Re: humanize Maya, SOFT top 5

2014-03-26 Thread Tim Leydecker

Can I trade the MMB functionality against the "M" key workflow?

Personally, I don´t use MMB much because when modeling, I will usually
resort to using either the "M" key or rick-clicking to access polygon 
operations.

Sliding a component (selection) around on a polygon surface is a wonderful 
feature
in Softimage.

I would say that using a combination of variations of the M key settings, add 
edge,
and extrude is covering 65% of my work for modeling, with a Split Edge (with 
split control)
here and there. I tend to model my bevels due to legacy shortcomings in tools.

A good 15% is the ease of using "U"/"T"/"E" with raycast perference options 
that prevent
selecting unwanted (backfaced) areas.

10% is viewport interaction. Tumbling around and view modes.

10% is unfold3d. (It´s a lot more this brings but it´s become so easy :-)

Using wheighting edges in subD models I refuse to use until it is consistenly 
supported
in something as reliable as a blank *.obj format in any other app available.

There´s no point in wheighting a (subD style) edge hardness when you realize 
you can´t import/export it anywhere
like that.

Cheers,

tim

P.S: Merging vertices in Maya is nicer, with it´s treshhold options.



On 27.03.2014 00:45, Luc-Eric Rousseau wrote:

We are keeping MMB Repeat under consideration for Maya, thanks all for the 
feedback.

On Wednesday, March 26, 2014, Matt Lind mailto:ml...@carbinestudios.com>> wrote:

I fully understood what your post was about, Luc-Eric.

What I stated is what many users here liked MMB upon learning about it as, 
other than myself and one other person, nobody had used Softimage before.  They 
had all come from
3DSMax and/or Maya.  Many of them have commented they wish the MMB feature 
was in Maya as it's simple, intuitive, and saves repetitive work freeing up a 
spot or two on the
keyboard for something else.  While you can use 'g' in Maya, it's not the 
same as MMB in the menus as each menu can have its own history remembering a 
different command whereas
'g' can only remember one command - the most recent.  That's important.  
Users here have a mentality burned into their skulls from those other software 
that they have to make
lots of keyboard shortcuts and toolbars to get anything done.  Introducing 
something like a MMB is a revelation as it's both simple and powerful.

What should also be conveyed is that when artists feel like they have to 
make lots of keyboard shortcuts and toolbars, they often tend to start dabbling 
in scripting to make
those customizations.  Artist code tends to be a frequent cause of fires I 
have to exterminate and generally a waste of my time as a TD.  If artists have 
these nice UI workflow
touches such as MMB to repeat, they're less inclined to write crappy code 
which means fewer fires to fight and more focus on productivity not only for 
the artists, but also for
me as it allows me to spend more time focusing on writing tools which can 
provide bigger impact than quickie buttons.


Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Wednesday, March 26, 2014 12:25 PM
To: softimage@listproc.autodesk.com
Subject: Re: humanize Maya, SOFT top 5

On Wed, Mar 26, 2014 at 3:00 PM, Matt Lind  wrote:
 > Here at Carbine, users like the MMB to repeat a menu command.  It's 
popular.  They're not as fond of tear off menus.  They don't hate tear off menus, 
but given the choice
they'll use a custom key as 1st option, custom toolbar as 2nd option, and 
tear off menu as last option.  The issue being that tear off menus don't allow 
for customized menus.
You only get the existing menu structure in a different place.
 >
 > What users want is clutter free and minimal effort to execute commands 
or a series of commands.  Tear off menus are good for situations where the entire 
menu is a custom
menu of commands like a custom toolbar would be, and the commands in that 
menu are very closely related to the task at hand.  If the menu is full of 
built-in commands, they're
less liked because usually the user only cares about one or two tools in 
the menu but is stuck having to take all of them as part of the package deal 
resulting in clutter.  For
example, go to the property menu and you have entries for visibility, 
display, etc..., but also a lot of unrelated tools such as rendermap or gator.  
It's a very tall menu but
the user only wants 3 or 4 items out of 30.  If tear off menus allowed 
individual items to be torn off and merged into a toolbar, then that would be 
ideal.
 >
 > Implementing MMB to repeat a command in a menu would be a popular move.

that's OK, but that's in Softimage.  The bit that's not obvious is whether 
someone using Maya needs a MMB, that's what my post is meant to be about.
In Maya, you can even hold sh

Re: humanize Maya, SOFT top 5

2014-03-26 Thread Luc-Eric Rousseau
We are keeping MMB Repeat under consideration for Maya, thanks all for the
feedback.

