Re: positivity
Hi guys, Just popping by to greet all the fellows here a Merry Xmas and a Happy 2015 ahead! Stay Positive and look on the bright side! Chris Sent from my iPhone On 21 Dec, 2013, at 7:07 am, Matt Lind ml...@carbinestudios.com wrote: My computer graphics career has circular logic. My first computer was the Apple II when I was barely in grade school and had to write commands to draw pictures like: HLINE 60, 80 COLOR=8 RUN In college I used the Amigas 500 thru 4000 systems with deluxe paint, video toaster, DCTV, Lightwave 0.9, and so on, but just before graduation I had the luxury of working with the ever popular Tandy TRS-80 for use with motion control camera stands to do multi-planar and slit scans. Caused so much interference we couldn’t get reception on the boombox despite being located only a few blocks away from the Sears Tower where the signals were broadcast. http://en.wikipedia.org/wiki/TRS-80 Shortly after that I got my chance on the SGI with Softimage Creative Environment 2.6 Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Lampi Sent: Friday, December 20, 2013 2:52 PM To: softimage@listproc.autodesk.com Subject: Re: positivity WICAT systems, System 300 and 150. http://bitsavers.trailing-edge.com/pdf/wicat/brochures/System_300_Brochure.pdf 1988 I worked for a defense contractor making computer based training lessons for a naval combat system. It had vector graphics program, it had a 16 color palette based on 4096 colors and one of 16 was used overlay laser disc video. I didn't have a mouse or a gui. It was a command line interface, to activate a drawing mode, cl - create line, cb- create box etc... I had to use the arrow keys to move the cursor around to pin start and end points for elements. I won't even get into what it took to do animation on it. My boss was a 55 year old retired Master Chief from Texas who ate ramen noodles every day for lunch and never washed his coffee cup, EVER. He told me once that a graphic I was working on was wrong because it looked skewed if he looked at the screen off center. Good times. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Fri, Dec 20, 2013 at 5:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: I can say I miss the cheese and monkeys humor and do wonder what Porl is up to these days. But as for old…. Maybe we should have a contest. What’s the oldest computer graphics system you worked on, and the year? It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It just had to be a computer than did any kind of graphics. Takers? -- Joey Ponthieux __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of sc...@turbulenceffects.com Sent: Friday, December 20, 2013 2:24 PM To: softimage@listproc. autodesk. com Subject: Re: positivity Ha ha yeah Ed, you're old. But dang, so am I. Sent from my HTC EVO 4G LTE exclusively from Sprint - Reply message - From: Ed Harriss ed.harr...@sas.com To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: positivity Date: Fri, Dec 20, 2013 2:07 PM Maybe we need to go back to a multi-address list system like we had in the old days. There was the discussion list, which was all fun/monkeys/cheese/Porl and there was the Softimage list, which is pretty much what we are using now. There were even other lists like eddie, particle, etc.. (Yea, I’m old..) Anyway, we could have this list stay a Softimage list and create another one for all the gloom and doom. Perfect! Now get to work Autodesk listproc person! ;) Thanks! Happy Holidays! Ed “cheese and monkeys” Harriss From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel Sent: Friday, December 20, 2013 1:33 PM To: Softimage List Subject: Re: positivity Ha ha...Merry Christmas to all!! LOL. I'm not trying to start anything...just want to see if I'm the only one hearing this. I told the guys that told me to go tell the people that said this to go F themselves for what its worth. It does piss me off to see rumors like this butI do sit at home mostly working all day and night. I don't get to mingle with my peers as much as I used to so I didn't know if this may be old news or something new. Sounds bunk so I'll leave it at that :-) Kris On Fri, Dec 20, 2013 at 1:11 PM, Eric Thivierge ethivie...@hybride.com wrote: Only thing I have beef with myself is the thread hijacking that snowballs into a long slog of
Re: rumor, Soft dead within the next year
If this happens, please buy a copy to keep ;) Chris On 21 Dec, 2013, at 1:12 am, Nicolas Esposito 3dv...@gmail.com wrote: Positivism! If that happen I think I'll still keep using Soft for at least a couple of years and in the meantime I'll probably switch to Maya or one of the new software which I haven't even tried ( but I heard good things ) 2013/12/20 Kris Rivel krisri...@gmail.com Sorry...can't resist. Nasty rumor going around that Soft will be done within the next year. I'm just hearing this from a few NYC peeps. I personally find it odd especially since we know there's a beta program running now and that a lot of places still rely on it, especially ICE. I WOULD NOT be surprised at all if development stopped within a year or two and it was just a left as it is product but I don't see how or why the door would be slammed shut in anyone's face. I doubt anyone can confirm this rumor but curious what others thoughts are. I'm looking to learn more Houdini and C4D for the volume of work but have no desire to use antiquated and archaic platforms like Maya and Max to be honest. Regardless, its tragic to see Soft slowing down and how it never managed to take over as the #1 option years ago. It really is the best but a few limitations, bad timing and bad marketing didn't do it any favors. The community, addons, plugins and contributions though are incredible and I think thats the part I would miss the most. and discuss Kris
Re: positivity
Atari 800 XL with one of those greenish monitors and a datasette. Before that I fiddled a bit on my Grandma'a Apple IIe computer :) On 2013/12/21 12:08 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote: I can say I miss the cheese and monkeys humor and do wonder what Porl is up to these days. But as for old…. Maybe we should have a contest. What’s the oldest computer graphics system you worked on, and the year? It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It just had to be a computer than did any kind of graphics. Takers? -- Joey Ponthieux __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party.
Re: positivity
Merry Christmas everyone ! On 21 December 2013 11:49, Eric Mootz e...@mootzoid.com wrote: Atari 800 XL with one of those greenish monitors and a datasette. Before that I fiddled a bit on my Grandma'a Apple IIe computer :) On 2013/12/21 12:08 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote: I can say I miss the cheese and monkeys humor and do wonder what Porl is up to these days. But as for old…. Maybe we should have a contest. What’s the oldest computer graphics system you worked on, and the year? It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It just had to be a computer than did any kind of graphics. Takers? -- Joey Ponthieux __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party.
