Some truly helpful people there and it is so immediate it is incredible…
Join… just join.
jb
> On 23 Mar 2017, at 17:06, Andy Goehler wrote:
>
> I second that, it might be a bit more overwhelming trying to keep up, but
> it's an awesome additional resource.
>
>
m still putting the pieces together to file an RFE with SESI.
>
>
>
> Andy
>
>
>
>
>
>
>
> On 23.03.2017, at 14:11, Andy Nicholas <a...@andynicholas.com
> <javascript:_e(%7B%7D,'cvml','a...@andynicholas.com');>> wrote:
>
>
>
I can tell you, that is not unusual.
jb
> On 28 Mar 2017, at 08:31, Andy Goehler wrote:
>
> Good morning,
>
> this is the awesome support at SideFX
>
> Available in the daily builds.
> yesterday
> Houdini 16.0.561Added a hotkey to temporary toggle
-boun...@listproc.autodesk.com
> <mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of Jordi Bares
> Sent: 28 March 2017 16:12
> To: Official Softimage Users Mailing List.
> https://groups.google.com/forum/#!forum/xsi_list
> <https://groups.google.com/f
> With regards to a Softimage library of tools. Great idea. Personally, I'd
> recommend doing it as a separate project to QLib as you'll no doubt want to
> introduce the Softimage "feel" to the tools that may or may not sit well with
> the other tools in QLib. Plus you'll want to have your own
Weird… what about sohoLib?
jb
> On 30 Mar 2017, at 12:39, Andy Nicholas wrote:
>
> Okay. Gonna narrow this down to the two most popular results. Please vote
> here in the next hour or so, and then we can move on with doing stuff!
>
> https://goo.gl/u1aiFL
true… it just happens to be a nice name… :)
> On 30 Mar 2017, at 13:03, Andy Nicholas <a...@andynicholas.com> wrote:
>
> Might be confused with the soho backend rendering framework in Houdini, no?
>
> On 30/03/2017 12:49, Jordi Bares wrote:
>> Weird… what about sohoL
rkflows people developed on rendering, after starting to use
> Houdini, are very much welcome.
>
> cheers!
>
> Rob
>
> \/-\/\/
> On 22-3-2017 11:36, Jordi Bares wrote:
>>
>>> Yet for the points mentioned, I would have an easie
Don't you think although the inspiration may be to clone useful components and
tools found in Softimage there is potentially a much bigger scope?
Not only that, traditional Houdini artists may find these tools useful too?
I guess what I am trying to say is, Softimage is dead, let's move on to
I was wondering if using arrays in Houdini makes as much sense as in Softimage…
Andy??? You are the expert here.
jb
> On 29 Mar 2017, at 10:57, Andy Nicholas wrote:
>
> Hi Olivier, where do you see the biggest difference with ICE arrays and
> Houdini arrays? In both
Nice seed
Sent from my iPhone
> On 27 Mar 2017, at 22:36, Andy Nicholas wrote:
>
> Here’s a variant that doesn’t require you to type any names, plus you get
> super efficient packed primitives.
>
> Basically, you just pack each set of primitives (i.e. one for each
I think we all are mixing a few things that may be leading you to think like
that and may not actually be the case… correct me if I am wrong please.
> It is however not very straightforward to use for the average 3D artist, no
> matter how experienced, nor is it easy to pick up. You need to be
Indeed I never managed to get fully where I wanted... as you can see VOPs was
missing, VEX, DOPs and so many other things but such were my limitations in
terms of knowledge and time.
Nevertheless I will suggest you take Andy’s comments and review them, he
certainly took the time to put some
> On 22 Mar 2017, at 02:05, Jason S wrote:
>
> Hi Jordi!
>
> First I wanted to personally thank you for those docs, as they really did go
> straight to the crux.
Thank you, really appreciate knowing it has been useful. :-)
> Yet for the points mentioned, I would have
I think we are going to see a massive change in perception and the new sidefx
reel is going to look so different this SIGGRAPH and next!!
