Re: OT 3D for design

2016-01-08 Thread Nicolas Esposito
Well, design, archviz and games are quite different areas, but in general: Design: Rhinoceros, very very easy to use and to create some amazing stuff Games: In recent years lots of studios have been using (thanks/because/being forced from ) Autodesk Maya and I have to say, at least now I'm

Re: maya and blendshapes?

2015-12-15 Thread Nicolas Esposito
I usually use the builtin function from the bonus tools for correctives. There is also a free plugin ( called Shapes if I remember correclty ) to create them. Pose BlendShape Editor 2015-12-15 15:47 GMT+01:00 Chris Johnson :

Re: maya and blendshapes?

2015-12-15 Thread Nicolas Esposito
there had to be a way! > > Thanks Nicolas. > > On Tue, Dec 15, 2015 at 10:03 AM, Nicolas Esposito <3dv...@gmail.com> > wrote: > >> I usually use the builtin function from the bonus tools for correctives. >> There is also a free plugin ( called Shapes if I remember correcl

Paint skin weights on multiple meshes at once

2015-09-21 Thread Nicolas Esposito
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

Re: Paint skin weights on multiple meshes at once

2015-09-21 Thread Nicolas Esposito
t 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 :) >>> &

Re: Pretty OT :)

2015-08-27 Thread Nicolas Esposito
this kind of experiences and less in a public hospital :s Greetings, Francisco. El ago 22, 2015 12:27 PM, Eric Turman i.anima...@gmail.com escribió: For what it is worth, all the assets @ 0:38 were done in Softimage =) On Sat, Aug 22, 2015 at 8:48 AM, Nicolas Esposito 3dv...@gmail.com wrote

Re: Pretty OT :)

2015-08-22 Thread Nicolas Esposito
Wonderfull! Francisco, regarding the technical side, there are gigantic differences in terms of performance between the DK2 and GearVR? I'm tempted to go wireless with the GearVR, but compared to the DK2 ( desktop ) I think that there is no match, but I would like to hear some opinions about

Auto-Update UVs if geometry is modified? ( Maya/Softimage )

2015-08-21 Thread Nicolas Esposito
Hi guys, I'm creating some modular walls in order to work with UE4, this means that I'm creating two UV channels, one for the diffuse and the other one for the lightmapping. I've created the first wall but I would like see if there is a way to auto update the UV information when the geometry

Re: Get rid of your flip phone and get current on maya!

2015-07-09 Thread Nicolas Esposito
Agree with Mirko, This is an experiment to see if they can get away with it... If the hipster guy had a shirt with XSI logo that video would be absolutely perfect. Not sure what is the situation in your countries, but I rarely see freelancers this calm, cool, with the headphones and smelly

Re: OT: images from unreal engine

2015-06-30 Thread Nicolas Esposito
Saw that a couple of days ago, absolutely amazing! Its incredible what can be achieved with UE4. PS: Francisco looks like we wont get our stuff until September...I'm so pissed :( 2015-06-30 14:01 GMT+02:00 Francisco Criado malcriad...@gmail.com: Amazing stuff done by Koola:

Re: Scaling enveloped and animated model

2015-06-24 Thread Nicolas Esposito
If you're using Unity of UE4 scaling the rig directly inside the game engines themself create no problem. For other game engine I'm not sure, but nowdays scale is not a big issue anymore. 2015-06-24 17:04 GMT+02:00 Patrick Neese patrickne...@gmail.com: So I have a model I did some test

( Maya scripting question ): Create a picking session similar to MOTOR PPG

2015-06-22 Thread Nicolas Esposito
Hi all, I'm trying to create a simple UI similar to the one in MOTOR in Softimage. What I'm doing is a simple matching in position/orientation between two characters, in order to transfer the animations between them so that later I can bake the keyframes on the animation itself and export it. I

Re: Tagging a Rig and Mocap to Rig - Workflow?

