Re: Softimage user migrating to Maya
Totally agree, I've been trying to spread that idea without success. The worst thing with the EOL is that we can't purchase SI anymore. A lot of people and companies are still working on SI projects that will last years and not being able to increment licenses when needed is a big problem. Not being able to buy licenses also means big companies can't rely on SI for new projects, affecting all of us small guys that work for them directly or indirectly, not being able to keep using SI as much as we could or like to while changing to Maya. BTW, Maya is not a choice for some of us, we have to use it because the big guys will use it. Including a SI license, temporally for 2 years and/or with some restrictions if you want would ease the transition. We can finish our current projects without problems, and start maybe a couple of SI projects before finally migrate to something else, in our case, Maya. Martin Sent from my iPhone On 2014/03/21, at 14:14, Martin Contel martin3d...@gmail.com wrote: Why doesn't Autodesk include Softimage 2015 with Maya Max 2016, 2017... to all customers for free? Is it really a better option to leave it on the shelf as it doesn't exist anymore or is not good enough for today's (and tomorrow's) market needs? -- Martin Contel Square Enix (Visual Works)
Re: Softimage user migrating to Maya
On Fri, Mar 21, 2014 at 1:00 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Do we really need threads like this? This list has gone to shit, ... Yes please, take into account lurkers and professionals her. This list is vital to keep in touch, this is email, please respect us an put like OT:/JOKE:/JOB:/ etc... Noël
Re: Redshift3D Render
Redshift requires an Nvidia chip based card. A gaming card works fine, I have a mid-level GTX 670(3GB RAM) to go with it and am already happy every time I render a region. You can use the redshift beta with both Maya and Softimage. Might help ease the pain of transition... Cheers, tim On 21.03.2014 02:08, Ed Manning wrote: We should all put our money into 3-person startups. Better ROI than subscription.
Re: Redshift3D Render
I have GTX 680 installed on iMac, and use RS with SI now. It shows me great render speed. It doesn't matter hair, displacement map or any expensive options, RS shows always stable and good speed :) We have 7 Arnold license but it's replaced to RS already :) --- Daniel Kim Animation Director Professional 3D Generalist http://www.danielkim3d.com ---
Re: my first experiment with rigging in Houdini :-))))
Why do we need ice in maya? ICE is in Houdini. It's Vex I previously did effect - drop passes through the skin. Now I try repeat it in Houdini. Yet lack the knowledge but I'm training Vop Vex very like to ICE Tree. SOP is a great location to do RIG . SOP + VOP + digital Asset + Pyton OP is great power. https://www.youtube.com/watch?v=ClzFwO-_miclist=UUjaTra5sDK8OOJQOS0ukbSQ https://www.youtube.com/watch?v=TCKL3bfWZs0list=UUjaTra5sDK8OOJQOS0ukbSQ 2014-03-21 0:06 GMT+04:00 Oscar Juarez tridi.animei...@gmail.com: Thanks for the answers! On Thu, Mar 20, 2014 at 9:02 PM, Srecko Micic srecko.mi...@gmail.comwrote: Look at 3dBuzz website. They have some in depth Houdini rigging tutorials. Maybe older but I think still applicable. On Thu, Mar 20, 2014 at 9:00 PM, Vincent Fortin vfor...@gmail.comwrote: I only skimmed through the video last year. I'm not really into rigging. You better ask Cristopher Tedin directly, he used to be on this list. I hope you find the courage to look into Houdini, it will open your eyes on concepts that you may be able to reproduce in other apps too. You could also go here http://www.sidefx.com/docs/houdini13.0/and search for rigging. Some DT videos look quite interesting actually (but more advanced) http://www.digitaltutors.com/tutorial/552-Creating-Procedural-Rigs-and-Controlling-Motion-in-Houdini On Thu, Mar 20, 2014 at 3:41 PM, Oscar Juarez tridi.animei...@gmail.com wrote: Isn't the rigging fundamentals using mostly the guide and auto-rig system though? Or goes through all the things under the hood. On Thu, Mar 20, 2014 at 8:38 PM, Vincent Fortin vfor...@gmail.comwrote: There's also http://www.digitaltutors.com/software/Houdini-Rigging-tutorials I've never watched it though. On Thu, Mar 20, 2014 at 3:36 PM, Vincent Fortin vfor...@gmail.comwrote: https://cmivfx.com/store/533-houdini+rigging+animation+fundamentals There a 40% off rebate right now using the coupon code HotStuff40 On Thu, Mar 20, 2014 at 3:27 PM, Oscar Juarez tridi.animei...@gmail.com wrote: Is there a good reference somewhere about practices in rigging in Houdini? General not necessarily the character stuff, but more general approaches. Hierarchies, control creation, constraints, matrix transformations etc. Most of the stuff I've been watching is on SOPs which I guess it's not the correct approach. On Thu, Mar 20, 2014 at 8:13 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: I remember my first experience with rigging in maya: On 20 March 2014 18:24, Jordi Bares jordiba...@gmail.com wrote: 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 !!! :-) -- Micic Srecko --- Mail: srecko.mi...@gmail.com Skype:srecko.micic --- 3D/Graphic Portfolio: http://www.coroflot.com/SreckoM -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
Re: my first experiment with rigging in Houdini :-))))
i'm training, and is happy, because Houdini 's cool:- https://www.youtube.com/watch?v=VYvPR3G1Zgsfeature=youtu.be 2014-03-21 11:38 GMT+04:00 Max Evgrafov summ...@gmail.com: Why do we need ice in maya? ICE is in Houdini. It's Vex I previously did effect - drop passes through the skin. Now I try repeat it in Houdini. Yet lack the knowledge but I'm training Vop Vex very like to ICE Tree. SOP is a great location to do RIG . SOP + VOP + digital Asset + Pyton OP is great power. https://www.youtube.com/watch?v=ClzFwO-_miclist=UUjaTra5sDK8OOJQOS0ukbSQ https://www.youtube.com/watch?v=TCKL3bfWZs0list=UUjaTra5sDK8OOJQOS0ukbSQ 2014-03-21 0:06 GMT+04:00 Oscar Juarez tridi.animei...@gmail.com: Thanks for the answers! On Thu, Mar 20, 2014 at 9:02 PM, Srecko Micic srecko.mi...@gmail.comwrote: Look at 3dBuzz website. They have some in depth Houdini rigging tutorials. Maybe older but I think still applicable. On Thu, Mar 20, 2014 at 9:00 PM, Vincent Fortin vfor...@gmail.comwrote: I only skimmed through the video last year. I'm not really into rigging. You better ask Cristopher Tedin directly, he used to be on this list. I hope you find the courage to look into Houdini, it will open your eyes on concepts that you may be able to reproduce in other apps too. You could also go here http://www.sidefx.com/docs/houdini13.0/and search for rigging. Some DT videos look quite interesting actually (but more advanced) http://www.digitaltutors.com/tutorial/552-Creating-Procedural-Rigs-and-Controlling-Motion-in-Houdini On Thu, Mar 20, 2014 at 3:41 PM, Oscar Juarez tridi.animei...@gmail.com wrote: Isn't the rigging fundamentals using mostly the guide and auto-rig system though? Or goes through all the things under the hood. On Thu, Mar 20, 2014 at 8:38 PM, Vincent Fortin vfor...@gmail.comwrote: There's also http://www.digitaltutors.com/software/Houdini-Rigging-tutorials I've never watched it though. On Thu, Mar 20, 2014 at 3:36 PM, Vincent Fortin vfor...@gmail.comwrote: https://cmivfx.com/store/533-houdini+rigging+animation+fundamentals There a 40% off rebate right now using the coupon code HotStuff40 On Thu, Mar 20, 2014 at 3:27 PM, Oscar Juarez tridi.animei...@gmail.com wrote: Is there a good reference somewhere about practices in rigging in Houdini? General not necessarily the character stuff, but more general approaches. Hierarchies, control creation, constraints, matrix transformations etc. Most of the stuff I've been watching is on SOPs which I guess it's not the correct approach. On Thu, Mar 20, 2014 at 8:13 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: I remember my first experience with rigging in maya: On 20 March 2014 18:24, Jordi Bares jordiba...@gmail.com wrote: 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 !!! :-) -- Micic Srecko --- Mail: srecko.mi...@gmail.com Skype:srecko.micic --- 3D/Graphic Portfolio: http://www.coroflot.com/SreckoM -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-) -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
Re: Autodesk webinar
Siew, Brent, Thanks ! I knew about the edge slide tool that wasn't exactly what I wanted, but I didn't know about that NEX / MTK) feature. It seems more M Tool now. Martin On Thu, Mar 20, 2014 at 10:13 PM, Brent McPherson brent.mcpher...@autodesk.com wrote: 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
Re: Softimage user migrating to Maya
*On Fri, Mar 21, 2014 at 3:17 AM, Steven Caron car...@gmail.com car...@gmail.com wrote:* *thank you for posting this, i was struggling whether i should post something like this. i am just marking most threads as 'read' now because i can't follow and the attitudes make me not want to follow.* Yeah, my thoughts exactly... -M -- Martin Chatterjee [ Freelance Technical Director ] [ http://www.chatterjee.de ] [ https://vimeo.com/chatterjee ] On Thu, Mar 20, 2014 at 7:11 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: One simple post or comment I have no issues with, nor I think one has to have a pedigree to post here, but when literally 80% of one's posts are outbursts of insults and whining post EOL, and of that the absolute totality is purely destructive and uninformed, I take issue with it, because it ruins the list as a resource for me and many others who are being silent about it and simply abandoned discussion, or even unsubscribed. This place has been a significant part of the professional network many of us have built over much longer than just the last few weeks of turmoil, and if AD is solely to be blamed for upsetting people with a hamfisted and mismanaged move, the people have to take responsibility for making the community itself poisonous and useless to others, like me, who would still like to use it for something more useful than posting amateurish rants or personal insults to valuable sources of information. Some BS was OK for a while. Some BS mixed with useful comments and initiatives is OK pretty much all the time with me. All BS all the time makes you worse than AD itself. As I said, that's my piece, I was aware when I wrote it many would have disagreed, but I still decided to post it.
Re: my first experiment with rigging in Houdini :-))))
Yeah, if there is one thing to say for Houdini, much like ICE did for Soft users, is that if you persevere through the initial shock it's an amazing enabler for learning the fundamentals of this trade. It's worth trying it regardless of whether you plan to use it or not at least for that. On 21 Mar 2014 07:01, Vincent Fortin vfor...@gmail.com wrote: I only skimmed through the video last year. I'm not really into rigging. You better ask Cristopher Tedin directly, he used to be on this list. I hope you find the courage to look into Houdini, it will open your eyes on concepts that you may be able to reproduce in other apps too. You could also go here http://www.sidefx.com/docs/houdini13.0/and search for rigging. Some DT videos look quite interesting actually (but more advanced) http://www.digitaltutors.com/tutorial/552-Creating-Procedural-Rigs-and-Controlling-Motion-in-Houdini On Thu, Mar 20, 2014 at 3:41 PM, Oscar Juarez tridi.animei...@gmail.comwrote: Isn't the rigging fundamentals using mostly the guide and auto-rig system though? Or goes through all the things under the hood. On Thu, Mar 20, 2014 at 8:38 PM, Vincent Fortin vfor...@gmail.comwrote: There's also http://www.digitaltutors.com/software/Houdini-Rigging-tutorials I've never watched it though. On Thu, Mar 20, 2014 at 3:36 PM, Vincent Fortin vfor...@gmail.comwrote: https://cmivfx.com/store/533-houdini+rigging+animation+fundamentals There a 40% off rebate right now using the coupon code HotStuff40 On Thu, Mar 20, 2014 at 3:27 PM, Oscar Juarez tridi.animei...@gmail.com wrote: Is there a good reference somewhere about practices in rigging in Houdini? General not necessarily the character stuff, but more general approaches. Hierarchies, control creation, constraints, matrix transformations etc. Most of the stuff I've been watching is on SOPs which I guess it's not the correct approach. On Thu, Mar 20, 2014 at 8:13 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: I remember my first experience with rigging in maya: On 20 March 2014 18:24, Jordi Bares jordiba...@gmail.com wrote: 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: Softimage user migrating to Maya
Me too... On Fri, Mar 21, 2014 at 10:47 AM, Martin Chatterjee martin.chatterjee.li...@googlemail.com wrote: *On Fri, Mar 21, 2014 at 3:17 AM, Steven Caron car...@gmail.com car...@gmail.com wrote: * *thank you for posting this, i was struggling whether i should post something like this. i am just marking most threads as 'read' now because i can't follow and the attitudes make me not want to follow.* Yeah, my thoughts exactly... -M -- Martin Chatterjee [ Freelance Technical Director ] [ http://www.chatterjee.de ] [ https://vimeo.com/chatterjee ] On Thu, Mar 20, 2014 at 7:11 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: One simple post or comment I have no issues with, nor I think one has to have a pedigree to post here, but when literally 80% of one's posts are outbursts of insults and whining post EOL, and of that the absolute totality is purely destructive and uninformed, I take issue with it, because it ruins the list as a resource for me and many others who are being silent about it and simply abandoned discussion, or even unsubscribed. This place has been a significant part of the professional network many of us have built over much longer than just the last few weeks of turmoil, and if AD is solely to be blamed for upsetting people with a hamfisted and mismanaged move, the people have to take responsibility for making the community itself poisonous and useless to others, like me, who would still like to use it for something more useful than posting amateurish rants or personal insults to valuable sources of information. Some BS was OK for a while. Some BS mixed with useful comments and initiatives is OK pretty much all the time with me. All BS all the time makes you worse than AD itself. As I said, that's my piece, I was aware when I wrote it many would have disagreed, but I still decided to post it.
Re: Softimage user migrating to Maya
Sylvain your right there. We're free to talk, but a little organization doesn't hurt anyone. But at the same time, there's a lot in-between discussion about Maya and workflows IN Softimage topics. What i would not like to see is that the Softimage Group is converted to Maya; in that case a Maya group is needed. What i really think is needed, are Softimage to Maya/Modo/Houdini topics, individually. So people can share their thoughts, workflows and what Maya needs to be better; and at the same time, Maya Devteam could watch that topic. On Thu, Mar 20, 2014 at 9:01 PM, Sylvain Lebeau s...@shedmtl.com wrote: ah calm down guys! Emilio, you have the right to do jokes here. It's a public place. Raff, you are right, rant's or jokes are counter productive for serious exchanges. What i think is that there is way too much different threads I am unable to follow the list anymore. We should have: - a RANT thread so we can just scream out the anger! - a JOKE threadfor the ones who want to laugh a bit for a bit of releif. - a TAKE ACTION thread for all who want's to change what is happening. and - a WHAT DO WE DO NOW thread, for more serious toughts about different possible routes...and help each other's in our new journey. I think there is now many different threads about the same topic... but in such a total chaos. sly *Sylvain Lebeau // SHED* V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ VFX Curriculum 03: Compositing Basics mail to: s...@shedmtl.com On Mar 20, 2014, at 8:27 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: With all due reciprocated respect, you've been around scarcely a year and 90% of your posts are post acquisition rants, insults to individuals who might or might not have had anything to do with recent events (some of them genuinely trying to help), and generally being poisonous without a single constructive comment in sight. Had it been Brad or Jordi posting it would have been humour, in your case it's the continuation of incessant noise, and I could sincerely do without it. Others might disagree, or find it inappropriate, but that's my piece. On Fri, Mar 21, 2014 at 11:21 AM, Emilio Hernandez emi...@e-roja.comwrote: With all my respect Raffaele. Due to the last events a little humor makes no harm. The list will return to normality as the waters take their course again. Cheers. --- Emilio Hernández VFX 3D animation. 2014-03-20 18:00 GMT-06:00 Raffaele Fragapane raffsxsil...@googlemail.com: Do we really need threads like this? This list has gone to shit, and while some people have been consistently or predominantly posting interesting and constructive thoughts or initiatives in the process (Jordi, Tim, Alastair etc.), some others have,however, elected to do nothing but post snarky BS and one liners that are nothing but rioting and non-sense, largely people who were practically unheard of before this debacle, many of which completely unseen before just a few years, if not even just months ago. Some of it was warranted and all, it's tough times, but at some point it'd be nice if the community AD inflicted such a blow on didn't eat itself out into uselessness from the inside. This list could still be useful for something more informative and constructive than posting funny pictures, could we please make an effort to enable a recovery? -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! inline: am.png
Re: my first experiment with rigging in Houdini :-))))
http://www.sidefx.com/index.php?option=com_contenttask=viewid=2692Itemid=68 I talked with colleagues from neighboring studios who did effects for Stalingrad. They migrated from Maya to Houdini and very happy with that. And their work is very impressive. Maya is a legendary product actually. Lots of cool things done with it. but Houdini is amazing and comfortable and Houdini have ice! and it is even greater. Moreover we must not forget that Houdini has CHOP. It is powerful tool for processing procedural animation curves.And Houdini all logical. All contexts are synchronized. this is different from a connection bigfrost. While exploring gudini I'm not saying oh shit, I'm just amazed how cool. (excluding modeling and do UV layout) moreover I inspires from this one http://www.awn.com/animationworld/disney-goes-wild 2014-03-21 12:49 GMT+04:00 Raffaele Fragapane raffsxsil...@googlemail.com: Yeah, if there is one thing to say for Houdini, much like ICE did for Soft users, is that if you persevere through the initial shock it's an amazing enabler for learning the fundamentals of this trade. It's worth trying it regardless of whether you plan to use it or not at least for that. On 21 Mar 2014 07:01, Vincent Fortin vfor...@gmail.com wrote: I only skimmed through the video last year. I'm not really into rigging. You better ask Cristopher Tedin directly, he used to be on this list. I hope you find the courage to look into Houdini, it will open your eyes on concepts that you may be able to reproduce in other apps too. You could also go here http://www.sidefx.com/docs/houdini13.0/and search for rigging. Some DT videos look quite interesting actually (but more advanced) http://www.digitaltutors.com/tutorial/552-Creating-Procedural-Rigs-and-Controlling-Motion-in-Houdini On Thu, Mar 20, 2014 at 3:41 PM, Oscar Juarez tridi.animei...@gmail.comwrote: Isn't the rigging fundamentals using mostly the guide and auto-rig system though? Or goes through all the things under the hood. On Thu, Mar 20, 2014 at 8:38 PM, Vincent Fortin vfor...@gmail.comwrote: There's also http://www.digitaltutors.com/software/Houdini-Rigging-tutorials I've never watched it though. On Thu, Mar 20, 2014 at 3:36 PM, Vincent Fortin vfor...@gmail.comwrote: https://cmivfx.com/store/533-houdini+rigging+animation+fundamentals There a 40% off rebate right now using the coupon code HotStuff40 On Thu, Mar 20, 2014 at 3:27 PM, Oscar Juarez tridi.animei...@gmail.com wrote: Is there a good reference somewhere about practices in rigging in Houdini? General not necessarily the character stuff, but more general approaches. Hierarchies, control creation, constraints, matrix transformations etc. Most of the stuff I've been watching is on SOPs which I guess it's not the correct approach. On Thu, Mar 20, 2014 at 8:13 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: I remember my first experience with rigging in maya: On 20 March 2014 18:24, Jordi Bares jordiba...@gmail.com wrote: 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 !!! :-) -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
Re: my first experiment with rigging in Houdini :-))))
initial shock is a good one, feels like being hit by a roadtrain.. twice Am 21.03.2014 um 09:49 schrieb Raffaele Fragapane raffsxsil...@googlemail.com: Yeah, if there is one thing to say for Houdini, much like ICE did for Soft users, is that if you persevere through the initial shock it's an amazing enabler for learning the fundamentals of this trade. It's worth trying it regardless of whether you plan to use it or not at least for that. On 21 Mar 2014 07:01, Vincent Fortin vfor...@gmail.com wrote: I only skimmed through the video last year. I'm not really into rigging. You better ask Cristopher Tedin directly, he used to be on this list. I hope you find the courage to look into Houdini, it will open your eyes on concepts that you may be able to reproduce in other apps too. You could also go here and search for rigging. Some DT videos look quite interesting actually (but more advanced) http://www.digitaltutors.com/tutorial/552-Creating-Procedural-Rigs-and-Controlling-Motion-in-Houdini On Thu, Mar 20, 2014 at 3:41 PM, Oscar Juarez tridi.animei...@gmail.com wrote: Isn't the rigging fundamentals using mostly the guide and auto-rig system though? Or goes through all the things under the hood. On Thu, Mar 20, 2014 at 8:38 PM, Vincent Fortin vfor...@gmail.com wrote: There's also http://www.digitaltutors.com/software/Houdini-Rigging-tutorials I've never watched it though. On Thu, Mar 20, 2014 at 3:36 PM, Vincent Fortin vfor...@gmail.com wrote: https://cmivfx.com/store/533-houdini+rigging+animation+fundamentals There a 40% off rebate right now using the coupon code HotStuff40 On Thu, Mar 20, 2014 at 3:27 PM, Oscar Juarez tridi.animei...@gmail.com wrote: Is there a good reference somewhere about practices in rigging in Houdini? General not necessarily the character stuff, but more general approaches. Hierarchies, control creation, constraints, matrix transformations etc. Most of the stuff I've been watching is on SOPs which I guess it's not the correct approach. On Thu, Mar 20, 2014 at 8:13 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: I remember my first experience with rigging in maya: On 20 March 2014 18:24, Jordi Bares jordiba...@gmail.com wrote: 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: new QA with AD
