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
oid 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.
>
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
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 -
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
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
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
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
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
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
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
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 setu
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
>>
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
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
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
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
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
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
dini 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
>>
>> \/-\/\/
>>
>> O
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> wro
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.
>>
>>
>>
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
t;
>> 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
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
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
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
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,
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
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,
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
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
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
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
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;
>
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:
&g
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
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
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
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
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
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
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
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
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
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,
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
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…
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.
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
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
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
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
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
)
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
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
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
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
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
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
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
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
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
, 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
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
:
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
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
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
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
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
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
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
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
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
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
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
+ 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
...@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
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
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
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
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
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
+ 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
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
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
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
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
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
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
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,
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
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...
Shoot.. trimmed. :)
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
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
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
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
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,
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\
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