On Wednesday, March 26, 2014, Matt Lind  wrote:

> I fully understood what your post was about, Luc-Eric.
>
> What I stated is what many users here liked MMB upon learning about it as,
> other than myself and one other person, nobody had used Softimage before.
>  They had all come from 3DSMax and/or Maya.  Many of them have commented
> they wish the MMB feature was in Maya as it's simple, intuitive, and saves
> repetitive work freeing up a spot or two on the keyboard for something
> else.  While you can use 'g' in Maya, it's not the same as MMB in the menus
> as each menu can have its own history remembering a different command
> whereas 'g' can only remember one command - the most recent.  That's
> important.  Users here have a mentality burned into their skulls from those
> other software that they have to make lots of keyboard shortcuts and
> toolbars to get anything done.  Introducing something like a MMB is a
> revelation as it's both simple and powerful.
>
> What should also be conveyed is that when artists feel like they have to
> make lots of keyboard shortcuts and toolbars, they often tend to start
> dabbling in scripting to make those customizations.  Artist code tends to
> be a frequent cause of fires I have to exterminate and generally a waste of
> my time as a TD.  If artists have these nice UI workflow touches such as
> MMB to repeat, they're less inclined to write crappy code which means fewer
> fires to fight and more focus on productivity not only for the artists, but
> also for me as it allows me to spend more time focusing on writing tools
> which can provide bigger impact than quickie buttons.
>
>
> Matt
>
>
>
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com  [mailto:
> softimage-boun...@listproc.autodesk.com ] On Behalf Of
> Luc-Eric Rousseau
> Sent: Wednesday, March 26, 2014 12:25 PM
> To: softimage@listproc.autodesk.com 
> Subject: Re: humanize Maya, SOFT top 5
>
> On Wed, Mar 26, 2014 at 3:00 PM, Matt Lind 
> >
> wrote:
> > Here at Carbine, users like the MMB to repeat a menu command.  It's
> popular.  They're not as fond of tear off menus.  They don't hate tear off
> menus, but given the choice they'll use a custom key as 1st option, custom
> toolbar as 2nd option, and tear off menu as last option.  The issue being
> that tear off menus don't allow for customized menus. You only get the
> existing menu structure in a different place.
> >
> > What users want is clutter free and minimal effort to execute commands
> or a series of commands.  Tear off menus are good for situations where the
> entire menu is a custom menu of commands like a custom toolbar would be,
> and the commands in that menu are very closely related to the task at hand.
>  If the menu is full of built-in commands, they're less liked because
> usually the user only cares about one or two tools in the menu but is stuck
> having to take all of them as part of the package deal resulting in
> clutter.  For example, go to the property menu and you have entries for
> visibility, display, etc..., but also a lot of unrelated tools such as
> rendermap or gator.  It's a very tall menu but the user only wants 3 or 4
> items out of 30.  If tear off menus allowed individual items to be torn off
> and merged into a toolbar, then that would be ideal.
> >
> > Implementing MMB to repeat a command in a menu would be a popular move.
>
> that's OK, but that's in Softimage.  The bit that's not obvious is whether
> someone using Maya needs a MMB, that's what my post is meant to be about.
> In Maya, you can even hold shift+ctrl while selecting a menu to make it a
> button the shelf.  (Doing the same thing in Softimage would be a
> pain) You'll be working differently, have different reflexes.
>
>
>


Re: Oculus Rift

2014-03-26 Thread Rares Halmagean
Some very good points here. It might very well be that there will be 
options for independent developers that include advertising in return 
for low cost use of services, including the ability to self-publish and 
sell ones work online. Imagine you can build your game or whatever and 
then have access to millions of eyes for your product, with all the 
market privileges that entales with the one caveat that advertisements 
would be played on your product. A no advert option may also be 
available at a cost.  And why not?! Let's have a competitive OR CV1 
sooner than later and if an FB purchase ensures that happens, all the 
better.


I think you hit the nail on the head with patents being exploited in 
tech these days. The wise guys in politics and industry have more to 
gain from these machinations than those breaking into their own with new 
innovations. It seemed like a great idea when patent laws were written 
and passed but turned out to be a classic case of the 'pretense of 
knowledge' as Frederich Hayek put it.