Touché Sent from my iPhone On 21 Mar 2014, at 00:16, Matt Lind ml...@carbinestudios.com wrote: After reviewing all the information available thus far, I have one question that hasn’t been answered: If Softimage development was outsourced in continue and maintain mode, and the product no better than passively promoted, how is it sapping development resources on Max, Maya, and other M+E products to reach the conclusion Softimage had to be EOL’d? Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Maurice Patel Sent: Thursday, March 20, 2014 4:27 PM To: davidsa...@sfr.fr; softimage@listproc.autodesk.com Subject: RE: new QA with AD No this is not what I am saying, I am starting to understand that every post begets a question and that probably the best way to discuss this face to face so I can answer questions properly. I keep seeing what I say taken out of context and twisted into things I don’t mean. Given the complexity of the situation this is understandable but it is getting unproductive. So if you are truly interested . Ping me off-forum letting me know where and where to call Maurice Maurice Patel Autodesk : Tél: 514 954-7134 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Saber Sent: Thursday, March 20, 2014 7:22 PM To: softimage@listproc.autodesk.com Subject: Re: new QA with AD So if I understand correctly, Softimage is dead because of an AD mistake, right? AD buys Softimage, puts all its developers on this new technology called Skyline. They keep Softimage in life support, knowing it will be replaced some day by all this new tech. The community is worried with the lack of development and keeps asking what's the roadmap for Soft, to no avail. Then AD realizes Skyline wasn't a good idea. So they kill all these new tech plans. And as Softimage has no more future replacement, they just kill it as well. And now we all benefit from these superb strategies. if I didn't get this right, perhaps somebody at Autodesk could answer some very important questions asked by Arvid (they went unnoticed I guess): Maurice, could you explain this, either XSI was supposed to be part of the now failed project Skyline – or it was never meant to be kept alive, but only bought up for its resources to then be moved into project Skyline and other parts of AD ME. Which one is it? Follow-up question, if it was the first option, how come XSI was never heavily marketed anywhere for this purpose? If it was the second, would you agree that you were not completely open with your intentions 5 years ago? David On 2014-03-20 18:09, rs3d wrote: http://www.creativebloq.com/3d/autodesk-answers-your-questions-demise-softimage-31411069
Mornning Autodesk
https://www.youtube.com/watch?v=FWBUl7oT9sA
Re: Autodesk webinar
I'm left-handed, and I've always been really happy with the keyboard layout in Softimage. O and P is extremely engrained in my reflex, I've never used the S key they introduced in XSI. Also as a Swede with a Swedish keyboard, my right Alt-button is fudged, it's assigned to something called Alt GR which does different things than Alt does. I find myself switching between the English and Swedish keyboard layout all the time, especially in programs that uses the [, ], , , \ {, } etc keys a lot. On the Swedish keyboard, those keys are used for ÅÄÖ and that sort of thing. I guess that's why they added the Alt GR - to be able to write the brackets using a another modifyer key instead. In most programs, Alt GR registers as Alt+Ctrl for some reason, so all the Adobe programs is a pain in the ass to use. I digress. I really like the keyboard layout in XSI is all. On Thu, Mar 20, 2014 at 12:23 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Moving the keyboard to the right sorts the same effect, though you don't get to choose the spacing and rearrange the arc. Neither goes any length to addressing the fact that if you frequently both write and interact (something Matt does, I'm sure) it's not a viable solution. You need your keyboard mostly centered and your wrists more or less spaced a certain way. If you're a lefty it's not possible, currently. Does XSI fare any better for lefties? I wouldn't know, I'm properly handed :p On Thu, Mar 20, 2014 at 10:19 AM, Eric Turman i.anima...@gmail.comwrote: I just use this (http://ergodex.com/mainpage.htm) with 50 keys and call it a day :P that way I don't have to deal with remapping the applications because the device switches its keyboard mapping based on which application is active. -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: Mornning Autodesk
Smell ya later Fartydesk. On Fri, Mar 21, 2014 at 10:27 AM, Ben Beckett nebbeck...@gmail.com wrote: https://www.youtube.com/watch?v=FWBUl7oT9sA
Re: my first experiment with rigging in Houdini :-))))
I don't think anyone would argue with you there Max. I've started learning it myself and I'm really enjoying it. What's a drag though, is that while a use ICE in %90 of the work I do, I use everything else that's great about Softimage (and not so great in Houdini) %100 of the time. DAN On Fri, Mar 21, 2014 at 11:21 AM, Max Evgrafov summ...@gmail.com wrote: http://www.sidefx.com/index.php?option=com_contenttask=viewid=2692Itemid=68 I talked with colleagues from neighboring studios who did effects for Stalingrad. They migrated from Maya to Houdini and very happy with that. And their work is very impressive. Maya is a legendary product actually. Lots of cool things done with it. but Houdini is amazing and comfortable and Houdini have ice! and it is even greater. Moreover we must not forget that Houdini has CHOP. It is powerful tool for processing procedural animation curves.And Houdini all logical. All contexts are synchronized. this is different from a connection bigfrost. While exploring gudini I'm not saying oh shit, I'm just amazed how cool. (excluding modeling and do UV layout) moreover I inspires from this one http://www.awn.com/animationworld/disney-goes-wild 2014-03-21 12:49 GMT+04:00 Raffaele Fragapane raffsxsil...@googlemail.com : Yeah, if there is one thing to say for Houdini, much like ICE did for Soft users, is that if you persevere through the initial shock it's an amazing enabler for learning the fundamentals of this trade. It's worth trying it regardless of whether you plan to use it or not at least for that. On 21 Mar 2014 07:01, Vincent Fortin vfor...@gmail.com wrote: I only skimmed through the video last year. I'm not really into rigging. You better ask Cristopher Tedin directly, he used to be on this list. I hope you find the courage to look into Houdini, it will open your eyes on concepts that you may be able to reproduce in other apps too. You could also go here http://www.sidefx.com/docs/houdini13.0/and search for rigging. Some DT videos look quite interesting actually (but more advanced) http://www.digitaltutors.com/tutorial/552-Creating-Procedural-Rigs-and-Controlling-Motion-in-Houdini On Thu, Mar 20, 2014 at 3:41 PM, Oscar Juarez tridi.animei...@gmail.com wrote: Isn't the rigging fundamentals using mostly the guide and auto-rig system though? Or goes through all the things under the hood. On Thu, Mar 20, 2014 at 8:38 PM, Vincent Fortin vfor...@gmail.comwrote: There's also http://www.digitaltutors.com/software/Houdini-Rigging-tutorials I've never watched it though. On Thu, Mar 20, 2014 at 3:36 PM, Vincent Fortin vfor...@gmail.comwrote: https://cmivfx.com/store/533-houdini+rigging+animation+fundamentals There a 40% off rebate right now using the coupon code HotStuff40 On Thu, Mar 20, 2014 at 3:27 PM, Oscar Juarez tridi.animei...@gmail.com wrote: Is there a good reference somewhere about practices in rigging in Houdini? General not necessarily the character stuff, but more general approaches. Hierarchies, control creation, constraints, matrix transformations etc. Most of the stuff I've been watching is on SOPs which I guess it's not the correct approach. On Thu, Mar 20, 2014 at 8:13 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: I remember my first experience with rigging in maya: On 20 March 2014 18:24, Jordi Bares jordiba...@gmail.com wrote: 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 !!! :-) -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
Re: Why MAX is not option for me.
Hi Maurice, *(...) * *Building a new DCC app from the ground up in the traditional way is really not a realistic expectation. It nearly killed both Alias and Softimage. We could take that risk if we were a start-up with no customers but we have hundreds of thousands. And they need their current products to move forward not to stop for the next 7 years while we try to do this.* *(...)* May I ask you kindly to take a step back for a second and re-read your above statement again from the perspective of a Softimage user? Thanks, Martin -- Martin Chatterjee [ Freelance Technical Director ] [ http://www.chatterjee.de ] [ https://vimeo.com/chatterjee ]
Experiencing the Maya User interface
http://www.youtube.com/watch?v=JYXCC9o1zuw MB
Re: Experiencing the Maya User interface
Could you show other examples other then Maya running on Linux? :-P 2014-03-21 10:43 GMT+01:00 Morten Bartholdy x...@colorshopvfx.dk: http://www.youtube.com/watch?v=JYXCC9o1zuw MB
Re: my first experiment with rigging in Houdini :-))))
Sebastian, take it slowly and all will be well ;-) As much as people like to refer VOPs/VEX to ICE, I’d say keep in mind they are quite different. While ICE cracks tend to go hardcore in ‘one' Tree, the Houdini guys use VOPs in conjunction with the other OPs available to make up the overall result. See you over at the SESI forum. Andy On Mar 21, 2014, at 10:20, Sebastian Kowalski l...@sekow.com wrote: initial shock is a good one, feels like being hit by a roadtrain.. twice Am 21.03.2014 um 09:49 schrieb Raffaele Fragapane raffsxsil...@googlemail.com: Yeah, if there is one thing to say for Houdini, much like ICE did for Soft users, is that if you persevere through the initial shock it's an amazing enabler for learning the fundamentals of this trade. It's worth trying it regardless of whether you plan to use it or not at least for that.
Re: ICE - When will we have todays functionality in Maya?
Hey Adrian, this is some great info here. and makes me suddenly feel spmehow better ;-) maybe in two/three years time, when Soft slowly falls back (just due to no further development) BiFrost will be in a state where it can take over...? (wishful thinking) If I read between the lines I feel there is hope that BiFrost is not 'just' a fluid simulation system and can be used for far more. Exactly what I personally (and many others) love about ICE. It is (contrary to past Autodesk-PR) NOT just a particle-simulation-system, but a swiss army tool which can manipulate almost every aspect of data in my scene/objects and build, create, deform, etc... ie at the moment I build shapes/objects made out of dominos. All procedurally build in ICE. I made different compounds to stack and pile dominoes in different ways and methods. And if the objects I have to create (and even the domino) change (as usual in commercials..) it is all instantly updated. Only right at the end I add a Sim node and the whole things collapses... (obviously controlled with nulls, forces, etc...) The Sim is basically the last 5% of what I use ICE for. If I can do stuff like this in BiFrost in the future I'm a happy camper. Right now the only other software capable of that would be Houdini... I'll keep an eye on BiFrost ;-) Cheers, Juan On Fri, Mar 21, 2014 at 1:09 AM, joshxsi josh...@gmail.com wrote: Part of what made ICE so successful (in my mind) was the large amount of built in nodes and compounds that were included as part of the base system that were used in mostly non-simulated contexts (raycasting, geometry locations, etc). From the sound of the development stages, the first two releases will be fluid focused, do you expect that the final release will include the non particle functionality that ICE became so useful for? It sounds like you're expecting the users to build a more generic set of functionality using the API? (mesh deforms, curve based flow tools, IK solvers etc) Thanks again for the information as well. On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher davegsoftimagel...@gmail.com wrote: Yes, definitely giving them a chance! If they turn Maya/Bifrost into something great that can give me back what I just lost, believe me I will be one happy guy. On 3/20/2014 6:29 PM, Raffaele Fragapane wrote: The product will be released within the quarter. To be fair, that info if you were on beta has been consistent and available for quite a while now, so it's not some last minute stunt. Marcus, Adrian and the rest of the team are nice guys, give them a chance. On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher davegsoftimagel...@gmail.com wrote: This email was fascinating. I'm curious though; we've been told we can't hear roadmaps because they run afoul of SEC rules. And yet, here we get a somewhat detailed roadmap. Dave G
Re: Digital Golem : Brillant and beautiful
As a freelancer I only represent a single seat that’s not current nor under maintenance, but for an initiative like this, where an investment would equal tangible results – I’d gladly put in my share - as well as doing the rounds of my clients to suggest they do the same. That was my motivation for stopping maintenance in the first place – not the amount of money, but the believe that most of it did not feed back into the software, and not into tools I really needed. Without knowing anything of these things, my hunch is that a crowd funded entity to develop Softimage integrated tools based on Fabric – could have a more significant impact than what we’ve seen the past few years in regular updates. Any tools to keep up with emerging standards – as alembic, EXR 2.0, openVDB, ptex,openSubdiv... - scene assembly tools, a revamped hair system, instancing on steroids, vegetation, ecosystem, destruction, fluids and pyro tools. All of these right in the interface, doing the heavy lifting externally and with tight integration into rendering – That’s where I would like to see things go. One can dream right? Viewport cubes, integrated chat tools, camera sequencers, on the cloud invoicing per mouseclick – those are things I can do without. From: Jean-Louis Billard Sent: Thursday, March 20, 2014 7:11 PM To: softimage@listproc.autodesk.com Subject: Re: Digital Golem : Brillant and beautiful 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: How long will it take (?)
Hi Yang-hai In my opinion as a generalist with longer experience in Softimage (7 years) than I have with Maya (3 years) to me fundamentally is the fact Softimage has a real non-linear workflow. Taking character rigging for example allows changes to the topology, shapes, uvs, after the character has been enveloped without breaking anything (some of these changes can be done literally in seconds) while for what I understand of Maya (I'm not really a rigger though), the riggers have to rebuild the rig (or parts of it) again relying on scripting if they can script. Now I truly hope Autodesk is really considering improving Maya in this area if they are seriously thinking Softimage users will jump to Maya after 2016. In my case Ill stick with Softimage until something else better in this area comes along (be it Maya or any other DCC) On Thu, Mar 20, 2014 at 7:40 PM, Yang-hai Eakes yang-hai.ea...@autodesk.com wrote: Hi Perry, Honestly, your voice is more important than any internal user, and that's the main reason. What I'm really trying to understand is what you want/need as a user, as a workflow from Softimage, and that's why I found this thread so helpful. Yes, we have internal people that are helping us understand and will be helping implement some of these feature/workflows, but we also want to make sure we are listening the user, you. Thanks for not beating me up! Yang-hai From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas Sent: Thursday, March 20, 2014 3:11 PM To: softimage@listproc.autodesk.com Subject: Re: How long will it take (?) Yang-hai, While I appreciate that you are all listening (honestly, I really do), it is really annoying that the Softimage team was supposedly moved to Maya, yet Autodesk seems to have no clue how to implement a Softimage workflow or feature into Maya. Look, don't get me wrong, it is better to have you guys ask us than to not ask, but if you truly have that many people from Softimage working on Maya, wouldn't THEY know better how to do this than we would? On Thu, Mar 20, 2014 at 2:33 PM, Yang-hai Eakes yang-hai.ea...@autodesk.commailto:yang-hai.ea...@autodesk.com wrote: 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 mailto:softimage@listproc.autodesk.commailto: softimage@listproc.autodesk.com, davegsoftimagel...@gmail.commailto: davegsoftimagel...@gmail.commailto: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 article http://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
Re: Digital Golem : Brillant and beautiful
Bunch of fabric engine based tools, Spliced to SI would push SI on steroids for years to come and honestly would be more progress than SI saw in AD for years. Well if not for years to come then at least pumping adrenalin till something that can actually replace SI is there. On Fri, Mar 21, 2014 at 11:31 AM, pete...@skynet.be wrote: As a freelancer I only represent a single seat that's not current nor under maintenance, but for an initiative like this, where an investment would equal tangible results - I'd gladly put in my share - as well as doing the rounds of my clients to suggest they do the same. That was my motivation for stopping maintenance in the first place - not the amount of money, but the believe that most of it did not feed back into the software, and not into tools I really needed. Without knowing anything of these things, my hunch is that a crowd funded entity to develop Softimage integrated tools based on Fabric - could have a more significant impact than what we've seen the past few years in regular updates. Any tools to keep up with emerging standards - as alembic, EXR 2.0, openVDB, ptex,openSubdiv... - scene assembly tools, a revamped hair system, instancing on steroids, vegetation, ecosystem, destruction, fluids and pyro tools. All of these right in the interface, doing the heavy lifting externally and with tight integration into rendering - That's where I would like to see things go. One can dream right? Viewport cubes, integrated chat tools, camera sequencers, on the cloud invoicing per mouseclick - those are things I can do without. *From:* Jean-Louis Billard jean-lo...@photon3.com *Sent:* Thursday, March 20, 2014 7:11 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Digital Golem : Brillant and beautiful 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
RE: How long will it take (?)
Yang, let me chime in here. I too appreciate you being present and asking these questions here. It goes to show that the Maya Humanize project might actually lead somewhere, and very importantly, that a significant change in Autodesk policy on user/dev interaction has taken place just recently. One thing that has me worried is the willingness of Autodesk to try and educate the 50x more Maya users and move them to adopt a more userfriendly interface like we know it from Soft. I believe you see the value of incorporating the good parts of Softimage in Maya, but as it might alienate a large portion of existing Maya users, I could fear you will not dare go all the way and make Maya as userfriendly as we would prefer. Can you, or perhaps Maurice elaborate on your thoughts in this respect? This is a very important point for me, and I suspect, most Softimage users. God it seems silly to even discuss the need for a userfriendly yet powerful interface here in 2014... Morten Den 20. marts 2014 kl. 20:40 skrev Yang-hai Eakes yang-hai.ea...@autodesk.com: Hi Perry, Honestly, your voice is more important than any internal user, and that's the main reason. What I'm really trying to understand is what you want/need as a user, as a workflow from Softimage, and that's why I found this thread so helpful. Yes, we have internal people that are helping us understand and will be helping implement some of these feature/workflows, but we also want to make sure we are listening the user, you. Thanks for not beating me up! Yang-hai From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas Sent: Thursday, March 20, 2014 3:11 PM To: softimage@listproc.autodesk.com Subject: Re: How long will it take (?) Yang-hai, While I appreciate that you are all listening (honestly, I really do), it is really annoying that the Softimage team was supposedly moved to Maya, yet Autodesk seems to have no clue how to implement a Softimage workflow or feature into Maya. Look, don't get me wrong, it is better to have you guys ask us than to not ask, but if you truly have that many people from Softimage working on Maya, wouldn't THEY know better how to do this than we would? On Thu, Mar 20, 2014 at 2:33 PM, Yang-hai Eakes yang-hai.ea...@autodesk.commailto:yang-hai.ea...@autodesk.com wrote: 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.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com, davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.commailto: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
Re: How long will it take (?)
