RE: ultimapper issues - tangent space normal maps
Have you tried other solutions? Try it with xNormal to check your results. In my opinion Ultimapper is quite useless without cage. Since we left Ultimapper out of the formula, we have no issues at all. Back to your problem. As far as I know, there are three normal mapping type, world, object and tangent space normal maps. World space is the best for static object, that have no transformation at all. Object space normal maps allows object transformation, while tangent space normal maps allow deformation as well. If tangent normal map changes when you transform the object, it might be a bug. I'm not into the math of tangent space normal maping, but as I mentioned, without cage Ultimapper is aquite useless, so we dropped it. Consider moving onto xNormal it's quite reliable tool Cheers Szabolcs -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Saturday, January 04, 2014 2:13 AM To: softimage@listproc.autodesk.com Subject: RE: ultimapper issues - tangent space normal maps It's not a normalization issue as the normal vectors are normalized in Euler space before being converted to RGB color space. If it were a post process problem, there would be differences in all cases. So far I only see the difference when one or both meshes are transformed indicating it's a coordinate space computation issue. There is no issue with a cage either. See my previous reply to the this thread with example scene. The cage is only relevant when there are many layers of overlapping surfaces. In my example it's a simple cube and sphere, so no need for a cage. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: Friday, January 03, 2014 3:11 AM To: softimage@listproc.autodesk.com Subject: Re: ultimapper issues - tangent space normal maps Hi Matt, A shift in the final intensity could come from a per channel normalisation. You´d get different results if you don´t have such normalisation/levels operation as a postprocess of your saving calculations to file. But it should be easy enough to test if suc a normalisation would give you similar results to XSI. In the dirtiestcheapest way, in PhotoshopAuto Levels. Since Szabolcs already pointed out that there is no cage option in Ultimapper, e.g. no manual control of a min and max searchdistance for calculations, I´d guess the min and max is fixedly determined by the maximum distance between highrez and lowrez mesh and the results are smoothed out by remapping to 0-1 per channel for best use of the file´s available intensity steps. I could be completely wrong, thought. In general, I will most likely use ZBrush and CrazyBump to create and modify Normals in a let´s say, artsy partsy mashed potato kind of way that gives me the look I want without knowing much more than Greenlight from Ground, Redlight from Right to work in Cryengine/UDK/3DSMax. Cheers, tim On 03.01.2014 07:51, Szabolcs Matefy wrote: Hey Matt, Your result might be different because of the tangent space calculation. I suppose that the normal map calculation might be done in object space, then Ultimapper converts it into tangent space. Ultimapper could be quite good, but lacks a very important feature, the cage. So finally we dropped in favor of xNormal. You might check few things (I'm not a programmer, so I may be wrong). Check the transforms. In my experience transforms has effect how vertex normals are calculated. Certain distance from the origin might result imprecision (is this the right word?), and the farther the object is from the origin, the bigger this imprecision is. There are discrepancies, for sure, because these tools have different approach to derive tangent space. For example, Softimage uses the vertex color to store the tangents, and binormal is calculated from this. But, if your smoothing on the geo and on the tangent space property differs, you won't get any usable normal map. For example the smoothing on tangents made Ultimapper quite useless for us, so I wrote an exporter for xNormal, and since then we have no issue at all. As our technical chief explained, a normal is correct only if the normal baking and displayer use the same tangent calculation. He wrote a tangent space calculator for xNormal, that uses the same algorithm CryEngine uses. So, unless your game engine approached tangent space differently than Softimage, you won't get good result. I think the whole game pipeline should be redesigned in Softimage. *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind *Sent:* Friday, January 03, 2014 5:17 AM *To:* softimage@listproc.autodesk.com *Subject:* ultimapper issues - tangent space normal maps I am writing a modified
RE: rumor, Soft dead within the next year
So guys, I spent a weekend working with Maya...HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? Ok, I can use Maya, I have a quite solid background working with Maya, but seriously guys...It's so overcomplicated, and brainkilling...In Softimage almost everything is just fine (OK, we need development), but in Maya, the easiest task takes quite long compared to SI...Finally I found myself fixing UVs, Unfolding, etc. in Softimage...Anyway, I need some samples in Maya, so I take a big breath, and continue working with Maya...But seriously, Softimage is way better in many point of view. It has no artisan, has no PaintFX, but for example rendering is way faster (with MR), shading setup is way faster, modeling is lot faster, and so on. So I really don't understand, how come that Softimage is not acknowledged at all. I swear guys, that I'll spread the Word of Softimage Cheers Szabolcs From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Henry Katz Sent: Sunday, January 05, 2014 8:18 PM To: softimage@listproc.autodesk.com Subject: Re: rumor, Soft dead within the next year Good thing I asked. On 01/04/2014 05:40 PM, Stephen Blair wrote: Softimage doesn't support Python 3.x On Sat, Jan 4, 2014 at 3:26 PM, Henry Katz hk-v...@iscs-i.commailto:hk-v...@iscs-i.com wrote: Steve, No issues with python 3.3 as well, before I bruise my knuckles on the bleeding edge? Cheers, Henry On 01/03/2014 02:47 AM, Steven Caron wrote: really? install pyqt set softimage to use system python, uncheck... filepreferencesscriptinguse python installed with softimage run the example scripts pyqtforsoftimage plugin provides. or just 'import PyQt4' s On Thu, Jan 2, 2014 at 10:27 PM, Angus Davidson angus.david...@wits.ac.zamailto:angus.david...@wits.ac.za wrote: A non nonsense guide to installing pYQT would be great. So many great tools are never used because people cant get past trying to get the install to work.
Re: rumor, Soft dead within the next year
*So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION?* This is the same question I always ask myself after using Maya when required... and Maya being the Industry Standard makes you understand so many things about the industry standards... 2014/1/6 Szabolcs Matefy szabol...@crytek.com So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? Ok, I can use Maya, I have a quite solid background working with Maya, but seriously guys…It’s so overcomplicated, and brainkilling…In Softimage almost everything is just fine (OK, we need development), but in Maya, the easiest task takes quite long compared to SI…Finally I found myself fixing UVs, Unfolding, etc. in Softimage…Anyway, I need some samples in Maya, so I take a big breath, and continue working with Maya…But seriously, Softimage is way better in many point of view. It has no artisan, has no PaintFX, but for example rendering is way faster (with MR), shading setup is way faster, modeling is lot faster, and so on. So I really don’t understand, how come that Softimage is not acknowledged at all. I swear guys, that I’ll spread the Word of Softimage Cheers Szabolcs *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Henry Katz *Sent:* Sunday, January 05, 2014 8:18 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: rumor, Soft dead within the next year Good thing I asked. On 01/04/2014 05:40 PM, Stephen Blair wrote: Softimage doesn't support Python 3.x On Sat, Jan 4, 2014 at 3:26 PM, Henry Katz hk-v...@iscs-i.com wrote: Steve, No issues with python 3.3 as well, before I bruise my knuckles on the bleeding edge? Cheers, Henry On 01/03/2014 02:47 AM, Steven Caron wrote: really? install pyqt set softimage to use system python, uncheck... filepreferencesscriptinguse python installed with softimage run the example scripts pyqtforsoftimage plugin provides. or just 'import PyQt4' s On Thu, Jan 2, 2014 at 10:27 PM, Angus Davidson angus.david...@wits.ac.za wrote: A non nonsense guide to installing pYQT would be great. So many great tools are never used because people cant get past trying to get the install to work.
Re: rumor, Soft dead within the next year
Same here, every time I use maya I hate the experience and wonder myself his is it possible that it is still being used? The workflow is f@cked up you become miserable. I use Houdini mainly now although we will get Softimage very soon, wasting too much time for things Houdini is not good at. Jb Sent from my iPhone On 6 Jan 2014, at 08:52, Szabolcs Matefy szabol...@crytek.com wrote: So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? Ok, I can use Maya, I have a quite solid background working with Maya, but seriously guys…It’s so overcomplicated, and brainkilling…In Softimage almost everything is just fine (OK, we need development), but in Maya, the easiest task takes quite long compared to SI…Finally I found myself fixing UVs, Unfolding, etc. in Softimage…Anyway, I need some samples in Maya, so I take a big breath, and continue working with Maya…But seriously, Softimage is way better in many point of view. It has no artisan, has no PaintFX, but for example rendering is way faster (with MR), shading setup is way faster, modeling is lot faster, and so on. So I really don’t understand, how come that Softimage is not acknowledged at all. I swear guys, that I’ll spread the Word of Softimage Cheers Szabolcs From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Henry Katz Sent: Sunday, January 05, 2014 8:18 PM To: softimage@listproc.autodesk.com Subject: Re: rumor, Soft dead within the next year Good thing I asked. On 01/04/2014 05:40 PM, Stephen Blair wrote: Softimage doesn't support Python 3.x On Sat, Jan 4, 2014 at 3:26 PM, Henry Katz hk-v...@iscs-i.com wrote: Steve, No issues with python 3.3 as well, before I bruise my knuckles on the bleeding edge? Cheers, Henry On 01/03/2014 02:47 AM, Steven Caron wrote: really? install pyqt set softimage to use system python, uncheck... filepreferencesscriptinguse python installed with softimage run the example scripts pyqtforsoftimage plugin provides. or just 'import PyQt4' s On Thu, Jan 2, 2014 at 10:27 PM, Angus Davidson angus.david...@wits.ac.za wrote: A non nonsense guide to installing pYQT would be great. So many great tools are never used because people cant get past trying to get the install to work.
Re: rumor, Soft dead within the next year
we use Maya primarily at our studio, but recently there has been a few artists talking about modo and testing it out. they were very impressed, however, most of the stuff they were showing me, or thought was impressive was already standard workflow in softimage. but softimage isnt and never was on their radar. they had no idea. that's marketing for you. On Mon, Jan 6, 2014 at 8:04 PM, Jordi Bares jordiba...@gmail.com wrote: Same here, every time I use maya I hate the experience and wonder myself his is it possible that it is still being used? The workflow is f@cked up you become miserable. I use Houdini mainly now although we will get Softimage very soon, wasting too much time for things Houdini is not good at. Jb Sent from my iPhone On 6 Jan 2014, at 08:52, Szabolcs Matefy szabol...@crytek.com wrote: So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? Ok, I can use Maya, I have a quite solid background working with Maya, but seriously guys…It’s so overcomplicated, and brainkilling…In Softimage almost everything is just fine (OK, we need development), but in Maya, the easiest task takes quite long compared to SI…Finally I found myself fixing UVs, Unfolding, etc. in Softimage…Anyway, I need some samples in Maya, so I take a big breath, and continue working with Maya…But seriously, Softimage is way better in many point of view. It has no artisan, has no PaintFX, but for example rendering is way faster (with MR), shading setup is way faster, modeling is lot faster, and so on. So I really don’t understand, how come that Softimage is not acknowledged at all. I swear guys, that I’ll spread the Word of Softimage Cheers Szabolcs *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Henry Katz *Sent:* Sunday, January 05, 2014 8:18 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: rumor, Soft dead within the next year Good thing I asked. On 01/04/2014 05:40 PM, Stephen Blair wrote: Softimage doesn't support Python 3.x On Sat, Jan 4, 2014 at 3:26 PM, Henry Katz hk-v...@iscs-i.com wrote: Steve, No issues with python 3.3 as well, before I bruise my knuckles on the bleeding edge? Cheers, Henry On 01/03/2014 02:47 AM, Steven Caron wrote: really? install pyqt set softimage to use system python, uncheck... filepreferencesscriptinguse python installed with softimage run the example scripts pyqtforsoftimage plugin provides. or just 'import PyQt4' s On Thu, Jan 2, 2014 at 10:27 PM, Angus Davidson angus.david...@wits.ac.za wrote: A non nonsense guide to installing pYQT would be great. So many great tools are never used because people cant get past trying to get the install to work.
Re: rumor, Soft dead within the next year
Or lack of Sent from my iPhone On 6 Jan 2014, at 09:08, James De Colling james.decoll...@gmail.com wrote: we use Maya primarily at our studio, but recently there has been a few artists talking about modo and testing it out. they were very impressed, however, most of the stuff they were showing me, or thought was impressive was already standard workflow in softimage. but softimage isnt and never was on their radar. they had no idea. that's marketing for you. On Mon, Jan 6, 2014 at 8:04 PM, Jordi Bares jordiba...@gmail.com wrote: Same here, every time I use maya I hate the experience and wonder myself his is it possible that it is still being used? The workflow is f@cked up you become miserable. I use Houdini mainly now although we will get Softimage very soon, wasting too much time for things Houdini is not good at. Jb Sent from my iPhone On 6 Jan 2014, at 08:52, Szabolcs Matefy szabol...@crytek.com wrote: So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? Ok, I can use Maya, I have a quite solid background working with Maya, but seriously guys…It’s so overcomplicated, and brainkilling…In Softimage almost everything is just fine (OK, we need development), but in Maya, the easiest task takes quite long compared to SI…Finally I found myself fixing UVs, Unfolding, etc. in Softimage…Anyway, I need some samples in Maya, so I take a big breath, and continue working with Maya…But seriously, Softimage is way better in many point of view. It has no artisan, has no PaintFX, but for example rendering is way faster (with MR), shading setup is way faster, modeling is lot faster, and so on. So I really don’t understand, how come that Softimage is not acknowledged at all. I swear guys, that I’ll spread the Word of Softimage Cheers Szabolcs From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Henry Katz Sent: Sunday, January 05, 2014 8:18 PM To: softimage@listproc.autodesk.com Subject: Re: rumor, Soft dead within the next year Good thing I asked. On 01/04/2014 05:40 PM, Stephen Blair wrote: Softimage doesn't support Python 3.x On Sat, Jan 4, 2014 at 3:26 PM, Henry Katz hk-v...@iscs-i.com wrote: Steve, No issues with python 3.3 as well, before I bruise my knuckles on the bleeding edge? Cheers, Henry On 01/03/2014 02:47 AM, Steven Caron wrote: really? install pyqt set softimage to use system python, uncheck... filepreferencesscriptinguse python installed with softimage run the example scripts pyqtforsoftimage plugin provides. or just 'import PyQt4' s On Thu, Jan 2, 2014 at 10:27 PM, Angus Davidson angus.david...@wits.ac.za wrote: A non nonsense guide to installing pYQT would be great. So many great tools are never used because people cant get past trying to get the install to work.
Re: rumor, Soft dead within the next year
Is it just my biased point of view that all studios that closed or filed for bancruptcy last year were Maya based?It could of course be that there are more Maya based studios closing than Softimage based ones simply because there are more Maya based studios, but I still smell a pattern there.I always felt that the number of users on Softimage is directly related to marketing efforts. I remember Alias/Wavefront doing a remarkable job in the early days of Maya in this regard. I never saw anything like that happening for Softimage at any time of it's existence.Ultimately, there are only two types of 3D artists: those who use Softimage, and those who have never tried. - Get more prople to seriously try it.So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? This is the same question I always ask myself after using Maya when required... and Maya being the "Industry Standard" makes you understand so many things about the industry standards... 2014/1/6 Szabolcs Matefy szabol...@crytek.com So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? Ok, I can use Maya, I have a quite solid background working with Maya, but seriously guys…It’s so overcomplicated, and brainkilling…In Softimage almost everything is just fine (OK, we need development), but in Maya, the easiest task takes quite long compared to SI…Finally I found myself fixing UVs, Unfolding, etc. in Softimage…Anyway, I need some samples in Maya, so I take a big breath, and continue working with Maya…But seriously, Softimage is way better in many point of view. It has no artisan, has no PaintFX, but for example rendering is way faster (with MR), shading setup is way faster, modeling is lot faster, and so on. So I really don’t understand, how come that Softimage is not acknowledged at all. I swear guys, that I’ll spread the Word of Softimage Cheers Szabolcs From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Henry Katz Sent: Sunday, January 05, 2014 8:18 PMTo: softimage@listproc.autodesk.comSubject: Re: rumor, Soft dead within the next year Good thing I asked.On 01/04/2014 05:40 PM, Stephen Blair wrote: Softimage doesn't support Python 3.x On Sat, Jan 4, 2014 at 3:26 PM, Henry Katz hk-v...@iscs-i.com wrote:Steve,No issues with python 3.3 as well, before I bruise my knuckles on the bleeding edge? Cheers,HenryOn 01/03/2014 02:47 AM, Steven Caron wrote:really? install pyqtset softimage to use system python, uncheck... filepreferencesscriptinguse python installed with softimage run the example scripts pyqtforsoftimage plugin provides. or just 'import PyQt4' sOn Thu, Jan 2, 2014 at 10:27 PM, Angus Davidson angus.david...@wits.ac.za wrote: A non nonsense guide to installing pYQT would be great. So many great tools are never used because people cant get past trying to get the install to work. -- --- Stefan Kubicek--- keyvis digital imagery Alfred Feierfeilstraße 3 A-2380 Perchtoldsdorf bei Wien Phone:+43/699/12614231 www.keyvis.at ste...@keyvis.at-- This email and its attachments are confidential and for the recipient only--
Re: rumor, Soft dead within the next year
*those who use Softimage, and those who have never tried* S true :) It is really impossible to anyone that actually put any effort in SI to try it out longer then 5 minutes and to see him after that going back to that other dinosaur.. I mean really as you mentioned how anyone can do anything in Maya :) But if you don't know for better... ;) On the other hand put your self in shoes of someone just starting to learn and wanna break into industry. Visit couple forums, see thousands of post and activity in Maya, Max, Cinema4d even forums and really small numbers in SI... THey can only judge how SI is small and not used. They don;t know why just that there are no users.. they based decisions on that. It really seems a bit harder to get new fresh people start learning SI, and also hard to get old horses to try something new as well :) So where to hit hehe Well I know where.. I'm lucky enough to mange studio here right now and pushing SI all the way and with good contacts in some private schools here there are talks of new animation courses, and guess what software will I push :) So getting bunch of edu licences for SI for one, then making bunch of my own SI ready artists... that is the way I guess :) Offer them job, offer them how and where to learn and you have yourself new SI army ;) Let's be serious it is hard in any other way to get people to go to SI.. they see all things done say nice and keep hitting their had with problems in Maya :) As one example, I'm not gonna name studio or details, but I saw them trying to figure out in Maya something for 2 weeks, that is done in 15 minutes inside SI. Finally I as SI guy found solution inside Maya for their problem which also kinda shows mentality behind Maya users... Keep hitting wall with head until it breaks,, head or wall :) Sorry don;t wanna be too judgmental but you have to see that there is certain mentality behind choice of software :) Don;t let me start about Max guys they ar breed for them self hahaha Kidding, no need to go we and them way but there is something behind it ;) On Mon, Jan 6, 2014 at 10:21 AM, Stefan Kubicek s...@tidbit-images.comwrote: Is it just my biased point of view that all studios that closed or filed for bancruptcy last year were Maya based? It could of course be that there are more Maya based studios closing than Softimage based ones simply because there are more Maya based studios, but I still smell a pattern there. I always felt that the number of users on Softimage is directly related to marketing efforts. I remember Alias/Wavefront doing a remarkable job in the early days of Maya in this regard. I never saw anything like that happening for Softimage at any time of it's existence. Ultimately, there are only two types of 3D artists: those who use Softimage, and those who have never tried. - Get more prople to seriously try it. *So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION?* This is the same question I always ask myself after using Maya when required... and Maya being the Industry Standard makes you understand so many things about the industry standards... 2014/1/6 Szabolcs Matefy szabol...@crytek.com So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? Ok, I can use Maya, I have a quite solid background working with Maya, but seriously guys…It’s so overcomplicated, and brainkilling…In Softimage almost everything is just fine (OK, we need development), but in Maya, the easiest task takes quite long compared to SI…Finally I found myself fixing UVs, Unfolding, etc. in Softimage…Anyway, I need some samples in Maya, so I take a big breath, and continue working with Maya…But seriously, Softimage is way better in many point of view. It has no artisan, has no PaintFX, but for example rendering is way faster (with MR), shading setup is way faster, modeling is lot faster, and so on. So I really don’t understand, how come that Softimage is not acknowledged at all. I swear guys, that I’ll spread the Word of Softimage Cheers Szabolcs *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Henry Katz *Sent:* Sunday, January 05, 2014 8:18 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: rumor, Soft dead within the next year Good thing I asked. On 01/04/2014 05:40 PM, Stephen Blair wrote: Softimage doesn't support Python 3.x On Sat, Jan 4, 2014 at 3:26 PM, Henry Katz hk-v...@iscs-i.com wrote: Steve, No issues with python 3.3 as well, before I bruise my knuckles on the bleeding edge? Cheers, Henry On 01/03/2014 02:47 AM, Steven Caron wrote: really? install pyqt set softimage to use system python, uncheck... filepreferencesscriptinguse python installed with softimage run the example scripts pyqtforsoftimage plugin provides. or just 'import PyQt4' s On Thu, Jan
Re: rumor, Soft dead within the next year
Am 1/6/2014 10:08 AM, schrieb James De Colling: On Mon, Jan 6, 2014 at 8:04 PM, Jordi Bares jordiba...@gmail.com mailto:jordiba...@gmail.com wrote: Same here, every time I use maya I hate the experience and wonder myself his is it possible that it is still being used? like this: Video2000 - VHS Amiga - Macintosh Unix- Windows HD-dvd - BlueRay T-850 Modell 101 - T-X (terminator 3) softimage - Maya :-) -- *Walter Volbers* Senior Animator *FIFTYEIGHT*3D Animation Digital Effects GmbH Kontorhaus Osthafen Lindleystraße 12 60314 Frankfurt am Main Germany Telefon +49 (0) 69.48 000 55.50 Telefax +49 (0) 69.48 000 55.15 _mailto:w...@fiftyeight.com http://www.fiftyeight.com _ ESC*58* Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH _http://www.ESC58.de _
Re: rumor, Soft dead within the next year
Softimage is the Dreamcast of DCC apps. Playstation had the slick marketing, Dreamcast had the tech but got chewed to pieces by the Playstation hype machine and Playstation won. When Sega finally gave up on the console business every man and his dog came out singing the praises of the Dreamcast. On Mon, Jan 6, 2014 at 11:21 AM, Stefan Kubicek s...@tidbit-images.comwrote: Is it just my biased point of view that all studios that closed or filed for bancruptcy last year were Maya based? It could of course be that there are more Maya based studios closing than Softimage based ones simply because there are more Maya based studios, but I still smell a pattern there. I always felt that the number of users on Softimage is directly related to marketing efforts. I remember Alias/Wavefront doing a remarkable job in the early days of Maya in this regard. I never saw anything like that happening for Softimage at any time of it's existence. Ultimately, there are only two types of 3D artists: those who use Softimage, and those who have never tried. - Get more prople to seriously try it. *So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION?* This is the same question I always ask myself after using Maya when required... and Maya being the Industry Standard makes you understand so many things about the industry standards... 2014/1/6 Szabolcs Matefy szabol...@crytek.com So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? Ok, I can use Maya, I have a quite solid background working with Maya, but seriously guys…It’s so overcomplicated, and brainkilling…In Softimage almost everything is just fine (OK, we need development), but in Maya, the easiest task takes quite long compared to SI…Finally I found myself fixing UVs, Unfolding, etc. in Softimage…Anyway, I need some samples in Maya, so I take a big breath, and continue working with Maya…But seriously, Softimage is way better in many point of view. It has no artisan, has no PaintFX, but for example rendering is way faster (with MR), shading setup is way faster, modeling is lot faster, and so on. So I really don’t understand, how come that Softimage is not acknowledged at all. I swear guys, that I’ll spread the Word of Softimage Cheers Szabolcs *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Henry Katz *Sent:* Sunday, January 05, 2014 8:18 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: rumor, Soft dead within the next year Good thing I asked. On 01/04/2014 05:40 PM, Stephen Blair wrote: Softimage doesn't support Python 3.x On Sat, Jan 4, 2014 at 3:26 PM, Henry Katz hk-v...@iscs-i.com wrote: Steve, No issues with python 3.3 as well, before I bruise my knuckles on the bleeding edge? Cheers, Henry On 01/03/2014 02:47 AM, Steven Caron wrote: really? install pyqt set softimage to use system python, uncheck... filepreferencesscriptinguse python installed with softimage run the example scripts pyqtforsoftimage plugin provides. or just 'import PyQt4' s On Thu, Jan 2, 2014 at 10:27 PM, Angus Davidson angus.david...@wits.ac.za wrote: A non nonsense guide to installing pYQT would be great. So many great tools are never used because people cant get past trying to get the install to work. -- --- Stefan Kubicek --- keyvis digital imagery Alfred Feierfeilstraße 3 A-2380 Perchtoldsdorf bei Wien Phone: +43/699/12614231 www.keyvis.at ste...@keyvis.at -- This email and its attachments are -- --confidential and for the recipient only--
Re: rumor, Soft dead within the next year
[..] working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION?? [..] He, he, I can only agree. It is the most buggy and unusable application I have ever had the displeasure to use. How anybody can seriously work with Maya is frankly beyond me. Hats off to all those pour souls who have to use it on a daily basis ;) Cheers, Eric PS: for the sake of fairness it must be mentioned that the Maya SDK is really quite good. It is easy to understand, well documented, has tons of examples, etc.
