Aren't you the guy who made the 3D Cat in the Hat animation I saw on the
ride at Universal Studios?
I also remember some training tutorial videos and a UV mapping tool. ;-)

I'm not sure, but as a casual outside observer this entire thread seems
like a trolling job. Nice to see Luc-Eric is still playing the role
of agent provocateur.


On Wed, Jan 8, 2014 at 5:52 PM, David Gallagher <
[email protected]> wrote:

>  On 1/8/2014 4:42 PM, Luc-Eric Rousseau wrote:
>
> how many years ago was the BlueSky rigging experience and how much was it?
> I remember seeing you as a Softimage fan since very early XSI - perhaps a
> Softimage 3D user before that as well?   I might be confusing you with
> another user.
>
>  The topology updates in Softimage is its best and most unique feature,
> along with render passes (property propagation).  I think no other app will
> ever have this.  There are architecture overhead and performance
> issue associated with that,  though.  can't talk about animation without
> talking about performance, and referencing.
>
>
> Oh, I hope you're wrong and whatever product comes out of the marriage of
> Maya/Softimage/Max has that!
>
> Yes, I worked on all the Blue Sky movies from Ice Age 1. I rigged for a
> few films, then animated, then oversaw the rigs from the animation side.
>
> Yes, I used Softimage 3D as well.
>
>
>
>
> Le mercredi 8 janvier 2014, David Gallagher a écrit :
>
>>
>> I rigged on quite a few characters in Maya at Blue Sky Studios and now
>> (Softimage) AnimSchool. We offer the well-known "Malcolm" rig for free.
>>
>> There is no comparison to rigging in Softimage and Maya--not the kind of
>> rigging I do. I often assume by now they have better workflows in Maya, but
>> I'm often surprised to find how convoluted and limiting the workflows are
>> to this day. Most Maya people must not know there are better ways of
>> working or aren't doing the kinds of things I am, because the difference is
>> profound.
>>
>> -At any point in the rigging process, you can make edits in the model
>> stack to change the shape and topology of the model. After experimenting,
>> you can freeze that part of the stack and continue on with that new shape,
>> retaining almost every bit of work you've done.
>> YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
>> This difference is huge. You can work toward completion without fear of
>> losing work. You can experiment freely--knowing it's fine if you want to
>> make a major change. I'm never afraid of losing blendshape work.
>> And if the changes are really significant, you can always Gator you're
>> way out of a jam.
>>
>> -You can do blendshape edits directly on the geometry, modelessly,
>> instead of on a separate blendshape object.
>> Ith
>>
>> -There is no comparison with corrective blendshapes. In Softimage, you go
>> to Secondary Shape mode and drag a few points.
>> In Maya, I wish you luck. You can install one of several plug-ins and
>> scripts and HOPE that it works. If the scenario is simple enough, it might.
>> Several people here tried to help a student make a single corrective
>> blendshape on an elbow -- and we're all experienced Maya riggers. After
>> hours of attempting, we threw up our hands. There was something in that
>> object's history that was making the blendshape plug-in fail. The answer is
>> what it often is: just start over.
>> -EDITING corrective blendshapes. In Maya, heaven help you if you want to
>> edit that blendshape later. Start the process again and make a new one. In
>> Softimage, drag a few points and you're done in seconds.
>>
>> -For facial work, being able to make face shapes in conjunction with the
>> mixer, working directly on the main geo. To see other shapes muted, soloed
>> as you're working. This allows you to craft shapes that work for different
>> scenarios, with just the right falloff. You can make correctives for shape
>> combinations quickly. In face work, it's all about how the functions
>> combine to make the range of expressive results.
>>
>> -The envelope weighting is far superior. The smoothing is just better,
>> and more reliable. Negative weight painting actually works.
>> Being able to make sophisticated weighting allows you to make lighter
>> rigs, because fewer nodes and calculations are needed.
>> I can't believe someone actually compared Maya's Component Editor to
>> Softimage's Weight Editor. I'm stunned.
>> Sometimes, demoing Maya's envelope weighting, it just stops working for
>> no reason -- I have no idea why. (Mind you, I've been rigging in Maya since
>> 1999.)
>>
>> -You can envelope/skin null objects, not just joints. (Yes, Maya will let
>> you add other objects as deformers but it is limiting and causes problems.)
>>
>> -The tweak tool. You can grab anywhere and it will just get the nearest
>> point/edge/poly and transform it precisely. Add the proportional editing
>> and it's very sculptural without giving up precise transform control. I far
>> prefer this workflow to the Zbrush approach geared toward paintstrokes.
>>
>> -In Softimage, you can change the wireframe on shaded opacity. You can
>> change the point sizes. These mean I can visualize and work with the shape,
>> not get visually stuck on the tech clutter like in Maya.
>>
>> -LinkWithOrientation. Does Maya have anything built-in yet? I know there
>> are pose readers out there, but they are slow and 3rd party.
>>
>> -The "smooth preview" Geometry Approximation is better, faster, and more
>> stable in Softimage.
>>
>> -Even with the army of tools and plug-ins we had at Blue Sky Studios, I
>> would still much rather use off-the-shelf Softimage.
>>
>> -You can select controls without selecting (and highlighting) all its
>> children. This makes it easier to animate the rig -- just drag selecting
>> will get you the selectable controls. In Maya, drag-selecting gets a
>> mixture of heirarchy parts.
>>
>> All this means that I can focus on the ART, the shaping of the rig, not
>> jump through hoops all day.
>> As a result, our characters are more flexible and expressive.
>>
>>
>>
>> On 1/8/2014 2:30 AM, Stefan Kubicek wrote:
>>
>   To be fair, I weighted a fair amount of characters in Maya over the
>> years but I never experienced anything like that.
>> When exactly is this happening? The only hickup I ran into occasionally
>> was when painting weights, and then undoing that operation, which in rare
>> cases does what you describe, but I think they fixed that in version 2013
>> or 2014. I never locked the skin weights, workflow wise I always found that
>> highly disruptive.
>>
>>
>>  I was quite shocked to learn from riggers in my last job, that in maya
>> you have to "lock all bones but the ones you want to weight to via small
>> tick boxes" failure to do so aparently causing maya to through random
>> influences around...
>>
>>
>> On 8 January 2014 02:22, Alan Fregtman <[email protected]> wrote:
>>
>> Last time I had to use Maya I would use Crosswalk to transfer the skinned
>> mesh from Maya to Soft, do my weighting in home sweet home, then I wrote an
>> exporter that saved out my weights in the "*cometSaveWeights*" format.
>> Life saver!
>>
>>
>>
>> On Tue, Jan 7, 2014 at 6:15 PM, Steven Caron <[email protected]> wrote:
>>
>> arg, figured it out.
>>
>>  import pymel.core as pm
>> pm.select(pm.skinCluster(pm.selected()[0], query=True, influence=True))
>>
>>  best UI ever!
>>
>>
>> On Tue, Jan 7, 2014 at 2:58 PM, Steven Caron <[email protected]> wrote:
>>
>>   this thread is some what well timed... i am in maya right now. i need
>> to get a mesh and its skin/envelope into softimage. i did not rig this
>> object and i don't know enough about maya to try and understand it through
>> inspection. in softimage i would select the mesh, then select the deformers
>> from envelope, then key frame those objects and remove the constraints on
>> them in mass with 'remove all constraints'
>>
>>
>

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