Jb
Sent from my iPhone
> On 15 Apr 2017, at 12:46, Jonathan Moore wrote:
>
> I agree Tim.
>
> When people talk about
Indeed, specialised tools are the way forward, even more so when they are in
the hands of specialised artists (modelling in ZBrush, texturing in Mari,
crowds with Massive, portable textures with substance designer,…)
Lately I keep thinking Houdini as an integrator is pretty much perfect due to
ntent and fixes?
>
>
>> On 2017-05-03 18:12, Jordi Bares wrote:
>> https://www.sidefx.com/forum/topic/31012/?page=17
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
>> "unsubscribe" in
https://www.sidefx.com/forum/topic/31012/?page=17
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
"unsubscribe" in the subject, and reply to confirm.
Hi guys, if any of you is looking for freelance work, Framestore is looking for
65 positions just in London!!
They don’t use Softimage but if know of producers, texture artists using Mari,
etc… well, have a look.
https://www.framestore.com/careers
--
Softimage Mailing List.
To
Yes,
Film is very busy and hiring fast now but commercials, TV and special projects
as well so there you go…
jb
> On 11 May 2017, at 14:24, Chris Marshall <chrismarshal...@gmail.com> wrote:
>
> 65!!? Wow!
>
>
> On 11 May 2017 at 09:50, Jordi Bares <jordiba...@g
You may be triggering an evaluation without realising.
I suspect the open GL glitch may not be it.
Try deleting lights and others elements than interact with your simulation as
these, being visible may force a full re-evaluation.
Jb
Sent from my iPhone
> On 18 May 2017, at 18:58, Andy
It's going to be very a lonely list. ;-)
Sent from my iPhone
> On 31 May 2017, at 19:43, Gregor Punchatz wrote:
>
> I am beginning in earnest myself to learn maya... we could start our own
> group ;)
>
>> On Wed, May 31, 2017 at 5:45 AM, Morten Bartholdy
FYI all this is documented on my transition guides
jb
> On 15 Sep 2017, at 14:56, Ognjen Vukovic wrote:
>
> 1. Create a new ROP
> 2. Create a bundle
> 3. Place bundle in Rop / objects / forced matte ( or whatever its called.)
> 4. Render new rop.
>
> On Wed, Sep 13, 2017 at
c-2Dlessons_-3Ftab-3Dcomments-23comment-2D10426=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=IFOB2YDfjKIkLLTxmuU784akT-nMalYgo3M-Wf7C0J0=guDONrq1PA8zNDwKN7IjlO8wgyBqc1_U1Hsg5CI1M6o=>
>
> Enjoy. ;)
>
>
> On 23 October 2017 at 20
Sorry I arrived so late to the conversation…
Regarding the CHOPs implementation, I feel it is a great approach although it
is harder to see than in XSI, no doubt. Nevertheless promotes modular rigging
and given it is a single processing engine what you have, the ability to do
interesting
I am not 100% sure of what is going under the hood but if you look at the
documentation (expressions) you will see some interesting functions that kind
of showcase the different between; pretransformation, paramtransformation and
transformation…
My take (and this is just me been creative here)
off <boeingh...@themarmalade.com>
> wrote:
>
> Hey Jordi,
>
> thanks for the file. Interesting to see the different functions! As always,
> there are many ways to reach the same goal In Houdini.
>
> A
>
> On 11/13/2017 6:56 PM, Jordi Bares wrote:
>> S
Still, it is sad to see such a key component of XSI success die in such a way…
ultimately they never got to modernise it and compete properly (for whatever
reasons) but the truth is that it was critical to XSI’s success.
:-(
jb
> On 20 Nov 2017, at 10:52, Mirko Jankovic
Tread carefully
This is one of the first areas you will see Softimage being left behind big
time… and sooner or later a lack of communication between applications as old
versions will be (I suspect) discontinued.
Alembic is already on v1.7.4 and I doubt the most modern features and
ut luckily they haven't reared their
> ugly head as yet.
