Advice on learning depth compositing Softimage files in AE?

2013-08-12 Thread Nancy Jacobs
Hi,

Can anyone point me to a book or any other current information about depth 
compositing (the output Softimage is capable of) in After Effects? Yes I wish I 
had Nuke, or that Digital Fusion hadn't discontinued its low-end product DFX. 
And I wish that Softimage put out rpf files, or something that would contain 
depth info in the main fileand object info...

It appears that depth compositing in After effects is a very messy business 
anyway, so ANY advice, or pointers toward where I can learn this Softimage/AE 
combo would be much appreciated. And plugins perhaps? I'm stuck with AE.

I would also like to use object ID info. I have not been able to find enough 
information to be able to do any of this, and have been looking and 
experimenting for days. AE documentation is sorely lacking.

I would like to learn all this in some depth, please advise!
Thanks,
Nancy


Re: ICE - create weightmap on intersection

2013-08-12 Thread Raffaele Fragapane
Bugger. Hit sent early, that was a draft.
Below quote edited the way it was supposed to read.



On Tue, Aug 13, 2013 at 1:28 PM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> At first glance that will do proximity, not intersection.
> Basically, again at first look, if you get the sphere close enough to a
> grid it will flag even with no intersection occurring.
>
> If you want to "bleed" an intersection you're better off actually doing
> exactly that.
>


> First intersect (flag a point as in/out with a test inside), then do a
> second pass where for each point you check its neighbors for that flag, and
> if a neighbor point is flagged you also flag that (currently beingchecked)
> point as inside (I would recommend separate flags so you can later make the
> distinction between intersection and bleed). Make sure you skip points
> already flagged as inside if you use a single attribute with multiple
> values.
>


> Lastly, pick up that flag/attribute and use it to set the weightmap weight
> value.
>
>


Re: Nike Evolution and a community thank you

2013-08-12 Thread Pingo van der Brinkloev
Such a good read. Thanks for sharing, and inspiration :) Looking forward to the 
release of LKfabric!

Pingo

On 05/08/2013, at 17.48, Kris Rivel  wrote:

> Nice work guys...spot looks fantastic...gorgeous.
> 
> Kris
> 
> 
> On Fri, Aug 2, 2013 at 7:31 PM, Sylvain Lebeau  wrote:
> o yeah!
> very nice looking piece!!! loved it!  And very nice breakdown Andy, very 
> informative.
> 
> hat's off
> 
> sly
> 
> Sylvain Lebeau // SHED
> V-P/Visual effects supervisor
> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM 
> 
> On 02/08/2013 12:05 AM, Andy Moorer wrote:
>> Hi gang. I wanted to give a shout out to the folks who worked on Nike 
>> Evolution, it just posted. Those who weren't involved, this is a pretty nice 
>> story...
>> 
>> A young studio, Royale, got interested in this ICE buzz and invited a number 
>> of us from the list to visit the studio and work on a commercial. Their 
>> designers had been watching cool stuff on ICE for a while, admiring Tim 
>> Borgmanns work and the tools Eric was writing, and had tried Exocortex's 
>> tools for maya. They decided this was pretty neat and when they got a chance 
>> to reach out, they took it.
>> 
>> The brief was to take what Digital Domain had accomplished (about a year 
>> ago?) with "Biomorph" and introduce a new product with an effect similar to 
>> the Biomorph knitting sequence... But with a small team, for a very short 
>> produvtion duration and a fraction of the budget. 
>> 
>> Oh and three commercials, not 1.
>> 
>> These are the times we live in.
>> 
>> Given this challenge, Royale turned to the ICE community they had been 
>> eyeing... names were passed around and folks talked to and consulted. In the 
>> end I wound up CG sup, leaning heavily on Ciaran Moloney as lighting lead 
>> and Leonard Kotch as a tool builder. Steven Caron took a short break from 
>> Whiskytree to lend a hand with some pipeline tools and general expertise, 
>> Billy Morrison dove in with me on VFX, and aside from that we had the help 
>> and assistance of Royale's maya artists and designers. And not a few of you 
>> on the list helped by offering the studio names and advice when contacted.
>> 
>> So the job was greenlit and we started the clock - about three weeks, from 
>> installing Softimage to delivery. 
>> 
>> http://youtu.be/932FiLPe4kc
>> 
>> We rented a farm and populated it with 25 Arnold nodes, the folks at 
>> SolidAngle were awesome, plugged everything in and made the spot. Our 
>> principal tool was ICE, specifically a very cool and robust system Leonard 
>> Kotch put many hard hours in to create which we called "LKFabric" and 
>> inspired by the example Psyop's Jonah Froedman has set earlier, Anto's "knit 
>> the strands," and earlier work Polynoid did with their "carbon" spot.
>> 
>> Leonard went all the way with LKFabric... it let us manage some of the 
>> complexity of trying to get the major components of the shoe to weave 
>> themselves procedurally, from fibers, to threads, to cloth. Because the next 
>> spot, which we're wrapping up right now, required us to get in on individual 
>> fibers in extreme macro shots, Leonard built the system in an abstracted out 
>> manner, unsimulated, and supporting motion blur etc. I would send him pages 
>> and pages of feedback and requests, and he chewed away at it like a trouper. 
>> Pretty outstanding Leonard, I owe you many beers. 
>> 
>> Royale has been kind enough to agree to share the system out to the 
>> community, through Leonard, some time after the final project wraps.
>> 
>> Ciaran, Billy and Steven worked similarly hard and with the same good cheer 
>> we see so often here on the list. This is why I like Softimage so much, it 
>> attracts artists of this calibre and can do mindset. I should add that 
>> emTools, emTopo and polygonizer were used as well, though largely in the 
>> design phase and for an effect that was later cut (no fault of the tools lol 
>> the idea just didn't gel with the client.) Thanks Eric!
>> 
>> It's very rare for a small studio with literally no staff using Softimage to 
>> get excited over ICE and have the courage to jump in with it no hold barred, 
>> for multiple spots, like Royale did. I can't express more admiration for 
>> their willingness to try something new and embrace ICE the way they did for 
>> these jobs.
>> 
>> The results may not be earth shattering but the client and the studio are 
>> happy and the other ice-heavy spot is looking cool too. In a time where we 
>> are all concerned with where Softimage may be headed it was really 
>> gratifying having a maya studio step out of their comfort zone and place all 
>> their chips on Softimage with one of their major clients like that.
>> 
>> So I wanted to take a minute to share the story and thank the people on this 
>> list who contributed, both those of us who worked on the project directly 
>> and the guys who extended advice and

Re: ActionSource in C++ during operator

2013-08-12 Thread Helge Mathee

Thanks Matt - that's it.

