Re: In case you missed it..

2012-09-11 Thread Halim Negadi

  Please AD, bring Soft back to a decent and fair exposure, at least
  closer to the one it deserves or sell it back if you're embarrassed.
  I'm sure there's a lot of interested and rich people who would buy it,
  you'll make money out of your 2008 deal and you'll make anger go down.



That, I think, will never happen, because AD did not buy Softimage for XSI
 but for the patents Softimage had over its technologies. Reselling
 Softimage would mean reselling the patents as well, and that is precisely
 what they want to avoid. Buying as much patents as possible is the only way
 to really shadow competitors.


I know Guy, I was trying to make some humor out of a dramatic situation
that's been going on for four years now. I remember you were saying that
the minute after the deal went down.

 Don't wait until someone comes up with a high performance DCC-like suite
 made with ../..

 That's why I keep on saying the 'true' solution will have to come up from
 the Open Source community. This is the only valid path. But it will take
 some time.


Once Blender will get rid of it's Z up and get it's interface a little
civilized, it's already mature enough to strike pretty hard. Performance
wise, it's already far ahead of any other DCC on the market. Unfortunately,
the foundation leadership hast it's obsessions and I think they stick on
some non-standard choices to kind of maintain the software a side of the
industry.


Softimage 2013 crowdfx character sample mesh?

2012-09-11 Thread Tim Leydecker

Hi guys,

can anyone of you share a *.fbx of one of the sample characters that
come with the 2013 Softimage release?

One of those from the video files, the marching Soldier or the Knight with 
ShieldSword?

I could use a template mesh to find out about the 
bindpose/T-Pose/Default-Stance they are in.

Are the rigs Motionbuilder defaults?

Cheers,

tim


Motionbuilder/Softimage default rig for MocapData slap-ons?

2012-09-11 Thread Tim Leydecker

Hi guys,


I´m poking through Motionbuilder currently, trying to find out
how to best set up a human biped rig that would let me easily
slap-on found footage MoCap data.

Do you guys have a good link to freeware Mocap sources?

What rig layout do you guys use to be most flexible?

Is there something like a default Motionbuilder rig I should
look into and if so, is it that what you´d suggest to base things on?

I´d like to end up with one rig (male/female) I can test human motion data on
and for building a library of slap-on motion.

Any specific tips or hints to a better approach?


Cheers,


tim



Re: In case you missed it..

2012-09-11 Thread Michal Doniec
On Mon, Sep 10, 2012 at 9:15 PM, Stefan Andersson sander...@gmail.com wrote:
 I don't know, it used to be something those marketing/pr people stay up at
 night and come up with those nifty slogans.

No, they just use this http://bullshitgenerator.blogspot.co.uk/

As far as discussion goes, it's very harmful marketing.
--
Michal
http://uk.linkedin.com/in/mdoniec


Re: Softimage 2013 crowdfx character sample mesh?

2012-09-11 Thread Tim Leydecker

Hey Eric,


I saw that demo video with that nice, bulky character put into a crowdfx scene 
a while back.
That was nice. Thanks for the indirect head-up on Species.

To be specify a bit better, I´m starting to toy with a Kinect for 
scanning/ZBrush/geometry data
but the added benefit would be to get some nice idling Mocap data off the 
Kinect as well.

I´d like to keep it simple and shrink that motion data into fitting/transfering 
onto a generic
Motionbuilder rig that ideally doesn´t need remapping onto every human biped I 
make/have.

Admittedly, I still know blip about how to correctly use Motionbuilders 
features to my advance.


Cheers,


tim



On 11.09.2012 11:27, Eric Thivierge wrote:

The docs should have all requirements stated in it and I don't believe you need 
a particular T pose as our Species Rigs aren't T pose by default and work 
seamlessly.


Eric Thivierge
http://www.ethivierge.com


On Tue, Sep 11, 2012 at 7:24 PM, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:

Hi guys,

can anyone of you share a *.fbx of one of the sample characters that
come with the 2013 Softimage release?

One of those from the video files, the marching Soldier or the Knight with 
ShieldSword?

I could use a template mesh to find out about the 
bindpose/T-Pose/Default-Stance they are in.

Are the rigs Motionbuilder defaults?

Cheers,

tim




Re: Motionbuilder/Softimage default rig for MocapData slap-ons?

2012-09-11 Thread Tim Leydecker

Hi Rob,

thanks! I haven´t touched the Softimage Animate menue much, especially in the 
last three years...

Completely missed Motor and the Actions library at my disposal. Just shows it´s 
always good to ask.

Those actions, what rig do they use?

I guess it´s that rig layout I´d like to add more Mocap data on in 
Motionbuilder?


Cheers,


tim





On 11.09.2012 11:44, Rob Chapman wrote:

Oh Motionbiulder ive not touched, but Ive seen plenty of demos of 'slapping' on 
mocap data with just default Softimage that its odd you don't know, but here 
you go , if you are not
aware of this already then its easy to show.

1. Get Primitive  Character  (Armoured guy, man or little dude works) they 
have to be set up for MOTOR or something with tags already
2. Animate  Tools  Motor  get motion
3. it usually points to C:\Program Files\Autodesk\Softimage 
XX\Data\XSI_SAMPLES\Actions
4. whole load of mocap data files converted to Motor already.

:)



On 11 September 2012 10:35, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:

Hi guys,


I´m poking through Motionbuilder currently, trying to find out
how to best set up a human biped rig that would let me easily
slap-on found footage MoCap data.

Do you guys have a good link to freeware Mocap sources?

What rig layout do you guys use to be most flexible?

Is there something like a default Motionbuilder rig I should
look into and if so, is it that what you´d suggest to base things on?

I´d like to end up with one rig (male/female) I can test human motion data 
on
and for building a library of slap-on motion.

Any specific tips or hints to a better approach?


Cheers,


tim




Re: In case you missed it..

2012-09-11 Thread Rob Chapman
If there is more profit to be made from Softimage from hiding it as a
general, competing against Max / Maya application and selling it as a
particle plugin why wouldnt they do it? this is what they have done since
the Suites brainiac idea, there is not a shred of evidence anywhere that
they tried to sell Softimage any other way. The same guys who came up with
that pie chart used similar bullshit logic to rationalise the position of
where Softimage should sit in the market.

And over the last 4 years Ive come to realise there is f*ck all we can do
about it apart from move on, continue the bitter taste with choices of
future applications that will no longer be Autodesk controlled.  next
software I try to learn/master is going to be either open source like Guy
says or will have some kind of contract or Acknowledgement that it will
*never* sell out to the likes of AD.

Software Tools for the users not for shareholder profits, this is the only
light at the end of this tunnel  - if such a thing can exist, am sure
Autodesk representatives will say otherwise.






On 11 September 2012 10:36, Michal Doniec doni...@gmail.com wrote:

 On Mon, Sep 10, 2012 at 9:15 PM, Stefan Andersson sander...@gmail.com
 wrote:
  I don't know, it used to be something those marketing/pr people stay up
 at
  night and come up with those nifty slogans.

 No, they just use this http://bullshitgenerator.blogspot.co.uk/

 As far as discussion goes, it's very harmful marketing.
 --
 Michal
 http://uk.linkedin.com/in/mdoniec



RE: Motionbuilder/Softimage default rig for MocapData slap-ons?

2012-09-11 Thread Sandy Sutherland
You can use any rig - as long as you can tag it - if you open the tag rig 
dialogue you will see what 'section' you need to tag.

S.
_
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za
_






From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Tim Leydecker 
[bauero...@gmx.de]
Sent: 11 September 2012 12:03
To: softimage@listproc.autodesk.com
Subject: Re: Motionbuilder/Softimage default rig for MocapData slap-ons?

Hi Rob,

thanks! I haven´t touched the Softimage Animate menue much, especially in the 
last three years...

Completely missed Motor and the Actions library at my disposal. Just shows it´s 
always good to ask.

Those actions, what rig do they use?

I guess it´s that rig layout I´d like to add more Mocap data on in 
Motionbuilder?


Cheers,


tim





On 11.09.2012 11:44, Rob Chapman wrote:
 Oh Motionbiulder ive not touched, but Ive seen plenty of demos of 'slapping' 
 on mocap data with just default Softimage that its odd you don't know, but 
 here you go , if you are not
 aware of this already then its easy to show.

 1. Get Primitive  Character  (Armoured guy, man or little dude works) they 
 have to be set up for MOTOR or something with tags already
 2. Animate  Tools  Motor  get motion
 3. it usually points to C:\Program Files\Autodesk\Softimage 
 XX\Data\XSI_SAMPLES\Actions
 4. whole load of mocap data files converted to Motor already.

 :)



 On 11 September 2012 10:35, Tim Leydecker bauero...@gmx.de 
 mailto:bauero...@gmx.de wrote:

 Hi guys,


 I´m poking through Motionbuilder currently, trying to find out
 how to best set up a human biped rig that would let me easily
 slap-on found footage MoCap data.

 Do you guys have a good link to freeware Mocap sources?

 What rig layout do you guys use to be most flexible?

 Is there something like a default Motionbuilder rig I should
 look into and if so, is it that what you´d suggest to base things on?

 I´d like to end up with one rig (male/female) I can test human motion 
 data on
 and for building a library of slap-on motion.

 Any specific tips or hints to a better approach?


 Cheers,


 tim





Re: Motionbuilder/Softimage default rig for MocapData slap-ons?

2012-09-11 Thread Tim Leydecker

O.k.

Here´s something back.

https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/cmu-bvh-conversion

aprox. free 2500 *.bvh files.


Get PrimitiveCharacterMotionBuiler Template


..

Sofar so good. I still haven´t looked into Motor´s tagging and checked if the
Motionbuilder Template comes tagged for Motor already but that´s a start. 
(Using 2012sp1)


Cheers,


tim




On 11.09.2012 12:03, Tim Leydecker wrote:

Hi Rob,

thanks! I haven´t touched the Softimage Animate menue much, especially in the 
last three years...

