It seems I can't find that shader folder... I suppose that's an addon you guys use?
Thanks anyway!

Am 20.06.2013 01:40, schrieb joshxsi:
The curves themselves are just standard bezier, the boolean operations happen at the shader level (XSI curves > points in space > vector curves > boolean ops > shader).


On Wed, Jun 19, 2013 at 11:35 PM, Eugen Sares <[email protected] <mailto:[email protected]>> wrote:

    What do you mean with "customized curves", and "vector-like
    operations like booleans", if I may ask? Real Nurbs-curve mangling
    in the 3D-scene?
    If you did curve booleans already, I could spare me the effort and
    ask you for considering releasing them as an addon...
    Cheers,
    Eugen

    Am 19.06.2013 14:20, schrieb Ahmidou Lyazidi:
    I couldn't have explained it better !

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


    2013/6/19 Raffaele Fragapane <[email protected]
    <mailto:[email protected]>>

        The most effort intensive way you could possibly imagine :p

        A custom renderman shader, with a custom OGL shader aligned,
        with a custom OGL manipulator for custom data driven by...
        customized curves. Per rig. Dozens of the F'in things. With
        wardrobes. And variations. For dozens of characters.
        All with vector like operations like masking, bool in, bool
        out, exclude and so on set up for each rig.
        Yeah they're a lot of "fun" to set up.

        Ahmidou on this list was responsible for the the entire
        rigging/tools stretch of it (Softimage), OGL shader (always
        inside Soft) was Christian Breitling (but it might have
        passed other hands) in the animation department. The actual
        offline rendering I can't credit (don't remember who did it).

        The animators are basically free to use basic controls, or go
        in and sketch point by point any expression they can come up
        with on the sorted rendering planes, vector art style.


        On Wed, Jun 19, 2013 at 9:10 PM, Eugen Sares
        <[email protected] <mailto:[email protected]>> wrote:

            Wow!!

            I wonder how you pros did the "face rig"... you know, 2D
            vetor animation projected onto 3D -  a "classic" case for
            cartoony/abstract characters. Could you elaborate a bit,
            please?
            Did you use some other software, or did you stay inside
            Softimage?
            Because it would be possible for example to animate some
            curves with blend shapes and the mixer, render some 2D
            view of those and map this animation onto the faces.

            Best regards and congratulations!
            Eugen


            Am 19.06.2013 08:22, schrieb Serguei Kalentchouk:
            Great sharp look and appears to be loads of fun!

            Well done AL!



            On Tue, Jun 18, 2013 at 10:47 PM, Jeremie Passerin
            <[email protected] <mailto:[email protected]>> wrote:

                Woow Woow !
                Thumb up to the Animals !


                On 18 June 2013 20:58, Ivan Tay
                <[email protected]
                <mailto:[email protected]>> wrote:

                    Fantastic ! looking forward to watching it.



                    On Wed, Jun 19, 2013 at 8:03 AM, Raffaele
                    Fragapane <[email protected]
                    <mailto:[email protected]>> wrote:

                        Well, trailer's out:
                        http://www.youtube.com/watch?v=lPnY2NjSjrg

                        Animal Logic, so layout, rigging and
                        animation are Softimage.
                        Still in production.






-- Technical Director @ DreamWorks Animation




-- Our users will know fear and cower before our software! Ship
        it! Ship it and let them flee like the dogs they are!





Reply via email to