layout Rigged animated in Softimage ... and they modeled it in maya... :P

On 20 June 2013 16:11, Christopher <[email protected]> wrote:

> Would be nice to have, and OpenEXR 2.0 support too, although what good
> is 2.0 if the compositor can't accept it :(
> > Thats exactly the point. About ten years ago they added the ability to
> > load Combustion files as texture maps, which can also contain vector
> > data, but one had to specify the max. sampling resolution, and that
> > wasn't animatable either.
> > I remember I was pretty excited until I found out about this caveat :-/
> >
> >
> >> 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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