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 >> >> >> >> >> >> >