Completely missed Motor and the Actions library at my disposal. Just shows it´s 
always good to ask.

Those actions, what rig do they use?

I guess it´s that rig layout I´d like to add more Mocap data on in 
Motionbuilder?


Cheers,


tim





On 11.09.2012 11:44, Rob Chapman wrote:

Oh Motionbiulder ive not touched, but Ive seen plenty of demos of 'slapping' on 
mocap data with just default Softimage that its odd you don't know, but here 
you go , if you are not
aware of this already then its easy to show.

1. Get Primitive  Character  (Armoured guy, man or little dude works) they 
have to be set up for MOTOR or something with tags already
2. Animate  Tools  Motor  get motion
3. it usually points to C:\Program Files\Autodesk\Softimage 
XX\Data\XSI_SAMPLES\Actions
4. whole load of mocap data files converted to Motor already.

:)



On 11 September 2012 10:35, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:

Hi guys,


I´m poking through Motionbuilder currently, trying to find out
how to best set up a human biped rig that would let me easily
slap-on found footage MoCap data.

Do you guys have a good link to freeware Mocap sources?

What rig layout do you guys use to be most flexible?

Is there something like a default Motionbuilder rig I should
look into and if so, is it that what you´d suggest to base things on?

I´d like to end up with one rig (male/female) I can test human motion data 
on
and for building a library of slap-on motion.

Any specific tips or hints to a better approach?


Cheers,


tim






Re: Motionbuilder/Softimage default rig for MocapData slap-ons?

2012-09-11 Thread Rob Chapman
oh my walkthrough is for using the built in motor files only with one of
the pre tagged characters. If you want to use the BVH library you linked
you are better off just

FileImport Biovision file

then do your tag / rig linking afterwards..?

On 11 September 2012 12:48, Tim Leydecker bauero...@gmx.de wrote:

 Hi Chris,

 I get garbage when I try Rob´s walkthrough with the xsisamples actions and
 the armoured man?
 Both in 2012sp1 and 2012sap. nuked my prefs but no dice.

 The character is pushed and magled way off screen, looks hurt and that´s
 it.

 It would be nice if the Motionbuilder Template would be MOTOR tagged for
 *.bvh already
 to have something to derive/learn/transfer from.

 The COG/Pelvis/Spine tagging bit seems a bit foggy in the docs, too.


 Of course, I may do something wrong but it still seems not correct.

 I´m trying the MocaoToRig now, bvhMotionbuilder Template.


 Cheers,


 tim




 On 11.09.2012 12:55, Chris Chia wrote:

 Motor comes with support for the different XSI built in rig.
 Note: diff rigs might perform slightly different because of the
 difference in the tagging.

 Chris

 On 11 Sep, 2012, at 5:45 PM, Rob Chapman tekano@gmail.commailto:t
 **ekano@gmail.com tekano@gmail.com wrote:

 Oh Motionbiulder ive not touched, but Ive seen plenty of demos of
 'slapping' on mocap data with just default Softimage that its odd you don't
 know, but here you go , if you are not aware of this already then its easy
 to show.

 1. Get Primitive  Character  (Armoured guy, man or little dude works)
 they have to be set up for MOTOR or something with tags already
 2. Animate  Tools  Motor  get motion
 3. it usually points to C:\Program Files\Autodesk\Softimage
 XX\Data\XSI_SAMPLES\Actions
 4. whole load of mocap data files converted to Motor already.

 :)



 On 11 September 2012 10:35, Tim Leydecker bauero...@gmx.demailto:bauer*
 *o...@gmx.de bauero...@gmx.de wrote:
 Hi guys,


 I´m poking through Motionbuilder currently, trying to find out
 how to best set up a human biped rig that would let me easily
 slap-on found footage MoCap data.

 Do you guys have a good link to freeware Mocap sources?

 What rig layout do you guys use to be most flexible?

 Is there something like a default Motionbuilder rig I should
 look into and if so, is it that what you´d suggest to base things on?

 I´d like to end up with one rig (male/female) I can test human motion
 data on
 and for building a library of slap-on motion.

 Any specific tips or hints to a better approach?


 Cheers,


 tim





Re: Motionbuilder/Softimage default rig for MocapData slap-ons?

2012-09-11 Thread Stephen Blair
Maybe this?
http://xsisupport.com/2011/02/24/motor-load-motion-malfunction/

On Tue, Sep 11, 2012 at 7:48 AM, Tim Leydecker bauero...@gmx.de wrote:

 Hi Chris,

 I get garbage when I try Rob´s walkthrough with the xsisamples actions and
 the armoured man?
 Both in 2012sp1 and 2012sap. nuked my prefs but no dice.

 The character is pushed and magled way off screen, looks hurt and that´s
 it.

 It would be nice if the Motionbuilder Template would be MOTOR tagged for
 *.bvh already
 to have something to derive/learn/transfer from.

 The COG/Pelvis/Spine tagging bit seems a bit foggy in the docs, too.


 Of course, I may do something wrong but it still seems not correct.

 I´m trying the MocaoToRig now, bvhMotionbuilder Template.


 Cheers,


 tim



 On 11.09.2012 12:55, Chris Chia wrote:

 Motor comes with support for the different XSI built in rig.
 Note: diff rigs might perform slightly different because of the
 difference in the tagging.

 Chris

 On 11 Sep, 2012, at 5:45 PM, Rob Chapman tekano@gmail.commailto:t
 **ekano@gmail.com tekano@gmail.com wrote:

 Oh Motionbiulder ive not touched, but Ive seen plenty of demos of
 'slapping' on mocap data with just default Softimage that its odd you don't
 know, but here you go , if you are not aware of this already then its easy
 to show.

 1. Get Primitive  Character  (Armoured guy, man or little dude works)
 they have to be set up for MOTOR or something with tags already
 2. Animate  Tools  Motor  get motion
 3. it usually points to C:\Program Files\Autodesk\Softimage
 XX\Data\XSI_SAMPLES\Actions
 4. whole load of mocap data files converted to Motor already.

 :)



 On 11 September 2012 10:35, Tim Leydecker bauero...@gmx.demailto:bauer*
 *o...@gmx.de bauero...@gmx.de wrote:
 Hi guys,


 I´m poking through Motionbuilder currently, trying to find out
 how to best set up a human biped rig that would let me easily
 slap-on found footage MoCap data.

 Do you guys have a good link to freeware Mocap sources?

 What rig layout do you guys use to be most flexible?

 Is there something like a default Motionbuilder rig I should
 look into and if so, is it that what you´d suggest to base things on?

 I´d like to end up with one rig (male/female) I can test human motion
 data on
 and for building a library of slap-on motion.

 Any specific tips or hints to a better approach?


 Cheers,


 tim





Re: Motionbuilder/Softimage default rig for MocapData slap-ons?

2012-09-11 Thread Tim Leydecker

Bingo.

Steve, Thank you. That´s it.

Arghh. The second time you point this out to me, if i recall correctly.

Nice little fuck up ,/.  Gives alot of frustration to start the day with...

I´ll miss you even more when I´m finished transfering to win7 and need
to go through licensing setup and license transfer...


Cheers,


tim




On 11.09.2012 14:10, Stephen Blair wrote:

Maybe this?
http://xsisupport.com/2011/02/24/motor-load-motion-malfunction/

On Tue, Sep 11, 2012 at 7:48 AM, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:

Hi Chris,

I get garbage when I try Rob´s walkthrough with the xsisamples actions and 
the armoured man?
Both in 2012sp1 and 2012sap. nuked my prefs but no dice.

The character is pushed and magled way off screen, looks hurt and that´s it.

It would be nice if the Motionbuilder Template would be MOTOR tagged for 
*.bvh already
to have something to derive/learn/transfer from.

The COG/Pelvis/Spine tagging bit seems a bit foggy in the docs, too.


Of course, I may do something wrong but it still seems not correct.

I´m trying the MocaoToRig now, bvhMotionbuilder Template.


Cheers,


tim



On 11.09.2012 12:55, Chris Chia wrote:

Motor comes with support for the different XSI built in rig.
Note: diff rigs might perform slightly different because of the 
difference in the tagging.

Chris

On 11 Sep, 2012, at 5:45 PM, Rob Chapman tekano@gmail.com 
mailto:tekano@gmail.commailto:t__ekano@gmail.com mailto:tekano@gmail.com 
wrote:

Oh Motionbiulder ive not touched, but Ive seen plenty of demos of 
'slapping' on mocap data with just default Softimage that its odd you don't 
know, but here you go , if you
are not aware of this already then its easy to show.

1. Get Primitive  Character  (Armoured guy, man or little dude works) 
they have to be set up for MOTOR or something with tags already
2. Animate  Tools  Motor  get motion
3. it usually points to C:\Program Files\Autodesk\Softimage 
XX\Data\XSI_SAMPLES\Actions
4. whole load of mocap data files converted to Motor already.

:)



On 11 September 2012 10:35, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.demailto:bauer__o...@gmx.de mailto:bauero...@gmx.de 
wrote:
Hi guys,


I´m poking through Motionbuilder currently, trying to find out
how to best set up a human biped rig that would let me easily
slap-on found footage MoCap data.

Do you guys have a good link to freeware Mocap sources?

What rig layout do you guys use to be most flexible?

Is there something like a default Motionbuilder rig I should
look into and if so, is it that what you´d suggest to base things on?

I´d like to end up with one rig (male/female) I can test human motion 
data on
and for building a library of slap-on motion.

Any specific tips or hints to a better approach?


Cheers,


tim





Re: Motionbuilder/Softimage default rig for MocapData slap-ons?

2012-09-11 Thread Tim Leydecker

,/. change fixes my garbled result but how do I get the imported Motor file
to show up as an action?

I thought you do the following:

*Tag your target rig
*Import *.bvh
*Mocap to Rig using Tags for both the *.bvh skeleton and the target rig
*get bvh mocap data as an new action loaded into the animation mixer?

no?

do i need to plot the motor file?

why isn´t it an action clip?

cheers,


tim



On 11.09.2012 14:26, Tim Leydecker wrote:

Bingo.

