RE: Naught Dog "The Last of Us" - behind the scene

2014-03-03 Thread Szabolcs Matefy
Hehe, I work for Crytek, and we exported characters from Softimage...However, 
CryEngine requires a programmer too, to author characters properly...But 
nonetheless, the look is very nice :)

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado
Sent: Sunday, March 02, 2014 9:12 PM
To: softimage@listproc.autodesk.com
Subject: Re: Naught Dog "The Last of Us" - behind the scene

Hi Tim,

thanks for the info, i wanted to do this:
http://youtu.be/3uxx2fFb2Z4
About importing characters in cryengine there are a couple of guys in the forum 
that had success from softomage.
And found this too,
http://www.crydev.net/newspage.php?news=79949
This post made me sit again in front of cryengine agian, lets see what comes 
out ;)
F.

On Sunday, March 2, 2014, Tim Leydecker 
mailto:bauero...@gmx.de>> wrote:
> Do you know if there is an option in Cryengine, that would let me output the 
> game in full view without crytek´s ui? like Unity on UDK

I´m not sure what you mean.

Is that it?

http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic

I remember it took me a bit to understand how to set up a player start in 
cryengine
to play full screen (starting from that location) in the sandbox editor.

I didn´t try to capture or load levels sofar, as that wasn´t neccessary yet.

Sorry, I also don´t have a example file at hand, my file disks are unlinked 
because
I´m currently in the process to switch this box from xp64 os to win7/win8.1

Cheers,

tim




On 02.03.2014 18:36, Francisco Criado wrote:
Hi Tim,

yeap, already made my first tests on cryengine and unity. The first one has 
amazing graphics but just couldn´t give it the necesary time to do something 
different than fps. In
Unity was different, everything is possible, is very very friendly like a 
softimage concept :) but graphics ouch, they really hurt for someone used to 
CG. What i liked a lot from
cryengine was the tools for rapid prototyping, like the paint tools for models 
and textures.
Tried UDK (just a couple of hours a few times) but didn´t like the ui, was like 
maya or worst, max.Saw the tech demo of UE4 and yes, amazing grapchics. Maybe 
is just a matter of
getting used to the ui.
Even though it would be nice to get hands on cryengine cinebox, but it seems 
they are in a closed beta.
Do you know if there is an option in Cryengine, that would let me output the 
game in full view without crytek´s ui? like Unity on UDK.
Thanks in advance.
F.



2014-03-02 14:15 GMT-03:00 Tim Leydecker mailto:bauero...@gmx.de>>:

How about giving udk, cryengine or unity a try?

I´ve found that spending time with udk, then cryengine helped me
grow as an artist,especially in terms of modeling and shading/texture 
mapping.

It is quite rewarding to have your own character run around and to play 
with it.

UDK is reasonably well covered on youtube to get into it and lets
you use most of it´s sample files as a base for your own prototype game,
including the default animation library to make bots run (at least for a 
start),
even if it is more difficult to make things work initially, that´s a good 
start.

Cryengine may probably feel easier to get into, because it´s sandbox and 
file structures
are more clearly recognizeable as from the windows/microsoft world but the 
small print
has to be read and properly understood, none of the sample files can be in 
your prototype,
IF you plan on releasing it for free or at all. Also, atm, the sample 
skeletons (in sample files 3.4)
don´t go well with the engine version 3.5.7, so you´ll have some grief 
making your own character
work with the cryengine animation system (in progress/change atm, too).

I would think unity is the most flexible option but I didn´t get around to 
play with it
sofar because I landed a job on a project which (as usual) pretty much 
brings everything
else to a halt.

In terms of movie vs. advertisement vs. games. I´m a male, tripple AAA 
blockbuster type of guy,
that´s what sets the bar and that´s where most of my money will go. Getting 
money out of it
I find more difficult, mostly because getting access to such projects is 
still difficult
in Germany, there´s only a handful of places to look for work at and overly 
generalizing,
they get those high profile jobs because they try to cut into that market, 
not because
they´ve set the reference for others. Again, that´s overly generalising and 
should not
be understood as speaking poorly of fellow artists. A great many of my 
former collegues
have moved away to get access to better projects&opportunities not 
sufficently available
to them here in Germany. Myself, atm I´m at a shop I like, nice projects 
and nice collegues
but I don´t know for how long this´ll be, simply given the amount of work 
available and competition
for these job

Re: Naught Dog "The Last of Us" - behind the scene

2014-03-03 Thread Nicolas Esposito
@Szabolcs: Any chance for you guys at Crytek to share something related to
the export?

I've seen lots of forum posts on crydev,net regarding the issues of
importing the characters, and so far the only way I found is to export my
scene to 3ds, setup the rig there and then export the character to
Cryengine using the official plugin to export, and it works fine...I would
just like to go straight from Soft to Cryengine, but unfortunately Crytek
dropped the exporter long time ago :(

C'mon guys :)


2014-03-03 9:02 GMT+01:00 Szabolcs Matefy :

> Hehe, I work for Crytek, and we exported characters from
> Softimage...However, CryEngine requires a programmer too, to author
> characters properly...But nonetheless, the look is very nice J
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado
> *Sent:* Sunday, March 02, 2014 9:12 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Naught Dog "The Last of Us" - behind the scene
>
>
>
> Hi Tim,
>
>
>
> thanks for the info, i wanted to do this:
>
> http://youtu.be/3uxx2fFb2Z4
>
> About importing characters in cryengine there are a couple of guys in the
> forum that had success from softomage.
>
> And found this too,
> http://www.crydev.net/newspage.php?news=79949
>
> This post made me sit again in front of cryengine agian, lets see what
> comes out ;)
>
> F.
>
>
>
> On Sunday, March 2, 2014, Tim Leydecker  wrote:
>
> > Do you know if there is an option in Cryengine, that would let me output
> the game in full view without crytek´s ui? like Unity on UDK
>
> I´m not sure what you mean.
>
> Is that it?
>
> http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic
>
> I remember it took me a bit to understand how to set up a player start in
> cryengine
> to play full screen (starting from that location) in the sandbox editor.
>
> I didn´t try to capture or load levels sofar, as that wasn´t neccessary
> yet.
>
> Sorry, I also don´t have a example file at hand, my file disks are
> unlinked because
> I´m currently in the process to switch this box from xp64 os to win7/win8.1
>
> Cheers,
>
> tim
>
>
>
>
> On 02.03.2014 18:36, Francisco Criado wrote:
>
> Hi Tim,
>
> yeap, already made my first tests on cryengine and unity. The first one
> has amazing graphics but just couldn´t give it the necesary time to do
> something different than fps. In
> Unity was different, everything is possible, is very very friendly like a
> softimage concept :) but graphics ouch, they really hurt for someone used
> to CG. What i liked a lot from
> cryengine was the tools for rapid prototyping, like the paint tools for
> models and textures.
> Tried UDK (just a couple of hours a few times) but didn´t like the ui, was
> like maya or worst, max.Saw the tech demo of UE4 and yes, amazing
> grapchics. Maybe is just a matter of
> getting used to the ui.
> Even though it would be nice to get hands on cryengine cinebox, but it
> seems they are in a closed beta.
> Do you know if there is an option in Cryengine, that would let me output
> the game in full view without crytek´s ui? like Unity on UDK.
> Thanks in advance.
> F.
>
>
>
> 2014-03-02 14:15 GMT-03:00 Tim Leydecker  >:
>
> How about giving udk, cryengine or unity a try?
>
> I´ve found that spending time with udk, then cryengine helped me
> grow as an artist,especially in terms of modeling and shading/texture
> mapping.
>
> It is quite rewarding to have your own character run around and to
> play with it.
>
> UDK is reasonably well covered on youtube to get into it and lets
> you use most of it´s sample files as a base for your own prototype
> game,
> including the default animation library to make bots run (at least for
> a start),
> even if it is more difficult to make things work initially, that´s a
> good start.
>
> Cryengine may probably feel easier to get into, because it´s sandbox
> and file structures
> are more clearly recognizeable as from the windows/microsoft world but
> the small print
> has to be read and properly understood, none of the sample files can
> be in your prototype,
> IF you plan on releasing it for free or at all. Also, atm, the sample
> skeletons (in sample files 3.4)
> don´t go well with the engine version 3.5.7, so you´ll have some grief
> making your own character
> work with the cryengine animation system (in progress/change atm, too).
>
> I would think unity is the most flexible option but I didn´t get
> around to play with it
> sofar because I landed a job on a project which (as usual) pretty much
> brings everything
> else to a halt.
>
> In terms of movie vs. advertisement vs. games. I´m a male, tripple AAA
> blockbuster type of guy,
> that´s what sets the bar and that´s where most of my money will go.
> Getting money out of it
> I find more difficult, mostly because getting access to such projects
> is still difficult
>  

Re: Naught Dog "The Last of Us" - behind the scene

2014-03-03 Thread Mirko Jankovic
I once wanted to test cryengine as well but after looking at forums there
was even official statement that Softimage won't be supported so that was
my wave goodbye for that :)


On Mon, Mar 3, 2014 at 9:12 AM, Nicolas Esposito <3dv...@gmail.com> wrote:

> @Szabolcs: Any chance for you guys at Crytek to share something related to
> the export?
>
> I've seen lots of forum posts on crydev,net regarding the issues of
> importing the characters, and so far the only way I found is to export my
> scene to 3ds, setup the rig there and then export the character to
> Cryengine using the official plugin to export, and it works fine...I would
> just like to go straight from Soft to Cryengine, but unfortunately Crytek
> dropped the exporter long time ago :(
>
> C'mon guys :)
>
>
> 2014-03-03 9:02 GMT+01:00 Szabolcs Matefy :
>
>  Hehe, I work for Crytek, and we exported characters from
>> Softimage...However, CryEngine requires a programmer too, to author
>> characters properly...But nonetheless, the look is very nice J
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado
>> *Sent:* Sunday, March 02, 2014 9:12 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Naught Dog "The Last of Us" - behind the scene
>>
>>
>>
>> Hi Tim,
>>
>>
>>
>> thanks for the info, i wanted to do this:
>>
>> http://youtu.be/3uxx2fFb2Z4
>>
>> About importing characters in cryengine there are a couple of guys in the
>> forum that had success from softomage.
>>
>> And found this too,
>> http://www.crydev.net/newspage.php?news=79949
>>
>> This post made me sit again in front of cryengine agian, lets see what
>> comes out ;)
>>
>> F.
>>
>>
>>
>> On Sunday, March 2, 2014, Tim Leydecker  wrote:
>>
>> > Do you know if there is an option in Cryengine, that would let me
>> output the game in full view without crytek´s ui? like Unity on UDK
>>
>> I´m not sure what you mean.
>>
>> Is that it?
>>
>> http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic
>>
>> I remember it took me a bit to understand how to set up a player start in
>> cryengine
>> to play full screen (starting from that location) in the sandbox editor.
>>
>> I didn´t try to capture or load levels sofar, as that wasn´t neccessary
>> yet.
>>
>> Sorry, I also don´t have a example file at hand, my file disks are
>> unlinked because
>> I´m currently in the process to switch this box from xp64 os to
>> win7/win8.1
>>
>> Cheers,
>>
>> tim
>>
>>
>>
>>
>> On 02.03.2014 18:36, Francisco Criado wrote:
>>
>> Hi Tim,
>>
>> yeap, already made my first tests on cryengine and unity. The first one
>> has amazing graphics but just couldn´t give it the necesary time to do
>> something different than fps. In
>> Unity was different, everything is possible, is very very friendly like a
>> softimage concept :) but graphics ouch, they really hurt for someone used
>> to CG. What i liked a lot from
>> cryengine was the tools for rapid prototyping, like the paint tools for
>> models and textures.
>> Tried UDK (just a couple of hours a few times) but didn´t like the ui,
>> was like maya or worst, max.Saw the tech demo of UE4 and yes, amazing
>> grapchics. Maybe is just a matter of
>> getting used to the ui.
>> Even though it would be nice to get hands on cryengine cinebox, but it
>> seems they are in a closed beta.
>> Do you know if there is an option in Cryengine, that would let me output
>> the game in full view without crytek´s ui? like Unity on UDK.
>> Thanks in advance.
>> F.
>>
>>
>>
>> 2014-03-02 14:15 GMT-03:00 Tim Leydecker > >:
>>
>> How about giving udk, cryengine or unity a try?
>>
>> I´ve found that spending time with udk, then cryengine helped me
>> grow as an artist,especially in terms of modeling and shading/texture
>> mapping.
>>
>> It is quite rewarding to have your own character run around and to
>> play with it.
>>
>> UDK is reasonably well covered on youtube to get into it and lets
>> you use most of it´s sample files as a base for your own prototype
>> game,
>> including the default animation library to make bots run (at least
>> for a start),
>> even if it is more difficult to make things work initially, that´s a
>> good start.
>>
>> Cryengine may probably feel easier to get into, because it´s sandbox
>> and file structures
>> are more clearly recognizeable as from the windows/microsoft world
>> but the small print
>> has to be read and properly understood, none of the sample files can
>> be in your prototype,
>> IF you plan on releasing it for free or at all. Also, atm, the sample
>> skeletons (in sample files 3.4)
>> don´t go well with the engine version 3.5.7, so you´ll have some
>> grief making your own character
>> work with the cryengine animation system (in progress/change atm,
>> too).
>>
>> I would think unity is the most flexible option but I didn´t get
>> around to play with it
>> sofar beca

RE: Naught Dog "The Last of Us" - behind the scene

2014-03-03 Thread Szabolcs Matefy
Unfortunately I have no good news, it seems, that we in Budapest are some kinda 
rebel team, we use Softimage exclusively, and the rest of the company uses Max 
and Maya. Maya is slowly becoming the main app, as far as I know Ryse was 
mostly Maya on the character side. But I don't really know.

That's exactly why I'm using rather UDK at home (don't let my boss learn of 
it), because it's FBX, and it works like charm. And need no programmer to 
achieve something :)

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nicolas Esposito
Sent: Monday, March 03, 2014 9:12 AM
To: softimage@listproc.autodesk.com
Subject: Re: Naught Dog "The Last of Us" - behind the scene

@Szabolcs: Any chance for you guys at Crytek to share something related to the 
export?

I've seen lots of forum posts on crydev,net regarding the issues of importing 
the characters, and so far the only way I found is to export my scene to 3ds, 
setup the rig there and then export the character to Cryengine using the 
official plugin to export, and it works fine...I would just like to go straight 
from Soft to Cryengine, but unfortunately Crytek dropped the exporter long time 
ago :(

C'mon guys :)

2014-03-03 9:02 GMT+01:00 Szabolcs Matefy 
mailto:szabol...@crytek.com>>:
Hehe, I work for Crytek, and we exported characters from Softimage...However, 
CryEngine requires a programmer too, to author characters properly...But 
nonetheless, the look is very nice :)

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Francisco Criado
Sent: Sunday, March 02, 2014 9:12 PM
To: softimage@listproc.autodesk.com
Subject: Re: Naught Dog "The Last of Us" - behind the scene

Hi Tim,

thanks for the info, i wanted to do this:
http://youtu.be/3uxx2fFb2Z4
About importing characters in cryengine there are a couple of guys in the forum 
that had success from softomage.
And found this too,
http://www.crydev.net/newspage.php?news=79949
This post made me sit again in front of cryengine agian, lets see what comes 
out ;)
F.

On Sunday, March 2, 2014, Tim Leydecker 
mailto:bauero...@gmx.de>> wrote:
> Do you know if there is an option in Cryengine, that would let me output the 
> game in full view without crytek´s ui? like Unity on UDK

I´m not sure what you mean.

Is that it?

http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic

I remember it took me a bit to understand how to set up a player start in 
cryengine
to play full screen (starting from that location) in the sandbox editor.

I didn´t try to capture or load levels sofar, as that wasn´t neccessary yet.

Sorry, I also don´t have a example file at hand, my file disks are unlinked 
because
I´m currently in the process to switch this box from xp64 os to win7/win8.1

Cheers,

tim




On 02.03.2014 18:36, Francisco Criado wrote:
Hi Tim,

yeap, already made my first tests on cryengine and unity. The first one has 
amazing graphics but just couldn´t give it the necesary time to do something 
different than fps. In
Unity was different, everything is possible, is very very friendly like a 
softimage concept :) but graphics ouch, they really hurt for someone used to 
CG. What i liked a lot from
cryengine was the tools for rapid prototyping, like the paint tools for models 
and textures.
Tried UDK (just a couple of hours a few times) but didn´t like the ui, was like 
maya or worst, max.Saw the tech demo of UE4 and yes, amazing grapchics. Maybe 
is just a matter of
getting used to the ui.
Even though it would be nice to get hands on cryengine cinebox, but it seems 
they are in a closed beta.
Do you know if there is an option in Cryengine, that would let me output the 
game in full view without crytek´s ui? like Unity on UDK.
Thanks in advance.
F.



2014-03-02 14:15 GMT-03:00 Tim Leydecker mailto:bauero...@gmx.de>>:

How about giving udk, cryengine or unity a try?

I´ve found that spending time with udk, then cryengine helped me
grow as an artist,especially in terms of modeling and shading/texture 
mapping.

It is quite rewarding to have your own character run around and to play 
with it.

UDK is reasonably well covered on youtube to get into it and lets
you use most of it´s sample files as a base for your own prototype game,
including the default animation library to make bots run (at least for a 
start),
even if it is more difficult to make things work initially, that´s a good 
start.

Cryengine may probably feel easier to get into, because it´s sandbox and 
file structures
are more clearly recognizeable as from the windows/microsoft world but the 
small print
has to be read and properly understood, none of the sample files can be in 
your prototype,
IF you plan on re

Re: Naught Dog "The Last of Us" - behind the scene

2014-03-03 Thread Nicolas Esposito
Too bad, I was hoping for a FBX workaround, but since last time I tried the
conversion tools available on crydev nothing really worked
I guess I'll stick to UDK...even because ( hopefully ) in a couple of
months the UDK based on UE4 will be available...and it looks marvelous!


2014-03-03 10:07 GMT+01:00 Szabolcs Matefy :

> Unfortunately I have no good news, it seems, that we in Budapest are some
> kinda rebel team, we use Softimage exclusively, and the rest of the company
> uses Max and Maya. Maya is slowly becoming the main app, as far as I know
> Ryse was mostly Maya on the character side. But I don't really know.
>
>
>
> That's exactly why I'm using rather UDK at home (don't let my boss learn
> of it), because it's FBX, and it works like charm. And need no programmer
> to achieve something J
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Nicolas Esposito
> *Sent:* Monday, March 03, 2014 9:12 AM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Naught Dog "The Last of Us" - behind the scene
>
>
>
> @Szabolcs: Any chance for you guys at Crytek to share something related to
> the export?
>
>
>
> I've seen lots of forum posts on crydev,net regarding the issues of
> importing the characters, and so far the only way I found is to export my
> scene to 3ds, setup the rig there and then export the character to
> Cryengine using the official plugin to export, and it works fine...I would
> just like to go straight from Soft to Cryengine, but unfortunately Crytek
> dropped the exporter long time ago :(
>
>
>
> C'mon guys :)
>
>
>
> 2014-03-03 9:02 GMT+01:00 Szabolcs Matefy :
>
> Hehe, I work for Crytek, and we exported characters from
> Softimage...However, CryEngine requires a programmer too, to author
> characters properly...But nonetheless, the look is very nice J
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado
> *Sent:* Sunday, March 02, 2014 9:12 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Naught Dog "The Last of Us" - behind the scene
>
>
>
> Hi Tim,
>
>
>
> thanks for the info, i wanted to do this:
>
> http://youtu.be/3uxx2fFb2Z4
>
> About importing characters in cryengine there are a couple of guys in the
> forum that had success from softomage.
>
> And found this too,
> http://www.crydev.net/newspage.php?news=79949
>
> This post made me sit again in front of cryengine agian, lets see what
> comes out ;)
>
> F.
>
>
>
> On Sunday, March 2, 2014, Tim Leydecker  wrote:
>
> > Do you know if there is an option in Cryengine, that would let me output
> the game in full view without crytek´s ui? like Unity on UDK
>
> I´m not sure what you mean.
>
> Is that it?
>
> http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic
>
> I remember it took me a bit to understand how to set up a player start in
> cryengine
> to play full screen (starting from that location) in the sandbox editor.
>
> I didn´t try to capture or load levels sofar, as that wasn´t neccessary
> yet.
>
> Sorry, I also don´t have a example file at hand, my file disks are
> unlinked because
> I´m currently in the process to switch this box from xp64 os to win7/win8.1
>
> Cheers,
>
> tim
>
>
>
>
> On 02.03.2014 18:36, Francisco Criado wrote:
>
> Hi Tim,
>
> yeap, already made my first tests on cryengine and unity. The first one
> has amazing graphics but just couldn´t give it the necesary time to do
> something different than fps. In
> Unity was different, everything is possible, is very very friendly like a
> softimage concept :) but graphics ouch, they really hurt for someone used
> to CG. What i liked a lot from
> cryengine was the tools for rapid prototyping, like the paint tools for
> models and textures.
> Tried UDK (just a couple of hours a few times) but didn´t like the ui, was
> like maya or worst, max.Saw the tech demo of UE4 and yes, amazing
> grapchics. Maybe is just a matter of
> getting used to the ui.
> Even though it would be nice to get hands on cryengine cinebox, but it
> seems they are in a closed beta.
> Do you know if there is an option in Cryengine, that would let me output
> the game in full view without crytek´s ui? like Unity on UDK.
> Thanks in advance.
> F.
>
>
>
> 2014-03-02 14:15 GMT-03:00 Tim Leydecker  >:
>
> How about giving udk, cryengine or unity a try?
>
> I´ve found that spending time with udk, then cryengine helped me
> grow as an artist,especially in terms of modeling and shading/texture
> mapping.
>
> It is quite rewarding to have your own character run around and to
> play with it.
>
> UDK is reasonably well covered on youtube to get into it and lets
> you use most of it´s sample files as a base for your own prototype
> game,
> including the default animation library to make bots run (at least for
> a start),
> even if it is more difficult to make things work initial

Re: Naught Dog "The Last of Us" - behind the scene

2014-03-03 Thread carl callewaert
Unity :-) 

c

From:  Nicolas Esposito <3dv...@gmail.com>
Reply-To:  
Date:  Monday, 3 March, 2014 5:39 AM
To:  
Subject:  Re: Naught Dog "The Last of Us" - behind the scene

Too bad, I was hoping for a FBX workaround, but since last time I tried the
conversion tools available on crydev nothing really worked
I guess I'll stick to UDK...even because ( hopefully ) in a couple of months
the UDK based on UE4 will be available...and it looks marvelous!


