Re: 'The Little Ghost' - Visual Effects Breakdown

2013-12-21 Thread Sebastien Sterling
That is a crazy pretty owl guys


On 22 December 2013 03:10, Fabricio Chamon  wrote:

> very nice! thanks for the link!
>
>
> 2013/12/21 Vladimir Jankijevic 
>
>> Hey guys,
>>
>> those of you who want a bit more information about our process can read
>> our recent interview on the 'Art of VFX' blog here:
>> http://www.artofvfx.com/?p=5673
>>
>> Best
>> Vladimir
>>
>>
>> On Wed, Dec 4, 2013 at 12:50 PM, Fabricio Chamon wrote:
>>
>>> Nice work Vladimir and everyone at Elefant Studios!! thanks for
>>> sharing...
>>>
>>> Could you elaborate a bit on the feathers creation/placement ? I've done
>>> some feathers in the past and it would be good to hear what difficulties
>>> you had to overcome.
>>>
>>>
>>>
>>> 2013/12/2 Vladimir Jankijevic 
>>>
 well, the reason is the size of the studio and to a certain degree my
 personal preference :)


 On Mon, Dec 2, 2013 at 4:11 PM,  wrote:

>   That’s looking very good.
> Nice to see a film workflow going from Maya to Softimage, rather than
> the other way around.
> Any reason in particular for that – as it’s not the most common choice?
>
>
>  *From:* Vladimir Jankijevic 
> *Sent:* Monday, December 02, 2013 3:48 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* 'The Little Ghost' - Visual Effects Breakdown
>
>  Hello List,
>
> over the course of one year, a small team here at Elefant Studios
> created a CG head replacement for a talking owl, set extensions for a
> steeple, talking ‘haunted’ paintings, background matte-paintings as well 
> as
> general shot compositing in 111 shots for the movie ‘The Little Ghost’ (
> http://www.imdb.com/title/tt2186566/). The movie is Alain Gsponer's
> adaptation of a children's book from Otfried Preussler.
>
> The main tools we used on this project were Softimage, Maya, Mudbox,
> Nuke, Arnold and our in-house asset-management and pipeline visualization
> tool. Maya for Modeling, Rigging and Animation, Softimage for Feather/Fur
> Grooming, Scene Assembly and Lighting/Shading/Rendering. Mudbox was used
> for Texture Painting and Sculpting. Nuke was used for Compositing and
> Arnold as the rendering-backbone through SItoA.
> The biggest challenge was the creation of a head replacement for a
> talking owl. As some of the shots were planned as close-ups we had to
> consider a highly detailed implementation. Autodesk Softimage’s ICE system
> was used to model feathers in high resolution in any desirable shape.
> We developed tools using ICE to enable us to place feathers and hairs very
> accurately, always preserving the defined shape of the head and neck from
> animation. All feathers were rendered as Curves in Arnold. Lighting was
> done with Skydomes and textured Quadlights.
> We created a high detail steeple on top of a building as well as
> various extensions to tackle the limitations from the filmed set.
> Everything was rendered with high detail displacements, GI, Skydomes and
> all the other nifty features Arnold offers.
>
> Big thanks goes to Jonah Friedman from Psyop ( we used some concepts
> from his Ruffle system ), Daniel Guimard for his work on the steeple,
> Vivien Guiraud and Patrick Graf for the animation, Yukio Satoh for a nice
> animation rig, Miklos Kozary and Stephan Schweizer for the compositing and
> all the others who helped out.
>
> The Visual Effects Breakdown: http://vimeo.com/80552458
>
> Cheers
> Vladimir Jankijevic
>


>>>
>>
>


RE: positivity

2013-12-21 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Hey Ed,

Do you still feel old? :-)

Joey

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Graham D. Clark 
[mailgrahamdcl...@gmail.com]
Sent: Saturday, December 21, 2013 12:36 PM
To: softimage@listproc.autodesk.com
Subject: Re: positivity

Thanks Adrian for keeping it positive, we use Softimage for most of the 
features Stereo D is on.

I use Soft to prototype tools outside of soft, for other programs and onset 
tools. Plan to keep using it for the foreseeable future. Can't say I said that 
about the Commodore PET I started on in 1980.
Cheers
--
Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
phone: why-I-stereo
http://www.linkedin.com/in/grahamclark


On Fri, Dec 20, 2013 at 2:11 PM, Meng-Yang Lu 
mailto:ntmon...@gmail.com>> wrote:
1983 - http://en.wikipedia.org/wiki/Lite-Brite

Did I win?  :P


On Fri, Dec 20, 2013 at 2:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
mailto:j.ponthi...@nasa.gov>> wrote:
I can say I miss the cheese and monkeys humor and do wonder what Porl is up to 
these days.
But as for old…. Maybe we should have a contest.

What’s the oldest computer graphics system you worked on, and the year?
It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It just had 
to be a computer than did any kind of graphics.

Takers?

--
Joey Ponthieux
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of sc...@turbulenceffects.com
Sent: Friday, December 20, 2013 2:24 PM
To: softimage@listproc. autodesk. com
Subject: Re: positivity

Ha ha yeah Ed, you're old. But dang, so am I.

Sent from my HTC EVO 4G LTE exclusively from Sprint

- Reply message -
From: "Ed Harriss" mailto:ed.harr...@sas.com>>
To: "softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Subject: positivity
Date: Fri, Dec 20, 2013 2:07 PM

Maybe we need to go back to a multi-address list system like we had in the old 
days. There was the discussion list, which was all fun/monkeys/cheese/Porl and 
there was the Softimage list, which is pretty much what we are using now. There 
were even other lists like eddie, particle, etc.. (Yea, I’m old..) Anyway, we 
could have this list stay a Softimage list and create another one for all the 
gloom and doom.

Perfect!

Now get to work Autodesk listproc person! ;)
Thanks!

Happy Holidays!
Ed “cheese and monkeys” Harriss

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel
Sent: Friday, December 20, 2013 1:33 PM
To: Softimage List
Subject: Re: positivity

Ha ha...Merry Christmas to all!!  LOL.  I'm not trying to start anything...just 
want to see if I'm the only one hearing this.  I told the guys that told me to 
go tell the people that said this to go F themselves for what its worth.  It 
does piss me off to see rumors like this butI do sit at home mostly working 
all day and night.  I don't get to mingle with my peers as much as I used to so 
I didn't know if this may be old news or something new.  Sounds bunk so I'll 
leave it at that :-)

Kris
On Fri, Dec 20, 2013 at 1:11 PM, Eric Thivierge 
mailto:ethivie...@hybride.com>> wrote:
Only thing I have beef with myself is the thread hijacking that snowballs into 
a long slog of boohooism. I'm tired of it. In recent times I have to think 
twice about posting to the list because I'm afraid my thread will get pulled 
into the black hole of negativity and what could have been a helpful / 
informative thread will be turned into a bitch-fest.

The emPolygonizer thread yesterday that was heading in that direction seriously 
almost made me unsubscribe.

If you want to complain about the demise of a software, have at it. Just stop 
hijacking threads with it (not aimed specifically Mr. Lampi, in general)..

- Eric T.








Re: 'The Little Ghost' - Visual Effects Breakdown

2013-12-21 Thread Fabricio Chamon
very nice! thanks for the link!


