------ Originalnachricht ------
Von: "Matt Lind" <[email protected]>
An: "[email protected]" <[email protected]>
Gesendet: 12.02.2014 05:37:30
Betreff: RE: Survey - how would you do this?


We don’t miss ICE as much as you’d think.  What hurts us more is the
lack of development in the fundamental tools outside of ICE such as the
texture editor, modeling, data management, animation and envelope
editing, and so on.



ICE allows you to create many arbitrary effects on a whim, but is also
locked into the way Softimage works and not the way we need to work.
ICE doesn’t really address the kinds of problems we need solved, or
issues that can’t already be solved by other means even if they aren’t
as slick.  ICE doesn’t support the data we need supported.  For
example, we’d like to make some ICE modeling tools, but since ICE doesn’t support custom properties and other userdata in topology
operations, any time an artist makes a topology edit to an asset, the
meta data would be lost creating bugs in our game next time the asset
is exported.



For the few areas where ICE would be useful, it either has bugs or
feature limitations making it more of a liability than a help.  That’s
why we don’t use it.  ICE needs more work to be a viable option for us.





Matt

Amen!

I'm among those who use (and enjoy) the non-ICE part of SI (mostly), for
straightforward modeling/visualization stuff, and for a switch, it would
be cool to see the development spotlight swing over there again,
temporarily. Begging for years now to get a few measly curve related
bugs fixed...

Product politics. After all, king autodesk forbeared from having the
head of the jester, looking at all the nice ICE tricks it can play.









From:[email protected]
[mailto:[email protected]] On Behalf Of Sylvain
Lebeau
Sent: Tuesday, February 11, 2014 8:00 PM
To:[email protected]
Subject: Re: Survey - how would you do this?



of course!!!....



my god... how doest it's like to be hand cuffed?

no ice, no nothing!!



good luck Matt!!!!!

good challenge!



sly





Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM <http://WWW.SHEDMTL.COM>




VFX Curriculum 03: Compositing Basics

mail to: [email protected]









On Feb 11, 2014, at 10:38 PM, Matt Lind <[email protected]>
wrote:




This could work if normal mapping was used on the sprites, but animated
texture sequences would likely be too expensive for a slow sequence
like this.  If the asteroids moved quickly, then it could be more
doable as fewer frames would be needed.



The tricky part with the sprite solution is to keep the asteroids from
staring at the camera and flipping in an attention-grabbing way if the
camera should travel through the asteroid belt and get close to some of
the rocks.





Matt







From: [email protected]
[mailto:[email protected]] On Behalf Of Sylvain
Lebeau
Sent: Tuesday, February 11, 2014 5:17 PM
To: [email protected]
Subject: Re: Survey - how would you do this?



Maybe it could work as well.....



I think of rendering sequences of a bunch of individual rotating
asteriods with camera locked down on them, maybe 10 different ones. So
you end up with small rez little videos with a rotating asteroid in the
middle.



And use the same technique with simple grids....but with orientation
constraints to the camera? Worth to try.  Only thing is lighting will
be baked out in thoses sprite textures.. So hopefully your camera
doesnt travel to much and keeps looking in the same light/sprite light
direction relation...



cool to see everyone chipping in!!



sly







Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM <http://WWW.SHEDMTL.COM>


<image001.jpg>


VFX Curriculum 03: Compositing Basics

mail to: [email protected]










On Feb 11, 2014, at 7:43 PM, Matt Lind <[email protected]>
wrote:





Good job - very impressive!  Not sure collisions will be avoided, but
looks very convincing.



What I find interesting is every solution so far has gravitated towards
the parameter randomization feature - R(start,end).  I thought for sure
at least one person would open the expression editor and plot out some
randomized FCurves or do something in the animation mixer.



I’m curious to know if everybody would choose the same solution if the
asteroids had to be 2D sprites?  Or if the number of polygons and
keyframes were capped to specific amount of data?





Matt













From: [email protected]
[mailto:[email protected]] On Behalf Of Christian
Gotzinger
Sent: Tuesday, February 11, 2014 4:14 PM
To: [email protected]
Subject: Re: Survey - how would you do this?



Whoops, while cleaning up my account I managed to delete the video.

The correct (and now working) link is:
https://vimeo.com/86464710



On Tue, Feb 11, 2014 at 11:58 PM, Christian Gotzinger
<[email protected]> wrote:

Here's my take on it (will take an hour or so before the link shows up)






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