2014-03-03 10:07 GMT+01:00 Szabolcs Matefy :
> Unfortunately I have no good news, it seems, that we in Budapest are some
> kinda rebel team, we use Softimage exclusively, and the rest of the company
> uses Max and Maya. Maya is slowly becoming the main app, as far as I know Ryse
> was mostly Maya on the character side. But I don¹t really know.
>  
> That¹s exactly why I¹m using rather UDK at home (don¹t let my boss learn of
> it), because it¹s FBX, and it works like charm. And need no programmer to
> achieve something J
>  
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nicolas Esposito
> Sent: Monday, March 03, 2014 9:12 AM
> 
> 
> To: softimage@listproc.autodesk.com
> Subject: Re: Naught Dog "The Last of Us" - behind the scene
>  
> 
> @Szabolcs: Any chance for you guys at Crytek to share something related to the
> export?
> 
>  
> 
> I've seen lots of forum posts on crydev,net regarding the issues of importing
> the characters, and so far the only way I found is to export my scene to 3ds,
> setup the rig there and then export the character to Cryengine using the
> official plugin to export, and it works fine...I would just like to go
> straight from Soft to Cryengine, but unfortunately Crytek dropped the exporter
> long time ago :(
> 
>  
> 
> C'mon guys :)
> 
>  
> 
> 2014-03-03 9:02 GMT+01:00 Szabolcs Matefy :
> 
> Hehe, I work for Crytek, and we exported characters from SoftimageŠHowever,
> CryEngine requires a programmer too, to author characters properlyŠBut
> nonetheless, the look is very nice J
>  
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado
> Sent: Sunday, March 02, 2014 9:12 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Naught Dog "The Last of Us" - behind the scene
> 
>  
> Hi Tim, 
> 
>  
> 
> thanks for the info, i wanted to do this:
> 
> http://youtu.be/3uxx2fFb2Z4
> 
> About importing characters in cryengine there are a couple of guys in the
> forum that had success from softomage.
> 
> And found this too,
> http://www.crydev.net/newspage.php?news=79949
> 
> This post made me sit again in front of cryengine agian, lets see what comes
> out ;)
> 
> F.
> 
>  
> 
> On Sunday, March 2, 2014, Tim Leydecker  wrote:
>> > Do you know if there is an option in Cryengine, that would let me output
>> the game in full view without crytek´s ui? like Unity on UDK
> 
> I´m not sure what you mean.
> 
> Is that it?
> 
> http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic
> 
> I remember it took me a bit to understand how to set up a player start in
> cryengine
> to play full screen (starting from that location) in the sandbox editor.
> 
> I didn´t try to capture or load levels sofar, as that wasn´t neccessary yet.
> 
> Sorry, I also don´t have a example file at hand, my file disks are unlinked
> because
> I´m currently in the process to switch this box from xp64 os to win7/win8.1
> 
> Cheers,
> 
> tim
> 
> 
> 
> 
> On 02.03.2014 18:36, Francisco Criado wrote:
> Hi Tim,
> 
> yeap, already made my first tests on cryengine and unity. The first one has
> amazing graphics but just couldn´t give it the necesary time to do something
> different than fps. In
> Unity was different, everything is possible, is very very friendly like a
> softimage concept :) but graphics ouch, they really hurt for someone used to
> CG. What i liked a lot from
> cryengine was the tools for rapid prototyping, like the paint tools for models
> and textures.
> Tried UDK (just a couple of hours a few times) but didn´t like the ui, was
> like maya or worst, max.Saw the tech demo of UE4 and yes, amazing grapchics.
> Maybe is just a matter of
> getting used to the ui.
> Even though it would be nice to get hands on cryengine cinebox, but it seems
> they are in a closed beta.
> Do you know if there is an option in Cryengine, that would let me output the
> game in full view without crytek´s ui? like Unity on UDK.
> Thanks in advance.
> F.
> 
> 
> 
> 2014-03-02 14:15 GMT-03:00 Tim Leydecker    >>:
> 
> How about giving udk, cryengine or unity a try?
> 
> I´ve found that spending time with udk, then cryengine helped me
> grow as an artist,especially in terms of modeling and shading/texture
> mapping.
> 
> It is quite rewarding to have your own character run around and to play
> with it.
> 
> UDK is reasonably well covered on youtube to get 

Re: Naught Dog "The Last of Us" - behind the scene

2014-03-03 Thread Tim Leydecker

> in case of using an engine for previz, what would you recomend, cryengine
> or udk?

I would recommend udk because of the *.fbx pipeline but would also recommend
to make sure you work in 1cm=1 unit, udk sample assets are often made for
roughly 1cm=2 units.

Regarding cryengine, it is reasonably simple to import character animation stuff
and linking things using modifications of existing scripts but, atm the new
animation system is not fully documented.

Getting static assets (incl. collisions) into cryengine is as easy as in udk.

Mind you, I can switch between Maya/3dsMax/Softimage for whatever gives me
the best combination for exports, I didn´t bother to try and go directly from
Softimage to udk/cryengine but put 3dsMax/Maya inbetween to easy the bumps.

All that said, maybe it´s easiest to look into unity for flexibility and 
freedom?

Cheers,

tim



On 03.03.2014 01:58, Francisco Criado wrote:

in case of using an engine for previz, what would you recomend, cryengine
or udk?
F.



2014-03-02 17:12 GMT-03:00 Francisco Criado :


Hi Tim,

thanks for the info, i wanted to do this:
http://youtu.be/3uxx2fFb2Z4
About importing characters in cryengine there are a couple of guys in the
forum that had success from softomage.
And found this too,
http://www.crydev.net/newspage.php?news=79949
This post made me sit again in front of cryengine agian, lets see what
comes out ;)
F.

On Sunday, March 2, 2014, Tim Leydecker  wrote:


Do you know if there is an option in Cryengine, that would let me

output the game in full view without crytek´s ui? like Unity on UDK

I´m not sure what you mean.

Is that it?

http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic

I remember it took me a bit to understand how to set up a player start in
cryengine
to play full screen (starting from that location) in the sandbox editor.

I didn´t try to capture or load levels sofar, as that wasn´t neccessary
yet.

Sorry, I also don´t have a example file at hand, my file disks are
unlinked because
I´m currently in the process to switch this box from xp64 os to
win7/win8.1

Cheers,

tim




On 02.03.2014 18:36, Francisco Criado wrote:


Hi Tim,

yeap, already made my first tests on cryengine and unity. The first one
has amazing graphics but just couldn´t give it the necesary time to do
something different than fps. In
Unity was different, everything is possible, is very very friendly like
a softimage concept :) but graphics ouch, they really hurt for someone used
to CG. What i liked a lot from
cryengine was the tools for rapid prototyping, like the paint tools for
models and textures.
Tried UDK (just a couple of hours a few times) but didn´t like the ui,
was like maya or worst, max.Saw the tech demo of UE4 and yes, amazing
grapchics. Maybe is just a matter of
getting used to the ui.
Even though it would be nice to get hands on cryengine cinebox, but it
seems they are in a closed beta.
Do you know if there is an option in Cryengine, that would let me output
the game in full view without crytek´s ui? like Unity on UDK.
Thanks in advance.
F.



2014-03-02 14:15 GMT-03:00 Tim Leydecker >:

 How about giving udk, cryengine or unity a try?

 I´ve found that spending time with udk, then cryengine helped me
 grow as an artist,especially in terms of modeling and
shading/texture mapping.

 It is quite rewarding to have your own character run around and to
play with it.

 UDK is reasonably well covered on youtube to get into it and lets
 you use most of it´s sample files as a base for your own prototype
game,
 including the default animation library to make bots run (at least
for a start),
 even if it is more difficult to make things work initially, that´s a
good start.

 Cryengine may probably feel easier to get into, because it´s sandbox
and file structures
 are more clearly recognizeable as from the windows/microsoft world
but the small print
 has to be read and properly understood, none of the sample files can
be in your prototype,
 IF you plan on releasing it for free or at all. Also, atm, the
sample skeletons (in sample files 3.4)
 don´t go well with the engine version 3.5.7, so you´ll have some
grief making your own character
 work with the cryengine animation system (in progress/change atm,
too).

 I would think unity is the most flexible option but I didn´t get
around to play with it
 sofar because I landed a job on a project which (as usual) pretty
much brings everything
 else to a halt.

 In terms of movie vs. advertisement vs. games. I´m a male, tripple
AAA blockbuster type of guy,
 that´s what sets the bar and that´s where most of my money will go.
Getting money out of it
 I find more difficult, mostly because getting access to such
projects is still difficult
 in Germany, there´s only a handful of places to look for work at and
overly generalizing,
 they get those high profile jobs because they try to cut into that
market, not because
 they

Re: Naught Dog "The Last of Us" - behind the scene

2014-03-03 Thread Nicolas Esposito
Regarding the import of files based on my test:

Unity: literally drag&drop from the folder to the view, it takes 3 seconds,
and you have all your meshes directly into the editor, ready to be setup (
so you have as many separate meshes as in Softimage/Maya/3ds ), same thing
for the rigged character, just drag&drop, its really really friendly :)

UDK: not bulk import option, so you have to manually import each meshes one
by one, which is quite tedious, but in general I'm not too bothered with
it. Regarding characters there are a couple of steps that needs to be done,
especially if you want to try some animations you have to setup everything
properly, otherwise it will get quite messy. To test the characters, as
shown in my tutorials, from Softimage to UDK it takes roughly 8-10 minutes,
while in Unity the process is easier and straight forward. Although for
cloth ( Apex clothing ) I'm exporting my character to Maya, and from there
export the cloth to UDK.

Cryengine: its easy to import all the stuff, but the thing that I found a
bit frustrating is, when setup the characters, I always have a couple of
errors related to the character, which are quite annoying...I notice I'm
not the only one experiencing those errors, and in the end it could be
quite annoying...anyway

Overall Unity is one of the most open engine I've ever tried, and it works
perfectly with FBXwith the new features ( Mechanim and so on ) its
really really easy to setup your character and test everything, even if for
an artist some scripting knowledge is required, while in UDK you can easily
setup what you want using a visual scripting tool ( Kismet ) and go mad
with it

I've seen some architectural visualization done with both UDK and Cryengine
and they look stunning, but if you're looking for just visuals with no
interactivity, you can juts use Lumion, which works great with FBX and the
preview is amazing ( 5 seconds per frame using Ati 7950 3GB ).
So, if you want to add interactivity ( man walking around, opening doors,
turn of lights and so on ) you might want to try Cryengine/UDK, while if
you just want to create visuals without rendering the entire thing into
Soft/Maya/3ds just use Lumion

Cheers


2014-03-03 10:59 GMT+01:00 Tim Leydecker :

> > in case of using an engine for previz, what would you recomend, cryengine
> > or udk?
>
> I would recommend udk because of the *.fbx pipeline but would also
> recommend
> to make sure you work in 1cm=1 unit, udk sample assets are often made for
> roughly 1cm=2 units.
>
> Regarding cryengine, it is reasonably simple to import character animation
> stuff
> and linking things using modifications of existing scripts but, atm the new
> animation system is not fully documented.
>
> Getting static assets (incl. collisions) into cryengine is as easy as in
> udk.
>
> Mind you, I can switch between Maya/3dsMax/Softimage for whatever gives me
> the best combination for exports, I didn´t bother to try and go directly
> from
> Softimage to udk/cryengine but put 3dsMax/Maya inbetween to easy the bumps.
>
> All that said, maybe it´s easiest to look into unity for flexibility and
> freedom?
>
> Cheers,
>
> tim
>
>
>
>
> On 03.03.2014 01:58, Francisco Criado wrote:
>
>> in case of using an engine for previz, what would you recomend, cryengine
>> or udk?
>> F.
>>
>>
>>
>> 2014-03-02 17:12 GMT-03:00 Francisco Criado :
>>
>>  Hi Tim,
>>>
>>> thanks for the info, i wanted to do this:
>>> http://youtu.be/3uxx2fFb2Z4
>>> About importing characters in cryengine there are a couple of guys in the
>>> forum that had success from softomage.
>>> And found this too,
>>> http://www.crydev.net/newspage.php?news=79949
>>> This post made me sit again in front of cryengine agian, lets see what
>>> comes out ;)
>>> F.
>>>
>>> On Sunday, March 2, 2014, Tim Leydecker  wrote:
>>>
>>>  Do you know if there is an option in Cryengine, that would let me
>
 output the game in full view without crytek´s ui? like Unity on UDK

 I´m not sure what you mean.

 Is that it?

 http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic

 I remember it took me a bit to understand how to set up a player start
 in
 cryengine
 to play full screen (starting from that location) in the sandbox editor.

 I didn´t try to capture or load levels sofar, as that wasn´t neccessary
 yet.

 Sorry, I also don´t have a example file at hand, my file disks are
 unlinked because
 I´m currently in the process to switch this box from xp64 os to
 win7/win8.1

 Cheers,

 tim




 On 02.03.2014 18:36, Francisco Criado wrote:

  Hi Tim,
>
> yeap, already made my first tests on cryengine and unity. The first one
> has amazing graphics but just couldn´t give it the necesary time to do
> something different than fps. In
> Unity was different, everything is possible, is very very friendly like
> a softimage concept :) but graph

Render Tree Crash

2014-03-03 Thread olivier jeannel

Hi,

It's been a long time that I noticed some "fragility" when I hit the 7 
key to open the render tree. XSI happen to immediatly crash with a 
windows  error message (SI 2013 stop functionning...).
Now, I have that scene that always crashes as soon as I hit the 7 key. 
I've tried merging scene and muting viewport, but no luck.

The weird thing is that it doesn't crash on other machine.

Crashing Machine is Windows7 Quadro4000
Functioning machine is XP Quadro 1800.

I suspect it might comes from the Nvidia drivers, and would like to know 
what's the safer driver ?

Driver is 311.35 here.


Thank you,

Olivier




Re: render flavor for architecture rendering

2014-03-03 Thread Rob Wuijster

V-Ray?
RedShift is very interesting too, but not sure if that will work 
properly on a farm..



Rob

\/-\/\/

On 2-8-2012 20:15, Sandy Sutherland wrote:

Cough..ARNOLD.cough...without a doubt..

Speaking from experience.

S.

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





*From:* softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Kris Rivel 
[krisri...@gmail.com]

*Sent:* 02 August 2012 19:56
*To:* Softimage List
*Subject:* render flavor for architecture rendering

Quick question..what's the flavor of choice for rendering 
architectural walk-throughs in Soft these days?  I may be doing a few 
of them.  I'm thinking of just man-handling MR into submission but 
wondering if Arnold, 3Delight or whatever may have a few more easy 
options for doing some great bounce lighting, GI, etc.  Its not just 
stills so it needs to be render farm and sequence friendly.  Thanks 
for any opinions or suggestions.


Kris

No virus found in this message.
Checked by AVG - www.avg.com 
Version: 2012.0.2197 / Virus Database: 2437/5173 - Release Date: 08/02/12





Re: Render Tree Crash

2014-03-03 Thread Ognjen Vukovic
Last i heard the 320  drivers were pretty stable, but beware of the the
earlier releases as some were know to brick cards upon install. Do you have
the shaderball preview open in the material editor., im guessing that could
cause a mess...


On Mon, Mar 3, 2014 at 12:23 PM, olivier jeannel wrote:

> Hi,
>
> It's been a long time that I noticed some "fragility" when I hit the 7 key
> to open the render tree. XSI happen to immediatly crash with a windows
>  error message (SI 2013 stop functionning...).
> Now, I have that scene that always crashes as soon as I hit the 7 key.
> I've tried merging scene and muting viewport, but no luck.
> The weird thing is that it doesn't crash on other machine.
>
> Crashing Machine is Windows7 Quadro4000
> Functioning machine is XP Quadro 1800.
>
> I suspect it might comes from the Nvidia drivers, and would like to know
> what's the safer driver ?
> Driver is 311.35 here.
>
>
> Thank you,
>
> Olivier
>
>
>


Re: render flavor for architecture rendering

2014-03-03 Thread Mirko Jankovic
Redshift works perfectly with both Deadline (tested myself) and RR by other
people comments on forum.
Also Deadline 6.2 beta will include better multy GPU support as well so you
can run multiple renderings using each card for example two concurrent
tasks each using 2 cards if you have 4 cards system.
But even now Deadline works like a charm.


On Mon, Mar 3, 2014 at 12:32 PM, Rob Wuijster  wrote:

>  V-Ray?
> RedShift is very interesting too, but not sure if that will work properly
> on a farm..
>
>
> Rob
>
> \/-\/\/
>
> On 2-8-2012 20:15, Sandy Sutherland wrote:
>
> Cough..ARNOLD.cough...without a doubt..
>
> Speaking from experience.
>
> S.
>
> _
> Sandy Sutherland
> Technical Supervisor
> sandy.sutherl...@triggerfish.co.za
> _
>
>
>
>
>   --
> *From:* softimage-boun...@listproc.autodesk.com [
> softimage-boun...@listproc.autodesk.com] on behalf of Kris Rivel [
> krisri...@gmail.com]
> *Sent:* 02 August 2012 19:56
> *To:* Softimage List
> *Subject:* render flavor for architecture rendering
>
>  Quick question..what's the flavor of choice for rendering architectural
> walk-throughs in Soft these days?  I may be doing a few of them.  I'm
> thinking of just man-handling MR into submission but wondering if Arnold,
> 3Delight or whatever may have a few more easy options for doing some great
> bounce lighting, GI, etc.  Its not just stills so it needs to be render
> farm and sequence friendly.  Thanks for any opinions or suggestions.
>
> Kris
>
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2012.0.2197 / Virus Database: 2437/5173 - Release Date: 08/02/12
>
>
>


Re: Render Tree Crash

2014-03-03 Thread olivier jeannel

Nope, no Shader ball here.
Thank's for your input !


Le 03/03/2014 12:39, Ognjen Vukovic a écrit :
Last i heard the 320  drivers were pretty stable, but beware of the 
the earlier releases as some were know to brick cards upon install. Do 
you have the shaderball preview open in the material editor., im 
guessing that could cause a mess...



On Mon, Mar 3, 2014 at 12:23 PM, olivier jeannel 
mailto:olivier.jean...@noos.fr>> wrote:


Hi,

It's been a long time that I noticed some "fragility" when I hit
the 7 key to open the render tree. XSI happen to immediatly crash
with a windows  error message (SI 2013 stop functionning...).
Now, I have that scene that always crashes as soon as I hit the 7
key. I've tried merging scene and muting viewport, but no luck.
The weird thing is that it doesn't crash on other machine.

Crashing Machine is Windows7 Quadro4000
Functioning machine is XP Quadro 1800.

I suspect it might comes from the Nvidia drivers, and would like
to know what's the safer driver ?
Driver is 311.35 here.


Thank you,

Olivier







Ensuing Chaos

2014-03-03 Thread Andi Farhall
Chaos with the soft community would be exactly what AD want. Divide and rule 
through fear. Bugger that for a game of soldiers out of sheer bloody mindedness 
to not let AD have it all their own way. To buy a pro tool like softimage 
purely to kill it a couple of years later is an act of entirely unethical 
destruction. Roofs are kept over heads and kids fed on the back of software 
that come with the pro label and price.

People, us, will continue to be able to service our clients using soft for a 
number of years to come but it would be prudent to learn something new along 
the way. Maya with it's wide user base and antiquated work flow and elderly 
architecture, Houdini might have a steep learning curve but it seems to be a 
more up to date suggestion. Plus AD won't get your cash.
Revenge is best served cold for a reason

A

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

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

Re: Arnold skin

2014-03-03 Thread nick name
In the Advanced Settings of the SkinSSS shader there's a multiplier. Not
sure if that's what you're looking for.
However, assuming 1si = 1m might not be the wisest thing to do. Try with
1si = 1m and see how it goes.