Re: positivity
apple II, IIe and IIc here (my dad had these for work) I fondly remember FantaVision which was a kind of morphing graphics software – though I definitely spent more time on Ultima 4 must have been middle of the eighties - little did I know that I’d be using computers for a living one day . From: Eric Mootz Sent: Saturday, December 21, 2013 11:49 AM To: softimage@listproc.autodesk.com Subject: Re: positivity Atari 800 XL with one of those greenish monitors and a datasette. Before that I fiddled a bit on my Grandma'a Apple IIe computer :) On 2013/12/21 12:08 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote: I can say I miss the cheese and monkeys humor and do wonder what Porl is up to these days. But as for old…. Maybe we should have a contest. What’s the oldest computer graphics system you worked on, and the year? It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It just had to be a computer than did any kind of graphics. Takers? -- Joey Ponthieux __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. wlEmoticon-smile[1].png
Convert selection from UVsto polygons?
In Softimage, is it possible to have a selection of UVs converted to the corresponding Polygons via the Texture Editor? Something like a right click convert selection to points/edges/etc? I don´t mean an Island selection but just a few UVs. In Maya you can do that, as UVs are treated as just another subobject mode (select shell/island is an extra right clickmenu step compared to Softimage,thought). In terms of general doom and gloom mode: I´m currently unfolding props/assets and I need to jump in 3Dcoat to do nice ABF/LSM unwraps with proportionally evenly distributed texture space/face, then go back to Softimage to find my current combo of experimental 3D coat build and Softimage gives me a bug and each UV´d face is coming in/out as it´s own shell when using the *.obj format, so I just pipe Maya inbetween and merge all those back together with a very low threshold in Maya, getting back the shells as layouted in 3Dcoat, shuffle things a bit around using Unfold/Relax in Maya then export to Softimage, which just says thanks, if that´s what you like and let´s me copy and paste the result back to my intial geometry. If all three(Max, Maya, Softimage) where one, I´d be fucked... tim
Re: Convert selection from UVsto polygons?
I'm not sure if I understood your problem correctly. But if you select an object in Softimage and go into any component mode ( polygon, points, edges ) and select some vertices in the Texture editor, the corresponding components will be selected in your viewport. At least, that's what happens at this end. -Ronald On 12/21/2013 13:30, Tim Leydecker wrote: In Softimage, is it possible to have a selection of UVs converted to the corresponding Polygons via the Texture Editor? Something like a right click convert selection to points/edges/etc? I don´t mean an Island selection but just a few UVs. In Maya you can do that, as UVs are treated as just another subobject mode (select shell/island is an extra right clickmenu step compared to Softimage,thought). In terms of general doom and gloom mode: I´m currently unfolding props/assets and I need to jump in 3Dcoat to do nice ABF/LSM unwraps with proportionally evenly distributed texture space/face, then go back to Softimage to find my current combo of experimental 3D coat build and Softimage gives me a bug and each UV´d face is coming in/out as it´s own shell when using the *.obj format, so I just pipe Maya inbetween and merge all those back together with a very low threshold in Maya, getting back the shells as layouted in 3Dcoat, shuffle things a bit around using Unfold/Relax in Maya then export to Softimage, which just says thanks, if that´s what you like and let´s me copy and paste the result back to my intial geometry. If all three(Max, Maya, Softimage) where one, I´d be fucked... tim -- Ronald van Vemden --- 3D Graphics Animation Cyberfish Laboratories | www.cyberfish.nl Toonafish | www.toonafish.nl tel. +31(0)20 5289291 fax +31(0)20 5289292 email: ron...@toonafish.nl
Re: Last workday!
Can't say it better than this one... ;-) http://www.youtube.com/watch?v=T-D1KVIuvjA Enjoy the holidays all! Rob \/-\/\/ On 20-12-2013 15:28, Leonard Koch wrote: Thanks. To you and the rest of the list as well! On Fri, Dec 20, 2013 at 3:27 PM, Szabolcs Matefy szabol...@crytek.com mailto:szabol...@crytek.com wrote: Hey folks! This is my last workday, so it’s time to wish all of you Merry X(SI)Mas and Happy New Year! Cheers Szabolcs ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2014.0.4259 / Virus Database: 3658/6935 - Release Date: 12/19/13
Re: 'The Little Ghost' - Visual Effects Breakdown
Hey guys, those of you who want a bit more information about our process can read our recent interview on the 'Art of VFX' blog here: http://www.artofvfx.com/?p=5673 Best Vladimir On Wed, Dec 4, 2013 at 12:50 PM, Fabricio Chamon xsiml...@gmail.com wrote: Nice work Vladimir and everyone at Elefant Studios!! thanks for sharing... Could you elaborate a bit on the feathers creation/placement ? I've done some feathers in the past and it would be good to hear what difficulties you had to overcome. 2013/12/2 Vladimir Jankijevic vladi...@elefantstudios.ch well, the reason is the size of the studio and to a certain degree my personal preference :) On Mon, Dec 2, 2013 at 4:11 PM, pete...@skynet.be wrote: That’s looking very good. Nice to see a film workflow going from Maya to Softimage, rather than the other way around. Any reason in particular for that – as it’s not the most common choice? *From:* Vladimir Jankijevic vladi...@elefantstudios.ch *Sent:* Monday, December 02, 2013 3:48 PM *To:* softimage@listproc.autodesk.com *Subject:* 'The Little Ghost' - Visual Effects Breakdown Hello List, over the course of one year, a small team here at Elefant Studios created a CG head replacement for a talking owl, set extensions for a steeple, talking ‘haunted’ paintings, background matte-paintings as well as general shot compositing in 111 shots for the movie ‘The Little Ghost’ ( http://www.imdb.com/title/tt2186566/). The movie is Alain Gsponer's adaptation of a children's book from Otfried Preussler. The main tools we used on this project were Softimage, Maya, Mudbox, Nuke, Arnold and our in-house asset-management and pipeline visualization tool. Maya for Modeling, Rigging and Animation, Softimage for Feather/Fur Grooming, Scene Assembly and Lighting/Shading/Rendering. Mudbox was used for Texture Painting and Sculpting. Nuke was used for Compositing and Arnold as the rendering-backbone through SItoA. The biggest challenge was the creation of a head replacement for a talking owl. As some of the shots were planned as close-ups we had to consider a highly detailed implementation. Autodesk Softimage’s ICE system was used to model feathers in high resolution in any desirable shape. We developed tools using ICE to enable us to place feathers and hairs very accurately, always preserving the defined shape of the head and neck from animation. All feathers were rendered as Curves in Arnold. Lighting was done with Skydomes and textured Quadlights. We created a high detail steeple on top of a building as well as various extensions to tackle the limitations from the filmed set. Everything was rendered with high detail displacements, GI, Skydomes and all the other nifty features Arnold offers. Big thanks goes to Jonah Friedman from Psyop ( we used some concepts from his Ruffle system ), Daniel Guimard for his work on the steeple, Vivien Guiraud and Patrick Graf for the animation, Yukio Satoh for a nice animation rig, Miklos Kozary and Stephan Schweizer for the compositing and all the others who helped out. The Visual Effects Breakdown: http://vimeo.com/80552458 Cheers Vladimir Jankijevic
Re: Convert selection from UVsto polygons?
