RE: Softimage 2 Unreal Engine
What format did you export from softimage? Did you use a plugin? Which version of Unreal engine are you trying to import the model into??? From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado Sent: Wednesday, June 18, 2014 10:44 AM To: softimage@listproc.autodesk.com Subject: Softimage 2 Unreal Engine Hi guys, trying to export a model with materials and textures to unreal engine but everytime i try to import to ue it doesnt load the materials or just freezes on loading...q
RE: Softimage 2 Unreal Engine
Unfortunately I’ve not updated to unreal 4 yet so won’t be of much assistance with the problem. One thing you can try is to download the latest version of Maya/Softimage trial and export .fbx from there and see if it comes in. My bet is that Maya is going to work but Softimage isn’t. My experience in the past has almost always been Softimage is used for modeling/uv’ing/gatoring and another 3d package (max/maya) with more up to date exporters are used to get things into the game engines like cryengine/unreal. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado Sent: Wednesday, June 18, 2014 10:53 AM To: softimage@listproc.autodesk.com Subject: RE: Softimage 2 Unreal Engine Hi Wayne, sorry for the missing information! Exporting from softimage 2013 in fbx format to Unreal Engine 4. Thanks in advance. F. El jun 18, 2014 11:46 AM, Williams, Wayne wayne.willi...@xaviant.commailto:wayne.willi...@xaviant.com escribió: What format did you export from softimage? Did you use a plugin? Which version of Unreal engine are you trying to import the model into??? From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado Sent: Wednesday, June 18, 2014 10:44 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Softimage 2 Unreal Engine Hi guys, trying to export a model with materials and textures to unreal engine but everytime i try to import to ue it doesnt load the materials or just freezes on loading...q
RE: really hgih poly zbrush to SI
Hey Mirko, Check out Xnormal. It can handle pretty much any mesh you'll toss at it and it's free. Zbrush normal map export is useless for the most part. You can't have a separate low to point at the high rez sculpt. The high rez model must be the low rez model via subdivs (and needs to have uv's) to get it to work. That's janky as hell because the low never lines up to the high very well and results in shite bakes. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic Sent: Thursday, March 27, 2014 12:12 PM To: softimage@listproc.autodesk.com Subject: Re: really hgih poly zbrush to SI No no decimate works fine but once in Softimage there are bunch of polys very sharp and small like very high noise on dense mesh applied. Now idea was to get full high poly mesh into SI and use Ultimapper as I;ve got some really god results form it creating Normal map. But ZBrush is crashing exporting so dense meshes so I guess it would be better to check out other options like zbrush normal map export, which I never got good result from but then again I'm in war with ZBrush, totally out of logic for me :) Will do soem more checking in that option. On Thu, Mar 27, 2014 at 4:40 PM, Tim Crowson tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com wrote: Mirko, I'm curious about what kinds of errors you get when you try to decimate the mesh. That has always worked extremely well for me. Now the result will be a bunch of triangles of course, but it works great (especially depending on how far you need to be from it). I think you could get your 10M down to 1M and have a manageable mesh that still has tons of detail. -Tim On 3/27/2014 10:05 AM, Mirko Jankovic wrote: Anyone have good idea how to get really high poly obj from zbrush, like 10.000.000 polys to Softimage? Exporting to obj get zbrush crashed on 32gb ram comp. Decimating or any other stuff in zbrush gives all kind of weird polygons once imported to SI. Or at least good point how to get proper normal maps.. we are close getting them but always something gets messed up. Any point to guide or something or tips would be great. Thanks --
RE: really hgih poly zbrush to SI
Did the same thingdidn't understand your question. Some things you can try (as stated previously): Break the mesh up into subtool chunks that aren't 10 million polys and export those and bring them into xnormal to bake bake. This can potentially give seams so make sure you try to break the chunks in areas that can hide those. You can also use zremesher to get it down to something a bit more manageable poly count wise then subdiv your way back up to about 4 million or so and project all. You can recover most of the detail but depends on how much detail you are trying to maintain. I work daily with super dense meshes being a game artist and I don't really ever get up over 4-5 million polys for any single subtool. That's nutterbeans level there. ZB starts to really bog down so best method I've found is to make sure I keep the subtools separate. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic Sent: Thursday, March 27, 2014 11:05 AM To: softimage@listproc.autodesk.com Subject: really hgih poly zbrush to SI Anyone have good idea how to get really high poly obj from zbrush, like 10.000.000 polys to Softimage? Exporting to obj get zbrush crashed on 32gb ram comp. Decimating or any other stuff in zbrush gives all kind of weird polygons once imported to SI. Or at least good point how to get proper normal maps.. we are close getting them but always something gets messed up. Any point to guide or something or tips would be great. Thanks
RE: really hgih poly zbrush to SI
Hey Mirko, Did you use the Inflate brush a lot to create the details? If so, that can cause a lot of noise because the polys are now mashed into one another. As for zeremesher, it's more for helping create new topo that conforms to the surface. It's not going to transfer the detail most of the time. That means you will have to do a projectALL to get those details back. Without actually seeing the models I would guess that the detail is very high frequency/noisy in the sculpt. If you can import the hi rez sculpts into xsi and it's all blackened weird surface detail, then that's it. Nothing you can do to fix that other than to smooth it out in zb. A trick that helps me sometimes narrow down a problem area like that is to turn on Double in the Display menu down on the bottom right. That will show double faces and you'll see the culprits stand out easier. Hope that helps. -Wayne From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Tom Kleinenberg [zagan...@gmail.com] Sent: Thursday, March 27, 2014 7:22 PM To: softimage@listproc.autodesk.com Subject: Re: really hgih poly zbrush to SI I seem to recall Zremesher giving odd results at a first pass, but if you run it again it gives cleaner results. I think it was in one of Paul Smith's videos - I may be crazy though.What do you mean when you say weird polygons? I'd try exporting the remesher mesh to Xnormal and see what sort of bakes you get. On 28 March 2014 00:37, Cristobal Infante cgc...@gmail.commailto:cgc...@gmail.com wrote: I hate to state to obvious but have you tried zremesher in zbrush, results are astonishing on my side... On Thursday, 27 March 2014, Mirko Jankovic mirkoj.anima...@gmail.commailto:mirkoj.anima...@gmail.com wrote: The trick is that those are couple parts of huge Wall, with all details in modeled in by displacement map and then modified. So it is already cut out in couple pieces but a lot of details in there and I would like to transfer them as much as possible to low poly model version in Unity. On Thu, Mar 27, 2014 at 5:26 PM, Williams, Wayne wayne.willi...@xaviant.com wrote: Did the same thing….didn’t understand your question. Some things you can try (as stated previously): Break the mesh up into subtool chunks that aren’t 10 million polys and export those and bring them into xnormal to bake bake. This can potentially give seams so make sure you try to break the chunks in areas that can hide those. You can also use zremesher to get it down to something a bit more manageable poly count wise then subdiv your way back up to about 4 million or so and project all. You can recover most of the detail but depends on how much detail you are trying to maintain. I work daily with super dense meshes being a game artist and I don’t really ever get up over 4-5 million polys for any single subtool. That’s nutterbeans level there. ZB starts to really bog down so best method I’ve found is to make sure I keep the subtools separate. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic Sent: Thursday, March 27, 2014 11:05 AM To: softimage@listproc.autodesk.com Subject: really hgih poly zbrush to SI Anyone have good idea how to get really high poly obj from zbrush, like 10.000.000 polys to Softimage? Exporting to obj get zbrush crashed on 32gb ram comp. Decimating or any other stuff in zbrush gives all kind of weird polygons once imported to SI. Or at least good point how to get proper normal maps.. we are close getting them but always something gets messed up. Any point to guide or something or tips would be great. Thanks
RE: OBJ's inverted in Mari
Freeze the modeling and freeze all transforms typically works for me when I have this issue. It's usually only the half that was mirrored that shows the display issue for me. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Arvid Björn Sent: Tuesday, February 18, 2014 4:32 AM To: softimage@listproc.autodesk.com Subject: OBJ's inverted in Mari Hi list, I was wondering if someone else got this problem; OBJ's exported from Soft sometimes get objects weirdly inverted so they can't be shaded correctly in some other programs, one of them is Mari. I can still paint on the objects but the shading doesn't work. Same OBJ's display problems in other software too so it's not just Mari. The objects tend to be those that were mirrored in modelling, but not always. I'm wondering if there's something I can do in Softimage to get it to export everything correctly? I've tried the few options that the OBJ export has, doesn't seem to make any difference. Creating subdivided meshes and importing those seems to help, but not always. Exporting the same objects to Alembic works fine in other software, except for Mari which doesn't support it. Can't find a peep about the problem on the net, and we're getting it here consistently, I'm just guessing it has to do with Soft's OBJ exporter or something with Soft normals. Any solutions out there?