On Mon, Feb 24, 2014 at 4:09 PM, Szabolcs Matefy wrote:

> Hey folks
>
>
>
> I've just downloaded Arnold, and tried to set up something (especially
> skin)
>
>
>
> I've got few question to those, who are well versed in Arnold:
>
>
>
> 1.   Is it possible to scale the SSS? Like in MR there were a scale
> conversion value, do we have it here as well?
>
> 2.   My skin looks red. Awfully red...I used the default shader lit
> with a Quad Light, nothing fancy no texture. I admit, the model is created
> in a 1 unit = 1 m system, I tried to adjust it with Radius multiplier, but
> yet I do not like the outcome...
>
> 3.   It seems, that the skin shader doesn't have a diffuse component,
> just scattering?
>
>
>
> Cheers
>
>
>
>
> Szabolcs
> ___
> This message contains confidential information and is intended only for
> the individual named. If you are not the named addressee you should not
> disseminate, distribute or copy this e-mail. Please notify the sender
> immediately by e-mail if you have received this e-mail by mistake and
> delete this e-mail from your system. E-mail transmission cannot be
> guaranteed to be secure or error-free as information could be intercepted,
> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
> The sender therefore does not accept liability for any errors or omissions
> in the contents of this message, which arise as a result of e-mail
> transmission. If verification is required please request a hard-copy
> version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
> Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>


Re: Arnold skin

2014-03-03 Thread nick name
I meant try 1si = 0.1m


On Mon, Mar 3, 2014 at 2:29 PM, nick name  wrote:

> In the Advanced Settings of the SkinSSS shader there's a multiplier. Not
> sure if that's what you're looking for.
> However, assuming 1si = 1m might not be the wisest thing to do. Try with
> 1si = 1m and see how it goes.
>
>
> On Mon, Feb 24, 2014 at 4:09 PM, Szabolcs Matefy wrote:
>
>> Hey folks
>>
>>
>>
>> I've just downloaded Arnold, and tried to set up something (especially
>> skin)
>>
>>
>>
>> I've got few question to those, who are well versed in Arnold:
>>
>>
>>
>> 1.   Is it possible to scale the SSS? Like in MR there were a scale
>> conversion value, do we have it here as well?
>>
>> 2.   My skin looks red. Awfully red...I used the default shader lit
>> with a Quad Light, nothing fancy no texture. I admit, the model is created
>> in a 1 unit = 1 m system, I tried to adjust it with Radius multiplier, but
>> yet I do not like the outcome...
>>
>> 3.   It seems, that the skin shader doesn't have a diffuse
>> component, just scattering?
>>
>>
>>
>> Cheers
>>
>>
>>
>>
>> Szabolcs
>> ___
>> This message contains confidential information and is intended only for
>> the individual named. If you are not the named addressee you should not
>> disseminate, distribute or copy this e-mail. Please notify the sender
>> immediately by e-mail if you have received this e-mail by mistake and
>> delete this e-mail from your system. E-mail transmission cannot be
>> guaranteed to be secure or error-free as information could be intercepted,
>> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
>> The sender therefore does not accept liability for any errors or omissions
>> in the contents of this message, which arise as a result of e-mail
>> transmission. If verification is required please request a hard-copy
>> version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
>> Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
>> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>>
>
>


RE: Arnold skin

2014-03-03 Thread Szabolcs Matefy
Yep, meanwhile I figured it out. It's very typical, that I submit my problem, 
then I find the solution. However, I have a recurring issue with transparency, 
I have two eyes, and sometimes when I change the light direction, or the camera 
view, the irises behind the eye lens disappear. I need to destroy the scene, 
cast some woodoo mojo and pray to make the iris reappear...

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of nick name
Sent: Monday, March 03, 2014 1:31 PM
To: softimage@listproc.autodesk.com
Subject: Re: Arnold skin

I meant try 1si = 0.1m

On Mon, Mar 3, 2014 at 2:29 PM, nick name 
mailto:creator3dstu...@gmail.com>> wrote:
In the Advanced Settings of the SkinSSS shader there's a multiplier. Not sure 
if that's what you're looking for.
However, assuming 1si = 1m might not be the wisest thing to do. Try with 1si = 
1m and see how it goes.

On Mon, Feb 24, 2014 at 4:09 PM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
Hey folks

I've just downloaded Arnold, and tried to set up something (especially skin)

I've got few question to those, who are well versed in Arnold:


1.   Is it possible to scale the SSS? Like in MR there were a scale 
conversion value, do we have it here as well?

2.   My skin looks red. Awfully red...I used the default shader lit with a 
Quad Light, nothing fancy no texture. I admit, the model is created in a 1 unit 
= 1 m system, I tried to adjust it with Radius multiplier, but yet I do not 
like the outcome...

3.   It seems, that the skin shader doesn't have a diffuse component, just 
scattering?

Cheers


Szabolcs
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Copy keys on timeline question

2014-03-03 Thread Szabolcs Matefy
Hey guys

I want to copy poses between animations. However, when I copy keys on the 
timeline, remove the animation, and I want to past the copied keys, paste 
becomes greyed out...WTH???

___
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does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli


Re: Copy keys on timeline question

2014-03-03 Thread Artur Woźniak
why don't you just ctrl+drag on the dope sheet? Then delet what you 
don't need.


Artur

-- Wiadomość oryginalna --
Od: "Szabolcs Matefy" 
Do: "softimage@listproc.autodesk.com" 
Wysłano: 2014-03-03 14:19:04
Temat: Copy keys on timeline question


Hey guys



I want to copy poses between animations. However, when I copy keys on 
the timeline, remove the animation, and I want to past the copied keys, 
paste becomes greyed out…WTH???


___
This message contains confidential information and is intended only for 
the individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and 
delete this e-mail from your system. E-mail transmission cannot be 
guaranteed to be secure or error-free as information could be 
intercepted, corrupted, lost, destroyed, arrive late or incomplete, or 
contain viruses. The sender therefore does not accept liability for any 
errors or omissions in the contents of this message, which arise as a 
result of e-mail transmission. If verification is required please 
request a hard-copy version. Crytek GmbH - http://www.crytek.com - 
Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. 
Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat 
Yerli, Faruk Yerli

RE: Copy keys on timeline question

2014-03-03 Thread Szabolcs Matefy
Because the thing is that, we have plenty of animations. Some clever guy 
decided that the idle pose has to be slightly different. Now, our animator has 
go through the animation and fix the first frame. The easiest and logic way 
should be, copy frame, apply old anim, past new frame, amen.

Unfortunately it looks like that when animations is removed, the clipboard is 
emptied. shit

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Artur Wozniak
Sent: Monday, March 03, 2014 2:22 PM
To: softimage@listproc.autodesk.com
Subject: Re: Copy keys on timeline question

why don't you just ctrl+drag on the dope sheet? Then delet what you don't need.

Artur

-- Wiadomość oryginalna --
Od: "Szabolcs Matefy" mailto:szabol...@crytek.com>>
Do: "softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Wysłano: 2014-03-03 14:19:04
Temat: Copy keys on timeline question

Hey guys

I want to copy poses between animations. However, when I copy keys on the 
timeline, remove the animation, and I want to past the copied keys, paste 
becomes greyed out…WTH???
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 
Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - 
Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli


Re: Copy keys on timeline question

2014-03-03 Thread Nicolas Esposito
If I understood correctly you can bake into a clip the idle animation,
which will be separate from the animation that already exist, then remove
the animation and the idle will still be there.
Then you can ( it should be possible ) copy the idle pose from one clip to
another, or just interpolate the trwo clips by keying them, so that it will
override the previous idle animation and will blend with the existing one


2014-03-03 14:25 GMT+01:00 Szabolcs Matefy :

> Because the thing is that, we have plenty of animations. Some clever guy
> decided that the idle pose has to be slightly different. Now, our animator
> has go through the animation and fix the first frame. The easiest and logic
> way should be, copy frame, apply old anim, past new frame, amen.
>
>
>
> Unfortunately it looks like that when animations is removed, the clipboard
> is emptied. shit
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Artur Wozniak
> *Sent:* Monday, March 03, 2014 2:22 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Copy keys on timeline question
>
>
>
> why don't you just ctrl+drag on the dope sheet? Then delet what you don't
> need.
>
>
>
> Artur
>
>
>
> -- Wiadomość oryginalna --
>
> Od: "Szabolcs Matefy" <*szabol...@crytek.com* >
>
> Do: "softimage@listproc.autodesk.com" 
> <*softimage@listproc.autodesk.com*
> >
>
> Wysłano: 2014-03-03 14:19:04
>
> Temat: Copy keys on timeline question
>
>
>
> Hey guys
>
>
>
> I want to copy poses between animations. However, when I copy keys on the
> timeline, remove the animation, and I want to past the copied keys, paste
> becomes greyed out...WTH???
>
> ___
> This message contains confidential information and is intended only for
> the individual named. If you are not the named addressee you should not
> disseminate, distribute or copy this e-mail. Please notify the sender
> immediately by e-mail if you have received this e-mail by mistake and
> delete this e-mail from your system. E-mail transmission cannot be
> guaranteed to be secure or error-free as information could be intercepted,
> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
> The sender therefore does not accept liability for any errors or omissions
> in the contents of this message, which arise as a result of e-mail
> transmission. If verification is required please request a hard-copy
> version. Crytek GmbH - *http://www.crytek.com*  -
> Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a.
> Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat
> Yerli, Faruk Yerli
>
>


Re: Copy keys on timeline question

2014-03-03 Thread Will Sharkey
Store the pose in either a library or on a model and then apply it.

-select controllers and Click on Actions > store > transformations current
values (pose).
-either save it on the sever or in a model.
-then select the pose in a scene browser:  Apply > Paste action.


On Mon, Mar 3, 2014 at 1:25 PM, Szabolcs Matefy wrote:

> Because the thing is that, we have plenty of animations. Some clever guy
> decided that the idle pose has to be slightly different. Now, our animator
> has go through the animation and fix the first frame. The easiest and logic
> way should be, copy frame, apply old anim, past new frame, amen.
>
>
>
> Unfortunately it looks like that when animations is removed, the clipboard
> is emptied. shit
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Artur Wozniak
> *Sent:* Monday, March 03, 2014 2:22 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Copy keys on timeline question
>
>
>
> why don't you just ctrl+drag on the dope sheet? Then delet what you don't
> need.
>
>
>
> Artur
>
>
>
> -- Wiadomość oryginalna --
>
> Od: "Szabolcs Matefy" <*szabol...@crytek.com* >
>
> Do: "softimage@listproc.autodesk.com" 
> <*softimage@listproc.autodesk.com*
> >
>
> Wysłano: 2014-03-03 14:19:04
>
> Temat: Copy keys on timeline question
>
>
>
> Hey guys
>
>
>
> I want to copy poses between animations. However, when I copy keys on the
> timeline, remove the animation, and I want to past the copied keys, paste
> becomes greyed out...WTH???
>
> ___
> This message contains confidential information and is intended only for
> the individual named. If you are not the named addressee you should not
> disseminate, distribute or copy this e-mail. Please notify the sender
> immediately by e-mail if you have received this e-mail by mistake and
> delete this e-mail from your system. E-mail transmission cannot be
> guaranteed to be secure or error-free as information could be intercepted,
> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
> The sender therefore does not accept liability for any errors or omissions
> in the contents of this message, which arise as a result of e-mail
> transmission. If verification is required please request a hard-copy
> version. Crytek GmbH - *http://www.crytek.com*  -
> Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a.
> Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat
> Yerli, Faruk Yerli
>
>


Re: render flavor for architecture rendering

2014-03-03 Thread Christian Gotzinger
If I had to do an architectural walkthrough right now, I'd use Redshift for
sure. That thing is incredible, you may not even need a farm.


On Mon, Mar 3, 2014 at 12:32 PM, Rob Wuijster  wrote:

>  V-Ray?
> RedShift is very interesting too, but not sure if that will work properly
> on a farm..
>
>
> Rob
>
> \/-\/\/
>
> On 2-8-2012 20:15, Sandy Sutherland wrote:
>
> Cough..ARNOLD.cough...without a doubt..
>
> Speaking from experience.
>
> S.
>
> _
> Sandy Sutherland
> Technical Supervisor
> sandy.sutherl...@triggerfish.co.za
> _
>
>
>
>
>   --
> *From:* softimage-boun...@listproc.autodesk.com [
> softimage-boun...@listproc.autodesk.com] on behalf of Kris Rivel [
> krisri...@gmail.com]
> *Sent:* 02 August 2012 19:56
> *To:* Softimage List
> *Subject:* render flavor for architecture rendering
>
>  Quick question..what's the flavor of choice for rendering architectural
> walk-throughs in Soft these days?  I may be doing a few of them.  I'm
> thinking of just man-handling MR into submission but wondering if Arnold,
> 3Delight or whatever may have a few more easy options for doing some great
> bounce lighting, GI, etc.  Its not just stills so it needs to be render
> farm and sequence friendly.  Thanks for any opinions or suggestions.
>
> Kris
>
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2012.0.2197 / Virus Database: 2437/5173 - Release Date: 08/02/12
>
>
>


Re: render flavor for architecture rendering

2014-03-03 Thread Matt Morris
Yup 1 and a half years on I'd say Redshift without hesitation. Funny how
times change :)

p.s. how did this zombie thread come back to life?!


On 3 March 2014 13:40, Christian Gotzinger  wrote:

> If I had to do an architectural walkthrough right now, I'd use Redshift
> for sure. That thing is incredible, you may not even need a farm.
>
>
> On Mon, Mar 3, 2014 at 12:32 PM, Rob Wuijster  wrote:
>
>>  V-Ray?
>> RedShift is very interesting too, but not sure if that will work properly
>> on a farm..
>>
>> Rob
>>
>> \/-\/\/
>>
>> On 2-8-2012 20:15, Sandy Sutherland wrote:
>>
>> Cough..ARNOLD.cough...without a doubt..
>>
>> Speaking from experience.
>>
>> S.
>>
>> _
>> Sandy Sutherland
>> Technical Supervisor
>> sandy.sutherl...@triggerfish.co.za
>> _
>>
>>
>>
>>
>>   --
>> *From:* softimage-boun...@listproc.autodesk.com [
>> softimage-boun...@listproc.autodesk.com] on behalf of Kris Rivel [
>> krisri...@gmail.com]
>> *Sent:* 02 August 2012 19:56
>> *To:* Softimage List
>> *Subject:* render flavor for architecture rendering
>>
>>  Quick question..what's the flavor of choice for rendering architectural
>> walk-throughs in Soft these days?  I may be doing a few of them.  I'm
>> thinking of just man-handling MR into submission but wondering if Arnold,
>> 3Delight or whatever may have a few more easy options for doing some great
>> bounce lighting, GI, etc.  Its not just stills so it needs to be render
>> farm and sequence friendly.  Thanks for any opinions or suggestions.
>>
>> Kris
>>
>> No virus found in this message.
>> Checked by AVG - www.avg.com
>> Version: 2012.0.2197 / Virus Database: 2437/5173 - Release Date: 08/02/12
>>
>>
>>
>


-- 
www.matinai.com


V-Ray rendering is live in http://Clara.io - includes interactive live cloud streaming.

2014-03-03 Thread Ben Houston
Hi all,

Just a quick note that we have just made V-Ray rendering available in
http://Clara.io -- it is currently available to everyone.  I've giving
you guys the first heads up on this.

The Clara.io design in this area is inspired in part by Softimage --
we have similar renderer and pass management as well as live render
viewport (although not sub-regions yet.) :)

Here is an introductory tutorial on how to use it, including its live
streaming options:

http://www.youtube.com/watch?v=tpQ4lKsq6Us

Here is a tutorial on how our V-Ray proxy system works to allow you to
render large amounts of geometry -- there is no need to be limited by
the capabilities of one's browser or internet connection:

http://www.youtube.com/watch?v=7q1wMps9dyE

Here is how to create a mesh light:

http://www.youtube.com/watch?v=qTF_kkeGuPI

Features that will be released in the next week or so include:
- Material library with with over 200 real-world presets (including
preview images.)
- Area lights - preview image here: http://goo.gl/5NBEha
- Much improved stability
- Background rendering with email notification (we have this working,
we just can't easily manage the queue yet)

-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Clara.io - Professional-Grade WebGL-based 3D Content Creation


RE: Copy keys on timeline question

2014-03-03 Thread Szabolcs Matefy
Unfortunately Apply overwrites the existing animation on the timeline

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Will Sharkey
Sent: Monday, March 03, 2014 2:40 PM
To: softimage@listproc.autodesk.com
Subject: Re: Copy keys on timeline question

Store the pose in either a library or on a model and then apply it.

-select controllers and Click on Actions > store > transformations current 
values (pose).
-either save it on the sever or in a model.
-then select the pose in a scene browser:  Apply > Paste action.

On Mon, Mar 3, 2014 at 1:25 PM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
Because the thing is that, we have plenty of animations. Some clever guy 
decided that the idle pose has to be slightly different. Now, our animator has 
go through the animation and fix the first frame. The easiest and logic way 
should be, copy frame, apply old anim, past new frame, amen.

Unfortunately it looks like that when animations is removed, the clipboard is 
emptied. shit

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Artur Wozniak
Sent: Monday, March 03, 2014 2:22 PM
To: softimage@listproc.autodesk.com
Subject: Re: Copy keys on timeline question

why don't you just ctrl+drag on the dope sheet? Then delet what you don't need.

Artur

-- Wiadomość oryginalna --
Od: "Szabolcs Matefy" mailto:szabol...@crytek.com>>
Do: "softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Wysłano: 2014-03-03 14:19:04
Temat: Copy keys on timeline question

Hey guys

I want to copy poses between animations. However, when I copy keys on the 
timeline, remove the animation, and I want to past the copied keys, paste 
becomes greyed out…WTH???
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 
Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - 
Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli



Re: Copy keys on timeline question

2014-03-03 Thread Siew Yi Liang

http://www.ethivierge.com/page/plug-ins/animstore-cat/

Maybe that will help...?

However, I'm not sure I understand. Could you not just use the dope 
sheet to accomplish this, assuming your rig is the same?


1. Import fresh rig!
2. Apply new poses that you want to put on old rig.
3. Dope sheet, make region, copy keys that you want to paste on old rig.
4. Select old rig, make region in location that you want to overwrite 
(or select blank region), paste keys.

5. Done (I think?)

Yours sincerely,
Siew Yi Liang

On 3/3/2014 7:12 AM, Szabolcs Matefy wrote:


Unfortunately Apply overwrites the existing animation on the timeline

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

*Sent:* Monday, March 03, 2014 2:40 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Copy keys on timeline question

Store the pose in either a library or on a model and then apply it.

-select controllers and Click on Actions > store > transformations 
current values (pose).


-either save it on the sever or in a model.

-then select the pose in a scene browser:  Apply > Paste action.

On Mon, Mar 3, 2014 at 1:25 PM, Szabolcs Matefy > wrote:


Because the thing is that, we have plenty of animations. Some clever 
guy decided that the idle pose has to be slightly different. Now, our 
animator has go through the animation and fix the first frame. The 
easiest and logic way should be, copy frame, apply old anim, past new 
frame, amen.


Unfortunately it looks like that when animations is removed, the 
clipboard is emptied. shit


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

*Sent:* Monday, March 03, 2014 2:22 PM
*To:* softimage@listproc.autodesk.com 


*Subject:* Re: Copy keys on timeline question

why don't you just ctrl+drag on the dope sheet? Then delet what you 
don't need.


Artur

-- Wiadomość oryginalna --

Od: "Szabolcs Matefy" mailto:szabol...@crytek.com>>

Do: "softimage@listproc.autodesk.com 
" 
mailto:softimage@listproc.autodesk.com>>


Wysłano: 2014-03-03 14:19:04

Temat: Copy keys on timeline question

Hey guys

I want to copy poses between animations. However, when I copy keys
on the timeline, remove the animation, and I want to past the
copied keys, paste becomes greyed out…WTH???

___
This message contains confidential information and is intended
only for the individual named. If you are not the named addressee
you should not disseminate, distribute or copy this e-mail. Please
notify the sender immediately by e-mail if you have received this
e-mail by mistake and delete this e-mail from your system. E-mail
transmission cannot be guaranteed to be secure or error-free as
information could be intercepted, corrupted, lost, destroyed,
arrive late or incomplete, or contain viruses. The sender
therefore does not accept liability for any errors or omissions in
the contents of this message, which arise as a result of e-mail
transmission. If verification is required please request a
hard-copy version. Crytek GmbH - http://www.crytek.com
 - Grüneburgweg 16-18, 60322 Frankfurt -
HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 -
Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli





Re: Copy keys on timeline question

2014-03-03 Thread Oscar Juarez
Paste Action will paste animation on the selected range and will leave the
rest as it was, just be sure to put the correct range with the correct
duration if not you will get stretched animation.


On Mon, Mar 3, 2014 at 4:30 PM, Siew Yi Liang  wrote:

>  http://www.ethivierge.com/page/plug-ins/animstore-cat/
>
> Maybe that will help...?
>
> However, I'm not sure I understand. Could you not just use the dope sheet
> to accomplish this, assuming your rig is the same?
>
> 1. Import fresh rig!
> 2. Apply new poses that you want to put on old rig.
> 3. Dope sheet, make region, copy keys that you want to paste on old rig.
> 4. Select old rig, make region in location that you want to overwrite (or
> select blank region), paste keys.
> 5. Done (I think?)
>
> Yours sincerely,
> Siew Yi Liang
>
> On 3/3/2014 7:12 AM, Szabolcs Matefy wrote:
>
>  Unfortunately Apply overwrites the existing animation on the timeline
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com]
> *On Behalf Of *Will Sharkey
> *Sent:* Monday, March 03, 2014 2:40 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Copy keys on timeline question
>
>
>
> Store the pose in either a library or on a model and then apply it.
>
>
>
> -select controllers and Click on Actions > store > transformations current
> values (pose).
>
> -either save it on the sever or in a model.
>
> -then select the pose in a scene browser:  Apply > Paste action.
>
>
>
> On Mon, Mar 3, 2014 at 1:25 PM, Szabolcs Matefy 
> wrote:
>
> Because the thing is that, we have plenty of animations. Some clever guy
> decided that the idle pose has to be slightly different. Now, our animator
> has go through the animation and fix the first frame. The easiest and logic
> way should be, copy frame, apply old anim, past new frame, amen.
>
>
>
> Unfortunately it looks like that when animations is removed, the clipboard
> is emptied. shit
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Artur Wozniak
> *Sent:* Monday, March 03, 2014 2:22 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Copy keys on timeline question
>
>
>
> why don't you just ctrl+drag on the dope sheet? Then delet what you don't
> need.
>
>
>
> Artur
>
>
>
> -- Wiadomość oryginalna --
>
> Od: "Szabolcs Matefy" 
>
> Do: "softimage@listproc.autodesk.com" 
>
> Wysłano: 2014-03-03 14:19:04
>
> Temat: Copy keys on timeline question
>
>
>
> Hey guys
>
>
>
> I want to copy poses between animations. However, when I copy keys on the
> timeline, remove the animation, and I want to past the copied keys, paste
> becomes greyed out…WTH???
>
> ___
> This message contains confidential information and is intended only for
> the individual named. If you are not the named addressee you should not
> disseminate, distribute or copy this e-mail. Please notify the sender
> immediately by e-mail if you have received this e-mail by mistake and
> delete this e-mail from your system. E-mail transmission cannot be
> guaranteed to be secure or error-free as information could be intercepted,
> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
> The sender therefore does not accept liability for any errors or omissions
> in the contents of this message, which arise as a result of e-mail
> transmission. If verification is required please request a hard-copy
> version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
> Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>
>
>
>
>


Rigging Reel 2013

2014-03-03 Thread Cesar Saez
Hey folks,

Sorry for the self plug, but I just updated my reel and I would love to get
feedback.