2013/12/21 Vladimir Jankijevic 

> Hey guys,
>
> those of you who want a bit more information about our process can read
> our recent interview on the 'Art of VFX' blog here:
> http://www.artofvfx.com/?p=5673
>
> Best
> Vladimir
>
>
> On Wed, Dec 4, 2013 at 12:50 PM, Fabricio Chamon wrote:
>
>> Nice work Vladimir and everyone at Elefant Studios!! thanks for sharing...
>>
>> Could you elaborate a bit on the feathers creation/placement ? I've done
>> some feathers in the past and it would be good to hear what difficulties
>> you had to overcome.
>>
>>
>>
>> 2013/12/2 Vladimir Jankijevic 
>>
>>> well, the reason is the size of the studio and to a certain degree my
>>> personal preference :)
>>>
>>>
>>> On Mon, Dec 2, 2013 at 4:11 PM,  wrote:
>>>
   That’s looking very good.
 Nice to see a film workflow going from Maya to Softimage, rather than
 the other way around.
 Any reason in particular for that – as it’s not the most common choice?


  *From:* Vladimir Jankijevic 
 *Sent:* Monday, December 02, 2013 3:48 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* 'The Little Ghost' - Visual Effects Breakdown

  Hello List,

 over the course of one year, a small team here at Elefant Studios
 created a CG head replacement for a talking owl, set extensions for a
 steeple, talking ‘haunted’ paintings, background matte-paintings as well as
 general shot compositing in 111 shots for the movie ‘The Little Ghost’ (
 http://www.imdb.com/title/tt2186566/). The movie is Alain Gsponer's
 adaptation of a children's book from Otfried Preussler.

 The main tools we used on this project were Softimage, Maya, Mudbox,
 Nuke, Arnold and our in-house asset-management and pipeline visualization
 tool. Maya for Modeling, Rigging and Animation, Softimage for Feather/Fur
 Grooming, Scene Assembly and Lighting/Shading/Rendering. Mudbox was used
 for Texture Painting and Sculpting. Nuke was used for Compositing and
 Arnold as the rendering-backbone through SItoA.
 The biggest challenge was the creation of a head replacement for a
 talking owl. As some of the shots were planned as close-ups we had to
 consider a highly detailed implementation. Autodesk Softimage’s ICE system
 was used to model feathers in high resolution in any desirable shape.
 We developed tools using ICE to enable us to place feathers and hairs very
 accurately, always preserving the defined shape of the head and neck from
 animation. All feathers were rendered as Curves in Arnold. Lighting was
 done with Skydomes and textured Quadlights.
 We created a high detail steeple on top of a building as well as
 various extensions to tackle the limitations from the filmed set.
 Everything was rendered with high detail displacements, GI, Skydomes and
 all the other nifty features Arnold offers.

 Big thanks goes to Jonah Friedman from Psyop ( we used some concepts
 from his Ruffle system ), Daniel Guimard for his work on the steeple,
 Vivien Guiraud and Patrick Graf for the animation, Yukio Satoh for a nice
 animation rig, Miklos Kozary and Stephan Schweizer for the compositing and
 all the others who helped out.

 The Visual Effects Breakdown: http://vimeo.com/80552458

 Cheers
 Vladimir Jankijevic

>>>
>>>
>>
>


Re: Convert selection from UVsto polygons?

2013-12-21 Thread Steven Caron

preferences>sync mode>components

select whatever comp you want in the uv editor, make sure you are in  
some component mode in the 3d view. it should convert for you


*written with my thumbs

On Dec 21, 2013, at 7:48 AM, Tim Leydecker  wrote:


Hi Ronald,

thanks,yes.That works but I seem to be unable to convert a selection
made in the Texture Editor to the corresponding Polys, Vertices or  
Edges?


Example, I select a few points in the Texture Editor but in the  
viewports,
the corresponding UVs are displayed as selected and I can´t find a w 
ay to
convert that active selection as displayed in the viewport to the  
actual

selection made in the Texture Editor.

It´s not a big deal but it would be nice to have to be able to selec 
t any
subobject type in the Texture Editor and have the proper subobject  
type
selected in the viewportsand be able to convert between selections  
as in
the viewport menue options but including the UV/bisectors component  
type.


In Maya, you can do that and it sometimes speeds up things when  
creating

selections or manipulating UV shells or checking streching and such.

Also, in XSI I find it more difficult to determine if two UVs really  
align,
where in Maya, I can see in the HUD if it´s one or two and merge the 
m to make
sure or even simply check border edges to be displayed as thicker  
than edges

inside a shell.

Cheers,


tim



On 21.12.2013 13:58, Toonafish wrote:
I'm not sure if I understood your problem correctly. But if you  
select an object in Softimage  and go into any component mode  
( polygon, points, edges ) and select some vertices in
the Texture editor, the corresponding components will be selected  
in your viewport. At least, that's what happens at this end.


-Ronald

On 12/21/2013 13:30, Tim Leydecker wrote:

In Softimage, is it possible to have a selection of UVs
converted to the corresponding Polygons via the Texture Editor?

Something like a right click "convert selection to points/edges/ 
etc"?


I don´t mean an Island selection but just a few UVs.

In Maya you can do that, as UVs are treated as just another  
subobject mode
(select shell/island is an extra right click>menu step compared to  
Softimage,thought).


In terms of general doom and gloom mode:

I´m currently unfolding props/assets and I need to jump in 3Dcoa 
t to do nice ABF/LSM
unwraps with proportionally evenly distributed texture space/face,  
then go back to
Softimage to find my current combo of "experimental" 3D coat build  
and Softimage
gives me a bug and each UV´d face is coming in/out as it´s own s 
hell when using
the *.obj format, so I just pipe Maya inbetween and merge all  
those back together
with a very low threshold in Maya, getting back the shells as  
layouted in 3Dcoat,
shuffle things a bit around using Unfold/Relax in Maya then export  
to Softimage,
which just says thanks, if that´s what you like and let´s me cop 
y and paste the

result back to my intial geometry.

If all three(Max, Maya, Softimage) where one, I´d be fucked...

tim









Re: emit from position with stick to location

2013-12-21 Thread Paul Griswold
Great stuff, thanks!

I've been trying to stay away from simulations, but the workflow is
basically the same with non-simulated trees.  I just get in the mindset
with simulations that everything has to happen in 1 ICE tree.

