Re: Mootzoid plugins revisited 2018: emFluid v5

2018-06-25 Thread toonafish
I have them all installed and the Combustion Trex demo scene seems to work ok 
here.
 
Ronald van Vemden
---
3D Graphics & Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)6 46715175
email: ron...@toonafish.nl



> On 25 Jun 2018, at 00:39, Pierre Schiller  
> wrote:
> 
> Hi, I took quite a read through the docs here:
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.mootzoid.com_plugin_emfluid5=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=5iEKJUHgqXgW-fxjQdO6RWk5F3sl0eqALAKyM6FqtJs=i6N-3hHy66Zp7X_cQh7Zgwp-d-N-v9Cdqd1Qvv0SrPU=
>  
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__u7507473.ct.sendgrid.net_wf_click-3Fupn-3D5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzI-2D2F9k-2D2BWBXKW27XRR1WxPwQQ9VraNJg2vMJlblb71c2mKPc4OKV-2D2BsbBkJR738Shvfg-2D2FRQYiDwCy-2D2BpVurP5l6HOmGB-2D2BVUjB56Hu-2D2F3J1g6Tnm0crD-2D2F78NtXEW0htBE4Adm0VaM17L7hWMhP9foHO54z2ZeSTvKZAtK3Kv-2D2FSzjTwhiKj-2D2F-2D2B6Jc7O7rFV8xzakq462-2D2F3bWL3Dgp4tEMr8r4LU-2D2BfZh0-2D2BXkuaSL31y2Cw4D2GcX3z8TzLEIfoPxN2p1a1ZucnHCevEF68q3BSOlg9y-2D2FZoLoKoz2G2peoGcb1WNtwF1UXMCkjrxpzoWPsmO7nlyaRd-5FDW-2D2BSrACj4wfqwIANcjvCqN9J2S9qdGtqudQQ9NS9YyP6Ex61B76mwAEgT5zSxoilzVXJlFWWPrV3Mp9-2D2B9Jmqm-2D2F-2D2BArfXHdDREvXID3L-2D2FEaob-2D2FrFoqEs0nar3a5K90ZBTITmyr4uXmek3p37GVybhqPI5Ati-2D2FaezodCauXMB40XmdVJ76fV7ODHZlokWxDkh6QbCIr9a10tlKIMppy7bcTm8NO8hIsx-2D2FnhD365zBHIjcA-2D3D=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=5iEKJUHgqXgW-fxjQdO6RWk5F3sl0eqALAKyM6FqtJs=XaZNEN28ItZh7HAbfilXyp6-qT8XmNZ4KopjTuKNr34=>
> 
> and I even downloaded the sample scenes. Specifically Trex Combustion.scn 
> opens with missing Vray parameters and the ICE tree for the combustion is all 
> red out (which means everything is unplugged) there´s nothing simulating.
> 
> I´m wondering if -perhaps- someone has got these files working?
> I´d really like to try the VDB volume grids on emFluid but I don´t know what 
> other addons are needed to interact with the sample scenes.
> 
> Please help.
> Thanks.
> 
>  www.3dcinetv.com 
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__u7507473.ct.sendgrid.net_wf_click-3Fupn-3D5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzI-2D2F9k-2D2BWBXKW27XRR1WxPwQcgcTbk0Nf7KpXhckhHXjFRBDMOdaQfhacyxcQUS149QbkYSUm-2D2BgVjvWvPRva5WdA6clDXOigsMEkhrXRAJCb1XjVhpOngovZ1rcMyJVA-2D2BUQHun94yOPHOHsqu9DO-2D2Fvk3lgrH1YQvu1gIidWNv3-2D2FJgB5lfR9ZQ94E2f6K6rpEnilc60xgMoz0hN-2D2F78MV5387zHeZWq3Y0Pp-2D2FP4n3tfIZAWVIFnkF6FpY5HKlG3KHEKSJ3asRT-2D2FQITXNxUURmpUYKmA1cZMNAVf9zy5v9oZO8bHg-2D3D-5FDW-2D2BSrACj4wfqwIANcjvCqN9J2S9qdGtqudQQ9NS9YyP6Ex61B76mwAEgT5zSxoilM1lRN0Ep6b20AOnpLABCAG3efluujsZ7wqOC6Hq1IuWvUNTlCN4D-2D2B4eH1FsKLj0xphlcPoEJKkn6XeV9EOj6s3U6cRdYjW79CthiGdqx5qBXNqsOdTeLYehUNPG4RFlhO0oBMZRwF1PJOvVivuZov5y1dLvqEpwS3-2D2B-2D2ByKA0ULZI-2D3D=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=5iEKJUHgqXgW-fxjQdO6RWk5F3sl0eqALAKyM6FqtJs=kNjcfINnldxkOxxyAYtFg8d74rWoZzHyItCtCxMa_P4=>
>  - 3D.VFX.Post - Click on socials:
> 
>  
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__u7507473.ct.sendgrid.net_wf_click-3Fupn-3D5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzI-2D2F9k-2D2BWBXKW27XRR1WxPwQTDCb1W9Cs4EjQXjKlg0zrSVN2QsMdLKi2-2D2FE58Tvv9pDsRcLyUyATCDo-2D2Fsyz21Tp45yjUbip1TMWQiYx38Wn0tr0io1IkVnbB85gWOwCtavOl6F1weikmGtZ5PGaRMdp5RBaa4dARHean7SqB-2D2B4xXDbo4PVT25p3wA6V5617mzubFllKV-2D2FcOIeVMNF5vzDm5Cok-2D2BcLMNrvEfTfA-2D2F00ZqckeiRAwrVk71AA6v9MeiuIh2P1Hq2DrSjpMsCFwkcPZss-2D2FPlOfWy4RoE7f3WlavzZufhjFdewdSZ8S584QyeLGyh-5FDW-2D2BSrACj4wfqwIANcjvCqN9J2S9qdGtqudQQ9NS9YyP6Ex61B76mwAEgT5zSxoil8P3NNkNWwWmVF66gYBRiFNAhu-2D2BaZTw0xA2tZeyRt0NVdA56oUzsPsZStsJC-2D2F8ZXCNUtxJC9be-2D2BlHn3QJ2nES39f0xgTcve7yoXP8ug5Ma-2D2BrXtoI1hciNvLKZhY9ZTZKDs6r4wc4seftVR-2D2B6ORU4QWjcEXer5odJQdkpRB8EPybI-2D3D=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=5iEKJUHgqXgW-fxjQdO6RWk5F3sl0eqALAKyM6FqtJs=luin_IDWwvGhayXPW6kBWa1sCJ7DZttmY3KVAcSO2A0=>
>   
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__u7507473.ct.sendgrid.net_wf_click-3Fupn-3D5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2Mtqzzv1mWEUkVJoyJm6R8MtWg-2D2BTHK6A5KkBU3JUQXwTcM1f7Lw5AyIt-2D2FEVLNIdO-2D2Fh35QmAj5v4b4YiVyaNrjXMP7-2D2F-2D2FQbwfWhYulTFPJwFLTv20CGpDXloE3QbNIyB3cmbkSctN7EnGq98WwcHvpEcNkc-2D2B18LrkLDIdVtu7YUWGH1ljk7bm7gu1BXypuze1ymAX4eVhmGwhKtaXOVgaLYewU6Ex9-2D2B3katZHSq7lawMijlOpAovkXocl-2D2BX1ur2DtSX-2D2BVdBHQ9GDfbKQg4ZX-2D2BqOJjnWSt6k2KHV2vV-2D2BOTsLA2cb-2D2FN2XFadxkmv6BKwybdFsHGU8-5FDW-2D2BSrACj4wfqwIANcjvCqN9J2S9qdGtqudQQ9NS9YyP6Ex61B76mwAEgT5zSxoilp0xKU6zqSOZM-2D2F7zYYQRJyR6XjfcsmOonnqis9zFgIqtJ5N7rIEb7Xw8E2t3qKdpfdkpQF2-2D2BvNIMhf0-2D2BXSfswS-2D2F2jm8cPML5ZhCc3iw8L6D507uWlSLo5HTnMP

Re: SitoA/Arnold 5.1 and Softimage....?

2018-05-25 Thread toonafish
Hi Rob,

If I’m not mistaken I have a working version of Sitoa 4.1 / Arnold 5.0.1.1.

Just mail me, maybe I can help out.

Cheers,
 
Ronald van Vemden
---
3D Graphics & Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)6 46715175
email: ron...@toonafish.nl



> On 25 May 2018, at 13:50, Rob Wuijster <r...@casema.nl> wrote:
> 
> Hi all,
> 
> Is there someone out here that has a working version of SitoA based on the 
> latest Arnold release 5.1?
> 
> I need to upgrade an old project, and could use some of the new features of 
> 5.1(0.1).
> But don't want to move it into Maya due to all kinds of constraints and/or 
> rebuilts.
> 
> cheers!
> -- 
> 
> Rob
> \/-\/\/
> 
> --
> 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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Re: Any Dinosaurs Still Lurking?

2018-05-16 Thread toonafish
another lurker here.

Switched from Lightwave with SI 5.0, so that would make me a more recent 
dinosaur…a chicken maybe :-)

I’m still clinging on to Softimage as if nothing happened. I sometimes have to 
work in Maya, just to run back as soon as possible.

I’ve seen some promising stuff in the upcoming Blender 2.8, and I heard 
Redshift is working on supporting it as well. So I’m keeping my eye on that as 
well.
 
Ronald van Vemden
---
Toonafish | www.toonafish.nl




> On 16 May 2018, at 11:24, Markus Cermak <cer...@leiss.at> wrote:
> 
> Add one more Dinosaur
> 
> I´m still using Softimage alot (like modelling) :D and added Houdini into the 
> mix for everything where I can´t go further with SI no need for an AD 
> Mwhatever.
> 
> We started with XSI 5 and think also joined the list back then.
> 
> Longtime reader rarely posted but learned a hell lot from all this great ppl 
> on this list.
> 
> Si will be still used for everything where it makes sense and as I´m in the 
> unlucky lucky position that most of the time I'm a oneman band I don´t need 
> to worry about sharing assets with big pipelines  blablabla.
> 
> Nothing out there beats a combination of SI and Houdini.
> 
> 
> On 16/05/2018 10:42, p...@bustykelp.com <mailto:p...@bustykelp.com> wrote:
>> Me since 2005 approx, so that probably makes me an Early Mammal compared to 
>> some of you .
>>  
>> I’m still using XSI like nothing’s happened and having moderate success 
>> forcing Studios that use my services to shoehorn my work into their pipeline.
>>  
>> This year I’m making my latest attempt to learn Maya and Houdini, just so I 
>> can get a bit more work, but can’t see either of them knocking XSI off the 
>> top spot any time soon, until they up their game to a comparable standard of 
>> creative fluidity.
>>  
>>  
>> From: Prodeep Ghosh <mailto:prodeepgh...@gmail.com>
>> Sent: Wednesday, May 16, 2018 6:40 AM
>> To: Official Softimage Users Mailing 
>> List.https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=IPTZ3UW2-Ydfu9o5PJxHsiAynGxZ7kAKyJwHWspbtNE=hjw5UfBOTmgBLOP07CjT0WOKbxLiBW3xv1SYl6_EJ0k=
>>  <mailto:softimage@listproc.autodesk.com>
>> Subject: Re: Any Dinosaurs Still Lurking?
>>  
>> Still lurking.. from the days of Softimage3D and Eddie on Silicon Graphics 
>> Indigo Extreme and a trial version of Alias and Jeremy videos on the rack!:) 
>> And prior to that Cubicomp, Topaz and Tips.
>>  
>> Your subject line caught my eye:)
>>  
>> Cheers.
>>  
>> On Wed, May 16, 2018 at 10:11 AM, Pierre Schiller 
>> <activemotionpictu...@gmail.com <mailto:activemotionpictu...@gmail.com>> 
>> wrote:
>> @Cesar, glad to know that!!
>>  
>> //
>>  
>> I think that anyone who used the particle system up to version 6 may as well 
>> qualify as Dino. :)
>>  
>> How was everyone experience with the transition to the new particle system 
>> on version 7? :)
>>  
>> On Tue, May 15, 2018, 17:42 Cesar Saez <cesa...@gmail.com 
>> <mailto:cesa...@gmail.com>> wrote:
>> Not sure I qualify as a dinasour, but I'm still around. Although just like 
>> Alan, I moved to software development/pipeline.
>>  
>> By the way, we are still using Softimage on Lego movies at Animal Logic 
>> (rigging, layout and animation), we have moved away on other IPs but lego 
>> stuff is still on the legacy pipeline :)
>>  
>> On Wed, May 16, 2018, 5:02 AM Martin Chatterjee 
>> <martin.chatterjee.li...@googlemail.com 
>> <mailto:martin.chatterjee.li...@googlemail.com>> wrote:
>> Not sure if I qualify as a dinosaur, but I'm still around. :)
>>  
>> I rarely spend time working Softimage nowadays, but am still glancing over 
>> the thread subjects of the mailing list regularly and read threads that seem 
>> interesting and not too rant'y (if that's a word)
>>  
>> Cheers, Martin
>>  
>> --
>>Martin Chatterjee
>>  
>> [ Freelance Technical Director ]
>> [   
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.chatterjee.de=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=IPTZ3UW2-Ydfu9o5PJxHsiAynGxZ7kAKyJwHWspbtNE=ga4FAchDwkgmFh2OWaXMsJBH5JcDbgUsDat8fGBpkbY=
>>  
>> <https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6iB4H67OtDu1LYz6krlc8-2FqBeLC

Re: GOZ

2018-04-15 Thread toonafish
Brilliant !

Thanks Kenny.
 
- Ronald



> On 15 Apr 2018, at 15:33, kenny wood <k3nnyw...@gmail.com> wrote:
> 
> 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 <ron...@toonafish.nl 
> <mailto:ron...@toonafish.nl>> wrote:
> 
> Has anybody got GOZ and Softimage 215 SP2 working with the latest Zbrush 2018 
> update ?
> 
> 
> Thanks,
> 
> 
> - Ronald
> 
> 
> 
> 
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Re: // 3D Printing

2018-04-04 Thread toonafish
Yep, Meshmixer does STL export. 

it also has some nice tools to make things hollow, to save on print material. 
You can also check for errors like non-manifold geometry and walls that are too 
thin.
 
Ronald van Vemden
---
3D Graphics & Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)6 46715175
email: ron...@toonafish.nl



> On 5 Apr 2018, at 02:15, Tenshi <tenshi...@gmail.com> wrote:
> 
> Hi guys,
> 
> Hope somebody could enlighten me in this, i´ve never worked with 3D Printing 
> and Softimage, My client wants a model that´s going to be metal, for what i 
> know it´s a ´simple box´, soon i´ll have the Autocad plane with all the 
> dimensions.
> 
>  I´ll use Softimage to model this, but my client wants a ´.stl´ format.
> 
> How can i export this from Softimage?
> There´s some free plugin? or Do i need to export an .obj/fbx file to another 
> software and convert it?
> 
> thanks in adv,
> 
> -- 
> --
> 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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Re: OT not so OT: Blender 2.8 (new release) will have Softimage

2018-03-08 Thread toonafish
here’s an interesting interview with Ton Roosendaal, the creator of Blender:

https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3DqJEWOTZnFeg-26t-3D1s=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=XinvMZIHY-vYeshQU4xYzmm06-K9oZOql_NPCC02fyE=Yy8WJXo3tgGA9S7xFbhx2Gvb6Gu8hIUtSQhKXIKInFQ=
 
<https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3DqJEWOTZnFeg-26t-3D1s=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=XinvMZIHY-vYeshQU4xYzmm06-K9oZOql_NPCC02fyE=Yy8WJXo3tgGA9S7xFbhx2Gvb6Gu8hIUtSQhKXIKInFQ=>
 
Ronald van Vemden
---
3D Graphics & Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)6 46715175
email: ron...@toonafish.nl



