Re: Questions about PPGs

2018-07-19 Thread kenny wood
There is a command to get a hook to the ppg but I can't remember what it
was.
It's clearly explained in Raphael fragapanes technical direction course.

Kenny



On Thu, 19 Jul 2018, 13:41 Martin Yara,  wrote:

> I'm recreating a Weight Editor for Vertex Colors to get a faster version
> of the crappy SI 2015 Weight Editor. I already did the grid and it's
> pretty fast, like 3 seconds for the same model, almost like Softimage 2013
> and with Python only.
>
> Now I'm having some problems with the PPG, so here are my questions,
> hopefully someone can give me some hints to put me into the right direction:
>
> - PPG is not defined.
> I'm trying to create a event that refresh my PPG eveytime the selection
> changes, but I can't find a way to get my property. As expected, the global
> variable PPG doesn't work inside this event.
> How can I call my property from this event?
>
> - Change minimum value of a Parameter in an already defined Property.
> I want to do something like the Weight Editor that changes the minimum
> value from 0 to -1 when changing from Abs to Add.
>
> - Event to trigger after I change the value of a parameter
> The Weight Editor slider seems to trigger a command after I stopped moving
> it. I'd like to replicate that but it seems impossible. Is it ?
> In the PPG events I have "changed" but it triggers while I'm sliding the
> bar, not when I finished, increasing a lot the Undo list.
>
> - Grid Color cell
> I'm still lost about the grid color. It seems that it wants one "number"
> or something. I tried different combinations like RGB888 and RGB555 but it
> stills give me a different color.
>
> Thanks
>
> Martin
>
>
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Re: Material change crashes XSI

2018-06-08 Thread kenny wood
My train of thought is in this direction already.I think it is time to move
the rendering part of my workflow to Houdini.

I just wish they would polish up the modeling part of houdini as its almost
there for production.

On Fri, Jun 8, 2018 at 9:18 PM Andy Chlupka (Goehler) <
lists.andy.goeh...@gmail.com> wrote:

> This is where Houdini changed my life for the better. Sometimes I forget
> that Mantra is still rendering while I’m already doing changes to the
> geometry. :)
>
> Happy weekend.
>
> Andy
>
> On Jun 8, 2018, at 6:12 PM, Rob Wuijster  wrote:
>
> Yup! Don't do it that way ;-)
>
> Soft is prone to crashing with any renderer, if you change too much stuff
> with the region open.
> Just close the region down, do some major changes and fire it up again.
>
> I sometimes forget as well, and you're almost always have to force quit
> and restart SI.
>
> happy rendering!
>
> Rob
>
>
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Re: Material change crashes XSI

2018-06-08 Thread kenny wood
Haha ok . I'll turn off auto update on the region .
I just thought it might have been a config setting or something .

Thanks for the quick response

On Fri, 8 Jun 2018, 18:12 Rob Wuijster,  wrote:

> Yup! Don't do it that way ;-)
>
> Soft is prone to crashing with any renderer, if you change too much stuff
> with the region open.
> Just close the region down, do some major changes and fire it up again.
>
> I sometimes forget as well, and you're almost always have to force quit
> and restart SI.
>
> happy rendering!
>
>
>
> Rob
>
>
>
> \/-----\/\/
>
> On 8-6-2018 17:55, kenny wood wrote:
>
> Hi
>
> Im wondering if anyone else is having this problem and if there is a
> solution
>
> I have a crashing problem using the viewport region (and preview) render
> in both Redshift and Arnold renderers.
> Everything works fine apart from if I assign a new material while the
> region render is on it just hangs xsi.
>
> Anyone know of a workaround ?
>
> Kenny
>
>
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Material change crashes XSI

2018-06-08 Thread kenny wood
Hi

Im wondering if anyone else is having this problem and if there is a
solution

I have a crashing problem using the viewport region (and preview) render in
both Redshift and Arnold renderers.
Everything works fine apart from if I assign a new material while the
region render is on it just hangs xsi.

Anyone know of a workaround ?

Kenny
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Re: GOZ

2018-04-15 Thread kenny wood
Just tried it , works fine on my end.(Yay!)

Make sure you have the GOZ Softimage Complete Binary.Goz in your Program
Files\Pixologic\ZBrush 2018\ZStartup\ExportTamplates folder

Kenny

On Sun, Apr 15, 2018 at 2:50 PM, toonafish  wrote:

>
> Has anybody got GOZ and Softimage 215 SP2 working with the latest Zbrush
> 2018 update ?
>
>
> Thanks,
>
>
> - Ronald
>
>
>
>
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Re: Softimage - not going away...