Oh and by the way, the fact a modeler can do this kind of adjustments and be aware that he is not screwing up the rig (because of how clear is the UI in Soft) and thus not needing to send the rig back to the rigger to fix things up frees up the riggers so Softimage has smaller production costs in this respect. On Fri, Mar 21, 2014 at 10:37 AM, Nuno Conceicao nunoalexconcei...@gmail.com wrote: Hi Yang-hai In my opinion as a generalist with longer experience in Softimage (7 years) than I have with Maya (3 years) to me fundamentally is the fact Softimage has a real non-linear workflow. Taking character rigging for example allows changes to the topology, shapes, uvs, after the character has been enveloped without breaking anything (some of these changes can be done literally in seconds) while for what I understand of Maya (I'm not really a rigger though), the riggers have to rebuild the rig (or parts of it) again relying on scripting if they can script. Now I truly hope Autodesk is really considering improving Maya in this area if they are seriously thinking Softimage users will jump to Maya after 2016. In my case Ill stick with Softimage until something else better in this area comes along (be it Maya or any other DCC) On Thu, Mar 20, 2014 at 7:40 PM, Yang-hai Eakes yang-hai.ea...@autodesk.com wrote: Hi Perry, Honestly, your voice is more important than any internal user, and that's the main reason. What I'm really trying to understand is what you want/need as a user, as a workflow from Softimage, and that's why I found this thread so helpful. Yes, we have internal people that are helping us understand and will be helping implement some of these feature/workflows, but we also want to make sure we are listening the user, you. Thanks for not beating me up! Yang-hai From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas Sent: Thursday, March 20, 2014 3:11 PM To: softimage@listproc.autodesk.com Subject: Re: How long will it take (?) Yang-hai, While I appreciate that you are all listening (honestly, I really do), it is really annoying that the Softimage team was supposedly moved to Maya, yet Autodesk seems to have no clue how to implement a Softimage workflow or feature into Maya. Look, don't get me wrong, it is better to have you guys ask us than to not ask, but if you truly have that many people from Softimage working on Maya, wouldn't THEY know better how to do this than we would? On Thu, Mar 20, 2014 at 2:33 PM, Yang-hai Eakes yang-hai.ea...@autodesk.commailto:yang-hai.ea...@autodesk.com wrote: 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.commailto:softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com, davegsoftimagel...@gmail.com mailto:davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com mailto: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
Re: my first experiment with rigging in Houdini :-))))
Andy of course! See you later at the SESI forum ! 2014-03-21 13:56 GMT+04:00 Andy Goehler lists.andy.goeh...@gmail.com: Sebastian, take it slowly and all will be well ;-) As much as people like to refer VOPs/VEX to ICE, I'd say keep in mind they are quite different. While ICE cracks tend to go hardcore in 'one' Tree, the Houdini guys use VOPs in conjunction with the other OPs available to make up the overall result. See you over at the SESI forum. Andy On Mar 21, 2014, at 10:20, Sebastian Kowalski l...@sekow.com wrote: initial shock is a good one, feels like being hit by a roadtrain.. twice Am 21.03.2014 um 09:49 schrieb Raffaele Fragapane raffsxsil...@googlemail.com: Yeah, if there is one thing to say for Houdini, much like ICE did for Soft users, is that if you persevere through the initial shock it's an amazing enabler for learning the fundamentals of this trade. It's worth trying it regardless of whether you plan to use it or not at least for that. -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
What use is ICE really?
Folks We had a chat with a senior chap at Autodesk. There was hint of surprise at one use of ICE that I mentioned in passing. I think we over estimate the understanding of what ICE gets used for and its all pervading usefulness. I'd like to invite people to share their ice work especially if its more obscure (without giving away your trade secrets obviously). Here are some starters for us. Please keep the explanations as short as possible to attract Autodesk to read them. http://www.glassworks.co.uk/video/love 1) Fine feathers created totally with ice strands 2) Feather system created in ice 3) Cats fur : ice strands http://www.glassworks.co.uk/video/tadpoles-master 1) Totally ice strand vegetation 2) Ice driven water surface 3) Render tadpoles have ice compound which auomatically detects the shot number and selects the correct cache http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star 1) Ice creating the cotton balls unravelling http://www.glassworks.co.uk/node/549 1) Ice crowd http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg 1) Object IDs picked up in ice and use to assign materials of supermarket aisle items https://vimeo.com/87096859 Some holes aesthetically 1) ice rigid body pens transferring their attributes to lagoa ice fluid melted pens 2)Ice fracturing bottle http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o 1) Intervened in Momentum ice plugin to extract vectors and modulate them http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin 1) Hair created from scratch in ice strands including clumping http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview 1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet for the strings And many many more. -- 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) 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: my first experiment with rigging in Houdini :-))))
i find the 3d buzz technical rigging in houdini DVDs very helpful. Focusing on rigging, it keeps your brain from sopping and vopping around too much. 2014-03-21 11:52 GMT+01:00 Max Evgrafov summ...@gmail.com: Andy of course! See you later at the SESI forum ! 2014-03-21 13:56 GMT+04:00 Andy Goehler lists.andy.goeh...@gmail.com: Sebastian, take it slowly and all will be well ;-) As much as people like to refer VOPs/VEX to ICE, I'd say keep in mind they are quite different. While ICE cracks tend to go hardcore in 'one' Tree, the Houdini guys use VOPs in conjunction with the other OPs available to make up the overall result. See you over at the SESI forum. Andy On Mar 21, 2014, at 10:20, Sebastian Kowalski l...@sekow.com wrote: initial shock is a good one, feels like being hit by a roadtrain.. twice Am 21.03.2014 um 09:49 schrieb Raffaele Fragapane raffsxsil...@googlemail.com: Yeah, if there is one thing to say for Houdini, much like ICE did for Soft users, is that if you persevere through the initial shock it's an amazing enabler for learning the fundamentals of this trade. It's worth trying it regardless of whether you plan to use it or not at least for that. -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
Re: What use is ICE really?
Correction http://www.glassworks.co.uk/video/model-britainsearch-type=brandterm=talk 1) Ice crowd 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) 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. On 21/03/2014 11:12, Alastair Hearsum wrote: Folks We had a chat with a senior chap at Autodesk. There was hint of surprise at one use of ICE that I mentioned in passing. I think we over estimate the understanding of what ICE gets used for and its all pervading usefulness. I'd like to invite people to share their ice work especially if its more obscure (without giving away your trade secrets obviously). Here are some starters for us. Please keep the explanations as short as possible to attract Autodesk to read them. http://www.glassworks.co.uk/video/love 1) Fine feathers created totally with ice strands 2) Feather system created in ice 3) Cats fur : ice strands http://www.glassworks.co.uk/video/tadpoles-master 1) Totally ice strand vegetation 2) Ice driven water surface 3) Render tadpoles have ice compound which auomatically detects the shot number and selects the correct cache http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star 1) Ice creating the cotton balls unravelling http://www.glassworks.co.uk/node/549 1) Ice crowd http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg 1) Object IDs picked up in ice and use to assign materials of supermarket aisle items https://vimeo.com/87096859 Some holes aesthetically 1) ice rigid body pens transferring their attributes to lagoa ice fluid melted pens 2)Ice fracturing bottle http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o 1) Intervened in Momentum ice plugin to extract vectors and modulate them http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin 1) Hair created from scratch in ice strands including clumping http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview 1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet for the strings And many many more. -- 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) 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: What use is ICE really?
What's the point ? Understanding of Ice for Maya ? Le 21/03/2014 12:12, Alastair Hearsum a écrit : Folks We had a chat with a senior chap at Autodesk. There was hint of surprise at one use of ICE that I mentioned in passing. I think we over estimate the understanding of what ICE gets used for and its all pervading usefulness. I'd like to invite people to share their ice work especially if its more obscure (without giving away your trade secrets obviously). Here are some starters for us. Please keep the explanations as short as possible to attract Autodesk to read them. http://www.glassworks.co.uk/video/love 1) Fine feathers created totally with ice strands 2) Feather system created in ice 3) Cats fur : ice strands http://www.glassworks.co.uk/video/tadpoles-master 1) Totally ice strand vegetation 2) Ice driven water surface 3) Render tadpoles have ice compound which auomatically detects the shot number and selects the correct cache http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star 1) Ice creating the cotton balls unravelling http://www.glassworks.co.uk/node/549 1) Ice crowd http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg 1) Object IDs picked up in ice and use to assign materials of supermarket aisle items https://vimeo.com/87096859 Some holes aesthetically 1) ice rigid body pens transferring their attributes to lagoa ice fluid melted pens 2)Ice fracturing bottle http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o 1) Intervened in Momentum ice plugin to extract vectors and modulate them http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin 1) Hair created from scratch in ice strands including clumping http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview 1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet for the strings And many many more. -- 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) 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: my first experiment with rigging in Houdini :-))))
Yeah reading the topics seems like a good place to start. On Fri, Mar 21, 2014 at 12:13 PM, philipp seis dpi...@gmail.com wrote: i find the 3d buzz technical rigging in houdini DVDs very helpful. Focusing on rigging, it keeps your brain from sopping and vopping around too much. 2014-03-21 11:52 GMT+01:00 Max Evgrafov summ...@gmail.com: Andy of course! See you later at the SESI forum ! 2014-03-21 13:56 GMT+04:00 Andy Goehler lists.andy.goeh...@gmail.com: Sebastian, take it slowly and all will be well ;-) As much as people like to refer VOPs/VEX to ICE, I'd say keep in mind they are quite different. While ICE cracks tend to go hardcore in 'one' Tree, the Houdini guys use VOPs in conjunction with the other OPs available to make up the overall result. See you over at the SESI forum. Andy On Mar 21, 2014, at 10:20, Sebastian Kowalski l...@sekow.com wrote: initial shock is a good one, feels like being hit by a roadtrain.. twice Am 21.03.2014 um 09:49 schrieb Raffaele Fragapane raffsxsil...@googlemail.com: Yeah, if there is one thing to say for Houdini, much like ICE did for Soft users, is that if you persevere through the initial shock it's an amazing enabler for learning the fundamentals of this trade. It's worth trying it regardless of whether you plan to use it or not at least for that. -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
Re: What use is ICE really?
The point is to get Autodesk to understand the power and all pervading nature of ICE and for that to inform their development of Bifrost 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) 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. On 21/03/2014 11:17, olivier jeannel wrote: What's the point ? Understanding of Ice for Maya ? Le 21/03/2014 12:12, Alastair Hearsum a écrit : Folks We had a chat with a senior chap at Autodesk. There was hint of surprise at one use of ICE that I mentioned in passing. I think we over estimate the understanding of what ICE gets used for and its all pervading usefulness. I'd like to invite people to share their ice work especially if its more obscure (without giving away your trade secrets obviously). Here are some starters for us. Please keep the explanations as short as possible to attract Autodesk to read them. http://www.glassworks.co.uk/video/love 1) Fine feathers created totally with ice strands 2) Feather system created in ice 3) Cats fur : ice strands http://www.glassworks.co.uk/video/tadpoles-master 1) Totally ice strand vegetation 2) Ice driven water surface 3) Render tadpoles have ice compound which auomatically detects the shot number and selects the correct cache http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star 1) Ice creating the cotton balls unravelling http://www.glassworks.co.uk/node/549 1) Ice crowd http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg 1) Object IDs picked up in ice and use to assign materials of supermarket aisle items https://vimeo.com/87096859 Some holes aesthetically 1) ice rigid body pens transferring their attributes to lagoa ice fluid melted pens 2)Ice fracturing bottle http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o 1) Intervened in Momentum ice plugin to extract vectors and modulate them http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin 1) Hair created from scratch in ice strands including clumping http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview 1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet for the strings And many many more. -- 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) 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: What use is ICE really?
It might help with the transition time period with support and bug fixing, it's a tool that is not available in another Autodesk software, it's a point for consideration on the transition period. On Fri, Mar 21, 2014 at 12:19 PM, Alastair Hearsum hear...@glassworks.co.uk wrote: The point is to get Autodesk to understand the power and all pervading nature of ICE and for that to inform their development of Bifrost 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. On 21/03/2014 11:17, olivier jeannel wrote: What's the point ? Understanding of Ice for Maya ? Le 21/03/2014 12:12, Alastair Hearsum a écrit : Folks We had a chat with a senior chap at Autodesk. There was hint of surprise at one use of ICE that I mentioned in passing. I think we over estimate the understanding of what ICE gets used for and its all pervading usefulness. I'd like to invite people to share their ice work especially if its more obscure (without giving away your trade secrets obviously). Here are some starters for us. Please keep the explanations as short as possible to attract Autodesk to read them. http://www.glassworks.co.uk/video/love 1) Fine feathers created totally with ice strands 2) Feather system created in ice 3) Cats fur : ice strands http://www.glassworks.co.uk/video/tadpoles-master 1) Totally ice strand vegetation 2) Ice driven water surface 3) Render tadpoles have ice compound which auomatically detects the shot number and selects the correct cache http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star 1) Ice creating the cotton balls unravelling http://www.glassworks.co.uk/node/549 1) Ice crowd http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg 1) Object IDs picked up in ice and use to assign materials of supermarket aisle items https://vimeo.com/87096859 Some holes aesthetically 1) ice rigid body pens transferring their attributes to lagoa ice fluid melted pens 2)Ice fracturing bottle http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o 1) Intervened in Momentum ice plugin to extract vectors and modulate them http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin 1) Hair created from scratch in ice strands including clumping http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview 1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet for the strings And many many more. -- 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: Experiencing the Maya User interface
these YouTube links are getting quite tiresome, but I must say this one is particularly cute. On Friday, March 21, 2014, Nicolas Esposito 3dv...@gmail.com wrote: Could you show other examples other then Maya running on Linux? :-P 2014-03-21 10:43 GMT+01:00 Morten Bartholdy x...@colorshopvfx.dkjavascript:_e(%7B%7D,'cvml','x...@colorshopvfx.dk'); : Пингвины и неведомая фигня http://www.youtube.com/watch?v=JYXCC9o1zuw MB
Re: What use is ICE really?
We tried that for the last couple of years. Ice was self promoting and self evolving entity that seemed to be a splinter in the Autodesk's eye. I think Ice was the most amazing feature that was developed within the Main Three and yet they still marketed the viewcube and viewport 2 to simplify the comparison. I don't thing there is any chance of communication parallel (can I say that?) between Autodesk and the community. They killed it and now they only keep kicking the corpse while everybody watches. I will stay with SI for as long as I can. I will use Maya, learn C4D and Houdini (modo I know a bit already), but I say, let move on. I don't want fake promises just to be disappointed again. You wanna talk to someone who listens (The Foundry, SideFX). Artur 2014-03-21 12:23 GMT+01:00 Oscar Juarez tridi.animei...@gmail.com: It might help with the transition time period with support and bug fixing, it's a tool that is not available in another Autodesk software, it's a point for consideration on the transition period. On Fri, Mar 21, 2014 at 12:19 PM, Alastair Hearsum hear...@glassworks.co.uk wrote: The point is to get Autodesk to understand the power and all pervading nature of ICE and for that to inform their development of Bifrost 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. On 21/03/2014 11:17, olivier jeannel wrote: What's the point ? Understanding of Ice for Maya ? Le 21/03/2014 12:12, Alastair Hearsum a écrit : Folks We had a chat with a senior chap at Autodesk. There was hint of surprise at one use of ICE that I mentioned in passing. I think we over estimate the understanding of what ICE gets used for and its all pervading usefulness. I'd like to invite people to share their ice work especially if its more obscure (without giving away your trade secrets obviously). Here are some starters for us. Please keep the explanations as short as possible to attract Autodesk to read them. http://www.glassworks.co.uk/video/love 1) Fine feathers created totally with ice strands 2) Feather system created in ice 3) Cats fur : ice strands http://www.glassworks.co.uk/video/tadpoles-master 1) Totally ice strand vegetation 2) Ice driven water surface 3) Render tadpoles have ice compound which auomatically detects the shot number and selects the correct cache http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star 1) Ice creating the cotton balls unravelling http://www.glassworks.co.uk/node/549 1) Ice crowd http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg 1) Object IDs picked up in ice and use to assign materials of supermarket aisle items https://vimeo.com/87096859 Some holes aesthetically 1) ice rigid body pens transferring their attributes to lagoa ice fluid melted pens 2)Ice fracturing bottle http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o 1) Intervened in Momentum ice plugin to extract vectors and modulate them http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin 1) Hair created from scratch in ice strands including clumping http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview 1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet for the strings And many many more. -- 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
Re: What use is ICE really?
When I first heard about ICE I thought it was just for particles, but its speeded up my character rigging workflow massively. https://vimeo.com/50523730 Video showing a set of shapes automatically connected to face controls, and secondary deformers (dorritos) added, all in ice. (bit older, scuse the capture quality) https://vimeo.com/77202592 Extending and reusing that work for these guys, also all the hair was ice (kristinka). On 21 March 2014 11:23, Oscar Juarez tridi.animei...@gmail.com wrote: It might help with the transition time period with support and bug fixing, it's a tool that is not available in another Autodesk software, it's a point for consideration on the transition period. On Fri, Mar 21, 2014 at 12:19 PM, Alastair Hearsum hear...@glassworks.co.uk wrote: The point is to get Autodesk to understand the power and all pervading nature of ICE and for that to inform their development of Bifrost 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. On 21/03/2014 11:17, olivier jeannel wrote: What's the point ? Understanding of Ice for Maya ? Le 21/03/2014 12:12, Alastair Hearsum a écrit : Folks We had a chat with a senior chap at Autodesk. There was hint of surprise at one use of ICE that I mentioned in passing. I think we over estimate the understanding of what ICE gets used for and its all pervading usefulness. I'd like to invite people to share their ice work especially if its more obscure (without giving away your trade secrets obviously). Here are some starters for us. Please keep the explanations as short as possible to attract Autodesk to read them. http://www.glassworks.co.uk/video/love 1) Fine feathers created totally with ice strands 2) Feather system created in ice 3) Cats fur : ice strands http://www.glassworks.co.uk/video/tadpoles-master 1) Totally ice strand vegetation 2) Ice driven water surface 3) Render tadpoles have ice compound which auomatically detects the shot number and selects the correct cache http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star 1) Ice creating the cotton balls unravelling http://www.glassworks.co.uk/node/549 1) Ice crowd http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg 1) Object IDs picked up in ice and use to assign materials of supermarket aisle items https://vimeo.com/87096859 Some holes aesthetically 1) ice rigid body pens transferring their attributes to lagoa ice fluid melted pens 2)Ice fracturing bottle http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o 1) Intervened in Momentum ice plugin to extract vectors and modulate them http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin 1) Hair created from scratch in ice strands including clumping http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview 1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet for the strings And many many more. -- 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
Re: What use is ICE really?
Shall we just keep this thread for it's original purpose and not turn it into a discussion? i.e. posting work with descriptions of how ICE was used. DAN On Fri, Mar 21, 2014 at 1:39 PM, Artur Woźniak artur.w...@gmail.com wrote: We tried that for the last couple of years. Ice was self promoting and self evolving entity that seemed to be a splinter in the Autodesk's eye. I think Ice was the most amazing feature that was developed within the Main Three and yet they still marketed the viewcube and viewport 2 to simplify the comparison. I don't thing there is any chance of communication parallel (can I say that?) between Autodesk and the community. They killed it and now they only keep kicking the corpse while everybody watches. I will stay with SI for as long as I can. I will use Maya, learn C4D and Houdini (modo I know a bit already), but I say, let move on. I don't want fake promises just to be disappointed again. You wanna talk to someone who listens (The Foundry, SideFX). Artur 2014-03-21 12:23 GMT+01:00 Oscar Juarez tridi.animei...@gmail.com: It might help with the transition time period with support and bug fixing, it's a tool that is not available in another Autodesk software, it's a point for consideration on the transition period. On Fri, Mar 21, 2014 at 12:19 PM, Alastair Hearsum hear...@glassworks.co.uk wrote: The point is to get Autodesk to understand the power and all pervading nature of ICE and for that to inform their development of Bifrost 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. On 21/03/2014 11:17, olivier jeannel wrote: What's the point ? Understanding of Ice for Maya ? Le 21/03/2014 12:12, Alastair Hearsum a écrit : Folks We had a chat with a senior chap at Autodesk. There was hint of surprise at one use of ICE that I mentioned in passing. I think we over estimate the understanding of what ICE gets used for and its all pervading usefulness. I'd like to invite people to share their ice work especially if its more obscure (without giving away your trade secrets obviously). Here are some starters for us. Please keep the explanations as short as possible to attract Autodesk to read them. http://www.glassworks.co.uk/video/love 1) Fine feathers created totally with ice strands 2) Feather system created in ice 3) Cats fur : ice strands http://www.glassworks.co.uk/video/tadpoles-master 1) Totally ice strand vegetation 2) Ice driven water surface 3) Render tadpoles have ice compound which auomatically detects the shot number and selects the correct cache http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star 1) Ice creating the cotton balls unravelling http://www.glassworks.co.uk/node/549 1) Ice crowd http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg 1) Object IDs picked up in ice and use to assign materials of supermarket aisle items https://vimeo.com/87096859 Some holes aesthetically 1) ice rigid body pens transferring their attributes to lagoa ice fluid melted pens 2)Ice fracturing bottle http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o 1) Intervened in Momentum ice plugin to extract vectors and modulate them http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin 1) Hair created from scratch in ice strands including clumping http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview 1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet for the strings And many many more. -- 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
RE: What use is ICE really?
