Re: the jungle drums

2013-06-19 Thread Tim Leydecker

Just to clarify, "I´ve seen done" is expressed wrong,
I probably meant to say "I´ve seen them do it" since
I was not affiliated with Star Trek especially not as
a sequence lead but worked in the lighting dept next
to the guys while working on the After Earth project.

I wouldn´t want to give the wrong impression.

That said, I still don´t like 3dsMax too much but
sometimes, there is no choice if you want a job.

Cheers,

tim



On 19.06.2013 20:55, Tim Leydecker wrote:

Regarding Pixomondo/Star Trek.

I´ve seen one of the sequences done in 3dsMax by the lighting guys
sitting next to me in Pixomondo Berlin.

Talented folks having loads of revisions plus some extra time for
yet another round of rinse, repeat, then loop at the end.

They were really happy with the notes the director gave them,
very precise and detailed always touching the bigger picture
and also giving some info about the context and backround of
a specific shot.

I guess in such a case you could pull it off in Blender, too.
Personally, I hate to use 3dsMax. No, that´s not fair.

FumeFx, VRay and shotgun make it digestible.

Cheers,

tim

P.S. There was talk about the next.gen überautodesk app some time
ago. Maybe that´s what the drums are saying, Mayxsi 1.0 is ready
to show a startup screen but they can´t decide which bugs to
incorporate first and forever?











On 19.06.2013 14:39, Marc-Andre Carbonneau wrote:

In a post about NVidia and Star Trek on CGSociety the article mentions that 
Pixomondo did a staggering 300 shots with 3DSMAX for the movie… First I sprayed 
my coffee all over my
monitor and then wondered why they wanted to suffer so much? Or perhaps its me, 
nah, I don’t think so.

How can you make so many shots with something that doesn’t even have reference 
models and that its viewport doesn’t support more than 2 rigged characters?

Ref : 
http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/star_trek_into_darkness

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Simon Reeves
*Sent:* 19 juin 2013 08:01
*To:* softimage@listproc.autodesk.com
*Subject:* Re: the jungle drums

Well on a nice note I convinced the guys at work to use soft on our last job 
and they are very much enjoying it. But then again they used max before (and it 
was killing me.) We
had very long shots, with loaaads of cache from max, and a lot of passes (lots 
of hero objects per shot) and that would have been a nightmare in max..

I thought the same about if soft was discontiuned, I could happily still use it 
for years without updates.. Mostly anyway.



Simon Reeves

London, UK

/si...@simonreeves.com /
/www.simonreeves.com /

On 19 June 2013 12:53, adrian wyer mailto:adrian.w...@fluid-pictures.com>> wrote:

which is acceptable, being part of the suite, like mudbox

it means the old farts like us can keep using it for what its good at 
(everything) and the new kids can use it for what it's best at (ICE)

a



*From:*softimage-boun...@listproc.autodesk.com 
 
[mailto:softimage-boun...@listproc.autodesk.com
] *On Behalf Of *Stefan 
Andersson
*Sent:* 19 June 2013 12:47


*To:* softimage@listproc.autodesk.com 
*Subject:* Re: the jungle drums

On Jun 19, 2013, at 12:28 PM, adrian wyer wrote:

i see amazing work done with Soft on a variety of websites, by many talented 
artists...

there are things you can do in ICE that you would struggle to do any other way 
(especially if you're a human and not a Houdini double dome!)

Soft is a GREAT package, (possibly the BEST all round 3D app) with the most 
loyal and inventive userbase

Autodesk would be IDIOTS to put it out to pasture, and i can't help feeling 
that many would simply move to modo/cinema4D/blender rather than jump backwards 
to maya

this is a time when we as a community really need to make some noise and show 
the 'man' that we love our software, and want to keep it!!

my 2c

I agree with you Adrian, but it's hard to promote the software to the people who has 
the money when you are struggling with finding people. I all for giving Softimage a 
"helping
hand", but when you are in a startup phase…. It's almost dumb to put your money 
on Softimage. It's going to be a piece of Software that you use for special things.

/s

*Stefan Andersson | **/Digital Janitor/*

blog  | showreel 
 | twitter  
| LinkedIn
 | Instagram 


cell SE: +46-736268850

cell UK: +44-7513792996

-

Re: LEGO - the Movie Trailer

2013-06-19 Thread Jordi Bares
Looking great, I surely will take my kids too

Sent from my iPhone

On 20 Jun 2013, at 05:02, Benjamin Paschke  wrote:

> My kids are going to go bananas over this! I can't wait to take them to see 
> it.
> That's some great, rich lighting there. Looking forward to hearing some more 
> details about it.
> 
> benp
> 
> On 19/06/13 09:33, Raffaele Fragapane wrote:
>> Well, trailer's out:
>> http://www.youtube.com/watch?v=lPnY2NjSjrg
>> 
>> Animal Logic, so layout, rigging and animation are Softimage.
>> Still in production.
> 



Re: the jungle drums

2013-06-19 Thread Jordi Bares
Well, here I go. 

In my opinion Houdini is a natural transition since ICE exposed us to 
procedural approach and although limited the concepts are pretty much there. 

Wirking with Houdini has been a great and at times very frustrating experience 
as simple things (everyday ones) are quite convoluted but complex ones are 
trivial.

My take is to us both and embrace Houdini for much more than fx.

Just mantra itself justifies this, is really good render engine and the 
integration is spectacular. Very similar to Arnold in my opinion although less 
fun than Arnold.

Regarding how to use it, this is really the trick mostly due to how everything 
involves you constructing it from pretty much scratch.

I particularly miss the Softimage style passes and overrides, groups, animation 
system, mixer, viewport
Manipulation and specially the render tree (phenomena), MiaMaterial and camera. 

Workflow wise XSI is so polished and slick... 

But as Andy said, going to Maya is going backwards a step, I would say a couple 
of villages though.

Going to Houdini may be tough at times but overall brings value and feels like 
a real step forward. 

Overall I think Houdini is a great companion and depending what Autodesk does I 
have done my homework and won't be thrown out if balance anyway. 

If I had to build a studio from scratch I would buy both (soft and Houdini) and 
use Houdini as the backbone (FX, Rendering, cloro, Lighting but not for 
modelling, animation, previs...)

Hope it makes sense
Jb

Sent from my iPhone

On 19 Jun 2013, at 19:42, Adam Seeley  wrote:

> Interesting,
> 
> I've been thinking about getting into Houdini, I was wondering what the 
> comparison would be.
> 
> Adam.
> -
> Yoyo Digital Ltd.
> 07956 976 245
> http://www.linkedin.com/in/adamseeleyuk
> https://vimeo.com/adamseeley
> 
> 
> 
> 
> From: Jordi Bares 
> To: "softimage@listproc.autodesk.com"  
> Cc: ""  
> Sent: Wednesday, 19 June 2013, 17:35
> Subject: Re: the jungle drums
> 
> I have been using lately Houdini in pretty much everything for the last 9 
> months as I moved to Realise and man I miss Soft big time!
> 
> I will write about it soon. Need 100 fingers to type it. 
> 
> Sent from my iPhone
> 
> On 19 Jun 2013, at 12:28, "adrian wyer"  
> wrote:
> 
>> i see amazing work done with Soft on a variety of websites, by many talented 
>> artists...
>>  
>> there are things you can do in ICE that you would struggle to do any other 
>> way (especially if you're a human and not a Houdini double dome!)
>>  
>> Soft is a GREAT package, (possibly the BEST all round 3D app) with the most 
>> loyal and inventive userbase
>>  
>> Autodesk would be IDIOTS to put it out to pasture, and i can't help feeling 
>> that many would simply move to modo/cinema4D/blender rather than jump 
>> backwards to maya
>>  
>> this is a time when we as a community really need to make some noise and 
>> show the 'man' that we love our software, and want to keep it!!
>>  
>> my 2c
>>  
>> From: softimage-boun...@listproc.autodesk.com 
>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan 
>> Andersson
>> Sent: 19 June 2013 12:15
>> To: softimage@listproc.autodesk.com
>> Subject: Re: the jungle drums
>>  
>> In the whole I think we should be happy that Softimage is still alive. The 
>> ever shrinking user base and the none existent new talent base… well… I 
>> think we can just face the fact that it's not going to be "the year of 
>> Softimage" this year either. I'm a bit surprised actually that Autodesk is 
>> still keeping it alive, though I'm happy that there are still people willing 
>> to put their souls into it.
>>  
>> MPC in not using Softimage for crowd stuff (as far as I know), where did you 
>> hear that?
>>  
>> RenderView is a lot better and stable than render region. The IPR with 
>> Arnold is pretty neat. Maya doesn't have ice, but it does have a node 
>> connection editor which works pretty well when you are rigging. Render 
>> layers is a bit dodgy, but you learn to live with them. Simulation stuff you 
>> can always make in Softimage or Houdini. FumeFX and SOuP replaces 90% of the 
>> need for it though (at least for me). 
>> Having native Alembic support is a life savior, and I don't understand why 
>> Autodesk couldn't implement it into Softimage…. why 
>>  
>> So many things I had hope for with the 2014 release, since it had been years 
>> since the last update and the new team was given their time to get familiar. 
>> And what did we get? Camera Sequencer… 
>>  
>> I for one looks forward to The Foundry roadmap with Nuke/Mari/Modo. Going to 
>> the user group tonight and hope to hear some good news.
>>  
>> all the best
>> stefan
>>  
>>  
>>  
>>  
>>  
>> On Jun 19, 2013, at 11:27 AM, Andi Farhall wrote:
>> 
>> 
>> have been going off again. Intimating the end of the line for soft. By this 
>> I assume the end of supported development from Autodesk, but will that make 
>> much difference? 
>>  
>> Isn't it t

Re: FBX and vertex colors

2013-06-19 Thread Ivan Tay
Hi Szabolcs

I have filed this as an improvement SOFT-9150

Thanks
Ivan


On Tue, Jun 18, 2013 at 7:25 AM, Ivan  wrote:

> Hi Szabolcs
>
> There is currently no such option in fbx export ppg that i am aware of.
>
> Ivan
>
> Sent from my iPhone, please excuse for typos.
>
> On 17 Jun, 2013, at 4:02 PM, Szabolcs Matefy  wrote:
>
> Hi guys,
>
> ** **
>
> Is it possible to turn off vertex color exporting for FBX export?
>
> ** **
>
> Cheers
>
> ** **
>
>
> Szabolcs
> ___
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>
>


Re: LEGO - the Movie Trailer

2013-06-19 Thread Benjamin Paschke
My kids are going to go bananas over this! I can't wait to take them to 
see it.
That's some great, rich lighting there. Looking forward to hearing some 
more details about it.


benp

On 19/06/13 09:33, Raffaele Fragapane wrote:

Well, trailer's out:
http://www.youtube.com/watch?v=lPnY2NjSjrg

Animal Logic, so layout, rigging and animation are Softimage.
Still in production.




Re: LEGO - the Movie Trailer

2013-06-19 Thread Raffaele Fragapane
Except for the custom data attached and the autohandling stuff ;)


On Thu, Jun 20, 2013 at 9:40 AM, joshxsi  wrote:

> The curves themselves are just standard bezier, the boolean operations
> happen at the shader level (XSI curves > points in space > vector curves >
> boolean ops > shader).
>
>
> On Wed, Jun 19, 2013 at 11:35 PM, Eugen Sares wrote:
>
>>  What do you mean with "customized curves", and "vector-like operations
>> like booleans", if I may ask? Real Nurbs-curve mangling in the 3D-scene?
>> If you did curve booleans already, I could spare me the effort and ask
>> you for considering releasing them as an addon...
>> Cheers,
>> Eugen
>>
>> Am 19.06.2013 14:20, schrieb Ahmidou Lyazidi:
>>
>>  I couldn't have explained it better !
>>
>>  ---
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>> http://www.cappuccino-films.com
>>
>>
>> 2013/6/19 Raffaele Fragapane 
>>
>>> The most effort intensive way you could possibly imagine :p
>>>
>>> A custom renderman shader, with a custom OGL shader aligned, with a
>>> custom OGL manipulator for custom data driven by... customized curves. Per
>>> rig. Dozens of the F'in things. With wardrobes. And variations. For dozens
>>> of characters.
>>> All with vector like operations like masking, bool in, bool out, exclude
>>> and so on set up for each rig.
>>> Yeah they're a lot of "fun" to set up.
>>>
>>>  Ahmidou on this list was responsible for the the entire rigging/tools
>>> stretch of it (Softimage), OGL shader (always inside Soft) was Christian
>>> Breitling (but it might have passed other hands) in the animation
>>> department. The actual offline rendering I can't credit (don't remember who
>>> did it).
>>>
>>>  The animators are basically free to use basic controls, or go in and
>>> sketch point by point any expression they can come up with on the sorted
>>> rendering planes, vector art style.
>>>
>>>
>>> On Wed, Jun 19, 2013 at 9:10 PM, Eugen Sares wrote:
>>>
  Wow!!

 I wonder how you pros did the "face rig"... you know, 2D vetor
 animation projected onto 3D -  a "classic" case for cartoony/abstract
 characters. Could you elaborate a bit, please?
 Did you use some other software, or did you stay inside Softimage?
 Because it would be possible for example to animate some curves with
 blend shapes and the mixer, render some 2D view of those and map this
 animation onto the faces.

 Best regards and congratulations!
 Eugen


 Am 19.06.2013 08:22, schrieb Serguei Kalentchouk:

 Great sharp look and appears to be loads of fun!

 Well done AL!



 On Tue, Jun 18, 2013 at 10:47 PM, Jeremie Passerin >>> > wrote:

> Woow Woow !
> Thumb up to the Animals !
>
>
> On 18 June 2013 20:58, Ivan Tay  wrote:
>
>>  Fantastic ! looking forward to watching it.
>>
>>
>> On Wed, Jun 19, 2013 at 8:03 AM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>>  Well, trailer's out:
>>> http://www.youtube.com/watch?v=lPnY2NjSjrg
>>>
>>>  Animal Logic, so layout, rigging and animation are Softimage.
>>>  Still in production.
>>>
>>
>>
>


  --
 Technical Director @ DreamWorks Animation



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


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


Re: LEGO - the Movie Trailer

2013-06-19 Thread joshxsi
The curves themselves are just standard bezier, the boolean operations
happen at the shader level (XSI curves > points in space > vector curves >
boolean ops > shader).


On Wed, Jun 19, 2013 at 11:35 PM, Eugen Sares  wrote:

>  What do you mean with "customized curves", and "vector-like operations
> like booleans", if I may ask? Real Nurbs-curve mangling in the 3D-scene?
> If you did curve booleans already, I could spare me the effort and ask you
> for considering releasing them as an addon...
> Cheers,
> Eugen
>
> Am 19.06.2013 14:20, schrieb Ahmidou Lyazidi:
>
>  I couldn't have explained it better !
>
>  ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> http://www.cappuccino-films.com
>
>
> 2013/6/19 Raffaele Fragapane 
>
>> The most effort intensive way you could possibly imagine :p
>>
>> A custom renderman shader, with a custom OGL shader aligned, with a
>> custom OGL manipulator for custom data driven by... customized curves. Per
>> rig. Dozens of the F'in things. With wardrobes. And variations. For dozens
>> of characters.
>> All with vector like operations like masking, bool in, bool out, exclude
>> and so on set up for each rig.
>> Yeah they're a lot of "fun" to set up.
>>
>>  Ahmidou on this list was responsible for the the entire rigging/tools
>> stretch of it (Softimage), OGL shader (always inside Soft) was Christian
>> Breitling (but it might have passed other hands) in the animation
>> department. The actual offline rendering I can't credit (don't remember who
>> did it).
>>
>>  The animators are basically free to use basic controls, or go in and
>> sketch point by point any expression they can come up with on the sorted
>> rendering planes, vector art style.
>>
>>
>> On Wed, Jun 19, 2013 at 9:10 PM, Eugen Sares wrote:
>>
>>>  Wow!!
>>>
>>> I wonder how you pros did the "face rig"... you know, 2D vetor animation
>>> projected onto 3D -  a "classic" case for cartoony/abstract characters.
>>> Could you elaborate a bit, please?
>>> Did you use some other software, or did you stay inside Softimage?
>>> Because it would be possible for example to animate some curves with
>>> blend shapes and the mixer, render some 2D view of those and map this
>>> animation onto the faces.
>>>
>>> Best regards and congratulations!
>>> Eugen
>>>
>>>
>>> Am 19.06.2013 08:22, schrieb Serguei Kalentchouk:
>>>
>>> Great sharp look and appears to be loads of fun!
>>>
>>> Well done AL!
>>>
>>>
>>>
>>> On Tue, Jun 18, 2013 at 10:47 PM, Jeremie Passerin 
>>> wrote:
>>>
 Woow Woow !
 Thumb up to the Animals !