>
> On 6 November 2017 at 18:24, Jordi Bares <jordiba...@gmail.com
> <mailto:jordiba...@gmail.com>> wrote:
> Tread carefully
>
> This is one of the first areas you will see Softimage being left behind big
> time
ever replace maya for doing the bulk of the
> rendering?
>
> Regards,
> Ogi.
>
> On 7 Nov 2017 2:39 p.m., "Jordi Bares" <jordiba...@gmail.com
> <mailto:jordiba...@gmail.com>> wrote:
> After many many weeks of work, really big team and excr
v2/url?u=http-3A__www.linkedin.com_in_grahamclark=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=qHE0_GI0pK2dwy7g-xq6PBz23SpEwHauUHnbHNha5lY=BF0Bcgz_y9oOFoflEGyI9JktSU-XzymNTQHhOwsi0rI=>
>
> On Tue, Nov 7, 2017 at 9:39 AM, Jordi Bares <jor
lEGyI9JktSU-XzymNTQHhOwsi0rI=>
>
> On Tue, Nov 7, 2017 at 9:39 AM, Jordi Bares <jordiba...@gmail.com
> <mailto:jordiba...@gmail.com>> wrote:
> After many many weeks of work, really big team and excruciating detail at
> every single level, here it is.
>
>
I know right? I had quite a laugh myself too… X-D
> On 9 Nov 2017, at 16:25, Ed Manning wrote:
>
> semi-off-topic, and fully ridiculous:
>
din.com_in_grahamclark=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Dn4r2EGu7LActNlQL0rQs_BpSCzngX8fn00Dr8CfgW8=tCgqCD-uanEokCkJzRaMFxxna9tn-itGBfpizHy8t18=>
>> On Tue, Nov 7, 2017 at 5:27 PM, Jordi Bares <jordiba...@gmail.com
>> <mailt
s a major ask with any
> movie/commercial tie-in, so to achieve it so naturally with a much loved
> property such as Paddington, is a major accomplishment.
>
> jm
>
> On 8 November 2017 at 10:09, Jordi Bares <jordiba...@gmail.com
> <mailto:jordiba...@gmail.com&
d and mentor told me once, “Get big, get niche or get lost”
But then of course the outsourcing factor comes into play and I may be totally
wrong… :-P
jb
PS. In any case, the good old times with Softimage were magical…
> But regardless, that's absolutely flawless, (and very cute!) work!
> K
After many many weeks of work, really big team and excruciating detail at every
single level, here it is.
cycle who cares about updates, just put
> some new PR stuff and keep them hooked up on subscription plan.
> ᐧ
>
> On Tue, Nov 7, 2017 at 3:07 AM, Jason S <jasonsta...@gmail.com
> <mailto:jasonsta...@gmail.com>> wrote:
>
> On 11/06/17 17:21, Jordi Bares wrote:
Following the game of analogies and with the only intention of stating that a
tool is not just a tool once and for all, you would expect to use the same
tools to carve a soft marble from a hard one, let alone granite or hard wood.
Sometimes you will use a Chisel, a Cape Chisel, a Ripper, Wedges
patial relationships, which are rank based, to
> be somewhat unnerving and counterintuitive. It seems to go against the whole
> grain of proceduralism. Unless there’s something about the way Houdini is
> doing this that I don’t quite grasp yet?
>
> BTW, your Softimage to Houdin
d XSI tutorials live in Houdini??? I still love those tutorials…
remember the carnivore plant?