> On 9 Mar 2018, at 02:54, Pierre Schiller <activemotionpictu...@gmail.com> 
> wrote:
> 
> It seems like yesterday when I wrote this article. Sounds so "2018". So you 
> can picture those folks at the Blender Foundation are making serious effort
> to make this year (Blender 2.8 release with real time graphics (EEVEE)) a 
> reality.
> If you´d like to check some TD depth notes in the article, here´s the url:
> https://urldefense.proofpoint.com/v2/url?u=https-3A__www.linkedin.com_pulse_blender-2D3d-2Dfresh-2Dperspective-2D2016-2Dpierre-2Dschiller_-3Fpublished-3Dt=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=XinvMZIHY-vYeshQU4xYzmm06-K9oZOql_NPCC02fyE=Z9hf-o3yy4ydaLZUwXHcZnsb-CWpJC5NrDSC6LHb0iw=
>  
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__www.linkedin.com_pulse_blender-2D3d-2Dfresh-2Dperspective-2D2016-2Dpierre-2Dschiller_-3Fpublished-3Dt=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=TzrTmeXRLwr5RmrDvKJrYQmJuMkn2MneaEQlYXNqsS8=1hdNVhmOYAmeCY2GQYdffkwiY_qPWPPzq-7bO_TkraY=>
> 
> On Thu, Mar 8, 2018 at 11:08 AM, Chris Marshall <chrismarshal...@gmail.com 
> <mailto:chrismarshal...@gmail.com>> wrote:
> yes
> 
> 
> On 8 March 2018 at 12:54, Mirko Jankovic <mirkoj.anima...@gmail.com 
> <mailto:mirkoj.anima...@gmail.com>> wrote:
> Or you can be more realistic and say that development ended the day AD bought 
> it.
> 
> 
> On Thu, Mar 8, 2018 at 1:04 PM, Sven Constable <sixsi_l...@imagefront.de 
> <mailto:sixsi_l...@imagefront.de>> wrote:
> Well,  SP2 was released in 2016. With a bit of whitewash one could say 
> development ended only 2 years ago.
> 
>   <>
> From: softimage-boun...@listproc.autodesk.com 
> <mailto:softimage-boun...@listproc.autodesk.com> 
> [mailto:softimage-boun...@listproc.autodesk.com 
> <mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of Chris Marshall
> Sent: Thursday, March 08, 2018 11:10 AM
> To: Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=XinvMZIHY-vYeshQU4xYzmm06-K9oZOql_NPCC02fyE=QG1fGrihNRysUMv8MnfVzYtviRl-xJIyRHccQpq3nfA=
>  
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=jTtJNZ-tK3Gw-jxY6vImicMMCkAGaYNEuvGzk5f8bDk=Qh3Q0CNPdjEz9ol8HMO5aVO8x9qJClgbYB07gi1V7vc=>
> Subject: Re: OT not so OT: Blender 2.8 (new release) will have Softimage
> 
>  
> 
> Seriously 4 years!!??!
> 
>  
> 
> On 5 March 2018 at 20:50, Sven Constable <sixsi_l...@imagefront.de 
> <mailto:sixsi_l...@imagefront.de>> wrote:
> 
> oh, didn't realise this special day. I was thinking my tummy ache was
> because of the 250 grams of prunes I had, but maybe it was the date. Or
> both.
> 
> Sven
> 
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> <mailto:softimage-boun...@listproc.autodesk.com>
> [mailto:softimage-boun...@listproc.autodesk.com 
> <mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of Matt Lind
> Sent: Monday, March 05, 2018 9:16 PM
> To: softimage@listproc.autodesk.com <mailto:softimage@listproc.autodesk.com>
> Subject: RE: OT not so OT: Blender 2.8 (new release) will have Softimage
> 
> Nice gesture, but that ship has likely sailed.  It's been 4 years (today)
> since Autodesk announced the termination of Softimage.  It's not like the
> developers haven't found other work yet.
> 
> Matt
> 
> 
> 
> 
> Date: Mon, 5 Mar 2018 13:18:18 -0500
> From: Pierre Schiller <activemotionpictu...@gmail.com 
> <mailto:

interesting interview with Ton Roosendaal, creator of Blender

2018-03-07 Thread toonafish
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3DqJEWOTZnFeg-26t-3D1s=DwICAg=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=AtNzEZ9RvMm9Fuc98MMMR6GIwbM8luhY73OxQsJkhIw=cT74UPopxPxgopV8yH17KHdlhjak173LgLD7STwXVsA=
 
Ronald van Vemden
---
3D Graphics & Animation
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Toonafish | www.toonafish.nl
tel. +31(0)6 46715175
email: ron...@toonafish.nl



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Re: Q: texture sequence 'script'?

2017-11-06 Thread Toonafish

Not a script, but maybe you could do the same with the FXtree ?

- Ronald

On 11/6/2017 10:37, Rob Wuijster wrote:


Hi all,

Having a bit of a brain freeze atm.
I'm pretty sure there was a way to texture a object with a textfile 
defining a sequence of images.


Anyone can point me in the right direction, cannot seem to find it atm...

--

vr.gr.,

Rob Wuijster
er...@casema.nl

\/-\/\/


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Re: Softimage - not going away...

2017-10-24 Thread toonafish
Great stuff ! The firefly close ups are brilliant. Rendered in Arnold or 
Redshift ?

Cheers
 
-Ronald 


> On 24 Oct 2017, at 15:16, Jean-Louis  wrote:
> 
> Hi list,
> 
> Softimage still alive and well over here at Digital Golem: 
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.digitalgolem.com_portfolio_range-2Drover-2Dfireflies_=DwIFAg=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Quc6GU8GcYb5_prJZ7f7VBk9T-vyCwUz1gqi7KgVKhI=-ouayVub8e0gghtsy8uoJjgpBI1OV7peZWvrtY7wIpM=
>  
> 
> 
> Cheers,
> JL
> 
> 
> Jean-Louis Billard
> -
> Digital Golem
> BE: +32 (0) 484 263 563
> jean-lo...@digitalgolem.com 
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.digitalgolem.com_=DwIFAg=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Quc6GU8GcYb5_prJZ7f7VBk9T-vyCwUz1gqi7KgVKhI=F42OaKsYSyvOBjRR1b8xnUtWX1Cp93aWT7in0cf4zzg=
>  
> 
> 53 Rue Gustave Huberti
> 1030 Brussels
> -
> 
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Re: What were they thinking....

2017-08-30 Thread Toonafish
You can use F8 to switch to component mode, that way only the components 
of the active item will be selected.

- Ronald

>
> Instead of F9, right click change to select vertices, drag your mouse 
> all over the character, and you will be selecting it's bones and your 
> selection filter will be back to object mode. WTF!
>
> I have to uncheck joints in the filter on the top menu so they can't 
> be selected if I want to manipulate components.

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Re: Otish - is there a Maya equivalent of XSI's Deform by Curve?

2017-08-22 Thread toonafish

 strange, what’s the Up Vector setting in the Attribute Editor of the deformed 
objects motion path attributes ?

maybe you could try creating a lattice on the curve instead of the object (in 
the Flow Path Object Options )  ?


-R


> On 22 Aug 2017, at 16:56, Morten Bartholdy <x...@colorshopvfx.dk> wrote:
> 
> Maya 2016 Ext1 - but I tried again and tried not selecting the path curve 
> before applying FlowPath, and it works, only it works the Maya way - see 
> attached...
> 
> How do I avoid the up vector flipping? I can't see any options in the 
> FlowPath menu.
> 
> MB
> 
> 
> 
>> Den 22. august 2017 klokken 16:43 skrev "Ponthieux, Joseph G. 
>> (LARC-E1A)[LITES II]" <j.ponthi...@nasa.gov>:
>> 
>> 
>> In which version of Maya?
>> 
>> Joey
>> 
>> 
>> -Original Message-
>> From: softimage-boun...@listproc.autodesk.com 
>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten 
>> Bartholdy
>> Sent: Tuesday, August 22, 2017 10:42 AM
>> To: Official Softimage Users Mailing List. 
>> https://groups.google.com/forum/#!forum/xsi_list 
>> <softimage@listproc.autodesk.com>
>> Subject: Re: Otish - is there a Maya equivalent of XSI's Deform by Curve?
>> 
>> Just tried this and got a fatal error and hard crash - gotta love Maya...
>> 
>> MB
>> 
>> 
>> 
>>> Den 22. august 2017 klokken 16:01 skrev Toonafish <ron...@toonafish.nl>:
>>> 
>>> 
>>> I had to do something similar in 2017 a while ago. You have to attach 
>>> it to a path via the constrain panel ( constrain > motion paths > 
>>> attach to motion path ), and then "> flow motion path".
>>> 
>>> Like Joseph already mentioned, Maya then creates a lattice deformer 
>>> that deforms the mesh along the path.
>>> 
>>> - Ronald
>>> 
>>> On 8/22/2017 15:39, Morten Bartholdy wrote:
>>>> I am on Maya 2016 ext1, and no Curve Warp :(
>>>> 
>>>> We are installing Maya 2018 tomorrow, so no biggie.
>>>> Thanks.
>>>> 
>>>> Morten
>>>> 
>>>> 
>>>> 
>>>> 
>>>> 
>>>> Den 22. august 2017 klokken 15:32 skrev Rob Wuijster <r...@casema.nl>:
>>>> 
>>>> Just to add, pretty sure this was added in one of the later 
>>>> Extension packs of Maya 2016.
>>>> It always amazes me how basic functionality like this is often not 
>>>> found in Maya.
>>>> 
>>>> Rob
>>>> 
>>>> \/-\/\/
>>>> 
>>>> On 22-8-2017 15:19, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
>>>>> Maya has a command called Curve Warp in the Deform menu. It was 
>>>>> introduced in Maya 2016 I think. Its fairly similar to SI's Deform by 
>>>>> Curve.
>>>>> 
>>>>> Joey
>>>>> 
>>>>> -Original Message-
>>>>> From: softimage-boun...@listproc.autodesk.com 
>>>>> [softimage-boun...@listproc.autodesk.com] On Behalf Of Morten 
>>>>> Bartholdy
>>>>> Sent: Tuesday, August 22, 2017 9:09 AM
>>>>> To: Userlist, Softimage <softimage@listproc.autodesk.com>
>>>>> Subject: Otish - is there a Maya equivalent of XSI's Deform by Curve?
>>>>> 
>>>>> This place is still the best to ask questions like this, because people 
>>>>> here understand, so please bear with me.
>>>>> 
>>>>> I am looking for a Maya equivalent to XSI's Deform by Curve, but have 
>>>>> found nothing like it. How do people do similar stuff in Maya?
>>>>> 
>>>>> Thanks!
>>>>> 
>>>>> Morten
>>>>> --
>>>>> Softimage Mailing List.
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>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>> 
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Re: Otish - is there a Maya equivalent of XSI's Deform by Curve?

2017-08-22 Thread Toonafish
I had to do something similar in 2017 a while ago. You have to attach it 
to a path via the constrain panel ( constrain > motion paths > attach  
to motion path ), and then "> flow motion path".

Like Joseph already mentioned, Maya then creates a lattice deformer that 
deforms the mesh along the path.

- Ronald

On 8/22/2017 15:39, Morten Bartholdy wrote:
> I am on Maya 2016 ext1, and no Curve Warp :(
>
> We are installing Maya 2018 tomorrow, so no biggie.
> Thanks.
>
> Morten
>
>
>
>
>
> Den 22. august 2017 klokken 15:32 skrev Rob Wuijster :
>
> Just to add, pretty sure this was added in one of the later Extension
> packs of Maya 2016.
> It always amazes me how basic functionality like this is often not found
> in Maya.
>
> Rob
>
> \/-\/\/
>
> On 22-8-2017 15:19, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
>> Maya has a command called Curve Warp in the Deform menu. It was introduced 
>> in Maya 2016 I think. Its fairly similar to SI's Deform by Curve.
>>
>> Joey
>>
>> -Original Message-
>> From: softimage-boun...@listproc.autodesk.com 
>> [softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
>> Sent: Tuesday, August 22, 2017 9:09 AM
>> To: Userlist, Softimage 
>> Subject: Otish - is there a Maya equivalent of XSI's Deform by Curve?
>>
>> This place is still the best to ask questions like this, because people here 
>> understand, so please bear with me.
>>
>> I am looking for a Maya equivalent to XSI's Deform by Curve, but have found 
>> nothing like it. How do people do similar stuff in Maya?
>>
>> Thanks!
>>
>> Morten
>> --
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Re: GEAR - Single guides

2017-06-22 Thread toonafish
Works fine here.

Did you MMB select and delete the complete “leg_XX_root” branch ?
 
Ronald



> On 22 Jun 2017, at 13:42, Pierre Schiller  
> wrote:
> 
> Hi. Is Jeremie Passerin still in the list? :D
> I´ve been a little rusty on making guides on Gear. I am trying to rig a 
> "house key" as a character.
> So I pickup the human guide, delete 1 leg entirely and it should be ready to 
> generate a rig. Instead, I get an error. Scripts stop.
> 
> So I thought, maybe I gotta do this using the single guides (make a spine, 
> neck and head, two arms and 1 leg.) But It mentions I´m missing a "root". 
> Basically I have forgotten how to make my own guide and generate a rig out of 
> it.
> 
> Could someone help me out with this, please?
> Thank you everyone. I know it´s been HU days for everyone. :D heheh.
> 
> -- 
> Portfolio 2013 
> Cinema & TV production
> Video Reel --
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Re: value field expression input not working anymore

2017-02-26 Thread Toonafish

Did you try "L(100)" ?

- Ronald

On 2/27/2017 2:46, Fabian Schnuer Gohde wrote:

Hi,
entering expressions like r(0,360) or l(0,100) in the MCP panel 
transform fields doesn't work anymore. I've had this before a long 
time ago but can't remember how I fixed it. Any suggestions?

Thank you,
Fabian


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Re: ICE - Create Copies from Polygon Mesh problem with UV

2017-01-25 Thread Toonafish
Strange, maybe I misunderstood, but it seems to work fine here : 
https://www.dropbox.com/s/yehsmf2ajzxezcf/CopiesFromMesh.jpg?dl=0



-Ronald

On 1/25/2017 11:51, Mladen Kevic wrote:
Is there a way to include UV in copies that is generated by ICE 
node Create Copies from Polygon Mesh


i tried both stock one, and Create Copies from Polygon Mesh v2

i also tried to make some empty texture projection on empty polygon 
mesh on witch i apply ice with that compound, but i didn't get any 
kind of UVs on it.


so far i only know to get it from pointcloud to emit instances, but 
that is not solution for scene i currently working on


thanks in advance,
Mladen


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Re: Looking for character rigger!

2017-01-25 Thread toonafish
Hi Rob,

Just sent you a pm
 
- Ronald 

> On 25 Jan 2017, at 15:39, Rob Wuijster  wrote:
> 
> Hi,
> 
> I'm looking for a character rigger in the first -two or so- weeks in February.
> 
> If there are freelance SI character riggers still out here, and have time let 
> me know.
> You can work of-site if you want, but preferably be in the European time zone.
> 
> Just drop me an email with all info, and I'll reroute it to the persons in 
> charge. :-)
> -- 
> 
> cheers!
> 
> Rob
> \/-\/\/
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Re: thickness - avoiding self intersections

2016-12-12 Thread toonafish
you could try Meshmixer, it’s free and used for 3D printing but has a 
“hollowing” feature that might work.
 
-Ronald



> On 12 Dec 2016, at 16:25, Fabricio Chamon  wrote:
> 
> ...well and minutes after writing the e-mail I found a really reliable 
> solution in houdini, that is messing with vdb to smooth the internal part. 
> The vdbsmooth op retains the nice sharp corners while reducing intersections, 
> that is exactly what I want! The only problem is how to merge both parts back 
> while mantaining UVs. Houdini is giving me this warning: "A mis-match of 
> attributes on the inputs was detected. Some of the attribute values may not 
> be initialized to expected values, i.e.: name, path, N, uv."
> 
> Of course this is me not handling the attribute transfer correctly, so any 
> help is much appreciated! =)
> 
> Tree and results:
> 
> 
> 
> 2016-12-12 12:55 GMT-02:00 Fabricio Chamon  >:
> Hey everybody, 
> 
> what are your choices when it comes to thickness/solidify (or whatever you 
> call it) geometry?
> What software/operator or plugin you find most reliable to ouput a good geo? 
> 
> I'm doing some fracture work lately, and I've always had problems to solidify 
> complex geometry (with varying thickness/sharp angles and corners/etc). It 
> ends up self-intersecting the inside part, which obviusly causes problems 
> when you have to shatter later on.
> 
> Here's a good example, this is a corner piece from a rubiks cube (left 
> original, right solidified, bottom isolated internal result geo):
> 
> 
> 
> I've tried some options like:
> 
> - apply the operator, then select the internal part and relax/smooth the geo 
> (not ideal, since it starts to degrade the original shape, to the point it 
> starts creating some internal/external intersections in some areas)
> 
> - using blender, that has a nice feature on its thickness operator called 
> "clamp". It is exaclty what I need, but it's limited and does not work good 
> in this piece for some reason.
> 
> I'm sure there are more smart options out there...maybe a vdb stuff for the 
> internal part, then converting it back to geo, but I'm out of ideas right now.
> 
> How would you approach this ? (mesh is attached, in case someone wants to 
> give it a shot).
> 
> Thanks a lot guys!
> 
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Re: Selecting sharp curvature?

2016-11-17 Thread toonafish
With RcTools you should able able to do this: http://rray.de/xsi/rctools/
 

- Ronald



> On 17 Nov 2016, at 11:38, 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: Babies

2016-11-09 Thread Toonafish
pfff, I might have to take it offline, or do a revised version if I 
still want to be able to travel to the US now


;-)


- Ronald


On 11/9/2016 9:24, Thomas Volkmann wrote:


I hope you didn't name that version final_FINAL already.


Olivier Jeannel <facialdel...@gmail.com> hat am 8. November 2016 um 
06:19 geschrieben:


Excellent !


On Mon, Nov 7, 2016 at 9:28 PM, toonafish <ron...@toonafish.nl 
<mailto:ron...@toonafish.nl>> wrote:


Just a funny litte Mixamo experiment that went overboard ;-)

https://youtu.be/CSjReQFFPRw


-Ronald




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---
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Toonafish | www.toonafish.nl
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fax  +31(0)20 5289292
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Re: [SItoA] Babies

2016-11-08 Thread toonafish

Thanks peeps :-)

-Ronald


 


> On 8 Nov 2016, at 15:08, Pablo Tufaro <calamardoestre...@gmail.com> wrote:
> 
> EXCELLENT!
> 
> 
>> On Nov 7, 2016, at 5:28 PM, toonafish <ron...@toonafish.nl 
>> <mailto:ron...@toonafish.nl>> wrote:
>> 
>> Just a funny litte Mixamo experiment that went overboard ;-)
>> 
>> https://youtu.be/CSjReQFFPRw <https://youtu.be/CSjReQFFPRw>
>> 
>> 
>> -Ronald
>> 
>> 
>> 
>> 
>> -- 
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Babies

2016-11-07 Thread toonafish
Just a funny litte Mixamo experiment that went overboard ;-)

https://youtu.be/CSjReQFFPRw 


-Ronald



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Re: Arnold displacement 3.14.0

2016-10-28 Thread Toonafish

Hi Pierre,

This should work:

For a greyscale normal displacement map, just connect a "scalar change 
range" to the displacement input, plug the texture into the input and 
set the start and end range.


For a vector displacement map, use the "sta_vector_displacement" node.

Hope this helps..

