Layer system and schematic nodel view was also third party 
 tech https://vimeo.com/57075455
 
 On 19 March 2014 07:26, Sebastien Sterling 
 sebastien.sterl...@gmail.commailto:sebastien.sterl...@gmail.com wrote:
 It's just slow, they may have improved the viewport performance but its just 
 slow, the constraints are slow.
 
 On 19 March 2014 07:13, Szabolcs Matefy 
 szabol...@crytek.commailto:szabol...@crytek.com wrote:
 Hehe my PC is in good condition, and frankly has no problem with any other 
 software, but Max. Only with Max.
 
 From: 
 softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
  
 [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
  On Behalf Of Alexander Akbarov
 Sent: Monday, March 17, 2014 1:07 PM
 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 Subject: Re: Why MAX is not option for me.
 
 If Max crashes about 5 times in an hour there is definitely something wrong 
  with your PC. Max is shitty, old and awkward especially after using XSI, but 
 it's very good for archviz. And its is pretty universal because of myriads 
 plug-ins many of them much better than Max itself...
 
 2014-03-17 11:26 GMT+02:00 Raffaele Fragapane 
 raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com:
 
 Max is a well known  Frankenstein monster that's only survived this long 
 because it has a ridiculous installed user base.
 I don't think anybody on this list would have ever have considered it. Even 
 the game market has been trying as hard as they possibly can to move away 
 from it despite a massive market pull.
 
 It's almost literally the exact opposite of soft in every regard, from its 
 history to it's identity.
 Can't honestly blame AD for keeping that one alive though, it brings cash in 
 with a ducking rake.
 
 
 
 
 winmail.dat



Re: Digital Golem : Brillant and beautiful

2014-03-20 Thread Jean-Louis Billard
Hi Vincent,

I’m glad someone’s picked up on this.
I’m dead serious about it - I am willing to put my money where my mouth is, but 
of course strength will be in numbers, and I too am curious to know how many 
people/seats would be ready to invest.
I have 8 Softimage seats here at Digital Golem. I’ll gladly put their yearly 
maintenance into something more worthwhile.

Fabric Engine would be the safest bet, since it seems to offer future 
portability.

Needs to be discussed but I’d be curious to hear other voices.

Cheers,
Jean-Louis




On 20 Mar 2014, at 18:57, Vincent Fortin vfor...@gmail.com wrote:

 Cool work!
 
 I'd like to comment on Jean-Louis' idea...
 
 There clearly are benefits for studios to keep Softimage in their tool box a 
 few more years, as expressed by many users here.
 And I hope to see it happen instead of watching this community burst.
 
 But for those willing to go that route, collaboration must play its part in 
 order to
 
 - stop the whining.
 - gather numbers: how many active seats? Can we borrow/buy licenses from 
 other studios? Share assets.
 - define what's needed to keep SI up-to-date in the market as long as 
 possible.
 - and like Jean-Louis suggests, gather money and put developers under 
 contract.
 
 I have no idea if 750,000$/year is possible (i doubt) but I'd put it all in 
 the hands of Fabric Engine.
 They represent your best way to extend the functionality of your beloved 
 software as well as make your investment fructify beyond Softimage's real 
 lifespan. Because it will become obsolete one day or the other.
 If Fabric Engine are interested in the amount brought to the table, then you 
 can figure-out a plan that will be beneficial to both parties for the 
 upcoming years. Imagine hiring someone like Eric Mootz full time to develop 
 both FE and SI.
 
 But in order for this to work properly, people will need to organize even if 
 this means adopting some minimally legal convention, obviously depending how 
 far you want the collaboration to go.
 
 This tightly knit community has always played a major role in the success of 
 Softimage and the studios exploiting it. For me, the only way for those 
 studios to continue to excel (read survive) despite the circumstances is to 
 build stronger links between each other and make clever moves.
 
 my 0.02c
 
 
 On Wed, Mar 19, 2014 at 7:57 PM, Jean-Louis Billard jean-lo...@photon3.com 
 wrote:
 Hi Peter,
 
 No - subscription hasn’t gotten us much in the past few years.
 I would, however, be happy to put the subscription money into funding a dev 
 team, as was suggested in another thread.
 