2017-10-30 Thread kenny wood
Maybe the Foundry

On 30 Oct 2017 13:29, "Stefan Kubicek"  wrote:

> No official statement yet from anyone I know there.
>
> If they don't open source it I hope at least someone worthy buys it
> (i.e. not Autodesk, and not some insurance company who are looking for a
> faster way to do their number crunching either). But since they are
> funded by an investor I doubt they have a lot of influence on such
> decisions. It might even end up in the lap of some large VFX vendor who
> already is their customer (was that MPC or the Mill, don't remember).
> Speculation is futile I suppose.
>
> S
>
>
> On 30/10/2017 12:47, Angus Davidson wrote:
> > Anyone know what is going on with that ?
> > --
> > ICT Project Manager
> > Digital Arts
> > Wits School of the Arts
> > angus.david...@wits.ac.za
> > 011 717 4683
> >
> > 
> > From: Morten Bartholdy [x...@colorshopvfx.dk]
> > Sent: 30 October 2017 11:23 AM
> > To: Official Softimage Users Mailing List.
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.
> google.com_forum_-23-21forum_xsi-5Flist=DwIGaQ=76Q6Tcqc-
> t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVM
> srMw7PFsA=foIbz6TYA6v29rC2bpfHV6Y8p_zM8GqIkvC6Tz2lZsQ=
> gS8BYrYbaNceApRP5V72OlR9ino30s96DsSsNDWPrUg=
> > Subject: Re: Softimage - not going away...
> >
> > Aw, that is sad.
> >
> > Morten
> >
> >
> >> Den 27. oktober 2017 klokken 19:26 skrev pedro santos <
> probi...@gmail.com>:
> >>
> >>
> >> Another hit :(
> >> fabricengine.com
> >>
> >>
> >> On Fri, Oct 27, 2017 at 6:16 PM, Mirko Jankovic <
> mirkoj.anima...@gmail.com>
> >> wrote:
> >>
> >>> It is really sad that years after SI is killed best possible
> replacement
> >>> is still years away
> >>> What are we talking about? Let's kill best software it is not so
> >>> profitable as others and push back production workflow and progress 10
> >>> years back who needs progress when you can charge subscription for
> >>> every day getting close to where Softiamge already is (yes.. AD..
> yes...)
> >>>
> >>> ᐧ
> >>>
> >>> --
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> >>>
> >>
> >>
> >> --
> >> --
> >>
> >> Pedro Alpiarça dos Santos
> >>
> >>
> >> * probiner.xyz 
> >>  proofpoint.com/v2/url?u=http-3A__probiner.xyz_=DwIFaQ=76Q6Tcqc-
> t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVM
> srMw7PFsA=aQJibcOU6qnEZIKLRmsqR9Pnljk_nfXVWdFHcLgNbfw=CMOwMy8K_
> N55hFoZnzjlZEJjWpMB6_8flcenMoCOLk0=> *
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Re: Softimage - not going away...

2017-10-26 Thread kenny wood
Only problem I have with Houdini is the slow viewport subdivision display
...otherwise I would use it for modelling aswell

On 26 Oct 2017 19:44, "Jonathan Moore"  wrote:

> Jordi, I'm only recounting the feedback I get from the artists I support.
> Some of these artists find nodal approaches per se as being technical.
>
> You, I and most on this list know this not to be the case, but we have to
> be considerate that not all artists are wired the same as us.
>
> On 26 October 2017 at 18:13, Jordi Bares  wrote:
>
>> Could you give me an example of various stages of a production where you
>> need those skills? I can only see a few places where you do and others that
>> you might if you want to do complex stuff (like modern abstract motion
>> graphics for example)
>>
>> Let’s also remember, only recently we have Wrangle nodes and although
>> they are awesome, you didn’t even have them a few years back yet you were
>> able to do anything (slower of course) in other manners. A good example is
>> the new Point Wrangle versus the old Point SOP.
>>
>> I still think for Previz, Modelling, Animation (not technical FX
>> animation), Layout, Shading, Texturing, Lighting and Rendering you need
>> Zero skills.
>>
>> But may be I am missing something.
>> jb
>>
>>
>> On 26 Oct 2017, at 17:29, Jonathan Moore 
>> wrote:
>>
>> The only way to learn a language well is to fully immerse into it, same
>>> thing here… Houdini is not hard any more, UX and specially a more viewport
>>> centric approach makes it very easy to start.
>>> True there is some vocabulary and weird things in a few areas but those
>>> come easy if you really go for it.
>>
>>
>> I say this as a Houdini fan. Houdini is only an easy transition for
>> technical artists. I support teams of artists from fine art backgrounds as
>> well as technical artists and those with a fine art background even found
>> ICE a challenge. For larger teams made up of both TD's and artists this
>> isn't a major issue, but the fact that so much of Houdini is
>> Wrangle-centric these days causes problems for those with a purely art
>> school background who don't know their way around a scripting language,
>> never mind a C-like programming language.
>>
>> I think it's untrue to say 'Houdini is not hard anymore', but more true
>> to say that Houdini is easier to transition to from another DCC (for those
>> with a technical aptitude). You won't get far in Houdini if you can't at
>> the very least think programmatically, and that still goes for those that
>> stick to VOP's rather than Wrangles.
>>
>> One can argue that 3d is an inherently technical art, but there are
>> plenty of professionals working in media & entertainment based studio
>> businesses that get by just fine without any aptitude for scripting &
>> programming. Unfortunately, I don't think it's untrue to state that it's
>> difficult to get past the basics in Houdini without a technical aptitude.
>>
>>
>>
>>
>>
>> On 26 October 2017 at 17:01, Jordi Bares  wrote:
>>
>>> The only way to learn a language well is to fully immerse into it, same
>>> thing here… Houdini is not hard any more, UX and specially a more viewport
>>> centric approach makes it very easy to start.
>>>
>>> True there is some vocabulary and weird things in a few areas but those
>>> come easy if you really go for it.
>>>
>>> :)
>>>
>>> jb
>>>
>>>
>>> > On 26 Oct 2017, at 16:07, Morten Bartholdy 
>>> wrote:
>>> >
>>> > Houdini is still to technical to even start using. Blender I have
>>> actually looked at and it doesn't look half as bad as Maya, but it also
>>> very much depends on where you are working or aspire to work.
>>> >
>>> > Maya is a ticket to work in most places these days I guess, but it is
>>> also certain to drive you mad, and hate going to work everyday.
>>> >
>>> > Honestly I would love to work with Houdini, and might even sit down
>>> and try and learn it some day, but it is still damn hard to start using, so
>>> downtime is considerable.
>>> >
>>> > MB
>>> >
>>> >
>>> >
>>> >> Den 25. oktober 2017 klokken 14:53 skrev Gerbrand Nel <
>>> nagv...@gmail.com>:
>>> >>
>>> >>
>>> >>
>>> >>> I read the stories by people who had the bad fortune to have to
>>> learn Maya earlier and I have to say everything they wrote is true and then
>>> some. After 3 months+ of everyday Maya punishment I actually only like some
>>> modeling tools and being able to see layered textures in the viewport - the
>>> rest is a horrible mess. And our Maya artists are blissfully oblivious to
>>> how much easier their lives could have been if things had been different.
>>> >>>
>>> >>>
>>> >>> Morten
>>> >>
>>> >> If you read on, the story splits.
>>> >> Kinda like a "choose your own adventure"
>>> >> Some people choose Maya, and THEY DIE
>>> >> Others choose NOT-Maya and live.
>>> >> Honestly I would rather use bryce and poser.
>>> >> Why not Houdini 

Re: I'm lost / Which Software fills the void / help!?

2017-10-07 Thread kenny wood
I asked this question myself . After starting to use maya for a year after
a 10 year break .I dumped it and went back to xsi...nothing else comes
close overall as a generalist tool .
If you don't have to use anything else then don't...unless a job requires
you to know another tool .