-Ronald


On 10/28/2016 23:36, Pierre Schiller wrote:


Hello team. I can't seem to make the displacement work on the arnold 
demo of 3.14.0 for softimage. Could anyone be so kind to record a 
little video on how to set it up? I read and followed the manual but 
I'm missing some step along the way (probably mixing MR and Arn 
concepts on geo displacement and camera)but, please, could anyone 
help me out with displacing geo correctly on arnold?


Thanks



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Re: Some Maya modeling/UV tools questions

2016-10-28 Thread Toonafish

add a texture deformer ?

-Ronald



On 10/28/2016 20:19, Artur W wrote:

So,

How can I randomize/displace mesh using deformer?

Artur





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Re: hair and weight maps

2016-10-07 Thread toonafish
I suspect you  have to transfer the weight map before you can select it 
 
- Ronald



> On 7 Oct 2016, at 10:02, Mirko Jankovic  wrote:
> 
> Guys when did this disappear?
> I clearly remember using weight maps on object to drive cut or density map of 
> hair on object.
> Now created object, weight map and hair and there is no weight map to select 
> on cut map. 
> What happened here?
> ᐧ
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Re: Path constrained camera and endless loop

2016-06-17 Thread toonafish
Maybe using a spiral path with zero height instead of a circle would work ?


 
- Ronald


> On 17 Jun 2016, at 17:49, Pierre Schiller  
> wrote:
> 
> Hello, good day.
> I got a scene setup for a camara on a circle (path constrained) and I started 
> the path at 16%.
> So it ends on 100% but I need 30 frames more to finish the animation.
> 
> Once path is reached at 100%, the following frame, I set the path on a linear 
> interpolation on 0.22% keyframe and finish the age percentage value on 16% to 
> make a seamless loop.
> 
> My question is: Is there a way to continually "loop" the path percentage? 
> .For example, if they want me to add X number of additional frames, but I´ve 
> already reached my 100% path, how could I make it go "round and round" the 
> circle path?
> 
> Thanks.
> 
> -- 
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> Cinema & TV production
> Video Reel --
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Re: Momentum / implosiafx plugins

2016-05-29 Thread Toonafish

Grrreat !! What a nice surprise. Thanks so much Oleg.

- Ronald

On 5/26/2016 16:24, Oleg Bliznuk wrote:

Hi all,

Since the EOL of Softmage I'd like to open free access to Momentum and 
ImplosiaFX plugins. You can grab it here :

ImplosiaFX
https://drive.google.com/open?id=0B47NI7NeoDiiT1NlYzUxU3hGZ2c

Momentum
https://drive.google.com/open?id=0B47NI7NeoDiiNmw1Nm1hdW9mLTg

These links include builds both for win and linux 64bits + 
documentation and sample scenes.
It was a lot of fun to make tools and various tech stuff in ICE, 
thanks all for the great experience, especially for the ice vimeo 
channel folks :-) . Hopefully those plugins still can be usefull.


best regards,
Oleg


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Re: Autokey while playback

2016-05-17 Thread toonafish
That’s a handy little tool, thanks Jason.

-Ronald
 




> On 16 May 2016, at 22:52, Jason S <jasonsta...@gmail.com> wrote:
> 
> Hi,
> 
> @Sven are you sure you got it working?  I may be wronng, but I don't think 
> playback with transforms + autokey ever worked 
> (or was meant to work) to capture transform actions.
> 
> @toonafish   Sorry for not posting sooner, but this also should work for 
> recording viewport actions;
> http://www.si-community.com/community/viewtopic.php?p=53922#p53922 
> <http://www.si-community.com/community/viewtopic.php?p=53922#p53922>
> 
> Cheers,
> -J
> 
> On 05/16/16 13:25, toonafish wrote:
>> Strange, can’t get it to work. But I used the Device Input thingy instead, 
>> it needs a little more work to setup, but gets the job done.
>> 
>> Thanks, Sven
>> 
>> 
>>> On 16 May 2016, at 15:36, Sven Constable <sixsi_l...@imagefront.de 
>>> <mailto:sixsi_l...@imagefront.de>> wrote:
>>> 
>>> Works here in 2015. Make sure, the Autokey function is using 'on any value 
>>> change' (Preferences/Animation)
>>>  
>>> sven
>>>   <>
>>> From: softimage-boun...@listproc.autodesk.com 
>>> <mailto:softimage-boun...@listproc.autodesk.com> 
>>> [mailto:softimage-boun...@listproc.autodesk.com 
>>> <mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of toonafish
>>> Sent: Monday, May 16, 2016 1:51 PM
>>> To: softimage@listproc.autodesk.com <mailto:softimage@listproc.autodesk.com>
>>> Subject: Autokey while playback
>>>  
>>> I remember it being possible to automatically set keyframes while playing 
>>> the animation by simply enabling autokey and translating or rotating an 
>>> object in the viewport. But no matter what I try, it no longer seems to 
>>> work. I only get a keyframe at the beginning and end of playback.
>>>  
>>> Is it me, or is this feature broken in SI 2015 ?
>>>  
>>> Thanks, Ronald
>>>  
>>>  
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>>> subject, and reply to confirm.
>> 
>> 
>> 
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Re: Autokey while playback

2016-05-16 Thread toonafish
Strange, can’t get it to work. But I used the Device Input thingy instead, it 
needs a little more work to setup, but gets the job done.

Thanks, Sven


> On 16 May 2016, at 15:36, Sven Constable <sixsi_l...@imagefront.de> wrote:
> 
> Works here in 2015. Make sure, the Autokey function is using 'on any value 
> change' (Preferences/Animation)
>  
> sven
>   <>
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of toonafish
> Sent: Monday, May 16, 2016 1:51 PM
> To: softimage@listproc.autodesk.com
> Subject: Autokey while playback
>  
> I remember it being possible to automatically set keyframes while playing the 
> animation by simply enabling autokey and translating or rotating an object in 
> the viewport. But no matter what I try, it no longer seems to work. I only 
> get a keyframe at the beginning and end of playback.
>  
> Is it me, or is this feature broken in SI 2015 ?
>  
> Thanks, Ronald
>  
>  
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Autokey while playback

2016-05-16 Thread toonafish
I remember it being possible to automatically set keyframes while playing the 
animation by simply enabling autokey and translating or rotating an object in 
the viewport. But no matter what I try, it no longer seems to work. I only get 
a keyframe at the beginning and end of playback.

Is it me, or is this feature broken in SI 2015 ?

Thanks, Ronald


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Re: Baking deformers on mesh? - Softimage Alembic to Modo

2016-04-18 Thread Toonafish

It's probably easier to bake to MDD, Modo supports it as well.

"File > Export > Point Oven > Point Oven Baker "

Then add MDD deformer to the imported basemesh in Modo :

select mesh in the viewport : "RMB click > Item Operations > Add 
Deformer > Influences > MDD influence"



-Ronald

On 4/18/2016 22:12, Pierre Schiller wrote:

Hello team, good day.
I´ve rigged a simple model (plastic bag) with deformers. The hierachy 
looks this way:


+ COG_Control
  - Geo Mesh
- Wave deformer OP
- Lattice
-Shape Jitter OP

So when I play the timeline, a see a jittery object with the aspect of 
floating waves passing through. All cool. Works.


But when I need to port this to Modo, I try to bake all deforms from 
(Animation>Plot>All transforms) create the animation clip and export 
is as:

* Obj sequence
* ABC file

So the obj reads but doesn´t show wavery body. I see all the 
transforms correspond.


ABC brings the mesh and camera (camera is way offset in X) into modo 
and the mesh also just runs but no actual deformation on the geo occurs.


I haven´t tried exporting shapes, since I don´t know what kind of 
behaviour for baking I should look.


I thought I didn´t need to bake anything, I thought it was only a 
matter of exporting the ABC.


Please help, how do I correctly export all those Ops and Deformers 
deforming the Geo?


I´d really appreciate some help. Thanks.
Cheers.


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Toonafish | www.toonafish.nl
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fax  +31(0)20 5289292
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Re: danyTools

2016-02-09 Thread toonafish
Great ! I see a lot of strand compounds that might be a nice addition to the 
Kristinka hair compounds I’m working with at the moment.

Thanks for sharing Dan.
 
-Ronald


> On 09 Feb 2016, at 20:29, Dan Yargici  wrote:
> 
> In case anyone's interested, I've just posted a workgroup of compounds on 
> si-community.
> 
> Some are useful, some are potentially embarrassing, but I thought I'd just 
> stick em all out there regardless...
> 
> http://www.si-community.com/community/viewtopic.php?f=19=6237 
> 
> 
> DAN



Re: The public SI freelancer Index

2016-02-08 Thread toonafish
Great, just added my name to the list.

-Ronald



> On 05 Feb 2016, at 23:50, David Saber  wrote:
> 
> Great idea!
> 
> Let's not forget my Excel file for XSI mailing list people. In case the list 
> disapears, write your name and email in this list : http://1drv.ms/1PFAzyv
> People who subscribe to this list will receive an invitation to join an "XSI 
> mailing list" LinkedIn group.
> Don't edit the "invitation date" comumn, except if you update your email 
> address. In that case, just delete the date in this column.
> Thanks, see you,
> 
> David



Re: Converting Nurbs to Polygons

2016-01-29 Thread toonafish

Yep, the MOI converter is very good, I used it a lot.  Just give the 30 day 
trial a test-ride.

-Ronald


> On 29 Jan 2016, at 11:52, Leendert A. Hartog  wrote:
> 
> Haven't tried this myself in a long time, only took their demo "for a spin" 
> way back, 
> but MOI ("Moment of Inspiration" - http://moi3d.com/) advertises with the 
> following:
> "The icing on the cake is MoI’s unique polygon mesh export that generates 
> exceptionally clean and crisp N-Gon polygon meshes from CAD NURBS models." 
> and is way cheaper than Rhino.
> 
> Sent from Mailbird 
> On
>  29/01/2016 11:09:55, David Saber  wrote:
>> 
>> Thanks, I will test Rhino as well! 
>> 
>> On 2016-01-29 10:51, Enter Reality wrote: 
>> > I strongly suggest you to try Rhino for nurbs conversion and poly 
>> > optimization/cleaning, since there are some builtin features in order 
>> > to do that. 
>> > Then from there you can export in FBX and have a clean mesh rather 
>> > then wasting time in Maya or do the cleanup in Softimage. 



Re: Some of my latest work - Happy Holidays

2015-12-23 Thread Toonafish

Das ist ja Toll !!

Happy holidays.

-Ronald
On 12/23/2015 10:47, Morten Bartholdy wrote:


Hi all,

We do a fair number of Lego commercials here of which not all are 
worth showing in terms of CG value, but some are. We are usually not 
allowed to show it to anyone, but this one has made it to youtube so 
here is one I made in the spring. All CG is rendered in Arnold, 
including the (almost imperceptible) bits of volumetric fluids which 
are simulated with emFluid5.


LEGO® Technic - Mercedes Benz Arocs 3245 - 
https://www.youtube.com/watch?v=P94s7wvAhqg


These TVC's are made after a very strict set of rules so even though 
the goal generally is photorealism, I would rather call it idealized 
realism :)


Happy Holidays to you all!

Christmas greetings from

Morten Bartholdy






Re: POLY | Manipulating polygons

2015-12-04 Thread Toonafish
Wow, brilliant !  I'd be very interested to play with your compounds, if 
you're willing to share them ;-)


- Ronald


On 12/4/2015 23:25, Olivier Jeannel wrote:

Hi there,
Lately I "developped" for a recent job a set of ICE nodes to easily 
and fastly manipulate polygons.
A lot of this techology is taken from Christian Godzinger and Cesar 
Saez. I just rewired together and compounded to ergonomic- easy to use 
purpose.

It is really faster than the usual Particle to Island.
If someone is interested, I'll happily share the compounds and some 
demo scenes, just drop a line in the comments.


I put together a demo here :

https://vimeo.com/147899293

If you have the courage to scroll to the end of the video, there are 
same cheesy mixture of points manipulated around edges and around 
polygon center which are not so common (I believe).


Thank you.





Re: LK Lightning 2.5 Available & Now Free

2015-11-13 Thread toonafish
Wonderfull, thanks a lot Leonard !

-Ronald

> On 13 Nov 2015, at 11:09, Leonard Koch  wrote:
> 
> Hi List,
> 
> I have a new version of LK Lightning for you today. I hope you don't mind my 
> posting it here.
> The headlining feature for version 2.5 is Stages which allows you to create 
> much more complicated behaviours by assigning different sets of controllers 
> to particles based on which stage they are in.With these stages also comes a 
> new category of compounds. Triggers that allow you to move particles between 
> them.You can assign a new stage to strands that have been split off as well 
> and thus give them a different set of rules. This is something that was 
> requested many times by 2.0 users and is indeed super useful.Additionally 
> there are a bunch of other useful tools for particle effects in here that 
> stem from an awesome job I got to do at Digital Golem: 
> http://www.digitalgolem.com/portfolio/detroit-electric-sp01/ 
> 
> 
> LK Lightning is also free for everyone now.
> With Softimage going EOL I just don't feel good charging people for an 
> extension to a software that has been sentenced to death.Freelancers and 
> companies who've approached me wanting to buy LKL in the past couple of 
> months have already received it free of charge and with the new version I'm 
> making it available to everyone.
> I hope that the community can put 2.5 to good use and hope to still see many 
> awesome projects made with it and Softimage.
> You can get LK Lightning 2.5 here: http://leonardkoch.com/download/ 
> 


Re: Softimage 2015 Service Pack 2 is now available

2015-10-06 Thread toonafish
Thank you Hsiao, is there a way around uninstalling 2015 and 2015 SP1 ?

-Ronald


> On 06 Oct 2015, at 11:59, Hsiao Ming Chia  
> wrote:
> 
> Hello,
> 
> Softimage 2015 SP2 is now available for download here:
> http://knowledge.autodesk.com/support/softimage/downloads/caas/downloads/content/autodesk-C2-AE-softimage-C2-AE-2015-service-pack-2.html
> 
> Please install the correct version depending on the licensing year you are 
> using:
> If you have licenses to Softimage 2015, please install 2015 SP2.
> If you are using Softimage 2015 R2 from the 2016 suites/bundles, please 
> install 2015 R2_SP2 instead.
> 
> The fixes are the same in both versions, the only difference is in the 
> supported licensing year.
> 
> Please note you have to uninstall Softimage 2015 or 2015 SP1 before 
> installing this latest service pack.
> 
> Thanks,
> Hsiao Ming
> 
> 




Re: Continued use of Softimage question

2015-08-20 Thread toonafish
I stopped using Modo as much as I did for different reasons, and it doesn’t 
work as reliable as it does in Softimage, but you can keep your tool active 
while selecting other components by activating “select through” in Modo. Don’t 
know why that isn’t activated by default though, just like the “lazy selection” 
that makes selecting components so much better

With those two activated modeling is a lot closer to what you’re used to in 
Soft I think.


- Ronald


  I want to select my tool and simply use it until I
 switch to another t 
  ool - like in Softimage.
 




Re: snow

2015-07-24 Thread Toonafish
You can download it here, I hope whoever created this doesn't mind : 
https://dl.dropboxusercontent.com/u/4271217/Snow_V2_0.rar


-Ronald

On 7/24/2015 6:16, Kris Rivel wrote:
I saw this and could really use it!!! I don't see this compound on any 
of the usual sources. Does anyone have this? Who is the author?


https://youtu.be/wU4t145Bn_M

Kris





Re: OT: I know a lot has been said about MODO but this...!?!

2015-06-30 Thread Toonafish
Modo is nice, if you like bugs and crashes

801 was less then stable, but with 901 I feel like a beta tester.  It's
been like this for so many releases, I've kind of given up on Modo.

-Ronald


On Tue, Jun 30, 2015 at 1:11 AM, Mirko Jankovic mirkoj.anima...@gmail.com
wrote:

 Also keep in mind it is not part of modo but kit to buy.. like bunch of
 other kits there.
 Smells like max + plugins? :)


 On Tue, Jun 30, 2015 at 1:04 AM, Ed Schiffer edschif...@gmail.com wrote:

 I also loved these tools!
 Which studios are using modo for character animation?

 A obvious downside is that it is biped focused and not so generic, but it
 really got me hopeful for modo.

 On Mon, Jun 29, 2015 at 7:48 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  The issue for me is the performance of the app when playing back
 deformations on (even moderately) complex characters, or painting weights.
 They added an optional OpenSubDiv package(kinda like a property) that can
 be added to speed things up a little, but at best it's like a topical
 ointment rather than a real remedy. They need to try and hit at least 24fps
 during manipulation and playback on moderate characters. Thankfully, this
 is still very much a known issue at The Foundry.

 But Jordi's right the rigging options themselves are really quite
 powerful. They've got something that's quite unique, yet potent, compared
 to other commercial tools. It's just hampered by the fact that it's simply
 too easy to create a character that bogs the system down.

 And hey, now with Eric working on FE integration...

 -Tim C.


 On 6/29/2015 5:35 PM, Jordi Bares Dominguez wrote:

 I am very excited following Modo development, lately their drive for
 animation and rigging has been exceptional and if you are impressed by this
 when you look at the truly well done animation tools they published on 801
 you should be very excited.

  look forward to work with it on a real animation project
 jb

  On 29 Jun 2015, at 21:01, Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

https://vimeo.com/131766938

  Jaw dropping. Now it looks like they nailed. Did everyone see the mesh
 retarget? and the FK/IK friendly switching?

  Opinions?

  Cheers.
  David.

 --
  Portfolio 2013 http://be.net/3dcinetv
  Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012



 --






 --
 www.edschiffer.com





Ik/FK blend broken ?

2015-06-19 Thread Toonafish
I'm trying to use the auto FK/IK blend slider in my kinematic bone 
chain. But no matter what I do, as soon as I set an FK keyframe in my 
bones, the IK stops working for all the bones but the last one.