 For the sake of argument: if there were just the equivalent of 1000 Softimage 
 licenses worldwide for which individuals or companies were prepared, like me, 
 to pay their subscription money to keep developing Softimage 
 addons/tools/plugins, you would have (assuming $750/year/seat) $75/year, 
 which is 7 or 8 full time developers + administrative costs.
 
 Makes you think…
 
 
 
 Jean-Louis
 
 
 
 On 20 Mar 2014, at 00:18, pete...@skynet.be wrote:
 
 It’s a good lesson for the future – if paying subscription does not 
 guarantee the survival and future of a software - do you really want to pay 
 subscription?
  
  
  
 



Re: I'm still really PO'd and it's not getting better

2014-03-20 Thread rs3d
i feel the same pain here...
i plan to continue to use Softimage for sometime,but i'll most probably go to 
Max camp...yeah...why?...because in Portugal most of the studios use Max and to 
lesser extent Maya..the new guys don't even know what Softimage is!
Just sad...
I've had many situations were production houses ask me to join a team to 
produce a comercial,and i say...well,i use softimage.. and they go ohh yeah 
right...Softimage...Maybe on another project..
It's tough being almost alone on this...
I also have a family...and a ton of diapers to change,meals and baths to deal 
with...so not many nights to study Max,or Maya..or whatever...at the end of the 
day i'm exausted.
I'll have to make a slow transition...in the spare time between work.
i REALLY didn't need this now...

wellit's time to go and get my kids...
Rui

  - Original Message -
  From: Paul Griswold
  To: softimage@listproc.autodesk.com
  Sent: Thursday, March 20, 2014 5:42 PM
  Subject: Re: I'm still really PO'd and it's not getting better


  My contract will be up in January 2015.


  Unless Autodesk produces a miracle, there's no way I'll be giving them 
another dime.







  On Thu, Mar 20, 2014 at 1:33 PM, Michael Clarke m...@bluecstudios.com wrote:

I feel it also, Paul.


I've been trying to look ahead over the past few days, even trying to 
muster some enthusiasm for Maya; but every time I look back at what we are 
losing in Softimage, it feels like a kick in the gut.


I am sort of settling back in to reality here. I will probably use 
Softimage until things start to break, or until a better option arises.


Funny thing is that I have been on maintenance all these years. Once 2015 
ships, I have to decide whether Maya is worth paying maintenance on, or if I 
need to bail on AD altogether. My contract is up in December, and I don't 
expect the signs to be all that clear by then. I would imagine there are a 
number of people in the same boat. If by December I don't see a coherent 
roadmap for Maya that suits me, I guess ADSK will lose a paying customer.


It's a quandary.


It flat out sucks.
















On Mar 20, 2014, at 11:55 AM, Paul Griswold 
pgrisw...@fusiondigitalproductions.com wrote:




  I had some time away from the office today and while I was driving down 
the highway I started thinking about the situation and I'm no less pissed off 
today than I was when they made the announcement.


  I've been watching as many Modo and Houdini intro videos, tutorials, 
etc., that I can find and what I've discovered is, neither of them can replace 
Softimage today.


  If you're a TD, then Houdini is probably a great way to go, but I'm 
another one of those people who don't like to script and want to keep things 
simple.  Everything in Houdini seems to involve writing at least a little 
script here and there.


  Modo on the other hand looks very simple and straightforward, but it's 
lacking a LOT of power.  I noticed in some demos on things like instancing, the 
viewport REALLY slowed down.  It doesn't look like it's ready for prime-time 
when it comes to dense scenes.  The way everything you do is frozen is crazy 
these days.  I can't believe if you extrude along a curve the geometry doesn't 
stay stuck to the curve.  Until Modo makes some major moves, I just think it's 
a step up from Lightwave.