RE: creating cliffs
I would look into worldbuilder or vue. They both have powerful tools for terrain heightmap generation. There used to be a plugin called GEM64 that you could feed DEM's if I remember correctly which might get you going in Softimage. Not sure if that plugin still works though. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Doeke Wartena Sent: Tuesday, November 19, 2013 1:56 PM To: softimage@listproc.autodesk.com Subject: creating cliffs hi, i'm working on a hl2 map where i need to make some cliffs. I really dislike how this works in hl2. So i thought maybe make it in xsi and program a converter that tries to get a close result to the xsi version. Anyway, how would you make a cliff in xsi? One way could be a grid with a displacement driffen by a weightmap. But i'm sure there are tons of other ways. please let me know.
RE: Kudos AD - Soft gets some promotion
Actually Chris Chia has been active on the list and I can only imagine the stress he and the rest of his team must feel from the negativity. Hell, even older devs who no longer even work on the software still grace this forum and answer questions where they can. Granted, ADSK mothership hasn't really done its part in putting Softimage out front and center with the rest but that's out of the hands of the developers in Singapore. Being negative doesn't actually solve any problems, it only exacerbates them. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic Sent: Monday, September 30, 2013 3:30 PM To: softimage@listproc.autodesk.com Subject: Re: Kudos AD - Soft gets some promotion Negative spirit is due the fact that not single developer ever joined conversation and show any light at the end of the tunel :) yes people are negative but with reason. seem slike ANYONE else here in list could create better marketing for SI then whole AD marketing department that isa ctualy paid to promote software. Actually they did, sofimtage.tvhttp://sofimtage.tv anyone? :) On Mon, Sep 30, 2013 at 9:24 PM, Gregory Ducatel gduca...@gmail.commailto:gduca...@gmail.com wrote: Funny once again a positive thread that become negative... Can we stop that mentality for a change? I love Softimage but you guys are killing the spirit and potentially the software with this attitude... You want a developer to be on that list? Come on guy there is no way an AD developer will enjoy spending time answering questions or doing comments when you have such a negative spirit... On Mon, Sep 30, 2013 at 2:15 PM, Mirko Jankovic mirkoj.anima...@gmail.commailto:mirkoj.anima...@gmail.com wrote: to sell is only it can be used these days due to number of facts tied to its usability no need to go into details now really... On Mon, Sep 30, 2013 at 7:19 PM, Sergio Mucino sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com wrote: Production-wise, it's nowhere near able to be integrated into animation rigs, it's black boxed, and hasn't had much (if any) dev in recent years... not the best example to be using in my opinion. :P Yeah, but in Adesk's marketing department, that does not matter! :-) . It's there and it's impressive, and none of their other products have something equivalent, so it can be used to sell! (I wonder if they still use the old Blur demo videos when showing it around...) Apologies for the Monday sarcasm... :-P Sergio Mucino Lead Rigger Modus FX On 30/09/2013 1:12 PM, Eric Thivierge wrote: Why on earth are you touting Face Robot for being an amazing feature that puts Softimage outside the realm of effects? There are so many other better examples. Production-wise, it's nowhere near able to be integrated into animation rigs, it's black boxed, and hasn't had much (if any) dev in recent years... not the best example to be using in my opinion. :P I saw it too but thought it should be screen captured for prosperity just in case it doesn't happen again. - Eric T. On 30/09/2013 11:12 AM, Emilio Hernandez wrote: And the way it is written, Face Robot is a facial animation toolset for also creating effects??? -- To unsubscribe: mail softimage-requ...@listproc.autodesk.commailto:softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.commailto:softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.commailto:softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.commailto:softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
RE: Looking for artists
Perhaps the VIP stands for Very Important Peep. http://shift-8.com/media/peeps-red.jpg From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Covelli Sent: Wednesday, September 25, 2013 1:32 PM To: softimage@listproc.autodesk.com Subject: Re: Looking for artists Could it be? Has our friend Mr PowerCardinal opened his own studio? Chris Covelli http://www.polygonpusherinc.com/ http://exocortex.com/products/species TurboSquid Modelshttp://www.turbosquid.com/Search/Artists/Polygon-Pusher?referral=Polygon-Pusher On Wed, Sep 25, 2013 at 1:20 PM, Christopher Crouzet christopher.crou...@gmail.commailto:christopher.crou...@gmail.com wrote: From what I can remember, the previous person on this list that we had no idea of his identity was no one else than this dear creativesheep. Just saying. On 25 September 2013 19:10, Andres Stephens drais...@outlook.commailto:drais...@outlook.com wrote: Oh that's good to hear! I am sad to hear I missed my chance to present myself, but I'm glad you found your team! Good luck on the project, and don't mind the naysayers. Keep up the work and cant' wait to hear more on what you guys are doing/break downs! -Draise From: softimage.l...@bcvipstudio.commailto:softimage.l...@bcvipstudio.com Sent: Wednesday, September 25, 2013 11:48 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Hello again respected community of Softimage artists. We want to thank you all for participating in our recrutiment process in any way, by sending the mail or not. By simple reading this post and having a good time, criticizing our html, frameless table based site, trying to expose who we are, making fun of us, or taking us as an opportunity, you were part of this process. The ones that send the e-mail, got back a peronalized presentation letter. Explaining further details about our studio and if still interested, how to continue with the recrutiment process. Some continued with the process, some didn't. We want to thank specially this guys that crossed the mysterious e-mail barrirer and took the chance, and recieved and read our letter. Regardless if they continued or not with the process. And as we said. Once we have our Softimage team complete, we will announce it here. Our Softimage team is complete. We still have some registrars to review. We will review them in case we need extra hands for, as far as we know, this is the right place to hire the available cream of the cream of Softimage great talented artists, and lovers as we are. Our new Softimage team confirms this last statement. Thank you all. Sincerely, BC VIP Studio Team Recrutiment PS. We are moving on to recruit Real Flow, Vue, Nuke and After Effects mograph specialists. We are setting up this process and it is not ready yet. We will have it running by next week. But if you have besides Softimage any of these skills, and are interested in becoming a team member of BC VIP Studio, send an e-mail with your info at: recruitm...@bcvipstudio.commailto:recruitm...@bcvipstudio.com -- To unsubscribe: mail softimage-requ...@listproc.autodesk.commailto:softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.commailto:softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
RE: Friday Flashback #137
I see it Ed. It's the guy in the grey hoodie doing the XSI swoosh with his finger. Didn't Psyop do something around this time for Lugz shoes or something that utilized this effect? From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Ed Harriss [ed.harr...@sas.com] Sent: Friday, September 13, 2013 10:45 AM To: softimage@listproc.autodesk.com Subject: RE: Friday Flashback #137 Maybe it is blocked on our end for some reason, but I cannot see the file: http://xsisupport.files.wordpress.com/2013/09/xsi_standup_banner.png Can anyone else? Ed -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair Sent: Friday, September 13, 2013 10:19 AM To: softimage@listproc.autodesk.com Subject: Friday Flashback #137 Friday Flashback #137 The Mr Hoodie XSI stand-up banner from 2006 http://wp.me/powV4-2Qp
RE: Improvement requested For Softimage 2015: Normal Maps