 On 18 June 2013 20:58, Ivan Tay  wrote:

>  Fantastic ! looking forward to watching it.
>
>
> On Wed, Jun 19, 2013 at 8:03 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>>  Well, trailer's out:
>> http://www.youtube.com/watch?v=lPnY2NjSjrg
>>
>>  Animal Logic, so layout, rigging and animation are Softimage.
>>  Still in production.
>>
>
>

>>>
>>>
>>>  --
>>> Technical Director @ DreamWorks Animation
>>>
>>>
>>>
>>
>>
>>   --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>
>


Re: Raycast by camera instead of direction

2013-06-19 Thread Raffaele Fragapane
That will quickly go down a drain the moment you have deformations pushing
the character off its centre, creating swimming effects.

It's ok for contained portions of static terrain probably, but a more
reliable solution emulating raytracing the fragment should work off the
sampled point you're working on, or the nearest discrete sample if you want
to go grid.


On Wed, Jun 19, 2013 at 1:52 AM, Christian Gotzinger
wrote:

> As the direction you vector you can use the vector from your camera
> position to the object. You simply subtract one position from the other:
> yourobject.kine.global.pos MINUS camera.kine.global.pos (and plug the
> result into the raycast)
>
>
> On Tue, Jun 18, 2013 at 5:26 PM, Jimmy Marrero wrote:
>
>> Hey guys
>> I am using the footprint deformation in ICE and was wondering if there is
>> a way to align the Raycast to match the direction of my camera. I am
>> testing it currently on a sphere, I want to be able to rotate around the
>> sphere and have the deformation appear consistent around the object instead
>> of the current way of just deforming on a particular axis.
>>
>> Any help appreciated.
>> Thanks
>>
>>
>> Jimmy
>>
>>
>


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


Re: Can you see me now?

2013-06-19 Thread Alan Fregtman
Is there any reason you can't go with a good ol' drag&drop expression?

If you need to copy the same expression on many objects, once you have one
just rightclick and Copy/Paste Animation, unless I'm missing something
obvious here.



On Wed, Jun 19, 2013 at 3:32 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

> I’ve got a model hierarchy of dozens of parts under a parent object.
>
> ** **
>
> The parent object is animated via an ICE tree and I’ve added conditional
> behavior to the ice tree to affect things like visibility of the parent
> object when certain situations are met.
>
> ** **
>
> This is all working as I would like with one except. I’d like the
> visibility condition to propagate from the parent to the entire model.
>
> ** **
>
> Am I required to apply a setdata node of visibility for every child of the
> parent, or is there an easier way?
>
> ** **
>
> I seem to recall I would have performed  a branch key in the past, but I
> have no clue how this might translate to ICE.
>
> ** **
>
> 
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not 
>
> represent the opinions of NASA or any other party.
>
> ** **
>


RE: Can you see me now?

2013-06-19 Thread Matt Lind
Any reason why you have to use ICE to drive visibility?  I would think the 
established toolset should suffice.


Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES]
Sent: Wednesday, June 19, 2013 12:33 PM
To: softimage@listproc.autodesk.com
Subject: Can you see me now?

I've got a model hierarchy of dozens of parts under a parent object.

The parent object is animated via an ICE tree and I've added conditional 
behavior to the ice tree to affect things like visibility of the parent object 
when certain situations are met.

This is all working as I would like with one except. I'd like the visibility 
condition to propagate from the parent to the entire model.

Am I required to apply a setdata node of visibility for every child of the 
parent, or is there an easier way?

I seem to recall I would have performed  a branch key in the past, but I have 
no clue how this might translate to ICE.


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



Re: Can you see me now?

2013-06-19 Thread David Barosin
If you check the 'hide instance master' in the visibility prop of the
master object(s) the instances will still be visible.


On Wed, Jun 19, 2013 at 4:54 PM, Eric Turman  wrote:

> You could also throw them in a group and drive the group's vis properties
>
> -=T=-
>
>
> On Wed, Jun 19, 2013 at 3:29 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> j.ponthi...@nasa.gov> wrote:
>
>> Yeah, I know, but I can shove it off into the nether I think. That or put
>> it in a lead box so the kryptonite rays are ineffective. J
>>
>> ** **
>>
>> --
>>
>> Joey Ponthieux
>>
>> LaRC Information Technology Enhanced Services (LITES)
>>
>> Mymic Technical Services
>>
>> NASA Langley Research Center
>>
>> __
>>
>> Opinions stated here-in are strictly those of the author and do not 
>>
>> represent the opinions of NASA or any other party.
>>
>> ** **
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind
>> *Sent:* Wednesday, June 19, 2013 4:25 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* RE: Can you see me now?
>>
>> ** **
>>
>> If you hide the master, all the instances will be hidden too.
>>
>> ** **
>>
>> ** **
>>
>> Matt
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> *From:* softimage-boun...@listproc.autodesk.com [
>> mailto:softimage-boun...@listproc.autodesk.com]
>> *On Behalf Of *David Barosin
>> *Sent:* Wednesday, June 19, 2013 12:54 PM
>> *To:* xsi
>> *Subject:* Re: Can you see me now?
>>
>> ** **
>>
>> Can you just make the model an instance and hide the instance masters? **
>> **
>>
>> ** **
>>
>> On Wed, Jun 19, 2013 at 3:32 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
>> j.ponthi...@nasa.gov> wrote:
>>
>> I’ve got a model hierarchy of dozens of parts under a parent object.
>>
>>  
>>
>> The parent object is animated via an ICE tree and I’ve added conditional
>> behavior to the ice tree to affect things like visibility of the parent
>> object when certain situations are met.
>>
>>  
>>
>> This is all working as I would like with one except. I’d like the
>> visibility condition to propagate from the parent to the entire model.***
>> *
>>
>>  
>>
>> Am I required to apply a setdata node of visibility for every child of
>> the parent, or is there an easier way?
>>
>>  
>>
>> I seem to recall I would have performed  a branch key in the past, but I
>> have no clue how this might translate to ICE.
>>
>>  
>>
>> --
>>
>> Joey Ponthieux
>>
>> LaRC Information Technology Enhanced Services (LITES)
>>
>> Mymic Technical Services
>>
>> NASA Langley Research Center
>>
>> __
>>
>> Opinions stated here-in are strictly those of the author and do not 
>>
>> represent the opinions of NASA or any other party.
>>
>>  
>>
>> ** **
>>
>
>
>
> --
>
>
>
>
> -=T=-
>


Re: Can you see me now?

2013-06-19 Thread Eric Turman
You could also throw them in a group and drive the group's vis properties

-=T=-


On Wed, Jun 19, 2013 at 3:29 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

> Yeah, I know, but I can shove it off into the nether I think. That or put
> it in a lead box so the kryptonite rays are ineffective. J
>
> ** **
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not 
>
> represent the opinions of NASA or any other party.
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind
> *Sent:* Wednesday, June 19, 2013 4:25 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Can you see me now?
>
> ** **
>
> If you hide the master, all the instances will be hidden too.
>
> ** **
>
> ** **
>
> Matt
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com]
> *On Behalf Of *David Barosin
> *Sent:* Wednesday, June 19, 2013 12:54 PM
> *To:* xsi
> *Subject:* Re: Can you see me now?
>
> ** **
>
> Can you just make the model an instance and hide the instance masters? ***
> *
>
> ** **
>
> On Wed, Jun 19, 2013 at 3:32 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> j.ponthi...@nasa.gov> wrote:
>
> I’ve got a model hierarchy of dozens of parts under a parent object.
>
>  
>
> The parent object is animated via an ICE tree and I’ve added conditional
> behavior to the ice tree to affect things like visibility of the parent
> object when certain situations are met.
>
>  
>
> This is all working as I would like with one except. I’d like the
> visibility condition to propagate from the parent to the entire model.
>
>  
>
> Am I required to apply a setdata node of visibility for every child of the
> parent, or is there an easier way?
>
>  
>
> I seem to recall I would have performed  a branch key in the past, but I
> have no clue how this might translate to ICE.
>
>  
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not 
>
> represent the opinions of NASA or any other party.
>
>  
>
> ** **
>



-- 




-=T=-


RE: Can you see me now?

2013-06-19 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Yeah, I know, but I can shove it off into the nether I think. That or put it in 
a lead box so the kryptonite rays are ineffective. :)

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Wednesday, June 19, 2013 4:25 PM
To: softimage@listproc.autodesk.com
Subject: RE: Can you see me now?

If you hide the master, all the instances will be hidden too.


Matt




From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Barosin
Sent: Wednesday, June 19, 2013 12:54 PM
To: xsi
Subject: Re: Can you see me now?

Can you just make the model an instance and hide the instance masters?

On Wed, Jun 19, 2013 at 3:32 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
mailto:j.ponthi...@nasa.gov>> wrote:
I've got a model hierarchy of dozens of parts under a parent object.

The parent object is animated via an ICE tree and I've added conditional 
behavior to the ice tree to affect things like visibility of the parent object 
when certain situations are met.

This is all working as I would like with one except. I'd like the visibility 
condition to propagate from the parent to the entire model.

Am I required to apply a setdata node of visibility for every child of the 
parent, or is there an easier way?

I seem to recall I would have performed  a branch key in the past, but I have 
no clue how this might translate to ICE.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.




RE: Can you see me now?

2013-06-19 Thread Matt Lind
If you hide the master, all the instances will be hidden too.


Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Barosin
Sent: Wednesday, June 19, 2013 12:54 PM
To: xsi
Subject: Re: Can you see me now?

Can you just make the model an instance and hide the instance masters?

On Wed, Jun 19, 2013 at 3:32 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
mailto:j.ponthi...@nasa.gov>> wrote:
I've got a model hierarchy of dozens of parts under a parent object.

The parent object is animated via an ICE tree and I've added conditional 
behavior to the ice tree to affect things like visibility of the parent object 
when certain situations are met.

This is all working as I would like with one except. I'd like the visibility 
condition to propagate from the parent to the entire model.

Am I required to apply a setdata node of visibility for every child of the 
parent, or is there an easier way?

I seem to recall I would have performed  a branch key in the past, but I have 
no clue how this might translate to ICE.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.




RE: Can you see me now?

2013-06-19 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Yes, that might be a reasonable way to deal with this.

Thanks

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Barosin
Sent: Wednesday, June 19, 2013 3:54 PM
To: xsi
Subject: Re: Can you see me now?

Can you just make the model an instance and hide the instance masters?

On Wed, Jun 19, 2013 at 3:32 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
mailto:j.ponthi...@nasa.gov>> wrote:
I've got a model hierarchy of dozens of parts under a parent object.

The parent object is animated via an ICE tree and I've added conditional 
behavior to the ice tree to affect things like visibility of the parent object 
when certain situations are met.

This is all working as I would like with one except. I'd like the visibility 
condition to propagate from the parent to the entire model.

Am I required to apply a setdata node of visibility for every child of the 
parent, or is there an easier way?

I seem to recall I would have performed  a branch key in the past, but I have 
no clue how this might translate to ICE.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.




Semi OT : Real time face capture

2013-06-19 Thread olivier jeannel

Hi people,
I'm consulted for a project that would involve realtime face capture.
Something similar to this : http://www.faceshift.com/

I would like to know if some of you have ever worked with it and send 
the data in realtime in softimage.


I would also like to know if  there are other (nice) solutions, possibly 
Softimage friendly.


Thank's in advance :)



Re: Can you see me now?

2013-06-19 Thread David Barosin
Can you just make the model an instance and hide the instance masters?


On Wed, Jun 19, 2013 at 3:32 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

> I’ve got a model hierarchy of dozens of parts under a parent object.
>
> ** **
>
> The parent object is animated via an ICE tree and I’ve added conditional
> behavior to the ice tree to affect things like visibility of the parent
> object when certain situations are met.
>
> ** **
>
> This is all working as I would like with one except. I’d like the
> visibility condition to propagate from the parent to the entire model.
>
> ** **
>
> Am I required to apply a setdata node of visibility for every child of the
> parent, or is there an easier way?
>
> ** **
>
> I seem to recall I would have performed  a branch key in the past, but I
> have no clue how this might translate to ICE.
>
> ** **
>
> 
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not 
>
> represent the opinions of NASA or any other party.
>
> ** **
>


RE: the jungle drums

2013-06-19 Thread Matt Lind
So where are these jungle drums pounding?

In the case of Softimage the development team has undergone a complete 
replacement and they've only been in charge for one shortened release cycle.  
Not enough information to extrapolate over the long term.  But when you look at 
it from a business perspective of Autodesk global, it doesn't make much sense 
to hire a brand new (larger?) development team in another country only to 
slowly kill a product.  I'm not claiming there will be any revolutionary 
overhauls to the application due to legacy issues, but I wouldn't sell it short 
either.  I think you'll see development continue in areas that will best round 
out the application to fill in the voids that have been complained about for 
years that don't disturb the foundation of the application.  Some of those 
developments can still be significant.

As for the bigger picture, I don't see Autodesk maintaining 3 separate 
applications indefinitely.  It's too costly to manage like-features across the 
applications and maintain 3 separate development teams.  While simple to 
moderate features could be managed across applications, the more complex ones 
would be a money pit as you'd spend more time and energy to create the result 
than the benefit that any user would derive.  It runs the risk of splintering a 
customer base as effort to assimilate all the products takes away from progress 
resulting in unhappy customers.  FBX anyone?

If you had asked me back in 2008 what the grand plan was, I would say to 
develop a new application from scratch while using the existing products as 
cover and provide revenue stream to hold the fort.  Long term it makes much 
more sense to have a single application as all development efforts could be 
focused, and headcounts to support one application is almost always less than 
for 3 applications resulting in cost savings.  It would allow for faster 
iteration and development too.  For those of us who were around in the mid 
1990's, we experienced the headaches of watching Softimage, Alias|Wavefront, 
Side FX, and Kinetics all revamp their products while continuing to develop 
their mainstays.  It was fun to watch in anticipation, but not so fun to deal 
with the lack of progress and continual roadblocks in the course of everyday 
production as workarounds became the norm than the exception.

What we're experiencing now looks familiar to me, but not familiar enough to 
convince me another product is on the drawing boards.  However, I wouldn't be 
the least bit surprised if that were the case as its not something you announce 
until significant prototypes have been completed successfully.  What we saw in 
the mid 1990's is it took roughly 3-4 years to build a new application core 
from scratch and v1.0 wasn't really usable in production.  Each application 
didn't hit a usable stride until about v3.0 of each product respectively.  
That's a statement that it takes 6 years of active development to replace a 
product.  Flash forward to today and it will likely take longer due to the 
emerging secondary markets and complexities needed to address them from an 
application.