On 8/12/2013 7:22 PM, Matt Lind wrote:

If you look in the scripting SDK docs, you'll see a gear icon next to objects 
which can be accessed/used in operators.

I don't see a gear icon for Parameter.Source or Parameter.Sources.  
ActionSource.SourceItems does not show a gear icon either.



Matt


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Helge Mathee
Sent: Monday, August 12, 2013 6:32 AM
To: Softimage@listproc.Autodesk.com
Subject: ActionSource in C++ during operator

Hey guys,

is it possible to access an ActionSource object in C++ during the evaluation of 
a CustomOperator?

I always receive 0 items when accessing the GetItems() method.

Any ideas?

Trying to get animation data into Splice :)

-H





Re: When slightly smart people try to do really smart things.. and fail

2013-08-12 Thread Gerbrand Nel

Cool, so you can check it out in 2013??
How do I get the leaves to go smaller towards the tip of each emitting 
branch?
If it was a curve I could read the nearest U value and rescale that, but 
this strand business complicates things.
The other thing I tried and failed at was to measure the distance 
between each leaf and the tip of the strand, to get a value to work with.

But things get lost in arrays of weird-shit from my point of view.
I hate knowing enough to get into this kind of crap, but not enough to 
get out!!!

G
On 2013/08/12 07:08 PM, Stephen Blair wrote:
I have 2013 SP1 too, so I can compare. It just doesn't work in 2014 
SP2. I unplugged everything but Basic Tree, and in 2014 SP2, Emit 
Leaves doesn't add any points to the point cloud.



On 12/08/2013 12:44 PM, Gerbrand Nel wrote:

Yeah probably
I'm still in good old 2013 sp1

G
On 2013/08/12 06:37 PM, Stephen Blair wrote:

In 2014 I see the same thing as Chris.
Probably some nodes were dropped on load...maybe you were using an 
old version of Build Array from Set?


On 12/08/2013 12:31 PM, Chris Marshall wrote:




On 12 August 2013 17:21, Gerbrand Nel > wrote:


Hey Chris, Thanks for looking
On my side I see a stand tree with green cones where leaves
will be
Are you at least seeing that?
G

On 2013/08/12 06:06 PM, Chris Marshall wrote:

I'm not seeing much when I open the scene? Or is that the
problem?




On 12 August 2013 16:25, Gerbrand Nel mailto:nagv...@gmail.com>> wrote:

So this is part of my frustrating quest to get smarter
with ICE.
I would very much like to create a mint bush procedurally
using ICE.
I started by first molesting a lovely compound created by
Fabricio Chamon called strand tree.
I think Fabricio knew noobs like me would come along and
try this kind of shit, because the compound responded with
a full 3 hours of sodomy.
It is time to beg you guys for some help!!
The leaves is the main problem. I have got the rotation
and position right, but I have no clue how to scale them
so they are small towards the tips of each stem.
Could someone please have a look at this scene. I'm sure
it's just a simple array thing, but my mind has problems
with arrays.
Thanks guys
G




-- 


Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk 






--

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk 











RE: ActionSource in C++ during operator

2013-08-12 Thread Matt Lind
If you look in the scripting SDK docs, you'll see a gear icon next to objects 
which can be accessed/used in operators.

I don't see a gear icon for Parameter.Source or Parameter.Sources.  
ActionSource.SourceItems does not show a gear icon either.



Matt


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Helge Mathee
Sent: Monday, August 12, 2013 6:32 AM
To: Softimage@listproc.Autodesk.com
Subject: ActionSource in C++ during operator

Hey guys,

is it possible to access an ActionSource object in C++ during the evaluation of 
a CustomOperator?

I always receive 0 items when accessing the GetItems() method.

Any ideas?

Trying to get animation data into Splice :)

-H



RE: brick wall compound

2013-08-12 Thread Todd Lawrimore
Thanks for sharing.
-Todd

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Marshall 
[chrismarshal...@gmail.com]
Sent: Monday, August 12, 2013 11:05 AM
To: softimage@listproc.autodesk.com
Subject: brick wall compound

Something to play with.

Create an empty pointcloud with non sim ice tree. Plug in this compound. Plug 
curve into compound.

https://dl.dropboxusercontent.com/u/76099539/quickbrick_three_private.zip



--
[cid:02EDF75-463B-4F200-A0DC-CDDC9430C1@MimeCtl]
Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk

<>

Re: When slightly smart people try to do really smart things.. and fail

2013-08-12 Thread Stephen Blair
I have 2013 SP1 too, so I can compare. It just doesn't work in 2014 SP2. 
I unplugged everything but Basic Tree, and in 2014 SP2, Emit Leaves 
doesn't add any points to the point cloud.



On 12/08/2013 12:44 PM, Gerbrand Nel wrote:

Yeah probably
I'm still in good old 2013 sp1

G
On 2013/08/12 06:37 PM, Stephen Blair wrote:

In 2014 I see the same thing as Chris.
Probably some nodes were dropped on load...maybe you were using an 
old version of Build Array from Set?


On 12/08/2013 12:31 PM, Chris Marshall wrote:




On 12 August 2013 17:21, Gerbrand Nel > wrote:


Hey Chris, Thanks for looking
On my side I see a stand tree with green cones where leaves will be
Are you at least seeing that?
G

On 2013/08/12 06:06 PM, Chris Marshall wrote:

I'm not seeing much when I open the scene? Or is that the problem?