All the boohoo talk on sites like reddit of boycotting Oculus over this 
purchase by FB is childish in my opinion. The OR guys made it clear 
their intent is to bring VR to the most people at an affordable price 
and their latest move is faithful to that end. And if Oculus and FB make 
enough mistakes, they'll pay for it in the market place and competitors 
will benefit.



On 3/26/2014 6:29 AM, Paul Doyle wrote:

There are three main issues with it.

Firstly, raising money for OR via kickstarter and selling people on a 
dream of an open VR platform. I don't think anyone is surprised that 
they took $2b, but it still pisses people off as they that feel their 
money was used to drive valuation for a facebook purchase. It's all 
well and good saying 'well they received DK1', but the point of 
getting DK1 was to build things for the open consumer version of the OR.


That brings up the second point. The openness of OR will go away - you 
can see from Zuckerberg's comments that their intent is around 
advertising (rivetting stuff). This suggests fb will become pervasive 
in what you can build for the OR and what requirements get introduced. 
Instead of an open hardware initiative that allowed you to do whatever 
you wanted, we're going to see that getting compromised.


Finally - Facebook are patent happy and are likely to go after 
competitors in the VR space. This is going to limit the ability of 
competitors to come into the market, and will stifle innovation. This 
is the way things go in technology now.


However - John Carmack seems to be suggesting that OR would have hit 
scaling problems without this deal. Manufacturing costs a lot of money 
and $75m plus DK orders wouldn't have allowed them to do anything 
beyond off the shelf components - so maybe this will end up with a 
better consumer unit at the end of it.


If it's not open and the drive is no longer towards games then a lot 
of the original backers and developers are going to jump ship (and 
already are). The upside to this is that there is now room for a 
competitor to come in - we might see Valve change their mind and 
introduce a consumer version of their VR stuff. However, they'll have 
to build a new team and it's going to take a long time - and they 
might get sued.



On 26 March 2014 07:12, Francisco Criado > wrote:


If fb today represents a part of your mixed virtual/real life in a
2d plane, it means with OR adquisition, maybe, some second life
style network? but second life never had the success as expected...
F.

On Wednesday, March 26, 2014, Paul Doyle mailto:technove...@gmail.com>> wrote:

"Mark Zuckerberg is already pointing out Facebook's
acquisition of Instagram as an example of how the company is
getting experience buying properties and allowing them to
continue to operate independently. Zuckerberg called out
virtual reality as one of the computing platforms of the
future -- following desktops and mobile -- and yes, talked
about building Facebook's advertising into it. *Specifically,
he talked about the potential of a virtual communication
network, buying virtual goods, and down the line, advertising."*


On 26 March 2014 06:48, Francisco Criado
 wrote:

If through fb, this arrives to the masses is better for
our work, don't you think? what better than OR helmet
being bought by lot of people.
Maybe i'm missing some point here.
F.


On Wednesday, March 26, 2014, Angus Davidson
 wrote:

Farmville 3d ;)  Oh the Horror !

It really depends if this deal makes the Oculus Rift
easily affordable then its a good deal. Jon says it
addresses some scaling issues which I am assuming to
be getting it ready for mass distribution.

RE: humanize Maya, SOFT top 5

2014-03-26 Thread Matt Lind
I fully understood what your post was about, Luc-Eric.  

What I stated is what many users here liked MMB upon learning about it as, 
other than myself and one other person, nobody had used Softimage before.  They 
had all come from 3DSMax and/or Maya.  Many of them have commented they wish 
the MMB feature was in Maya as it's simple, intuitive, and saves repetitive 
work freeing up a spot or two on the keyboard for something else.  While you 
can use 'g' in Maya, it's not the same as MMB in the menus as each menu can 
have its own history remembering a different command whereas 'g' can only 
remember one command - the most recent.  That's important.  Users here have a 
mentality burned into their skulls from those other software that they have to 
make lots of keyboard shortcuts and toolbars to get anything done.  Introducing 
something like a MMB is a revelation as it's both simple and powerful.