Long story short, I don't know if a single broad application to cover all 
markets makes sense anymore as the complexity to build such a thing would be 
enormous.  It certainly makes sense to have a general 3D application that 
covers maybe 80% of the daily stuff while other smaller targeted applications 
are built off as extensions to fill certain niches.  If you look in production, 
that's how most pipelines are built.  Each production step uses one or more 
applications depending on the need.  What would streamline it all is if they 
all talked to each other in a common protocol.  I think that's what Autodesk is 
attempting with FBX and the separate products, but the difference is there is 
no central platform to build from, it's more or less a series of bridges to 
different lands.  Some will say Maya is the platform, but I don't think that 
would work simply because all the other applications would have to be 
retrofitted with that in mind.  That's obviously not going to happen.



Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andi Farhall
Sent: Wednesday, June 19, 2013 3:27 AM
To: softimage@listproc.autodesk.com
Subject: the jungle drums

have been going off again. Intimating the end of the line for soft. By this I 
assume the end of supported development from Autodesk, but will that make much 
difference?

Isn't it the case that there has been no real development of any of the three 
packages in years, excepting perhaps ice? It can't simply be that maya will be 
the only software that people will end up using, there has to be a next 
generation surely as things evolve. If not, then an unsuported product is just 
as much use as a supported but unevolved one, right?

I know lots of places that use soft, some of them exclusively so how long ca

Can you see me now?

2013-06-19 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
I've got a model hierarchy of dozens of parts under a parent object.

The parent object is animated via an ICE tree and I've added conditional 
behavior to the ice tree to affect things like visibility of the parent object 
when certain situations are met.

This is all working as I would like with one except. I'd like the visibility 
condition to propagate from the parent to the entire model.

Am I required to apply a setdata node of visibility for every child of the 
parent, or is there an easier way?

I seem to recall I would have performed  a branch key in the past, but I have 
no clue how this might translate to ICE.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



Re: the jungle drums

2013-06-19 Thread Paul Griswold
Knowing Autodesk, Mayxsi will be cloud-only & will have 1/16th the
functionality of any existing software.

But it'll have the patented ViewCube, so don't worry too much.

Yay conspiracy theories!




On Wed, Jun 19, 2013 at 2:55 PM, Tim Leydecker  wrote:

> Regarding Pixomondo/Star Trek.
>
> I´ve seen one of the sequences done in 3dsMax by the lighting guys
> sitting next to me in Pixomondo Berlin.
>
> Talented folks having loads of revisions plus some extra time for
> yet another round of rinse, repeat, then loop at the end.
>
> They were really happy with the notes the director gave them,
> very precise and detailed always touching the bigger picture
> and also giving some info about the context and backround of
> a specific shot.
>
> I guess in such a case you could pull it off in Blender, too.
> Personally, I hate to use 3dsMax. No, that´s not fair.
>
> FumeFx, VRay and shotgun make it digestible.
>
> Cheers,
>
> tim
>
> P.S. There was talk about the next.gen überautodesk app some time
> ago. Maybe that´s what the drums are saying, Mayxsi 1.0 is ready
> to show a startup screen but they can´t decide which bugs to
> incorporate first and forever?
>
>
>
>
>
>
>
>
>
>
>
> On 19.06.2013 14:39, Marc-Andre Carbonneau wrote:
>
>> In a post about NVidia and Star Trek on CGSociety the article mentions
>> that Pixomondo did a staggering 300 shots with 3DSMAX for the movie… First
>> I sprayed my coffee all over my
>> monitor and then wondered why they wanted to suffer so much? Or perhaps
>> its me, nah, I don’t think so.
>>
>> How can you make so many shots with something that doesn’t even have
>> reference models and that its viewport doesn’t support more than 2 rigged
>> characters?
>>
>> Ref : http://www.cgsociety.org/**index.php/CGSFeatures/**
>> CGSFeatureSpecial/star_trek_**into_darkness
>>
>> *From:*softimage-bounces@**listproc.autodesk.com[mailto:
>> softimage-bounces@**listproc.autodesk.com]
>> *On Behalf Of *Simon Reeves
>> *Sent:* 19 juin 2013 08:01
>> *To:* softimage@listproc.autodesk.**com 
>> *Subject:* Re: the jungle drums
>>
>> Well on a nice note I convinced the guys at work to use soft on our last
>> job and they are very much enjoying it. But then again they used max before
>> (and it was killing me.) We
>> had very long shots, with loaaads of cache from max, and a lot of passes
>> (lots of hero objects per shot) and that would have been a nightmare in
>> max..
>>
>> I thought the same about if soft was discontiuned, I could happily still
>> use it for years without updates.. Mostly anyway.
>>
>>
>>
>> Simon Reeves
>>
>> London, UK
>>
>> /si...@simonreeves.com **/
>> /www.simonreeves.com /
>>
>> On 19 June 2013 12:53, adrian wyer 
>> > adrian.wyer@fluid-**pictures.com >>
>> wrote:
>>
>> which is acceptable, being part of the suite, like mudbox
>>
>> it means the old farts like us can keep using it for what its good at
>> (everything) and the new kids can use it for what it's best at (ICE)
>>
>> a
>>
>> --**--**
>> --**--**
>> --**--
>>
>> *From:*softimage-bounces@**listproc.autodesk.com> softimage-bounces@**listproc.autodesk.com>
>> [mailto:softimage-bounces@**listproc.autodesk.com
>> ]
>> *On Behalf Of *Stefan Andersson
>> *Sent:* 19 June 2013 12:47
>>
>>
>> *To:* softimage@listproc.autodesk.**com 
>> > softimage@listproc.**autodesk.com >
>> *Subject:* Re: the jungle drums
>>
>>
>> On Jun 19, 2013, at 12:28 PM, adrian wyer wrote:
>>
>> i see amazing work done with Soft on a variety of websites, by many
>> talented artists...
>>
>> there are things you can do in ICE that you would struggle to do any
>> other way (especially if you're a human and not a Houdini double dome!)
>>
>> Soft is a GREAT package, (possibly the BEST all round 3D app) with the
>> most loyal and inventive userbase
>>
>> Autodesk would be IDIOTS to put it out to pasture, and i can't help
>> feeling that many would simply move to modo/cinema4D/blender rather than
>> jump backwards to maya
>>
>> this is a time when we as a community really need to make some noise and
>> show the 'man' that we love our software, and want to keep it!!
>>
>> my 2c
>>
>> I agree with you Adrian, but it's hard to promote the software to the
>> people who has the money when you are struggling with finding people. I all
>> for giving Softimage a "helping
>> hand", but when you are in a startup phase…. It's almost dumb to put your
>> money on Softimage. It's going to be a piece of Software that you use for
>> special things.
>>
>> /s
>>
>> *Stefan Andersson | **/Digital Janitor/*
>>
>> blog >
>> | showreel 
>> 

Re: the jungle drums

2013-06-19 Thread Tim Leydecker

Regarding Pixomondo/Star Trek.

I´ve seen one of the sequences done in 3dsMax by the lighting guys
sitting next to me in Pixomondo Berlin.

Talented folks having loads of revisions plus some extra time for
yet another round of rinse, repeat, then loop at the end.

They were really happy with the notes the director gave them,
very precise and detailed always touching the bigger picture
and also giving some info about the context and backround of
a specific shot.

I guess in such a case you could pull it off in Blender, too.
Personally, I hate to use 3dsMax. No, that´s not fair.

FumeFx, VRay and shotgun make it digestible.

Cheers,

tim

P.S. There was talk about the next.gen überautodesk app some time
ago. Maybe that´s what the drums are saying, Mayxsi 1.0 is ready
to show a startup screen but they can´t decide which bugs to
incorporate first and forever?











On 19.06.2013 14:39, Marc-Andre Carbonneau wrote:

In a post about NVidia and Star Trek on CGSociety the article mentions that 
Pixomondo did a staggering 300 shots with 3DSMAX for the movie… First I sprayed 
my coffee all over my
monitor and then wondered why they wanted to suffer so much? Or perhaps its me, 
nah, I don’t think so.

How can you make so many shots with something that doesn’t even have reference 
models and that its viewport doesn’t support more than 2 rigged characters?

Ref : 
http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/star_trek_into_darkness

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Simon Reeves
*Sent:* 19 juin 2013 08:01
*To:* softimage@listproc.autodesk.com
*Subject:* Re: the jungle drums

Well on a nice note I convinced the guys at work to use soft on our last job 
and they are very much enjoying it. But then again they used max before (and it 
was killing me.) We
had very long shots, with loaaads of cache from max, and a lot of passes (lots 
of hero objects per shot) and that would have been a nightmare in max..

I thought the same about if soft was discontiuned, I could happily still use it 
for years without updates.. Mostly anyway.



Simon Reeves

London, UK

/si...@simonreeves.com /
/www.simonreeves.com /

On 19 June 2013 12:53, adrian wyer mailto:adrian.w...@fluid-pictures.com>> wrote:

which is acceptable, being part of the suite, like mudbox

it means the old farts like us can keep using it for what its good at 
(everything) and the new kids can use it for what it's best at (ICE)

a



*From:*softimage-boun...@listproc.autodesk.com 
 
[mailto:softimage-boun...@listproc.autodesk.com
] *On Behalf Of *Stefan 
Andersson
*Sent:* 19 June 2013 12:47


*To:* softimage@listproc.autodesk.com 
*Subject:* Re: the jungle drums

On Jun 19, 2013, at 12:28 PM, adrian wyer wrote:

i see amazing work done with Soft on a variety of websites, by many talented 
artists...

there are things you can do in ICE that you would struggle to do any other way 
(especially if you're a human and not a Houdini double dome!)

Soft is a GREAT package, (possibly the BEST all round 3D app) with the most 
loyal and inventive userbase

Autodesk would be IDIOTS to put it out to pasture, and i can't help feeling 
that many would simply move to modo/cinema4D/blender rather than jump backwards 
to maya

this is a time when we as a community really need to make some noise and show 
the 'man' that we love our software, and want to keep it!!

my 2c

I agree with you Adrian, but it's hard to promote the software to the people who has 
the money when you are struggling with finding people. I all for giving Softimage a 
"helping
hand", but when you are in a startup phase…. It's almost dumb to put your money 
on Softimage. It's going to be a piece of Software that you use for special things.

/s

*Stefan Andersson | **/Digital Janitor/*

blog  | showreel 
 | twitter  
| LinkedIn
 | Instagram 


cell SE: +46-736268850

cell UK: +44-7513792996



No virus found in this message.
Checked by AVG - www.avg.com 
Version: 2013.0.3345 / Virus Database: 3199/6422 - Release Date: 06/18/13



Re: the jungle drums

2013-06-19 Thread Adam Seeley
Interesting,

I've been thinking about getting into Houdini, I was wondering what the 
comparison would be.

Adam.

-
Yoyo Digital Ltd.
07956 976 245
http://www.linkedin.com/in/adamseeleyuk

https://vimeo.com/adamseeley







 From: Jordi Bares 
To: "softimage@listproc.autodesk.com"  
Cc: ""  
Sent: Wednesday, 19 June 2013, 17:35
Subject: Re: the jungle drums
 


I have been using lately Houdini in pretty much everything for the last 9 
months as I moved to Realise and man I miss Soft big time!

I will write about it soon. Need 100 fingers to type it. 

Sent from my iPhone

On 19 Jun 2013, at 12:28, "adrian wyer"  wrote:


  
>i see amazing work done with Soft on a variety
of websites, by many talented artists...
> 
>there are things you can do in ICE that
you would struggle to do any other way (especially if you're a human and not a
Houdini double dome!)
> 
>Soft is a GREAT package, (possibly the
BEST all round 3D app) with the most loyal and inventive userbase
> 
>Autodesk would be IDIOTS to put it out to
pasture, and i can't help feeling that many would simply move to
modo/cinema4D/blender rather than jump backwards to maya
> 
>this is a time when we as a community
really need to make some noise and show the 'man' that we love our software,
and want to keep it!!
> 
>my 2c
> 
>
>
> 
>From:softimage-boun...@listproc.autodesk.com 
>[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Andersson
>Sent: 19 June 2013 12:15
>To: softimage@listproc.autodesk.com
>Subject: Re: the jungle drums
> 
>In the whole I think we should be happy that Softimage is still alive.
The ever shrinking user base and the none existent new talent base… well… I
think we can just face the fact that it's not going to be "the year of
Softimage" this year either. I'm a bit surprised actually that Autodesk is
still keeping it alive, though I'm happy that there are still people willing to
put their souls into it.
> 
>MPC in not using Softimage for crowd stuff (as far as I know), where
did you hear that?
> 
>RenderView is a lot better and stable than render region. The IPR with Arnold 
>is pretty neat.
Maya doesn't have ice, but it does have a node connection editor which works
pretty well when you are rigging. Render layers is a bit dodgy, but you learn
to live with them. Simulation stuff you can always make in Softimage or
Houdini. FumeFX and SOuP replaces 90% of the need for it though (at least for
me). 
>Having native Alembic support is a life savior, and I don't understand
why Autodesk couldn't implement it into Softimage…. why 
> 
>So many things I had hope for with the 2014 release, since it had been
years since the last update and the new team was given their time to get
familiar. And what did we get? Camera Sequencer… 
> 
>I for one looks forward to The Foundry roadmap with Nuke/Mari/Modo.
Going to the user group tonight and hope to hear some good news.
> 
>all the best
>stefan
> 
> 
> 
> 
> 
>On Jun 19, 2013, at 11:27 AM, Andi Farhall wrote:
>
>
>
>have been going off again. Intimating the end of the line for soft. By
this I assume the end of supported development from Autodesk, but will
that make much difference? 
> 
>Isn't it the case that there has been no real development of any of the three
packages in years, excepting perhaps ice? It can't simply be that maya will be
the only software that people will end up using, there has to be a next
generation surely as things evolve. If not, then an unsuported product is just
as much use as a supported but unevolved one, right?
> 
>I know lots of places that use soft, some of them exclusively so how long can
they carry on with an unsupported product? There must be years of life left in
soft and if places like MPC really are using ICE for crowd stuff then this
has to add to it's life expectancy.  
> 
>I'm not against learning a new package whatsoever, but it has to be an
improvement on what i've been using until now, and as somebody who spends all
day in either ICE or the render region and  render passes i have to say
maya seems a backwards step, and if it is a backwards step then maya has room
for improvement or even replacement perhaps. 
> 
>They could call it Maxsi perhaps. I would learn that...
> 
>or will we be left in a stagnatting software pool simply because a few
large studios are now backed into a corner?
> 
>A>
> 
> 
> 
> 
> 
> 
> 
>
>...
>http://www.hackneyeffects.com/
>https://vimeo.com/user4174293
>http://www.linkedin.com/pub/andi-farhall/b/496/b21
> 
> 
>http://www.flickr.com/photos/lord_hackney/
>http://spylon.tumblr.com/
> 
>This
email and any attachments to it may be confidential and are intended solely for
the use of the individual to whom it is addressed. Any views or opinions
expressed are solely those of the author and do not necessarily represent those
of Hackney Effects Ltd.
>If
you are no

RE: velocity

2013-06-19 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
If I have to write a script it probably would make a lot of sense just to use 
the script to turn the whole process into a scripted add-on with a pick routine 
and everything. Sometime when I have time maybe, but not today. Looks like I'll 
be renaming node values, woohoo!

Thanks Grahame, this was terrific!