Steve, Thank you. That´s it.

Arghh. The second time you point this out to me, if i recall correctly.

Nice little fuck up ,/.  Gives alot of frustration to start the day with...

I´ll miss you even more when I´m finished transfering to win7 and need
to go through licensing setup and license transfer...


Cheers,


tim




On 11.09.2012 14:10, Stephen Blair wrote:

Maybe this?
http://xsisupport.com/2011/02/24/motor-load-motion-malfunction/

On Tue, Sep 11, 2012 at 7:48 AM, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:

Hi Chris,

I get garbage when I try Rob´s walkthrough with the xsisamples actions and 
the armoured man?
Both in 2012sp1 and 2012sap. nuked my prefs but no dice.

The character is pushed and magled way off screen, looks hurt and that´s it.

It would be nice if the Motionbuilder Template would be MOTOR tagged for 
*.bvh already
to have something to derive/learn/transfer from.

The COG/Pelvis/Spine tagging bit seems a bit foggy in the docs, too.


Of course, I may do something wrong but it still seems not correct.

I´m trying the MocaoToRig now, bvhMotionbuilder Template.


Cheers,


tim



On 11.09.2012 12:55, Chris Chia wrote:

Motor comes with support for the different XSI built in rig.
Note: diff rigs might perform slightly different because of the 
difference in the tagging.

Chris

On 11 Sep, 2012, at 5:45 PM, Rob Chapman tekano@gmail.com 
mailto:tekano@gmail.commailto:t__ekano@gmail.com mailto:tekano@gmail.com 
wrote:

Oh Motionbiulder ive not touched, but Ive seen plenty of demos of 
'slapping' on mocap data with just default Softimage that its odd you don't 
know, but here you go , if you
are not aware of this already then its easy to show.

1. Get Primitive  Character  (Armoured guy, man or little dude works) 
they have to be set up for MOTOR or something with tags already
2. Animate  Tools  Motor  get motion
3. it usually points to C:\Program Files\Autodesk\Softimage 
XX\Data\XSI_SAMPLES\Actions
4. whole load of mocap data files converted to Motor already.

:)



On 11 September 2012 10:35, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.demailto:bauer__o...@gmx.de mailto:bauero...@gmx.de 
wrote:
Hi guys,


I´m poking through Motionbuilder currently, trying to find out
how to best set up a human biped rig that would let me easily
slap-on found footage MoCap data.

Do you guys have a good link to freeware Mocap sources?

What rig layout do you guys use to be most flexible?

Is there something like a default Motionbuilder rig I should
look into and if so, is it that what you´d suggest to base things on?

I´d like to end up with one rig (male/female) I can test human motion 
data on
and for building a library of slap-on motion.

Any specific tips or hints to a better approach?


Cheers,


tim







Re: Motionbuilder/Softimage default rig for MocapData slap-ons?

2012-09-11 Thread Tim Leydecker

Ahh.

Actionplot to Fcurves using a loaded *.motor file gives me a new action
to drag into the mixer.

Reality check:

I want to abuse an exisiting Softimage rig to preview-envelope my human meshes 
onto,
ideally using one allready tagged for Motor.

Which one would you suggest, the biped rig, the armoured man or any of the 
others?

This way I would have to only once create a tagtemplate for *.bvh import...


Cheers,


tim



On 11.09.2012 15:33, Tim Leydecker wrote:

,/. change fixes my garbled result but how do I get the imported Motor file
to show up as an action?

I thought you do the following:

*Tag your target rig
*Import *.bvh
*Mocap to Rig using Tags for both the *.bvh skeleton and the target rig
*get bvh mocap data as an new action loaded into the animation mixer?

no?

do i need to plot the motor file?

why isn´t it an action clip?

cheers,


tim



On 11.09.2012 14:26, Tim Leydecker wrote:

Bingo.

Steve, Thank you. That´s it.

Arghh. The second time you point this out to me, if i recall correctly.

Nice little fuck up ,/.  Gives alot of frustration to start the day with...

I´ll miss you even more when I´m finished transfering to win7 and need
to go through licensing setup and license transfer...


Cheers,


tim




On 11.09.2012 14:10, Stephen Blair wrote:

Maybe this?
http://xsisupport.com/2011/02/24/motor-load-motion-malfunction/

On Tue, Sep 11, 2012 at 7:48 AM, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:

Hi Chris,

I get garbage when I try Rob´s walkthrough with the xsisamples actions and 
the armoured man?
Both in 2012sp1 and 2012sap. nuked my prefs but no dice.

The character is pushed and magled way off screen, looks hurt and that´s it.

It would be nice if the Motionbuilder Template would be MOTOR tagged for 
*.bvh already
to have something to derive/learn/transfer from.

The COG/Pelvis/Spine tagging bit seems a bit foggy in the docs, too.


Of course, I may do something wrong but it still seems not correct.

I´m trying the MocaoToRig now, bvhMotionbuilder Template.


Cheers,


tim



On 11.09.2012 12:55, Chris Chia wrote:

Motor comes with support for the different XSI built in rig.
Note: diff rigs might perform slightly different because of the 
difference in the tagging.

Chris

On 11 Sep, 2012, at 5:45 PM, Rob Chapman tekano@gmail.com 
mailto:tekano@gmail.commailto:t__ekano@gmail.com mailto:tekano@gmail.com 
wrote:

Oh Motionbiulder ive not touched, but Ive seen plenty of demos of 
'slapping' on mocap data with just default Softimage that its odd you don't 
know, but here you go , if you
are not aware of this already then its easy to show.

1. Get Primitive  Character  (Armoured guy, man or little dude works) 
they have to be set up for MOTOR or something with tags already
2. Animate  Tools  Motor  get motion
3. it usually points to C:\Program Files\Autodesk\Softimage 
XX\Data\XSI_SAMPLES\Actions
4. whole load of mocap data files converted to Motor already.

:)



On 11 September 2012 10:35, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.demailto:bauer__o...@gmx.de mailto:bauero...@gmx.de 
wrote:
Hi guys,


I´m poking through Motionbuilder currently, trying to find out
how to best set up a human biped rig that would let me easily
slap-on found footage MoCap data.

Do you guys have a good link to freeware Mocap sources?

What rig layout do you guys use to be most flexible?

Is there something like a default Motionbuilder rig I should
look into and if so, is it that what you´d suggest to base things on?

I´d like to end up with one rig (male/female) I can test human motion 
data on
and for building a library of slap-on motion.

Any specific tips or hints to a better approach?


Cheers,


tim









New Softimage PM

2012-09-11 Thread Adam Seeley
Ah, a direct line...


http://area.autodesk.com/blogs/cory/re-introducing-myself


Adam.


VRay demo in Germany, 28th September

2012-09-11 Thread Kamen Lilov

Hey everyone --

Just wanted to announce that me and Mihail Djurev from Chaos will be 
presenting some cool features of VRay for Softimage:


http://newsletters.chaosgroup.com/newsletters/preview/160

... this year's usergroup meeting will be held on September 28th in 
Siegen, Germany, but - for the first time - will be an English-language 
event. The list of presenters is also impressive!


http://www.softimage-uebertage.de/pages/start.php?lang=DE


We will also provide a 25% discount on VRay | SI licenses (only valid 
for event participants)


Hope to see as many of you there as possible. Cudos to Oliver Weingarten 
for all the work he's putting into organizing this!




Re: Motionbuilder/Softimage default rig for MocapData slap-ons?

2012-09-11 Thread Adam Sale
hey Tim.. far as I remember you can export a tagTemplate for reimport onto
other characters..

On Tue, Sep 11, 2012 at 7:18 AM, Tim Leydecker bauero...@gmx.de wrote:

 Ahh.

 Actionplot to Fcurves using a loaded *.motor file gives me a new action
 to drag into the mixer.

 Reality check:

 I want to abuse an exisiting Softimage rig to preview-envelope my human
 meshes onto,
 ideally using one allready tagged for Motor.

 Which one would you suggest, the biped rig, the armoured man or any of the
 others?

 This way I would have to only once create a tagtemplate for *.bvh import...


 Cheers,


 tim




 On 11.09.2012 15:33, Tim Leydecker wrote:

 ,/. change fixes my garbled result but how do I get the imported Motor
 file
 to show up as an action?

 I thought you do the following:

 *Tag your target rig
 *Import *.bvh
 *Mocap to Rig using Tags for both the *.bvh skeleton and the target rig
 *get bvh mocap data as an new action loaded into the animation mixer?

 no?

 do i need to plot the motor file?

 why isn愒 it an action clip?

 cheers,


 tim



 On 11.09.2012 14:26, Tim Leydecker wrote:

 Bingo.

 Steve, Thank you. That愀 it.

 Arghh. The second time you point this out to me, if i recall correctly.

 Nice little fuck up ,/.  Gives alot of frustration to start the day
 with...

 I惻l miss you even more when I惴 finished transfering to win7 and need
 to go through licensing setup and license transfer...


 Cheers,


 tim




 On 11.09.2012 14:10, Stephen Blair wrote:

 Maybe this?
 http://xsisupport.com/2011/02/**24/motor-load-motion-**malfunction/http://xsisupport.com/2011/02/24/motor-load-motion-malfunction/

 On Tue, Sep 11, 2012 at 7:48 AM, Tim Leydecker bauero...@gmx.demailto:
 bauero...@gmx.de wrote:

 Hi Chris,

 I get garbage when I try Rob愀 walkthrough with the xsisamples
 actions and the armoured man?
 Both in 2012sp1 and 2012sap. nuked my prefs but no dice.

 The character is pushed and magled way off screen, looks hurt and
 that愀 it.

 It would be nice if the Motionbuilder Template would be MOTOR
 tagged for *.bvh already
 to have something to derive/learn/transfer from.