What should also be conveyed is that when artists feel like they have to make 
lots of keyboard shortcuts and toolbars, they often tend to start dabbling in 
scripting to make those customizations.  Artist code tends to be a frequent 
cause of fires I have to exterminate and generally a waste of my time as a TD.  
If artists have these nice UI workflow touches such as MMB to repeat, they're 
less inclined to write crappy code which means fewer fires to fight and more 
focus on productivity not only for the artists, but also for me as it allows me 
to spend more time focusing on writing tools which can provide bigger impact 
than quickie buttons.


Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Wednesday, March 26, 2014 12:25 PM
To: softimage@listproc.autodesk.com
Subject: Re: humanize Maya, SOFT top 5

On Wed, Mar 26, 2014 at 3:00 PM, Matt Lind  wrote:
> Here at Carbine, users like the MMB to repeat a menu command.  It's popular.  
> They're not as fond of tear off menus.  They don't hate tear off menus, but 
> given the choice they'll use a custom key as 1st option, custom toolbar as 
> 2nd option, and tear off menu as last option.  The issue being that tear off 
> menus don't allow for customized menus. You only get the existing menu 
> structure in a different place.
>
> What users want is clutter free and minimal effort to execute commands or a 
> series of commands.  Tear off menus are good for situations where the entire 
> menu is a custom menu of commands like a custom toolbar would be, and the 
> commands in that menu are very closely related to the task at hand.  If the 
> menu is full of built-in commands, they're less liked because usually the 
> user only cares about one or two tools in the menu but is stuck having to 
> take all of them as part of the package deal resulting in clutter.  For 
> example, go to the property menu and you have entries for visibility, 
> display, etc..., but also a lot of unrelated tools such as rendermap or 
> gator.  It's a very tall menu but the user only wants 3 or 4 items out of 30. 
>  If tear off menus allowed individual items to be torn off and merged into a 
> toolbar, then that would be ideal.
>
> Implementing MMB to repeat a command in a menu would be a popular move.

that's OK, but that's in Softimage.  The bit that's not obvious is whether 
someone using Maya needs a MMB, that's what my post is meant to be about.
In Maya, you can even hold shift+ctrl while selecting a menu to make it a 
button the shelf.  (Doing the same thing in Softimage would be a
pain) You'll be working differently, have different reflexes.




Re: humanize Maya, SOFT top 5

2014-03-26 Thread John Richard Sanchez
AMEN!


On Wed, Mar 26, 2014 at 6:20 PM, Halim Negadi  wrote:

> +10 Greg
> should be in every single drop down menu of every app.
> Are we safe AD is not going to claim patents ? Probably not, AD had no
> clue until very recently it had this in its catalogue :|
>
>
> On Wed, Mar 26, 2014 at 10:39 PM, Greg Punchatz wrote:
>
>>  I will repeat, the middle mouse button option should be in every
>> app not just maya.  It makes sense in ANY app with drop down menu
>> systems in place.
>>
>> Please don't disregard this request.
>>  --
>> *Greg Punchatz*
>>  *Sr. Creative Director*
>> Janimation
>> 214.823.7760
>> www.janimation.com
>>
>>
>


-- 
www.johnrichardsanchez.com


Re: humanize maya, SOFT top 5

2014-03-26 Thread Greg Maguire
my 2c

1. Toggle Show/Hide and keep selected.
I like pressing 'h' a lot to toggle visibility of an object. Having to
press Shift-H and Ctl-H after finding the object has always been
counter-intuitive to me.

2. Copy Skin Weights.
Transferring weights from one object to another requires too many steps. In
maya, both objects must have the same input joints before the transfer
command can be used. This can be challenging on a complex creature with a
large number of joints. Could be made easier if there was a pulldown menu
for the command to select all inputs of a skinCluster (i.e. skinCluster -q
-weightedInfluence $theSkinCluster;) Would be even easier if "Copy Skin
Weights", found all the inputs to the skinCluster, bindSkinned the target
object to them, then transferred the weights.

3. Joint weight colors.
Use color to differentiate joint weighting assignment and not for intensity.

4. Smooth brush.
Painting weights in Maya is overly complex and unpredictable. Copying Softs
smooth brush would go a long way to fixing this. I still paint weights in
Soft and transfer the weighting to Maya. Andy wrote a python script to
export the weights inside of soft to a mel script.

5. Saving weights.
In Soft, I can save weighting on an object almost instantaneously as a
simple spreadsheet with transforms, vertices and weights. I can also load
it instantly from a file.