These excellent videos by Mr Sale have been invaluable for students looking to create their facial rigs. We have built on these and it's been great. Really powerful stuff - and very, very artist friendly, especially as a number of our students are from a non-3D backgrounds - i.e. sculptors, graphic designers, painters, illustrators, 2D animators etc. http://vimeo.com/26980409 http://vimeo.com/26996037 And the rest - http://vimeo.com/thejoncrow/videos/page:6/sort:date By the way, thanks for making these available Adam - really appreciated! Cheers Sofronis Efstathiou Postgraduate Framework Leader and BFX Competition Festival Director Computer Animation Academic Group National Centre for Computer Animation Email: sefstath...@bournemouth.ac.ukmailto:sefstath...@bournemouth.ac.uk Tel: +44 (0) 1202 965805 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Morris Sent: 21 March 2014 11:39 To: softimage@listproc.autodesk.com Subject: Re: What use is ICE really? When I first heard about ICE I thought it was just for particles, but its speeded up my character rigging workflow massively. https://vimeo.com/50523730 Video showing a set of shapes automatically connected to face controls, and secondary deformers (dorritos) added, all in ice. (bit older, scuse the capture quality) https://vimeo.com/77202592 Extending and reusing that work for these guys, also all the hair was ice (kristinka). [http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg] BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer charter. Information about the accessibility of University buildings can be found on the BU DisabledGo webpageshttp://www.disabledgo.com/en/org/bournemouth-university This email is intended only for the person to whom it is addressed and may contain confidential information. If you have received this email in error, please notify the sender and delete this email, which must not be copied, distributed or disclosed to any other person. Any views or opinions presented are solely those of the author and do not necessarily represent those of Bournemouth University or its subsidiary companies. Nor can any contract be formed on behalf of the University or its subsidiary companies via email. -- This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean.
RE: Mornning Autodesk
Don't forget to click the top ten live tv farts of all time on the right From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Arvid Björn [arvidbj...@gmail.com] Sent: Friday, March 21, 2014 5:33 AM To: softimage@listproc.autodesk.com Subject: Re: Mornning Autodesk Smell ya later Fartydesk. On Fri, Mar 21, 2014 at 10:27 AM, Ben Beckett nebbeck...@gmail.commailto:nebbeck...@gmail.com wrote: https://www.youtube.com/watch?v=FWBUl7oT9sA attachment: winmail.dat
Re: my first experiment with rigging in Houdini :-))))
I guess the most exciting thing is that if ICE is procedural, Houdini is massively procedural and *everything* is procedural. From signal analysis, geometry operations (Deformations) geometry creation, rigging, animation, *everything* You can have multiple VOPs (ICE trees) talking to each other in ways so open is mind-bending. Just have a look at copy/stamp techniques and imagine ICE being evaluated with the variable changes. lot to learn though. ;-) Jordi Bares jordiba...@gmail.com On 21 Mar 2014, at 09:56, Andy Goehler lists.andy.goeh...@gmail.com wrote: Sebastian, take it slowly and all will be well ;-) As much as people like to refer VOPs/VEX to ICE, I’d say keep in mind they are quite different. While ICE cracks tend to go hardcore in ‘one' Tree, the Houdini guys use VOPs in conjunction with the other OPs available to make up the overall result. See you over at the SESI forum. Andy On Mar 21, 2014, at 10:20, Sebastian Kowalski l...@sekow.com wrote: initial shock is a good one, feels like being hit by a roadtrain.. twice Am 21.03.2014 um 09:49 schrieb Raffaele Fragapane raffsxsil...@googlemail.com: Yeah, if there is one thing to say for Houdini, much like ICE did for Soft users, is that if you persevere through the initial shock it's an amazing enabler for learning the fundamentals of this trade. It's worth trying it regardless of whether you plan to use it or not at least for that.
Re: What use is ICE really?
I understand the feelings you have Artur, but I agree with Dan in that we should keep this thread for it's purpose as started by Alastair. With that in mind: -Inter-object communication that can be used to extract things like contact maps, deformations, thickness and curvature to drive shading effects. -The ability to read data from ICE into the renderer(s) and use that to control mixing of materials or lighting effects -Debugging as a way to find the min/max of a range needed to achieve an effect -Custom geometry deformers, with things like Test Inside Geometry or Test Inside Null or Has Collided, etc. On Fri, Mar 21, 2014 at 7:41 AM, Dan Yargici danyarg...@gmail.com wrote: Shall we just keep this thread for it's original purpose and not turn it into a discussion? i.e. posting work with descriptions of how ICE was used. DAN On Fri, Mar 21, 2014 at 1:39 PM, Artur Woźniak artur.w...@gmail.comwrote: We tried that for the last couple of years. Ice was self promoting and self evolving entity that seemed to be a splinter in the Autodesk's eye. I think Ice was the most amazing feature that was developed within the Main Three and yet they still marketed the viewcube and viewport 2 to simplify the comparison. I don't thing there is any chance of communication parallel (can I say that?) between Autodesk and the community. They killed it and now they only keep kicking the corpse while everybody watches. I will stay with SI for as long as I can. I will use Maya, learn C4D and Houdini (modo I know a bit already), but I say, let move on. I don't want fake promises just to be disappointed again. You wanna talk to someone who listens (The Foundry, SideFX). Artur 2014-03-21 12:23 GMT+01:00 Oscar Juarez tridi.animei...@gmail.com: It might help with the transition time period with support and bug fixing, it's a tool that is not available in another Autodesk software, it's a point for consideration on the transition period. On Fri, Mar 21, 2014 at 12:19 PM, Alastair Hearsum hear...@glassworks.co.uk wrote: The point is to get Autodesk to understand the power and all pervading nature of ICE and for that to inform their development of Bifrost 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. On 21/03/2014 11:17, olivier jeannel wrote: What's the point ? Understanding of Ice for Maya ? Le 21/03/2014 12:12, Alastair Hearsum a écrit : Folks We had a chat with a senior chap at Autodesk. There was hint of surprise at one use of ICE that I mentioned in passing. I think we over estimate the understanding of what ICE gets used for and its all pervading usefulness. I'd like to invite people to share their ice work especially if its more obscure (without giving away your trade secrets obviously). Here are some starters for us. Please keep the explanations as short as possible to attract Autodesk to read them. http://www.glassworks.co.uk/video/love 1) Fine feathers created totally with ice strands 2) Feather system created in ice 3) Cats fur : ice strands http://www.glassworks.co.uk/video/tadpoles-master 1) Totally ice strand vegetation 2) Ice driven water surface 3) Render tadpoles have ice compound which auomatically detects the shot number and selects the correct cache http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star 1) Ice creating the cotton balls unravelling http://www.glassworks.co.uk/node/549 1) Ice crowd http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg 1) Object IDs picked up in ice and use to assign materials of supermarket aisle items https://vimeo.com/87096859 Some holes aesthetically 1) ice rigid body pens transferring their attributes to lagoa ice fluid melted pens 2)Ice fracturing bottle http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o 1) Intervened in Momentum ice plugin to extract vectors and modulate them http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin 1) Hair
Re: What use is ICE really?
Besides the all the amazing stuff you can do with (like some stuff Alistair has mentioned), ICE is also great to convert simple but tedious everyday tasks into flexible/easy to tweak workflows: An small example: right now I am lighting a Stadium. So instead of placing rows of lights manually (both the geo and the actual arnold_spot_light) I populate the lights with ICE (simply emitting from a curve). I make changes to the setup very fast. The traditional way would be: the modeller places all the lights by hand, and I place all the light sources by hand. And every change we make, we change every thing by handEven with a Python script will never as fast/ flexible and re-usable as with ICE! A small, simple example but it makes my day :) J On Fri, Mar 21, 2014 at 11:41 AM, Dan Yargici danyarg...@gmail.com wrote: Shall we just keep this thread for it's original purpose and not turn it into a discussion? i.e. posting work with descriptions of how ICE was used. DAN On Fri, Mar 21, 2014 at 1:39 PM, Artur Woźniak artur.w...@gmail.comwrote: We tried that for the last couple of years. Ice was self promoting and self evolving entity that seemed to be a splinter in the Autodesk's eye. I think Ice was the most amazing feature that was developed within the Main Three and yet they still marketed the viewcube and viewport 2 to simplify the comparison. I don't thing there is any chance of communication parallel (can I say that?) between Autodesk and the community. They killed it and now they only keep kicking the corpse while everybody watches. I will stay with SI for as long as I can. I will use Maya, learn C4D and Houdini (modo I know a bit already), but I say, let move on. I don't want fake promises just to be disappointed again. You wanna talk to someone who listens (The Foundry, SideFX). Artur 2014-03-21 12:23 GMT+01:00 Oscar Juarez tridi.animei...@gmail.com: It might help with the transition time period with support and bug fixing, it's a tool that is not available in another Autodesk software, it's a point for consideration on the transition period. On Fri, Mar 21, 2014 at 12:19 PM, Alastair Hearsum hear...@glassworks.co.uk wrote: The point is to get Autodesk to understand the power and all pervading nature of ICE and for that to inform their development of Bifrost 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. On 21/03/2014 11:17, olivier jeannel wrote: What's the point ? Understanding of Ice for Maya ? Le 21/03/2014 12:12, Alastair Hearsum a écrit : Folks We had a chat with a senior chap at Autodesk. There was hint of surprise at one use of ICE that I mentioned in passing. I think we over estimate the understanding of what ICE gets used for and its all pervading usefulness. I'd like to invite people to share their ice work especially if its more obscure (without giving away your trade secrets obviously). Here are some starters for us. Please keep the explanations as short as possible to attract Autodesk to read them. http://www.glassworks.co.uk/video/love 1) Fine feathers created totally with ice strands 2) Feather system created in ice 3) Cats fur : ice strands http://www.glassworks.co.uk/video/tadpoles-master 1) Totally ice strand vegetation 2) Ice driven water surface 3) Render tadpoles have ice compound which auomatically detects the shot number and selects the correct cache http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star 1) Ice creating the cotton balls unravelling http://www.glassworks.co.uk/node/549 1) Ice crowd http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg 1) Object IDs picked up in ice and use to assign materials of supermarket aisle items https://vimeo.com/87096859 Some holes aesthetically 1) ice rigid body pens transferring their attributes to lagoa ice fluid melted pens 2)Ice fracturing bottle http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o 1) Intervened in
Re: REAL innovation
W Nice one Jordi Bares jordiba...@gmail.com On 20 Mar 2014, at 19:45, Andy Nicholas a...@andynicholas.com wrote: Wow. Consider my jaw dropped. I didn't know about that stuff. On 19 March 2014 at 13:44 adrian wyer adrian.w...@fluid-pictures.com wrote: http://dev.quixel.se/ddo http://dev.quixel.se/ddo https://www.youtube.com/watch?v=YyJJAp17K-Yfeature=youtu.be 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 adrian.w...@fluid-pictures.com blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.com blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: What use is ICE really?
sorry our website isn't playing ball. Its the wrong link https://www.youtube.com/watch?v=RZZOUq-FoG0 1) ice crowd 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) 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. On 21/03/2014 11:17, Alastair Hearsum wrote: Correction http://www.glassworks.co.uk/video/model-britainsearch-type=brandterm=talk 1) Ice crowd 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) 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. On 21/03/2014 11:12, Alastair Hearsum wrote: Folks We had a chat with a senior chap at Autodesk. There was hint of surprise at one use of ICE that I mentioned in passing. I think we over estimate the understanding of what ICE gets used for and its all pervading usefulness. I'd like to invite people to share their ice work especially if its more obscure (without giving away your trade secrets obviously). Here are some starters for us. Please keep the explanations as short as possible to attract Autodesk to read them. http://www.glassworks.co.uk/video/love 1) Fine feathers created totally with ice strands 2) Feather system created in ice 3) Cats fur : ice strands http://www.glassworks.co.uk/video/tadpoles-master 1) Totally ice strand vegetation 2) Ice driven water surface 3) Render tadpoles have ice compound which auomatically detects the shot number and selects the correct cache http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star 1) Ice creating the cotton balls unravelling http://www.glassworks.co.uk/node/549 1) Ice crowd http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg 1) Object IDs picked up in ice and use to assign materials of supermarket aisle items https://vimeo.com/87096859 Some holes aesthetically 1) ice rigid body pens transferring their attributes to lagoa ice fluid melted pens 2)Ice fracturing bottle http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o 1) Intervened in Momentum ice plugin to extract vectors and modulate them http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin 1) Hair created from scratch in ice strands including clumping http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview 1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet for the strings And many many more. -- 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) 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,
Re: What use is ICE really?
Hi, totally agree with Jacob. can't talk about the project at the moment, but... I'm building shapes/objects made out of dominoes. I made different compounds to stack and pile dominoes in different ways and methods. And if the shapes/objects I have to create (and even the domino) change, it is all instantly updated. Only right at the end I add a Sim node and the whole things collapses... (obviously controlled with nulls, forces, etc...) The Sim is the last 5% of what I use ICE for. and another non-sim-ICE use example http://www.themill.com/work/qoros/shredder.aspx in most shots ICE to shred the car, keep rendernormals intact, bind HiRes to LowRes, etc (no sim, this is all hand animated...) Juan On Fri, Mar 21, 2014 at 12:02 PM, Alastair Hearsum hear...@glassworks.co.uk wrote: sorry our website isn't playing ball. Its the wrong link https://www.youtube.com/watch?v=RZZOUq-FoG0 1) ice crowd 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. On 21/03/2014 11:17, Alastair Hearsum wrote: Correction http://www.glassworks.co.uk/video/model-britainsearch-type=brandterm=talkhttp://www.glassworks.co.uk/node/549 1) Ice crowd 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. On 21/03/2014 11:12, Alastair Hearsum wrote: Folks We had a chat with a senior chap at Autodesk. There was hint of surprise at one use of ICE that I mentioned in passing. I think we over estimate the understanding of what ICE gets used for and its all pervading usefulness. I'd like to invite people to share their ice work especially if its more obscure (without giving away your trade secrets obviously). Here are some starters for us. Please keep the explanations as short as possible to attract Autodesk to read them. http://www.glassworks.co.uk/video/love 1) Fine feathers created totally with ice strands 2) Feather system created in ice 3) Cats fur : ice strands http://www.glassworks.co.uk/video/tadpoles-master 1) Totally ice strand vegetation 2) Ice driven water surface 3) Render tadpoles have ice compound which auomatically detects the shot number and selects the correct cache http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star 1) Ice creating the cotton balls unravelling http://www.glassworks.co.uk/node/549 1) Ice crowd http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg 1) Object IDs picked up in ice and use to assign materials of supermarket aisle items https://vimeo.com/87096859 Some holes aesthetically 1) ice rigid body pens transferring their attributes to lagoa ice fluid melted pens 2)Ice fracturing bottle http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o 1) Intervened in Momentum ice plugin to extract vectors and modulate them http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin 1) Hair created from scratch in ice strands including clumping http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview 1) Ice rigid bodies
Re: I'm still really PO'd and it's not getting better
Didn't know retiring involved doing a Phd :p .. Altho that's a good way to have a kick ass retirement plan.
Re: What use is ICE really?
Here's a little personal indulgence. An ICE mazes generator. https://www.youtube.com/watch?v=VfiBD9DnnjY https://www.youtube.com/watch?v=mR5X_mOFWKE https://www.youtube.com/watch?v=5Z3KCrf4Zbo It was a great feeling to finally do something off the clock. Softimage still gets me excited and is a big part of why I enjoy what I do. Thanks Alastair for suggesting this. On Fri, Mar 21, 2014 at 7:49 AM, Sofronis Efstathiou sefstath...@bournemouth.ac.uk wrote: These excellent videos by Mr Sale have been invaluable for students looking to create their facial rigs. We have built on these and it's been great. Really powerful stuff - and very, very artist friendly, especially as a number of our students are from a non-3D backgrounds - i.e. sculptors, graphic designers, painters, illustrators, 2D animators etc. http://vimeo.com/26980409 http://vimeo.com/26996037 And the rest - http://vimeo.com/thejoncrow/videos/page:6/sort:date By the way, thanks for making these available Adam - really appreciated! Cheers Sofronis Efstathiou Postgraduate Framework Leader and BFX Competition Festival Director Computer Animation Academic Group *National Centre for Computer Animation* Email: sefstath...@bournemouth.ac.uk Tel: +44 (0) 1202 965805 *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Morris *Sent:* 21 March 2014 11:39 *To:* softimage@listproc.autodesk.com *Subject:* Re: What use is ICE really? When I first heard about ICE I thought it was just for particles, but its speeded up my character rigging workflow massively. https://vimeo.com/50523730 Video showing a set of shapes automatically connected to face controls, and secondary deformers (dorritos) added, all in ice. (bit older, scuse the capture quality) https://vimeo.com/77202592 Extending and reusing that work for these guys, also all the hair was ice (kristinka). BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer charter. Information about the accessibility of University buildings can be found on the BU DisabledGo webpageshttp://www.disabledgo.com/en/org/bournemouth-university This email is intended only for the person to whom it is addressed and may contain confidential information. If you have received this email in error, please notify the sender and delete this email, which must not be copied, distributed or disclosed to any other person. Any views or opinions presented are solely those of the author and do not necessarily represent those of Bournemouth University or its subsidiary companies. Nor can any contract be formed on behalf of the University or its subsidiary companies via email. -- This message has been scanned for viruses and dangerous content by *MailScanner* http://www.mailscanner.info/, and is believed to be clean.
Re: What use is ICE really?
I typically use ICE for motion graphics. I try to avoid simulation as much as possible so I can have artistic control over the results. To me, fluid simulation is the absolute last thing I would be interested in or need. -Paul On Fri, Mar 21, 2014 at 8:06 AM, Juan Brockhaus juanxsil...@gmail.comwrote: Hi, totally agree with Jacob. can't talk about the project at the moment, but... I'm building shapes/objects made out of dominoes. I made different compounds to stack and pile dominoes in different ways and methods. And if the shapes/objects I have to create (and even the domino) change, it is all instantly updated. Only right at the end I add a Sim node and the whole things collapses... (obviously controlled with nulls, forces, etc...) The Sim is the last 5% of what I use ICE for. and another non-sim-ICE use example http://www.themill.com/work/qoros/shredder.aspx in most shots ICE to shred the car, keep rendernormals intact, bind HiRes to LowRes, etc (no sim, this is all hand animated...) Juan On Fri, Mar 21, 2014 at 12:02 PM, Alastair Hearsum hear...@glassworks.co.uk wrote: sorry our website isn't playing ball. Its the wrong link https://www.youtube.com/watch?v=RZZOUq-FoG0 1) ice crowd 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. On 21/03/2014 11:17, Alastair Hearsum wrote: Correction http://www.glassworks.co.uk/video/model-britainsearch-type=brandterm=talkhttp://www.glassworks.co.uk/node/549 1) Ice crowd 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. On 21/03/2014 11:12, Alastair Hearsum wrote: Folks We had a chat with a senior chap at Autodesk. There was hint of surprise at one use of ICE that I mentioned in passing. I think we over estimate the understanding of what ICE gets used for and its all pervading usefulness. I'd like to invite people to share their ice work especially if its more obscure (without giving away your trade secrets obviously). Here are some starters for us. Please keep the explanations as short as possible to attract Autodesk to read them. http://www.glassworks.co.uk/video/love 1) Fine feathers created totally with ice strands 2) Feather system created in ice 3) Cats fur : ice strands http://www.glassworks.co.uk/video/tadpoles-master 1) Totally ice strand vegetation 2) Ice driven water surface 3) Render tadpoles have ice compound which auomatically detects the shot number and selects the correct cache http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star 1) Ice creating the cotton balls unravelling http://www.glassworks.co.uk/node/549 1) Ice crowd http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg 1) Object IDs picked up in ice and use to assign materials of supermarket aisle items https://vimeo.com/87096859 Some holes aesthetically 1) ice rigid body pens transferring their attributes to lagoa ice fluid melted pens 2)Ice fracturing bottle http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
Re: What use is ICE really?