> Just my two kr (the coin we use here)
>
> Have a nice weekend all – Morten
>
> Den 3. maj 2018 klokken 19:17 skrev Jordi Bares <jordiba...@gmail.com>:
>
> And
e regular SOPs
and only dive to VEX when I want to avoid VOPs which are a bit too cumbersome
for my own taste… VEX is so convenient…
But as you say, it is a matter of just going for it…
jb
>
>
> On 4 May 2018 at 19:22, Jordi Bares <jordiba...@gmail.com
> <mailto:jordiba...@gmail.c
It is interesting to note that your OBJ context is meant to show the “big
picture” like Softimage could never do. My suggestion is to avoid using the
given contexts (SHOPs, MATs, CHOPs, etc…) and do everything as a CHOP network,
a MAT network, etc… _inside_ the OBJ, this way you get;
- The
> On 14 May 2018, at 00:01, Matt Lind wrote:
> you're dissecting things at a more granular level than is intended, and as a
> result you're losing sight of the overall discussion.
>
> a new user coming into Houdini doesn't have that historical background, nor
> does
> On 14 May 2018, at 09:59, wrote:
> Anyway. What I’m talking about is a tool that helps with the creation of
> shapes that are , for example in context of the current pose of the skinned
> mesh. Or making a shape that is a corrective, in context of 2
. Its not just
> about getting used to it.
>
> On 12/05/2018 16:18, Jordi Bares wrote:
>> I would suggest to give it a proper go, if you have used ICE you will see
>> how easy it is.
>>
>> jb
>>
>>
>>
>>> On 12 May 2018, at 10:48, Tom Kl
level exposed to
>>> Houdini for few years who is still tearing his hair out in frustration
>>> points to the issues with Houdini.
>>> They need to seriously look at improving their user interaction. Its not
>>> just about getting used to it.
>>>
n Houdini? Are they always procedurally generated
> from other meshes, or can the delta be saved somehow as an attribute.
>
>
> From: Jordi Bares <mailto:jordiba...@gmail.com>
> Sent: Monday, May 14, 2018 10:19 AM
> To: Paul Smith <mailto:p...@busty
Same here, every time I move to a new package (Massive, Maya, Houdini, Modo,
etc...) I feel crippled… my approach is to just do it… go for it on a real life
project and with a bit of time and in the end is not that bad.
But it is true that you will be using Houdini as if it was Maya or
Is3b29Rmg3-2FCQrxueeB-2Bv-2FKt7mTVYt4NcaMkQAushqSaoIDeX-2BvPFctj8tZJkO9Hl1qJmF28o3IL01iJS88Z6rUChyPHFh5ZX8jOLZG2Cy-2FX3m72QZuISlwR7yECDoMVLgT90M74wmBSzChIF-2FZZJJk0yFxzpvwM9bd5l7-2B591BMjjjTCGTo-3D>
> -. Even if you already have a good handle on pertinent math subjects from
> working with
gt;> wrote:
> Thanks Jordi. Well, like I said – I will have to dive in to Houdini at some
> point I guess :)
>
> I would love a Soft2Houdini crash course :)
>
> MB
>
> Den 4. maj 2018 klokken 20:22 skrev Jordi Bares <jordiba...@gmail.com
> <mailto:jordiba...@gmai
@Matt, Exactly my thoughts (but clearly better explained)
I would certainly advocate to improve things in terms of node functionality or
assisting better in certain aspects (blend shape manager, exporting bundles in
and out, or adding hierarchical overrides in takes, or adding certain tools we
on-boarding process. XSI was excellent at getting
> people into the software and then allowing you to get into the more complex
> bits on your own; although ICE was the main weapon in my arsenal, it's
> possible to work for years without ever touching it.
>
> On 12 May 2018 at 09
Just to clarify...
> On 13 May 2018, at 17:28, Jordi Bares <jordiba...@gmail.com> wrote:
>> I would like to use Houdini, but am choosing to not pursue it until I see
>> more adoption for character and modeling work.
>>
> FYI I am rigging and animating a human ch
t;
Very much agree the documentation efforts need a further push… these have been
left behind by the rapid development and lost tons of examples that helped a
lot.
> I would like to use Houdini, but am choosing to not pursue it until I see
> more adoption for character and modeling work.