I'm also looking for a job opportunity as Character TD/Technical Artist
(preferably full-time, I'm ok with relocation), so I would really
appreciate if you can pass this around or get in touch off list, here's a link
to my 
resumejust
in case.

http://vimeo.com/88004455

Thank you!


Re: Rigging Reel 2013

2014-03-03 Thread Eric Thivierge

Really great stuff Cesar! Any company would be lucky to have you!

Eric T.

On Monday, March 03, 2014 10:44:31 AM, Cesar Saez wrote:

Hey folks,

Sorry for the self plug, but I just updated my reel and I would love
to get feedback.

I'm also looking for a job opportunity as Character TD/Technical
Artist (preferably full-time, I'm ok with relocation), so I would
really appreciate if you can pass this around or get in touch off
list, here's a link to my resume
 just
in case.

http://vimeo.com/88004455

Thank you!




Re: Rigging Reel 2013

2014-03-03 Thread Eric Turman
Clean design and great results. Nicely done!

-=Eric Turman


On Mon, Mar 3, 2014 at 9:55 AM, Eric Thivierge wrote:

> Really great stuff Cesar! Any company would be lucky to have you!
>
> Eric T.
>
>
> On Monday, March 03, 2014 10:44:31 AM, Cesar Saez wrote:
>
>> Hey folks,
>>
>> Sorry for the self plug, but I just updated my reel and I would love
>> to get feedback.
>>
>> I'm also looking for a job opportunity as Character TD/Technical
>> Artist (preferably full-time, I'm ok with relocation), so I would
>> really appreciate if you can pass this around or get in touch off
>> list, here's a link to my resume
>>  just
>>
>> in case.
>>
>> http://vimeo.com/88004455
>>
>> Thank you!
>>
>
>


-- 




-=T=-


Re: Ensuing Chaos

2014-03-03 Thread Francisco Criado
Agree a 100%

On Monday, March 3, 2014, Andi Farhall  wrote:

> Chaos with the soft community would be exactly what AD want. Divide and
> rule through fear. Bugger that for a game of soldiers out of sheer bloody
> mindedness to not let AD have it all their own way. To buy a pro tool like
> softimage purely to kill it a couple of years later is an act of entirely
> unethical destruction. Roofs are kept over heads and kids fed on the back
> of software that come with the pro label and price.
>
> People, us, will continue to be able to service our clients using soft for
> a number of years to come but it would be prudent to learn something new
> along the way. Maya with it's wide user base and antiquated work flow and
> elderly architecture, Houdini might have a steep learning curve but it
> seems to be a more up to date suggestion. Plus AD won't get your cash.
>
> Revenge is best served cold for a reason
>
>
> A
>
>
> ...
> http://www.hackneyeffects.com/
> https://vimeo.com/user4174293
> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>
>
> http://www.flickr.com/photos/lord_hackney/
> http://spylon.tumblr.com/
>
> This email and any attachments to it may be confidential and are intended
> solely for the use of the individual to whom it is addressed. Any views or
> opinions expressed are solely those of the author and do not necessarily
> represent those of Hackney Effects Ltd.
>
> If you are not the intended recipient of this email, you must neither take
> any action based upon its contents, nor copy or show it to anyone.
>
> Please contact the sender if you believe you have received this email in
> error.
> 
>


Re: How to mirror a rig pose

2014-03-03 Thread pedro santos
Heya Nick
I'm a python newbie and I know very little of Softimage application of
Python, but I'm working my way up to do the same thing you are doing.

Independently from Softimage I made a little script that returns a list of
the symmetrical control, or itself if it's a center control.

Example: http://repl.it/P2G

I intend now to study softimage's python application to get this going.
Only inverted coordinates that I foresee are PosX and RotY.
Hope it doesn't come out too slow :D

Cheers


On Tue, Feb 25, 2014 at 10:32 PM, Nicolas Esposito <3dv...@gmail.com> wrote:

> Using my marvelous copy & paste skills I created two python scripts which
> allows me to set the position and orientation constraint on a set of nulls,
> then apply a simmetry constraint to another set of nulls
> Attached you'll find the models and the scripts
>
> However I notice that it works properly only when using
> RockFalcon_2010_ROM, while if I try to use any other RockFalcon files I
> have this error:
>
> Application.SelectObj("Driven.LEyebrowEnd_Control", "", True)
> Application.ApplyCns("Position", "Driven.LEyebrowEnd_Control",
> "Face.LEyebrowEnd_Control", "")
> Application.SelectObj("Driven.LEar_Control", "", True)
> Application.ApplyCns("Position", "Driven.LEar_Control",
> "Face.LEar_Control", "")
> Application.SelectObj("Driven.LOrbitalUpper_ControlOffset", "", True)
> # ERROR : 2000 - Argument 2 (ConstrainingObj) is invalid
> # ERROR : 2001-CONS-ApplyCns - Argument 2 is invalid
> Application.ApplyCns("Position", "", "", "")
> # ERROR : Traceback (most recent call last):
> #   File "

Re: Copy keys on timeline question

2014-03-03 Thread Marco Peixoto
Yeah Apply Action only Apply the Pose you saved earlier, you don't even
need to select the key, just have the timeslider on the key you want.

Be sure when saving the Pose that you are ONLY saving a single frame and
not entire animation.


On Mon, Mar 3, 2014 at 3:33 PM, Oscar Juarez wrote:

> Paste Action will paste animation on the selected range and will leave the
> rest as it was, just be sure to put the correct range with the correct
> duration if not you will get stretched animation.
>
>
> On Mon, Mar 3, 2014 at 4:30 PM, Siew Yi Liang  wrote:
>
>>  http://www.ethivierge.com/page/plug-ins/animstore-cat/
>>
>> Maybe that will help...?
>>
>> However, I'm not sure I understand. Could you not just use the dope sheet
>> to accomplish this, assuming your rig is the same?
>>
>> 1. Import fresh rig!
>> 2. Apply new poses that you want to put on old rig.
>> 3. Dope sheet, make region, copy keys that you want to paste on old rig.
>> 4. Select old rig, make region in location that you want to overwrite (or
>> select blank region), paste keys.
>> 5. Done (I think?)
>>
>> Yours sincerely,
>> Siew Yi Liang
>>
>> On 3/3/2014 7:12 AM, Szabolcs Matefy wrote:
>>
>>  Unfortunately Apply overwrites the existing animation on the timeline
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [
>> mailto:softimage-boun...@listproc.autodesk.com]
>> *On Behalf Of *Will Sharkey
>> *Sent:* Monday, March 03, 2014 2:40 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Copy keys on timeline question
>>
>>
>>
>> Store the pose in either a library or on a model and then apply it.
>>
>>
>>
>> -select controllers and Click on Actions > store > transformations
>> current values (pose).
>>
>> -either save it on the sever or in a model.
>>
>> -then select the pose in a scene browser:  Apply > Paste action.
>>
>>
>>
>> On Mon, Mar 3, 2014 at 1:25 PM, Szabolcs Matefy 
>> wrote:
>>
>> Because the thing is that, we have plenty of animations. Some clever guy
>> decided that the idle pose has to be slightly different. Now, our animator
>> has go through the animation and fix the first frame. The easiest and logic
>> way should be, copy frame, apply old anim, past new frame, amen.
>>
>>
>>
>> Unfortunately it looks like that when animations is removed, the
>> clipboard is emptied. shit
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Artur Wozniak
>> *Sent:* Monday, March 03, 2014 2:22 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Copy keys on timeline question
>>
>>
>>
>> why don't you just ctrl+drag on the dope sheet? Then delet what you don't
>> need.
>>
>>
>>
>> Artur
>>
>>
>>
>> -- Wiadomość oryginalna --
>>
>> Od: "Szabolcs Matefy" 
>>
>> Do: "softimage@listproc.autodesk.com" 
>>
>> Wysłano: 2014-03-03 14:19:04
>>
>> Temat: Copy keys on timeline question
>>
>>
>>
>> Hey guys
>>
>>
>>
>> I want to copy poses between animations. However, when I copy keys on the
>> timeline, remove the animation, and I want to past the copied keys, paste
>> becomes greyed out…WTH???
>>
>> ___
>> This message contains confidential information and is intended only for
>> the individual named. If you are not the named addressee you should not
>> disseminate, distribute or copy this e-mail. Please notify the sender
>> immediately by e-mail if you have received this e-mail by mistake and
>> delete this e-mail from your system. E-mail transmission cannot be
>> guaranteed to be secure or error-free as information could be intercepted,
>> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
>> The sender therefore does not accept liability for any errors or omissions
>> in the contents of this message, which arise as a result of e-mail
>> transmission. If verification is required please request a hard-copy
>> version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
>> Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
>> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>>
>>
>>
>>
>>
>


Re: Ensuing Chaos

2014-03-03 Thread Emilio Hernandez
+1 And I will add.

Stop running, it will take years for other softwares including Maya to be
as efficient and slim as Softimage.

As long as your able to still work with Softimage and deliver the job.  Who
cares what are you working with.

As I said before I never heard of a client saying "Hey you work sucks
because it is not done in Maya".  Au contraire. What I've heard from my
clients is "Good job! Everything went smooth and peachy".

So... again.  I see no reason to start fleeing like a headless chicken.








2014-03-03 10:05 GMT-06:00 Francisco Criado :

> Agree a 100%
>
> On Monday, March 3, 2014, Andi Farhall  wrote:
>
>> Chaos with the soft community would be exactly what AD want. Divide and
>> rule through fear. Bugger that for a game of soldiers out of sheer bloody
>> mindedness to not let AD have it all their own way. To buy a pro tool like
>> softimage purely to kill it a couple of years later is an act of entirely
>> unethical destruction. Roofs are kept over heads and kids fed on the back
>> of software that come with the pro label and price.
>>
>> People, us, will continue to be able to service our clients using soft
>> for a number of years to come but it would be prudent to learn something
>> new along the way. Maya with it's wide user base and antiquated work flow
>> and elderly architecture, Houdini might have a steep learning curve but it
>> seems to be a more up to date suggestion. Plus AD won't get your cash.
>>
>> Revenge is best served cold for a reason
>>
>>
>> A
>>
>>
>>
>> ...
>> http://www.hackneyeffects.com/
>> https://vimeo.com/user4174293
>> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>>
>>
>> http://www.flickr.com/photos/lord_hackney/
>> http://spylon.tumblr.com/
>>
>> This email and any attachments to it may be confidential and are intended
>> solely for the use of the individual to whom it is addressed. Any views or
>> opinions expressed are solely those of the author and do not necessarily
>> represent those of Hackney Effects Ltd.
>>
>> If you are not the intended recipient of this email, you must neither
>> take any action based upon its contents, nor copy or show it to anyone.
>>
>> Please contact the sender if you believe you have received this email in
>> error.
>> 
>>
>


Re: Rigging Reel 2013

2014-03-03 Thread Emilio Hernandez
Great work!  Congratulations!




2014-03-03 10:03 GMT-06:00 Eric Turman :

> Clean design and great results. Nicely done!
>
> -=Eric Turman
>
>
> On Mon, Mar 3, 2014 at 9:55 AM, Eric Thivierge wrote:
>
>> Really great stuff Cesar! Any company would be lucky to have you!
>>
>> Eric T.
>>
>>
>> On Monday, March 03, 2014 10:44:31 AM, Cesar Saez wrote:
>>
>>> Hey folks,
>>>
>>> Sorry for the self plug, but I just updated my reel and I would love
>>> to get feedback.
>>>
>>> I'm also looking for a job opportunity as Character TD/Technical
>>> Artist (preferably full-time, I'm ok with relocation), so I would
>>> really appreciate if you can pass this around or get in touch off
>>> list, here's a link to my resume
>>>  just
>>>
>>> in case.
>>>
>>> http://vimeo.com/88004455
>>>
>>> Thank you!
>>>
>>
>>
>
>
> --
>
>
>
>
> -=T=-
>


Build Array / Modulo

2014-03-03 Thread olivier jeannel

Trying hard to wrap my brain around this :

In a 3D Grid pointcloud (100x100) I want to select point ID

0, 5, 10, 15, 20, 25 ,30 , 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 
90, 95

500, 505, 510, 515, 520, ...up to 595
1000, 1005, 1010, 1015, 1020 ...up to 1095
1500, 1505, 1510, 1515, 1520... up to 1595
etc

Must be a clever combination of Modulo ?


Re: Build Array / Modulo

2014-03-03 Thread Vladimir Jankijevic
modulo the index by 5 and test the output if equal to 0 with an 'if' node.
This you can use to filter the points in question

Best,
Vladimir


On Mon, Mar 3, 2014 at 5:47 PM, olivier jeannel wrote:

> Trying hard to wrap my brain around this :
>
> In a 3D Grid pointcloud (100x100) I want to select point ID
>
> 0, 5, 10, 15, 20, 25 ,30 , 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90,
> 95
> 500, 505, 510, 515, 520, ...up to 595
> 1000, 1005, 1010, 1015, 1020 ...up to 1095
> 1500, 1505, 1510, 1515, 1520... up to 1595
> etc
>
> Must be a clever combination of Modulo ?
>


Re: Build Array / Modulo

2014-03-03 Thread Ahmidou Lyazidi
Hi Olivier, you can create an index array of size 319 and multiply it by 5.
Cheers
Le 3 mars 2014 17:48, "olivier jeannel"  a écrit :

> Trying hard to wrap my brain around this :
>
> In a 3D Grid pointcloud (100x100) I want to select point ID
>
> 0, 5, 10, 15, 20, 25 ,30 , 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90,
> 95
> 500, 505, 510, 515, 520, ...up to 595
> 1000, 1005, 1010, 1015, 1020 ...up to 1095
> 1500, 1505, 1510, 1515, 1520... up to 1595
> etc
>
> Must be a clever combination of Modulo ?
>


Re: Softimage Devs petition

2014-03-03 Thread Doeke Wartena
Does someone have a link where i can read si2015 is the last one?

And if so, that's so tragic.


2014-03-01 13:59 GMT+01:00 Sebastien Sterling 
:

> their are software discussions on 4Chan ? all right who ever is
> responsible, your ribbing awaits show yourself !
>
>
> http://4chandata.org/3/Why-do-artist-in-Asia-use-softimage-when-no-one-uses-it-here-Capcom-Konami-and-Square-Enix-use-softimage-while-everything-made-in--a166989
>
>
>
>
> On 1 March 2014 13:52, Sebastien Sterling wrote:
>
>> I'm sure their is someone on this list that might be able to say when the
>> list started, however id does seem to have a large concentration of western
>> artist, might just be the language barrier. their should have been an
>> initiative made years ago to breach the west and the east soft communities..
>>
>>
>> On 1 March 2014 13:42, Ognjen Vukovic  wrote:
>>
>>> Wouldn't a pretty obvious intrusion on their pipeline already get them
>>> chatting? It seems its got a large part of the mailing list already in
>>> quite a bit of a stir. And where are all the Japanese guys, shouldn't they
>>> be around here somewhere, to my knowledge quite a lot of game studios in
>>> Japan are soft-based. This should be quite a big deal to them as well.
>>>
>>>
>>> On Sat, Mar 1, 2014 at 1:35 PM, Sebastien Sterling <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
 you'd need to get all the big companies chatting, that would include
 the japanese compagnies as well.


 On 1 March 2014 13:27, Ognjen Vukovic  wrote:

> Would creating a net petition and getting a tone of people to sign up
> actually have any chance of making a difference?  Theres the old saying
> vote with your wallet... but what to do in this case?  I cant talk my boss
> into buying more softimage licensees then seats we have in the office...
>
>
> On Fri, Feb 28, 2014 at 8:16 PM, Ed Manning wrote:
>
>> I guess that's "unnouncement" then?
>>
>>
>>
>>
>

>>>
>>
>


Re: Softimage Devs petition

2014-03-03 Thread Emilio Hernandez
Still no "official" announcement yet AFAIK.  All the ADSK guys here are so
quite though...





2014-03-03 10:56 GMT-06:00 Doeke Wartena :

> Does someone have a link where i can read si2015 is the last one?
>
> And if so, that's so tragic.
>
>
> 2014-03-01 13:59 GMT+01:00 Sebastien Sterling <
> sebastien.sterl...@gmail.com>:
>
> their are software discussions on 4Chan ? all right who ever is
>> responsible, your ribbing awaits show yourself !
>>
>>
>> http://4chandata.org/3/Why-do-artist-in-Asia-use-softimage-when-no-one-uses-it-here-Capcom-Konami-and-Square-Enix-use-softimage-while-everything-made-in--a166989
>>
>>
>>
>>
>> On 1 March 2014 13:52, Sebastien Sterling 
>> wrote:
>>
>>> I'm sure their is someone on this list that might be able to say when
>>> the list started, however id does seem to have a large concentration of
>>> western artist, might just be the language barrier. their should have been
>>> an initiative made years ago to breach the west and the east soft
>>> communities..
>>>
>>>
>>> On 1 March 2014 13:42, Ognjen Vukovic  wrote:
>>>
 Wouldn't a pretty obvious intrusion on their pipeline already get them
 chatting? It seems its got a large part of the mailing list already in
 quite a bit of a stir. And where are all the Japanese guys, shouldn't they
 be around here somewhere, to my knowledge quite a lot of game studios in
 Japan are soft-based. This should be quite a big deal to them as well.


 On Sat, Mar 1, 2014 at 1:35 PM, Sebastien Sterling <
 sebastien.sterl...@gmail.com> wrote:

> you'd need to get all the big companies chatting, that would include
> the japanese compagnies as well.
>
>
> On 1 March 2014 13:27, Ognjen Vukovic  wrote:
>
>> Would creating a net petition and getting a tone of people to sign up
>> actually have any chance of making a difference?  Theres the old saying
>> vote with your wallet... but what to do in this case?  I cant talk my 
>> boss
>> into buying more softimage licensees then seats we have in the office...
>>
>>
>> On Fri, Feb 28, 2014 at 8:16 PM, Ed Manning wrote:
>>
>>> I guess that's "unnouncement" then?
>>>
>>>
>>>
>>>
>>
>

>>>
>>
>


Re: Softimage Devs petition

2014-03-03 Thread Mirko Jankovic
well they probably started rumor as a leak a bit earlier hoping that people
will steam off first and not to be so loud once they announce it. if that
is a case well they are wrong about it. a lot of people will still mention
their families in a way not proper even for forums to mention :)


On Mon, Mar 3, 2014 at 6:07 PM, Emilio Hernandez  wrote:

> Still no "official" announcement yet AFAIK.  All the ADSK guys here are so
> quite though...
>
>
>
>
>
> 2014-03-03 10:56 GMT-06:00 Doeke Wartena :
>
> Does someone have a link where i can read si2015 is the last one?
>>
>> And if so, that's so tragic.
>>
>>
>> 2014-03-01 13:59 GMT+01:00 Sebastien Sterling <
>> sebastien.sterl...@gmail.com>:
>>
>> their are software discussions on 4Chan ? all right who ever is
>>> responsible, your ribbing awaits show yourself !
>>>
>>>
>>> http://4chandata.org/3/Why-do-artist-in-Asia-use-softimage-when-no-one-uses-it-here-Capcom-Konami-and-Square-Enix-use-softimage-while-everything-made-in--a166989
>>>
>>>
>>>
>>>
>>> On 1 March 2014 13:52, Sebastien Sterling 
>>> wrote:
>>>
 I'm sure their is someone on this list that might be able to say when
 the list started, however id does seem to have a large concentration of
 western artist, might just be the language barrier. their should have been
 an initiative made years ago to breach the west and the east soft
 communities..


 On 1 March 2014 13:42, Ognjen Vukovic  wrote:

> Wouldn't a pretty obvious intrusion on their pipeline already get them
> chatting? It seems its got a large part of the mailing list already in
> quite a bit of a stir. And where are all the Japanese guys, shouldn't they
> be around here somewhere, to my knowledge quite a lot of game studios in
> Japan are soft-based. This should be quite a big deal to them as well.
>
>
> On Sat, Mar 1, 2014 at 1:35 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> you'd need to get all the big companies chatting, that would include
>> the japanese compagnies as well.
>>
>>
>> On 1 March 2014 13:27, Ognjen Vukovic  wrote:
>>
>>> Would creating a net petition and getting a tone of people to sign
>>> up actually have any chance of making a difference?  Theres the old 
>>> saying
>>> vote with your wallet... but what to do in this case?  I cant talk my 
>>> boss
>>> into buying more softimage licensees then seats we have in the office...
>>>
>>>
>>> On Fri, Feb 28, 2014 at 8:16 PM, Ed Manning wrote:
>>>
 I guess that's "unnouncement" then?




>>>
>>
>

>>>
>>
>


Re: Softimage Devs petition

2014-03-03 Thread Eric Thivierge

Wait until tomorrow...  rumored to be posted then.

On 3/3/2014 11:56 AM, Doeke Wartena wrote:

Does someone have a link where i can read si2015 is the last one?

And if so, that's so tragic.






RE: Softimage Devs petition

2014-03-03 Thread Angus Davidson
Probably involving goats.

