Re: OT: Vitaly Bulgarov timelapse

2013-07-22 Thread Ben Barker
Also the nicest guy in the world. Just wants to make the work as good as it can pragmatically be, even at 3am before the deadline. Constantly trying to figure out better, faster ways to do stuff. Always wants to help. On Mon, Jul 22, 2013 at 2:26 AM, adrian wyer adrian.w...@fluid-pictures.com

Re: rigging in xsi vs maya

2014-01-06 Thread Ben Barker
I found that the biggest problems in rigging are management issues: listening and weighing input, absorbing unexpected changes gracefully, and finding solutions that fit into a much larger pipeline over which you have limited control. Rarely are you even in a position to dictate the software, it's

Re: How to mirror a rig pose

2014-02-24 Thread Ben Barker
I solved this issue in Maya by adding an attribute to every control that mapped it's local SRTs to it's mirror partner. This was done when the rig was at root pose. I think I just did a dot product on the local X,Y,and Z axis of the control, and compared it to the partner's XYZ axes. If they faced

Re: How to mirror a rig pose

2014-02-24 Thread Ben Barker
always work on every character without TDs having to constant set mirror reference transforms for every weird case. On Mon, Feb 24, 2014 at 2:57 PM, Ben Barker ben.bar...@gmail.com wrote: I solved this issue in Maya by adding an attribute to every control that mapped it's local SRTs to it's

Re: Antitrust Class Action Lawsuit

2014-03-16 Thread Ben Barker
I'm not a lawyer either, but a few thoughts. When AD first bought Softimage there were talks of monopoly. Unfortunately for us, AD's biggest market is CAD, and they have several competitors in that arena. The government doesn't really parcel out the market in a way that favors a claim on monopoly

Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Ben Barker
multiplyDivide node can do power. On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman i.anima...@gmail.com wrote: I'm porting over some of my core rig components. when I hit a brick wall... Maya having no exponent or power nodes?!?! Sure I could roll my own in C++ if my C++ code-fu was strong

Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Ben Barker
Ben :) I'm so glad that this list is still alive. On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker ben.bar...@gmail.com wrote: multiplyDivide node can do power. On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman i.anima...@gmail.comwrote: I'm porting over some of my core rig components. when I hit

Re: Best Modeling Practices question

2014-07-01 Thread Ben Barker
The maya wrap has serious deficiencies. We were stuck in hell with this at Blizzard until RnD created a wrap deformer with editable weights per point. The SS shaders required two sided surfaces, but Ambocc shader would return black spots if the sides got too close. We would have to assign

Re: OT Maya: Spring Dynamics in Maya

2014-08-03 Thread Ben Barker
I always got the impression it was a support thing. Sort of like Gmail being in 'beta phase' for a decade. On Sun, Aug 3, 2014 at 2:47 PM, Ben Beckett nebbeck...@gmail.com wrote: We have to ask why do autodesk feel the need to add bonus tool. They should just come with the software. On 2

Re: maya graph dependencies

2015-02-02 Thread Ben Barker
The constraint reads the parent matrix and pivots from the driven object because it compensates for those things. For example, if you move the parent of a constrained object, the constrained object won't move. This is because the constraint is actively cancelling out that parent's movement. All

Re: maya graph dependencies

2015-02-03 Thread Ben Barker
The only rational explanation I can think of is that it makes the constraint connections more portable. It needs that parent matrix from somewhere to function. If it grabbed the worldMatrix from the parent the graph would look nicer, but then if you reparented the constrained object the

Re: object parenting in maya

2016-09-20 Thread Ben Barker
There are offset attributes. You can see them (and 'update' them) in the attribute editor for the constraint. IMO they are unintuitive to animate and are best left to storage of static values. I've seen animators get so far into the weeds with those that their cigarette consumption shoots to

Re: Maya Help (Legacy Particles)

2016-12-06 Thread Ben Barker
It's been awhile for me but I believe you can use a per-particle age attribute, (agePP maybe?) to check the age of the particle in your expression. >From there you can do a few things to apply the force. You could manually read/add the force inside the runtime expression rather than connecting

Re: Set Driven Key Copy/Paste in Maya

2018-04-30 Thread Ben Barker
In Maya set driven keys are the same node as normal animation keys, the animCurve node: http://download.autodesk.com/us/maya/2008help/Nodes/animCurve.html There's a bunch of child nodes listed there with two letters after the "animCurve", which is the specific input/output that node handles. So

Re: The Maya Chronicles - or how retarded that software is...

2018-03-31 Thread Ben Barker
This thread is hilarious. I just wanted to say that if you are having really bad scene load times in Maya and it's not file I/O (perhaps from references) then it's often long init times for certain nodes. Thinking of the wrap deformer specifically. Wraps init on scene load and they can be terrible

Re: The Softimage mailing list

2020-02-03 Thread Ben Barker
Literally yesterday ran into a modeler using XSI in production. We had a great chat. On Sun, Feb 2, 2020 at 12:05 PM David Saber wrote: > Hah good news. I hope this community stays alive. Even if it's smaller > now, it's still the BEST 3d community ever!! > > Is François Lord still around? > >