On 12 August 2013 16:25, Gerbrand Nel mailto:nagv...@gmail.com>> wrote:

So this is part of my frustrating quest to get smarter with
ICE.
I would very much like to create a mint bush procedurally
using ICE.
I started by first molesting a lovely compound created by
Fabricio Chamon called strand tree.
I think Fabricio knew noobs like me would come along and
try this kind of shit, because the compound responded with
a full 3 hours of sodomy.
It is time to beg you guys for some help!!
The leaves is the main problem. I have got the rotation and
position right, but I have no clue how to scale them so
they are small towards the tips of each stem.
Could someone please have a look at this scene. I'm sure
it's just a simple array thing, but my mind has problems
with arrays.
Thanks guys
G




-- 


Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk 






--

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk 









Re: Soft to 3DMax - normal map with Tangent not going through to Max

2013-08-12 Thread Nuno Conceicao
no clue about the Max side of things, but have u tried .xsi (crosswalk)
instead of FBX? You might be more lucky with that


On Mon, Aug 12, 2013 at 4:07 PM, Darren Blencowe | VA <
dar...@voodoo-animation.com> wrote:

> Uhm my thread was buried in a **test** :(   - anyone!?
>
> ** **
>
> ** **
>
> Hi Folks,
>
> ** **
>
> In soft 2013sp1, I've got a model with a normal map on it, in tangent
> space.
>
> I exported the FBX and read it into Max.
>
> The normal map appears to not work if set to Tangent, but it does if set
> to Local xyz.
>
> ** **
>
> The model will ultimately be going into a game engine, and it has to work
> in Tangent.
>
> ** **
>
> In Soft, I just add a Tangent property to the object.
>
> How do I set the object to work in Tangent Space in Max?
>
> ** **
>
> Any pointers or help if there are known issues or ping me off list for
> help on the Max side would be fab!
>
> ** **
>
> Cheers,
>
> ** **
>
> D.
>
> ** **
>
> ** **
>
> ** **
>


Re: When slightly smart people try to do really smart things.. and fail

2013-08-12 Thread Gerbrand Nel

Yeah probably
I'm still in good old 2013 sp1

G
On 2013/08/12 06:37 PM, Stephen Blair wrote:

In 2014 I see the same thing as Chris.
Probably some nodes were dropped on load...maybe you were using an old 
version of Build Array from Set?


On 12/08/2013 12:31 PM, Chris Marshall wrote:




On 12 August 2013 17:21, Gerbrand Nel > wrote:


Hey Chris, Thanks for looking
On my side I see a stand tree with green cones where leaves will be
Are you at least seeing that?
G

On 2013/08/12 06:06 PM, Chris Marshall wrote:

I'm not seeing much when I open the scene? Or is that the problem?




On 12 August 2013 16:25, Gerbrand Nel mailto:nagv...@gmail.com>> wrote:

So this is part of my frustrating quest to get smarter with ICE.
I would very much like to create a mint bush procedurally
using ICE.
I started by first molesting a lovely compound created by
Fabricio Chamon called strand tree.
I think Fabricio knew noobs like me would come along and try
this kind of shit, because the compound responded with a
full 3 hours of sodomy.
It is time to beg you guys for some help!!
The leaves is the main problem. I have got the rotation and
position right, but I have no clue how to scale them so they
are small towards the tips of each stem.
Could someone please have a look at this scene. I'm sure
it's just a simple array thing, but my mind has problems
with arrays.
Thanks guys
G




-- 


Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk 






--

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk 







Re: When slightly smart people try to do really smart things.. and fail

2013-08-12 Thread Stephen Blair

In 2014 I see the same thing as Chris.
Probably some nodes were dropped on load...maybe you were using an old 
version of Build Array from Set?


On 12/08/2013 12:31 PM, Chris Marshall wrote:




On 12 August 2013 17:21, Gerbrand Nel > wrote:


Hey Chris, Thanks for looking
On my side I see a stand tree with green cones where leaves will be
Are you at least seeing that?
G

On 2013/08/12 06:06 PM, Chris Marshall wrote:

I'm not seeing much when I open the scene? Or is that the problem?




On 12 August 2013 16:25, Gerbrand Nel mailto:nagv...@gmail.com>> wrote:

So this is part of my frustrating quest to get smarter with ICE.
I would very much like to create a mint bush procedurally
using ICE.
I started by first molesting a lovely compound created by
Fabricio Chamon called strand tree.
I think Fabricio knew noobs like me would come along and try
this kind of shit, because the compound responded with a full
3 hours of sodomy.
It is time to beg you guys for some help!!
The leaves is the main problem. I have got the rotation and
position right, but I have no clue how to scale them so they
are small towards the tips of each stem.
Could someone please have a look at this scene. I'm sure it's
just a simple array thing, but my mind has problems with arrays.
Thanks guys
G




-- 


Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk 






--

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk 





Re: When slightly smart people try to do really smart things.. and fail

2013-08-12 Thread Gerbrand Nel
I reckon that If I am going to ask a stoopid question; at the very 
least, try and entertain the people who are willing to read through my 
uninformed dribble.

Sorry bout the Keyboard :)
G
On 2013/08/12 06:28 PM, Angus Davidson wrote:

Yup Cant mistake that SA humor ;) Now to find a new keyboard and a new cup of 
tea. ;)

From: Gerbrand Nel [nagv...@gmail.com]
Sent: 12 August 2013 05:25 PM
To: softimage@listproc.autodesk.com
Subject: When slightly smart people try to do really smart things.. and fail

So this is part of my frustrating quest to get smarter with ICE.
I would very much like to create a mint bush procedurally using ICE.
I started by first molesting a lovely compound created by Fabricio
Chamon called strand tree.
I think Fabricio knew noobs like me would come along and try this kind
of shit, because the compound responded with a full 3 hours of sodomy.
It is time to beg you guys for some help!!
The leaves is the main problem. I have got the rotation and position
right, but I have no clue how to scale them so they are small towards
the tips of each stem.
Could someone please have a look at this scene. I'm sure it's just a
simple array thing, but my mind has problems with arrays.
Thanks guys
G
=


This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify 
us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are 
competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University 
and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All 
agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. 