From: Mirko Jankovic [mirkoj.anima...@gmail.com]
Sent: 03 March 2014 07:12 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage Devs petition

well they probably started rumor as a leak a bit earlier hoping that people 
will steam off first and not to be so loud once they announce it. if that is a 
case well they are wrong about it. a lot of people will still mention their 
families in a way not proper even for forums to mention :)


On Mon, Mar 3, 2014 at 6:07 PM, Emilio Hernandez 
mailto:emi...@e-roja.com>> wrote:
Still no "official" announcement yet AFAIK.  All the ADSK guys here are so 
quite though...


[http://img694.imageshack.us/img694/8965/erojamailpleca.jpg]


2014-03-03 10:56 GMT-06:00 Doeke Wartena 
mailto:clankil...@gmail.com>>:

Does someone have a link where i can read si2015 is the last one?

And if so, that's so tragic.


2014-03-01 13:59 GMT+01:00 Sebastien Sterling 
mailto:sebastien.sterl...@gmail.com>>:

their are software discussions on 4Chan ? all right who ever is responsible, 
your ribbing awaits show yourself !

http://4chandata.org/3/Why-do-artist-in-Asia-use-softimage-when-no-one-uses-it-here-Capcom-Konami-and-Square-Enix-use-softimage-while-everything-made-in--a166989




On 1 March 2014 13:52, Sebastien Sterling 
mailto:sebastien.sterl...@gmail.com>> wrote:
I'm sure their is someone on this list that might be able to say when the list 
started, however id does seem to have a large concentration of western artist, 
might just be the language barrier. their should have been an initiative made 
years ago to breach the west and the east soft communities..


On 1 March 2014 13:42, Ognjen Vukovic 
mailto:ognj...@gmail.com>> wrote:
Wouldn't a pretty obvious intrusion on their pipeline already get them 
chatting? It seems its got a large part of the mailing list already in quite a 
bit of a stir. And where are all the Japanese guys, shouldn't they be around 
here somewhere, to my knowledge quite a lot of game studios in Japan are 
soft-based. This should be quite a big deal to them as well.


On Sat, Mar 1, 2014 at 1:35 PM, Sebastien Sterling 
mailto:sebastien.sterl...@gmail.com>> wrote:
you'd need to get all the big companies chatting, that would include the 
japanese compagnies as well.


On 1 March 2014 13:27, Ognjen Vukovic 
mailto:ognj...@gmail.com>> wrote:
Would creating a net petition and getting a tone of people to sign up actually 
have any chance of making a difference?  Theres the old saying vote with your 
wallet... but what to do in this case?  I cant talk my boss into buying more 
softimage licensees then seats we have in the office...


On Fri, Feb 28, 2014 at 8:16 PM, Ed Manning 
mailto:etmth...@gmail.com>> wrote:
I guess that's "unnouncement" then?














This communication is 
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london drink?

2014-03-03 Thread adrian wyer
Stefan suggested we go for a beer tomorrow night, i'm inclined to agree

 

we'll be at the shakespeare's head if you need us

 

a

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com
mailto:adrian.w...@fluid-pictures.com> 

www.fluid-pictures.com
http://www.fluid-pictures.com/>  

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 



Re: Softimage Devs petition

2014-03-03 Thread Emilio Hernandez
Yes tomorrow is supposed to be the "official" announcement.

Maybe also they leaked this rumor before to see how would we react, and how
much of us will "convert" to that F$2#%&$2!"#&& Maya.




2014-03-03 11:13 GMT-06:00 Eric Thivierge :

> Wait until tomorrow...  rumored to be posted then.
>
>
> On 3/3/2014 11:56 AM, Doeke Wartena wrote:
>
>> Does someone have a link where i can read si2015 is the last one?
>>
>> And if so, that's so tragic.
>>
>>
>>
>


Maya Questions: Ref Models/Resolutions in Soft vs. Ref Scenes/Assets/Assemblies in Maya

2014-03-03 Thread Tim Crowson
So with all this jibba-jabba about R.I.P. Soft and 
'Better-start-planning-to-move' language, I figured I should brush up on 
the latest Maya changes to see what's new. First of all, I'm glad to see 
NEX was finally integrated. That's a big deal in my book. But I was also 
curious about Scene Assemblies in Maya, and the relationships between 
Referenced Scenes, Assets, and Scene Assemblies. At first glance, Scene 
Assemblies seem to be similar to our Referenced Models with Resolutions. 
We use Referenced Models a lot in our pipeline, and I'm curious to hear 
from those of you who have been exposed to the Maya side of life 1) how 
can we best translate our referenced model workflow into Maya and 2) how 
might we improve upon it given the different paradigm of scene 
referencing?*/I realize this is a very pipeline-specific question/*, but 
I'm curious to get more down-to-earth details from guys in the trenches 
about the interplay between Scene Referencing, Assets, and Scene 
Assemblies.


--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
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intended recipient(s). If you have received this e-mail in error please 
inform the sender and delete it from your mailbox or any other storage 
mechanism. Magnetic Dreams, Inc cannot accept liability for any 
statements made which are clearly the sender's own and not expressly 
made on behalf of Magnetic Dreams, Inc or one of its agents./




Re: london drink?

2014-03-03 Thread Matt Morris
There in spirit...


On 3 March 2014 17:18, adrian wyer  wrote:

>   Stefan suggested we go for a beer tomorrow night, i'm inclined to
> agree
>
>
>
> we'll be at the shakespeare's head if you need us
>
>
>
> a
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
>



-- 
www.matinai.com


Re: Maya Questions: Ref Models/Resolutions in Soft vs. Ref Scenes/Assets/Assemblies in Maya

2014-03-03 Thread Tim Crowson
I should add quickly that we're not jumping the gun on anything here. We 
plan to stick with Soft for the foreseeable future. I'm just trying to 
educate myself, and I'd rather do it sooner than later!

-Tim

On 3/3/2014 11:32 AM, Tim Crowson wrote:
So with all this jibba-jabba about R.I.P. Soft and 
'Better-start-planning-to-move' language, I figured I should brush up 
on the latest Maya changes to see what's new. First of all, I'm glad 
to see NEX was finally integrated. That's a big deal in my book. But I 
was also curious about Scene Assemblies in Maya, and the relationships 
between Referenced Scenes, Assets, and Scene Assemblies. At first 
glance, Scene Assemblies seem to be similar to our Referenced Models 
with Resolutions. We use Referenced Models a lot in our pipeline, and 
I'm curious to hear from those of you who have been exposed to the 
Maya side of life 1) how can we best translate our referenced model 
workflow into Maya and 2) how might we improve upon it given the 
different paradigm of scene referencing?*/I realize this is a very 
pipeline-specific question/*, but I'm curious to get more 
down-to-earth details from guys in the trenches about the interplay 
between Scene Referencing, Assets, and Scene Assemblies.


--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and should not be used by anyone who is not the original 
intended recipient(s). If you have received this e-mail in error 
please inform the sender and delete it from your mailbox or any other 
storage mechanism. Magnetic Dreams, Inc cannot accept liability for 
any statements made which are clearly the sender's own and not 
expressly made on behalf of Magnetic Dreams, Inc or one of its agents./




--
Signature

\


Re: london drink?

2014-03-03 Thread Artur Woźniak
I'd go if someone hired me in London.

Artur

Wysłane z iPhone'a

Dnia 3 mar 2014 o godz. 18:33 Matt Morris  napisał(a):

There in spirit...


On 3 March 2014 17:18, adrian wyer  wrote:

>   Stefan suggested we go for a beer tomorrow night, i'm inclined to
> agree
>
>
>
> we'll be at the shakespeare's head if you need us
>
>
>
> a
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
>



-- 
www.matinai.com


Re: london drink?

2014-03-03 Thread Emilio Hernandez
+1 Artur.

Haha  the same here.  But cheers!!!




2014-03-03 11:40 GMT-06:00 Artur Woźniak :

> I'd go if someone hired me in London.
>
> Artur
>
> Wysłane z iPhone'a
>
> Dnia 3 mar 2014 o godz. 18:33 Matt Morris  napisał(a):
>
> There in spirit...
>
>
> On 3 March 2014 17:18, adrian wyer  wrote:
>
>>   Stefan suggested we go for a beer tomorrow night, i'm inclined to
>> agree
>>
>>
>>
>> we'll be at the shakespeare's head if you need us
>>
>>
>>
>> a
>>
>>
>>
>> Adrian Wyer
>> Fluid Pictures
>> 75-77 Margaret St.
>> London
>> W1W 8SY
>> ++44(0) 207 580 0829
>>
>>
>> adrian.w...@fluid-pictures.com
>>
>> www.fluid-pictures.com
>>
>>
>>
>> Fluid Pictures Limited is registered in England and Wales.
>> Company number:5657815
>> VAT number: 872 6893 71
>>
>>
>>
>
>
>
> --
> www.matinai.com
>
>


Re: london drink?

2014-03-03 Thread Jordi Bares
I don't know what is going on but I will certainly be there.

:)

Jordi Bares
jordiba...@gmail.com

On 3 Mar 2014, at 17:18, "adrian wyer"  wrote:

> Stefan suggested we go for a beer tomorrow night, i'm inclined to agree
>  
> we'll be at the shakespeare's head if you need us
>  
> a
>  
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY 
> ++44(0) 207 580 0829
> 
> adrian.w...@fluid-pictures.com
> www.fluid-pictures.com
>  
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>  



Re: london drink?

2014-03-03 Thread patrick nethercoat
Beer would certainly be the correct course of action.


On 3 March 2014 17:50, Jordi Bares  wrote:

> I don't know what is going on but I will certainly be there.
>
> :)
>
>  Jordi Bares
> jordiba...@gmail.com
>
> On 3 Mar 2014, at 17:18, "adrian wyer" 
> wrote:
>
>  Stefan suggested we go for a beer tomorrow night, i'm inclined to
> agree
>
>
>
> we'll be at the shakespeare's head if you need us
>
>
>
> a
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
>
>
>


Re: london drink?

2014-03-03 Thread Mirko Jankovic
not really...


correct course would be a LOT of beer


On Mon, Mar 3, 2014 at 6:53 PM, patrick nethercoat  wrote:

> Beer would certainly be the correct course of action.
>
>
> On 3 March 2014 17:50, Jordi Bares  wrote:
>
>> I don't know what is going on but I will certainly be there.
>>
>> :)
>>
>>  Jordi Bares
>> jordiba...@gmail.com
>>
>> On 3 Mar 2014, at 17:18, "adrian wyer" 
>> wrote:
>>
>>  Stefan suggested we go for a beer tomorrow night, i'm inclined to
>> agree
>>
>>
>>
>> we'll be at the shakespeare's head if you need us
>>
>>
>>
>> a
>>
>>
>>
>> Adrian Wyer
>> Fluid Pictures
>> 75-77 Margaret St.
>> London
>> W1W 8SY
>> ++44(0) 207 580 0829
>>
>>
>> adrian.w...@fluid-pictures.com
>>
>> www.fluid-pictures.com
>>
>>
>>
>> Fluid Pictures Limited is registered in England and Wales.
>> Company number:5657815
>> VAT number: 872 6893 71
>>
>>
>>
>>
>>
>


Re: Softimage Devs petition

2014-03-03 Thread Ed Manning
Make no mistake, to AD, we are the goats. Or lambs to the slaughter...


Re: Softimage Devs petition

2014-03-03 Thread Rares Halmagean
That would be bad news. I hope it's not true but I'm sure many people on 
this list are not surprised given AD's strategy, or lack of, with SI.


Honestly though it doesn't make good business sense to develop 3 dcc 
apps that overlap in many ways, so it shouldn't be unexpected for a 
company like AD to scrap redundancies and pool resources to one product 
at some point.



On 3/3/2014 11:19 AM, Emilio Hernandez wrote:

Yes tomorrow is supposed to be the "official" announcement.

Maybe also they leaked this rumor before to see how would we react, 
and how much of us will "convert" to that F$2#%&$2!"#&& Maya.





2014-03-03 11:13 GMT-06:00 Eric Thivierge >:


Wait until tomorrow...  rumored to be posted then.


On 3/3/2014 11:56 AM, Doeke Wartena wrote:

Does someone have a link where i can read si2015 is the last one?

And if so, that's so tragic.






--
*Rares Halmagean
___
*visual development and 3d character & content creation.
*rarebrush.com* 


Re: london drink?

2014-03-03 Thread Emilio Hernandez
Add somo Molotov cocktails to those beers to throw them at ADSK HQ.  After
the LOT of beers.




2014-03-03 11:55 GMT-06:00 Mirko Jankovic :

> not really...
>
>
> correct course would be a LOT of beer
>
>
> On Mon, Mar 3, 2014 at 6:53 PM, patrick nethercoat <
> patr...@brandtanim.co.uk> wrote:
>
>> Beer would certainly be the correct course of action.
>>
>>
>> On 3 March 2014 17:50, Jordi Bares  wrote:
>>
>>> I don't know what is going on but I will certainly be there.
>>>
>>> :)
>>>
>>>  Jordi Bares
>>> jordiba...@gmail.com
>>>
>>> On 3 Mar 2014, at 17:18, "adrian wyer" 
>>> wrote:
>>>
>>>  Stefan suggested we go for a beer tomorrow night, i'm inclined to
>>> agree
>>>
>>>
>>>
>>> we'll be at the shakespeare's head if you need us
>>>
>>>
>>>
>>> a
>>>
>>>
>>>
>>> Adrian Wyer
>>> Fluid Pictures
>>> 75-77 Margaret St.
>>> London
>>> W1W 8SY
>>> ++44(0) 207 580 0829
>>>
>>>
>>> adrian.w...@fluid-pictures.com
>>>
>>> www.fluid-pictures.com
>>>
>>>
>>>
>>> Fluid Pictures Limited is registered in England and Wales.
>>> Company number:5657815
>>> VAT number: 872 6893 71
>>>
>>>
>>>
>>>
>>>
>>
>


RE: london drink?

2014-03-03 Thread Ola Madsen
If you guys keep it going till the 24th I'll be there as well.

 

-

Ola

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Monday, March 3, 2014 6:56 PM
To: softimage@listproc.autodesk.com
Subject: Re: london drink?

 

not really...

 

 

correct course would be a LOT of beer

 

On Mon, Mar 3, 2014 at 6:53 PM, patrick nethercoat mailto:patr...@brandtanim.co.uk> > wrote:

Beer would certainly be the correct course of action.

 

On 3 March 2014 17:50, Jordi Bares mailto:jordiba...@gmail.com> > wrote:

I don't know what is going on but I will certainly be there.

 

:)

 

Jordi Bares

jordiba...@gmail.com  

 

On 3 Mar 2014, at 17:18, "adrian wyer" mailto:adrian.w...@fluid-pictures.com> > wrote:





Stefan suggested we go for a beer tomorrow night, i'm inclined to agree

 

we'll be at the shakespeare's head if you need us

 

a

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829   


adrian.w...@fluid-pictures.com  

www.fluid-pictures.com   

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 

 

 

 



RE: survey on visual programming

2014-03-03 Thread Marc-Andre Carbonneau
Done!


Re: london drink?

2014-03-03 Thread Cristobal Infante
I am possibly in.


On 3 March 2014 18:22, Ola Madsen  wrote:

> If you guys keep it going till the 24th I'll be there as well...
>
>
>
> -
>
> Ola
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mirko Jankovic
> *Sent:* Monday, March 3, 2014 6:56 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: london drink?
>
>
>
> not really...
>
>
>
>
>
> correct course would be a LOT of beer
>
>
>
> On Mon, Mar 3, 2014 at 6:53 PM, patrick nethercoat <
> patr...@brandtanim.co.uk> wrote:
>
> Beer would certainly be the correct course of action.
>
>
>
> On 3 March 2014 17:50, Jordi Bares  wrote:
>
> I don't know what is going on but I will certainly be there.
>
>
>
> :)
>
>
>
> Jordi Bares
>
> jordiba...@gmail.com
>
>
>
> On 3 Mar 2014, at 17:18, "adrian wyer" 
> wrote:
>
>
>
> Stefan suggested we go for a beer tomorrow night, i'm inclined to agree
>
>
>
> we'll be at the shakespeare's head if you need us
>
>
>
> a
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
>
>
>
>
>
>
>


RE: Render Tree Crash

2014-03-03 Thread Matt Lind
We had this exact issue the other day with our GeForce 690's.   The artist had 
driver 314 which had the issues.  We upgraded his computer to use driver 332(?) 
and problem went away.  Whatever the latest driver was, that's what we tried.


Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of olivier jeannel
Sent: Monday, March 03, 2014 3:24 AM
To: softimage@listproc.autodesk.com
Subject: Render Tree Crash

Hi,

It's been a long time that I noticed some "fragility" when I hit the 7 key to 
open the render tree. XSI happen to immediatly crash with a windows  error 
message (SI 2013 stop functionning...).
Now, I have that scene that always crashes as soon as I hit the 7 key. 
I've tried merging scene and muting viewport, but no luck.
The weird thing is that it doesn't crash on other machine.

Crashing Machine is Windows7 Quadro4000
Functioning machine is XP Quadro 1800.

I suspect it might comes from the Nvidia drivers, and would like to know what's 
the safer driver ?
Driver is 311.35 here.


Thank you,

Olivier





Fire FX

2014-03-03 Thread Byron Nash
I'm putting together bid recommendations for a spot with some CG fire in
it. For those that have gone through this before, what techniques should I
consider. emFluid? My boss asked me to look into Maya but I know ICE a lot
better than Maya's FX system. The look is trails of flames, not huge
volumes of fire from explosions.


Re: london drink?

2014-03-03 Thread Paul Griswold
Someone should attend with a tablet & set up a Google Hangout!

-Paul

ᐧ


On Mon, Mar 3, 2014 at 1:42 PM, Cristobal Infante  wrote:

> I am possibly in.
>
>
> On 3 March 2014 18:22, Ola Madsen  wrote:
>
>> If you guys keep it going till the 24th I’ll be there as well…
>>
>>
>>
>> -
>>
>> Ola
>>
>>
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mirko Jankovic
>> *Sent:* Monday, March 3, 2014 6:56 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: london drink?
>>
>>
>>
>> not really...
>>
>>
>>
>>
>>
>> correct course would be a LOT of beer
>>
>>
>>
>> On Mon, Mar 3, 2014 at 6:53 PM, patrick nethercoat <
>> patr...@brandtanim.co.uk> wrote:
>>
>> Beer would certainly be the correct course of action.
>>
>>
>>
>> On 3 March 2014 17:50, Jordi Bares  wrote:
>>
>> I don't know what is going on but I will certainly be there.
>>
>>
>>
>> :)
>>
>>
>>
>> Jordi Bares
>>
>> jordiba...@gmail.com
>>
>>
>>
>> On 3 Mar 2014, at 17:18, "adrian wyer" 
>> wrote:
>>
>>
>>
>> Stefan suggested we go for a beer tomorrow night, i'm inclined to agree
>>
>>
>>
>> we'll be at the shakespeare's head if you need us
>>
>>
>>
>> a
>>
>>
>>
>> Adrian Wyer
>> Fluid Pictures
>> 75-77 Margaret St.
>> London
>> W1W 8SY
>> ++44(0) 207 580 0829
>>
>>
>> adrian.w...@fluid-pictures.com
>>
>> www.fluid-pictures.com
>>
>>
>>
>> Fluid Pictures Limited is registered in England and Wales.
>> Company number:5657815
>> VAT number: 872 6893 71
>>
>>
>>
>>
>>
>>
>>
>>
>>
>
>


Re: Render Tree Crash

2014-03-03 Thread olivier jeannel

Thank's Matt! Tomorrow I'll update the driver.

Le 03/03/2014 19:56, Matt Lind a écrit :

We had this exact issue the other day with our GeForce 690's.   The artist had 
driver 314 which had the issues.  We upgraded his computer to use driver 332(?) 
and problem went away.  Whatever the latest driver was, that's what we tried.


Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of olivier jeannel
Sent: Monday, March 03, 2014 3:24 AM
To: softimage@listproc.autodesk.com
Subject: Render Tree Crash

Hi,

It's been a long time that I noticed some "fragility" when I hit the 7 key to 
open the render tree. XSI happen to immediatly crash with a windows  error message (SI 
2013 stop functionning...).
Now, I have that scene that always crashes as soon as I hit the 7 key.
I've tried merging scene and muting viewport, but no luck.
The weird thing is that it doesn't crash on other machine.

Crashing Machine is Windows7 Quadro4000
Functioning machine is XP Quadro 1800.

I suspect it might comes from the Nvidia drivers, and would like to know what's 
the safer driver ?
Driver is 311.35 here.


Thank you,

Olivier









Re: Softimage Devs petition

2014-03-03 Thread Stephan Hempel
Maybe Autodesk should sell the whole M&E division to the community
 before they dump any valuable asset into the ground and therefore decrease the 
total value of M&E. Given that M&E only contributes 7% to their profits lets me 
wonder why they moved into this business in the first place.

I think Autodesk would lose quite a few customers to the competition, 
especially smaller studios. So it would be utterly stupid to stop developing 
Softimage. 

Cheers,
Stephan.



am Montag, 3. März 2014 um 19:09 schriebst Du:

> That would be bad news. I hope it's not true but I'm sure many
> people on this list are not surprised given AD's strategy, or lack of, with 
> SI.

> Honestly though it doesn't make good business sense to develop 3
> dcc apps that overlap in many ways, so it shouldn't be unexpected
> for a company like AD to scrap redundancies and pool resources to one product 
> at some point.


> On 3/3/2014 11:19 AM, Emilio Hernandez wrote:
> Yes tomorrow is supposed to be the "official" announcement.  

> Maybe also they leaked this rumor before to see how would we react,
> and how much of us will "convert" to that F$2#%&$2!"#&& Maya.

>  


> 2014-03-03 11:13 GMT-06:00 Eric Thivierge :
> Wait until tomorrow...  rumored to be posted then. 


> On 3/3/2014 11:56 AM, Doeke Wartena wrote:
> Does someone have a link where i can read si2015 is the last one?