RE: rumor, Soft dead within the next year
Actually Stefan you’re just right. I converted many hardcore Max and Maya artists to Softimage, and they would never ever look back. However industry might force them (like me)… From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek Sent: Monday, January 06, 2014 10:21 AM To: softimage@listproc.autodesk.com Subject: Re: rumor, Soft dead within the next year Is it just my biased point of view that all studios that closed or filed for bancruptcy last year were Maya based? It could of course be that there are more Maya based studios closing than Softimage based ones simply because there are more Maya based studios, but I still smell a pattern there. I always felt that the number of users on Softimage is directly related to marketing efforts. I remember Alias/Wavefront doing a remarkable job in the early days of Maya in this regard. I never saw anything like that happening for Softimage at any time of it's existence. Ultimately, there are only two types of 3D artists: those who use Softimage, and those who have never tried. - Get more prople to seriously try it. So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? This is the same question I always ask myself after using Maya when required... and Maya being the Industry Standard makes you understand so many things about the industry standards... [http://img694.imageshack.us/img694/8965/erojamailpleca.jpg] 2014/1/6 Szabolcs Matefy szabol...@crytek.commailto:szabol...@crytek.com So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? Ok, I can use Maya, I have a quite solid background working with Maya, but seriously guys…It’s so overcomplicated, and brainkilling…In Softimage almost everything is just fine (OK, we need development), but in Maya, the easiest task takes quite long compared to SI…Finally I found myself fixing UVs, Unfolding, etc. in Softimage…Anyway, I need some samples in Maya, so I take a big breath, and continue working with Maya…But seriously, Softimage is way better in many point of view. It has no artisan, has no PaintFX, but for example rendering is way faster (with MR), shading setup is way faster, modeling is lot faster, and so on. So I really don’t understand, how come that Softimage is not acknowledged at all. I swear guys, that I’ll spread the Word of Softimage Cheers Szabolcs 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 Henry Katz Sent: Sunday, January 05, 2014 8:18 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: rumor, Soft dead within the next year Good thing I asked. On 01/04/2014 05:40 PM, Stephen Blair wrote: Softimage doesn't support Python 3.x On Sat, Jan 4, 2014 at 3:26 PM, Henry Katz hk-v...@iscs-i.commailto:hk-v...@iscs-i.com wrote: Steve, No issues with python 3.3 as well, before I bruise my knuckles on the bleeding edge? Cheers, Henry On 01/03/2014 02:47 AM, Steven Caron wrote: really? install pyqt set softimage to use system python, uncheck... filepreferencesscriptinguse python installed with softimage run the example scripts pyqtforsoftimage plugin provides. or just 'import PyQt4' s On Thu, Jan 2, 2014 at 10:27 PM, Angus Davidson angus.david...@wits.ac.zamailto:angus.david...@wits.ac.za wrote: A non nonsense guide to installing pYQT would be great. So many great tools are never used because people cant get past trying to get the install to work. -- --- Stefan Kubicek --- keyvis digital imagery Alfred Feierfeilstraße 3 A-2380 Perchtoldsdorf bei Wien Phone: +43/699/12614231 www.keyvis.athttp://www.keyvis.at ste...@keyvis.atmailto:ste...@keyvis.at -- This email and its attachments are -- --confidential and for the recipient only--
Re: rumor, Soft dead within the next year
SI is way more artist friendly than Maya, but that doesn't make a company choose it, specially when the big ones have their propietary tools that can make Maya almost as good as Softimage. (I haven't worked for a big company so I can only imagine how good Maya with steroids can be) Maya out of the box, without your own RD staff creating tools for you, can be really clumsy and slow to work with. Simple things in SI can be easily, x10 more clicks in Maya. To be fair, it is much better than 8 years ago, when Softimage workflow was already awesome, it just hasn't evolved too much after that. Softimage feels obsolete, but Maya workflow feels prehistoric (with a gorgeous viewport and some fancy tools). On Mon, Jan 6, 2014 at 6:21 PM, Stefan Kubicek s...@tidbit-images.com wrote: Ultimately, there are only two types of 3D artists: those who use Softimage, and those who have never tried. - Get more prople to seriously try it. True. 90% of the guys I convinced to give SI a try had stayed with SI. The rest just dropped it before getting too involved with it because they couldn't stand the viewport limitations and I can't blame them. Martin
Re: rumor, Soft dead within the next year
I'm one of those poor souls using Maya on a daily basis. The experience is even more miserable considering I've been happily using XSI since v3.0 till last year. I think a lot of times how good XSI already was ten years ago, when Maya 4.0 was just a big pile of sh!t. XSI had already nailed the modeling tools, the rendertree, the passes system, the scene explorer, the render-on-viewport, the workflow, things that Maya still only dreams of. Future looked brighter when v7.0 brought us ICE. The industry chose Maya as the de facto standard. During my time freelancing I dodged it but on the recent years it's been more difficult to find Softimage jobs or Softimage artists. If I had the money, I would buy Maya from Autodesk and bury it in the dessert together with those E.T. the Extra-Terrestrial Atari video-game cartridges, making the world a better place. :) Cheers, -- Martin Contel Square Enix (Visual Works) On Mon, Jan 6, 2014 at 6:51 PM, Szabolcs Matefy szabol...@crytek.comwrote: Actually Stefan you’re just right. I converted many hardcore Max and Maya artists to Softimage, and they would never ever look back. However industry might force them (like me)… *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stefan Kubicek *Sent:* Monday, January 06, 2014 10:21 AM *To:* softimage@listproc.autodesk.com *Subject:* Re: rumor, Soft dead within the next year Is it just my biased point of view that all studios that closed or filed for bancruptcy last year were Maya based? It could of course be that there are more Maya based studios closing than Softimage based ones simply because there are more Maya based studios, but I still smell a pattern there. I always felt that the number of users on Softimage is directly related to marketing efforts. I remember Alias/Wavefront doing a remarkable job in the early days of Maya in this regard. I never saw anything like that happening for Softimage at any time of it's existence. Ultimately, there are only two types of 3D artists: those who use Softimage, and those who have never tried. - Get more prople to seriously try it. *So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION?* This is the same question I always ask myself after using Maya when required... and Maya being the Industry Standard makes you understand so many things about the industry standards... 2014/1/6 Szabolcs Matefy szabol...@crytek.com So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? Ok, I can use Maya, I have a quite solid background working with Maya, but seriously guys…It’s so overcomplicated, and brainkilling…In Softimage almost everything is just fine (OK, we need development), but in Maya, the easiest task takes quite long compared to SI…Finally I found myself fixing UVs, Unfolding, etc. in Softimage…Anyway, I need some samples in Maya, so I take a big breath, and continue working with Maya…But seriously, Softimage is way better in many point of view. It has no artisan, has no PaintFX, but for example rendering is way faster (with MR), shading setup is way faster, modeling is lot faster, and so on. So I really don’t understand, how come that Softimage is not acknowledged at all. I swear guys, that I’ll spread the Word of Softimage Cheers Szabolcs *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Henry Katz *Sent:* Sunday, January 05, 2014 8:18 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: rumor, Soft dead within the next year Good thing I asked. On 01/04/2014 05:40 PM, Stephen Blair wrote: Softimage doesn't support Python 3.x On Sat, Jan 4, 2014 at 3:26 PM, Henry Katz hk-v...@iscs-i.com wrote: Steve, No issues with python 3.3 as well, before I bruise my knuckles on the bleeding edge? Cheers, Henry On 01/03/2014 02:47 AM, Steven Caron wrote: really? install pyqt set softimage to use system python, uncheck... filepreferencesscriptinguse python installed with softimage run the example scripts pyqtforsoftimage plugin provides. or just 'import PyQt4' s On Thu, Jan 2, 2014 at 10:27 PM, Angus Davidson angus.david...@wits.ac.za wrote: A non nonsense guide to installing pYQT would be great. So many great tools are never used because people cant get past trying to get the install to work. -- --- Stefan Kubicek --- keyvis digital imagery Alfred Feierfeilstraße 3 A-2380 Perchtoldsdorf bei Wien Phone: +43/699/12614231 www.keyvis.at ste...@keyvis.at -- This email and its attachments are -- --confidential and for the recipient only--
RE: rumor, Soft dead within the next year
In my humble opinion the secret to getting Soft into studios is the suites, it’s how I got Soft into the building. We needed Maya as that’s what we were all using before we started our new company and we really needed to hit the ground running, and we also needed Mudbox. The nice thing was that the combined price of these two was slightly less than the suite price, which comes with Soft! So I managed to get Soft in the door at no perceived cost, then over the next year as I familiarised myself with it (and learned ICE also) Vray was released and we had a good renderer too. Then I discovered Exocortex Crate and hopped on board as an early adopter, now we had a reliable way to get all the cached animation from Maya. Then we finally invested in Arnold and things started to get really good, now with a bit of clever scripting from the great Chris Gardner and some nice in house scene management tools we have a button to export Alembic to Soft. We use the initial Alembic export as the asset and package it into an .emdl file, we then do the shading/fur/look dev/whatever to the asset and when it is imported into a shot we can right click on the model node and apply the animation cache from Maya. It is that simple!, also now with open VDB we will be able to bring all the cool volumetric smoke/fire from Houdini or Maya plus fluid sims etc in at rendertime. I have resigned myself to the fact it would be hard for Soft to make a major comeback into the rigging/animation realm as there are just so many people using Maya now. Soft was in development/marketing limbo while Maya got a foothold, the fact Soft came out the other side as by far the better app was sadly of little consequence in the end. I too have been considering the Houdini route, just to future proof us a bit more, but I am keeping a close eye on Fabric Engine too as that just blows me away with possibilities. I am enjoying doing large projects without any major hitches where with Maya as the backbone I was a quivering mess at the end of every job. Right now my relationship with Softimage has never been better! Cheers, Nick From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Mootz Sent: Monday, 6 January 2014 7:45 PM To: softimage@listproc.autodesk.com Subject: Re: rumor, Soft dead within the next year [..] working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION?? [..] He, he, I can only agree. It is the most buggy and unusable application I have ever had the displeasure to use. How anybody can seriously work with Maya is frankly beyond me. Hats off to all those pour souls who have to use it on a daily basis ;) Cheers, Eric PS: for the sake of fairness it must be mentioned that the Maya SDK is really quite good. It is easy to understand, well documented, has tons of examples, etc.
Re: rumor, Soft dead within the next year
In teenager point of view, working on dead software is wy cooler. Le 06/01/2014 11:38, Graham Bell a écrit : Ah, the Dreamcast, a fine console but flawed form the beginning. The tech was ok, but really just a pc and essentially the predecessor to the Xbox. The problem with the Dreamcast was that it launched right in the middle of when a lot of developers were looking to retool for the PS2. People were caught in the middle of whether to go short for the Dreamcast, or go long for the PS2. Most went with the PS2 and then eventually the Xbox. On the Soft and Maya usability front, personally I don't mind both, but then I've always been used to jumping between the two, even back in the Power Animator and Soft3d days. I've often heard that Maya is hard to learn, or its UI is tricky, but I think this is one of those myths. It's really no better, or worse than any other package to learn really. The one thing to remember about Maya, is that it's very open, it was designed that way. So there can be different (some would say to many) ways to do the same thing. Also, Maya has a lot of preferences, so you can actually change many things, including the UI. It's mastering those things, that can often be the trick. I still see people now, some experienced Maya vets, who aren't using the hotbox or marking menus correctly and they can be key to Maya's UI and usability. However I'd still like some Softimage fairy dust sprinkled on some of Maya's UI though. Now when it comes to Max, don't get me started...:-) From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Dan Yargici Sent: 06 January 2014 09:44 To: softimage@listproc.autodesk.com Subject: Re: rumor, Soft dead within the next year Softimage is the Dreamcast of DCC apps. Playstation had the slick marketing, Dreamcast had the tech but got chewed to pieces by the Playstation hype machine and Playstation won. When Sega finally gave up on the console business every man and his dog came out singing the praises of the Dreamcast. On Mon, Jan 6, 2014 at 11:21 AM, Stefan Kubicek s...@tidbit-images.commailto:s...@tidbit-images.com wrote: Is it just my biased point of view that all studios that closed or filed for bancruptcy last year were Maya based? It could of course be that there are more Maya based studios closing than Softimage based ones simply because there are more Maya based studios, but I still smell a pattern there. I always felt that the number of users on Softimage is directly related to marketing efforts. I remember Alias/Wavefront doing a remarkable job in the early days of Maya in this regard. I never saw anything like that happening for Softimage at any time of it's existence. Ultimately, there are only two types of 3D artists: those who use Softimage, and those who have never tried. - Get more prople to seriously try it. So guys, I spent a weekend working with Maya...HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? This is the same question I always ask myself after using Maya when required... and Maya being the Industry Standard makes you understand so many things about the industry standards... [http://img694.imageshack.us/img694/8965/erojamailpleca.jpg] 2014/1/6 Szabolcs Matefy szabol...@crytek.commailto:szabol...@crytek.com So guys, I spent a weekend working with Maya...HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? Ok, I can use Maya, I have a quite solid background working with Maya, but seriously guys...It's so overcomplicated, and brainkilling...In Softimage almost everything is just fine (OK, we need development), but in Maya, the easiest task takes quite long compared to SI...Finally I found myself fixing UVs, Unfolding, etc. in Softimage...Anyway, I need some samples in Maya, so I take a big breath, and continue working with Maya...But seriously, Softimage is way better in many point of view. It has no artisan, has no PaintFX, but for example rendering is way faster (with MR), shading setup is way faster, modeling is lot faster, and so on. So I really don't understand, how come that Softimage is not acknowledged at all. I swear guys, that I'll spread the Word of Softimage Cheers Szabolcs 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 Henry Katz Sent: Sunday, January 05, 2014 8:18 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: rumor, Soft dead within the next year Good thing I asked. On 01/04/2014 05:40 PM, Stephen Blair wrote: Softimage doesn't support Python 3.x On Sat, Jan 4, 2014 at 3:26 PM, Henry Katz hk-v...@iscs-i.commailto:hk-v...@iscs-i.com wrote: Steve, No issues with python 3.3 as well, before I bruise my knuckles on the bleeding edge? Cheers, Henry On 01/03/2014 02:47 AM, Steven
Re: rumor, Soft dead within the next year
Sorry to hear that Martin, make sure you convert them though. ;-) Jordi Bares jordiba...@gmail.com On 6 Jan 2014, at 10:23, Martin Contel martin3d...@gmail.com wrote: I'm one of those poor souls using Maya on a daily basis. The experience is even more miserable considering I've been happily using XSI since v3.0 till last year. I think a lot of times how good XSI already was ten years ago, when Maya 4.0 was just a big pile of sh!t. XSI had already nailed the modeling tools, the rendertree, the passes system, the scene explorer, the render-on-viewport, the workflow, things that Maya still only dreams of. Future looked brighter when v7.0 brought us ICE. The industry chose Maya as the de facto standard. During my time freelancing I dodged it but on the recent years it's been more difficult to find Softimage jobs or Softimage artists. If I had the money, I would buy Maya from Autodesk and bury it in the dessert together with those E.T. the Extra-Terrestrial Atari video-game cartridges, making the world a better place. :) Cheers, -- Martin Contel Square Enix (Visual Works) On Mon, Jan 6, 2014 at 6:51 PM, Szabolcs Matefy szabol...@crytek.com wrote: Actually Stefan you’re just right. I converted many hardcore Max and Maya artists to Softimage, and they would never ever look back. However industry might force them (like me)… From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek Sent: Monday, January 06, 2014 10:21 AM To: softimage@listproc.autodesk.com Subject: Re: rumor, Soft dead within the next year Is it just my biased point of view that all studios that closed or filed for bancruptcy last year were Maya based? It could of course be that there are more Maya based studios closing than Softimage based ones simply because there are more Maya based studios, but I still smell a pattern there. I always felt that the number of users on Softimage is directly related to marketing efforts. I remember Alias/Wavefront doing a remarkable job in the early days of Maya in this regard. I never saw anything like that happening for Softimage at any time of it's existence. Ultimately, there are only two types of 3D artists: those who use Softimage, and those who have never tried. - Get more prople to seriously try it. So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? This is the same question I always ask myself after using Maya when required... and Maya being the Industry Standard makes you understand so many things about the industry standards... 2014/1/6 Szabolcs Matefy szabol...@crytek.com So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? Ok, I can use Maya, I have a quite solid background working with Maya, but seriously guys…It’s so overcomplicated, and brainkilling…In Softimage almost everything is just fine (OK, we need development), but in Maya, the easiest task takes quite long compared to SI…Finally I found myself fixing UVs, Unfolding, etc. in Softimage…Anyway, I need some samples in Maya, so I take a big breath, and continue working with Maya…But seriously, Softimage is way better in many point of view. It has no artisan, has no PaintFX, but for example rendering is way faster (with MR), shading setup is way faster, modeling is lot faster, and so on. So I really don’t understand, how come that Softimage is not acknowledged at all. I swear guys, that I’ll spread the Word of Softimage Cheers Szabolcs From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Henry Katz Sent: Sunday, January 05, 2014 8:18 PM To: softimage@listproc.autodesk.com Subject: Re: rumor, Soft dead within the next year Good thing I asked. On 01/04/2014 05:40 PM, Stephen Blair wrote: Softimage doesn't support Python 3.x On Sat, Jan 4, 2014 at 3:26 PM, Henry Katz hk-v...@iscs-i.com wrote: Steve, No issues with python 3.3 as well, before I bruise my knuckles on the bleeding edge? Cheers, Henry On 01/03/2014 02:47 AM, Steven Caron wrote: really? install pyqt set softimage to use system python, uncheck... filepreferencesscriptinguse python installed with softimage run the example scripts pyqtforsoftimage plugin provides. or just 'import PyQt4' s On Thu, Jan 2, 2014 at 10:27 PM, Angus Davidson angus.david...@wits.ac.za wrote: A non nonsense guide to installing pYQT would be great. So many great tools are never used because people cant get past trying to get the install to work. -- --- Stefan Kubicek
Re: Gear EyeRig error
Hi Emilio, Actually the pythonlibs are stored under C:\modules\pythonlibs, if I remember correctly I found this solution on si-community I'm able to build the rig for the mouth properly without any error, but not the one for the eye :( 2014/1/5 Emilio Hernandez emi...@e-roja.com Have you added the workgroup pythonpath in the Enviroment settings of windows? Should be something like this Variable: PYTHONPATH Value: G:\Software OK\Softimage\Softimage plugins\Gear\Gear_MC\GEAR_mc-1.0.15\pythonlibs 2014/1/5 Nicolas Esposito 3dv...@gmail.com Hi guys, I'm using Gear for my facial rig and I'm having some python errors and honestly I don't know how to solve this issue I already had some problems due to the installation, but I created the pythonpath and I solved everything, main problem is that right now I'm not able to create the rig when I hit Build rig from selection I'm following the TD survival tutorial step by step I notice that the main error is the missing root but I already have a root ( as shown in the video ) This is what is shown in the script editor: Application.gear_BuildFromSelection() # WARNING : Object missing : root # ERROR : Traceback (most recent call last): # File Script Block 2, line 100, in gear_BuildFromSelection_Execute # rig.buildFromSelection() # File C:\modules\pythonlibs\gear\xsi\rig\__init__.py, line 99, in buildFromSelection # self.guide.setFromSelection() # File C:\modules\pythonlibs\gear\xsi\rig\guide.py, line 568, in setFromSelection # self.setFromHierarchy(item, branch) # File C:\modules\pythonlibs\gear\xsi\rig\guide.py, line 618, in setFromHierarchy # self.findComponentRecursive(root, branch) # File C:\modules\pythonlibs\gear\xsi\rig\guide.py, line 650, in findComponentRecursive # comp_guide.setFromHierarchy(obj) # File C:\modules\pythonlibs\gear\xsi\rig\component\guide.py, line 304, in setFromHierarchy # self.size = self.getSize() # File C:\modules\pythonlibs\gear\xsi\rig\component\guide.py, line 825, in getSize # d = vec.getDistance(self.pos[root], pos) # KeyError: 'root' # - [line 99 in C:\Users\Nicolas\Autodesk\Softimage_2013\Application\Plugins\Workgroup\Addons\gear\Application\Plugins\gear_riggingSystem.py] Application.gear_BuildFromSelection() # WARNING : Object missing : root # ERROR : Traceback (most recent call last): # File Script Block 2, line 100, in gear_BuildFromSelection_Execute # rig.buildFromSelection() # File C:\modules\pythonlibs\gear\xsi\rig\__init__.py, line 99, in buildFromSelection # self.guide.setFromSelection() # File C:\modules\pythonlibs\gear\xsi\rig\guide.py, line 568, in setFromSelection # self.setFromHierarchy(item, branch) # File C:\modules\pythonlibs\gear\xsi\rig\guide.py, line 618, in setFromHierarchy # self.findComponentRecursive(root, branch) # File C:\modules\pythonlibs\gear\xsi\rig\guide.py, line 650, in findComponentRecursive # comp_guide.setFromHierarchy(obj) # File C:\modules\pythonlibs\gear\xsi\rig\component\guide.py, line 304, in setFromHierarchy # self.size = self.getSize() # File C:\modules\pythonlibs\gear\xsi\rig\component\guide.py, line 825, in getSize # d = vec.getDistance(self.pos[root], pos) # KeyError: 'root' # - [line 99 in C:\Users\Nicolas\Autodesk\Softimage_2013\Application\Plugins\Workgroup\Addons\gear\Application\Plugins\gear_riggingSystem.py] Application.gear_BuildFromSelection() Any help please?