Hi Ronald, thanks,yes.That works but I seem to be unable to convert a selection made in the Texture Editor to the corresponding Polys, Vertices or Edges? Example, I select a few points in the Texture Editor but in the viewports, the corresponding UVs are displayed as selected and I can´t find a way to convert that active selection as displayed in the viewport to the actual selection made in the Texture Editor. It´s not a big deal but it would be nice to have to be able to select any subobject type in the Texture Editor and have the proper subobject type selected in the viewportsand be able to convert between selections as in the viewport menue options but including the UV/bisectors component type. In Maya, you can do that and it sometimes speeds up things when creating selections or manipulating UV shells or checking streching and such. Also, in XSI I find it more difficult to determine if two UVs really align, where in Maya, I can see in the HUD if it´s one or two and merge them to make sure or even simply check border edges to be displayed as thicker than edges inside a shell. Cheers, tim On 21.12.2013 13:58, Toonafish wrote: I'm not sure if I understood your problem correctly. But if you select an object in Softimage and go into any component mode ( polygon, points, edges ) and select some vertices in the Texture editor, the corresponding components will be selected in your viewport. At least, that's what happens at this end. -Ronald On 12/21/2013 13:30, Tim Leydecker wrote: In Softimage, is it possible to have a selection of UVs converted to the corresponding Polygons via the Texture Editor? Something like a right click convert selection to points/edges/etc? I don´t mean an Island selection but just a few UVs. In Maya you can do that, as UVs are treated as just another subobject mode (select shell/island is an extra right clickmenu step compared to Softimage,thought). In terms of general doom and gloom mode: I´m currently unfolding props/assets and I need to jump in 3Dcoat to do nice ABF/LSM unwraps with proportionally evenly distributed texture space/face, then go back to Softimage to find my current combo of experimental 3D coat build and Softimage gives me a bug and each UV´d face is coming in/out as it´s own shell when using the *.obj format, so I just pipe Maya inbetween and merge all those back together with a very low threshold in Maya, getting back the shells as layouted in 3Dcoat, shuffle things a bit around using Unfold/Relax in Maya then export to Softimage, which just says thanks, if that´s what you like and let´s me copy and paste the result back to my intial geometry. If all three(Max, Maya, Softimage) where one, I´d be fucked... tim
Re: positivity
Wow I totally forgot about Ultima!! I spent a lot of time playing Ultima on that old Apple II + haha 2013/12/21 pete...@skynet.be apple II, IIe and IIc here (my dad had these for work) I fondly remember FantaVision which was a kind of morphing graphics software – though I definitely spent more time on Ultima 4 must have been middle of the eighties - little did I know that I’d be using computers for a living one day [image: Smile]. *From:* Eric Mootz e...@mootzoid.com *Sent:* Saturday, December 21, 2013 11:49 AM *To:* softimage@listproc.autodesk.com *Subject:* Re: positivity Atari 800 XL with one of those greenish monitors and a datasette. Before that I fiddled a bit on my Grandma'a Apple IIe computer :) On 2013/12/21 12:08 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote: I can say I miss the cheese and monkeys humor and do wonder what Porl is up to these days. But as for old…. Maybe we should have a contest. What’s the oldest computer graphics system you worked on, and the year? It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It just had to be a computer than did any kind of graphics. Takers? -- Joey Ponthieux __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. wlEmoticon-smile[1].png
Re: Convert selection from UVsto polygons?
Could it be you have the selection set to Sample instead of Point, Polygon or Edge ? - Ronald On 12/21/2013 16:48, Tim Leydecker wrote: Hi Ronald, thanks,yes.That works but I seem to be unable to convert a selection made in the Texture Editor to the corresponding Polys, Vertices or Edges? Example, I select a few points in the Texture Editor but in the viewports, the corresponding UVs are displayed as selected and I can´t find a way to convert that active selection as displayed in the viewport to the actual selection made in the Texture Editor. It´s not a big deal but it would be nice to have to be able to select any subobject type in the Texture Editor and have the proper subobject type selected in the viewportsand be able to convert between selections as in the viewport menue options but including the UV/bisectors component type. In Maya, you can do that and it sometimes speeds up things when creating selections or manipulating UV shells or checking streching and such. Also, in XSI I find it more difficult to determine if two UVs really align, where in Maya, I can see in the HUD if it´s one or two and merge them to make sure or even simply check border edges to be displayed as thicker than edges inside a shell. Cheers, tim On 21.12.2013 13:58, Toonafish wrote: I'm not sure if I understood your problem correctly. But if you select an object in Softimage and go into any component mode ( polygon, points, edges ) and select some vertices in the Texture editor, the corresponding components will be selected in your viewport. At least, that's what happens at this end. -Ronald On 12/21/2013 13:30, Tim Leydecker wrote: In Softimage, is it possible to have a selection of UVs converted to the corresponding Polygons via the Texture Editor? Something like a right click convert selection to points/edges/etc? I don´t mean an Island selection but just a few UVs. In Maya you can do that, as UVs are treated as just another subobject mode (select shell/island is an extra right clickmenu step compared to Softimage,thought). In terms of general doom and gloom mode: I´m currently unfolding props/assets and I need to jump in 3Dcoat to do nice ABF/LSM unwraps with proportionally evenly distributed texture space/face, then go back to Softimage to find my current combo of experimental 3D coat build and Softimage gives me a bug and each UV´d face is coming in/out as it´s own shell when using the *.obj format, so I just pipe Maya inbetween and merge all those back together with a very low threshold in Maya, getting back the shells as layouted in 3Dcoat, shuffle things a bit around using Unfold/Relax in Maya then export to Softimage, which just says thanks, if that´s what you like and let´s me copy and paste the result back to my intial geometry. If all three(Max, Maya, Softimage) where one, I´d be fucked... tim -- Ronald van Vemden --- 3D Graphics Animation Cyberfish Laboratories | www.cyberfish.nl Toonafish | www.toonafish.nl tel. +31(0)20 5289291 fax +31(0)20 5289292 email: ron...@toonafish.nl
emit from position with stick to location
I'm doing some motion graphics work where I am getting each polygon's position from my emitter, then using that to drive emit from position. I'm creating strands and having the emitter fly along a curve. The problem is, when using emit from position, stick to location (emitter) doesn't work. It works fine when I emit from Geometry because the geometry is the emitter, but I need just 1 particle/strand to be emitted per polygon. I've also tried Get Closes Location on Geometry to drive Stick to Location, but my particles/strands lag about 1 frame behind. It's an OK solution, but I'd rather get it right. Is there a way to get 1 strand per poly that'll stick to the emitter when the emitter is animated along a path? Thanks! Paul ᐧ
Re: Convert selection from UVsto polygons?