On 7 Oct 2017 10:39, "skuby"  wrote:

> TLDR = Where do I go/which program?  I’m specifically asking hardcore
> Softimage users who knew all the hotkeys and L/R/MMB clicks/shortcuts,
> sticky keys, etc..  And wore the software like a custom fit glove.  All
> aspects (modeling/rigging/anim/UV/all of it etc.)  I was a freelancer,
> not a specialist. I won’t be working in the 3D segment of the industry
> again, but I want a professional generalist tool-kit back in my art toolbox.
>
>
> -Has Maya become use-able out of the box (according to Softimage vets) (w/
> preferences tweaks)?  Did anyone make a plug-in or hotkey kit for
> Softimage users?  Does it still take 4+ steps/clicks for everything vs.
> Softimage even after learning Maya best practices?
>
>
> Was there any recent talk of bringing Softimage back, even with limited
> support?  I’d pay $30+ per month for it w/Mudbox in a heartbeat. (I’d pay
> the same for Maya + Mudbox if it was viable for me)  (I’m close to giving
> up on Blender, interface/usability wise it’s still way too far away from
> Softimage and it took A LOT of effort to get to the point where I am with
> it now, too much effort).
>
>
> After all this time, how did you solve this problem? Is your solution
> adequate or still frustrating?
>
>
> About Me: I spent a small fortune training Softimage at Vancouver Film
> School/VFS and then worked as a freelancer for small commercials (before
> that I trained Maya at SVA for 4 years and I hated the Maya software, I was
> using it afterwards at a small film and commercial company).  More
> recently I swung over to websites and now have moved fully into 2D
> Illustration.  I miss my 3D toolset (and have practical commercial uses
> for it now), and I really need to bring it back into my toolbox.  I’d be
> willing to put in the time to re-learn some things that I already know how
> to do, but I won’t settle for sub-par interfaces, I’m sick of banging my
> head into the wall.
>
>
> Please help me, I’m completely lost, frustrated and heart-broken.
>
>
> Best of luck to all of you.  Thank you for your time.
>
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Re: mTextureEditor

2017-10-05 Thread kenny wood
I saw the video for this last week. Looks awesome . Are you still adding
more features to it in the future ?



On 5 Oct 2017 12:56, "Martin Yara"  wrote:

> Hi, I just released a custom Texture Editor I hope some of you find it
> useful.
>
> I started to write this because we have 2 Softimage projects that are
> going to last at least 1 more year (at least one of them), and the UV work
> is pretty heavy so using default tools is a little slow and painful.
>
> I'm using also a modified version of Ahmidou Lyazidi's StampUV. Thanks for
> the code and permission !
>
> https://urldefense.proofpoint.com/v2/url?u=http-3A__skymill.co.jp_tools_Softimage_mTextureEditor_mTE-5Fhelp.html=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=ruyF3SLK9UXkVQyIQUafGqVf03Vy6doICcpmSdbky78=XNZ6iZ7wX2shNPAQR3YiibKUYe6gucHBARlUP7YjzNc=
>  
> 
>
> Martin
>
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Re: What were they thinking....

2017-08-31 Thread kenny wood
I wonder if they can be bothered fixing the skin painting in the next
update ...which has never really worked properly

On 31 Aug 2017 14:14, "Gerbrand Nel"  wrote:

> lol
> This is why I haven't unsubscribed to this list.
> Part of me wonders why we still talk about maya.
> The other part realizes that lots of you have no choice
> G
> On 2017/08/31 1:55 PM, Morten Bartholdy wrote:
> > It is good to know that there is at least one sensible person in close
> proximity of Maya development :)
> >
> > Morten
> >
> >
> >
> >> Den 30. august 2017 klokken 17:28 skrev Luc-Eric Rousseau <
> luceri...@gmail.com>:
> >>
> >>
> >> ok, I'll have someone take a look. thanks
> >>
> >> On 30 August 2017 at 10:18, Ponthieux, Joseph G. (LARC-E1A)[LITES II]
> >>  wrote:
> >>> No, unfortunately I'm not confused about this.
> >>>
> >>> If you build a scene, save that scene, there is no lingering copy
> clipboard file still resident in the temp directory, and you never hit
> CTRL-C, hitting CTRL-V while in the Outliner rereads the same exact scene
> you are currently in, and had just saved, back into itself.
> >>>
> >>> It then begins telling me with via the progress bar, that the scene I
> had just saved, in my particular case with all 40,000+ objects, is now
> being read into the working scene.
> >>>
> >>> Which means my scene now has two iterations of itself present in the
> scene after it is finished.
> >>>
> >>> The repro steps for this are here:
> >>>
> >>> https://forums.autodesk.com/t5/maya-forum/ctrl-v-reads-a-
> copy-of-the-scene-into-itself/m-p/7329534#M46237
> >>>
> >>> The point of this "feature" was apparently to facilitate the copying
> of objects across independent Maya sessions. But the cutCopyPaste.mel
> appears to be caching the current scene name and decides to use that
> instead if copy has never been executed prior to the paste or if no
> clipboard file is available and found. It just summarily, and without
> warning, proceeds to "paste" the saved scene back into itself.
> >>>
> >>> The upshot is that CTRL-V assumes an input that was never given it by
> the user.
> >>>
> >>> I'm not sure why in the world I would ever want it to do that when I
> can use "import" to explicitly re-read the scene, or explicitly perform a
> copy on the active scene hierarchy, to accomplish the same result.
> >>>
> >>> Instead it is an uncalled for action that has the potential to cause
> severe loss of data. Which is what happened in my case, because when I went
> to delete the 40,000+ extra copies that I did not need, it was still trying
> to delete them a day later.
> >>>
> >>> Joey
> >>>
> >>>
> >>>
> >>> -Original Message-
> >>> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
> >>> Sent: Wednesday, August 30, 2017 9:51 AM
> >>> To: Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list 
> >>> Subject: Re: What were they thinking
> >>>
> Ctrl-V executes a scene read, of the currently saved scene into the
>  existing scene This happens if you are in the outliner
> Its basically the equivalent of import scene
> >>> I think you're confused about this one.  Ctrl+V is just the "paste"
> >>> command and the clipboard is implemented by saving objects when you
> press ctrl+C, and later importing objects on paste from a temp scene.
> >>> Exactly the same as it is XSI.  The only thing new here is that a
> progress bar was added to the outliner to show progress when there is a
> massive number of nodes added, and the log window will say something "scene
> read in 1s" or something, which may be confusing you.
> >>> --
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Re: xsi wiki offline?