6. Damn, I only get 5.

I know the requests are coming through fast and furious and people may not
get to read them all but if anyone has better solutions to the problems
posed above, I'm open to a different workflow.

7. Trax - make it name-based and not index-based. (Sorry slipped)

Regards,


On Wed, Mar 26, 2014 at 9:40 PM, Jason S  wrote:

>
> Hello Alastair
>
> Just to say, I checked-out your page, and every single peice is just truly
> inspiring.
> http://www.glassworks.co.uk/node/549
>
> I burst into laughter at the very first singing cat/bird clip,
> and then yet again just as hard at the very next (mutant) cat/bird clip
> lol! :)
>
>
> To share a little story, while at softimage, then doing demo material on
> the almost toy-like SI3D,
> (using Metamesh Extreme under polymesh cages with the "UV editor" doing
> "interactive smoothing" :)
>
> My (or "our") first experience with Maya, was just then (*years* ago on
> SGI's),
> when we were comparing ways of doing things,
> sort-of assessing what we were up against with our own coming thing.
> (while while striving to surpass -through innovation-)
>
> So the first impression that came to mind was, man... talk about "long
> lists of parameters"..
> it was pretty daunting to wrap our head around it, it was hard to select,
> move things (like components) around,
> shading stuff with the hypershade, with relationships of nodes to other
> nodes felt like being guesswork,
> having then only just recently experienced the render tree which was then
> only a prototype and also being new to us,
> (perhaps the programmable openness of maya escaped me, mostly having an
> "artist" background)
>
> But already we saw that we were like in a different universe on how to
> approach things
> and also that we were definitely on to something.
>
>
> After an "iffy" launch of XSI 1.0, while introducing things like passes,
> and non-linear or otherwise streamlined workflows,
> there was only nurbs-stitching to get smooth uniform surfaces.. & the
> constant crashing was enough to give headaches.
>
> Yet already with the 1.5 did people see what it was all about..
>
> With the advent of Sub-d's (very fast performance subd's, with direct on
> surface points & allowing for speed organic modeling),
> is when XSI actually really picked-up as not only usable,
> but really like an overall "easy" solution to everyday otherwise tricky
> ways to getting things done quick.
>
> And since that time has there been some sort of a struggle between
> impression of potential,
> and perhaps a more down to earth everyday people approach to achieving
> higher level stuff,
> all the way leading to "Moondust".
>
>
> So earlyer this week, I opened-up Maya Demo (after years) to practice for
> an upcoming particle FX job,
> and it was like more or less XSI 4.0-6.0 particle functionality,
> but with (pages of) parameters all "listed", yet again after ~15 years.
>
> The hypershade is still there and basically the same
> (with a node editor on top while having to manage both)
>
> Clicking viewports to activate them, deselects whatever you had selected..
> I could go on with TONS of little things off the bat,
> and I constantly find other comparative "things" by the hour.
> (after some research on each point to see if I'm just missing something,
> and perhaps I still am but..)
>
> The thing is, anyone submerged in & knowing only Maya (being most people
> working on it i suspect)
> could just never grasp how many subtleties were thought about when
> designing SI's workflow.
> (and therefore what it represents to it'

Re: Oculus Rift

2014-03-26 Thread Alan Fregtman
The Skype guys were very clever that time. They sold for a pretty penny but
kept the patented core tech to themselves for eBay to pay licensing fees
on. :)



On Wed, Mar 26, 2014 at 5:32 PM, Luc-Eric Rousseau wrote:

> this reminds me of when eBay bought Skype for a fortune, thinking that
> buyers/sellers would want to use that to chat.
>


Re: humanize Maya, SOFT top 5

2014-03-26 Thread Halim Negadi
+10 Greg
should be in every single drop down menu of every app.
Are we safe AD is not going to claim patents ? Probably not, AD had no clue
until very recently it had this in its catalogue :|


On Wed, Mar 26, 2014 at 10:39 PM, Greg Punchatz  wrote:

>  I will repeat, the middle mouse button option should be in every app
> not just maya.  It makes sense in ANY app with drop down menu systems in
> place.
>
> Please don't disregard this request.
>  --
> *Greg Punchatz*
>  *Sr. Creative Director*
> Janimation
> 214.823.7760
> www.janimation.com
>
>


Re: humanize Maya, SOFT top 5

2014-03-26 Thread Adam Seeley
++1


Another part of it's elegance is that it doesn't just work on top dropdowns, 
but also on sub menu dropdowns.

