Re: Any Dinosaurs Still Lurking?

2018-05-24 Thread Adam Sale
Nice to see everyone still hanging around :-)
1997 was my starting point on this list.
Mostly Maya these days as well, but moving more and more into the VR /
Mocap side of things.

Adam

On Thu, May 24, 2018 at 12:12 AM, Rob Wuijster  wrote:

> Still lurking as well, here and on si-community.
>
> Started fiddling with SI|3D NT (up to 3.9), after that moved on to XSI 3.0
> and beyond.
> Mostly Maya these days for the generic stuff, but still using XSI for my
> own jobs.
>
> Also doing a bit of Unity-Unreal / real-time stuff lately, and keeping an
> interested eye on the Blender v.2.8 development.
>
>
> Rob
>
>
>
> \/-\/\/
>
> On 22-5-2018 18:55, Robert Cole wrote:
>
> Yes, sill here, forced to work in MAX for real-time asset baking and
> industrial animations, but I get to sneak over into XSI world when nobody's
> looking to do the serious work that can be ported back to MAX. Luckily I
> can work from my studio in Hawaii most the time.
>
> Robert
>
>
>
> On 5/11/2018 6:23 AM, Bradley Gabe wrote:
>
> Just curious?
>
> Now that I’m a resident in San Antonio, I was reminiscing about old
> SIGGRAPHs on the Riverwalk, and came to the realization that the Softimage
> mailing lists, for me at least, were my Facebook before there was official
> social media.
>
> San Antonio still owes me a camera! -- Softimage Mailing List. To
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> “unsubscribe” in the subject, and reply to confirm.
>
>
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Re: Set Driven Key Copy/Paste in Maya

2018-05-11 Thread Adam Sale
It hasn't bitten me yet.. .touch wood, but in the absence of any sort of
duplicate symmetry tool that works, and rebuilding the entire opposite side
from scratch, I haven't found a better solution, unless its the old Maya
adage of 'just writing a tool for that '

Adam


On Fri, May 11, 2018 at 12:00 AM, Enrique Caballero <
enriquecaball...@gmail.com> wrote:

> I've been avoiding negative scaling in Maya as it's not as forgiving as
> Softimage was with that.
>
> I used to mirror rigging components in softimage by scaling (-1,-1,-1) and
> rotation x by 180.
>
> Worked just fine, used that technique in multiple productions (happy feet,
> legend of the gaurdians used that as well)
>
> The only time that hurt me was when we wrote an animation library that
> appended animation in space, and we needed to do a slightly different
> calcultation for the right side of the body.  Still no biggy.
>
> I've been too scared to do it in Maya though.  I actually manually rebuild
> the component in Maya with a different orientation.
>
>
> I don't know if I'm being anal retentive, but when it comes to Maya I tend
> to try to avoid shortcuts with transformations like that, as whenever I try
> it tends to burn me
>
> On Fri, May 11, 2018 at 12:30 AM, Adam Sale <adamfs...@gmail.com> wrote:
>
>> Duplicate special with input graph checked on is the key to mirroring
>> more complex hierarchies in Maya.
>> That, and making sure every striking element involved in the rig needs to
>> be parented under a group node that is at the origin.
>> This group node and children is what you duplicate special with input
>> graph selected, and then do the whole scale across X to -1.
>>
>> Everything comes across fine if you go that route, nodes, driven keys,
>> etc. .. Of course then you also have to be aware of Joint orients flipping
>> 180.. and address if necessary.
>>
>> I've kind of gotten used to Maya rigging now, but I really do miss the
>> simplicity of our dearly departed XSI.
>>
>> Adam
>>
>> On Wed, May 2, 2018 at 2:46 AM, Anto Matkovic <a...@matkovic.com> wrote:
>>
>>> Copy-paste of selected nodes, makes a copy of everything connected to
>>> selected nodes, including hidden connections to layers, Node Editor
>>> bookmarks, so on. ''Safe way''  could be saving a copy of scene, deleting
>>> everything else (including layers and such), copying back to original
>>> scene. Fortunately Maya could copy entire rig or elements from scene o
>>> scene.
>>> Duplicate in Node Editor makes a duplicate of only selected nodes, but
>>> leaves them unconnected.
>>> As alternative, it worth to try 'duplicate special' (from edit menu)
>>> with some of available options, while this, by default, makes a copy of all
>>> hierarchy bellow.
>>>
>>> IMO scripting for such tasks is usable if someone wants to follow some
>>> exact tutorial or example, or someone is able to visualize complete rig
>>> without even using Maya - but not really for experimenting and expecting
>>> the 3d app to help in this process. Perhaps that addiction to scripting
>>> could explain why almost all Maya rigs are not inventive, not original copy
>>> of actual crap from Pixar or so. Individuality is not allowed in Maya
>>> world
>>>
>>>
>>>
>>> --
>>> *From:* "p...@bustykelp.com" <p...@bustykelp.com>
>>> *To:* Ben Barker <ben.bar...@gmail.com>; Official Softimage Users
>>> Mailing List. 
>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=eiykd10oQrDARfbGnKhZ32Z2pcfj7-Xz8LOMqIFA3Fg=zdxJ3elMMHzpj-E3AUPrMFVyADhuJr1y8WGIW_1ZK1w=
>>> <https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6iB4H67OtDu1LYz6krlc8-2FqBeLCXrELBQVbfMn71cNywwCM9MLKQNt6NvY2bdnUVgiRuzEw0g0OZUwVhB4KIDvkjTtq34l13Jmfjgwg01isCCK511SfOUct9zBCzgDFFRDQYDmMAnI51v58fSyJgwB-2Bw0HHExUkkOtQLVEEC4Qhtsu4bZyg5N-2FfAtwcPMobUPdkvDj8QW0p8f4FTefP2WavKn-2Fx65NPPlm7AfadGWXCfkHc9qfaMqjIImPprDPCrSzZ2VKrm3aO-2FQ-2BbdhcdcgirtEg4r6Id0hVef-2FpU1yTe6T9cdWQd0n3ZMWIoXhYpZRhwrFiH0HsCo2dnuF4wP549NX-2FDYXiWyxF1V6-2F1QCSMMy3S1xlT-2Fi1ChrnnlCJfGOzz7WMSt1T-2BrH0FDyG5U9ODUOg8oJxJoMA-2F5z0btvf4WgDxlFPonPVoRp74VnshrXe7mhwLahSUnSLepyK36mwH5R9gsPZz5KeKMiCGYautS3y9cDPmgOKXgmt46L8S5qi7hLVWmbZSKxeAgDjA21-2FdZV-2FjfhCzdp0Otjj4P8f9b8uy-2B-2FEMthm0CXhQi3ckrYYkHlIGsRsatW0MzHRrUUzxoZ7PdAL779lvIrbaMSc0AjGgEwFdS5qiC1SknHw0HZ-2B9QFOLAS7BPKZGptkrK2MyaruwKdK-2F-2FeHDkZq7OQ6WKqmCW2-2BOy1vBqtepruOMaRN-2F6JXvOnlPES-2F

Re: Set Driven Key Copy/Paste in Maya

2018-05-10 Thread Adam Sale
Duplicate special with input graph checked on is the key to mirroring more
complex hierarchies in Maya.
That, and making sure every striking element involved in the rig needs to
be parented under a group node that is at the origin.
This group node and children is what you duplicate special with input graph
selected, and then do the whole scale across X to -1.

Everything comes across fine if you go that route, nodes, driven keys, etc.
.. Of course then you also have to be aware of Joint orients flipping 180..
and address if necessary.

I've kind of gotten used to Maya rigging now, but I really do miss the
simplicity of our dearly departed XSI.

Adam

On Wed, May 2, 2018 at 2:46 AM, Anto Matkovic  wrote:

> Copy-paste of selected nodes, makes a copy of everything connected to
> selected nodes, including hidden connections to layers, Node Editor
> bookmarks, so on. ''Safe way''  could be saving a copy of scene, deleting
> everything else (including layers and such), copying back to original
> scene. Fortunately Maya could copy entire rig or elements from scene o
> scene.
> Duplicate in Node Editor makes a duplicate of only selected nodes, but
> leaves them unconnected.
> As alternative, it worth to try 'duplicate special' (from edit menu) with
> some of available options, while this, by default, makes a copy of all
> hierarchy bellow.
>
> IMO scripting for such tasks is usable if someone wants to follow some
> exact tutorial or example, or someone is able to visualize complete rig
> without even using Maya - but not really for experimenting and expecting
> the 3d app to help in this process. Perhaps that addiction to scripting
> could explain why almost all Maya rigs are not inventive, not original copy
> of actual crap from Pixar or so. Individuality is not allowed in Maya
> world
>
>
>
> --
> *From:* "p...@bustykelp.com" 
> *To:* Ben Barker ; Official Softimage Users Mailing
> List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=q4lhiw_s4gANuwZLq9-NHIvv2GGHuUgaiUOG5xlCOYc=_6WQh3onsayf8MnQ0EO65TjbQCo4IkE0tuBCSnkFyCE=
>  <
> softimage@listproc.autodesk.com>
> *Sent:* Tuesday, May 1, 2018 4:32 AM
> *Subject:* Re: Set Driven Key Copy/Paste in Maya
>
>
> Thanks.
> I decided to redo it  with the Node editor.. Thinking it might work a bit
> like ICE. However, after completing one leg, I discovered that you can’t
> just copy and paste that stuff either as it makes all kinds of new stuff in
> the scene. What a mess. I just don’t understand how Maya works at all.
>
> I’m not going to make a scripted rigging pipeline, its not my thing. I
> like being able to invent/experiment on the fly. I don’t think I’m going to
> last long with Maya at this rate.
>
>
>
>
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Re: Maya's reassign locally?

2018-02-13 Thread Adam Sale
I second Alan's sentiment. Go with NG skintools. The Maya paints are an
exercise in futility and frustration.

On Tue, Feb 13, 2018 at 7:48 AM, Anto Matkovic  wrote:

> It highlights the particular joint weights by selecting in list of Paint
> Weights Tool ToolSettings - equivalent of selecting in list of SI Weight
> Paint Panel - that's what I've used in SI, too, method suggested by Stefan.
> Otherwise, Ng skin tools has a number of SI like options, like smoothing
> the entire array of influences at once, not only one selected influence.
> And more.
> Another only Maya option I've found really nice, is ability to quick
> export the weightmaps as bitmaps and manage everything in another way (
> this works as long as there is a non-overlapping UV on object, and
> joint-bitmaps names are matching). These days I'm playing with small setup
> in Houdini, able to create skin weights procedurally in Houdini and replace
> some of these bitmaps created by Maya, it seems to be really promising.
> As it is mentioned already, there are thousands of available scripts for
> all purposes, whenever I got idea to script something, there was ready
> solution on internet - so by this tempo, I'm afraid I'll never learn MEL
> properly
> While, yeah, nothing of that is quick and streamlined like Softimage.
> About managing the related nodes, here's RMB on top right corner of
> Attribute Editor, generally (generally... ) this displays entire DG chain
> as a list (no need to run through tabs).
>
> --
>
> - painting skin weights: in Soft, pick a bone in the viewport, paint,
> pick another bone, paint. In Maya the workflow in slower.
>
> - in soft, when I select a bone in the weight editor, it's highlighted
> in the viewport. In Maya it's the assigned vertex that are highlighted.
> But this is not handy when you stumble upon a bone which do not have any
> vertex assigned to it.
>
>
>
>
>
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Re: OTish - todays Maya rant and Q - selecting items

2018-02-02 Thread Adam Sale
Joint priority, IK Handle priority really tick me off in Maya.
I have a toggle MEL script bound to a hotkey for that kind of thing.

I am used to the gesture based rmb left, right, up etc... now, but have
still bound U,I and O as Face, Edge and Point select. Q gets bound to the
Object Select Command I believe, as the default sometimes has had issues
for me with clearing the previous selection mode completely.   The
rebinding doesn't replace any crucial Maya hotkeys I've ever used.

I also find I tend to use Ctrl 1 a lot to isolate things when preforming
complex multi selections, or use the show menu.

Ahh Maya... Breathe in Hold, Breathe Out.

Ujjayi Breathing for Maya Users

https://urldefense.proofpoint.com/v2/url?u=https-3A__en.wikipedia.org_wiki_Ujjayi-5Fbreath=DwIBaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=5r29H144qOckio2HdublXpLlPy3OqI49-Z7XnCoHwWo=CAcFxoLbPYWFSmWeZ-2xvQSdb3HhL1Ye-53JqNsm9Fg=

Adam

On Fri, Feb 2, 2018 at 2:53 AM, Anto Matkovic  wrote:

> Could be something with selection priority, considering that you mentioned
> the rig in scene. If there is joint somewhere, it will shows its priority
> somehow in that way. However I wouldn't suggest you to play with
> preferences related to selection priority, as one particular option could
> create problems with who-knows-what-else.
>
> One 'typically Maya' workaround could be switching into vertex component
> mode with marque selection, selecting overlapping objects from there, and
> going back to object mode - or, just forget the view-port and use the
> Outliner. That said, it has to be f8 component mode. Component mode from
> marking menu is different thing, with own set of rules and problems.
> That unbelievably over-complicated and still not competitive selection to
> other app is sort of Maya tradition, don't believe it has anything with
> consumer graphic cards.
>
> Perhaps only one selection preference that worth to change ( and it's
> harmless), is smaller 'tweak dead space', to avoid unwanted selections of
> vertices in tweak mode.
>
> Regrading Maya 2016, this is last qt4 version, everything above is less
> stable and even more 'mad'. 2018 fixed some old problems but also
> introduced a set of new, like corrupted meshes with some sculpting brushes.
> As Myara said, unless you just need features like Time Editor - your best
> upgrade is Maya 2016.5 or like.
>
>
>
> --
> *From:* Morten Bartholdy 
> *To:* "Userlist, Softimage" 
> *Sent:* Thursday, February 1, 2018 11:19 AM
> *Subject:* OTish - todays Maya rant and Q - selecting items
>
> Am I the only one being seriously annoyed by the seeming inaccuracy of
> selection of items in Maya viewports?
>
> I click directly on geometry with plenty of screenspace around, and Maya
> selects an adjacent object. Orbit a bit and dolly in, try again - Maya
> selects another irrelevant adjacent object. Click elsewhere on object I
> want to select, and finally I get to select it. WTF were they thinking?
>
> I find myself selecting adjacent objects and rig elements, making quick
> selection sets (so I can quickly find and unhide them again) and hiding
> them, just to select one particular object. Needless to say it is a massive
> waste of time.
>
> Is there a reason behind this madness or is is something like depth
> sorting inaccuracy or what??
>
>
> Morten
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Re: OT: Virtual Reality RnD

2018-01-23 Thread Adam Sale
Thanks for those updates Nicolas. I'm still following the same kind of
path, with LiveAction, Optitrack and xSens. We recently picked up a bunch
of vive trackers with the goal of checking out the lower cost Orion as
well.
What is the cost on the hi5 glove?

We are currently using the manus, which is pretty price, though they are
still in dev mode, and not a consumer release.

The full body IK in UE with liveaction and its stabilization, terrain
adaptation and foot locking is fantastic. I noticed a bit of latency in the
videos you posted. Is that the screen capture software affecting mocap?
What sort of consistent fps are you able to push with your setup?

Finally, what method are you using to align HMD? The orion, kind of seems
to use a vague pawn and camera alignment, but it seems that drif would
occur over time between the HMD and the avatar rig.
I've been thinking of different ways to do this, and am working at trying
to positionally align and constrain the HMD to the head joint, but use the
HMD Orientaion to drive the head joints rotation. This is the part that
seems be documented the least, though I have read of a number of different
solutions.

What do you find works best?



On Tue, Jan 23, 2018 at 5:02 AM, Francisco Criado 
wrote:

> Nicolas! Thanks for the reply! I'm sending you an email to keep on contact
> about what you are doing on VR.
>
> Cheers,
> Francisco.
>
> El 21 ene. 2018 6:06 a.m., "Enter Reality" <3dv...@gmail.com> escribió:
>
>> Thanks everyone!
>>
>> @Francisco: I'm using 8 because I'm not using the Vive itself for head
>> tracking ( because of the cable I have limited range of movement ), so I
>> replaced it with a tracker.
>> Also I added 2 trackers fore the elbows, but I can also not use those if
>> I add props ( swords or general objects ), in order to also be able to have
>> a 1:1 objects movement as well, which comes very handy for cutscenes.
>> I'm streaming everything into UE4, using it as a sort of recorder, and
>> the nice thing is that I can add specific features, like realtime
>> adjustment of the constraints for handling objects with 2 hands and other
>> very usefull stuff.
>>
>> The Noitom gloves are an evolution of the gloves from the Perception
>> Neuron suit.
>> The principle is the same, but in order for the gloves to work by
>> themselves they use a Vive Tracker for each, which gave only the positional
>> data, while the rotation is given by the IMU sensor on the hand.
>> You also have a dongle, which ensure no lag at all.
>> For the setup I used ( IKinema + VR Gloves ) I basically get only the
>> data from the fingers, while everything else is driven by IKinema Orion.
>> If you're interested they will get preorders for the gloves starting next
>> week, so check the website ;)
>>
>> I created a bit ago a custom setup in order to use just the Perception
>> Neuron gloves with the Vive Trackers, by also adding interactivity in VR (
>> grab, teleport, very similar to the video I posted ), but with these new
>> gloves the data is much more reliable, even if they do require
>> demagnetization once in a while ( especially if you wear them while working
>> using mouse and keyboard )
>>
>> @Pierre: I know nothing about scripting, and coming from Softimage the
>> node-based logic setup is incredibly quick to use and to create prototypes.
>> Trust me, even if you don't exactly know how to create something at
>> first, the docs are quite good and there are tons of tutorials around for
>> everything ( not only gaming ), so chances are that if you want to develop
>> something withjout going nuts yuou'll be able to.
>> Also, Maya is still awfull :D
>>
>>
>> If anyone is interested I'll be soon offering the full body mocap
>> solution as a service, and I'm creating custom VR solution for the industry
>> outside gaming, so if you're interested feel free to contact me at
>> esposit...@enter-reality.it
>>
>> If you have further questions let me know!
>>
>> Cheers
>>
>> Nicolas
>>
>> 2018-01-21 2:46 GMT+01:00 Pierre Schiller > >:
>>
>>> OH MAN! Makes me want to run to UE4 again. But just like Maya, tends to
>>> be over excessively complex for finite and defined tasks.
>>> Regardless, I´m speechless over your demo. Breath taking!
>>> Cheers.
>>>
>>> On Sat, Jan 20, 2018 at 1:52 PM, Francisco Criado >> > wrote:
>>>
 Nicolas, very nice work there! May i ask why are you using 8 vive
 trackers? We are using 5 and we get full body tracking (without fingers).
 By the way which is your opinion from Noitom gloves? We bought 3 years ago
 their mocap solution and it was not good enough for production.
 Cheers,
 Francisco.


 El 19 ene. 2018 12:04 p.m., "Morten Bartholdy" 
 escribió:

 Pretty cool :)
 Thanks for sharing :)

 Morten



 > Den 19. januar 2018 klokken 14:58 skrev Enter Reality <
 3dv...@gmail.com>:

Re: SISideBar in Maya

2017-11-14 Thread Adam Sale
Nice Stephen! A kernel of the past.


On Tue, Nov 14, 2017 at 4:17 PM, Jason S  wrote:

>
> I wonder how Maya users would find those collection of tools alltogether.
>
> Like there wasn't any match transforms until when?
> and existing scripts around were (and/or integrated ones are still?)
> pretty iffy.
>
> Global/Local transforms seems pretty wonky..
> though I highly suspect that this isn't due to his implementation.
>
> now.. how about the explorer... the construction stack.. -reliable-
> passes... (and/or everything generally reliable)...  sanity when rigging
> ... ICE ...      ... . ...
>
>
>
> On 11/14/17 18:14, Jonathan Moore wrote:
>
> Imitation is the sincerest form of flattery and all that jazz but the
> groove is in the spaces between the notes... ;
>
> On 14 November 2017 at 23:08, Pierre Schiller  com> wrote:
>
>> I can jump into maya right now, bar and redshift. Let´s keep on modding
>> it.
>> Great kudos to the developer!
>>
>> On Tue, Nov 14, 2017 at 5:58 PM, Mirko Jankovic <
>> mirkoj.anima...@gmail.com> wrote:
>>
>>> Already look soo much nicer then original maya cr**.. that is it.. eat
>>> maya from inside!!! :)
>>>
>>> ᐧ
>>>
>>> On Tue, Nov 14, 2017 at 11:49 PM, Steven Caron  wrote:
>>>
 I saw this one GitHub and it made me happy...

 https://urldefense.proofpoint.com/v2/url?u=https-3A__github.com_ShikouYamaue_SISideBar=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Z3p6Vo399AkpZ52Z1n3PfSnX1X5Aw9-xY0dRyNQf2i8=FF3FwRWJ7HgrxlOfWk9EBgrTaPdVfavaAG3WTc8U9Co=
 

 https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3D14T5-5FAk4dAE=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Z3p6Vo399AkpZ52Z1n3PfSnX1X5Aw9-xY0dRyNQf2i8=X7IHxN4zZ5PogXi49kLEsOe7_7L3wM70YI19N0R9-bw=
 

 Steven

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>>>
>>>
>>>
>>> --
>>> Mirko Jankovic
>>> *https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgfolio.com_mirko-2Djankovic=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Z3p6Vo399AkpZ52Z1n3PfSnX1X5Aw9-xY0dRyNQf2i8=LMfGd8yjoTx8-ElnMEtvYzHLCZ2BlEpY-vbIq7qnvk8=
>>> *
>>>
>>> Need to find freelancers fast?
>>> www.cgfolio.com
>>> 
>>>
>>> Need some help with rendering an Redshift project?
>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.gpuoven.com_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Z3p6Vo399AkpZ52Z1n3PfSnX1X5Aw9-xY0dRyNQf2i8=7Vmv2NYQrhjnCiPwzMbBl66Uf_6wEt3OhEdrgGDDnsk=
>>> 
>>>
>>> --
>>> Softimage Mailing List.
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Portfolio 2013
>> 
>> Cinema & TV production
>> Video Reel
>> 
>>
>> --
>> Softimage Mailing 

Re: Math behind Smooth Weights

2017-01-28 Thread Adam Sale
Chiming in with my Maya painting experience.
Using the default painting tools in Maya is Ghastly.
It's akin to wanting to paint a picture of a specific person, or thing, and
throwing a bunch of multicolored paint onto a canvas, and smearing it
around in the hopes it will kind of resemble what you wanted to paint. As
you paint in one area, unwanted details pop up in other areas, so you smear
the paint around more hoping that it will come together eventually. You
lock off certain areas, that inevitably get unwanted paint splattered there
anyhow.

I don't use the default paints.

ngSkinTools ( 1.52 currently) is the best paint tool I have found for Maya,
though I have yet to try Brave Rabbit's tools.

Painting and smoothing are just like Softimage. The ability to save and
reimport weights non destructively, add or remove deformers is very similar
to Soft.
The addition of layers like photoshop when painting is an improvement on
softs weighting.

The best thing is that the painted weights work on machines that don't run
the plugin.

The only thing I miss with ngSkin tools, is being able to rmb on a joint
and choose to paint it as an influence. Instead, you have to hunt through a
list to choose the joint to paint.
I miss the 'd' functionality in view.