2015-06-19 Thread Nicolas Esposito
I think there is something wrong in the selection of the root and COG Here is a small tutorial about Species, in which I use MOTOR for getting an animation from a BVH file to my character, hope this helps ;) Softimage to UE4 - MOTOR setup https://youtu.be/Kvg-EABdkfQ?t=2m46s 2015-06-19 18:11

Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-05-29 Thread Nicolas Esposito
o_o Thats pretty impressive! 2015-05-29 16:54 GMT+02:00 Emilio Hernández emi...@e-roja.com: Beside the amazing job, presentation and tech data. I would like to see the faces of the attendants showing all of this in an EOL software… Thanks for sharing and again amazing job! Long live

Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Nicolas Esposito
Tom that's exactly what I was thinking...Gator has been around for A LOT, but not Autodesk nor anyone else ( as far as I know ) come up with something like that, and it's shocking... Maya is well known for being You can't do that out-of-the-box, code it yourself, and no one attempted even? For

Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Nicolas Esposito
Ehm... MGS4 meets Assassin's Creed https://youtu.be/U-DrkSQLHsk?t=1m45s As far sa I remember: Konami Sega Square Enix Crytek Namco Capcom Others probably... 2015-05-28 17:57 GMT+02:00 Luc-Eric Rousseau luceri...@gmail.com: Or it might have been Sega or Capcomp.. it was definitely one of these

Re: GATOR - A feature in Softimage since 2008

2015-05-27 Thread Nicolas Esposito
I'm using Gator daily...its unbelievable how usefull it is and has been available since 7 years ago and other DCCs still struggling to come up with something like this... For the facial rig I'm developing ( both joint based and morph based ) Gator is a 1-click solution which saves sssoo much

Re: Inertial or Kinect-based Motion Capture Recommendations?

2015-05-27 Thread Nicolas Esposito
Regarging Kinect I can say that, together with Ipi, it can get really frustrating, due to calibration, imperfections in the captired movements, and the limited movement you can have ( using 1-2 Kinect, with PS Eye you get more range of movement ). I gave up on Ipi after 2 months, not worthed.

Re: End of the ride

2015-05-13 Thread Nicolas Esposito
Sorry to see you go Graham, all the best in the future :-) 2015-05-13 14:46 GMT+02:00 Greg Punchatz g...@janimation.com: Thanks for all the fish and the best of luck to you in the future. On Wed, May 13, 2015 at 6:08 AM, Martin Chatterjee martin.chatterjee.li...@googlemail.com wrote:

Re: Softimage Blender (1 year later) + MayaLT 2016 ?'s (indie/ game dev centric/ UE4)

2015-05-05 Thread Nicolas Esposito
I can answer some of the Maya LT related questions: Trax absence is a minus, but overall I'm used to the graph editor, so no big deal. - Some of the deformers are missing, one of them is the cage deformer who I use extensively in Soft and in Maya LT I really miss it...also the delta mush is

The shadow over The Foundry

2015-04-27 Thread Nicolas Esposito
Looks like Adobe is trying to get a piece of the VFX industries Link of the article http://www.telegraph.co.uk/finance/newsbysector/banksandfinance/privateequity/11562472/Adobe-eyes-200m-bid-for-British-visual-effects-firm-The-Foundry.html Good? Bad? Adobe to be the next Autodesk-Evil-Corp-Inc?

Re: The shadow over The Foundry

2015-04-27 Thread Nicolas Esposito
If I remember correcty Autodesk, before the big buyout in recent yearsm had only Autocad and 3ds to carry on and make good money...when they start acquiring Alias and all the others they establish themself as the company to go, simply because they were the owners. For me Adobe could possibly be

Re: Pose based deformations/corrections in Maya

2015-04-20 Thread Nicolas Esposito
I'm using this and its working pretty good Corrective shapes using bonus tools from Maya 2013 https://www.youtube.com/watch?v=egoYATyNAaA 2015-04-20 21:15 GMT+02:00 Sofronis Efstathiou sefstath...@bournemouth.ac.uk: Thanks batman! Sofronis (Saf) Efstathiou Postgraduate Framework Leader

Re: OT: Hypershade changes in Maya 2016

2015-04-15 Thread Nicolas Esposito
I just found out about this feature: Toogle faces from Bonus tools https://www.youtube.com/watch?v=389jv0k0hlE I wonder why they didn't add a simple isolate selected faces from the scene function, which I will appreciate more... For me the workflow described is the opposite I use inside Soft,

Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Nicolas Esposito
Looks like they removed the Delta Mush video...strange...anyway the new UI looks good 2015-04-14 9:31 GMT+02:00 Luc-Eric Rousseau luceri...@gmail.com: It's not just an icon change, the UI has been revisited to remove visual noise and adapt to different font size and UI scaling. But more

Re: OT: Unreal 4 and google cardboard

2015-04-09 Thread Nicolas Esposito
issues with Oculus, all of the expereinces we ve done are about 100 and 120 fps without any problems on gtx970 and gtx980. F. 2015-04-09 9:08 GMT-03:00 Nicolas Esposito 3dv...@gmail.com: In general Oculus performances are terrible within UE4, which is now a major drawback. Unity