This works for me: http://imgur.com/NwTAeNc On Sat, Dec 21, 2013 at 11:15 AM, Toonafish ron...@toonafish.nl wrote: Could it be you have the selection set to Sample instead of Point, Polygon or Edge ? - Ronald On 12/21/2013 16:48, Tim Leydecker wrote: Hi Ronald, thanks,yes.That works but I seem to be unable to convert a selection made in the Texture Editor to the corresponding Polys, Vertices or Edges? Example, I select a few points in the Texture Editor but in the viewports, the corresponding UVs are displayed as selected and I can愒 find a way to convert that active selection as displayed in the viewport to the actual selection made in the Texture Editor. It愀 not a big deal but it would be nice to have to be able to select any subobject type in the Texture Editor and have the proper subobject type selected in the viewportsand be able to convert between selections as in the viewport menue options but including the UV/bisectors component type. In Maya, you can do that and it sometimes speeds up things when creating selections or manipulating UV shells or checking streching and such. Also, in XSI I find it more difficult to determine if two UVs really align, where in Maya, I can see in the HUD if it愀 one or two and merge them to make sure or even simply check border edges to be displayed as thicker than edges inside a shell. Cheers, tim On 21.12.2013 13:58, Toonafish wrote: I'm not sure if I understood your problem correctly. But if you select an object in Softimage and go into any component mode ( polygon, points, edges ) and select some vertices in the Texture editor, the corresponding components will be selected in your viewport. At least, that's what happens at this end. -Ronald On 12/21/2013 13:30, Tim Leydecker wrote: In Softimage, is it possible to have a selection of UVs converted to the corresponding Polygons via the Texture Editor? Something like a right click convert selection to points/edges/etc? I don愒 mean an Island selection but just a few UVs. In Maya you can do that, as UVs are treated as just another subobject mode (select shell/island is an extra right clickmenu step compared to Softimage,thought). In terms of general doom and gloom mode: I惴 currently unfolding props/assets and I need to jump in 3Dcoat to do nice ABF/LSM unwraps with proportionally evenly distributed texture space/face, then go back to Softimage to find my current combo of experimental 3D coat build and Softimage gives me a bug and each UV悲 face is coming in/out as it愀 own shell when using the *.obj format, so I just pipe Maya inbetween and merge all those back together with a very low threshold in Maya, getting back the shells as layouted in 3Dcoat, shuffle things a bit around using Unfold/Relax in Maya then export to Softimage, which just says thanks, if that愀 what you like and let愀 me copy and paste the result back to my intial geometry. If all three(Max, Maya, Softimage) where one, I悲 be fucked... tim -- Ronald van Vemden --- 3D Graphics Animation Cyberfish Laboratories | www.cyberfish.nl Toonafish | www.toonafish.nl tel. +31(0)20 5289291 fax +31(0)20 5289292 email: ron...@toonafish.nl --
Re: Convert selection from UVsto polygons?