Adam


On Fri, Jan 27, 2017 at 7:13 AM, pedro santos  wrote:

> Martin I made a compound some time ago that might help it mimics what XSI
> Smooth Weights does, but with an addition that I always missed: Iterations.
> It's a smooth after all so sometimes you want some settings to repeat and
> instead of adding multiple smooth operators one could just add more
> iterations.
>
> http://probiner.xyz/2015/02/05/ice-envelope-weights-utilities/
> pb_SmoothEnvelopeWeights.xsicompound
>
> It's slow by the way :) Just made it to trace the algorithm.
>
> Cheers
>
>
>
>
>
>
>
>
>
>
>
>
> On Fri, Jan 27, 2017 at 2:39 PM, Martin Yara  wrote:
>
>> Thanks Matt, I kinda understand the logic, but I can't figure out how to
>> do it yet. I'll have to study it a little more.
>>
>> Thanks Michael, but he is using just the default smooth brush and the
>> default Weight Hammer.
>>
>> Using Maya's brush (artUserPaintCtx) through scripting without a brush
>> has better results than Weight Hammer sometimes, but you can't undo.
>>
>> I guess I'll have to keep my Maya to Softimage workflow until I find
>> something better.
>>
>> Martin
>>
>> On Fri, Jan 27, 2017 at 10:09 PM, michael malinowski <
>> hejherb...@hotmail.com> wrote:
>>
>>> Hey Martin,
>>>
>>> This tool has a similar smoothing brush in it. It's all python so you
>>> can browse the math behind it there if you didn't want to use the tool in
>>> its entirety.
>>>
>>> Maya has a long way to go before it's skinning tools have any sort of
>>> parity with Soft!
>>>
>>> https://www.highend3d.com/maya/script/skinning-tool-for-maya
>>>
>>> Mike
>>>
>>> On 27 Jan 2017, at 11:07, Martin Yara  wrote:
>>>
>>> Hi, Does any have some light to shed about this ?
>>>
>>> I really like Softimage's Smooth Weights, and really hate Maya's Weight
>>> Hammer. So I would like to implement, if it is possible, a Smooth Weights
>>> tool for Maya that work as good as the SI one, or at least better than
>>> Weight Hammer.
>>>
>>> Meanwhile I'm just sending my data to Softimage, work with weights in
>>> Softimage (way faster!) and then send only the weights data in a custom
>>> format back to Maya.
>>>
>>> Martin
>>>
>>> --
>>> Softimage Mailing List.
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>>
>>> --
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> --
> [image: gif]
> Pedro Alpiarça dos Santos
>
>
> * probiner.xyz  *
>
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Re: Wacom Cintiq 13

2017-01-03 Thread Adam Sale
I have a cintiq that I use infrequently. I still much prefer the Intuos 5
touch for its flexibility and portability, especially when utilizing
multiple monitors. The cintiqs let you use its screen to control a second
monitor, but I don't like the functionality.
I use the cintiq for design or drawing, but its essentially just a second
screen when using 3d apps.

I also have a surface pro3. which has been fantastic when paired with the
intuos 5.
The lack of USB ports is my annoyance at the SP3, but nothing a usb hub
didn't take care of.
The pen with the SP3 is useless when compared with the Intuos 5.

Adam

On Thu, Dec 29, 2016 at 6:23 PM, James De Colling  wrote:

> I tried out both the 13 and 16" mobile studios. the 2.5k screen on the 13
> and 4k on 16 look great in a matte finish. the pen holder is a little pokey
> thing that slots in the side and sorta-kinda holds your pen, not very
> convincingly. they are quite heavy, but the side buttons feel nice, and
> they do get hot on the sides since the vents are on each side now. the
> intel realsense 3d capture was quite fun though, for very basic stuff.
>
> no dock is also a killer, you get a dinky little bluetooth keyboard, but
> since you cant physically connect it, (and there is no built-in stand) its
> a "why?" kinda moment.
>
> the price and the fact the disreet gpu is for some reason a
> quadro (seriously, why not a regular geforce?) makes it unattractive to me,
> especially with nice 2in1's coming onto the market so you get the best of
> both worlds (Lenovo Yoga 460 / P40, Surface Book etc)
>
> james.
>
> On Fri, Dec 30, 2016 at 12:40 PM, Martin  wrote:
>
>> Btw, you can use an iPad Pro as a Cintiq replacement with Duet Pro. It
>> would be a simple solution if you already have an iPad.
>>
>> I had a surface pro 3. The stylus buttons functions are not configurable,
>> you can only use right click and eraser. Since I use a lot middle click in
>> almost every software (XSI, Maya, Zbrush, 3DCoat, etc) I really hate it.
>>
>> The Wacom Companion is very bulky. I don't own one but one of our
>> designers does and I've borrow it a few times. The screen looks too grainy
>> for my taste but otherwise it seems quite useful. You can use it as a
>> another screen in your desktop PC but have some limitations in the
>> resolution if you want to use it as a mirror display.
>>
>> The new MobileStudio looks very nice in the pictures, but I haven't touch
>> one yet and I'm not very interested in portable solutions.
>>
>> Personally I'm still using my old Intuos and waiting for the new Cintiqs.
>>
>> Martin
>> Sent from my iPhone
>>
>> On 28 Dec 2016, at 19:51,   wrote:
>>
>> My suggestion for the surface book as alternative to a Cintiq was *as a
>> standalone with digitizer and a keyboard*.
>> If you want an input device for an existing workstation - replacing an
>> intuos with a cintiq - then a Surface will do you no good.
>>
>> The Cintiq Companion is interesting as it can do double service as
>> ‘mobile studio’ and input device. (at least certain models can)
>> You pay for it of course, and they are very bulky tablets. One that
>> almost made sense to me was the Companion Hybrid: reasonably priced (for a
>> Wacom) - about the same as a Cintiq 13 – so its like you get the Android
>> tablet part for free. Also rather outdated now - and drawing in an app is
>> too gimmicky for real work.
>>
>> If you swear by Wacom as a brand, the pen in the surface hasn’t been
>> Wacom since the surface 2 – it’s N-trig now (bought by microsoft).
>> Wacom remains superior for drawing, but when considering the complete
>> picture, with display quality, form factor, performance, storage, price,
>> battery life – it certainly doesn’t come without its flaws.
>>
>> Bottom line: input device and/or mobile studio – it’s an ongoing quest.
>>
>>
>>
>> *From:* Martin Yara 
>> *Sent:* Tuesday, December 27, 2016 3:39 PM
>> *To:* Official Softimage Users Mailing List.https://groups.google.com
>> /forum/#!forum/xsi_list 
>> *Subject:* Re: Wacom Cintiq 13
>>
>> If you can live with a stencil with useless buttons that can't be
>> changed, no nibs options, lower sensitivity, no tilt feature and generally
>> less precision, then a Surface Book isn't bad.
>>
>> The buttons were a deal breaker for me. I'm not really sure if you can
>> use it as a tablet in another PC. I know that you can do that with a Wacom
>> Companion but not sure about Surface.
>>
>> I'd choose a new Cintiq 16" that will be available next year.
>>
>>
>>
>>
>>
>> On Tue, Dec 27, 2016 at 7:34 PM, Olivier Jeannel 
>> wrote:
>>
>>> Can the Surface Book screen replace a Cintiq on a regular" workstation ?
>>>
>>> 2016-12-27 11:20 GMT+01:00 Rob Wuijster :
>>>
 Surface Studio?? ;)

 Rob
 \/-\/\/

 On 25-12-2016 

Re: OT: Wireless VR 2.0

2016-12-21 Thread Adam Sale
That is very impressive. I see you have connections for full body MOCap,
but didn`t see legs or body presence in the video. I did see arms and hands
later in the video. Is there a reason, the full body avatar is absent.
Still a work in progress I imagine.

Very cool though. I am trying the same thing at the moment, though with
XSens, and Vive / Oculus. Tethering is a pain..

On Wed, Dec 21, 2016 at 7:05 AM, Gerbrand Nel  wrote:

> most impressive!!!
>
>
> On 2016/12/21 4:23 PM, Enter Reality wrote:
>
> Hi guys,
>
> Sorry for a bit of OT on the list, I just wanted to share what I've been
> working on during the last couple of months.
>
> In short, the setup I created allow for a 100% wireless solution for VR
> visualization and interactivity very different from what Oculus Rift and
> HTC Vive offers right now.
>
> The entire setup has been created in order to be used in working
> environments ( ArchViz, Job training, Interactive movies, simulations,
> workplace security and so on... )
>
> Enjoy!
>
>
> Wireless VR 2.0 
>
> Cheers
>
> Nicolas
>
>
> --
> Softimage Mailing List.
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> "unsubscribe" in the subject, and reply to confirm.
>
>
>
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: object parenting in maya

2016-09-19 Thread Adam Sale
No you can't,
If you have a point constraint on an object, make sure you aren't keying
that objects translation channels. It breaks the constraint otherwise.
Same for Orient and Scale.

Adam

On Mon, Sep 19, 2016 at 6:18 AM, Mirko Jankovic 
wrote:

> That is what I tried BUT as soon as I animate blend to 0 arm goes back to
> the point where it was constrained and not at the position where it is now
> when I want it to stay. And also just adding keyframe on arm and then
> removing weight is not working as well.
> That is all source of the problem at first place. That weight isn't
> working in maya as it is working in SI.  As you know you just splash
> keyframe  with weight 1, move a frame splash keyframe and set weight 0 and
> arm would stay at that position with no more constrain active.
> But it seems that in maya you can't have both constrain AND keyframes on
> same object??
> ᐧ
>
> On Mon, Sep 19, 2016 at 2:11 PM, philipp seis  wrote:
>
>> the SI "weight" of the constraint, i.e. parent constraint shows up under
>> the contraining object as "blendparent" in your channel box.
>> You can animate that to grab stuff. Good luck :)
>>
>> 2016-09-19 9:41 GMT+02:00 Mirko Jankovic :
>>
>>> Ok I'm dropping my towel...
>>> Can anyone shed me some light on how to do this in maya:
>>>
>>> Hand IK constrained to object1
>>> Then goes into FK keyframed animation
>>> Then gets again IK constrained to object2
>>>
>>> Character is referenced ofc.
>>>
>>> With Softimage that is breeze and honestly I think I will just re-reg
>>> this whole thing and finish in SI instead but just for the fun of it.
>>> How do you do this in maya???
>>> I can't even wrap my mind around how I got stuck in this crap.
>>> It;s bin a while since I animated anything with switching constrains in
>>> maya but it can't be this messy?
>>>
>>> Thanks
>>> ᐧ
>>>
>>> --
>>> Softimage Mailing List.
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Mirko Jankovic
> *http://www.cgfolio.com/mirko-jankovic
> *
>
> Need to find freelancers fast?
> www.cgfolio.com
>
> Need some help with rendering an Redshift project?
> http://www.gpuoven.com/
>
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Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-11 Thread Adam Sale
Very cool!

Thanks for the updates!

On Wed, Aug 10, 2016 at 10:54 AM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Thank you for sharing!!! THIS IS SO PROMISING!!! Can´t wait to see more of
> your development.
> Congrats!
>
> On Wed, Aug 10, 2016 at 1:44 AM, Enter Reality <3dv...@gmail.com> wrote:
>
>> Hey guys,
>>
>> I did some test yestarday and I'm blown away by the results!
>>
>> Latency from the suit heavily reduced and enhanced experience, this suit
>> is really surprising me with its results :D
>>
>> Enjoy the videos
>>
>> Lightroom Test Scene
>> <https://www.youtube.com/watch?v=uC2SZv3Z7ZE=gp-n-y_comment_id=z121zljgiqyqzpf0d22tznzbjwnicpy4104>
>>
>> Dark Souls Style Optimized Scene
>> <https://www.youtube.com/watch?v=Frd88EXVQEo>
>>
>> Cheers
>>
>> Nicolas
>>
>> 2016-08-06 9:58 GMT+02:00 Enter Reality <3dv...@gmail.com>:
>>
>>> Hey Adam,
>>>
>>> Thanks for the tips on Xsens
>>>
>>> I did some further tests and I was blown away by the results...basically
>>> I'm using the same smartphone I'm using as a VR device ( S7 Edge ) as a
>>> router wifi using 4g, and the latency between the real movement and the VR
>>> movement has been reduced by a lot! It's like being connected with the USB
>>> cable and the feedback is truly amazing!
>>>
>>> So instead of carrying around my tower pc, the router and so on
>>> currently I can bring just the laptop and that's it!
>>>
>>> I'm quite sure that, in order to demonstrate the lag, a First Person
>>> Shooter demo can be done just for playtesting, but what comes next will be
>>> the real challenge for me ( NDA at the moment, but I'll probably share
>>> something during the next couple of weeks )
>>>
>>> Perception Neuron does not support multi-level and the setup is a bit
>>> time consuming, but overall I'm very satisfied with the results...also
>>> considering that this is a side project I'm developing and I was able to
>>> have a wireless experience without using expensive tech or optical tracking.
>>>
>>> Nicolas
>>>
>>> 2016-08-05 23:17 GMT+02:00 Adam Sale <adamfs...@gmail.com>:
>>>
>>>> Hi again Nicolas. I haven't had the chance to test on a fast desktop
>>>> yet, was running the suit off of a Surface Pro 3 for an overseas job I just
>>>> had.
>>>>
>>>> There was some slight delay in dealing with MVN studio and
>>>> Motionbuilder realtime. Again, I want to test with the vive on a higher end
>>>> machine to be able to truly comment. I don't think the latency was as bad
>>>> as what I saw in your video, bit it was still there. I will be back at work
>>>> in the next couple of weeks and do some more tests then. Will post back in
>>>> this thread.
>>>>
>>>> One thing I like with the XSens, is how quick it is to setup. Doesn't
>>>> lose calibration easily, unless there is significant magnetic interference.
>>>> There is a debug mode where you can find the 'zones' where the tracking
>>>> breaks down.
>>>>
>>>> The multi level feature is one of the best features of the XSens suit.
>>>> I've been able to do climb three level homes with the laptop in the
>>>> basement, and still get exceptional tracking. Using the terrain around us
>>>> is such a big plus with these kinds of suits.
>>>>
>>>> Adam
>>>>
>>>> On Thu, Aug 4, 2016 at 11:35 PM, Enter Reality <3dv...@gmail.com>
>>>> wrote:
>>>>
>>>>> Hi Adam!
>>>>>
>>>>> Based on your tests with the Xsens suit, is the streaming of the mocap
>>>>> data almost realtime or there is a delay similar to the one you see in my
>>>>> video?
>>>>> I know that they work using similar IMU-based sensors, but since the
>>>>> price difference between them is alsmot 1 to 10 I was thinking to do the
>>>>> upgrade in a couple of months, but if I have the same delay I'll stick 
>>>>> with
>>>>> the one I own :)
>>>>>
>>>>> 2016-08-04 23:49 GMT+02:00 Adam Sale <adamfs...@gmail.com>:
>>>>>
>>>>>> That's very cool, Nicolas. We've been building up our hardware assets
>>>>>> for just this kind of thing. I'm excited to test out Xsens and the Vive
>>>>

Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-05 Thread Adam Sale
Hi again Nicolas. I haven't had the chance to test on a fast desktop yet,
was running the suit off of a Surface Pro 3 for an overseas job I just had.

There was some slight delay in dealing with MVN studio and Motionbuilder
realtime. Again, I want to test with the vive on a higher end machine to be
able to truly comment. I don't think the latency was as bad as what I saw
in your video, bit it was still there. I will be back at work in the next
couple of weeks and do some more tests then. Will post back in this thread.

One thing I like with the XSens, is how quick it is to setup. Doesn't lose
calibration easily, unless there is significant magnetic interference.
There is a debug mode where you can find the 'zones' where the tracking
breaks down.

The multi level feature is one of the best features of the XSens suit. I've
been able to do climb three level homes with the laptop in the basement,
and still get exceptional tracking. Using the terrain around us is such a
big plus with these kinds of suits.

Adam

On Thu, Aug 4, 2016 at 11:35 PM, Enter Reality <3dv...@gmail.com> wrote:

> Hi Adam!
>
> Based on your tests with the Xsens suit, is the streaming of the mocap
> data almost realtime or there is a delay similar to the one you see in my
> video?
> I know that they work using similar IMU-based sensors, but since the price
> difference between them is alsmot 1 to 10 I was thinking to do the upgrade
> in a couple of months, but if I have the same delay I'll stick with the one
> I own :)
>
> 2016-08-04 23:49 GMT+02:00 Adam Sale <adamfs...@gmail.com>:
>
>> That's very cool, Nicolas. We've been building up our hardware assets for
>> just this kind of thing. I'm excited to test out Xsens and the Vive with
>> Unity or Unreal. Thanks for sharing!
>>
>> Adam
>>
>> On Thu, Aug 4, 2016 at 1:47 PM, Fabricio Chamon <xsiml...@gmail.com>
>> wrote:
>>
>>> ok thanks a lot for the deep explanation Nicolas.. All I need is a quick
>>> way to get acceptable mocap results to feed into my own crowd workflow.
>>> >From your description it seems that after some trial and error one is able
>>> to get it going and produce some decent animations. For the price maybe
>>> it's worth a try,
>>> thanks again.
>>>
>>> 2016-08-04 11:19 GMT-03:00 Enter Reality <3dv...@gmail.com>:
>>>
>>>> Hi Fabricio,
>>>>
>>>> If you take a look at the forum there are quite a lot of people
>>>> complaining about lots of stuff, but it's also true that with 1500$ you
>>>> won't get a super-professional product, even if I can say that the money I
>>>> spent were well spent ( I backed the kickstarter campaign and got 2 of them
>>>> for a total of 1000$ )
>>>>
>>>> In general the suit works pretty good and I have been working with it
>>>> since January...in order to speed up the recording and to put the animation
>>>> onto a character I created my own pipeline which right now allows me to
>>>> record and process the animations in very short time.
>>>>
>>>> The time consuming part is at the beginning when you're start testing
>>>> the entire setup ( lots of things can go wrong and will probably go wrong )
>>>> The calibration itself ( if followed properly ) gives good results, but
>>>> the actual "virtual puppet" which is rapresented isn't a 1:1 copy of you,
>>>> since you can choose only the height of the character, nothing else.
>>>> Since it's a IMU based mocap suit there are issues when you try to clap
>>>> or you two-hand a sword for example, but this is something which can be
>>>> easily adjusted later inside Maya/MoBu.
>>>>
>>>> You can use two methods to record animation: via USB or via Wifi
>>>> USB works every time and it takes 1 second to be connected, while Wifi
>>>> connection is ( most of the time ) completely random, so sometimes you're
>>>> connected in 10 seconds while sometimes it takes up to 5 minutes...the
>>>> developers themself are not sure why this is happening, which is great :D
>>>>
>>>> Once you're connected the only thing you need to take care of is to be
>>>> away from magnetic source ( mobile phones, pc, and so on ).
>>>> The software used to record the animation allows for some tweaking (
>>>> hips fixed in place, smoothing and so on ) and in general it works quite
>>>> good, also considering that there are dedicated plugins for UE4, Unity,
>>>> Motion Builder and iClone.
>>>> Since January the sensors got magne

Re: OT: Softs Duplicate Symmetry in Maya?

2016-07-21 Thread Adam Sale
Thanks for the update Oz!

On Tue, Jul 19, 2016 at 7:24 AM, Oz Adi  wrote:

> I tried creating a similar new hierarchy from scratch (without bound
> meshes), once with a rotational plane solver, once with an IKSPring solver,
>
> Both were mirrored correctly, keeping the constraints, using a duplicate
> special and a -1x scale..
>
>
>
> There’s probably something different or wrong with my actual rig, when
> I’ll have time I would investigate it further to find what went wrong
> there..
>
> It’s a small project, and for what I need it works great at the moment, so
> even if my rig has a problem, it’s probably safe to go on with it.. I hope
> ;)
>
>
>
> Thanks guys!
>
> Oz J
>
>
>
>
>
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: OT: Softs Duplicate Symmetry in Maya?
>
>
>
> Dup Special and scale -1X  has worked for me with a number of different
> rig types, Spline IK, constraints, node graphs, ik handles, etc.
>
> As long as everything is in that all important origin group, and the items
> in said group have their scales frozen at 1 I haven't had an issue with
> things not mirroring correctly.
>
> After mirroring, I generally cut the mirrored objects out of their groups
> and re- parent back into the overall rig.
>
> Adam
>
>
>
>
>
>
> On Mon, Jul 18, 2016 at 11:02 AM, Christopher McCabe <
> christopher.mccabe...@gmail.com> wrote:
>
> Actually. Get rid of renameChildren,
>
> duplicate -rr -un; scale -r -1 1 1;
> searchReplaceNames "l_" "r_" "hierarchy";
>
>
>
> On Mon, Jul 18, 2016 at 10:45 AM, Christopher McCabe <
> christopher.mccabe...@gmail.com> wrote:
>
> I don't know how complicated of a rig this will work for but... I created
> a joint chain and constrained primitives to several of the joints with
> parent, and point constraints. Put everything under a group located at
> world 0.
>
> Ran in MEL:
> duplicate -rr -renameChildren -un; scale -r -1 1 1;
>
> Then run this to rename:
> searchReplaceNames "l_" "r_" "hierarchy";
>
>
>
>
> On Mon, Jul 18, 2016 at 8:11 AM, Oz Adi  wrote:
>
> Thanks,
>
>
>
> Seems like a basic rigging tool that needs to be in every 3d package, to
> be able to mirror a complete rig..
> I’ve already built the other side from scratch, it wasn’t a big complex
> rig, but it was a waste of time :/
>
> I have not scripted for a few years now.. I’ll have to refresh my Jscript
> knowledge, and try to use it on learning some python I guess.
>
>
> so far switching to maya feels like a huge regression, I am sure it’ll get
> easier over time, but maya sure has some sickness to it, and sometimes
> feels like it came from the 80’s…
>
> (no offence to people born in the 80’s, myself is from the early 70’s J )
>
>
>
>
>
>
>
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: OT: Softs Duplicate Symmetry in Maya?
>
>
>
> There sure is no 100 percent accurate way to do it. You can use Skeleton >
> Mirror Joint but that only mirrors joints + IK Handles, no constraints or
> objects. It might be an opportunity for you to dig into some scripting work
> to make that happen. Again, there is no full-proof way of doing that,
> AFAIK. You can use scripting to do major bulk of work in modules, like
> building a stretchy leg or reverse foot etc. and then combine all the units
> together. I wouldn't call myself an expert when it comes to rigging in Maya
> but that is how I think it is done in most of the production work.
>
>
>
> This communication (including any attachments) is sent on behalf of
> Playtech plc or one of its subsidiaries (Playtech Group). It contains
> information which is confidential and privileged. If you are not the
> intended recipient, please notify the sender immediately and destroy any
> copies of this communication. Unless expressly stated to the contrary,
> nothing in this communication constitutes a contractual offer capable of
> acceptance or indicates intention to create legal relations or grant any
> rights. The Playtech Group monitors communications sent or received by it
> for security and other purposes. Any views or opinions presented are solely
> those of the author and do not necessarily represent those of the Playtech
> Group
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
>
>
>
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> with "unsubscribe" in the subject, and reply to confirm.
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>
> This communication (including any attachments) is sent on behalf of
> Playtech plc or one of its subsidiaries (Playtech Group). It contains
> information which is confidential and privileged. If you are not the
> intended recipient, please notify the sender immediately and destroy any
> copies of this communication. Unless expressly stated to the contrary,
> nothing in this communication constitutes a contractual offer capable of
> 

Re: Motion Tracking

2016-07-19 Thread Adam Sale
PF Track all the way in my opinion. Node based interface for combining all
kinds of matchmove , object tracks, stabilization, undistortion,
redistortion etc.
Its cheaper by a long shot than 3dEq, though I can't speak for the rental
aspect costs.

On Tue, Jul 19, 2016 at 10:30 AM, Francois Lord 
wrote:

> Syntheyes for low price, precision of 2D tracking and speed of 2D tracking.
> PFTrack for overall speed and versatility.
> 3DEqualizer for difficult shots and precision of 3D track.
> NukeX for simple shots if you already have a license.
>
> If you need to choose just one, I would pick PFTrack. The node based
> workflow is awesome, but the rest of the UI is awful. A good combination is
> to 2D track in Syntheyes and 3D solve in PFTrack.
>
> On 2016-07-19 10:46, Rob Wuijster wrote:
>
> There's PFTrack, and SynthEyes is used a lot as well. SynthEyes has decent
> pricing too.
>
> Rob
>
> \/-\/\/
>
> On 19-7-2016 16:18, Cristobal Infante wrote:
>
> I would recommend 3DEqualizer, it's probably the best one out there. You
> can now rent it.
> FXPHD have some good intro courses I believe.
>
> On 19 July 2016 at 10:47, Chris Marshall 
> wrote:
>
>> Hi All,
>> What are people using for motion tracking / match moving these days? I
>> haven't needed to do it for a while.
>>
>> Cheers
>>
>> Chris
>>
>>
>> --
>> Softimage Mailing List.
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>> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
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>
>
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Re: OT: Softs Duplicate Symmetry in Maya?

2016-07-18 Thread Adam Sale
Dup Special and scale -1X  has worked for me with a number of different rig
types, Spline IK, constraints, node graphs, ik handles, etc.

As long as everything is in that all important origin group, and the items
in said group have their scales frozen at 1 I haven't had an issue with
things not mirroring correctly.

After mirroring, I generally cut the mirrored objects out of their groups
and re- parent back into the overall rig.