Re: OT: Unreal 4 and google cardboard

2015-04-09 Thread Nicolas Esposito
I did a couple of virtual tours with Panoviewer ( no VR ), but from my point of view the next step for me is to join together Oculus and a realtime walkthrough with a mocap suit, which culd be usefull from a simple apartment visualization to much bigger projects. In two months I will start testing

Re: OT: Unreal 4 and google cardboard

2015-04-09 Thread Nicolas Esposito
In general Oculus performances are terrible within UE4, which is now a major drawback. Unity in this case is a well tested software if you're going for a VR situation, while UE4 is getting there ;) 2015-04-09 13:44 GMT+02:00 Francisco Criado malcriad...@gmail.com: Hi Gerbrand, in my

Envelope weights transfer + Corrective shapes

2015-04-08 Thread Nicolas Esposito
Hi all, I'm doing a bit of RnD and I came up with a solution which works, but I would like to improve. What I'm doing is transfering the envelope weights between two different characters using the joints to create the alignment between them. The alignment is done using a simple python script,

Re: OT: I just had a brief with 4 of these in there :)

2015-03-31 Thread Nicolas Esposito
Funny thing is if you try to manage an agreement/small amount of money, people often get offended by the request, because usually working for them is a privilege and you should be gratefull you have this opportunity...everyone is the Next Pixar...a middle finger is often a fair reply ;)

Re: New Shiite

2015-03-25 Thread Nicolas Esposito
Sweet! Can't wait to try it! PS: Works also on Softimage 2013? 2015-03-25 13:16 GMT+01:00 Jason S jasonsta...@gmail.com: C++ Implementation of Delta Mush for Softimage 2015 http://vimeo.com/groups/ice/videos/122981239 http://vimeo.com/groups/ice/videos/122981239 Apart obvious

RBF Solver for Maya

2015-03-13 Thread Nicolas Esposito
Hans Godard, character TD at Naughty Dog ( you may remember his video on skinning framework based on delta mush ), released his BRF solver, which looks pretty cool and usefull. RBF Solver https://vimeo.com/120117324

Re: OT: Epic going completely crazy

2015-03-12 Thread Nicolas Esposito
:) F. 2015-03-11 10:01 GMT-03:00 Nicolas Esposito 3dv...@gmail.com: I think they used a techinque similar to this http://www.kolor.com/livepano one, I also notice that they made a 360 viewer inside UE4, so I guess they combined that with 3d geometry inside UE4 and...well...its pretty amazing

Re: OT: Epic going completely crazy

2015-03-12 Thread Nicolas Esposito
it that can verify that, or did I miss something? Thanks, Perry On Mon, Mar 2, 2015 at 3:13 PM, Nicolas Esposito 3dv...@gmail.com wrote: HTML5 has been added recently, but consider that the engine is quite new and the iOS/Android stuff is not well flashed out right now...but still, looks

Re: OT Some great Maya work

2015-03-12 Thread Nicolas Esposito
I would also suggest this https://vimeo.com/trilateral/videos Those guys are amazing! Side note: the Kid face rig has 500 FACs blend shapes, and has been used for the UE4 Kite demo...stunning really! 2015-03-12 18:46 GMT+01:00 John Richard Sanchez youngupstar...@gmail.com: For all the crap

Re: Softimage 2 Unreal

2015-03-10 Thread Nicolas Esposito
...@gmail.com: Hey, Anyone had any luck exporting character rigged with GEAR from SI to UE4? Species does work but so far no luck with Gear at all. On Tue, Feb 17, 2015 at 12:11 AM, Nicolas Esposito 3dv...@gmail.com wrote: For quick animation testing I usually attach a play animation node right

Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-07 Thread Nicolas Esposito
Finally I have a good excuse to start developing stuff with Fabric :) Can't wait to try it! From a non-coder point pf view, seriously, thanks guys! 2015-03-07 14:43 GMT+01:00 Paul Doyle technove...@gmail.com: btw the sign up is here: http://fabricengine.com/canvas-testing-program/ On 6 March

Re: OT: Epic going completely crazy

2015-03-02 Thread Nicolas Esposito
If I remember correctly (using mostly Maya for characters right now) when I tried with Species and Facerobot rig (nulls basically) I didn't have any problemswhat could cause import problems is to have multiple roots in the skeletal hierarchyOther then that everything worked out fine Il

