Hi Aidan,

        I use messiah only because it is a hell of a photorealistic
renderer.
It's only one button to set the settings for the GI.

The material is node base.

I don't use it because it is the best animation sofware in the world (and
trust me it really is), I use it because It is the fastest renderer I have
ever seen (Faster than ElectricImageCameraRenderer  witch is a reference).

        From realsoft the export to obj is enough for all you can need.
You export the SDS without subdivision (lowpoly) and use the subdivision in
messiah by pressing the [TAB]key.

        Once you are in Messiah I don't see any reason why you would go back
to realsoft for animation or rendering.

-Another very powerfull feature of messiah renderer is RenderGroup (which
light affect which object).
-Displacement is as fast as any regular bump mapping.
-Physic, clothing, particles

        Ho it's only 299$

I did a rendering test with Shade8CalistoRenderer 120 minutes.
The same scene in messiah 3minutes at max quality. And the result was better
with messiah.
Most of the GI rendering images done with realsoft that takes 30 minutes to
render on my computer would take 2 minutes with messiah.

As for animation take a look at this
http://maks.free.fr/reel/


The thing is that messiah is a complete animation/rendering package but
there is no modeling.

Rendering time is the most important thing in animation.
-You can do more rendering test
-You can push more the complexity of the scene
-And there is a difference between 60minutes rendering compared to 2minutes
rendering per frame for a 1440 images (60 secondes of animation )
That mean 1440*60min = 60days compared to 1440*2min = 2days.
So you save 58days easely by changing the renderer.

I had to do this that's why I am on messiah right now.

It took me about 1 houre to master the renderer, material system,basic
aniation of messiah.

The character rig in messiah are fully automated and intelligent (You don't
have any wheight to set), and once the object is rigged It takes 5secondes
to make a character walk realisticaly. You don't belieave it, try it.

Jean-Sebastien Perron
www.neuroworld.ca


-----Message d'origine-----
De : [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] De la part de Aidan O Driscoll
Envoyé : Friday, May 05, 2006 1:54 PM
À : [email protected]
Objet : RE: Realsoft Character Animation - Has RS been outstripped by
BLENDER ..

Hi Jean-Sebastien,

"Final note : If there was unlimited time I would use only Realsoft because
everything is there. And I have to admit that the render quality is the
best. Realsoft is the only software with that much potential right of the
box."

Yip - again - thoroughly agree.

A Question - seeming you use MESSIAH - Would it be a good partner app with 
Realsoft, particularly to take care of the Character Animation? Once you 
have all your Models done with RS and Shade etc, is Messiah the app you use 
to composite the lot and final render? From RS to Messiah is it OBJ? How 
much would it help if you had a full import / export tie in with Realsoft 
from / to Messiah - mesh, bones, the lot?