>
FY
u need order in both applications and a certain approach everyone understands
and comforts to but overall, you will see less concept clutter in Houdini
although may be more wires. ;-)
cheers
jb
> Matt
>
> Message: 2 Date: Sun, 13 May 2018 17:28:12 +0100 From: Jordi Bares
> <jordiba...@gma
I see technology and maths as a liberation force so I want to think it is about
a personal attitude towards the challenge of getting out of your comfort zone,
not age (but may be the fact that keep getting older makes me biased?? ;-)
jb
> On 10 May 2018, at 20:38, Olivier Jeannel
.autodesk.com <mailto:softimage@listproc.autodesk.com>
> Subject: Re: Houdini : non VFX jobs?
>
> I see ease of access as a liberating force
>
> On 11/05/2018 12:47, Jordi Bares wrote:
>> I see technology and maths as a liberation force so I want to think it is
>&g
elops with a very open minded approach… you never know how people are
using your toolset and a good example of this is the latest biharmonic
weighting, direct result of their FEM technology.
jb
>
> From: Jordi Bares <mailto:jordiba...@gmail.com>
> Sent: Friday, May 11, 2018 4:05
That as well…
jb
> On 11 May 2018, at 14:03, Alastair Hearsum <alast...@glassworks.co.uk> wrote:
>
> I see ease of access as a liberating force
>
> On 11/05/2018 12:47, Jordi Bares wrote:
>> I see technology and maths as a liberation force so I want to think it is
&
It is like moving houses… hard at first… little by little you discover how to
use it and finally you are ready to enjoy it.
;-)
jb
> On 11 May 2018, at 16:43, Bradley Gabe wrote:
>
> I find it a humorous coincidence that people are coming to the conclusion
> that Houdini
name them or worse, remove the color afterwards…
> I do it now via attributes and visualisers and it is a lot more elegant)
>
> And yes, I am not using SHOPs anymore (unless I am using Arnold)… MATs is the
> way forward and quite exciting when you realise what is in front of you.
>
a.. have you been around Chancery Lane pubs?? Fancy
meeting??? It is really cool area
jb
>
> On 3 May 2018 at 18:17, Jordi Bares <jordiba...@gmail.com
> <mailto:jordiba...@gmail.com>> wrote:
>
>
>> And by my judgement, Houdini is no closer to being a generalist repl
at render time? Or a node that is dynamically evaluated
under a very particular set of conditions? There is no point of even trying
because it is pretty much an impossible or absurdly costly task.
I hope this clarifies why I don’t see this schematic view in Houdini, it would
not be meaningful.
Great
When you don’t know any better...
jb
> On 11 Jun 2018, at 18:53, Tenshi wrote:
>
> I just don't understand. This is like the Ufo thing, we know they're out
> there but most people can't recognized or willing to understand there's a
> possibility.
> So why we all know Maya sucks and the so
Alternatively use MeshLab or Houdini’s PolyDoctorSOP to fix it all, they tend
to do a good job so worth testing before developing carpal tunnel syndrome.
Jb
> On 1 Jun 2018, at 23:02, Matt Lind wrote:
>
> I distinctly remember looking at cityscape scenes in XSI a number of years
> ago when
I would suggest you double check the geometry, is it possible you have double
triangles?
jb
> On 1 Jun 2018, at 14:32, Ponthieux, Joseph G. (LARC-E1A)[LITES II]
> wrote:
>
> The original shader was a Lambert material with an image and a texture
> placement.
>
> Replacing the shader
Many do although rigging+animation is not so common… yet. ;-)
Framestore Commercials (where I am based) has a lot of Houdini and pretty much
all the FX, lighting and rendering backbone is Houdini.
jb
> On 2 May 2018, at 11:56, David Saber wrote:
>
> Hello
>
> I'd like to
If anything I can guarantee you the general vibe has changed from Houdini=FX to
Houdini=Anything you want except rigging because it is hard to find riggers
Ultimately is up to you, if you aim towards a particular area you will get
there… simple as that.
jb
> On 2 May 2018, at 17:07, Laurence
>
> I personally don't ever see Houdini filling the Softimage void. The
> engineering that powers the Houdini user experience very often requires a
> totally different mindset for solving the same end goals. I think Houdini
> fills an ICE void, but the rounded user experience of Softimage is
for a while, are creative and resourceful
and technically apt.
jb
>
> None of this means I'm any less of a Houdini champion, it simply means that
> I'm not a Houdini evangelist. They're two very different things.