Adam



On Mon, Jul 18, 2016 at 11:02 AM, Christopher McCabe <
christopher.mccabe...@gmail.com> wrote:

> Actually. Get rid of renameChildren,
>
> duplicate -rr -un; scale -r -1 1 1;
> searchReplaceNames "l_" "r_" "hierarchy";
>
>
> On Mon, Jul 18, 2016 at 10:45 AM, Christopher McCabe <
> christopher.mccabe...@gmail.com> wrote:
>
>> I don't know how complicated of a rig this will work for but... I created
>> a joint chain and constrained primitives to several of the joints with
>> parent, and point constraints. Put everything under a group located at
>> world 0.
>>
>> Ran in MEL:
>> duplicate -rr -renameChildren -un; scale -r -1 1 1;
>>
>> Then run this to rename:
>> searchReplaceNames "l_" "r_" "hierarchy";
>>
>>
>>
>>
>> On Mon, Jul 18, 2016 at 8:11 AM, Oz Adi  wrote:
>>
>>> Thanks,
>>>
>>>
>>>
>>> Seems like a basic rigging tool that needs to be in every 3d package, to
>>> be able to mirror a complete rig..
>>> I’ve already built the other side from scratch, it wasn’t a big complex
>>> rig, but it was a waste of time :/
>>>
>>> I have not scripted for a few years now.. I’ll have to refresh my
>>> Jscript knowledge, and try to use it on learning some python I guess.
>>>
>>>
>>> so far switching to maya feels like a huge regression, I am sure it’ll
>>> get easier over time, but maya sure has some sickness to it, and sometimes
>>> feels like it came from the 80’s…
>>>
>>> (no offence to people born in the 80’s, myself is from the early 70’s J
>>> )
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: OT: Softs Duplicate Symmetry in Maya?
>>>
>>>
>>>
>>> There sure is no 100 percent accurate way to do it. You can use Skeleton
>>> > Mirror Joint but that only mirrors joints + IK Handles, no constraints or
>>> objects. It might be an opportunity for you to dig into some scripting work
>>> to make that happen. Again, there is no full-proof way of doing that,
>>> AFAIK. You can use scripting to do major bulk of work in modules, like
>>> building a stretchy leg or reverse foot etc. and then combine all the units
>>> together. I wouldn't call myself an expert when it comes to rigging in Maya
>>> but that is how I think it is done in most of the production work.
>>>
>>>
>>> This communication (including any attachments) is sent on behalf of
>>> Playtech plc or one of its subsidiaries (Playtech Group). It contains
>>> information which is confidential and privileged. If you are not the
>>> intended recipient, please notify the sender immediately and destroy any
>>> copies of this communication. Unless expressly stated to the contrary,
>>> nothing in this communication constitutes a contractual offer capable of
>>> acceptance or indicates intention to create legal relations or grant any
>>> rights. The Playtech Group monitors communications sent or received by it
>>> for security and other purposes. Any views or opinions presented are solely
>>> those of the author and do not necessarily represent those of the Playtech
>>> Group
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>
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Re: OT: Softs Duplicate Symmetry in Maya?

2016-07-17 Thread Adam Sale
Oz, duplicate special works. Group all of your stuff you want to symmetry
under a locator or group at the origin.

The trick is to check the ' duplicate input graph' to allow the connections
to persist on mirroring.
Then, just scale the entire group / hierarchy to - 1x.

Not the most elegant solution, but it works.

Adam

On Sun, Jul 17, 2016 at 9:35 AM, Oz Adi  wrote:

> Hi, and sorry for the off topic, but this might be the best place to ask,
> as there are many professionals here who knows both Soft and Maya.
>
>
>
> As the subject implies, I am having trouble symmetrizing a group in Maya,
> that consists of an IK chain, bound mesh, a couple of parent constraints
> and point constraints..
> I am on maya 2016 ext 2, and it looks like this basic simple command is
> still not implemented…shocker… :/
>
> I searched the internet for scripts, but came up with nothing close..
> as a last chance, before I rig the other side from scratch, I thought I’ll
> ask here, maybe someone has a solution..
>
> Looks like maya can only symmetrize simple joints hierarchies.. that’s
> all..
>
> Any help would be great J
>
> Oz.
>
>
> This communication (including any attachments) is sent on behalf of
> Playtech plc or one of its subsidiaries (Playtech Group). It contains
> information which is confidential and privileged. If you are not the
> intended recipient, please notify the sender immediately and destroy any
> copies of this communication. Unless expressly stated to the contrary,
> nothing in this communication constitutes a contractual offer capable of
> acceptance or indicates intention to create legal relations or grant any
> rights. The Playtech Group monitors communications sent or received by it
> for security and other purposes. Any views or opinions presented are solely
> those of the author and do not necessarily represent those of the Playtech
> Group
>
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Re: Momentum / implosiafx plugins

2016-05-26 Thread Adam Sale
Very Generous Oleg!

Thanks very much. :-)

On Thu, May 26, 2016 at 8:58 AM, Olivier Jeannel 
wrote:

> Wow ! Seriously ?
>
>
> On Thu, May 26, 2016 at 5:49 PM, Matt Morris  wrote:
>
>> Thanks Oleg, that's amazingly kind of you!
>>
>>
>>
>> On 26 May 2016 at 16:26, Scott Lange  wrote:
>>
>>>
>>>
>>> Thanks Oleg!
>>>
>>>
>>>
>>>
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Leoung O'Young
>>> *Sent:* Thursday, May 26, 2016 10:56 AM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: Momentum / implosiafx plugins
>>>
>>>
>>>
>>> Thanks so much for your generosity, much appreciated.
>>> Leoung
>>>
>>> On 26/05/2016 10:24 AM, Oleg Bliznuk wrote:
>>>
>>> Hi all,
>>>
>>> Since the EOL of Softmage I'd like to open free access to Momentum and
>>> ImplosiaFX plugins. You can grab it here :
>>> ImplosiaFX
>>> https://drive.google.com/open?id=0B47NI7NeoDiiT1NlYzUxU3hGZ2c
>>>
>>> Momentum
>>> https://drive.google.com/open?id=0B47NI7NeoDiiNmw1Nm1hdW9mLTg
>>>
>>> These links include builds both for win and linux 64bits + documentation
>>> and sample scenes.
>>> It was a lot of fun to make tools and various tech stuff in ICE, thanks
>>> all for the great experience, especially for the ice vimeo channel folks
>>> :-) . Hopefully those plugins still can be usefull.
>>>
>>> best regards,
>>> Oleg
>>>
>>>
>>> --
>>>
>>> Softimage Mailing List.
>>>
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
>>> "unsubscribe" in the subject, and reply to confirm.
>>>
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> www.matinai.com
>>
>> --
>> Softimage Mailing List.
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
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Re: -Camera. Frames issues

2016-02-26 Thread Adam Sale
Obvious thought, but what do your fcurves look like?

On Fri, Feb 26, 2016 at 9:35 AM, Tenshi .  wrote:

> Hi,
>
> hope you guys can help me on this.
>
> I have a little scene, the camera goes from 0 to 96(left to right) at
> 24fps, it's a logo close up, When i see it in the flipbook or in after
> effects there are some issues with the camera, i can't explain it, it's
> like it's missing frames but it's not that. Like the camera it's skipping
> some frames in the middle, i tried to convert the scene to 30fps, the
> camera movement looks better(more fluid) but even with that it seems it's
> skipping some frames.
>
> There's a way to fix this? maybe some camera settings? btw I'm using the
> default perspective camera. Using sitoa for Render.
>
>
> thanks in adv.
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: Goodbyes (was this is the end...)

2016-02-09 Thread Adam Sale
There is a bit of R.O.E. learning curve for lists.

On Tue, Feb 9, 2016 at 10:26 AM, Gerbrand Nel <nagv...@gmail.com> wrote:

> Oh shit.. I think you might be right :)
> There is a certain "crest" of creativeness about this sheep ;)
> If it is him, he seems a bit less abrasive than last time he was here.
> G
>
> On 09/02/2016 17:42, Cristobal Infante wrote:
>
> I am pretty sure the creative sheep has just made it's way to the houdini
> list, and it's somehow entertaining all the expert with his questions.
>
> I have to say people on the houdini list are extremely kind and but that
> can't last surely!!!
>
> C
>
> On 8 February 2016 at 08:40, Rob Wuijster <r...@casema.nl> wrote:
>
>> ssh. don't jinx it ;-P
>>
>> Rob
>>
>> \/-\/\/
>>
>> On 6-2-2016 3:02, Adam Sale wrote:
>>
>> Whatever happened to Creative Sheep?
>>
>> or Luke?
>>
>>
>>
>> On Fri, Feb 5, 2016 at 3:06 PM, David Saber < <davidsa...@sfr.fr>
>> davidsa...@sfr.fr> wrote:
>>
>>> You'll take my XSI list from my dead cold hands! :)
>>>
>>> On 2016-02-05 02:16, Andre De Angelis wrote:
>>>
>>> Me too, even though I left the industry 4 years ago.  I still love the
>>> app and the community.
>>>
>>> I guess I'm still in denial that it's all coming to an end.  I might
>>> well be the last person to unsubscribe to the list.
>>>
>>>
>>>
>> Geen virus gevonden in dit bericht.
>> Gecontroleerd door AVG - <http://www.avg.com>www.avg.com
>> Versie: 2016.0.7357 / Virusdatabase: 4522/11578 - datum van uitgifte:
>> 02/08/16
>>
>>
>>
>
>


Re: Goodbyes (was this is the end...)

2016-02-09 Thread Adam Sale
Rules of engagement :-)

On Tue, Feb 9, 2016 at 11:48 AM, Eric Turman <i.anima...@gmail.com> wrote:

> stupid key shortcuts...
> *R*eturn *O*n *I*nvestment
> or
> *R*ules *O*f *E*ngagement
> which one?
>
> On Tue, Feb 9, 2016 at 1:46 PM, Eric Turman <i.anima...@gmail.com> wrote:
>
>> *R*eturn *O*n *I*nvestment
>>
>> On Tue, Feb 9, 2016 at 1:39 PM, Olivier Jeannel <facialdel...@gmail.com>
>> wrote:
>>
>>> ROE ?
>>>
>>> On Tue, Feb 9, 2016 at 7:32 PM, Adam Sale <adamfs...@gmail.com> wrote:
>>>
>>>> There is a bit of R.O.E. learning curve for lists.
>>>>
>>>> On Tue, Feb 9, 2016 at 10:26 AM, Gerbrand Nel <nagv...@gmail.com>
>>>> wrote:
>>>>
>>>>> Oh shit.. I think you might be right :)
>>>>> There is a certain "crest" of creativeness about this sheep ;)
>>>>> If it is him, he seems a bit less abrasive than last time he was here.
>>>>> G
>>>>>
>>>>> On 09/02/2016 17:42, Cristobal Infante wrote:
>>>>>
>>>>> I am pretty sure the creative sheep has just made it's way to the
>>>>> houdini list, and it's somehow entertaining all the expert with his
>>>>> questions.
>>>>>
>>>>> I have to say people on the houdini list are extremely kind and but
>>>>> that can't last surely!!!
>>>>>
>>>>> C
>>>>>
>>>>> On 8 February 2016 at 08:40, Rob Wuijster <r...@casema.nl> wrote:
>>>>>
>>>>>> ssh. don't jinx it ;-P
>>>>>>
>>>>>> Rob
>>>>>>
>>>>>> \/-\/\/
>>>>>>
>>>>>> On 6-2-2016 3:02, Adam Sale wrote:
>>>>>>
>>>>>> Whatever happened to Creative Sheep?
>>>>>>
>>>>>> or Luke?
>>>>>>
>>>>>>
>>>>>>
>>>>>> On Fri, Feb 5, 2016 at 3:06 PM, David Saber < <davidsa...@sfr.fr>
>>>>>> davidsa...@sfr.fr> wrote:
>>>>>>
>>>>>>> You'll take my XSI list from my dead cold hands! :)
>>>>>>>
>>>>>>> On 2016-02-05 02:16, Andre De Angelis wrote:
>>>>>>>
>>>>>>> Me too, even though I left the industry 4 years ago.  I still love
>>>>>>> the app and the community.
>>>>>>>
>>>>>>> I guess I'm still in denial that it's all coming to an end.  I might
>>>>>>> well be the last person to unsubscribe to the list.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>> Geen virus gevonden in dit bericht.
>>>>>> Gecontroleerd door AVG - <http://www.avg.com>www.avg.com
>>>>>> Versie: 2016.0.7357 / Virusdatabase: 4522/11578 - datum van uitgifte:
>>>>>> 02/08/16
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>>
>> --
>>
>>
>>
>>
>> -=T=-
>>
>
>
>
> --
>
>
>
>
> -=T=-
>


Re: The public SI freelancer Index

2016-02-08 Thread Adam Sale
ditto for me !

On Mon, Feb 8, 2016 at 2:23 PM, Juan Brockhaus 
wrote:

> yep, same here ;-)
>
> On Mon, Feb 8, 2016 at 8:48 PM, Andi Farhall  wrote:
>
>> just added myself too.
>>
>> Andi.
>>
>>
>> ...
>> http://www.hackneyeffects.com/
>> https://vimeo.com/user4174293
>> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>>
>>
>> http://www.flickr.com/photos/lord_hackney/
>> http://spylon.tumblr.com/
>>
>> This email and any attachments to it may be confidential and are intended
>> solely for the use of the individual to whom it is addressed. Any views or
>> opinions expressed are solely those of the author and do not necessarily
>> represent those of Hackney Effects Ltd.
>>
>> If you are not the intended recipient of this email, you must neither
>> take any action based upon its contents, nor copy or show it to anyone.
>>
>> Please contact the sender if you believe you have received this email in
>> error.
>> 
>>
>>
>> --
>> From: ron...@toonafish.nl
>> Subject: Re: The public SI freelancer Index
>> Date: Mon, 8 Feb 2016 17:22:12 +0100
>> To: davidsa...@sfr.fr; softimage@listproc.autodesk.com
>>
>>
>> Great, just added my name to the list.
>>
>> -Ronald
>>
>>
>>
>> On 05 Feb 2016, at 23:50, David Saber  wrote:
>>
>> Great idea!
>>
>> Let's not forget my Excel file for XSI mailing list people. In case the
>> list disapears, write your name and email in this list :
>> http://1drv.ms/1PFAzyv
>> People who subscribe to this list will receive an invitation to join an
>> "XSI mailing list" LinkedIn group.
>> Don't edit the "invitation date" comumn, except if you update your email
>> address. In that case, just delete the date in this column.
>> Thanks, see you,
>>
>> David
>>
>>
>>
>


Re: Goodbyes (was this is the end...)

2016-02-05 Thread Adam Sale
Whatever happened to Creative Sheep?

or Luke?



On Fri, Feb 5, 2016 at 3:06 PM, David Saber  wrote:

> You'll take my XSI list from my dead cold hands! :)
>
> On 2016-02-05 02:16, Andre De Angelis wrote:
>
> Me too, even though I left the industry 4 years ago.  I still love the app
> and the community.
>
> I guess I'm still in denial that it's all coming to an end.  I might well
> be the last person to unsubscribe to the list.
>
>
>


Re: Goodbyes (was this is the end...)

2016-02-02 Thread Adam Sale
Monkeys, how could I have forgotten the monkeys!



On Tue, Feb 2, 2016 at 11:40 AM, Chris Marshall <chrismarshal...@gmail.com>
wrote:

> After the Discussion list, came the Oldies list. Can't remember why that
> was set up, but anyway, what was I saying?
>
>
>
>
> On Tuesday, 2 February 2016, Bradley Gabe <witha...@gmail.com> wrote:
>
>> All end things must come to a good
>>
>> Sent from my iPhone
>>
>> On Feb 2, 2016, at 1:04 PM, Scott Lange <sc...@turbulenceffects.com>
>> wrote:
>>
>> Amen to that Adam!
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [
>> mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Adam Sale
>> *Sent:* Tuesday, February 02, 2016 1:39 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* RE: Goodbyes (was this is the end...)
>>
>>
>>
>> We've had a pretty good run. For me, I remember starting on the original
>> si3d list with many of you original si adopters. There were so many
>> heavyweights on the list, i drank in all of the information being shared
>> for months before i felt knowledgeable enough to post something
>> intelligent. That was back when Beckman hosted the si archives.  Then there
>> was the infamous discussion list in the days where Porl and Kim led the
>> Fnar'ing, Christine posted her cartoons, and Ed was the cheesemeister. Many
>> of you on this list have been some of my best mentors, advisors and
>> friends, and have felt like a part of my extended family for nearly 20
>> years. Like I said to start this post, it's been a pretty good run.
>>
>>
>
> --
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
>
>
>


RE: Goodbyes (was this is the end...)

2016-02-02 Thread Adam Sale
We've had a pretty good run. For me, I remember starting on the original
si3d list with many of you original si adopters. There were so many
heavyweights on the list, i drank in all of the information being shared
for months before i felt knowledgeable enough to post something
intelligent. That was back when Beckman hosted the si archives.  Then there
was the infamous discussion list in the days where Porl and Kim led the
Fnar'ing, Christine posted her cartoons, and Ed was the cheesemeister. Many
of you on this list have been some of my best mentors, advisors and
friends, and have felt like a part of my extended family for nearly 20
years. Like I said to start this post, it's been a pretty good run.

Adam
On Feb 2, 2016 10:24 AM, "Scott Lange"  wrote:

> Cheese!
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *adrian wyer
> *Sent:* Tuesday, February 02, 2016 1:02 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Goodbyes (was this is the end...)
>
>
>
> what's that... speak up, us old folks don't hear too good... dang gummit,
> kids today with your ice trees and your terra flops
>
>
>
> i remember when all this was fields, and the discussion list was all about
> cheese and monkeys.
>
>
>
>
>
> why when i was a lad.. mumble mumble..
>
>
>
>
>
> NURSE!!   need some fresh sheets over here
>
>
>
> a
>
>
> --
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com
> ] *On Behalf Of *Bradley Gabe
> *Sent:* 02 February 2016 15:24
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Goodbyes (was this is the end...)
>
>
>
> I appreciate the sentiment folks, you've already thanked me enough over
> the years. :-)
>
>
>
> For the first time, I am concerned that the list might disappear once and
> for all, and possibly without warning. At the moment, this has been my only
> contact with the old user base. I'm afraid if the list goes, I won't be
> able to keep up as I am being sucked into an entirely different,
> all-consuming vortex.
>
>
>


Re: So.. Maya rigging is still a thing...

2016-01-26 Thread Adam Sale
Martin. Are you using mocap at all? If so,  I would recommend constructing
your own simple FK skeleton, managing its joint orients carefully in Maya,
and then characterize it with HIK in Maya before sending it to Mobu if
thats a part of your process.

I've never really thought about using HIK as a standalone rigging solution
in and of itself. Is anyone doing this?

Adam



On Tue, Jan 26, 2016 at 11:18 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES II]
 wrote:

> It (.ma) was probably the only thing I missed from Maya when I
> transitioned back to XSI. Well, that and NURBS modeling.
>
>
>
> I should add, if folks get into a habit of using this practice to hack
> data into and out of Maya, one of the best and cleanest ways to start is to
> use Maya ASCII with the Export and Import commands.
>
>
>
> 1.   It will reduce the .ma file to only the things relevant that you
> choose to export/import.
>
> 2.   It will ignore a significant amount of the interface setup in
> both directions
>
> 3.   Exports are automatically formatted to be “imported”
>
> 4.   The redaction will make the MEL data easier to understand and
> more specific to your stated goal.
>
>
>
> In general, once you get used to it and know what to ignore or be aware of
> you can manually generate .ma files to import data into existing scenes or
> use the exports to decipher the scene/graph structure. If you are curious
> how this works, create a simple primitive and export it as .ma. Then
> interrogate the file with a text editor. It will give a sense of how a lot
> of the scene graph connections are structured but without the extraneous
> scene setup data. Be warned however, never hack or manually create an
> importable .ma without testing it on a dummy scene. A bad custom
> connectAttr command can blow Maya up faster than the speed of light. Oh,
> the fun we used to have back in the day….
>
>
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES II)
>
> Science Systems and Applications Inc. (SSAI)
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not
>
> represent the opinions of NASA or any other party.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob Wuijster
> *Sent:* Tuesday, January 26, 2016 1:46 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: So.. Maya rigging is still a thing...
>
>
>
> "Haven’t had a need to hack a .ma file in a really long time. But I’m
> sure there are still folks out there relying on it."
>
>
> Oh definitely!
>
> Using (and hacking) .ma files is still very useful when dealing with
> multiple external sources. e.g. reference files, textures, plugins etc.
> It's easy to  clean out certain parts of the file header, so you can have
> Maya open a scene without throwing a ton of errors and go 'belly up'
> because something "important" is missing.
>
> Other than that, I do miss working in Softimage :-(
>
>
>
>
>
> Rob
>
> \/-\/\/
>
> On 26-1-2016 18:25, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
>
> Haven’t had a need to hack a .ma file in a really long time. But I’m sure
> there are still folks out there relying on it.
>
>
>


Re: So.. Maya rigging is still a thing...

2016-01-24 Thread Adam Sale
The one thing to note i have found with ngskin is it only plays nicely with
. ma files.

I fear an .mb getting touched by it.

I agree with Graham. When we compare what we had in soft, we are always
bound for disappointment. That's not to say we shouldn't be trying to push
our agenda every possible chance.

I haven't rigged in soft since the day it was announced eol. My students
literally stopped paying attention in an instant.

I just resigned myself to pushing into Maya fully. Too painful otherwise.
On Jan 24, 2016 8:38 AM, "Eric Turman"  wrote:

> I sent this off a bit too quickly:
>
>1. point weight in Softimage
>2. export back to May via. .FBX
>3. then make a .mel script to connect the deformers to you Maya rig.
>
>
> On Sun, Jan 24, 2016 at 10:32 AM, Eric Turman 
> wrote:
>
>> I tried using that plugin on a freelance project with many characters
>> that I had to rig and point weight in Maya. While it was much better than
>> Maya's default, and I know that it is much better than what Maya users are
>> used to, it still was horribly klunky and unpleasant to work with. I don't
>> think this is entirely the developer's fault though; I blame the designers
>> of Maya for thier corrupted workflow.
>>
>> So, when I tried it last year I found it only slightly less awkward to
>> work with but I quickly ran into many sticky points with it. So, when I
>> asked the ngSkin tools community how to achieve some of the sublime
>> workflow that Soft natively, the users responded to me with "why would you
>> want to do that" and the like. So, no, I can not agree with you and
>> recommend that plugin Graham.
>>
>> Instead just use Softimage to point weight and  write a mel script
>>  to  hook the deformers back up the the control structure...that was
>> what I ended up doing and I was much much much happier for it.
>>
>>
>>
>>
> --
>
>
>
>
> -=T=-
>


Re: So.. Maya rigging is still a thing...

2016-01-22 Thread Adam Sale
Sebastien... re rigging in Maya

you come back and the skinning tools are still, shit. The weight painting
is a death sentence, the weight smoothing, is a death sentence, the UI for
scrubbing through the list of deformers makes me want to snuff it, they
still expect you to lock every single joint, less it start firing weights
randomly into other deformers. erase influence in a finger, it ends up in a
leg... more then just the crippled demented functionality, the feel of the
whole thing is off, having to reload the weighting interface every time you
want to translate or rotate a bone the list goes on and on,


Bang On.

On my latest face rig in Maya, the back and forth between weights bleeding
onto unrelated joints a mile away is insane. The locking and unlocking
thing doesn't really work the way you think it should. I mean, even if the
joints are locked, you can still edit their weights, which I guess means
that locking is only good for the normalization process when Maya decides
to reassign loose weights elsewhere. Joint orients, Lack of access and
functionality to weight editors, paint weights that need reloading
constantly. I have learned how to work around all these issues, and I think
i will post a video at some point, so I can remember myself ;-)

Without giving anything away based on our NDA, those of us SI folk on the
Maya beta list, have been hammering rigging reform for a couple of years
now. There is a giant list that's been assembled, and waiting for
implementation !!