Cheers
Aidan



At 17:14 05/05/2006, you wrote:
>I should not have said that, because I have never used RS Profesionaly.
>In fact since I bought it 2 years ago. I never really used it. Only for SDS
>modeling.
>
>In my opinion it's not the feature the problem, it's the fact that
everytime
>you want to do something with it, you nedd to read 20 pages of the manual
>and you have to do many test before it actually work.
>
>And most of the functions already there are not working properly : Bones
and
>IK, Views are hard to configure, Loading and saving a scene is difficult,
>Displacement mapping is too slow, UV mapping is really difficult etc.
>
>I found trought the years that all 3D app really sucks.
>There is no exception.
>
>So this is my current workflow :
>-Model SDS with Realsoft www.realsoft.com
>-Model everything else with Shade8 www.e-frontier.com
>-Do the UV mapping with UVMapperPro http://www.uvmapper.com/
>-Use Gimp for the texture
>-Vue4 and VistaPro for landscapes and trees
>-Everything is rendered and animated with ProjectMessiahWorkstation
>www.projectmessiah.com
>
>What a waist of time and money, but it pays (even with all this messy
>conversion It is faster like that).
>
>I can't use Realsoft for photorealistic project because there is no "one
>click everything is perfect (fast and beatiful)" GI solution within
>Realsoft.
>
>As for character animation Realsoft IK is really weird, It dosen't react as
>supposed to.
>
>And when you try to animate a character with RS : every time you move a
bone
>you risk destroying your object, pose and animation.
>
>To make Realsoft a viable complete sofware it is simple :
>-Make the current feature work. (make the basic function work)
>-Stop making too many useless WOW features.
>-Improve the UI and workflow
>-And finally implement a easy to use and fast GI solution (MontéCarlo with
>blur for example)
>-Easy to use material editor (node or else)
>-And my final wish : a user interface that is like any other application ->
>ready to use from the start.
>
>Time is money.
>
>Final note : If there was unlimited time I would use only Realsoft because
>everything is there. And I have to admit that the render quality is the
>best. Realsoft is the only sofware with that much potential right of the
>box. Even If I don't fully use it (I never tried the version 5.5 yet (only
3
>houres)) But I will buy the next version. Because I believe in Realsoft.
>Faith and I like to think that Realsoft has and is still pionnering 3DCG.
>So if you stay close to realsoft you stay close to the latest technology
and
>new innovations.
>
>Jean-Sebastien Perron
>www.neuroworld.ca
>
>
>
>-----Message d'origine-----
>De : [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] De la part de Aidan O Driscoll
>Envoyé : Friday, May 05, 2006 10:52 AM
>À : [email protected]
>Objet : Re: Realsoft Character Animation - Has RS been outstripped by
>BLENDER ..
>
>Hi Jason and lads,
>
>Yes Jason - I concur with all you have said. It would indeed be lovely to
>have infinite hours to sit down and more or less stop motion a character
>anim in RS, but that is a luxury not too many of us have. The foot slippage
>and the constructor objects [ drag etc ] are a big problem - not working
>properly. A characters reaction to the environment. Knees bend NO the feet
>should not go through the floor. Yes, you could key frame this problem OUT,
>but time is the issue once more and frustration.
>
>I still say that alot of this Char Anim stuff could be resolved in the
>short term by having better Import/Export to/from other apps. For example
>out and back from Motionbuilder via FBX OR the same with Project MESSIAH.
>The latter would be better now as it is at a good price point $299. Since
>Autodesk took over Alias - MB Standard is gone and MB Pro is now £2000 or
>so.
>
>BUT - I am told that RS wants to be an all in one - one stop shop type app
>with no dependence on outside 3rd party apps. Interesting philosophy and
>much praise for same. But a philosophy that could have people waiting for
>features for a long time. Good import / export would help big time AND also
>attract more users as they come to RS from those other niche apps like
>Messiah and Zbrush and .....
>
>An RS / Messiah bundle - Messiah as a plugin - at a good price point. Why
>not?
>
>Another point discussed at the IRC relevant to this topic is RS'es I/O for
>gaming/modding or lack of - indeed a topic close to some peoples hearts I
>would say. Look at Caligari - they went and created a Game Version of there
>Truespace app and called it Gamespace. Good Marketing? Also Softimage have
>a free version of XSI for gamers to use for modding.
>
>I have no doubt that as RS moves on all these things will be featured AND
>RS will be a top one stop app, but for the moment is their any harm in
>having it talk a bit better to the outside world by way of improved import
>/ export?
>
>Anyways,
>Keep this topic going, Interesting
>Cheers