RE: rumor, Soft dead within the next year
Maybe true but one thing to keep in mind is you don't have to spend extra money for mental ray (at least no significant amount). For one man shows like me mr is still useful. I use it on a small farm with 8 nodes plus the workstation. Switching to arnold will cost me 9000€ . Thats roughly the same cost that my whole DCC apps are about. I see mr like I see the FXTree...it's does not compete to nuke but it's integrated in soft and already there. I agree that there aren't any reasons to stay with mr except the the expense factor and legacy things. sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: Monday, January 06, 2014 12:12 PM To: softimage@listproc.autodesk.com Subject: Re: rumor, Soft dead within the next year Now while we are at it. I´m currently preparing assets that need to be free of 3rd party functionality. This means I have to set them up with a mR shading network to start folks off with. mental ray. The common thing between 3DSMax, Maya and Softimage. Please. Kill it. It´s not getting anyone anywhere anymore. I don´t want to discuss details or legacy reasons. Kill it. It´s over. It won´t come back. Selling three different DCC apps that actually share the fact that you will first have to invest in a 3rd party renderer to get something looking half way decent out of them can´t be the most ideal situation but a pretty nice way of creating an industry standard of wasting people´s life with forcing them in personal overtime. What a crap. Really. Provide a renderer that actually works as advertised. Or don´t make me pay for that mR crap. tim On 06.01.2014 11:38, Graham Bell wrote: Ah, the Dreamcast, a fine console but flawed form the beginning. The tech was ok, but really just a pc and essentially the predecessor to the Xbox. The problem with the Dreamcast was that it launched right in the middle of when a lot of developers were looking to retool for the PS2. People were caught in the middle of whether to go short for the Dreamcast, or go long for the PS2. Most went with the PS2 and then eventually the Xbox. On the Soft and Maya usability front, personally I don't mind both, but then I've always been used to jumping between the two, even back in the Power Animator and Soft3d days. I've often heard that Maya is hard to learn, or its UI is tricky, but I think this is one of those myths. It's really no better, or worse than any other package to learn really. The one thing to remember about Maya, is that it's very open, it was designed that way. So there can be different (some would say to many) ways to do the same thing. Also, Maya has a lot of preferences, so you can actually change many things, including the UI. It's mastering those things, that can often be the trick. I still see people now, some experienced Maya vets, who aren't using the hotbox or marking menus correctly and they can be key to Maya's UI and usability. However I'd still like some Softimage fairy dust sprinkled on some of Maya's UI though. Now when it comes to Max, don't get me started...:-) From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Dan Yargici Sent: 06 January 2014 09:44 To: softimage@listproc.autodesk.com Subject: Re: rumor, Soft dead within the next year Softimage is the Dreamcast of DCC apps. Playstation had the slick marketing, Dreamcast had the tech but got chewed to pieces by the Playstation hype machine and Playstation won. When Sega finally gave up on the console business every man and his dog came out singing the praises of the Dreamcast. On Mon, Jan 6, 2014 at 11:21 AM, Stefan Kubicek s...@tidbit-images.commailto:s...@tidbit-images.com wrote: Is it just my biased point of view that all studios that closed or filed for bancruptcy last year were Maya based? It could of course be that there are more Maya based studios closing than Softimage based ones simply because there are more Maya based studios, but I still smell a pattern there. I always felt that the number of users on Softimage is directly related to marketing efforts. I remember Alias/Wavefront doing a remarkable job in the early days of Maya in this regard. I never saw anything like that happening for Softimage at any time of it's existence. Ultimately, there are only two types of 3D artists: those who use Softimage, and those who have never tried. - Get more prople to seriously try it. So guys, I spent a weekend working with Maya...HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? This is the same question I always ask myself after using Maya when required... and Maya being the Industry Standard makes you understand so many things about the industry standards... [http://img694.imageshack.us/img694/8965/erojamailpleca.jpg] 2014/1/6
Re: rumor, Soft dead within the next year
It would be nice to see the next-gen Softmayahybrid leaning towards something like VRay. It is also mature and available for all 3 DCC apps, too. Pretty much all jobs I had the last two, three years were VRay based. Maybe a random Arnold job but really, regardless of DCC app, usually VRay as the renderer. Here at home, I am very happy with Redshift3D and would love to see them prosper but they aren´t in a 3DSMax branch of development, yet. For the sake of this rant, I can´t therefore suggest Arnold or Redshift3d as alternatives. One would want to differ a lot between those two anyway, in my personal preference I´d lean towards Redshift3D but that´s because I also like those guys and the renderer fits my needs perfectly. I don´t do a FX TD kind of stuff. I model things and paint them until they start to look nice in let´s say a turntable. Arnold would suit me just as fine. As would Vray. It´s just that mR costs me so much time getting a half decent results. Vray/Redshift3D pay for themselves... I´m only using mR because I need versatile, accessible stand-alone assets with their maps in place. I wouldn´t want to touch mR with a stick anymore otherwise. tim On 06.01.2014 13:34, Sven Constable wrote: Maybe true but one thing to keep in mind is you don't have to spend extra money for mental ray (at least no significant amount). For one man shows like me mr is still useful. I use it on a small farm with 8 nodes plus the workstation. Switching to arnold will cost me 9000€ . Thats roughly the same cost that my whole DCC apps are about. I see mr like I see the FXTree...it's does not compete to nuke but it's integrated in soft and already there. I agree that there aren't any reasons to stay with mr except the the expense factor and legacy things. sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: Monday, January 06, 2014 12:12 PM To: softimage@listproc.autodesk.com Subject: Re: rumor, Soft dead within the next year Now while we are at it. I´m currently preparing assets that need to be free of 3rd party functionality. This means I have to set them up with a mR shading network to start folks off with. mental ray. The common thing between 3DSMax, Maya and Softimage. Please. Kill it. It´s not getting anyone anywhere anymore. I don´t want to discuss details or legacy reasons. Kill it. It´s over. It won´t come back. Selling three different DCC apps that actually share the fact that you will first have to invest in a 3rd party renderer to get something looking half way decent out of them can´t be the most ideal situation but a pretty nice way of creating an industry standard of wasting people´s life with forcing them in personal overtime. What a crap. Really. Provide a renderer that actually works as advertised. Or don´t make me pay for that mR crap. tim On 06.01.2014 11:38, Graham Bell wrote: Ah, the Dreamcast, a fine console but flawed form the beginning. The tech was ok, but really just a pc and essentially the predecessor to the Xbox. The problem with the Dreamcast was that it launched right in the middle of when a lot of developers were looking to retool for the PS2. People were caught in the middle of whether to go short for the Dreamcast, or go long for the PS2. Most went with the PS2 and then eventually the Xbox. On the Soft and Maya usability front, personally I don't mind both, but then I've always been used to jumping between the two, even back in the Power Animator and Soft3d days. I've often heard that Maya is hard to learn, or its UI is tricky, but I think this is one of those myths. It's really no better, or worse than any other package to learn really. The one thing to remember about Maya, is that it's very open, it was designed that way. So there can be different (some would say to many) ways to do the same thing. Also, Maya has a lot of preferences, so you can actually change many things, including the UI. It's mastering those things, that can often be the trick. I still see people now, some experienced Maya vets, who aren't using the hotbox or marking menus correctly and they can be key to Maya's UI and usability. However I'd still like some Softimage fairy dust sprinkled on some of Maya's UI though. Now when it comes to Max, don't get me started...:-) From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Dan Yargici Sent: 06 January 2014 09:44 To: softimage@listproc.autodesk.com Subject: Re: rumor, Soft dead within the next year Softimage is the Dreamcast of DCC apps. Playstation had the slick marketing, Dreamcast had the tech but got chewed to pieces by the Playstation hype machine and Playstation won. When Sega finally gave up on the console business every man and his dog came out singing the praises of the Dreamcast. On Mon, Jan 6, 2014 at
Re: Gear EyeRig error
ehmdumb error :D Basically I didn't setup the Root under the Rig Part Settings, that was the error, now the rig works :) 2014/1/6 Nicolas Esposito 3dv...@gmail.com Hi Emilio, Actually the pythonlibs are stored under C:\modules\pythonlibs, if I remember correctly I found this solution on si-community I'm able to build the rig for the mouth properly without any error, but not the one for the eye :( 2014/1/5 Emilio Hernandez emi...@e-roja.com Have you added the workgroup pythonpath in the Enviroment settings of windows? Should be something like this Variable: PYTHONPATH Value: G:\Software OK\Softimage\Softimage plugins\Gear\Gear_MC\GEAR_mc-1.0.15\pythonlibs 2014/1/5 Nicolas Esposito 3dv...@gmail.com Hi guys, I'm using Gear for my facial rig and I'm having some python errors and honestly I don't know how to solve this issue I already had some problems due to the installation, but I created the pythonpath and I solved everything, main problem is that right now I'm not able to create the rig when I hit Build rig from selection I'm following the TD survival tutorial step by step I notice that the main error is the missing root but I already have a root ( as shown in the video ) This is what is shown in the script editor: Application.gear_BuildFromSelection() # WARNING : Object missing : root # ERROR : Traceback (most recent call last): # File Script Block 2, line 100, in gear_BuildFromSelection_Execute # rig.buildFromSelection() # File C:\modules\pythonlibs\gear\xsi\rig\__init__.py, line 99, in buildFromSelection # self.guide.setFromSelection() # File C:\modules\pythonlibs\gear\xsi\rig\guide.py, line 568, in setFromSelection # self.setFromHierarchy(item, branch) # File C:\modules\pythonlibs\gear\xsi\rig\guide.py, line 618, in setFromHierarchy # self.findComponentRecursive(root, branch) # File C:\modules\pythonlibs\gear\xsi\rig\guide.py, line 650, in findComponentRecursive # comp_guide.setFromHierarchy(obj) # File C:\modules\pythonlibs\gear\xsi\rig\component\guide.py, line 304, in setFromHierarchy # self.size = self.getSize() # File C:\modules\pythonlibs\gear\xsi\rig\component\guide.py, line 825, in getSize # d = vec.getDistance(self.pos[root], pos) # KeyError: 'root' # - [line 99 in C:\Users\Nicolas\Autodesk\Softimage_2013\Application\Plugins\Workgroup\Addons\gear\Application\Plugins\gear_riggingSystem.py] Application.gear_BuildFromSelection() # WARNING : Object missing : root # ERROR : Traceback (most recent call last): # File Script Block 2, line 100, in gear_BuildFromSelection_Execute # rig.buildFromSelection() # File C:\modules\pythonlibs\gear\xsi\rig\__init__.py, line 99, in buildFromSelection # self.guide.setFromSelection() # File C:\modules\pythonlibs\gear\xsi\rig\guide.py, line 568, in setFromSelection # self.setFromHierarchy(item, branch) # File C:\modules\pythonlibs\gear\xsi\rig\guide.py, line 618, in setFromHierarchy # self.findComponentRecursive(root, branch) # File C:\modules\pythonlibs\gear\xsi\rig\guide.py, line 650, in findComponentRecursive # comp_guide.setFromHierarchy(obj) # File C:\modules\pythonlibs\gear\xsi\rig\component\guide.py, line 304, in setFromHierarchy # self.size = self.getSize() # File C:\modules\pythonlibs\gear\xsi\rig\component\guide.py, line 825, in getSize # d = vec.getDistance(self.pos[root], pos) # KeyError: 'root' # - [line 99 in C:\Users\Nicolas\Autodesk\Softimage_2013\Application\Plugins\Workgroup\Addons\gear\Application\Plugins\gear_riggingSystem.py] Application.gear_BuildFromSelection() Any help please?
Re: Gear EyeRig error
Cool you got it working. You can actually take the libs out of the python folder. I prefer to do so because if you upgrade python or something else you will need to move everything again, and personally I don't like to mess around to much when something is working. So you can leave your lib on the original folder and just add the environment variable PYTHONPATH and point it to your Gear lib, or other python libraries you are using. 2014/1/6 Nicolas Esposito 3dv...@gmail.com ehmdumb error :D Basically I didn't setup the Root under the Rig Part Settings, that was the error, now the rig works :) 2014/1/6 Nicolas Esposito 3dv...@gmail.com Hi Emilio, Actually the pythonlibs are stored under C:\modules\pythonlibs, if I remember correctly I found this solution on si-community I'm able to build the rig for the mouth properly without any error, but not the one for the eye :( 2014/1/5 Emilio Hernandez emi...@e-roja.com Have you added the workgroup pythonpath in the Enviroment settings of windows? Should be something like this Variable: PYTHONPATH Value: G:\Software OK\Softimage\Softimage plugins\Gear\Gear_MC\GEAR_mc-1.0.15\pythonlibs 2014/1/5 Nicolas Esposito 3dv...@gmail.com Hi guys, I'm using Gear for my facial rig and I'm having some python errors and honestly I don't know how to solve this issue I already had some problems due to the installation, but I created the pythonpath and I solved everything, main problem is that right now I'm not able to create the rig when I hit Build rig from selection I'm following the TD survival tutorial step by step I notice that the main error is the missing root but I already have a root ( as shown in the video ) This is what is shown in the script editor: Application.gear_BuildFromSelection() # WARNING : Object missing : root # ERROR : Traceback (most recent call last): # File Script Block 2, line 100, in gear_BuildFromSelection_Execute # rig.buildFromSelection() # File C:\modules\pythonlibs\gear\xsi\rig\__init__.py, line 99, in buildFromSelection # self.guide.setFromSelection() # File C:\modules\pythonlibs\gear\xsi\rig\guide.py, line 568, in setFromSelection # self.setFromHierarchy(item, branch) # File C:\modules\pythonlibs\gear\xsi\rig\guide.py, line 618, in setFromHierarchy # self.findComponentRecursive(root, branch) # File C:\modules\pythonlibs\gear\xsi\rig\guide.py, line 650, in findComponentRecursive # comp_guide.setFromHierarchy(obj) # File C:\modules\pythonlibs\gear\xsi\rig\component\guide.py, line 304, in setFromHierarchy # self.size = self.getSize() # File C:\modules\pythonlibs\gear\xsi\rig\component\guide.py, line 825, in getSize # d = vec.getDistance(self.pos[root], pos) # KeyError: 'root' # - [line 99 in C:\Users\Nicolas\Autodesk\Softimage_2013\Application\Plugins\Workgroup\Addons\gear\Application\Plugins\gear_riggingSystem.py] Application.gear_BuildFromSelection() # WARNING : Object missing : root # ERROR : Traceback (most recent call last): # File Script Block 2, line 100, in gear_BuildFromSelection_Execute # rig.buildFromSelection() # File C:\modules\pythonlibs\gear\xsi\rig\__init__.py, line 99, in buildFromSelection # self.guide.setFromSelection() # File C:\modules\pythonlibs\gear\xsi\rig\guide.py, line 568, in setFromSelection # self.setFromHierarchy(item, branch) # File C:\modules\pythonlibs\gear\xsi\rig\guide.py, line 618, in setFromHierarchy # self.findComponentRecursive(root, branch) # File C:\modules\pythonlibs\gear\xsi\rig\guide.py, line 650, in findComponentRecursive # comp_guide.setFromHierarchy(obj) # File C:\modules\pythonlibs\gear\xsi\rig\component\guide.py, line 304, in setFromHierarchy # self.size = self.getSize() # File C:\modules\pythonlibs\gear\xsi\rig\component\guide.py, line 825, in getSize # d = vec.getDistance(self.pos[root], pos) # KeyError: 'root' # - [line 99 in C:\Users\Nicolas\Autodesk\Softimage_2013\Application\Plugins\Workgroup\Addons\gear\Application\Plugins\gear_riggingSystem.py] Application.gear_BuildFromSelection() Any help please?