Maybe a look through the rray site would help to see the number of ways it's been used as well. There used to be a way of filtering to just show ICE related entries but I can't see it there anymore. http://www.rray.de/xsi/ The open beauty of ICE of course is that you can dig down into the compounds, cut bits out, replace bits, extract bits for use else where, combine trees and all so easily. The fact that people can adapt research papers into open compounds that remain open and accesible is amazing. If AD can create an equivalent in Maya in a nice Humanizzzed interface by the time Soft finally shuffles of it's mortal coil, then super-duper and yippee. That seems to exist in Soft already of course, but that's another thread. Adam. _ http://www.linkedin.com/in/adamseeleyuk https://vimeo.com/adamseeley From: Alastair Hearsum hear...@glassworks.co.uk To: softimage@listproc.autodesk.com Sent: Friday, 21 March 2014, 11:19 Subject: Re: What use is ICE really? The point is to get Autodesk to understand the power and all pervading nature of ICE and for that to inform their development of Bifrost Alastair Hearsum Head of 3d 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 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. On 21/03/2014 11:17, olivier jeannel wrote: What's the point ? Understanding of Ice for Maya ? Le 21/03/2014 12:12, Alastair Hearsum a écrit : Folks We had a chat with a senior chap at Autodesk. There was hint of surprise at one use of ICE that I mentioned in passing. I think we over estimate the understanding of what ICE gets used for and its all pervading usefulness. I'd like to invite people to share their ice work especially if its more obscure (without giving away your trade secrets obviously). Here are some starters for us. Please keep the explanations as short as possible to attract Autodesk to read them. http://www.glassworks.co.uk/video/love 1) Fine feathers created totally with ice strands 2) Feather system created in ice 3) Cats fur : ice strands http://www.glassworks.co.uk/video/tadpoles-master 1) Totally ice strand vegetation 2) Ice driven water surface 3) Render tadpoles have ice compound which auomatically detects the shot number and selects the correct cache http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star 1) Ice creating the cotton balls unravelling http://www.glassworks.co.uk/node/549 1) Ice crowd http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg 1) Object IDs picked up in ice and use to assign materials of supermarket aisle items https://vimeo.com/87096859 Some holes aesthetically 1) ice rigid body pens transferring their attributes to lagoa ice fluid melted pens 2)Ice fracturing bottle http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o 1) Intervened in Momentum ice plugin to extract vectors and modulate them http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin 1) Hair created from scratch in ice strands including clumping http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview 1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet for the strings And many many more. -- Alastair Hearsum Head of 3d 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 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,
Re: Experiencing the Maya User interface
I promise it will be my first and last one. I apologize, I usually don't do this, but I couldn't resist since we are now talking about Maya Humanization and Bifrost becoming an ICE alternative. As I wrote in an earlier mail as response/question to Yang, one big question in this proces is how far Autodesk is prepared to go in making the Maya userface more userfriendly, the way a Softimage user would know it. Afaik you are working on the UI, no!? So you may be able to share some insight here, SEC rules allowing? Morten Den 21. marts 2014 kl. 12:37 skrev Luc-Eric Rousseau luceri...@gmail.com: quite tiresome, but I must say this one is particularly cute. On Friday, March 21, 2014, Nicolas Esposito 3dv...@gmail.com mailto:3dv...@gmail.com wrote: Could you show other examples other then Maya running on Linux? :-P 2014-03-21 10:43 GMT+01:00 Morten Bartholdy x...@colorshopvfx.dk : Пингвины и неведомая фигня http://www.youtube.com/watch?v=JYXCC9o1zuw MB
Re: What use is ICE really?
Sorry if it was already linked, but there's a nice vimeo group for ICE videos here: https://vimeo.com/groups/ice Shows a lot of work as well as plugins and other capabilities. On 21 March 2014 08:26, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: I typically use ICE for motion graphics. I try to avoid simulation as much as possible so I can have artistic control over the results. To me, fluid simulation is the absolute last thing I would be interested in or need. -Paul On Fri, Mar 21, 2014 at 8:06 AM, Juan Brockhaus juanxsil...@gmail.comwrote: Hi, totally agree with Jacob. can't talk about the project at the moment, but... I'm building shapes/objects made out of dominoes. I made different compounds to stack and pile dominoes in different ways and methods. And if the shapes/objects I have to create (and even the domino) change, it is all instantly updated. Only right at the end I add a Sim node and the whole things collapses... (obviously controlled with nulls, forces, etc...) The Sim is the last 5% of what I use ICE for. and another non-sim-ICE use example http://www.themill.com/work/qoros/shredder.aspx in most shots ICE to shred the car, keep rendernormals intact, bind HiRes to LowRes, etc (no sim, this is all hand animated...) Juan On Fri, Mar 21, 2014 at 12:02 PM, Alastair Hearsum hear...@glassworks.co.uk wrote: sorry our website isn't playing ball. Its the wrong link https://www.youtube.com/watch?v=RZZOUq-FoG0 1) ice crowd 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. On 21/03/2014 11:17, Alastair Hearsum wrote: Correction http://www.glassworks.co.uk/video/model-britainsearch-type=brandterm=talkhttp://www.glassworks.co.uk/node/549 1) Ice crowd 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. On 21/03/2014 11:12, Alastair Hearsum wrote: Folks We had a chat with a senior chap at Autodesk. There was hint of surprise at one use of ICE that I mentioned in passing. I think we over estimate the understanding of what ICE gets used for and its all pervading usefulness. I'd like to invite people to share their ice work especially if its more obscure (without giving away your trade secrets obviously). Here are some starters for us. Please keep the explanations as short as possible to attract Autodesk to read them. http://www.glassworks.co.uk/video/love 1) Fine feathers created totally with ice strands 2) Feather system created in ice 3) Cats fur : ice strands http://www.glassworks.co.uk/video/tadpoles-master 1) Totally ice strand vegetation 2) Ice driven water surface 3) Render tadpoles have ice compound which auomatically detects the shot number and selects the correct cache http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star 1) Ice creating the cotton balls unravelling http://www.glassworks.co.uk/node/549 1) Ice crowd http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg 1) Object IDs picked up in ice and use to
Re: What use is ICE really?
I can't speak for them, but as an occasional freelancer at PSYOP, I can say that some of their best/coolest work was critically dependent on ICE. Maybe one of the guys from there could add specific, official examples (hint, hint)?
Re: Demise of SI and what it means for fine arts work
Well said, Nancy. I have no illusions about how much corporations (especially this one) care for the individual artist. You have developed your own, very individual workflow - it might well be impossible to translate to another software. Unfamiliarity with a new tool is a huge hindrance to any really creative work. Then again, challenging yourself with a new tool could be stimulating and enriching in itself. (no, I don’t think M#% is going to be either) Remember, you are free, more than most, to choose your tool – cutting edge or outdated, simple or advanced, high or low tech. While your art supplier can suspend that range of papers or paints you grew so attached to, crippling you in the process, they can’t suspend this tool. You can keep it alive for as long as you choose to use it. I refuse to call it the Demise of SI at this point. That will be somewhere in the future, when I retire my last computer with Softimage on and don’t even bother installing it on a new one. I have done my share of artistic projects, making imagery for theatrical and performance arts, individually and in teams – from volunteering work up to a million dollar budget. This is the part of my activities that I believe will be the least affected by AD’s decision. Clients often hardly understand what it is I do, let alone which software I run. For team work they have mostly been asking me to decide on the tools to use, and I’ve always opted for mixed software – providing the individuals with their software of choice. It has invariably been the results the individual could achieve which have been crucial – not what software they ran it on. That being said, there is no denying that Softimage is very well adapted for these projects – truly generalist and multidisciplinary, freestyle, unpredictable, radical changes, fast turnaround. The core qualities of Softimage – especially the non-linear non destructive bit – really make a difference here. It is often on artistic projects that I first use new tools and features, especially (surprising or not?) ICE – up to the point where ICE is used one way or other – often crucial - on every single project. Without considering myself to even know it all that well. As long as I have not outgrown this software (which I don’t expect to do anywhere soon) what AD decides to do with it does not matter. And if I ever do – well, then it will be natural leaving it behind. So whatever you do, keep using it or go elsewhere – but make sure it’s your decision – not AD’s. From: Nancy Jacobs Sent: Thursday, March 20, 2014 9:30 PM To: softimage@listproc.autodesk.com Subject: Demise of SI and what it means for fine arts work When I bought XSI years ago, I compared it with Maya, and the 3d software packages i had been using since the dawn of the phenomenon, and made my decision. I never looked back. I have been extremely happy with XSI -- the workflow, the interface, everything was geared toward ease of use and learning, and visualization of a project from beginning to end. It has been the one piece of software that I find myself saying, every time I use it, what a fantastic piece of software! A joy to learn and use. And I've barely delved into ICE. When Autodesk purchased XSI, I was crushed. People speak of AD acquiring XSI to use its technology, and Maurice Patel has stated, 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. So that is obviously one reason for them to acquire XSIright after ICE was introduced. But what I thought then, and sadly seems to be coming true... Is that AD acquired XSI in order to acquire and 'integrate' XSI's USER BASE. What better way for a company to dominate the user base of a software genre than to acquire software products in that genre, kill them, and then offer the stunned user base a cost-efficient (in the short term) entree into their preferred product. Plus they get to cannibalize the dead software and use it to pump up their 'chosen one'. But we are not seeing that latter tech application effect so much as we are seeing the hijacking of the user base of Softimage. And, as so many have pointed out, bringing Maya into a state where SI users will find their workflow and features emulated is only a vague promise for future application. Not likely to be realized, considering the track record of Autodesk. Does this remind anyone of the infamous corporate takeover mentality...? Applied to software, of course. Same principle. Only here, it is the user base which is the prize, the economic draw of an expanded user base over the years. Especially as Maya, and the expensive plugins and expansions needed to do comparable work that XSI does out of the box... is significantly more expensive than XSI. I am a one-person fine artist, primarily a painter, using SI as a tool for video
Re: Why MAX is not option for me.
I think you are right. On 21 March 2014 03:36, Luc-Eric Rousseau luceri...@gmail.com wrote: FYI, Alembic is a Softimage 2015 feature, and neither Alembic nor OpenSubDiv have been ruled out for other products. I think it's time for this thread to end and people to take a break, there is nothing productive coming out of this thread. On Thursday, March 20, 2014, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Did you think Softimage users, would not of benefited from
Re: Redshift3D Render
They just recent added the RS Hair Shader. Rob did an amazing job. And again. They listen, care about the user and have an amazing support. Even that they are working hard to get the first release, they are always going through the bugs and wish list. Congratulations Redshift Team! A true game changer for Softimage. Here is a link to the docs. http://docs.redshift3d.com/Default.html --- Emilio Hernández VFX 3D animation. 2014-03-21 1:33 GMT-06:00 Daniel Kim danielki...@gmail.com: I have GTX 680 installed on iMac, and use RS with SI now. It shows me great render speed. It doesn't matter hair, displacement map or any expensive options, RS shows always stable and good speed :) We have 7 Arnold license but it's replaced to RS already :) --- Daniel Kim Animation Director Professional 3D Generalist http://www.danielkim3d.com ---
Re: Modo, does it still offer discount price for Softimage user?
Where you buying for a school or a company ? I'm sure there is a way to talk to him, or to a representative. On 21 March 2014 01:56, Graham D. Clark mailgrahamdcl...@gmail.com wrote: Nope, So we are ordering fewer Modo than we would have as we didn't realize it was such short term offer. But certainly a nice gesture. On Thu, Mar 20, 2014 at 3:09 PM, Daniel Kim danielki...@gmail.com wrote: I'm curious it still offers discount price for Softimage user. I am looking for the info on the website, but can't find any information about it. If anyone know about that, please let me know. Thanks Daniel --- Daniel Kim Animation Director Professional 3D Generalist http://www.danielkim3d.com --- -- Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D phone: why-I-stereo http://www.linkedin.com/in/grahamclark
Re: What use is ICE really?
http://www.sekow.com/subaru_carparts „vegetation“ system, rigs (character, flowers, camera), instancing galore, procedural aov management and so many more.. whole job would not been possible without ICE. http://www.sekow.com/catrice_color more ’traditional’ simulation. dust, fluids and shatter.. additional render support but again, crucial in scene management. http://www.sekow.com/kaercher_breeze dirt, bubbles and some fluids http://www.sekow.com/schwab_rollover pseudo swarm behavior and modeling http://www.sekow.com/anz neural networks out of strands, completely direct-able, no simulation involved at all. https://vimeo.com/89426397 post it setup, stop motion behavior .. technical animation there is so much more, I use it every friggin day. the most fun I have lately is in building whole scene management systems using just string type nodes. the tight relationship to the render tree.. damn I could cry .sebastian ——— http://www.sekow.com Am 21.03.2014 um 13:32 schrieb Paul Doyle technove...@gmail.com: Sorry if it was already linked, but there's a nice vimeo group for ICE videos here: https://vimeo.com/groups/ice Shows a lot of work as well as plugins and other capabilities. On 21 March 2014 08:26, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: I typically use ICE for motion graphics. I try to avoid simulation as much as possible so I can have artistic control over the results. To me, fluid simulation is the absolute last thing I would be interested in or need. -Paul On Fri, Mar 21, 2014 at 8:06 AM, Juan Brockhaus juanxsil...@gmail.com wrote: Hi, totally agree with Jacob. can't talk about the project at the moment, but... I'm building shapes/objects made out of dominoes. I made different compounds to stack and pile dominoes in different ways and methods. And if the shapes/objects I have to create (and even the domino) change, it is all instantly updated. Only right at the end I add a Sim node and the whole things collapses... (obviously controlled with nulls, forces, etc...) The Sim is the last 5% of what I use ICE for. and another non-sim-ICE use example http://www.themill.com/work/qoros/shredder.aspx in most shots ICE to shred the car, keep rendernormals intact, bind HiRes to LowRes, etc (no sim, this is all hand animated...) Juan On Fri, Mar 21, 2014 at 12:02 PM, Alastair Hearsum hear...@glassworks.co.uk wrote: sorry our website isn't playing ball. Its the wrong link https://www.youtube.com/watch?v=RZZOUq-FoG0 1) ice crowd Alastair Hearsum Head of 3d 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 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. On 21/03/2014 11:17, Alastair Hearsum wrote: Correction http://www.glassworks.co.uk/video/model-britainsearch-type=brandterm=talk 1) Ice crowd Alastair Hearsum Head of 3d 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 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. On 21/03/2014 11:12, Alastair Hearsum wrote: Folks We had a chat with a senior chap at Autodesk. There was hint of surprise at one use of ICE that I mentioned in passing. I think we over estimate the understanding of what ICE gets used for and its all
Re: What use is ICE really?
Rigging Shapes https://vimeo.com/84282621 https://vimeo.com/56920748 https://vimeo.com/56543471 https://vimeo.com/56799629 Tools https://vimeo.com/83064545 Cheers --- Emilio Hernández VFX 3D animation. 2014-03-21 6:58 GMT-06:00 Sebastian Kowalski l...@sekow.com: http://www.sekow.com/subaru_carparts vegetation system, rigs (character, flowers, camera), instancing galore, procedural aov management and so many more.. whole job would not been possible without ICE. http://www.sekow.com/catrice_color more 'traditional' simulation. dust, fluids and shatter.. additional render support but again, crucial in scene management. http://www.sekow.com/kaercher_breeze dirt, bubbles and some fluids http://www.sekow.com/schwab_rollover pseudo swarm behavior and modeling http://www.sekow.com/anz neural networks out of strands, completely direct-able, no simulation involved at all. https://vimeo.com/89426397 post it setup, stop motion behavior .. technical animation there is so much more, I use it every friggin day. the most fun I have lately is in building whole scene management systems using just string type nodes. the tight relationship to the render tree.. damn I could cry .sebastian -- http://www.sekow.com Am 21.03.2014 um 13:32 schrieb Paul Doyle technove...@gmail.com: Sorry if it was already linked, but there's a nice vimeo group for ICE videos here: https://vimeo.com/groups/ice Shows a lot of work as well as plugins and other capabilities. On 21 March 2014 08:26, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: I typically use ICE for motion graphics. I try to avoid simulation as much as possible so I can have artistic control over the results. To me, fluid simulation is the absolute last thing I would be interested in or need. -Paul On Fri, Mar 21, 2014 at 8:06 AM, Juan Brockhaus juanxsil...@gmail.comwrote: Hi, totally agree with Jacob. can't talk about the project at the moment, but... I'm building shapes/objects made out of dominoes. I made different compounds to stack and pile dominoes in different ways and methods. And if the shapes/objects I have to create (and even the domino) change, it is all instantly updated. Only right at the end I add a Sim node and the whole things collapses... (obviously controlled with nulls, forces, etc...) The Sim is the last 5% of what I use ICE for. and another non-sim-ICE use example http://www.themill.com/work/qoros/shredder.aspx in most shots ICE to shred the car, keep rendernormals intact, bind HiRes to LowRes, etc (no sim, this is all hand animated...) Juan On Fri, Mar 21, 2014 at 12:02 PM, Alastair Hearsum hear...@glassworks.co.uk wrote: sorry our website isn't playing ball. Its the wrong link https://www.youtube.com/watch?v=RZZOUq-FoG0 1) ice crowd 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. On 21/03/2014 11:17, Alastair Hearsum wrote: Correction http://www.glassworks.co.uk/video/model-britainsearch-type=brandterm=talkhttp://www.glassworks.co.uk/node/549 1) Ice crowd 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,
Re: What use is ICE really?