RE: When slightly smart people try to do really smart things.. and fail

2013-08-12 Thread Angus Davidson
Yup Cant mistake that SA humor ;) Now to find a new keyboard and a new cup of 
tea. ;)

From: Gerbrand Nel [nagv...@gmail.com]
Sent: 12 August 2013 05:25 PM
To: softimage@listproc.autodesk.com
Subject: When slightly smart people try to do really smart things.. and fail

So this is part of my frustrating quest to get smarter with ICE.
I would very much like to create a mint bush procedurally using ICE.
I started by first molesting a lovely compound created by Fabricio
Chamon called strand tree.
I think Fabricio knew noobs like me would come along and try this kind
of shit, because the compound responded with a full 3 hours of sodomy.
It is time to beg you guys for some help!!
The leaves is the main problem. I have got the rotation and position
right, but I have no clue how to scale them so they are small towards
the tips of each stem.
Could someone please have a look at this scene. I'm sure it's just a
simple array thing, but my mind has problems with arrays.
Thanks guys
G
=
 

This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. 






Re: When slightly smart people try to do really smart things.. and fail

2013-08-12 Thread Gerbrand Nel

Hey Chris, Thanks for looking
On my side I see a stand tree with green cones where leaves will be
Are you at least seeing that?
G
On 2013/08/12 06:06 PM, Chris Marshall wrote:

I'm not seeing much when I open the scene? Or is that the problem?




On 12 August 2013 16:25, Gerbrand Nel > wrote:


So this is part of my frustrating quest to get smarter with ICE.
I would very much like to create a mint bush procedurally using ICE.
I started by first molesting a lovely compound created by Fabricio
Chamon called strand tree.
I think Fabricio knew noobs like me would come along and try this
kind of shit, because the compound responded with a full 3 hours
of sodomy.
It is time to beg you guys for some help!!
The leaves is the main problem. I have got the rotation and
position right, but I have no clue how to scale them so they are
small towards the tips of each stem.
Could someone please have a look at this scene. I'm sure it's just
a simple array thing, but my mind has problems with arrays.
Thanks guys
G




--

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk 





ICE - create weightmap on intersection

2013-08-12 Thread Rob Wuijster
I'm pretty sure I've seen an ICE setup that did the above, but cannot 
seem to find it


Think of sphere intersecting a plane, and on the outline of the sphere 
the weightmap is created for the plane. I want to use the WM to drive a 
RT setup.


cheers for any tips/links.

--



Rob

\/-\/\/



Re: When slightly smart people try to do really smart things.. and fail

2013-08-12 Thread Chris Marshall
I'm not seeing much when I open the scene? Or is that the problem?




On 12 August 2013 16:25, Gerbrand Nel  wrote:

> So this is part of my frustrating quest to get smarter with ICE.
> I would very much like to create a mint bush procedurally using ICE.
> I started by first molesting a lovely compound created by Fabricio Chamon
> called strand tree.
> I think Fabricio knew noobs like me would come along and try this kind of
> shit, because the compound responded with a full 3 hours of sodomy.
> It is time to beg you guys for some help!!
> The leaves is the main problem. I have got the rotation and position
> right, but I have no clue how to scale them so they are small towards the
> tips of each stem.
> Could someone please have a look at this scene. I'm sure it's just a
> simple array thing, but my mind has problems with arrays.
> Thanks guys
> G
>



-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


Re: brick wall compound

2013-08-12 Thread Chris Marshall
Well I'm kinda scared about the mess in there!! No point in selling, unless
anyone wants to pay me for it!! I guess I could've restricted the number of
bricks or something. Just thought it was time to chuck a few of my
experiments out into the wild.



On 12 August 2013 16:29, Alan Fregtman  wrote:

> Pretty cool. Shame about it being closed. (You gonna sell it?) Would like
> to learn what's going on in there.
>
>
>
> On Mon, Aug 12, 2013 at 11:26 AM, Chris Marshall <
> chrismarshal...@gmail.com> wrote:
>
>> No problem. It's slightly 'iffy', but has plenty of options to play with.
>>
>>
>> On 12 August 2013 16:20, Cristobal Infante  wrote:
>>
>>> Pretty awesome, thanks for sharing ;)
>>>
>>>
>>> On 12 August 2013 16:05, Chris Marshall wrote:
>>>
 Something to play with.

 Create an empty pointcloud with non sim ice tree. Plug in this
 compound. Plug curve into compound.


 https://dl.dropboxusercontent.com/u/76099539/quickbrick_three_private.zip



 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk


>>>
>>
>>
>> --
>>
>> Chris Marshall
>> Mint Motion Limited
>> 029 20 37 27 57
>> 07730 533 115
>> www.mintmotion.co.uk
>>
>>
>


-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


Re: brick wall compound

2013-08-12 Thread Alan Fregtman
Pretty cool. Shame about it being closed. (You gonna sell it?) Would like
to learn what's going on in there.



On Mon, Aug 12, 2013 at 11:26 AM, Chris Marshall
wrote:

> No problem. It's slightly 'iffy', but has plenty of options to play with.
>
>
> On 12 August 2013 16:20, Cristobal Infante  wrote:
>
>> Pretty awesome, thanks for sharing ;)
>>
>>
>> On 12 August 2013 16:05, Chris Marshall wrote:
>>
>>> Something to play with.
>>>
>>> Create an empty pointcloud with non sim ice tree. Plug in this compound.
>>> Plug curve into compound.
>>>
>>> https://dl.dropboxusercontent.com/u/76099539/quickbrick_three_private.zip
>>>
>>>
>>>
>>> --
>>>
>>> Chris Marshall
>>> Mint Motion Limited
>>> 029 20 37 27 57
>>> 07730 533 115
>>> www.mintmotion.co.uk
>>>
>>>
>>
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
>
>


Re: brick wall compound

2013-08-12 Thread Chris Marshall
No problem. It's slightly 'iffy', but has plenty of options to play with.