There already is something akin to AutoLOD in soft, but the resultant edge loops left behind are a bit wonky. Instead of -- you wind up with something like W more often than not. If that weren't an issue I'd possibly use it more often. Fix that, update the normals stuff and provide some updated retopo tools. That'd go a long ways towards protecting the kittens. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nicolas Esposito Sent: Thursday, September 12, 2013 8:29 AM To: softimage@listproc.autodesk.com Subject: Re: Improvement requested For Softimage 2015: Normal Maps I used to bake the normal maps inside SI, but I switched to Xnormal/Crazybump for props and Zbrush for characters... Its nice that is there, but it really needs improvement Is surprising that many game development studios use SI as first modeling/animation tool, but most of them ( Konami and Capcom ) developed their own pipeline and custom tools to get the best out of it, so unless you code your custom stuff you need to look for other tools to achieve the result Thanks to Blur and Dante's Inferno we have Facerobot, but since then ( XSI7?) this marvelous tool has been left to die almost I honestly would like to see an improvement/update of Facerobot, among other game related content creation ( automatic LOD, automatic invisible walls geometry, PROPER exporter for Softimage, and so on... ) 2013/9/12 Szabolcs Matefy szabol...@crytek.commailto:szabol...@crytek.com +1, and Like, whatever Looking at Maya LT I feel Softimage a bit clumsy on game authoring front... From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Williams, Wayne Sent: Thursday, September 12, 2013 2:01 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Improvement requested For Softimage 2015: Normal Maps Taking a cue from xnormal would be great. Tangent basis calculators (so as to get bakes that work specifically for Cryengine or UDK or Unity, etc) and cage functionality being the two most important for me as a game artist. From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com]mailto:[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of James De Colling Sent: Wednesday, September 11, 2013 7:13 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Improvement requested For Softimage 2015: Normal Maps seconded, we end up exporting to xnormal because softimage cant generate acceptable resaults. On 12/09/2013 2:16 AM, Adam Sale adamfs...@gmail.commailto:adamfs...@gmail.com wrote: Normal maps have not worked correctly in Softimage for some time now. I think they are a basic enough tool, needed by artists everyday. In the case of my experience with Softimage, I find a lot of people move away to Maya for shade and light, precisely because right out of the box normal maps do not work as expected. I have filed as a bug report many times, but really think it time to clean up the tool. Maybe even add the ability to increase normal map intensity. Not too much to ask ;-) Please, Please, Please. Adam
RE: OT: (sort-of) getting in to game dev
From what I've seen, many of the kids coming out of schools these days are expecting to get a job handed to them right out the door because they have a piece of paper which states they're competent. Yay for competency, but employers want to see passion too. They want to see people who are cranking away and really into what it is they're doing, not someone who has a shiny new degree and completely devoid of clues. Honestly, I would avoid college altogether. One of the many unintended consequences of subsidization is the bidding up of tuition prices to the point the 1 trillion dollar student loan bubble in the US is on the brink of bursting. All the distortion that has occurred in the pricing will eventually get washed away by the incoming tide of reality, regardless of what anyone wants or says, or how benevolent the motivations were for the subsidization in the first place. Cue le sadface. I know it sounds all touchy feely warm fizzlies inside but things like persistence/perseverance, practice and passion. Those things will get him a long way towards accomplishing his goal. There's absolutely no reason he can't learn what he needs from forums, online tutorials and the like( eat3d, 3dmotive, 3dtotal, gnomonworkshops, zbrushworkshops, etc). It's far cheaper and will help determine if he's really passionate about this pursuit. If it's something he REALLY wants to do he WILL spend whatever amount of time it takes to accomplish the goal of breaking into the industry in whatever area it is he's most interested. Figuring out what that passion isthat's the hard part. This is advice coming from someone who followed that path though. It's not a methodology cut out for everyone. Some people need the structure and that provided by a classroom setting. Other people are very self-motivated and like making video games (or vfx or whatever else) and learn about it in their free time because it's fun and something they enjoy doing. Do that long enough and before too long he will have a job in the industry. It might not be Lead Designer at the outset but he will get a job doing something, I can guarantee it. From there he can spread his wings and fly towards whatever area it is that interests him most. -Wayne -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Lampi Sent: Monday, June 17, 2013 10:31 AM To: softimage@listproc.autodesk.com Subject: Re: OT: (sort-of) getting in to game dev I think you need to be brutally honest with him about the nature of the business, game development and visual F/X. I have some contact with students who go to my alma mater, Pratt Institute. I've been very honest with them about how our industry is changing and how tough it might be to make a career of it over the long haul. I've gone so far as to encourage them to look at other areas where they can use their skills in a different industry. It's simple economics, the amount they have to pay back is staggering and I do not envy anyone just coming out of school this year. I think the number one issue a lot of students aren't considering before they choose a school and a career is ROI - Return On Investement. There was a student I knew who wanted to be an architect, and she was considering a school that cost around $40-$50k per year for a 5 year program. I asked her if she knew what kind of money Architects made and she didn't. Knowing many architects personally, I told her what she could expect and explained how long at that salary range it would take to pay back those loans. Before our discussion, no one ever bothered to point this out, and she went away wiser for it. We've all seen the news, the studios closing or moving to other countries where labor is cheaper, or there is a subsidy to be had. The last several years has been especially tough for freelancers, we tend to really feel the effects of these things faster since our work is solely driven by demand and we're the first to go when things slow down. I think for young people looking to our line of work as being exciting and fun, which it is, but you have to also have them take a good long look at what it takes these days to get your foot in the door. An honest assessment of their skills is also important. Far better to wound their pride a little now rather than leading them down a path where they will find themselves unemployed or so saddled with debt that they regret the decision, maybe both. Not trying to be doom and gloom, but I see what's happening in VFX to be eerily similar to what happened in IT about 10-15 years ago. I'm just not sure how it's going to pan out. On the subject of schools, I haven't heard many good things about Full Sail. Do a quick google search and you'll find a lot of unhappy people who went there. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Mon, Jun
OT: Mudbox 2013
Finally moving forward from 2012 here at work to 2013. Got Softimage all set up but am now looking for Mudbox 2013 installer. Have been able to find the MB2013 SP installers on Autodesk's site but no dice on the initial installer. MB2013 SP 3 = On Windows platforms, this service pack is designed to patch your existing Mudbox 2013 application. Do not uninstall Mudbox before installing this service pack Anyone know off hand where this can be located? Wayne Williams Venerable Geneticist, Human Coercion Senior Character Artist wayne.willi...@xaviant.com Xaviant Cell 770.722.0778 http://www.xaviant.com Where all will be made clear
RE: OT: Mudbox 2013
Thanks Stephen! I would have NEVER found this without your help. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair Sent: Wednesday, June 12, 2013 2:06 PM To: softimage@listproc.autodesk.com Subject: Re: OT: Mudbox 2013 Ask the Virtual Agent at http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112id=19820122 Downloading and Installation Software Download Links I need to redownload my product On 12/06/2013 1:41 PM, Williams, Wayne wrote: Finally moving forward from 2012 here at work to 2013. Got Softimage all set up but am now looking for Mudbox 2013 installer. Have been able to find the MB2013 SP installers on Autodesk's site but no dice on the initial installer. MB2013 SP 3 = On Windows platforms, this service pack is designed to patch your existing Mudbox 2013 application. Do not uninstall Mudbox before installing this service pack Anyone know off hand where this can be located? Wayne Williams Venerable Geneticist, Human Coercion Senior Character Artist wayne.willi...@xaviant.commailto:wayne.willi...@xaviant.com Xaviant Cell 770.722.0778 http://www.xaviant.com Where all will be made clear