>
> Equally, my tuppence worth for today. ;)
>
>
> And by my judgement, Houdini is no closer to being a generalist replacement
> for Softimage.
This is what I would love to understand if you don’t mind…
jb
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
"unsubscribe" in the
odesk.com>
> [softimage-boun...@listproc.autodesk.com
> <mailto:softimage-boun...@listproc.autodesk.com>] on behalf of Jordi Bares
> [jordiba...@gmail.com <mailto:jordiba...@gmail.com>]
> Sent: 02 May 2018 08:23 PM
> To: Official Softimage Users Mailing List.
> https
ust made me sad, but when I delved
> into Houdini i felt quite at home and it always feels like they are pushing
> it forward.
> Also re Maya I never had that "ooh thats a good feature", but with Houdini
> its all the time, I just need to up my coding skills.
>
> On 2 May 2018 a
That would make the TreeView very useful… nice ideas!
> On 20 Oct 2017, at 09:42, Tim Bolland wrote:
>
> I have campaigned for the tree view to allow control over hierarchies and
> exhibit other useful features similar to Soft. These would include
> manipulating
Just to clarify…
Hierarchies are fully represented in the Tree View, the content of an object
too but of course it is impossible to draw in a hierarchical way something that
is parallel.
For example, in XSI you have an object (that would be your Houdini Object) and
the operator stack in a
encouragement for motion artists to
> deepen their Houdini knowledge. ;)
>
>> On 26 October 2017 at 21:30, Jordi Bares <jordiba...@gmail.com> wrote:
>> No worries Jonathan..
>>
>> It is nevertheless interesting that non-technical artists like those coming
>>
ease cycle has seen critical SOP nodes become thread friendly
>> (e.g. the Copy and Point SOP's for starters). C4D and Maya's motion design
>> tools are throttled by a single threaded core, so a suite of tools in
>> Houdini with similar capabilities, whilst being optimised for
t not all artists are wired the same as us.
>
> On 26 October 2017 at 18:13, Jordi Bares <jordiba...@gmail.com
> <mailto:jordiba...@gmail.com>> wrote:
> Could you give me an example of various stages of a production where you need
> those skills? I can only see a few places
to state that it's difficult to get
> past the basics in Houdini without a technical aptitude.
>
>
>
>
>
> On 26 October 2017 at 17:01, Jordi Bares <jordiba...@gmail.com
> <mailto:jordiba...@gmail.com>> wrote:
> The only way to learn a language well is to fully imme
The only way to learn a language well is to fully immerse into it, same thing
here… Houdini is not hard any more, UX and specially a more viewport centric
approach makes it very easy to start.
True there is some vocabulary and weird things in a few areas but those come
easy if you really go
> On 26 October 2017 at 19:29, Jordi Bares <jordiba...@gmail.com
> <mailto:jordiba...@gmail.com>> wrote:
> Indeed you are right, I probably have a skewed vision due to the fact that
> everyone is now exposed to Nuke (and here XSI) which have node based
> approaches but m
thout doubt the more powerful and flexible option, but C4D
> enables a motion designer to get the task done faster and more intuitively.
>
> On 27 October 2017 at 09:04, Jordi Bares <jordiba...@gmail.com
> <mailto:jordiba...@gmail.com>> wrote:
> I am very intere
=HG4yc6di4pSPGmjjCQ4nMw4HMQzz-WNeoV_iUe2V20Y=LVL8fbw4IGn6v-DNxdiz_4nLFXHlulY4W5UpxYu0zdI=
Out of the box, no need for programming
jb
> On 27 Oct 2017, at 14:53, Jordi Bares <jordiba...@gmail.com> wrote:
>
> I see… indeed you have a few tools there it is true that for motion
wesome tools
that you don’t need to dive into flocking in Softimage.