Adam



On Fri, Jan 22, 2016 at 5:05 AM, Olivier Jeannel 
wrote:

> Amen to that Ognjen !
>
>
> On Fri, Jan 22, 2016 at 1:49 PM, Ognjen Vukovic  wrote:
>
>> I suppose at the pace sideFX are steamrolling their app, it could be a
>> functional animation software given a year or two. But thats just  a guess
>> from my side, maybe someone could comment on that who has a bit more
>> knowledge on H.
>> Then it could easily snap out the mayas position of industry leader, I
>> just wish indy version would support the redshift plug in thats coming out,
>> that would make it a no brainer for me personaly as to where i would pledge
>> my allegiances to..
>>
>> On Fri, Jan 22, 2016 at 12:05 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Is Fabric at a point where one can use it as a stand alone rigging and
>>> skinning platform i wonder ? not much hope of getting studios to adopt,
>>> specially not those that rely on sweat shops. but it would be nice to try
>>> and sow some better seeds.
>>>
>>> Softies i love you all, sorry for venting but sometimes it really feels
>>> desperate, to come back to rigging in maya a decade later and the most
>>> impactful thing to be added is, delta much, tech from another dying
>>> company, that everyone and there dog was able to replicate it seems.
>>>
>>> But no, you come back and the skinning tools are still, shit. The weight
>>> painting is a death sentence, the weight smoothing, is a death sentence,
>>> the UI for scrubbing through the list of deformers makes me want to snuff
>>> it, they still expect you to lock every single joint, less it start firing
>>> weights randomly into other deformers. erase influence in a finger, it ends
>>> up in a leg... more then just the crippled demented functionality, the feel
>>> of the whole thing is off, having to reload the weighting interface every
>>> time you want to translate or rotate a bone the list goes on and on,
>>>
>>> On 22 January 2016 at 10:23, Tom Kleinenberg  wrote:
>>>
 Heh, sorry, what I meant was sad was the blind crowd-think. I learnt
 pretty quickly that that any tool can do anything (when at a Lightwave
 studio and they were trumpeting how Lightwave was used for bits of
 Ironman). Some tools are just easier than others for certain tasks and
 Softimage does 90% of what I do in the easiest way I've come across.

 And no Sandy, you never got my rigging, not even in XSI :) One day, one
 day...

 On 22 January 2016 at 10:10, Sandy Sutherland <
 sandy.mailli...@gmail.com> wrote:

> We never got you rigging in Softimage then Tom - ;)
>
> S.
>
> On Fri, Jan 22, 2016 at 10:05 AM, Tom Kleinenberg 
> wrote:
>
>> At college we were taught Max and Maya. Maya was by far the most
>> popular with students. I never much cared for it, so I always asked "What
>> do you like about it over Max?" I couldn't ever get a straight answer and
>> was generally fobbed off with something like "Well, they used it in the
>> Matrix/Lord of the Rings/etc". Made me sad.
>>
>> On 22 January 2016 at 09:42, Olivier Jeannel 
>> wrote:
>>
>>> That is very true Stefan.
>>> And people look at you weird just because you're not in the Maya
>>> majority...
>>> It's like speaking of the taste of chiken inside a kfc, nobody 

Re: autodesk subscription

2016-01-08 Thread Adam Sale
Scott, that is what I have done. My Softimage lic hasn't expired, but I
have continued and paid the maintenance for a seat of M**a

On Fri, Jan 8, 2016 at 3:32 PM, Scott Lange 
wrote:

> I was told by Barry at VCA that (at least my softimage license) is
> permanent but if I want to continue with a license to Maya, I would need to
> renew.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Leoung O'Young
> *Sent:* Friday, January 08, 2016 4:00 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: autodesk subscription
>
>
>
> My understanding of it, is we can coming to use Softimage and Maya 2015
> but once you stop the subscription you have to pay
> for a full license.
>
> On 08/01/2016 2:54 PM, Eric Turman wrote:
>
> only if you care  to keep current with Max or Maya
>
>
>
> On Fri, Jan 8, 2016 at 1:37 PM, Matt Morris  wrote:
>
> I thought everyone owning a softimage licence was offered either maya or
> max plus softimage? In which case it might be worth renewing it for access
> to those.
>
>
>
> On 8 January 2016 at 19:03, Steven Caron  wrote:
>
> Depends on if you have Creative Suite or just a Softimage license. If you
> have a CS you might want to keep getting access to Maya etc.
>
>
>
> On Fri, Jan 8, 2016 at 10:59 AM, Dave Gallagher Softimage <
> davegsoftimagel...@gmail.com> wrote:
>
>
> Hello! Maybe this goes without saying but is there any reason to be on
> maintenance for Softimage at this point?
>
> I let it lapse because there are no updates. I just want to make sure
> since I got this warning email. And the resellers are completely clueless
> about Softimage.
>
> *•*
>
> *Our records indicate that on Contract 11594901, there is 1 seat that
> has expired*
>
>
>
>
>
>
>
> *•*
>
> *Before January 31, 2016, the cost to renew this seat is approximately
> $850 USD*
>
>
>
>
>
> *•*
>
> *After January 31, 2016 you will not be able to renew this license, and
> the estimated cost to purchase a new seat will be $5,950 USD*
>
>
>
>
>
>
>
>
>
> --
>
> www.matinai.com
>
>
>
>
>
> --
>
>
>
>
>
> -=T=-
>
>
>


Re: LK Lightning 2.5 Available & Now Free

2015-11-13 Thread Adam Sale
cheers man!

On Fri, Nov 13, 2015 at 7:32 AM, Scott Lange 
wrote:

> Wow Leonard, Thank You! That is very generous.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Leonard Koch
> *Sent:* Friday, November 13, 2015 5:10 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* LK Lightning 2.5 Available & Now Free
>
>
>
> Hi List,
>
>
> I have a new version of LK Lightning for you today. I hope you don't mind
> my posting it here.
> The headlining feature for version 2.5 is *Stages* which allows you to
> create much more complicated behaviours by assigning different sets of
> controllers to particles based on which stage they are in.With these stages
> also comes a new category of compounds. *Triggers* that allow you to move
> particles between them.You can assign a new stage to strands that have been
> split off as well and thus give them a different set of rules. This is
> something that was requested many times by 2.0 users and is indeed super
> useful.Additionally there are a bunch of other useful tools for particle
> effects in here that stem from an awesome job I got to do at Digital Golem:
> http://www.digitalgolem.com/portfolio/detroit-electric-sp01/
>
> *LK Lightning is also free for everyone now.*
> With Softimage going EOL I just don't feel good charging people for an
> extension to a software that has been sentenced to death.Freelancers and
> companies who've approached me wanting to buy LKL in the past couple of
> months have already received it free of charge and with the new version I'm
> making it available to everyone.
> I hope that the community can put 2.5 to good use and hope to still see
> many awesome projects made with it and Softimage.
> You can get LK Lightning 2.5 here: http://leonardkoch.com/download/
>


Re: Fabric Engine 2.0 out with Canvas!

2015-09-30 Thread Adam Sale
Very cool!

On Wed, Sep 30, 2015 at 6:36 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> to Jonha Think nothing of it good sir ! Tell us. the weight painting for
> the hair system looks really cool and user friendly, but do you have other
> fabric related tools for grooming ? like generating from or along geo or
> nurbs/curves, or actual stylus combing, curling and straightening ?
>
>
>
> On 30 September 2015 at 23:28, Jonah Friedman  wrote:
>
>> Thanks Sebastein! Super exciting times!
>>
>> On Wed, Sep 30, 2015 at 5:39 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> The Psyop demos look really cool and actually functional.
>>>
>>>
>>> p1 hair system
>>> https://vimeo.com/138773731
>>> p2 Jiggle mush + Scatter
>>> https://vimeo.com/138610226
>>>
>>> just in case anyone hasn't seen them yet.
>>>
>>> On 30 September 2015 at 22:03, Eric Thivierge 
>>> wrote:
>>>
 It should. Contact Fabric support directly though.

 
 Eric Thivierge
 http://www.ethivierge.com

 On Wed, Sep 30, 2015 at 4:51 PM, Tim Crowson <
 tim.crow...@magneticdreams.com> wrote:

> Cool, so the Fabric 50 does that get us FE 2.0 as well? The
> installer for that seems to be for 1.15.3
>
> -Tim
>
>
> On 9/30/2015 12:41 PM, Eric Thivierge wrote:
>
> http://fabricengine.com/fabric-engine-2-is-here/
>
> The new Canvas graph is now available. Those who were waiting for an
> ICE like UI and workflow should be pleased. :)
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> --
>
>
>
>

>>>
>>
>


Re: Downloading Entertainment Creation Suite

2015-09-29 Thread Adam Sale
Hey Brad, there is an option to do a direct browser download vs the manager
route. I had issues with the installer app as well. Direct was fine.

Cheers man!

Adam

On Tue, Sep 29, 2015 at 2:49 PM, Christoph Muetze 
wrote:

> On 09/29/2015 11:37 PM, Bradley Gabe wrote:> I'm wondering if there is a
> link I can use to directly download the
> > Entertainment suite, without relying on this software middleman app?
>
> ...try downloading it from a Linux machine or use a more obscure browser
> under Windows. When the site thinks that you won't be able to use the
> downloader (aka you don't use Windows) then it offers you an http direct
> download.
>
> Cheers!
> Chris
>


Re: Downloading Entertainment Creation Suite

2015-09-29 Thread Adam Sale
Yeah, I was referring to subscription. I haven't tried the education portal
in a while.

On Tue, Sep 29, 2015 at 7:01 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

> Admittedly i didnt expect there would be a current one published. We had
> issues in the past regarding the schools accounts for our robotics students
> and we did call them to resolve it but thats been several years ago.
>
> Have you tried using the virtual agent to download?
>
>
>
> http://autodesk.creativevirtual15.com/autodesk/bot.html?isJSEnabled=1=Root.Front%20Desk=Root.Front%20Desk
>
>
> Joey
>
>
> 
> From: softimage-boun...@listproc.autodesk.com [
> softimage-boun...@listproc.autodesk.com] on behalf of Bradley Gabe [
> witha...@gmail.com]
> Sent: Tuesday, September 29, 2015 6:13 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Downloading Entertainment Creation Suite
>
> A call... hahahaha!
> I've been all over the site and there's not a phone number to be found.
> There *is* a handy page for getting online chat help, but their "agent is
> not available" for the greater part of this afternoon so far.
>
>
>
> On Tue, Sep 29, 2015 at 5:09 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> j.ponthi...@nasa.gov> wrote:
> Never mind on the link. You’re using the edu portal it would seem. It’s
> where our robotics students use to get their Autodesk software. Been a
> while since I had to traverse that portal but unless you are logged into it
> would be difficult to test. It seems like I recall that installer runs from
> within your browser maybe? But the file you listed was an .exe. I’d give
> Autodesk edu a call. Assuming you can still find a number. If you’re a
> qualified student you’re eligible for a 3 year license I think.
>
> --
> Joey Ponthieux
> LaRC Information Technology Enhanced Services (LITES)
> MYMIC Technical Services
> NASA Langley Research Center
> __
> Opinions stated here-in are strictly those of the author and do not
> represent the opinions of NASA or any other party.
>
>


Re: Paint skin weights on multiple meshes at once

2015-09-21 Thread Adam Sale
If only we could get a Maya GATOR

On Mon, Sep 21, 2015 at 5:12 AM, Nicolas Esposito <3dv...@gmail.com> wrote:

> Mmhhhso Gator is still the easiest way to solve this issue and I see
> that is still use as a primary solution
> Well, considering that I basically exported the rig from Maya because of
> the same issue I'll just finish the skin weighting in Softimage by probably
> using the "cage" envelope trick, or just by remove the unnecessary clothes,
> do the weighting and then Gator upon the removed geometry.
> Thanks guys and thanks for Gator :-D
>
> 2015-09-21 10:58 GMT+02:00 Oscar Juarez :
>
>> What I do in this case is model a fast "cage" using the same geometry or
>> with a new similar one, weight this one and then use gator to transfer the
>> weights to all the layers.
>>
>> On Mon, Sep 21, 2015 at 10:34 AM, Alok Gandhi 
>> wrote:
>>
>>> I did that before by combining (merging) the meshes into one, paint
>>> weights, once I am happy with the results, I would make copies of this mesh
>>> and delete the unwanted polys from each. This was a long time ago, so I am
>>> not sure if this works perfectly but still gives you a direction.
>>>
>>> On Mon, Sep 21, 2015 at 1:51 PM, Mirko Jankovic <
>>> mirkoj.anima...@gmail.com> wrote:
>>>
 There is probably someone smarter out there that can solve this but I
 was also using GATOR as well for cases like this. Overlapping meshes are
 hell to deal with :)

 On Mon, Sep 21, 2015 at 10:12 AM, Nicolas Esposito <3dv...@gmail.com>
 wrote:

> Hi guys,
>
> I usually rig game meshes which are, 99% of the time, a unique mesh
> without any fancy stuff in it.
>
> Currently I'm doing some weight paint on a high poly mesh wihch will
> be used in a game, but I find myself struggling sometimes because due to
> the overlapping geometry.
>
> Example: I have a vest and underneath that I have a shirt; on top of
> the vest there are a couple of belts.
> In theory the weight paint on them should be exactly the same so that,
> during the animation, the underneath geometry won't "pop up" because the
> two meshes have different weights assigned.
>
> So, is there a way to easily paint on different meshes at once so that
> the weight paint will be the same on multiple layers of geometry?
>
> I know that probably Gator will solve the issue, but first I would
> like to know if there is a proper way to accomplish skin weights without
> using Gator to do that.
>
> Cheers
>
> Nicolas
>


>>>
>>>
>>> --
>>>
>>
>>
>


Re: For each ?

2015-09-11 Thread Adam Sale
Didn't Chris Marshall do some sort of Quick Brick or stone wall compound a
while back?

On Fri, Sep 11, 2015 at 9:40 AM, Rares Halmagean 
wrote:

> Maybe you could ice model some instanced stone bricks over your castle.
> Here's a video showing a tool that does just that;
> https://vimeo.com/69068732.
>
>
> The link to the example scene is broken unfortunately. You can make out
> the ice tree though, hopefully to be able to build your own version
> somehow. For myself, I would export my castle in zbrush and extract
> individual bricks using a good texture as mask.
>
>
> -Rares
>
> On September 11, 2015 at 4:09 AM Olivier Jeannel 
> wrote:
>
> Hi gang,
>
> I'm working on a project that involves a lot of brick wall construction.
> I'm building castles !
> I was wondering if someone had a method to cut a grid in an irregular way.
> A bit like an old castle wall with his squarred stones having different
> size.
>
> I've tried some implosia  setup having nice enough result, but it only
> function with closed polymesh like "cubes".
> I'm looking for a more elegant wait to divide / split polygons once or
> twice with a random value.
>
> So I thought (this morning) maybe the Houdini For Each primitive (+stamp)
> could be ported to Ice.
>
> I was wondering if someone has already tried this.
>
>
>
>
>


Re: For each ?

2015-09-11 Thread Adam Sale
http://rray.de/xsi/

Do a search for brick wall compound

Its a private compound though ;-)

On Fri, Sep 11, 2015 at 11:36 AM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> The 2nd reality is really impressive, but yep links are dead.
> Chris if you have any idea  ?
>
> On Fri, Sep 11, 2015 at 8:29 PM, Adam Sale <adamfs...@gmail.com> wrote:
>
>> Didn't Chris Marshall do some sort of Quick Brick or stone wall compound
>> a while back?
>>
>> On Fri, Sep 11, 2015 at 9:40 AM, Rares Halmagean <ra...@rarebrush.com>
>> wrote:
>>
>>> Maybe you could ice model some instanced stone bricks over your castle.
>>> Here's a video showing a tool that does just that;
>>> https://vimeo.com/69068732.
>>>
>>>
>>> The link to the example scene is broken unfortunately. You can make out
>>> the ice tree though, hopefully to be able to build your own version
>>> somehow. For myself, I would export my castle in zbrush and extract
>>> individual bricks using a good texture as mask.
>>>
>>>
>>> -Rares
>>>
>>> On September 11, 2015 at 4:09 AM Olivier Jeannel <facialdel...@gmail.com>
>>> wrote:
>>>
>>> Hi gang,
>>>
>>> I'm working on a project that involves a lot of brick wall construction.
>>> I'm building castles !
>>> I was wondering if someone had a method to cut a grid in an irregular
>>> way. A bit like an old castle wall with his squarred stones having
>>> different size.
>>>
>>> I've tried some implosia  setup having nice enough result, but it only
>>> function with closed polymesh like "cubes".
>>> I'm looking for a more elegant wait to divide / split polygons once or
>>> twice with a random value.
>>>
>>> So I thought (this morning) maybe the Houdini For Each primitive
>>> (+stamp) could be ported to Ice.
>>>
>>> I was wondering if someone has already tried this.
>>>
>>>
>>>
>>>
>>>
>>
>>
>


OT - Zigfu and Unity with FBX

2015-07-30 Thread Adam Sale
Hello all, An OT question for you Unity / FBX Mocap type folk.

My colleague is attempting to create a mocap setup with Unity, Kinect, FBX
rigs and the Zigfu plugin for Unity. Documentation is sparse, and he was
looking for resources to help him get started. I thought with the
brainpower on this list, there must be someone doing something similar.

If anyone has links or suggestions on how to get up and running in this
regard, I will pass the info on to him.

Sincere thanks!!!

Adam


The next Lego movie and Soft..

2015-05-21 Thread Adam Sale
Hey Raf..
I was curious,
Is there any word on how AL will handle the next Lego movies in Vancouver?
Keep it in Soft, port everything to Maya?

Are you going to be stationed up here in the near future?

Adam


Re: End of the ride

2015-05-12 Thread Adam Sale
I echo the sentiments of Eric and Angus. You have been a great help to our
community Graham.
Best of luck in your future endeavours!

Adam

On Tue, May 12, 2015 at 4:11 PM, Angus Davidson angus.david...@wits.ac.za
wrote:

  Dear Graham



 Thank you for all you have been able to do , both here, on places like
 si-community and via email.



 Where ever you end up I hope its at least free of Adobe installers ;)



 Kind regards



 Angus



 --

  *From:* Graham Bell [bell...@gmail.com]
 *Sent:* 13 May 2015 12:59 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* End of the ride

   I hadn't wanted to make any kind of announcement, but reading Stephens
 latest Flashback thread and the discussions on where peoples journey with
 Softimage first started, it's kinda made me realise that mine has basically
 ended.
 And as I'm posting here, I didn't want to fly under false colours, so to
 speak.

  As of the start of this month, I'm no longer at Autodesk, The bloodline
 of european Softimage AE's from Ben, Chinny, and James, to myself has now
 ended.

  Perhaps it's time to start earning an honest living again. lol :-)

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




Re: Friday Flashback #223

2015-05-12 Thread Adam Sale
I began with Softimage 3d v3.0 in 1997. We ran it on r1's.
Pierre Tousignant, Gino Vincelli, Maggie Kathwaroon to name a few.
Good times.

On Tue, May 12, 2015 at 5:13 PM, Daniel Harjanto miste...@cbn.net.id
wrote:

 I start with Softimage 3D 1.5.2 back then, running on Personal IRIS
 Still come as QIC Tapes, and a bunch of hard cover manuals and with IRIX
 manuals, that took a lot of space on the shelves.
 Must be somewhere in 1990

 Go through terrible 2.0, which fix with 2.0.3
 My last version on Softimage 3D was 3.7


 On Wed, May 13, 2015 at 3:00 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov wrote:

 It must have been 2.6 to 2.65 then.  It would have been Mar 94, whatever
 was current then.

 I'll certainly never forget 2.66. And 2.66b, and 2.66c, and..

 --
 Joey Ponthieux
 LaRC Information Technology Enhanced Services (LITES)
 MYMIC Technical Services
 NASA Langley Research Center
 __
 Opinions stated here-in are strictly those of the author and do not
 represent the opinions of NASA or any other party.

  -Original Message-
  From: softimage-boun...@listproc.autodesk.com [mailto:softimage-
  boun...@listproc.autodesk.com] On Behalf Of Matt Lind
  Sent: Tuesday, May 12, 2015 3:03 PM
  To: softimage@listproc.autodesk.com
  Subject: RE: Friday Flashback #223
 
  Joey, if you started in 1994, then you likely began with v2.65 as that
 was the
  first version released under Microsoft ownership and a lemon of a
 release
  that took many patches to fix.  On the other hand if you began with
 v2.4,
  then you likely started in 1991 or 1992 because I started in July 1993
 just after
  Jurassic Park hit theaters.  v2.6 was current at the time.
 
 
  Matt
 
 
 
 
 
  Date: Mon, 11 May 2015 13:46:42 +
  From: Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov
  Subject: RE: Friday Flashback #223
  To: softimage@listproc.autodesk.com
 
  Actually for me it was 94. Softimage 3D 2.4 or something like that. It
 was the
  SGI version in early 94 right before they switched to the Microsoft
 compiler
  and all hell broke loose.
 
  Prior to that I had been using Cubicomp from 88-94. What a difference a
 day
  made, the day I started on Soft!
 
  --
  Joey Ponthieux
  LaRC Information Technology Enhanced Services (LITES) MYMIC Technical
  Services NASA Langley Research Center





 --
 Daniel Harjanto
 Infinite Frameworks Studios
 TD
 http://misterdi.cgpot.com



Re: Pose based deformations/corrections in Maya

2015-04-19 Thread Adam Sale
Saf, I forwarded your mail to the guy who made the video as I work with him
here in Vancouver. I will fwd you any correspondence I get back
My first thought might be node order. Select your mesh, and RMB on it.
Choose Inputs  All Inputs. In the stack, drag your blend shape node below
your skin cluster. (MMB) I can't remember if its mmb drag the skin cluster
above the blend shape, or vice versa. One of them should do it though.

One heads up... If you use NG skin tools, I noticed a weird bug where an NG
skin display layer node inserted somehow into the stack prevents
re-ordering. If you can find this node in your node editor, delete it, and
you are good to go. I have only had this happen once, but thought I would
bring it up anyways.

PS. one of my colleagues Derik Gokstorp is down your way doing his Masters
at NCAA . I imagine you've run into him a few times.

Adam

On Sun, Apr 19, 2015 at 11:42 AM, Sofronis Efstathiou 
sefstath...@bournemouth.ac.uk wrote:

  Hi,



 Quick question – has anyone seen this way of creating pose based
 deformations/corrections in Maya, we are not having much success -



 https://www.youtube.com/watch?v=t6ab0kKBlHQ



 When I try to implement this (it’s not that hard – like an input and
 output between two nodes!), I get a few problems. For example, it appears
 that this only works correctly if the manipulation of the points is
 sympathetic to Global transforms. If I try for example to rotate the lower
 leg backwards, and move some points around the knee and calf to simulate a
 better pose deformation; when I reset the joints back to zero, the points
 do not keep their relative offsets correctly. Instead it appears the
 offsets are global values - not relative. Therefore the points begin to
 collapse into the mesh. I know there are a few plugins we can use -  but
 thought this may have been a tidier approach.



 Anyway – if anyone got it to work we would love to know.



 Cheers



 Sofronis (Saf) 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



 Profile: http://uk.linkedin.com/in/sofronisefstathiou


 Student Work:

 http://www.youtube.com/NCCA3DAnimation

 http://www.youtube.com/NCCADigitalFX

 http://www.youtube.com/NCCAAnimation



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Re: Very OT: for the love of your career.. try houdini

2015-03-17 Thread Adam Sale
Thanks for that Gerbrand. I had started dabbling with Houdini over the
spring and summer before the start of our new school year in September. My
experiences with it were very positive, and I was having fun learning it.
It made sense after a couple weeks mucking around with it. In the end I
went with maya for our Fx and rigging courses based on the fact I had
marginal experience with Maya over a number of years prior. So far I am ok
with Maya for rigging, and skeletal work, but deformation is really
frustrating as everyone else here has contended.
FX in general has not been a lot of fun in Maya either. The scale issue
alone in Maya has taken at least a year or more off of my life.

I am going to give Houdini another shot this coming spring when I have more
downtime, as May just chokes on a lot of things I would like to do, most
specifically with Fluids and Particles. I am still hopeful and waiting for
Bifrost to be more than a great tool for simming water bodies.

Irie,

Adam



On Tue, Mar 17, 2015 at 3:55 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 For anybody following this who's still on the fence let me put it simply:
 If you're used to XSI, and you have to do deformation work with Maya's OOTB
 toolset you either are insane, or about to go insane very quickly.

 Rig authoring and animation are mostly fine, but when it comes to
 deformation there is very, very little in Maya out of the box, and what is
 there is supported by tools and workflow that will age you a year in a
 month of use; when they don't break they are still painful, and it's not
 very often that they don't break.

 If you have to do it, and are proficient enough to clobber deformers and
 some helper tools together but not enough to write C++ close enough to the
 metal for it to perform, start learning Fabric. In fact, start learning
 Fabric anyway if you do rigging.
 If you have to do it, and are more of the artistic persuasion, see if you
 can change your role to something else, anything between animation and
 potato farming will do, and have the company hire someone who only worked
 in Maya before for that kind of work and is therefore unaware of how much
 pain he's in.