RE: WWD the 3D movie
I'm definitely becoming paleosomething as I thought I'd read Raff had been working on a WWJD movie! Close enough I guess. Raptor Jesus looks amazing!! Great work all around! Most assuredly will be taking my kids to see this one! -Wayne From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane Sent: Wednesday, May 01, 2013 11:12 PM To: softimage@listproc.autodesk.com Subject: Re: WWD the 3D movie Whatever you do, don't let him become a paleontologist or a paleoartist. The shit they peddle makes creationists look positively rational and thorough thinkers in comparison :p On Thu, May 2, 2013 at 11:20 AM, Andre De Angelis andre.deange...@gmail.commailto:andre.deange...@gmail.com wrote: Looks stunning Raf, I made the mistake of watching the trailer in front of my son and now he has is looping. On Thu, May 2, 2013 at 10:39 AM, Raffaele Fragapane raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com wrote: Thought I'd plug it here since all rigging and animation (not to mention a considerable amount of topology work) is Softimage, and some familiar names from the list worked on it: http://io9.com/walking-with-dinosaurs-3d-trailer-is-simply-stunning-486248262 -- Andre De Angelis -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
RE: Rumors
+1 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andreas Bystrom Sent: Wednesday, December 19, 2012 3:58 PM To: softimage@listproc.autodesk.com Subject: Re: Rumors that would be a good idea yes On Thu, Dec 20, 2012 at 9:43 AM, Eric Thivierge ethivie...@gmail.commailto:ethivie...@gmail.com wrote: Can we boot people from the list for starting or spreading rumors? Please? Especially with no solid backup of what they are saying. On Dec 20, 2012 7:27 AM, Javier Vega javierelas...@gmail.commailto:javierelas...@gmail.com wrote: Well... what happened here today?. Lot of panic!. I love Softimage and i dont think that will dissapear soon. But if they discontinue Softimage, well... is not a drama. I love Softimage, but I love more CGI. I will adapt to other softwares or I will continue with the last Softimage version. I think that in that point Softimage is a great application. Best wishes for all Softimage Users! Javier Vega www.zao3d.comhttp://www.zao3d.com Visita mi blog: http://blog.zao3d.com móvil: 616 64 73 57 08922-Santa Coloma de Gramenet (Barcelona) 2012/12/19 Alan Fregtman alan.fregt...@gmail.commailto:alan.fregt...@gmail.com But the apocalypse isn't until Friday! :p Negativity never helped anyone. Let's go easy on the rumours. Merry Christmas, softies and devs! On Wed, Dec 19, 2012 at 9:18 AM, Tim Marinov tim.mari...@gmail.commailto:tim.mari...@gmail.com wrote: I've heard that ICE and Naid are going to Maya..This rumor is coming from one of the latest events .I am not going to specify, all I can say is from reliable source. I hope is not true for the ICE but I can't keep rely only on hopes. No more Autodesk for us that for sure ..We (my company) recently started to realize that our industry is just fine without Autodesk and every day work is much more fun and productive.Houdini,Modo,Cinema4D,Nuke are some of the tools that are much better from what autodesk has to offer(buying and adding plugins,almost none development, introducing more and more bugs with each version, innovation and development are not their driving force but only moneymaking ). Let's guys support this companies that care and love what they do as a product, this companies that are growing not only of making money but also of making innovations . We have to stop to be controlled from evil corporations and don't forget that we little people can make the difference and stay against the money sucking monsters.We are not zombies.This is the only way to see progress... -- Andreas Byström Weta Digital
RE: Texture Editor, small annoying things.
Agreed. Having some presets that allow you to stamp out at 512x512, 1024x1024, 2k, 4k, and oblong variants thereof like 1kx2k would be great. Having the background color in there would be nice as well. For me I always set my UV wireframe to black and stamp to white preset images so I can plop on top of psd and set to multiply but having the flexibility to let everyone do it their own way is the best route imo. I would also request a Relax by Face Angles like Max has. That thing works fantastic. Max's align horizontal/vertical edge rings/loops is pretty slick as well. http://www.renderhjs.net/textools/ Most of this stuff we already have but there are some neat features here and there. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Reeves Sent: Tuesday, October 30, 2012 12:36 PM To: softimage@listproc.autodesk.com Subject: Re: Texture Editor, small annoying things. I make projects from a 'template' original structure, and in the pictures folder I have lots of square black images 1024, 2048 etc. so they're always there to grab. (would be nice not to press no every time though) On 30 October 2012 16:20, Arvid Björn arvidbj...@gmail.commailto:arvidbj...@gmail.com wrote: Sign me up for all of these! I wish stamping was just simpler, I'd perfer if the stamp function didn't actually require an image. It's more of an annoyance to have to create the a black image first, then stamp it to a new file, click no - everytime - then back into photoshop to merge the place-holder with the second place-holder. Often I actually just take a screenshot of the texture editor without an image in it, paste in PS and crop the image, which actually seems like less of a hassle to me. On Sun, Oct 28, 2012 at 4:53 PM, Fabian Schnuer Gohde list@schnuer.commailto:list@schnuer.com wrote: Hi, having done a bunch of unwrapping of mechanical things the last week there are three little things that the texture editor could need (there are a few big things also but I'm trying to be realistic.) 1) Comment out the line of code that asks me if I want to swap out the texture with the stamped one after stamping out the UV's. I think I have spend the last 10 years saying no here with no way to stop it from always asking. 2) In addition to Island filter add an object filter. So when you select a component it selects all the others belonging to that object (connected or not). This would be useful when laying out a bunch of overlapping objects into one patch where one can keep the islands from each object close to each other. Right now if I go to the viewport and select the object I of course lose all the others and there is a lot of de- and re-selecting. Locking the selection locks it at component level and then that doesn't help sync either. 3) Beyond that if you feel the need to really impress ;-) then a re-scale button would be great where all selected poly's are re-scaled proportionally with respect to their surface area. Having a preference for absolute scaling here would be great where you set 1 SI-unit^2 = 0.1 UV-units^2 for example and it would scale it up accordingly. Would make getting the scale right for cases where it's important easy. (1m2 carpet texture, scene in decimeter scale and then the uv's scale properly on the floor) Thank you for listening, Fabian
RE: Installing AddOns Softimage 2012 SP1
Ok, can check that off the list! Tim spent a good bit of time yesterday trying to help me get this going (thanks again Tim!) but to no avail. Were there any changes to how xsiaddons install between Softimage 2012, 2012sp1, 2012 SAP (sorry, I forget all the different flavors of point releases for 2012)?? From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Friday, October 05, 2012 9:04 AM To: softimage@listproc.autodesk.com Subject: RE: Installing AddOns Softimage 2012 SP1 I’m afraid, meshpaint is 2013.x exclusive… From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Williams, Wayne Sent: Friday, October 05, 2012 2:58 PM To: softimage@listproc.autodesk.com Subject: Installing AddOns Softimage 2012 SP1 Using Softimage 2012 SP1 64 on Win 7 64 bit here. I came across a couple of really handy xsiaddons but cannot seem to get them going. The first was Tim Crowson’s multi-importer tool here: http://dynamiclens.com/wordpress/?page_id=750 The next was meshpaint by Piotrek Marczak here: http://vimeo.com/47094105 I have tried to install them via drag and drop to the interface but they don’t show up in the menu. I uninstalled, rebooted Soft and then tried FileAddonInstall and pointed to the file that way, installing to the User Addons directory. I see them installed in there but they still don’t show in the menus back in Softimage. Uninstalled them and tried to install via Plugin Manager by right clicking the User Root and installing xsiaddon that way. Same deal. See them there in : C:\Users\Wayne Williams\Autodesk\Softimage_2012_SP1\Addons but still won’t show up in the interface. Anyone have any idea what I might be doing wrong here?? Wayne Williams Venerable Geneticist, Human Coercion Senior Character Artist wayne.willi...@xaviant.commailto:wayne.willi...@xaviant.com Xaviant Cell 770.722.0778 http://www.xaviant.com Where all will be made clear