On 12 August 2013 16:20, Cristobal Infante  wrote:

> Pretty awesome, thanks for sharing ;)
>
>
> On 12 August 2013 16:05, Chris Marshall  wrote:
>
>> Something to play with.
>>
>> Create an empty pointcloud with non sim ice tree. Plug in this compound.
>> Plug curve into compound.
>>
>> https://dl.dropboxusercontent.com/u/76099539/quickbrick_three_private.zip
>>
>>
>>
>> --
>>
>> Chris Marshall
>> Mint Motion Limited
>> 029 20 37 27 57
>> 07730 533 115
>> www.mintmotion.co.uk
>>
>>
>


-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


Re: brick wall compound

2013-08-12 Thread Cristobal Infante
Pretty awesome, thanks for sharing ;)


On 12 August 2013 16:05, Chris Marshall  wrote:

> Something to play with.
>
> Create an empty pointcloud with non sim ice tree. Plug in this compound.
> Plug curve into compound.
>
> https://dl.dropboxusercontent.com/u/76099539/quickbrick_three_private.zip
>
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
>
>


Soft to 3DMax - normal map with Tangent not going through to Max

2013-08-12 Thread Darren Blencowe | VA
Uhm my thread was buried in a *test* :(   - anyone!?

 

 

Hi Folks,

 

In soft 2013sp1, I've got a model with a normal map on it, in tangent space.

I exported the FBX and read it into Max.

The normal map appears to not work if set to Tangent, but it does if set to
Local xyz.

 

The model will ultimately be going into a game engine, and it has to work in
Tangent.

 

In Soft, I just add a Tangent property to the object.

How do I set the object to work in Tangent Space in Max?

 

Any pointers or help if there are known issues or ping me off list for help
on the Max side would be fab!

 

Cheers,

 

D.

 

 

 



Re: test

2013-08-12 Thread Gerbrand Nel

you fail
On 2013/08/12 04:56 PM, Alan Fregtman wrote:

Oh no, a surprise test?! But I didn't study! No fair...


On Mon, Aug 12, 2013 at 10:52 AM, Gerbrand Nel > wrote:


testing






brick wall compound

2013-08-12 Thread Chris Marshall
Something to play with.

Create an empty pointcloud with non sim ice tree. Plug in this compound.
Plug curve into compound.

https://dl.dropboxusercontent.com/u/76099539/quickbrick_three_private.zip



-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


Re: test

2013-08-12 Thread Alan Fregtman
Oh no, a surprise test?! But I didn't study! No fair...


On Mon, Aug 12, 2013 at 10:52 AM, Gerbrand Nel  wrote:

> testing
>


test

2013-08-12 Thread Gerbrand Nel

testing


Soft to 3DMax - normal map with Tangent not going through to Max

2013-08-12 Thread Darren Blencowe | VA
Hi Folks,

 

In soft 2013sp1, I've got a model with a normal map on it, in tangent space.

I exported the FBX and read it into Max.

The normal map appears to not work if set to Tangent, but it does if set to
Local xyz.

 

The model will ultimately be going into a game engine, and it has to work in
Tangent.

 

In Soft, I just add a Tangent property to the object.

How do I set the object to work in Tangent Space in Max?

 

Any pointers or help if there are known issues or ping me off list for help
on the Max side would be fab!

 

Cheers,

 

D.

 

 



ActionSource in C++ during operator

2013-08-12 Thread Helge Mathee

Hey guys,

is it possible to access an ActionSource object in C++ during the 
evaluation of a CustomOperator?


I always receive 0 items when accessing the GetItems() method.

Any ideas?

Trying to get animation data into Splice :)

-H


Re: Spliced Softimage is here!

2013-08-12 Thread Helge Mathee

yes, it uses the same license.

-H

On 12.08.2013 11:51, Oscar Juarez wrote:
One question about this, is splice licensing the same as creation 
platform, meaning individuals have access to it for home use?



On Mon, Aug 12, 2013 at 11:26 AM, Helge Mathee > wrote:


hey Thomas,

I am not sure what the order of priorities currently is for our
client,
but we are considering to build 3DSMax, Cinema4D as well as Houdini.

The good news is that Splice is truely portable, so it doesn't
hurt if you
build out functionality in maya / softimage to be later used in max.

-H


On 12.08.2013 11:25, Thomas Volkmann wrote:

This is so awesome!
Is Splice for Max coming anytime soon? People here don't become
that excited when I show them Maya/SI videos :/
And most important my toenails won't roll up every time I
doubleclick the max-icon on my desktop (which is way too often
these days).
cheers,
Thomas

Paul Doyle 
 hat am 9. August 2013 um 18:06
geschrieben:

Hi everyone – we’ve been pushing along on Splice, and will be
making the first drop of Splice for Softimage to our closed
testing group next week. I thought you’d appreciate a look at
what we’ve done.

https://vimeo.com/72047932

This video gives a detailed introduction into Creation:Splice
inside of Softimage and its concepts. In the video Splice is
used to build a custom rig solver, design it inside of
Softimage, re-use it within Softimage and finally loading it
inside of Maya as well.

https://vimeo.com/72048058

This video shows how to build procedural geometry using Splice
within Softimage. Splice is used to build a custom polygonmesh
cloning functionality, which is designed inside of Softimage,
and then used within Maya.

https://vimeo.com/72048181

This video shows two additional samples. The first one shows a
custom simulation rig functionality to perform a verlet
simulation for a rope like effect, both used within Softimage
and Maya. The second sample is a procedural geometry generator
cloning a mesh onto a surface, which is as well used within
Softimage and Maya to showcase the portability of Splice.

Let us know what you think – if you’d like to join the Splice
testing group, please email b...@fabricengine.com
 with a bit of information about
your skillset and background. Splice is targeted at TDs that can
write Python, so please keep that in mind – this is not an
end-user tool.

Thanks a lot,

Paul










Re: Spliced Softimage is here!

2013-08-12 Thread Oscar Juarez
One question about this, is splice licensing the same as creation platform,
meaning individuals have access to it for home use?