OT: Epic going completely crazy

2015-03-02 Thread Nicolas Esposito
Slightly OT, but holy cow, Unreal Engine 4 is completely free to use ( 5% royalties upon release of a game ). https://www.unrealengine.com/what-is-unreal-engine-4 I strongly suggest you to take a look at it now that is free, you won't regret, especially ICE users will find it very comfortable to

Re: OT: Epic going completely crazy

2015-03-02 Thread Nicolas Esposito
houdini engine will be available soon: https://www.sidefx.com/index.php?option=com_contenttask=viewid=3067Itemid=66 On 2 March 2015 at 17:31, Nicolas Esposito 3dv...@gmail.com wrote: Slightly OT, but holy cow, Unreal Engine 4 is completely free to use ( 5% royalties upon release of a game

Re: OT: Epic going completely crazy

2015-03-02 Thread Nicolas Esposito
HTML5 has been added recently, but consider that the engine is quite new and the iOS/Android stuff is not well flashed out right now...but still, looks awesome, just take a look at Infinity Blade and the Zen Garden demo ;) 2015-03-02 20:56 GMT+01:00 Francisco Criado malcriad...@gmail.com:

Re: Maya Facial Rigging - advise pretty please!

2015-02-23 Thread Nicolas Esposito
Regarding the change geometry issue this works nicely if you need to update the blend shapes https://www.youtube.com/watch?v=BFPAIU8hwQ4 2015-02-23 10:44 GMT+01:00 Cesar Saez cesa...@gmail.com: Have you tried tweak mode on the move tool preferences? it's not as complete as Softimage tweak tool

Re: Maya Facial Rigging - advise pretty please!

2015-02-22 Thread Nicolas Esposito
Blendshapes actually work pretty good and I find myself comfortable with it, but I'm trying to achieve a good joint-based solution and as an example I looked at digital tutors for both blend shape rig and joint based rig...they're good tutorials and explain how to achieve good results. Also I

Re: Softimage 2 Unreal

2015-02-16 Thread Nicolas Esposito
For quick animation testing I usually attach a play animation node right after the Event Begin Play node, so that every time I hit play/simulate, I have the animation running... Situation is different if you're testing a character movement set, which is far more complicated, but yes, in general

Re: Buying 3dsMax to get Softimage - Help

2015-02-13 Thread Nicolas Esposito
They're afraid to call it a plugin? 2015-02-13 10:07 GMT+01:00 olivier jeannel olivier.jean...@noos.fr: Love the bifrost description : Bifrost Procedural Effects Platform A *separate* compute application--capable of background processes--that takes inputs from Maya and returns the reaction

Re: [PLUG] mGear Teaser

2015-02-01 Thread Nicolas Esposito
Nice!!! I'm promoting it on Unreal Engine 4 and some italian forums, spread the word guys! 2015-02-01 15:12 GMT+01:00 Miquel Campos miquel.cam...@gmail.com: Hello! mGear 1.0 is available! http://www.miquel-campos.com/post/109768264793/mgear-1-0-rigging-framework-for-autodesk-maya PS:

Re: [PLUG] mGear Teaser

2015-01-26 Thread Nicolas Esposito
Sweet! Miquel could you specify which features will never be implemented in mGear? this worries me a lot... 2015-01-26 17:25 GMT+01:00 Miquel Campos miquel.cam...@gmail.com: Hello, I didn't post in the Softimage list since long time. But today I have some news. Not for Softimage, but I hope

Re: Teaching Unreal vs Unity

2015-01-20 Thread Nicolas Esposito
than getting over a higher learning curve. Hope that helps, (and it doesn't sound like I'm bashing Unity too much)! :P Yours sincerely, Siew Yi Liang On 1/19/2015 7:58 PM, Eric Turman wrote: @Nicolas Esposito In the end you could end up spending A LOT of money just to have some basica

Re: Teaching Unreal vs Unity

2015-01-19 Thread Nicolas Esposito
I've worked with both of them in the past years, but I did the switch to UE4 and before using UDK ( Unreal Development Kit ) for a couple of reason. Consider that I'm talking from a 3D artist point of view, who as zero knowledge about scripting, and this is one of the main reason why I find

Re: H14 is out !