> And if so, that's so tragic.











Re: Maya Questions: Ref Models/Resolutions in Soft vs. Ref Scenes/Assets/Assemblies in Maya

2014-03-03 Thread Siew Yi Liang
In Maya, file referencing is handled via namespace: nodes are prefixed 
with a colon indicating their namespace.


For example, a node with parentNamespace:nodeName indicates that it 
belongs to the parentNamespace namespace. There is no concept of 
encapsulation like XSI's Model system. This is both good and bad. Good 
because it lets you make a lot of edits to references that would 
otherwise have been impossible in XSI (re-parenting rigs' hierarchy etc. 
and having those changes not break the rig). Bad because...you never 
know when a change WILL break stuff due to Maya not being able to 
reconcile your edits. (It's a little complicated, so I would advise 
reading up on referenceEdits and the fosterParent node in Maya.)


Edits made to references are stored in a referenceEdit node and 
connected to them whenever the scene is loaded. They are equivalent to 
XSI's Deltas, but have their own quirks to deal with...


Maya does not support UNC file paths afaik. Instead, if you open any .ma 
file with references, you will see things like:


file -rdi 1 -ns "shark" -rfn "rig_shark_proxyRN" 
"C:/Users/j.zoepfl/Desktop/goochy/production/maya/goochyMayaProject//scenes/rigs/rig_shark.ma";


the double slash before //scenes will tell Maya to use the currently 
defined project location to replace everything before it. This is a 
crucial detail when you send your scenes to renderfarms/run scripts/all 
sorts of things, really. It's a little annoying how the namespace system 
works, but as long as you're aware of it, you should be fine.


While it is possible, I would not do references-within-references. They 
are extremely prone to having problems with re-connecting 
referenceEdits, in my experience, especially with regards to animation. 
I still haven't figured out why...


Scene Assemblies, however, are a fairly recent addition, being only 
added to 2013 SAP1 and onwards. As such, they are not as widely used in 
pipelines (including my current project, as I mandated that we use 2013 
SP2. Welcome to fragmentation between versions ;) ) However, they 
provide a quick and cheap way to handle a lot of references and their 
LOD modes in your viewport, if you don't have a TD on hand to make an 
alternative control to handle proxies for your referenced models. They 
still use the same reference system underlying concept, however, so you 
should be fully aware of how that works before you use SA features.


Obviously I will not pretend that this is the workflow used in all 
studios (as far as I'm aware most game studios just use maya references 
and nothing else) but maybe someone in more complicated projects can 
help correct me, I'm always curious as to how pros do it as well. :D


Sorry for the long post! Tried to summarize what I've found best 
workflow so far!


Yours sincerely,
Siew Yi Liang

On 3/3/2014 9:34 AM, Tim Crowson wrote:
I should add quickly that we're not jumping the gun on anything here. 
We plan to stick with Soft for the foreseeable future. I'm just trying 
to educate myself, and I'd rather do it sooner than later!

-Tim

On 3/3/2014 11:32 AM, Tim Crowson wrote:
So with all this jibba-jabba about R.I.P. Soft and 
'Better-start-planning-to-move' language, I figured I should brush up 
on the latest Maya changes to see what's new. First of all, I'm glad 
to see NEX was finally integrated. That's a big deal in my book. But 
I was also curious about Scene Assemblies in Maya, and the 
relationships between Referenced Scenes, Assets, and Scene 
Assemblies. At first glance, Scene Assemblies seem to be similar to 
our Referenced Models with Resolutions. We use Referenced Models a 
lot in our pipeline, and I'm curious to hear from those of you who 
have been exposed to the Maya side of life 1) how can we best 
translate our referenced model workflow into Maya and 2) how might we 
improve upon it given the different paradigm of scene referencing?*/I 
realize this is a very pipeline-specific question/*, but I'm curious 
to get more down-to-earth details from guys in the trenches about the 
interplay between Scene Referencing, Assets, and Scene Assemblies.


--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and should not be used by anyone who is not the original 
intended recipient(s). If you have received this e-mail in error 
please inform the sender and delete it from your mailbox or any other 
storage mechanism. Magnetic Dreams, Inc cannot accept liability for 
any statements made which are clearly the sender's own and not 
expressly made on behalf of Magnetic Dreams, Inc or one of its agents./




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Signature

\




Re: Softimage Devs petition

2014-03-03 Thread Paul Griswold
I don't think Autodesk cares at ALL about any of the M&E packages they own.
 They've recognized the value of patents and intellectual property.  It's
the reason IBM is still around today.  If Autodesk scoops up all the
intellectual property, it doesn't matter if they cancel every M&E product
they own as long as they can sue anyone who uses one of their patents
without paying for it.

Joe Alter ring a bell to anyone?

Why hasn't there been more innovation in hair?  Hmmm...


ᐧ


On Mon, Mar 3, 2014 at 2:10 PM, Stephan Hempel  wrote:

> Maybe Autodesk should sell the whole M&E division to the community
>  before they dump any valuable asset into the ground and therefore
> decrease the total value of M&E. Given that M&E only contributes 7% to
> their profits lets me wonder why they moved into this business in the first
> place.
>
> I think Autodesk would lose quite a few customers to the competition,
> especially smaller studios. So it would be utterly stupid to stop
> developing Softimage.
>
> Cheers,
> Stephan.
>
>
>
> am Montag, 3. März 2014 um 19:09 schriebst Du:
>
> > That would be bad news. I hope it's not true but I'm sure many
> > people on this list are not surprised given AD's strategy, or lack of,
> with SI.
>
> > Honestly though it doesn't make good business sense to develop 3
> > dcc apps that overlap in many ways, so it shouldn't be unexpected
> > for a company like AD to scrap redundancies and pool resources to one
> product at some point.
>
>
> > On 3/3/2014 11:19 AM, Emilio Hernandez wrote:
> > Yes tomorrow is supposed to be the "official" announcement.
>
> > Maybe also they leaked this rumor before to see how would we react,
> > and how much of us will "convert" to that F$2#%&$2!"#&& Maya.
>
> >
>
>
> > 2014-03-03 11:13 GMT-06:00 Eric Thivierge :
> > Wait until tomorrow...  rumored to be posted then.
>
>
> > On 3/3/2014 11:56 AM, Doeke Wartena wrote:
> > Does someone have a link where i can read si2015 is the last one?
>
> > And if so, that's so tragic.
>
>
>
>
>
>
>
>
>
>


Re: render flavor for architecture rendering

2014-03-03 Thread Alexander Akb
If you need walk-throughs (only Camera animation) then Vray will be pretty
fast too.


2014-03-03 16:12 GMT+02:00 Matt Morris :

> Yup 1 and a half years on I'd say Redshift without hesitation. Funny how
> times change :)
>
> p.s. how did this zombie thread come back to life?!
>
>
> On 3 March 2014 13:40, Christian Gotzinger  wrote:
>
>> If I had to do an architectural walkthrough right now, I'd use Redshift
>> for sure. That thing is incredible, you may not even need a farm.
>>
>>
>>  On Mon, Mar 3, 2014 at 12:32 PM, Rob Wuijster  wrote:
>>
>>>  V-Ray?
>>> RedShift is very interesting too, but not sure if that will work
>>> properly on a farm..
>>>
>>> Rob
>>>
>>> \/-\/\/
>>>
>>> On 2-8-2012 20:15, Sandy Sutherland wrote:
>>>
>>> Cough..ARNOLD.cough...without a doubt..
>>>
>>> Speaking from experience.
>>>
>>> S.
>>>
>>> _
>>> Sandy Sutherland
>>> Technical Supervisor
>>> sandy.sutherl...@triggerfish.co.za
>>> _
>>>
>>>
>>>
>>>
>>>   --
>>> *From:* softimage-boun...@listproc.autodesk.com [
>>> softimage-boun...@listproc.autodesk.com] on behalf of Kris Rivel [
>>> krisri...@gmail.com]
>>> *Sent:* 02 August 2012 19:56
>>> *To:* Softimage List
>>> *Subject:* render flavor for architecture rendering
>>>
>>>  Quick question..what's the flavor of choice for rendering
>>> architectural walk-throughs in Soft these days?  I may be doing a few of
>>> them.  I'm thinking of just man-handling MR into submission but wondering
>>> if Arnold, 3Delight or whatever may have a few more easy options for doing
>>> some great bounce lighting, GI, etc.  Its not just stills so it needs to be
>>> render farm and sequence friendly.  Thanks for any opinions or suggestions.
>>>
>>> Kris
>>>
>>> No virus found in this message.
>>> Checked by AVG - www.avg.com
>>> Version: 2012.0.2197 / Virus Database: 2437/5173 - Release Date: 08/02/12
>>>
>>>
>>>
>>
>
>
> --
> www.matinai.com
>


Re: Fire FX

2014-03-03 Thread Petr Zloty
For small simulation or few shots emFluid is just fine (but it's slower
then another solution thanks to not so great caching system in XSI). For
more heavy work FumeFx (maya/max) or Houdini is much better way to go (or
if you have skilled Maya artist Maya fluid's are also nice choice but
little slower than FumeFx). Smaller work is also possible to do in Blender.
It all depends on the scale of the effect, artist's capabilitie and budget.


2014-03-03 19:57 GMT+01:00 Byron Nash :

> I'm putting together bid recommendations for a spot with some CG fire in
> it. For those that have gone through this before, what techniques should I
> consider. emFluid? My boss asked me to look into Maya but I know ICE a lot
> better than Maya's FX system. The look is trails of flames, not huge
> volumes of fire from explosions.
>


Re: Maya Questions: Ref Models/Resolutions in Soft vs. Ref Scenes/Assets/Assemblies in Maya

2014-03-03 Thread Tim Crowson
Thanks! That's actually the kind of info I'm looking for. Would love to 
hear what anyone else has to add!

-Tim

On 3/3/2014 1:17 PM, Siew Yi Liang wrote:
In Maya, file referencing is handled via namespace: nodes are prefixed 
with a colon indicating their namespace.


For example, a node with parentNamespace:nodeName indicates that it 
belongs to the parentNamespace namespace. There is no concept of 
encapsulation like XSI's Model system. This is both good and bad. Good 
because it lets you make a lot of edits to references that would 
otherwise have been impossible in XSI (re-parenting rigs' hierarchy 
etc. and having those changes not break the rig). Bad because...you 
never know when a change WILL break stuff due to Maya not being able 
to reconcile your edits. (It's a little complicated, so I would advise 
reading up on referenceEdits and the fosterParent node in Maya.)


Edits made to references are stored in a referenceEdit node and 
connected to them whenever the scene is loaded. They are equivalent to 
XSI's Deltas, but have their own quirks to deal with...


Maya does not support UNC file paths afaik. Instead, if you open any 
.ma file with references, you will see things like:


file -rdi 1 -ns "shark" -rfn "rig_shark_proxyRN" 
"C:/Users/j.zoepfl/Desktop/goochy/production/maya/goochyMayaProject//scenes/rigs/rig_shark.ma";


the double slash before //scenes will tell Maya to use the currently 
defined project location to replace everything before it. This is a 
crucial detail when you send your scenes to renderfarms/run 
scripts/all sorts of things, really. It's a little annoying how the 
namespace system works, but as long as you're aware of it, you should 
be fine.


While it is possible, I would not do references-within-references. 
They are extremely prone to having problems with re-connecting 
referenceEdits, in my experience, especially with regards to 
animation. I still haven't figured out why...


Scene Assemblies, however, are a fairly recent addition, being only 
added to 2013 SAP1 and onwards. As such, they are not as widely used 
in pipelines (including my current project, as I mandated that we use 
2013 SP2. Welcome to fragmentation between versions ;) ) However, they 
provide a quick and cheap way to handle a lot of references and their 
LOD modes in your viewport, if you don't have a TD on hand to make an 
alternative control to handle proxies for your referenced models. They 
still use the same reference system underlying concept, however, so 
you should be fully aware of how that works before you use SA features.


Obviously I will not pretend that this is the workflow used in all 
studios (as far as I'm aware most game studios just use maya 
references and nothing else) but maybe someone in more complicated 
projects can help correct me, I'm always curious as to how pros do it 
as well. :D


Sorry for the long post! Tried to summarize what I've found best 
workflow so far!

Yours sincerely,
Siew Yi Liang
On 3/3/2014 9:34 AM, Tim Crowson wrote:
I should add quickly that we're not jumping the gun on anything here. 
We plan to stick with Soft for the foreseeable future. I'm just 
trying to educate myself, and I'd rather do it sooner than later!

-Tim

On 3/3/2014 11:32 AM, Tim Crowson wrote:
So with all this jibba-jabba about R.I.P. Soft and 
'Better-start-planning-to-move' language, I figured I should brush 
up on the latest Maya changes to see what's new. First of all, I'm 
glad to see NEX was finally integrated. That's a big deal in my 
book. But I was also curious about Scene Assemblies in Maya, and the 
relationships between Referenced Scenes, Assets, and Scene 
Assemblies. At first glance, Scene Assemblies seem to be similar to 
our Referenced Models with Resolutions. We use Referenced Models a 
lot in our pipeline, and I'm curious to hear from those of you who 
have been exposed to the Maya side of life 1) how can we best 
translate our referenced model workflow into Maya and 2) how might 
we improve upon it given the different paradigm of scene 
referencing?*/I realize this is a very pipeline-specific question/*, 
but I'm curious to get more down-to-earth details from guys in the 
trenches about the interplay between Scene Referencing, Assets, and 
Scene Assemblies.


--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and should not be used by anyone who is not the 
original intended recipient(s). If you have received this e-mail in 
error please inform the sender and delete it from your mailbox or 
any other storage mechanism. Magnetic Dreams, Inc cannot accept 
liability for any statements made which are clearly the sender's own 
and not expressly made on behalf of Magnetic Dreams, Inc or one of 
its agents./




--
Signat

Re: Softimage Devs petition

2014-03-03 Thread Stephan Hempel
unfortunately so true... In my opinion as a company you should not
only have a responsibility for your products but also towards your
customers. But as seen in the last couple of years this seams not more
relevant to stock corporations.

The misfortune with Autodesk is that a whole industry is depended on
their decisions which should give them quite some responsibility.

Stephan.

PG> I don't think Autodesk cares at ALL about any of the M&E packages
PG> they own.  They've recognized the value of patents and
PG> intellectual property.  It's the reason IBM is still around today.
PG> If Autodesk scoops up all the intellectual property, it doesn't
PG> matter if they cancel every M&E product they own as long as they
PG> can sue anyone who uses one of their patents without paying for it.

PG> Joe Alter ring a bell to anyone?

PG> Why hasn't there been more innovation in hair?  Hmmm...


PG>  ?



PG> On Mon, Mar 3, 2014 at 2:10 PM, Stephan Hempel  wrote:
PG> Maybe Autodesk should sell the whole M&E division to the community
PG>  before they dump any valuable asset into the ground and
PG> therefore decrease the total value of M&E. Given that M&E only
PG> contributes 7% to their profits lets me wonder why they moved into
PG> this business in the first place.

PG> I think Autodesk would lose quite a few customers to the
PG> competition, especially smaller studios. So it would be utterly
PG> stupid to stop developing Softimage.

PG> Cheers,
PG> Stephan.



PG> am Montag, 3. März 2014 um 19:09 schriebst Du:

>> That would be bad news. I hope it's not true but I'm sure many
>> people on this list are not surprised given AD's strategy, or lack of, with 
>> SI.

>> Honestly though it doesn't make good business sense to develop 3
>> dcc apps that overlap in many ways, so it shouldn't be unexpected
>> for a company like AD to scrap redundancies and pool resources to one 
>> product at some point.


>> On 3/3/2014 11:19 AM, Emilio Hernandez wrote:
>> Yes tomorrow is supposed to be the "official" announcement.

>> Maybe also they leaked this rumor before to see how would we react,
>> and how much of us will "convert" to that F$2#%&$2!"#&& Maya.




>> 2014-03-03 11:13 GMT-06:00 Eric Thivierge :
>> Wait until tomorrow...  rumored to be posted then.


>> On 3/3/2014 11:56 AM, Doeke Wartena wrote:
>> Does someone have a link where i can read si2015 is the last one?

>> And if so, that's so tragic.














-- 
Mit freundlichen Grüssen
Stephan Hempel
mailto:hempli...@web.de



Re: Fire FX

2014-03-03 Thread Ahmidou Lyazidi
emFluid and Holger's fluid shader is the way to go!

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


2014-03-03 19:57 GMT+01:00 Byron Nash :

> I'm putting together bid recommendations for a spot with some CG fire in
> it. For those that have gone through this before, what techniques should I
> consider. emFluid? My boss asked me to look into Maya but I know ICE a lot
> better than Maya's FX system. The look is trails of flames, not huge
> volumes of fire from explosions.
>


Re: Arnold skin

2014-03-03 Thread Andreas Bystrom
any clusters in the scene, and do you have local environment maps
(sta_environment shader) on any of the materials related to the eyes/irises?

I'm not sure if those things will be related to the odd behavior but I
recently saw an example where the combination of those two things caused
unpredictable results.

also, it might be better to post stuff like this on the sitoa list.


On Tue, Mar 4, 2014 at 2:00 AM, Szabolcs Matefy wrote:

> Yep, meanwhile I figured it out. It's very typical, that I submit my
> problem, then I find the solution. However, I have a recurring issue with
> transparency, I have two eyes, and sometimes when I change the light
> direction, or the camera view, the irises behind the eye lens disappear. I
> need to destroy the scene, cast some woodoo mojo and pray to make the iris
> reappear...
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *nick name
> *Sent:* Monday, March 03, 2014 1:31 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Arnold skin
>
>
>
> I meant try 1si = 0.1m
>
>
>
> On Mon, Mar 3, 2014 at 2:29 PM, nick name 
> wrote:
>
> In the Advanced Settings of the SkinSSS shader there's a multiplier. Not
> sure if that's what you're looking for.
>
> However, assuming 1si = 1m might not be the wisest thing to do. Try with
> 1si = 1m and see how it goes.
>
>
>
> On Mon, Feb 24, 2014 at 4:09 PM, Szabolcs Matefy 
> wrote:
>
> Hey folks
>
>
>
> I've just downloaded Arnold, and tried to set up something (especially
> skin)
>
>
>
> I've got few question to those, who are well versed in Arnold:
>
>
>
> 1.   Is it possible to scale the SSS? Like in MR there were a scale
> conversion value, do we have it here as well?
>
> 2.   My skin looks red. Awfully red...I used the default shader lit
> with a Quad Light, nothing fancy no texture. I admit, the model is created
> in a 1 unit = 1 m system, I tried to adjust it with Radius multiplier, but
> yet I do not like the outcome...
>
> 3.   It seems, that the skin shader doesn't have a diffuse component,
> just scattering?
>
>
>
> Cheers
>
>
>
>
> Szabolcs
>
> ___
> This message contains confidential information and is intended only for
> the individual named. If you are not the named addressee you should not
> disseminate, distribute or copy this e-mail. Please notify the sender
> immediately by e-mail if you have received this e-mail by mistake and
> delete this e-mail from your system. E-mail transmission cannot be
> guaranteed to be secure or error-free as information could be intercepted,
> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
> The sender therefore does not accept liability for any errors or omissions
> in the contents of this message, which arise as a result of e-mail
> transmission. If verification is required please request a hard-copy
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> Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
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>
>
>
>
>



-- 
Andreas Byström
Weta Digital


RE: V-Ray rendering is live in http://Clara.io - includes interactive live cloud streaming.

2014-03-03 Thread Marc-Andre Carbonneau
Thanks Ben for the heads up.
Great improvements! I'll give it a try for sure.
MAC

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Houston
Sent: 3 mars 2014 09:53
To: softimage@listproc.autodesk.com
Subject: V-Ray rendering is live in http://Clara.io - includes interactive live 
cloud streaming.

Hi all,

Just a quick note that we have just made V-Ray rendering available in 
http://Clara.io -- it is currently available to everyone.  I've giving you guys 
the first heads up on this.

The Clara.io design in this area is inspired in part by Softimage -- we have 
similar renderer and pass management as well as live render viewport (although 
not sub-regions yet.) :)

Here is an introductory tutorial on how to use it, including its live streaming 
options:

http://www.youtube.com/watch?v=tpQ4lKsq6Us

Here is a tutorial on how our V-Ray proxy system works to allow you to render 
large amounts of geometry -- there is no need to be limited by the capabilities 
of one's browser or internet connection:

http://www.youtube.com/watch?v=7q1wMps9dyE

Here is how to create a mesh light:

http://www.youtube.com/watch?v=qTF_kkeGuPI

Features that will be released in the next week or so include:
- Material library with with over 200 real-world presets (including preview 
images.)
- Area lights - preview image here: http://goo.gl/5NBEha
- Much improved stability
- Background rendering with email notification (we have this working, we just 
can't easily manage the queue yet)

--
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Clara.io 
- Professional-Grade WebGL-based 3D Content Creation



Re[2]: Fire FX

2014-03-03 Thread Artur Woźniak

The core sim was never the problem with XSI.
The problem is render and from what I heard Holger's fluid shader solves 
the problem.
I never had the chance to use it (studio's weird politics) even though I 
am a huge XSI+Arnold freak. It was always fumeFX for me to save the day 
as you can whip out sims with great look in an instant. I know, 3DS Max. 
This is the only reason for me to use that.


Artur Woźniak

3D Generalist
https://vimeo.com/83506156
https://vimeo.com/user3560131/videos

-- Wiadomość oryginalna --
Od: "Ahmidou Lyazidi" 
Do: "softimage@listproc.autodesk.com" 
Wysłano: 2014-03-03 20:51:20
Temat: Re: Fire FX


emFluid and Holger's fluid shader is the way to go!