When I use the slider, with the IK effector and FK on the bones 
keyframed, only the last bone is effected. The rest only responds to FK. 
Even after aI delete all the FK keys on the bones, the IK seems broken.


Is this a bug, or has something changed in the way this is supposed to 
work ?


Using 2015 SP1

Thanks,

-Ronald


Re: collision objects

2015-06-19 Thread Toonafish
I created a small example scene with 4 passive rigid bodies and one active
bouncing ball using basic out of the box dynamics in SI 2015:
https://dl.dropboxusercontent.com/u/4271217/collisions.rar

Of course you'd need to plot the simulated ball before export to UE4.

cheers,

-Ronald

On Fri, Jun 19, 2015 at 5:57 PM, Francisco Criado malcriad...@gmail.com
wrote:

 Hi guys,

 does anyone know how to generate different collsion objects for a single
 geometry? need to export the model with its collisions as fbx for use in
 ue4.
 Any help is apreciated!

 Francisco.





Re: Scripting making geoapproximation local?

2015-04-28 Thread Toonafish

couldn't you just select all objects and add a geoapproximation property ?

- Ronald


On 4/27/2015 12:02, Morten Bartholdy wrote:


I have load of objects to which I need to make the geoapproximation 
local and set it at various values, so I am trying to script it. 
However if I do one object manually and try running this:


MakeLocal model*.polyblabla*.geomapprox, siDefaultPropagation

- the geoapproximation appears to stay global. Is there something 
particular I need to do to make numerous geoappr properties local?


Morten





Re: The shadow over The Foundry

2015-04-27 Thread Toonafish
Can't take it too seriously when I read this snippet about Modo:

The company* has recently launched a concept design software product
http://www.telegraph.co.uk/finance/businessclub/technology/11206167/Harry-Potter-to-Guardians-of-the-Galaxy-the-British-firm-behind-the-Hollywood-blockbusters.html
*called Modo, which means that prototype cars, phones and trainers can be
drawn immediately into 3D rather than drawn first by hand in 2D and then
physically built.

On Mon, Apr 27, 2015 at 12:15 PM, Jordi Bares Dominguez 
jordiba...@gmail.com wrote:

 This could be quite a blessing.

 jb


 On 27 Apr 2015, at 11:11, Nicolas Esposito 3dv...@gmail.com wrote:

 Looks like Adobe is trying to get a piece of the VFX industries

 Link of the article
 http://www.telegraph.co.uk/finance/newsbysector/banksandfinance/privateequity/11562472/Adobe-eyes-200m-bid-for-British-visual-effects-firm-The-Foundry.html

 Good? Bad? Adobe to be the next Autodesk-Evil-Corp-Inc?





-- 

Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl


Re: Feather System

2015-01-24 Thread Toonafish

Wow, great ! Thanks a lot Fabricio !

-Ronald


On 1/23/2015 20:39, Fabricio Chamon wrote:

Hi soft people!

after the tragic softimage EOL announcement, I'm slowly learning 
houdini/maya. For those sticking with SI (me included), here's a tool 
I've been using for months to groom birds and other characters. It's 
all ICE of course, some script automations... in my opinion it offers 
a nice and fast workflow, let me know if you find it useful. (thanks 
to Jonah Friedman and Dan Yargici for some insights)


addon: 
https://dl.dropboxusercontent.com/u/17263464/ICE/FC_Feather/FC_Feathers.xsiaddon
documentation: 
https://dl.dropboxusercontent.com/u/17263464/ICE/FC_Feather/FC%20Feathers%20for%20Softimage%20-%20Documentation.pdf
sample project: 
https://dl.dropboxusercontent.com/u/17263464/ICE/FC_Feather/FC_Feathers_Sample_Project.rar

basic setup video: https://vimeo.com/117607338
sample work made with it: https://vimeo.com/68167579

thanks everyone for all knowledge shared in this list!





Re: AD subscription

2014-12-13 Thread Toonafish
I tried Firefox, Chrome and Explorer. Chrome and Firefox give me blank 
page after I sign in to Subscription Center, and Explorer gives me a 404 
Not Found error .


-Ronald

On 12/12/2014 16:50, Jill Ramsay (Contractor) wrote:

Hi there,
Have you tried a different browser? Which browser are you using?

Jill

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Toonafish
Sent: December-12-14 8:09 AM
To: softimage@listproc.autodesk.com
Subject: Re: AD subscription

Ah, great that worked ! Thanks Stephen.

Weird Leendert, I still get either an error or a blank page

-Ronald







Re: AD subscription

2014-12-13 Thread Toonafish
Meh, just tried it on my laptop which I never ever used to sign in. And 
same story on my desktop at home, blank page in Firefox after signing in


But thanks Leendert.

- Ronald

On 12/13/2014 17:31, Leendert A. Hartog wrote:

By which I meant internet cache  cookies.

Greetz
Leendert






AD subscription

2014-12-12 Thread Toonafish
Can anyone get into AD subscription center ? Just installed 2015 SP1 and 
trying to get my product key, but it looks like the subscription site is 
down.


Thanks

-Ronald


Re: AD subscription

2014-12-12 Thread Toonafish

Ah, great that worked ! Thanks Stephen.

Weird Leendert, I still get either an error or a blank page

-Ronald


On 12/12/2014 13:44, Stephen Blair wrote:

I just logged on to the Sub Center, from Chrome no less.

You don't need the Sub Center for a product key
http://autode.sk/1yHHUpN

For a serial number, yes, you can get it from the Sub Center. Or for 
an install, you could just enter 123-12345678


On Fri, Dec 12, 2014 at 7:08 AM, Toonafish ron...@toonafish.nl 
mailto:ron...@toonafish.nl wrote:


Can anyone get into AD subscription center ? Just installed 2015
SP1 and trying to get my product key, but it looks like the
subscription site is down.

Thanks

-Ronald






Re: Export Meshed Particles Sequence

2014-10-22 Thread Toonafish
you could export as an Obj sequence, just activate separate files per 
frame.


-Ronald

On 10/22/2014 10:57, Morten Bartholdy wrote:


My mistake-  it is not instances per se but Primitives, Custom Polygon 
Meshes I meant.



It allows the application of geometry on particles but I see no way to 
cache it.




Morten




Den 21. oktober 2014 kl. 17:54 skrev Eric Mootz e...@mootzoid.com:

Hey Morton,

// /emPolygonizer4 allows to apply instanced geometry on a
pointcloud / //

Do you really mean emPolygonizer4? It cannot do what you are
saying, i.e. it cannot apply anything to a point cloud, it creates
only meshes. Are you perhaps talking of a different plugin? Could
you send a screenshot of what you mean?


Am 21.10.2014 17:47, schrieb Morten Bartholdy:

I don't mean to hijack this thread, but have a related question:

Eric, emPolygonizer4 allows to apply instanced geometry on a
pointcloud, but I can't see a way to cache those. Is it hidden
somewhere in emPoly4 or would I need emTopolizer for that?


cheers

Morten






Re: Muscle system. Free/

2014-09-24 Thread Toonafish

Great ! Free muscles for Softies !

-Ronald

On 9/24/2014 10:31, Max Evgrafov wrote:

https://vimeo.com/106103487

plug 
https://www.dropbox.com/s/ptwaw35rfz2mutf/VorleXMuscleSystem2PRO.zip?dl=0


doc 
https://www.dropbox.com/s/lx2fv87vvq91gzd/VorleXShapeKeyCreationTechnique.doc?dl=0


--
Евграфов Максим.(Summatr)
https://vimeo.com/user3098735/videos
---
Хорошего Вам настроения !!! :-)





Re: Pre-modeled Threaded parts

2014-08-25 Thread Toonafish
screws : 
http://www.solidcomponents.com/company/default.asp?SCCC=SCCMW32NCVisualID=20566Lang=44AdvTitleString=screw



-Ronald

On 8/25/2014 01:41, Ryan Maguire wrote:

Hello,
Does anyone know of an online library or a add-on that allows for the 
creation or import of male  female threaded parts real-world 
dimensions.


Example*  I have modeled a gear shift and need to add a precise female 
threaded part on the bottom.  If I could import already made .. Then I 
could boolean to the poly model and export STL for 3D printing.


I have always been a softimage poly modeler ...But I don't think 
softimage is capable of this kind of thing?


Thanks,
-Ryan




Re: EOL and using older Softimages

2014-08-11 Thread Toonafish
It's just silly to expect peeps to pay subscription every year, just to be
able to revisit old projects, even if they don't want to switch to Maya or
Max.

Of course this subscription model is what makes AD the most bucks, but come
on !! Someone at AD show us there's actual people making decisions here and
AD is not just some blind business model that simply follows the money and
squeezes as much out of it's customers no matter what.

-Ronald


On Mon, Aug 11, 2014 at 5:16 PM, Mirko Jankovic mirkoj.anima...@gmail.com
wrote:

 How ever you put it it is stil fact that model was made ONLY to push
 people to subs meaning steady income for AD with less need to actually
 improve anything in each new version.
 AND
 That model is retarded for this kind o industry as there are a lot of
 people with need to access old projects that for this or that reason
 someone need to open up, some from 5 years ago.
 That model is simply not something that works with what is reality as it
 is pointed out so many times here.



 On Mon, Aug 11, 2014 at 4:00 PM, Graham Bell graham.b...@autodesk.com
 wrote:

 Point of note – the ability to have previous version usage has been a
 benefit to active Subscription customers (only), for some time now. And
 (barring some exceptions) this applies across the entire Autodesk
 portfolio, so Softimage isn’t being single out here.

 Also Softimage 2012 is still available to customers with running 2015 and
 active Subscriptions.
 Previous version usage, and support, is for the current versions and 3
 versions back.

 G

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of pete...@skynet.be
 Sent: 10 August 2014 12:01
 To: softimage@listproc.autodesk.com
 Subject: Re: EOL and using older Softimages

  preventing the use of previous versions unless you basically commit
 forever,

 and even then – only 3 versions back!

 2012 is now officially off-limits for subscription customers.
 I remember a message from an AD rep here, suggesting not to upgrade a few
 licenses just in order to keep access to an older version -
 thus diluting one’s license park.
 it’s anti-customer behavior, directed ONLY at licensed and paying
 customers, devaluating their investment.

 what you did up to 3 years ago is being ‘obsoleted’ -
 for long format work that’s like saying: your previous project is off
 bounds. This in an industry (entertainment) thriving on sequels !
 funny reading just the other day about Weta’s own new renderer in that
 other thread – where they mention opening shots from “old” projects such as
 Tintin or the first Hobbit – and re-rendering them. Where this was actually
 a design constraint they set themselves.

 And here’s AD going: hey, if we can prevent you from doing this, we will!

 Sure, you can try and open those scenes on a newer version, and pray
 nothing breaks. Oh right, if you’re on Maya, don’t forget  to recompile all
 those plugins you don’t have the source code for. Doh.

  Personally can't wait for competition.

 Amen to that. I stuck it out on Softimage, waiting for the next gen
 software from AD to replace Maya/Max/XSI.
 Definitely not doing that anymore - at this point my ONLY criterium for a
 replacement is that it isn’t AD.




 On 08/09/14 8:22, Luc-Eric Rousseau wrote:

 Yes you lose the right to run three versions back when the subscription
 lapses.   You can only run the last version you installed.
 On Aug 8, 2014 2:09 PM, phil harbath phil.harb...@jamination.com
 mailto:phil.harb...@jamination.com wrote:
 What was the final verdict on using older versions of Softimage,  I saw
 on the EOL page you could use up to 3 versions back.  Does that require the
 user to be on active subscription.  My case is I am on 2015 but my
 subscription just lapsed.


 Phil Harbath
 jamination





-- 

Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl


Re: Multiple Objects, Snapping w/ unexpected results - 2014 2014 sp2

2014-06-26 Thread Toonafish
yep, I think I get the same behavior. I created 3 cubes that are aligned 
to the grid on all axis, and a single one is not. Then I select all of 
them, activate grid snap, and as soon as I translate the selected cubes 
in a single axis, the one that is not aligned snaps back to the grid and 
the others stay put.


-Ronald


On 6/26/2014 5:59, Patrick Neese wrote:

Okay so...I've read the manual, searched the list and reset my
preferences and tried the earlier version of 2014.

I have several objects that are aligned to each other.  When I select
them and translate them using the manipulator for all three axis, w
/snapping, in Global mode and COG on or a pivot point, no issues. They
move as one unit snapping to the CG/Pivot Point.

If I haven't frozen the transforms and select a single axis to
translate, the objects will snap initially  independently of each
other and then move as a unit.  I just wanted to scoot everything in a
single direction and keep them aligned.

To recreate PrimitivesPolygon MeshCube.
Repeat.
Offset one halfway between the grid lines in all axis.
Select both.
Press CTRL and translate with one axis handle for an axis that vary in values.
Watch the one that was offset snap while the other stays still.

Freezing the objects prior to trying to translate resolves this.  I
can also set a parent and move that parent...neither seem like the
best solution.  To me this doesn't seem to be expected functionality.
Am I missing something? Is this expected? Has it always been like
this?

From the manual When COG is on, the objects preserve their positions
relative to each other, and their combined center of geometry snaps to
the target.  From that sentence in the manual I feel it is unexpected
behavior.

Patrick N.





--
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl



Re: meshpaint daft question

2014-06-18 Thread Toonafish

did you try the r key ?

-Ronald

On 6/18/2014 12:09, Adam Seeley wrote:

Hi,

This is great for multi-placement on surfaces.

http://vimeo.com/41703655

Does anyone know how to change the brush size though?
I've tried  a whole bunch of ctrl/shift/alt options.

Cheers,

Adam.
_

Yoyo Digital Ltd.
/UK +44 (0) /7956 976 245
http://www.linkedin.com/in/adamseeleyuk
https://vimeo.com/adamseeley



*From:* Stefan Kubicek s...@tidbit-images.com
*To:* softimage@listproc.autodesk.com; adrian wyer
adrian.w...@fluid-pictures.com
*Sent:* Tuesday, 17 June 2014, 21:13
*Subject:* Re: way OT... Sony F55 XAVC S-Log 4k footage

Resolve crashes with your files? What version are you using?
Maybe this helps?

http://www.hingsberg.com/index.php/2013/08/xavc-transcoding-with-davinci-resolve/
I've heard good things of Cinemartin too, not free though (199.-
for the Pro version that supports XAVC):
http://www.cinemartin.com/cinec/

Good luck,

   Stefan

got the clips into resolve Lite, and it crashes immediately
bravo!
a


*From:* softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*adrian wyer
*Sent:* 17 June 2014 17:48
*To:* softimage@listproc.autodesk.com
*Subject:* RE: way OT... Sony F55 XAVC S-Log 4k footage

struggling to figure out getting media into resolve it's
too damn hot in here!


*From:* softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Fabrice Altman
*Sent:* 17 June 2014 17:30
*To:* softimage@listproc.autodesk.com
*Subject:* RE: way OT... Sony F55 XAVC S-Log 4k footage

Adobe CC, Resolve or FCP X seem to be able to handle it also.
Ffmpeg as François said sounds good as well, and very cheap…
*From:*softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*adrian wyer
*Sent:* 17 June 2014 17:08
*To:* softimage@listproc.autodesk.com
*Subject:* RE: way OT... Sony F55 XAVC S-Log 4k footage
assimilate scratch is one tool Envy mentioned they use,
perfect, if only the client could condense their rushes
delivery into one or two chunks
instead of drip feeding for the next 6 months
a

*From:*softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Fabrice Altman
*Sent:* 17 June 2014 16:14
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* RE: way OT... Sony F55 XAVC S-Log 4k footage
http://www.assimilateinc.com/
Rent by the day.
*From:*softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*adrian wyer
*Sent:* 17 June 2014 16:03
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* RE: way OT... Sony F55 XAVC S-Log 4k footage
vegas took nearly 2 hours to convert a 30 second clip to exr
and it had drop frames
a

*From:*softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Francois Lord
*Sent:* 17 June 2014 15:50
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Re: way OT... Sony F55 XAVC S-Log 4k footage
I guess using ffmpeg to convert to png frames would be too
time consuming?
On 17-Jun-14 10:29, adrian wyer wrote:

anyone ever come across this? can't read it in anything
except Sony's media browser/Vegas neither of which can
reliably write it out into another (usable) format
(read: drop frames and speed issues abound)
post house says they use baselight to process it! overkill
much? not about to spring for a baselight to transcode rushes!
long shot, but there you go
a
Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829


Re: Camera addon for use with Redshift

2014-06-03 Thread Toonafish

Great stuff !! Thanks Emilio.

-Ronald

On 6/3/2014 02:39, Emilio Hernandez wrote:

Hello list.

I want to share with you the ehRSCamera addon  for use with Redshift.

In the link you will find a pdf file with the documentation describing 
its features and use, as well as the xsiaddon in case you want to use it.


The plugin is free for any purpose.

Cheers and thank you all.

https://www.dropbox.com/sh/unk9jbeyrxyq6m1/AABbki4OHNTbvNpxLL3GKFe8a/ehRSCamera
---
Emilio Hernández   VFX  3D animation.




Re: Camera addon for use with Redshift

2014-06-03 Thread Toonafish
check the file size of the addon you downloaded, if it's too small, try 
using the Dropbox download menu.


-Ronald


On 6/3/2014 13:22, Ivan Vasiljevic wrote:

Hmm... No luck installing it here.
SI 2014 SP2, win 7 x64.
Installation goes fine but no menu nor in View-Toolbars-ehRSCamera...
Anyone had similar experience?

Ivan


On Tue, Jun 3, 2014 at 1:05 PM, Ivan Vasiljevic klebed...@gmail.com 
mailto:klebed...@gmail.com wrote:


Great stuff, thanks for sharing. I'll give it a go!