2015-01-16 Thread Nicolas Esposito
Very tempted to learn also Houdini! it looks great! I would strongly suggest to extend as soon as possible the integration with Unreal Engine 4, in my opinion your sales of the indie lincese will increase a lot, since from what I've seen the integration with Unity is pretty darn good and totally

Re: ot: unreal engine

2015-01-07 Thread Nicolas Esposito
20:44, Nicolas Esposito 3dv...@gmail.commailto: 3dv...@gmail.com wrote: Hi Francisco, Yes, I'm currently using the ART plugin developed by Jeremy Ernst, and it works pretty good! Not knowing python scripting is a huge downside for me, so having this free rigging tool is really a huge

Re: Fabric update - Rigging Toolbox

2014-12-12 Thread Nicolas Esposito
Great job guys! I'm very interested especially regarding the DeltaMush modifier, looks fantastic! Very interesting is the Blendshapes rig...about that I'm thinking that the debugging of the blendshape could be used for realtime deformation ( displacement or wrinkle maps ) that triggers

Slightly OT - Request for a custom script ( paid )

2014-12-09 Thread Nicolas Esposito
Hi guys, I tried to solve the issue I had via ICE, but unfortunately it didn't worked as I wanted, so I'm asking for a custom solution done with scripting. The idea is to extract phoneme values from FaceRobot ( only English phonemes ) using some SDK commands currently available. Specifically the

Re: Comparing point position on Blend Shapes

2014-12-04 Thread Nicolas Esposito
, but I know basic the logic behind this) Brad did this when we used ICE to add some more awesome to our face animations done with FR. On Wed, Dec 3, 2014 at 7:07 PM, Nicolas Esposito 3dv...@gmail.com wrote: I think I'm doing something wrong, or FR is mocking me... As you can see from the jpg

Comparing point position on Blend Shapes

2014-12-03 Thread Nicolas Esposito
Hi all, I'm having some difficulties with comparing two shapes using point position...let me explain. Basically I have the base mesh and I created a couple of blend shapes via the shape manager. The shape are animated and driven externally. I'm not so good with ICE and I may be saying bs, so

Re: Comparing point position on Blend Shapes

2014-12-03 Thread Nicolas Esposito
. Max https://www.dropbox.com/s/orxwfdphyl6x75y/Shape%20Manager%20in%20ICE.jpg?dl=0 On Wed, Dec 3, 2014 at 10:49 AM, Nicolas Esposito 3dv...@gmail.com wrote: Hi all, I'm having some difficulties with comparing two shapes using point position...let me explain. Basically I have the base

Re: Comparing point position on Blend Shapes

2014-12-03 Thread Nicolas Esposito
. if you add a rescale node you can make go from 0 to 1. You would have to have the original shape positions stored first to compare. It's a thought anyway. Max On Wed, Dec 3, 2014 at 2:44 PM, Nicolas Esposito 3dv...@gmail.com wrote: Hi Max, Thanks for the answer...a couple of minutes ago I

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

2014-11-28 Thread Nicolas Esposito
If I may, please try to create a unified tool to transfer UVs, shapes, and so on between meshes with different topology...basically Gator, its so usefull ;) 2014-11-28 16:59 GMT+01:00 Jill Ramsay (Contractor) jill.ram...@autodesk.com: Sorry to have to be the corporate voice here, but just

Re: Lipsync from Facerobot - Help getting animation values

2014-11-27 Thread Nicolas Esposito
, 2014 at 3:33 AM, Nicolas Esposito 3dv...@gmail.com wrote: Hi Luc-Eric, Yes! That is exactly what I was looking for!!! Actually going thru the SDK page I found out that there is also a SIExtractPhonemes script and a GetPhonemeBlendfromSpeechClip script which work. Couple of question, since

Lipsync from Facerobot - Help getting animation values

2014-11-26 Thread Nicolas Esposito
Hi guys, I'm trying to transfer some phonemes shapes from FaceRobot to Maya. Main purpouse would be to extract all the phonemes from FaceRobot ( while setting the lipsync ), transfer all the meshes to Maya, set them as BlendShapes and be able to animated them via SDKs automatically, in order to

Re: ot: unreal engine

2014-11-18 Thread Nicolas Esposito
Peixoto mpe...@gmail.com: keep dreaming :) On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado malcriad...@gmail.com wrote: Very nice! would be great to have this tool under Softimage hood... F. 2014-11-17 5:37 GMT-03:00 Nicolas Esposito 3dv...@gmail.com: I haven't tried it yet, but for Maya

Re: ot: unreal engine

2014-11-18 Thread Nicolas Esposito
there was basically no exporters for any game engine... its not now they they will appear On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito 3dv...@gmail.com wrote: No one is going to spend time to develop this in Softimage unfortunately ( unless you really have nothing else to do :D ) 2014-11