Re: rumor, Soft dead within the next year
Investing 9k EUR right now, how many hours would actually be saved when moving from mray? :) It is big investment but down the road from what I saw so far.. Arnold gives back soon everything invested and then so more. Same on Redshift field... Rendering for SI was pretty much nightmare and now with Arnold and Redshift it is completely different feeling. On Mon, Jan 6, 2014 at 1:53 PM, Tim Leydecker bauero...@gmx.de wrote: It would be nice to see the next-gen Softmayahybrid leaning towards something like VRay. It is also mature and available for all 3 DCC apps, too. Pretty much all jobs I had the last two, three years were VRay based. Maybe a random Arnold job but really, regardless of DCC app, usually VRay as the renderer. Here at home, I am very happy with Redshift3D and would love to see them prosper but they aren´t in a 3DSMax branch of development, yet. For the sake of this rant, I can´t therefore suggest Arnold or Redshift3d as alternatives. One would want to differ a lot between those two anyway, in my personal preference I´d lean towards Redshift3D but that´s because I also like those guys and the renderer fits my needs perfectly. I don´t do a FX TD kind of stuff. I model things and paint them until they start to look nice in let´s say a turntable. Arnold would suit me just as fine. As would Vray. It´s just that mR costs me so much time getting a half decent results. Vray/Redshift3D pay for themselves... I´m only using mR because I need versatile, accessible stand-alone assets with their maps in place. I wouldn´t want to touch mR with a stick anymore otherwise. tim On 06.01.2014 13:34, Sven Constable wrote: Maybe true but one thing to keep in mind is you don't have to spend extra money for mental ray (at least no significant amount). For one man shows like me mr is still useful. I use it on a small farm with 8 nodes plus the workstation. Switching to arnold will cost me 9000€ . Thats roughly the same cost that my whole DCC apps are about. I see mr like I see the FXTree...it's does not compete to nuke but it's integrated in soft and already there. I agree that there aren't any reasons to stay with mr except the the expense factor and legacy things. sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@ listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: Monday, January 06, 2014 12:12 PM To: softimage@listproc.autodesk.com Subject: Re: rumor, Soft dead within the next year Now while we are at it. I´m currently preparing assets that need to be free of 3rd party functionality. This means I have to set them up with a mR shading network to start folks off with. mental ray. The common thing between 3DSMax, Maya and Softimage. Please. Kill it. It´s not getting anyone anywhere anymore. I don´t want to discuss details or legacy reasons. Kill it. It´s over. It won´t come back. Selling three different DCC apps that actually share the fact that you will first have to invest in a 3rd party renderer to get something looking half way decent out of them can´t be the most ideal situation but a pretty nice way of creating an industry standard of wasting people´s life with forcing them in personal overtime. What a crap. Really. Provide a renderer that actually works as advertised. Or don´t make me pay for that mR crap. tim On 06.01.2014 11:38, Graham Bell wrote: Ah, the Dreamcast, a fine console but flawed form the beginning. The tech was ok, but really just a pc and essentially the predecessor to the Xbox. The problem with the Dreamcast was that it launched right in the middle of when a lot of developers were looking to retool for the PS2. People were caught in the middle of whether to go short for the Dreamcast, or go long for the PS2. Most went with the PS2 and then eventually the Xbox. On the Soft and Maya usability front, personally I don't mind both, but then I've always been used to jumping between the two, even back in the Power Animator and Soft3d days. I've often heard that Maya is hard to learn, or its UI is tricky, but I think this is one of those myths. It's really no better, or worse than any other package to learn really. The one thing to remember about Maya, is that it's very open, it was designed that way. So there can be different (some would say to many) ways to do the same thing. Also, Maya has a lot of preferences, so you can actually change many things, including the UI. It's mastering those things, that can often be the trick. I still see people now, some experienced Maya vets, who aren't using the hotbox or marking menus correctly and they can be key to Maya's UI and usability. However I'd still like some Softimage fairy dust sprinkled on some of Maya's UI though. Now when it comes to Max, don't get me started...:-) From: softimage-boun...@listproc.autodesk.com
Re: rumor, Soft dead within the next year
First place I worked at I saw a young woman creative from an agency come into the 3D area. She was squinting at the monitor and I couldn't tell what she was looking at, then she says Oh thank God, they're SGI!. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Mon, Jan 6, 2014 at 10:03 AM, Stephen Davidson magic...@bellsouth.netwrote: Well said Stefan, marketing also convinces studios that it's the software, and not the artist, that does all the cool stuff. A misconception that I have been battling for over a quarter of a century, now. Software is only a tool. Softimage is a great tool. When I freelanced at studios, I would often hear the studio salesperson talk about the software and equipment, that they use, with prospective clients. They would not mention the people, which in my opinion is their biggest asset. I haven't worked at a studio for almost 9 years. I never get asked what software I use. My clients just ask how much, and how fast. Softimage continues to help me give them the answers they want to hear. On Mon, Jan 6, 2014 at 4:21 AM, Stefan Kubicek s...@tidbit-images.comwrote: Is it just my biased point of view that all studios that closed or filed for bancruptcy last year were Maya based? It could of course be that there are more Maya based studios closing than Softimage based ones simply because there are more Maya based studios, but I still smell a pattern there. I always felt that the number of users on Softimage is directly related to marketing efforts. I remember Alias/Wavefront doing a remarkable job in the early days of Maya in this regard. I never saw anything like that happening for Softimage at any time of it's existence. Ultimately, there are only two types of 3D artists: those who use Softimage, and those who have never tried. - Get more prople to seriously try it. *So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION?* This is the same question I always ask myself after using Maya when required... and Maya being the Industry Standard makes you understand so many things about the industry standards... 2014/1/6 Szabolcs Matefy szabol...@crytek.com So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? Ok, I can use Maya, I have a quite solid background working with Maya, but seriously guys…It’s so overcomplicated, and brainkilling…In Softimage almost everything is just fine (OK, we need development), but in Maya, the easiest task takes quite long compared to SI…Finally I found myself fixing UVs, Unfolding, etc. in Softimage…Anyway, I need some samples in Maya, so I take a big breath, and continue working with Maya…But seriously, Softimage is way better in many point of view. It has no artisan, has no PaintFX, but for example rendering is way faster (with MR), shading setup is way faster, modeling is lot faster, and so on. So I really don’t understand, how come that Softimage is not acknowledged at all. I swear guys, that I’ll spread the Word of Softimage Cheers Szabolcs *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Henry Katz *Sent:* Sunday, January 05, 2014 8:18 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: rumor, Soft dead within the next year Good thing I asked. On 01/04/2014 05:40 PM, Stephen Blair wrote: Softimage doesn't support Python 3.x On Sat, Jan 4, 2014 at 3:26 PM, Henry Katz hk-v...@iscs-i.com wrote: Steve, No issues with python 3.3 as well, before I bruise my knuckles on the bleeding edge? Cheers, Henry On 01/03/2014 02:47 AM, Steven Caron wrote: really? install pyqt set softimage to use system python, uncheck... filepreferencesscriptinguse python installed with softimage run the example scripts pyqtforsoftimage plugin provides. or just 'import PyQt4' s On Thu, Jan 2, 2014 at 10:27 PM, Angus Davidson angus.david...@wits.ac.za wrote: A non nonsense guide to installing pYQT would be great. So many great tools are never used because people cant get past trying to get the install to work. -- --- Stefan Kubicek --- keyvis digital imagery Alfred Feierfeilstraße 3 A-2380 Perchtoldsdorf bei Wien Phone: +43/699/12614231 www.keyvis.at ste...@keyvis.at -- This email and its attachments are -- --confidential and for the recipient only-- -- Best Regards, * Stephen P. Davidson* *(954) 552-7956 %28954%29%20552-7956 *sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com
Re: rumor, Soft dead within the next year
wasn't there a nice thread on this a while ago, funny comments from agency people? ;-) Rob \/-\/\/ On 6-1-2014 16:25, Eric Lampi wrote: First place I worked at I saw a young woman creative from an agency come into the 3D area. She was squinting at the monitor and I couldn't tell what she was looking at, then she says Oh thank God, they're SGI!. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Mon, Jan 6, 2014 at 10:03 AM, Stephen Davidson magic...@bellsouth.net mailto:magic...@bellsouth.net wrote: Well said Stefan, marketing also convinces studios that it's the software, and not the artist, that does all the cool stuff. A misconception that I have been battling for over a quarter of a century, now. Software is only a tool. Softimage is a great tool. When I freelanced at studios, I would often hear the studio salesperson talk about the software and equipment, that they use, with prospective clients. They would not mention the people, which in my opinion is their biggest asset. I haven't worked at a studio for almost 9 years. I never get asked what software I use. My clients just ask how much, and how fast. Softimage continues to help me give them the answers they want to hear. On Mon, Jan 6, 2014 at 4:21 AM, Stefan Kubicek s...@tidbit-images.com mailto:s...@tidbit-images.com wrote: Is it just my biased point of view that all studios that closed or filed for bancruptcy last year were Maya based? It could of course be that there are more Maya based studios closing than Softimage based ones simply because there are more Maya based studios, but I still smell a pattern there. I always felt that the number of users on Softimage is directly related to marketing efforts. I remember Alias/Wavefront doing a remarkable job in the early days of Maya in this regard. I never saw anything like that happening for Softimage at any time of it's existence. Ultimately, there are only two types of 3D artists: those who use Softimage, and those who have never tried. - Get more prople to seriously try it. *So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION?* This is the same question I always ask myself after using Maya when required... and Maya being the Industry Standard makes you understand so many things about the industry standards... 2014/1/6 Szabolcs Matefy szabol...@crytek.com mailto:szabol...@crytek.com So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? Ok, I can use Maya, I have a quite solid background working with Maya, but seriously guys…It’s so overcomplicated, and brainkilling…In Softimage almost everything is just fine (OK, we need development), but in Maya, the easiest task takes quite long compared to SI…Finally I found myself fixing UVs, Unfolding, etc. in Softimage…Anyway, I need some samples in Maya, so I take a big breath, and continue working with Maya…But seriously, Softimage is way better in many point of view. It has no artisan, has no PaintFX, but for example rendering is way faster (with MR), shading setup is way faster, modeling is lot faster, and so on. So I really don’t understand, how come that Softimage is not acknowledged at all. I swear guys, that I’ll spread the Word of Softimage Cheers Szabolcs *From:*softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Henry Katz *Sent:* Sunday, January 05, 2014 8:18 PM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:* Re: rumor, Soft dead within the next year Good thing I asked. On 01/04/2014 05:40 PM, Stephen Blair wrote: Softimage doesn't support Python 3.x On Sat, Jan 4, 2014 at 3:26 PM, Henry Katz hk-v...@iscs-i.com mailto:hk-v...@iscs-i.com wrote: Steve, No issues with python 3.3 as well, before I bruise my knuckles on the bleeding edge? Cheers, Henry
Re: rumor, Soft dead within the next year
On Mon, Jan 6, 2014 at 4:21 AM, Stefan Kubicek s...@tidbit-images.com wrote: Is it just my biased point of view that all studios that closed or filed for bancruptcy last year were Maya based? It could of course be that there are more Maya based studios closing than Softimage based ones simply because there are more Maya based studios, but I still smell a pattern there. Ho that's not all. Almost 100% of cars involved in accidents last year had tires. Therefore, tires are killing people.
Re: rumor, Soft dead within the next year
It's the drivers who choose what cars to drive. Written with my thumbs... On Jan 6, 2014, at 17:00, Eric Thivierge ethivie...@hybride.com wrote: Like!! hahaha Blame the driver not the car for those closures... On 1/6/2014 10:49 AM, Luc-Eric Rousseau wrote: On Mon, Jan 6, 2014 at 4:21 AM, Stefan Kubicek s...@tidbit-images.com wrote: Is it just my biased point of view that all studios that closed or filed for bancruptcy last year were Maya based? It could of course be that there are more Maya based studios closing than Softimage based ones simply because there are more Maya based studios, but I still smell a pattern there. Ho that's not all. Almost 100% of cars involved in accidents last year had tires. Therefore, tires are killing people.
RE: rumor, Soft dead within the next year
The irony of course is that Autodesk is doing to Softimage what SGI did to themselves ;) Kudos to the creative for knowing SGI existed From: Eric Lampi [ericla...@gmail.com] Sent: 06 January 2014 05:25 PM To: softimage@listproc.autodesk.com Subject: Re: rumor, Soft dead within the next year First place I worked at I saw a young woman creative from an agency come into the 3D area. She was squinting at the monitor and I couldn't tell what she was looking at, then she says Oh thank God, they're SGI!. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Mon, Jan 6, 2014 at 10:03 AM, Stephen Davidson magic...@bellsouth.netmailto:magic...@bellsouth.net wrote: Well said Stefan, marketing also convinces studios that it's the software, and not the artist, that does all the cool stuff. A misconception that I have been battling for over a quarter of a century, now. Software is only a tool. Softimage is a great tool. When I freelanced at studios, I would often hear the studio salesperson talk about the software and equipment, that they use, with prospective clients. They would not mention the people, which in my opinion is their biggest asset. I haven't worked at a studio for almost 9 years. I never get asked what software I use. My clients just ask how much, and how fast. Softimage continues to help me give them the answers they want to hear. On Mon, Jan 6, 2014 at 4:21 AM, Stefan Kubicek s...@tidbit-images.commailto:s...@tidbit-images.com wrote: Is it just my biased point of view that all studios that closed or filed for bancruptcy last year were Maya based? It could of course be that there are more Maya based studios closing than Softimage based ones simply because there are more Maya based studios, but I still smell a pattern there. I always felt that the number of users on Softimage is directly related to marketing efforts. I remember Alias/Wavefront doing a remarkable job in the early days of Maya in this regard. I never saw anything like that happening for Softimage at any time of it's existence. Ultimately, there are only two types of 3D artists: those who use Softimage, and those who have never tried. - Get more prople to seriously try it. So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? This is the same question I always ask myself after using Maya when required... and Maya being the Industry Standard makes you understand so many things about the industry standards... [http://img694.imageshack.us/img694/8965/erojamailpleca.jpg] 2014/1/6 Szabolcs Matefy szabol...@crytek.commailto:szabol...@crytek.com So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? Ok, I can use Maya, I have a quite solid background working with Maya, but seriously guys…It’s so overcomplicated, and brainkilling…In Softimage almost everything is just fine (OK, we need development), but in Maya, the easiest task takes quite long compared to SI…Finally I found myself fixing UVs, Unfolding, etc. in Softimage…Anyway, I need some samples in Maya, so I take a big breath, and continue working with Maya…But seriously, Softimage is way better in many point of view. It has no artisan, has no PaintFX, but for example rendering is way faster (with MR), shading setup is way faster, modeling is lot faster, and so on. So I really don’t understand, how come that Softimage is not acknowledged at all. I swear guys, that I’ll spread the Word of Softimage Cheers Szabolcs 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 Henry Katz Sent: Sunday, January 05, 2014 8:18 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: rumor, Soft dead within the next year Good thing I asked. On 01/04/2014 05:40 PM, Stephen Blair wrote: Softimage doesn't support Python 3.x On Sat, Jan 4, 2014 at 3:26 PM, Henry Katz hk-v...@iscs-i.commailto:hk-v...@iscs-i.com wrote: Steve, No issues with python 3.3 as well, before I bruise my knuckles on the bleeding edge? Cheers, Henry On 01/03/2014 02:47 AM, Steven Caron wrote: really? install pyqt set softimage to use system python, uncheck... filepreferencesscriptinguse python installed with softimage run the example scripts pyqtforsoftimage plugin provides. or just 'import PyQt4' s On Thu, Jan 2, 2014 at 10:27 PM, Angus Davidson angus.david...@wits.ac.zamailto:angus.david...@wits.ac.za wrote: A non nonsense guide to installing pYQT would be great. So many great tools are never used because people cant get past trying to get the install to work. -- --- Stefan Kubicek --- keyvis digital imagery Alfred Feierfeilstraße 3 A-2380
Re: rumor, Soft dead within the next year
On Mon, Jan 6, 2014 at 7:38 PM, Graham Bell graham.b...@autodesk.comwrote: I still see people now, some experienced Maya vets, who aren't using the hotbox or marking menus correctly and they can be key to Maya's UI and usability. Agree. I find Maya much slower than SI workflow wise, but learning to correctly use it's UI, create your custom shelfs, and customize your preferences and/or hotkeys and menus a little is a must. Basic mel level is also recommended. Trying to use Maya the exact same way you use SI, like relying on hotkeys, may be one of the biggest problems. Maya's default hotkeys are a little difficult to reach (like F10, F11s), you need to use the hotbox and slide your mouse to have a fast workflow. Once you get it, it isn't that bad. Martin
Re: rumor, Soft dead within the next year
Like!! hahaha Blame the driver not the car for those closures... On 1/6/2014 10:49 AM, Luc-Eric Rousseau wrote: On Mon, Jan 6, 2014 at 4:21 AM, Stefan Kubicek s...@tidbit-images.com wrote: Is it just my biased point of view that all studios that closed or filed for bancruptcy last year were Maya based? It could of course be that there are more Maya based studios closing than Softimage based ones simply because there are more Maya based studios, but I still smell a pattern there. Ho that's not all. Almost 100% of cars involved in accidents last year had tires. Therefore, tires are killing people.
Nurbs Curves into Soft from Maya
Hey all, I'm able to export nurbs curves from Softimage to Maya using FBX but am unable to go the other way. Any ideas on how to go about it? Thanks, Eric T.
Re: Nurbs Curves into Soft from Maya
If you can switch to using Alembic instead of FBX, you can use Exocortex Crate to go back and forth I believe. -ben On Mon, Jan 6, 2014 at 12:00 PM, Eric Thivierge ethivie...@hybride.com wrote: Hey all, I'm able to export nurbs curves from Softimage to Maya using FBX but am unable to go the other way. Any ideas on how to go about it? Thanks, Eric T. -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Clara.io - Professional-Grade WebGL-based 3D Content Creation
RE: Nurbs Curves into Soft from Maya
In Soft, select the objects you want to send to Maya, then execute Send To maya-Send as new Maya Scene Does that work? If you don't select all the objects, I've seen it randomly select the objects it will send. Its kind of strange though, some primitives do not always go to maya as expected, while others do. -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Houston Sent: Monday, January 06, 2014 12:21 PM To: softimage@listproc.autodesk.com Subject: Re: Nurbs Curves into Soft from Maya If you can switch to using Alembic instead of FBX, you can use Exocortex Crate to go back and forth I believe. -ben On Mon, Jan 6, 2014 at 12:00 PM, Eric Thivierge ethivie...@hybride.com wrote: Hey all, I'm able to export nurbs curves from Softimage to Maya using FBX but am unable to go the other way. Any ideas on how to go about it? Thanks, Eric T. -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Clara.io - Professional-Grade WebGL-based 3D Content Creation
Re: Nurbs Curves into Soft from Maya
Yeah I'll check that out. Don't have Maya setup to load the create suite right now. Thanks Ben, Eric T. On Monday, January 06, 2014 12:21:28 PM, Ben Houston wrote: If you can switch to using Alembic instead of FBX, you can use Exocortex Crate to go back and forth I believe. -ben On Mon, Jan 6, 2014 at 12:00 PM, Eric Thivierge ethivie...@hybride.com wrote: Hey all, I'm able to export nurbs curves from Softimage to Maya using FBX but am unable to go the other way. Any ideas on how to go about it? Thanks, Eric T.
Re: Nurbs Curves into Soft from Maya
HI Eric, Be sure to have both apps open before using 'send to'. There's a glitch opening the FBX on the other side when you don't have both apps open. It's a known 'issue' Rob \/-\/\/ On 6-1-2014 18:45, Eric Thivierge wrote: Hey Joey, Yeah I tried that but for some reason the Send To it's not working correctly or is misconfigured. Another things I need to check out. On 1/6/2014 12:43 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote: In Soft, select the objects you want to send to Maya, then execute Send To maya-Send as new Maya Scene Does that work? If you don't select all the objects, I've seen it randomly select the objects it will send. Its kind of strange though, some primitives do not always go to maya as expected, while others do. -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Houston Sent: Monday, January 06, 2014 12:21 PM To: softimage@listproc.autodesk.com Subject: Re: Nurbs Curves into Soft from Maya If you can switch to using Alembic instead of FBX, you can use Exocortex Crate to go back and forth I believe. -ben On Mon, Jan 6, 2014 at 12:00 PM, Eric Thivierge ethivie...@hybride.com wrote: Hey all, I'm able to export nurbs curves from Softimage to Maya using FBX but am unable to go the other way. Any ideas on how to go about it? Thanks, Eric T. -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Clara.io - Professional-Grade WebGL-based 3D Content Creation - No virus found in this message. Checked by AVG - www.avg.com Version: 2014.0.4259 / Virus Database: 3658/6980 - Release Date: 01/06/14
Re: Nurbs Curves into Soft from Maya
Thanks. I have both open and then for some reason it launches two new Softimage instances... not sure what the deal is... will continue to tinker. On Monday, January 06, 2014 12:54:16 PM, Rob Wuijster wrote: HI Eric, Be sure to have both apps open before using 'send to'. There's a glitch opening the FBX on the other side when you don't have both apps open. It's a known 'issue' Rob \/-\/\/ On 6-1-2014 18:45, Eric Thivierge wrote: Hey Joey, Yeah I tried that but for some reason the Send To it's not working correctly or is misconfigured. Another things I need to check out. On 1/6/2014 12:43 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote: In Soft, select the objects you want to send to Maya, then execute Send To maya-Send as new Maya Scene Does that work? If you don't select all the objects, I've seen it randomly select the objects it will send. Its kind of strange though, some primitives do not always go to maya as expected, while others do. -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Houston Sent: Monday, January 06, 2014 12:21 PM To: softimage@listproc.autodesk.com Subject: Re: Nurbs Curves into Soft from Maya If you can switch to using Alembic instead of FBX, you can use Exocortex Crate to go back and forth I believe. -ben On Mon, Jan 6, 2014 at 12:00 PM, Eric Thivierge ethivie...@hybride.com wrote: Hey all, I'm able to export nurbs curves from Softimage to Maya using FBX but am unable to go the other way. Any ideas on how to go about it? Thanks, Eric T. -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Clara.io - Professional-Grade WebGL-based 3D Content Creation - No virus found in this message. Checked by AVG - www.avg.com Version: 2014.0.4259 / Virus Database: 3658/6980 - Release Date: 01/06/14
RE: ultimapper issues - tangent space normal maps
It's a simple question of what is the expected result. Should the tangents and bitangents stay oriented relative to the mesh, or should they stay put in world space and acknowledge the transformation of the object? My code is working under the assumption of the former, ultimapper is giving me the latter. See example scene I provided in my previous message. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Monday, January 06, 2014 12:22 AM To: softimage@listproc.autodesk.com Subject: RE: ultimapper issues - tangent space normal maps Have you tried other solutions? Try it with xNormal to check your results. In my opinion Ultimapper is quite useless without cage. Since we left Ultimapper out of the formula, we have no issues at all. Back to your problem. As far as I know, there are three normal mapping type, world, object and tangent space normal maps. World space is the best for static object, that have no transformation at all. Object space normal maps allows object transformation, while tangent space normal maps allow deformation as well. If tangent normal map changes when you transform the object, it might be a bug. I'm not into the math of tangent space normal maping, but as I mentioned, without cage Ultimapper is aquite useless, so we dropped it. Consider moving onto xNormal it's quite reliable tool Cheers Szabolcs -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Saturday, January 04, 2014 2:13 AM To: softimage@listproc.autodesk.com Subject: RE: ultimapper issues - tangent space normal maps It's not a normalization issue as the normal vectors are normalized in Euler space before being converted to RGB color space. If it were a post process problem, there would be differences in all cases. So far I only see the difference when one or both meshes are transformed indicating it's a coordinate space computation issue. There is no issue with a cage either. See my previous reply to the this thread with example scene. The cage is only relevant when there are many layers of overlapping surfaces. In my example it's a simple cube and sphere, so no need for a cage. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: Friday, January 03, 2014 3:11 AM To: softimage@listproc.autodesk.com Subject: Re: ultimapper issues - tangent space normal maps Hi Matt, A shift in the final intensity could come from a per channel normalisation. You´d get different results if you don´t have such normalisation/levels operation as a postprocess of your saving calculations to file. But it should be easy enough to test if suc a normalisation would give you similar results to XSI. In the dirtiestcheapest way, in PhotoshopAuto Levels. Since Szabolcs already pointed out that there is no cage option in Ultimapper, e.g. no manual control of a min and max searchdistance for calculations, I´d guess the min and max is fixedly determined by the maximum distance between highrez and lowrez mesh and the results are smoothed out by remapping to 0-1 per channel for best use of the file´s available intensity steps. I could be completely wrong, thought. In general, I will most likely use ZBrush and CrazyBump to create and modify Normals in a let´s say, artsy partsy mashed potato kind of way that gives me the look I want without knowing much more than Greenlight from Ground, Redlight from Right to work in Cryengine/UDK/3DSMax. Cheers, tim On 03.01.2014 07:51, Szabolcs Matefy wrote: Hey Matt, Your result might be different because of the tangent space calculation. I suppose that the normal map calculation might be done in object space, then Ultimapper converts it into tangent space. Ultimapper could be quite good, but lacks a very important feature, the cage. So finally we dropped in favor of xNormal. You might check few things (I'm not a programmer, so I may be wrong). Check the transforms. In my experience transforms has effect how vertex normals are calculated. Certain distance from the origin might result imprecision (is this the right word?), and the farther the object is from the origin, the bigger this imprecision is. There are discrepancies, for sure, because these tools have different approach to derive tangent space. For example, Softimage uses the vertex color to store the tangents, and binormal is calculated from this. But, if your smoothing on the geo and on the tangent space property differs, you won't get any usable normal map. For example the smoothing on tangents made Ultimapper quite useless for us, so I wrote an exporter for xNormal, and since then we have no issue at all. As our technical chief explained, a
Re: Nurbs Curves into Soft from Maya
In some version of the suite, it will fail on its ass if both apps are not installed on the C: drive. try also .iges On Mon, Jan 6, 2014 at 1:07 PM, Eric Thivierge ethivie...@hybride.com wrote: Thanks. I have both open and then for some reason it launches two new Softimage instances... not sure what the deal is... will continue to tinker.