RE: Installing AddOns Softimage 2012 SP1
It does appear in the User Folder upon installing. When I try to load the .py file from the Plugin TreeLoad nothing shows up in the FileImport menu (this is for the ppg version of Tim's multi importer.) I will go ahead and install the python stuffs to see if I can get it going that way and will report back! Thanks for all your help guys. -Wayne From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair Sent: Friday, October 05, 2012 11:00 AM To: softimage@listproc.autodesk.com Subject: Re: Installing AddOns Softimage 2012 SP1 Ok. I guess I'd still ask the same two questions: - does the addon extract itself property (let's say you drag and drop the addon file, does it get extracted in your User folder - what happens if you try to load the .py file with Plugin Tree Load? also, what is logged in the script history? and maybe ... what does Process Monitor show if you capture the events generated by install the xsiaddon file? caio On Fri, Oct 5, 2012 at 10:41 AM, Tim Crowson tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com wrote: Wayne is speaking about the older PPG version of the multi-importer, not the PyQt version. In 2012 SAP, I don't have any problems, and in 2011 SAP SP1 everything was fine as well. -Tim C. On 10/5/2012 9:32 AM, Stephen Blair wrote: Not that I know of. Does the addon extract itself properly? It did for me on 64-bit 2012 SAP, and it showed up in the Plugin Tree (with an error, because I don't have PyQT installed). Assuming the addon extracts the files, what happens if you simply load the plugin (Plugin Tree Load) ? On Fri, Oct 5, 2012 at 9:11 AM, Williams, Wayne wayne.willi...@xaviant.commailto:wayne.willi...@xaviant.com wrote: Ok, can check that off the list! Tim spent a good bit of time yesterday trying to help me get this going (thanks again Tim!) but to no avail. Were there any changes to how xsiaddons install between Softimage 2012, 2012sp1, 2012 SAP (sorry, I forget all the different flavors of point releases for 2012)?? From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Friday, October 05, 2012 9:04 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Installing AddOns Softimage 2012 SP1 I'm afraid, meshpaint is 2013.x exclusive... From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Williams, Wayne Sent: Friday, October 05, 2012 2:58 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Installing AddOns Softimage 2012 SP1 Using Softimage 2012 SP1 64 on Win 7 64 bit here. I came across a couple of really handy xsiaddons but cannot seem to get them going. The first was Tim Crowson's multi-importer tool here: http://dynamiclens.com/wordpress/?page_id=750 The next was meshpaint by Piotrek Marczak here: http://vimeo.com/47094105 I have tried to install them via drag and drop to the interface but they don't show up in the menu. I uninstalled, rebooted Soft and then tried FileAddonInstall and pointed to the file that way, installing to the User Addons directory. I see them installed in there but they still don't show in the menus back in Softimage. Uninstalled them and tried to install via Plugin Manager by right clicking the User Root and installing xsiaddon that way. Same deal. See them there in : C:\Users\Wayne Williams\Autodesk\Softimage_2012_SP1\Addons but still won't show up in the interface. Anyone have any idea what I might be doing wrong here?? Wayne Williams Venerable Geneticist, Human Coercion Senior Character Artist wayne.willi...@xaviant.commailto:wayne.willi...@xaviant.com Xaviant Cell 770.722.0778tel:770.722.0778 http://www.xaviant.com Where all will be made clear --
RE: Any interest in a Kinect for Windows and/or XBox controller capture driver?
Set up a kickstarter possibly? From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of activemotionpictu...@yahoo.com Sent: Sunday, July 22, 2012 9:40 PM To: softimage@listproc.autodesk.com Subject: Re: Any interest in a Kinect for Windows and/or XBox controller capture driver? Yes please. Oh so much, this will be so helpful to drive things like puppeteering!! A dream come true! Conectado por DROID en Verizon Wireless -Mensaje original- De: Halim Negadi hneg...@gmail.com Para: softimage@listproc.autodesk.com Enviado: dom, jul 22, 2012 18:41:25 GMT+00:00 Asunto: Re: Any interest in a Kinect for Windows and/or XBox controller capture driver? Highly interested as well ! On Sun, Jul 22, 2012 at 6:28 PM, Gmail arma...@gmail.commailto:arma...@gmail.com wrote: I'm also interested. On Jul 22, 2012, at 10:21 AM, michael johansson mich...@lowend.semailto:mich...@lowend.se wrote: I would be interested. /michael Johanson 2012/7/22 Muhamad Faizol Abd. Halim faizol@gmail.commailto:faizol@gmail.com: I'm interested in what you're offering at that price point, but it would much more helpful if we can have more information about it (like a blog or something detailing the tools you're promoting, some how tos etc). Having said that, there's an article on phoronix.comhttp://phoronix.com about using kinect devices with Qt toolkit on Linux (Maemo); http://www.phoronix.com/scan.php?page=news_itempx=MTEyODY The Qt Air Cursor is LGPL licensed and built atop the OpenNI library and OpenCV. Code for Qt Air Cursor can be found here; https://github.com/nemein/Qt_AirCursor I imagine that if you can develop that using Qt toolkit, it would be cross platform and can be maintained using just a single source, if done properly. Cheers, Faizol On Sun, Jul 22, 2012 at 5:10 AM, Eric Cosky e...@cosky.commailto:e...@cosky.com wrote: Hi, #1, I recently wrote an application that captures bone data from a Kinect for Windows devices (Important: this is not the XBox Kinect) and sends it to a device driver running in Softimage. It is a functional solution for getting the raw skeletal motion data into Softimage using the device driver interface. I know there is already an ICE-based Kinect solution out there, but this takes a different approach by using a device driver which I find a little more to my liking. I can observe values in a custom parameter set and pull the values from there to do whatever I need with them such as binding in ICE or more basic expressions. Plus I don’t have to run the simulation to see what is going on, you just activate the driver and it works even while Softimage is sitting in pause mode. #2, I also wrote a driver that is designed to work with Xbox-style controllers. The input data is provided as positional data and all driver item names are mapped to Xbox controller names. I’m wondering if there would be any interest in a bundle of these two drivers the support application for something around $50. I am really under the gun to get my next game out (I’m a solo indie game dev) and I just can’t spend any more time on it unless I have some hope it can pay for the time it would take me to make a proper release out of it. I don’t want to assume anyone has any interest at all, and won’t be surprised if there isn’t. I wrote these for my own needs and find them useful so I am happy with that. However, if these sound like tools you would like, please let me know. If enough people want access to them then I can wrap up a few loose ends, do some more testing and do the various things I’d have to do. If a lot of people expressed interest I would be keen to add support for Kinect face tracking data as well as a plug-in mechanism to allow people to easily filter the skeleton data with a .NET DLL prior to handing the data to Softimage. It’s all doable but I can only take the time if it makes business sense which I can only hope everyone understands. Here are some screenshots: http://imgur.com/a/7ayDJ Thanks Eric Cosky -- Michael Johansson Artist/Senior Lecturer/Researcher Kristianstad University Digital Design 29188 Kristianstad Email michael.johans...@hkr.semailto:michael.johans...@hkr.se Infobloom Grönegatan 4a 222 24 Lund Email: mich...@lowend.semailto:mich...@lowend.se www.lowend.sehttp://www.lowend.se www.abadyl.comhttp://www.abadyl.com
RE: price increases?