 On Wed, Mar 18, 2015 at 8:07 AM, Manuel Huertas Marchena 
 lito...@hotmail.com wrote:

 Curiously I ve been reading the transition guides you kindly wrote
 lately, thanks Jordi!
  I am sure that Houdini provides the scalability and resources to be an
 end to end solution.  But for the time being that
 decision is not up to me. At AF we have a katana(vray)  maya pipe.
 Houdini is used for hero fx stuff. Its on my plans to
 try and create a production ready asset to show production (once I figure
 out how to create something actually useful!)
  and only then see the plausibility of using Houdini for environment work
 (as an additional tool... who knows then..). As this concept is still a
 bit new (although I know its not the case...)  I have not seen much cg
 environment pipelines based on this software if at all. The only case I am
 aware is rising sun pictures... but I dont know someone there atm. I ve
 seen houdini used in videogames environments... but dont have much examples
 of that for film (not talking about fx of course), I am guessing that the
 main idea is somehow similar... *?*!

 cheers


 -Manu



 IMDB http://www.imdb.com/name/nm4755969/ | Portfolio
 http://envmanu.com http://envmanu.carbonmade.com/| Vimeo
 http://vimeo.com/manuelhuertasmarchena | Linkedin
 http://www.linkedin.com/in/manuelhuertas


 --
 From: byronn...@gmail.com
 Date: Tue, 17 Mar 2015 16:14:34 -0400
 Subject: Re: Very OT: for the love of your career.. try houdini
 To: softimage@listproc.autodesk.com


 How are you finding your new found Houdini knowledge to be fitting into
 the needs of the marketplace? Are there many shops adopting it? Or are you
 a lone wolf or able to turnkey shots for people? I too have found Maya
 unintuitive and uninspiring. Houdini looks interesting but I'm wary of
 jumping on something that I'll never get to use. Unlike many of you here, I
 am in a small market so there aren't many 3D jobs to go around.

 On Tue, Mar 17, 2015 at 3:49 PM, Simon Reeves si...@simonreeves.com
 wrote:

 I always worry that Houdini is not such a friendly app to be used as
 a 'backbone' as you (Jordi) phrase it.
 But I'm basing that on the logic that most of our 3d artists will HAVE to
 use it, but that's not really the case...

 I've started to settle into the idea that maya is OK for being the
 base, (after some love) so perhaps this is the moment I need to give
 Houdini a proper look before I fall down into the abyss of Maya.


 On Tuesday, 17 March 2015, Jordi Bares Dominguez jordiba...@gmail.com
 wrote:

 That certainly is a great approach but even better is if you go in the
 other direction, use Houdini as the backbone and render from
 Mantra/Arnold/Octane/PRMan/3Dlight/whatever as the FX live inside Houdini
 and therefore it is 

Re: Maya thinks they're clever....and that's the problem

2015-02-20 Thread Adam Sale
I am getting kind of used to the quirkiness of Maya and its selection modes
for parenting and constraining. I can't say I like it as I still make
mistakes as you outline when swtiching from parenting to constraints, to
motion paths.

I wish there were more of an obvious way to determine if maintain offset is
being used, like the CNSComp option.. plain as day when you are using
offsets.

Adam

On Fri, Feb 20, 2015 at 12:30 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

  This is very true. Microsteps matter, especially the ones that don’t
 register with the developers’ concept of how things should work.







 People on Maya’s dev team should perform this exercise:



 Create a small sphere on the far bottom left corner of the viewport.

 Create a small cube on the far top right corner of the viewport.

 Create a small circle curve on the far top left corner of the viewport.

 Create a small circle curve on the far bottom right corner of the viewport.







 Example 1:

 Look to the bottom left, select the sphere.

 Look to the top right and ctrl-select the cube.

 Point constrain the two.



 Where is the cube now? The last place you were looking? Or the first
 place? Exactly, it is in the first place you looked which is not where we
 intuitively expect it. We expect it to move to the last place we looked.
 Because that was the target. Target is secondary. Target is last in order.



 We have to stop, if just for an instant, and think about that prospect.
 Why did my target move to the source? Why did step 2 move to the location
 of step 1. That’s illogical. The sphere should have moved to the cube. I
 picked up the sphere first, I want it to move the sphere to the cube, but
 weirdly the sphere did not move, the second thing I picked up moved to the
 first. But I picked the sphere first. But this is Maya. So I guess its ok.
 Expected? Normal? Maybe? How does this work again? Undo everything. Select
 the cube first then the sphere then constrain. Now the sphere moves to the
 location of first selection and is constrained to the cube. I think. I know
 this is illogical, it feels awkward, but I have to accept it to move on.
 Who thought of this? Why does it do this? Did I do this correct? What does
 the outliner show me? Yeah it looks correct there, maybe, but just doesn’t
 feel right? Better play the timeline to make sure this behaves like I want
 it too? Yeah playback makes sense, oh well. But it seems like It went the
 other direction last week. That’s so weird.







 Yeah, about last week…..



 Example 2:

 Now deselect everything.

 Look to the top left, select the curve on the top left.

 Look to the bottom right and select the other curve on the bottom right.

 Execute Animate-Motion Path-Attach To Motion Path.



 Where are the curves. Right, they are both at the bottom right, the last
 place you looked. This doesn’t require a double take, doesn’t require the
 user to look back across the screen to where everything began, does not beg
 the question, why???. You are looking at the same place where action ended.
 This is logical. Next!









 Now I want to know. How many of you have experienced Example 1?



 --

 Joey Ponthieux

 __

 Opinions stated here-in are strictly those of the author and do not

 represent the opinions of NASA or any other party.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jason S
 *Sent:* Friday, February 20, 2015 2:39 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Maya thinks they're cleverand that's the problem



 I'd say both are happy(er) when things are consistent and predictable
 (however they work), with care to eliminate as many steps as possible,
 because sometimes even microsteps make all the difference.


 On 02/20/15 14:08, Rob Chapman wrote:

 So now we get to a crux of an issue of ui design, who is the more human,
 the artist or the programmer

 On 20 Feb 2015 18:43, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov wrote:

  That really is the point, isn’t it?



 --

 Joey





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mirko Jankovic
 *Sent:* Friday, February 20, 2015 1:13 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Maya thinks they're cleverand that's the problem



 If programmer making something for artists shouldn't that follow what
 artists needs not what programmer feels it should be ;)









Re: Feather System

2015-01-23 Thread Adam Sale
Thanks Fabricio!

On Fri, Jan 23, 2015 at 1:50 PM, Jason S jasonsta...@gmail.com wrote:

  Ideel looks very easy and fast to get very nice and directable results
 Awsome stuff !


 On 01/23/15 16:38, Ognjen Vukovic wrote:

  I saw your feather plug in ages ago on vimeo. This is really a fantastic
 treat.
  Thanks Fabricio, this will really fuel the fire that drives Softimage
 artists to create.

 On Fri, Jan 23, 2015 at 10:37 PM, Jonah Friedman jon...@gmail.com wrote:

 Very nice work Fabricio!

 On Fri, Jan 23, 2015 at 3:53 PM, Oliver Weingarten li...@pixelpanic.de
 wrote:

 Hey Fabricio!
 Great work and thanks for sharing!!

 cheers,
 oli

 Am 23.01.2015 um 20:39 schrieb Fabricio Chamon:

  Hi soft people!

 after the tragic softimage EOL announcement, I'm slowly learning
 houdini/maya. For those sticking with SI (me included), here's a tool I've
 been using for months to groom birds and other characters. It's all ICE of
 course, some script automations... in my opinion it offers a nice and fast
 workflow, let me know if you find it useful. (thanks to Jonah Friedman and
 Dan Yargici for some insights)

 addon:
 https://dl.dropboxusercontent.com/u/17263464/ICE/FC_Feather/FC_Feathers.xsiaddon
 documentation:
 https://dl.dropboxusercontent.com/u/17263464/ICE/FC_Feather/FC%20Feathers%20for%20Softimage%20-%20Documentation.pdf
 sample project:
 https://dl.dropboxusercontent.com/u/17263464/ICE/FC_Feather/FC_Feathers_Sample_Project.rar
 basic setup video: https://vimeo.com/117607338
 sample work made with it: https://vimeo.com/68167579

 thanks everyone for all knowledge shared in this list!








Re: Merry Christmas everyone

2014-12-25 Thread Adam Sale
Merry Christmas everyone!
Thanks for the help during the transition Jill. Your even keel was much
appreciated during a time of chaos.

Adam

On Thu, Dec 25, 2014 at 11:17 AM, Amaury Topalian amaurytopal...@gmail.com
wrote:


 ​
 Happy new year

 2014-12-25 8:34 GMT-02:00 Angus Davidson angus.david...@wits.ac.za:

 be merry, be safe, and of course be awesome
 
 From: Jason S [jasonsta...@gmail.com]
 Sent: 24 December 2014 11:23 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Merry Christmas everyone

 MMMerrry  Christmas!!!   :-) :-P

 On 12/16/14 12:21, Dan Yargici wrote:
 Is he the sweaty one that was PM for something like 5 days?  Great!

 Massive dose of sarcasm aside, merry Christmas and good luck with your
 future endeavors Jill.

 DAN

 On Tue, Dec 16, 2014 at 7:07 PM, Jill Ramsay (Contractor) 
 jill.ram...@autodesk.commailto:jill.ram...@autodesk.com wrote:
 Hey guys, wishing you all the best for the festive season and just to let
 you know my contract here at the Desk is done as of this week. Daniel
 Tutino will be taking over Softimage transition matters from a PM point of
 view – he’s a former Softimage PM and is now looking after the Project
 Humanize Maya initiative, so he’s well placed to help those of you who are
 considering transitioning to Maya.
 Good luck to you all wherever you end up.
 Jill


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Re: more maya......

2014-12-04 Thread Adam Sale
That simple eh. Thanks Cesar.
On Dec 4, 2014 7:14 AM, Cesar Saez cesa...@gmail.com wrote:

 Yes, it's deleting the result of the parentConstraint command (which
 returns the name of the constraint node itself).

 On Thu, Dec 4, 2014 at 9:43 AM, Cristobal Infante cgc...@gmail.com
 wrote:

 Hi Adam, we are using Maya 2015 (not ext), but it must be what Cesar says.

 Just out of curiosity, what exactly is this line doing?

 delete `parentConstraint`;

 Applying a cns and then deleting it?




Re: more maya......

2014-12-03 Thread Adam Sale
Hi Cesar, funny, I had been using the one liner to match transforms,
position, rotation, etc about 6 months ago, no problems

Now, however, running the command just doesn't work for me in MEL in Maya
2015 Ext1 SP5.

delete 'parentConstraint';

same goes for point, scale and orient.

Selecting two objects and running returns a syntax error  Line 1.8

Not sure why it would have stopped. Cristobal which version of Maya are you
running?

On Wed, Dec 3, 2014 at 7:42 AM, Cristobal Infante cgc...@gmail.com wrote:

 Hi Cesar,

 Thanks man, your one-liner did the trick (parent cns), and respect the
 pivot of the objects!!





Re: Need your opinion to improve Maya Outliner/ Attribute Editor

2014-12-02 Thread Adam Sale
That is a great point Andy. I have resorted to editing the shelf and using
Icon and text beside. It is so much easier to Separate the icons from one
another, and the text is unlimited in length.

On Tue, Dec 2, 2014 at 3:26 PM, Andy Nicholas a...@andynicholas.com wrote:

 Speaking of Maya icons… last time I looked, you could only have 4 or
 possibly 5 letters of text underneath each icon on the shelf.

 [WLFTB…]

 Sorry, try again…

 Would love for
 that to be fixed.

 ;)



 On 2 Dec 2014, at 18:37, Eric Turman i.anima...@gmail.com wrote:

 Fair enough...The quick help is a nice touch. F1 is still better IMHO; all
 these tiny radial menus on RMB that require precise maneuvering of the
 cursor slows workflow down...especially if your resolution is 3840 x 2040.
 Maya's right click/space bar menus just look like a spiderweb mess to
 me...I can't stand them. That and Maya's affinity for icons all over the
 place...feels like I'm using Truespace 3D or Real 3D from the 1990's

 On Tue, Dec 2, 2014 at 12:23 PM, Cesar Saez cesa...@gmail.com wrote:

 If you right click on a command in the script editor you will find the
 link to the command documentation... Quick help is also very helpful in
 this regard.

 On Tue, Dec 2, 2014 at 2:02 PM, Eric Turman i.anima...@gmail.com wrote:

 Not being able to highlight a command in Maya and hit F1 like you can in
 Softimage




 --




 -=T=-




Re: Need your opinion to improve Maya Outliner/ Attribute Editor

2014-11-30 Thread Adam Sale
Hi Shuting, echoing the sentiment of others, I  really appreciate your
approach to improving Maya based on the feedback of Softimage users.

My main points re: the outliner and possible improvements based on Explorer
and property pages.

1) Disconnect between multi ppg editing across the Maya. Channel box vs
Attribute editor.
2) Filtering in the explorer allows me to manage my entire scene, in a
single explorer or multiple instances of it, with locking, recycling, or
recycle similar options. I can't do that with the channel box. I can with
the attribute editor, but then lose the ability to multi edit.
3) Back to filtering, being able to see objects, params, groups, etc gives
me a much easier way of looking at a complex scene on a number of different
levels.
4) Explorer as a pass management system.
5) Filtering in the explorer based on Passes, Scene, Layers,
6) F3 pop up explorers are huge timesavers.
7) Drag and drop onto attributes, keying with a single click. On that note,
RMB and having to choose key selected in Maya is highly inefficient. We
should simply have to LMB on the attribute. RMB should be for secondary
functions.
8) Being able to view an operator stack with D and D re-organization. I
know Maya has the input shuffling feature, but  its not a part of the
Outliner, when it should be.
9) LMB node and MMb Branch Selection functionality. This is one of the most
maddening things about Maya.
10) Color coding of node, branch and multi selection is very confusing.
For example, I select the root joint of a chain of joints. They all turn
green. I shift select the next joint down to multi select it with the
first, now the first turns white and the rest green.
So instead, turn off child selection highlighting. Now what happens is
still kind of confusing. I select the first joint in the chain. It turn
green, the res turn pink. I shift select the 2nd joint to add it to
selection. The first joint turns white, the second green and the third
pink. From a new users perspective, its even more bewildering.
In Softimage, this is handled elegantly and simply. Never any confusion.
Child selected object, white, If you shift select to add another object in
multi select, it too turns white, the other bones remain their original
colors. When you MMB or Tree select objects, the whole hierarchy turns
white as you would expect.
If Maya users are used to this behavior fine, but an option to switch this
behavior would be so welcome.
10) Use of Model spaces to further organize a scene. My Maya scenes just
don't seem as elegantly clean and organized as my Softimage scenes. The
visual idea of a model node went a long way to helping me feel like I had
my house in order. If Assets are supposed to be the equivalent of models,
then they need to have a RMB option on them to Export the asset quickly
instead of having to jump up to the top menu, or marking menu. Sets, should
also be allowed to reside as children of an asset.
11) Explorer visualization of hierarchical connections. I have a hard time
explaining this, and looking back and forth at the explorer / outliner, I
think it may have something to do with the way the indented lines denoting
the parent child relations extend all the way through to the icons in the
explorer, whereas in Maya, there is a space between the icon and the
connecting hierarchical line. It may not seem like much, but when looking
at massive hierarchies, I just find it a major benefit in Softimage in
being able to instantly understand the relationships between the various
parts.
12) Ability to parent sets under models. Currently sets make the outliner
incredibly messy down near the bottom. If we could pair sets with a model
type node, this would clean things up even more.
13) Ability to show all attributes under an object.

Thanks for the ear.

Adam

On Sat, Nov 29, 2014 at 1:17 AM, Simon Reeves si...@simonreeves.com wrote:

 I have context scripts so select object(s) right click a second and
 either 'parent to' or 'parent match' (sibling? :)) I find that very
 practical.


 On Friday, 28 November 2014, Grahame Fuller grahame.ful...@autodesk.com
 wrote:

 Or accidentally selecting Copy Here instead of Create Shortcut Here...

 gray

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Andi Farhall
 Sent: Friday, November 28, 2014 1:34 PM
 To: softimage@listproc.autodesk.com
 Subject: RE: Need your opinion to improve Maya Outliner/ Attribute Editor


 Never quite as bad as dragging the root of the server in windows
 somewhere by mistake ;-)



 ...
 http://www.hackneyeffects.com/
 https://vimeo.com/user4174293
 http://www.linkedin.com/pub/andi-farhall/b/496/b21


 http://www.flickr.com/photos/lord_hackney/
 http://spylon.tumblr.com/

 This email and any attachments to it may be confidential and are intended
 solely for the use of the individual to whom it is addressed. Any views or

Re: Re-evaluate Syflex simulation on enveloped deformations - how?

2014-08-21 Thread Adam Sale
Keep the Syflex Op higher than the Envelope Op in the Animation Stack?


On Thu, Aug 21, 2014 at 7:04 PM, Andres Stephens drais...@outlook.com
wrote:

  I’ve learnt how to use weight maps with Syflex, SI 2015 and that works
 like a charm.

 My solution for dribbling a cloth rim of an enveloped shirt or dress works
 nicely. I can even get it to collide with the enveloped legs.

 But once I move or change the shirt/dress controlers of it’s envelope, the
 mesh deforms and the collision is nearly void - doesn’t work - strange
 results.

 The syflex calculation won’t re-consider the envelope deformations and
 re-calculate.

 I am relatively new to ICE, so I was wonder how one re-evaluates the
 envelope so syflex considers the new deformations and simulates the cloth
 accordingly? Any pointers would be nice.

 Thanks in advance, pardon my noobness.

 -Draise

 PH: +57 313 811 6821




At sigg 2014

2014-08-10 Thread Adam Sale
Hey all.. i have been away for a while on vacation. Am back in van for
sigg. Not sure how many of you are making your way up here, but if you are,
drop me a line and we can grab beer, coffee etc.

I am hitting the animation festival on wednesday if anyone feels like
company.

I also have wheels if any of you want to get out of the city for a spell.
We have an amazing rainforest on our north shore if youre into a wee trek.

Hope to see some of you there.

Adam


Re: Tweak mocap animations

2014-06-30 Thread Adam Sale
Hey Nicolas.
Use the plot .. rotations tool to bake the mocap into the bones of your
character amd then tweak curves from there.

You could store the plotted keys to an action, then save the action to a
file.

Load the stored action onto a fresh copy of your character.

I could swear there was a way to remove the mocap anim off your rig,
however not being in front of soft right now, I cant quite remember if this
is indeed true..
Either way the plotting and loading onto freshh characters  should do the
trick.

Adam
On Jun 29, 2014 10:44 AM, Nicolas Esposito 3dv...@gmail.com wrote:

 Hi all,

 I need to tweak a mocap animation that was given to me.
 Basically doing the Mocap to Rig screwed up some of the orientation and
 the character moves along a path, while I need it to walk in place.

 This animation needs to be stored into a clip and blended with some other
 animation.

 Two problems:
 1. I'm not able to tweak the mocap animation because there are no keys for
 the translation of the main character...looks like that mocap wont key the
 bones SRT, so I'm not able to let the character run in place...
 2. The mocap animation cannot be deleted, means that even if I store the
 animation and tick remove original animation the animation is still there.

 So, is there a quick way to tweak and store into an animation clip my
 animation?

 Cheers



Re: Ideas for star fields?

2014-06-23 Thread Adam Sale
Do you need nebulae, etc?
If its just stars, what about using a static point cloud with spherical /
displaced randomized spheres as shape. Randomize color and transparency per
point?
This would give you the 3d field you are looking for, then perhaps some
fluids to do neb clouds, simulated particles for comets, meteors etc..
Perhaps use the hubble images or comp some stills together to make a bg
cyclo to pull the 3d elements together?

Adam


On Mon, Jun 23, 2014 at 2:42 PM, Nancy Jacobs illus...@mip.net wrote:

 Hello,

 I'm needing a star field kind of background for a scene, and looking for
 ideas to create it. I have been using Hubble images wrapped around a
 sphere, around the scene, but I'm finding it doesn't read well, even with
 very high-res Hubble images.

 So, I'm wondering about other ways to create star fields. Has to be 360
 degrees, seamlessly -- and I don't have the capability to deal with that in
 a compositing situation.

 Soany ideas?

 Thanks,
 Nancy



Licenses for 2015 unavailable in my sub center

2014-06-19 Thread Adam Sale
Sorry for the OT, but I am not getting any answers from licensing.

 I paid my maintenance fee this last February, so was assuming I would see
my upgrades in the subscription centre. I only see up to 2014 versions
available.

I am also on the migration path from Soft to Maya, so was also assuming I'd
see Maya in there as well.

Can someone from AD reply to me on this?

Cheers!

Adam


Re: Licenses for 2015 unavailable in my sub center

2014-06-19 Thread Adam Sale
I believe I reupped right from the AD website..
On Jun 19, 2014 8:55 AM, Chris Marshall chrismarshal...@gmail.com wrote:

 yes we had to contact reseller.


 On 19 June 2014 16:47, adrian wyer adrian.w...@fluid-pictures.com wrote:

  i had to contact my reseller to get my 'crossgrade'   (downgrade)



 a


  --

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Adam Sale
 *Sent:* 19 June 2014 16:39
 *To:* softimage@listproc.autodesk.com
 *Subject:* Licenses for 2015 unavailable in my sub center



 Sorry for the OT, but I am not getting any answers from licensing.



  I paid my maintenance fee this last February, so was assuming I would
 see my upgrades in the subscription centre. I only see up to 2014 versions
 available.



 I am also on the migration path from Soft to Maya, so was also assuming
 I'd see Maya in there as well.



 Can someone from AD reply to me on this?



 Cheers!


 Adam








 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk




Re: Shameless plug

2014-06-03 Thread Adam Sale
Congratulations Matt! That's one hell of a long run on one project.




On Tue, Jun 3, 2014 at 7:27 PM, David Gallagher 
davegsoftimagel...@gmail.com wrote:

  Congratulations! Looks great.

 Thank you Softimage! I feel sick again.


 On 6/3/2014 8:00 PM, Matt Lind wrote:

  I don’t get to say this often, but I’ve finished a project using
 Softimage which all can see.  Well, it’s not actually ‘finished’ as it’s an
 online game which is continuously maintained, updated, and ongoing, but
 it’s now live and I can talk about it beyond generalizations.  Yay!   My
 last completed project was my previous production –Barnyard the animated
 feature back in 2006.  It’s been a long time coming, a relief, and
 refreshing to be able to refer to something I did in the current decade.



 Wildstar officially launched last Friday night at midnight for early
 access, but opened up the flood gates today for everybody else.  The game
 is now running smoothly in North America and Europe for all to see and
 experience.  If you were part of the beta, let it be known significant
 improvements have been made since on all fronts.  If you haven’t tried the
 game yet, point your browser to www.wildstar-online.com and click on the
 shiny buttons.  The first 30 days are free with initial purchase.



 Production started in 2005 using Softimage XSI v3.5 and launched with
 Softimage 2013 SP1 – all of it in 32 bit land.  Majority of the content
 created in Softimage 7.5 which we used for roughly 5 years.  Softimage was
 used for a heavy majority of the 3D artwork including characters, props,
 environments (other than the ground), buildings, dungeons, and everything
 inside of them.  We didn’t use ICE at all (but not for lack of trying, and
 we tested heavily), so this is a good example of what the fundamental
 toolset can do.  Heavy use of custom properties, vertex colors, user
 normals, clusters, envelopes, UV spaces, and hardware (real time) shaders
 to customize and iterate on our content.  What made these simple components
 really nice is they were general and could be re-targeted for many uses
 outside of their original intended purpose.  Our particles were created and
 applied in Softimage, but simulated only in engine.  The SDK was used to
 write 500+ tools to assist artists to create their content include tools
 like ‘mimick’ which is a command similar to GATOR which can transfer
 attributes, but do so on select subcomponents instead of the entire object,
 along with other bells and whistles.  Often overlooked and  understated,
 but Softimage scaling was incredibly powerful for controlling the squash
 and stretch scaling of deformers used in our envelopes to animate
 characters with cartoon whimsy and without ugly shearing often associated
 with other software.  It is used on every asset that moves.  Relational
 views were used to create tools such as a face editor to view and animate
 faces for our player characters, and adjust face customizations to see how
 they’d appear in the game as each of our characters have multiple faces and
 other components which can plug in like a Mr. Potato head doll.  It was
 important to see the various components in context side-by-side for
 comparison while creating the content so consistency could be maintained.
 This was achieved using many ‘object view’ embedded into the relational
 view.  Under the hood the face editor drove the animation mixer to perform
 face pose blending so artists could see the animation in real time on their
 characters.  Also, NURBS, that’s right, NURBS surfaces were used to
 transfer face poses and clothing between characters.  The details must
 remain a trade secret, but I just had to mention we used NURBS in all their
 unfinished glory to get meaningful work done with significant contributions
 to the end product.  Render passes were used to re-dress environments to
 allow artists to create geometry once, then swap textures, shader settings,
 and other details many times for each variant of the environment.  Not only
 does it simplify the artist workflow by centralizing all their interaction
 to a few clicks, but it also allows assets to be packed into compact files
 for use in our engine. Render passes are used in housing and dungeons.  If
 we had to do this in Maya, we’d probably have to break up each variant into
 its own scene and have to figure out a way to merge all the scenes together
 that shared the same geometry.  These polished touches matter.  Softimage
 for the win.