Great initiative Alastair. While I can't offer examples of ingenious ways to make good use of ICE - many others here can - I will take the opportunity to advocate for not only developing Bifrost to work in a similar fashion to ICE, but also take it one step further for those of us less technically inclined. I love ICE, use Mootzoid and Exocortex plugins regularly and probably generally use ICE on 80-90% of my productions, one way or another, so don't get me wrong here. It is however also a fact that I spend way too much time trying to do stuff that should be very easy, but failing to do so because of context mismatches and incompatible data types, like when I want to use pointcloud data on a polygonal mesh or the other way around. Handling and controlling orientation comes to mind too - this has often taken too much time when all I want to do is something similar to the UI constraints, with choice of axis for orientation constraints etc. So in order to make more of the (hopefully coming) power of Bifrost available to less technical artists, I would suggest to go further in creating higher level control nodes too, but certainly not sacrificing the low level access to the nuts and bolts for those who understand this. Hoping I am not the only one wishing for something like this, I realize it would be a fase 4 in the Bifrost rollout :) Morten Den 21. marts 2014 kl. 12:12 skrev Alastair Hearsum hear...@glassworks.co.uk: We had a chat with a senior chap at Autodesk. There was hint of surprise at one use of ICE that I mentioned in passing. I think we over estimate the understanding of what ICE gets used for and its all pervading usefulness. I'd like to invite people to share their ice work especially if its more obscure (without giving away your trade secrets obviously). Here are some starters for us. Please keep the explanations as short as possible to attract Autodesk to read them. http://www.glassworks.co.uk/video/love http://www.glassworks.co.uk/video/love 1) Fine feathers created totally with ice strands 2) Feather system created in ice 3) Cats fur : ice strands http://www.glassworks.co.uk/video/tadpoles-master http://www.glassworks.co.uk/video/tadpoles-master 1) Totally ice strand vegetation 2) Ice driven water surface 3) Render tadpoles have ice compound which auomatically detects the shot number and selects the correct cache http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star 1) Ice creating the cotton balls unravelling http://www.glassworks.co.uk/node/549 http://www.glassworks.co.uk/node/549 1) Ice crowd http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg 1) Object IDs picked up in ice and use to assign materials of supermarket aisle items https://vimeo.com/87096859 https://vimeo.com/87096859 Some holes aesthetically 1) ice rigid body pens transferring their attributes to lagoa ice fluid melted pens 2)Ice fracturing bottle http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o 1) Intervened in Momentum ice plugin to extract vectors and modulate them http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin 1) Hair created from scratch in ice strands including clumping http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview 1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet for the strings And many many more. -- 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) 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: What use is ICE really?
Great stuff Keep it all coming everyone A 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) 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. On 21/03/2014 12:58, Sebastian Kowalski wrote: http://www.sekow.com/subaru_carparts „vegetation“ system, rigs (character, flowers, camera), instancing galore, procedural aov management and so many more.. whole job would not been possible without ICE. http://www.sekow.com/catrice_color more ’traditional’ simulation. dust, fluids and shatter.. additional render support but again, crucial in scene management. http://www.sekow.com/kaercher_breeze dirt, bubbles and some fluids http://www.sekow.com/schwab_rollover pseudo swarm behavior and modeling http://www.sekow.com/anz neural networks out of strands, completely direct-able, no simulation involved at all. https://vimeo.com/89426397 post it setup, stop motion behavior .. technical animation there is so much more, I use it every friggin day. the most fun I have lately is in building whole scene management systems using just string type nodes. the tight relationship to the render tree.. damn I could cry .sebastian ——— http://www.sekow.com Am 21.03.2014 um 13:32 schrieb Paul Doyle technove...@gmail.com: Sorry if it was already linked, but there's a nice vimeo group for ICE videos here: https://vimeo.com/groups/ice Shows a lot of work as well as plugins and other capabilities. On 21 March 2014 08:26, Paul Griswold pgrisw...@fusiondigitalproductions.com mailto:pgrisw...@fusiondigitalproductions.com wrote: I typically use ICE for motion graphics. I try to avoid simulation as much as possible so I can have artistic control over the results. To me, fluid simulation is the absolute last thing I would be interested in or need. -Paul On Fri, Mar 21, 2014 at 8:06 AM, Juan Brockhaus juanxsil...@gmail.com mailto:juanxsil...@gmail.com wrote: Hi, totally agree with Jacob. can't talk about the project at the moment, but... I'm building shapes/objects made out of dominoes. I made different compounds to stack and pile dominoes in different ways and methods. And if the shapes/objects I have to create (and even the domino) change, it is all instantly updated. Only right at the end I add a Sim node and the whole things collapses... (obviously controlled with nulls, forces, etc...) The Sim is the last 5% of what I use ICE for. and another non-sim-ICE use example http://www.themill.com/work/qoros/shredder.aspx in most shots ICE to shred the car, keep rendernormals intact, bind HiRes to LowRes, etc (no sim, this is all hand animated...) Juan On Fri, Mar 21, 2014 at 12:02 PM, Alastair Hearsum hear...@glassworks.co.uk mailto:hear...@glassworks.co.uk wrote: sorry our website isn't playing ball. Its the wrong link https://www.youtube.com/watch?v=RZZOUq-FoG0 1) ice crowd Alastair Hearsum Head of 3d GLASSWORKS 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 tel:%2B44%20%280%2920%207434%201182 glassworks.co.uk http://www.glassworks.co.uk/ Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk http://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
Re: What use is ICE really?
I think the Polynoid guys are too busy to post, but big parts of their work is heavily ICE driven. I mention them spefically because they were so kind to give me access to a strand setup they used for this: http://www.polynoid.tv/infiniti-blue-essence/ I used it for creating similar flowy glowing energy streaks for a logo animation, which I can't show here as it is not released yet, but I talked to some Maya people here who said they had no idea how to do something like that and it would probably require a very skilled scripter/coder for Maya :) Morten Den 21. marts 2014 kl. 14:11 skrev Alastair Hearsum hear...@glassworks.co.uk: Great stuff Keep it all coming everyone A 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) 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. On 21/03/2014 12:58, Sebastian Kowalski wrote: http://www.sekow.com/subaru_carparts http://www.sekow.com/subaru_carparts „vegetation“ system, rigs (character, flowers, camera), instancing galore, procedural aov management and so many more.. whole job would not been possible without ICE. http://www.sekow.com/catrice_color http://www.sekow.com/catrice_color more ’traditional’ simulation. dust, fluids and shatter.. additional render support but again, crucial in scene management. http://www.sekow.com/kaercher_breeze http://www.sekow.com/kaercher_breeze dirt, bubbles and some fluids http://www.sekow.com/schwab_rollover http://www.sekow.com/schwab_rollover pseudo swarm behavior and modeling http://www.sekow.com/anz http://www.sekow.com/anz neural networks out of strands, completely direct-able, no simulation involved at all. https://vimeo.com/89426397 https://vimeo.com/89426397 post it setup, stop motion behavior .. technical animation there is so much more, I use it every friggin day. the most fun I have lately is in building whole scene management systems using just string type nodes. the tight relationship to the render tree.. damn I could cry .sebastian ——— http://www.sekow.com http://www.sekow.com Am 21.03.2014 um 13:32 schrieb Paul Doyle technove...@gmail.com mailto:technove...@gmail.com : Sorry if it was already linked, but there's a nice vimeo group for ICE videos here: https://vimeo.com/groups/ice https://vimeo.com/groups/ice Shows a lot of work as well as plugins and other capabilities. On 21 March 2014 08:26, Paul Griswold pgrisw...@fusiondigitalproductions.com mailto:pgrisw...@fusiondigitalproductions.com wrote: I typically use ICE for motion graphics. I try to avoid simulation as much as possible so I can have artistic control over the results. To me, fluid simulation is the absolute last thing I would be interested in or need. -Paul On Fri, Mar 21, 2014 at 8:06 AM, Juan Brockhaus juanxsil...@gmail.com mailto:juanxsil...@gmail.com wrote: Hi, totally agree with Jacob. can't talk about the project at the moment, but... I'm building shapes/objects made out of dominoes. I made different compounds to stack and pile dominoes in different ways and methods. And if the shapes/objects I have to create (and even the domino) change, it is all instantly updated. Only right at the end I add a Sim node and the whole things collapses... (obviously controlled with nulls, forces, etc...) The Sim is the last 5% of what I use ICE for. and another non-sim-ICE use example http://www.themill.com/work/qoros/shredder.aspx http://www.themill.com/work/qoros/shredder.aspx in most shots ICE to shred the car, keep rendernormals intact, bind HiRes to LowRes, etc (no sim, this is all hand animated...) Juan On Fri, Mar 21, 2014 at 12:02 PM, Alastair Hearsum hear...@glassworks.co.uk mailto:hear...@glassworks.co.uk wrote: sorry our website isn't playing ball. Its the wrong link https://www.youtube.com/watch?v=RZZOUq-FoG0 https://www.youtube.com/watch?v=RZZOUq-FoG0 1) ice crowd Alastair Hearsum Head of 3d [GLASSWORKS] 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182
RE: What use is ICE really?
Johnnie Walker: Ice scattering of objects, spice particle sims, tree leaves/fruit. https://vimeo.com/album/2447847/video/50901027 Qantas: Water droplets and rain sims https://vimeo.com/album/2447847/video/50901027 Abbotts: Grass, Oat particles stuck to bread, oat sims https://vimeo.com/album/2447847/video/61127819 Ubank: Debris/paper, luggage, falling branches, snow impacts https://vimeo.com/album/2447847/video/37924795 Nissin Polar Bears: All fur done with ICE, plus snow footprints displaced at rendertime using ICE data https://vimeo.com/83473492 Cadbury: chocolate swirl, balloons https://vimeo.com/65947988 And heaps more I can't even remember Cheers, Nick From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alastair Hearsum Sent: Friday, 21 March 2014 9:12 PM To: softimage@listproc.autodesk.com Subject: What use is ICE really? Folks We had a chat with a senior chap at Autodesk. There was hint of surprise at one use of ICE that I mentioned in passing. I think we over estimate the understanding of what ICE gets used for and its all pervading usefulness. I'd like to invite people to share their ice work especially if its more obscure (without giving away your trade secrets obviously). Here are some starters for us. Please keep the explanations as short as possible to attract Autodesk to read them. http://www.glassworks.co.uk/video/love 1) Fine feathers created totally with ice strands 2) Feather system created in ice 3) Cats fur : ice strands http://www.glassworks.co.uk/video/tadpoles-master 1) Totally ice strand vegetation 2) Ice driven water surface 3) Render tadpoles have ice compound which auomatically detects the shot number and selects the correct cache http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star 1) Ice creating the cotton balls unravelling http://www.glassworks.co.uk/node/549 1) Ice crowd http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg 1) Object IDs picked up in ice and use to assign materials of supermarket aisle items https://vimeo.com/87096859 Some holes aesthetically 1) ice rigid body pens transferring their attributes to lagoa ice fluid melted pens 2)Ice fracturing bottle http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o 1) Intervened in Momentum ice plugin to extract vectors and modulate them http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin 1) Hair created from scratch in ice strands including clumping http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview 1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet for the strings And many many more. -- Alastair Hearsum Head of 3d [GLASSWORKS] 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 glassworks.co.ukhttp://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: What use is ICE really?
Hello everybody, first of all, we are sorry about the absence in the last weeks. We've been super busy and it was hard to even find time to read through all the things going on here. So maybe this is also a good time for a first general comment on the whole (quite sad) situation: We as a studio will for sure keep using Softimage over the coming years and not switch to another package. Besides all the sadness about the death of Softimage we see something good in the whole situation. We are quite sure all this creates lots of potential for innovation and that something great will come out of this. For us at the moment we are super happy with our pipeline and see little need for change. We'll carefully watch everything that's happening and will try to play a part in the development of the better things to come. So, to comment on Projects done with ICE: Basically I can say we use it heavily in every project we are doing and I can without doubt say that we could not produce the work we do without ICE. Here's a couple of examples: http://www.polynoid.tv/loom/ - All the spiderweb, the whole second abstract part of the film, fur and much more http://www.polynoid.tv/infiniti-blue-essence/ - all ICE besides the car http://www.polynoid.tv/mtv-ema-2011/ - effects, crowds, geometry distribution/creation, animation http://www.polynoid.tv/lenovo-thinkpad/ - the carbon http://www.polynoid.tv/fud/ - all ice.snow stuff, all cortana elements and much more http://www.polynoid.tv/mtv-idol/ - crowds / effects http://www.woodblock.tv/project/crime-investigation-ice/ - animation / effects http://www.woodblock.tv/project/dragon-eternity/ - crowds / effects / animation As I said, for us it's an absolutely necessary tool in our pipeline and we can not imagine going back to a pre ICE world. All the best from Berlin, Ilija On Fri, Mar 21, 2014 at 2:19 PM, Morten Bartholdy x...@colorshopvfx.dkwrote: I think the Polynoid guys are too busy to post, but big parts of their work is heavily ICE driven. I mention them spefically because they were so kind to give me access to a strand setup they used for this: http://www.polynoid.tv/infiniti-blue-essence/ I used it for creating similar flowy glowing energy streaks for a logo animation, which I can't show here as it is not released yet, but I talked to some Maya people here who said they had no idea how to do something like that and it would probably require a very skilled scripter/coder for Maya :) Morten -- Ilija Brunck +573183232393 +491773402874 il...@polynoid.tv www.polynoid.tv
Re: ICE - When will we have todays functionality in Maya?
I think we can see there's some reason to look into Bifrost, but I also have a nagging feeling it's simply never going to achieve the same level of functionality as ICE, for the very reason ICE is essentially being shut down. ICE does what it does and is so much more than a particle system, because it is built into the very core of Softimage. To attempt to make Bifrost 'future proof' they are deliberately *not* building it into the core of Maya, thus allowing for the potential for it to be standalone and / or plugged into other software / platforms at a later date. But by approaching it in this way, it'll only ever be a bolt on, that surely can never achieve that level of flexibility that we have with ICE at the heart of Softimage. It feels that the very thing that makes ICE such an amazing tool is actually causing it's downfall, and is the reason Bifrost can never replace it. And that totally sucks! On 21 March 2014 10:29, Juan Brockhaus juanxsil...@gmail.com wrote: Hey Adrian, this is some great info here. and makes me suddenly feel spmehow better ;-) maybe in two/three years time, when Soft slowly falls back (just due to no further development) BiFrost will be in a state where it can take over...? (wishful thinking) If I read between the lines I feel there is hope that BiFrost is not 'just' a fluid simulation system and can be used for far more. Exactly what I personally (and many others) love about ICE. It is (contrary to past Autodesk-PR) NOT just a particle-simulation-system, but a swiss army tool which can manipulate almost every aspect of data in my scene/objects and build, create, deform, etc... ie at the moment I build shapes/objects made out of dominos. All procedurally build in ICE. I made different compounds to stack and pile dominoes in different ways and methods. And if the objects I have to create (and even the domino) change (as usual in commercials..) it is all instantly updated. Only right at the end I add a Sim node and the whole things collapses... (obviously controlled with nulls, forces, etc...) The Sim is basically the last 5% of what I use ICE for. If I can do stuff like this in BiFrost in the future I'm a happy camper. Right now the only other software capable of that would be Houdini... I'll keep an eye on BiFrost ;-) Cheers, Juan On Fri, Mar 21, 2014 at 1:09 AM, joshxsi josh...@gmail.com wrote: Part of what made ICE so successful (in my mind) was the large amount of built in nodes and compounds that were included as part of the base system that were used in mostly non-simulated contexts (raycasting, geometry locations, etc). From the sound of the development stages, the first two releases will be fluid focused, do you expect that the final release will include the non particle functionality that ICE became so useful for? It sounds like you're expecting the users to build a more generic set of functionality using the API? (mesh deforms, curve based flow tools, IK solvers etc) Thanks again for the information as well. On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher davegsoftimagel...@gmail.com wrote: Yes, definitely giving them a chance! If they turn Maya/Bifrost into something great that can give me back what I just lost, believe me I will be one happy guy. On 3/20/2014 6:29 PM, Raffaele Fragapane wrote: The product will be released within the quarter. To be fair, that info if you were on beta has been consistent and available for quite a while now, so it's not some last minute stunt. Marcus, Adrian and the rest of the team are nice guys, give them a chance. On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher davegsoftimagel...@gmail.com wrote: This email was fascinating. I'm curious though; we've been told we can't hear roadmaps because they run afoul of SEC rules. And yet, here we get a somewhat detailed roadmap. Dave G -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk
Re: What use is ICE really?
Some of my stuff Making a renderer https://vimeo.com/20648346 remapping topology https://vimeo.com/43532240 transferring deformation to different topology https://vimeo.com/26116783 image manipulation https://vimeo.com/33588786 texture instance flow https://vimeo.com/37304814 facial mocap solver https://vimeo.com/40589904 muscles https://vimeo.com/43913057 applying corrective shapes https://vimeo.com/67402407 space invaders https://vimeo.com/75699841 tree maker https://vimeo.com/76144838 forest maker https://vimeo.com/76411577 fur system https://vimeo.com/80382153 anatomical deformation https://vimeo.com/88245138
Re: What use is ICE really?
Ha ! I was just thinking Paul should post his ICE renderer video :-) - Ronald On 3/21/2014 15:02, p...@bustykelp.com wrote: Some of my stuff Making a renderer https://vimeo.com/20648346 remapping topology https://vimeo.com/43532240 transferring deformation to different topology https://vimeo.com/26116783 image manipulation https://vimeo.com/33588786 texture instance flow https://vimeo.com/37304814 facial mocap solver https://vimeo.com/40589904 muscles https://vimeo.com/43913057 applying corrective shapes https://vimeo.com/67402407 space invaders https://vimeo.com/75699841 tree maker https://vimeo.com/76144838 forest maker https://vimeo.com/76411577 fur system https://vimeo.com/80382153 anatomical deformation https://vimeo.com/88245138
Re: ICE - When will we have todays functionality in Maya?
Perhaps Bifrost is the foundation of the next-gen package from Autodesk……? Just a thought. Jean-Louis On 21 Mar 2014, at 14:52, Chris Marshall chrismarshal...@gmail.com wrote: But by approaching it in this way, it'll only ever be a bolt on, that surely can never achieve that level of flexibility that we have with ICE at the heart of Softimage.
Re: ICE - When will we have todays functionality in Maya?
I apologize that not talking about maya. let's recall the old article. http://frenchdog.wordpress.com/2009/09/12/ice-vs-vop/ 2014-03-21 17:52 GMT+04:00 Chris Marshall chrismarshal...@gmail.com: I think we can see there's some reason to look into Bifrost, but I also have a nagging feeling it's simply never going to achieve the same level of functionality as ICE, for the very reason ICE is essentially being shut down. ICE does what it does and is so much more than a particle system, because it is built into the very core of Softimage. To attempt to make Bifrost 'future proof' they are deliberately *not* building it into the core of Maya, thus allowing for the potential for it to be standalone and / or plugged into other software / platforms at a later date. But by approaching it in this way, it'll only ever be a bolt on, that surely can never achieve that level of flexibility that we have with ICE at the heart of Softimage. It feels that the very thing that makes ICE such an amazing tool is actually causing it's downfall, and is the reason Bifrost can never replace it. And that totally sucks! On 21 March 2014 10:29, Juan Brockhaus juanxsil...@gmail.com wrote: Hey Adrian, this is some great info here. and makes me suddenly feel spmehow better ;-) maybe in two/three years time, when Soft slowly falls back (just due to no further development) BiFrost will be in a state where it can take over...? (wishful thinking) If I read between the lines I feel there is hope that BiFrost is not 'just' a fluid simulation system and can be used for far more. Exactly what I personally (and many others) love about ICE. It is (contrary to past Autodesk-PR) NOT just a particle-simulation-system, but a swiss army tool which can manipulate almost every aspect of data in my scene/objects and build, create, deform, etc... ie at the moment I build shapes/objects made out of dominos. All procedurally build in ICE. I made different compounds to stack and pile dominoes in different ways and methods. And if the objects I have to create (and even the domino) change (as usual in commercials..) it is all instantly updated. Only right at the end I add a Sim node and the whole things collapses... (obviously controlled with nulls, forces, etc...) The Sim is basically the last 5% of what I use ICE for. If I can do stuff like this in BiFrost in the future I'm a happy camper. Right now the only other software capable of that would be Houdini... I'll keep an eye on BiFrost ;-) Cheers, Juan On Fri, Mar 21, 2014 at 1:09 AM, joshxsi josh...@gmail.com wrote: Part of what made ICE so successful (in my mind) was the large amount of built in nodes and compounds that were included as part of the base system that were used in mostly non-simulated contexts (raycasting, geometry locations, etc). From the sound of the development stages, the first two releases will be fluid focused, do you expect that the final release will include the non particle functionality that ICE became so useful for? It sounds like you're expecting the users to build a more generic set of functionality using the API? (mesh deforms, curve based flow tools, IK solvers etc) Thanks again for the information as well. On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher davegsoftimagel...@gmail.com wrote: Yes, definitely giving them a chance! If they turn Maya/Bifrost into something great that can give me back what I just lost, believe me I will be one happy guy. On 3/20/2014 6:29 PM, Raffaele Fragapane wrote: The product will be released within the quarter. To be fair, that info if you were on beta has been consistent and available for quite a while now, so it's not some last minute stunt. Marcus, Adrian and the rest of the team are nice guys, give them a chance. On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher davegsoftimagel...@gmail.com wrote: This email was fascinating. I'm curious though; we've been told we can't hear roadmaps because they run afoul of SEC rules. And yet, here we get a somewhat detailed roadmap. Dave G -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk -- Евграфов Максим.(Summatr) https://vimeo.com/user3098735/videos --- Хорошего Вам настроения !!! :-)
Re: What use is ICE really?