  I'm leaving Maya out of the picture because in all honesty, Autodesk is 
totally delusional if they think Maya will be a good fit for small shops 
working on tight deadlines.  Maybe in 5-8 years Maya will finally hit its 
stride, but I'm assuming by then the entire ME division will have been shut 
down in favor of just licensing patents  technology.  (seriously - mark my 
words - I am confident the entire ME division will be shut down)



  I started thinking about most of the jobs I've done over the past few 
years, and I can honestly say I don't think I could do 90-95% of them in either 
Houdini or Modo as easily as in Softimage - if at all.


  So where I stand now is - totally screwed.  I either have to put faith in 
The Foundry that they'll bring Modo up to Softimage's level in the next 2 years 
or I have to spend the next 2 years really digging in to Houdini to get myself 
up to speed again.


  In either case, I don't see a positive outcome.  I'm not young and I have 
a family.  I can't work all day, then spend the evenings learning new software. 
 This BS about artists not putting all their eggs in one basket just is a slap 
in my face.  I put my faith in Autodesk when they said the future of Sofitmage 
is bright!  When I was told over and over again I was being a conspiracy nut 
when I said Autodesk was intentionally trying to destroy Softimage.  Well, look 
where we are now.


  Murdering Softimage without having ANYTHING remotely close to replace it 
is like peeing on my face and telling me it's liquid sunshine!


  Maybe Autodesk is 

Re: REAL innovation

2014-03-20 Thread Rares Halmagean
This has been around for some time now primarily for game artists. It's 
a huge time saver in texture map material setup and iteration for sure. 
And being able to preview results in photoshop is real nice.


Now if we would have a ddo material manager similar to the max and maya 
equivalent (shown here https://www.youtube.com/watch?v=1BboBgjGARc, 
max at start and maya at 23min in) for softimage, we'd be set.




On 3/19/2014 4:33 PM, Greg Punchatz wrote:
All cg will now look too dirty...as opposed too all looking too 
clean... every car will be rusty from this moment out


I am so buying all these products..



*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 3/19/2014 3:09 PM, Eugene Flormata wrote:

damn.. definately affordable..

and I just bought allegorithmic's stuff
http://store.steampowered.com/app/273390/
http://www.allegorithmic.com/products/substance-designer-4



On Wed, Mar 19, 2014 at 7:11 AM, Nicolas Esposito 3dv...@gmail.com 
mailto:3dv...@gmail.com wrote:


nDo was a huge surprise for me, DDO and 3DO are just absolutely
stunning!!!
And very affordable too!


2014-03-19 15:05 GMT+01:00 Perry Harovas perryharo...@gmail.com
mailto:perryharo...@gmail.com:

H.O.L.Y.   C.R.A.P.




On Wed, Mar 19, 2014 at 9:44 AM, adrian wyer
adrian.w...@fluid-pictures.com
mailto:adrian.w...@fluid-pictures.com wrote:

http://dev.quixel.se/ddo

https://www.youtube.com/watch?v=YyJJAp17K-Yfeature=youtu.be

stunning workflow, technically app agnostic

a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829
tel:%2B%2B44%280%29%20207%20580%200829


adrian.w...@fluid-pictures.com

www.fluid-pictures.com

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71




-- 






Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com http://www.theafterimage.com/







--
*Rares Halmagean
___
*visual development and 3d character  content creation.
*rarebrush.com* http://rarebrush.com/


Re: my first experiment with rigging in Houdini :-))))

2014-03-20 Thread Jordi Bares
Wait once you realise is better rigging system..

http://www.sidefx.com/index.php?option=com_contenttask=viewid=2193Itemid=68

Jordi Bares
jordiba...@gmail.com

On 20 Mar 2014, at 15:52, Max Evgrafov summ...@gmail.com wrote:

 nr.Brent, thank you a lot. But I see that Hudini can  do something ;-)
 
 https://www.youtube.com/watch?feature=player_embeddedv=I-cKnahxkUo
 https://www.youtube.com/watch?v=1rE9UrjYBLo
 
 
 
