You wouldn't have to worry about resolution, hopefully :)

::Christopher::
> For a start, it would be nice to be able to use Vector data fils as
> image input in Softimage:
> Like this: http://www.youtube.com/watch?v=Ib5sgkpXQ7k
>
>
>> No problem. Thanks for the info!
>>
>> In an ideal world the FXtree would get an overhaul... it does not
>> deserve to be treated like legacy garbage.
>> Funny how much "vector paint" node can do already, including animation,
>> but when it gets complex, it's not convenient any more.
>> There's so much you could add, e.g. it being able to derive curves from
>> the scene via some camera link, mixer support, booleans, whatnot...
>> ... just dreaming ...
>>
>>
>> Am 20.06.2013 09:21, schrieb Raffaele Fragapane:
>>> It's the OGL texture shader that rasterizes the vector operations we
>>> mentioned before.
>>> It's propietary, much as the rest of the steps other than creating the
>>> base curves which is the only Vanilla Soft bit, so it's owned by AL
>>> and unlikely to ever be released to the public, sorry.
>>>
>>>
>>> On Thu, Jun 20, 2013 at 5:02 PM, Eugen Sares <[email protected]
>>> <mailto:[email protected]>> wrote:
>>>
>>>     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!
>>>>>
>>>>>
>>>>
>>>>
>>>
>>>
>>>
>>>
>>> -- 
>>> Our users will know fear and cower before our software! Ship it! Ship
>>> it and let them flee like the dogs they are!
>>
>>
>
>

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