 The COG/Pelvis/Spine tagging bit seems a bit foggy in the docs, too.


 Of course, I may do something wrong but it still seems not correct.

 I惴 trying the MocaoToRig now, bvhMotionbuilder Template.


 Cheers,


 tim



 On 11.09.2012 12:55, Chris Chia wrote:

 Motor comes with support for the different XSI built in rig.
 Note: diff rigs might perform slightly different because of the
 difference in the tagging.

 Chris

 On 11 Sep, 2012, at 5:45 PM, Rob Chapman 
 tekano@gmail.com mailto:tekano@gmail.com**mailto:
 t__ekano@gmail.com mailto:tekano@gmail.com** wrote:

 Oh Motionbiulder ive not touched, but Ive seen plenty of demos
 of 'slapping' on mocap data with just default Softimage that its odd you
 don't know, but here you go , if you
 are not aware of this already then its easy to show.

 1. Get Primitive  Character  (Armoured guy, man or little
 dude works) they have to be set up for MOTOR or something with tags already
 2. Animate  Tools  Motor  get motion
 3. it usually points to C:\Program Files\Autodesk\Softimage
 XX\Data\XSI_SAMPLES\Actions
 4. whole load of mocap data files converted to Motor already.

 :)



 On 11 September 2012 10:35, Tim Leydecker bauero...@gmx.demailto:
 bauero...@gmx.de**mailto:bauer__o...@gmx.de mailto:bauero...@gmx.de
 wrote:
 Hi guys,


 I惴 poking through Motionbuilder currently, trying to find out
 how to best set up a human biped rig that would let me easily
 slap-on found footage MoCap data.

 Do you guys have a good link to freeware Mocap sources?

 What rig layout do you guys use to be most flexible?

 Is there something like a default Motionbuilder rig I should
 look into and if so, is it that what you悲 suggest to base
 things on?

 I悲 like to end up with one rig (male/female) I can test human
 motion data on
 and for building a library of slap-on motion.

 Any specific tips or hints to a better approach?


 Cheers,


 tim








RE: Motionbuilder/Softimage default rig for MocapData slap-ons?

2012-09-11 Thread Sandy Sutherland
You can indeed.

S.

_
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za
_





From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Adam Sale 
[adamfs...@gmail.com]
Sent: 11 September 2012 18:03
To: softimage@listproc.autodesk.com
Subject: Re: Motionbuilder/Softimage default rig for MocapData slap-ons?

hey Tim.. far as I remember you can export a tagTemplate for reimport onto 
other characters..

On Tue, Sep 11, 2012 at 7:18 AM, Tim Leydecker 
bauero...@gmx.demailto:bauero...@gmx.de wrote:
Ahh.

Actionplot to Fcurves using a loaded *.motor file gives me a new action
to drag into the mixer.

Reality check:

I want to abuse an exisiting Softimage rig to preview-envelope my human meshes 
onto,
ideally using one allready tagged for Motor.

Which one would you suggest, the biped rig, the armoured man or any of the 
others?

This way I would have to only once create a tagtemplate for *.bvh import...


Cheers,


tim




On 11.09.2012 15:33, Tim Leydecker wrote:
,/. change fixes my garbled result but how do I get the imported Motor file
to show up as an action?

I thought you do the following:

*Tag your target rig
*Import *.bvh
*Mocap to Rig using Tags for both the *.bvh skeleton and the target rig
*get bvh mocap data as an new action loaded into the animation mixer?

no?

do i need to plot the motor file?

why isn愒 it an action clip?

cheers,


tim



On 11.09.2012 14:26, Tim Leydecker wrote:
Bingo.

Steve, Thank you. That愀 it.

Arghh. The second time you point this out to me, if i recall correctly.

Nice little fuck up ,/.  Gives alot of frustration to start the day with...

I惻l miss you even more when I惴 finished transfering to win7 and need
to go through licensing setup and license transfer...


Cheers,


tim




On 11.09.2012 14:10, Stephen Blair wrote:
Maybe this?
http://xsisupport.com/2011/02/24/motor-load-motion-malfunction/

On Tue, Sep 11, 2012 at 7:48 AM, Tim Leydecker 
bauero...@gmx.demailto:bauero...@gmx.de 
mailto:bauero...@gmx.demailto:bauero...@gmx.de wrote:

Hi Chris,

I get garbage when I try Rob愀 walkthrough with the xsisamples actions and 
the armoured man?
Both in 2012sp1 and 2012sap. nuked my prefs but no dice.

The character is pushed and magled way off screen, looks hurt and that愀 it.

It would be nice if the Motionbuilder Template would be MOTOR tagged for 
*.bvh already
to have something to derive/learn/transfer from.

The COG/Pelvis/Spine tagging bit seems a bit foggy in the docs, too.


Of course, I may do something wrong but it still seems not correct.

I惴 trying the MocaoToRig now, bvhMotionbuilder Template.


Cheers,


tim



On 11.09.2012 12:55, Chris Chia wrote:

Motor comes with support for the different XSI built in rig.
Note: diff rigs might perform slightly different because of the 
difference in the tagging.

Chris

On 11 Sep, 2012, at 5:45 PM, Rob Chapman 
tekano@gmail.commailto:tekano@gmail.com 
mailto:tekano@gmail.commailto:tekano@gmail.commailto:t__ekano@gmail.commailto:t__ekano@gmail.com
 mailto:tekano@gmail.commailto:tekano@gmail.com wrote:

Oh Motionbiulder ive not touched, but Ive seen plenty of demos of 
'slapping' on mocap data with just default Softimage that its odd you don't 
know, but here you go , if you
are not aware of this already then its easy to show.

1. Get Primitive  Character  (Armoured guy, man or little dude works) 
they have to be set up for MOTOR or something with tags already
2. Animate  Tools  Motor  get motion
3. it usually points to C:\Program Files\Autodesk\Softimage 
XX\Data\XSI_SAMPLES\Actions
4. whole load of mocap data files converted to Motor already.

:)



On 11 September 2012 10:35, Tim Leydecker 
bauero...@gmx.demailto:bauero...@gmx.de 
mailto:bauero...@gmx.demailto:bauero...@gmx.demailto:bauer__o...@gmx.demailto:bauer__o...@gmx.de
 mailto:bauero...@gmx.demailto:bauero...@gmx.de wrote:
Hi guys,


I惴 poking through Motionbuilder currently, trying to find out
how to best set up a human biped rig that would let me easily
slap-on found footage MoCap data.

Do you guys have a good link to freeware Mocap sources?

What rig layout do you guys use to be most flexible?

Is there something like a default Motionbuilder rig I should
look into and if so, is it that what you悲 suggest to base things on?

I悲 like to end up with one rig (male/female) I can test human motion 
data on
and for building a library of slap-on motion.

Any specific tips or hints to a better approach?


Cheers,


tim








Re: VRay demo in Germany, 28th September

2012-09-11 Thread Adam Sale
I don't see any word of the RT viewer in the news letter. Any update on the
status of this? Crossing fingers...

On Tue, Sep 11, 2012 at 8:33 AM, Kamen Lilov kamen.li...@chaosgroup.comwrote:

 Hey everyone --

 Just wanted to announce that me and Mihail Djurev from Chaos will be
 presenting some cool features of VRay for Softimage:

 http://newsletters.chaosgroup.**com/newsletters/preview/160http://newsletters.chaosgroup.com/newsletters/preview/160

 ... this year's usergroup meeting will be held on September 28th in
 Siegen, Germany, but - for the first time - will be an English-language
 event. The list of presenters is also impressive!

 http://www.softimage-**uebertage.de/pages/start.php?**lang=DEhttp://www.softimage-uebertage.de/pages/start.php?lang=DE


 We will also provide a 25% discount on VRay | SI licenses (only valid for
 event participants)

 Hope to see as many of you there as possible. Cudos to Oliver Weingarten
 for all the work he's putting into organizing this!




Re: VRay demo in Germany, 28th September

2012-09-11 Thread Steven Caron
yes cudos to Oliver! and thanks to you guys for continue to push your
plugin for softimage. i am US bound so you wont see me, but i will see you
on the recordings afterwards.

On Tue, Sep 11, 2012 at 8:33 AM, Kamen Lilov kamen.li...@chaosgroup.comwrote:

 Cudos to Oliver Weingarten for all the work he's putting into organizing
 this!




RE: VRay demo in Germany, 28th September

2012-09-11 Thread Manuel Huertas Marchena

 ...Also looking forward to RT version, that ll be awesome!




Manuel Huertas Marchena
www.envmanu.carbonmade.com



From: adamfs...@gmail.com
Date: Tue, 11 Sep 2012 10:03:26 -0700
Subject: Re: VRay demo in Germany, 28th September
To: softimage@listproc.autodesk.com

I don't see any word of the RT viewer in the news letter. Any update on the 
status of this? Crossing fingers... 

On Tue, Sep 11, 2012 at 8:33 AM, Kamen Lilov kamen.li...@chaosgroup.com wrote:


Hey everyone --



Just wanted to announce that me and Mihail Djurev from Chaos will be presenting 
some cool features of VRay for Softimage:



http://newsletters.chaosgroup.com/newsletters/preview/160



... this year's usergroup meeting will be held on September 28th in Siegen, 
Germany, but - for the first time - will be an English-language event. The list 
of presenters is also impressive!



http://www.softimage-uebertage.de/pages/start.php?lang=DE





We will also provide a 25% discount on VRay | SI licenses (only valid for event 
participants)



Hope to see as many of you there as possible. Cudos to Oliver Weingarten for 
all the work he's putting into organizing this!




  

Re: Motionbuilder/Softimage default rig for MocapData slap-ons?

2012-09-11 Thread Tim Leydecker
Thanks guys.

Yes, once the MotionBuilder Template Rig is tagged, one can save that 
tagtemplate and re-use it.

Do you guys have recommendations for using the Biped or the Armored Guy or any 
of the other
existing rigs as a (tagged) base to envelope other characters to?