 
 2014-03-20 17:06 GMT+04:00 Brent McPherson brent.mcpher...@autodesk.com:
 Damn, I wish you had posted this. ;-)
 
 https://www.youtube.com/watch?v=iRZ2Sh5-XuM
 
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Max Evgrafov
 Sent: 20 March 2014 09:30
 To: softimage
 Subject: my first experiment with rigging in Houdini :-
 
 https://www.youtube.com/watch?v=FkdQyet1EN4#t=24
 
 --
 Max aka Summatr
 https://vimeo.com/user3098735/videos
 ---
 
 
 
 -- 
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos  
 ---
 Хорошего Вам настроения !!! :-)



Re: I'm still really PO'd and it's not getting better

2014-03-20 Thread Stephen Davidson
Just to draw a real world parallel about stretching the use of discontinued
software
I originally started 3D animation on a Cubicomp PictureMaker
https://www.youtube.com/watch?v=U1FLlcAVy14 in
1987.
It was not the easiest system to learn, but it was affordable and relied on
an actual hardware frame-buffer to output the final render (frame by frame)
using a videotape recorder driver card (single insert edits with
incrementing time-code
in-points)  ok enough nostalgia...

When Cubicomp closed it's doors in sometime near 1990, I was involved with
several clients
that owned this software/hardware 3D animation system.
I also was involved with a company that would take over support for the
hardware (frame buffer / tape deck controller unit) that was essential to
the software
all running on a PC (DOS).

I managed to keep working and supporting this system for over 5 years, while
I learned another 3D animation program (ironically 3D Studio) to support my
freelance
and educational work. I ended up with version 1 of Softimage and never
looked back.


The point of this story?
Use what works for you now, and always look to other tools that can improve
your
creative process for your clients. I don't look forward to learning new
software, but
it is a part of the world of the ever changing 3D animation / SFX freelance
work.
Heck... there are processes, in rotoscoping, motion tracking, etc. that
didn't even exist when I started.

I understand the nice comfortable feeling of a great software, with which
 you are totally comfortable,
but it is an illusion. Things, in our business, never stay the same.


On Thu, Mar 20, 2014 at 1:34 PM, Rob Chapman tekano@gmail.com wrote:

 exactly what mr Lord said.  until there is a viable alternative for
 you then stick with Soft. I dropped subscription with Autodesk
 *because* of a percieved lack of development (compared to the past)
 but am now negotiating with the reseller so that I can catch up with
 subscription so as I can gain access to the final version.

 am looking at houdini and Maya but am in no hurry. as a freelancer the
 amount of work in softimage will gradually dry up - whilst am learning
 Houdini and Maya to stay competative in the market

 On 20 March 2014 17:09, Emilio Hernandez emi...@e-roja.com wrote:
  Not only I agree with you but I feel the same.  But I am not
 transitioning
  migrating at the moment nor I see a near future to do so.  The kind of
 work
  I do in advertising is not going anywhere away from Softimage.
 
  Autodesk can do whatever they want with their innovative tools.  I have
  what I need to continue my work for years.
 
  I am about to start a new project and it is again with Softimage.  I
  delivered yesterday another one again with Softimage.
 
  So Softimage forever until some Dcc captures my love again as it happened
  when I fell in love at first sight with Softimage 3D and then XSI but
 until
  3.0




-- 

Best Regards,
*  Stephen P. Davidson*

*(954) 552-7956*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke

http://www.3danimationmagic.com


Re: I'm still really PO'd and it's not getting better

2014-03-20 Thread Christian Lattuada
I just wrote at Solidangle asking their plans ( if there are ) for the
SitoA development.
I'll post the answer asa they send it.

.:.
Christian Lattuada

tel +39 3331277475
...


On Thu, Mar 20, 2014 at 6:09 PM, Francois Lord flordli...@gmail.com wrote:

  Then I have a simple solution for you.
 Stick with Softimage for the time being.

 We stuck with Shake for 6 years after it was killed on Windows before
 something better came up. There was Digital Fusion, but we didn't feel it
 was better so we didn't switch.
 6 long years without a single new feature or bug fix. But Shake rocked,
 and we loved it. Now we have Nuke, and we love it even better.

 You have been sticking with Softimage for the last 2 years and you can't
 say development was rocket fast.