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Wednesday, June 19, 2013 12:55 PM
To: softimage@listproc.autodesk.com
Subject: RE: velocity

Unfortunately you cannot get an object's constraint connections in ICE.

You can, however, get its parent via the this_parent token. I just made a 
simple test parenting the object to its curve and it seemed to work, but there 
were some cycle warnings. These may be harmless, but I can't guarantee they 
won't cause problems in the future.

A more bulletproof method would be to add your objects and your curves to two 
groups in corresponding order, and write a script to build/rebuild the 
constraints and ICE trees accordingly.

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES]
Sent: Wednesday, June 19, 2013 12:16 PM
To: softimage@listproc.autodesk.com
Subject: RE: velocity

Spectacular!

This works exactly as I wanted!

I've got two objects on parallel curves traveling side by side at the same 
velocity. I've got a question however.

I've got a lot of these to set up. I'd like to create a compound out of the 
subtree, one I can reapply to other objects as I get them rigged. I only have 
one problem, I'd like the curve length to adapt to the path of the object to 
which the ICE tree is assigned. Is there any way to find that through self?

For example, if object is self, and self is animated on path crvlist30, I want 
self to find crvlist30 and then curvelength.

I was unable to find this through explorer and I looked in the object model 
documentation but I've been unable to isolate anything on the animated object 
which would point to the path the object is assigned.

Any ideas?

Thanks

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Wednesday, June 19, 2013 11:03 AM
To: softimage@listproc.autodesk.com
Subject: RE: velocity

You could do it with ICE kinematics, but I think this might be easier:

1. Apply a path constraint to get nice things like tangency and up vector for 
free.
2. Remove the animation on Path %age.
3. Apply an ICE tree to calculate the percentage yourself: get current time 
(make sure to turn Global on), multiply by desired speed, divide by curve 
length (this is why you can't do it with a simple expression), multiply by 100 
for the percentage, and set self.kine.pathcns.perc.

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES]
Sent: Wednesday, June 19, 2013 10:16 AM
To: softimage@listproc.autodesk.com
Subject: velocity

I'd like to set an object on a path using velocity, or something similar to 
velocity at least, as the means of propagation along the path.

The idea is to animate a bunch of different objects, while on different paths 
of random lengths, so they all appear they are going the same speed regardless 
the path length.

I know that I can use velocity as a factor on particles, but these need to be 
models animated on paths.

Is this possible?

Thanks

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



RE: velocity

2013-06-19 Thread Grahame Fuller
Unfortunately you cannot get an object's constraint connections in ICE.

You can, however, get its parent via the this_parent token. I just made a 
simple test parenting the object to its curve and it seemed to work, but there 
were some cycle warnings. These may be harmless, but I can't guarantee they 
won't cause problems in the future.

A more bulletproof method would be to add your objects and your curves to two 
groups in corresponding order, and write a script to build/rebuild the 
constraints and ICE trees accordingly.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES]
Sent: Wednesday, June 19, 2013 12:16 PM
To: softimage@listproc.autodesk.com
Subject: RE: velocity

Spectacular!

This works exactly as I wanted!

I've got two objects on parallel curves traveling side by side at the same 
velocity. I've got a question however.

I've got a lot of these to set up. I'd like to create a compound out of the 
subtree, one I can reapply to other objects as I get them rigged. I only have 
one problem, I'd like the curve length to adapt to the path of the object to 
which the ICE tree is assigned. Is there any way to find that through self?

For example, if object is self, and self is animated on path crvlist30, I want 
self to find crvlist30 and then curvelength.

I was unable to find this through explorer and I looked in the object model 
documentation but I've been unable to isolate anything on the animated object 
which would point to the path the object is assigned.

Any ideas?

Thanks

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Wednesday, June 19, 2013 11:03 AM
To: softimage@listproc.autodesk.com
Subject: RE: velocity

You could do it with ICE kinematics, but I think this might be easier:

1. Apply a path constraint to get nice things like tangency and up vector for 
free.
2. Remove the animation on Path %age.
3. Apply an ICE tree to calculate the percentage yourself: get current time 
(make sure to turn Global on), multiply by desired speed, divide by curve 
length (this is why you can't do it with a simple expression), multiply by 100 
for the percentage, and set self.kine.pathcns.perc.

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES]
Sent: Wednesday, June 19, 2013 10:16 AM
To: softimage@listproc.autodesk.com
Subject: velocity

I'd like to set an object on a path using velocity, or something similar to 
velocity at least, as the means of propagation along the path.

The idea is to animate a bunch of different objects, while on different paths 
of random lengths, so they all appear they are going the same speed regardless 
the path length.

I know that I can use velocity as a factor on particles, but these need to be 
models animated on paths.

Is this possible?

Thanks

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

<>

Re: the jungle drums

2013-06-19 Thread Jordi Bares
I have been using lately Houdini in pretty much everything for the last 9 
months as I moved to Realise and man I miss Soft big time!

I will write about it soon. Need 100 fingers to type it. 

Sent from my iPhone

On 19 Jun 2013, at 12:28, "adrian wyer"  wrote:

> i see amazing work done with Soft on a variety of websites, by many talented 
> artists...
>  
> there are things you can do in ICE that you would struggle to do any other 
> way (especially if you're a human and not a Houdini double dome!)
>  
> Soft is a GREAT package, (possibly the BEST all round 3D app) with the most 
> loyal and inventive userbase
>  
> Autodesk would be IDIOTS to put it out to pasture, and i can't help feeling 
> that many would simply move to modo/cinema4D/blender rather than jump 
> backwards to maya
>  
> this is a time when we as a community really need to make some noise and show 
> the 'man' that we love our software, and want to keep it!!
>  
> my 2c
>  
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Andersson
> Sent: 19 June 2013 12:15
> To: softimage@listproc.autodesk.com
> Subject: Re: the jungle drums
>  
> In the whole I think we should be happy that Softimage is still alive. The 
> ever shrinking user base and the none existent new talent base… well… I think 
> we can just face the fact that it's not going to be "the year of Softimage" 
> this year either. I'm a bit surprised actually that Autodesk is still keeping 
> it alive, though I'm happy that there are still people willing to put their 
> souls into it.
>  
> MPC in not using Softimage for crowd stuff (as far as I know), where did you 
> hear that?
>  
> RenderView is a lot better and stable than render region. The IPR with Arnold 
> is pretty neat. Maya doesn't have ice, but it does have a node connection 
> editor which works pretty well when you are rigging. Render layers is a bit 
> dodgy, but you learn to live with them. Simulation stuff you can always make 
> in Softimage or Houdini. FumeFX and SOuP replaces 90% of the need for it 
> though (at least for me). 
> Having native Alembic support is a life savior, and I don't understand why 
> Autodesk couldn't implement it into Softimage…. why 
>  
> So many things I had hope for with the 2014 release, since it had been years 
> since the last update and the new team was given their time to get familiar. 
> And what did we get? Camera Sequencer… 
>  
> I for one looks forward to The Foundry roadmap with Nuke/Mari/Modo. Going to 
> the user group tonight and hope to hear some good news.
>  
> all the best
> stefan
>  
>  
>  
>  
>  
> On Jun 19, 2013, at 11:27 AM, Andi Farhall wrote:
> 
> 
> have been going off again. Intimating the end of the line for soft. By this I 
> assume the end of supported development from Autodesk, but will that make 
> much difference? 
>  
> Isn't it the case that there has been no real development of any of the three 
> packages in years, excepting perhaps ice? It can't simply be that maya will 
> be the only software that people will end up using, there has to be a next 
> generation surely as things evolve. If not, then an unsuported product is 
> just as much use as a supported but unevolved one, right?
>  
> I know lots of places that use soft, some of them exclusively so how long can 
> they carry on with an unsupported product? There must be years of life left 
> in soft and if places like MPC really are using ICE for crowd stuff then this 
> has to add to it's life expectancy.  
>  
> I'm not against learning a new package whatsoever, but it has to be an 
> improvement on what i've been using until now, and as somebody who spends all 
> day in either ICE or the render region and  render passes i have to say maya 
> seems a backwards step, and if it is a backwards step then maya has room for 
> improvement or even replacement perhaps. 
>  
> They could call it Maxsi perhaps. I would learn that...
>  
> or will we be left in a stagnatting software pool simply because a few large 
> studios are now backed into a corner?
>  
> A>
>  
>  
>  
>  
>  
>  
>  
> 
> ...
> 
> http://www.hackneyeffects.com/
> https://vimeo.com/user4174293
> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>  
>  
> http://www.flickr.com/photos/lord_hackney/
> http://spylon.tumblr.com/
>  
> This email and any attachments to it may be confidential and are intended 
> solely for the use of the individual to whom it is addressed. Any views or 
> opinions expressed are solely those of the author and do not necessarily 
> represent those of Hackney Effects Ltd.
> If you are not the intended recipient of this email, you must neither take 
> any action based upon its contents, nor copy or show it to anyone.
> Please contact the sender if you believe you have received this email in 
> error.
> --

RE: velocity

2013-06-19 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Spectacular!

This works exactly as I wanted!

I've got two objects on parallel curves traveling side by side at the same 
velocity. I've got a question however.

I've got a lot of these to set up. I'd like to create a compound out of the 
subtree, one I can reapply to other objects as I get them rigged. I only have 
one problem, I'd like the curve length to adapt to the path of the object to 
which the ICE tree is assigned. Is there any way to find that through self?

For example, if object is self, and self is animated on path crvlist30, I want 
self to find crvlist30 and then curvelength.

I was unable to find this through explorer and I looked in the object model 
documentation but I've been unable to isolate anything on the animated object 
which would point to the path the object is assigned.

Any ideas?

Thanks

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Wednesday, June 19, 2013 11:03 AM
To: softimage@listproc.autodesk.com
Subject: RE: velocity

You could do it with ICE kinematics, but I think this might be easier:

1. Apply a path constraint to get nice things like tangency and up vector for 
free.
2. Remove the animation on Path %age.
3. Apply an ICE tree to calculate the percentage yourself: get current time 
(make sure to turn Global on), multiply by desired speed, divide by curve 
length (this is why you can't do it with a simple expression), multiply by 100 
for the percentage, and set self.kine.pathcns.perc.

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES]
Sent: Wednesday, June 19, 2013 10:16 AM
To: softimage@listproc.autodesk.com
Subject: velocity

I'd like to set an object on a path using velocity, or something similar to 
velocity at least, as the means of propagation along the path.

The idea is to animate a bunch of different objects, while on different paths 
of random lengths, so they all appear they are going the same speed regardless 
the path length.

I know that I can use velocity as a factor on particles, but these need to be 
models animated on paths.

Is this possible?

Thanks

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



RE: velocity

2013-06-19 Thread Grahame Fuller
You could do it with ICE kinematics, but I think this might be easier:

1. Apply a path constraint to get nice things like tangency and up vector for 
free.
2. Remove the animation on Path %age.
3. Apply an ICE tree to calculate the percentage yourself: get current time 
(make sure to turn Global on), multiply by desired speed, divide by curve 
length (this is why you can't do it with a simple expression), multiply by 100 
for the percentage, and set self.kine.pathcns.perc.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES]
Sent: Wednesday, June 19, 2013 10:16 AM
To: softimage@listproc.autodesk.com
Subject: velocity

I'd like to set an object on a path using velocity, or something similar to 
velocity at least, as the means of propagation along the path.

The idea is to animate a bunch of different objects, while on different paths 
of random lengths, so they all appear they are going the same speed regardless 
the path length.

I know that I can use velocity as a factor on particles, but these need to be 
models animated on paths.

Is this possible?

Thanks

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

<>

Re: velocity

2013-06-19 Thread Bradley Gabe
On Wed, Jun 19, 2013 at 10:16 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

> I’d like to set an object on a path using velocity, or something similar
> to velocity at least, as the means of propagation along the path. 
>
> ** **
>
> The idea is to animate a bunch of different objects, while on different
> paths of random lengths, so they all appear they are going the same speed
> regardless the path length. 
>
> ** **
>
> I know that I can use velocity as a factor on particles, but these need to
> be models animated on paths.
>
> ** **
>
> Is this possible?
>

Yes.


> **
>
> Thanks
>
> ** **
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not 
>
> represent the opinions of NASA or any other party.
>
> ** **
>


Re: Raycast by camera instead of direction

2013-06-19 Thread Jimmy Marrero
Thanks so much worked like a charm



On Tue, Jun 18, 2013 at 11:52 AM, Christian Gotzinger  wrote:

> As the direction you vector you can use the vector from your camera
> position to the object. You simply subtract one position from the other:
> yourobject.kine.global.pos MINUS camera.kine.global.pos (and plug the
> result into the raycast)
>
>
> On Tue, Jun 18, 2013 at 5:26 PM, Jimmy Marrero wrote:
>
>> Hey guys
>> I am using the footprint deformation in ICE and was wondering if there is
>> a way to align the Raycast to match the direction of my camera. I am
>> testing it currently on a sphere, I want to be able to rotate around the
>> sphere and have the deformation appear consistent around the object instead
>> of the current way of just deforming on a particular axis.
>>
>> Any help appreciated.
>> Thanks
>>
>>
>> Jimmy
>>
>>
>


Re: velocity

2013-06-19 Thread Alan Fregtman
Sure! Do it with particles and constrain your things to them?

In 2013 (and maybe 2012) there's a built-in particle constraint in the ICE
module under Kinematics, Effects->Transform Objects by Particles.



On Wed, Jun 19, 2013 at 10:16 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

> I’d like to set an object on a path using velocity, or something similar
> to velocity at least, as the means of propagation along the path. 
>
> ** **
>
> The idea is to animate a bunch of different objects, while on different
> paths of random lengths, so they all appear they are going the same speed
> regardless the path length. 
>
> ** **
>
> I know that I can use velocity as a factor on particles, but these need to
> be models animated on paths.
>
> ** **
>
> Is this possible?
>
> ** **
>
> Thanks
>
> ** **
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not 
>
> represent the opinions of NASA or any other party.
>
> ** **
>


Mapping spherical density?

2013-06-19 Thread Morten Bartholdy
I have a sphere I want to render with the built in particle volumetric
shader. Now I need to map the density so it is spherical - imagine the
earths atmosphere for instance where I might want to control the density
with a gradient from the centre of the sphere and out to the circumference
where the density fades out, and likewise for coloring.

I have been through the various permutations with gradients but fail to get
a really three dimensional mapping of spherical density.

Am I missing something simple here or is it not easily done?

Morten

velocity

2013-06-19 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
I'd like to set an object on a path using velocity, or something similar to 
velocity at least, as the means of propagation along the path.

The idea is to animate a bunch of different objects, while on different paths 
of random lengths, so they all appear they are going the same speed regardless 
the path length.

I know that I can use velocity as a factor on particles, but these need to be 
models animated on paths.

Is this possible?

Thanks

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



Re: LEGO - the Movie Trailer

2013-06-19 Thread Eugen Sares
What do you mean with "customized curves", and "vector-like operations 
like booleans", if I may ask? Real Nurbs-curve mangling in the 3D-scene?
If you did curve booleans already, I could spare me the effort and ask 
you for considering releasing them as an addon...

Cheers,
Eugen

Am 19.06.2013 14:20, schrieb Ahmidou Lyazidi:

I couldn't have explained it better !

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com


2013/6/19 Raffaele Fragapane >


The most effort intensive way you could possibly imagine :p

A custom renderman shader, with a custom OGL shader aligned, with
a custom OGL manipulator for custom data driven by... customized
curves. Per rig. Dozens of the F'in things. With wardrobes. And
variations. For dozens of characters.
All with vector like operations like masking, bool in, bool out,
exclude and so on set up for each rig.
Yeah they're a lot of "fun" to set up.