I′d like to do the following:

*Create Motor Tagtemplate for Motionbuilder Template rig
*Create Motor Tagtemplate for *.bvh rig
*Re-Use existing Softimage rig (preserving Motortags) to envelope my own human 
male meshes onto without
 having to create a functional rig from scratch.
*Use *.bvh files to drive Motionbuilder Template rig inside Softimage
*Use *.bvh files to drive Motionbuilder rig in Motionbuilder
*Use *motor files to drive generic rig (from point 3) using both *.bvh and 
*.fbx files

I′m unsure which of the existing Softimage rigs I should use as a base, mostly 
because I want to
avoid breaking/having to re-create a working MotorTagging or ending up with a 
broken rig to
start with?

I suck at rigging and don′t know if the Rigbuilder in Softimage would give me 
working rig or
if it still has problems (I remember something was logged broken here, a 
constraint or
upvector or roll or something...)


Cheers,


tim



On 11.09.2012 18:27, Sandy Sutherland wrote:
 You can indeed.
 
 S.
 
 _
 Sandy Sutherland
 Technical Supervisor
 sandy.sutherl...@triggerfish.co.za
 _
 
 
 
 
 
 *From:* softimage-boun...@listproc.autodesk.com 
 [softimage-boun...@listproc.autodesk.com] on behalf of Adam Sale 
 [adamfs...@gmail.com]
 *Sent:* 11 September 2012 18:03
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Motionbuilder/Softimage default rig for MocapData slap-ons?
 
 hey Tim.. far as I remember you can export a tagTemplate for reimport onto 
 other characters..
 
 On Tue, Sep 11, 2012 at 7:18 AM, Tim Leydecker bauero...@gmx.de 
 mailto:bauero...@gmx.de wrote:
 
 Ahh.
 
 Actionplot to Fcurves using a loaded *.motor file gives me a new action
 to drag into the mixer.
 
 Reality check:
 
 I want to abuse an exisiting Softimage rig to preview-envelope my human 
 meshes onto,
 ideally using one allready tagged for Motor.
 
 Which one would you suggest, the biped rig, the armoured man or any of 
 the others?
 
 This way I would have to only once create a tagtemplate for *.bvh 
 import...
 
 
 Cheers,
 
 
 tim
 
 
 
 
 On 11.09.2012 15:33, Tim Leydecker wrote:
 
 ,/. change fixes my garbled result but how do I get the imported 
 Motor file
 to show up as an action?
 
 I thought you do the following:
 
 *Tag your target rig
 *Import *.bvh
 *Mocap to Rig using Tags for both the *.bvh skeleton and the target 
 rig
 *get bvh mocap data as an new action loaded into the animation mixer?
 
 no?
 
 do i need to plot the motor file?
 
 why isn愒 it an action clip?
 
 cheers,
 
 
 tim
 
 
 
 On 11.09.2012 14:26, Tim Leydecker wrote:
 
 Bingo.
 
 Steve, Thank you. That愀 it.
 
 Arghh. The second time you point this out to me, if i recall 
 correctly.
 
 Nice little fuck up ,/.  Gives alot of frustration to start the 
 day with...
 
 I惻l miss you even more when I惴 finished transfering to win7 and 
 need
 to go through licensing setup and license transfer...
 
 
 Cheers,
 
 
 tim
 
 
 
 
 On 11.09.2012 14:10, Stephen Blair wrote:
 
 Maybe this?
 
 http://xsisupport.com/2011/02/__24/motor-load-motion-__malfunction/ 
 http://xsisupport.com/2011/02/24/motor-load-motion-malfunction/
 
 On Tue, Sep 11, 2012 at 7:48 AM, Tim Leydecker 
 bauero...@gmx.de mailto:bauero...@gmx.de mailto:bauero...@gmx.de 
 mailto:bauero...@gmx.de wrote:
 
  Hi Chris,
 
  I get garbage when I try Rob愀 walkthrough with the 
 xsisamples actions and the armoured man?
  Both in 2012sp1 and 2012sap. nuked my prefs but no dice.
 
  The character is pushed and magled way off screen, looks 
 hurt and that愀 it.
 
  It would be nice if the Motionbuilder Template would be 
 MOTOR tagged for *.bvh already
  to have something to derive/learn/transfer from.
 
  The COG/Pelvis/Spine tagging bit seems a bit foggy in 
 the docs, too.
 
 
  Of course, I may do something wrong but it still seems 
 not correct.
 
  I惴 trying the MocaoToRig now, bvhMotionbuilder Template.
 
 
  Cheers,
 
 
  tim
 
 
 
  On 11.09.2012 12:55, Chris Chia 

Re: VRay demo in Germany, 28th September

2012-09-11 Thread Adam Sale
yup. I envy Vray in Maya for that..

On Tue, Sep 11, 2012 at 10:15 AM, Manuel Huertas Marchena 
lito...@hotmail.com wrote:


  ...Also looking forward to RT version, that ll be awesome!



 *
 *
 *Manuel Huertas* *Marchena*
 www.envmanu.carbonmade.com



 --
 From: adamfs...@gmail.com
 Date: Tue, 11 Sep 2012 10:03:26 -0700
 Subject: Re: VRay demo in Germany, 28th September
 To: softimage@listproc.autodesk.com


 I don't see any word of the RT viewer in the news letter. Any update on
 the status of this? Crossing fingers...

 On Tue, Sep 11, 2012 at 8:33 AM, Kamen Lilov 
 kamen.li...@chaosgroup.comwrote:

 Hey everyone --

 Just wanted to announce that me and Mihail Djurev from Chaos will be
 presenting some cool features of VRay for Softimage:

 http://newsletters.chaosgroup.**com/newsletters/preview/160http://newsletters.chaosgroup.com/newsletters/preview/160

 ... this year's usergroup meeting will be held on September 28th in
 Siegen, Germany, but - for the first time - will be an English-language
 event. The list of presenters is also impressive!

 http://www.softimage-**uebertage.de/pages/start.php?**lang=DEhttp://www.softimage-uebertage.de/pages/start.php?lang=DE


 We will also provide a 25% discount on VRay | SI licenses (only valid for
 event participants)

 Hope to see as many of you there as possible. Cudos to Oliver Weingarten
 for all the work he's putting into organizing this!





Re: Motionbuilder/Softimage default rig for MocapData slap-ons?

2012-09-11 Thread Adam Sale
For the legs at least, i think it partly depends on if the rigs you plan on
implementing use footroll or not. The basic biped doesn't, while armored
guy does. Depending on how the character is rigged, I can see the templates
being slightly different, even if you typically use characters that have a
footroll. So, it really depends.

On Tue, Sep 11, 2012 at 11:02 AM, Tim Leydecker bauero...@gmx.de wrote:

 Thanks guys.

 Yes, once the MotionBuilder Template Rig is tagged, one can save that
 tagtemplate and re-use it.

 Do you guys have recommendations for using the Biped or the Armored Guy or
 any of the other
 existing rigs as a (tagged) base to envelope other characters to?

 I′d like to do the following:

 *Create Motor Tagtemplate for Motionbuilder Template rig
 *Create Motor Tagtemplate for *.bvh rig
 *Re-Use existing Softimage rig (preserving Motortags) to envelope my own
 human male meshes onto without
  having to create a functional rig from scratch.
 *Use *.bvh files to drive Motionbuilder Template rig inside Softimage
 *Use *.bvh files to drive Motionbuilder rig in Motionbuilder
 *Use *motor files to drive generic rig (from point 3) using both *.bvh and
 *.fbx files

 I′m unsure which of the existing Softimage rigs I should use as a base,
 mostly because I want to
 avoid breaking/having to re-create a working MotorTagging or ending up
 with a broken rig to
 start with?

 I suck at rigging and don′t know if the Rigbuilder in Softimage would give
 me working rig or
 if it still has problems (I remember something was logged broken here, a
 constraint or
 upvector or roll or something...)


 Cheers,


 tim



 On 11.09.2012 18:27, Sandy Sutherland wrote:
  You can indeed.
 
  S.
 
  _
  Sandy Sutherland
  Technical Supervisor
  sandy.sutherl...@triggerfish.co.za
  _
 
 
 
 
 
 
  *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Adam Sale [
 adamfs...@gmail.com]
  *Sent:* 11 September 2012 18:03
  *To:* softimage@listproc.autodesk.com
  *Subject:* Re: Motionbuilder/Softimage default rig for MocapData
 slap-ons?
 
  hey Tim.. far as I remember you can export a tagTemplate for reimport
 onto other characters..
 
  On Tue, Sep 11, 2012 at 7:18 AM, Tim Leydecker bauero...@gmx.demailto:
 bauero...@gmx.de wrote:
 
  Ahh.
 
  Actionplot to Fcurves using a loaded *.motor file gives me a new
 action
  to drag into the mixer.
 
  Reality check:
 
  I want to abuse an exisiting Softimage rig to preview-envelope my
 human meshes onto,
  ideally using one allready tagged for Motor.
 
  Which one would you suggest, the biped rig, the armoured man or any
 of the others?
 
  This way I would have to only once create a tagtemplate for *.bvh
 import...
 
 
  Cheers,
 
 
  tim
 
 
 
 
  On 11.09.2012 15:33, Tim Leydecker wrote:
 
  ,/. change fixes my garbled result but how do I get the imported
 Motor file
  to show up as an action?
 
  I thought you do the following:
 
  *Tag your target rig
  *Import *.bvh
  *Mocap to Rig using Tags for both the *.bvh skeleton and the
 target rig
  *get bvh mocap data as an new action loaded into the animation
 mixer?
 
  no?
 
  do i need to plot the motor file?
 
  why isn愒 it an action clip?
 
  cheers,
 
 
  tim
 
 
 
  On 11.09.2012 14:26, Tim Leydecker wrote:
 
  Bingo.
 
  Steve, Thank you. That愀 it.
 
  Arghh. The second time you point this out to me, if i recall
 correctly.
 