Re: ot: unreal engine

2014-11-18 Thread Nicolas Esposito
for character animation... That is horror story of its own, 9th circle of animators hell... On Tue, Nov 18, 2014 at 2:40 PM, Nicolas Esposito 3dv...@gmail.com wrote: Hold on Marco, There have been plenty of game engine dedicated plugins, including Valve Source engine, Cryengine from Crytek and Unreal

Re: ot: unreal engine

2014-11-18 Thread Nicolas Esposito
Hi Francisco, Yes, I'm currently using the ART plugin developed by Jeremy Ernst, and it works pretty good! Not knowing python scripting is a huge downside for me, so having this free rigging tool is really a huge timesaver. Step by step I'm extending this rig functionality in order to integrate

Re: ot: unreal engine

2014-11-17 Thread Nicolas Esposito
. It was for unity and I did all the baking in soft. Sent from my iPhone On 23-Aug-2014, at 4:06 am, Nicolas Esposito 3dv...@gmail.com wrote: Consider that this is a kind of tech demo, means that Unreal Engine 4, being a game engine, is built to manage multiple aspect ( physics, characters movement

Blendshapes workflow - alternative to Shape Manager?

2014-11-12 Thread Nicolas Esposito
Hi guys, I'm getting used to the blend shapes in Maya, but I'm still slow with modeling, so I'm mostly using Softimage for modeling. Since I have lots of blend shape to create and I don't want to go back and forth from Softimage ( modeling ) to Maya ( assign blendshapes ) is there a similar way

CrowdFx + Species - workflow question

2014-11-05 Thread Nicolas Esposito
Hi guys, I got a reply from my videotutorial on Species related to the workflow in order to use it ( with its own rig of course ) as an actor inside CrowdFx. I would suggest to keep just the bones and the envelope mesh and discard everything else ( because I saw that it creates problems ) but I

Re: Zbrush question: posing and vertex order.

2014-10-08 Thread Nicolas Esposito
Try to have your Softimage mesh as a morph target inside Zbrush and switch between the two of them, it should work properly ( at least it works for me for facial blend shapes ) 2014-10-08 0:04 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com: Hey everyone, have just spent 2 days (if

Re: Drawable Facial Rig

2014-10-02 Thread Nicolas Esposito
Wow! this is impressive RnD! +1 for Fabric to come up with something better then this :-) 2014-10-02 6:42 GMT+02:00 Eugene Flormata eug...@flormata.com: amazing! i hope fabric engine takes note for this On Wed, Oct 1, 2014 at 2:56 PM, Ed Schiffer edschif...@gmail.com wrote: I've never seen

Re: Again on Maya: retarget FBX-BVH mocap to a different rig - AKA Motor in Maya?

2014-09-16 Thread Nicolas Esposito
to have a clip inside the Trax editor, or be able to modify/adjust everything with curves... Hope its clear 2014-09-04 16:15 GMT+02:00 Nicolas Esposito 3dv...@gmail.com: Sweet, thank you :) 2014-09-04 15:51 GMT+02:00 Cesar Saez cesa...@gmail.com: The previous video doesn't show how

Re: SoftImage Artists take on Maya @ Escape Studios

2014-09-10 Thread Nicolas Esposito
Has been 3 months now I've switched to Maya... Skin weighting is the worst offender, and being an artist being forced to code your own stuff because Maya lacks some features its really a huge pain... However I expected my experience to be worse, even if I found myself stuck sometimes for very

Again on Maya: retarget FBX-BVH mocap to a different rig - AKA Motor in Maya?

2014-09-04 Thread Nicolas Esposito
Hi guys, I have roughly 100 animations downloaded from Mixamo website ( I'm currently working as animator on a game related project ). All the animations are in FBX and some of them are BVH, so basically I need to apply those animations to my rig. The rig itself is built using the Epic plugin

Re: Again on Maya: retarget FBX-BVH mocap to a different rig - AKA Motor in Maya?

2014-09-04 Thread Nicolas Esposito
: https://www.youtube.com/watch?v=l1hV8BqsCEA On Thu, Sep 4, 2014 at 8:18 AM, Nicolas Esposito 3dv...@gmail.com wrote: Hi guys, I have roughly 100 animations downloaded from Mixamo website ( I'm currently working as animator on a game related project ). All the animations are in FBX

Re: affordable Mocap on kickstart

2014-09-03 Thread Nicolas Esposito
I think I'm going to buy two ( the 1000$ offer ) of those, it looks like pretty damn good and it comes with finger tracking too... Only downsides: - Software to process data has no price yet ( pro version, basic version is free without data cleaning and other stuff ) - Customs costs from China are