I can't believe AD's policy concerning pricing. I've dropped both my subs due to the 70% price increase for uk subscribers - so are the prices going up even more?! You are doing the right thing. Money talks, and when enough of it does, it roars. Just stop upgrading, stop subscription. When enough people do so Autodesk will be forced to re-evaluate their policies or hemorrhage money. Will probably get flamed to the depths of Hades for the contrarian opinion but monopolistic price gouging isn't a sustainable business model due to various factors, most notably the demand curve. Only so many people can afford the new, higher premiums so they wind up losing customers there. They also extremely piss off much of the rest of their customer base with the higher prices which makes that base more prone to look elsewhere for solutions. This is when competitors step in and offer more value to lure that customer base away. It may be that the competition has the same sort of product for a cheaper price, or it may be they offer something that does more than what Autodesk software can do but at the same price. Eventually, this results in an equilibrium of prices for goods and services being made possible. Know it sounds a bit odd, but this price exploration is something that is desirable in the long term. It's one of the things which drives innovation, competition and helps producers to determine what is the right price for their product. Non-market based external factors aside (government's injecting themselves into the economy (typically due to lobbying from a weaker competitor) via subsidies, tax breaks, no bid contracts, etc.) this process is the most efficient one our species has observed to date for the allocation of resources. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Morris Sent: Monday, June 18, 2012 7:26 AM To: softimage@listproc.autodesk.com Subject: Re: price increases? I can't believe AD's policy concerning pricing. I've dropped both my subs due to the 70% price increase for uk subscribers - so are the prices going up even more?! I'll think about upgrading again when they sort out their INSANE price policies. 2013 should do me for a while yet. Given that we're in a worldwide recession and the 3d market in particular seems to be being squeezed, I have no idea how they are validating these decisions. On 16 June 2012 11:43, Tim Leydecker bauero...@gmx.demailto:bauero...@gmx.de wrote: On 15.06.2012 18:21, Byron Nash wrote: Is this an effort to get everyone on subscription? I haven't heard any word about that going up. (crossing fingers!) I personally like subscription. +1 I just recently tried to consolidate my licenses into one single subscription covered Ultimate package. It would have been very favorable for me but unfortunately, my reseller would only offer a stiff +/- 5000 EUR option, dropping Maya and upgrading Premium into a single Ultimate bundle. If I would just go and get my subscription for my Premium bundle and the Maya license instead, even including pesky late subscription fees, which are imho sending a wrong message in terms of marketing anyway, I would end up at just roughly 2200 EUR. This doesn´t make sense at all and really, really sends the wrong message. I would have thought AD would be happy to simplify things and even sell the full pack? Cheers, tim On 15.06.2012 18:21, Byron Nash wrote: Is this an effort to get everyone on subscription? I haven't heard any word about that going up. (crossing fingers!) I personally like subscription. On Thu, Jun 14, 2012 at 7:22 PM, Thomas Helzle thomashel...@gmail.commailto:thomashel...@gmail.com mailto:thomashel...@gmail.commailto:thomashel...@gmail.com wrote: The 70% of the full price for an update is not a rumor, I got that in an official mail from my reseller a month ago. They say this will be effective from February 2013. I haven't heard of the general price increase but wouldn't be surprised - I guess it's more the question of when than if. And Softimage XSI is really worth every penny, it used to cost 70,000 or something ;-) Hey, just kidding anyway. I'm out of the loop already. Cheers, Tom On 14 June 2012 20:57, pete...@skynet.bemailto:pete...@skynet.be mailto:pete...@skynet.bemailto:pete...@skynet.be wrote: nope - a bet it is, as for now it is just a rumour. *From:* Thomas Helzle mailto:thomashel...@gmail.commailto:thomashel...@gmail.com *Sent:* Thursday, June 14, 2012 8:37 PM *To:* softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com *Subject:* Re: price increases? bets? They are called Screws as far as I know ;-) Applied to the thumbs or other sensitive body extensions they can be very effective. Especially in an endless
RE: price increases?
Autodesk hedging their Euro positions haha! -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of pete...@skynet.be Sent: Thursday, June 14, 2012 2:00 PM To: softimage@listproc.autodesk.com Subject: Re: price increases? a little fairy told me today... in about two weeks we (Europe) would see 25% increase on licenses/maintenance for autodesk 3D software, and upgrades at about 75% of the cost of new licenses. all bets are on. -Original Message- From: Stephen Blair Sent: Tuesday, June 12, 2012 11:17 AM To: softimage@listproc.autodesk.com Subject: RE: price increases? It's a North American price change. I haven't seen anything about price changes in the rest of the world. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of pete...@skynet.be Sent: June-12-12 3:15 AM To: softimage@listproc.autodesk.com Subject: Re: price increases? but with north america vs europe vs japan equivalency, we'll see 10 % in europe and 20% in japan. (sorry, couldn't resist) -Original Message- From: Stephen Blair Sent: Tuesday, June 12, 2012 3:20 AM To: softimage@listproc.autodesk.com Subject: RE: price increases? The price increase for commercial US and Canada licenses will be something on the order of 5%, I believe. I don't have the actual prices atm. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: June-11-12 7:43 PM To: softimage@listproc.autodesk.com Subject: RE: price increases? What are the new prices for new licenses? -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair Sent: Monday, June 11, 2012 4:38 PM To: softimage@listproc.autodesk.com Subject: RE: price increases? Subscription prices do not change. Price changes apply to new licenses. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Gallagher Sent: June-11-12 7:04 PM To: softimage@listproc.autodesk.com Subject: Re: price increases? What are the new subscription prices? On 6/11/2012 6:36 PM, Eric Gunther wrote: You know, I was just subscribed to this list to pick up the odd bit about 3d and softimage...but I feel the need to comment. I initially got softimage (decided to use it) because it was selling for 400 bucks or something. Seemed like a good way to get into the industry, small. what is happening and has been happening with this is just $%#@ed up. -eric On Tue, 2012-06-12 at 00:00 +0200, Thomas Helzle wrote: yeah, got some funny emails as well. It seems that in the future you can update up to 6 or 7 versions back, but have to pay 70% of the full original price (which funny enough was increased quite considerably for XSI not that long ago). I'm sure an Autodesk representative would be able to explain why this is a fantastic thing to happen. I'd call it your basic miss-use of a monopoly. Cheers, Tom http://www.screendream.de On 11 June 2012 21:15, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: Nevermind - I found it here: http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112id=192218 63 So it looks like we're all going to see a price increase in August. On Mon, Jun 11, 2012 at 3:14 PM, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: Can anyone from AD discuss the price increases that have been announced? Will it affect Softimage or is it just CAD products? http://usa.autodesk.com/adsk/servlet/pc/index?id=19221634siteID=1231 12 -Paul
RE: OT: hulk smash
I'm going to guess Jonas Thornqvist but not 100% sure. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Saber Sent: Friday, May 25, 2012 12:41 PM To: softimage@listproc.autodesk.com Subject: Re: OT: hulk smash Is this your work Adrian? From: adrian wyermailto:adrian.w...@fluid-pictures.com Sent: Thursday, May 24, 2012 6:56 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: OT: hulk smash 5k renders http://media.screened.com/uploads/0/1144/622571-hulk.jpg http://images4.wikia.nocookie.net/__cb20120507025617/marvelmovies/images/d/d0/TheAvengers_Hulk2.jpg you're welcome a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 blocked::blocked::mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.comblocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
RE: hulk smash
Danke shern kind freudian. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer Sent: Thursday, May 24, 2012 12:57 PM To: softimage@listproc.autodesk.com Subject: OT: hulk smash 5k renders http://media.screened.com/uploads/0/1144/622571-hulk.jpg http://images4.wikia.nocookie.net/__cb20120507025617/marvelmovies/images/d/d0/TheAvengers_Hulk2.jpg you're welcome a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.comblocked::blocked::mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.comblocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
RE: Test
I see ya. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Marc Brinkley Sent: Tuesday, May 22, 2012 1:53 PM To: softimage@listproc.autodesk.com Subject: Test My work email is not receiving email any more so I set up a gmail instead since I suspect that MS is now blocking that email like last time. Is this thing on?