 The only thing that will force me out of Softimage is the day Solid Angle
 will stop releasing Arnold for it. Then I will use another solution for
 shading-rendering only.
 In the mean time, I will slowly look for alternatives, including Maya.
 When I say slowly, I mean in the down times, which are not so frequent
 these days.


 On 20-Mar-14 12:55, Paul Griswold wrote:


  I had some time away from the office today and while I was driving down
 the highway I started thinking about the situation and I'm no less pissed
 off today than I was when they made the announcement.

  I've been watching as many Modo and Houdini intro videos, tutorials,
 etc., that I can find and what I've discovered is, neither of them can
 replace Softimage today.

  If you're a TD, then Houdini is probably a great way to go, but I'm
 another one of those people who don't like to script and want to keep
 things simple.  Everything in Houdini seems to involve writing at least a
 little script here and there.

  Modo on the other hand looks very simple and straightforward, but it's
 lacking a LOT of power.  I noticed in some demos on things like instancing,
 the viewport REALLY slowed down.  It doesn't look like it's ready for
 prime-time when it comes to dense scenes.  The way everything you do is
 frozen is crazy these days.  I can't believe if you extrude along a curve
 the geometry doesn't stay stuck to the curve.  Until Modo makes some major
 moves, I just think it's a step up from Lightwave.

  I'm leaving Maya out of the picture because in all honesty, Autodesk is
 totally delusional if they think Maya will be a good fit for small shops
 working on tight deadlines.  Maybe in 5-8 years Maya will finally hit its
 stride, but I'm assuming by then the entire ME division will have been
 shut down in favor of just licensing patents  technology.  (seriously -
 mark my words - I am confident the entire ME division will be shut down)

  I started thinking about most of the jobs I've done over the past few
 years, and I can honestly say I don't think I could do 90-95% of them in
 either Houdini or Modo as easily as in Softimage - if at all.

  So where I stand now is - totally screwed.  I either have to put faith
 in The Foundry that they'll bring Modo up to Softimage's level in the next
 2 years or I have to spend the next 2 years really digging in to Houdini to
 get myself up to speed again.

  In either case, I don't see a positive outcome.  I'm not young and I
 have a family.  I can't work all day, then spend the evenings learning new
 software.  This BS about artists not putting all their eggs in one basket
 just is a slap in my face.  I put my faith in Autodesk when they said the
 future of Sofitmage is bright!  When I was told over and over again I was
 being a conspiracy nut when I said Autodesk was intentionally trying to
 destroy Softimage.  Well, look where we are now.

  Murdering Softimage without having ANYTHING remotely close to replace it
 is like peeing on my face and telling me it's liquid sunshine!

  Maybe Autodesk is right.  Maybe the all-in-one approach of Softimage is
 dead.  Maybe I'm out of touch with how the world of animation  VFX works
 these days.

  In any event.  I'm a very unhappy paying Autodesk customer.  I do not
 feel like my money has gone to anything I paid for.

  -Paul









RE: How long will it take (?)

2014-03-20 Thread Yang-hai Eakes
Hello David Gallagher,
I would first like to thank you for sharing all this. As many of us at 
Autodesk, I honestly think you have some very strong points here and please 
rest assured that we are listening. I will be discussing these points in detail 
internally to see what could be done, sooner rather than later.

Animation workflows, which for me includes rigging, is very important and will 
be an area of focus for Maya over the up-coming releases. The out-of-the-box 
workflows and the artist friendly mentality that Softimage has, are definitely 
areas that Maya would benefit from. We do want to bring some of these workflows 
into Maya. We simply need to make sure we properly understand, design and 
implement them, that is… in a meaningful/useful manner… basically respecting 
the workflows. This will be part of our thought process and plans for Maya 
moving forward. This is why this feedback is so important, so again, thank you.

We are also getting a lot of similar feedback from many channels and need to 
respectfully take the time to listen, understand and compile that feedback. I 
“will” follow-up to this thread in a more detailed manner, but please do expect 
the detailed feedback to take some time, as I want to be confident about what 
can or cannot be addressed in a timely manner.