You need to change the Sync Method to components, inside your text.editor preferences. Martin Sent from my iPhone On 2013/12/22, at 0:48, Tim Leydecker bauero...@gmx.de wrote: Hi Ronald, thanks,yes.That works but I seem to be unable to convert a selection made in the Texture Editor to the corresponding Polys, Vertices or Edges? Example, I select a few points in the Texture Editor but in the viewports, the corresponding UVs are displayed as selected and I can´t find a way to convert that active selection as displayed in the viewport to the actual selection made in the Texture Editor. It´s not a big deal but it would be nice to have to be able to select any subobject type in the Texture Editor and have the proper subobject type selected in the viewportsand be able to convert between selections as in the viewport menue options but including the UV/bisectors component type. In Maya, you can do that and it sometimes speeds up things when creating selections or manipulating UV shells or checking streching and such. Also, in XSI I find it more difficult to determine if two UVs really align, where in Maya, I can see in the HUD if it´s one or two and merge them to make sure or even simply check border edges to be displayed as thicker than edges inside a shell. Cheers, tim On 21.12.2013 13:58, Toonafish wrote: I'm not sure if I understood your problem correctly. But if you select an object in Softimage and go into any component mode ( polygon, points, edges ) and select some vertices in the Texture editor, the corresponding components will be selected in your viewport. At least, that's what happens at this end. -Ronald On 12/21/2013 13:30, Tim Leydecker wrote: In Softimage, is it possible to have a selection of UVs converted to the corresponding Polygons via the Texture Editor? Something like a right click convert selection to points/edges/etc? I don´t mean an Island selection but just a few UVs. In Maya you can do that, as UVs are treated as just another subobject mode (select shell/island is an extra right clickmenu step compared to Softimage,thought). In terms of general doom and gloom mode: I´m currently unfolding props/assets and I need to jump in 3Dcoat to do nice ABF/LSM unwraps with proportionally evenly distributed texture space/face, then go back to Softimage to find my current combo of experimental 3D coat build and Softimage gives me a bug and each UV´d face is coming in/out as it´s own shell when using the *.obj format, so I just pipe Maya inbetween and merge all those back together with a very low threshold in Maya, getting back the shells as layouted in 3Dcoat, shuffle things a bit around using Unfold/Relax in Maya then export to Softimage, which just says thanks, if that´s what you like and let´s me copy and paste the result back to my intial geometry. If all three(Max, Maya, Softimage) where one, I´d be fucked... tim
Re: positivity
Thanks Adrian for keeping it positive, we use Softimage for most of the features Stereo D is on. I use Soft to prototype tools outside of soft, for other programs and onset tools. Plan to keep using it for the foreseeable future. Can't say I said that about the Commodore PET I started on in 1980. Cheers -- Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D phone: why-I-stereo http://www.linkedin.com/in/grahamclark On Fri, Dec 20, 2013 at 2:11 PM, Meng-Yang Lu ntmon...@gmail.com wrote: 1983 - http://en.wikipedia.org/wiki/Lite-Brite Did I win? :P On Fri, Dec 20, 2013 at 2:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: I can say I miss the cheese and monkeys humor and do wonder what Porl is up to these days. But as for old…. Maybe we should have a contest. What’s the oldest computer graphics system you worked on, and the year? It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It just had to be a computer than did any kind of graphics. Takers? -- Joey Ponthieux __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of * sc...@turbulenceffects.com *Sent:* Friday, December 20, 2013 2:24 PM *To:* softimage@listproc. autodesk. com *Subject:* Re: positivity Ha ha yeah Ed, you're old. But dang, so am I. Sent from my HTC EVO 4G LTE exclusively from Sprint - Reply message - From: Ed Harriss ed.harr...@sas.com To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: positivity Date: Fri, Dec 20, 2013 2:07 PM Maybe we need to go back to a multi-address list system like we had in the old days. There was the discussion list, which was all fun/monkeys/cheese/Porl and there was the Softimage list, which is pretty much what we are using now. There were even other lists like eddie, particle, etc.. (Yea, I’m old..) Anyway, we could have this list stay a Softimage list and create another one for all the gloom and doom. Perfect! Now get to work Autodesk listproc person! ;) Thanks! Happy Holidays! Ed “cheese and monkeys” Harriss *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Kris Rivel *Sent:* Friday, December 20, 2013 1:33 PM *To:* Softimage List *Subject:* Re: positivity Ha ha...Merry Christmas to all!! LOL. I'm not trying to start anything...just want to see if I'm the only one hearing this. I told the guys that told me to go tell the people that said this to go F themselves for what its worth. It does piss me off to see rumors like this butI do sit at home mostly working all day and night. I don't get to mingle with my peers as much as I used to so I didn't know if this may be old news or something new. Sounds bunk so I'll leave it at that :-) Kris On Fri, Dec 20, 2013 at 1:11 PM, Eric Thivierge ethivie...@hybride.com wrote: Only thing I have beef with myself is the thread hijacking that snowballs into a long slog of boohooism. I'm tired of it. In recent times I have to think twice about posting to the list because I'm afraid my thread will get pulled into the black hole of negativity and what could have been a helpful / informative thread will be turned into a bitch-fest. The emPolygonizer thread yesterday that was heading in that direction seriously almost made me unsubscribe. If you want to complain about the demise of a software, have at it. Just stop hijacking threads with it (not aimed specifically Mr. Lampi, in general).. - Eric T.
Re: emit from position with stick to location
Multiply vector by matrix should get your point back on the emitter. Le 21/12/2013 17:39, Paul Griswold a écrit : I'm doing some motion graphics work where I am getting each polygon's position from my emitter, then using that to drive emit from position. I'm creating strands and having the emitter fly along a curve. The problem is, when using emit from position, stick to location (emitter) doesn't work. It works fine when I emit from Geometry because the geometry is the emitter, but I need just 1 particle/strand to be emitted per polygon. I've also tried Get Closes Location on Geometry to drive Stick to Location, but my particles/strands lag about 1 frame behind. It's an OK solution, but I'd rather get it right. s Is there a way to get 1 strand per poly that'll stick to the emitter when the emitter is animated along a path? Thanks! Paul ᐧ
Re: emit from position with stick to location
Just this : Le 21/12/2013 18:39, olivier jeannel a écrit : Multiply vector by matrix should get your point back on the emitter. Le 21/12/2013 17:39, Paul Griswold a écrit : I'm doing some motion graphics work where I am getting each polygon's position from my emitter, then using that to drive emit from position. I'm creating strands and having the emitter fly along a curve. The problem is, when using emit from position, stick to location (emitter) doesn't work. It works fine when I emit from Geometry because the geometry is the emitter, but I need just 1 particle/strand to be emitted per polygon. I've also tried Get Closes Location on Geometry to drive Stick to Location, but my particles/strands lag about 1 frame behind. It's an OK solution, but I'd rather get it right. s Is there a way to get 1 strand per poly that'll stick to the emitter when the emitter is animated along a path? Thanks! Paul ᐧ
Re: Convert selection from UVsto polygons?
You don't have a thick UV edges option in SI, but you have show connectivity with multiple colors which is much better. Softimage doesn't merge or cut UVs like Maya. Softimage UVs are always separated, you join them by move them to the same UV coordinate ( healing ), but they aren't merged, they are still different samples in the same place. That's why when you export something from SI to Maya, all UVs will be cut and you'll have to merge them inside Maya. I don't know how 3D Coat handle this. Martin On Sun, Dec 22, 2013 at 12:48 AM, Tim Leydecker bauero...@gmx.de wrote: Also, in XSI I find it more difficult to determine if two UVs really align, where in Maya, I can see in the HUD if it´s one or two and merge them to make sure or even simply check border edges to be displayed as thicker than edges inside a shell.
