I think we should just go back to Softimage Particle? :)

--
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
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From: [email protected] 
[mailto:[email protected]] On Behalf Of olivier jeannel
Sent: Friday, March 29, 2013 1:02 PM
To: [email protected]
Subject: Re: Softimage 2014

Stop asking things for modeling and texturing ! We're a particle system for God 
Sake !

:D











Le 29/03/2013 12:15, Simon Reeves a écrit :
Diving in a bit here so apologies if I missed it, but you can freeze uv's and 
keep the projection, and unfreeze it at any time. There's a little 'freeze' 
button in one of the texture properties somewhere.
Ill look where it is exactly when I'm infront of soft

Simon Reeves
VFX Artist
London, UK

On 29 Mar 2013, at 06:42, Szabolcs Matefy 
<[email protected]<mailto:[email protected]>> wrote:
Shit hits the fan, when you want to to have sculpt like deformation in XSI. 
Unfortunately the current system doesn't let you build up your strokes 
properly, due to the weightmap limitation. What I think, that each "stroke" 
should have its own weight map, but that would slaughter the performance. The 
graphite toolset has quite nice things, but our max artist hate it, it's 
nowhere close to the original polyboost feature set.

Maybe, texture should have its own history stack? And an additional Freeze T 
button to freeze texturing only? Anyway, while a texture operator is live, I'd 
sometimes have it sit on the top of the stack, so the Texture History is a good 
idea.

I tried to recreate for example, the DPK Paint Deform 
(http://dpk.stargrav.com/pafiledb/pafiledb.php?action=file&id=32) with ICE, and 
more or less succeeded. Unfortunately the buildup is missing (when your strokes 
are accumulating, causing the increased effect. Maya's artisan treats it pretty 
well. And since I do all of my modeling with my Wacom pen, I'd be happy with a 
proper sculpting tool. And not to mention, the ability to disable the weightmap 
display during sculpting...Seeing the model in constant shading with the weight 
map is not really help in deformation.


My 2 cents

Szabolcs

From: 
[email protected]<mailto:[email protected]>
 [mailto:[email protected]] On Behalf Of Sebastien 
Sterling
Sent: Friday, March 29, 2013 12:31 AM
To: [email protected]<mailto:[email protected]>
Subject: Re: Softimage 2014

I agree with matt, if only to add a new tab like m freeze, but which would 
preserve texture,

the tool you are talking about in max is called paint deformation, and it is at 
the bottom of the edit poly operation menu, you can push pull relax, its 
basically like artisan in maya.
On 28 March 2013 23:08, Matt Lind 
<[email protected]<mailto:[email protected]>> wrote:
I think the point is that many of these features are not readily available out 
of the box.  We have to write the tools ourselves and there are many blockades 
to getting the job done.

I have the ICE compound Guillame LaForge sent out last year, but it's a bit hit 
and miss.  We're not supporting ICE in our pipeline yet due to instability when 
using ICE on reference models.  80% of our content is referenced models.  I 
cannot let ICE compounds run amok in scenes that become referenced models and 
are reused in hundreds of other scenes.  We don't have the bandwidth to manage 
such a situation.

Paint - Softimage is light years behind everybody else.  That is the point.  
Their animation-first mindset has been an obstacle to developing a pipeline as 
the parts we need most are modeling and texturing.  Animation is nice, but it 
too lacks a lot of tools and workflows expected out of the box.

Max does have tools to modify topology as our character artist showed me the 
tools a year or so ago spurring me to request the same from Softimage.  They 
had the ability to pinch and pull, displace, as well as cut into the mesh 
almost like Zbrush.  ZBrush was definitely more robust, but what Max offered 
was enough for what we needed to do.  I'm not a Max user, so don't ask me the 
names of the tools.  The best I can remember was something to do with a 
graphite toolset and the brush has the ability to have operators assigned to it 
so they could be painted on meshes.  It was intuitive - something which 
softimage's paint workflow is anything but.

Matt



From: 
[email protected]<mailto:[email protected]>
 
[mailto:[email protected]<mailto:[email protected]>]
 On Behalf Of Ahmidou Lyazidi
Sent: Wednesday, March 27, 2013 4:32 PM

To: [email protected]<mailto:[email protected]>
Subject: Re: Softimage 2014

Hi Matt, as you moved to 2013 lately, there might be workarounds for some of 
you problems.

Preserve UVs: I think it's not publicly available, but piotrek did a swim UVs 
for explicit using the custom tool SDK, so it's doable.

Paint: A Maya Artisan like paint tool is also possible, I have an unfinished 
one, it's only doing push and smooth, but working, I also never found the time 
to implement undo/redo.
Also I'm not sure that maya and max have a brush to modify topology.

Locking topology: Since 2012 there is a pin UVs that survive to freeze.
I'm surprise that a all levels locked ICE tree can be freezed (bug?!), but you 
ca still make an operator that will lock a point and all it's attached 
properties.
Locked operators are not freezable.

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


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