Ahmidou on this list was responsible for the the entire
rigging/tools stretch of it (Softimage), OGL shader (always inside
Soft) was Christian Breitling (but it might have passed other
hands) in the animation department. The actual offline rendering I
can't credit (don't remember who did it).

The animators are basically free to use basic controls, or go in
and sketch point by point any expression they can come up with on
the sorted rendering planes, vector art style.


On Wed, Jun 19, 2013 at 9:10 PM, Eugen Sares
mailto:sof...@mail.sprit.org>> wrote:

Wow!!

I wonder how you pros did the "face rig"... you know, 2D vetor
animation projected onto 3D -  a "classic" case for
cartoony/abstract characters. Could you elaborate a bit, please?
Did you use some other software, or did you stay inside Softimage?
Because it would be possible for example to animate some
curves with blend shapes and the mixer, render some 2D view of
those and map this animation onto the faces.

Best regards and congratulations!
Eugen


Am 19.06.2013 08:22, schrieb Serguei Kalentchouk:

Great sharp look and appears to be loads of fun!

Well done AL!



On Tue, Jun 18, 2013 at 10:47 PM, Jeremie Passerin
mailto:gerem@gmail.com>> wrote:

Woow Woow !
Thumb up to the Animals !


On 18 June 2013 20:58, Ivan Tay mailto:ivansoftim...@gmail.com>> wrote:

Fantastic ! looking forward to watching it.



On Wed, Jun 19, 2013 at 8:03 AM, Raffaele Fragapane
mailto:raffsxsil...@googlemail.com>> wrote:

Well, trailer's out:
http://www.youtube.com/watch?v=lPnY2NjSjrg

Animal Logic, so layout, rigging and animation
are Softimage.
Still in production.






-- 
Technical Director @ DreamWorks Animation





-- 
Our users will know fear and cower before our software! Ship it!

Ship it and let them flee like the dogs they are!






Re: the jungle drums

2013-06-19 Thread Eugen Sares

Am 19.06.2013 15:03, schrieb Stefan Kubicek:
Max had Reference Models (they call it XRefs) long before Soft or Maya 
did. It had a lot of things "first" (e.g. non-linear animation, 
compositing), but most of these features suffered from bad usability 
and were never improved.




True. I watched this for many years, then moved to here. Green grass as 
far as the eye can see...
No... in Softimage, features rarely get improved, too, but at least they 
are usable in the first place... ;]


Let's declare this thread to the usual sarcasm-landfill... ;D



In a post about NVidia and Star Trek on CGSociety the article 
mentions that Pixomondo did a staggering 300 shots with 3DSMAX for 
the movie... First I sprayed my coffee all over my monitor and then 
wondered why they wanted to suffer so much? Or perhaps its me, nah, I 
don't think so.
How can you make so many shots with something that doesn't even have 
reference models and that its viewport doesn't support more than 2 
rigged characters?


Ref : 
http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/star_trek_into_darkness




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon 
Reeves

Sent: 19 juin 2013 08:01
To: softimage@listproc.autodesk.com
Subject: Re: the jungle drums

Well on a nice note I convinced the guys at work to use soft on our 
last job and they are very much enjoying it. But then again they used 
max before (and it was killing me.) We had very long shots, with 
loaaads of cache from max, and a lot of passes (lots of hero objects 
per shot) and that would have been a nightmare in max..


I thought the same about if soft was discontiuned, I could happily 
still use it for years without updates.. Mostly anyway.



Simon Reeves
London, UK
si...@simonreeves.com
www.simonreeves.com


On 19 June 2013 12:53, adrian wyer 
mailto:adrian.w...@fluid-pictures.com>> 
wrote:

which is acceptable, being part of the suite, like mudbox

it means the old farts like us can keep using it for what its good at 
(everything) and the new kids can use it for what it's best at (ICE)


a


From: 
softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] 
On Behalf Of Stefan Andersson

Sent: 19 June 2013 12:47

To: 
softimage@listproc.autodesk.com

Subject: Re: the jungle drums


On Jun 19, 2013, at 12:28 PM, adrian wyer wrote:

i see amazing work done with Soft on a variety of websites, by many 
talented artists...


there are things you can do in ICE that you would struggle to do any 
other way (especially if you're a human and not a Houdini double dome!)


Soft is a GREAT package, (possibly the BEST all round 3D app) with 
the most loyal and inventive userbase


Autodesk would be IDIOTS to put it out to pasture, and i can't help 
feeling that many would simply move to modo/cinema4D/blender rather 
than jump backwards to maya


this is a time when we as a community really need to make some noise 
and show the 'man' that we love our software, and want to keep it!!


my 2c


I agree with you Adrian, but it's hard to promote the software to the 
people who has the money when you are struggling with finding people. 
I all for giving Softimage a "helping hand", but when you are in a 
startup phase It's almost dumb to put your money on Softimage. 
It's going to be a piece of Software that you use for special things.


/s


Stefan Andersson | Digital Janitor
blog | 
showreel | 
twitter | 
LinkedIn | 
Instagram

cell SE: +46-736268850
cell UK: +44-7513792996




No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.3345 / Virus Database: 3199/6422 - Release Date: 
06/18/13










Re: bezier -> nurbs

2013-06-19 Thread Eugen Sares
Then, as I said, just select all the Bezier knots and reduce their 
multiplicity to 1. No worries.



Am 19.06.2013 14:53, schrieb Ponthieux, Joseph G. (LARC-E1A)[LITES]:


Actually it was the opposite. I wanted primarily to fit a CV curve to 
a Bezier. Converting Bezier to CV was my backup if I couldn't achieve 
the primary goal.


Thanks for detail! J

--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

Mymic Technical Services

NASA Langley Research Center

__

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

represent the opinions of NASA or any other party.

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eugen 
Sares

*Sent:* Wednesday, June 19, 2013 3:28 AM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: bezier -> nurbs

Hi,
to clear the fog a bit more (or thicken it)...

- A Nurbs curve consists of a list of CVs (x0, y0, z0, w0, x1, y1, z1, 
w1, ...),  and a knot "vector" (0.0, 0.0, 0.0, 1.0, 2.5, 4.0 ,5.0, 
5.0, 5.0) in which each item always have to be greater or equal than 
the one before.


- Curves can have degree 1, 2 or 3 in Softimage (in other 
applications, higher degrees are allowed, but we rarely design ship 
hulls in Softimage).


- The number of occurrances of a knot value is called it's "multiplicity".
Example: (..., 1.7, 2.1, 2.1, 2.1, 4.0, ...). Knot 2.1 has multiplicity 3.
Maximum: degree of the curve. Such a knot is called a "Bezier" knot - 
it has "full multiplicity".


- The first and last knot of an open nurbs curve always have full 
multiplicity. Needn't be, but it's nice when the drawn curve's 
start/end coincide with the first/last CV.


- Bezier curves, as has been said, are also Nurbs curves. Nurbs are a 
superset, a generalization of Bezier curves.


- There's one golden rule for Nurbs curves, which under all 
circumstances must be kept (except you want to provoke a crash):

number of knots = number of points (=CVs) + curve degree - 1
Example: create a curve, in the "eye" menu, turn on "points", select a 
knot and see what happens when you adjust "Set Knot Multiplicity" - 
CVs are added or removed accordingly to keep this rule.


- Bezier knots always coincide with a control vertex. Knots with less 
than full multiplicity do not.


- It's a nice convenience feature of the "move component tool" that 
you can move not only CVs but also knots.
In fact, that tool is very well designed. Unfortunately, other Nurbs 
curve tools are not, or are missing. Same for surfaces.



Back to your question, if it hasn't been answered already:
If you want to "convert" a Bezier curve to a CV curve, simply select 
all the Bezier knots (not start and end - you could, but it's useless) 
and reduce their multiplicity to 1 ("Set Knot Multiplicity").

The curve shape does not change.

Remember the "Create > Curve > Fit on Curve" tool, if you want to 
"re-sample" the curve.


Too much information? ; ]

Best,
Eugen



Am 18.06.2013 23:19, schrieb Ponthieux, Joseph G. (LARC-E1A)[LITES]:

Yes! That would be helpful, didn't realize that was still there.

--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

Mymic Technical Services

NASA Langley Research Center

__

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

represent the opinions of NASA or any other party.

*From:*softimage-boun...@listproc.autodesk.com

[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Grahame Fuller
*Sent:* Tuesday, June 18, 2013 5:16 PM
*To:* softimage@listproc.autodesk.com

*Subject:* RE: bezier -> nurbs

A Bezier knot is a NURBS knot with multiplicity 3. If you don't
want Bezier-like manipulation, you can use the old Move Point tool
(still available on the Modify > Component menu) instead of the
Tweak Curve tool .

gray

*From:*softimage-boun...@listproc.autodesk.com

[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Ponthieux, Joseph G. (LARC-E1A)[LITES]
*Sent:* Tuesday, June 18, 2013 04:49 PM
*To:* softimage@listproc.autodesk.com

*Subject:* RE: bezier -> nurbs

Yeah, tried that, except when I set the multiplicity to 3 it
apparently converts the curve to Bezier control. Kinda defeats the
purpose as I could just create the curve a Bezier from the get go
if I wanted that.

--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

Mymic Technical Services

NASA Langley Research Center

__

Opinions stated here-in are strictly those of the author and do no

Re: the jungle drums

2013-06-19 Thread Eugen Sares

I'd buy that 2014 was a warmup and bugfixing cycle for the new devs.
But the next release, 2015, will be the one that shows the real attitude 
of Autodesk.


My number one: extensibility and customizability. SDK, ToolsSDK, UI, ICE.
Helps everybody right now, and if Softimage gets cut some day, it could 
more easily kept alive by the community for any time needed.
Progress has been made (e.g. custom primitives), but still there's still 
much to do.


At the time being, there's little to no activity in the beta forum, and 
the mood is somewhat low. Might be the heat cooking brains (although 
it's always hot in Singapore...), some introspection and planning going 
on after the release, whatever. I'm looking forward to any official 
word, though. Mr. Tutino-Galletti?



Am 19.06.2013 13:46, schrieb Stefan Andersson:


On Jun 19, 2013, at 12:28 PM, adrian wyer wrote:

i see amazing work done with Soft on a variety of websites, by many 
talented artists...


there are things you can do in ICE that you would struggle to do any 
other way (especially if you're a human and not a Houdini double dome!)


Soft is a GREAT package, (possibly the BEST all round 3D app) with 
the most loyal and inventive userbase


Autodesk would be IDIOTS to put it out to pasture, and i can't help 
feeling that many would simply move to modo/cinema4D/blender rather 
than jump backwards to maya


this is a time when we as a community really need to make some noise 
and show the 'man' that we love our software, and want to keep it!!


my 2c




I agree with you Adrian, but it's hard to promote the software to the 
people who has the money when you are struggling with finding people. 
I all for giving Softimage a "helping hand", but when you are in a 
startup phase…. It's almost dumb to put your money on Softimage. It's 
going to be a piece of Software that you use for special things.


/s


*Stefan Andersson | /Digital Janitor/**
*
blog  | showreel 
 | twitter 
 | LinkedIn 
 | Instagram 


cell SE: +46-736268850
cell UK: +44-7513792996







Re: the jungle drums

2013-06-19 Thread Stefan Kubicek

Max had Reference Models (they call it XRefs) long before Soft or Maya did. It had a lot 
of things "first" (e.g. non-linear animation, compositing), but most of these 
features suffered from bad usability and were never improved.



In a post about NVidia and Star Trek on CGSociety the article mentions that 
Pixomondo did a staggering 300 shots with 3DSMAX for the movie... First I 
sprayed my coffee all over my monitor and then wondered why they wanted to 
suffer so much? Or perhaps its me, nah, I don't think so.
How can you make so many shots with something that doesn't even have reference 
models and that its viewport doesn't support more than 2 rigged characters?

Ref : 
http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/star_trek_into_darkness



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Reeves
Sent: 19 juin 2013 08:01
To: softimage@listproc.autodesk.com
Subject: Re: the jungle drums

Well on a nice note I convinced the guys at work to use soft on our last job 
and they are very much enjoying it. But then again they used max before (and it 
was killing me.) We had very long shots, with loaaads of cache from max, 
and a lot of passes (lots of hero objects per shot) and that would have been a 
nightmare in max..

I thought the same about if soft was discontiuned, I could happily still use it 
for years without updates.. Mostly anyway.


Simon Reeves
London, UK
si...@simonreeves.com
www.simonreeves.com


On 19 June 2013 12:53, adrian wyer 
mailto:adrian.w...@fluid-pictures.com>> wrote:
which is acceptable, being part of the suite, like mudbox

it means the old farts like us can keep using it for what its good at 
(everything) and the new kids can use it for what it's best at (ICE)

a


From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Stefan Andersson
Sent: 19 June 2013 12:47

To: softimage@listproc.autodesk.com
Subject: Re: the jungle drums


On Jun 19, 2013, at 12:28 PM, adrian wyer wrote:

i see amazing work done with Soft on a variety of websites, by many talented 
artists...

there are things you can do in ICE that you would struggle to do any other way 
(especially if you're a human and not a Houdini double dome!)

Soft is a GREAT package, (possibly the BEST all round 3D app) with the most 
loyal and inventive userbase

Autodesk would be IDIOTS to put it out to pasture, and i can't help feeling 
that many would simply move to modo/cinema4D/blender rather than jump backwards 
to maya

this is a time when we as a community really need to make some noise and show 
the 'man' that we love our software, and want to keep it!!

my 2c


I agree with you Adrian, but it's hard to promote the software to the people who has the 
money when you are struggling with finding people. I all for giving Softimage a 
"helping hand", but when you are in a startup phase It's almost dumb to put 
your money on Softimage. It's going to be a piece of Software that you use for special 
things.

/s


Stefan Andersson | Digital Janitor
blog | showreel | 
twitter | LinkedIn | 
Instagram
cell SE: +46-736268850
cell UK: +44-7513792996




No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.3345 / Virus Database: 3199/6422 - Release Date: 06/18/13





--
-
  Stefan Kubicek   ste...@keyvis.at
-
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
Phone:  +43 (0) 699 12614231
 www.keyvis.at
--   This email and its attachments are--
-- confidential and for the recipient only --



RE: bezier -> nurbs

2013-06-19 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Actually it was the opposite. I wanted primarily to fit a CV curve to a Bezier. 
Converting Bezier to CV was my backup if I couldn't achieve the primary goal.

Thanks for detail! :)

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: Wednesday, June 19, 2013 3:28 AM
To: softimage@listproc.autodesk.com
Subject: Re: bezier -> nurbs

Hi,
to clear the fog a bit more (or thicken it)...

- A Nurbs curve consists of a list of CVs (x0, y0, z0, w0, x1, y1, z1, w1, 
...),  and a knot "vector" (0.0, 0.0, 0.0, 1.0, 2.5, 4.0 ,5.0, 5.0, 5.0) in 
which each item always have to be greater or equal than the one before.

- Curves can have degree 1, 2 or 3 in Softimage (in other applications, higher 
degrees are allowed, but we rarely design ship hulls in Softimage).

- The number of occurrances of a knot value is called it's "multiplicity".
Example: (..., 1.7, 2.1, 2.1, 2.1, 4.0, ...). Knot 2.1 has multiplicity 3.
Maximum: degree of the curve. Such a knot is called a "Bezier" knot - it has 
"full multiplicity".

- The first and last knot of an open nurbs curve always have full multiplicity. 
Needn't be, but it's nice when the drawn curve's start/end coincide with the 
first/last CV.