2017-07-04 Thread kenny wood
Found it

https://drive.google.com/file/d/0B0cgbdNZ4_f1UTlpUElIVURpVkk/view?usp=sharing

I got the link from this page


http://www.si-community.com/community/viewtopic.php?f=5=6463=softimage+wiki=10

As stated on the page - some of the files are missing but it should contain
most of the site.

On Tue, Jul 4, 2017 at 11:28 AM, kenny wood <k3nnyw...@gmail.com> wrote:

> Sorry typo.
>
> I meant Site Rip .Its the whole softimage wiki site in a compressed
> volume.Im trying hard to find it.
>
> I have it at home .Ill try and dig it out when I get back.
>
> On Tue, Jul 4, 2017 at 11:13 AM, Rob Wuijster <r...@casema.nl> wrote:
>
>> This one?
>> http://softimage.wikia.com/wiki/Softimage_Wiki
>>
>> Rob
>>
>> \/-\/\/
>>
>> On 4-7-2017 10:54, kenny wood wrote:
>>
>> Someone posted a site top a few months ago on si-community .
>> I'll see if I can find it
>>
>> On 4 Jul 2017 10:36, "Patrick Neese" <patrickne...@gmail.com> wrote:
>>
>>> It's down for me as well but you might be able to get some of the info
>>> you need from:
>>>
>>> https://web.archive.org/web/20140307114251/http://softimage.
>>> wiki.softimage.com/index.php?title=Main_Page
>>>
>>> On Jul 3, 2017 10:14 PM, "Fabian Schnuer Gohde" <list@gohde.no>
>>> wrote:
>>>
>>>> Hi,
>>>> has the wiki moved to a new address?
>>>>
>>>> Best regards,
>>>> Fabian
>>>>
>>>> --
>>>> Softimage Mailing List.
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>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
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Re: xsi wiki offline?

2017-07-04 Thread kenny wood
Sorry typo.

I meant Site Rip .Its the whole softimage wiki site in a compressed
volume.Im trying hard to find it.

I have it at home .Ill try and dig it out when I get back.

On Tue, Jul 4, 2017 at 11:13 AM, Rob Wuijster <r...@casema.nl> wrote:

> This one?
> http://softimage.wikia.com/wiki/Softimage_Wiki
>
> Rob
>
> \/-\/\/
>
> On 4-7-2017 10:54, kenny wood wrote:
>
> Someone posted a site top a few months ago on si-community .
> I'll see if I can find it
>
> On 4 Jul 2017 10:36, "Patrick Neese" <patrickne...@gmail.com> wrote:
>
>> It's down for me as well but you might be able to get some of the info
>> you need from:
>>
>> https://web.archive.org/web/20140307114251/http://softimage.
>> wiki.softimage.com/index.php?title=Main_Page
>>
>> On Jul 3, 2017 10:14 PM, "Fabian Schnuer Gohde" <list@gohde.no>
>> wrote:
>>
>>> Hi,
>>> has the wiki moved to a new address?
>>>
>>> Best regards,
>>> Fabian
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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> "unsubscribe" in the subject, and reply to confirm.
>
>
>
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Re: xsi wiki offline?