Again, I know I’m not the only one to agree with your point of view and 
feedback, so thank you for sharing this in detail.

Regards,
Yang-hai
Autodesk Designer

From: David Gallagher
Sent: ‎Wednesday‎, ‎March‎ ‎19‎, ‎2014 ‎5‎:‎34‎ ‎PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com, 
davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com


Thanks for posting that Jason.

I'll keep using Softimage for AnimSchool's rigs.
Over the next few years, I'll be looking for some software that allows me to do 
those things.


On 3/19/2014 3:01 PM, Jason S wrote:

(previously posted, yet I think it's worth a new thread with alink to the 
original Maya / XSI article)



Here is a notable ( comprehensive) post on rigging from David Gallagher

in response to the super long and (seemingly purposefully) diluted 
articlehttp://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html

comparing SI / Maya rigging  (concerning rigging workflow -alone-)

weighing pro  cons, while overweighing pros, underweighing cons,

overlooking a bunch of things (most of which outlined below)

identifying things like the ability to use locators as rig components as a 
con



and ending with ;

The time that Maya saves with its rigging technology and superior workflow, 
outweighs the additional cost. 





So how long will it take to get there?
David Gallagher

image001.gif
Jan 8


I rigged on quite a few characters in Maya at Blue Sky Studios and now 
(Softimage) AnimSchool.
We offer the well-known Malcolm rig for free.

There is no comparison to rigging in Softimage and Maya--not the kind of 
rigging I do.

I often assume by now they have better workflows in Maya,
but I'm often surprised to find how convoluted and limiting the workflows are 
to this day.

Most Maya people must not know there are better ways of working
or aren't doing the kinds of things I am, because the difference is profound.

- At any point in the rigging process, you can make edits in the model stack to 
change the shape and topology of the model.

After experimenting, you can freeze that part of the stack and continue on with 
that new shape,
retaining almost every bit of work you've done.

YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.

This difference is huge. You can work toward completion without fear of losing 
work.

You can experiment freely--knowing it's fine if you want to make a major change.

I'm never afraid of losing blendshape work.

And if the changes are really significant, you can always Gator your way out of 
a jam.

- You can do blendshape edits directly on the geometry, modelessly, instead of 
on a separate blendshape object.

- There is no comparison with corrective blendshapes.
In Softimage, you go to Secondary Shape mode and drag a few points.
In Maya, I wish you luck. You can install one of several plug-ins and scripts 
and HOPE that it works.
If the scenario is simple enough, it might.


Several people here tried to help a student make a single corrective blendshape 
on an elbow
 -- and we're all experienced Maya riggers--, after hours of attempting, we 
threw up our hands.

There was something in that object's history that was making the blendshape 
plug-in fail.
The answer is what it often is: just start over.

- EDITING corrective blendshapes.
In Maya, heaven help you if you want to edit that blendshape later.
Start the process again and make a new one.
In Softimage, drag a few points and you're done in seconds.

- For facial work, being able to make face shapes in conjunction with the mixer,
working directly on the main geo.

To see other shapes muted, soloed as you're working.

This allows you to craft 

Re: I'm still really PO'd and it's not getting better

2014-03-20 Thread Christoph Muetze

On 20/03/14 18:33, Michael Clarke wrote:
If by December I don't see a coherent roadmap for Maya that suits me, 
I guess ADSK will lose a paying customer.


They already lost me. And I was on subscription from Softimage|3d days 
on (over 16 years).. but I'm so fed up with all this $+%! that my last 
version will be Softimage 2014 forever as my subscription will end in 4 
days and i 'd rather use Soft with a one-button mouse than giving 
Autodesk any more money at this point...


Besides, we are still using 2013 anyway because of the Linux window 
manager bug in 2014... (i doubt it will be fixed in 2015...)


Chris


Re: I'm still really PO'd and it's not getting better

2014-03-20 Thread Eugen Sares

My sympathies, Paul! The whole 3d business somewhat turned sour on me
suddenly, and it will perhaps remain so for some time. Thank you,
Autodesk!
I could even quit the whole damn thing and just draw storyboards... yet
I'm not quite ready to ditch 20 years of experience (whatever that sums
up to).