>Aidan
>
>
>
>
>At 15:08 05/05/2006, you wrote:
> >3d has not made us lazy, because you are comparing a production workflow
to
> >stop frame animation without considering evolution.  You cannot compare
the
> >two as they are completely different approaches with completely different
> >results.
> >
> >Yes you are right in that if time was infinite, we could indeed create
most
> >things with R3d, however the world is moving on and when there are other
3D
> >apps making, for example, animating characters more easily, we will of
> >course levitate to those apps.
> >
> >If you are a hobbyist, then this is of less concern more a frustration,
but
> >if you have to make a living and your client wants it yesterday you are
> >going to need a more productive workflow if there is one available.
> >
> >For example try and make a convincing walk cycle with realsoft.  You can
do
> >it two ways.  key frame posing or morphing hierarchal skeleton targets.
> >While a basic cycle can be achieved relatively quickly, it will not be
good
> >enough without further tweaking to time the foot to floor motions
>correctly.
> >Currently with either system, too many in-between key frames have to be
> >created to prevent slippage and floor penetration. Even using the
> >constructor objects does not work correctly.  Ok now make your human
> >skeleton do a somersault..try it and you will see what I mean... its hard
> >and frustrating, simple as that.
> >
> >Stop frame animation has its simple limitations which are expected from
the
> >outset, but 3D has had many developments that give us tools to create and
> >animate in intuitive methods.  There is a feeling amongst many that the
> >Realsoft  tools need an update to keep in line with what the rest of the
> >industry is doing.
> >
> >Hopefully v6 will address a lot of these issues, but until we get a list
of
> >the new tools, we will just have to wait.
> >
> >Regards
> >
> >Jason
> >
> >
> >
> >
> >
> >Jean-Seastien Perron wrote :
> >
> >
> > > Can it be made with RS... of course yes.
> > >
> > > Final Fantasy The movie could have been made with povray (text editor)
> > > alone.
> > >
> > > It'not about the sofware, It's never been. It's about the guy behind
the
> > > computer (or the software).
> > >
> > > If the animation system is not good enough, do it frame by frame.
> > > You can model anything with a point by point technique.
> > > Basic morph and Basic bones (or not) can give a great result.
> > >
> > > The feature of a software should never be a problem.
> > > Animate clothing by hand if you need to, do particles by hand, do
physic
> >by
> > > hand.
> > > I think that 3D CG has made us LAZY.
> > > Compare to what classic animation studio could do with only pen/paper
>and
> >a
> > > camera.
> > > Compare to what has been done with stop motion.
> > >
> > > I think Realsoft is packed with so much features
> > > That the user reflex is always to think if there is an button that
will
>do
> > > it automaticly.
> > >
> > > In my experience, the time it takes to find out how a feature works,
it
>is
> > > the time it takes to do it manually.
> > >
> > > Jean-Sebastien Perron
> > > www.neuroworld.ca
> > >
> > >
> > > -----Message d'origine-----
> > > De : [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] De la part de Wolfram
Schwenzer
> > > Envoyé : Thursday, May 04, 2006 6:16 PM
> > > À : [email protected]
> > > Objet : Re: Realsoft Character Animation - Has RS been outstripped by
> > > BLENDER ..
> > >
> > > Aidan O Driscoll wrote:
> > > > Hi Guys,
> > > >
> > > > I have been keeping an eye on the following:
> > > >
> > > > http://orange.blender.org/
> > > >
> > > > This is a full 3D Movie called "Elephant Dreams" made completely in
> > > > BLENDER. It is now complete [ 7 months or so ] and has been shown in
> > > > Theatres already. It is now available under the Creative Commons
>license
> > > > as a Double DVD including all the Models and Scenes for anyone to
>remake
> > > > the movie differently.
> > > >
> > > > SO - to make such a movie - Has Blender now out stripped Realsoft
for
> > > > Animation and Character Animation? As can be seen the film has a
>number
> > > > of complete animated Characters.
> > > Yeah, but not only in the character anim area but also in the game
> > > business:
> > > there's a toolkit & some (very basic) examples on a CD delivered with
a
> > > book
> > > showing some tricks of the trade. Members of this mailing list who
> > > complained
> > > 'bout missing support of these features in Realsoft should have a look
> > > at the blender internet pages. Blender also features Python scripting
> > > (which IMHO is superior to the Javascript support of Realsoft) and
VRML
> > > export (do you listen Arjo ?) though only for Version 1.0. (but you
> > > don't have to pay for that ;-) ....)
> > >
> > > Wolfram
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >




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