RE: goZ for softimage
Wow. Was that the XSI 7 splash screen?! From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jens Lindgren Sent: Tuesday, May 15, 2012 12:19 PM To: softimage@listproc.autodesk.com Subject: Re: goZ for softimage And the official GoZ is now out! http://www.pixologic.com/blog/2012/05/goz-for-softimage/ On Wed, Apr 11, 2012 at 3:50 PM, Eric Thivierge ethivie...@gmail.commailto:ethivie...@gmail.com wrote: The search feature at the top works quite well too. Eric Thivierge http://www.ethivierge.com On Wed, Apr 11, 2012 at 11:40 PM, Gerbrand Nel g...@cannonballbunny.commailto:g...@cannonballbunny.com wrote: Thanks guys I keep forgetting that rray.dehttp://rray.de only loads the first few plugins. I looked there initially, but only found it now after scrolling down the page. G On 2012/04/11 02:45 PM, Szabolcs Matefy wrote: I wrote the lite version :) There is a better one, on the rray.dehttp://rray.de xGoZ I think that's the name I prefer mine, because I do the export on the current level, not just the base, but this other one exports textures and so on so it's useful also Szabolcs From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Reeves Sent: Wednesday, April 11, 2012 2:19 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: goZ for softimage I don't use it myself but it is on http://rray.de/xsi/ - always worth checking there. Simon Reeves Freelance 3D VFX Artist London, UK email: si...@simonreeves.commailto:si...@simonreeves.com website: http://www.simonreeves.com On 11 April 2012 13:13, Gerbrand Nel g...@cannonballbunny.commailto:g...@cannonballbunny.com wrote: Hey guys. I saw a post somewhere that one of you smart guys have written a goZ plug-in for zbrush. Now of course I cant seem to find it. please help :) I'm using goZlite at the moment, but if there is a better one out, I'd like to try. Thanks guys G No virus found in this message. Checked by AVG - www.avg.comhttp://www.avg.com Version: 2012.0.1913 / Virus Database: 2411/4927 - Release Date: 04/10/12 -- Jens Lindgren -- Lead Technical Director Magoo 3D Studioshttp://www.magoo3dstudios.com/
RE: CgChannel coverage
I think we can only prove to them by actions (instead of words). Exaactly. Look forward to what you guys bring to the table. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia Sent: Friday, May 04, 2012 8:11 AM To: softimage@listproc.autodesk.com Subject: Re: CgChannel coverage Hi Matt, That must decided by the higher management. Anyway, i believe ChunPong has introduced his team to ease the panic in the mailing list a while ago. Despite that, users still make a lot of assumption. I think we can only prove to them by actions (instead of words). Regards, Chris On 4 May, 2012, at 8:03 PM, Matt Morris matt...@gmail.commailto:matt...@gmail.com wrote: Hi Chris, the article makes a lot of assumptions based on the information that came out in the mailing list. An official announcement/press release might help? Regards, Matt On 4 May 2012 12:27, Chris Chia chris.c...@autodesk.commailto:chris.c...@autodesk.com wrote: Hi Matt, Thanks for the link. I have googled that too. Guess we will have to work harder to prove to the Softimage community to gain their faith. Regards, Chris Chia Softimage QA Analyst Autodesk Media Entertainment On 4 May, 2012, at 7:22 PM, Matt Morris matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.com wrote: Sorry a link would help eh ;) http://www.cgchannel.com/2012/05/autodesk-reshuffles-softimage-development-team/ On 4 May 2012 12:14, Chris Chia chris.c...@autodesk.commailto:chris.c...@autodesk.commailto:chris.c...@autodesk.commailto:chris.c...@autodesk.com wrote: Hi Matt, Thanks for bringing that out. Could you provide us with the link? And please rest assured that we are a far bigger team. Regards, Chris Chia Softimage QA Analyst Autodesk Media Entertainment On 4 May, 2012, at 5:46 PM, Matt Morris matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.commailto:matt...@gmail.com wrote: Hi, just a quick one, the post at cgchannel covering the changing team has the phrase ' six-person team '. This seems to be a bit misleading (people think its 6 developers total working on Softimage) and is freaking people out a bit - it would be great if someone from Autodesk could ask them to rephrase that statement, as it's spreading quickly via twitter and the like. Other than that its an even piece. matt -- www.matinai.comhttp://www.matinai.comhttp://www.matinai.comhttp://www.matinai.com -- www.matinai.comhttp://www.matinai.comhttp://www.matinai.com -- www.matinai.comhttp://www.matinai.com
RE: Selecting UV island again
Press I in the texture editor? Or do you mean via code? From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Thomas Volkmann Sent: Wednesday, May 02, 2012 7:02 AM To: softimage@listproc.autodesk.com Subject: Re: Selecting UV island again What was the problem again? Szabolcs Matefy szabol...@crytek.commailto:szabol...@crytek.com hat am 2. Mai 2012 um 12:16 geschrieben: -- -- So, did anybody solved this? Funny that I can’t access UVIslands… ☹ ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
RE: OBJ exporter
Is that an inherent limitation to the obj format itself? User normals and uv's appear to come out of max/maya properly no? From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Thursday, April 26, 2012 1:33 PM To: softimage@listproc.autodesk.com Subject: RE: OBJ exporter The issue with the OBJ exporter is it only exports a single sample cluster property. A sample cluster property is any of type: Texture UVs, User Normal, or Vertex Color. In our experience the OBJ exporter chooses and exports only the most recently created sample cluster on the object. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Thursday, April 26, 2012 12:24 AM To: softimage@listproc.autodesk.com Subject: OBJ exporter Hey guys, Can somebody (Stephen ;) ) confirm that the OBJ exporter is still broken? My issues so far: - UVs are not optimized (not welded) - If there is a user normal cluster UV data is not exported Cheers Szabolcs ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
RE: OBJ exporter
Yeah, I remember this convo from a ways back. Reordering things in the explorer view to get them to export properly was the solution you and szabolcs had mentioned. So you say obj only supports one of each type of sample cluster property per mesh. Does this mean that it supports only one property per mesh being exported.or it supports one of each type.i.e. You can export user normals and one uv set...but you wouldn't be able to get two uv sets out with a user normal as well? I'm guessing you mean the latter as it appears to be the case with max/maya obj export when getting smoothing groups/normals into game engines with UV's intact. Also, what was it again that makes the .obj files so much larger when exported from Soft? The way they handle UV's is inherently different which adds to the amount of data?? From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Thursday, April 26, 2012 2:13 PM To: softimage@listproc.autodesk.com Subject: RE: OBJ exporter BTW - I reported the bug long ago. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Thursday, April 26, 2012 11:12 AM To: softimage@listproc.autodesk.com Subject: RE: OBJ exporter There is a limitation of OBJ only supporting 1 of each type of sample cluster property per mesh. But in the case of the Softimage OBJ exporter, I'd call it a design flaw as the user should be able to specify which of the existing sample cluster properties should go out the door. For example, an object with 2 texture projections. Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Williams, Wayne Sent: Thursday, April 26, 2012 11:10 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: OBJ exporter Is that an inherent limitation to the obj format itself? User normals and uv's appear to come out of max/maya properly no? From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Thursday, April 26, 2012 1:33 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: OBJ exporter The issue with the OBJ exporter is it only exports a single sample cluster property. A sample cluster property is any of type: Texture UVs, User Normal, or Vertex Color. In our experience the OBJ exporter chooses and exports only the most recently created sample cluster on the object. Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Thursday, April 26, 2012 12:24 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: OBJ exporter Hey guys, Can somebody (Stephen ;) ) confirm that the OBJ exporter is still broken? My issues so far: - UVs are not optimized (not welded) - If there is a user normal cluster UV data is not exported Cheers Szabolcs ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