On Mon, Aug 12, 2013 at 11:26 AM, Helge Mathee  wrote:

>  hey Thomas,
>
> I am not sure what the order of priorities currently is for our client,
> but we are considering to build 3DSMax, Cinema4D as well as Houdini.
>
> The good news is that Splice is truely portable, so it doesn't hurt if you
> build out functionality in maya / softimage to be later used in max.
>
> -H
>
>
> On 12.08.2013 11:25, Thomas Volkmann wrote:
>
>  This is so awesome!
>  Is Splice for Max coming anytime soon? People here don't become that
> excited when I show them Maya/SI videos :/
>  And most important my toenails won't roll up every time I doubleclick the
> max-icon on my desktop (which is way too often these days).
>
>  cheers,
>  Thomas
>
>
>
> Paul Doyle   hat am 9.
> August 2013 um 18:06 geschrieben:
>
>  Hi everyone – we’ve been pushing along on Splice, and will be making the
> first drop of Splice for Softimage to our closed testing group next week. I
> thought you’d appreciate a look at what we’ve done.
>
>  https://vimeo.com/72047932
>
>
>
> This video gives a detailed introduction into Creation:Splice inside of
> Softimage and its concepts. In the video Splice is used to build a custom
> rig solver, design it inside of Softimage, re-use it within Softimage and
> finally loading it inside of Maya as well.
>
>
>
>  https://vimeo.com/72048058
>
>
>
> This video shows how to build procedural geometry using Splice within
> Softimage. Splice is used to build a custom polygonmesh cloning
> functionality, which is designed inside of Softimage, and then used within
> Maya.
>
>
>
>  https://vimeo.com/72048181
>
>
>
> This video shows two additional samples. The first one shows a custom
> simulation rig functionality to perform a verlet simulation for a rope like
> effect, both used within Softimage and Maya. The second sample is a
> procedural geometry generator cloning a mesh onto a surface, which is as
> well used within Softimage and Maya to showcase the portability of Splice.
>
>
>
> Let us know what you think – if you’d like to join the Splice testing
> group, please email b...@fabricengine.com with a bit of information about
> your skillset and background. Splice is targeted at TDs that can write
> Python, so please keep that in mind – this is not an end-user tool.
>
> Thanks a lot,
>
>
>
> Paul
>
>
>
>
>
>
>
>


Re: Spliced Softimage is here!

2013-08-12 Thread Helge Mathee

hey Thomas,

I am not sure what the order of priorities currently is for our client,
but we are considering to build 3DSMax, Cinema4D as well as Houdini.

The good news is that Splice is truely portable, so it doesn't hurt if you
build out functionality in maya / softimage to be later used in max.

-H

On 12.08.2013 11:25, Thomas Volkmann wrote:

This is so awesome!
Is Splice for Max coming anytime soon? People here don't become that 
excited when I show them Maya/SI videos :/
And most important my toenails won't roll up every time I doubleclick 
the max-icon on my desktop (which is way too often these days).

cheers,
Thomas
Paul Doyle  hat am 9. August 2013 um 18:06 
geschrieben:


Hi everyone – we’ve been pushing along on Splice, and will be making 
the first drop of Splice for Softimage to our closed testing group 
next week. I thought you’d appreciate a look at what we’ve done.


https://vimeo.com/72047932

This video gives a detailed introduction into Creation:Splice inside 
of Softimage and its concepts. In the video Splice is used to build a 
custom rig solver, design it inside of Softimage, re-use it within 
Softimage and finally loading it inside of Maya as well.


https://vimeo.com/72048058

This video shows how to build procedural geometry using Splice within 
Softimage. Splice is used to build a custom polygonmesh cloning 
functionality, which is designed inside of Softimage, and then used 
within Maya.


https://vimeo.com/72048181

This video shows two additional samples. The first one shows a custom 
simulation rig functionality to perform a verlet simulation for a 
rope like effect, both used within Softimage and Maya. The second 
sample is a procedural geometry generator cloning a mesh onto a 
surface, which is as well used within Softimage and Maya to showcase 
the portability of Splice.


Let us know what you think – if you’d like to join the Splice testing 
group, please email b...@fabricengine.com 
 with a bit of information about your 
skillset and background. Splice is targeted at TDs that can write 
Python, so please keep that in mind – this is not an end-user tool.


Thanks a lot,

Paul







Re: Spliced Softimage is here!

2013-08-12 Thread Thomas Volkmann
This is so awesome!
Is Splice for Max coming anytime soon? People here don't become that excited
when I show them Maya/SI videos :/
And most important my toenails won't roll up every time I doubleclick the
max-icon on my desktop (which is way too often these days).

cheers,
Thomas



> Paul Doyle  hat am 9. August 2013 um 18:06 geschrieben:
> 
> 
>  Hi everyone – we’ve been pushing along on Splice, and will be making the
> first drop of Splice for Softimage to our closed testing group next week. I
> thought you’d appreciate a look at what we’ve done.
> 
>   
> 
> 
> 
>  This video gives a detailed introduction into Creation:Splice inside of
> Softimage and its concepts. In the video Splice is used to build a custom rig
> solver, design it inside of Softimage, re-use it within Softimage and finally
> loading it inside of Maya as well.
> 
> 
> 
>   
> 
> 
> 
>  This video shows how to build procedural geometry using Splice within
> Softimage. Splice is used to build a custom polygonmesh cloning functionality,
> which is designed inside of Softimage, and then used within Maya.
> 
> 
> 
>   
> 
> 
> 
>  This video shows two additional samples. The first one shows a custom
> simulation rig functionality to perform a verlet simulation for a rope like
> effect, both used within Softimage and Maya. The second sample is a procedural
> geometry generator cloning a mesh onto a surface, which is as well used within
> Softimage and Maya to showcase the portability of Splice.
> 
> 
> 
>  Let us know what you think – if you’d like to join the Splice testing group,
> please email b...@fabricengine.com  with a bit
> of information about your skillset and background. Splice is targeted at TDs
> that can write Python, so please keep that in mind – this is not an end-user
> tool.
> 
>  Thanks a lot,
> 
> 
> 
>  Paul
> 
> 
> 



Re: Spliced Softimage is here!

2013-08-12 Thread Helge Mathee
just so you know, 1.0.3-beta of Creation: Splice, which includes the 
Softimage plugin, is available today.

If you haven't signed up for beta yet go ahead.

b...@fabricengine.com

State your name, company etc...

:-)

-H

On 12.08.2013 11:08, Chris Marshall wrote:

:-)


On 11 August 2013 23:03, Andy Moorer > wrote:


Yeah, I'm seriously excited about this.

(Waiter) "Good evening sir, would you like to start with DCC
agnostic, high performance, rapid development, in-application tool
creation?"