ᐧ


On Sat, Dec 21, 2013 at 1:28 PM, olivier jeannel wrote:

>  Sometimes when you're in Simulation mode, it's nice to have an ice tree
> on top the simulation (Post-Sim) to stick some values back. For example,
> sticking the PointPosition back to the first StrandPosition.
> Andy moorer has a nice article here http://andy.moonbase.net/archives/859
>
> Also, atm I use to separate the pointcloud that emit from the point cloud
> that will "do" stuff.
> Sometimes it could be nice. Vincent Ullman do it here
> https://vimeo.com/groups/ice/videos/71855954
>
>
> Le 21/12/2013 19:12, Paul Griswold a écrit :
>
>  Thank you!
>
>  I figured it'd be something simple like that.
>
>  The way I had it, was it returning the polygon position for the previous
> frame?  It seemed to be 1 frame off.
>
>  -Paul
>
>  ᐧ
>
>
> On Sat, Dec 21, 2013 at 12:42 PM, olivier jeannel  > wrote:
>
>>  Just this :
>>
>> Le 21/12/2013 18:39, olivier jeannel a écrit :
>>
>> Multiply vector by matrix should get your point back on the emitter.
>>
>>
>> Le 21/12/2013 17:39, Paul Griswold a écrit :
>>
>>  I'm doing some motion graphics work where I am getting each polygon's
>> position from my emitter, then using that to drive emit from position.  I'm
>> creating strands and having the emitter fly along a curve.
>>
>>  The problem is, when using emit from position, stick to location
>> (emitter) doesn't work.
>>
>>  It works fine when I emit from Geometry because the geometry is the
>> emitter, but I need just 1 particle/strand to be emitted per polygon.
>>
>>  I've also tried Get Closes Location on Geometry to drive Stick to
>> Location, but my particles/strands lag about 1 frame behind.  It's an OK
>> solution, but I'd rather get it right.
>> s
>>  Is there a way to get 1 strand per poly that'll stick to the emitter
>> when the emitter is animated along a path?
>>
>>  Thanks!
>>
>>  Paul
>>
>>  ᐧ
>>
>>
>>
>>
>
>
<>

Re: Convert selection from UVsto polygons?

2013-12-21 Thread Tim Leydecker

Thanks for the screenshot and the explanations. I´ll give that a try,
it´s probably exactly what I am looking for.

Regarding UVset interpretation of an *.obj from Softimage inside
3Dcoat, that is likely a similar problem to what happened in earlier
ZBrush builds, e.g. the UV´s came in interpreted as seperate shells/face.

I´ll see if I can produce a simple repro *.obj and provide it to
the experimental branch/bug list of 3Dcoat for them to deal with
Softimage´s approach to describing UVs and UVspaces.

The Zbrush guys solved it, so there is a working solution.

I´m not sure it´s as simple as auto merging UVs based on Texturespace position
because then shells ontop on each other (for saving texture space) would get
mangled or get corrupted but some logic along the lines of "if is same vertex 
and
same texture position" might already be a good suggestion to file along with 
the bug.

Cheers,

tim





On 21.12.2013 18:48, Martin Yara wrote:

You don't have a "thick UV edges" option in SI, but you have show connectivity 
with multiple colors which is much better.

Softimage doesn't merge or cut UVs like Maya. Softimage UVs are always 
separated, you join them by move them to the same UV coordinate ( healing ), 
but they aren't merged, they are
still different samples in the same place. That's why when you export something 
from SI to Maya, all UVs will be cut and you'll have to merge them inside Maya. 
I don't know how 3D
Coat handle this.

Martin


On Sun, Dec 22, 2013 at 12:48 AM, Tim Leydecker mailto:bauero...@gmx.de>> wrote:

Also, in XSI I find it more difficult to determine if two UVs really align,
where in Maya, I can see in the HUD if it´s one or two and merge them to 
make
sure or even simply check border edges to be displayed as thicker than edges
inside a shell.



Re: emit from position with stick to location

2013-12-21 Thread olivier jeannel

  
  
Sometimes when you're in Simulation
  mode, it's nice to have an ice tree on top the simulation
  (Post-Sim) to stick some values back. For example, sticking the
  PointPosition back to the first StrandPosition.
  Andy moorer has a nice article here
  http://andy.moonbase.net/archives/859
  
  Also, atm I use to separate the pointcloud that emit from the
  point cloud that will "do" stuff.
  Sometimes it could be nice. Vincent Ullman do it here
  https://vimeo.com/groups/ice/videos/71855954
  
  
  Le 21/12/2013 19:12, Paul Griswold a écrit :


  
Thank
  you!  

  

I
  figured it'd be something simple like that.

  

The
  way I had it, was it returning the polygon position for the
  previous frame?  It seemed to be 1 frame off.

  

-Paul


ᐧ
  
  

On Sat, Dec 21, 2013 at 12:42 PM,
  olivier jeannel 
  wrote:
  

  Just this :

Le 21/12/2013 18:39, olivier jeannel a écrit :
  
  

  
Multiply vector by matrix should get your point
  back on the emitter.
  
  
  Le 21/12/2013 17:39, Paul Griswold a écrit :


  
I'm


  doing some motion graphics work where I am
  getting each polygon's position from my
  emitter, then using that to drive emit from
  position.  I'm creating strands and having the
  emitter fly along a curve.


The


  problem is, when using emit from position,
  stick to location (emitter) doesn't work.


It


  works fine when I emit from Geometry because
  the geometry is the emitter, but I need just 1
  particle/strand to be emitted per polygon.


I've


  also tried Get Closes Location on Geometry to
  drive Stick to Location, but my
  particles/strands lag about 1 frame behind.
   It's an OK solution, but I'd rather get it
  right.
s

Is


  there a way to get 1 strand per poly that'll
  stick to the emitter when the emitter is
  animated along a path?


Thanks!

  

Paul


 ᐧ
  


  
  

  

  


  


  



Re: emit from position with stick to location

2013-12-21 Thread Paul Griswold
Thank you!

I figured it'd be something simple like that.

The way I had it, was it returning the polygon position for the previous
frame?  It seemed to be 1 frame off.

-Paul

ᐧ


On Sat, Dec 21, 2013 at 12:42 PM, olivier jeannel
wrote:

>  Just this :
>
> Le 21/12/2013 18:39, olivier jeannel a écrit :
>
> Multiply vector by matrix should get your point back on the emitter.
>
>
> Le 21/12/2013 17:39, Paul Griswold a écrit :
>
>  I'm doing some motion graphics work where I am getting each polygon's
> position from my emitter, then using that to drive emit from position.  I'm
> creating strands and having the emitter fly along a curve.
>
>  The problem is, when using emit from position, stick to location
> (emitter) doesn't work.
>
>  It works fine when I emit from Geometry because the geometry is the
> emitter, but I need just 1 particle/strand to be emitted per polygon.
>
>  I've also tried Get Closes Location on Geometry to drive Stick to
> Location, but my particles/strands lag about 1 frame behind.  It's an OK
> solution, but I'd rather get it right.
> s
>  Is there a way to get 1 strand per poly that'll stick to the emitter
> when the emitter is animated along a path?
>
>  Thanks!
>
>  Paul
>
>  ᐧ
>
>
>
>
<>

Re: Convert selection from UVsto polygons?

2013-12-21 Thread Martin Yara
You don't have a "thick UV edges" option in SI, but you have show
connectivity with multiple colors which is much better.

Softimage doesn't merge or cut UVs like Maya. Softimage UVs are always
separated, you join them by move them to the same UV coordinate ( healing
), but they aren't merged, they are still different samples in the same
place. That's why when you export something from SI to Maya, all UVs will
be cut and you'll have to merge them inside Maya. I don't know how 3D Coat
handle this.