  Nice little fuck up ,/.  Gives alot of frustration to start
 the day with...
 
  I惻l miss you even more when I惴 finished transfering to win7
 and need
  to go through licensing setup and license transfer...
 
 
  Cheers,
 
 
  tim
 
 
 
 
  On 11.09.2012 14:10, Stephen Blair wrote:
 
  Maybe this?
 
 http://xsisupport.com/2011/02/__24/motor-load-motion-__malfunction/ 
 http://xsisupport.com/2011/02/24/motor-load-motion-malfunction/
 
  On Tue, Sep 11, 2012 at 7:48 AM, Tim Leydecker 
 bauero...@gmx.de mailto:bauero...@gmx.de mailto:bauero...@gmx.demailto:
 bauero...@gmx.de wrote:
 
   Hi Chris,
 
   I get garbage when I try Rob愀 walkthrough with the
 xsisamples actions and the armoured man?
   Both in 2012sp1 and 2012sap. nuked my prefs but no
 dice.
 
   The character is pushed and magled way off screen,
 looks hurt and that愀 it.
 
   It would be nice if the Motionbuilder Template
 would be MOTOR tagged for *.bvh already
   

RE: In case you missed it..

2012-09-11 Thread Maurice Patel
Rolling up my sleeves :)
If you don't know me, I (still) head Product/Industry Marketing for ME and 
have posted a couple of times on the forum about our strategy.
First. I'd like to respond to the link to the campaign item that started this 
thread http://yfrog.com/h0t6exxtj:
Although I can't say I am particularly fond of that diagram myself (it's rather 
ugly), it actually came out of a study commissioned from a third party research 
company that hired 3ds Max and Maya animators to evaluate what (if any) value 
Softimage, MotionBuilder and Mudbox offered to Maya and 3ds Max users as a 
means of determining the value of Suites - so we used it in the Suites Campaign.
The specific purpose of the campaign is to encourage 3ds max and Maya users to 
buy Suites; so yes it focuses only on the areas of these applications that 
offer significant value above and beyond what Maya and 3ds max can already do. 
It is not meant to be an exhaustive description of those applications 
capabilities.
I know Autodesk Marketing is often hard to fathom - heck it is for us too, but 
if we want Softimage to survive we (the marketing team) need to work with the 
system not against it. We are not going run a campaign to switch Maya or 3ds 
max users to Softimage - that would kill our business and create a massive 
customer outcry for no real gain. Any expectation that we would do that is 
unrealistic. So, if we are not going to do that, then we need to find a better 
way to get people to adopt Softimage and, while not perfect, Suites has been 
our best bet yet.
Given that, take a pause and ask objectively where is Autodesk's real 
opportunity here? Is it to run a campaign encouraging Softimage users to add 
Maya (or 3ds max) to their toolset? Or vice versa? Which would (1) be the 
better business decision and (2) get Softimage in the hands of more users?
You will probably reach the same conclusion we did.
In terms of overall exposure, I am not going to deny that Softimage is less 
visible than when it was part of Avid. Then Softimage was run as its own entity 
and there was 100% focus on one(ish) product (ish because there was actually a 
few more than one). That is not the case now. Autodesk runs its business pretty 
much as one centralized operation for the sale of efficiency and scale and so 
ME competes with hundreds of other Autodesk products for mind share when it 
comes to marketing investment and visibility - and ME is not the largest part 
of Autodesk's business. This dictates exactly how much coverage ME gets and 
how many and what products we can feature on things like the home page. Oddly 
enough though, the bulk of our web traffic actually goes directly to the 
product pages so it can be argued that this specific point is moot anyway. But 
yes, visibility is reduced and suffers as a function of a given product's 
ranking in the Autodesk product stack.
Believe me, I have similar discussions with Flame users who also believe we 
have abandoned marketing Flame. Deep down most of this is related to our 
centralized marketing processes discussed above and not to any individual. This 
is not going to change nor is it clear that any alternative could be successful 
and/or profitable. Or at least not in the sense one might expect. In the long 
run Suites and Cloud Services are changing the way Autodesk views products but 
not in the traditional sense. My team's constant challenge is therefore to 
figure out how to increase visibility within the systems we have - be it 
through more aggressive social media strategies (why we launched the Softimage 
Facebook page) or other methods. While the good old days have nostalgic value 
(and yes we remember when Discreet Logic had its own website, as did Alias and 
Softimage, with their own dedicated Marketing resources), we have long realized 
we can never go back to those days. The battles have moved on to new 
battlefields - but it does continue!
Maurice

Maurice Patel
Autodesk : Tél:  514 954-7134


attachment: winmail.dat

Re: In case you missed it..

2012-09-11 Thread Raffaele Fragapane
While appreciated, that's not terribly encouraging, Maurice.

And I don't know where the idea that marketing should sample the userbase
and then promote whatever perception is found came from, but wherever it
came from, a link to Phil Knight, Young and Rubican, Armando Testa, and
other founders of modern marketing should be sent for their benefit.
It's supposed to alter and guide public perception into profit and want,
not to consolidate it (especially when it's clearly flawed) in the hope the
receiving end doesn't get mildly offended :p

If a client perceives something he hasn't bought yet a certain way (see
diagram), and you literally confirm that and nod vigorously, their
incentive to buy that thing will be exactly 0. He will do what he was
thinking to do before you reached him.
Since the price is already fixed anyway, you might as well make things a
bit more encouraging than you have to learn an entire new app, as complex
as any you already rely on and own and took you years to master, to move a
pointcloud around.

But mind, this is unfathomable, not sure it's good to hear that is for you
guys as well though ;)


Re: Python on Linux

2012-09-11 Thread Raffaele Fragapane
You'll be version locked to what comes with Soft, and relatively
independent by other installs. For good or for bad.
Mostly anything that is version compatible with that will be fine and more
or less the same between windows and linux.

On Wed, Sep 12, 2012 at 9:55 AM, Gustavo Eggert Boehs
gustav...@gmail.comwrote:

 Hello guys, quick question

 Anything special about Softimage's Python installation running on Linux?
 Should everything that works on Windows be expected to automagically work
 there also? Is there something that I should be aware of beforehand?

 Thanks in advance
 --
 Gustavo E Boehs




-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: Python on Linux

2012-09-11 Thread Eric Thivierge
Linux uses 2.5. Some things like exception handling needs to comply:

Python 2.6 +
Except exception as e:

should be:
Except exception, e:

All I can think of from my knowledge. Some libraries aren't in there as
well but maybe in the future package.


Eric Thivierge
http://www.ethivierge.com


On Wed, Sep 12, 2012 at 9:55 AM, Gustavo Eggert Boehs
gustav...@gmail.comwrote:

 Hello guys, quick question

 Anything special about Softimage's Python installation running on Linux?
 Should everything that works on Windows be expected to automagically work
 there also? Is there something that I should be aware of beforehand?

 Thanks in advance
 --
 Gustavo E Boehs



Re: Python on Linux

2012-09-11 Thread Xavier Lapointe
On Wed, Sep 12, 2012 at 10:19 AM, Xavier Lapointe
xl.mailingl...@gmail.comwrote:


- You might have to import __*future*__ in order to have access to
some statement like *with*
- The @property decorator does not work
- Keep in mind that if you use a newer version of linux that the one
supported, you might have trouble starting subprocesses, since the libc
version coming with soft will override the one on the system (but it's
still possible).
- For plugins it should be too bad, but for libs, I would consider
running some unittest if I were you


 Cheers

 *For plugins it should*n't* be too bad,


-- 
Xavier


Re: In case you missed it..

2012-09-11 Thread Maurice Patel
I don't disagree at all. But dealing with the realities of how things actually 
work versus how they should work is part of our day to day. We play the cards 
we are dealt and push for change in ways we feel can succeed. However, there is 
that saying from Bacon. If the mountain
But to be clear, we did not sample the user base to get the diagram. The 
consulting company paid professionals to execute a productivity study that was 
published separately last year. The diagram is from that. 
Whether what we are doing is being elegantly done or not, Autodesk, across its 
industries,is trying to alter public perception: to move away from the notion 
of hero products that do everything to a suite of products that provide a 
best-in-class workflow to (eventually) a set of cloud services that offer you 
exactly what you need when and where you need it and for as long as you need 
it. This is a bit simplistic and Utopian but i am typing on a mobile device 
now. it is however at the heart of Autodesk's strategy. Where each product and 
industry is in relation to this strategy, as well as its velocity in terms of 
getting there, is highly variable and it is certainly not going to happen 
overnight. Dealing with the reality of what we have today in relation to this 
and in relation to what customers need to do to run their businesses now brings 
me back to the start of my response :)



On 2012-09-11, at 7:31 PM, Raffaele Fragapane raffsxsil...@googlemail.com 
wrote:

 While appreciated, that's not terribly encouraging, Maurice.
 
 And I don't know where the idea that marketing should sample the userbase and 
 then promote whatever perception is found came from, but wherever it came 
 from, a link to Phil Knight, Young and Rubican, Armando Testa, and other 
 founders of modern marketing should be sent for their benefit.
 It's supposed to alter and guide public perception into profit and want, not 
 to consolidate it (especially when it's clearly flawed) in the hope the 
 receiving end doesn't get mildly offended :p
 
 If a client perceives something he hasn't bought yet a certain way (see 
 diagram), and you literally confirm that and nod vigorously, their incentive 
 to buy that thing will be exactly 0. He will do what he was thinking to do 
 before you reached him.
 Since the price is already fixed anyway, you might as well make things a bit 
 more encouraging than you have to learn an entire new app, as complex as any 
 you already rely on and own and took you years to master, to move a 
 pointcloud around.
 
 But mind, this is unfathomable, not sure it's good to hear that is for you 
 guys as well though ;)
attachment: winmail.dat

Re: Python on Linux

2012-09-11 Thread Raffaele Fragapane
The property decorator will work fine in 2.5, one of our APIs used it
extensively inside XSI before a refactor.
What was introduced in 2.6, that you will be missing out on, are
setter/getter/deleter decorators relater to @property, which I actually did
really miss when I was writing some of those objects.