Re: emit from position with stick to location
Thank you! I figured it'd be something simple like that. The way I had it, was it returning the polygon position for the previous frame? It seemed to be 1 frame off. -Paul ᐧ On Sat, Dec 21, 2013 at 12:42 PM, olivier jeannel olivier.jean...@noos.frwrote: Just this : Le 21/12/2013 18:39, olivier jeannel a écrit : Multiply vector by matrix should get your point back on the emitter. Le 21/12/2013 17:39, Paul Griswold a écrit : I'm doing some motion graphics work where I am getting each polygon's position from my emitter, then using that to drive emit from position. I'm creating strands and having the emitter fly along a curve. The problem is, when using emit from position, stick to location (emitter) doesn't work. It works fine when I emit from Geometry because the geometry is the emitter, but I need just 1 particle/strand to be emitted per polygon. I've also tried Get Closes Location on Geometry to drive Stick to Location, but my particles/strands lag about 1 frame behind. It's an OK solution, but I'd rather get it right. s Is there a way to get 1 strand per poly that'll stick to the emitter when the emitter is animated along a path? Thanks! Paul ᐧ ehafdiie.png
Re: emit from position with stick to location
Sometimes when you're in Simulation mode, it's nice to have an ice tree on top the simulation (Post-Sim) to stick some values back. For example, sticking the PointPosition back to the first StrandPosition. Andy moorer has a nice article here http://andy.moonbase.net/archives/859 Also, atm I use to separate the pointcloud that emit from the point cloud that will "do" stuff. Sometimes it could be nice. Vincent Ullman do it here https://vimeo.com/groups/ice/videos/71855954 Le 21/12/2013 19:12, Paul Griswold a écrit : Thank you! I figured it'd be something simple like that. The way I had it, was it returning the polygon position for the previous frame? It seemed to be 1 frame off. -Paul ᐧ On Sat, Dec 21, 2013 at 12:42 PM, olivier jeannel olivier.jean...@noos.fr wrote: Just this : Le 21/12/2013 18:39, olivier jeannel a écrit : Multiply vector by matrix should get your point back on the emitter. Le 21/12/2013 17:39, Paul Griswold a écrit : I'm doing some motion graphics work where I am getting each polygon's position from my emitter, then using that to drive emit from position. I'm creating strands and having the emitter fly along a curve. The problem is, when using emit from position, stick to location (emitter) doesn't work. It works fine when I emit from Geometry because the geometry is the emitter, but I need just 1 particle/strand to be emitted per polygon. I've also tried Get Closes Location on Geometry to drive Stick to Location, but my particles/strands lag about 1 frame behind. It's an OK solution, but I'd rather get it right. s Is there a way to get 1 strand per poly that'll stick to the emitter when the emitter is animated along a path? Thanks! Paul ᐧ
Re: Convert selection from UVsto polygons?
Thanks for the screenshot and the explanations. I´ll give that a try, it´s probably exactly what I am looking for. Regarding UVset interpretation of an *.obj from Softimage inside 3Dcoat, that is likely a similar problem to what happened in earlier ZBrush builds, e.g. the UV´s came in interpreted as seperate shells/face. I´ll see if I can produce a simple repro *.obj and provide it to the experimental branch/bug list of 3Dcoat for them to deal with Softimage´s approach to describing UVs and UVspaces. The Zbrush guys solved it, so there is a working solution. I´m not sure it´s as simple as auto merging UVs based on Texturespace position because then shells ontop on each other (for saving texture space) would get mangled or get corrupted but some logic along the lines of if is same vertex and same texture position might already be a good suggestion to file along with the bug. Cheers, tim On 21.12.2013 18:48, Martin Yara wrote: You don't have a thick UV edges option in SI, but you have show connectivity with multiple colors which is much better. Softimage doesn't merge or cut UVs like Maya. Softimage UVs are always separated, you join them by move them to the same UV coordinate ( healing ), but they aren't merged, they are still different samples in the same place. That's why when you export something from SI to Maya, all UVs will be cut and you'll have to merge them inside Maya. I don't know how 3D Coat handle this. Martin On Sun, Dec 22, 2013 at 12:48 AM, Tim Leydecker bauero...@gmx.de mailto:bauero...@gmx.de wrote: Also, in XSI I find it more difficult to determine if two UVs really align, where in Maya, I can see in the HUD if it´s one or two and merge them to make sure or even simply check border edges to be displayed as thicker than edges inside a shell.
Re: emit from position with stick to location
Great stuff, thanks! I've been trying to stay away from simulations, but the workflow is basically the same with non-simulated trees. I just get in the mindset with simulations that everything has to happen in 1 ICE tree. ᐧ On Sat, Dec 21, 2013 at 1:28 PM, olivier jeannel olivier.jean...@noos.frwrote: Sometimes when you're in Simulation mode, it's nice to have an ice tree on top the simulation (Post-Sim) to stick some values back. For example, sticking the PointPosition back to the first StrandPosition. Andy moorer has a nice article here http://andy.moonbase.net/archives/859 Also, atm I use to separate the pointcloud that emit from the point cloud that will do stuff. Sometimes it could be nice. Vincent Ullman do it here https://vimeo.com/groups/ice/videos/71855954 Le 21/12/2013 19:12, Paul Griswold a écrit : Thank you! I figured it'd be something simple like that. The way I had it, was it returning the polygon position for the previous frame? It seemed to be 1 frame off. -Paul ᐧ On Sat, Dec 21, 2013 at 12:42 PM, olivier jeannel olivier.jean...@noos.fr wrote: Just this : Le 21/12/2013 18:39, olivier jeannel a écrit : Multiply vector by matrix should get your point back on the emitter. Le 21/12/2013 17:39, Paul Griswold a écrit : I'm doing some motion graphics work where I am getting each polygon's position from my emitter, then using that to drive emit from position. I'm creating strands and having the emitter fly along a curve. The problem is, when using emit from position, stick to location (emitter) doesn't work. It works fine when I emit from Geometry because the geometry is the emitter, but I need just 1 particle/strand to be emitted per polygon. I've also tried Get Closes Location on Geometry to drive Stick to Location, but my particles/strands lag about 1 frame behind. It's an OK solution, but I'd rather get it right. s Is there a way to get 1 strand per poly that'll stick to the emitter when the emitter is animated along a path? Thanks! Paul ᐧ image/png
Re: Convert selection from UVsto polygons?