Martin


On Sun, Dec 22, 2013 at 12:48 AM, Tim Leydecker  wrote:

> Also, in XSI I find it more difficult to determine if two UVs really align,
> where in Maya, I can see in the HUD if it´s one or two and merge them to
> make
> sure or even simply check border edges to be displayed as thicker than
> edges
> inside a shell.
>


Re: emit from position with stick to location

2013-12-21 Thread olivier jeannel

  
  
Just this :
  
  Le 21/12/2013 18:39, olivier jeannel a écrit :


  
  Multiply vector by matrix should get
your point back on the emitter.


Le 21/12/2013 17:39, Paul Griswold a écrit :
  
  

  I'm

doing some motion graphics work where I am getting each
polygon's position from my emitter, then using that to drive
emit from position.  I'm creating strands and having the
emitter fly along a curve.
  
  
  The

problem is, when using emit from position, stick to location
(emitter) doesn't work.
  
  
  It

works fine when I emit from Geometry because the geometry is
the emitter, but I need just 1 particle/strand to be emitted
per polygon.
  
  
  I've

also tried Get Closes Location on Geometry to drive Stick to
Location, but my particles/strands lag about 1 frame behind.
 It's an OK solution, but I'd rather get it right.
  s
  
  Is

there a way to get 1 strand per poly that'll stick to the
emitter when the emitter is animated along a path?
  
  
  Thanks!
  

  
  Paul
  
  
   ᐧ

  
  


  



Re: emit from position with stick to location

2013-12-21 Thread olivier jeannel

Multiply vector by matrix should get your point back on the emitter.


Le 21/12/2013 17:39, Paul Griswold a écrit :
I'm doing some motion graphics work where I am getting each polygon's 
position from my emitter, then using that to drive emit from position. 
 I'm creating strands and having the emitter fly along a curve.


The problem is, when using emit from position, stick to location 
(emitter) doesn't work.


It works fine when I emit from Geometry because the geometry is the 
emitter, but I need just 1 particle/strand to be emitted per polygon.


I've also tried Get Closes Location on Geometry to drive Stick to 
Location, but my particles/strands lag about 1 frame behind.  It's an 
OK solution, but I'd rather get it right.

s
Is there a way to get 1 strand per poly that'll stick to the emitter 
when the emitter is animated along a path?


Thanks!

Paul

ᐧ




Re: positivity

2013-12-21 Thread Graham D. Clark
Thanks Adrian for keeping it positive, we use Softimage for most of the
features Stereo D is on.

I use Soft to prototype tools outside of soft, for other programs and onset
tools. Plan to keep using it for the foreseeable future. Can't say I said
that about the Commodore PET I started on in 1980.
Cheers
-- 
Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
phone: why-I-stereo
http://www.linkedin.com/in/grahamclark


On Fri, Dec 20, 2013 at 2:11 PM, Meng-Yang Lu  wrote:

> 1983 - http://en.wikipedia.org/wiki/Lite-Brite
>
> Did I win?  :P
>
>
> On Fri, Dec 20, 2013 at 2:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> j.ponthi...@nasa.gov> wrote:
>
>>  I can say I miss the cheese and monkeys humor and do wonder what Porl
>> is up to these days.
>>
>> But as for old…. Maybe we should have a contest.
>>
>>
>>
>> What’s the oldest computer graphics system you worked on, and the year?
>>
>> It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It
>> just had to be a computer than did any kind of graphics.
>>
>>
>>
>> Takers?
>>
>>
>>
>> --
>>
>> Joey Ponthieux
>>
>> __
>>
>> Opinions stated here-in are strictly those of the author and do not
>>
>> represent the opinions of NASA or any other party.
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *
>> sc...@turbulenceffects.com
>> *Sent:* Friday, December 20, 2013 2:24 PM
>> *To:* softimage@listproc. autodesk. com
>> *Subject:* Re: positivity
>>
>>
>>
>> Ha ha yeah Ed, you're old. But dang, so am I.
>>
>> Sent from my HTC EVO 4G LTE exclusively from Sprint
>>
>>  - Reply message -
>> From: "Ed Harriss" 
>> To: "softimage@listproc.autodesk.com" 
>> Subject: positivity
>> Date: Fri, Dec 20, 2013 2:07 PM
>>
>>
>>
>> Maybe we need to go back to a multi-address list system like we had in
>> the old days. There was the discussion list, which was all
>> fun/monkeys/cheese/Porl and there was the Softimage list, which is pretty
>> much what we are using now. There were even other lists like eddie,
>> particle, etc.. (Yea, I’m old..) Anyway, we could have this list stay a
>> Softimage list and create another one for all the gloom and doom.
>>
>>
>>
>> Perfect!
>>
>>
>>
>> Now get to work Autodesk listproc person! ;)
>>
>> Thanks!
>>
>>
>>
>> Happy Holidays!
>>
>> Ed “cheese and monkeys” Harriss
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [
>> mailto:softimage-boun...@listproc.autodesk.com]
>> *On Behalf Of *Kris Rivel
>> *Sent:* Friday, December 20, 2013 1:33 PM
>> *To:* Softimage List
>> *Subject:* Re: positivity
>>
>>
>>
>> Ha ha...Merry Christmas to all!!  LOL.  I'm not trying to start
>> anything...just want to see if I'm the only one hearing this.  I told the
>> guys that told me to go tell the people that said this to go F themselves
>> for what its worth.  It does piss me off to see rumors like this butI
>> do sit at home mostly working all day and night.  I don't get to mingle
>> with my peers as much as I used to so I didn't know if this may be old news
>> or something new.  Sounds bunk so I'll leave it at that :-)
>>
>>
>>
>> Kris
>>
>> On Fri, Dec 20, 2013 at 1:11 PM, Eric Thivierge 
>> wrote:
>>
>> Only thing I have beef with myself is the thread hijacking that snowballs
>> into a long slog of boohooism. I'm tired of it. In recent times I have to
>> think twice about posting to the list because I'm afraid my thread will get
>> pulled into the black hole of negativity and what could have been a helpful
>> / informative thread will be turned into a bitch-fest.
>>
>> The emPolygonizer thread yesterday that was heading in that direction
>> seriously almost made me unsubscribe.
>>
>> If you want to complain about the demise of a software, have at it. Just
>> stop hijacking threads with it (not aimed specifically Mr. Lampi, in
>> general)..
>>
>> - Eric T.
>>
>>
>>
>
>


Re: Convert selection from UVsto polygons?

2013-12-21 Thread Martin
You need to change the Sync Method to components, inside your text.editor 
preferences.