This is getting a bit specific though, and it will depend on what version
of Soft you will be running, as the environment changed across some
versions. It all boils down to what version of python comes with XSI, see
first reply.

On Wed, Sep 12, 2012 at 10:19 AM, Xavier Lapointe
xl.mailingl...@gmail.comwrote:


- You might have to import __*future*__ in order to have access to
some statement like *with*
- The @property decorator does not work
- Keep in mind that if you use a newer version of linux that the one
supported, you might have trouble starting subprocesses, since the libc
version coming with soft will override the one on the system (but it's
still possible).
- For plugins it should be too bad, but for libs, I would consider
running some unittest if I were you


 Cheers




-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: Python on Linux

2012-09-11 Thread Gustavo Eggert Boehs
Thank you guys for the fast feedback :)
Much apreciated! Ill have to check my code now to see if I'm using
something I should not.

Is that Python for XSI course ever coming out Raffaele? Just curious :D

Cheers


Re: In case you missed it..

2012-09-11 Thread Paul Griswold
How about simply the idea of marketing Softimage?  Not marketing it to
Max or Maya users to get them to switch, or as a way to get them to
buy suites.  Just market it to anyone looking to purchase a 3d app
period.  Basic equal marketing for an equal app.

Simply adding the Softimage suite from Japan to the rest of the world
would be a big step forward.

-PG


Phalangically transmitted through an iPad to your cerebral cortex.

On Sep 11, 2012, at 7:08 PM, Maurice Patel maurice.pa...@autodesk.com wrote:

 Rolling up my sleeves :)
 If you don't know me, I (still) head Product/Industry Marketing for ME and 
 have posted a couple of times on the forum about our strategy.
 First. I'd like to respond to the link to the campaign item that started this 
 thread http://yfrog.com/h0t6exxtj:
 Although I can't say I am particularly fond of that diagram myself (it's 
 rather ugly), it actually came out of a study commissioned from a third party 
 research company that hired 3ds Max and Maya animators to evaluate what (if 
 any) value Softimage, MotionBuilder and Mudbox offered to Maya and 3ds Max 
 users as a means of determining the value of Suites - so we used it in the 
 Suites Campaign.
 The specific purpose of the campaign is to encourage 3ds max and Maya users 
 to buy Suites; so yes it focuses only on the areas of these applications that 
 offer significant value above and beyond what Maya and 3ds max can already 
 do. It is not meant to be an exhaustive description of those applications 
 capabilities.
 I know Autodesk Marketing is often hard to fathom - heck it is for us too, 
 but if we want Softimage to survive we (the marketing team) need to work with 
 the system not against it. We are not going run a campaign to switch Maya or 
 3ds max users to Softimage - that would kill our business and create a 
 massive customer outcry for no real gain. Any expectation that we would do 
 that is unrealistic. So, if we are not going to do that, then we need to find 
 a better way to get people to adopt Softimage and, while not perfect, Suites 
 has been our best bet yet.
 Given that, take a pause and ask objectively where is Autodesk's real 
 opportunity here? Is it to run a campaign encouraging Softimage users to add 
 Maya (or 3ds max) to their toolset? Or vice versa? Which would (1) be the 
 better business decision and (2) get Softimage in the hands of more users?
 You will probably reach the same conclusion we did.
 In terms of overall exposure, I am not going to deny that Softimage is less 
 visible than when it was part of Avid. Then Softimage was run as its own 
 entity and there was 100% focus on one(ish) product (ish because there was 
 actually a few more than one). That is not the case now. Autodesk runs its 
 business pretty much as one centralized operation for the sale of efficiency 
 and scale and so ME competes with hundreds of other Autodesk products for 
 mind share when it comes to marketing investment and visibility - and ME is 
 not the largest part of Autodesk's business. This dictates exactly how much 
 coverage ME gets and how many and what products we can feature on things 
 like the home page. Oddly enough though, the bulk of our web traffic actually 
 goes directly to the product pages so it can be argued that this specific 
 point is moot anyway. But yes, visibility is reduced and suffers as a 
 function of a given product's ranking in the Autodesk product stack.
 Believe me, I have similar discussions with Flame users who also believe we 
 have abandoned marketing Flame. Deep down most of this is related to our 
 centralized marketing processes discussed above and not to any individual. 
 This is not going to change nor is it clear that any alternative could be 
 successful and/or profitable. Or at least not in the sense one might expect. 
 In the long run Suites and Cloud Services are changing the way Autodesk views 
 products but not in the traditional sense. My team's constant challenge is 
 therefore to figure out how to increase visibility within the systems we have 
 - be it through more aggressive social media strategies (why we launched the 
 Softimage Facebook page) or other methods. While the good old days have 
 nostalgic value (and yes we remember when Discreet Logic had its own website, 
 as did Alias and Softimage, with their own dedicated Marketing resources), we 
 have long realized we can never go back to those days. The battles have move!
 d on to new battlefields - but it does continue!
 Maurice

 Maurice Patel
 Autodesk : Tél:  514 954-7134


 winmail.dat



Re: In case you missed it..

2012-09-11 Thread Raffaele Fragapane
Fire the company that did that study then ;) because every other person in
the middle end of competence that's never used XSI seems at least curious
about facerobot, and not so much about particles, although ICE these days
is of course one of the most positively linked thoughs when Soft is
mentioned.

While FR isn't quite as polished and complete as it should be, there's a
big chunk of A market that would see value in it, especially since there's
no alternative to it and it's less complicated than briding FX pipelines.

It seemed for a while that was being pushed, but I imagine that, like in
most other regards it seems, the character and animation markets are
already fully cornered anyway, so AD probably doesn't see much benefit in
rippling the waters in that pond.

Again, this is my perception of things, I'm sure everything looks
differently internally. Maybe there is a big plan internally, but from
where I sit my arse, it looks like everything is turned on its head every
few months.

Again, you pitching in candidly is sincerely appreciated, at least by me.

On Wed, Sep 12, 2012 at 10:29 AM, Maurice Patel
maurice.pa...@autodesk.comwrote:

 I don't disagree at all. But dealing with the realities of how things
 actually work versus how they should work is part of our day to day. We
 play the cards we are dealt and push for change in ways we feel can
 succeed. However, there is that saying from Bacon. If the mountain
 But to be clear, we did not sample the user base to get the diagram. The
 consulting company paid professionals to execute a productivity study that
 was published separately last year. The diagram is from that.
 Whether what we are doing is being elegantly done or not, Autodesk, across
 its industries,is trying to alter public perception: to move away from the
 notion of hero products that do everything to a suite of products that
 provide a best-in-class workflow to (eventually) a set of cloud services
 that offer you exactly what you need when and where you need it and for as
 long as you need it. This is a bit simplistic and Utopian but i am typing
 on a mobile device now. it is however at the heart of Autodesk's strategy.
 Where each product and industry is in relation to this strategy, as well as
 its velocity in terms of getting there, is highly variable and it is
 certainly not going to happen overnight. Dealing with the reality of what
 we have today in relation to this and in relation to what customers need to
 do to run their businesses now brings me back to the start of my response :)



 On 2012-09-11, at 7:31 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

  While appreciated, that's not terribly encouraging, Maurice.
 
  And I don't know where the idea that marketing should sample the
 userbase and then promote whatever perception is found came from, but
 wherever it came from, a link to Phil Knight, Young and Rubican, Armando
 Testa, and other founders of modern marketing should be sent for their
 benefit.
  It's supposed to alter and guide public perception into profit and want,
 not to consolidate it (especially when it's clearly flawed) in the hope the
 receiving end doesn't get mildly offended :p
 
  If a client perceives something he hasn't bought yet a certain way (see
 diagram), and you literally confirm that and nod vigorously, their
 incentive to buy that thing will be exactly 0. He will do what he was
 thinking to do before you reached him.
  Since the price is already fixed anyway, you might as well make things a
 bit more encouraging than you have to learn an entire new app, as complex
 as any you already rely on and own and took you years to master, to move a
 pointcloud around.
 
  But mind, this is unfathomable, not sure it's good to hear that is for
 you guys as well though ;)




-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: Python on Linux

2012-09-11 Thread Raffaele Fragapane
If you do a conforming pass to python2.5 your code should run fine, or with
very minimal tweaks.
Dispatching issues these days are few and far apart, and not all that
misaligned between win and Linux (if at all).

And yes, that course is coming out, thanks for asking :)
We more or less finalized everything with CGS at this point, they have
infrastructure work they are polishing before the first batch of releases,
but it's pretty close at this point.

I can't give an exact date, because I don't know it (not because there's
any secrecy involved), but a semi-arsed guess would be before the end of
next month. Fingers crossed, it's been in gestation for a while, but that's
probably for good as they seem to have taken onto some new publishing
models and releases very seriously and don't want to risk a messy or
incomplete release.

On Wed, Sep 12, 2012 at 10:38 AM, Gustavo Eggert Boehs
gustav...@gmail.comwrote:

 Thank you guys for the fast feedback :)
 Much apreciated! Ill have to check my code now to see if I'm using
 something I should not.

 Is that Python for XSI course ever coming out Raffaele? Just curious :D

 Cheers




-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: In case you missed it..

2012-09-11 Thread Alok Gandhi
In my humble opinion, the simple point here is whether or not Autodesk sees
softimage as a full-fledged DCC App or not. The aforementioned campaign
item shows it does not, but actually it is.

Softimage is a complete 3D Application and not just a specialized particle
package. There are numerous examples out there where full projects are
completely done on Softimage alone from start to end. I can vouch for it
myself. We are soon ending work on a full cg feature film (not released
yet) with 3D stereo completely done on softimage, barring a few fluids and
particles (Maya and Houdini) on some shots. And I am talking from
modelling, texturing, surfacing, layout, rigging, animation, lighting and
rendering. All on Softimage for some 900 shots and some change to spare. I
myself have written numerous plugins/tools/scripts/feature addition (both
in c++ and python) for endowing/extending it for pipeline and otherwise
including complete Layout, Modelling, Animation and Lighting plugins/tools
etc. I never said no to any feature extension for pipeline asked of me
because everything was doable ! Is it not enough to show that Softimage is
a full application. It even has a decent compositor in Fx Tree, if need be.

