I'm surprised nobody noticed the 90 day temp licenses are only offered for 
3DSMax and Maya, not Softimage.

Matt




From: [email protected] 
[mailto:[email protected]] On Behalf Of Adam Sale
Sent: Wednesday, February 20, 2013 10:58 AM
To: [email protected]
Subject: Re: Autodesk contest - all USA and Canada but not Quebec...

by the way, crits are never an issue, I'm sure there are issues with the rig. 
Thick skin is a boon :-)

On Wed, Feb 20, 2013 at 10:57 AM, Adam Sale 
<[email protected]<mailto:[email protected]>> wrote:
Hmm. they should be working. I did find an issue at a workplace, where they got 
disconnected. A mesh error preceded the loss of the foot roll, but I was not 
able to track down which mesh was the problem. The foot roll was just a link 
with.. so not sure what would have destroyed it.

On Wed, Feb 20, 2013 at 10:51 AM, Eric Thivierge 
<[email protected]<mailto:[email protected]>> wrote:
The Gwen foot rolls aren't working and get script errors when trying to select 
the leg up vectors through the synoptic. Also User_Normals are on all the 
meshes of her. Remove to speed up the character.

Just an FYI not a rig critique. Thanks for rigging this stuff up Adam. Really 
appreciate the efforts.

--------------------------------------------
Eric Thivierge
http://www.ethivierge.com

On Wed, Feb 20, 2013 at 1:35 PM, Adam Sale 
<[email protected]<mailto:[email protected]>> wrote:
those tangent ops are deadly. There is an option you can turn on in the shaded 
view that allows you to keep the tangents, Under display options, in the shaded 
mode area, set the vertex color option to 'Never show' ( use material). I think 
it better to keep the op as its needed for the normal map for rendering.


On Wed, Feb 20, 2013 at 10:21 AM, Jeremie Passerin 
<[email protected]<mailto:[email protected]>> wrote:
he he !
So yeah, I found out. there is a weightmap called tangent with a operator 
called TangentOp. When you delete that it's much much faster !



On 20 February 2013 10:18, Adam Sale 
<[email protected]<mailto:[email protected]>> wrote:
Well, thats good :-)
The rainbow shader.. must be the vertex map. That should not be there.
I think when I get a chance, I will have to provide updates to the rigs based 
on any feedback I receieve. I can use my blog to do so.


On Wed, Feb 20, 2013 at 10:09 AM, Jeremie Passerin 
<[email protected]<mailto:[email protected]>> wrote:
Hey Adam,

I forwarded the rigs to our animators here. I want them to have a look and 
check if there anything we don't have in our rigs that we could add ;-)
The Dave character works fine in Wireframe or HiddenLineRemoval. for me it's 
really just the shaded mode that is slow. It comes with a rainbow shader that I 
suspect is the cause of the slow down.

I only played with the rigs for 2 minutes so far and I didn't break them .. so 
that's a good sign ;-)

Jeremie

On 20 February 2013 09:52, Adam Sale 
<[email protected]<mailto:[email protected]>> wrote:
I did the rigs over a couple of weeks between my full time gigs. The meshes 
came from 3ds max I believe and were a mess when I first got them. Too many 
pieces, shapes that didn't work in Softimage, scale issues. I pretty much had 
to take them down to bare mesh and start from scratch. They have not been fully 
tested as there was no time or animators available to put them through their 
paces. Still, they should be robust enough.
Originally the meshes had tangent properties on them that were slowing them 
down something awful, but I had toasted them to increase performance.
The Dave character didn't seem to have issues at the time I uploaded him, 
though if its something that others notice as well I can have a look.

Adam




On Wed, Feb 20, 2013 at 9:26 AM, Jeremie Passerin 
<[email protected]<mailto:[email protected]>> wrote:
Nice little contest ! Go Softimage !

Anybody knows who did the rigs for Softimage ?
Is that me or the Dave character is extremely slow in shaded mode ?




On 20 February 2013 07:48, Eric Thivierge 
<[email protected]<mailto:[email protected]>> wrote:
Softimage assets are made in 2013 btw.

--------------------------------------------
Eric Thivierge
http://www.ethivierge.com

On Wed, Feb 20, 2013 at 10:30 AM, Marc-Andre Carbonneau 
<[email protected]<mailto:[email protected]>> 
wrote:
Ya... some really discouraging rules! Hmmm, where did I put my red square...


-----Original Message-----
From: 
[email protected]<mailto:[email protected]>
 
[mailto:[email protected]<mailto:[email protected]>]
 On Behalf Of Alok
Sent: 20 février 2013 10:20
To: [email protected]<mailto:[email protected]>
Subject: Re: Autodesk contest - all USA and Canada but not Quebec...
With so many stringent rules it is no wonder the contest is void, sad for us in 
Quebec though :(

Alok Gandhi
Lead TD
Modusfx

On 20/02/2013 10:13 AM, Luc-Eric Rousseau wrote:
> here is what about.com<http://about.com> says:
>
> Question: Why are So Many Sweepstakes Void in Quebec
> http://contests.about.com/od/sweepstakes101/f/VoidinQuebec.htm
>
> On Wed, Feb 20, 2013 at 9:58 AM, Luc-Eric Rousseau 
> <[email protected]<mailto:[email protected]>> wrote:
>> tons of contest are not run available to resident of Quebec, I see
>> this fine print all the time.  bit frustrating; I blame the PQ
>>
>> On Wed, Feb 20, 2013 at 9:31 AM, Marc-Andre Carbonneau
>> <[email protected]<mailto:[email protected]>>
>>  wrote:
>>> LoL
>>> I sent an email to Sonja Muller.(the only contact that is on the contest 
>>> page) We'll see what she has to say.
>>> Quebec's government doesn't make it easy for companies to hold contests 
>>> here but I know it is possible as a lot of other companies do hold them.
>>> It's probably just more paperwork and Autodesk being lazy or un-educated as 
>>> to how to make it work.
>
> -----
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> 02/20/13












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