Martin
Sent from my iPhone

> On 2013/12/22, at 0:48, Tim Leydecker  wrote:
> 
> Hi Ronald,
> 
> thanks,yes.That works but I seem to be unable to convert a selection
> made in the Texture Editor to the corresponding Polys, Vertices or Edges?
> 
> Example, I select a few points in the Texture Editor but in the viewports,
> the corresponding UVs are displayed as selected and I can´t find a way to
> convert that active selection as displayed in the viewport to the actual
> selection made in the Texture Editor.
> 
> It´s not a big deal but it would be nice to have to be able to select any
> subobject type in the Texture Editor and have the proper subobject type
> selected in the viewportsand be able to convert between selections as in
> the viewport menue options but including the UV/bisectors component type.
> 
> In Maya, you can do that and it sometimes speeds up things when creating
> selections or manipulating UV shells or checking streching and such.
> 
> Also, in XSI I find it more difficult to determine if two UVs really align,
> where in Maya, I can see in the HUD if it´s one or two and merge them to make
> sure or even simply check border edges to be displayed as thicker than edges
> inside a shell.
> 
> Cheers,
> 
> 
> tim
> 
> 
> 
>> On 21.12.2013 13:58, Toonafish wrote:
>> I'm not sure if I understood your problem correctly. But if you select an 
>> object in Softimage  and go into any component mode ( polygon, points, edges 
>> ) and select some vertices in
>> the Texture editor, the corresponding components will be selected in your 
>> viewport. At least, that's what happens at this end.
>> 
>> -Ronald
>> 
>>> On 12/21/2013 13:30, Tim Leydecker wrote:
>>> In Softimage, is it possible to have a selection of UVs
>>> converted to the corresponding Polygons via the Texture Editor?
>>> 
>>> Something like a right click "convert selection to points/edges/etc"?
>>> 
>>> I don´t mean an Island selection but just a few UVs.
>>> 
>>> In Maya you can do that, as UVs are treated as just another subobject mode
>>> (select shell/island is an extra right click>menu step compared to 
>>> Softimage,thought).
>>> 
>>> In terms of general doom and gloom mode:
>>> 
>>> I´m currently unfolding props/assets and I need to jump in 3Dcoat to do 
>>> nice ABF/LSM
>>> unwraps with proportionally evenly distributed texture space/face, then go 
>>> back to
>>> Softimage to find my current combo of "experimental" 3D coat build and 
>>> Softimage
>>> gives me a bug and each UV´d face is coming in/out as it´s own shell when 
>>> using
>>> the *.obj format, so I just pipe Maya inbetween and merge all those back 
>>> together
>>> with a very low threshold in Maya, getting back the shells as layouted in 
>>> 3Dcoat,
>>> shuffle things a bit around using Unfold/Relax in Maya then export to 
>>> Softimage,
>>> which just says thanks, if that´s what you like and let´s me copy and paste 
>>> the
>>> result back to my intial geometry.
>>> 
>>> If all three(Max, Maya, Softimage) where one, I´d be fucked...
>>> 
>>> tim
>> 
>> 



Re: Convert selection from UVsto polygons?

2013-12-21 Thread Alok Gandhi
This works for me:
http://imgur.com/NwTAeNc


On Sat, Dec 21, 2013 at 11:15 AM, Toonafish  wrote:

> Could it be you have the selection set to "Sample" instead of Point,
> Polygon or Edge ?
>
>
> - Ronald
>
>
> On 12/21/2013 16:48, Tim Leydecker wrote:
>
>> Hi Ronald,
>>
>> thanks,yes.That works but I seem to be unable to convert a selection
>> made in the Texture Editor to the corresponding Polys, Vertices or Edges?
>>
>> Example, I select a few points in the Texture Editor but in the viewports,
>> the corresponding UVs are displayed as selected and I can愒 find a way to
>>
>> convert that active selection as displayed in the viewport to the actual
>> selection made in the Texture Editor.
>>
>> It愀 not a big deal but it would be nice to have to be able to select any
>>
>> subobject type in the Texture Editor and have the proper subobject type
>> selected in the viewportsand be able to convert between selections as in
>> the viewport menue options but including the UV/bisectors component type.
>>
>> In Maya, you can do that and it sometimes speeds up things when creating
>> selections or manipulating UV shells or checking streching and such.
>>
>> Also, in XSI I find it more difficult to determine if two UVs really
>> align,
>> where in Maya, I can see in the HUD if it愀 one or two and merge them to
>> make
>>
>> sure or even simply check border edges to be displayed as thicker than
>> edges
>> inside a shell.
>>
>> Cheers,
>>
>>
>> tim
>>
>>
>>
>> On 21.12.2013 13:58, Toonafish wrote:
>>
>>> I'm not sure if I understood your problem correctly. But if you select
>>> an object in Softimage  and go into any component mode ( polygon, points,
>>> edges ) and select some vertices in
>>> the Texture editor, the corresponding components will be selected in
>>> your viewport. At least, that's what happens at this end.
>>>
>>> -Ronald
>>>
>>> On 12/21/2013 13:30, Tim Leydecker wrote:
>>>
 In Softimage, is it possible to have a selection of UVs
 converted to the corresponding Polygons via the Texture Editor?

 Something like a right click "convert selection to points/edges/etc"?

 I don愒 mean an Island selection but just a few UVs.


 In Maya you can do that, as UVs are treated as just another subobject
 mode
 (select shell/island is an extra right click>menu step compared to
 Softimage,thought).

 In terms of general doom and gloom mode:

 I惴 currently unfolding props/assets and I need to jump in 3Dcoat to do
 nice ABF/LSM

 unwraps with proportionally evenly distributed texture space/face, then
 go back to
 Softimage to find my current combo of "experimental" 3D coat build and
 Softimage
 gives me a bug and each UV悲 face is coming in/out as it愀 own shell when
 using

 the *.obj format, so I just pipe Maya inbetween and merge all those
 back together
 with a very low threshold in Maya, getting back the shells as layouted
 in 3Dcoat,
 shuffle things a bit around using Unfold/Relax in Maya then export to
 Softimage,
 which just says thanks, if that愀 what you like and let愀 me copy and
 paste the

 result back to my intial geometry.

 If all three(Max, Maya, Softimage) where one, I悲 be fucked...

 tim



>>>
>>>
>>
>>
>
> --
> Ronald van Vemden
> ---
> 3D Graphics & Animation
> Cyberfish Laboratories | www.cyberfish.nl
> Toonafish | www.toonafish.nl
> tel. +31(0)20 5289291
> fax  +31(0)20 5289292
> email: ron...@toonafish.nl
>
>


--


emit from position with stick to location

2013-12-21 Thread Paul Griswold
I'm doing some motion graphics work where I am getting each polygon's
position from my emitter, then using that to drive emit from position.  I'm
creating strands and having the emitter fly along a curve.

The problem is, when using emit from position, stick to location (emitter)
doesn't work.

It works fine when I emit from Geometry because the geometry is the
emitter, but I need just 1 particle/strand to be emitted per polygon.

I've also tried Get Closes Location on Geometry to drive Stick to Location,
but my particles/strands lag about 1 frame behind.  It's an OK solution,
but I'd rather get it right.

Is there a way to get 1 strand per poly that'll stick to the emitter when
the emitter is animated along a path?

Thanks!

Paul

ᐧ


Re: Convert selection from UVsto polygons?

2013-12-21 Thread Toonafish
Could it be you have the selection set to "Sample" instead of Point, 
Polygon or Edge ?



- Ronald

On 12/21/2013 16:48, Tim Leydecker wrote:

Hi Ronald,

thanks,yes.That works but I seem to be unable to convert a selection
made in the Texture Editor to the corresponding Polys, Vertices or Edges?

Example, I select a few points in the Texture Editor but in the 
viewports,

the corresponding UVs are displayed as selected and I can´t find a way to
convert that active selection as displayed in the viewport to the actual
selection made in the Texture Editor.

It´s not a big deal but it would be nice to have to be able to select any
subobject type in the Texture Editor and have the proper subobject type
selected in the viewportsand be able to convert between selections as in
the viewport menue options but including the UV/bisectors component type.