Speaking from morality of situation (although business, for most, is
everything but morality), Autodesk as a responsible company should give
well-informed and undeniably true information about it's products to it's
customers. It is a matter of providing true information.

Since it is a full app, it should be marketed as such. Any alteration to
this and we moving away from truth, providing incomplete information to the
user.

It may be that for Autodesk, Softimage may not be earning as much revenues
as Maya or Max, but it can. Give it the right place it deserves in the
campaigns.

If you really want to undertake a good research exercise (although not very
practical maybe), here's what I suggest, take a few users, a completely
random sample, who do not know  anything of Maya or Max or Softimage. Ask
them to use each one for all kinds of 3D tasks for some time. Then take a
vote. I will not be surprised they will value Softimage to be par with Max
or Maya, if not more.

Alok.


Re: In case you missed it..

2012-09-11 Thread David Gallagher


Alok what is that project and the studio where you work?

Thanks,
Dave G

On 9/12/2012 12:04 AM, Alok Gandhi wrote:
In my humble opinion, the simple point here is whether or not Autodesk 
sees softimage as a full-fledged DCC App or not. The aforementioned 
campaign item shows it does not, but actually it is.


Softimage is a complete 3D Application and not just a specialized 
particle package. There are numerous examples out there where full 
projects are completely done on Softimage alone from start to end. I 
can vouch for it myself. We are soon ending work on a full cg feature 
film (not released yet) with 3D stereo completely done on softimage, 
barring a few fluids and particles (Maya and Houdini) on some shots. 
And I am talking from modelling, texturing, surfacing, layout, 
rigging, animation, lighting and rendering. All on Softimage for some 
900 shots and some change to spare. I myself have written numerous 
plugins/tools/scripts/feature addition (both in c++ and python) for 
endowing/extending it for pipeline and otherwise including complete 
Layout, Modelling, Animation and Lighting plugins/tools etc. I never 
said no to any feature extension for pipeline asked of me because 
everything was doable ! Is it not enough to show that Softimage is a 
full application. It even has a decent compositor in Fx Tree, if need be.


Speaking from morality of situation (although business, for most, is 
everything but morality), Autodesk as a responsible company should 
give well-informed and undeniably true information about it's products 
to it's customers. It is a matter of providing true information.


Since it is a full app, it should be marketed as such. Any alteration 
to this and we moving away from truth, providing incomplete 
information to the user.


It may be that for Autodesk, Softimage may not be earning as much 
revenues as Maya or Max, but it can. Give it the right place it 
deserves in the campaigns.


If you really want to undertake a good research exercise (although not 
very practical maybe), here's what I suggest, take a few users, a 
completely random sample, who do not know  anything of Maya or Max or 
Softimage. Ask them to use each one for all kinds of 3D tasks for some 
time. Then take a vote. I will not be surprised they will value 
Softimage to be par with Max or Maya, if not more.


Alok.





Re: In case you missed it..

2012-09-11 Thread Alok Gandhi
David I work as the Lead Technical Director at Modusfxhttp://www.modusfx.com,
Montreal. the project is a CG Feature Film called
'Sarilahttp://modusfx.com/news-press/modus-fx-journeys-into-the-far-north-with-sarila/
'.

On Wed, Sep 12, 2012 at 12:18 AM, David Gallagher 
davegsoftimagel...@gmail.com wrote:


 Alok what is that project and the studio where you work?

 Thanks,
 Dave G


 On 9/12/2012 12:04 AM, Alok Gandhi wrote:

 In my humble opinion, the simple point here is whether or not Autodesk
 sees softimage as a full-fledged DCC App or not. The aforementioned
 campaign item shows it does not, but actually it is.

 Softimage is a complete 3D Application and not just a specialized
 particle package. There are numerous examples out there where full projects
 are completely done on Softimage alone from start to end. I can vouch for
 it myself. We are soon ending work on a full cg feature film (not released
 yet) with 3D stereo completely done on softimage, barring a few fluids and
 particles (Maya and Houdini) on some shots. And I am talking from
 modelling, texturing, surfacing, layout, rigging, animation, lighting and
 rendering. All on Softimage for some 900 shots and some change to spare. I
 myself have written numerous plugins/tools/scripts/feature addition (both
 in c++ and python) for endowing/extending it for pipeline and otherwise
 including complete Layout, Modelling, Animation and Lighting plugins/tools
 etc. I never said no to any feature extension for pipeline asked of me
 because everything was doable ! Is it not enough to show that Softimage is
 a full application. It even has a decent compositor in Fx Tree, if need be.

 Speaking from morality of situation (although business, for most, is
 everything but morality), Autodesk as a responsible company should give
 well-informed and undeniably true information about it's products to it's
 customers. It is a matter of providing true information.

 Since it is a full app, it should be marketed as such. Any alteration to
 this and we moving away from truth, providing incomplete information to the
 user.

 It may be that for Autodesk, Softimage may not be earning as much
 revenues as Maya or Max, but it can. Give it the right place it deserves in
 the campaigns.

 If you really want to undertake a good research exercise (although not
 very practical maybe), here's what I suggest, take a few users, a
 completely random sample, who do not know  anything of Maya or Max or
 Softimage. Ask them to use each one for all kinds of 3D tasks for some
 time. Then take a vote. I will not be surprised they will value Softimage
 to be par with Max or Maya, if not more.

 Alok.





--


Re: In case you missed it..

2012-09-11 Thread Kiril Aronofski
Hello Mr. Patel,

Let me get this straight. Maya and 3dsMax professionals - presumably long
time users - have been hired to evaluate in which areas these other
applications add value to their main packages? Aside from the unlikely
scenario of Autodesk themselves not knowing their own texture
painting/sculpting application would excel in exactly this particular area,
virtual production software would have great animation/rigging
capabilities, and ICE would be more appreciative than what is natively
found in max/maya... you have also used their completely unbiased
perspective on what qualifies for the area of excellence and made a chart
with this data for a marketing campaign? The same campaign that has been
going on for several years and clearly represents companies official stance.

I wouldn't say Softimage is being kept alive. At best, a particle plugin
has been put on life support.

Discouraging.


On Wed, Sep 12, 2012 at 1:07 AM, Maurice Patel
maurice.pa...@autodesk.comwrote:

 Rolling up my sleeves :)
 If you don't know me, I (still) head Product/Industry Marketing for ME
 and have posted a couple of times on the forum about our strategy.
 First. I'd like to respond to the link to the campaign item that started
 this thread http://yfrog.com/h0t6exxtj:
 Although I can't say I am particularly fond of that diagram myself (it's
 rather ugly), it actually came out of a study commissioned from a third
 party research company that hired 3ds Max and Maya animators to evaluate
 what (if any) value Softimage, MotionBuilder and Mudbox offered to Maya and
 3ds Max users as a means of determining the value of Suites - so we used it
 in the Suites Campaign.
 The specific purpose of the campaign is to encourage 3ds max and Maya
 users to buy Suites; so yes it focuses only on the areas of these
 applications that offer significant value above and beyond what Maya and
 3ds max can already do. It is not meant to be an exhaustive description of
 those applications capabilities.
 I know Autodesk Marketing is often hard to fathom - heck it is for us too,
 but if we want Softimage to survive we (the marketing team) need to work
 with the system not against it. We are not going run a campaign to switch
 Maya or 3ds max users to Softimage - that would kill our business and
 create a massive customer outcry for no real gain. Any expectation that we
 would do that is unrealistic. So, if we are not going to do that, then we
 need to find a better way to get people to adopt Softimage and, while not
 perfect, Suites has been our best bet yet.
 Given that, take a pause and ask objectively where is Autodesk's real
 opportunity here? Is it to run a campaign encouraging Softimage users to
 add Maya (or 3ds max) to their toolset? Or vice versa? Which would (1) be
 the better business decision and (2) get Softimage in the hands of more
 users?
 You will probably reach the same conclusion we did.
 In terms of overall exposure, I am not going to deny that Softimage is
 less visible than when it was part of Avid. Then Softimage was run as its
 own entity and there was 100% focus on one(ish) product (ish because there
 was actually a few more than one). That is not the case now. Autodesk runs
 its business pretty much as one centralized operation for the sale of
 efficiency and scale and so ME competes with hundreds of other Autodesk
 products for mind share when it comes to marketing investment and
 visibility - and ME is not the largest part of Autodesk's business. This
 dictates exactly how much coverage ME gets and how many and what products
 we can feature on things like the home page. Oddly enough though, the bulk
 of our web traffic actually goes directly to the product pages so it can be
 argued that this specific point is moot anyway. But yes, visibility is
 reduced and suffers as a function of a given product's ranking in the
 Autodesk product stack.
 Believe me, I have similar discussions with Flame users who also believe
 we have abandoned marketing Flame. Deep down most of this is related to our
 centralized marketing processes discussed above and not to any individual.
 This is not going to change nor is it clear that any alternative could be
 successful and/or profitable. Or at least not in the sense one might
 expect. In the long run Suites and Cloud Services are changing the way
 Autodesk views products but not in the traditional sense. My team's
 constant challenge is therefore to figure out how to increase visibility
 within the systems we have - be it through more aggressive social media
 strategies (why we launched the Softimage Facebook page) or other methods.
 While the good old days have nostalgic value (and yes we remember when
 Discreet Logic had its own website, as did Alias and Softimage, with their
 own dedicated Marketing resources), we have long realized we can never go
 back to those days. The battles have moved on to new battlefields - but it
 does continue!
 Maurice

 Maurice Patel
 Autodesk : Tél:  514