 So that said, while many 3D software could create the assets in their own
 time and space vacuum, Softimage (in my opinion) was the only software that
 could’ve tackled this project given our specific time, resources, and
 budget as there were many close calls along the way.  I say Softimage
 because many of the aforementioned features came out of the box with us
 ready to roll and not have to spend oodles of time reinventing the wheel.
 Not having to write an animation mixer to do 

Re: MayaSoft - previous versions

2014-05-14 Thread Adam Sale
Pleas AD.. get this right.  Why does it feel like we in the soft community
are constantly fighting an uphill battle at every turn?
On May 14, 2014 8:24 AM, Leendert A. Hartog hirazib...@live.nl wrote:

 Yes, I am truly hoping  to have made a silly mistake myself here...

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com




RE: MayaSoft - previous versions

2014-05-14 Thread Adam Sale
Thank you Maurice!
On May 14, 2014 9:48 AM, Maurice Patel maurice.pa...@autodesk.com wrote:

 Hi everyone,
 There appears to be some database glitches in our back end systems that
 are causing the problems like the case of Leendert. The ops team is trying
 to resolve this. This is a bit like  bug fixing - we need to find and
 identify the problem fix it so the problem does not reoccur. We are sorry
 if this is taking a bit longer than expected. If you migrate you ARE
 entitled to prior versions of Softimage as part of your Subscription. We
 just need to iron out some kinks so please bear with us
 maurice

 Maurice Patel
 Autodesk : Tél:  514 954-7134

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Leoung O'Young
 Sent: Wednesday, May 14, 2014 12:38 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: MayaSoft - previous versions

 I e-mailed Maurice Patel directly a few days ago regarding Softimage Maya
 license transfer, he suggest we should be able to use
 Softimage 2015 license and previous version access through the Subs center.
 Although I haven't gone through this process myself, too busy with other
 things.

 Leoung

 On 14/05/2014 12:04 PM, Ciaran Moloney wrote:
 Any chance you're trying to start 2014 while you already have 2015 open?

 On Wed, May 14, 2014 at 4:17 PM, Leendert A. Hartog hirazib...@live.nl
 mailto:hirazib...@live.nl wrote:
 After a long struggle with the subscription center my new Maya with
 Softimage license finally arrived today. So happy, happy, joy, joy (Ren
 and Stimpy style). But there seems to be one downside to this, which those
 of you still planning this transition might want to know about. The new
 license apparently strips you of your previous versions usage rights, i.e.
 I wasn't able to run Softimage 2014 on this new license, whereas this was
 still possible with my recent Softimage 2015 license. It's possible that
 this has been mentioned before and/or this purely a mistake I am making, if
 so, I'm truly sorry for the additional noise, but I thought it was a fact
 worth noting. Personally I can probably live without the previous versions
 usage rights, but I doubt everybody on this list can quite as easily. If
 this, however, is simply me doing something stupidly wrong, please tell me,
 so I can hunt for the mistake at my end.

 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.comhttp://si-community.com






Re: VERY OT: Nice ICE - Ron Jeremy video

2014-04-29 Thread Adam Sale
That was such a fun night. I remember having to hit the airport the next
day for the flight back to vancouver and paying for my imbibing for a
couple of days after.

Jen outdid herself getting that gig together. Rudy Sarzo, the ex bassist
from Quiet Riot was also there. He was a real down to earth guy, and a
softimage user to boot. It was totally unexpected talking polys and vertex
with a metalhead... ahh good times..


Re: Shattering, Fractures and destruction question

2014-04-15 Thread Adam Sale
Seriously. . Momentum has helped immensely in this regard.. internal uvs
and all. Worth the price for sure.
On Apr 15, 2014 4:39 AM, Szabolcs Matefy szabol...@crytek.com wrote:

 Hey



 I have to do a destruction scene in Softimage. I use the simple shatter to
 break up our geometry with localized density. I do not know, how to
 maintain the UVs. Though at this moment I’m about to use GATOR to transfer
 the UV from the source geo to the fractured mesh



 The scene involves a huge stone bullet that will destroy a castle’s wall.
 The issue I have is how to make sure that the fragments don’t fall apart
 prior the impact? I tried to set them up as passive, until the boulder hits
 the wall, then to active but it is not predictable exactly when it’ll hit.
 I tried to set up a sleep mode, but those shard were always falling down.



 I have no access to Momentum, the deadline is tight (as usual)



 Anyone has some good advices?



 Cheers





 Szabolcs
 ___
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Re: Shattering, Fractures and destruction question

2014-04-15 Thread Adam Sale
the speed of fracturing and the sheer number of fractures you can perform
is worth the upgrade alone. We'll be upgrading our site lic shortly.

Adam


On Tue, Apr 15, 2014 at 10:24 AM, Ben Houston b...@exocortex.com wrote:

 Hi Greg,

 I'll make an separate email about this now, but here is the list of
 improvements, they are massive actually:

 IFX4

 - Rewritten from the ground up as result has a huge improvements in GUI
 - Added operator-based fracturing as well as the boolean operator
 - Extended ICE nodes set to bring more flexible workflow
 - Speed increased about 2x times while memory consumption is half of
 original
 - Fixed memory leaks
 - Fixed most of crashes, now it just throws an error message
 - Fixed an awful execution time on some of extremely hi-poly meshes
 - Added slicer feature to define arbitrary regions on geometry to be
 fractured
 - Added painting fracture masks by WM or by using B\W textures as well
 as user-defined scalar per-point attribute
 - Added baking of ICE generated geometry into the regular mesh with
 regular clusters

 M4
 - Alembic I\O instead of the old plot system
 - Ability to modify the simulation state of objects via null
 - Improved speed of clusters creation\deletion
 - Fixed multiple environment creation each time a scene has been opened
 - Fixed particle rigid body initialization after frame 1
 - Simulation doesn't stop even with minimized XSI window
 - MOM ICE nodes honor the Global Momentum properties mute state
 - The mute param is now presented in the main MOM PPG
 - Added simulation speed control in the main MOM PPG
 - Added explicit maximum number of Rigidbodies in scene
 - Fixed collision issues between GImpacts and softbodies
 - Added an experimental collision shape mode - tetrahedron
 decomposition from each triangle - very stable since it is a native
 bullet shape.


 Best regards,
 Ben Houston

 On Tue, Apr 15, 2014 at 1:18 PM, Greg Punchatz g...@janimation.com
 wrote:
  Well I know I am stocking up on Softimage plug ins atm... His are a tad
  pricier then the some but as I already have an earlier version Momentum
 ( I
  don't remember if I bought 3 for home or not)
 
   I would pick it up if there was a feature listOh I see Ben chimed
 in,
  Ben can you give us a bullet list of features and or enhancements , or
 even
  better a video?
 
 
 
 
  
  Greg Punchatz
  Sr. Creative Director
  Janimation
  214.823.7760
  www.janimation.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: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-04 Thread Adam Sale
yes... preserve child transformations.. on the transform node.


On Fri, Apr 4, 2014 at 6:30 AM, olivier jeannel olivier.jean...@noos.frwrote:

 Love what you did Brent !
 Ever thought of sending your resume to SideFX ?
 Working on a software rather than a puzzle ?

 Le 03/04/2014 16:33, Brent McPherson a écrit :

  Yes I did work on this.

 The plan was always to replace the guts of Center with the pivot stuff I
 added to kinematics since it could handle rotation. We just never got
 around to actually doing that and finishing off that part of the pivot
 workflow...

 As I said before I always thought the way center worked was a bit hacky
  (push points in one direction and modifying the transform in another) but
 it seems the interactive/pervasive nature of it far outweighed the strange
 way it works for you guys.

 Now I'm curious if it was even on anyone's top 5 list. ;-)

 I'm not a really good person to comment on the general issues discussed
 in relation to Maya workflow. While working on Soft I worked on hair,
 animation layers, lip sync, modeling, object view/isolate, tools,
 kinematics, fcurves, ICE (well in fact every part of the software except
 Rendering) My current involvement in Maya is limited to the modeling team
 but I feel pretty comfortable that I can have a positive impact on workflow
 in that area.

 Cheers.
 --
 Brent

 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
 listproc.autodesk.com] On Behalf Of Peter Agg
 Sent: 03 April 2014 15:04
 To: softimage@listproc.autodesk.com
 Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)

 ...but from what he said Brent actually developed that part of Soft in
 the first place. :/
 [https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0Y
 Wxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-
 7aa77184e20f]ᐧhttps://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-7aa77184e20f]%E1%90%A7





Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Adam Sale
You guys have said it all.. absolute agreement
On Apr 2, 2014 6:40 PM, Perryharovas perryharo...@gmail.com wrote:

 Totally agree.
 And just to chime in, I use center mode many times per session, per day.
 Essential workflow.



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

 On Apr 2, 2014, at 7:00 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Harder than that, the equivalent would be to select all components, move
 and rotate them numerically, then figure out the reciprocal transform of
 what you just did and apply it to the object's transform.

 Center mode is also not equivalent or obsoleted by neutral poses, nor it's
 equated by Maya's pivot control.

 It's sorely missed by many in Maya.
 On top of that, Maya snapping facilities, particularly when it comes to
 rotations, are wonky and often don't work at all.

 The modelling toolset, several interaction modes with the pivot, and many
 other things don't support snapping, and most certainly don't support
 matching transforms.
 Adding insult to injury, matching or resetting transforms in Maya is
 highly deficient out of the box, as it will often work on the whole
 hierarchy regardless of what you intended to do.

 Lastly, center mode worked seamlessly with all manipulation tools, you
 could switch to center mode and have child compensation on and snap/match
 to another object.
 This offers unequalled control over geometry handling in relation to its
 center.

 In Maya I've always found pivots superior to neutral pose for a long list
 of reasons, at least functionally, though the manipulation itself is weak
 (again, Maya is generally weak and fragmented in dealing with rotations).
 Maya's handling of reciprocating transforms between transform proper and
 geometry though leaves A LOT to be desired, and a page or two from XSI's
 book should be taken.


 On Thu, Apr 3, 2014 at 2:25 AM, Luc-Eric Rousseau luceri...@gmail.comwrote:



 Is that always true in your scenarios?  Moving center in Softimage is
 like moving all the points of the geometry. (What brent calls
 transforming the geometry)
 Knowing that it does that, wouldn't the simplest work-around for your
 specific scenario in Maya be to select all points and move/rotate
 them.




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




Re: crowdfx question

2014-03-28 Thread Adam Sale
no such luck I'm afraid.. , however, a couple of the scenes should use the
same kinds of logic.. Distance to trigger, though evaluating current
actions in use, to drive an agents current motion is not included in the
examples. Can't remember if that's how the foo fighters were set up.




On Thu, Mar 27, 2014 at 3:38 PM, John Richard Sanchez 
youngupstar...@gmail.com wrote:

 Hi Adam
 Do you know of there is a foo fighters example for 2014 crowds?


 On Thu, Mar 27, 2014 at 5:46 PM, Adam Sale adamfs...@gmail.com wrote:

 I remember something along those lines in 2013 as well. I do remember
 having to fix the uvs in the ice tree on the proxy.

 2014sp2 is really stable for crowds, though I prefer the collision
 avoidance of walls in 2013.
 On Mar 27, 2014 11:52 AM, Francisco Criado malcriad...@gmail.com
 wrote:

 Testing on Softimage 2013, material thing was already fixed, but can´t
 make textures work...manual says that i have to reconnect the uvs on the
 poxy mesh ice tree, but still didn´t work.

 Thanks in advance
 F.



 2014-03-27 13:15 GMT-03:00 Adam Sale adamfs...@gmail.com:

 If you are using 2014 sp2 the texture and clusters thing should be
 fixed.
 On Mar 27, 2014 8:36 AM, Francisco Criado malcriad...@gmail.com
 wrote:

 Hi guys,

 following Mark Shoennagel video about crowdfx got stuck in a simple
 thing.
 Already replaced the pedestrian for a low res model, like he shows in
 his video at 19.34 https://www.youtube.com/watch?v=3Toyh0_doko
 And when i create a new crowd simulation the materials that my mesh
 has don´t appear on the actor copies. Materials are located in clusters,
 and it doesn´t seem to be any difference with the default mesh...
 Any help apreciated!

 F.





 --
 www.johnrichardsanchez.com



Re: crowdfx question

2014-03-27 Thread Adam Sale
If you are using 2014 sp2 the texture and clusters thing should be fixed.
On Mar 27, 2014 8:36 AM, Francisco Criado malcriad...@gmail.com wrote:

 Hi guys,

 following Mark Shoennagel video about crowdfx got stuck in a simple thing.
 Already replaced the pedestrian for a low res model, like he shows in his
 video at 19.34 https://www.youtube.com/watch?v=3Toyh0_doko
 And when i create a new crowd simulation the materials that my mesh has
 don´t appear on the actor copies. Materials are located in clusters, and it
 doesn´t seem to be any difference with the default mesh...
 Any help apreciated!

 F.




Re: crowdfx question

2014-03-27 Thread Adam Sale
I remember something along those lines in 2013 as well. I do remember
having to fix the uvs in the ice tree on the proxy.

2014sp2 is really stable for crowds, though I prefer the collision
avoidance of walls in 2013.
On Mar 27, 2014 11:52 AM, Francisco Criado malcriad...@gmail.com wrote:

 Testing on Softimage 2013, material thing was already fixed, but can´t
 make textures work...manual says that i have to reconnect the uvs on the
 poxy mesh ice tree, but still didn´t work.

 Thanks in advance
 F.



 2014-03-27 13:15 GMT-03:00 Adam Sale adamfs...@gmail.com:

 If you are using 2014 sp2 the texture and clusters thing should be fixed.
 On Mar 27, 2014 8:36 AM, Francisco Criado malcriad...@gmail.com
 wrote:

 Hi guys,

 following Mark Shoennagel video about crowdfx got stuck in a simple
 thing.
 Already replaced the pedestrian for a low res model, like he shows in
 his video at 19.34 https://www.youtube.com/watch?v=3Toyh0_doko
 And when i create a new crowd simulation the materials that my mesh has
 don´t appear on the actor copies. Materials are located in clusters, and it
 doesn´t seem to be any difference with the default mesh...
 Any help apreciated!

 F.





Re: Experiencing the Maya User interface

2014-03-21 Thread Adam Sale
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





Re: A confession

2014-03-21 Thread Adam Sale
Point to poly constraints?
On Mar 21, 2014 12:15 PM, David Gallagher davegsoftimagel...@gmail.com
wrote:


 Let me know if you find one.

 On 3/21/2014 12:51 PM, Matt Lind wrote:

  I think the key phrase is 'Maya renderer' - who uses that anymore?



 I'm almost positive there is an equivalent to object to cluster constraint
 out of the box in Maya.  I think it's classified as a deformer for meshes
 (wrap?), but I cannot say for sure as it's been many years since I've had
 to use  it.





 Matt









 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Jordi Bares
 *Sent:* Friday, March 21, 2014 11:47 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: A confession



 You must be joking!!!



 :-ARghghhgh



 Jordi Bares

 jordiba...@gmail.com



 On 20 Mar 2014, at 16:59, David Gallagher davegsoftimagel...@gmail.com
 wrote:




 Exactly. For example, in Maya there is no object to cluster constraint, so
 you have to use a 3rd party tool Rivet to attach things to geometry. But if
 you need to apply a Smooth to render it in the Maya renderer, it explodes.
 So, don't use the Maya renderer, or...
 You can use djRivet, which uses follicles intead of edges, but which
 relies on UV's being present.
 Works great.. until you change the UVs in any way.

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



 On 3/20/2014 10:22 AM, Adam Sale wrote:

   Something I have found in the last couple weeks, which I personally
 find mind numbing is how tied to UVs some tools are.


 Hair work... try and groom something, and then realize you need to tweak
 your UVs. Gotta start over

 Painting weights. Gotta have UV's to do smoothing.  - Edit the Uv's..
 start over.



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

 but why scripting is new artist tool!

 REAL artist model in full screen text editor! who needs viewport at all

 start notepad, and begin typing coordinates for each vertex...

 that is how REAL hardcore stuff is done.



 buttons are for p...



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

 +1



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

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



 Morten








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

  Just learn to script



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



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



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

 Sent from my iPhone






















Re: A confession

2014-03-21 Thread Adam Sale
They still rely on uv sets though... ugh.
On Mar 21, 2014 1:11 PM, David Gallagher davegsoftimagel...@gmail.com
wrote:


 That looks good!
 I haven't been keeping up with new features in Maya, so that's great.


 On 3/21/2014 1:48 PM, Adam Sale wrote:

 Point to poly constraints?
 On Mar 21, 2014 12:15 PM, David Gallagher davegsoftimagel...@gmail.com
 wrote:


 Let me know if you find one.

 On 3/21/2014 12:51 PM, Matt Lind wrote:

  I think the key phrase is 'Maya renderer' - who uses that anymore?



 I'm almost positive there is an equivalent to object to cluster
 constraint out of the box in Maya.  I think it's classified as a deformer
 for meshes (wrap?), but I cannot say for sure as it's been many years since
 I've had to use  it.





 Matt









 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Jordi Bares
 *Sent:* Friday, March 21, 2014 11:47 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: A confession



 You must be joking!!!



 :-ARghghhgh



 Jordi Bares

 jordiba...@gmail.com



 On 20 Mar 2014, at 16:59, David Gallagher davegsoftimagel...@gmail.com
 wrote:




 Exactly. For example, in Maya there is no object to cluster constraint,
 so you have to use a 3rd party tool Rivet to attach things to geometry. But
 if you need to apply a Smooth to render it in the Maya renderer, it
 explodes.
 So, don't use the Maya renderer, or...
 You can use djRivet, which uses follicles intead of edges, but which
 relies on UV's being present.
 Works great.. until you change the UVs in any way.

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



 On 3/20/2014 10:22 AM, Adam Sale wrote:

   Something I have found in the last couple weeks, which I personally
 find mind numbing is how tied to UVs some tools are.


 Hair work... try and groom something, and then realize you need to tweak
 your UVs. Gotta start over

 Painting weights. Gotta have UV's to do smoothing.  - Edit the Uv's..
 start over.



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

 but why scripting is new artist tool!

 REAL artist model in full screen text editor! who needs viewport at all

 start notepad, and begin typing coordinates for each vertex...

 that is how REAL hardcore stuff is done.



 buttons are for p...



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

 +1



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

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



 Morten








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

  Just learn to script



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



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



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

 Sent from my iPhone























Re: REAL innovation

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



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

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

 I am so buying all these products..


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

 damn.. definately affordable..

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



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

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


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

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




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

  http://dev.quixel.se/ddo





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



 stunning workflow, technically app agnostic



 a



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


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

 www.fluid-pictures.com



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






   --





 Perry Harovas
 Animation and Visual Effects

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







Re: A confession

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

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




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

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

 buttons are for p...


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

   +1



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

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



 Morten








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

  Just learn to script

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

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

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

 Sent from my iPhone












Re: new QA with AD

2014-03-20 Thread Adam Sale
Great points Perry.

I will add that all of this could have so much easier, less painful, and
PRODUCTIVE.

Had Soft been kept around while biFrost matured, it is highly likely that
you would have gotten some great cross pollination between ICE and biFrost
as the two packages were supported alongside one another in parallel.
Artists would gave WILLINGLY started tinkering with their setups in
biFrost, porting them from ICE, with the knowledge that Soft would still be
supported while BF grew up. That is the way to grow a new idea based on the
framework of an older, highly functional idea.

By killing off any future for Soft and ICE, you have alienated a lot of
very talented artists / TD's who could have jump-started a bunch of user
created tools for BF with their ICE savvy. Now, you will find a lot of
those individual scatter to the winds, and take their ideas to competing
companies. Not the way to begin to build community around a fledgling next
gen idea.

If the intent was to keep customers around and help them build the future,
this was not the way to go about it. I'm sure AD has come to realize this
now.

From an educational front, this has been a horrible couple of weeks. Two
years to transition is not the same time frame in edu. The minute a lot of
my students heard the news that Soft was EOL, they pretty much decided that
what I have to say is not worth their time. The tune out has been epic.

Now, they and our higher ups in admin are clamoring for me  / us to change
our courses to Maya right away. Not an easy task when you have years of
prepped material, notes videos, models, animation clips, assets, etc. It's
just not possible to shift gears so quickly.

So, in the span of less than a few weeks, I have gone from knowing and
sharing relevant knowledge and having attentive students, to feeling
alienated, and irrelevant. Its a bit of a kick in the groin, something I am
having to work through, like we all are.

From a small studio point of view, I can keep using Softimage, and all is
fine for the short term, my clients really don't care what I use, it's the
edu front which has been near and dear to my heart for 16 years now that is
really going to be a tough adjustment.

Like many others on the list, my time to relearn 17 years worth of workflow
just isn't what it was when I was an unattached childless individual. Time
that I would rather spend with my family, or pursuing other interests, will
now be devoted to getting up to speed as quickly as possible. That's the
way things go, and I understand that, but doing so by actually going
backwards in terms of productivity doesn't sit well with me.

Hoping like hell biFrost actually delivers on its potential, and that the
humanize project actually goes somewhere.
You guys have a lot of mending of fences to do. This should have gone down
so differently.

Adam







On Thu, Mar 20, 2014 at 11:52 AM, Perry Harovas perryharo...@gmail.comwrote:

 Regarding the new article/interview with Maurice:

 Maurice, I do appreciate you answering some of our questions.
 One thing that really has us (Softimage users) angry about is that your
 company had plans in September of 2012 (and most likely earlier) to not
 invest further in Softimage and to keep it going on a maintenance level, to
 not significantly invest in Softimage. Your company must have known this
 would anger people, and while yes, we were told that the team was moving to
 Singapore, we were NEVER told that it was because the investment in
 Softimage was going to be diminished and it was going to basically be done
 to keep it on life support. Had we known that, we could have made the (to
 us, very logical) assumption that Softimage was going to be EOL'd at some
 point. I asked on the forums, I asked in beta programs if Softimage was not
 a real priority to Autodesk, and got no replies.

 This, among other things, really shows a very deep lack of respect for
 your Softimage customers, who were paying subscription or support fees to
 (ultimately) fund the development of Maya. How does that sound like a good
 thing to do to your customers?

 If we were told what Autodesk's real plans were for Softimage, we would
 have been to blame for not seeing the future (because it would have been
 laid out for us already). Being a public company does not mean you cannot
 give your customers an idea of your intentions. I am NOT referring to EOL
 for Softimage, because if we take yo at your word that it wasn't the plan
 for that product until end of 2013, then it wouldn't be on anyone's radar
 as a plan. What I am talking about is that Autodesk assumed that it could
 tell a half-truth (or essentially not tell the entire story) to keep
 customers placated with regards to the future of Softimage.

 This not only speaks of the apparent view by Autodesk that it's customers
 are stupid, but also seems to point out that Autodesk is not able to see
 that those same customers would be angry when/if Softimage failed to
 survive on 

Re: Maya feature request from Softimage users

2014-03-20 Thread Adam Sale
Lock attribute is two clicks. Small inefficiencies add up to wasted time.
The lock icon is one click.


On Thu, Mar 20, 2014 at 2:22 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 You'll need to use the copy that button
 On Mar 20, 2014 4:56 PM, John Richard Sanchez youngupstar...@gmail.com
 wrote:

 Great. Thanks. Though when I turn of list I cant have more than one AE
 open. When I select another object and hit Cntrl A I don't get a new AE.
 Using 2014 SP2


  On Thu, Mar 20, 2014 at 2:47 PM, Luc-Eric Rousseau 
 luceri...@gmail.comwrote:

 On Thu, Mar 20, 2014 at 10:46 AM, John Richard Sanchez
 youngupstar...@gmail.com wrote:
  Not sure if this has been touched upon but I would love to lock the
 property
  page um I mean attribute editor.  And I would love to have different
  attribute editors open for different objects.   But what would really
 be
  boss is if I could drag and drop animation from one objects channel to
  anothers the way we drag the green divot of one parameter to another
 objects
  parameter in XSI.