In Maya, you can do that and it sometimes speeds up things when creating
selections or manipulating UV shells or checking streching and such.

Also, in XSI I find it more difficult to determine if two UVs really 
align,
where in Maya, I can see in the HUD if it´s one or two and merge them 
to make
sure or even simply check border edges to be displayed as thicker than 
edges

inside a shell.

Cheers,


tim



On 21.12.2013 13:58, Toonafish wrote:
I'm not sure if I understood your problem correctly. But if you 
select an object in Softimage  and go into any component mode ( 
polygon, points, edges ) and select some vertices in
the Texture editor, the corresponding components will be selected in 
your viewport. At least, that's what happens at this end.


-Ronald

On 12/21/2013 13:30, Tim Leydecker wrote:

In Softimage, is it possible to have a selection of UVs
converted to the corresponding Polygons via the Texture Editor?

Something like a right click "convert selection to points/edges/etc"?

I don´t mean an Island selection but just a few UVs.

In Maya you can do that, as UVs are treated as just another 
subobject mode
(select shell/island is an extra right click>menu step compared to 
Softimage,thought).


In terms of general doom and gloom mode:

I´m currently unfolding props/assets and I need to jump in 3Dcoat to 
do nice ABF/LSM
unwraps with proportionally evenly distributed texture space/face, 
then go back to
Softimage to find my current combo of "experimental" 3D coat build 
and Softimage
gives me a bug and each UV´d face is coming in/out as it´s own shell 
when using
the *.obj format, so I just pipe Maya inbetween and merge all those 
back together
with a very low threshold in Maya, getting back the shells as 
layouted in 3Dcoat,
shuffle things a bit around using Unfold/Relax in Maya then export 
to Softimage,
which just says thanks, if that´s what you like and let´s me copy 
and paste the

result back to my intial geometry.

If all three(Max, Maya, Softimage) where one, I´d be fucked...

tim











--
Ronald van Vemden
---
3D Graphics & Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl



Re: positivity

2013-12-21 Thread Emilio Hernandez
Wow I totally forgot about Ultima!!   I spent a lot of time playing Ultima
on that old Apple II +

haha




2013/12/21 

>   apple II, IIe and IIc here (my dad had these for work)
> I fondly remember FantaVision which was a kind of morphing graphics
> software – though I definitely spent more time on Ultima 4
> must have been middle of the eighties - little did I know that I’d be
> using computers for a living one day [image: Smile].
>
>  *From:* Eric Mootz 
> *Sent:* Saturday, December 21, 2013 11:49 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: positivity
>
>  Atari 800 XL with one of those greenish monitors and a datasette.
> Before that I fiddled a bit on my Grandma'a Apple IIe computer :)
>
>
> On 2013/12/21 12:08 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:
>
>  I can say I miss the cheese and monkeys humor and do wonder what Porl is
> up to these days.
>
> But as for old…. Maybe we should have a contest.
>
>  What’s the oldest computer graphics system you worked on, and the year?
>
> It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It just
> had to be a computer than did any kind of graphics.
>
>  Takers?
>
>  --
>
> Joey Ponthieux
>
> __
>
> Opinions stated here-in are strictly those of the author and do not
>
> represent the opinions of NASA or any other party.
>
>
>
>
<>

Re: Convert selection from UVsto polygons?

2013-12-21 Thread Tim Leydecker

Hi Ronald,

thanks,yes.That works but I seem to be unable to convert a selection
made in the Texture Editor to the corresponding Polys, Vertices or Edges?

Example, I select a few points in the Texture Editor but in the viewports,
the corresponding UVs are displayed as selected and I can´t find a way to
convert that active selection as displayed in the viewport to the actual
selection made in the Texture Editor.

It´s not a big deal but it would be nice to have to be able to select any
subobject type in the Texture Editor and have the proper subobject type
selected in the viewportsand be able to convert between selections as in
the viewport menue options but including the UV/bisectors component type.

In Maya, you can do that and it sometimes speeds up things when creating
selections or manipulating UV shells or checking streching and such.

Also, in XSI I find it more difficult to determine if two UVs really align,
where in Maya, I can see in the HUD if it´s one or two and merge them to make
sure or even simply check border edges to be displayed as thicker than edges
inside a shell.

Cheers,


tim



On 21.12.2013 13:58, Toonafish wrote:

I'm not sure if I understood your problem correctly. But if you select an 
object in Softimage  and go into any component mode ( polygon, points, edges ) 
and select some vertices in
the Texture editor, the corresponding components will be selected in your 
viewport. At least, that's what happens at this end.

-Ronald

On 12/21/2013 13:30, Tim Leydecker wrote:

In Softimage, is it possible to have a selection of UVs
converted to the corresponding Polygons via the Texture Editor?

Something like a right click "convert selection to points/edges/etc"?

I don´t mean an Island selection but just a few UVs.

In Maya you can do that, as UVs are treated as just another subobject mode
(select shell/island is an extra right click>menu step compared to 
Softimage,thought).

In terms of general doom and gloom mode:

I´m currently unfolding props/assets and I need to jump in 3Dcoat to do nice 
ABF/LSM
unwraps with proportionally evenly distributed texture space/face, then go back 
to
Softimage to find my current combo of "experimental" 3D coat build and Softimage
gives me a bug and each UV´d face is coming in/out as it´s own shell when using
the *.obj format, so I just pipe Maya inbetween and merge all those back 
together
with a very low threshold in Maya, getting back the shells as layouted in 
3Dcoat,
shuffle things a bit around using Unfold/Relax in Maya then export to Softimage,
which just says thanks, if that´s what you like and let´s me copy and paste the
result back to my intial geometry.

If all three(Max, Maya, Softimage) where one, I´d be fucked...

tim







Re: 'The Little Ghost' - Visual Effects Breakdown

2013-12-21 Thread Vladimir Jankijevic
Hey guys,

those of you who want a bit more information about our process can read our
recent interview on the 'Art of VFX' blog here:
http://www.artofvfx.com/?p=5673

Best
Vladimir


On Wed, Dec 4, 2013 at 12:50 PM, Fabricio Chamon  wrote:

> Nice work Vladimir and everyone at Elefant Studios!! thanks for sharing...
>
> Could you elaborate a bit on the feathers creation/placement ? I've done
> some feathers in the past and it would be good to hear what difficulties
> you had to overcome.
>
>
>
> 2013/12/2 Vladimir Jankijevic 
>
>> well, the reason is the size of the studio and to a certain degree my
>> personal preference :)
>>
>>
>> On Mon, Dec 2, 2013 at 4:11 PM,  wrote:
>>
>>>   That’s looking very good.
>>> Nice to see a film workflow going from Maya to Softimage, rather than
>>> the other way around.
>>> Any reason in particular for that – as it’s not the most common choice?
>>>
>>>
>>>  *From:* Vladimir Jankijevic 
>>> *Sent:* Monday, December 02, 2013 3:48 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* 'The Little Ghost' - Visual Effects Breakdown
>>>
>>>  Hello List,
>>>
>>> over the course of one year, a small team here at Elefant Studios
>>> created a CG head replacement for a talking owl, set extensions for a
>>> steeple, talking ‘haunted’ paintings, background matte-paintings as well as
>>> general shot compositing in 111 shots for the movie ‘The Little Ghost’ (
>>> http://www.imdb.com/title/tt2186566/). The movie is Alain Gsponer's
>>> adaptation of a children's book from Otfried Preussler.
>>>
>>> The main tools we used on this project were Softimage, Maya, Mudbox,
>>> Nuke, Arnold and our in-house asset-management and pipeline visualization
>>> tool. Maya for Modeling, Rigging and Animation, Softimage for Feather/Fur
>>> Grooming, Scene Assembly and Lighting/Shading/Rendering. Mudbox was used
>>> for Texture Painting and Sculpting. Nuke was used for Compositing and
>>> Arnold as the rendering-backbone through SItoA.
>>> The biggest challenge was the creation of a head replacement for a
>>> talking owl. As some of the shots were planned as close-ups we had to
>>> consider a highly detailed implementation. Autodesk Softimage’s ICE system
>>> was used to model feathers in high resolution in any desirable shape.
>>> We developed tools using ICE to enable us to place feathers and hairs very
>>> accurately, always preserving the defined shape of the head and neck from
>>> animation. All feathers were rendered as Curves in Arnold. Lighting was
>>> done with Skydomes and textured Quadlights.
>>> We created a high detail steeple on top of a building as well as various
>>> extensions to tackle the limitations from the filmed set. Everything was
>>> rendered with high detail displacements, GI, Skydomes and all the other
>>> nifty features Arnold offers.
>>>
>>> Big thanks goes to Jonah Friedman from Psyop ( we used some concepts
>>> from his Ruffle system ), Daniel Guimard for his work on the steeple,
>>> Vivien Guiraud and Patrick Graf for the animation, Yukio Satoh for a nice
>>> animation rig, Miklos Kozary and Stephan Schweizer for the compositing and
>>> all the others who helped out.
>>>
>>> The Visual Effects Breakdown: http://vimeo.com/80552458
>>>
>>> Cheers
>>> Vladimir Jankijevic
>>>
>>
>>
>


Re: Last workday!

2013-12-21 Thread Rob Wuijster

Can't say it better than this one... ;-)

http://www.youtube.com/watch?v=T-D1KVIuvjA

Enjoy the holidays all!

Rob

\/-\/\/

On 20-12-2013 15:28, Leonard Koch wrote:

Thanks. To you and the rest of the list as well!


On Fri, Dec 20, 2013 at 3:27 PM, Szabolcs Matefy > wrote:


Hey folks!

This is my last workday, so it’s time to wish all of you Merry
X(SI)Mas and Happy New Year!

Cheers

Szabolcs

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Re: Convert selection from UVsto polygons?

2013-12-21 Thread Toonafish
I'm not sure if I understood your problem correctly. But if you select 
an object in Softimage  and go into any component mode ( polygon, 
points, edges ) and select some vertices in the Texture editor, the 
corresponding components will be selected in your viewport. At least, 
that's what happens at this end.


-Ronald

On 12/21/2013 13:30, Tim Leydecker wrote:

In Softimage, is it possible to have a selection of UVs
converted to the corresponding Polygons via the Texture Editor?

Something like a right click "convert selection to points/edges/etc"?

I don´t mean an Island selection but just a few UVs.

In Maya you can do that, as UVs are treated as just another subobject 
mode
(select shell/island is an extra right click>menu step compared to 
Softimage,thought).


In terms of general doom and gloom mode:

I´m currently unfolding props/assets and I need to jump in 3Dcoat to 
do nice ABF/LSM
unwraps with proportionally evenly distributed texture space/face, 
then go back to
Softimage to find my current combo of "experimental" 3D coat build and 
Softimage
gives me a bug and each UV´d face is coming in/out as it´s own shell 
when using
the *.obj format, so I just pipe Maya inbetween and merge all those 
back together
with a very low threshold in Maya, getting back the shells as layouted 
in 3Dcoat,
shuffle things a bit around using Unfold/Relax in Maya then export to 
Softimage,
which just says thanks, if that´s what you like and let´s me copy and 
paste the

result back to my intial geometry.

If all three(Max, Maya, Softimage) where one, I´d be fucked...

tim





--
Ronald van Vemden
---
3D Graphics & Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl



Convert selection from UVsto polygons?

2013-12-21 Thread Tim Leydecker

In Softimage, is it possible to have a selection of UVs
converted to the corresponding Polygons via the Texture Editor?

Something like a right click "convert selection to points/edges/etc"?

I don´t mean an Island selection but just a few UVs.

In Maya you can do that, as UVs are treated as just another subobject mode
(select shell/island is an extra right click>menu step compared to 
Softimage,thought).

In terms of general doom and gloom mode:

I´m currently unfolding props/assets and I need to jump in 3Dcoat to do nice 
ABF/LSM
unwraps with proportionally evenly distributed texture space/face, then go back 
to
Softimage to find my current combo of "experimental" 3D coat build and Softimage
gives me a bug and each UV´d face is coming in/out as it´s own shell when using
the *.obj format, so I just pipe Maya inbetween and merge all those back 
together
with a very low threshold in Maya, getting back the shells as layouted in 
3Dcoat,
shuffle things a bit around using Unfold/Relax in Maya then export to Softimage,
which just says thanks, if that´s what you like and let´s me copy and paste the
result back to my intial geometry.

If all three(Max, Maya, Softimage) where one, I´d be fucked...

tim


Re: positivity

2013-12-21 Thread peter_b
apple II, IIe and IIc here (my dad had these for work)
I fondly remember FantaVision which was a kind of morphing graphics software – 
though I definitely spent more time on Ultima 4
must have been middle of the eighties - little did I know that I’d be using 
computers for a living one day .

From: Eric Mootz 
Sent: Saturday, December 21, 2013 11:49 AM
To: softimage@listproc.autodesk.com 
Subject: Re: positivity

Atari 800 XL with one of those greenish monitors and a datasette. 
Before that I fiddled a bit on my Grandma'a Apple IIe computer :)


On 2013/12/21 12:08 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:

  I can say I miss the cheese and monkeys humor and do wonder what Porl is up 
to these days. 

  But as for old…. Maybe we should have a contest. 


  What’s the oldest computer graphics system you worked on, and the year?

  It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It just 
had to be a computer than did any kind of graphics.


  Takers?


  --

  Joey Ponthieux

  __

  Opinions stated here-in are strictly those of the author and do not 

  represent the opinions of NASA or any other party.





<>

Re: positivity

2013-12-21 Thread Sebastien Sterling
Merry Christmas everyone !


On 21 December 2013 11:49, Eric Mootz  wrote:

>  Atari 800 XL with one of those greenish monitors and a datasette.
> Before that I fiddled a bit on my Grandma'a Apple IIe computer :)
>
>
> On 2013/12/21 12:08 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:
>
>  I can say I miss the cheese and monkeys humor and do wonder what Porl is
> up to these days.
>
> But as for old…. Maybe we should have a contest.
>
>  What’s the oldest computer graphics system you worked on, and the year?
>
> It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It just
> had to be a computer than did any kind of graphics.
>
>  Takers?
>
>  --
>
> Joey Ponthieux
>
> __
>
> Opinions stated here-in are strictly those of the author and do not
>
> represent the opinions of NASA or any other party.
>
>
>
>


Re: positivity

2013-12-21 Thread Eric Mootz
Atari 800 XL with one of those greenish monitors and a datasette. 
Before that I fiddled a bit on my Grandma'a Apple IIe computer :)


On 2013/12/21 12:08 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:

  I can say I miss the cheese and monkeys humor and do wonder what Porl is up 
to these days. 