Re: Nurbs Curves into Soft from Maya
Yeah they are on our D drives... blah. Doesn't the Send To functions just use the FBX format anyway? On Monday, January 06, 2014 1:40:13 PM, Luc-Eric Rousseau wrote: In some version of the suite, it will fail on its ass if both apps are not installed on the C: drive. try also .iges On Mon, Jan 6, 2014 at 1:07 PM, Eric Thivierge ethivie...@hybride.com wrote: Thanks. I have both open and then for some reason it launches two new Softimage instances... not sure what the deal is... will continue to tinker.
Re: ultimapper issues - tangent space normal maps
What does xnormal do for two meshes with non-zero transforms? Out of a gut feeling, I would say that a tangent space normal map should be independent of an object´s world space transformation, because if it where dependent on that worldspace position, it would degrade the tangent space map into an incorrectly created object space normal map. It doesn´t make sense to take worldorientation of an object into account for a tangent space map. Here the mother of all is one and she is perpendicular to the face. Nobody else has binormals anyway, sort of. In terms of using empathy, I would guess that the code for Ultimapper was tested against two objects in the origin and this resulted in the vertexpositions being used as in (my pseudologic) worldspace=objectspace. I would opt to have the tagentspace map created solely based on the distance between two closest points (e.g. closest distance between in highrez and the lowrez). This way, the map will work, regardly of where it is or at what orientation to the origin it was created. tim On 06.01.2014 19:34, Matt Lind wrote: It's a simple question of what is the expected result. Should the tangents and bitangents stay oriented relative to the mesh, or should they stay put in world space and acknowledge the transformation of the object? My code is working under the assumption of the former, ultimapper is giving me the latter. See example scene I provided in my previous message. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Monday, January 06, 2014 12:22 AM To: softimage@listproc.autodesk.com Subject: RE: ultimapper issues - tangent space normal maps Have you tried other solutions? Try it with xNormal to check your results. In my opinion Ultimapper is quite useless without cage. Since we left Ultimapper out of the formula, we have no issues at all. Back to your problem. As far as I know, there are three normal mapping type, world, object and tangent space normal maps. World space is the best for static object, that have no transformation at all. Object space normal maps allows object transformation, while tangent space normal maps allow deformation as well. If tangent normal map changes when you transform the object, it might be a bug. I'm not into the math of tangent space normal maping, but as I mentioned, without cage Ultimapper is aquite useless, so we dropped it. Consider moving onto xNormal it's quite reliable tool Cheers Szabolcs -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Saturday, January 04, 2014 2:13 AM To: softimage@listproc.autodesk.com Subject: RE: ultimapper issues - tangent space normal maps It's not a normalization issue as the normal vectors are normalized in Euler space before being converted to RGB color space. If it were a post process problem, there would be differences in all cases. So far I only see the difference when one or both meshes are transformed indicating it's a coordinate space computation issue. There is no issue with a cage either. See my previous reply to the this thread with example scene. The cage is only relevant when there are many layers of overlapping surfaces. In my example it's a simple cube and sphere, so no need for a cage. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: Friday, January 03, 2014 3:11 AM To: softimage@listproc.autodesk.com Subject: Re: ultimapper issues - tangent space normal maps Hi Matt, A shift in the final intensity could come from a per channel normalisation. You´d get different results if you don´t have such normalisation/levels operation as a postprocess of your saving calculations to file. But it should be easy enough to test if suc a normalisation would give you similar results to XSI. In the dirtiestcheapest way, in PhotoshopAuto Levels. Since Szabolcs already pointed out that there is no cage option in Ultimapper, e.g. no manual control of a min and max searchdistance for calculations, I´d guess the min and max is fixedly determined by the maximum distance between highrez and lowrez mesh and the results are smoothed out by remapping to 0-1 per channel for best use of the file´s available intensity steps. I could be completely wrong, thought. In general, I will most likely use ZBrush and CrazyBump to create and modify Normals in a let´s say, artsy partsy mashed potato kind of way that gives me the look I want without knowing much more than Greenlight from Ground, Redlight from Right to work in Cryengine/UDK/3DSMax. Cheers, tim On 03.01.2014 07:51, Szabolcs Matefy wrote: Hey Matt, Your result might be different because of the tangent space calculation. I suppose that the normal map
RE: ultimapper issues - tangent space normal maps
OK, so what I'm hearing is we both agree ultimapper is wrong. That's what I needed to know. I'll file a bug on ultimapper and proceed under the assumption my code is correct. Thanks. As for looking up a normal on a high res mesh from a low res mesh, ultimapper is using raycast along the low res mesh's normal to find the appropriate location on the high res mesh. If the ray shoots off into outer space without hitting anything, a 2nd ray is cast in the opposite direction. If that ray hits nothing, the normal is recorded as (0.5, 0.5, 1) indicating the tangent normal map stores the geometry normal as is. If you do a closest location search as you suggest, the results are often quite different. Using the example scene I provided in a previous message, the raycast method as described above results in a circle being drawn on each face of the cube. If you do a closest location search, the entire cube will be filled with normals and that map will have heavy amounts of distortion. In some cases that may be desireable or more appropriate than raycasting. In either case, I don't think there's a blanket solution to that problem. The search method has to be tailored to the specific case. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: Monday, January 06, 2014 11:20 AM To: softimage@listproc.autodesk.com Subject: Re: ultimapper issues - tangent space normal maps What does xnormal do for two meshes with non-zero transforms? Out of a gut feeling, I would say that a tangent space normal map should be independent of an object´s world space transformation, because if it where dependent on that worldspace position, it would degrade the tangent space map into an incorrectly created object space normal map. It doesn´t make sense to take worldorientation of an object into account for a tangent space map. Here the mother of all is one and she is perpendicular to the face. Nobody else has binormals anyway, sort of. In terms of using empathy, I would guess that the code for Ultimapper was tested against two objects in the origin and this resulted in the vertexpositions being used as in (my pseudologic) worldspace=objectspace. I would opt to have the tagentspace map created solely based on the distance between two closest points (e.g. closest distance between in highrez and the lowrez). This way, the map will work, regardly of where it is or at what orientation to the origin it was created. tim On 06.01.2014 19:34, Matt Lind wrote: It's a simple question of what is the expected result. Should the tangents and bitangents stay oriented relative to the mesh, or should they stay put in world space and acknowledge the transformation of the object? My code is working under the assumption of the former, ultimapper is giving me the latter. See example scene I provided in my previous message. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Monday, January 06, 2014 12:22 AM To: softimage@listproc.autodesk.com Subject: RE: ultimapper issues - tangent space normal maps Have you tried other solutions? Try it with xNormal to check your results. In my opinion Ultimapper is quite useless without cage. Since we left Ultimapper out of the formula, we have no issues at all. Back to your problem. As far as I know, there are three normal mapping type, world, object and tangent space normal maps. World space is the best for static object, that have no transformation at all. Object space normal maps allows object transformation, while tangent space normal maps allow deformation as well. If tangent normal map changes when you transform the object, it might be a bug. I'm not into the math of tangent space normal maping, but as I mentioned, without cage Ultimapper is aquite useless, so we dropped it. Consider moving onto xNormal it's quite reliable tool Cheers Szabolcs -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Saturday, January 04, 2014 2:13 AM To: softimage@listproc.autodesk.com Subject: RE: ultimapper issues - tangent space normal maps It's not a normalization issue as the normal vectors are normalized in Euler space before being converted to RGB color space. If it were a post process problem, there would be differences in all cases. So far I only see the difference when one or both meshes are transformed indicating it's a coordinate space computation issue. There is no issue with a cage either. See my previous reply to the this thread with example scene. The cage is only relevant when there are many layers of overlapping surfaces. In my example it's a simple cube and sphere, so no need
rigging in xsi vs maya
what do you guys think about this blog post: http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html
Re: rigging in xsi vs maya
oh my god, get ready for every 'point' being argued. On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau luceri...@gmail.comwrote: what do you guys think about this blog post: http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html
Re: rigging in xsi vs maya
I saw that a long time ago (its from 2011) and was very upset when it was sent around as it is obviously not done by someone who really understands both systems. It's a shame it's even posted for public consumption. I'm a hater on the general workflow clunkiness of Maya but giving it a fair shot and having used it over the years off and on, rigging is very similar in both and most of the times the knowledge and methods can be translated over to the other app without too much hassle. Eric T. On Monday, January 06, 2014 3:13:20 PM, Steven Caron wrote: oh my god, get ready for every 'point' being argued. On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau luceri...@gmail.com mailto:luceri...@gmail.com wrote: what do you guys think about this blog post: http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html
Re: rigging in xsi vs maya
It is so embarrassing to read I can't pass the third paragraph, but that is what happens when you see someone that knows so little about one piece of software and feels has the the authority to throw his opinion on the internet. ahhh… now I am going to have to answer him. Jordi Bares jordiba...@gmail.com On 6 Jan 2014, at 20:10, Luc-Eric Rousseau luceri...@gmail.com wrote: what do you guys think about this blog post: http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html
Re: rigging in xsi vs maya
Simon says.. What?? ;-) Rob \/-\/\/ On 6-1-2014 21:13, Steven Caron wrote: oh my god, get ready for every 'point' being argued. On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau luceri...@gmail.com mailto:luceri...@gmail.com wrote: what do you guys think about this blog post: http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2014.0.4259 / Virus Database: 3658/6980 - Release Date: 01/06/14
Re: rigging in xsi vs maya
i have only skimmed this but he has arbitrary decisions when to give one app a 'point' and when to 'dock a point'. he docks a point because he doesn't like the floating property pages then adds a point later because he likes it (two explorers to drag and drop). @luc-eric, please please don't tell me anyone at autodesk is taking this serious? s On Mon, Jan 6, 2014 at 12:13 PM, Steven Caron car...@gmail.com wrote: oh my god, get ready for every 'point' being argued. On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau luceri...@gmail.comwrote: what do you guys think about this blog post: http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html
Re: rigging in xsi vs maya
*The time that Maya saves with its rigging technology and superior workflow, outweighs the additional cost.* HAHAHAHAHAHAHHAHA I saw this a long ago and not then not now it makes any sense at all.. On Mon, Jan 6, 2014 at 9:24 PM, Steven Caron car...@gmail.com wrote: i have only skimmed this but he has arbitrary decisions when to give one app a 'point' and when to 'dock a point'. he docks a point because he doesn't like the floating property pages then adds a point later because he likes it (two explorers to drag and drop). @luc-eric, please please don't tell me anyone at autodesk is taking this serious? s On Mon, Jan 6, 2014 at 12:13 PM, Steven Caron car...@gmail.com wrote: oh my god, get ready for every 'point' being argued. On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau luceri...@gmail.comwrote: what do you guys think about this blog post: http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html
Re: rigging in xsi vs maya
What I find highly offensive is that the author left out any of their qualifications or contact information... I think it's Simon Payne. you can read his bio at the bottom right here (scroll all the way down) http://cmivfx.com/store/495-Creature+Creators+Handbook+Volume+01 i have only skimmed this but he has arbitrary decisions when to give one app a 'point' and when to 'dock a point'. everyone would do this, imho, everyone has their thing they like here or there. About the IK chains in Softimage, when all you did in 10 years is rig like Softimage, it's second nature and you accept the way it works as how things work (with nulls, etc) I think the discussion in general is deep and interesting, although those first 3 paragraphs seem way too harsh. I've read some of these comments from client reports.
RE: rigging in xsi vs maya
It reads like a maya evangelist tried XSI/Softimage for a first time and beeing disappointed because it's different in getting thing done. [Quote]: ...If [Maya] costs 40% more,... you can do more advanced characters, with less bugs, in half the time, then choosing XSI for Characters is in fact a choice for the more expensive outlay, and the lower level of results...[End of quote] I don't think so. Not even in 2011. :) -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: Monday, January 06, 2014 9:10 PM To: softimage@listproc.autodesk.com Subject: rigging in xsi vs maya what do you guys think about this blog post: http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html
Re: rigging in xsi vs maya
Over the years I've stopped looking at rigging as just a collection of joints, iks, and constraints. There's an overarching support toolset that needs to be in place to manage rigs and animation data that needs to be part of the equation too. From the maya side, I miss stuff like the Mixer and GATOR. I would give body parts for XSI's operators stacks and ICE integration. The blog is missing a lot. These days, I think rigging has gotten so sophisticated that the stuff he's comparing only accounts for about 40 percent of the rigging process. There's a hefty 70 percent regarding muscles, collisions, and deformer creation that is still handled via custom tools. That right bitches. Rigging is 110% effort. At least that's how it feels to me these days. -Lu On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau luceri...@gmail.comwrote: what do you guys think about this blog post: http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html
Re: rigging in xsi vs maya
For flexibility and workflow, Maya wins the blendshape *point* by quite a distance. I call shenanigans. lol -- Last time I tried to make a corrective shape in Maya *while in the same pose* using what's in the box, I wanted to shoot myself in the foot. On Mon, Jan 6, 2014 at 3:29 PM, Mirko Jankovic mirkoj.anima...@gmail.comwrote: *The time that Maya saves with its rigging technology and superior workflow, outweighs the additional cost.* HAHAHAHAHAHAHHAHA I saw this a long ago and not then not now it makes any sense at all.. On Mon, Jan 6, 2014 at 9:24 PM, Steven Caron car...@gmail.com wrote: i have only skimmed this but he has arbitrary decisions when to give one app a 'point' and when to 'dock a point'. he docks a point because he doesn't like the floating property pages then adds a point later because he likes it (two explorers to drag and drop). @luc-eric, please please don't tell me anyone at autodesk is taking this serious? s On Mon, Jan 6, 2014 at 12:13 PM, Steven Caron car...@gmail.com wrote: oh my god, get ready for every 'point' being argued. On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau luceri...@gmail.comwrote: what do you guys think about this blog post: http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html
Re: rigging in xsi vs maya
Last paragraph needs to be framed and hung on the wall. :P On Monday, January 06, 2014 3:47:41 PM, Meng-Yang Lu wrote: These days, I think rigging has gotten so sophisticated that the stuff he's comparing only accounts for about 40 percent of the rigging process. There's a hefty 70 percent regarding muscles, collisions, and deformer creation that is still handled via custom tools. That right bitches. Rigging is 110% effort. At least that's how it feels to me these days.
Re: rigging in xsi vs maya
I would say 1% got discussed and very badly discussed. Regarding rigging I remember once a very senior rigger throwing tons of cr@p in the rig and I had to sit down and re-rig it in front of him and actually _prove_ him you could do the same with just a tenth of the bones and controls. The same with topology and the paranoia riggers have with loops being in certain way, I ended up putting the same mesh thru the same rig only with different loops to _prove_ him it was actually worst to use regular topology than stress based topology. My issue really is that there are too many people that read posts and training videos like these and believe it hands down without even trying for themselves in a real way. Jordi Bares jordiba...@gmail.com On 6 Jan 2014, at 20:47, Meng-Yang Lu ntmon...@gmail.com wrote: Over the years I've stopped looking at rigging as just a collection of joints, iks, and constraints. There's an overarching support toolset that needs to be in place to manage rigs and animation data that needs to be part of the equation too. From the maya side, I miss stuff like the Mixer and GATOR. I would give body parts for XSI's operators stacks and ICE integration. The blog is missing a lot. These days, I think rigging has gotten so sophisticated that the stuff he's comparing only accounts for about 40 percent of the rigging process. There's a hefty 70 percent regarding muscles, collisions, and deformer creation that is still handled via custom tools. That right bitches. Rigging is 110% effort. At least that's how it feels to me these days. -Lu On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau luceri...@gmail.com wrote: what do you guys think about this blog post: http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html
RE: rigging in xsi vs maya
Very much so on framing that quote. I think its most telling that out of all of the maya vs xsi pieces he created (7) he only posted one. We no longer teach rigging in our animation course as it has just become too time consuming to get people new to 3D to understand it decently (our course is only a year) and quite frankly very few animation students are going to end up as riggers. (I think we have had two in 10 years). In the short time we have we would rather teach them to animate properly using a supplied rig (and getting to understand how to use controls better). In the case of getting the rare student who was interested in rigging we have always accommodated them. Rigging has become such a specialized field that its both very scary for new people , and I can only hope also very rewarding for those people who have the dedication and drive to master it. From: Eric Thivierge [ethivie...@hybride.com] Sent: 06 January 2014 10:58 PM To: softimage@listproc.autodesk.com Subject: Re: rigging in xsi vs maya Last paragraph needs to be framed and hung on the wall. :P On Monday, January 06, 2014 3:47:41 PM, Meng-Yang Lu wrote: These days, I think rigging has gotten so sophisticated that the stuff he's comparing only accounts for about 40 percent of the rigging process. There's a hefty 70 percent regarding muscles, collisions, and deformer creation that is still handled via custom tools. That right bitches. Rigging is 110% effort. At least that's how it feels to me these days. = table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;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. /span/font/td /tr /table
Re: rigging in xsi vs maya
Depends how many Animators I have to deal with... :P On Monday, January 06, 2014 4:24:39 PM, Angus Davidson wrote: Rigging has become such a specialized field that its both very scary for new people , and I can only hope also very rewarding for those people who have the dedication and drive to master it.
Re: rigging in xsi vs maya
HAHAHAHAHA! What a farce. On 1/6/2014 1:46 PM, Alan Fregtman wrote: For flexibility and workflow, Maya wins the blendshape *point* by quite a distance. I call shenanigans. lol -- Last time I tried to make a corrective shape in Maya *while in the same pose* using what's in the box, I wanted to shoot myself in the foot. On Mon, Jan 6, 2014 at 3:29 PM, Mirko Jankovic mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com wrote: *The time that Maya saves with its rigging technology and superior workflow, outweighs the additional cost.* HAHAHAHAHAHAHHAHA I saw this a long ago and not then not now it makes any sense at all.. On Mon, Jan 6, 2014 at 9:24 PM, Steven Caron car...@gmail.com mailto:car...@gmail.com wrote: i have only skimmed this but he has arbitrary decisions when to give one app a 'point' and when to 'dock a point'. he docks a point because he doesn't like the floating property pages then adds a point later because he likes it (two explorers to drag and drop). @luc-eric, please please don't tell me anyone at autodesk is taking this serious? s On Mon, Jan 6, 2014 at 12:13 PM, Steven Caron car...@gmail.com mailto:car...@gmail.com wrote: oh my god, get ready for every 'point' being argued. On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau luceri...@gmail.com mailto:luceri...@gmail.com wrote: what do you guys think about this blog post: http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html
Envelopes, Weights, Deformers and setting them up.