(Me) "Yes please. Err can I follow that up with a broad set of
libraries helping me get where I need to go quickly and easily?"

(Waiter) "But of course..."

(Me) "And can I have it all in a way which is easy to extend and
share with others? And which is open ended, extensible and
independent of the indeterminate lifespan of my toolset and the
whims of a bunch of executives at Autodesk?"

(Waiter) "Already done sir. May I interest you in an after-dinner
mint?"

F$&! yeah take my money now you smooth talker.

On Aug 9, 2013, at 9:56 PM, Leonard Koch mailto:leonardkoch...@gmail.com>> wrote:


Well if that ain't something!
I can't wait to get my hands on this.

On Aug 10, 2013 12:12 AM, "Sebastien Sterling"
mailto:sebastien.sterl...@gmail.com>> wrote:

Am feeling the Dev wood on this thread ! :)

so cool ! it NEEDS a shelf along side the other modules !

What a boon !


On 9 August 2013 19:08, Alan Fregtman
mailto:alan.fregt...@gmail.com>> wrote:

Me too! SCOPs in Soft are so annoying and this looks
really elegant and portable. :D

I'm also super excited that the OpenGL hooks work so
easily. Soft's GraphicSequencer API is C++ only, but now
we can script opengl quickly!




On Fri, Aug 9, 2013 at 12:51 PM, Sebastian Kowalski
mailto:l...@sekow.com>> wrote:

HYFR!!!
I am so excited about that

thanks
Sebastian


Am 09.08.2013 um 17:06 schrieb Paul Doyle
mailto:technove...@gmail.com>>:


Hi everyone – we’ve been pushing along on Splice,
and will be making the first drop of Splice for
Softimage to our closed testing group next week. I
thought you’d appreciate a look at what we’ve done.

https://vimeo.com/72047932


This video gives a detailed introduction into
Creation:Splice inside of Softimage and its
concepts. In the video Splice is used to build a
custom rig solver, design it inside of Softimage,
re-use it within Softimage and finally loading it
inside of Maya as well.


https://vimeo.com/72048058


This video shows how to build procedural geometry
using Splice within Softimage. Splice is used to
build a custom polygonmesh cloning functionality,
which is designed inside of Softimage, and then used
within Maya.


https://vimeo.com/72048181


This video shows two additional samples. The first
one shows a custom simulation rig functionality to
perform a verlet simulation for a rope like effect,
both used within Softimage and Maya. The second
sample is a procedural geometry generator cloning a
mesh onto a surface, which is as well used within
Softimage and Maya to showcase the portability of
Splice.


Let us know what you think – if you’d like to join
the Splice testing group, please email
b...@fabricengine.com 
with a bit of information about your skillset and
background. Splice is targeted at TDs that can write
Python, so please keep that in mind – this is not an
end-user tool.

Thanks a lot,


Paul










--

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk 





Re: Spliced Softimage is here!

2013-08-12 Thread Chris Marshall
:-)


On 11 August 2013 23:03, Andy Moorer  wrote:

> Yeah, I'm seriously excited about this.
>
> (Waiter) "Good evening sir, would you like to start with DCC agnostic,
> high performance, rapid development, in-application tool creation?"
>
> (Me) "Yes please. Err can I follow that up with a broad set of libraries
> helping me get where I need to go quickly and easily?"
>
> (Waiter) "But of course..."
>
> (Me) "And can I have it all in a way which is easy to extend and share
> with others? And which is open ended, extensible and independent of the
> indeterminate lifespan of my toolset and the whims of a bunch of executives
> at Autodesk?"
>
> (Waiter) "Already done sir. May I interest you in an after-dinner mint?"
>
> F$&! yeah take my money now you smooth talker.
>
> On Aug 9, 2013, at 9:56 PM, Leonard Koch  wrote:
>
> Well if that ain't something!
> I can't wait to get my hands on this.
> On Aug 10, 2013 12:12 AM, "Sebastien Sterling" <
> sebastien.sterl...@gmail.com> wrote:
>
>> Am feeling the Dev wood on this thread ! :)
>>
>> so cool ! it NEEDS a shelf along side the other modules !
>>
>> What a boon !
>>
>>
>> On 9 August 2013 19:08, Alan Fregtman  wrote:
>>
>>> Me too! SCOPs in Soft are so annoying and this looks really elegant and
>>> portable. :D
>>>
>>> I'm also super excited that the OpenGL hooks work so easily. Soft's
>>> GraphicSequencer API is C++ only, but now we can script opengl quickly!
>>>
>>>
>>>
>>>
>>> On Fri, Aug 9, 2013 at 12:51 PM, Sebastian Kowalski wrote:
>>>
 HYFR!!!
 I am so excited about that

 thanks
 Sebastian


 Am 09.08.2013 um 17:06 schrieb Paul Doyle :

 Hi everyone – we’ve been pushing along on Splice, and will be making
 the first drop of Splice for Softimage to our closed testing group next
 week. I thought you’d appreciate a look at what we’ve done.

  https://vimeo.com/72047932

 This video gives a detailed introduction into Creation:Splice inside of
 Softimage and its concepts. In the video Splice is used to build a custom
 rig solver, design it inside of Softimage, re-use it within Softimage and
 finally loading it inside of Maya as well.

  https://vimeo.com/72048058

 This video shows how to build procedural geometry using Splice within
 Softimage. Splice is used to build a custom polygonmesh cloning
 functionality, which is designed inside of Softimage, and then used within
 Maya.

  https://vimeo.com/72048181

 This video shows two additional samples. The first one shows a custom
 simulation rig functionality to perform a verlet simulation for a rope like
 effect, both used within Softimage and Maya. The second sample is a
 procedural geometry generator cloning a mesh onto a surface, which is as
 well used within Softimage and Maya to showcase the portability of Splice.

 Let us know what you think – if you’d like to join the Splice testing
 group, please email b...@fabricengine.com with a bit of information
 about your skillset and background. Splice is targeted at TDs that can
 write Python, so please keep that in mind – this is not an end-user tool.