 Hello,

 to lock the Attribute Editor (AE) in Maya, turn off List-Autoload
 Selected Attributes, or directly click Copy Tab at the bottom of the
 AE to create a new locked floating window with that tab.

 You should be able to copy paste animation between parameters with the
 context menu of a channel in the channel box




 --
 www.johnrichardsanchez.com




Re: Softimage webinar - Q/A - finally uploaded

2014-03-19 Thread Adam Sale
I think it would be great to have a Siggraph presence where we have a
lineup of Soft artists showing exactly what you mentioned Dave.

Can't do this kind of scenarios, where even if you can do it in Maya, show
how much longer it takes.

With all of the attention being given the EOL of Soft, people might be
interested in seeing what all the noise is about.




On Wed, Mar 19, 2014 at 12:48 PM, olivier jeannel
olivier.jean...@noos.frwrote:

  I'm not fan of the idea.
 Frankly there's tons of tutorial in Maya already. If someone want's to
 transition, there are  a lot of material to train with.
 As already said, no need to try to work the same workflow in another app,
 it's different.

 Here, it's more Give us some cool hint so we can copy them .That's the
 whole thing since the anouncement.
 Give us your top 5, whats the 80% ice nodes...

 Last thing I want to do is help AD in any way. I mean, nothing against the
 users, but frankly now you want to help AD make more money.

 AD, Give us the ability to continue to buy seats, in exchange we show you.

 I'm bad, my mother told me ...





 Le 19/03/2014 20:35, Bk a écrit :

 I'd love for AD to agree to a  First get an expert to do it in Softimage
 and get an expert do it in Maya comparitive workflow video series.
  It would be most entertaining.
 Especially when you start bringing ice into the equation. Ive had some
 experience of this before. One notable occasion went  Me in ice -30 mins..
 2 guys in Maya- a week and a half, but to be fair, they would usually
 achieve things in under a week.



 On 19 Mar 2014, at 19:22, Nicolas Esposito 3dv...@gmail.com wrote:

   I asked directly to Maurice to do some videos to compare the workflow
 of a single task using Softimage and Maya, similar to what Emilio Hernandez
 did for the Dorrito technique

  I really hope that they'll do that because right now I want to know how
 the workflow will change

  By the way, on the area blog there's no Softimage 2015 announcement...

  Jesus...even with all those request and question they just don't care
 about Softimage, not even a single line...except the farewell from Mark
 Schnnoegel


 2014-03-19 19:55 GMT+01:00 Paulo César Duarte paulocdua...@gmail.com:

 What I don't understand is how they want me to make the transition to a 
 software
 that doesn't have the tools that I used before? Such as ICE mainly, in
 Max or Maya 2015 I won't have my workflow again, so there is no
 transition.

  I will continue using Softimage as long as I can, and complement with
 Houdini, Modo or Blender when necessary... because these softwares are
 those that more listen to your users, and that is the future for me.


 2014-03-19 14:23 GMT-03:00 David Rivera activemotionpictu...@yahoo.com:


   So I head onto:
 http://area.autodesk.com/products/features/softimage , right? and I
 skipped intro (in a 1 hour lenght video, skipping intro
 is going straight to the middle, after all the verbose). So what
 they´re doing? Talking about maya in a softimage video.

  Quitted. Closed the tab on browser. Go on with my life.
  Now I´m pissed, because at the last announcement there wasn´t even a
 word of consideration for 15 years career on softimage.
  Not even an apology for taking away the the one thing that supports
 families and pays bills...


 *David Rivera*
 *3D Compositor/Animator*
 LinkedIN http://ec.linkedin.com/in/3dcinetv
 Behance https://www.behance.net/3dcinetv
 VFX Reel https://vimeo.com/70551635




  --
 www.pauloduarte.ws






Siggraph in Vancouver this year

2014-03-19 Thread Adam Sale
Hey All.. Sigg is in my neck of the woods this year. Anyone planning to
attend this year.
Dinner and drinks, or other such debauchery?

Adam


Re: Siggraph in Vancouver this year

2014-03-19 Thread Adam Sale
Hey Greg! I did.. am under a pretty heavy deadline, ring you up tonight or
tomorrow eve?


On Wed, Mar 19, 2014 at 1:18 PM, Greg Punchatz g...@janimation.com wrote:

  Adam, did you get my mail?
  --
 *Greg Punchatz*
  *Sr. Creative Director*
 Janimation
 214.823.7760
 www.janimation.com
  On 3/19/2014 2:54 PM, Adam Sale wrote:

 Hey All.. Sigg is in my neck of the woods this year. Anyone planning to
 attend this year.
 Dinner and drinks, or other such debauchery?

  Adam





Re: A confession

2014-03-19 Thread Adam Sale
+ 1 Amen Brother + 1


On Wed, Mar 19, 2014 at 4:52 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 Fair enough, bit of crossed wires and sensitive souls converging then.
 Still, please do fix that sh... stuff in Maya's UI :)


 On Thu, Mar 20, 2014 at 10:51 AM, Luc-Eric Rousseau 
 luceri...@gmail.comwrote:

 This is all fine, but I though I was replying to a situation of
 skipping over the basics, you can't ignore the existence of DG if
 you're going to do something procedurally.  I didn't reply at the
 correct place in the thread, sorry for the confusion.


 On Wed, Mar 19, 2014 at 6:32 PM, Raffaele Fragapane
 raffsxsil...@googlemail.com wrote:
  Sorry Luce-Eric, I have to disagree with this, and I find your examples
  defeat your own argument.




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



Re: Siggraph in Vancouver this year

2014-03-19 Thread Adam Sale
For sure Matt. Keep me in the loop as to your plans...  I was ok with the
Brazilian food last time around, but could have done without the chicken
hearts.
Maybe we can all do an outing to the Amsterdam Cafe / vapor lounge , and
then really chow down afterwards... lol.
BC Style



On Wed, Mar 19, 2014 at 2:48 PM, Matt Lind ml...@carbinestudios.com wrote:

 Not sure if I'm going or not as it'll be on the heels of us releasing our
 game, but I was planning to hold my annual dinner should I attend.  If you
 want, we can work together to share duties.





 Matt











 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Adam Sale
 *Sent:* Wednesday, March 19, 2014 12:55 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Siggraph in Vancouver this year



 Hey All.. Sigg is in my neck of the woods this year. Anyone planning to
 attend this year.

 Dinner and drinks, or other such debauchery?



 Adam



Re: Autodesk webinar

2014-03-19 Thread Adam Sale
just turn the keyboard upside down.



On Wed, Mar 19, 2014 at 4:43 PM, Enoch Ihde emi...@gmail.com wrote:

 i'm a lefty, and really haven't had issues using softimage or maya.  way
 back in the day in 3ds max, i went to the bother of remapping everything to
 the right side of the keyboard, but when i switched to softimage, the
 entire num pad was already assigned to commands (i have a weird reluctance
 to overwrite existing mappings, just add to them).

 of course, a pretty handed agnostic setup would be to have spacebar be the
 button to activate camera navigation (certain application comes to mind)..
 and then some kind of simple remap mirror setup (with H or whatever being
 the axis).

 but really, i've never really had any wrist issues, in fact, in many ways,
 i think having the right hand on the keyboard works very well for
 softimage.  with my index on s, i can easily reach the other frequently hit
 keys (7-0, tyui, ]) etc with my pinky


 On Wed, Mar 19, 2014 at 4:32 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 I was half poking fun, it's actually a nifty gadget. Doesn't look that
 small (any she said jokes?), but I guess on the right of the keyboard it
 might be viable.
 You could also consider a nostromo game pad at that point. I tried using
 one for a while actually but it didn't click for me, they're not bad
 though, and a good deal cheaper than that pad.


 On Thu, Mar 20, 2014 at 10:28 AM, Eric Turman i.anima...@gmail.comwrote:

 Its small enough to co-exist with a normal keyboard, so you can still
 script.  Meh, just thought I'd toss it out there for what it was worth.


 On Wed, Mar 19, 2014 at 6:23 PM, 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!




 --




 -=T=-




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





Re: Siggraph in Vancouver this year

2014-03-19 Thread Adam Sale
We can make the gig veggie friendly this time round.



On Wed, Mar 19, 2014 at 5:11 PM, Eric Thivierge ethivie...@gmail.comwrote:


 On Wed, Mar 19, 2014 at 8:09 PM, Paul Doyle technove...@gmail.com wrote:

 as long as they do a Cesar Salad, Eric is golden. He loves that as the
 suggested veggie option. Hippy.


 You suck Paul. :P


 
 Eric Thivierge
 http://www.ethivierge.com



Re: Siggraph in Vancouver this year

2014-03-19 Thread Adam Sale
Fortunately, there are lots of vegan and veggie places and hybrids in the
city. I can do a little scouting to find somewhere inclusive that serves a
decent number of people. Good to get on it early too, because the
convention season and bookings will be in full swing in a month or so.


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

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

 Congrats on the weight loss!

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



Re: Autodesk webinar

2014-03-18 Thread Adam Sale
Maurice, in all of this talk the one glaring omission is this. You guys are
always trying to innovate. You have said success is often 99 percent
failure to one percent success. Well, in the event bifrost falls by the
wayside like skyline did, all of a sudden autodesk will have zero node
based solutions to do the type of ice work we expect of a dcc product. How
is that a wise move as a company? Its like throwing out the baby with the
bath water and seems incredibly short sighted. So as we move to bifrost to
begin our transition away from ICE, we may be in this same mess a couple
years down the road if it doesnt pan out. Imagine the fallout then.. people
will go absolutely nuclear on AD.

Adam
On Mar 18, 2014 9:00 AM, p...@bustykelp.com wrote:

 Last year was a watershed one for the industry for many different reasons
 resulting in many significant changes to our strategy

 Yes, the industry is changing. Budgets are getting smaller and work needs
 to be done faster.

 So surely, the wise thing to do would be to invest in the tool with the
 fastest workflow. I have spent the last 3 years demonstrating to my studio
 why Softimage needs to be what we are using to make our projects feasible,
 and despite the fact, I'm the only Softimage person there. I have managed
 to persuade them through demonstration and now we are setting up production
 with it.
 By making tools that perform complex tasks quickly ( Softimage and ICE
 combo ), There is a huge market to be explored doing movie quality work on
 television that would have been unfeasible a few years ago.

 How do you think it feels after all that effort, RIGHT before the project
 is about to start, to hear this news? Its utterly short sighted and I
 imagine it will be rather embarrassing when we reveal how we managed to
 pull this off , as its going to be a testament to the clear advantage given
 by Softimage over any other solution and I will take every opportunity I
 can to say that.

 There is no way I'm going to change tracks back to a tool I had to spend
 all that time proving Softimage was far superior to.




 -Original Message- From: Maurice Patel
 Sent: Tuesday, March 18, 2014 3:21 PM
 To: softimage@listproc.autodesk.com
 Subject: RE: Autodesk webinar

 Hi Perry,
 At that time, although Softimage was not an area we were planning on
 investing more in, there was no plan to discontinue it. That decision was
 only made at the end of last year. Last year was a watershed one for the
 industry for many different reasons resulting in many significant changes
 to our strategy. At the time this statement was made we did not even have
 any plans for MayaLT. Unfortunately things can change very fast.
 maurice

 Maurice Patel
 Autodesk : Tél:  514 954-7134

 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
 listproc.autodesk.com] On Behalf Of Perry Harovas
 Sent: Tuesday, March 18, 2014 11:12 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: Autodesk webinar

 Maurice, I know things change, but this statement from Marc was only a
 year and a half ago:

 Autodesk plans to continue to develop all of products mentioned [in this
 story]. These are all solutions that serve many different customer needs
 across multiple industries and in many different types of workflows.
 We are not discontinuing development on any of the products you mentioned
 but we will increase focus in specific areas where individual products are
 strong.






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

2014-03-18 Thread Adam Sale
Chris, lets err on the side of caution and implement them all, as they will
all be needed at one time or another. The cool thing about ICE is that one
never knows what kind of cool tools another user would dream up. Having all
of the nodes gives us all the ability to create that which doesn't even
exist yet.

Innovative approaches to ICE was why I fell in love with it.

I remember Felix Gebhardts forest vs man sim back in 2008, and remembered
thinking that this new paradigm in working gave us the potential for
limitless innovation.

Then Paul Smith went in and remade space invaders... for fun in ICE. Not
what the devs originally had in mind I am guessing.

There are so many neat little ways people have leveraged ICE power in
unexpected ways, this is why people are so upset, and our community is up
in arms. It feels like our maximum creative potential is being stripped
away.

So, if we're forced to biFrost, which I'm hoping like hell is all it's
cracked up to be, then port the nodes and compounds over, and let's start
anew.

Nuff said

Adam


On Tue, Mar 18, 2014 at 4:08 PM, Enoch Ihde emi...@gmail.com wrote:

 @chris:
 i use pretty much all of the generic  general nodes, as i think any user
 of ice does.
 whether or not people use syflex stuff will depend on if they're doing
 syflex specific cloth work.
 you understand that this question of which of this list of datatypes do
 you use? is a bit ridiculous?
 i suppose you're trying to prioritize what to implement and when, but
 you're basically saying do you use floats, ints, for loops, arrays, data
 comparisons, and logic operations, and which ones do you use the most?
 a very odd question, don't you think?


 On Sun, Mar 16, 2014 at 11:40 AM, Chris Vienneau 
 chris.vienn...@autodesk.com wrote:

 The topic was bringing over ICE graphs into Bifrost. We will not show the
 Bifrost graph in the first version but if you click here (
 https://www.fxguide.com/featured/bifrost-the-return-of-the-naiad-team-with-a-bridge-to-ice/)
 you can see what we showed at Siggraph last year in terms of the graph.



 Let me ask a very open question to Paul Doyle. Paul when people say the
 creators of ICE work at Fabric do you agree? Many on the Bifrost team would
 argue they were just as much a part of it than the hard working guys at
 Fabric. I think it is great that there are two companies following this
 path and that will only mean competition which is a good thing but I do
 believe there are many people who came together and not just 1-2 who drove
 the whole thing.



 ICE is a set of base function nodes built into higher order operations
 (compounds) with a super slick visual programming language and strong ways
 of querying scene data. Given we have the source code of ICE we can put in
 nodes that match 1 for 1 the code instead of reverse engineering it which
 is usually where things fall apart in terms of migration tools.



 We can even open this up to the fabric guys who are here so of these node
 types which do you use the most on a daily basis and which do not use or
 find need work:



 Array
 http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_Array.htm
 

   *   Color
 http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_Color.htm
 
   *   Constant
 http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_Constant.htm
 
   *   Conversion
 http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_Conversion.htm
 
   *   Data Access
 http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_DataAccess.htm
 
   *   Debugging
 http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_Debugging.htm
 
   *   Execution
 http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_Execution.htm
 
   *   Geometry Queries
 http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_GeometryQueries.htm
 
   *   Math Basic
 http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_MathBasic.htm
 
   *   Math Comparison
 http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_MathComparison.htm
 
   *   Math Logic
 http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_MathLogic.htm
 
   *   Math Matrix
 http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_MathMatrix.htm
 
   *   Math Statistics
 http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_MathStatistics.htm
 
   *   Math Trigonometry
 http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_MathTrigonometry.htm
 
   *   Math Vector
 http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_MathVector.htm
 
   *   Point Cloud
 

Re: Autodesk webinar

2014-03-18 Thread Adam Sale
+ 1 on your last sentence Adam



On Tue, Mar 18, 2014 at 4:12 PM, Adam Seeley adam_see...@yahoo.com wrote:

 Hi Maurice,

 Yes, sure, things can change very fast indeed.

 It's just not a very reassuring corporate stance for customers who need to
 make a long term investment in people, time and cash.  That kind of
 statement leaves little reassurance that anyone can invest confidently in
 any of your products for the long term, especially the ones that might
 compete with one another.

 Maya LT is meant to be a low cost alternative for low-budget indie game
 developers. Maya and 3ds Max are still meant to be the solutions for Games
 overall

 I would imagine a 3ds max user would be concerned that  Maya  Maya LT
 would be bridged to become a full game developer tool, although Maya is
 actually supposed to be the Film/VFX solution. Beginning to sound like one
 fat egg being hatched.


 Also, do I read correctly, 1.5 years ago:

 Autodesk plans to continue to develop all of products mentioned
*and*
 At that time, although Softimage was not an area we were planning on
 investing more in, there was no plan to discontinue it.

 If you stop investment in a  product that needs its cutting edge regularly
 sharpened, it will be discontinued sooner or later, no question.
 It's all very mixed messages...


 As for eggs in baskets, that may apply to companies that can spread talent
 over a number of software solutions (possibly not very efficient mind you).
 But for individuals filling those seats, there's a generally a software
 commitment that has to be made.
 We expected our lovely (and still profitable) egg  to be safe in the hands
 of your rather large and well filled basket.

 Anyway, hopefully Soft will scale up with hardware improvements enough for
 the next few years.
 I would say the field is wide open for a new generation of software.

 Respect is due for remaining here and taking the brunt of our
 dissatisfaction, but there is little chance you will convince anybody that
 this is a wise decision.

 Adam.
 _
 http://www.linkedin.com/in/adamseeleyuk
 https://vimeo.com/adamseeley


   --
  *From:* Maurice Patel maurice.pa...@autodesk.com
 *To:* softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 *Sent:* Tuesday, 18 March 2014, 15:21
 *Subject:* RE: Autodesk webinar

 Hi Perry,
 At that time, although Softimage was not an area we were planning on
 investing more in, there was no plan to discontinue it. That decision was
 only made at the end of last year. Last year was a watershed one for the
 industry for many different reasons resulting in many significant changes
 to our strategy. At the time this statement was made we did not even have
 any plans for MayaLT. Unfortunately things can change very fast.
 maurice

 Maurice Patel
 Autodesk : Tél:  514 954-7134

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
 Sent: Tuesday, March 18, 2014 11:12 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: Autodesk webinar

 Maurice, I know things change, but this statement from Marc was only a
 year and a half ago:

 Autodesk plans to continue to develop all of products mentioned [in this
 story]. These are all solutions that serve many different customer needs
 across multiple industries and in many different types of workflows.
 We are not discontinuing development on any of the products you mentioned
 but we will increase focus in specific areas where individual products are
 strong.







Re: Autodesk webinar

2014-03-17 Thread Adam Sale
I always thought it was wrecking machine...



On Mon, Mar 17, 2014 at 6:08 PM, Greg Punchatz g...@janimation.com wrote:

 Oh can't you see me standing here,
 I've got my back against the record machine
 I ain't the worst that you've seen.- Maya


 On Mon, Mar 17, 2014 at 8:03 PM, Bradley Gabe witha...@gmail.com wrote:

 So what you're saying, in essence is, might as well jump. Go ahead and
 jump.



 To quote the great American poet  *You've got to roll with the punches
 to get to what's real*.  -David Lee Roth



 Greg






Re: Autodesk webinar

2014-03-17 Thread Adam Sale
Naww.. too young for eight tracks, but I have been an lp guy  from the time
I was about 6.
Analog warmth vs digital... no contest.
Coupled with tube amps..  warm sound.

On that note, have you guys checked out Neil Young's pono kickstarter
initiative yet?  Seems pretty cool.. though 192 has been around a while.
https://www.kickstarter.com/projects/1003614822/ponomusic-where-your-soul-rediscovers-music

now back to our regularly scheduled threads of doom and gloom, and sweaty,
nervous product managers shoved in front of a camera as sacrificial lambs.




On Mon, Mar 17, 2014 at 6:25 PM, Sven Constable sixsi_l...@imagefront.dewrote:

 The whole webinar was as disrespectful as everything else before. It was
 more sales talk about switching to Maya than everything else. This is how
 Softimage ended..two people, scratching their arms, don't know what to say.
 And reading from their  badly prepared papers.

 That company was not even able to provide stable live streams of their
 live QA webinar but they spend a billion dollars on their new CI last
 year.

 Thank you very much.





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Greg Punchatz
 *Sent:* Tuesday, March 18, 2014 2:09 AM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Autodesk webinar



 Oh can't you see me standing here,
 I've got my back against the record machine
 I ain't the worst that you've seen.- Maya



 On Mon, Mar 17, 2014 at 8:03 PM, Bradley Gabe witha...@gmail.com wrote:

 So what you're saying, in essence is, might as well jump. Go ahead and
 jump.







 To quote the great American poet  *You've got to roll with the punches
 to get to what's real*.  -David Lee Roth





 Greg







Re: Idea- Just keep Mental Ray and FBX support - Softimage free w/Maya or Max or any Suite.

2014-03-16 Thread Adam Sale
Chris, the possibilities when using ICE are so endless, that all nodes are
fair game. Hard to narrow it down to just a few, especially with a lot of
the heavy duty ICE users. Just have a look at the vast repository on rray.de

There are some very innovative ideas to be found there, it's also the way
ICE communicates seamlessly with the rest of Softimage.



On Sat, Mar 15, 2014 at 6:17 PM, Nuno Conceicao nunoalexconcei...@gmail.com
 wrote:

 Nope


 On Sat, Mar 15, 2014 at 1:41 PM, Chris Vienneau 
 chris.vienn...@autodesk.com wrote:

 Do you guys think there is a top list of nodes in ICE and compounds you
 all use that cover 80% of what you do with the toolset?



 thx.



 cv/



 
 From: softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Rob Chapman [
 tekano@gmail.com]
 Sent: Saturday, March 15, 2014 8:43 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: Idea- Just keep Mental Ray and FBX support - Softimage free
 w/Maya or Max or any Suite.

 We invite anyone here and many of you have taken up our offer to
 contribute and it is up to us to show that we are delivering over the next
 two years during the transition period. If we don't at the end than you
 will all have choices and plenty of time to evaluate your options.

 what kind of choices? If you do not deliver to our criteriathen Softimage
 is not EOL or..  it is very unclear as to what our choices are exactly?

 in 2016 will we be able to load ICE trees and compounds into Maya?







Re: YOUR TOP 5

2014-03-15 Thread Adam Sale
lol... Nice Sven!


On Sat, Mar 15, 2014 at 1:51 PM, Christoph Muetze c...@glarestudios.dewrote:

  ..don't forget the texture editor.. icon hell :)


 On 15/03/14 21:25, Arvid Björn wrote:

 Exactly right, about the only thing I ever have to point with my fingers
 at is the script button, and that's usually not the first button they need
 anyway =)


  On Sat, Mar 15, 2014 at 8:09 PM, Sven Constable sixsi_l...@imagefront.de
  wrote:

 It's funny. There always seemed to be two kind of people. The ones  that
 prefer text buttons and the ones that prefer icon style. Of course all
 softimagers prefer text :)  It's just so much clearer what a certain
 function does. It's also much more efficient and faster when you teach
 people:

 click on path... then click on set path.
 ahh! nice, thank you!
 (student learned a new thing in a second)

  I would have gone crazy if I had to tell them instead:
 click on the button that looks like an uhm... elephant with the...  red
 quare in it
 ...
 What button, you mean the red ant inside a triangle?
 No. The button below the green thingy next to the uhm... the... the...
 blue
 dotted triangle!
 
 you mean the button with that uhm... blu turtle?
 No. the button here! (touching the screen/ grabbing the mouse)
 This button right here!
 but that doesn't look like an elephant!

 :)

 sven



 -Original Message-
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christoph
 Muetze
 Sent: Saturday, March 15, 2014 7:27 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: YOUR TOP 5

  Here is my top 5:

 1) workflow speed  efficiency
 2) ability to overcome most problems without scripting or plugins
 3) non destructive workflow: there are almost no point of no returns
 in Softimage
 4) text based buttons (huge plus if you suffer from certain forms of
 visual
 agnosia)
 5) ICE

 Cheers!
 Chris




Re: YOUR TOP 5

2014-03-14 Thread Adam Sale
One other thing I really miss in maya is the l, m, r selection for nodes
branches and trees.

The way that maya handles selections is truly awkward. Lmb always grabs the
entire hierarchy, even if you only want to duplicate the selected object
and nothing else.

On Mar 13, 2014 11:07 PM, Gerbrand Nel nagv...@gmail.com wrote:

 One thing I find handy in the fxtree is that you can link scene objects to
 comp effects via expressions.
 I've done allot of re-lighting and 2.5D tracking this way.
 I will miss it but I don't think it gets into the top 5 for me.
 My top 5:
 1: ICE
 2: operator stack
 3: Interface and work flow (words, not pictures for buttons. Also multiple
 floating windows)
 4: middle click repeat last command
 5: ICE


 G
 On 2014/03/13 06:44 PM, Stephen Davidson wrote:

 It works, but I prefer After Effects for composite. It just works better
 for me.