Hi We use Species here for ease and speed. So the head and jaw have their deformers, and the facial expressions are done through Shapes on a FaceRig panel. For some time now the animator wants some additional Facial controls so he isn't restricted by the range of the shapes. And he wants something that does not turn into a cumbersome task given the revisions/iterations over an asset. I'm fairly new to Softimage and these were the approaches I went about: Doritos I had it setup, just one thing that is dragging the process; Envelopes are generated by distance but there's always normalization. So if I want them to just have a straight spherical falloff into black I can't. Or even to falloff into another dummy null weight, I can't. So I had to paint, around the ears, on the top of the head and sides, neck, etc. I was trying to minimize paitings so iterations on a model's rig can be faster. I could put an inplicit per Derformer set on Bounding Volume Limit. But it's an abrupt cut off. Deform by Spine Creates the falloff I want from the curve. I like the drawn deformations it does on mouth and eyes. I do an operator per curve, since the combined weights of several curves seems wonky. The downside seems to be that I can't transfer them with GATOR. How would you come about to transfer Deform by Spine between objects to save time? General Concerns. I come from Lightwave and Envelopes to me seem to be like a box of weights that are usually normalized. I see that deformers like Cage, Spine also generate such box of weights, but they don't seem to be handled as envelopes. How flexible and manipulated can be weights and the underlying connections of Softimage between the mesh object, the weight, the control null and the deforming operator?? Seems to me that such weights don't exist without the deformers. This Imagehttps://dl.dropboxusercontent.com/u/143766132/Forums/SI-Community/WeightMapsDeform.pngillustrates what I'me trying to do. Cheers probiner
Re: rigging in xsi vs maya
That's funny. A few months ago, when I started rigging in Soft, I was googling a lot of information and pestering this list (trying to keep the hair loss to a minimum, you know...), and I landed on this article. I read it through and through and thought some things were missed. Honestly, it's really hard to come through a real expert on several applications, even if for a single purpose. I don't blame this guys for missing solutions to different problems in his article. My own personal experience is that there are things I love in Soft that I wish Maya had, and there are things in Maya that I definitely miss in Soft (to different degrees of "needing"... from "it'd be nice if", to "Are you f***ing kidding me???!") :-) . All in all, I believe I could deliver any kind of rig in any application (and I'll include Max and Modo in the list), but there would be definitely be pain involved (and brain-picking). And the use of 3rd-party scripts and tools, for sure. There is no greener grass. Live fast, die young. There is no rest for the wicked. Eat fruits and vegetables. Peace! On 06/01/2014 3:10 PM, Luc-Eric Rousseau wrote: what do you guys think about this blog post: http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html --
Facerobot - wrinkle maps and mouth smooth doesn't work
Hi having a strange issue with Facerobot I'm rigging the same face with both Gear and Facerobot to see which one is the best solution for my needs, I'm following the videotutorials on youtube from SoftimageHowsTo and I would like to paint the wrinkle maps As soon as I choose to do wrinkle paint or mouth paint basically the paint tool doesn't work at all On the Mouth paint option basically it doesn't affect the painted region ( nor delete or smooth, nor add ) On the wrinkle paint I cannot see at all the classic yellow lines that defines the wrinkle themselfat first I tought that was a graphic glitch, but even if I paint without seeing what I'm painting and I test the rig the wrinkle paint is not there at all The strangest thing is that the wrinkle paint and the mouth smoothing works with the other already supplied meshes ( RockFalcon, Mister Fitness ) but not with my mesh Did anyone had my same problem? Solution? Cheers
RE: rigging in xsi vs maya
So what does maya rigging tools have that Softimage doesn't that makes a significant difference at the end of the day? Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: Monday, January 06, 2014 1:58 PM To: softimage@listproc.autodesk.com Subject: Re: rigging in xsi vs maya of course everyone would do this, which is why it seems silly to attempt and quantify it at all. i know i have bias and i know trained maya talent do too... i love to squabble about this stuff in my work environment but it is half fun these days. i know there are issues on both sides... but i am not going to post a blog dedicated to it. On Mon, Jan 6, 2014 at 12:42 PM, Luc-Eric Rousseau luceri...@gmail.commailto:luceri...@gmail.com wrote: everyone would do this, imho, everyone has their thing they like here or there. About the IK chains in Softimage, when all you did in 10 years is rig like Softimage, it's second nature and you accept the way it works as how things work (with nulls, etc) I think the discussion in general is deep and interesting, although those first 3 paragraphs seem way too harsh. I've read some of these comments from client reports.
RE: Facerobot - wrinkle maps and mouth smooth doesn't work
I think I had the same issue once. It may have been due to topo edits combined with a 'freeze/freezeM I may have done. I realized the problem and reverted to a previous scene. Manny Papamanos Product Support Specialist Americas Frontline Technical Support From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nicolas Esposito Sent: Monday, January 06, 2014 4:51 PM To: softimage@listproc.autodesk.com Subject: Facerobot - wrinkle maps and mouth smooth doesn't work Hi having a strange issue with Facerobot I'm rigging the same face with both Gear and Facerobot to see which one is the best solution for my needs, I'm following the videotutorials on youtube from SoftimageHowsTo and I would like to paint the wrinkle maps As soon as I choose to do wrinkle paint or mouth paint basically the paint tool doesn't work at all On the Mouth paint option basically it doesn't affect the painted region ( nor delete or smooth, nor add ) On the wrinkle paint I cannot see at all the classic yellow lines that defines the wrinkle themselfat first I tought that was a graphic glitch, but even if I paint without seeing what I'm painting and I test the rig the wrinkle paint is not there at all The strangest thing is that the wrinkle paint and the mouth smoothing works with the other already supplied meshes ( RockFalcon, Mister Fitness ) but not with my mesh Did anyone had my same problem? Solution? Cheers attachment: winmail.dat
RE: Envelopes, Weights, Deformers and setting them up.
Perhaps deform by volume? This doesn't deal with weight though but can be flexible since you can interactively mod the radius on the volume deformers. Manny Papamanos Product Support Specialist Americas Frontline Technical Support From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of pedro santos Sent: Monday, January 06, 2014 4:45 PM To: softimage@listproc.autodesk.com Subject: Envelopes, Weights, Deformers and setting them up. Hi We use Species here for ease and speed. So the head and jaw have their deformers, and the facial expressions are done through Shapes on a FaceRig panel. For some time now the animator wants some additional Facial controls so he isn't restricted by the range of the shapes. And he wants something that does not turn into a cumbersome task given the revisions/iterations over an asset. I'm fairly new to Softimage and these were the approaches I went about: Doritos I had it setup, just one thing that is dragging the process; Envelopes are generated by distance but there's always normalization. So if I want them to just have a straight spherical falloff into black I can't. Or even to falloff into another dummy null weight, I can't. So I had to paint, around the ears, on the top of the head and sides, neck, etc. I was trying to minimize paitings so iterations on a model's rig can be faster. I could put an inplicit per Derformer set on Bounding Volume Limit. But it's an abrupt cut off. Deform by Spine Creates the falloff I want from the curve. I like the drawn deformations it does on mouth and eyes. I do an operator per curve, since the combined weights of several curves seems wonky. The downside seems to be that I can't transfer them with GATOR. How would you come about to transfer Deform by Spine between objects to save time? General Concerns. I come from Lightwave and Envelopes to me seem to be like a box of weights that are usually normalized. I see that deformers like Cage, Spine also generate such box of weights, but they don't seem to be handled as envelopes. How flexible and manipulated can be weights and the underlying connections of Softimage between the mesh object, the weight, the control null and the deforming operator?? Seems to me that such weights don't exist without the deformers. This Imagehttps://dl.dropboxusercontent.com/u/143766132/Forums/SI-Community/WeightMapsDeform.png illustrates what I'me trying to do. Cheers probiner attachment: winmail.dat
Re: rigging in xsi vs maya
In my opinion the only thing I would love to have from maya is the ability to get deformation from objects vertices rather than object centres so you can build pseudo-muscles easily. The whole muscle system would be nice but it is not critical imho given that I am of the opinion that the animator has to see the silhouette to take an informed decision and simulating muscles goes against that. therefore I rather do it by hand. The rest I believe is simply a matter of taste. hope it helps Jordi Bares jordiba...@gmail.com On 6 Jan 2014, at 22:03, Matt Lind ml...@carbinestudios.com wrote: So what does maya rigging tools have that Softimage doesn’t that makes a significant difference at the end of the day? Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: Monday, January 06, 2014 1:58 PM To: softimage@listproc.autodesk.com Subject: Re: rigging in xsi vs maya of course everyone would do this, which is why it seems silly to attempt and quantify it at all. i know i have bias and i know trained maya talent do too... i love to squabble about this stuff in my work environment but it is half fun these days. i know there are issues on both sides... but i am not going to post a blog dedicated to it. On Mon, Jan 6, 2014 at 12:42 PM, Luc-Eric Rousseau luceri...@gmail.com wrote: everyone would do this, imho, everyone has their thing they like here or there. About the IK chains in Softimage, when all you did in 10 years is rig like Softimage, it's second nature and you accept the way it works as how things work (with nulls, etc) I think the discussion in general is deep and interesting, although those first 3 paragraphs seem way too harsh. I've read some of these comments from client reports.
Re: rigging in xsi vs maya
are you asking me personally? i think some studios might favor the dependency graph structure of maya for custom nodes and behaviors. they would choose that over the better initially organized softimage environment which lacks some customization options that maya has. a topic discussed to death already, maya's dominance is because of timing (of their release years ago) and it's extensibility. s On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind ml...@carbinestudios.com wrote: So what does maya rigging tools have that Softimage doesn’t that makes a significant difference at the end of the day? Matt
Re: rigging in xsi vs maya
What does XSI users use for skin simulation these days? All custom stuff in ICE? We've been leveraging nCloth quite a bit lately and arguably, it's the only piece of tech that 3D peeps here regardless of app preference can unanimously agree that it is indeed pretty good. Maybe not significant for games, but plays a big part of what we do day to day. The other thing is speed. This is subjective, but not without me observing over the years that if you get rigs of similar complexity, however you get there, animating a handful in Maya is usually no problem while doing the same in XSI feels a bit slow. Not trying to argue, Matt. If forced to pick A or B, I'd find a way regardless. Just trying to be objective and see what bounces back because we're always looking for faster and better ways of doing stuff. -Lu On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind ml...@carbinestudios.com wrote: So what does maya rigging tools have that Softimage doesn’t that makes a significant difference at the end of the day? Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron *Sent:* Monday, January 06, 2014 1:58 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: rigging in xsi vs maya of course everyone would do this, which is why it seems silly to attempt and quantify it at all. i know i have bias and i know trained maya talent do too... i love to squabble about this stuff in my work environment but it is half fun these days. i know there are issues on both sides... but i am not going to post a blog dedicated to it. On Mon, Jan 6, 2014 at 12:42 PM, Luc-Eric Rousseau luceri...@gmail.com wrote: everyone would do this, imho, everyone has their thing they like here or there. About the IK chains in Softimage, when all you did in 10 years is rig like Softimage, it's second nature and you accept the way it works as how things work (with nulls, etc) I think the discussion in general is deep and interesting, although those first 3 paragraphs seem way too harsh. I've read some of these comments from client reports.
RE: rigging in xsi vs maya
Open question to anybody with significant experience in both Softimage and maya. I have to address some envelope and rigging tools internally pretty soon. Having this discussion now is convenience for me. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: Monday, January 06, 2014 2:21 PM To: softimage@listproc.autodesk.com Subject: Re: rigging in xsi vs maya are you asking me personally? i think some studios might favor the dependency graph structure of maya for custom nodes and behaviors. they would choose that over the better initially organized softimage environment which lacks some customization options that maya has. a topic discussed to death already, maya's dominance is because of timing (of their release years ago) and it's extensibility. s On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: So what does maya rigging tools have that Softimage doesn't that makes a significant difference at the end of the day? Matt
Re: rigging in xsi vs maya
I found that the biggest problems in rigging are management issues: listening and weighing input, absorbing unexpected changes gracefully, and finding solutions that fit into a much larger pipeline over which you have limited control. Rarely are you even in a position to dictate the software, it's simply another variable to consider. Often there are overarching political issues that you must absorb and translate into production. Like all things, it always comes back to people. Really, moving vertices is the easiest part of the job. On Mon, Jan 6, 2014 at 5:20 PM, Steven Caron car...@gmail.com wrote: are you asking me personally? i think some studios might favor the dependency graph structure of maya for custom nodes and behaviors. they would choose that over the better initially organized softimage environment which lacks some customization options that maya has. a topic discussed to death already, maya's dominance is because of timing (of their release years ago) and it's extensibility. s On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind ml...@carbinestudios.comwrote: So what does maya rigging tools have that Softimage doesn’t that makes a significant difference at the end of the day? Matt
Re: rigging in xsi vs maya
Well.. I really hope that Fabric Engine will be our fixing solution. I think both SI and Maya way of handling solvers/gizmos ect are bit sloppy compaired to Fabric... n slow.. : ) On 7 January 2014 00:30, Ben Barker ben.bar...@gmail.com wrote: I found that the biggest problems in rigging are management issues: listening and weighing input, absorbing unexpected changes gracefully, and finding solutions that fit into a much larger pipeline over which you have limited control. Rarely are you even in a position to dictate the software, it's simply another variable to consider. Often there are overarching political issues that you must absorb and translate into production. Like all things, it always comes back to people. Really, moving vertices is the easiest part of the job. On Mon, Jan 6, 2014 at 5:20 PM, Steven Caron car...@gmail.com wrote: are you asking me personally? i think some studios might favor the dependency graph structure of maya for custom nodes and behaviors. they would choose that over the better initially organized softimage environment which lacks some customization options that maya has. a topic discussed to death already, maya's dominance is because of timing (of their release years ago) and it's extensibility. s On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind ml...@carbinestudios.comwrote: So what does maya rigging tools have that Softimage doesn’t that makes a significant difference at the end of the day? Matt -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Pursimiehenkatu 29-31 b 2krs. 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi
RE: rigging in xsi vs maya
Let me narrow down the question to the specific task of applying an envelope or weighting/re-weighting an envelope. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Monday, January 06, 2014 2:27 PM To: softimage@listproc.autodesk.com Subject: RE: rigging in xsi vs maya Open question to anybody with significant experience in both Softimage and maya. I have to address some envelope and rigging tools internally pretty soon. Having this discussion now is convenience for me. Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: Monday, January 06, 2014 2:21 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: rigging in xsi vs maya are you asking me personally? i think some studios might favor the dependency graph structure of maya for custom nodes and behaviors. they would choose that over the better initially organized softimage environment which lacks some customization options that maya has. a topic discussed to death already, maya's dominance is because of timing (of their release years ago) and it's extensibility. s On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: So what does maya rigging tools have that Softimage doesn't that makes a significant difference at the end of the day? Matt
Re: rigging in xsi vs maya
agreed... On Mon, Jan 6, 2014 at 2:30 PM, Ben Barker ben.bar...@gmail.com wrote: Like all things, it always comes back to people.
RE: rigging in xsi vs maya
Arguments are good. That's where the truth comes out from having to prove a point one way or another. We need to do simulation too, but mostly for clothing or tapestries. The hard part for us is getting the motion to look natural and meaningful, but also loop seamlessly over a short duration and blend with other actions doing the same. Example: Our main avatar has over 700 unique actions (walk, run, jump, roll left, roll right, die, etc...). The longest action I can find is about 200 frames long and the average case about 45-60 frames (animating at 30 fps). If a piece of cloth is animated, it needs to start and end in the same position for all actions that move that cloth because any action can transition into almost any other action at runtime. The hard part is finding cloth poses that look natural and flow nicely in those transitions while being able to loop without looking stupid. Another difficult part is getting the cloth to animate correctly because all the avatar performs his actions in place a the world origin on a pedastal. He doesn't travel around as seen in the runtime environment. So far we've been doing it all manually via keying the envelope deformers. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Meng-Yang Lu Sent: Monday, January 06, 2014 2:27 PM To: softimage@listproc.autodesk.com Subject: Re: rigging in xsi vs maya What does XSI users use for skin simulation these days? All custom stuff in ICE? We've been leveraging nCloth quite a bit lately and arguably, it's the only piece of tech that 3D peeps here regardless of app preference can unanimously agree that it is indeed pretty good. Maybe not significant for games, but plays a big part of what we do day to day. The other thing is speed. This is subjective, but not without me observing over the years that if you get rigs of similar complexity, however you get there, animating a handful in Maya is usually no problem while doing the same in XSI feels a bit slow. Not trying to argue, Matt. If forced to pick A or B, I'd find a way regardless. Just trying to be objective and see what bounces back because we're always looking for faster and better ways of doing stuff. -Lu On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: So what does maya rigging tools have that Softimage doesn't that makes a significant difference at the end of the day? Matt 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 Steven Caron Sent: Monday, January 06, 2014 1:58 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: rigging in xsi vs maya of course everyone would do this, which is why it seems silly to attempt and quantify it at all. i know i have bias and i know trained maya talent do too... i love to squabble about this stuff in my work environment but it is half fun these days. i know there are issues on both sides... but i am not going to post a blog dedicated to it. On Mon, Jan 6, 2014 at 12:42 PM, Luc-Eric Rousseau luceri...@gmail.commailto:luceri...@gmail.com wrote: everyone would do this, imho, everyone has their thing they like here or there. About the IK chains in Softimage, when all you did in 10 years is rig like Softimage, it's second nature and you accept the way it works as how things work (with nulls, etc) I think the discussion in general is deep and interesting, although those first 3 paragraphs seem way too harsh. I've read some of these comments from client reports.