  But as for old…. Maybe we should have a contest. 



  What’s the oldest computer graphics system you worked on, and the year?

  It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It just 
had to be a computer than did any kind of graphics.



  Takers?



  --

  Joey Ponthieux

  __

  Opinions stated here-in are strictly those of the author and do not 

  represent the opinions of NASA or any other party.







Re: rumor, Soft dead within the next year

2013-12-21 Thread Chris Chia
If this happens, please buy a copy to keep ;) 

Chris

> On 21 Dec, 2013, at 1:12 am, Nicolas Esposito <3dv...@gmail.com> wrote:
> 
> Positivism!
> 
> If that happen I think I'll still keep using Soft for at least a couple of 
> years and in the meantime I'll probably switch to Maya or one of the new 
> software which I haven't even tried ( but I heard good things )
> 
> 
> 2013/12/20 Kris Rivel 
>> Sorry...can't resist.  Nasty rumor going around that Soft will be done 
>> within the next year.  I'm just hearing this from a few NYC peeps.  I 
>> personally find it odd especially since we know there's a beta program 
>> running now and that a lot of places still rely on it, especially ICE.
>> 
>> I WOULD NOT be surprised at all if development stopped within a year or two 
>> and it was just a "left as it is" product but I don't see how or why the 
>> door would be slammed shut in anyone's face.
>> 
>> I doubt anyone can "confirm" this rumor but curious what others thoughts 
>> are.  I'm looking to learn more Houdini and C4D for the volume of work but 
>> have no desire to use antiquated and archaic platforms like Maya and Max to 
>> be honest.
>> 
>> Regardless, its tragic to see Soft slowing down and how it never managed to 
>> take over as the #1 option years ago.  It really is the best but a few 
>> limitations, bad timing and bad marketing didn't do it any favors.
>> 
>> The community, addons, plugins and contributions though are incredible and I 
>> think thats the part I would miss the most.
>> 
>> and discuss
>> 
>> Kris
> 


Re: positivity

2013-12-21 Thread Chris Chia
Hi guys,
Just popping by to greet all the fellows here a Merry Xmas and a Happy 2015 
ahead! Stay Positive and look on the bright side!

Chris

Sent from my iPhone

> On 21 Dec, 2013, at 7:07 am, Matt Lind  wrote:
> 
> My computer graphics career has circular logic.
>  
> My first computer was the Apple II when I was barely in grade school and had 
> to write commands to draw pictures like:
>  
> HLINE 60, 80
> COLOR=8
> RUN
>  
> In college I used the Amigas 500 thru 4000 systems with deluxe paint, video 
> toaster, DCTV, Lightwave 0.9, and so on, but just before graduation I had the 
> luxury of working with the ever popular Tandy TRS-80 for use with motion 
> control camera stands to do multi-planar and slit scans.  Caused so much 
> interference we couldn’t get reception on the boombox despite being located 
> only a few blocks away from the Sears Tower where the signals were broadcast.
>  
> http://en.wikipedia.org/wiki/TRS-80
>  
> Shortly after that I got my chance on the SGI with Softimage Creative 
> Environment 2.6
>  
>  
>  
>  
> Matt
>  
>  
>  
>  
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Lampi
> Sent: Friday, December 20, 2013 2:52 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: positivity
>  
> WICAT systems, System 300 and 150.
> http://bitsavers.trailing-edge.com/pdf/wicat/brochures/System_300_Brochure.pdf
> 
> 1988
> 
> I worked for a defense contractor making computer based training lessons for 
> a naval combat system.  It had vector graphics program, it had a 16 color 
> palette based on 4096 colors and one of 16 was used overlay laser disc video. 
> I didn't have a mouse or a gui. It was a command line interface, to activate 
> a drawing mode, cl - create line, cb- create box etc... I had to use the 
> arrow keys to move the cursor around to pin start and end points for 
> elements. I won't even get into what it took to do animation on it.
> 
> My boss was a 55 year old retired Master Chief from Texas who ate ramen 
> noodles every day for lunch and never washed his coffee cup, EVER. He told me 
> once that a graphic I was working on was wrong because it looked skewed if he 
> looked at the screen off center.
> 
> Good times.
> 
> Eric
> 
> Freelance 3D and VFX animator
> 
> http://vimeopro.com/user7979713/3d-work
>  
> 
> On Fri, Dec 20, 2013 at 5:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
>  wrote:
> I can say I miss the cheese and monkeys humor and do wonder what Porl is up 
> to these days.
> But as for old…. Maybe we should have a contest.
>  
> What’s the oldest computer graphics system you worked on, and the year?
> It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It just 
> had to be a computer than did any kind of graphics.
>  
> Takers?
>  
> --
> Joey Ponthieux
> __
> Opinions stated here-in are strictly those of the author and do not
> represent the opinions of NASA or any other party.
>  
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of 
> sc...@turbulenceffects.com
> Sent: Friday, December 20, 2013 2:24 PM
> To: softimage@listproc. autodesk. com
> Subject: Re: positivity
>  
> Ha ha yeah Ed, you're old. But dang, so am I. 
> 
> Sent from my HTC EVO 4G LTE exclusively from Sprint
> 
> - Reply message -
> From: "Ed Harriss" 
> To: "softimage@listproc.autodesk.com" 
> Subject: positivity
> Date: Fri, Dec 20, 2013 2:07 PM
> 
>  
> Maybe we need to go back to a multi-address list system like we had in the 
> old days. There was the discussion list, which was all 
> fun/monkeys/cheese/Porl and there was the Softimage list, which is pretty 
> much what we are using now. There were even other lists like eddie, particle, 
> etc.. (Yea, I’m old..) Anyway, we could have this list stay a Softimage list 
> and create another one for all the gloom and doom.
>  
> Perfect!
>  
> Now get to work Autodesk listproc person! ;)
> Thanks!
>  
> Happy Holidays!
> Ed “cheese and monkeys” Harriss
>  
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel
> Sent: Friday, December 20, 2013 1:33 PM
> To: Softimage List
> Subject: Re: positivity
>  
> Ha ha...Merry Christmas to all!!  LOL.  I'm not trying to start 
> anything...just want to see if I'm the only one hearing this.  I told the 
> guys that told me to go tell the people that said this to go F themselves for 
> what its worth.  It does piss me off to see rumors like this butI do sit 
> at home mostly working all day and night.  I don't get to mingle with my 
> peers as much as I used to so I didn't know if this may be old news or 
> something new.  Sounds bunk so I'll leave it at that :-)
>  
> Kris
> 
> On Fri, Dec 20, 2013 at 1:11 PM, Eric Thivierge  
> wrote:
> Only thing I have beef with myself is the thread hijacking that snowballs 
> i