Re: This is what Mark Schoennagel is upto these days

2014-08-27 Thread Nicolas Esposito
I'm really glad for his since Unity is growing day by day and I can see him dealing quite well with the game industry situation :) 2014-08-27 19:26 GMT+02:00 Meng-Yang Lu ntmon...@gmail.com: He was always the highlight at every Siggraph I went to. What a gracious and funny entry into a new

Re: unreal engine

2014-08-23 Thread Nicolas Esposito
...@gmail.com wrote: It's all about baking. Recently, I made some arch viz app for Andriod and iOS and I was able to achieve good quality. It was for unity and I did all the baking in soft. Sent from my iPhone On 23-Aug-2014, at 4:06 am, Nicolas Esposito 3dv...@gmail.com wrote: Consider

Re: ot: unreal engine

2014-08-22 Thread Nicolas Esposito
Consider that this is a kind of tech demo, means that Unreal Engine 4, being a game engine, is built to manage multiple aspect ( physics, characters movement and logic, enemies logic, particles and so on ) The video shows how good is UE4 with lighting and atmosphere, but the you actually build

Re: Kraken First Look

2014-08-12 Thread Nicolas Esposito
Sweet!!! 2014-08-12 0:33 GMT+02:00 pedro santos probi...@gmail.com: Well definetly something to pay attention to :) Cheers On Mon, Aug 11, 2014 at 11:12 PM, Eric Thivierge ethivie...@gmail.com wrote: Hey everyone, we've just posted the first look video at Kraken here:

Maya: Reusing existing rigs + blend shapes / corrective shapes

2014-08-06 Thread Nicolas Esposito
Hi guys, Sorry I have another question related to Maya and how to accomplish something which will save a lot of time. So I created my rig in Maya with some corrective shapes on the elbows and kneesreusing the rig itself is not that complicated, but the transfering of the corrective shapes is

Re: Is it realy ?

2014-07-15 Thread Nicolas Esposito
Honestly I would love to see Max being killed as well...not because I hate Max, but because it will show how much AD don't care about customers but only about money and profit... There are A LOT of people currently using Max, so there is a big difference between forcing a relative small amount of

Re: Is it realy ?

2014-07-15 Thread Nicolas Esposito
Game-wise a lot of companies use Max together with Zbrush, and lots of developers during the last couple of years released their own plugins for Max to cooperate with their engineregarding archviz...I saw lots of studios adopting Max mainly because of Vray... 2014-07-15 11:30 GMT+02:00 Alok

Re: Transition to Maya - little help please :)

2014-07-10 Thread Nicolas Esposito
to herd cats with firecrackers. Large, wild, rabid cats. With AIDS. On Wed, Jul 9, 2014 at 11:08 PM, Nicolas Esposito 3dv...@gmail.com wrote: o_o Seriously? I guess I have to make an hotkey for that...or a script...well, using Maya started quite promising :-D Guys regarding the animation

Transition to Maya - little help please :)

2014-07-09 Thread Nicolas Esposito
Hi guys, I've recently started to moving to Maya, mainly because of the kind of job I'm doing recently ( creation and rigs for games characters ). 1. Character binding: I used to save my envelope weights on my character in an external file, but in Maya I see that you need a source character (

Re: Transition to Maya - little help please :)

2014-07-09 Thread Nicolas Esposito
this will be remedied. On 9 July 2014 09:36, Nicolas Esposito 3dv...@gmail.com wrote: Hi guys, I've recently started to moving to Maya, mainly because of the kind of job I'm doing recently ( creation and rigs for games characters ). 1. Character binding: I used to save my envelope weights on my

Re: Tweak mocap animations

2014-06-30 Thread Nicolas Esposito
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

Tweak mocap animations

2014-06-29 Thread Nicolas Esposito
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

Re: Softimage 2 Unreal Engine

2014-06-18 Thread Nicolas Esposito
As far as I know the material is not converter, you have to create the material itself inside UE4 but, when you import, it allows you ( in the import option ) to create a material which if I remember correctly will contain both the diffuse and normal map Regarding the FBX export from Softimage I

Re: Softimage 2 Unreal Engine

2014-06-18 Thread Nicolas Esposito
malcriad...@gmail.com: Hi Nicolas, i´ll take a look at your video, my main concern is getting the textures on the import, and not having to do the import of the textures by separate and relinking the materials... thanks again, F. 2014-06-18 16:26 GMT+01:00 Nicolas Esposito 3dv...@gmail.com