Re: rigging in xsi vs maya
I'll definitely get back to you on this one tomorrow. On 06/01/2014 5:36 PM, Matt Lind wrote: Let me narrow down the question to the specific task of applying an envelope or weighting/re-weighting an envelope. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Monday, January 06, 2014 2:27 PM To: softimage@listproc.autodesk.com Subject: RE: rigging in xsi vs maya Open question to anybody with significant experience in both Softimage and maya. I have to address some envelope and rigging tools internally pretty soon. Having this discussion now is convenience for me. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: Monday, January 06, 2014 2:21 PM To: softimage@listproc.autodesk.com Subject: Re: rigging in xsi vs maya are you asking me personally? i think some studios might favor the dependency graph structure of maya for custom nodes and behaviors. they would choose that over the better initially organized softimage environment which lacks some customization options that maya has. a topic discussed to death already, maya's dominance is because of timing (of their release years ago) and it's extensibility. s On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind ml...@carbinestudios.com wrote: So what does maya rigging tools have that Softimage doesnt that makes a significant difference at the end of the day? Matt --
Re: rigging in xsi vs maya
I think different ways of calculating the influence is probably the highest hurdle right now. The default calculations get you a good starting point but there are the other heat map methods and another voxel based one I saw a vimeo video on that are going to get you much closer than our current option of the default influence calculations. Having the new feature in Maya to place bones in the middle of a volume I think would help a bit as well. Right now we're just stuck with creating a cluster, null cluster constraint. Snap to null. Delete null and cluster. I find weight painting much better in Softimage than Maya. The weight editor is a really good feature that I think Maya should have (Admitting my ignorance on the topic if there is such editor and I've missed it, unlike some blog posters out there). Eric Thivierge http://www.ethivierge.com On Mon, Jan 6, 2014 at 5:36 PM, Matt Lind ml...@carbinestudios.com wrote: Let me narrow down the question to the specific task of applying an envelope or weighting/re-weighting an envelope. Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind *Sent:* Monday, January 06, 2014 2:27 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: rigging in xsi vs maya Open question to anybody with significant experience in both Softimage and maya. I have to address some envelope and rigging tools internally pretty soon. Having this discussion now is convenience for me. Matt *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron *Sent:* Monday, January 06, 2014 2:21 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: rigging in xsi vs maya are you asking me personally? i think some studios might favor the dependency graph structure of maya for custom nodes and behaviors. they would choose that over the better initially organized softimage environment which lacks some customization options that maya has. a topic discussed to death already, maya's dominance is because of timing (of their release years ago) and it's extensibility. s On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind ml...@carbinestudios.com wrote: So what does maya rigging tools have that Softimage doesn’t that makes a significant difference at the end of the day? Matt
Re: rigging in xsi vs maya
You mean like the one that inspired the Maya tool? ;) http://www.youtube.com/watch?feature=player_embeddedv=f7bmBOcLjGg available at http://rray.de/xsi/ scroll to bottom and search for Draw Bones Inside Mesh On Mon, Jan 6, 2014 at 5:33 PM, Eric Thivierge ethivie...@gmail.com wrote: I think different ways of calculating the influence is probably the highest hurdle right now. The default calculations get you a good starting point but there are the other heat map methods and another voxel based one I saw a vimeo video on that are going to get you much closer than our current option of the default influence calculations. Having the new feature in Maya to place bones in the middle of a volume I think would help a bit as well. Right now we're just stuck with creating a cluster, null cluster constraint. Snap to null. Delete null and cluster. I find weight painting much better in Softimage than Maya. The weight editor is a really good feature that I think Maya should have (Admitting my ignorance on the topic if there is such editor and I've missed it, unlike some blog posters out there). Eric Thivierge http://www.ethivierge.com On Mon, Jan 6, 2014 at 5:36 PM, Matt Lind ml...@carbinestudios.comwrote: Let me narrow down the question to the specific task of applying an envelope or weighting/re-weighting an envelope. Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind *Sent:* Monday, January 06, 2014 2:27 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: rigging in xsi vs maya Open question to anybody with significant experience in both Softimage and maya. I have to address some envelope and rigging tools internally pretty soon. Having this discussion now is convenience for me. Matt *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron *Sent:* Monday, January 06, 2014 2:21 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: rigging in xsi vs maya are you asking me personally? i think some studios might favor the dependency graph structure of maya for custom nodes and behaviors. they would choose that over the better initially organized softimage environment which lacks some customization options that maya has. a topic discussed to death already, maya's dominance is because of timing (of their release years ago) and it's extensibility. s On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind ml...@carbinestudios.com wrote: So what does maya rigging tools have that Softimage doesn’t that makes a significant difference at the end of the day? Matt -- -=T=-
Re: rigging in xsi vs maya
It's called the Component Editor. Does the same thing. However, XSI lets you slide the weights around until it feels right. Beats typing it in. I just remembered a pretty silly conversation involving a rigging supe and an XSI developer regarding locking weights. It was like the only crutch to hang onto for a Maya user. Then afterward it was implemented and I think the weighting system in XSI has been far superior since then. I really do thing volumetric ideas like OpenVDB is something to explore. Not only would you have your classic joint/influence relationship, but also add in psuedo collision evalualtion around those nasty parts like armpits, elbow crooks, and the backs of legs. -Lu On Mon, Jan 6, 2014 at 3:33 PM, Eric Thivierge ethivie...@gmail.com wrote: I think different ways of calculating the influence is probably the highest hurdle right now. The default calculations get you a good starting point but there are the other heat map methods and another voxel based one I saw a vimeo video on that are going to get you much closer than our current option of the default influence calculations. Having the new feature in Maya to place bones in the middle of a volume I think would help a bit as well. Right now we're just stuck with creating a cluster, null cluster constraint. Snap to null. Delete null and cluster. I find weight painting much better in Softimage than Maya. The weight editor is a really good feature that I think Maya should have (Admitting my ignorance on the topic if there is such editor and I've missed it, unlike some blog posters out there). Eric Thivierge http://www.ethivierge.com On Mon, Jan 6, 2014 at 5:36 PM, Matt Lind ml...@carbinestudios.comwrote: Let me narrow down the question to the specific task of applying an envelope or weighting/re-weighting an envelope. Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind *Sent:* Monday, January 06, 2014 2:27 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: rigging in xsi vs maya Open question to anybody with significant experience in both Softimage and maya. I have to address some envelope and rigging tools internally pretty soon. Having this discussion now is convenience for me. Matt *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron *Sent:* Monday, January 06, 2014 2:21 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: rigging in xsi vs maya are you asking me personally? i think some studios might favor the dependency graph structure of maya for custom nodes and behaviors. they would choose that over the better initially organized softimage environment which lacks some customization options that maya has. a topic discussed to death already, maya's dominance is because of timing (of their release years ago) and it's extensibility. s On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind ml...@carbinestudios.com wrote: So what does maya rigging tools have that Softimage doesn’t that makes a significant difference at the end of the day? Matt
Re: rigging in xsi vs maya
quoted from the blog I hope you can tell from the above thorough comparisons and analysis, why it is the case however, that Maya reigns dominant in this subject. As you can see by the detail I have provided here, it is academic, and nothing to do with personal preference so there you go then! :) sdfdf so On 6 January 2014 23:41, Eric Turman i.anima...@gmail.com wrote: You mean like the one that inspired the Maya tool? ;) http://www.youtube.com/watch?feature=player_embeddedv=f7bmBOcLjGg available at http://rray.de/xsi/ scroll to bottom and search for Draw Bones Inside Mesh On Mon, Jan 6, 2014 at 5:33 PM, Eric Thivierge ethivie...@gmail.comwrote: I think different ways of calculating the influence is probably the highest hurdle right now. The default calculations get you a good starting point but there are the other heat map methods and another voxel based one I saw a vimeo video on that are going to get you much closer than our current option of the default influence calculations. Having the new feature in Maya to place bones in the middle of a volume I think would help a bit as well. Right now we're just stuck with creating a cluster, null cluster constraint. Snap to null. Delete null and cluster. I find weight painting much better in Softimage than Maya. The weight editor is a really good feature that I think Maya should have (Admitting my ignorance on the topic if there is such editor and I've missed it, unlike some blog posters out there). Eric Thivierge http://www.ethivierge.com On Mon, Jan 6, 2014 at 5:36 PM, Matt Lind ml...@carbinestudios.comwrote: Let me narrow down the question to the specific task of applying an envelope or weighting/re-weighting an envelope. Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind *Sent:* Monday, January 06, 2014 2:27 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: rigging in xsi vs maya Open question to anybody with significant experience in both Softimage and maya. I have to address some envelope and rigging tools internally pretty soon. Having this discussion now is convenience for me. Matt *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron *Sent:* Monday, January 06, 2014 2:21 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: rigging in xsi vs maya are you asking me personally? i think some studios might favor the dependency graph structure of maya for custom nodes and behaviors. they would choose that over the better initially organized softimage environment which lacks some customization options that maya has. a topic discussed to death already, maya's dominance is because of timing (of their release years ago) and it's extensibility. s On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind ml...@carbinestudios.com wrote: So what does maya rigging tools have that Softimage doesn’t that makes a significant difference at the end of the day? Matt -- -=T=-
Re: rigging in xsi vs maya
All well and good but I'd prefer it to be built in and supported by the dev team. Less reliability on 3rd party to fix things when production needs a fix. (Yeah I know I'm one to talk about 3rd party tools...). Lots of these nice tools have been made by individuals who drop off the face of the earth or are too busy to support them. Eric Thivierge http://www.ethivierge.com On Mon, Jan 6, 2014 at 6:41 PM, Eric Turman i.anima...@gmail.com wrote: You mean like the one that inspired the Maya tool? ;) http://www.youtube.com/watch?feature=player_embeddedv=f7bmBOcLjGg available at http://rray.de/xsi/ scroll to bottom and search for Draw Bones Inside Mesh On Mon, Jan 6, 2014 at 5:33 PM, Eric Thivierge ethivie...@gmail.comwrote: I think different ways of calculating the influence is probably the highest hurdle right now. The default calculations get you a good starting point but there are the other heat map methods and another voxel based one I saw a vimeo video on that are going to get you much closer than our current option of the default influence calculations. Having the new feature in Maya to place bones in the middle of a volume I think would help a bit as well. Right now we're just stuck with creating a cluster, null cluster constraint. Snap to null. Delete null and cluster. I find weight painting much better in Softimage than Maya. The weight editor is a really good feature that I think Maya should have (Admitting my ignorance on the topic if there is such editor and I've missed it, unlike some blog posters out there). Eric Thivierge http://www.ethivierge.com On Mon, Jan 6, 2014 at 5:36 PM, Matt Lind ml...@carbinestudios.comwrote: Let me narrow down the question to the specific task of applying an envelope or weighting/re-weighting an envelope. Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind *Sent:* Monday, January 06, 2014 2:27 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: rigging in xsi vs maya Open question to anybody with significant experience in both Softimage and maya. I have to address some envelope and rigging tools internally pretty soon. Having this discussion now is convenience for me. Matt *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron *Sent:* Monday, January 06, 2014 2:21 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: rigging in xsi vs maya are you asking me personally? i think some studios might favor the dependency graph structure of maya for custom nodes and behaviors. they would choose that over the better initially organized softimage environment which lacks some customization options that maya has. a topic discussed to death already, maya's dominance is because of timing (of their release years ago) and it's extensibility. s On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind ml...@carbinestudios.com wrote: So what does maya rigging tools have that Softimage doesn’t that makes a significant difference at the end of the day? Matt -- -=T=-
Re: Nurbs Curves into Soft from Maya
Have you tried the old but sometimes workable IGES? On Mon, Jan 6, 2014 at 7:41 PM, Eric Thivierge ethivie...@hybride.comwrote: Yeah they are on our D drives... blah. Doesn't the Send To functions just use the FBX format anyway? On Monday, January 06, 2014 1:40:13 PM, Luc-Eric Rousseau wrote: In some version of the suite, it will fail on its ass if both apps are not installed on the C: drive. try also .iges On Mon, Jan 6, 2014 at 1:07 PM, Eric Thivierge ethivie...@hybride.com wrote: Thanks. I have both open and then for some reason it launches two new Softimage instances... not sure what the deal is... will continue to tinker.
Re: rigging in xsi vs maya
True, too true...but I was a bit cheesed off to hear Maya touting it as a new feature when Soft had it as a 3rd party tool before hand. On Mon, Jan 6, 2014 at 5:48 PM, Eric Thivierge ethivie...@gmail.com wrote: All well and good but I'd prefer it to be built in and supported by the dev team. Less reliability on 3rd party to fix things when production needs a fix. (Yeah I know I'm one to talk about 3rd party tools...). Lots of these nice tools have been made by individuals who drop off the face of the earth or are too busy to support them. Eric Thivierge http://www.ethivierge.com On Mon, Jan 6, 2014 at 6:41 PM, Eric Turman i.anima...@gmail.com wrote: You mean like the one that inspired the Maya tool? ;) http://www.youtube.com/watch?feature=player_embeddedv=f7bmBOcLjGg available at http://rray.de/xsi/ scroll to bottom and search for Draw Bones Inside Mesh On Mon, Jan 6, 2014 at 5:33 PM, Eric Thivierge ethivie...@gmail.comwrote: I think different ways of calculating the influence is probably the highest hurdle right now. The default calculations get you a good starting point but there are the other heat map methods and another voxel based one I saw a vimeo video on that are going to get you much closer than our current option of the default influence calculations. Having the new feature in Maya to place bones in the middle of a volume I think would help a bit as well. Right now we're just stuck with creating a cluster, null cluster constraint. Snap to null. Delete null and cluster. I find weight painting much better in Softimage than Maya. The weight editor is a really good feature that I think Maya should have (Admitting my ignorance on the topic if there is such editor and I've missed it, unlike some blog posters out there). Eric Thivierge http://www.ethivierge.com On Mon, Jan 6, 2014 at 5:36 PM, Matt Lind ml...@carbinestudios.comwrote: Let me narrow down the question to the specific task of applying an envelope or weighting/re-weighting an envelope. Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind *Sent:* Monday, January 06, 2014 2:27 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: rigging in xsi vs maya Open question to anybody with significant experience in both Softimage and maya. I have to address some envelope and rigging tools internally pretty soon. Having this discussion now is convenience for me. Matt *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron *Sent:* Monday, January 06, 2014 2:21 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: rigging in xsi vs maya are you asking me personally? i think some studios might favor the dependency graph structure of maya for custom nodes and behaviors. they would choose that over the better initially organized softimage environment which lacks some customization options that maya has. a topic discussed to death already, maya's dominance is because of timing (of their release years ago) and it's extensibility. s On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind ml...@carbinestudios.com wrote: So what does maya rigging tools have that Softimage doesn’t that makes a significant difference at the end of the day? Matt -- -=T=- -- -=T=-
Re: rigging in xsi vs maya
Even if not an original feature, it is new to the application... typically what I think they mean by new feature. :) Eric Thivierge http://www.ethivierge.com On Mon, Jan 6, 2014 at 7:22 PM, Eric Turman i.anima...@gmail.com wrote: True, too true...but I was a bit cheesed off to hear Maya touting it as a new feature when Soft had it as a 3rd party tool before hand. On Mon, Jan 6, 2014 at 5:48 PM, Eric Thivierge ethivie...@gmail.comwrote: All well and good but I'd prefer it to be built in and supported by the dev team. Less reliability on 3rd party to fix things when production needs a fix. (Yeah I know I'm one to talk about 3rd party tools...). Lots of these nice tools have been made by individuals who drop off the face of the earth or are too busy to support them. Eric Thivierge http://www.ethivierge.com On Mon, Jan 6, 2014 at 6:41 PM, Eric Turman i.anima...@gmail.com wrote: You mean like the one that inspired the Maya tool? ;) http://www.youtube.com/watch?feature=player_embeddedv=f7bmBOcLjGg available at http://rray.de/xsi/ scroll to bottom and search for Draw Bones Inside Mesh On Mon, Jan 6, 2014 at 5:33 PM, Eric Thivierge ethivie...@gmail.comwrote: I think different ways of calculating the influence is probably the highest hurdle right now. The default calculations get you a good starting point but there are the other heat map methods and another voxel based one I saw a vimeo video on that are going to get you much closer than our current option of the default influence calculations. Having the new feature in Maya to place bones in the middle of a volume I think would help a bit as well. Right now we're just stuck with creating a cluster, null cluster constraint. Snap to null. Delete null and cluster. I find weight painting much better in Softimage than Maya. The weight editor is a really good feature that I think Maya should have (Admitting my ignorance on the topic if there is such editor and I've missed it, unlike some blog posters out there). Eric Thivierge http://www.ethivierge.com On Mon, Jan 6, 2014 at 5:36 PM, Matt Lind ml...@carbinestudios.comwrote: Let me narrow down the question to the specific task of applying an envelope or weighting/re-weighting an envelope. Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind *Sent:* Monday, January 06, 2014 2:27 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: rigging in xsi vs maya Open question to anybody with significant experience in both Softimage and maya. I have to address some envelope and rigging tools internally pretty soon. Having this discussion now is convenience for me. Matt *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron *Sent:* Monday, January 06, 2014 2:21 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: rigging in xsi vs maya are you asking me personally? i think some studios might favor the dependency graph structure of maya for custom nodes and behaviors. they would choose that over the better initially organized softimage environment which lacks some customization options that maya has. a topic discussed to death already, maya's dominance is because of timing (of their release years ago) and it's extensibility. s On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind ml...@carbinestudios.com wrote: So what does maya rigging tools have that Softimage doesn’t that makes a significant difference at the end of the day? Matt -- -=T=- -- -=T=-
Re: rigging in xsi vs maya
All well and good but I'd prefer it to be built in and supported by the dev team. Less reliability on 3rd party to fix things when production needs a fix. (Yeah I know I'm one to talk about 3rd party tools...). Lots of these nice tools have been made by individuals who drop off the face of the earth or are too busy to support them. I just looked up that draw bones inside mesh tool and si-community says doesn't work with recent version of softimage and the author has given up supporting it and programming in general!
Re: rigging in xsi vs maya
Interested in getting back into Softimage as a small side project there Luc-Eric and getting us a draw bone inside mesh tool? :D Eric Thivierge http://www.ethivierge.com On Mon, Jan 6, 2014 at 7:37 PM, Luc-Eric Rousseau luceri...@gmail.comwrote: All well and good but I'd prefer it to be built in and supported by the dev team. Less reliability on 3rd party to fix things when production needs a fix. (Yeah I know I'm one to talk about 3rd party tools...). Lots of these nice tools have been made by individuals who drop off the face of the earth or are too busy to support them. I just looked up that draw bones inside mesh tool and si-community says doesn't work with recent version of softimage and the author has given up supporting it and programming in general!