That sounds interesting, care to give me a hint? Andy On Mar 21, 2014, at 13:58, Sebastian Kowalski l...@sekow.com wrote: procedural aov management
Re: What use is ICE really?
Another one https://vimeo.com/83324855 --- Emilio Hernández VFX 3D animation. 2014-03-21 7:44 GMT-06:00 Ilija Brunck il...@polynoid.org: Hello everybody, first of all, we are sorry about the absence in the last weeks. We've been super busy and it was hard to even find time to read through all the things going on here. So maybe this is also a good time for a first general comment on the whole (quite sad) situation: We as a studio will for sure keep using Softimage over the coming years and not switch to another package. Besides all the sadness about the death of Softimage we see something good in the whole situation. We are quite sure all this creates lots of potential for innovation and that something great will come out of this. For us at the moment we are super happy with our pipeline and see little need for change. We'll carefully watch everything that's happening and will try to play a part in the development of the better things to come. So, to comment on Projects done with ICE: Basically I can say we use it heavily in every project we are doing and I can without doubt say that we could not produce the work we do without ICE. Here's a couple of examples: http://www.polynoid.tv/loom/ - All the spiderweb, the whole second abstract part of the film, fur and much more http://www.polynoid.tv/infiniti-blue-essence/ - all ICE besides the car http://www.polynoid.tv/mtv-ema-2011/ - effects, crowds, geometry distribution/creation, animation http://www.polynoid.tv/lenovo-thinkpad/ - the carbon http://www.polynoid.tv/fud/ - all ice.snow stuff, all cortana elements and much more http://www.polynoid.tv/mtv-idol/ - crowds / effects http://www.woodblock.tv/project/crime-investigation-ice/ - animation / effects http://www.woodblock.tv/project/dragon-eternity/ - crowds / effects / animation As I said, for us it's an absolutely necessary tool in our pipeline and we can not imagine going back to a pre ICE world. All the best from Berlin, Ilija On Fri, Mar 21, 2014 at 2:19 PM, Morten Bartholdy x...@colorshopvfx.dkwrote: I think the Polynoid guys are too busy to post, but big parts of their work is heavily ICE driven. I mention them spefically because they were so kind to give me access to a strand setup they used for this: http://www.polynoid.tv/infiniti-blue-essence/ I used it for creating similar flowy glowing energy streaks for a logo animation, which I can't show here as it is not released yet, but I talked to some Maya people here who said they had no idea how to do something like that and it would probably require a very skilled scripter/coder for Maya :) Morten -- Ilija Brunck +573183232393 +491773402874 il...@polynoid.tv www.polynoid.tv
Re: What use is ICE really?
These are actually particle tests but I thought looked interesting as experiments On 21 March 2014 14:25, Emilio Hernandez emi...@e-roja.com wrote: Another one https://vimeo.com/83324855 --- Emilio Hernández VFX 3D animation. 2014-03-21 7:44 GMT-06:00 Ilija Brunck il...@polynoid.org: Hello everybody, first of all, we are sorry about the absence in the last weeks. We've been super busy and it was hard to even find time to read through all the things going on here. So maybe this is also a good time for a first general comment on the whole (quite sad) situation: We as a studio will for sure keep using Softimage over the coming years and not switch to another package. Besides all the sadness about the death of Softimage we see something good in the whole situation. We are quite sure all this creates lots of potential for innovation and that something great will come out of this. For us at the moment we are super happy with our pipeline and see little need for change. We'll carefully watch everything that's happening and will try to play a part in the development of the better things to come. So, to comment on Projects done with ICE: Basically I can say we use it heavily in every project we are doing and I can without doubt say that we could not produce the work we do without ICE. Here's a couple of examples: http://www.polynoid.tv/loom/ - All the spiderweb, the whole second abstract part of the film, fur and much more http://www.polynoid.tv/infiniti-blue-essence/ - all ICE besides the car http://www.polynoid.tv/mtv-ema-2011/ - effects, crowds, geometry distribution/creation, animation http://www.polynoid.tv/lenovo-thinkpad/ - the carbon http://www.polynoid.tv/fud/ - all ice.snow stuff, all cortana elements and much more http://www.polynoid.tv/mtv-idol/ - crowds / effects http://www.woodblock.tv/project/crime-investigation-ice/ - animation / effects http://www.woodblock.tv/project/dragon-eternity/ - crowds / effects / animation As I said, for us it's an absolutely necessary tool in our pipeline and we can not imagine going back to a pre ICE world. All the best from Berlin, Ilija On Fri, Mar 21, 2014 at 2:19 PM, Morten Bartholdy x...@colorshopvfx.dkwrote: I think the Polynoid guys are too busy to post, but big parts of their work is heavily ICE driven. I mention them spefically because they were so kind to give me access to a strand setup they used for this: http://www.polynoid.tv/infiniti-blue-essence/ I used it for creating similar flowy glowing energy streaks for a logo animation, which I can't show here as it is not released yet, but I talked to some Maya people here who said they had no idea how to do something like that and it would probably require a very skilled scripter/coder for Maya :) Morten -- Ilija Brunck +573183232393 +491773402874 il...@polynoid.tv www.polynoid.tv -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk
Re: What use is ICE really?
Ah I appear to have posted nothing! Sorry about that. Here are the links https://vimeo.com/36448859 https://vimeo.com/37270403 https://vimeo.com/77203638 https://vimeo.com/76951979 https://vimeo.com/12483521 https://vimeo.com/7937077 On 21 March 2014 14:37, Chris Marshall chrismarshal...@gmail.com wrote: These are actually particle tests but I thought looked interesting as experiments On 21 March 2014 14:25, Emilio Hernandez emi...@e-roja.com wrote: Another one https://vimeo.com/83324855 --- Emilio Hernández VFX 3D animation. 2014-03-21 7:44 GMT-06:00 Ilija Brunck il...@polynoid.org: Hello everybody, first of all, we are sorry about the absence in the last weeks. We've been super busy and it was hard to even find time to read through all the things going on here. So maybe this is also a good time for a first general comment on the whole (quite sad) situation: We as a studio will for sure keep using Softimage over the coming years and not switch to another package. Besides all the sadness about the death of Softimage we see something good in the whole situation. We are quite sure all this creates lots of potential for innovation and that something great will come out of this. For us at the moment we are super happy with our pipeline and see little need for change. We'll carefully watch everything that's happening and will try to play a part in the development of the better things to come. So, to comment on Projects done with ICE: Basically I can say we use it heavily in every project we are doing and I can without doubt say that we could not produce the work we do without ICE. Here's a couple of examples: http://www.polynoid.tv/loom/ - All the spiderweb, the whole second abstract part of the film, fur and much more http://www.polynoid.tv/infiniti-blue-essence/ - all ICE besides the car http://www.polynoid.tv/mtv-ema-2011/ - effects, crowds, geometry distribution/creation, animation http://www.polynoid.tv/lenovo-thinkpad/ - the carbon http://www.polynoid.tv/fud/ - all ice.snow stuff, all cortana elements and much more http://www.polynoid.tv/mtv-idol/ - crowds / effects http://www.woodblock.tv/project/crime-investigation-ice/ - animation / effects http://www.woodblock.tv/project/dragon-eternity/ - crowds / effects / animation As I said, for us it's an absolutely necessary tool in our pipeline and we can not imagine going back to a pre ICE world. All the best from Berlin, Ilija On Fri, Mar 21, 2014 at 2:19 PM, Morten Bartholdy x...@colorshopvfx.dkwrote: I think the Polynoid guys are too busy to post, but big parts of their work is heavily ICE driven. I mention them spefically because they were so kind to give me access to a strand setup they used for this: http://www.polynoid.tv/infiniti-blue-essence/ I used it for creating similar flowy glowing energy streaks for a logo animation, which I can't show here as it is not released yet, but I talked to some Maya people here who said they had no idea how to do something like that and it would probably require a very skilled scripter/coder for Maya :) Morten -- Ilija Brunck +573183232393 +491773402874 il...@polynoid.tv www.polynoid.tv -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk
Re: What use is ICE really?
Some tests -- ICE modeling, animation, procedural lighting (I guess it's technically texturing) https://vimeo.com/82347039 https://vimeo.com/79642973 https://vimeo.com/78064818
Re: What use is ICE really?
Chris, Some of them are 4 years ago, and still so inspirative ! Le 21/03/2014 15:41, Chris Marshall a écrit : Ah I appear to have posted nothing! Sorry about that. Here are the links https://vimeo.com/36448859 https://vimeo.com/37270403 https://vimeo.com/77203638 https://vimeo.com/76951979 https://vimeo.com/12483521 https://vimeo.com/7937077 On 21 March 2014 14:37, Chris Marshall chrismarshal...@gmail.com mailto:chrismarshal...@gmail.com wrote: These are actually particle tests but I thought looked interesting as experiments On 21 March 2014 14:25, Emilio Hernandez emi...@e-roja.com mailto:emi...@e-roja.com wrote: Another one https://vimeo.com/83324855 --- Emilio Hernández VFX 3D animation. 2014-03-21 7:44 GMT-06:00 Ilija Brunck il...@polynoid.org mailto:il...@polynoid.org: Hello everybody, first of all, we are sorry about the absence in the last weeks. We've been super busy and it was hard to even find time to read through all the things going on here. So maybe this is also a good time for a first general comment on the whole (quite sad) situation: We as a studio will for sure keep using Softimage over the coming years and not switch to another package. Besides all the sadness about the death of Softimage we see something good in the whole situation. We are quite sure all this creates lots of potential for innovation and that something great will come out of this. For us at the moment we are super happy with our pipeline and see little need for change. We'll carefully watch everything that's happening and will try to play a part in the development of the better things to come. So, to comment on Projects done with ICE: Basically I can say we use it heavily in every project we are doing and I can without doubt say that we could not produce the work we do without ICE. Here's a couple of examples: http://www.polynoid.tv/loom/ - All the spiderweb, the whole second abstract part of the film, fur and much more http://www.polynoid.tv/infiniti-blue-essence/ - all ICE besides the car http://www.polynoid.tv/mtv-ema-2011/ - effects, crowds, geometry distribution/creation, animation http://www.polynoid.tv/lenovo-thinkpad/ - the carbon http://www.polynoid.tv/fud/ - all ice.snow stuff, all cortana elements and much more http://www.polynoid.tv/mtv-idol/ - crowds / effects http://www.woodblock.tv/project/crime-investigation-ice/ - animation / effects http://www.woodblock.tv/project/dragon-eternity/ - crowds / effects / animation As I said, for us it's an absolutely necessary tool in our pipeline and we can not imagine going back to a pre ICE world. All the best from Berlin, Ilija On Fri, Mar 21, 2014 at 2:19 PM, Morten Bartholdy x...@colorshopvfx.dk mailto:x...@colorshopvfx.dk wrote: I think the Polynoid guys are too busy to post, but big parts of their work is heavily ICE driven. I mention them spefically because they were so kind to give me access to a strand setup they used for this: http://www.polynoid.tv/infiniti-blue-essence/ I used it for creating similar flowy glowing energy streaks for a logo animation, which I can't show here as it is not released yet, but I talked to some Maya people here who said they had no idea how to do something like that and it would probably require a very skilled scripter/coder for Maya :) Morten -- Ilija Brunck +573183232393 +491773402874 tel:%2B491773402874 il...@polynoid.tv mailto:il...@polynoid.tv www.polynoid.tv http://www.polynoid.tv -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk http://www.mintmotion.co.uk -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk http://www.mintmotion.co.uk
Re: What use is ICE really?
And although they include a lot of what's been mentioned, you get a real sense of the scope of things people do with ICE by looking here: https://vimeo.com/groups/ice https://vimeo.com/search/page:2/sort:relevant/format:thumbnail?q=softimage+ice https://www.youtube.com/results?search_query=softimage%20icesm=3 Sort of a pity that it took something like the current crisis to get people from Autodesk to be aware of these things...
Re: What use is ICE really?
I think it would be an amusing exercise to do a comparison of technique and workflow for these projects. What would it take to do the SAME effect in Maya!? Side by side. It would show how one framework is capable of so much more than 'just particles'. Maya will have to tap every corner of it's toolset to achieve the same effects.. If it even can in all cases. On Fri, Mar 21, 2014 at 11:00 AM, Ed Manning etmth...@gmail.com wrote: Some tests -- ICE modeling, animation, procedural lighting (I guess it's technically texturing) https://vimeo.com/82347039 https://vimeo.com/79642973 https://vimeo.com/78064818
Re: What use is ICE really?
Thanks Olivier, This was how I leared ICE, experiment experiment experiment. Some of these techniques have ended up in actual jobs, some not. On 21 March 2014 15:01, olivier jeannel olivier.jean...@noos.fr wrote: Chris, Some of them are 4 years ago, and still so inspirative ! Le 21/03/2014 15:41, Chris Marshall a écrit : Ah I appear to have posted nothing! Sorry about that. Here are the links https://vimeo.com/36448859 https://vimeo.com/37270403 https://vimeo.com/77203638 https://vimeo.com/76951979 https://vimeo.com/12483521 https://vimeo.com/7937077
Thoughts on Snow Drop
So what are your thoughts on Snow Drop? I Don't know much about game engines or working in Games but this looks really amazing. Is there any way something like this could be used in production? http://youtu.be/8z6rzPjcZL0 http://youtu.be/UXeH9OqygzI -- www.johnrichardsanchez.com
Re: What use is ICE really?
Wow, where do I start? Every time there's a challenge or a problem, I reach for ICE. Virtually every project I've worked on over the last three years at Psyop NY has made use of ICE in at least some minor way, and most projects in a really major way. By no means a complete list, and I'm absolutely not giving credit to enough people Also I want to stress that while this is mostly a list of things I worked on, a lot of the ICE tasks listed on here were NOT done by me. LG: http://www.psyop.tv/lg-somethings-lurking/ This one takes me back. One of my first big ICE projects. ICE dust sharks, ice strands for carpet fibers, ice disintegration of dust sharks. JBL: http://www.psyop.tv/jbl-ear-of-the-tornado/ Infinite high detail ground plane was made using a hex tile system created in ICE. Tornado was simulated in houdini by Miguel but the particles were modified for rendering in ICE and rendered in Soft. Wolfenstein: http://www.psyop.tv/bethesda-wolfenstein-the-new-order/ Blackbody emission sparks that instance lights to approximate the illumnation coming from the sparks. All the rain of course. ICE based tangents everywhere to control a ward shader. Also water surface that came from naiad was used to advect a bunch the oil slicks. Coke Zero: http://www.psyop.tv/coke-zero-2012-coke-zero/ Our whole own crowd system which works in ICE, called BigAssCrowd. It works by playing back looking animations in any particular order using time instancing, and it knows where attachment points are for heads, hands, etc and so can instance big foam finger or foam cowboy hats on everything. Whole custom crowd system, built in 2 weeks together with Dave Barosin. Morrisons: http://www.psyop.tv/morrisons-guest/ Cracking of the ginger bread man works via a tangent based tension map that creates data for stretching only along the tangent. In areas where stretching happens along the tangent, a displacement map of cracks against the tangent are turned on. We also had an artist control for biasing the tension, with interactive artist feedback. Development time: half day for proof of concept, 1.5 days for production version On top of that there's all the various snow in the air, snow on the ground, glitter, and tons of crumbs and sugar crystals on the ginger bread guy. Also the bird used Ruffle, our entirely ICE based feather system which uses ICE to instance feathers that are made.. out of strands generated by ICE. Telstra: http://www.psyop.tv/telstra-big-night-in/ Made the Entwiner, which creates 3D knits entirely out of strands. The only downside was we had to re-model the characters using NURBs, and then deform those nurbs using the animation geometry. Those deformers were made in ICE, of course. Mio: http://www.psyop.tv/mio-nose-job/ Lots of mios. ICE feathers by Todd Akita in this one, and ICE haircuts. Lots of little ICE things too, like deforming render geometry with animation geometry, deforming softimage hair growing geometry with animation geometry. 3M Post Its: http://digitalcanvas.co/2014/03/05/digital-canvas-interviews-psyop/ Everything is an instance. Not sure how to even approach this job without a porgrammable procedural instancer. Fanta Waterfall: http://www.psyop.tv/fanta-waterfall/ I didn't personally work on this, and these avatar jungles show what a couple people who were using ICE for almost the first time can pull of. Friskies: http://www.psyop.tv/friskies-alice/ ICE instancing and Ruffle feathers everywhere. Anyway I can't complete this list because I have to get some work done today. It's hard to think of an area of work ICE hasn't touched. It's been amazing for us and the idea of losing it is very painful. On Fri, Mar 21, 2014 at 10:20 AM, Toonafish ron...@toonafish.nl wrote: Ha ! I was just thinking Paul should post his ICE renderer video :-) - Ronald On 3/21/2014 15:02, p...@bustykelp.com wrote: Some of my stuff Making a renderer https://vimeo.com/20648346 remapping topology https://vimeo.com/43532240 transferring deformation to different topology https://vimeo.com/26116783 image manipulation https://vimeo.com/33588786 texture instance flow https://vimeo.com/37304814 facial mocap solver https://vimeo.com/40589904 muscles https://vimeo.com/43913057 applying corrective shapes https://vimeo.com/67402407 space invaders https://vimeo.com/75699841 tree maker https://vimeo.com/76144838 forest maker https://vimeo.com/76411577 fur system https://vimeo.com/80382153 anatomical deformation https://vimeo.com/88245138
Re: Softimage webinar - Q/A - finally uploaded
+1 So this is for real? Do it! :) On Wed, Mar 19, 2014 at 4:54 PM, Bk p...@bustykelp.com wrote: Id they don't show, we could pretend we *are* Autodesk and make an official statement that we are proud to reintroduce Softimage as the flagship product to our portfolio of digital content creation tools. On 19 Mar 2014, at 21:47, Matt Lind ml...@carbinestudios.com wrote: The past few years they had a booth and no user group meeting. Last year they reversed course and had a user group meeting, but no booth. What they do this year remains to be seen. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman Sent: Wednesday, March 19, 2014 2:31 PM To: softimage@listproc.autodesk.com Subject: Re: Softimage webinar - Q/A - finally uploaded were Autodesk actually at Siggraph last year..? will they be there this year? http://forums.cgsociety.org/archive/index.php/t-1112659.html On 19 March 2014 21:20, Perry Harovas perryharo...@gmail.com wrote: If this actually happens, I love the fact that Autodesk created this problem for themselves on the Siggraph show floor, where they always think they are king. The other funny part is, they could have screwed us just like they did, but if they handled it far different (meaning with humility and care), this may not have become such a shit storm. OK, it still would have, but we perhaps wouldn't be discussing things like this (and hopefully doing them)... They are doing the equivalent of walking along a wooden bridge with an automatic rifle, just shooting at the wood in front of them, thinking it will get rid of Softimage as well as impress everyone else with the fireworks, but all it is doing is weakening the bridge and the bridge will eventually snap.
Re: What use is ICE really?
On Fri, Mar 21, 2014 at 11:06 AM, Jeffrey Dates jda...@kungfukoi.comwrote: I think it would be an amusing exercise to do a comparison of technique and workflow for these projects. What would it take to do the SAME effect in Maya!? Side by side. It would show how one framework is capable of so much more than 'just particles'. Maya will have to tap every corner of it's toolset to achieve the same effects.. If it even can in all cases. And many of these were done by artists who would never think of themselves as TDs or even script writers -- certainly any Maya solutions to most of these challenges would require scripting ability at a minimum, and probably a significant amount of work by bona fide TDs, possibly hard-coding nodes.