preferencessync modecomponents select whatever comp you want in the uv editor, make sure you are in some component mode in the 3d view. it should convert for you *written with my thumbs On Dec 21, 2013, at 7:48 AM, Tim Leydecker bauero...@gmx.de wrote: Hi Ronald, thanks,yes.That works but I seem to be unable to convert a selection made in the Texture Editor to the corresponding Polys, Vertices or Edges? Example, I select a few points in the Texture Editor but in the viewports, the corresponding UVs are displayed as selected and I can´t find a w ay to convert that active selection as displayed in the viewport to the actual selection made in the Texture Editor. It´s not a big deal but it would be nice to have to be able to selec t any subobject type in the Texture Editor and have the proper subobject type selected in the viewportsand be able to convert between selections as in the viewport menue options but including the UV/bisectors component type. In Maya, you can do that and it sometimes speeds up things when creating selections or manipulating UV shells or checking streching and such. Also, in XSI I find it more difficult to determine if two UVs really align, where in Maya, I can see in the HUD if it´s one or two and merge the m to make sure or even simply check border edges to be displayed as thicker than edges inside a shell. Cheers, tim On 21.12.2013 13:58, Toonafish wrote: I'm not sure if I understood your problem correctly. But if you select an object in Softimage and go into any component mode ( polygon, points, edges ) and select some vertices in the Texture editor, the corresponding components will be selected in your viewport. At least, that's what happens at this end. -Ronald On 12/21/2013 13:30, Tim Leydecker wrote: In Softimage, is it possible to have a selection of UVs converted to the corresponding Polygons via the Texture Editor? Something like a right click convert selection to points/edges/ etc? I don´t mean an Island selection but just a few UVs. In Maya you can do that, as UVs are treated as just another subobject mode (select shell/island is an extra right clickmenu step compared to Softimage,thought). In terms of general doom and gloom mode: I´m currently unfolding props/assets and I need to jump in 3Dcoa t to do nice ABF/LSM unwraps with proportionally evenly distributed texture space/face, then go back to Softimage to find my current combo of experimental 3D coat build and Softimage gives me a bug and each UV´d face is coming in/out as it´s own s hell when using the *.obj format, so I just pipe Maya inbetween and merge all those back together with a very low threshold in Maya, getting back the shells as layouted in 3Dcoat, shuffle things a bit around using Unfold/Relax in Maya then export to Softimage, which just says thanks, if that´s what you like and let´s me cop y and paste the result back to my intial geometry. If all three(Max, Maya, Softimage) where one, I´d be fucked... tim
Re: 'The Little Ghost' - Visual Effects Breakdown
very nice! thanks for the link! 2013/12/21 Vladimir Jankijevic vladi...@elefantstudios.ch Hey guys, those of you who want a bit more information about our process can read our recent interview on the 'Art of VFX' blog here: http://www.artofvfx.com/?p=5673 Best Vladimir On Wed, Dec 4, 2013 at 12:50 PM, Fabricio Chamon xsiml...@gmail.comwrote: Nice work Vladimir and everyone at Elefant Studios!! thanks for sharing... Could you elaborate a bit on the feathers creation/placement ? I've done some feathers in the past and it would be good to hear what difficulties you had to overcome. 2013/12/2 Vladimir Jankijevic vladi...@elefantstudios.ch well, the reason is the size of the studio and to a certain degree my personal preference :) On Mon, Dec 2, 2013 at 4:11 PM, pete...@skynet.be wrote: That’s looking very good. Nice to see a film workflow going from Maya to Softimage, rather than the other way around. Any reason in particular for that – as it’s not the most common choice? *From:* Vladimir Jankijevic vladi...@elefantstudios.ch *Sent:* Monday, December 02, 2013 3:48 PM *To:* softimage@listproc.autodesk.com *Subject:* 'The Little Ghost' - Visual Effects Breakdown Hello List, over the course of one year, a small team here at Elefant Studios created a CG head replacement for a talking owl, set extensions for a steeple, talking ‘haunted’ paintings, background matte-paintings as well as general shot compositing in 111 shots for the movie ‘The Little Ghost’ ( http://www.imdb.com/title/tt2186566/). The movie is Alain Gsponer's adaptation of a children's book from Otfried Preussler. The main tools we used on this project were Softimage, Maya, Mudbox, Nuke, Arnold and our in-house asset-management and pipeline visualization tool. Maya for Modeling, Rigging and Animation, Softimage for Feather/Fur Grooming, Scene Assembly and Lighting/Shading/Rendering. Mudbox was used for Texture Painting and Sculpting. Nuke was used for Compositing and Arnold as the rendering-backbone through SItoA. The biggest challenge was the creation of a head replacement for a talking owl. As some of the shots were planned as close-ups we had to consider a highly detailed implementation. Autodesk Softimage’s ICE system was used to model feathers in high resolution in any desirable shape. We developed tools using ICE to enable us to place feathers and hairs very accurately, always preserving the defined shape of the head and neck from animation. All feathers were rendered as Curves in Arnold. Lighting was done with Skydomes and textured Quadlights. We created a high detail steeple on top of a building as well as various extensions to tackle the limitations from the filmed set. Everything was rendered with high detail displacements, GI, Skydomes and all the other nifty features Arnold offers. Big thanks goes to Jonah Friedman from Psyop ( we used some concepts from his Ruffle system ), Daniel Guimard for his work on the steeple, Vivien Guiraud and Patrick Graf for the animation, Yukio Satoh for a nice animation rig, Miklos Kozary and Stephan Schweizer for the compositing and all the others who helped out. The Visual Effects Breakdown: http://vimeo.com/80552458 Cheers Vladimir Jankijevic
RE: positivity