Cheers.
Ivan


On Tue, Jun 3, 2014 at 12:46 PM, Toonafish ron...@toonafish.nl
mailto:ron...@toonafish.nl wrote:

Great stuff !! Thanks Emilio.

-Ronald


On 6/3/2014 02:39, Emilio Hernandez wrote:

Hello list.

I want to share with you the ehRSCamera addon  for use with
Redshift.

In the link you will find a pdf file with the documentation
describing its features and use, as well as the xsiaddon in
case you want to use it.

The plugin is free for any purpose.

Cheers and thank you all.


https://www.dropbox.com/sh/unk9jbeyrxyq6m1/AABbki4OHNTbvNpxLL3GKFe8a/ehRSCamera
---
Emilio Hernández   VFX  3D animation.





-- 
Ivan Vasiljevic

-
Lighting TD
Founder, Digital Asset Tailors
-
reel: https://vimeo.com/72183649
web:www.ivasiljevic.com http://ivasiljevic.com
email: i...@digitalassettailors.com
mailto:i...@digitalassettailors.com
ivan_vasilje...@hotmail.com mailto:ivan_vasilje...@hotmail.com





--
Ivan Vasiljevic
-
Lighting TD
Founder, Digital Asset Tailors
-
reel: https://vimeo.com/72183649
web:www.ivasiljevic.com http://ivasiljevic.com
email: i...@digitalassettailors.com mailto:i...@digitalassettailors.com
ivan_vasilje...@hotmail.com mailto:ivan_vasilje...@hotmail.com






Re: Whats an efficient workflow for importing .IGS?

2014-05-19 Thread Toonafish

You could also try http://moi3d.com

-Ronald

On 5/19/2014 20:31, Ryan Maguire wrote:
I haven't found a decent way of getting .IGS files into softimage 
without having to rebuild parts of the mesh.  I have tried 3ds max and 
everything always imports flawlessly in that software, I guess this . 
I have tried exporting .FBX  .OBJ. I can never get into softimage 
without issues.


-Ryan





Re: Oculus Rift

2014-03-27 Thread Toonafish
hehehe, I think AD would kill it, so they could sell us the this because 
it has a much bigger user base: 
http://www.fisher-price.com/en_US/brands/viewmaster


-Ronald

On 3/26/2014 22:17, Doeke Wartena wrote:

nice one Tom :)
But thank god AD didn't buy it.


2014-03-26 16:19 GMT+01:00 Tim Crowson tim.crow...@magneticdreams.com 
mailto:tim.crow...@magneticdreams.com:


The future of Oculus Rift is bright.
-Tim



On 3/26/2014 8:47 AM, Alok Gandhi wrote:

I have pre-ordered OR Dev 2 Kit. They said they will let me know
when they ship. Can't wait to develop for it. It opens up a lot
of exciting avenues for sure.


On Wed, Mar 26, 2014 at 5:57 PM, Leendert A. Hartog
hirazib...@live.nl mailto:hirazib...@live.nl wrote:

Paul Doyle schreef op 26-3-2014 13:08:

Can we not make this thread about the Soft EOL? Just one
thread would be nice.


Again: only meant as an example (we can all relate to) :D


-- 


Leendert A. Hartog -- Softimage hobbyist
AKA Hirazi Blue -- Administrator  @, NOT the owner of
si-community.com http://si-community.com





-- 


-- 







--
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl



Re: An Open Letter to Carl Bass

2014-03-25 Thread Toonafish

yeah, pearls before swine I tell youpearls before swine...

AD seems to simply follow the road to the easyest buck with no 
consideration for much else. There's nothing wrong with making a buck. 
But a badly managed business that goes for the biggest profit possible 
by blindy following the route of taking as much as they can and giving 
back as little as possible in return, can easily end up something 
resembling a parasite.


And when I look at what AD has been giving us, in return for our hard 
earned subsciption money over the years. And what they have done with 
Softimage now, they are really striving for that. They suck up and burn 
3rd party innovation and customer cash without giving much in return.


-Ronald


On 3/25/2014 12:17, Emilio Hernandez wrote:
I am sorry to raise the fuel again on this one, and it has nothing to 
do with you Maurice nor Chris.


I have not read any answer from Autodesk that really is convincing of 
why Autodesk is not being able to still ship Softimage with Maya/Max 
after April 2016, or do the same thing as they are going to do with 
Toxic and Matchmover.


All is mumble jumble about wanting to focuse into products that are 
more popular, that does not mean they are better.


My personal conclution is that Softimage was getting more attention 
lately, and the Maya innovation and creativity project was starting 
to fall appart.  So the only viable solution for this was to put a 
bullet in the head and another one into the heart of Softimage. So 
people will turn away their sight from the death corpse after some  PR.




---
Emilio Hernández   VFX  3D animation.


2014-03-25 4:43 GMT-06:00 Saeed Kalhor ndman...@gmail.com 
mailto:ndman...@gmail.com:


He is a DICTATOR!!!


On Tue, Mar 25, 2014 at 6:41 AM, Perry Harovas
perryharo...@gmail.com mailto:perryharo...@gmail.com wrote:

If you really want to be scared, listen to this audio
interview with Carl Bass.

The link cuts right to the appropriate moment, but you should
listen to the entire thing if you have the chance.
Essentially, he is saying that when you have competing
products, it isn't a good idea to exert control, piss off
customers
and try to force them to use another one of your products,
when they already use one of yours.
He says killing a product will just lead to about half of them
saying, essentially, screw you.

Wow, he should take his own advice from 13 months ago...

Here it is: https://www.youtube.com/watch?v=n9-yZ5JVOBA#t=1054

And he was only talking about a PLUGIN... He was talking about
T-Splines, and how customers would revolt and probably use the
competitors
products if Autodesk forced them use only use it with their
own software, instead of working in the apps of the competition.

The interview is also scary for how much (especially if you
listen to the entire interview) he wants all Autodesk apps on
the cloud.
ALL OF THEM.

Uh, no thank you. A choice, sure, but to have software only
available on the cloud would really annoy me, if I was still
using Autodesk products...




On Mon, Mar 24, 2014 at 9:10 PM, Emilio Hernandez
emi...@e-roja.com mailto:emi...@e-roja.com wrote:

Well it is not that we are investing in Softimage.

Let's put it on another perspective.

We want Maya or MAX to continue having the Softimage
plugin as it is.

Autodesk will have its money and we will have our Maya/MAX
with the Softimage plugin.



---
Emilio Hernández   VFX  3D animation.


2014-03-24 17:21 GMT-06:00 Maurice Patel
maurice.pa...@autodesk.com
mailto:maurice.pa...@autodesk.com:

If you buy a license now you will have a certain
flexibility later to add new licenses. But ultimately,
yes, the program was built for existing customers to
be able (if they want) to transition their licenses to
3ds Max and Maya and not really for new customers to
be able to invest in Softimage.
maurice



 On Mar 24, 2014, at 4:36 PM, Martin
furik...@gmail.com mailto:furik...@gmail.com wrote:

 Hi Maurice

 I don't think anyone who is going to start a CG
career will do it based on SI even if you don't stop
selling it for a few months or years! It isn't logic
to do it. Only those who are already Softimage users
and have Softimage based projects running will need
new licenses to use a few years 

Re: What use is ICE really?

2014-03-21 Thread Toonafish

Ha ! I was just thinking Paul should post his ICE renderer video :-)

- Ronald

On 3/21/2014 15:02, p...@bustykelp.com wrote:

Some of my stuff
Making a renderer
https://vimeo.com/20648346
remapping topology
https://vimeo.com/43532240
transferring deformation to different topology
https://vimeo.com/26116783
image manipulation
https://vimeo.com/33588786
texture instance flow
https://vimeo.com/37304814
facial mocap solver
https://vimeo.com/40589904
muscles
https://vimeo.com/43913057
applying corrective shapes
https://vimeo.com/67402407
space invaders
https://vimeo.com/75699841
tree maker
https://vimeo.com/76144838
forest maker
https://vimeo.com/76411577
fur system
https://vimeo.com/80382153
anatomical deformation
https://vimeo.com/88245138




Re: ICE - When will we have todays functionality in Maya?

2014-03-21 Thread Toonafish
I suspect this is because the money for AD is in getting everyone rental 
on the cloud. Just as they are doing with the CAD side of their 
userbase. So in few years when we're all on Maya 360 they can plug it 
into other software as well and rent in out separately.


-Ronald


On 3/21/2014 14:52, Chris Marshall wrote:
I think we can see there's some reason to look into Bifrost, but I 
also have a nagging feeling it's simply never going to achieve the 
same level of functionality as ICE, for the very reason ICE is 
essentially being shut down. ICE does what it does and is so much more 
than a particle system, because it is built into the very core of 
Softimage. To attempt to make Bifrost 'future proof' they are 
deliberately *not* building it into the core of Maya, thus allowing 
for the potential for it to be standalone and / or plugged into other 
software / platforms at a later date. But by approaching it in this 
way, it'll only ever be a bolt on, that surely can never achieve that 
level of flexibility that we have with ICE at the heart of Softimage. 
It feels that the very thing that makes ICE such an amazing tool is 
actually causing it's downfall, and is the reason Bifrost can never 
replace it. And that totally sucks!






On 21 March 2014 10:29, Juan Brockhaus juanxsil...@gmail.com 
mailto:juanxsil...@gmail.com wrote:



Hey Adrian,

this is some great info here. and makes me suddenly feel spmehow
better ;-)
maybe in two/three years time, when Soft slowly falls back (just
due to no further development) BiFrost will be in a state where it
can take over...? (wishful thinking)

If I read between the lines I feel there is hope that BiFrost is
not 'just' a fluid simulation system and can be used for far more.

Exactly what I personally (and many others) love about ICE. It is
(contrary to past Autodesk-PR) NOT just a
particle-simulation-system, but a swiss army tool which can
manipulate almost every aspect of data in my scene/objects and
build, create, deform, etc...

ie at the moment I build shapes/objects made out of dominos. All
procedurally build in ICE. I made different compounds to stack and
pile dominoes in different ways and methods. And if the objects I
have to create (and even the domino) change (as usual in
commercials..) it is all instantly updated.
Only right at the end I add a Sim node and the whole things
collapses... (obviously controlled with nulls, forces, etc...) The
Sim is basically the last 5% of what I use ICE for.

If I can do stuff like this in BiFrost in the future I'm a happy
camper.
Right now the only other software capable of that would be Houdini...

I'll keep an eye on BiFrost ;-)

Cheers,

Juan








On Fri, Mar 21, 2014 at 1:09 AM, joshxsi josh...@gmail.com
mailto:josh...@gmail.com wrote:

Part of what made ICE so successful (in my mind) was the large
amount of built in nodes and compounds that were included as
part of the base system that were used in mostly non-simulated
contexts (raycasting, geometry locations, etc).

From the sound of the development stages, the first two
releases will be fluid focused, do you expect that the final
release will include the non particle functionality that ICE
became so useful for?

It sounds like you're expecting the users to build a more
generic set of functionality using the API? (mesh deforms,
curve based flow tools, IK solvers etc)

Thanks again for the information as well.



On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher
davegsoftimagel...@gmail.com
mailto:davegsoftimagel...@gmail.com wrote:


Yes, definitely giving them a chance! If they turn
Maya/Bifrost into something great that can give me back
what I just lost, believe me I will be one happy guy.


On 3/20/2014 6:29 PM, Raffaele Fragapane wrote:

The product will be released within the quarter. To be
fair, that info if you were on beta has been consistent
and available for quite a while now, so it's not some
last minute stunt.

Marcus, Adrian and the rest of the team are nice guys,
give them a chance.


On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher
davegsoftimagel...@gmail.com
mailto:davegsoftimagel...@gmail.com wrote:

This email was fascinating. I'm curious though; we've
been told we can't hear roadmaps because they run
afoul of SEC rules. And yet, here we get a somewhat
detailed roadmap.

Dave G








--

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk http://www.mintmotion.co.uk





Re: Maya render region!

2014-03-20 Thread Toonafish
I'm sure they'll buy both and kill 'm, because they are certrain they 
can come up with something much more innovative.


-Ronald


On 3/20/2014 11:48, pete...@skynet.be wrote:

probably they’ll kill the commercial one, just to screw it’s users.
*From:* Jason S mailto:jasonsta...@gmail.com
*Sent:* Thursday, March 20, 2014 11:40 AM
*To:* softimage@listproc.autodesk.com 
mailto:softimage@listproc.autodesk.com

*Subject:* Re: Maya render region!

lol :p

On 03/20/14 6:38, Emilio Hernandez wrote:
I wonder now which one of the two Autodesk is going to buy and say it 
is part of the new tools they are developing...


Well maybe they will buy both and just kill one.




---
Emilio Hernández   VFX  3D animation.


2014-03-20 4:36 GMT-06:00 Emilio Hernandez emi...@e-roja.com 
mailto:emi...@e-roja.com:


Ohh so there is two options...

The first one you need to subscribe here

http://therenderblog.com/




---
Emilio Hernández   VFX  3D animation.


2014-03-20 3:58 GMT-06:00 Marco Peixoto mpe...@gmail.com
mailto:mpe...@gmail.com:

Is this it:

http://www.tasaa.com/adnproducts.htm


Because if it is its not free... it cost 120 bucks


On Thu, Mar 20, 2014 at 8:26 AM, Tenshi S.
tenshu...@gmail.com mailto:tenshu...@gmail.com wrote:

Another feature we've seen in the past, and guess what!
it's in a product called Softimage, from Autode$k.
Hope they don't buy that feature.., damn duct-taped
things..


On Thu, Mar 20, 2014 at 12:56 AM, Octavian Ureche
okt...@gmail.com mailto:okt...@gmail.com wrote:

This is definitely going to show up soon as a
revolutionary new feature in maya.
I'm betting someone is already making an offer.
Btw, houdini also has had a render region for a while
now, that kind of works, when it does not offset
itself for no apparent reason. But at least it's in
there.


On Thu, Mar 20, 2014 at 6:06 AM, Sebastien Sterling
sebastien.sterl...@gmail.com
mailto:sebastien.sterl...@gmail.com wrote:

Nice digging Raff, seems like the tip of the ICE
berg. :)


On 20 March 2014 02:26, Raffaele Fragapane
raffsxsil...@googlemail.com
mailto:raffsxsil...@googlemail.com wrote:

Should be noted I -REALLY- don't know for
sure what I'm talking about here, I don't
even know if the event tracker in Google
refers to the patent office events after they
are published or to some Google service
itself. Don't throw parties yet or anything :p


On Thu, Mar 20, 2014 at 1:24 PM, Raffaele
Fragapane raffsxsil...@googlemail.com
mailto:raffsxsil...@googlemail.com wrote:

Apparently it first lapsed and then
expired because it wasn't maintained, at
least according to Google patents.

http://www.google.com/patents/US6091422?dq=avid+technology+render#v=onepageqf=false
I have to admit not being entirely sure
of how Google patents works (if the feed
is accurate), and whether it can be
revived, but yeah, there you have it.
Autodesk apparently doesn't pay its bills ;)


On Thu, Mar 20, 2014 at 11:01 AM, Gustavo
Eggert Boehs gustav...@gmail.com
mailto:gustav...@gmail.com wrote:

thats great and all, but AD holds the
patent for the renderregion now, so
unless it has expired this would
be... illegal?



-- 
Our users will know fear and cower before our

software! Ship it! Ship it and let them flee
like the dogs they are!



-- 
Octavian Ureche

+40 732 774 313 tel:%2B40%20732%20774%20313 (GMT+2)
Animation  Visual Effects
www.okto.ro http://www.okto.ro







Re: Idea- Just keep Mental Ray and FBX support - Softimage free w/Maya or Max or any Suite.

2014-03-15 Thread Toonafish

Sales revenue was 2.31 Billion in 2013, and gross income 2.07 Billion.

The funny thing is that while I read on the list the reason for 
shutting SI down is that they believe they can focus more on innovation 
this way.


But AD spent only 600 million of that money on RD,  and 2.83 Billion on 
sales and administration.  They spend way more money on selling the 
idea they are innovative, then they spend on actually trying to 
innovate. And when you consider how little innovation they have been 
able to squeeze out of a budget that is still humongous to smaller, much 
more innovative shops, it's simply embarrassing.


http://www.marketwatch.com/investing/stock/adsk/financials#

You can sell customers, or sheep as they are called in some business 
models, heaps of crap as long as you spend enough dough on convincing 
them it really doesn't stink, it's the sweet smell of innovation.


I suspect the peeps that pull the strings at AD really couldn't care 
less about clients or innovation as long as this attitude brings in 
higher profits. They wouldn't smell innovation even if it sat on their 
face. Softimage with ICE is one of the most innovative DCC packages they 
have on their hands, and even though they seem to understand that you 
need to spend at least some money to sell innovation, they couldn't be 
bothered to lift a single finger to sell SI.


but I'm rambling on..

-Ronald

On 3/15/2014 9:46, Matt Lind wrote:
I'm not throwing the baby out with the bathwater. What you have to 
understand is Autodesk doesn't want customers running concurrent 
sessions off a single license as in a Maya/Max and a Softimage session 
running in parallel.  that would effectively allow double the users to 
work while paying only half the price.  eg; if a customer has 50 
licenses it would allow 50 maya + 50 softimage users to run 
concurrently, but pay for only 50 licenses.  Some studios are ethical 
and wouldn't do something like that, but as someone mentioned just the 
other day, other studios in lesser affluent places might not be so 
ethical.  Even if Softimage were included for free, it still consumes 
some amount of resources to ensure it still installs and runs as 
advertised.