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


2014-03-03 19:57 GMT+01:00 Byron Nash :
I'm putting together bid recommendations for a spot with some CG fire 
in it. For those that have gone through this before, what techniques 
should I consider. emFluid? My boss asked me to look into Maya but I 
know ICE a lot better than Maya's FX system. The look is trails of 
flames, not huge volumes of fire from explosions.


Re: Softimage Devs petition

2014-03-03 Thread Alexander Akbarov
It seem that they don't have any Softimage Expert there, they didn't
mention about Softimage in their upcoming "Expert Challenge"
http://www.maxunderground.com/archives/20656_autodesk_expert_challenge___march_2014.html#comments
But anyway there is a form there...


2014-03-03 21:49 GMT+02:00 Stephan Hempel :

> unfortunately so true... In my opinion as a company you should not
> only have a responsibility for your products but also towards your
> customers. But as seen in the last couple of years this seams not more
> relevant to stock corporations.
>
> The misfortune with Autodesk is that a whole industry is depended on
> their decisions which should give them quite some responsibility.
>
> Stephan.
>
> PG> I don't think Autodesk cares at ALL about any of the M&E packages
> PG> they own.  They've recognized the value of patents and
> PG> intellectual property.  It's the reason IBM is still around today.
> PG> If Autodesk scoops up all the intellectual property, it doesn't
> PG> matter if they cancel every M&E product they own as long as they
> PG> can sue anyone who uses one of their patents without paying for it.
>
> PG> Joe Alter ring a bell to anyone?
>
> PG> Why hasn't there been more innovation in hair?  Hmmm...
>
>
> PG>  ?
>
>
>
> PG> On Mon, Mar 3, 2014 at 2:10 PM, Stephan Hempel 
> wrote:
> PG> Maybe Autodesk should sell the whole M&E division to the community
> PG>  before they dump any valuable asset into the ground and
> PG> therefore decrease the total value of M&E. Given that M&E only
> PG> contributes 7% to their profits lets me wonder why they moved into
> PG> this business in the first place.
>
> PG> I think Autodesk would lose quite a few customers to the
> PG> competition, especially smaller studios. So it would be utterly
> PG> stupid to stop developing Softimage.
>
> PG> Cheers,
> PG> Stephan.
>
>
>
> PG> am Montag, 3. März 2014 um 19:09 schriebst Du:
>
> >> That would be bad news. I hope it's not true but I'm sure many
> >> people on this list are not surprised given AD's strategy, or lack of,
> with SI.
>
> >> Honestly though it doesn't make good business sense to develop 3
> >> dcc apps that overlap in many ways, so it shouldn't be unexpected
> >> for a company like AD to scrap redundancies and pool resources to one
> product at some point.
>
>
> >> On 3/3/2014 11:19 AM, Emilio Hernandez wrote:
> >> Yes tomorrow is supposed to be the "official" announcement.
>
> >> Maybe also they leaked this rumor before to see how would we react,
> >> and how much of us will "convert" to that F$2#%&$2!"#&& Maya.
>
>
>
>
> >> 2014-03-03 11:13 GMT-06:00 Eric Thivierge :
> >> Wait until tomorrow...  rumored to be posted then.
>
>
> >> On 3/3/2014 11:56 AM, Doeke Wartena wrote:
> >> Does someone have a link where i can read si2015 is the last one?
>
> >> And if so, that's so tragic.
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> --
> Mit freundlichen Grüssen
> Stephan Hempel
> mailto:hempli...@web.de
>
>


Re: Re[2]: Fire FX

2014-03-03 Thread Byron Nash
Great tips guys. We have Softimage and Maya here, so potentially FumeFX or
emFluid / BA shaders are both options. I just need to pick one and run with
it. I'm reluctant to use Maya since I haven't done any of that type of work
in it. Does FumeFX have a steep learning curve?


On Mon, Mar 3, 2014 at 4:07 PM, Artur Woźniak  wrote:

>  The core sim was never the problem with XSI.
> The problem is render and from what I heard Holger's fluid shader solves
> the problem.
> I never had the chance to use it (studio's weird politics) even though I
> am a huge XSI+Arnold freak. It was always fumeFX for me to save the day as
> you can whip out sims with great look in an instant. I know, 3DS Max. This
> is the only reason for me to use that.
>
>  Artur Woźniak
>  <%2B48%20663%20749%20222>
>
> 3D Generalist
> https://vimeo.com/83506156
> https://vimeo.com/user3560131/videos
>
> -- Wiadomość oryginalna --
> Od: "Ahmidou Lyazidi" 
> Do: "softimage@listproc.autodesk.com" 
> Wysłano: 2014-03-03 20:51:20
> Temat: Re: Fire FX
>
>
> emFluid and Holger's fluid shader is the way to go!
>
>  ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> http://www.cappuccino-films.com
>
>
> 2014-03-03 19:57 GMT+01:00 Byron Nash :
>
>> I'm putting together bid recommendations for a spot with some CG fire in
>> it. For those that have gone through this before, what techniques should I
>> consider. emFluid? My boss asked me to look into Maya but I know ICE a lot
>> better than Maya's FX system. The look is trails of flames, not huge
>> volumes of fire from explosions.
>>
>
>


Re: Re[2]: Fire FX

2014-03-03 Thread Chris Johnson
I'd suggest max and fume FX if starting from scratch. I went from not
evening knowing maxto delivering multiple shots within 2-3 days. Fume in
max integrated really well and works nicely with p flow. Don't know about
the Maya integration.
On Mar 3, 2014 5:15 PM, "Byron Nash"  wrote:

> Great tips guys. We have Softimage and Maya here, so potentially FumeFX or
> emFluid / BA shaders are both options. I just need to pick one and run with
> it. I'm reluctant to use Maya since I haven't done any of that type of work
> in it. Does FumeFX have a steep learning curve?
>
>
> On Mon, Mar 3, 2014 at 4:07 PM, Artur Woźniak wrote:
>
>>  The core sim was never the problem with XSI.
>> The problem is render and from what I heard Holger's fluid shader solves
>> the problem.
>> I never had the chance to use it (studio's weird politics) even though I
>> am a huge XSI+Arnold freak. It was always fumeFX for me to save the day as
>> you can whip out sims with great look in an instant. I know, 3DS Max. This
>> is the only reason for me to use that.
>>
>>  Artur Woźniak
>>  <%2B48%20663%20749%20222>
>>
>> 3D Generalist
>> https://vimeo.com/83506156
>> https://vimeo.com/user3560131/videos
>>
>> -- Wiadomość oryginalna --
>> Od: "Ahmidou Lyazidi" 
>> Do: "softimage@listproc.autodesk.com" 
>> Wysłano: 2014-03-03 20:51:20
>> Temat: Re: Fire FX
>>
>>
>> emFluid and Holger's fluid shader is the way to go!
>>
>>  ---
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>> http://www.cappuccino-films.com
>>
>>
>> 2014-03-03 19:57 GMT+01:00 Byron Nash :
>>
>>> I'm putting together bid recommendations for a spot with some CG fire in
>>> it. For those that have gone through this before, what techniques should I
>>> consider. emFluid? My boss asked me to look into Maya but I know ICE a lot
>>> better than Maya's FX system. The look is trails of flames, not huge
>>> volumes of fire from explosions.
>>>
>>
>>
>


Re: Re[2]: Fire FX

2014-03-03 Thread Artur Woźniak
Maya's Fumefx seems to run faster. Just a hearsay, not an experience.

Artur Woźniak
<%2B48%20663%20749%20222>

3D Generalist
https://vimeo.com/83506156
https://vimeo.com/user3560131/videos


2014-03-03 23:33 GMT+01:00 Chris Johnson :

> I'd suggest max and fume FX if starting from scratch. I went from not
> evening knowing maxto delivering multiple shots within 2-3 days. Fume in
> max integrated really well and works nicely with p flow. Don't know about
> the Maya integration.
> On Mar 3, 2014 5:15 PM, "Byron Nash"  wrote:
>
>> Great tips guys. We have Softimage and Maya here, so potentially FumeFX
>> or emFluid / BA shaders are both options. I just need to pick one and run
>> with it. I'm reluctant to use Maya since I haven't done any of that type of
>> work in it. Does FumeFX have a steep learning curve?
>>
>>
>> On Mon, Mar 3, 2014 at 4:07 PM, Artur Woźniak wrote:
>>
>>>  The core sim was never the problem with XSI.
>>> The problem is render and from what I heard Holger's fluid shader solves
>>> the problem.
>>> I never had the chance to use it (studio's weird politics) even though I
>>> am a huge XSI+Arnold freak. It was always fumeFX for me to save the day as
>>> you can whip out sims with great look in an instant. I know, 3DS Max. This
>>> is the only reason for me to use that.
>>>
>>>  Artur Woźniak
>>>  <%2B48%20663%20749%20222>
>>>
>>> 3D Generalist
>>> https://vimeo.com/83506156
>>> https://vimeo.com/user3560131/videos
>>>
>>> -- Wiadomość oryginalna --
>>> Od: "Ahmidou Lyazidi" 
>>> Do: "softimage@listproc.autodesk.com" 
>>> Wysłano: 2014-03-03 20:51:20
>>> Temat: Re: Fire FX
>>>
>>>
>>> emFluid and Holger's fluid shader is the way to go!
>>>
>>>  ---
>>> Ahmidou Lyazidi
>>> Director | TD | CG artist
>>> http://vimeo.com/ahmidou/videos
>>> http://www.cappuccino-films.com
>>>
>>>
>>> 2014-03-03 19:57 GMT+01:00 Byron Nash :
>>>
 I'm putting together bid recommendations for a spot with some CG fire
 in it. For those that have gone through this before, what techniques should
 I consider. emFluid? My boss asked me to look into Maya but I know ICE a
 lot better than Maya's FX system. The look is trails of flames, not huge
 volumes of fire from explosions.

>>>
>>>
>>


Re: Ensuing Chaos

2014-03-03 Thread Sebastien Sterling
 + 1, they are a right bunch of cowboys.


On 3 March 2014 16:35, Emilio Hernandez  wrote:

> +1 And I will add.
>
> Stop running, it will take years for other softwares including Maya to be
> as efficient and slim as Softimage.
>
> As long as your able to still work with Softimage and deliver the job.
> Who cares what are you working with.
>
> As I said before I never heard of a client saying "Hey you work sucks
> because it is not done in Maya".  Au contraire. What I've heard from my
> clients is "Good job! Everything went smooth and peachy".
>
> So... again.  I see no reason to start fleeing like a headless chicken.
>
>
>
>
>
>
>
>
> 2014-03-03 10:05 GMT-06:00 Francisco Criado :
>
> Agree a 100%
>>
>> On Monday, March 3, 2014, Andi Farhall  wrote:
>>
>>> Chaos with the soft community would be exactly what AD want. Divide and
>>> rule through fear. Bugger that for a game of soldiers out of sheer bloody
>>> mindedness to not let AD have it all their own way. To buy a pro tool like
>>> softimage purely to kill it a couple of years later is an act of entirely
>>> unethical destruction. Roofs are kept over heads and kids fed on the back
>>> of software that come with the pro label and price.
>>>
>>> People, us, will continue to be able to service our clients using soft
>>> for a number of years to come but it would be prudent to learn something
>>> new along the way. Maya with it's wide user base and antiquated work flow
>>> and elderly architecture, Houdini might have a steep learning curve but it
>>> seems to be a more up to date suggestion. Plus AD won't get your cash.
>>>
>>> Revenge is best served cold for a reason
>>>
>>>
>>> A
>>>
>>>
>>>
>>> ...
>>> http://www.hackneyeffects.com/
>>> https://vimeo.com/user4174293
>>> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>>>
>>>
>>> http://www.flickr.com/photos/lord_hackney/
>>> http://spylon.tumblr.com/
>>>
>>> This email and any attachments to it may be confidential and are
>>> intended solely for the use of the individual to whom it is addressed. Any
>>> views or opinions expressed are solely those of the author and do not
>>> necessarily represent those of Hackney Effects Ltd.
>>>
>>> If you are not the intended recipient of this email, you must neither
>>> take any action based upon its contents, nor copy or show it to anyone.
>>>
>>> Please contact the sender if you believe you have received this email in
>>> error.
>>> 
>>>
>>
>


Re: Ensuing Chaos

2014-03-03 Thread pedro santos
True, bad mouthing can soft kill things that otherwise would hold on. On
the other hand shows more lack of confidence in ADSK than in Softimage.

Cheers


On Mon, Mar 3, 2014 at 11:20 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

>  + 1, they are a right bunch of cowboys.
>
>
> On 3 March 2014 16:35, Emilio Hernandez  wrote:
>
>> +1 And I will add.
>>
>> Stop running, it will take years for other softwares including Maya to be
>> as efficient and slim as Softimage.
>>
>> As long as your able to still work with Softimage and deliver the job.
>> Who cares what are you working with.
>>
>> As I said before I never heard of a client saying "Hey you work sucks
>> because it is not done in Maya".  Au contraire. What I've heard from my
>> clients is "Good job! Everything went smooth and peachy".
>>
>> So... again.  I see no reason to start fleeing like a headless chicken.
>>
>>
>>
>>
>>
>>
>>
>>
>> 2014-03-03 10:05 GMT-06:00 Francisco Criado :
>>
>> Agree a 100%
>>>
>>> On Monday, March 3, 2014, Andi Farhall  wrote:
>>>
 Chaos with the soft community would be exactly what AD want. Divide and
 rule through fear. Bugger that for a game of soldiers out of sheer bloody
 mindedness to not let AD have it all their own way. To buy a pro tool like
 softimage purely to kill it a couple of years later is an act of entirely
 unethical destruction. Roofs are kept over heads and kids fed on the back
 of software that come with the pro label and price.

 People, us, will continue to be able to service our clients using soft
 for a number of years to come but it would be prudent to learn something
 new along the way. Maya with it's wide user base and antiquated work flow
 and elderly architecture, Houdini might have a steep learning curve but it
 seems to be a more up to date suggestion. Plus AD won't get your cash.

 Revenge is best served cold for a reason


 A



 ...
 http://www.hackneyeffects.com/
 https://vimeo.com/user4174293
 http://www.linkedin.com/pub/andi-farhall/b/496/b21


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

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

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

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

>>>
>>
>


-- 
[img]http://i153.photobucket.com/albums/s202/animatics/avatar_1.gif[/img]


Re: Softimage Devs petition

2014-03-03 Thread Martin Contel
Wait a minute, are you serious that today (March 4th) Autodesk will
announce that Softimage 2015 is the last version they will release?!?!

--
Martin Contel
Square Enix (Visual Works)


Re: Softimage Devs petition

2014-03-03 Thread Eric Thivierge

I suspect somewhere around 12-16 hrs from now-ish.

On Monday, March 03, 2014 7:13:49 PM, Martin Contel wrote:

Wait a minute, are you serious that today (March 4th) Autodesk will
announce that Softimage 2015 is the last version they will release?!?!

--
Martin Contel
Square Enix (Visual Works)




Re: Softimage Devs petition

2014-03-03 Thread Martin Contel
:__(

--
Martin Contel
Square Enix (Visual Works)


On Tue, Mar 4, 2014 at 9:18 AM, Eric Thivierge wrote:

> I suspect somewhere around 12-16 hrs from now-ish.
>
>
> On Monday, March 03, 2014 7:13:49 PM, Martin Contel wrote:
>
>> Wait a minute, are you serious that today (March 4th) Autodesk will
>> announce that Softimage 2015 is the last version they will release?!?!
>>
>> --
>> Martin Contel
>> Square Enix (Visual Works)
>>
>
>


RE: Softimage Devs petition

2014-03-03 Thread Matt Lind
Sowho's going to deliver the message at AD?   Won't be Marc Petit for 
obvious reasons.

Let's have a wager on the following:

1) Who made the decision.

2) Who delivers the news.


Winner gets a Softimage|XSI v1.0 installation disc.if I can find it.  Which 
leads to the bonus question:

3) Today's installer for Autodesk Softimage is approaching 2 GB.  How big was 
the installer for XSI v1.0?






Matt



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Monday, March 03, 2014 4:18 PM
To: softimage@listproc.autodesk.com
Cc: Stephan Hempel
Subject: Re: Softimage Devs petition

I suspect somewhere around 12-16 hrs from now-ish.

On Monday, March 03, 2014 7:13:49 PM, Martin Contel wrote:
> Wait a minute, are you serious that today (March 4th) Autodesk will 
> announce that Softimage 2015 is the last version they will release?!?!
>
> --
> Martin Contel
> Square Enix (Visual Works)




Re: Softimage Devs petition

2014-03-03 Thread James De Colling
1.0...no idea, I remember 5.xx was around 350mb or so though


On Tue, Mar 4, 2014 at 11:24 AM, Matt Lind  wrote:

> Sowho's going to deliver the message at AD?   Won't be Marc Petit for
> obvious reasons.
>
> Let's have a wager on the following:
>
> 1) Who made the decision.
>
> 2) Who delivers the news.
>
>
> Winner gets a Softimage|XSI v1.0 installation disc.if I can find it.
>  Which leads to the bonus question:
>
> 3) Today's installer for Autodesk Softimage is approaching 2 GB.  How big
> was the installer for XSI v1.0?
>
>
>
>
>
>
> Matt
>
>
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
> Sent: Monday, March 03, 2014 4:18 PM
> To: softimage@listproc.autodesk.com
> Cc: Stephan Hempel
> Subject: Re: Softimage Devs petition
>
> I suspect somewhere around 12-16 hrs from now-ish.
>
> On Monday, March 03, 2014 7:13:49 PM, Martin Contel wrote:
> > Wait a minute, are you serious that today (March 4th) Autodesk will
> > announce that Softimage 2015 is the last version they will release?!?!
> >
> > --
> > Martin Contel
> > Square Enix (Visual Works)
>
>
>


Re: Softimage Devs petition

2014-03-03 Thread Steven Caron
1) the board and chris bradshaw

2) cory morgk or chris bradshaw

3) 250 mb


On Mon, Mar 3, 2014 at 4:24 PM, Matt Lind  wrote:

> Sowho's going to deliver the message at AD?   Won't be Marc Petit for
> obvious reasons.
>
> Let's have a wager on the following:
>
> 1) Who made the decision.
>
> 2) Who delivers the news.
>
>
> Winner gets a Softimage|XSI v1.0 installation disc.if I can find it.
>  Which leads to the bonus question:
>
> 3) Today's installer for Autodesk Softimage is approaching 2 GB.  How big
> was the installer for XSI v1.0?
>
>
>
>


Re: Ensuing Chaos

2014-03-03 Thread nick name
So when is this rumor supposed to become news if ever?


On Tue, Mar 4, 2014 at 1:29 AM, pedro santos  wrote:

> True, bad mouthing can soft kill things that otherwise would hold on. On
> the other hand shows more lack of confidence in ADSK than in Softimage.
>
> Cheers
>
>
> On Mon, Mar 3, 2014 at 11:20 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>>  + 1, they are a right bunch of cowboys.
>>
>>
>> On 3 March 2014 16:35, Emilio Hernandez  wrote:
>>
>>> +1 And I will add.
>>>
>>> Stop running, it will take years for other softwares including Maya to
>>> be as efficient and slim as Softimage.
>>>
>>> As long as your able to still work with Softimage and deliver the job.
>>> Who cares what are you working with.
>>>
>>> As I said before I never heard of a client saying "Hey you work sucks
>>> because it is not done in Maya".  Au contraire. What I've heard from my
>>> clients is "Good job! Everything went smooth and peachy".
>>>
>>> So... again.  I see no reason to start fleeing like a headless chicken.
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> 2014-03-03 10:05 GMT-06:00 Francisco Criado :
>>>
>>> Agree a 100%

 On Monday, March 3, 2014, Andi Farhall  wrote:

> Chaos with the soft community would be exactly what AD want. Divide
> and rule through fear. Bugger that for a game of soldiers out of sheer
> bloody mindedness to not let AD have it all their own way. To buy a pro
> tool like softimage purely to kill it a couple of years later is an act of
> entirely unethical destruction. Roofs are kept over heads and kids fed on
> the back of software that come with the pro label and price.
>
> People, us, will continue to be able to service our clients using soft
> for a number of years to come but it would be prudent to learn something
> new along the way. Maya with it's wide user base and antiquated work flow
> and elderly architecture, Houdini might have a steep learning curve but it
> seems to be a more up to date suggestion. Plus AD won't get your cash.
>
> Revenge is best served cold for a reason
>
>
> A
>
>
>
> ...
> http://www.hackneyeffects.com/
> https://vimeo.com/user4174293
> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>
>
> http://www.flickr.com/photos/lord_hackney/
> http://spylon.tumblr.com/
>
> This email and any attachments to it may be confidential and are
> intended solely for the use of the individual to whom it is addressed. Any
> views or opinions expressed are solely those of the author and do not
> necessarily represent those of Hackney Effects Ltd.
>
> If you are not the intended recipient of this email, you must neither
> take any action based upon its contents, nor copy or show it to anyone.
>
> Please contact the sender if you believe you have received this email
> in error.
> 
>

>>>
>>
>
>
> --
> [img]http://i153.photobucket.com/albums/s202/animatics/avatar_1.gif[/img]
>


Re: Softimage Devs petition

2014-03-03 Thread Eric Thivierge

1. The board.
2. Marc Stephans
3. I dunno

On Monday, March 03, 2014 7:28:54 PM, Steven Caron wrote:

1) the board and chris bradshaw

2) cory morgk or chris bradshaw

3) 250 mb


On Mon, Mar 3, 2014 at 4:24 PM, Matt Lind mailto:ml...@carbinestudios.com>> wrote:

Sowho's going to deliver the message at AD?   Won't be Marc
Petit for obvious reasons.

Let's have a wager on the following:

1) Who made the decision.

2) Who delivers the news.


Winner gets a Softimage|XSI v1.0 installation disc.if I can
find it.  Which leads to the bonus question:

3) Today's installer for Autodesk Softimage is approaching 2 GB.
 How big was the installer for XSI v1.0?







