When is the release by the way?

On Wed, Mar 27, 2013 at 12:22 PM, Grahame Fuller <
[email protected]> wrote:

> About Preserve UVs, that has always been  available even with explicit
> projections. Just drag the TextureOp node above the Modeling region marker.
> When you hover the mouse over the TextureOp node, the popup should say
> "reading just above Modeling".
>
> gray
>
> From: [email protected] [mailto:
> [email protected]] On Behalf Of Matt Lind
> Sent: Tuesday, March 26, 2013 07:56 PM
> To: [email protected]
> Subject: RE: Softimage 2014
>
> The issue with Softimage is the pieces are there, but don't play together
> nice enough.  The tools were adequate in the day years ago.  Production has
> evolved quite a bit since then but the Softimage modeling core has not.
>  Many of the tools I need to create for our artists cannot be done in the
> Softimage API due to lack of a developed core for things like being able to
> preserve textures and materials (clusters) when updating topology, or being
> able to control where operators appear in the construction history.
>
> Example 1:  Mirror plane.
>
> This is a tool from 3DSMax where the user is given an implicit plane and
> can place it to slice a mesh and have it symmetrized across the plane.
>  Softimage can do this much with the slice operator and symmetrize
> operator.  BUT the 3DSMax version has the ability to continually read user
> input to update the mesh further (eg. Push/pull point positions on the
> original mesh and have the symmetrized half update in real time).
>  Basically it's symmetrical modeling across a user defined plane of
> symmetry.  The user can add as many planes as desired to build up organic
> geometry very, very quickly.  Softimage's modeling architecture is limited
> and cannot read further user input because it occurs higher on the
> construction history than the symmetry and slice operators.  There is also
> no way to force those operators higher on the stack as they're bound to the
> modeling marker.  Softimage cannot support multiple planes either or else
> instability results.
>
> Example 2: Preserve UVs
>
> I'm always pounded for this one.  It's a tool which allows users to
> manipulate vertices in the 3D viewports while preserving the Texture UVs as
> they're moved.  Eg. When a vertex is translated in one direction, the UVs
> associated with that vertex are pushed in the opposite direction to allow
> the vertex to 'swim' through the projection.  Softimage has a 'swim'
> feature, but only for implicit projections which is useless in a games
> development pipeline as 99% of all assets use explicit UV projections.
>  Again, like with the mirror plane, Softimage is limited by how it's
> construction history is organized to read further input from the user once
> the operator is applied.
>
> Example 3:    Locking topology
>
> In a games development environment, assets are usually created piecemeal.
>  A character isn't a solid seamless mesh.  The customizable features
> presented to the customer are often built as separate objects, but these
> objects must assemble together to appear like a seamless mesh.  This means
> any work to the vertex placement or sample data such as user normal, vertex
> colors, and texture UVs must be locked down along the seams to prevent
> artists from accidentally making modifications to these portions of the
> mesh.  Softimage provides no ability to do this.  The best option on the
> table is an ICE operator placed at the very top of the construction history
> to lock the user specified vertices.  However, this falls short in that if
> the user clicks the 'freeze' button, the operator will be frozen and
> removed from construction history.  Again, limitation of the core
> architecture.
>
> Example 4:  Paint.
>
> The paint tools in Softimage are lacking.  They were designed for painting
> weight maps to alter envelope weights and deformers - that's it.  The paint
> brush for vertex colors is just an extension of that and not very robust.
>  There is no color palette available to load/save colors to use in other
> scenes, or even the current scene beyond the palette borrowed from windows.
>  There is no ability to compare colors side-by-side on adjacent polygons
> without having to dig into user preferences to turn off selection
> highlights, then turn it on again when you're done with your comparison.
>  Very clunky.  There are no tools available to modify topology via paint.
>  The best option available is pushing points via the push operator which
> is, back to the beginning, a weight map tool.  We need more than
> deformations.  We need a paint tool that can destructively edit the mesh by
> adding vertices, edges, polygons, and samples.  We need the adjustments for
> the brush to be informative and customizable to accommodate modeler's
> needs.  Falloff options, brush tip shapes, intensity controls other than
> simple hardness applied uniformly, angular attenuation, operator
> assignments, and so on.  A 'push' tool has been around forever, where is
> the accompanying 'pinch' tool?  Max and Maya are far in the lead in this
> area.  Softimage's paint tool qualifies technically as a paint brush, but
> it's not a painter's tool.  It's designed more for somebody who does other
> things and needs an interface to quickly do a few short tasks rather than
> tagging points manually with rectangular selections all the time.  Again,
> production has since evolved quite a bit.  It's about time the tools do too.
>
>
> Matt
>
>
>
>
> From: [email protected]<mailto:
> [email protected]> [mailto:
> [email protected]] On Behalf Of Sebastien Sterling
> Sent: Tuesday, March 26, 2013 3:53 PM
> To: [email protected]<mailto:[email protected]
> >
> Subject: Re: Softimage 2014
>
> >>>EricT, Yes i know, they flat out say so in the intro "building on NEX"
> i don't approve of just buying up third party plugins and highlighting them
> as core features, more so with free where like "Grease Pencil" i wonder if
> Mr mootz ever gets love letters from AD hounding him for his Em series
>
> >>>Andreas and Raffaele, it's not about the grass being greener, i
> recently had to fight really hard for the right to use softimage in the
> company i'm currently working for, no one should have to do that. also i
> think you are forgetting maya's god awful hit detection when selecting, as
> well as the unintuitive UI hogging abomination which is the "tool settings
> panel".
>
> When it comes to modelling the thing i like most about SI is how clean and
> stream line it is, how few things come between user and creative process.
> So now i don't want to leave softimage ( i only just got here) i want
> innovation and new things to come to it.
>
>
> >>>Matt L, i'm not a dev, but its all there the deformers the brush the
> maps, none of these things need to be built, surely they can be hooked
> together somehow, i believe someone tried back in the day on rRay, only it
> seemed to be exclusive for 32bit...
>
> On 26 March 2013 22:52, Jason S <[email protected]<mailto:
> [email protected]>> wrote:
> That's what I was gonna say.. remains to be seen if that would remain true
> in the real world..
>
>
> On 26/03/2013 5:47 PM, Sebastien Sterling wrote:
> http://www.autodesk.com/products/autodesk-maya/features
>
> This update (Accelerated modelling tool set) pretty much seems to
> obliterate any advantage Softimage has over maya modeling wise
>
>
>

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