Re: OT: a few Maya questions if I may

2014-06-13 Thread Nicolas Esposito
Sorry if add a question: Need to combine two enveloped meshes ( face and body ) and two different rig ( facial rig and body rig ) into one Soft workflow: First simply Parent the facial rig to the body rig on the neck controller; then select the face first and then the body, merge transfer

Re: OT: a few Maya questions if I may

2014-06-13 Thread Nicolas Esposito
, but it works. (This is scriptable) On 13 Jun 2014 05:11, Nicolas Esposito 3dv...@gmail.com wrote: Sorry if add a question: Need to combine two enveloped meshes ( face and body ) and two different rig ( facial rig and body rig ) into one Soft workflow: First simply Parent the facial rig

Re: More acquisitions from Autodesk

2014-06-10 Thread Nicolas Esposito
Wow, they're really pushing the game creation content lately...I guess they want a piece of cake of the Unity/Unreal Engine 4 marketand also they're copying Blender, since it has its own 3d game engine since...a couple of years maybe? I don't know why they're not developing a fully functional

Epic games visual scripting very similar to ICE

2014-06-10 Thread Nicolas Esposito
Hi guys, Since its release date I've been messing around with Unreal Engine 4 and I have to say that its great fun...and the price ( 19$ per month ) its ridicolously low and its worth a try. They've implemented a visual scripting system which is quite more powerfull than the one they used

Re: Softimage Rigging Videos

2014-06-09 Thread Nicolas Esposito
Nice one Eric! Thanks for sharing :) 2014-06-09 11:07 GMT+02:00 Martin Yara furik...@gmail.com: Awesome! Thanks Eric! And thanks Leendert for asking for the download option. Martin On Mon, Jun 9, 2014 at 5:24 PM, Leendert A. Hartog hirazib...@live.nl wrote: Thanks, Eric! ;) Greetz

Re: Photogrammetry - what do you use?

2014-06-04 Thread Nicolas Esposito
I'm using it for scans of my face for some reference, since its more precise then scanning with Kinect, and it does a pretty good job with 60 jpgs ( turntable, using a 1100D reflex ), even with my crappy 4 years old i7 2.7 Ghz in 15 minutes I have the scan ready, without any masking on the

OT: Neat Facial Rig for Max and Maya

2014-05-27 Thread Nicolas Esposito
Hi guys, Tech demo for a new facial rig system for both Max and Maya by Snappers system, those guys who last year showed their markerless mocap system... This looks quite impressive, I'm waiting for a reply from them about the setup and how everything works :) DX11 viewport also make it look

Re: OT: Neat Facial Rig for Max and Maya

2014-05-27 Thread Nicolas Esposito
Jankovic mirkoj.anima...@gmail.com: Facerobot was pretty near this years ago but ofc stopped developing and then died In any case looking good On Tue, May 27, 2014 at 10:56 AM, Nicolas Esposito 3dv...@gmail.comwrote: Hi guys, Tech demo for a new facial rig system for both Max and Maya

Re: OT: Neat Facial Rig for Max and Maya

2014-05-27 Thread Nicolas Esposito
Email sent, waiting for an answer, I'll keep you guys updated Regarding Facerobot yes, its slow and there are some stupid issues which cause so many problems that lots of people just can't stand it anymore after a while...too bad that AD never improved the technology. Well, in Soft Gear is a

Re: OT: Neat Facial Rig for Max and Maya

2014-05-27 Thread Nicolas Esposito
before. On Tue, May 27, 2014 at 1:30 PM, Nicolas Esposito 3dv...@gmail.comwrote: Email sent, waiting for an answer, I'll keep you guys updated Regarding Facerobot yes, its slow and there are some stupid issues which cause so many problems that lots of people just can't stand it anymore after

Re: OT: Neat Facial Rig for Max and Maya

2014-05-27 Thread Nicolas Esposito
, 2014 at 2:18 PM, Nicolas Esposito 3dv...@gmail.comwrote: Blur tech demo was quite impressive ( 2009 Dante's Inferno )...by it was customized as wellJawanimation tech demo ( 2011 ) is pretty damn good, but then again customized using ICE...I saw lots and lots of people just build their own

Re: First Softimage - Maya transition videos posted

2014-05-13 Thread Nicolas Esposito
@Graham: They're working on the tutorial, it'll be ready to show to the public in 2017 :-D 2014-05-13 9:34 GMT+02:00 Andy Goehler lists.andy.goeh...@gmail.com: Nukes script editor behaves the same way. Down to the Selection and Ctrl-Enter to execute. For the reason Raf has mentioned.

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