Re: Non-destructive non-linearity

2014-03-22 Thread Jordi Bares
I will be preparing soon a tutorial of exactly that in Houdini, non linear 
workflow^10

;-)

Jb

Sent from my iPhone

> On 22 Mar 2014, at 12:56, olivier jeannel  wrote:
> 
> That's very hard to explain to people that are not "in it".  Every one will 
> say, go Max, go Maya that's   where the job is.
> But what about the pleasure of cleverness ? Using a complex progam, making 
> things talking to each others, building rules... Ahhh Xsi :)
> 
> Le 22/03/2014 13:46, Jordi Bares a écrit :
>> You are right, that has been pretty much my experience in every Maya  
>> project I have ever embarked on, "Simon the ogre" wasted so much time 
>> because Maya rigging issues it was unbelievable.
>> 
>> Unless some sort of miracle I don't see any future with Maya or Max so 
>> effectively I am even more committed to finding better approaches to 
>> modelling and animation.
>> 
>> It's a great opportunity too do let's see
>> 
>> Jb
>> 
>> 
>> Max is out of the question, so there is no option under AD roof.
>> 
>> 
>> Sent from my iPhone
>> 
>> On 22 Mar 2014, at 11:52, Aleksa Orlov  wrote:
>> 
>>> I don't like long-winded emotional eulogies. In the light of things, they 
>>> are a waste of time. I'm trying to figure out in what shape those two 
>>> abominations are now.
>>> 
>>> I was watching this video https://vimeo.com/88391123 and although it was 
>>> impressive, one moment in particular pierced right through my ears and 
>>> exploded in my head. At around 20 minute mark he says: "We had a bunch of 
>>> UV errors, the shaders were wrong, so the night before delivery, i had to 
>>> reconstruct the entire shot from scratch."
>>> 
>>> Now, I remember a situation we had when a fully rigged, fully animated 
>>> character in maya had to have some light modifications done to his topology 
>>> and UV's replaced. 
>>> 
>>> It. Was. Hell.
>>> 
>>> I don't know how we solved it. I think a person got involved, black magic 
>>> was used, i clearly remember a goat missing, etc. Granted, this was long 
>>> time ago - 2007ish i think. But for all its faults, i never recall a moment 
>>> when i had to get up from XSI and flat out smash my head with a brick. I 
>>> dread what lies ahead because non-destructiveness is a really low level 
>>> paradigm. I don't feel the two alternatives we are being pushed into have 
>>> the flexibility we got accustomed to.
>>> 
>>> Am i wrong about this?
> 


Re: Non-destructive non-linearity

2014-03-22 Thread Aleksa Orlov
I sometimes think we, as an industry, are just a bunch of masochists. Even
the guy on the video says he was stressed, sleep deprived but it's OK
because he got to do it all by himself. How on earth is that ok? It's ok
when you're doing some personal work, when a "project is a journey" as they
say. It can't be ok when there are people depending on you delivering
tomorrow morning!

I do not detest hard work. I detest surprises.


On Sat, Mar 22, 2014 at 1:56 PM, olivier jeannel wrote:

>  That's very hard to explain to people that are not "in it".  Every one
> will say, go Max, go Maya that's where the job is.
> But what about the pleasure of cleverness ? Using a complex progam, making
> things talking to each others, building rules... Ahhh Xsi :)
>
> Le 22/03/2014 13:46, Jordi Bares a écrit :
>
> You are right, that has been pretty much my experience in every Maya
>  project I have ever embarked on, "Simon the ogre" wasted so much time
> because Maya rigging issues it was unbelievable.
>
>  Unless some sort of miracle I don't see any future with Maya or Max so
> effectively I am even more committed to finding better approaches to
> modelling and animation.
>
>  It's a great opportunity too do let's see
>
>  Jb
>
>
>  Max is out of the question, so there is no option under AD roof.
>
>
> Sent from my iPhone
>
> On 22 Mar 2014, at 11:52, Aleksa Orlov  wrote:
>
>   I don't like long-winded emotional eulogies. In the light of things,
> they are a waste of time. I'm trying to figure out in what shape those two
> abominations are now.
>
>  I was watching this video https://vimeo.com/88391123 and although it was
> impressive, one moment in particular pierced right through my ears and
> exploded in my head. At around 20 minute mark he says: "We had a bunch of
> UV errors, the shaders were wrong, so the night before delivery, i had to
> reconstruct the entire shot from scratch."
>
>  Now, I remember a situation we had when a fully rigged, fully animated
> character in maya had to have some light modifications done to his topology
> and UV's replaced.
>
>  It. Was. Hell.
>
>  I don't know how we solved it. I think a person got involved, black
> magic was used, i clearly remember a goat missing, etc. Granted, this was
> long time ago - 2007ish i think. But for all its faults, i never recall a
> moment when i had to get up from XSI and flat out smash my head with a
> brick. I dread what lies ahead because non-destructiveness is a really low
> level paradigm. I don't feel the two alternatives we are being pushed into
> have the flexibility we got accustomed to.
>
>  Am i wrong about this?
>
>
>


Re: Non-destructive non-linearity

2014-03-22 Thread olivier jeannel
That's very hard to explain to people that are not "in it".  Every one 
will say, go Max, go Maya that's where the job is.
But what about the pleasure of cleverness ? Using a complex progam, 
making things talking to each others, building rules... Ahhh Xsi :)


Le 22/03/2014 13:46, Jordi Bares a écrit :
You are right, that has been pretty much my experience in every Maya 
 project I have ever embarked on, "Simon the ogre" wasted so much time 
because Maya rigging issues it was unbelievable.