RE: Intro to the new team (was RE: Softimage development)
Stefan, You predominantly use the product the majority of the Softimage dev team just switched over to developing for so not quite sure what you’re going on about ☺ I’m working in games at this point so am very, very excited to see what the Singapore team brings to the table. If you guys are taking requests Chun Pong I’d personally love to see: 1. http://xoliulshader.com/ Something akin to the Xouli shader that is available to the max crowd. It’s easy to use and get great results. 2. http://www.8monkeylabs.com/toolbag An easy to set up lighting system as found in Marmoset. 3. Better baking functionality than what ultimapper provides. i.e. Cages, baking FG, etc. 4. Tighter export functionality with Cryengine/UDK/Unity. (not sure if this is on autodesk dev side or something the engine makers have to sort themselves) 5. Fix the obj exporter. That thing is broke as hell. The file sizes it exports are way bigger than the same object coming from max and you can’t get your user normals out with your uv’s unless you do some workaround dragging things about in the explorer view. 6. A more streamlined methodology for creating hair/wig alpha cards. This is just off the top of my head. It shouldn’t have to be like jumping through flaming hoops while doused in gasoline when I try to view a real time asset in Softimage or get those things to a game engine but that’s what it feels like right now. Please, extinguish my pain! As for the Soft guys and gals that are leaving, you will surely be missed. A heartfelt thanks for all the years of your life you dedicated towards Softimage and to providing us end users with the help we needed every single day of the week on this list. Respect. -wayne From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Andersson Sent: Friday, April 20, 2012 8:36 AM To: softimage@listproc.autodesk.com Subject: Re: Intro to the new team (was RE: Softimage development) hahaha!! So the whole team is gone, and replaced by games people in Singapore. Do you actually believe that WE will believe that nothing will change?? Excuse me but... what? Yeah right On Fri, Apr 20, 2012 at 1:24 PM, Brent McPherson brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote: Ummm, all the devs are moving on to the new project and we are keeping the team together. All the Softies have had a hand in training the Singapore team to make sure the transition is a smooth one. They have not been scared to jump into such a large product so I'm excited to see what they can do. As Chun-Pong mentioned there are some very experienced Softimage devs in the consulting team in Montreal that still work on Softimage and many of their fixes get rolled into each release. Everyone involved with Softimage over the past few years is still around so the knowledge is not going anywhere. -- Brent From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: 19 April 2012 22:41 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Intro to the new team (was RE: Softimage development) stay calm, there are others still around... unless they are leaving too. sean, marc-andre, yanick, brent... those are just off the top of my head. dont forget all the support guys too! stephen, graham, siddarth, matthew.. i am sure i am missing someone... s On Thu, Apr 19, 2012 at 2:33 PM, Rob Chapman tekano@gmail.commailto:tekano@gmail.commailto:tekano@gmail.commailto:tekano@gmail.com wrote: incredulous, absolve the the entire known dev team ( except Brent stays yes?) into fecking Maya, plan it for over year, whilst denying everything and that nothing is going to happen to Softimage. seriously? -- STEFAN ANDERSSON // Creative Director // Mad Crew AB // http://www.madcrew.sehttp://www.madcrew.se/
RE: Intro to the new team (was RE: Softimage development)
Oh, and another request I forgot! http://www.youtube.com/watch?v=NnhxPMAXiVYhd=1 This ties in with #3. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Williams, Wayne Sent: Friday, April 20, 2012 9:07 AM To: softimage@listproc.autodesk.com Subject: RE: Intro to the new team (was RE: Softimage development) Stefan, You predominantly use the product the majority of the Softimage dev team just switched over to developing for so not quite sure what you’re going on about ☺ I’m working in games at this point so am very, very excited to see what the Singapore team brings to the table. If you guys are taking requests Chun Pong I’d personally love to see: 1. http://xoliulshader.com/ Something akin to the Xouli shader that is available to the max crowd. It’s easy to use and get great results. 2. http://www.8monkeylabs.com/toolbag An easy to set up lighting system as found in Marmoset. 3. Better baking functionality than what ultimapper provides. i.e. Cages, baking FG, etc. 4. Tighter export functionality with Cryengine/UDK/Unity. (not sure if this is on autodesk dev side or something the engine makers have to sort themselves) 5. Fix the obj exporter. That thing is broke as hell. The file sizes it exports are way bigger than the same object coming from max and you can’t get your user normals out with your uv’s unless you do some workaround dragging things about in the explorer view. 6. A more streamlined methodology for creating hair/wig alpha cards. This is just off the top of my head. It shouldn’t have to be like jumping through flaming hoops while doused in gasoline when I try to view a real time asset in Softimage or get those things to a game engine but that’s what it feels like right now. Please, extinguish my pain! As for the Soft guys and gals that are leaving, you will surely be missed. A heartfelt thanks for all the years of your life you dedicated towards Softimage and to providing us end users with the help we needed every single day of the week on this list. Respect. -wayne From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Andersson Sent: Friday, April 20, 2012 8:36 AM To: softimage@listproc.autodesk.com Subject: Re: Intro to the new team (was RE: Softimage development) hahaha!! So the whole team is gone, and replaced by games people in Singapore. Do you actually believe that WE will believe that nothing will change?? Excuse me but... what? Yeah right On Fri, Apr 20, 2012 at 1:24 PM, Brent McPherson brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote: Ummm, all the devs are moving on to the new project and we are keeping the team together. All the Softies have had a hand in training the Singapore team to make sure the transition is a smooth one. They have not been scared to jump into such a large product so I'm excited to see what they can do. As Chun-Pong mentioned there are some very experienced Softimage devs in the consulting team in Montreal that still work on Softimage and many of their fixes get rolled into each release. Everyone involved with Softimage over the past few years is still around so the knowledge is not going anywhere. -- Brent From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: 19 April 2012 22:41 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Intro to the new team (was RE: Softimage development) stay calm, there are others still around... unless they are leaving too. sean, marc-andre, yanick, brent... those are just off the top of my head. dont forget all the support guys too! stephen, graham, siddarth, matthew.. i am sure i am missing someone... s On Thu, Apr 19, 2012 at 2:33 PM, Rob Chapman tekano@gmail.commailto:tekano@gmail.commailto:tekano@gmail.commailto:tekano@gmail.com wrote: incredulous, absolve the the entire known dev team ( except Brent stays yes?) into fecking Maya, plan it for over year, whilst denying everything and that nothing is going to happen to Softimage. seriously? -- STEFAN ANDERSSON // Creative Director // Mad Crew AB // http://www.madcrew.sehttp://www.madcrew.se/