I agree in principle Autodesk should continue Softimage until one of 
their other products can replace the functionality.  If anything, 
that's the ball that was dropped in this whole debacle.  Of all 
companies on the planet, you'd think the one with all the accumulated 
experience of all the products that went through this process in the 
1990's would know better and be more prepared than anyone else.  But 
what's done is done.


The problem with the theory of disgruntled users leaving and hurting 
Autodesk is that the Softimage user base isn't large enough to really 
be missed on Autodesk's bottom line.  think about it.  Only 8% of 
Autodesk's revenue comes from media and entertainment.  Of that 8%, 
about 5% of it is from Softimage (0.4% total) - and that might be a 
generous number.  For every $100 Autodesk earns in revenue, 40 cents 
comes from Softimage. Take out expenses and you're looking at much less.


I don't remember the actual number, but I thought somebody recently 
reported Autodesk earned $392 million last year.  So, let's run that 
through the calculator:


   $392,000,000 USD * 0.004 = $1,568,000 Softimage gross revenue

I don't know what 10 developers in Singapore get paid, so I'll use 
conservative values based on USA rates:


   10 * $100,000 = $1,000,000

subtract expenses from revenue:

   $1,568,000 - $1,000,000 = $568,000

I don't know what marketing of Softimage costs, but I'm willing to bet 
$568,000 USD doesn't go very far for a product that needs a lot of 
attention to survive.  Even if tripled, that's still lean.  See the 
problem?


One item of note that probably hasn't been brought up in discussion 
yet is that Softimage has been included in the Max and Maya suites the 
past few years, so some sales of Max and Maya may actually be 
Softimage sales in a certain light - I know of at least one studio 
where that is the case.  In that scenario Softimage is getting the 
short end of the stick when it comes to accounting.


I mourn the loss of Softimage as much as anybody having dedicated 21+ 
years of my life to it both as professional user and former owner of a 
Softimage certified training center. Sometimes life sucks.


Matt




--
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl



Re: OT:[MAYA] interaction

2014-03-14 Thread Toonafish
I suspect AD has secretly removed that functionality from Maya because 
they believe that this way they can really focus on developing something 
much more innovative. Meanwhile please use manual framing and polygonloops.


;-)

-Ronald

On 3/14/2014 8:56, Gerbrand Nel wrote:
I just want to check If this is a known issue, or if I'm hitting my 
head against my own stupidity.
I'm modelling something in Maya for the last 2 days (would have taken 
3 hours in soft, but hey, its a learning curve) ,
And every once in a while my interaction stops working. Like the f 
key no longer frames selection, or the modeling toolkit stops 
previewing edge-loops. F8 also stops doing what it should be doing.

When I save and restart, all is back to normal,
So is there some mode or thing I don't know about, or have you 
guys found it buggy too?

It's Maya 2014 sp2 30 day trail.
Thanks
G







Re: A germ of an idea.

2014-03-12 Thread Toonafish
Thats a great idea! And all are walking to the beat of  this tune 
:http://youtu.be/AWtCittJyr0


;-)

-Ronald


On 3/12/2014 03:03, Bk wrote:

Ok, I can't sleep and have had an idea.

I think it would be good to make a visual metaphor of the situation.
I've been thinking that we would need to do something that could be 
attacked modularly and allows a huge variety in styles coming 
together. What we also have in our favour is that we come from 
different parts of the world and all do different styles of work.
So my idea is. cgi on live action plates..filmed on dslr by different 
folk around the globe.


It's based on the wizard of oz.

We start with one character, leaving a studio and start to walk, then 
we cut to another studio with another totally different character 
style, walking or moving.
This repeats. It doesn't have to be characters only, we could have a 
dust cloud, or an ICE strand tangle. The more variety of cgi oddities 
the better. We then cut to more of them moving through different 
landmarks around the globe. ( assuming between us we know someone who 
lives nearby enough to film them)
There could be Godzilla stomping through New York, an ice tangle going 
under the Eiffel tower. they are all going somewhere. It could be as 
epic as we can make it. There Could be a car chase, Whatever, as long 
as they are moving somewhere with purpose.
Some characters could board a massive spaceship which takes off. 
Others could get on a huge ocean liner.They are all making their way 
somewhere.
It culminates as a huge bizarre crowd of CGI 'things' gather at the 
door of a big imposing building. A small character at the front knocks

We cut to text along the lines of Please save us

I know it sounds epic, but that's kind of the point and if we had say 
40 people doing a little bit each and maybe reused old personal 
assets, it might be achievable. I could dig Greg Mutt out and probably 
do a Godzilla shot in a few days.







On 12 Mar 2014, at 01:15, Sebastien Sterling 
sebastien.sterl...@gmail.com mailto:sebastien.sterl...@gmail.com 
wrote:


If the Piece can be made, then the making off will follow :P, I'm 
just exited for the opportunity to play with My/our favourite toy :)



On 12 March 2014 01:12, Artur Woźniak artur.w...@gmail.com 
mailto:artur.w...@gmail.com wrote:


Yeah, like the movie and making off.

Artur


2014-03-12 2:09 GMT+01:00 Sebastien Sterling
sebastien.sterl...@gmail.com
mailto:sebastien.sterl...@gmail.com:

We can make both.


On 12 March 2014 00:54, javier gonzalez
javi09warr...@gmail.com mailto:javi09warr...@gmail.com wrote:

I think that is better make something like Life after
Pi, documentary gender to explain what is hapening and
what the comunity wants, also with random interviews to
studios and relevant peoples. 2cents


2014-03-12 1:45 GMT+01:00 Jason S jasonsta...@gmail.com
mailto:jasonsta...@gmail.com:

I wouldn't necessarily call it a fight but more of
a plea


On 03/11/14 20:37, Emilio Hernandez wrote:

3D generalist, character-modeling, rigging.  mid
ICE level.

Comp, editing and VFX here ready for battle.

---
Emilio Hernández VFX  3D animation.











Re: Update to the Softtimage Transition Plan

2014-03-09 Thread Toonafish

Hi Maurice,

It seems to me nobody wants to do maintenance on what's worth while at 
AD, innovation is where the short term success is, so that's where the 
focus should be. I know this is a rhetorical question, but what do you 
think the lifespan of the fruits the innovations at AD will be with a 
business model like that ?


-Ronald

On 3/9/2014 5:51, Maurice Patel wrote:

Hi Sebastian,

I'll try to answer your question as best I can. I have been reading the threads 
and trying to figure out how best to answer questions like the one you posed, 
or even if it was worth it. Especially,  given the fact that there is no real 
reason for anyone here to trust anything I say. I would feel the same if I were 
standing in your shoes - and I have in the past. Before I answer your question 
officially for Autodesk I would like to share my own personal experience of 
situations like these. Once, rather Ironically, when I was working for 
Softimage in 2000, their leadership team asked me to communicate the decision 
to stop development on Media Illusion (another acquisition) to our customers, 
many of whom I had personally trained. These things do not get any easier with 
time.

The decision to make Softimage 2015 the last release was not made because of cost-issues - that is to say 
it was not done to reduce the operating expenses of the ME division - which is why there was no 
reduction in work force. The decision was made so that we could focus our efforts on fewer projects 
enabling us to better execute on them and free resources to research new areas of innovation. Luc-Eric 
explained this in a bit more detail earlier. The decision was made at the end of last year after many 
months of deliberation and it was not something that was undertaken lightly (Autodesk's annual strategic 
planning cycle, when decisions like these are typically made, kicks off in earnest in September). There 
were many factors that led to that decision and although hindsight is great these factors are not always 
predictable. Several of the plans we had previously made did not work out as expected and so evolved 
significantly over time. Anyone who has ever had to manage a business or project will probably be familiar 
with the fact that plans can change quite rapidly (and in unexpected directions) as new events occur and 
you react to them. To quote someone a whole lot smarter than I: the best laid plans of mice and men 
often go astray. We were optimistic that some of the RD methodologies and innovations we were 
experimenting with would prove more fruitful than they did (e.g. projects like skyline). Does that mean we 
should not have attempted them? Personally, I think we need to try and do new things even if we know that 
99% of attempts at innovation will end in failure - after all they sometimes end in success (e.g. Bifrost). 
Ultimately when we say focus what we mean is better balancing our finite resources so that we 
can still invest in new research projects - even if these might fail - while continuing to evolve and 
improve existing customer workflows. To enable us to continue the former we had to focus on Maya and 3ds 
Max for the latter.

Regards

maurice


Maurice Patel
Autodesk : Tél:  514 954-7134

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
Sent: Saturday, March 08, 2014 9:55 PM
To: softimage@listproc.autodesk.com
Subject: Re: Update to the Softtimage Transition Plan

Maurice ? is softimage being discontinued because of cost issues ?
or because it is impeding other AD products ?
it may seem redundant, but this question has not been answered.





--
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl





Re: Softimage Hair options?

2014-02-16 Thread Toonafish
hey Mario, how do you solve the problem of creating hair on displaced 
geometry ? I'm currently using Melana and Kristinka strands in 
combination with SI hair, and it's really a hassle sticking the hair to 
the displaced geometry.


btw, reducing the particle display percentage of the pointcloud speeds 
up the display speed when using a lot of strands. But you prolly already 
knew this ;-)


- Ronald

On 2/16/2014 13:37, Mario Reitbauer wrote:

I'm doing a hair job right now with zbrush + softimage ice (melena).
I will post the result as soon as we are finished and recap my 
experience using ice.


What many people were allready mentioning is the lack of styling tools 
for curves/strands. So you are limited to what you get out of Zbrush.
The next limitation in Softimage is that you can't rly create enough 
strands, it's just getting too slow as soon as you add filler to your 
styling so I thought (cause I render with arnold) we gonna try to 
write a procedural for this to add filler hair at render time.


Other then this the Melena nodes and compounds are quite amazing but 
need some time to set your styling up as you want it.
You definitly need to dig into it and use it several times to find out 
your best workflow and how and when you connect which compounds to get 
to a decent result.


So lets see were I end up. In the end it might be best to use Houdini 
together with zbrush or like mentioned Yeti.



2014-02-16 12:04 GMT+01:00 Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de:


Hi guys,


my emaildatabase got fragmented between seperating machines,
please allow for
delayed responses.


Thanks for the many ideas and insights shed on Melena and
Kristinka as well as the
thoughts and opinions on how to potentially best implement a
system in Softimage.

Personally, I identify at least two groups of users, the first one
capable of going
in and actively developing a working system, the second group
benefiting from such
developments rippling into either a (commercial) plug-in or even
functionality that
makes it into a vanilla installation. Often with some delay and a
limited feature set
but out-of-the-box functions none the less. Sort of the 2nd wave
on the beach.

As much as I´d like to perceive myself differently, I must say I
am part of group two.

I may be able to find good workflows and good combinations of
tools but there´s
limitations in how far I will be able to push beyond already
existing tools.

As such, for now, I am looking forward to giving yeti a run for
it´s money and
going for Maya as a common factor in bringing things together.

This may be disapointing when seen from a Softimage fan boy
perspective but I think
it is obvious that being in wave two, I can not afford to limit
myself in the choices
between existing tools, as I already limited myself to those
existing tools.

Still, for Softimage, I would like to see a fully working system
at some point.

But that would include styling, dynamics, interactions, animation
and transfer as well
as actually beautifully endering using an elaborate shading and
rendering model.

That´s a lot asked for in an upgrade and I doubt this can get
enough momentum due
to it´s speciality, there´s other areas that might soak up all
those ressources,
like first of all revisiting the rendering situation across the
whole programm,
including creating, handling and rendering volumetrics.

Or not to forget, the amount of effort it certainly takes to make
Send to work flawlessly.

Send to is a very good example of supporting wave two, even if
it feels like it didn´t
bring anything new, it actually creaked open some of the doors in
the way.

Caching is another thing that has brought a lot of benefits.

Cheers,

tim


















--
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl



Exocortex

2014-01-28 Thread Toonafish

Hi,

If someone from Exocortex reads this post,  please get in touch with me 
( ronald at toonafish dot nl ). Sorry to abuse this list, but I've been 
trying the support email adress and phone several times, but no luck so 
far.


Thanks,

- Ronald




Re: Remember location in Anim Editor per curve.

2014-01-21 Thread Toonafish

That would be a great feature !

- Ronald

On 1/21/2014 03:49, Simon Pickard wrote:
If I'm editing say an rotx curve of an object / joint, whatever, I 
want Soft to remember the framing in the curve editor when I click on 
a different channel, say roty. If I then click back on rotx it should 
return to the framing I was last at.


A large part of my time is spent flipping between these different 
curves, would be nice it if remembered where I was.



On 21 January 2014 10:41, Raffaele Fragapane 
raffsxsil...@googlemail.com mailto:raffsxsil...@googlemail.com wrote:


I think he means an auto-memo-cam kind of thing dependant on
selection.
I don't think it's quite possible to make it unambiguous given
that it'd probably be a considerable amount of additional data,
and that you can mix and match curves into conflicting views.

Maya does something like that if I remember right, but Maya's is
both a singleton view and has severely limited context
capabilities, with the upshot it tends to get less tangled and not
as over-optioned as Soft's FCeditor.


On Tue, Jan 21, 2014 at 9:28 AM, Eric Thivierge
ethivie...@hybride.com mailto:ethivie...@hybride.com wrote:

So you want it to remember that for rotx on object1 you were
around frame 50 at value 12. Then when you click posy on
object58 you want it to remember you were at frame 5,000 at
value 0.25?

Eric T.


On Monday, January 20, 2014 5:22:25 PM, Simon Pickard wrote:

Guess not then..

If anyone's listening out there.. I know this isn't an ICE
request, so
will probabbly go to the bottom of the list, but it would
be a great
feature to have for us animators.


On 18 January 2014 16:52, Simon Pickard
m...@simonpickard.com mailto:m...@simonpickard.com
mailto:m...@simonpickard.com
mailto:m...@simonpickard.com wrote:

Hello all,

Hopefully I'm mssing something silly (quite possible)
but Is there
a way to tell Softimage Xsi to remember where is was
framed in the
anim editor as you work per curve?

It's a good workout having to pan and zoom each time I
go from a
PosY to a RotX, and I'll miss it for sure, but if
there's some
setting that'll made Softimage a little more 'smart'
when it comes
to working in the anim editor (so it remembers where
it was per
curve) before my hand falls off I'd love to hear about it.

Regards,
Simon






-- 
Our users will know fear and cower before our software! Ship it!

Ship it and let them flee like the dogs they are!






Re: rumor, Soft dead within the next year

2014-01-02 Thread Toonafish
Maybe we should just setup a crowdfunding project and buy SI back from 
AD ourselves ;-)


-Ronald


On 1/2/2014 23:49, Manuel Huertas Marchena wrote:
I'm just thinking what if Avid or MS buy back SI if AD really abandon 
SI.


mm...I don't think autodesk wants to sell a product just for someone 
else to revamp it and sell it as a concurrent to 3ds and maya...
 if they were ever to abandon soft, they might just keep it to 
themselves...







Date: Fri, 3 Jan 2014 11:42:58 +1300
Subject: Re: rumor, Soft dead within the next year
From: danielki...@gmail.com
To: w...@fiftyeight.com; softimage@listproc.autodesk.com

I'm just thinking what if Avid or MS buy back SI if AD really abandon SI.
I like SI when Avid and MS had it... Old good memory.

Daniel


---
Daniel Kim
Animation Director  Professional 3D Generalist
http://www.danielkim3d.com
---




On Fri, Jan 3, 2014 at 11:34 AM, w...@fiftyeight.com 
mailto:w...@fiftyeight.com w...@fiftyeight.com 
mailto:w...@fiftyeight.com wrote:


So when softimage is dead(I hate this thread) what do you
think?All softimage-user/Companys will switch then to another
Software immediately?
I think the will stay for 2-4years and then switch to another
Applikation.
And AD will get no money
Hahh haha, i think AD has no change to bury SI,maybe they will
Sell it, and this means :rebirth !!!
happy New year!
And please cloth this thread .
Sorry fort my englisch
Walt





--
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl



Re: Convert selection from UVsto polygons?

2013-12-21 Thread Toonafish
I'm not sure if I understood your problem correctly. But if you select 
an object in Softimage  and go into any component mode ( polygon, 
points, edges ) and select some vertices in the Texture editor, the 
corresponding components will be selected in your viewport. At least, 
that's what happens at this end.


-Ronald

On 12/21/2013 13:30, Tim Leydecker wrote:

In Softimage, is it possible to have a selection of UVs
converted to the corresponding Polygons via the Texture Editor?

Something like a right click convert selection to points/edges/etc?

I don´t mean an Island selection but just a few UVs.

In Maya you can do that, as UVs are treated as just another subobject 
mode
(select shell/island is an extra right clickmenu step compared to 
Softimage,thought).


In terms of general doom and gloom mode:

I´m currently unfolding props/assets and I need to jump in 3Dcoat to 
do nice ABF/LSM
unwraps with proportionally evenly distributed texture space/face, 
then go back to
Softimage to find my current combo of experimental 3D coat build and 
Softimage
gives me a bug and each UV´d face is coming in/out as it´s own shell 
when using
the *.obj format, so I just pipe Maya inbetween and merge all those 
back together
with a very low threshold in Maya, getting back the shells as layouted 
in 3Dcoat,
shuffle things a bit around using Unfold/Relax in Maya then export to 
Softimage,
which just says thanks, if that´s what you like and let´s me copy and 
paste the

result back to my intial geometry.

If all three(Max, Maya, Softimage) where one, I´d be fucked...

tim





--
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl



Re: Convert selection from UVsto polygons?

2013-12-21 Thread Toonafish
Could it be you have the selection set to Sample instead of Point, 
Polygon or Edge ?



- Ronald

On 12/21/2013 16:48, Tim Leydecker wrote:

Hi Ronald,

thanks,yes.That works but I seem to be unable to convert a selection
made in the Texture Editor to the corresponding Polys, Vertices or Edges?