- Bezier curves, as has been said, are also Nurbs curves. Nurbs are a superset, 
a generalization of Bezier curves.

- There's one golden rule for Nurbs curves, which under all circumstances must 
be kept (except you want to provoke a crash):
number of knots = number of points (=CVs) + curve degree - 1
Example: create a curve, in the "eye" menu, turn on "points", select a knot and 
see what happens when you adjust "Set Knot Multiplicity" - CVs are added or 
removed accordingly to keep this rule.

- Bezier knots always coincide with a control vertex. Knots with less than full 
multiplicity do not.

- It's a nice convenience feature of the "move component tool" that you can 
move not only CVs but also knots.
In fact, that tool is very well designed. Unfortunately, other Nurbs curve 
tools are not, or are missing. Same for surfaces.


Back to your question, if it hasn't been answered already:
If you want to "convert" a Bezier curve to a CV curve, simply select all the 
Bezier knots (not start and end - you could, but it's useless) and reduce their 
multiplicity to 1 ("Set Knot Multiplicity").
The curve shape does not change.

Remember the "Create > Curve > Fit on Curve" tool, if you want to "re-sample" 
the curve.

Too much information? ; ]

Best,
Eugen



Am 18.06.2013 23:19, schrieb Ponthieux, Joseph G. (LARC-E1A)[LITES]:
Yes! That would be helpful, didn't realize that was still there.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Tuesday, June 18, 2013 5:16 PM
To: softimage@listproc.autodesk.com
Subject: RE: bezier -> nurbs

A Bezier knot is a NURBS knot with multiplicity 3. If you don't want 
Bezier-like manipulation, you can use the old Move Point tool (still available 
on the Modify > Component menu) instead of the Tweak Curve tool .

gray

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES]
Sent: Tuesday, June 18, 2013 04:49 PM
To: softimage@listproc.autodesk.com
Subject: RE: bezier -> nurbs

Yeah, tried that, except when I set the multiplicity to 3 it apparently 
converts the curve to Bezier control. Kinda defeats the purpose as I could just 
create the curve a Bezier from the get go if I wanted that.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Daniel Brassard
Sent: Tuesday, June 18, 2013 4:40 PM
To: softimage@listproc.autodesk.com
Subject: Re: bezier -> nurbs

Oops, reverse.

>From the

RE: the jungle drums

2013-06-19 Thread Marc-Andre Carbonneau
In a post about NVidia and Star Trek on CGSociety the article mentions that 
Pixomondo did a staggering 300 shots with 3DSMAX for the movie... First I 
sprayed my coffee all over my monitor and then wondered why they wanted to 
suffer so much? Or perhaps its me, nah, I don't think so.
How can you make so many shots with something that doesn't even have reference 
models and that its viewport doesn't support more than 2 rigged characters?

Ref : 
http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/star_trek_into_darkness



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Reeves
Sent: 19 juin 2013 08:01
To: softimage@listproc.autodesk.com
Subject: Re: the jungle drums

Well on a nice note I convinced the guys at work to use soft on our last job 
and they are very much enjoying it. But then again they used max before (and it 
was killing me.) We had very long shots, with loaaads of cache from max, 
and a lot of passes (lots of hero objects per shot) and that would have been a 
nightmare in max..

I thought the same about if soft was discontiuned, I could happily still use it 
for years without updates.. Mostly anyway.


Simon Reeves
London, UK
si...@simonreeves.com
www.simonreeves.com


On 19 June 2013 12:53, adrian wyer 
mailto:adrian.w...@fluid-pictures.com>> wrote:
which is acceptable, being part of the suite, like mudbox

it means the old farts like us can keep using it for what its good at 
(everything) and the new kids can use it for what it's best at (ICE)

a


From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Stefan Andersson
Sent: 19 June 2013 12:47

To: softimage@listproc.autodesk.com
Subject: Re: the jungle drums


On Jun 19, 2013, at 12:28 PM, adrian wyer wrote:

i see amazing work done with Soft on a variety of websites, by many talented 
artists...

there are things you can do in ICE that you would struggle to do any other way 
(especially if you're a human and not a Houdini double dome!)

Soft is a GREAT package, (possibly the BEST all round 3D app) with the most 
loyal and inventive userbase

Autodesk would be IDIOTS to put it out to pasture, and i can't help feeling 
that many would simply move to modo/cinema4D/blender rather than jump backwards 
to maya

this is a time when we as a community really need to make some noise and show 
the 'man' that we love our software, and want to keep it!!

my 2c


I agree with you Adrian, but it's hard to promote the software to the people 
who has the money when you are struggling with finding people. I all for giving 
Softimage a "helping hand", but when you are in a startup phase It's almost 
dumb to put your money on Softimage. It's going to be a piece of Software that 
you use for special things.

/s


Stefan Andersson | Digital Janitor
blog | 
showreel | 
twitter | 
LinkedIn | 
Instagram
cell SE: +46-736268850
cell UK: +44-7513792996




No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.3345 / Virus Database: 3199/6422 - Release Date: 06/18/13



RE: LEGO - the Movie Trailer

2013-06-19 Thread Marc-Andre Carbonneau
When I saw they were releasing a movie I was scared to see the animated Lego 
stuff we see on TV(Ninjago) but I am very very surprised by the look!
The lighting and materials as well as the animation will make the kids believe 
these are real Legos coming to life. ;)

I'll be going with my 5 years old who's mad about Legos as soon as it comes out.

Good job guys!
MAC

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Dawson
Sent: 19 juin 2013 07:11
To: softimage@listproc.autodesk.com
Subject: RE: LEGO - the Movie Trailer

Love it, I'm glad they've stuck to the design of the mini figs and not made 
them all bendy


Re: LEGO - the Movie Trailer

2013-06-19 Thread Ahmidou Lyazidi
I couldn't have explained it better !

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com


2013/6/19 Raffaele Fragapane 

> The most effort intensive way you could possibly imagine :p
>
> A custom renderman shader, with a custom OGL shader aligned, with a custom
> OGL manipulator for custom data driven by... customized curves. Per rig.
> Dozens of the F'in things. With wardrobes. And variations. For dozens of
> characters.
> All with vector like operations like masking, bool in, bool out, exclude
> and so on set up for each rig.
> Yeah they're a lot of "fun" to set up.
>
> Ahmidou on this list was responsible for the the entire rigging/tools
> stretch of it (Softimage), OGL shader (always inside Soft) was Christian
> Breitling (but it might have passed other hands) in the animation
> department. The actual offline rendering I can't credit (don't remember who
> did it).
>
> The animators are basically free to use basic controls, or go in and
> sketch point by point any expression they can come up with on the sorted
> rendering planes, vector art style.
>
>
> On Wed, Jun 19, 2013 at 9:10 PM, Eugen Sares wrote:
>
>>  Wow!!
>>
>> I wonder how you pros did the "face rig"... you know, 2D vetor animation
>> projected onto 3D -  a "classic" case for cartoony/abstract characters.
>> Could you elaborate a bit, please?
>> Did you use some other software, or did you stay inside Softimage?
>> Because it would be possible for example to animate some curves with
>> blend shapes and the mixer, render some 2D view of those and map this
>> animation onto the faces.
>>
>> Best regards and congratulations!
>> Eugen
>>
>>
>> Am 19.06.2013 08:22, schrieb Serguei Kalentchouk:
>>
>> Great sharp look and appears to be loads of fun!
>>
>> Well done AL!
>>
>>
>>
>> On Tue, Jun 18, 2013 at 10:47 PM, Jeremie Passerin 
>> wrote:
>>
>>> Woow Woow !
>>> Thumb up to the Animals !
>>>
>>>
>>> On 18 June 2013 20:58, Ivan Tay  wrote:
>>>
  Fantastic ! looking forward to watching it.


 On Wed, Jun 19, 2013 at 8:03 AM, Raffaele Fragapane <
 raffsxsil...@googlemail.com> wrote:

>  Well, trailer's out:
> http://www.youtube.com/watch?v=lPnY2NjSjrg
>
>  Animal Logic, so layout, rigging and animation are Softimage.
>  Still in production.
>


>>>
>>
>>
>>  --
>> Technical Director @ DreamWorks Animation
>>
>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>


Re: LEGO - the Movie Trailer

2013-06-19 Thread Raffaele Fragapane
Above credits for dev. The actual rigs, as in setting them up, we all had
to slog at one point or another. Mercifully enough only a few in my case,
by the time I was done on the build API side of things (because the amount
of rigs in this movie is staggering) they had dealt with most of it already.


On Wed, Jun 19, 2013 at 10:16 PM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> The most effort intensive way you could possibly imagine :p
>
> A custom renderman shader, with a custom OGL shader aligned, with a custom
> OGL manipulator for custom data driven by... customized curves. Per rig.
> Dozens of the F'in things. With wardrobes. And variations. For dozens of
> characters.
> All with vector like operations like masking, bool in, bool out, exclude
> and so on set up for each rig.
> Yeah they're a lot of "fun" to set up.
>
> Ahmidou on this list was responsible for the the entire rigging/tools
> stretch of it (Softimage), OGL shader (always inside Soft) was Christian
> Breitling (but it might have passed other hands) in the animation
> department. The actual offline rendering I can't credit (don't remember who
> did it).
>
> The animators are basically free to use basic controls, or go in and
> sketch point by point any expression they can come up with on the sorted
> rendering planes, vector art style.
>
>
> On Wed, Jun 19, 2013 at 9:10 PM, Eugen Sares wrote:
>
>>  Wow!!
>>
>> I wonder how you pros did the "face rig"... you know, 2D vetor animation
>> projected onto 3D -  a "classic" case for cartoony/abstract characters.
>> Could you elaborate a bit, please?
>> Did you use some other software, or did you stay inside Softimage?
>> Because it would be possible for example to animate some curves with
>> blend shapes and the mixer, render some 2D view of those and map this
>> animation onto the faces.
>>
>> Best regards and congratulations!
>> Eugen
>>
>>
>> Am 19.06.2013 08:22, schrieb Serguei Kalentchouk:
>>
>> Great sharp look and appears to be loads of fun!
>>
>> Well done AL!
>>
>>
>>
>> On Tue, Jun 18, 2013 at 10:47 PM, Jeremie Passerin 
>> wrote:
>>
>>> Woow Woow !
>>> Thumb up to the Animals !
>>>
>>>
>>> On 18 June 2013 20:58, Ivan Tay  wrote:
>>>
  Fantastic ! looking forward to watching it.


 On Wed, Jun 19, 2013 at 8:03 AM, Raffaele Fragapane <
 raffsxsil...@googlemail.com> wrote:

>  Well, trailer's out:
> http://www.youtube.com/watch?v=lPnY2NjSjrg
>
>  Animal Logic, so layout, rigging and animation are Softimage.
>  Still in production.
>


>>>
>>
>>
>>  --
>> Technical Director @ DreamWorks Animation
>>
>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>



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


Re: LEGO - the Movie Trailer

2013-06-19 Thread Raffaele Fragapane
The most effort intensive way you could possibly imagine :p

A custom renderman shader, with a custom OGL shader aligned, with a custom
OGL manipulator for custom data driven by... customized curves. Per rig.
Dozens of the F'in things. With wardrobes. And variations. For dozens of
characters.
All with vector like operations like masking, bool in, bool out, exclude
and so on set up for each rig.
Yeah they're a lot of "fun" to set up.

Ahmidou on this list was responsible for the the entire rigging/tools
stretch of it (Softimage), OGL shader (always inside Soft) was Christian
Breitling (but it might have passed other hands) in the animation
department. The actual offline rendering I can't credit (don't remember who
did it).

The animators are basically free to use basic controls, or go in and sketch
point by point any expression they can come up with on the sorted rendering
planes, vector art style.


On Wed, Jun 19, 2013 at 9:10 PM, Eugen Sares  wrote:

>  Wow!!
>
> I wonder how you pros did the "face rig"... you know, 2D vetor animation
> projected onto 3D -  a "classic" case for cartoony/abstract characters.
> Could you elaborate a bit, please?
> Did you use some other software, or did you stay inside Softimage?
> Because it would be possible for example to animate some curves with blend
> shapes and the mixer, render some 2D view of those and map this animation
> onto the faces.
>
> Best regards and congratulations!
> Eugen
>
>
> Am 19.06.2013 08:22, schrieb Serguei Kalentchouk:
>
> Great sharp look and appears to be loads of fun!
>
> Well done AL!
>
>
>
> On Tue, Jun 18, 2013 at 10:47 PM, Jeremie Passerin wrote:
>
>> Woow Woow !
>> Thumb up to the Animals !
>>
>>
>> On 18 June 2013 20:58, Ivan Tay  wrote:
>>
>>>  Fantastic ! looking forward to watching it.
>>>
>>>
>>> On Wed, Jun 19, 2013 at 8:03 AM, Raffaele Fragapane <
>>> raffsxsil...@googlemail.com> wrote:
>>>
  Well, trailer's out:
 http://www.youtube.com/watch?v=lPnY2NjSjrg

  Animal Logic, so layout, rigging and animation are Softimage.
  Still in production.

>>>
>>>
>>
>
>
>  --
> Technical Director @ DreamWorks Animation
>
>
>


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


Re: the jungle drums

2013-06-19 Thread Simon Reeves
Well on a nice note I convinced the guys at work to use soft on our last
job and they are very much enjoying it. But then again they used max before
(and it was killing me.) We had very long shots, with loaaads of cache
from max, and a lot of passes (lots of hero objects per shot) and that
would have been a nightmare in max..

I thought the same about if soft was discontiuned, I could happily still
use it for years without updates.. Mostly anyway.


Simon Reeves
London, UK
*si...@simonreeves.com*
*www.simonreeves.com*
*
*


On 19 June 2013 12:53, adrian wyer  wrote:

> ** ** **
>
> which is acceptable, being part of the suite, like mudbox
>
> ** **
>
> it means the old farts like us can keep using it for what its good at
> (everything) and the new kids can use it for what it's best at (ICE)
>
> ** **
>
> a
>
> ** **
>  --
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stefan Andersson
> *Sent:* 19 June 2013 12:47
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: the jungle drums
> 
>
>  ** **
>
> ** **
>
> On Jun 19, 2013, at 12:28 PM, adrian wyer wrote:
>
>
>
> 
> **
>
> i see amazing work done with Soft on a variety of websites, by many
> talented artists...
>
> ** **
>
> there are things you can do in ICE that you would struggle to do any other
> way (especially if you're a human and not a Houdini double dome!)
>
> ** **
>
> Soft is a GREAT package, (possibly the BEST all round 3D app) with the
> most loyal and inventive userbase
>
> ** **
>
> Autodesk would be IDIOTS to put it out to pasture, and i can't help
> feeling that many would simply move to modo/cinema4D/blender rather than
> jump backwards to maya
>
> ** **
>
> this is a time when we as a community really need to make some noise and
> show the 'man' that we love our software, and want to keep it!!
>
> ** **
>
> my 2c
>
> ** **
>  **
>
> ** **
>
> I agree with you Adrian, but it's hard to promote the software to the
> people who has the money when you are struggling with finding people. I all
> for giving Softimage a "helping hand", but when you are in a startup
> phase…. It's almost dumb to put your money on Softimage. It's going to be a
> piece of Software that you use for special things. 
>
> ** **
>
> /s
>
> ** **
>
> ** **
>
> *Stefan Andersson | **Digital Janitor*
>
> blog  | 
> showreel
>  | twitter  | 
> LinkedIn
>  | Instagram 
>
> cell SE: +46-736268850
>
> cell UK: +44-7513792996
>
> ** **
>
> ** **
>
> ** **
>  --
>
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2013.0.3345 / Virus Database: 3199/6422 - Release Date: 06/18/13*
> ***
>


RE: LEGO - the Movie Trailer

2013-06-19 Thread Chris Dawson
I second that, were the faces done with a "rig"



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: 19 June 2013 12:10
To: softimage@listproc.autodesk.com
Subject: Re: LEGO - the Movie Trailer

Wow!!