Unless some sort of miracle I don't see any future with Maya or Max so 
effectively I am even more committed to finding better approaches to 
modelling and animation.


It's a great opportunity too do let's see

Jb


Max is out of the question, so there is no option under AD roof.


Sent from my iPhone

On 22 Mar 2014, at 11:52, Aleksa Orlov > wrote:


I don't like long-winded emotional eulogies. In the light of things, 
they are a waste of time. I'm trying to figure out in what shape 
those two abominations are now.


I was watching this video https://vimeo.com/88391123 and although it 
was impressive, one moment in particular pierced right through my 
ears and exploded in my head. At around 20 minute mark he says: "We 
had a bunch of UV errors, the shaders were wrong, so the night before 
delivery, i had to reconstruct the entire shot from scratch."


Now, I remember a situation we had when a fully rigged, fully 
animated character in maya had to have some light modifications done 
to his topology and UV's replaced.


It. Was. Hell.

I don't know how we solved it. I think a person got involved, black 
magic was used, i clearly remember a goat missing, etc. Granted, this 
was long time ago - 2007ish i think. But for all its faults, i never 
recall a moment when i had to get up from XSI and flat out smash my 
head with a brick. I dread what lies ahead because 
non-destructiveness is a really low level paradigm. I don't feel the 
two alternatives we are being pushed into have the flexibility we got 
accustomed to.


Am i wrong about this?




Re: Non-destructive non-linearity

2014-03-22 Thread Jordi Bares
You are right, that has been pretty much my experience in every Maya  project I 
have ever embarked on, "Simon the ogre" wasted so much time because Maya 
rigging issues it was unbelievable.

Unless some sort of miracle I don't see any future with Maya or Max so 
effectively I am even more committed to finding better approaches to modelling 
and animation.

It's a great opportunity too do let's see

Jb


Max is out of the question, so there is no option under AD roof.


Sent from my iPhone

> On 22 Mar 2014, at 11:52, Aleksa Orlov  wrote:
> 
> I don't like long-winded emotional eulogies. In the light of things, they are 
> a waste of time. I'm trying to figure out in what shape those two 
> abominations are now.
> 
> I was watching this video https://vimeo.com/88391123 and although it was 
> impressive, one moment in particular pierced right through my ears and 
> exploded in my head. At around 20 minute mark he says: "We had a bunch of UV 
> errors, the shaders were wrong, so the night before delivery, i had to 
> reconstruct the entire shot from scratch."
> 
> Now, I remember a situation we had when a fully rigged, fully animated 
> character in maya had to have some light modifications done to his topology 
> and UV's replaced. 
> 
> It. Was. Hell.
> 
> I don't know how we solved it. I think a person got involved, black magic was 
> used, i clearly remember a goat missing, etc. Granted, this was long time ago 
> - 2007ish i think. But for all its faults, i never recall a moment when i had 
> to get up from XSI and flat out smash my head with a brick. I dread what lies 
> ahead because non-destructiveness is a really low level paradigm. I don't 
> feel the two alternatives we are being pushed into have the flexibility we 
> got accustomed to.
> 
> Am i wrong about this?


Re: Non-destructive non-linearity

2014-03-22 Thread Mirko Jankovic
Not wrong at all.
I witness similar thing happened, replacing a bit of topology and UV on
rigged character
In a company full of Maya guys... it was nightmare they spent week on
that...
My bellowed Softimage... you are here to stay


On Sat, Mar 22, 2014 at 12:52 PM, Aleksa Orlov wrote:

> I don't like long-winded emotional eulogies. In the light of things, they
> are a waste of time. I'm trying to figure out in what shape those two
> abominations are now.
>
> I was watching this video https://vimeo.com/88391123 and although it was
> impressive, one moment in particular pierced right through my ears and
> exploded in my head. At around 20 minute mark he says: "We had a bunch of
> UV errors, the shaders were wrong, so the night before delivery, i had to
> reconstruct the entire shot from scratch."
>
> Now, I remember a situation we had when a fully rigged, fully animated
> character in maya had to have some light modifications done to his topology
> and UV's replaced.
>
> It. Was. Hell.
>
> I don't know how we solved it. I think a person got involved, black magic
> was used, i clearly remember a goat missing, etc. Granted, this was long
> time ago - 2007ish i think. But for all its faults, i never recall a moment
> when i had to get up from XSI and flat out smash my head with a brick. I
> dread what lies ahead because non-destructiveness is a really low level
> paradigm. I don't feel the two alternatives we are being pushed into have
> the flexibility we got accustomed to.
>
> Am i wrong about this?
>


Non-destructive non-linearity

2014-03-22 Thread Aleksa Orlov
I don't like long-winded emotional eulogies. In the light of things, they
are a waste of time. I'm trying to figure out in what shape those two
abominations are now.

I was watching this video https://vimeo.com/88391123 and although it was
impressive, one moment in particular pierced right through my ears and
exploded in my head. At around 20 minute mark he says: "We had a bunch of
UV errors, the shaders were wrong, so the night before delivery, i had to
reconstruct the entire shot from scratch."

Now, I remember a situation we had when a fully rigged, fully animated
character in maya had to have some light modifications done to his topology
and UV's replaced.

It. Was. Hell.

I don't know how we solved it. I think a person got involved, black magic
was used, i clearly remember a goat missing, etc. Granted, this was long
time ago - 2007ish i think. But for all its faults, i never recall a moment
when i had to get up from XSI and flat out smash my head with a brick. I
dread what lies ahead because non-destructiveness is a really low level
paradigm. I don't feel the two alternatives we are being pushed into have
the flexibility we got accustomed to.

Am i wrong about this?