Again, from the top of my head  writing an operator to lock components and
their properties should be quite strait forward.
Also it's easy to implement a custom freeze that only freeze the stack, not
the texture projections.

Ho and yeah, the pin feature is a complete fail and misuderstood feature
request, that's a shame...

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


2013/3/30 Sebastien Sterling <[email protected]>

> well then sit back and watch Houdini cream you :P
>
>
> On 29 March 2013 21:21, Jason S <[email protected]> wrote:
>
>> **
>> No we are now (officially) Visual Effects and Animation Software :)
>>
>>
>>
>> On 29/03/2013 1:01 PM, olivier jeannel wrote:
>>
>> 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]> 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]<[email protected]>]
>> *On Behalf Of *Sebastien Sterling
>> *Sent:* Friday, March 29, 2013 12:31 AM
>> *To:* [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]> 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]] *On Behalf Of *Ahmidou Lyazidi
>> *Sent:* Wednesday, March 27, 2013 4:32 PM
>>
>>
>> *To:* [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.
>>
>> *Pain*t: 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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