2017-07-04 Thread kenny wood
Someone posted a site top a few months ago on si-community .
I'll see if I can find it

On 4 Jul 2017 10:36, "Patrick Neese"  wrote:

> It's down for me as well but you might be able to get some of the info you
> need from:
>
> https://web.archive.org/web/20140307114251/http://
> softimage.wiki.softimage.com/index.php?title=Main_Page
>
> On Jul 3, 2017 10:14 PM, "Fabian Schnuer Gohde"  wrote:
>
>> Hi,
>> has the wiki moved to a new address?
>>
>> Best regards,
>> Fabian
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
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> with "unsubscribe" in the subject, and reply to confirm.
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RE: super OT : unreal or unity

2017-07-02 Thread kenny wood
Unreal is a lot more artist friendly .has nicer results and is quicker to
develop with blueprints but you have to pay royalties...


For someone with little coding experience I would recommend Unreal

On 2 Jul 2017 09:07, "Angus Davidson"  wrote:

> If your just starting out. Unity is the better one as it is easier to get
> into. Unreal is more powerful in what it can do and what you can make it
> do. It just take more programming knowledge to get there.
>
> --
> ICT Project Manager
> Digital Arts
> Wits School of the Arts
> angus.david...@wits.ac.za
> 011 717 4683
> --
> *From:* Ahmidou Lyazidi [ahmidou@gmail.com]
> *Sent:* 01 July 2017 11:13 PM
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list
> *Subject:* Re: super OT : unreal or unity
>
> Hi Olivier,
> I haven't played that much with Unreal, but it's probably the more
> powerful of both.
> On the other side Unity is the challenger, it's getting better ad better,
> and it's pretty easy to dive in.
> Also Unity's community is huge and there's always an asset doing anything
> you could miss.
> If you're reluctant to scripting I would suggest to have a look at the
> PlayMaker addon for a more visual approach.
>
> All in all, I'd say it all depend of the complexity and target of project.
>
> And for something that will probably talk to you, have a look at this
> guy's web page:
> http://radiumsoftware.tumblr.com
> He's doing some nive VJing stuff with Unity, and most of his projects are
> on github:
> https://github.com/keijiro
>
> Have fun!!
>
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> http://www.cappuccino-films.com
>
> 2017-07-01 16:27 GMT-04:00 Olivier Jeannel :
>
>> Hi guys,
>>
>> The work is very calm these days, I'm having a vague desire to have a
>> look at game engines.
>> I think I have this old fantasma of working on a video game is coming to
>> visit me again...
>>
>>
>> I have started a beautiful shooter space tutorial on unity, I'm starting
>> to see my limit with the C-sharp language. This is a all new unknown area
>> to learn, and while I'm not completly lost, I'm wondering if this is worth
>> learning...
>> On the other hand I've heard about Unreal, and well, I'm not sure which
>> one is the best.
>>
>> Does any of you have an advice or an opinion ?
>>
>>
>> Thank's !
>>
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Re: Selecting sharp curvature?

2016-11-17 Thread kenny wood
Zbrush should be able to do it.
Using mask Peaks and valleys.

Tools>Masking>Mask Peaks and Valleys.

Also masking cavity may be useful for intersections.

On Thu, Nov 17, 2016 at 11:38 AM, Morten Bartholdy 
wrote:

> I am in the proces of cleaning up some 3D scanned characters for further
> processing, and need to select all vertices on creases inside a certain
> threshold, so I can perform a Relax on them in order to get rid of self
> intersections. Is there a tool somewhere that can do this?
>
> Thanks,
> Morten
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Re: Softimage viewport 2014-2015 - PBR ready?

2016-10-29 Thread kenny wood
I think it's definately possible using the dx9 viewport. I seem to recall
someone doing it for 3ds max
On 29 Oct 2016 08:13, "Pierre Schiller" 
wrote:

> Hello. I just visited this video on youtube:
> https://youtu.be/Y7VZHjcdr6o
>
> and I was wondering if there was any way to setup a "tricked" PBR for
> viewport viewing using RT shading?
> How possible could it be?
> Thanks.
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>
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