Re: Ensuing Chaos

2014-03-03 Thread Maurício PC
Tomorrow!


On Mon, Mar 3, 2014 at 9:31 PM, nick name  wrote:

> So when is this rumor supposed to become news if ever?
>
>
> On Tue, Mar 4, 2014 at 1:29 AM, pedro santos  wrote:
>
>> True, bad mouthing can soft kill things that otherwise would hold on. On
>> the other hand shows more lack of confidence in ADSK than in Softimage.
>>
>> Cheers
>>
>>
>> On Mon, Mar 3, 2014 at 11:20 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>>  + 1, they are a right bunch of cowboys.
>>>
>>>
>>> On 3 March 2014 16:35, Emilio Hernandez  wrote:
>>>
 +1 And I will add.

 Stop running, it will take years for other softwares including Maya to
 be as efficient and slim as Softimage.

 As long as your able to still work with Softimage and deliver the job.
 Who cares what are you working with.

 As I said before I never heard of a client saying "Hey you work sucks
 because it is not done in Maya".  Au contraire. What I've heard from my
 clients is "Good job! Everything went smooth and peachy".

 So... again.  I see no reason to start fleeing like a headless chicken.








 2014-03-03 10:05 GMT-06:00 Francisco Criado :

 Agree a 100%
>
> On Monday, March 3, 2014, Andi Farhall  wrote:
>
>> Chaos with the soft community would be exactly what AD want. Divide
>> and rule through fear. Bugger that for a game of soldiers out of sheer
>> bloody mindedness to not let AD have it all their own way. To buy a pro
>> tool like softimage purely to kill it a couple of years later is an act 
>> of
>> entirely unethical destruction. Roofs are kept over heads and kids fed on
>> the back of software that come with the pro label and price.
>>
>> People, us, will continue to be able to service our clients using
>> soft for a number of years to come but it would be prudent to learn
>> something new along the way. Maya with it's wide user base and antiquated
>> work flow and elderly architecture, Houdini might have a steep learning
>> curve but it seems to be a more up to date suggestion. Plus AD won't get
>> your cash.
>>
>> Revenge is best served cold for a reason
>>
>>
>> A
>>
>>
>>
>> ...
>> http://www.hackneyeffects.com/
>> https://vimeo.com/user4174293
>> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>>
>>
>> http://www.flickr.com/photos/lord_hackney/
>> http://spylon.tumblr.com/
>>
>> This email and any attachments to it may be confidential and are
>> intended solely for the use of the individual to whom it is addressed. 
>> Any
>> views or opinions expressed are solely those of the author and do not
>> necessarily represent those of Hackney Effects Ltd.
>>
>> If you are not the intended recipient of this email, you must neither
>> take any action based upon its contents, nor copy or show it to anyone.
>>
>> Please contact the sender if you believe you have received this email
>> in error.
>> 
>>
>

>>>
>>
>>
>> --
>> [img]http://i153.photobucket.com/albums/s202/animatics/avatar_1.gif[/img]
>>
>
>


-- 
gonebadfx.com
- your source for bad fx


Re: Softimage Devs petition

2014-03-03 Thread Emilio Hernandez
1. The guy in charge of Maya with a big smile.
2. Crhis Bradshaw and his puddle.
3. The janitor in his personal blog.





2014-03-03 18:32 GMT-06:00 Eric Thivierge :

> 1. The board.
> 2. Marc Stephans
> 3. I dunno
>
>
> On Monday, March 03, 2014 7:28:54 PM, Steven Caron wrote:
>
>> 1) the board and chris bradshaw
>>
>> 2) cory morgk or chris bradshaw
>>
>> 3) 250 mb
>>
>>
>> On Mon, Mar 3, 2014 at 4:24 PM, Matt Lind > > wrote:
>>
>> Sowho's going to deliver the message at AD?   Won't be Marc
>> Petit for obvious reasons.
>>
>> Let's have a wager on the following:
>>
>> 1) Who made the decision.
>>
>> 2) Who delivers the news.
>>
>>
>> Winner gets a Softimage|XSI v1.0 installation disc.if I can
>> find it.  Which leads to the bonus question:
>>
>> 3) Today's installer for Autodesk Softimage is approaching 2 GB.
>>  How big was the installer for XSI v1.0?
>>
>>
>>
>>
>


Re: Softimage Devs petition

2014-03-03 Thread Maurício PC
1. F@cking board.
2. Cory Morgk
3. 175 mb


On Mon, Mar 3, 2014 at 9:32 PM, Eric Thivierge wrote:

> 1. The board.
> 2. Marc Stephans
> 3. I dunno
>
>
> On Monday, March 03, 2014 7:28:54 PM, Steven Caron wrote:
>
>> 1) the board and chris bradshaw
>>
>> 2) cory morgk or chris bradshaw
>>
>> 3) 250 mb
>>
>>
>> On Mon, Mar 3, 2014 at 4:24 PM, Matt Lind > > wrote:
>>
>> Sowho's going to deliver the message at AD?   Won't be Marc
>> Petit for obvious reasons.
>>
>> Let's have a wager on the following:
>>
>> 1) Who made the decision.
>>
>> 2) Who delivers the news.
>>
>>
>> Winner gets a Softimage|XSI v1.0 installation disc.if I can
>> find it.  Which leads to the bonus question:
>>
>> 3) Today's installer for Autodesk Softimage is approaching 2 GB.
>>  How big was the installer for XSI v1.0?
>>
>>
>>
>>
>


-- 
gonebadfx.com
- your source for bad fx


Re: Softimage Devs petition

2014-03-03 Thread Rares Halmagean

1. bad guys with pitchforks
2. reluctant good guybeing poked with pitchforks by said bad guys
3. don't know. I only started using v4.0. 275mgs?

I'm only kidding about the heads of AD being bad guyssort of.

On 3/3/2014 6:24 PM, Matt Lind wrote:

Sowho's going to deliver the message at AD?   Won't be Marc Petit for 
obvious reasons.

Let's have a wager on the following:

1) Who made the decision.

2) Who delivers the news.


Winner gets a Softimage|XSI v1.0 installation disc.if I can find it.  Which 
leads to the bonus question:

3) Today's installer for Autodesk Softimage is approaching 2 GB.  How big was 
the installer for XSI v1.0?






Matt



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Monday, March 03, 2014 4:18 PM
To: softimage@listproc.autodesk.com
Cc: Stephan Hempel
Subject: Re: Softimage Devs petition

I suspect somewhere around 12-16 hrs from now-ish.

On Monday, March 03, 2014 7:13:49 PM, Martin Contel wrote:

Wait a minute, are you serious that today (March 4th) Autodesk will
announce that Softimage 2015 is the last version they will release?!?!

--
Martin Contel
Square Enix (Visual Works)




--
*Rares Halmagean
___
*visual development and 3d character & content creation.
*rarebrush.com* 


Re: Softimage Devs petition

2014-03-03 Thread John Clausing
Here's some questions

AD is a software seller right? So they should understand unique software 
abilities?

Softimage is the best package of the AD 3, or at least has some awesome tech 
the others lack?

So what does AD do with the Soft Dev that they own?
Dump it? No, they understand software right? And it's value right?

Sothey'll either fold Soft into Maya in which case we'll see it there 
(I'll call it Softmaya), or (less likely), they dump/sell all the entertainment 
3d?

Am I wrong?



Sent from my iPhone

> On Mar 3, 2014, at 7:47 PM, Emilio Hernandez  wrote:
> 
> 1. The guy in charge of Maya with a big smile.
> 2. Crhis Bradshaw and his puddle.
> 3. The janitor in his personal blog.
> 
> 
> 
> 
> 
> 2014-03-03 18:32 GMT-06:00 Eric Thivierge :
>> 1. The board.
>> 2. Marc Stephans
>> 3. I dunno
>> 
>> 
>>> On Monday, March 03, 2014 7:28:54 PM, Steven Caron wrote:
>>> 1) the board and chris bradshaw
>>> 
>>> 2) cory morgk or chris bradshaw
>>> 
>>> 3) 250 mb
>>> 
>>> 
>>> On Mon, Mar 3, 2014 at 4:24 PM, Matt Lind >> > wrote:
>>> 
>>> Sowho's going to deliver the message at AD?   Won't be Marc
>>> Petit for obvious reasons.
>>> 
>>> Let's have a wager on the following:
>>> 
>>> 1) Who made the decision.
>>> 
>>> 2) Who delivers the news.
>>> 
>>> 
>>> Winner gets a Softimage|XSI v1.0 installation disc.if I can
>>> find it.  Which leads to the bonus question:
>>> 
>>> 3) Today's installer for Autodesk Softimage is approaching 2 GB.
>>>  How big was the installer for XSI v1.0?
> 


Re: Ensuing Chaos

2014-03-03 Thread Raffaele Fragapane
Well, not being able to scale up by buying more seats if the need was ever
to arise is a pretty major issue with companies killing software.

For individuals it's one thing, you can ride an existing license like
Soft's for years, especially when you consider how little drastic
innovation we've seen in mainstream apps in quite a while. If you scale
between dozens and hundreds, or even dozen to a score, it's a deal breaker
and it has consequences.


On Tue, Mar 4, 2014 at 3:35 AM, Emilio Hernandez  wrote:

> +1 And I will add.
>
> Stop running, it will take years for other softwares including Maya to be
> as efficient and slim as Softimage.
>
> As long as your able to still work with Softimage and deliver the job.
> Who cares what are you working with.
>
> As I said before I never heard of a client saying "Hey you work sucks
> because it is not done in Maya".  Au contraire. What I've heard from my
> clients is "Good job! Everything went smooth and peachy".
>
> So... again.  I see no reason to start fleeing like a headless chicken.
>
>
>
>
>
>
>
>
> 2014-03-03 10:05 GMT-06:00 Francisco Criado :
>
> Agree a 100%
>>
>> On Monday, March 3, 2014, Andi Farhall  wrote:
>>
>>> Chaos with the soft community would be exactly what AD want. Divide and
>>> rule through fear. Bugger that for a game of soldiers out of sheer bloody
>>> mindedness to not let AD have it all their own way. To buy a pro tool like
>>> softimage purely to kill it a couple of years later is an act of entirely
>>> unethical destruction. Roofs are kept over heads and kids fed on the back
>>> of software that come with the pro label and price.
>>>
>>> People, us, will continue to be able to service our clients using soft
>>> for a number of years to come but it would be prudent to learn something
>>> new along the way. Maya with it's wide user base and antiquated work flow
>>> and elderly architecture, Houdini might have a steep learning curve but it
>>> seems to be a more up to date suggestion. Plus AD won't get your cash.
>>>
>>> Revenge is best served cold for a reason
>>>
>>>
>>> A
>>>
>>>
>>>
>>> ...
>>> http://www.hackneyeffects.com/
>>> https://vimeo.com/user4174293
>>> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>>>
>>>
>>> http://www.flickr.com/photos/lord_hackney/
>>> http://spylon.tumblr.com/
>>>
>>> This email and any attachments to it may be confidential and are
>>> intended solely for the use of the individual to whom it is addressed. Any
>>> views or opinions expressed are solely those of the author and do not
>>> necessarily represent those of Hackney Effects Ltd.
>>>
>>> If you are not the intended recipient of this email, you must neither
>>> take any action based upon its contents, nor copy or show it to anyone.
>>>
>>> Please contact the sender if you believe you have received this email in
>>> error.
>>> 
>>>
>>
>


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


Re: Softimage Devs petition

2014-03-03 Thread Sebastien Sterling
Nex, Bitfrost, moving the soft team onto maya, the new look of the node
editor, i'd say they are doing some pretty desperat "folding", however both
your options whether selective asimilation, or abandone mont have the same
outcome. softimage gets the shaft.


On 4 March 2014 00:53, John Clausing  wrote:

> Here's some questions
>
> AD is a software seller right? So they should understand unique software
> abilities?
>
> Softimage is the best package of the AD 3, or at least has some awesome
> tech the others lack?
>
> So what does AD do with the Soft Dev that they own?
> Dump it? No, they understand software right? And it's value right?
>
> Sothey'll either fold Soft into Maya in which case we'll see it
> there (I'll call it Softmaya), or (less likely), they dump/sell all the
> entertainment 3d?
>
> Am I wrong?
>
>
>
> Sent from my iPhone
>
> On Mar 3, 2014, at 7:47 PM, Emilio Hernandez  wrote:
>
> 1. The guy in charge of Maya with a big smile.
> 2. Crhis Bradshaw and his puddle.
> 3. The janitor in his personal blog.
>
>
>
>
>
> 2014-03-03 18:32 GMT-06:00 Eric Thivierge :
>
>> 1. The board.
>> 2. Marc Stephans
>> 3. I dunno
>>
>>
>> On Monday, March 03, 2014 7:28:54 PM, Steven Caron wrote:
>>
>>> 1) the board and chris bradshaw
>>>
>>> 2) cory morgk or chris bradshaw
>>>
>>> 3) 250 mb
>>>
>>>
>>> On Mon, Mar 3, 2014 at 4:24 PM, Matt Lind >> > wrote:
>>>
>>> Sowho's going to deliver the message at AD?   Won't be Marc
>>> Petit for obvious reasons.
>>>
>>> Let's have a wager on the following:
>>>
>>> 1) Who made the decision.
>>>
>>> 2) Who delivers the news.
>>>
>>>
>>> Winner gets a Softimage|XSI v1.0 installation disc.if I can
>>> find it.  Which leads to the bonus question:
>>>
>>> 3) Today's installer for Autodesk Softimage is approaching 2 GB.
>>>  How big was the installer for XSI v1.0?
>>>
>>>
>>>
>>>
>>
>


Re: Ensuing Chaos

2014-03-03 Thread Steven Caron
Hey Raff

Does Animal Logic have the weight to ask Autodesk for a site license? As a
parting gift...

Steven


On Mon, Mar 3, 2014 at 5:04 PM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> Well, not being able to scale up by buying more seats if the need was ever
> to arise is a pretty major issue with companies killing software.
>
> For individuals it's one thing, you can ride an existing license like
> Soft's for years, especially when you consider how little drastic
> innovation we've seen in mainstream apps in quite a while. If you scale
> between dozens and hundreds, or even dozen to a score, it's a deal breaker
> and it has consequences.
>
>
> On Tue, Mar 4, 2014 at 3:35 AM, Emilio Hernandez wrote:
>
>> +1 And I will add.
>>
>> Stop running, it will take years for other softwares including Maya to be
>> as efficient and slim as Softimage.
>>
>> As long as your able to still work with Softimage and deliver the job.
>> Who cares what are you working with.
>>
>> As I said before I never heard of a client saying "Hey you work sucks
>> because it is not done in Maya".  Au contraire. What I've heard from my
>> clients is "Good job! Everything went smooth and peachy".
>>
>> So... again.  I see no reason to start fleeing like a headless chicken.
>>
>>
>>
>>
>>
>>
>>
>>
>> 2014-03-03 10:05 GMT-06:00 Francisco Criado :
>>
>> Agree a 100%
>>>
>>> On Monday, March 3, 2014, Andi Farhall  wrote:
>>>
 Chaos with the soft community would be exactly what AD want. Divide and
 rule through fear. Bugger that for a game of soldiers out of sheer bloody
 mindedness to not let AD have it all their own way. To buy a pro tool like
 softimage purely to kill it a couple of years later is an act of entirely
 unethical destruction. Roofs are kept over heads and kids fed on the back
 of software that come with the pro label and price.

 People, us, will continue to be able to service our clients using soft
 for a number of years to come but it would be prudent to learn something
 new along the way. Maya with it's wide user base and antiquated work flow
 and elderly architecture, Houdini might have a steep learning curve but it
 seems to be a more up to date suggestion. Plus AD won't get your cash.

 Revenge is best served cold for a reason


 A



 ...
 http://www.hackneyeffects.com/
 https://vimeo.com/user4174293
 http://www.linkedin.com/pub/andi-farhall/b/496/b21


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

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

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

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

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


Re: Ensuing Chaos

2014-03-03 Thread Raffaele Fragapane
If I knew or if we were to I probably couldn't say it publicly within my
NDA.
But honestly speaking? I just don't know, nor have i given it much
consideration.

Personally, and this is me, nothing to do with AL, I'm so tired of the
whole commercial software thing since AD established absolute dominance
I've stopped caring much for any of them a while ago.

IMO there's this common misconception AD might give a fraction of a fast
moving orbital fuck about any of their Western M&E clients when it comes to
Soft, but in my experience and that of my connections that's simply not
true to any relevant extent.
Sure, you might get in with some devs or PMs, get some early access,
previews, participate in some programs, and have a friendly relationship
and so on, but ultimately when it comes to sales or the board nobody has
the dullest of hooks in there.

This is not to say the people in there, the real people, are anything short
of fantastic (some devs, leads and PMs are actually really nice, involved
and friendly), at least some of them, but the overall mechanism is just not
conducive any more to clients like the ones I work for to be truly catered
for, not to the extent smaller firms do.
I don't even hate Autodesk for it to be honest, it's a corp, it obeys rules
that paint us out of the picture. It'd be like getting mad at gravity the
next time I fall on my ass :p

If anybody has any swing with AD whatsoever when it comes to Soft it could
only be a Japanese client, or some of them associating (unlikely to happen
culturally).
I can't think of anybody outside of Japan with a triple digit number of
seats under maintenance.


On Tue, Mar 4, 2014 at 12:13 PM, Steven Caron  wrote:

> Hey Raff
>
> Does Animal Logic have the weight to ask Autodesk for a site license? As a
> parting gift...
>
> Steven
>
>


Re: Ensuing Chaos

2014-03-03 Thread Artur Woźniak
So, paraphrasing some famous movie "we are proper fucked" starting tomorrow?

Artur Woźniak


https://vimeo.com/83506156
https://vimeo.com/user3560131/videos


2014-03-04 2:45 GMT+01:00 Raffaele Fragapane :

> If I knew or if we were to I probably couldn't say it publicly within my
> NDA.
> But honestly speaking? I just don't know, nor have i given it much
> consideration.
>
> Personally, and this is me, nothing to do with AL, I'm so tired of the
> whole commercial software thing since AD established absolute dominance
> I've stopped caring much for any of them a while ago.
>
> IMO there's this common misconception AD might give a fraction of a fast
> moving orbital fuck about any of their Western M&E clients when it comes to
> Soft, but in my experience and that of my connections that's simply not
> true to any relevant extent.
> Sure, you might get in with some devs or PMs, get some early access,
> previews, participate in some programs, and have a friendly relationship
> and so on, but ultimately when it comes to sales or the board nobody has
> the dullest of hooks in there.
>
> This is not to say the people in there, the real people, are anything
> short of fantastic (some devs, leads and PMs are actually really nice,
> involved and friendly), at least some of them, but the overall mechanism is
> just not conducive any more to clients like the ones I work for to be truly
> catered for, not to the extent smaller firms do.
> I don't even hate Autodesk for it to be honest, it's a corp, it obeys
> rules that paint us out of the picture. It'd be like getting mad at gravity
> the next time I fall on my ass :p
>
> If anybody has any swing with AD whatsoever when it comes to Soft it could
> only be a Japanese client, or some of them associating (unlikely to happen
> culturally).
> I can't think of anybody outside of Japan with a triple digit number of
> seats under maintenance.
>
>
>
> On Tue, Mar 4, 2014 at 12:13 PM, Steven Caron  wrote:
>
>> Hey Raff
>>
>> Does Animal Logic have the weight to ask Autodesk for a site license? As
>> a parting gift...
>>
>> Steven
>>
>>


Re: Ensuing Chaos

2014-03-03 Thread nick name
So they say, but I'm still hoping we won't be. For me maybe it's the 1st
phase - denial, I don't know.


On Tue, Mar 4, 2014 at 4:08 AM, Artur Woźniak  wrote:

> So, paraphrasing some famous movie "we are proper fucked" starting
> tomorrow?
>
> Artur Woźniak
>
>
> https://vimeo.com/83506156
> https://vimeo.com/user3560131/videos
>
>
> 2014-03-04 2:45 GMT+01:00 Raffaele Fragapane 
> :
>
> If I knew or if we were to I probably couldn't say it publicly within my
>> NDA.
>> But honestly speaking? I just don't know, nor have i given it much
>> consideration.
>>
>> Personally, and this is me, nothing to do with AL, I'm so tired of the
>> whole commercial software thing since AD established absolute dominance
>> I've stopped caring much for any of them a while ago.
>>
>> IMO there's this common misconception AD might give a fraction of a fast
>> moving orbital fuck about any of their Western M&E clients when it comes to
>> Soft, but in my experience and that of my connections that's simply not
>> true to any relevant extent.
>> Sure, you might get in with some devs or PMs, get some early access,
>> previews, participate in some programs, and have a friendly relationship
>> and so on, but ultimately when it comes to sales or the board nobody has
>> the dullest of hooks in there.
>>
>> This is not to say the people in there, the real people, are anything
>> short of fantastic (some devs, leads and PMs are actually really nice,
>> involved and friendly), at least some of them, but the overall mechanism is
>> just not conducive any more to clients like the ones I work for to be truly
>> catered for, not to the extent smaller firms do.
>> I don't even hate Autodesk for it to be honest, it's a corp, it obeys
>> rules that paint us out of the picture. It'd be like getting mad at gravity
>> the next time I fall on my ass :p
>>
>> If anybody has any swing with AD whatsoever when it comes to Soft it
>> could only be a Japanese client, or some of them associating (unlikely to
>> happen culturally).
>> I can't think of anybody outside of Japan with a triple digit number of
>> seats under maintenance.
>>
>>
>>
>> On Tue, Mar 4, 2014 at 12:13 PM, Steven Caron  wrote:
>>
>>> Hey Raff
>>>
>>> Does Animal Logic have the weight to ask Autodesk for a site license? As
>>> a parting gift...
>>>
>>> Steven
>>>
>>>
>


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