Example, I select a few points in the Texture Editor but in the 
viewports,

the corresponding UVs are displayed as selected and I can´t find a way to
convert that active selection as displayed in the viewport to the actual
selection made in the Texture Editor.

It´s not a big deal but it would be nice to have to be able to select any
subobject type in the Texture Editor and have the proper subobject type
selected in the viewportsand be able to convert between selections as in
the viewport menue options but including the UV/bisectors component type.

In Maya, you can do that and it sometimes speeds up things when creating
selections or manipulating UV shells or checking streching and such.

Also, in XSI I find it more difficult to determine if two UVs really 
align,
where in Maya, I can see in the HUD if it´s one or two and merge them 
to make
sure or even simply check border edges to be displayed as thicker than 
edges

inside a shell.

Cheers,


tim



On 21.12.2013 13:58, Toonafish wrote:
I'm not sure if I understood your problem correctly. But if you 
select an object in Softimage  and go into any component mode ( 
polygon, points, edges ) and select some vertices in
the Texture editor, the corresponding components will be selected in 
your viewport. At least, that's what happens at this end.


-Ronald

On 12/21/2013 13:30, Tim Leydecker wrote:

In Softimage, is it possible to have a selection of UVs
converted to the corresponding Polygons via the Texture Editor?

Something like a right click convert selection to points/edges/etc?

I don´t mean an Island selection but just a few UVs.

In Maya you can do that, as UVs are treated as just another 
subobject mode
(select shell/island is an extra right clickmenu step compared to 
Softimage,thought).


In terms of general doom and gloom mode:

I´m currently unfolding props/assets and I need to jump in 3Dcoat to 
do nice ABF/LSM
unwraps with proportionally evenly distributed texture space/face, 
then go back to
Softimage to find my current combo of experimental 3D coat build 
and Softimage
gives me a bug and each UV´d face is coming in/out as it´s own shell 
when using
the *.obj format, so I just pipe Maya inbetween and merge all those 
back together
with a very low threshold in Maya, getting back the shells as 
layouted in 3Dcoat,
shuffle things a bit around using Unfold/Relax in Maya then export 
to Softimage,
which just says thanks, if that´s what you like and let´s me copy 
and paste the

result back to my intial geometry.

If all three(Max, Maya, Softimage) where one, I´d be fucked...

tim











--
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl



Re: rumor, Soft dead within the next year

2013-12-20 Thread Toonafish
If it's not AD, it will be rumours like this that will kill Softimage in 
the end ...


- Ronald

On 12/20/2013 18:03, Kris Rivel wrote:
Sorry...can't resist.  Nasty rumor going around that Soft will be done 
within the next year.  I'm just hearing this from a few NYC peeps.  I 
personally find it odd especially since we know there's a beta program 
running now and that a lot of places still rely on it, especially ICE.


I WOULD NOT be surprised at all if development stopped within a year 
or two and it was just a left as it is product but I don't see how 
or why the door would be slammed shut in anyone's face.


I doubt anyone can confirm this rumor but curious what others 
thoughts are.  I'm looking to learn more Houdini and C4D for the 
volume of work but have no desire to use antiquated and archaic 
platforms like Maya and Max to be honest.


Regardless, its tragic to see Soft slowing down and how it never 
managed to take over as the #1 option years ago.  It really is the 
best but a few limitations, bad timing and bad marketing didn't do it 
any favors.


The community, addons, plugins and contributions though are incredible 
and I think thats the part I would miss the most.


and discuss

Kris




Re: Chris Chia

2013-10-21 Thread Toonafish

Ah,  you're impersonating a push up bra ?

;-)

- Ronald
On 10/21/2013 13:28, Chris Chia wrote:

Yes I have decided to give offline support instead. Haha

Chris


On 21 Oct, 2013, at 6:18 PM, Szabolcs Matefy szabol...@crytek.com 
mailto:szabol...@crytek.com wrote:



Ahem. I see. Unfortunate thing

*From:*softimage-boun...@listproc.autodesk.com 
mailto:softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt 
Morris

*Sent:* Monday, October 21, 2013 12:14 PM
*To:* softimage@listproc.autodesk.com 
mailto:softimage@listproc.autodesk.com

*Subject:* Re: Chris Chia

Chris decided to leave the company I think...

On 21 October 2013 11:12, Szabolcs Matefy szabol...@crytek.com 
mailto:szabol...@crytek.com wrote:


Hey guys,

My mail bounce back from autodesk that addressed to Chris Chia.. 
Anyone knows what happened? I hope nothing..


Cheers

Szabolcs

___
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verification is required please request a hard-copy version. Crytek 
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Re: New Plugin: LK Fabric

2013-10-10 Thread Toonafish

Leonards Knitting Nodes

- Ronald

On 10/10/2013 11:46, Stefan Kubicek wrote:

LKYarnMaster, ..SpeedThreads, ..PowerThreads.
How about LKCartwright, after the British inventor Edmund Cartwright 
who invented to mechanical Loom, aka Power Loom.


I always find it very hard to come up with sound and sticky names for 
new things, for new things lack the history of evolution and 
impliciteness of established things, even if their names are sometimes 
stupid.





Sounds like a soap.
LK_Textile wash better


Le 10/10/2013 02:35, Eric Turman a écrit :

LK_Textile


On Wed, Oct 9, 2013 at 7:32 PM, Eric Thivierge
ethivie...@gmail.com mailto:ethivie...@gmail.com wrote:

Even more reason... :P


Eric Thivierge
http://www.ethivierge.com


On Wed, Oct 9, 2013 at 8:24 PM, Paul Doyle
technove...@gmail.com mailto:technove...@gmail.com wrote:

I'm right here.


On 9 October 2013 20:21, Eric Thivierge
ethivie...@gmail.com mailto:ethivie...@gmail.com wrote:

I think you should just say screw those Fabric
Engine dorks and just keep it as LK Fabric.


Eric Thivierge
http://www.ethivierge.com


On Wed, Oct 9, 2013 at 8:02 PM, Eric Turman
i.anima...@gmail.com mailto:i.anima...@gmail.com
wrote:

Bwahahaha


On Wed, Oct 9, 2013 at 6:57 PM, Luc-Eric Rousseau
luceri...@gmail.com
mailto:luceri...@gmail.com wrote:

RTFM: Realtime Textile Fiber Maker.

You're welcome.




-- 





-=T=-







-- 





-=T=-





--
---
Stefan Kubicek
---
keyvis digital imagery
Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
Phone: +43/699/12614231
www.keyvis.at ste...@keyvis.at
-- This email and its attachments are --
--confidential and for the recipient only--




Re: New Plugin: LK Fabric

2013-10-09 Thread Toonafish

Wow, muchos gracias Leonard and Royale !! What a generous gift.

Just gave it a spin, and the interactivity and renderspeed is amazing. 
I'm sure this will come in extremely handy.


Thanks again guys,

- Ronald

On 10/9/2013 12:31, Leonard Koch wrote:


Hey list, today I have a new plugin for you.

LK Fabric is an unsimulated tool-set made up of 50+ components, 
designed for the creation and animation of fabrics and cloths.
Here is a video https://vimeo.com/76474426 giving a tour of the 
basic functionality: https://vimeo.com/76474426


LK Fabric gives you control over the geometry of the cloth down to the 
fibres which make up the threads which then in turn make up the fabric.
It supports motionblur, strand-texturing directly in ICE, fabric 
flowing over multiple surfaces and many more things.


This tool has come out of a series of commercials for Nike, which I 
got to work on at *Royale* http://www.weareroyale.com/ this summer. 
Here is their site: http://www.weareroyale.com/
They have graciously given me permission to release this tool-set for 
free to the community. Major thanks to them for that!


Big thanks also go to Billy Morrison and Andy Moorer who provided 
pages and pages of feedback during production and then used the tools 
to create all the pretty images.


The two spots are available on Vimeo.
Nike Tech Fleece https://vimeo.com/73986114
Nike Evolution https://vimeo.com/70825432

Andy did a nice write-up about the production here on the list: 
https://groups.google.com/d/msg/xsi_list/hOECya3-bOA/JMNTPhu2qXUJ


*You can download LK Fabric http://leonardkoch.com/download for free 
at: **http://leonardkoch.com/download*


If you find any bugs or have suggestions, feel free to shoot me an 
email to lkplug...@gmail.com mailto:lkplug...@gmail.com.


I hope you guys check out the tool and that it helps you out in 
production.


Thanks!



--
To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
unsubscribe and reply to the confirmation email.


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Re: Clip maps in Soft

2013-10-09 Thread Toonafish

You can use the Card_Opacity_mip material for that I think.

-Ronald

On 10/9/2013 19:26, Adrian Lopez wrote:

Folks,

I'm sure this has been discussed before on the forum, but a search 
turned up nothing.


Lightwave has a clip map function that lets you use an alpha or black 
and white image, to cut through an object its mapped to.  Its not a 
simple transparency, it carves through the object so interior surfaces 
render.


Back in our LW days it was a quick way to create an extruded logo from 
an image.  Is there any way to achieve this in xsi?


Thanks in advance




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Re: Clip maps in Soft

2013-10-09 Thread Toonafish
Could it be it's the render boolean feature in Lightwave you're looking 
for instead of clipmaps?


http://www.youtube.com/watch?v=TuCUDTp3gb0

- Ronald


n 10/9/2013 19:51, Adrian Lopez wrote:

Paul,

AI Cut is neat, but it doesnt cut 'through' an object, creating 
interior surfaces... The more I think about it, the Lightwave 
implementation is probably a rendertime operation - similar to XSI's 
BoolTrace.  Just works with images...



On Wed, Oct 9, 2013 at 12:33 PM, Paul Griswold 
pgrisw...@fusiondigitalproductions.com 
mailto:pgrisw...@fusiondigitalproductions.com wrote:


You want AI Cut Geometry.  Check rray.de/xsi http://rray.de/xsi

-Paul



On Wed, Oct 9, 2013 at 1:26 PM, Adrian Lopez vfxw...@gmail.com
mailto:vfxw...@gmail.com wrote:

Folks,

I'm sure this has been discussed before on the forum, but a
search turned up nothing.

Lightwave has a clip map function that lets you use an alpha
or black and white image, to cut through an object its mapped
to.  Its not a simple transparency, it carves through the
object so interior surfaces render.

Back in our LW days it was a quick way to create an extruded
logo from an image.  Is there any way to achieve this in xsi?

Thanks in advance



--
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mailto:softimage-requ...@listproc.autodesk.com with subject
unsubscribe and reply to the confirmation email.



--
To unsubscribe: mail softimage-requ...@listproc.autodesk.com
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unsubscribe and reply to the confirmation email.




--
Adrian Lopez
CEO.Producer.Director
Liquid Light Digital
www.liquidlightdigital.com http://www.liquidlightdigital.com


--
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--
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl

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Re: Unofficial Softimage user voice

2013-10-05 Thread Toonafish
Great initiative, let's hope AD takes notice. Just added an idea to the 
list, time to sacrifice some small animals.

- Ronald

On 10/4/2013 17:23, Gregory Ducatel wrote:
 Hi Guys,

 In order to centralise ideas, features... In one place I have opened
 an unofficial Softimage user voice.

 https://softimage.uservoice.com/

 Please fell free to add any ideas, features or improvements that pop
 in your mind I will be glad to spam Autodesk using this platform.

 Cheers,

 Greg
 --
 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
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Re: OT Match mover questions

2013-09-15 Thread Toonafish
Maybe give Blender a shot, I used it for some tracking a while ago and 
it worked very well.


- Ronald


On 9/13/2013 14:46, Gerbrand Nel wrote:
I know the rest of the world is on pf track, but we have allot of 
shots to track and only 1 pf license.
I would like to help the tracking along in matchmover, but it has been 
YEARS since I touched it, So I thought I'd ask here :)


1st problem: I did the elastic tutorial in Match mover, but I cant 
seem to export to .XSI or .FBX.

It exports to Maya and max, but I don't have those to check.
Is it broken, or am I breaking it?

We need to track moving heads in hand held footage. Can matchmover do 
this and do you guys know of handy tutorials on this?
I tried the mocap tutorial, but it uses 2 cameras, and we only have 
footage from 1 camera.

Thanks for reading, and sorry for the OT
G







Re: uv broken on export

2013-09-09 Thread Toonafish

If you're using GOZ try export - import an Obj manually.

- Ronald

On 9/9/2013 11:40, Gerbrand Nel wrote:

Hey Guys and Girls.
I've done a search on broken uv's in the archive, and it seems like 
I'm not the only one having this problem.

No solution though  :(
The problem is as follows:
I modelled an elephant in zbrush.
Imported the highress mesh into soft and re-modelled with proper 
topology and uv's.
As soon as I export the model to go and grab the detail in zbrush, The 
uvs on the one side of the model breaks.

Each face in a uv island is now separated into each own island.
Most faces are flipped, but the uv layout looks the same.
Anyone seen this and found a fix?
Thanks
Gerbrand






Re: Would you like to recover your scene?

2013-09-07 Thread Toonafish

Word !  That would save sooo many lives.


- Ronald

On 9/7/2013 18:23, Octavian Ureche wrote:

Native ascii scene file format. Period.
Though we've been asking for it forever now.

-Octav


On Sat, Sep 7, 2013 at 6:58 AM, Matt Lind ml...@carbinestudios.com 
mailto:ml...@carbinestudios.com wrote:


My only beef with your plugin is it cannot account for commands
which do not log.  There’s a good probability the scene your
plugin generates is not an accurate representation of what last
state of the scene actually was before it crashed.  Animation
edits, for example, do not log at all.  Custom tools flagged to
not log, or tools called from self installing commands do not log
either.

Back in good ol’ days of XSI v6.x when we were treading water to
get anything to function in XSI without exploding, I desperately
tried to salvage crashed scenes using a similar technique, but
because many commands were not logged it was not possible to
salvage work or even rebuild it enough to send to Softimage to
diagnose the cause of the crash to get it fixed.  Critical missing
steps caused the rebuild script to error out, or if it was lucky
enough to get to the end without error, the end result was not at
all like what it should’ve been.

Matt

*From:*softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Andy Jones
*Sent:* Friday, September 06, 2013 8:44 PM
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Re: Would you like to recover your scene?

I've said this before, but the script log comes really really
close to implementing journalling which is the thing that made
filesystems more robust in the 2000's.  the binary dump emergency
save thing is really kind of a silly way to attack the problem of
replaying a journal of operations.  If Autodesk realized this,
they'd prioritize the completeness of command logging and build a
simple toolset for replaying the unsaved operation journal.

I sent my repeatHistory plugin to the beta list a while ago and
got crickets.  Maybe I'll try again...

All it does is parse the script log for the last open or save
operation and them exec the remainder.  It would work even better
with an event that sets the script log path on scene open/save.


On Friday, September 6, 2013, Jeremie Passerin wrote:

Got issue with the auto-recover lately, but the scene was actualy
properly saved before crashing. just needed to load it manually.

http://xsisupport.com/2011/10/15/crash-recovery-in-softimage/

On 6 September 2013 13:18, Eric Thivierge ethivie...@hybride.com
wrote:

You're doing it wrong...



On September-06-13 4:15:36 PM, Eric Lampi wrote:

SoftImage: Hey Eric, I see that you crashed.. How would you like to
recover your scene?

Eric: Sure that would be great! Go right ahead, bring it on back!

SoftImage You'll get nothing and like it!

Meh

Eric

Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work




--
Octavian Ureche
 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
www.okto.ro http://www.okto.ro



--
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl



Loop playback in animation sequencer

2013-04-19 Thread Toonafish
Is the playback loop setting broken in the shiny new Camera Sequence 
Editor in 2014 ?


It does not seem to matter if I toggle it on or off in the Playback Options.

 Thanks,

- Ronald


Re: Softimage promo

2013-04-15 Thread Toonafish

hahahaha ! That's brilliant !

- Ronald


On 4/15/2013 16:48, Ed Harriss wrote:


Email is rarely misunderstood however here is a good example.

http://www.27bslash6.com/missy.html

I like cats.

Ed

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of 
*Bradley Gabe

*Sent:* Friday, April 12, 2013 6:34 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Softimage promo

No problem. As we all know, emails can be easily misunderstood. =)

What exactly did you mean by that comment, Ed?  :-Z





Re: [Pool] Any interest for a grease pencil tool?

2013-04-13 Thread Toonafish
I think Thiago Costa already made one a while ago : 
http://thiagocosta.net/tc-sketch-v11-grease-pencil-for-xsi/


The link to the addon is dead, but lucky for us there's www.rray.de, 
just do a search for TC Sketch there.


- Ronald

On 4/13/2013 2:34, Ahmidou Lyazidi wrote:

Hello guys,
I'm thinking of making a grease pencil tool, but I would like to know 
if there is a real interest in it, and what would be a faire price for 
this kind of tool


Thanks

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos





Re: Softimage 2014

2013-04-12 Thread Toonafish
installing right now, no download available. There just seems to be an 
online install available this time.


- Ronald

On 4/12/2013 20:28, phil harbath wrote:
Softimage facebook says its available to subscription members,  it 
doesn’t seem to be available to me yet... anyone else have any luck.





Re: Softimage 2014

2013-04-12 Thread Toonafish
It's in the download section of my subscription page. But I was a bit 
too optimistic when I said installing I suppose, the online installer 
tells me it will take 4 days and 12 hours to dowload 43 MB's ...and 
climbing... 29 days and 7 hours :-/


- Ronald

On 4/12/2013 21:13, phil harbath wrote:

I am curious where this online installer is located.
*From:* Toonafish mailto:ron...@toonafish.nl
*Sent:* Friday, April 12, 2013 3:08 PM
*To:* softimage@listproc.autodesk.com 
mailto:softimage@listproc.autodesk.com

*Subject:* Re: Softimage 2014
installing right now, no download available. There just seems to be an 
online install available this time.