Had a close look at Modo, too... you are right. It just lacks critical
parts.
Unbelievably, if you extrude a curve, that damn mesh is frozen
afterwards! No modeling relation whatsoever.
How retro is that??? What were these guys thinking back then when they
laid it out? Thought they could dodge all the trouble or what.
Been thinking about awkward workarounds with keeping originals,
recording macros, and re-apply stuff if needed, but all this is
nonsense.
As much as I would like to see it as the path into the future, cool
interface and all in place, this effectively disqualifies it for me, for
now.

C4D can do this, btw. It has this nice concept that booleans or
extrusions are empty containers at first, and you can easily dd input
objects into them.
There's more to evaluate. Not sure yet. It's pricing is a bit... munchy,
and they ain't got no operator stack.

Houdini is just too much for my simplicity-loving brain... .°[
Maya... let's look again in 2 years. Not in it's current state will I
touch it.
3ds Max... heck, would even be an option, the more I think about it.
Like that old washed out slippers... don't make you sexy, but keep the
feet warm at least.
After all, I already know it, and there must have been some improvements
in the last 6 years, I reckon.
Maybe that's where I will transition to, when the time comes. Not that
it fills me with much enthusiasm whatsoever.



-- Originalnachricht --
Von: Paul Griswold pgrisw...@fusiondigitalproductions.com
An: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
Gesendet: 20.03.2014 17:55:42
Betreff: I'm still really PO'd and it's not getting better



I had some time away from the office today and while I was driving down
the highway I started thinking about the situation and I'm no less
pissed off today than I was when they made the announcement.

I've been watching as many Modo and Houdini intro videos, tutorials,
etc., that I can find and what I've discovered is, neither of them can
replace Softimage today.

If you're a TD, then Houdini is probably a great way to go, but I'm
another one of those people who don't like to script and want to keep
things simple.  Everything in Houdini seems to involve writing at least
a little script here and there.

Modo on the other hand looks very simple and straightforward, but it's
lacking a LOT of power.  I noticed in some demos on things like
instancing, the viewport REALLY slowed down.  It doesn't look like it's
ready for prime-time when it comes to dense scenes.  The way everything
you do is frozen is crazy these days.  I can't believe if you extrude
along a curve the geometry doesn't stay stuck to the curve.  Until Modo
makes some major moves, I just think it's a step up from Lightwave.

I'm leaving Maya out of the picture because in all honesty, Autodesk is
totally delusional if they think Maya will be a good fit for small
shops working on tight deadlines.  Maybe in 5-8 years Maya will finally
hit its stride, but I'm assuming by then the entire ME division will
have been shut down in favor of just licensing patents  technology.
(seriously - mark my words - I am confident the entire ME division
will be shut down)

I started thinking about most of the jobs I've done over the past few
years, and I can honestly say I don't think I could do 90-95% of them
in either Houdini or Modo as easily as in Softimage - if at all.

So where I stand now is - totally screwed.  I either have to put faith
in The Foundry that they'll bring Modo up to Softimage's level in the
next 2 years or I have to spend the next 2 years really digging in to
Houdini to get myself up to speed again.

In either case, I don't see a positive outcome.  I'm not young and I
have a family.  I can't work all day, then spend the evenings learning
new software.  This BS about artists not putting all their eggs in one
basket just is a slap in my face.  I put my faith in Autodesk when they
said the future of Sofitmage is bright!  When I was told over and
over again I was being a conspiracy nut when I said Autodesk was
intentionally trying to destroy Softimage.  Well, look where we are
now.

Murdering Softimage without having ANYTHING remotely close to replace
it is like peeing on my face and telling me it's liquid sunshine!

Maybe Autodesk is right.  Maybe the all-in-one approach of Softimage is
dead.  Maybe I'm out of touch with how the world of animation  VFX
works these days.

In any event.  I'm a very unhappy paying Autodesk customer.  I do not
feel like my money has gone to anything I paid for.

-Paul







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