 Thanks a lot,

 Paul



>>>
>>


-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


Re: Maya Xgen

2013-08-12 Thread Mirko Jankovic
That is what I was talking about couple times. Great to have ICE as it is
but it needs one more layer, more artist friendly on top of it.
So even average user can get in for example with scatter using only nice
interface. but if you need you can always get into more advanced stuff, dig
into ICE nodes and play there.
Rigth now it is only here bunch of nodes play with them. Which is ok for a
lot of people but then most of artist only guys just can't get behind logic
of nodes at all so it stays unreachable same as programming.


On Mon, Aug 12, 2013 at 10:02 AM, Szabolcs Matefy wrote:

> Correct me if I'm wrong, but Xgen seems to be a decent toolset. ICE is a
> framework, and someone must make a decent toolset. No matter how much I
> love ICE, I still think it's something beyond the average artist, while
> tools in Maya looks like targeting the average artist. I know ICE can be
> wonderful, however, I still miss a good, and intuitive hair system, that
> really works without me connecting nodes of mostly unsupported ICE
> compounds.
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Lampi
> Sent: Sunday, August 11, 2013 6:02 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Maya Xgen
>
> Personally, I don't hold a grudge against anyone protecting his patented
> work. If you want to give it away for free, that's your choice.
>
> Maybe Alter is a jerk, I've heard people not say many nice things about
> him over the years, I have no idea I don't know anything about the guy.
> However I do know a bunch of people who have created some amazing tools and
> as far as I am concerned I am all for them capitalizing on their work.
>
> When Movie Studios and Ad Agencies are making billions on the films and
> commercials they produce, so why not?
>
> You know what Joe Alter isn't doing? Crying over the fact that his rates
> are being cut or that his work is all being outsourced to some studio in
> China or India.
>
> Eric
>
> Freelance 3D and VFX animator
>
> http://vimeopro.com/user7979713/3d-work
>
>
> On Sun, Aug 11, 2013 at 3:42 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
> > Of course he does, particularly with xGen going commercial.
> > He sued Disney over it and won an undisclosed settlement (it's not on
> > record whether it's royalties or a flat payment).
> > http://patentexaminer.org/2011/10/disney-sued-for-infringing-virtual-h
> > air-raising-patent/
> >
> >
> > On Sun, Aug 11, 2013 at 4:29 PM, Nick Angus  wrote:
> >>
> >> I am sure he still makes money from it with that obscure little
> >> patent he holds...
> >>
> >> -Original Message-
> >> From: softimage-boun...@listproc.autodesk.com
> >> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris
> >> Gardner
> >> Sent: Saturday, 10 August 2013 7:04 PM
> >> To: softimage@listproc.autodesk.com
> >> Subject: Re: Maya Xgen
> >>
> >> It beats having to pay Joe Alter for the privilege of having decent
> >> grooming tools...
> >>
> >> the xgen demo looks to be *ahem* a cut above shave's tools. (sorry)
> >>
> >> cheers,
> >> chrisg
> >>
> >> On 10 August 2013 15:22, Eric Lampi  wrote:
> >> > This just came across my feed on Facebook. It's so damned annoying
> >> > to see them make a huge deal out of this kind of pedestrian crap.
> >> > OK the hair stuff was nice, but is anyone really that impressed
> >> > with a hair styling tool? Exactly how often do you say to yourself
> >> > "Oh no!! How am I ever going to style the hair on these ALL of these
> characters!!??"
> >>
> >
> >
> >
> > --
> > Our users will know fear and cower before our software! Ship it! Ship
> > it and let them flee like the dogs they are!
>
>


RE: Maya Xgen

2013-08-12 Thread Szabolcs Matefy
Correct me if I'm wrong, but Xgen seems to be a decent toolset. ICE is a 
framework, and someone must make a decent toolset. No matter how much I love 
ICE, I still think it's something beyond the average artist, while tools in 
Maya looks like targeting the average artist. I know ICE can be wonderful, 
however, I still miss a good, and intuitive hair system, that really works 
without me connecting nodes of mostly unsupported ICE compounds.

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Lampi
Sent: Sunday, August 11, 2013 6:02 PM
To: softimage@listproc.autodesk.com
Subject: Re: Maya Xgen

Personally, I don't hold a grudge against anyone protecting his patented work. 
If you want to give it away for free, that's your choice.

Maybe Alter is a jerk, I've heard people not say many nice things about him 
over the years, I have no idea I don't know anything about the guy. However I 
do know a bunch of people who have created some amazing tools and as far as I 
am concerned I am all for them capitalizing on their work.

When Movie Studios and Ad Agencies are making billions on the films and 
commercials they produce, so why not?

You know what Joe Alter isn't doing? Crying over the fact that his rates are 
being cut or that his work is all being outsourced to some studio in China or 
India.

Eric

Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


On Sun, Aug 11, 2013 at 3:42 AM, Raffaele Fragapane 
 wrote:
> Of course he does, particularly with xGen going commercial.
> He sued Disney over it and won an undisclosed settlement (it's not on 
> record whether it's royalties or a flat payment).
> http://patentexaminer.org/2011/10/disney-sued-for-infringing-virtual-h
> air-raising-patent/
>
>
> On Sun, Aug 11, 2013 at 4:29 PM, Nick Angus  wrote:
>>
>> I am sure he still makes money from it with that obscure little 
>> patent he holds...
>>
>> -Original Message-
>> From: softimage-boun...@listproc.autodesk.com
>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris 
>> Gardner
>> Sent: Saturday, 10 August 2013 7:04 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: Maya Xgen
>>
>> It beats having to pay Joe Alter for the privilege of having decent 
>> grooming tools...
>>
>> the xgen demo looks to be *ahem* a cut above shave's tools. (sorry)
>>
>> cheers,
>> chrisg
>>
>> On 10 August 2013 15:22, Eric Lampi  wrote:
>> > This just came across my feed on Facebook. It's so damned annoying 
>> > to see them make a huge deal out of this kind of pedestrian crap. 
>> > OK the hair stuff was nice, but is anyone really that impressed 
>> > with a hair styling tool? Exactly how often do you say to yourself 
>> > "Oh no!! How am I ever going to style the hair on these ALL of these 
>> > characters!!??"
>>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship 
> it and let them flee like the dogs they are!