- Ronald

On 4/12/2013 20:28, phil harbath wrote:
Softimage facebook says its available to subscription members,  it 
doesn’t seem to be available to me yet... anyone else have any luck.








Re: Softimage 2014

2013-04-12 Thread Toonafish

Ah, that works better :-)

Thanks, donno how I could overlook that one.

- Ronald

On 4/12/2013 21:22, Stephen Blair wrote:

You can download or install.
http://screencast.com/t/j1OAP86J4W

Install Now takes care of the download and extraction for you.

On 12/04/2013 3:08 PM, Toonafish wrote:
installing right now, no download available. There just seems to be 
an online install available this time.


- Ronald

On 4/12/2013 20:28, phil harbath wrote:
Softimage facebook says its available to subscription members, it 
doesn’t seem to be available to me yet... anyone else have any luck.








--
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl



Re: Softimage 2014

2013-04-08 Thread Toonafish
I used Modo as a modeler for quite some time before completely switching 
to SI. Just got tired of swapping from one app to another and now I'm 
doing most of the modeling in SI as well.


I think for most modeling and UV tasks Modo is much easier to use, the 
only thing that annoys me every time I model something in Modo is that 
with the Tweak tool, or Element move tool as it's called in Modo, you 
have to pick a vertex with pixel accuracy. It doesn't snap to the 
nearest component as with the Tweak tool in SI.
But then the tweak tool in SI gets on my nerves when it also affects 
hidden geometry, and I can't limit it's effect to only selected 
components, for that I have to use the move point tool. And don't get me 
started on symmetry in SI, it's almost useless.


The selection tools in Modo are much better then in SI I think, at least 
one can choose raycast or no raycast for every selection tool. In Soft 
you only get that with the default rectangular selection tool. It took 
me quite some time not to get irritated by that anymore. But it still 
gets me every now and then when I'm trying to select vertices while rigging.



- Ronald

On 4/8/2013 14:15, Octavian Ureche wrote:
This is actually interesting. Modo seems to resemble a lynch 
movie...you either love it or hate it.
For example, i hate it's selection tools, and the whole workflow seems 
alien to me. I tried and tried to get the hang of it, but just as i 
never got along with lightwave,
i don't know if i'll ever get along with modo. The weird thing is, i 
want to like it...but i just can't seem to get to that point.
And it's been like that since the days of 101. Still, i have used it 
on projects with great success, but only for it's beautiful render engine.

Everything else seems backwards to me.


On Mon, Apr 8, 2013 at 3:08 PM, Juhani Karlsson 
juhani.karls...@talvi.com mailto:juhani.karls...@talvi.com wrote:


I love Modos selection tools - I think you just need to get used
to them. Its neat for modelling and uvs.


On 8 April 2013 14:56, Szabolcs Matefy szabol...@crytek.com
mailto:szabol...@crytek.com wrote:

A friend of mine has access to Modo 701, and I was lucky
enough to have a look on it until the trial is out. It has
very nice things, however, I still hate the selection, and
found it quite clumsy compared to Softimage…However, the
sculpting toolset is awesome…UV I haven’t tried it yet, next
time I visit his studio, I’ll take a look at it too. But to a
seasoned Softimage user Modo is a complete another world, and
what I felt, that the number of tools and possibilities were
rather frustrating then supporting. But of course if I could
spend more time on it, I could get used to it.

Cheers

Szabolcs

*From:*softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] *On Behalf
Of *Martin yara
*Sent:* Thursday, April 04, 2013 1:27 PM


*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Re: Softimage 2014

Is not the same thing. We need something to preserve unique
frozeb uvs. Maya and Max can do it. When you have assets from
other packages, fbx data or old frozen files a custom freeze
button doesn't help at all.

I use gator to preserve uvs all the time. Not perfect, but
quite useful. And if the object isnt very high poly you can
keep the op alive and it works pretty well in real time.
boundaries are always a problem but Maya's preserve uv isn't
perfect either and doesn't work all he time. It just give you
a warning message when the it can't do it (Gator doesn't.)

M.Yara


On 2013/04/04, at 9:37, Ahmidou Lyazidi ahmidou@gmail.com
mailto:ahmidou@gmail.com wrote:

And by the way, as I said earlier, if you make a custom
freeze button that will only freeze the stack and not the
projection,

the factory swim feature will preserve the UVs.


---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos

2013/4/4 Ahmidou Lyazidi ahmidou@gmail.com
mailto:ahmidou@gmail.com

Sorry I mixed it up with the pin feature...

Anyway what would be a fair price for a preserve UV feature ?

2013/4/4 Matt Lind ml...@carbinestudios.com
mailto:ml...@carbinestudios.com

No it isnt. We just had that discussion.




-- 
-- 
Juhani Karlsson

3D Artist/TD

Talvi Digital Oy
Pursimiehenkatu 29-31 b 2krs.
00150 Helsinki
+358 443443088

Re: Softimage 2014

2013-04-08 Thread Toonafish

...but I prefer brunettes with bigger boobs. If you get the idea J

That's prolly because bigger boobs aren't obstructed so much, so they 
are much easier to select in shaded mode ;-)


- Ronald


Re: Softimage 2014

2013-04-08 Thread Toonafish

Hey thanks a bunch Steffen, completely missed that one.

Sorry for the tripple post btw, donno what made that happen

- Ronald

On 4/8/2013 15:04, Steffen Dünner wrote:


2013/4/8 Toonafish ron...@toonafish.nl mailto:ron...@toonafish.nl

the only thing that annoys me every time I model something in Modo
is that with the Tweak tool, or Element move tool as it's called
in Modo, you have to pick a vertex with pixel accuracy. It doesn't
snap to the nearest component as with the Tweak tool in SI.


Maybe Lazy Selection mode helps here ;)

Cheers
Steffen




Re: creating atlas textures

2013-04-01 Thread Toonafish
With a litte cheating you can use the packing feature in Unfold. Just 
create some new UV's with Unfold, copy/paste the old ones into the 
Unfold UV's and use the packing.


- Ronald

On 4/1/2013 15:29, James De Colling wrote:


What I generally do for atlas work is create a cluster for each object 
(that wouldn't be easily selectable after merge)  then merge,  
duplicate the uv set,  layout the second set to something far more 
optimized for atlas,  then rendermap (albedo only)  down to a new 
texture.  Delete the first uv set and your good to go.


Unfortunately that's the quickest way I've found And I recommend 
exporting the model into maya/modified etc for packing since xsi 
doesn't have such a basic feature


James,

On Apr 1, 2013 7:20 PM, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:


Hey Carl,


if you select all three objects and display the Texture Editor,
do the UV shells overlap?

If yes:

1)
The UV layout needs to be modified and the combined texture
inputs baked into a new, single map that is assigned to a
ne, single material. All clusters and modeling history
can be deleted afterwards.

A convenient way to do that is to merge the 3 meshes (or a copy)
then create a new planar projection. From that, you get UV definition
for all UVs/vertices in the mesh and can now selectively copy over
existing/working Uvshells you like by selecting them, copying them
into the new projection set even laying out new shells using unfold
is not a problem as you can always copy just the shell bits you like
into that planar projection map.

Once happy with the modified (pseudo-)planar projection, all you need
to do is bake the textures using the original UV space as a source and
the new one as a target.

2)
If that sounds like too much work and texture space is not a rare
good,
you can also just create a plane, assign a planar projection to it,
then select the first mesh and the plane, open texture editor and
scale alle UVs down 0.5 (using the transform input) then snap the
scaled
down uv shells to the UV 0-0 origin. The plane functions as a
guide as it centers
your scale pivot to the center of the 0-1 range and let愀 you
scale down
everything nicely to 0.5.

You repreat that process for the other two pieces, moving each to a
seperate square of the 0-1 range. Ending up with three uv shells
neatly
packed into the UV 0-1 range (like tiles in a bathroom).

You can then stamp your UVs to use as a guide in Photoshop and
just move
the three texture into their place there. If you had 3 2k maps,
you end
up with one 4k map. You could also rendermap but combining the map in
Photoshop may give you cleaner results in that case.

The cleaning up of history and clusters may involve creating another
planar projection, then copying the seperate cluster uvs into that one
and deleting everything you don愒 need afterwards anyway.

If no:

Merge, create new planar projection, copy the shells over into
planar projection,
delete clusters. Stamp the uvs as a guide. layer the three
textures in photoshop
(you should not need to nudge the textures in photoshop) combine
into one layer
by masking out the bits you need. save. assign to new material.
double check for obsolete uv sets and clusters.

Cheers,


tim





On 01.04.2013 06:17, carl callewaert wrote:

But that does not create 1 texture that is an atlas texture of
the 3
separate texture.
Merging create 3 cluster with 3 material with each their own
texture. This
is super bad for drawcalls in a game engine.

c

From:  Luca superposit...@gmail.com
mailto:superposit...@gmail.com
Reply-To:  softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Date:  Monday, 1 April, 2013 12:04 AM
To:  softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Subject:  Re: creating atlas textures

Maybe you want to MERGE the objects. It will create 1 object.
It will be
considered as a unique object. So normally one knows when to
use Merge.

- Select the 3 objects.
- (MODEL module)  (Create) Poly.Mesh  Merge.
Then follow the options.








2013/4/1 Christopher christop...@thecreativesheep.ca
mailto:christop...@thecreativesheep.ca

Make one object a parent and the other the children, then
branch select and
apply the material, I hope I'm right off the top of my
head ? :)

Christopher




  carl callewaert mailto:c...@fundi3d.com
mailto:c...@fundi3d.com

   Sunday, March 31, 2013 10:02 PM

In my scene are 3 object with each 

Re: Softimage 2014

2013-03-27 Thread Toonafish
N, not again!! I'm still recovering from the pain in my rectum after 
paying a grand for 2013 :-/


- Ronald


Re: Softimage 2014

2013-03-27 Thread Toonafish
No need for custom parameters, just plugin in a scalar or integer node 
and you're set to override a value



On 3/27/2013 14:10, Chris Chia wrote:

It makes it so much easier to override parameters without going thru the hard 
way with the custom parameters... And it makes it easy to track what parameters 
have been overridden with the visual aids in the ice tree...


On 27 Mar, 2013, at 9:07 PM, Rob Chapman 
tekano@gmail.commailto:tekano@gmail.com wrote:

yes, I thought that too,  we are allowed to talk about this now right?   the 
NDA is over?

but a big EG is you could vary the number of particles in different passes.  
personally, for this I have different point clouds per pass but hey, a feature 
is a feature...  :)



On 27 March 2013 13:58, Felix Geremus 
felixgere...@googlemail.commailto:felixgere...@googlemail.com wrote:
S, can somebody enlighten me what's so great about ICE overrides (one of 
our 4 amazing new features)? I just watched the video and all that can be done 
since forever by overriding the values of low level nodes instead of exposed 
compound parameters? Or am I missing something?

Felix





Re: Softimage 2014

2013-03-27 Thread Toonafish
Okay, I'm curious. What can it override that we can't already by adding 
a node ? I can already override values, color, particle shape etc.
Can we rename the input names in the override PPG to make it a bit 
easier to see what the override is actually controlling ?





On 3/27/2013 14:43, Chris Chia wrote:

Ice overrides can do more than just overriding a base node value ;)

On 27 Mar, 2013, at 9:33 PM, Toonafish ron...@toonafish.nl wrote:


No need for custom parameters, just plugin in a scalar or integer node and 
you're set to override a value


On 3/27/2013 14:10, Chris Chia wrote:

It makes it so much easier to override parameters without going thru the hard 
way with the custom parameters... And it makes it easy to track what parameters 
have been overridden with the visual aids in the ice tree...


On 27 Mar, 2013, at 9:07 PM, Rob Chapman 
tekano@gmail.commailto:tekano@gmail.com wrote:

yes, I thought that too,  we are allowed to talk about this now right?   the 
NDA is over?

but a big EG is you could vary the number of particles in different passes.  
personally, for this I have different point clouds per pass but hey, a feature 
is a feature...  :)



On 27 March 2013 13:58, Felix Geremus 
felixgere...@googlemail.commailto:felixgere...@googlemail.com wrote:
S, can somebody enlighten me what's so great about ICE overrides (one of 
our 4 amazing new features)? I just watched the video and all that can be done 
since forever by overriding the values of low level nodes instead of exposed 
compound parameters? Or am I missing something?

Felix







Re: fader override

2013-03-04 Thread Toonafish
maybe you could use the Card_Opacity shader ? If you plug every 
material into in the card_opacity node, you could fade the opacity of 
each object with an override, without affecting the transparencies of 
the materials.


- Ronald

On 3/4/2013 21:32, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:


Hi,

I'm looking for a way to construct a fader for an object and in some 
cases multiple objects simultaneously.


I have an object that has a material which is multi-transparent, in 
other words think grid with a line and fill of different opacities.


There are several of these.

What I would like to do is group them, then apply an override to the 
group such that the local materials stay intact, but that it allows me 
to fade the objects in and out. At 0 fader they would be invisible, at 
.5 fader they would be half dissolved in,  at 1 fader they would be 
completely visible but with the transparencies reaching there set values.


I've been unable to apply a transparent override without all the 
transparencies below the hierarchy assuming the override transparency.


Is there a way to do this and keep the transparencies independent the 
override?


--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

Mymic Technical Services

NASA Langley Research Center

__

Opinions stated here-in are strictly those of the author and do not

represent the opinions of NASA or any other party.






Re: SI 2014 sneak peek

2013-02-27 Thread Toonafish

  
  

  
  On 2/27/2013 23:08, Ahmidou Lyazidi wrote:


  http://area.autodesk.com/blogs/shawn/sneak-peek-time


Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos






 
  



Re: Octane render

2013-02-20 Thread Toonafish
Very nice ! Is the intergrated plugin available for download, or did you 
Kick someone's Ass to get it ?


- Ronald

On 2/19/2013 19:22, Stephan Woermann wrote:

Maybe a little bit late.
But the scene was good to test my plugin.
~2:05 with a GTX670. Settings are shown in the image...

Stephan


2013/2/18 Octavian Ureche okt...@gmail.com mailto:okt...@gmail.com

Hey Tim,

To be honest, i think it's because i was lazy, and tried to do the
setup as quickly as possible, and instead of tweaking the exposure on
the hdri dome, i just cranked up the primary bounce rate to a level
that technically yields unrealistic results, physically speaking. I
used a 3x primary bounce multiplier when normally you should leave it
at 1. That way you exaggerate the lighting in a render making
everything that bounces light look overexposed, but you also come
across abnormalities like this. Might also be related to the fact that
i've somehow managed to rotate the sky dome in such a way that light
comes in perpendicular to the side wall, and combined that with the
fact that the frames of the windows receive less bounces than the
underside of the table, they tend to look less exposed. Might also be
related to the fact that i'm using an hdri map for light, and not an
actual directional light per se.

Might also be that i have no idea why this is happening and i'll just
do another render with more accurate settings and see what happens :)






Re: Octane render

2013-02-16 Thread Toonafish

  
  
Great ! A Maxwell render. I agree,
  quality wise 7 hour render rivals the Octane 45 minute render.
  Rendertimes are higher, that was to be expected, but it's nice to
  see some proof. You are right I think, a lot of the renders don't
  look as realistic due to low diffuse bounces or use of occlusion.
  I think this Maxwell render is the first one that is better
  quality then the Octane render.
  
  And the lighting looks better then my green room too :-)
  
  How many bounces did you use ? I left Octane at the default 16.
  
  - Ronald
  
  On 2/16/2013 8:05, Mihai Iliuta wrote:


  

  

  Hi there,

  
  Hopefully this will be in the right threadhere are
  some classroom tests with Maxwell Render.
  
  Ronald, I just took your scene and applied Maxwell
  materials trying to match the look from your tests and for
  the lighting I just used Skydome. 
  
  My machine is an i7 2600K @ 3.4GhZ, and according to our
  benchwell test (www.maxwellrender.com/benchwell)
  your machine should run it in about 10 min, mine took
  14min, so 40% slower.
  
  Time 15min:
  https://www.dropbox.com/s/2uw6akqot5yun4d/15min.jpg
  

45 min:
https://www.dropbox.com/s/110ec8qwea2dl39/45min.jpg

  
  2h:
  https://www.dropbox.com/s/d3ty0h696nxwbuh/2h.jpg
  

7h:
https://www.dropbox.com/s/yqdclhiwj36a9b6/7h.jpg


The last one was to try and match your 45min Octane render,
although some areas looked cleaner sooner (DOF areas
especially). It's true that it takes a much longer time to get a
super clean image, but usually a small amount of denoise is
enough instead of waiting...

So to compare 

the 7h render would take about 5 hours on your machine. 
the 2h render matches in noise your Arnold 1.33min render and
would take about 1h20min on your machine.

For the 7h render I turned up the intensity of the ceiling
lights using Multilight to match your render (but they would
never look that strong in reality if you expose for daylight,
unless you want the electric company to come arrest you...).

Quality wise, perhaps in my not so unbiased opinion, there is
more life in the Maxwell render, mainly due to not limiting
bounces. I don't understand what the point is to have only 2-3
bounces of GI because it starts looking dead and like an AO pass
- greyness everywhere. Look especially in the chrome material,
radiator area, in between the wood boards on the desk. All these
things add up in my opinion and other tests will show it better.
I prefer to know I'll get a render that looks and feel like a
photo, not a render that looks like yet anotherrender.

Also most of our users will take up 2GB of RAM just for loading
their textures, no matter the resolution of the render and many
want to render at at least A4 print size which is about 3500px
wide at 300dpi.

Finally, maybe we should maybe do a test with thousands of
particles, hair, DOF, MB, sharp caustics??? Bring it ON!!! 

  

  

  

  



-- 
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl 
  



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