Re: rigging in xsi vs maya
heck, I can't even run XSI anymore, I'm on a mac now. I have two side projects that need diaper changes. On Mon, Jan 6, 2014 at 7:39 PM, Eric Thivierge ethivie...@gmail.com wrote: Interested in getting back into Softimage as a small side project there Luc-Eric and getting us a draw bone inside mesh tool? :D
Re: rigging in xsi vs maya
it was just a script... just crack it open and have your way with it this also sounds like a job for the Custom Tool API... it sounds like you just want someone else to maintain it ;P On Mon, Jan 6, 2014 at 4:39 PM, Eric Thivierge ethivie...@gmail.com wrote: Interested in getting back into Softimage as a small side project there Luc-Eric and getting us a draw bone inside mesh tool? :D Eric Thivierge http://www.ethivierge.com
Re: rigging in xsi vs maya
Truer words have never been spoken. I have enough to maintain. Also I know not of the C++ and Custom Tool API. :( Eric Thivierge http://www.ethivierge.com On Mon, Jan 6, 2014 at 7:47 PM, Steven Caron car...@gmail.com wrote: it sounds like you just want someone else to maintain it ;P
Re: rigging in xsi vs maya
I did something similar https://vimeo.com/6792010 in 2009 inspired by Blender's etch-a-ton. https://vimeo.com/album/39155 Just saying :-) On Mon, Jan 6, 2014 at 8:41 PM, Eric Turman i.anima...@gmail.com wrote: You mean like the one that inspired the Maya tool? ;) http://www.youtube.com/watch?feature=player_embeddedv=f7bmBOcLjGg available at http://rray.de/xsi/ scroll to bottom and search for Draw Bones Inside Mesh
Re: rigging in xsi vs maya
heck, I can't even run XSI anymore, I'm on a mac now. Great stuff! Just port XSI over to OSX then. Thanks. On 7 January 2014 11:44, Luc-Eric Rousseau luceri...@gmail.com wrote: heck, I can't even run XSI anymore, I'm on a mac now. I have two side projects that need diaper changes. On Mon, Jan 6, 2014 at 7:39 PM, Eric Thivierge ethivie...@gmail.com wrote: Interested in getting back into Softimage as a small side project there Luc-Eric and getting us a draw bone inside mesh tool? :D
Re: ultimapper issues - tangent space normal maps
It is great to have flexibility in the search methods. I´m familiarizing with xNormal at the moment and just went through the Normalmap sampling options, e.g. 3x3,5x5 etc. I can´t say I am sure I have a favourite search method for a specific task or know why, yet. From my artistic standpoint, I have a good idea what I want a specific Normalmap to look like, it´s just a bumpmap with additional info about it´s orientation to lightsources. Easy enough to read in 2D and translate into a guestimate what it´s going to give me for details (in the specs) in an otherwise boringly flat surface. I would likely favour a clean version over the one with artifacts from scaling. This includes avoiding edgespill, harsh contrast and overly pushing intensity to start me with. To a developer implementing a Normalmap feature, it´s probably blasphemy but if you look into ndo/ndo2 and what options it´s giving an artist to influence/suggest surface detail, it´s just cool. ndo/ndo2 or crazybump or xnormal start to hurt when you do normals from heightmap/photos) or from a painted diffuse map and look at what consequently happens to the edges of your uvshells. It´s difficult to judge how much clean edgespill is going to be needed, I try 16x at 4K but that already takes away a lot of map space just for making sure downscaling to 1K may work. Why I´m saying this? It would be nice if you make sure edgespill around your UV shells is first of all there and ideally not maxed out into rainbow colors as in, let´s say Mudbox. Adding layers to such an area afterwards is really difficult otherwise and may give you artifacts creeping in on your map area fron the seams. Cheers, tim On 06.01.2014 21:06, Matt Lind wrote: OK, so what I'm hearing is we both agree ultimapper is wrong. That's what I needed to know. I'll file a bug on ultimapper and proceed under the assumption my code is correct. Thanks. As for looking up a normal on a high res mesh from a low res mesh, ultimapper is using raycast along the low res mesh's normal to find the appropriate location on the high res mesh. If the ray shoots off into outer space without hitting anything, a 2nd ray is cast in the opposite direction. If that ray hits nothing, the normal is recorded as (0.5, 0.5, 1) indicating the tangent normal map stores the geometry normal as is. If you do a closest location search as you suggest, the results are often quite different. Using the example scene I provided in a previous message, the raycast method as described above results in a circle being drawn on each face of the cube. If you do a closest location search, the entire cube will be filled with normals and that map will have heavy amounts of distortion. In some cases that may be desireable or more appropriate than raycasting. In either case, I don't think there's a blanket solution to that problem. The search method has to be tailored to the specific case. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: Monday, January 06, 2014 11:20 AM To: softimage@listproc.autodesk.com Subject: Re: ultimapper issues - tangent space normal maps What does xnormal do for two meshes with non-zero transforms? Out of a gut feeling, I would say that a tangent space normal map should be independent of an object´s world space transformation, because if it where dependent on that worldspace position, it would degrade the tangent space map into an incorrectly created object space normal map. It doesn´t make sense to take worldorientation of an object into account for a tangent space map. Here the mother of all is one and she is perpendicular to the face. Nobody else has binormals anyway, sort of. In terms of using empathy, I would guess that the code for Ultimapper was tested against two objects in the origin and this resulted in the vertexpositions being used as in (my pseudologic) worldspace=objectspace. I would opt to have the tagentspace map created solely based on the distance between two closest points (e.g. closest distance between in highrez and the lowrez). This way, the map will work, regardly of where it is or at what orientation to the origin it was created. tim On 06.01.2014 19:34, Matt Lind wrote: It's a simple question of what is the expected result. Should the tangents and bitangents stay oriented relative to the mesh, or should they stay put in world space and acknowledge the transformation of the object? My code is working under the assumption of the former, ultimapper is giving me the latter. See example scene I provided in my previous message. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Monday, January 06, 2014 12:22 AM To: softimage@listproc.autodesk.com Subject: RE: ultimapper issues - tangent
Re: rigging in xsi vs maya
--- I really suck at the technical side of rigging, which is why I never get to the point of showing my own characters in motion and I would welcome anything hat helps me get closer to such a point. From that biased view, I think all the 3D DCC apps suck in the way they let you create control over a mesh and animate it. project pinochio from autodesk is really cool because it provides top notch wheighted meshes with a rig that fits the human ik Maya way of suggesting control. That said, when you just take it and go and animate that in Maya, Human Ik may jump around and gives you a middle finger the moment you scrub the timeline, simply because there´s IK and FK and the pose you set may not have been the pose you keyed because there may have been constraint/rig blend presets you may need to adjust first. For me, that´s typical Maya. Still, I am happy there is project pinochio and at least such rigs to learn from. Rigging is so complicated, it´s become a very specialised field but that shouldn´t be the excuse to not go there and see if there´s a way to improve things for everyone... This is for Matt Lind: In Maya 2008, I had to animate a super special fleece of a new and improved sanitary pad in a tight deadline with an Agency girl present. It´s a similar scenario, you want nice, believable motions but have to hit keyposes and keyframes exactly, the whole shot was some 76 frames. I´m not an Animator and was a Junior at that company but had a trusting Lead and we decided we would risk using a rigged cloth sim, I think it was the first incarnation of nCloth in Maya. On top we had the option to impose blendshapes and use cached frames to blend into or out of. I struggled a lot with the tools and that job but would still resort to a similar approach, maybe looking for simplification and improvements. Regarding cloth for games, you probably know the nVidia toolkit (for udk) for Maya. It´s really nice but runtime sim. I would prefer a vertex cache, just because I don´t want *surprise*. In terms of simulation, I´m looking into the UDK versus the CRYENGINE way of creating and storing animation data, CRYENGINE has the character translate around, UDK is expecting the pedestal. Not easy to come up with a solution that works for both. Out of naivity (in terms of animation and rigging) I would think restricting the character´s world space translation to the top node for animation and preview and then just ignore/freeze/mute/delete those keys might work for cache/bake/export. I´m stupid and romantically optimistic, I know. Cheers, tim On 06.01.2014 23:52, Matt Lind wrote: Arguments are good. That’s where the truth comes out from having to prove a point one way or another. We need to do simulation too, but mostly for clothing or tapestries. The hard part for us is getting the motion to look natural and meaningful, but also loop seamlessly over a short duration and blend with other actions doing the same. Example: Our main avatar has over 700 unique actions (walk, run, jump, roll left, roll right, die, etc…). The longest action I can find is about 200 frames long and the average case about 45-60 frames (animating at 30 fps). If a piece of cloth is animated, it needs to start and end in the same position for all actions that move that cloth because any action can transition into almost any other action at runtime. The hard part is finding cloth poses that look natural and flow nicely in those transitions while being able to loop without looking stupid. Another difficult part is getting the cloth to animate correctly because all the avatar performs his actions in place a the world origin on a pedastal. He doesn’t travel around as seen in the runtime environment. So far we’ve been doing it all manually via keying the envelope deformers. Matt *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Meng-Yang Lu *Sent:* Monday, January 06, 2014 2:27 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: rigging in xsi vs maya What does XSI users use for skin simulation these days? All custom stuff in ICE? We've been leveraging nCloth quite a bit lately and arguably, it's the only piece of tech that 3D peeps here regardless of app preference can unanimously agree that it is indeed pretty good. Maybe not significant for games, but plays a big part of what we do day to day. The other thing is speed. This is subjective, but not without me observing over the years that if you get rigs of similar complexity, however you get there, animating a handful in Maya is usually no problem while doing the same in XSI feels a bit slow. Not trying to argue, Matt. If forced to pick A or B, I'd find a way regardless. Just trying to be objective and see what bounces back because we're always looking for faster and better ways of doing stuff. -Lu On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind ml...@carbinestudios.com
Re: rumor, Soft dead within the next year
On 06.01.2014 16:25, Eric Lampi wrote: First place I worked at I saw a young woman creative from an agency come into the 3D area. She was squinting at the monitor and I couldn't tell what she was looking at, then she says Oh thank God, they're SGI!. Eric I think she liked you. She checked you out and gave you a compliment without obvious flattery. Well, maybe she just wanted you to like her, thought. Who can really tell with women? tim Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Mon, Jan 6, 2014 at 10:03 AM, Stephen Davidson magic...@bellsouth.net mailto:magic...@bellsouth.net wrote: Well said Stefan, marketing also convinces studios that it's the software, and not the artist, that does all the cool stuff. A misconception that I have been battling for over a quarter of a century, now. Software is only a tool. Softimage is a great tool. When I freelanced at studios, I would often hear the studio salesperson talk about the software and equipment, that they use, with prospective clients. They would not mention the people, which in my opinion is their biggest asset. I haven't worked at a studio for almost 9 years. I never get asked what software I use. My clients just ask how much, and how fast. Softimage continues to help me give them the answers they want to hear. On Mon, Jan 6, 2014 at 4:21 AM, Stefan Kubicek s...@tidbit-images.com mailto:s...@tidbit-images.com wrote: __ Is it just my biased point of view that all studios that closed or filed for bancruptcy last year were Maya based? It could of course be that there are more Maya based studios closing than Softimage based ones simply because there are more Maya based studios, but I still smell a pattern there. I always felt that the number of users on Softimage is directly related to marketing efforts. I remember Alias/Wavefront doing a remarkable job in the early days of Maya in this regard. I never saw anything like that happening for Softimage at any time of it's existence. Ultimately, there are only two types of 3D artists: those who use Softimage, and those who have never tried. - Get more prople to seriously try it. *So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION?* This is the same question I always ask myself after using Maya when required... and Maya being the Industry Standard makes you understand so many things about the industry standards... 2014/1/6 Szabolcs Matefy szabol...@crytek.com mailto:szabol...@crytek.com So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? Ok, I can use Maya, I have a quite solid background working with Maya, but seriously guys…It’s so overcomplicated, and brainkilling…In Softimage almost everything is just fine (OK, we need development), but in Maya, the easiest task takes quite long compared to SI…Finally I found myself fixing UVs, Unfolding, etc. in Softimage…Anyway, I need some samples in Maya, so I take a big breath, and continue working with Maya…But seriously, Softimage is way better in many point of view. It has no artisan, has no PaintFX, but for example rendering is way faster (with MR), shading setup is way faster, modeling is lot faster, and so on. So I really don’t understand, how come that Softimage is not acknowledged at all. I swear guys, that I’ll spread the Word of Softimage Cheers Szabolcs *From:*softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Henry Katz *Sent:* Sunday, January 05, 2014 8:18 PM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:* Re: rumor, Soft dead within the next year Good thing I asked. On 01/04/2014 05:40 PM, Stephen Blair wrote: Softimage doesn't support Python 3.x On Sat, Jan 4, 2014 at 3:26 PM, Henry Katz hk-v...@iscs-i.com mailto:hk-v...@iscs-i.com wrote: Steve, No issues with python 3.3 as well, before I bruise my knuckles on the bleeding edge? Cheers, Henry On 01/03/2014 02:47 AM, Steven Caron wrote: really? install pyqt set softimage to use system python, uncheck... filepreferencesscriptinguse python installed with softimage run the example scripts
RE: ultimapper issues - tangent space normal maps
The bigger problem that needs eyes on it is determining how the low res mesh details correlate to the high res mesh details. Maya uses a cage concept to limit the search distance, but that doesn't address the issue of finding an appropriate match for a specific detail common to the two meshes. One possible solution is to duplicate the low res mesh and ask the user to push and pull points around under the direction that rays will be cast from the low res mesh to the duplicate mesh along the line that matches the details. If the high res mesh is encountered along that path, then the normal will be transferred to the low res mesh. That works, but is probably more labor intensive to set up than any user would want to deal with. I am only trying to solve a very specific problem of being able to transfer a tangent space normal map from one object to another using our proprietary tangent space algorithm. I'm still at the prototyping stage and testing with standard tangent space algorithms to validate my math before proceeding to our proprietary algorithm which has a few added wrinkles. Edge spill in the context of an ultimapper-like transfer process is really about oversampling. As long as the entire texel is tested against a triangle and not just the centroid of the texel, there shouldn't be any issues. What can be a problem is if a texel is used by multiple triangles on different parts of the mesh (i.e. the UVs are not unique). That's when you run into garbage data contaminating your normal map. If your UVs are unique and there's at least one pixel of safe zone around each UV Island, and you adjust oversampling to do some sort of stochastic sampling to ensure all parts of a texel are considered, then you shouldn't have any problems with edge spill looking like crap or allowing undesired values to bleed in. As for the normal map from image or heightfield techniques. That's an entirely different ballgame as the as the tool is making assumptions about a 2D space to fabricate a 3rd dimension. While it will produce valid results, it may not always be desired results. Higher resolution data will produce better results, but it'll never be as accurate as having 3D data as a source. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: Monday, January 06, 2014 7:19 PM To: softimage@listproc.autodesk.com Subject: Re: ultimapper issues - tangent space normal maps It is great to have flexibility in the search methods. I´m familiarizing with xNormal at the moment and just went through the Normalmap sampling options, e.g. 3x3,5x5 etc. I can´t say I am sure I have a favourite search method for a specific task or know why, yet. From my artistic standpoint, I have a good idea what I want a specific Normalmap to look like, it´s just a bumpmap with additional info about it´s orientation to lightsources. Easy enough to read in 2D and translate into a guestimate what it´s going to give me for details (in the specs) in an otherwise boringly flat surface. I would likely favour a clean version over the one with artifacts from scaling. This includes avoiding edgespill, harsh contrast and overly pushing intensity to start me with. To a developer implementing a Normalmap feature, it´s probably blasphemy but if you look into ndo/ndo2 and what options it´s giving an artist to influence/suggest surface detail, it´s just cool. ndo/ndo2 or crazybump or xnormal start to hurt when you do normals from heightmap/photos) or from a painted diffuse map and look at what consequently happens to the edges of your uvshells. It´s difficult to judge how much clean edgespill is going to be needed, I try 16x at 4K but that already takes away a lot of map space just for making sure downscaling to 1K may work. Why I´m saying this? It would be nice if you make sure edgespill around your UV shells is first of all there and ideally not maxed out into rainbow colors as in, let´s say Mudbox. Adding layers to such an area afterwards is really difficult otherwise and may give you artifacts creeping in on your map area fron the seams. Cheers, tim On 06.01.2014 21:06, Matt Lind wrote: OK, so what I'm hearing is we both agree ultimapper is wrong. That's what I needed to know. I'll file a bug on ultimapper and proceed under the assumption my code is correct. Thanks. As for looking up a normal on a high res mesh from a low res mesh, ultimapper is using raycast along the low res mesh's normal to find the appropriate location on the high res mesh. If the ray shoots off into outer space without hitting anything, a 2nd ray is cast in the opposite direction. If that ray hits nothing, the normal is recorded as (0.5, 0.5, 1) indicating the tangent normal map stores the geometry normal as is. If you do a closest location search as you suggest, the results are often
Re: ultimapper issues - tangent space normal maps
The relation between the lowrez and highrez mesh is the responsibility of the modeler, imho. Retopo has become a lot easier but shouldn´t be mistaken to be automagic just because there´s now several options in various programs to autogenerate some sort of cage around a mesh. Of course, it´s good to talk and find a general approach on how to handle bevels or rims, how to sculpt highrez stuff to make sure it transfers nicely and looking into maybe even temporarily subdividing a uv´d lowrez mesh to improve bake results. Fat edges don´tlook nice in a highrez but may just stand out better from a distance later... The final cleanup and adjustment (involving some trial and error) of the lowrez mesh should really be the seen as the resposibility of the person that created the meshes and not passed on to the guy just painting the texture. Ideally, you provide options to iterate quickly and brute force it if really neccessary. Fiddling looks like struggling to the uneducated observer. I´ve worked in two, three scenarios that where shotgun style task driven and found that some types of personalities may be tempted to forward the problem for the sake of finishing their task. This results in unfair workload that may slip the attention of the production team. Been on the receiving end a few times, including a feature film involving trees without treetops in an establishing total shot. That leads to some sort of frustration avoidable by actively sharing and distributing responsibility. But for that you need a sup and production team actually willing to involve people in the decision making process. Which seems rare to me, out of experience. Quite a few productions I worked on suffered from the ego of the people more than from tight deadlines, limited budgets or even artistic limitations. Maybe that´s a german phenomenon. Back to normals, the reason why I brought up the edgespill and 2D3D interpretation of images is because it´s likely you´ll want to mix our baked highrezlowrez normal map with highfrequency surface details derrived from a 2D process or even various sources. In terms of first of all creating a good bake, I try to model a clean, subdivideable basemesh and bake from high subdivision to lowrez of the same mesh, to avoid the scenario you face. But that is overkill and limiting both in terms of effort needed to model and resulting time it takes. People sticking stuff together, be it dynameshes, voxels or cubes will iterate more, producing more, maybe even better results. After a lot of trials and Errors, a highrez can be a pile of goo as long as it looks awesome - which is what counts. That said, the lowrez mesh should be clean and well made, no cheap shortcuts. Still, I prefer a clean highrez mesh but it´s not supportable in a production environment. Cheers, tim On 07.01.2014 05:35, Matt Lind wrote: The bigger problem that needs eyes on it is determining how the low res mesh details correlate to the high res mesh details. Maya uses a cage concept to limit the search distance, but that doesn't address the issue of finding an appropriate match for a specific detail common to the two meshes. One possible solution is to duplicate the low res mesh and ask the user to push and pull points around under the direction that rays will be cast from the low res mesh to the duplicate mesh along the line that matches the details. If the high res mesh is encountered along that path, then the normal will be transferred to the low res mesh. That works, but is probably more labor intensive to set up than any user would want to deal with. I am only trying to solve a very specific problem of being able to transfer a tangent space normal map from one object to another using our proprietary tangent space algorithm. I'm still at the prototyping stage and testing with standard tangent space algorithms to validate my math before proceeding to our proprietary algorithm which has a few added wrinkles. Edge spill in the context of an ultimapper-like transfer process is really about oversampling. As long as the entire texel is tested against a triangle and not just the centroid of the texel, there shouldn't be any issues. What can be a problem is if a texel is used by multiple triangles on different parts of the mesh (i.e. the UVs are not unique). That's when you run into garbage data contaminating your normal map. If your UVs are unique and there's at least one pixel of safe zone around each UV Island, and you adjust oversampling to do some sort of stochastic sampling to ensure all parts of a texel are considered, then you shouldn't have any problems with edge spill looking like crap or allowing undesired values to bleed in. As for the normal map from image or heightfield techniques. That's an entirely different ballgame as the as the tool is making assumptions about a 2D space to fabricate a 3rd dimension. While it will produce valid results,
RE: rigging in xsi vs maya
Amen ;) Although XSi does run incredibly well under bootcamp. From: Simon Pickard [m...@simonpickard.com] heck, I can't even run XSI anymore, I'm on a mac now. Great stuff! Just port XSI over to OSX then. Thanks. On 7 January 2014 11:44, Luc-Eric Rousseau luceri...@gmail.commailto:luceri...@gmail.com wrote: heck, I can't even run XSI anymore, I'm on a mac now. I have two side projects that need diaper changes. On Mon, Jan 6, 2014 at 7:39 PM, Eric Thivierge ethivie...@gmail.commailto:ethivie...@gmail.com wrote: Interested in getting back into Softimage as a small side project there Luc-Eric and getting us a draw bone inside mesh tool? :D table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;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. /span/font/td /tr /table
Re: rigging in xsi vs maya
It runs really well under VMware Fusion as well. But that's currently the only reason Fusion is ever installed on my Mac. Basically every issue Softimage is facing in that other Softimage is doomed! thread comes down to the fact it's not native on OSX. Maybe. :) On 7 January 2014 16:28, Angus Davidson angus.david...@wits.ac.za wrote: Amen ;) Although XSi does run incredibly well under bootcamp. -- *From:* Simon Pickard [m...@simonpickard.com] heck, I can't even run XSI anymore, I'm on a mac now. Great stuff! Just port XSI over to OSX then. Thanks. On 7 January 2014 11:44, Luc-Eric Rousseau luceri...@gmail.com wrote: heck, I can't even run XSI anymore, I'm on a mac now. I have two side projects that need diaper changes. On Mon, Jan 6, 2014 at 7:39 PM, Eric Thivierge ethivie...@gmail.com wrote: Interested in getting back into Softimage as a small side project there Luc-Eric and getting us a draw bone inside mesh tool? :D 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: rigging in xsi vs maya
Have to concur with that last paragraph ;) From: Simon Pickard [m...@simonpickard.com] Sent: 07 January 2014 07:43 AM To: Xsi Mailing List Subject: Re: rigging in xsi vs maya It runs really well under VMware Fusion as well. But that's currently the only reason Fusion is ever installed on my Mac. Basically every issue Softimage is facing in that other Softimage is doomed! thread comes down to the fact it's not native on OSX. Maybe. :) On 7 January 2014 16:28, Angus Davidson angus.david...@wits.ac.zamailto:angus.david...@wits.ac.za wrote: Amen ;) Although XSi does run incredibly well under bootcamp. From: Simon Pickard [m...@simonpickard.commailto:m...@simonpickard.com] heck, I can't even run XSI anymore, I'm on a mac now. Great stuff! Just port XSI over to OSX then. Thanks. On 7 January 2014 11:44, Luc-Eric Rousseau luceri...@gmail.commailto:luceri...@gmail.com wrote: heck, I can't even run XSI anymore, I'm on a mac now. I have two side projects that need diaper changes. On Mon, Jan 6, 2014 at 7:39 PM, Eric Thivierge ethivie...@gmail.commailto:ethivie...@gmail.com wrote: Interested in getting back into Softimage as a small side project there Luc-Eric and getting us a draw bone inside mesh tool? :D 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. table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;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. /span/font/td /tr /table
Re: rigging in xsi vs maya
IMHO the article denotes a guy that simply was overwhelmed with SI and was frightened by his own paradigm. Of course I have also my own paradigm and the few times before these SI AD doomsdays that I tried Maya, never could be inside of it for more than 30 minutes to figure out its phylosophy starting from something as simple as its UI. About two years ago, I went into Animschool because characters have always been my passion, and being in the advertising business for so long haven´t had the chance to really work on characters. All the classes are in Maya with top rated teachers from different big featured studios. So I had no other option to get into Maya to do the rigging assignments (modeling I could work in Softimage and export to Maya for reviews and evaluation). So here is my experience with Maya rigging. 1.Envelope Rig. Layout the bones and align the axis. Draw, group, constrain direction, change up vector, check your axis, parent, unparent, etc. Create ribbons, with hair, go to the hyerarchy view, delete the hair, keep the folicle, create the nulls, attach. better create a script to create the ribbons, script this, script that. To get the envelope rip.I watched this first process in Maya and sorry but Softimage beats Maya by far. 2. Weighting Inside out method. Great Concept to get a solid base for weighting. Watch out, even with normalize option some strange things happen. If you are not careful and methodic locking and unlocking joints you can easily screw up all the thing. The weight editor is not very reliable For me Softimage also beats Maya on this one. 3. Control Rig. Not that much to say... Constrains, color blend nodes, whatever. define IK chain an additional step??? For some odd reason I was getting discrepancies between the positions of the IK chain and the FK chain, more math nodes related to color to do the operations, make sure inside the math node the kind of operation it will execute. The hypergraph cluttered with connections and more connections... Well IMHO it is a mess under the hood. Switch between the hyerarchy, outliner, hypershade to find the constrain that is not working... Ok finally, in that mayhem I had the full rig. 4 Time for the corrective shapes. Pose the limb, duplicate, freeze, sculpt the corrective, find a script to get back the original from the corrected and interpolate to have the delta to add for the blendshape node... WHT No secondary shape mode Ohh and never, ever delete the source for the blendshape, because if you make a mistake to remove that blendshape from the blendshape node well, maybe some Maya guru here but was impossible for me, unless I rebuild the blendshape node from scratch again Mirror the corrective... There is no straight way at least in Maya 2013 to mirror a corrective unless of course you have a magic script to do so. Sorry but Softimage in this particular case, knocks out Maya by far out of the box. 5. Set driven keys for triggering the blendshapes. Ok no big deal different way to do it, more math nodes in the hypershade I haven't used Maya 2014 yet but they say that made some improvements to the node editor and now is a better option to do the connections. But the graph editor if you have not used Softimage is really a crap. I had never before struggled so much with the tangents and its handles Not even in Illustrator. After delivering my final project. I went back to softimage and rigged the character the same way in less than half the time with improvements in the rig. Sorry maybe the Industry Standard has other benefits above Softimage. I don't know what they are except that it is easier to get a job and it has a nice viewport The guy that wrote that article maybe was rigging a cylinder and a sphere 2014/1/6 Tim Leydecker bauero...@gmx.de --- I really suck at the technical side of rigging, which is why I never get to the point of showing my own characters in motion and I would welcome anything hat helps me get closer to such a point. From that biased view, I think all the 3D DCC apps suck in the way they let you create control over a mesh and animate it. project pinochio from autodesk is really cool because it provides top notch wheighted meshes with a rig that fits the human ik Maya way of suggesting control. That said, when you just take it and go and animate that in Maya, Human Ik may jump around and gives you a middle finger the moment you scrub the timeline, simply because there´s IK and FK and the pose you set may not have been the pose you keyed because there may have been constraint/rig blend presets you may need to adjust first. For me, that´s typical Maya. Still, I am happy there is project pinochio and at least such rigs to learn from. Rigging is so complicated, it´s become a very specialised field but that shouldn´t be the excuse to not go there and see if there´s a way to improve things for