Re: YOUR TOP 5

2014-03-13 Thread Adam Sale
1-For the love of god keep ICE alive. Its already mature and stable. We
know nothing else will match what we can do NOW with it. Waiting 4 years
for bifrost to be ready and exceeding what ice can do is a gamble..
something many of us small shops can't afford.

2- fix the horrific weighting in maya.

3- give us something like the explorer which gives you so many ways to dig
into scenes. The outliner offers NOWHERE near this functionality.

To add a couple which I have not seen mentioned...

4- match tools. Wherever I look in maya matching orientation is a horrid
relying on setting and breaking constraints to achieve what matching does
in two clicks.

5- addons.. fantastic way for distributing all sorts of customizations to
users in a single drag and drop..
On Mar 13, 2014 11:02 AM, Nika Ragua nikaragu...@gmail.com wrote:


 1. ICE
 2. Render Region
 3. Models and Reference Models
 4.Why invent bycicles, and start all this discontinuation rubbish? when we
 already have ICE ? Do normal transition of compounds into Maya - like
 Houdini Engine, thats all.
 5. Ability ho hide\reveal the interface, by moving the mouse near the edge
 of the screen.


 2014-03-13 21:47 GMT+04:00 Bradley Gabe witha...@gmail.com:

 Would have been nice if someone collected these kinds of lists, and made
 sure proper transitional implementation not only existed, but was also
 production proven, you know, *before* announcing EOL.  :-)






Re: Did the offer really change?

2014-03-10 Thread Adam Sale
That does clarify things. I was worried that with the ecs at the schools
where I teach, we would be unable to access soft. One thing that will not
change for me in the short term is in modeling with soft. Have never got
used to modeling with boxing gloves on in maya.
On Mar 10, 2014 5:53 AM, Christoph Muetze c...@glarestudios.de wrote:

 On 10/03/14 13:47, Chris Vienneau wrote:

 In the new plan Softimage 2015 will stay on in those licenses so if you
 are on Maya or ECS 2018 and on subscription it will start up Softimage 2015
 and so on. This will allow people to keep working with Soft or use it to
 open old setups.


 That's indeed good news. Thanks for the clarification!

 Cheers!
 Chris



Re: Open letter to Autodesk

2014-03-10 Thread Adam Sale
Personally, I find it amusing that we have heard more from AD's product
managers in the last week than in the last 6 - 7 years combined.


On Mon, Mar 10, 2014 at 3:40 PM, Chris Marshall
chrismarshal...@gmail.comwrote:

 Great stuff!! Well done.



 On Monday, 10 March 2014, Jordi Bares jordiba...@gmail.com wrote:

 Pubished!!! thanks Alastair, great work!


 http://forums.autodesk.com/t5/Softimage-General/Open-letter-to-Autodesk/td-p/4874950

  Jordi Bares
 jordiba...@gmail.com

 On 10 Mar 2014, at 17:43, Jason S jasonsta...@gmail.com wrote:

  +1

 On 03/10/14 6:29, Jordi Bares wrote:

 Spot on, it feels really well balanced, mature and fair, the feedback of
 a true professional.

  Jordi Bares
 jordiba...@gmail.com





 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk





Re: Keep up the noise... (but don't be a dick)

2014-03-08 Thread Adam Sale
Well spoken Greg.
On Mar 8, 2014 10:20 AM, Greg Punchatz g...@janimation.com wrote:

 Keep up the noise people!!

 Change has already happened keep up the pressure folks. Write to your
 congressman..Ermm, I mean this guy...

 chris.vienn...@autodesk.com

 Please PLEASE... don't name call... but for god's sake let him know why
 this is a BIG MISTAKE for his company and yours! It's worse for them than
 it is for us, for them to kill soft..it simply makes no short or long term
 sense. They are doing nothing but alienating users, not just on the
 Softimage side---as I have not met a single Maya or Max user that actually
 likes the company called Autodesk.

 Let him know that there is a market for Soft..and the ONLY reason they are
 not making a killing on it is that they won't invest and market it...that's
 it...otherwise it would have been gaining and growing the user-base like
 mad.

 It also gives AD a safety net... Maya is busting at the seams...
 they are now having to make programs that run outside of Maya to do a
 tenth of what ICE does...Biofrost... Bio-hazard is more like it from the
 word on the street.

 If it falls apart, and AD falls on its face, as it has many times with
 attempted rewrite (Toxic any one?..remember that was supposed to turn
 into the 3d app too..lol, how quickly people forget ADs blunders. How many
 millions were wasted on that dev...vs what it costs to buy and maintain
 soft???). Soft is the only recently rewritten core...major overhaul was
 done for ice.. major)

 What Autodesk needs is a Walt Disney, a John Lassiter or dare I say a
 Willy Wonka? It needs a visionary leader that has been in the trenches of
 all aspects of 3d and compositing. Who understands the needs of the big and
 small shops alike...

 One who knows the future is not in a code base which is more than 24 years
 old. One that understands that if the customer is happy, the stock holders
 will be happy. The person should not be driven by board meetings, but
 rather exciting the entire 3d user base instead of alienating them.

 One who understands that what makes a great development team is great and
 transparent interaction with its beta testers..

 One who is not afraid to let one product outshine the rest on its own
 merits...(like the Whiskey Tree elysium demo that was axed at siggraph last
 year since it outshone the Disney technology AD licensed.)

 One that understands there should be a production team at AD using their
 products to produce short films, so they have a freaking clue what the real
 world needs...this is how both softimage and alias used to do it...before
 they were bought by companies that simply don't understand how creativity
 works...

 One that the user aspires to be like..because that person makes the
 cool stuff

 AD you are making creative software...AD needs to foster a creative
 culture...period. IF AD thinks you have, I can assure you that you have
 not... your results speak for themselves.

 Don't kill Soft, prop it up and keep it viable...and MARKET IT!
 It can already do so much your other two 3d apps can't...

 Do the same with the rest... keep them alive..until AD delivers a new
 modern app that we will all be happy to move to.



Re: Keep up the noise... (but don't be a dick)

2014-03-08 Thread Adam Sale
Shoot.. trimmed. :)


Re: Keep up the noise... (but don't be a dick)

2014-03-08 Thread Adam Sale
You know.. now would be a perfect time for one of those xyz and you type
arena style head to head app match ups. Lets show people how much more
advanced softimage is in a vast number of areas. Head to head when people
see how much quicker one can work in softimage, it might cause even more
murmuring and stirring in the industry or with shareholders. Promote the
crap out of this head to head matchup.. hell bring max in too for a cozy
threesome.

We could come up with a list of tasks from each area of a typical
production and see which app is most efficient with regards to number of
clicks per task, number of sub menus to access per task, number of plugins
needed to execute said task, resusability or repurposing of asset, non
linearity of task, etc.

I know there are areas where maya would win, mainly in areas where
softimage was poorly neglected these past years, but in terms of core
functionality,

I think we all know which app would come out on top by a mile...

If anything else, it could be like Rocky entering the ring for one last
fight.

Adam


Re: SI and Houdini

2014-03-07 Thread Adam Sale
Thanks Jordi!
On Mar 7, 2014 9:00 AM, Jordi Bares jordiba...@gmail.com wrote:

 For those that are looking at Houdini for rigging and animation... some tiny
 examples

 http://www.youtube.com/watch?v=sOTBdRdClFE

 http://www.youtube.com/watch?v=I-cKnahxkUo

 https://www.youtube.com/watch?v=uCjsaut_XKk

 http://www.youtube.com/watch?v=Eo6Lue1TMZU

 https://www.youtube.com/watch?v=X9gHw3jsGMI

 https://www.youtube.com/watch?v=RR1gt9BkIw4

 https://www.youtube.com/watch?v=J_YVx69zub0


 Sure, the animation toolset is not great yet but the rigging toolset is
 very very very powerful (imho much better than maya and xxi)

 enjoy


 Jordi Bares
 jordiba...@gmail.com

 On 7 Mar 2014, at 16:34, Jordi Bares jordiba...@gmail.com wrote:

 I have prepared already 2 big ones, will finish them tomorrow and post...
 stay put.

 Jordi Bares
 jordiba...@gmail.com

 On 7 Mar 2014, at 16:16, Arvid Björn arvidbj...@gmail.com wrote:

 Fantastic work Jordi, this is exactly the perspective we need!


 On Fri, Mar 7, 2014 at 4:47 PM, Gustavo Eggert Boehs 
 gustav...@gmail.comwrote:

 Thanks for your generosity Mr. Bares. Great homework for the weekend!

 Gustavo E Boehs
 Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
 http://www.gustavoeb.com.br/


 2014-03-07 7:30 GMT-03:00 MauricioPC (gonebadfx) goneba...@gmail.com:

  You até fast. Will take a look. Thanls for the efforts.
  --
 From: Jordi Bares jordiba...@gmail.com
 Sent: 07/03/2014 06:57

 To: softimage@listproc.autodesk.com
 Subject: Re: SI and Houdini

  The wheels are moving... if you go to the forum


 http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31012start=25

 you will have access to my dropbox PDFs so you can download them..

 More to come.

  Jordi Bares
 jordiba...@gmail.com

  On 6 Mar 2014, at 23:40, Javier El Elástico javierelas...@gmail.com
 wrote:

  That it is very interesting. Jordi, where you will putting this basic
 guides? In the Houdini Forums?

 El 06/03/2014 20:22, olivier jeannel escribió:

 Please, drop a line here when you have something ready.

 Le 06/03/2014 11:52, Morten Bartholdy a écrit :

 Wow, that is very geerous of you Jordi - much appreciated.


 Morten




 Den 6. marts 2014 kl. 10:18 skrev Jordi Bares 
 jordiba...@gmail.comjordiba...@gmail.com:


  for those who have not read what is going on in the Houdini forums, I
 will be putting together some basic guides to transition to Houdini easily
 and maintain your workflows under the new philosophy, from partitions, to
 overrides, to...

 I may need help so guys so don't hesitate to pop and drop a line,
 specially if you have already done the transition.

 see you very soon!

  Jordi Bares
 jordiba...@gmail.com

  On 6 Mar 2014, at 02:33, Francisco Criado  malcriad...@gmail.com 
 wrote:

 Already signed in, and must say it feels very comfortable how sidefx is
 receiving ex-si users!
 Thanks a lot!
 F.


 On Wednesday, March 5, 2014, Halfdan Ingvarsson  half...@sidefx.com 
 wrote:

  I was young and I needed the money!

 And the beer.

 Mmm... beer.

  - 1/2

 On 14-03-05 06:55 PM, Raffaele Fragapane wrote:

 On account of having furthered something like Mental Ray in the past,
 even if with the best intentions, I reckon all beer debt is forfeit. He's
 lucky he's getting away lightly with just a beer forfeiting.
 At least he seems to be working on something that's not qualified as a
 crime against humanity these days.


 On Thu, Mar 6, 2014 at 10:50 AM, Meng-Yang Lu  ntmon...@gmail.com  wrote:


 So what's the deal?  Do we still owe him beers or are we absolved?  :P

 Good to see you Halfy!

 -Lu


  On Wed, Mar 5, 2014 at 2:07 PM, Halfdan Ingvarsson  half...@sidefx.com 
 wrote:


 Hello there

 It's been a while.

 I thought I'd post here and let you know, since there's been a lot of
 interest in Houdini, that we've created a dedicated forum for SI users on
 the SideFX site. ( http://goo.gl/cixz4s ). Feel free to swing by and
 ask any questions you'd like about Houdini and SideFX. I know this is a
 pretty tough time for everyone, but I just wanted to let you know that
 you're all welcome in our community.

 Hope to see you there!

 All the best,

 - 1/2




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














Re: Maya feature request from Softimage users

2014-03-07 Thread Adam Sale
Gator
Decent set of shatter and sim tools ala implosia and momentum
Face robot type functionality
 On Mar 7, 2014 10:00 AM, Emilio Hernandez emi...@e-roja.com wrote:

 Oh I thought it was mentioned officialy by Autodesk.  If that was the
 case probably will be the opposite.  But if it is a rumor then it might be
 there  We just need like 6 years so it will become true.

 ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 11:54 GMT-06:00 Nic Sievers siev...@gmail.com:

 nope, I haven't used it.   I should have specifically said its a rumor,
 instead of I believe.


 On Fri, Mar 7, 2014 at 9:50 AM, Christopher Crouzet 
 christopher.crou...@gmail.com wrote:

 And I believe you're breaking the NDA here?



 On 7 March 2014 12:47, Nic Sievers siev...@gmail.com wrote:

 I believe Maya 2015 adds a new unfold3D tool...


 On Fri, Mar 7, 2014 at 9:37 AM, Manuel Huertas Marchena 
 lito...@hotmail.com wrote:

 uv unfold please!!

 ...really dont like maya uv's tools!



 IMDB http://www.imdb.com/name/nm4755969/ | Portfolio
 http://envmanu.com http://envmanu.carbonmade.com/| 
 Vimeohttp://vimeo.com/manuelhuertasmarchena|
 Linkedin http://www.linkedin.com/in/manuelhuertas


 --
 Date: Fri, 7 Mar 2014 17:30:22 +
 Subject: Re: Maya feature request from Softimage users
 From: sebastien.sterl...@gmail.com
 To: softimage@listproc.autodesk.com


 the ability to show/hide components, like in every other DCC ever made.

 the ability to relax selections of polygons edges and vertexes.

 neither of these should prove to be too difficult... baby steps


 On 7 March 2014 17:23, Oscar Juarez tridi.animei...@gmail.com wrote:

 You nailed right there Jeremie, basically being flexible when rigging,
 every day I go splitting geometry, regatoring meshes, and merging again,
 transfering everything seamlessly.

 Multi attribute editor, it's really stupid that when you select
 multiple things you only see one at a time in the attribute editor, there
 is the spreadsheet editor but that sucks in comparison.


 On Fri, Mar 7, 2014 at 6:11 PM, Jason S jasonsta...@gmail.com wrote:

  Maya 2039 (rewritten)

 On 03/07/14 12:06, Mirko Jankovic wrote:

 stable non destructive workflow








 --
 Christopher Crouzet
 *http://christophercrouzet.com* http://christophercrouzet.com






Re: Update to the Softtimage Transition Plan

2014-03-07 Thread Adam Sale
This is a step in the right direction
On Mar 7, 2014 12:53 PM, Jason S jasonsta...@gmail.com wrote:

 Thank you Maurice! :)

 While I still have some suspicion as to the possibility of all this having
 been like a tactic..

 ie; Doing something super-drastic (all-out continuity arrest)
 to then fall back to something less drastic to manufacture wider
 acceptance of the less drastic (yet still quite drastic development freeze)
 move.

 .. nevertheless, I will continue to believe what feels to me as more
 likely, being that real people (with consciousnesses) make-up the bulk of
 the org which are also able to pull some stings.

 Not suggesting that higher-ups are necessarily consciousness-less
 (although that may considerably help boosting quarterly flowcharts)
 .. but more likely just blindly follow revenue accounting guidelines as
 you put it.

 Thanks again!! :) :)
 J


 On 03/07/14 15:04, Maurice Patel wrote:

 Yes it would.
 If you need to scale production you will have two options. You will be
 able to purchase a 3 month or 1 year rental of the transition bundle to
 increase your Softimage seats or you can purchase the bundle itself. If you
 purchase the bundle new you will have the same rights as if you obtained it
 by transitioning from a Softimage license. Please note these options are
 only available to customers who own Softimage already.
 maurice

 Maurice Patel
 Autodesk : Tél:  514 954-7134


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
 listproc.autodesk.com] On Behalf Of Jason S
 Sent: Friday, March 07, 2014 2:02 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Update to the Softtimage Transition Plan


 Would that also extend  ability to scale (get new licences) ? (at the
 very least for existing customers?)



 On 03/07/14 13:44, Maurice Patel wrote:


 Hi everyone,

 I have an update to the Softimage Transition Plan to share with you:

 When we created the initial Softimage transition plan our desire was to
 provide our customers with an easy, no-cost path to transition  to either
 3ds Max or Maya.  We have been monitoring all of your feedback on the
 forums, including many direct conversations with our customers, and have
 made adjustments to the transition offering to address your concerns.  As
 we had previously announced, a program is available to all Softimage
 customers on Subscription providing you with the option of migrating to 3ds
 Max or Maya via a bundle that will include a Softimage license until April
 2016.  Based on your feedback we will be adding the ability to continue to
 access Softimage indefinitely with your Subscription entitlement even after
 we stop support on Softimage in April 2016.   We have heard you and we want
 to make sure you can continue to be able to access your Softimage projects
 even after the retirement of Softimage.  Our intention was not to create
 more burden on you with this difficult change.

 As many of you have also asked about this, we would also like to clarify
 what will happen if you do not want to transition: your licenses will not
 stop working. Any licenses you have purchased are yours. They are perpetual
 licenses and will continue working whether you are on Subscription or not.
 You will continue to be able to contact support if you need to move a
 license to a new machine.

 maurice
 Maurice Patel
 Autodesk : Tél:  514 954-7134














Re: Maya feature request from Softimage users

2014-03-07 Thread Adam Sale
Fix the curve editor.. and working with spline keys..

O and l to break tangents length..
The maya implementation of working with handles is horrifying

Shift e to add remove and move keys

Region tool for fcurves...
On Mar 7, 2014 5:42 PM, Jacob Gonzalez jacobgo...@gmail.com wrote:

 Many things, but the most important for me:

 1 - Partitions for the Render Layers
 2-  ICE!
 3-  The Render Tree - (I see they are making improvements on that) - The
 hypershade is
 4-  Consistency overall - Maya is a very wild and disorganize software :)

 J


 On Fri, Mar 7, 2014 at 10:23 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Well, in xsi you can't even reconnect, or rename, or reorder a
 constraint. WTF? :)

 But yeah, utter lack of atomic primitives for properties of many kind is
 a severe issue in Maya.
 You can have them and paint them, mind, but always only one per (some)
 nodes and it's opaque to the graph.

 Wait till you find a Maya rig chokes on just a few dozen constraints if
 you think lack of wmaps is bad :p
 On 8 Mar 2014 09:14, Gustavo Eggert Boehs gustav...@gmail.com wrote:

 Maya doesn't even have a real attribute map primitive


 seriously?! WTF!

 Gustavo E Boehs
 Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
 http://www.gustavoeb.com.br/


 2014-03-07 16:23 GMT-03:00 Raffaele Fragapane 
 raffsxsil...@googlemail.com:

 Clusters aren't really the key part to it, you do have equivalents in
 Maya after all and they do work and allow for isolation.
 The problem is XSI was the perfect storm for Shapes, some of its
 qualities that are shortcomings in some regards (stack instead of open
 nodes and so on) simply shone when it came to shapes.
 Its propertyToObject approach, diametrically opposite to Maya's, can be
 a pain in the arse some times, but it's so damn perfect for Shapes.
 Its more atomic components and the whole user experience around it,
 attribute maps, has always been top notch and catered for, building a slew
 of versatile tools and UIs around it, Maya doesn't even have a real
 attribute map primitive and only recently added blind data.

 Don't expect anything to even barely scratch the surface of what Soft
 could do with shapes for years to come.


 On Sat, Mar 8, 2014 at 6:17 AM, Meng-Yang Lu ntmon...@gmail.comwrote:

 Perhaps this is one of the features we should have AD take a look at.
  Though I think clusters is the foundation that allows shapes in Soft to 
 be
 so powerful.  Are we still decapitating heads in 2014?

 -Lu


 On Fri, Mar 7, 2014 at 11:14 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Bear in mind when dealing with shape work in Maya, and this is in
 general, that anything outside of Soft is primitive, half arsed, and
 generally painful.
 In those regards (shapes) Soft was and will probably always remain
 unbeaten. Prepare yourself for vast amounts of pain on every front. The
 difference between -anything- and Soft is a gaping chasm.

 I know of some very large, very prominent shops that are known to NOT
 use Soft that picked it up solely for that at times.


 On Sat, Mar 8, 2014 at 6:11 AM, Emilio Hernandez 
 emi...@e-roja.comwrote:

 Another one.

 That I don't need to specify the blendshape node if there is only
 one blend shape node in that object, while I have other objects with
 blendshape nodes, each time I add a new blend shape to an object, if I 
 have
 other objects with blendshapes nodes.  I need to specify to which
 blendshape node I want to add, even if the object that I want to add the
 shape only has one blendshape node.

 ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 13:07 GMT-06:00 Chris Covelli ch...@polygonpusherinc.com
 :

 I would be very happy to see Maya make their hypershade more like
 the XSI rendertree.  The hypershade  feels like its trying to be node
 based, but not quite getting it.  In XSI ou can see the ports and know
 instantly how everything is connected, whereas the hypershade just has
 boxes with lines between them.  Not very helpful if you ask me.

 Chris Covelli
 http://www.polygonpusherinc.com/
 http://exocortex.com/products/species
 TurboSquid 
 Modelshttp://www.turbosquid.com/Search/Artists/Polygon-Pusher?referral=Polygon-Pusher


 On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau 
 luceri...@gmail.com wrote:

 no UI way to open two outliners, however there is a splitter bar at
 the bottom of the outliner that you can drag to get two outliner
 panes.

 On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang soni...@gmail.com
 wrote:
  Indeed there is:
 
  As MEL:
 
  tearOffPanel Outliner2 outlinerPanel false;
 
  This is because UI windows in Maya afaik are given specific
 names and you
  cannot have two open 'viewports' which share the same name, so
 just create a
  new one! And tear that off instead. And I agree, this should be
 part of the
  default GUI, though right now I just save this to my shelf as a
 script and

Re: SI and Houdini

2014-03-06 Thread Adam Sale
Thanks Jordi. Looking forward to digging into houdini from a soft
perspective.

Adam
On Mar 6, 2014 4:32 PM, Jordi Bares jordiba...@gmail.com wrote:

 I will upload the first now to the forum.. yes..

 Jordi Bares
 jordiba...@gmail.com

 On 6 Mar 2014, at 23:40, Javier \El Elástico\ javierelas...@gmail.com
 wrote:

  That it is very interesting. Jordi, where you will putting this basic
 guides? In the Houdini Forums?

 El 06/03/2014 20:22, olivier jeannel escribió:

 Please, drop a line here when you have something ready.

 Le 06/03/2014 11:52, Morten Bartholdy a écrit :

  Wow, that is very geerous of you Jordi - much appreciated.


 Morten




 Den 6. marts 2014 kl. 10:18 skrev Jordi Bares 
 jordiba...@gmail.comjordiba...@gmail.com:


  for those who have not read what is going on in the Houdini forums, I
 will be putting together some basic guides to transition to Houdini easily
 and maintain your workflows under the new philosophy, from partitions, to
 overrides, to...

 I may need help so guys so don't hesitate to pop and drop a line,
 specially if you have already done the transition.

 see you very soon!

  Jordi Bares
  jordiba...@gmail.com

  On 6 Mar 2014, at 02:33, Francisco Criado  malcriad...@gmail.com 
 wrote:

  Already signed in, and must say it feels very comfortable how sidefx is
 receiving ex-si users!
 Thanks a lot!
 F.


 On Wednesday, March 5, 2014, Halfdan Ingvarsson  half...@sidefx.com 
 wrote:

  I was young and I needed the money!

 And the beer.

 Mmm... beer.

  - 1/2

 On 14-03-05 06:55 PM, Raffaele Fragapane wrote:

  On account of having furthered something like Mental Ray in the past,
 even if with the best intentions, I reckon all beer debt is forfeit. He's
 lucky he's getting away lightly with just a beer forfeiting.
 At least he seems to be working on something that's not qualified as a
 crime against humanity these days.


  On Thu, Mar 6, 2014 at 10:50 AM, Meng-Yang Lu  ntmon...@gmail.com  wrote:


  So what's the deal?  Do we still owe him beers or are we absolved?  :P

 Good to see you Halfy!

  -Lu


  On Wed, Mar 5, 2014 at 2:07 PM, Halfdan Ingvarsson  half...@sidefx.com 
 wrote:


 Hello there

 It's been a while.

 I thought I'd post here and let you know, since there's been a lot of
 interest in Houdini, that we've created a dedicated forum for SI users on
 the SideFX site. ( http://goo.gl/cixz4s ). Feel free to swing by and ask
 any questions you'd like about Houdini and SideFX. I know this is a pretty
 tough time for everyone, but I just wanted to let you know that you're all
 welcome in our community.

 Hope to see you there!

 All the best,

 - 1/2




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










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