RE: Softimage 2 Unreal Engine

2014-06-18 Thread Williams, Wayne
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

2014-06-18 Thread Williams, Wayne
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

2014-03-27 Thread Williams, Wayne
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

2014-03-27 Thread Williams, Wayne
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

2014-03-27 Thread Williams, Wayne
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

2014-02-18 Thread Williams, Wayne
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

2013-11-19 Thread Williams, Wayne
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

2013-09-30 Thread Williams, Wayne
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???

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RE: Looking for artists

2013-09-25 Thread Williams, Wayne
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



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RE: Friday Flashback #137

2013-09-13 Thread Williams, Wayne
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

2013-09-12 Thread Williams, Wayne
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

2013-06-17 Thread Williams, Wayne
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

2013-06-12 Thread Williams, Wayne
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

2013-06-12 Thread Williams, Wayne
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

2013-05-02 Thread Williams, Wayne
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

2012-12-19 Thread Williams, Wayne
+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.

2012-10-30 Thread Williams, Wayne
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

2012-10-05 Thread Williams, Wayne
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

2012-10-05 Thread Williams, Wayne
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?

2012-07-23 Thread Williams, Wayne
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?

2012-06-18 Thread Williams, Wayne
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?

2012-06-14 Thread Williams, Wayne
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

2012-05-25 Thread Williams, Wayne
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

2012-05-24 Thread Williams, Wayne
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

2012-05-22 Thread Williams, Wayne
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

2012-05-15 Thread Williams, Wayne
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

2012-05-04 Thread Williams, Wayne
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

2012-05-02 Thread Williams, Wayne
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… ☹


___
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RE: OBJ exporter

2012-04-26 Thread Williams, Wayne
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
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This message contains confidential information and is intended only for the 
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this e-mail from your system. E-mail transmission cannot be guaranteed to be 
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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

2012-04-26 Thread Williams, Wayne
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)

2012-04-20 Thread Williams, Wayne
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)

2012-04-20 Thread Williams, Wayne
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/