I wonder how you pros did the "face rig"... you know, 2D vetor animation 
projected onto 3D -  a "classic" case for cartoony/abstract characters. Could 
you elaborate a bit, please?
Did you use some other software, or did you stay inside Softimage?
Because it would be possible for example to animate some curves with blend 
shapes and the mixer, render some 2D view of those and map this animation onto 
the faces.

Best regards and congratulations!
Eugen


Am 19.06.2013 08:22, schrieb Serguei Kalentchouk:
Great sharp look and appears to be loads of fun!

Well done AL!


On Tue, Jun 18, 2013 at 10:47 PM, Jeremie Passerin 
mailto:gerem@gmail.com>> wrote:
Woow Woow !
Thumb up to the Animals !

On 18 June 2013 20:58, Ivan Tay 
mailto:ivansoftim...@gmail.com>> wrote:

Fantastic ! looking forward to watching it.

On Wed, Jun 19, 2013 at 8:03 AM, Raffaele Fragapane 
mailto:raffsxsil...@googlemail.com>> wrote:
Well, trailer's out:
http://www.youtube.com/watch?v=lPnY2NjSjrg
Animal Logic, so layout, rigging and animation are Softimage.
Still in production.





--
Technical Director @ DreamWorks Animation

Registered Address: Passion Pictures Ltd, 33-34 Rathbone Place, London W1T 1JN.
Registration number: 2177709. Registered in England & Wales

Disclaimer
This message (and any associated files) is intended only for the
use of the individual or entity to which it is addressed and may
contain information that is confidential, subject to copyright or
constitutes a trade secret. If you are not the intended recipient
you are hereby notified that any dissemination, copying or
distribution of this message, or files associated with this message,
is strictly prohibited. If you have received this message in error,
please notify us immediately by replying to the message and deleting
it from your computer. Messages sent to and from us may be monitored.

Internet communications cannot be guaranteed to be secure or error-free
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late or incomplete, or contain viruses. Therefore, we do not accept
responsibility for any errors or omissions that are present in this
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transmission. If verification is required, please request a hard-copy
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and do not necessarily represent those of the company.



RE: the jungle drums

2013-06-19 Thread adrian wyer
which is acceptable, being part of the suite, like mudbox

 

it means the old farts like us can keep using it for what its good at
(everything) and the new kids can use it for what it's best at (ICE)

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan
Andersson
Sent: 19 June 2013 12:47
To: softimage@listproc.autodesk.com
Subject: Re: the jungle drums

 

 

On Jun 19, 2013, at 12:28 PM, adrian wyer wrote:





i see amazing work done with Soft on a variety of websites, by many talented
artists...

 

there are things you can do in ICE that you would struggle to do any other
way (especially if you're a human and not a Houdini double dome!)

 

Soft is a GREAT package, (possibly the BEST all round 3D app) with the most
loyal and inventive userbase

 

Autodesk would be IDIOTS to put it out to pasture, and i can't help feeling
that many would simply move to modo/cinema4D/blender rather than jump
backwards to maya

 

this is a time when we as a community really need to make some noise and
show the 'man' that we love our software, and want to keep it!!

 

my 2c

 

 

I agree with you Adrian, but it's hard to promote the software to the people
who has the money when you are struggling with finding people. I all for
giving Softimage a "helping hand", but when you are in a startup phase..
It's almost dumb to put your money on Softimage. It's going to be a piece of
Software that you use for special things. 

 

/s

 

 

Stefan Andersson | Digital Janitor

blog   | showreel
  | twitter
  | LinkedIn
  | Instagram
 

cell SE: +46-736268850

cell UK: +44-7513792996

 

 

 

  _  

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.3345 / Virus Database: 3199/6422 - Release Date: 06/18/13



Re: the jungle drums

2013-06-19 Thread Stefan Andersson

On Jun 19, 2013, at 12:28 PM, adrian wyer wrote:

> i see amazing work done with Soft on a variety of websites, by many talented 
> artists...
>  
> there are things you can do in ICE that you would struggle to do any other 
> way (especially if you're a human and not a Houdini double dome!)
>  
> Soft is a GREAT package, (possibly the BEST all round 3D app) with the most 
> loyal and inventive userbase
>  
> Autodesk would be IDIOTS to put it out to pasture, and i can't help feeling 
> that many would simply move to modo/cinema4D/blender rather than jump 
> backwards to maya
>  
> this is a time when we as a community really need to make some noise and show 
> the 'man' that we love our software, and want to keep it!!
>  
> my 2c


I agree with you Adrian, but it's hard to promote the software to the people 
who has the money when you are struggling with finding people. I all for giving 
Softimage a "helping hand", but when you are in a startup phase…. It's almost 
dumb to put your money on Softimage. It's going to be a piece of Software that 
you use for special things. 

/s


Stefan Andersson | Digital Janitor
blog | showreel | twitter | LinkedIn | Instagram
cell SE: +46-736268850
cell UK: +44-7513792996





RE: the jungle drums

2013-06-19 Thread adrian wyer
i see amazing work done with Soft on a variety of websites, by many talented
artists...

 

there are things you can do in ICE that you would struggle to do any other
way (especially if you're a human and not a Houdini double dome!)

 

Soft is a GREAT package, (possibly the BEST all round 3D app) with the most
loyal and inventive userbase

 

Autodesk would be IDIOTS to put it out to pasture, and i can't help feeling
that many would simply move to modo/cinema4D/blender rather than jump
backwards to maya

 

this is a time when we as a community really need to make some noise and
show the 'man' that we love our software, and want to keep it!!

 

my 2c

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan
Andersson
Sent: 19 June 2013 12:15
To: softimage@listproc.autodesk.com
Subject: Re: the jungle drums

 

In the whole I think we should be happy that Softimage is still alive. The
ever shrinking user base and the none existent new talent base. well. I
think we can just face the fact that it's not going to be "the year of
Softimage" this year either. I'm a bit surprised actually that Autodesk is
still keeping it alive, though I'm happy that there are still people willing
to put their souls into it.

 

MPC in not using Softimage for crowd stuff (as far as I know), where did you
hear that?

 

RenderView is a lot better and stable than render region. The IPR with
Arnold is pretty neat. Maya doesn't have ice, but it does have a node
connection editor which works pretty well when you are rigging. Render
layers is a bit dodgy, but you learn to live with them. Simulation stuff you
can always make in Softimage or Houdini. FumeFX and SOuP replaces 90% of the
need for it though (at least for me). 

Having native Alembic support is a life savior, and I don't understand why
Autodesk couldn't implement it into Softimage.. why 

 

So many things I had hope for with the 2014 release, since it had been years
since the last update and the new team was given their time to get familiar.
And what did we get? Camera Sequencer. 

 

I for one looks forward to The Foundry roadmap with Nuke/Mari/Modo. Going to
the user group tonight and hope to hear some good news.

 

all the best

stefan

 

 

 

 

 

On Jun 19, 2013, at 11:27 AM, Andi Farhall wrote:





have been going off again. Intimating the end of the line for soft. By this
I assume the end of supported development from Autodesk, but will that make
much difference? 
 
Isn't it the case that there has been no real development of any of the
three packages in years, excepting perhaps ice? It can't simply be that maya
will be the only software that people will end up using, there has to be a
next generation surely as things evolve. If not, then an unsuported product
is just as much use as a supported but unevolved one, right?
 
I know lots of places that use soft, some of them exclusively so how long
can they carry on with an unsupported product? There must be years of life
left in soft and if places like MPC really are using ICE for crowd stuff
then this has to add to it's life expectancy.  
 
I'm not against learning a new package whatsoever, but it has to be an
improvement on what i've been using until now, and as somebody who spends
all day in either ICE or the render region and  render passes i have to say
maya seems a backwards step, and if it is a backwards step then maya has
room for improvement or even replacement perhaps. 
 
They could call it Maxsi perhaps. I would learn that...
 
or will we be left in a stagnatting software pool simply because a few large
studios are now backed into a corner?
 
A>
 
 
 
 
 
 
 

...

http://www.hackneyeffects.com/

https://vimeo.com/user4174293

http://www.linkedin.com/pub/andi-farhall/b/496/b21

 

 

http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/

 

This email and any attachments to it may be confidential and are intended
solely for the use of the individual to whom it is addressed. Any views or
opinions expressed are solely those of the author and do not necessarily
represent those of Hackney Effects Ltd.

If you are not the intended recipient of this email, you must neither take
any action based upon its contents, nor copy or show it to anyone.

Please contact the sender if you believe you have received this email in
error.



 

Stefan Andersson | Digital Janitor

blog   | showreel
  | twitter
  | LinkedIn
  | Instagram
 

cell SE: +46-736268850

cell UK: +44-7513792996

 

 

 

  _  

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.3345 / Virus Database: 3199/6422 - Release Date: 0

Re: the jungle drums

2013-06-19 Thread Stefan Andersson
In the whole I think we should be happy that Softimage is still alive. The ever 
shrinking user base and the none existent new talent base… well… I think we can 
just face the fact that it's not going to be "the year of Softimage" this year 
either. I'm a bit surprised actually that Autodesk is still keeping it alive, 
though I'm happy that there are still people willing to put their souls into it.

MPC in not using Softimage for crowd stuff (as far as I know), where did you 
hear that?

RenderView is a lot better and stable than render region. The IPR with Arnold 
is pretty neat. Maya doesn't have ice, but it does have a node connection 
editor which works pretty well when you are rigging. Render layers is a bit 
dodgy, but you learn to live with them. Simulation stuff you can always make in 
Softimage or Houdini. FumeFX and SOuP replaces 90% of the need for it though 
(at least for me). 
Having native Alembic support is a life savior, and I don't understand why 
Autodesk couldn't implement it into Softimage…. why 

So many things I had hope for with the 2014 release, since it had been years 
since the last update and the new team was given their time to get familiar. 
And what did we get? Camera Sequencer… 

I for one looks forward to The Foundry roadmap with Nuke/Mari/Modo. Going to 
the user group tonight and hope to hear some good news.

all the best
stefan





On Jun 19, 2013, at 11:27 AM, Andi Farhall wrote:

> have been going off again. Intimating the end of the line for soft. By this I 
> assume the end of supported development from Autodesk, but will that make 
> much difference? 
>  
> Isn't it the case that there has been no real development of any of the three 
> packages in years, excepting perhaps ice? It can't simply be that maya will 
> be the only software that people will end up using, there has to be a next 
> generation surely as things evolve. If not, then an unsuported product is 
> just as much use as a supported but unevolved one, right?
>  
> I know lots of places that use soft, some of them exclusively so how long can 
> they carry on with an unsupported product? There must be years of life left 
> in soft and if places like MPC really are using ICE for crowd stuff then this 
> has to add to it's life expectancy.  
>  
> I'm not against learning a new package whatsoever, but it has to be an 
> improvement on what i've been using until now, and as somebody who spends all 
> day in either ICE or the render region and  render passes i have to say maya 
> seems a backwards step, and if it is a backwards step then maya has room for 
> improvement or even replacement perhaps. 
>  
> They could call it Maxsi perhaps. I would learn that...
>  
> or will we be left in a stagnatting software pool simply because a few large 
> studios are now backed into a corner?
>  
> A>
>  
>  
>  
>  
>  
>  
>  
> 
> ...
> 
> http://www.hackneyeffects.com/
> https://vimeo.com/user4174293
> http://www.linkedin.com/pub/andi-farhall/b/496/b21
> 
> 
> http://www.flickr.com/photos/lord_hackney/
> http://spylon.tumblr.com/
> 
> This email and any attachments to it may be confidential and are intended 
> solely for the use of the individual to whom it is addressed. Any views or 
> opinions expressed are solely those of the author and do not necessarily 
> represent those of Hackney Effects Ltd.
> If you are not the intended recipient of this email, you must neither take 
> any action based upon its contents, nor copy or show it to anyone.
> Please contact the sender if you believe you have received this email in 
> error.
> 

Stefan Andersson | Digital Janitor
blog | showreel | twitter | LinkedIn | Instagram
cell SE: +46-736268850
cell UK: +44-7513792996





RE: LEGO - the Movie Trailer

2013-06-19 Thread Chris Dawson
Love it, I'm glad they've stuck to the design of the mini figs and not made 
them all bendy



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: 19 June 2013 01:04
To: softimage@listproc.autodesk.com
Subject: LEGO - the Movie Trailer

Well, trailer's out:
http://www.youtube.com/watch?v=lPnY2NjSjrg
Animal Logic, so layout, rigging and animation are Softimage.
Still in production.
Registered Address: Passion Pictures Ltd, 33-34 Rathbone Place, London W1T 1JN.
Registration number: 2177709. Registered in England & Wales

Disclaimer
This message (and any associated files) is intended only for the
use of the individual or entity to which it is addressed and may
contain information that is confidential, subject to copyright or
constitutes a trade secret. If you are not the intended recipient
you are hereby notified that any dissemination, copying or
distribution of this message, or files associated with this message,
is strictly prohibited. If you have received this message in error,
please notify us immediately by replying to the message and deleting
it from your computer. Messages sent to and from us may be monitored.

Internet communications cannot be guaranteed to be secure or error-free
as information could be intercepted, corrupted, lost, destroyed, arrive
late or incomplete, or contain viruses. Therefore, we do not accept
responsibility for any errors or omissions that are present in this
message, or any attachment, that have arisen as a result of e-mail
transmission. If verification is required, please request a hard-copy
version. Any views or opinions presented are solely those of the author
and do not necessarily represent those of the company.



Re: LEGO - the Movie Trailer

2013-06-19 Thread Eugen Sares

Wow!!

I wonder how you pros did the "face rig"... you know, 2D vetor animation 
projected onto 3D -  a "classic" case for cartoony/abstract characters. 
Could you elaborate a bit, please?

Did you use some other software, or did you stay inside Softimage?
Because it would be possible for example to animate some curves with 
blend shapes and the mixer, render some 2D view of those and map this 
animation onto the faces.


Best regards and congratulations!
Eugen


Am 19.06.2013 08:22, schrieb Serguei Kalentchouk:

Great sharp look and appears to be loads of fun!

Well done AL!



On Tue, Jun 18, 2013 at 10:47 PM, Jeremie Passerin 
mailto:gerem@gmail.com>> wrote:


Woow Woow !
Thumb up to the Animals !


On 18 June 2013 20:58, Ivan Tay mailto:ivansoftim...@gmail.com>> wrote:

Fantastic ! looking forward to watching it.



On Wed, Jun 19, 2013 at 8:03 AM, Raffaele Fragapane
mailto:raffsxsil...@googlemail.com>> wrote:

Well, trailer's out:
http://www.youtube.com/watch?v=lPnY2NjSjrg

Animal Logic, so layout, rigging and animation are Softimage.
Still in production.






--
Technical Director @ DreamWorks Animation




RE: the jungle drums

2013-06-19 Thread Andi Farhall
you know me Cristo, i've been around a long time..

...
http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21

http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/
This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
opinions expressed are solely those of the author and do not necessarily 
represent those of Hackney Effects Ltd.
If you are not the intended recipient of this email, you must neither take any 
action based upon its contents, nor copy or show it to anyone.Please contact 
the sender if you believe you have received this email in 
error.
 