Hey Ed, Do you still feel old? :-) Joey From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Graham D. Clark [mailgrahamdcl...@gmail.com] Sent: Saturday, December 21, 2013 12:36 PM To: softimage@listproc.autodesk.com Subject: Re: positivity Thanks Adrian for keeping it positive, we use Softimage for most of the features Stereo D is on. I use Soft to prototype tools outside of soft, for other programs and onset tools. Plan to keep using it for the foreseeable future. Can't say I said that about the Commodore PET I started on in 1980. Cheers -- Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D phone: why-I-stereo http://www.linkedin.com/in/grahamclark On Fri, Dec 20, 2013 at 2:11 PM, Meng-Yang Lu ntmon...@gmail.commailto:ntmon...@gmail.com wrote: 1983 - http://en.wikipedia.org/wiki/Lite-Brite Did I win? :P On Fri, Dec 20, 2013 at 2:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote: I can say I miss the cheese and monkeys humor and do wonder what Porl is up to these days. But as for old…. Maybe we should have a contest. What’s the oldest computer graphics system you worked on, and the year? It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It just had to be a computer than did any kind of graphics. Takers? -- Joey Ponthieux __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of sc...@turbulenceffects.commailto:sc...@turbulenceffects.com Sent: Friday, December 20, 2013 2:24 PM To: softimage@listproc. autodesk. com Subject: Re: positivity Ha ha yeah Ed, you're old. But dang, so am I. Sent from my HTC EVO 4G LTE exclusively from Sprint - Reply message - From: Ed Harriss ed.harr...@sas.commailto:ed.harr...@sas.com To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: positivity Date: Fri, Dec 20, 2013 2:07 PM Maybe we need to go back to a multi-address list system like we had in the old days. There was the discussion list, which was all fun/monkeys/cheese/Porl and there was the Softimage list, which is pretty much what we are using now. There were even other lists like eddie, particle, etc.. (Yea, I’m old..) Anyway, we could have this list stay a Softimage list and create another one for all the gloom and doom. Perfect! Now get to work Autodesk listproc person! ;) Thanks! Happy Holidays! Ed “cheese and monkeys” Harriss From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel Sent: Friday, December 20, 2013 1:33 PM To: Softimage List Subject: Re: positivity Ha ha...Merry Christmas to all!! LOL. I'm not trying to start anything...just want to see if I'm the only one hearing this. I told the guys that told me to go tell the people that said this to go F themselves for what its worth. It does piss me off to see rumors like this butI do sit at home mostly working all day and night. I don't get to mingle with my peers as much as I used to so I didn't know if this may be old news or something new. Sounds bunk so I'll leave it at that :-) Kris On Fri, Dec 20, 2013 at 1:11 PM, Eric Thivierge ethivie...@hybride.commailto:ethivie...@hybride.com wrote: Only thing I have beef with myself is the thread hijacking that snowballs into a long slog of boohooism. I'm tired of it. In recent times I have to think twice about posting to the list because I'm afraid my thread will get pulled into the black hole of negativity and what could have been a helpful / informative thread will be turned into a bitch-fest. The emPolygonizer thread yesterday that was heading in that direction seriously almost made me unsubscribe. If you want to complain about the demise of a software, have at it. Just stop hijacking threads with it (not aimed specifically Mr. Lampi, in general).. - Eric T.
Re: 'The Little Ghost' - Visual Effects Breakdown
That is a crazy pretty owl guys On 22 December 2013 03:10, Fabricio Chamon xsiml...@gmail.com wrote: very nice! thanks for the link! 2013/12/21 Vladimir Jankijevic vladi...@elefantstudios.ch Hey guys, those of you who want a bit more information about our process can read our recent interview on the 'Art of VFX' blog here: http://www.artofvfx.com/?p=5673 Best Vladimir On Wed, Dec 4, 2013 at 12:50 PM, Fabricio Chamon xsiml...@gmail.comwrote: Nice work Vladimir and everyone at Elefant Studios!! thanks for sharing... Could you elaborate a bit on the feathers creation/placement ? I've done some feathers in the past and it would be good to hear what difficulties you had to overcome. 2013/12/2 Vladimir Jankijevic vladi...@elefantstudios.ch well, the reason is the size of the studio and to a certain degree my personal preference :) On Mon, Dec 2, 2013 at 4:11 PM, pete...@skynet.be wrote: That’s looking very good. Nice to see a film workflow going from Maya to Softimage, rather than the other way around. Any reason in particular for that – as it’s not the most common choice? *From:* Vladimir Jankijevic vladi...@elefantstudios.ch *Sent:* Monday, December 02, 2013 3:48 PM *To:* softimage@listproc.autodesk.com *Subject:* 'The Little Ghost' - Visual Effects Breakdown Hello List, over the course of one year, a small team here at Elefant Studios created a CG head replacement for a talking owl, set extensions for a steeple, talking ‘haunted’ paintings, background matte-paintings as well as general shot compositing in 111 shots for the movie ‘The Little Ghost’ ( http://www.imdb.com/title/tt2186566/). The movie is Alain Gsponer's adaptation of a children's book from Otfried Preussler. The main tools we used on this project were Softimage, Maya, Mudbox, Nuke, Arnold and our in-house asset-management and pipeline visualization tool. Maya for Modeling, Rigging and Animation, Softimage for Feather/Fur Grooming, Scene Assembly and Lighting/Shading/Rendering. Mudbox was used for Texture Painting and Sculpting. Nuke was used for Compositing and Arnold as the rendering-backbone through SItoA. The biggest challenge was the creation of a head replacement for a talking owl. As some of the shots were planned as close-ups we had to consider a highly detailed implementation. Autodesk Softimage’s ICE system was used to model feathers in high resolution in any desirable shape. We developed tools using ICE to enable us to place feathers and hairs very accurately, always preserving the defined shape of the head and neck from animation. All feathers were rendered as Curves in Arnold. Lighting was done with Skydomes and textured Quadlights. We created a high detail steeple on top of a building as well as various extensions to tackle the limitations from the filmed set. Everything was rendered with high detail displacements, GI, Skydomes and all the other nifty features Arnold offers. Big thanks goes to Jonah Friedman from Psyop ( we used some concepts from his Ruffle system ), Daniel Guimard for his work on the steeple, Vivien Guiraud and Patrick Graf for the animation, Yukio Satoh for a nice animation rig, Miklos Kozary and Stephan Schweizer for the compositing and all the others who helped out. The Visual Effects Breakdown: http://vimeo.com/80552458 Cheers Vladimir Jankijevic