My 2 cents on a Friday
Jb
>
>
>
>
> On 27 October 2017 at 15:03, Jordi Bares <jordiba...@gmail.com
> <mailto:jordiba...@gmail.com>> wrote:
> BTW, I am sure you guys are aware but there ar
It is clear to me that developing a new 3D application is extremely expensive
and the size of the market just does not justify the effort, which is the
reason it was so very disheartening when AD killed Softimage.. Building
anything similar to Softimage would cost a fortune to barely make a
Pretty much my though.
> On 28 Oct 2017, at 13:39, Mirko Jankovic wrote:
>
> How replacing 1 tool with 5 or more, and work that could be done by 1 man now
> requires 5 or more as well can be advantage?
> ᐧ
> --
> Softimage Mailing List.
> To unsubscribe, send a
Although I understand where you are coming from the minimising risk side, it is
also true that you end up investing a lot more in both, the software and glue
to communicate various software applications with a myriad of file formats and
what not, therefore I advocate for a hybrid approach in
ex-Softimage users like us need to make a T-Shirt with this sentence..
priceless..
> AD is something like a gentle farmer of the 3d tools.
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We humans are resilient to pain, that is certainly true.
jb
> On 6 Apr 2018, at 21:11, Pierre Schiller
> wrote:
>
> Oh I guess I have something to thank Maya for I relate to that "ctrl+s"
> every 2 or 3 minutes symptom. Yes, specially with buggy Blender
>
I bought a domain long ago precisely to do that… may be I should and let
everyone chip in. X-DDD
jb
> On 28 Mar 2018, at 19:50, Pierre Schiller
> wrote:
>
> Why not make it an official blog and monetize on it. Let´s capitalize on that
> Maya viree...
>
>
>
since
> everthing clickable is monetized. Has it been giving results to monetize a
> faulty software over the years? yes. so lets port it for real reviewed horror
> storiea for everyone to submit.
> I can already feel some TDs exhaling and ventilating.
>
> On Wed, Mar 28, 2018, 14:
I is a PDF just released with a major cheat sheet for Houdini 16.5
> On 18 Mar 2018, at 11:14, Mirko Jankovic <mirkoj.anima...@gmail.com> wrote:
>
> weird link no explanation or description.. not something good to click on.
> what is it Jordi? :)
>
> On Sun, Mar 18,
; file were ordered and compliant. If a model was listed twice, for example,
> the parser would not catch it and made every effort to import the model and
> establish all the relations. It would be left to the other operations
> downstream to catch the problem and report it.
>
> USD is
kF9G4SQa6fCXnpcw78mOhbirO2EC-2F9nx4iY1NushvftWfYGio0ZXfSQnqwfa9qB11RC6SAfcmcM-2BGARTN20NBFCCcZ5SLQ-2BDksaHMLE6yGz7Uh-2F9vHulQW-2FJNFl33Qhmef2kt9LstIex4cX9kydQO-2FVv0LGlAA-3D-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuQhXVPj4Xyb2uoOHVTH6-2Bbp3ZJKp4eYceVvbF51DBg3il-2FeIO1TwPhLbk53I3JbfYTrLHVfd
I guess the concepts are rooted in our reality and therefore it is only natural
the approaches are not that dissimilar, but it is fun to realise Softimage
Models were so advanced at the time as to be compared and all to USD.
IMHO USD is a major leap forward and models and references are a minor
Me too, it has been such an incredible journey.. it feels wrong to leave the
list so I will stick around until the end but I will take advantage of your
emails to say hello and thank you to all of you.
hugs
jb
> On 12 Nov 2019, at 16:42, Bradley Gabe wrote:
>
> This list made my career in CG
It is not a simple problem, that is why.
If you try Houdini you have quite an arsenal of tools for this task and
manipulate it;
pointCloudIso Sop
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