From: cgc...@gmail.com
Date: Wed, 19 Jun 2013 11:37:12 +0100
Subject: Re: the jungle drums
To: softimage@listproc.autodesk.com

Hi Andi,
Usual doom and gloom? who is your source ;)

On 19 June 2013 11:27, Andi Farhall  wrote:





have been going off again. Intimating the end of the line for soft. By this I 
assume the end of supported development from Autodesk, but will that make much 
difference? 
 
Isn't it the case that there has been no real development of any of the three 
packages in years, excepting perhaps ice? It can't simply be that maya will be 
the only software that people will end up using, there has to be a next 
generation surely as things evolve. If not, then an unsuported product is just 
as much use as a supported but unevolved one, right? 


 
I know lots of places that use soft, some of them exclusively so how long can 
they carry on with an unsupported product? There must be years of life left in 
soft and if places like MPC really are using ICE for crowd stuff then this has 
to add to it's life expectancy.  


 
I'm not against learning a new package whatsoever, but it has to be an 
improvement on what i've been using until now, and as somebody who spends all 
day in either ICE or the render region and  render passes i have to say maya 
seems a backwards step, and if it is a backwards step then maya has room for 
improvement or even replacement perhaps. 


 
They could call it Maxsi perhaps. I would learn that...
 
or will we be left in a stagnatting software pool simply because a few large 
studios are now backed into a corner?
 
A>
 
 
 
 


 
 
 

...

http://www.hackneyeffects.com/https://vimeo.com/user4174293

http://www.linkedin.com/pub/andi-farhall/b/496/b21

http://www.flickr.com/photos/lord_hackney/


http://spylon.tumblr.com/
This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
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If you are not the intended recipient of this email, you must neither take any 
action based upon its contents, nor copy or show it to anyone.

Please contact the sender if you believe you have received this email in 
error.

  

  

Re: the jungle drums

2013-06-19 Thread Cristobal Infante
Hi Andi,

Usual doom and gloom? who is your source ;)


On 19 June 2013 11:27, Andi Farhall  wrote:

> have been going off again. Intimating the end of the line for soft. By
> this I assume the end of supported development from Autodesk, but will that
> make much difference?
>
> Isn't it the case that there has been no real development of any of the
> three packages in years, excepting perhaps ice? It can't simply be that
> maya will be the only software that people will end up using, there has to
> be a next generation surely as things evolve. If not, then an unsuported
> product is just as much use as a supported but unevolved one, right?
>
> I know lots of places that use soft, some of them exclusively so how long
> can they carry on with an unsupported product? There must be years of life
> left in soft and if places like MPC really are using ICE for crowd stuff
> then this has to add to it's life expectancy.
>
> I'm not against learning a new package whatsoever, but it has to be an
> improvement on what i've been using until now, and as somebody who spends
> all day in either ICE or the render region and  render passes i have to say
> maya seems a backwards step, and if it is a backwards step then maya has
> room for improvement or even replacement perhaps.
>
> They could call it Maxsi perhaps. I would learn that...
>
> or will we be left in a stagnatting software pool simply because a few
> large studios are now backed into a corner?
>
> A>
>
>
>
>
>
>
>
>
> ...
>
> http://www.hackneyeffects.com/
> https://vimeo.com/user4174293
> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>
>
> http://www.flickr.com/photos/lord_hackney/
> http://spylon.tumblr.com/
>
> This email and any attachments to it may be confidential and are intended
> solely for the use of the individual to whom it is addressed. Any views or
> opinions expressed are solely those of the author and do not necessarily
> represent those of Hackney Effects Ltd.
>
> If you are not the intended recipient of this email, you must neither take
> any action based upon its contents, nor copy or show it to anyone.
>
> Please contact the sender if you believe you have received this email in
> error.
> 
>


the jungle drums

2013-06-19 Thread Andi Farhall
have been going off again. Intimating the end of the line for soft. By this I 
assume the end of supported development from Autodesk, but will that make much 
difference? 
 
Isn't it the case that there has been no real development of any of the three 
packages in years, excepting perhaps ice? It can't simply be that maya will be 
the only software that people will end up using, there has to be a next 
generation surely as things evolve. If not, then an unsuported product is just 
as much use as a supported but unevolved one, right? 
 
I know lots of places that use soft, some of them exclusively so how long can 
they carry on with an unsupported product? There must be years of life left in 
soft and if places like MPC really are using ICE for crowd stuff then this has 
to add to it's life expectancy.  
 
I'm not against learning a new package whatsoever, but it has to be an 
improvement on what i've been using until now, and as somebody who spends all 
day in either ICE or the render region and  render passes i have to say maya 
seems a backwards step, and if it is a backwards step then maya has room for 
improvement or even replacement perhaps. 
 
They could call it Maxsi perhaps. I would learn that...
 
or will we be left in a stagnatting software pool simply because a few large 
studios are now backed into a corner?
 
A>
 
 
 
 
 
 
 

...

http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21

http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/
This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
opinions expressed are solely those of the author and do not necessarily 
represent those of Hackney Effects Ltd.If you are not the intended recipient of 
this email, you must neither take any action based upon its contents, nor copy 
or show it to anyone.Please contact the sender if you believe you have received 
this email in 
error.  
   

Re: LEGO - the Movie Trailer

2013-06-19 Thread Ahmidou Lyazidi
Damn it, my bad :/

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com


2013/6/19 Chris Chia 

> Arnold? ;)
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
> Sent: Wednesday, June 19, 2013 5:27 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: LEGO - the Movie Trailer
>
> Well, not quite, really :p Not any more than our assets are all Linux
> because it's the platform Softimage and Maya run on ;)
> I don't think we can disclose yet though.
>
> On Wed, Jun 19, 2013 at 6:56 PM, Ahmidou Lyazidi  > wrote:
> I love the work of the lighting team here, it's all renderman
>
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> http://www.cappuccino-films.com
>
> 2013/6/19 olivier jeannel  olivier.jean...@noos.fr>>
> What about rendering ?
>
> Le 19/06/2013 02:03, Raffaele Fragapane a écrit :
>
> Well, trailer's out:
> http://www.youtube.com/watch?v=lPnY2NjSjrg
>
> Animal Logic, so layout, rigging and animation are Softimage.
> Still in production.
>
>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>


Re: LEGO - the Movie Trailer

2013-06-19 Thread Raffaele Fragapane
Nope, although plenty people in here are Arnold fans we haven't jumped on
that bandwagon yet.


On Wed, Jun 19, 2013 at 7:32 PM, Chris Chia  wrote:

> Arnold? ;)
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
> Sent: Wednesday, June 19, 2013 5:27 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: LEGO - the Movie Trailer
>
> Well, not quite, really :p Not any more than our assets are all Linux
> because it's the platform Softimage and Maya run on ;)
> I don't think we can disclose yet though.
>
> On Wed, Jun 19, 2013 at 6:56 PM, Ahmidou Lyazidi  > wrote:
> I love the work of the lighting team here, it's all renderman
>
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> http://www.cappuccino-films.com
>
> 2013/6/19 olivier jeannel  olivier.jean...@noos.fr>>
> What about rendering ?
>
> Le 19/06/2013 02:03, Raffaele Fragapane a écrit :
>
> Well, trailer's out:
> http://www.youtube.com/watch?v=lPnY2NjSjrg
>
> Animal Logic, so layout, rigging and animation are Softimage.
> Still in production.
>
>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>



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


RE: LEGO - the Movie Trailer

2013-06-19 Thread Chris Chia
Arnold? ;)

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Wednesday, June 19, 2013 5:27 PM
To: softimage@listproc.autodesk.com
Subject: Re: LEGO - the Movie Trailer

Well, not quite, really :p Not any more than our assets are all Linux because 
it's the platform Softimage and Maya run on ;)
I don't think we can disclose yet though.

On Wed, Jun 19, 2013 at 6:56 PM, Ahmidou Lyazidi 
mailto:ahmidou@gmail.com>> wrote:
I love the work of the lighting team here, it's all renderman

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com

2013/6/19 olivier jeannel 
mailto:olivier.jean...@noos.fr>>
What about rendering ?

Le 19/06/2013 02:03, Raffaele Fragapane a écrit :

Well, trailer's out:
http://www.youtube.com/watch?v=lPnY2NjSjrg

Animal Logic, so layout, rigging and animation are Softimage.
Still in production.





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

Re: LEGO - the Movie Trailer

2013-06-19 Thread Raffaele Fragapane
Well, not quite, really :p Not any more than our assets are all Linux
because it's the platform Softimage and Maya run on ;)
I don't think we can disclose yet though.


On Wed, Jun 19, 2013 at 6:56 PM, Ahmidou Lyazidi wrote:

> I love the work of the lighting team here, it's all renderman
>
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> http://www.cappuccino-films.com
>
>
> 2013/6/19 olivier jeannel 
>
>> What about rendering ?
>>
>> Le 19/06/2013 02:03, Raffaele Fragapane a écrit :
>>
>>  Well, trailer's out:
>>> http://www.youtube.com/watch?**v=lPnY2NjSjrg
>>>
>>> Animal Logic, so layout, rigging and animation are Softimage.
>>> Still in production.
>>>
>>
>>
>


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


RE: LEGO - the Movie Trailer

2013-06-19 Thread Chris Chia
Thanks for sharing Raffaele!

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Wednesday, June 19, 2013 8:04 AM
To: softimage@listproc.autodesk.com
Subject: LEGO - the Movie Trailer

Well, trailer's out:
http://www.youtube.com/watch?v=lPnY2NjSjrg
Animal Logic, so layout, rigging and animation are Softimage.
Still in production.
<>

Re: LEGO - the Movie Trailer

2013-06-19 Thread Ahmidou Lyazidi
I love the work of the lighting team here, it's all renderman

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com


2013/6/19 olivier jeannel 

> What about rendering ?
>
> Le 19/06/2013 02:03, Raffaele Fragapane a écrit :
>
>  Well, trailer's out:
>> http://www.youtube.com/watch?**v=lPnY2NjSjrg
>>
>> Animal Logic, so layout, rigging and animation are Softimage.
>> Still in production.
>>
>
>


Re: LEGO - the Movie Trailer

2013-06-19 Thread olivier jeannel

What about rendering ?

Le 19/06/2013 02:03, Raffaele Fragapane a écrit :

Well, trailer's out:
http://www.youtube.com/watch?v=lPnY2NjSjrg

Animal Logic, so layout, rigging and animation are Softimage.
Still in production.




Re: bezier -> nurbs

2013-06-19 Thread Eugen Sares

Hi,
to clear the fog a bit more (or thicken it)...

- A Nurbs curve consists of a list of CVs (x0, y0, z0, w0, x1, y1, z1, 
w1, ...),  and a knot "vector" (0.0, 0.0, 0.0, 1.0, 2.5, 4.0 ,5.0, 5.0, 
5.0) in which each item always have to be greater or equal than the one 
before.


- Curves can have degree 1, 2 or 3 in Softimage (in other applications, 
higher degrees are allowed, but we rarely design ship hulls in Softimage).


- The number of occurrances of a knot value is called it's "multiplicity".
Example: (..., 1.7, 2.1, 2.1, 2.1, 4.0, ...). Knot 2.1 has multiplicity 3.
Maximum: degree of the curve. Such a knot is called a "Bezier" knot - it 
has "full multiplicity".


- The first and last knot of an open nurbs curve always have full 
multiplicity. Needn't be, but it's nice when the drawn curve's start/end 
coincide with the first/last CV.


- Bezier curves, as has been said, are also Nurbs curves. Nurbs are a 
superset, a generalization of Bezier curves.


- There's one golden rule for Nurbs curves, which under all 
circumstances must be kept (except you want to provoke a crash):

number of knots = number of points (=CVs) + curve degree - 1
Example: create a curve, in the "eye" menu, turn on "points", select a 
knot and see what happens when you adjust "Set Knot Multiplicity" - CVs 
are added or removed accordingly to keep this rule.


- Bezier knots always coincide with a control vertex. Knots with less 
than full multiplicity do not.


- It's a nice convenience feature of the "move component tool" that you 
can move not only CVs but also knots.
In fact, that tool is very well designed. Unfortunately, other Nurbs 
curve tools are not, or are missing. Same for surfaces.



Back to your question, if it hasn't been answered already:
If you want to "convert" a Bezier curve to a CV curve, simply select all 
the Bezier knots (not start and end - you could, but it's useless) and 
reduce their multiplicity to 1 ("Set Knot Multiplicity").

The curve shape does not change.

Remember the "Create > Curve > Fit on Curve" tool, if you want to 
"re-sample" the curve.


Too much information? ; ]

Best,
Eugen



Am 18.06.2013 23:19, schrieb Ponthieux, Joseph G. (LARC-E1A)[LITES]:


Yes! That would be helpful, didn't realize that was still there.

--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

Mymic Technical Services

NASA Langley Research Center

__

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

represent the opinions of NASA or any other party.

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of 
*Grahame Fuller

*Sent:* Tuesday, June 18, 2013 5:16 PM
*To:* softimage@listproc.autodesk.com
*Subject:* RE: bezier -> nurbs

A Bezier knot is a NURBS knot with multiplicity 3. If you don't want 
Bezier-like manipulation, you can use the old Move Point tool (still 
available on the Modify > Component menu) instead of the Tweak Curve 
tool .


gray

*From:*softimage-boun...@listproc.autodesk.com 
 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of 
*Ponthieux, Joseph G. (LARC-E1A)[LITES]

*Sent:* Tuesday, June 18, 2013 04:49 PM
*To:* softimage@listproc.autodesk.com 


*Subject:* RE: bezier -> nurbs

Yeah, tried that, except when I set the multiplicity to 3 it 
apparently converts the curve to Bezier control. Kinda defeats the 
purpose as I could just create the curve a Bezier from the get go if I 
wanted that.


--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

Mymic Technical Services

NASA Langley Research Center

__

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

represent the opinions of NASA or any other party.

*From:*softimage-boun...@listproc.autodesk.com 
 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Daniel 
Brassard

*Sent:* Tuesday, June 18, 2013 4:40 PM
*To:* softimage@listproc.autodesk.com 


*Subject:* Re: bezier -> nurbs

Oops, reverse.

From the book

Multiplicity is a property of knots that refers to the number of 
control points associated to a knot. On a cubic curve, a knot can have 
a multiplicity of 1, 2, or 3. On a surface, each knot curve has two 
multiplicities: one in the U direction and one in V. All knots along a 
knot curve must have the same multiplicity in the corresponding direction.


Knots with a multiplicity greater than 1 are sometimes called 
/multiknots/. Multiknots allow for greater control over the trace of 
the curve through the knot, at the expense of smoothness.


·A knot with a multiplicity of 1 has C2 continuity (curvature).

·A knot with multiplicity 2 has C1 continuity (tangency).

·A knot with multiplicity 3 has C0 continui

Re: bezier -> nurbs

2013-06-19 Thread Cesar Saez
Did you try Curve -> Fit on Curve?


On Tue, Jun 18, 2013 at 4:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

> Its been so long since I’ve tried this in Soft I can’t remember…
>
> ** **
>
> Is there any logic or formula that will allow you to replicate a Bezier
> Knot curve as a CV curve?
>
> ** **
>
> I thought all you had to do was make sure the CVs on a Nurbs curve matched
> the handle points on a Bezier curve and they would align perfectly, but the
> continuity of the Bezier curves is slightly different than the Nurbs,
> almost as though the Bezier is a different degree than the Nurbs curve. Is
> that the case?
>
> ** **
>
> Second, is it possible to convert a Bezier curve to a Nurbs CV curve and
> maintain continuity, bias, etc?
>
> ** **
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not 
>
> represent the opinions of NASA or any other party.
>
> ** **
>