Re: Thoughts on Snow Drop
No at least for now as far as I know Anyway UE4 just launched at 19$ monthly subscription ( 5% royalties ) Cryengine 3 launched a couple of days ago at 9$ monthly subrsciption ( without any royalties ) Unity 5 will be 75$ monthly subscription 2014-03-21 16:11 GMT+01:00 John Richard Sanchez youngupstar...@gmail.com: So what are your thoughts on Snow Drop? I Don't know much about game engines or working in Games but this looks really amazing. Is there any way something like this could be used in production? http://youtu.be/8z6rzPjcZL0 http://youtu.be/UXeH9OqygzI -- www.johnrichardsanchez.com
Re: What use is ICE really?
here is less traditional ICE particle stuff of mine https://vimeo.com/85980324 - testing MR mila shaders with displacent - geometry provided by ICE https://vimeo.com/83380348 - OPen VDB ICE nodes making a procedural cloud https://vimeo.com/82245823 - diffuse reaction on a 2D Ice grid https://vimeo.com/76553500 - Ice spring force constraint https://vimeo.com/58959437 - strands growing random walks https://vimeo.com/57583956 - converting Disney SeExpr into Ice nodes https://vimeo.com/52592684 - faking mie scatter on geometry with a 1 high pixel hdri file list goes on. ICE is not just particles! On 21 March 2014 14:41, Chris Marshall chrismarshal...@gmail.com wrote: Ah I appear to have posted nothing! Sorry about that. Here are the links https://vimeo.com/36448859 https://vimeo.com/37270403 https://vimeo.com/77203638 https://vimeo.com/76951979 https://vimeo.com/12483521 https://vimeo.com/7937077 On 21 March 2014 14:37, Chris Marshall chrismarshal...@gmail.com wrote: These are actually particle tests but I thought looked interesting as experiments On 21 March 2014 14:25, Emilio Hernandez emi...@e-roja.com wrote: Another one https://vimeo.com/83324855 --- Emilio Hernández VFX 3D animation. 2014-03-21 7:44 GMT-06:00 Ilija Brunck il...@polynoid.org: Hello everybody, first of all, we are sorry about the absence in the last weeks. We've been super busy and it was hard to even find time to read through all the things going on here. So maybe this is also a good time for a first general comment on the whole (quite sad) situation: We as a studio will for sure keep using Softimage over the coming years and not switch to another package. Besides all the sadness about the death of Softimage we see something good in the whole situation. We are quite sure all this creates lots of potential for innovation and that something great will come out of this. For us at the moment we are super happy with our pipeline and see little need for change. We'll carefully watch everything that's happening and will try to play a part in the development of the better things to come. So, to comment on Projects done with ICE: Basically I can say we use it heavily in every project we are doing and I can without doubt say that we could not produce the work we do without ICE. Here's a couple of examples: http://www.polynoid.tv/loom/ - All the spiderweb, the whole second abstract part of the film, fur and much more http://www.polynoid.tv/infiniti-blue-essence/ - all ICE besides the car http://www.polynoid.tv/mtv-ema-2011/ - effects, crowds, geometry distribution/creation, animation http://www.polynoid.tv/lenovo-thinkpad/ - the carbon http://www.polynoid.tv/fud/ - all ice.snow stuff, all cortana elements and much more http://www.polynoid.tv/mtv-idol/ - crowds / effects http://www.woodblock.tv/project/crime-investigation-ice/ - animation / effects http://www.woodblock.tv/project/dragon-eternity/ - crowds / effects / animation As I said, for us it's an absolutely necessary tool in our pipeline and we can not imagine going back to a pre ICE world. All the best from Berlin, Ilija On Fri, Mar 21, 2014 at 2:19 PM, Morten Bartholdy x...@colorshopvfx.dkwrote: I think the Polynoid guys are too busy to post, but big parts of their work is heavily ICE driven. I mention them spefically because they were so kind to give me access to a strand setup they used for this: http://www.polynoid.tv/infiniti-blue-essence/ I used it for creating similar flowy glowing energy streaks for a logo animation, which I can't show here as it is not released yet, but I talked to some Maya people here who said they had no idea how to do something like that and it would probably require a very skilled scripter/coder for Maya :) Morten -- Ilija Brunck +573183232393 +491773402874 il...@polynoid.tv www.polynoid.tv -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk
Re: Thoughts on Snow Drop
By the way it looks amazing, but game engines have already been used for visualization ( see Cryengine 2 for architectural visualization ), but GI and indirect illumination is far from being perfect, so I would say it depend on what you need to do...also you don't have the full flexibility that a 3d app have, so you'll end up coding what you need ( like if you want an effect done in ICE with that engine ) Personally I'm planning a 30 minutes movie using UE4, it just looks amazing and I'll avoid the rendering time which has always been a pain in the a... 2014-03-21 16:14 GMT+01:00 Nicolas Esposito 3dv...@gmail.com: No at least for now as far as I know Anyway UE4 just launched at 19$ monthly subscription ( 5% royalties ) Cryengine 3 launched a couple of days ago at 9$ monthly subrsciption ( without any royalties ) Unity 5 will be 75$ monthly subscription 2014-03-21 16:11 GMT+01:00 John Richard Sanchez youngupstar...@gmail.com : So what are your thoughts on Snow Drop? I Don't know much about game engines or working in Games but this looks really amazing. Is there any way something like this could be used in production? http://youtu.be/8z6rzPjcZL0 http://youtu.be/UXeH9OqygzI -- www.johnrichardsanchez.com
Re: What use is ICE really?
Agreed Ed. The fact ICE is accessible to generalists to do advanced technical FX without a TD, or scripting, is lost on Autodesk I'm afraid. On Fri, Mar 21, 2014 at 11:14 AM, Ed Manning etmth...@gmail.com wrote: On Fri, Mar 21, 2014 at 11:06 AM, Jeffrey Dates jda...@kungfukoi.comwrote: I think it would be an amusing exercise to do a comparison of technique and workflow for these projects. What would it take to do the SAME effect in Maya!? Side by side. It would show how one framework is capable of so much more than 'just particles'. Maya will have to tap every corner of it's toolset to achieve the same effects.. If it even can in all cases. And many of these were done by artists who would never think of themselves as TDs or even script writers -- certainly any Maya solutions to most of these challenges would require scripting ability at a minimum, and probably a significant amount of work by bona fide TDs, possibly hard-coding nodes.
Re: What use is ICE really?
On Fri, Mar 21, 2014 at 11:18 AM, Jeffrey Dates jda...@kungfukoi.comwrote: Agreed Ed. The fact ICE is accessible to generalists to do advanced technical FX without a TD, or scripting, is lost on Autodesk I'm afraid. It certainly has been until now. Perhaps if we keep clubbing them with it while we seem to have their attention...
Re: What use is ICE really?
And after all of these examples Softimage and with it ICE are axed leaving empty space for time when bifrost maybe some day will get near to it but juding by analysis from a lot of much more experienced people that will actually never happen and despite being hgih above eveything on evloutionary scle it will hit the wall and die off along with Softimage :( On Fri, Mar 21, 2014 at 4:18 PM, Jeffrey Dates jda...@kungfukoi.com wrote: Agreed Ed. The fact ICE is accessible to generalists to do advanced technical FX without a TD, or scripting, is lost on Autodesk I'm afraid. On Fri, Mar 21, 2014 at 11:14 AM, Ed Manning etmth...@gmail.com wrote: On Fri, Mar 21, 2014 at 11:06 AM, Jeffrey Dates jda...@kungfukoi.comwrote: I think it would be an amusing exercise to do a comparison of technique and workflow for these projects. What would it take to do the SAME effect in Maya!? Side by side. It would show how one framework is capable of so much more than 'just particles'. Maya will have to tap every corner of it's toolset to achieve the same effects.. If it even can in all cases. And many of these were done by artists who would never think of themselves as TDs or even script writers -- certainly any Maya solutions to most of these challenges would require scripting ability at a minimum, and probably a significant amount of work by bona fide TDs, possibly hard-coding nodes.
Re: Thoughts on Snow Drop
Has anone ever heard of a game engine being used in a tv commercial ? On 21 March 2014 15:17, Nicolas Esposito 3dv...@gmail.com wrote: By the way it looks amazing, but game engines have already been used for visualization ( see Cryengine 2 for architectural visualization ), but GI and indirect illumination is far from being perfect, so I would say it depend on what you need to do...also you don't have the full flexibility that a 3d app have, so you'll end up coding what you need ( like if you want an effect done in ICE with that engine ) Personally I'm planning a 30 minutes movie using UE4, it just looks amazing and I'll avoid the rendering time which has always been a pain in the a... 2014-03-21 16:14 GMT+01:00 Nicolas Esposito 3dv...@gmail.com: No at least for now as far as I know Anyway UE4 just launched at 19$ monthly subscription ( 5% royalties ) Cryengine 3 launched a couple of days ago at 9$ monthly subrsciption ( without any royalties ) Unity 5 will be 75$ monthly subscription 2014-03-21 16:11 GMT+01:00 John Richard Sanchez youngupstar...@gmail.com : So what are your thoughts on Snow Drop? I Don't know much about game engines or working in Games but this looks really amazing. Is there any way something like this could be used in production? http://youtu.be/8z6rzPjcZL0 http://youtu.be/UXeH9OqygzI -- www.johnrichardsanchez.com
Re: What use is ICE really?
I haven't seen Zybrand Jacobs posting here, so I thought I should post this: https://vimeo.com/48832905 ...a very useful set of grass growing Ice compounds On Fri, Mar 21, 2014 at 7:12 AM, Alastair Hearsum hear...@glassworks.co.ukwrote: Folks We had a chat with a senior chap at Autodesk. There was hint of surprise at one use of ICE that I mentioned in passing. I think we over estimate the understanding of what ICE gets used for and its all pervading usefulness. I'd like to invite people to share their ice work especially if its more obscure (without giving away your trade secrets obviously). Here are some starters for us. Please keep the explanations as short as possible to attract Autodesk to read them. http://www.glassworks.co.uk/video/love 1) Fine feathers created totally with ice strands 2) Feather system created in ice 3) Cats fur : ice strands http://www.glassworks.co.uk/video/tadpoles-master 1) Totally ice strand vegetation 2) Ice driven water surface 3) Render tadpoles have ice compound which auomatically detects the shot number and selects the correct cache http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star 1) Ice creating the cotton balls unravelling http://www.glassworks.co.uk/node/549 1) Ice crowd http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg 1) Object IDs picked up in ice and use to assign materials of supermarket aisle items https://vimeo.com/87096859 Some holes aesthetically 1) ice rigid body pens transferring their attributes to lagoa ice fluid melted pens 2)Ice fracturing bottle http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o 1) Intervened in Momentum ice plugin to extract vectors and modulate them http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin 1) Hair created from scratch in ice strands including clumping http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview 1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet for the strings And many many more. -- 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. -- 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: Thoughts on Snow Drop
People are using real-time engines for kid tv shows already. Can not remember the name off the top of my head but it is happening... Low budget, lots of repeated content, and not super discerning customers in that area so I guess it works well. -ben On Fri, Mar 21, 2014 at 11:21 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Has anone ever heard of a game engine being used in a tv commercial ? On 21 March 2014 15:17, Nicolas Esposito 3dv...@gmail.com wrote: By the way it looks amazing, but game engines have already been used for visualization ( see Cryengine 2 for architectural visualization ), but GI and indirect illumination is far from being perfect, so I would say it depend on what you need to do...also you don't have the full flexibility that a 3d app have, so you'll end up coding what you need ( like if you want an effect done in ICE with that engine ) Personally I'm planning a 30 minutes movie using UE4, it just looks amazing and I'll avoid the rendering time which has always been a pain in the a... 2014-03-21 16:14 GMT+01:00 Nicolas Esposito 3dv...@gmail.com: No at least for now as far as I know Anyway UE4 just launched at 19$ monthly subscription ( 5% royalties ) Cryengine 3 launched a couple of days ago at 9$ monthly subrsciption ( without any royalties ) Unity 5 will be 75$ monthly subscription 2014-03-21 16:11 GMT+01:00 John Richard Sanchez youngupstar...@gmail.com: So what are your thoughts on Snow Drop? I Don't know much about game engines or working in Games but this looks really amazing. Is there any way something like this could be used in production? http://youtu.be/8z6rzPjcZL0 http://youtu.be/UXeH9OqygzI -- www.johnrichardsanchez.com -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Clara.io - Professional-Grade WebGL-based 3D Content Creation
Re: What use is ICE really?
Someone PLEASE save all of this for the (hopeful) SIGGRAPH Softimage booth! On Fri, Mar 21, 2014 at 11:27 AM, Stephen Davidson magic...@bellsouth.netwrote: I haven't seen Zybrand Jacobs posting here, so I thought I should post this: https://vimeo.com/48832905 ...a very useful set of grass growing Ice compounds On Fri, Mar 21, 2014 at 7:12 AM, Alastair Hearsum hear...@glassworks.co.uk wrote: Folks We had a chat with a senior chap at Autodesk. There was hint of surprise at one use of ICE that I mentioned in passing. I think we over estimate the understanding of what ICE gets used for and its all pervading usefulness. I'd like to invite people to share their ice work especially if its more obscure (without giving away your trade secrets obviously). Here are some starters for us. Please keep the explanations as short as possible to attract Autodesk to read them. http://www.glassworks.co.uk/video/love 1) Fine feathers created totally with ice strands 2) Feather system created in ice 3) Cats fur : ice strands http://www.glassworks.co.uk/video/tadpoles-master 1) Totally ice strand vegetation 2) Ice driven water surface 3) Render tadpoles have ice compound which auomatically detects the shot number and selects the correct cache http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star 1) Ice creating the cotton balls unravelling http://www.glassworks.co.uk/node/549 1) Ice crowd http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg 1) Object IDs picked up in ice and use to assign materials of supermarket aisle items https://vimeo.com/87096859 Some holes aesthetically 1) ice rigid body pens transferring their attributes to lagoa ice fluid melted pens 2)Ice fracturing bottle http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o 1) Intervened in Momentum ice plugin to extract vectors and modulate them http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin 1) Hair created from scratch in ice strands including clumping http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview 1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet for the strings And many many more. -- 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. -- Best Regards, * Stephen P. Davidson* *(954) 552-7956 %28954%29%20552-7956 *sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com
Re: Experiencing the Maya User interface
Speaking of humanization, is there a link where we can contribute ideas? On Mar 21, 2014 4:37 AM, Luc-Eric Rousseau luceri...@gmail.com wrote: these YouTube links are getting quite tiresome, but I must say this one is particularly cute. On Friday, March 21, 2014, Nicolas Esposito 3dv...@gmail.com wrote: Could you show other examples other then Maya running on Linux? :-P 2014-03-21 10:43 GMT+01:00 Morten Bartholdy x...@colorshopvfx.dk: Пингвины и неведомая фигняhttp://www.youtube.com/watch?v=JYXCC9o1zuw MB
SIGGRAPH booth
I just wanted to start a separate thread for this idea. Kickstarter is nice, but honestly for something like that you should look into either http://fundanything.com or http://indiegogo.com Both of those let you keep the funds regardless of how much you get, so if you don't get the goal, it still can be used. I'd absolutely be willing to kick in some $$$ to make it happen. -Paul
Re: Redshift3D Render
Agreed. The Redshift team listens and addresses things very quickly. They are currently supporting Softimage Maya with Max up next. After that I've heard they're looking at everything from Houdini Modo to doing something with Fabric. -Paul On Fri, Mar 21, 2014 at 4:11 AM, Emilio Hernandez emi...@e-roja.com wrote: They just recent added the RS Hair Shader. Rob did an amazing job. And again. They listen, care about the user and have an amazing support. Even that they are working hard to get the first release, they are always going through the bugs and wish list. Congratulations Redshift Team! A true game changer for Softimage. Here is a link to the docs. http://docs.redshift3d.com/Default.html --- Emilio Hernández VFX 3D animation. 2014-03-21 1:33 GMT-06:00 Daniel Kim danielki...@gmail.com: I have GTX 680 installed on iMac, and use RS with SI now. It shows me great render speed. It doesn't matter hair, displacement map or any expensive options, RS shows always stable and good speed :) We have 7 Arnold license but it's replaced to RS already :) --- Daniel Kim Animation Director Professional 3D Generalist http://www.danielkim3d.com ---
Re: [Job] Blur's looking for a Character Rigger
Digging out this email to say that we could still use another pair of hands here for a month or two. Any freelancer in the US available ? Contact j...@blur.com Jeremie On 8 October 2013 21:39, Jeremie Passerin gerem@gmail.com wrote: He he, Quake is indeed still in use at Blur ;-) On 8 October 2013 15:46, Sebastien Sterling sebastien.sterl...@gmail.comwrote: TF2 seems to be a pan studio phenomena On 8 October 2013 20:56, Tim Crowson tim.crow...@magneticdreams.comwrote: What? Steve hasn't gotten the Blur crowd into TF2? For shame! -Tim On 10/8/2013 1:01 PM, Christopher Crouzet wrote: I've heard that candidates need to be good at Quake 3 too? PS: BC VIP Studio, here's a proper job ad, take note! On 8 October 2013 19:08, Jeremie Passerin gerem@gmail.com wrote: Hey guys, I thought it might help if I post that here : *Blur Studio is looking for an experienced Rigger with knowledge of Softimage rigging tools including; joint and skeleton creation, skinning and weighting, IK setup, blend-shapes and deformers. Qualified candidates should have a solid understanding of anatomy and articulation of realistic humans and creatures. Experience with Python is strongly recommended. Basic modeling skills as well as a good understanding of polygonal mesh flow and traditional animation principles is a bonus. * *Please submit reel, resume and salary requirement to j...@blur.com j...@blur.com* I'll be the one reviewing the applications and I'd like to add that I'll be paying attention to the quality of the deformations. Lot's of high quality production work to do. Knowledge of python/softimage sdk is definitely a plus (I could use help to develop tools here !) Also, I know it's sad but we might not be able to get a visa (No H1B left for this year), so we will probably consider American or people with a US work visa first. But you can still apply anyway. thanks, Jeremie -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
Re: Thoughts on Snow Drop
we use real-time engines exclusively for all our work ranging from broadcast to events... Most of our stuff is under NDA, so we can't show that much, but a few demos/projects are online @ http://www.glare-productions.com (shameless plug) Cheers! Chris On 21/03/14 16:39, Ben Houston wrote: People are using real-time engines for kid tv shows already. Can not remember the name off the top of my head but it is happening... Low budget, lots of repeated content, and not super discerning customers in that area so I guess it works well. -ben On Fri, Mar 21, 2014 at 11:21 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Has anone ever heard of a game engine being used in a tv commercial ?
Re: Thoughts on Snow Drop
For those interested I just want to inform that UE4 has a pretty neat node based logic editor ( widely improved from previous version ) which is quite similar to ICE in terms of what could be done, since almost all the data can be accessed and manipulated ( source of the engine is included in the 19$ subscription ) Cryengine has it as well, but as far as I can see in UE4 you can access everything, or script your own using C++ Blueprints tutorialshttps://www.youtube.com/playlist?list=PLZlv_N0_O1gaG5BW72It4chjhypxIO9ZB 2014-03-21 17:09 GMT+01:00 Christoph Muetze c...@glarestudios.de: we use real-time engines exclusively for all our work ranging from broadcast to events... Most of our stuff is under NDA, so we can't show that much, but a few demos/projects are online @ http://www.glare-productions.com (shameless plug) Cheers! Chris On 21/03/14 16:39, Ben Houston wrote: People are using real-time engines for kid tv shows already. Can not remember the name off the top of my head but it is happening... Low budget, lots of repeated content, and not super discerning customers in that area so I guess it works well. -ben On Fri, Mar 21, 2014 at 11:21 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Has anone ever heard of a game engine being used in a tv commercial ?