I still try it,  jussst in case, in most applications, it could easily be a 
software standard.

Adam.

_

http://www.linkedin.com/in/adamseeleyuk
https://vimeo.com/adamseeley




>
> From: Greg Punchatz 
>To: softimage@listproc.autodesk.com 
>Sent: Wednesday, 26 March 2014, 21:39
>Subject: Re: humanize Maya, SOFT top 5
> 
>
>
>I will repeat, the middle mouse button option should be in every app not 
>just maya.  It makes sense in ANY app with drop down menu systems in place.
>
>Please don't disregard this request.
>
> 
>
>
> Greg Punchatz
>
>Sr. Creative Director
>Janimation
>214.823.7760214.823.7760
>www.janimation.com 
>
>
>
>

Re: Oculus Rift

2014-03-26 Thread Doeke Wartena
Yes Leendert, i think your right on that.
But i can't really decide what i prefer more, i prefer to boycot AD unless
i can't resist. But i don't really like facebook as a company either.


2014-03-26 22:32 GMT+01:00 Luc-Eric Rousseau :

> this reminds me of when eBay bought Skype for a fortune, thinking that
> buyers/sellers would want to use that to chat.
>


Re: humanize maya, SOFT top 5

2014-03-26 Thread Jason S





Hello Alastair

Just to say, I checked-out your page, and every single peice is just
truly inspiring.
http://www.glassworks.co.uk/node/549

I burst into laughter at the very first singing cat/bird clip, 
and then yet again just as hard at the very next (mutant)
cat/bird clip lol! :)


To share a little story, while at softimage, then doing demo material
on the almost toy-like SI3D, 
(using Metamesh Extreme under polymesh cages with the "UV
editor" doing "interactive
smoothing" :)

My (or "our") first experience with Maya, was just then (*years* ago on
SGI's),  
when we were comparing ways of doing things,
sort-of assessing what we were up against with our own coming thing.
(while while striving to surpass -through innovation-)

So the first impression that came to mind was, man... talk
about "long lists of parameters"..
it was pretty daunting to wrap our head around it, it was hard to
select, move things (like components) around,
shading stuff with the hypershade, with relationships of nodes to other
nodes felt like being guesswork,
having then only just recently experienced the render tree which was
then only a prototype and also being new to us, 
(perhaps the programmable openness of maya escaped me, mostly
having an
"artist" background)

But already we saw that we were like in a different universe on how to
approach things
and also that we were definitely on to something.


After an "iffy" launch of XSI 1.0, while introducing things like
passes, and non-linear or otherwise streamlined workflows, 
there was only nurbs-stitching to get smooth uniform surfaces.. &
the constant
crashing was enough to give headaches.

Yet already with the 1.5 did people see
what it was all about..

With the advent of Sub-d's (very fast performance subd's, with
direct on surface points & allowing for speed organic modeling),

is when XSI actually really picked-up as
not only usable, 
but really like an overall "easy" solution to everyday
otherwise tricky ways to getting things done quick.

And since that time has there been some sort of a struggle between
impression of potential, 
and perhaps a more down to earth everyday people approach to achieving
higher level stuff, 
all the way leading to "Moondust".


So earlyer this week, I opened-up Maya Demo (after years) to practice
for an upcoming particle FX job,
and it was like more or less XSI 4.0-6.0 particle functionality, 
but with (pages of) parameters all "listed", yet again
after ~15 years.

The hypershade is still there and basically the same 
(with a node
editor on top while having to manage both)

Clicking viewports to activate them, deselects whatever you had
selected.. 
I could go on with TONS of little things off the bat,
and I constantly find other comparative "things" by the hour.
(after some research on each point to see if I'm just missing
something, and perhaps I still am but..) 

The thing is, anyone submerged in & knowing only Maya (being most
people working on it i suspect) 
could just never grasp how many subtleties were thought about when
designing SI's workflow.
(and therefore what it represents to it's users)


Alastair, one of your clips is the Bjork android video, 
and I clearly remember when that came-out, 
being around when XSI also came-out, and I was really "aww-ed" :)

And then on the words "you'll be given love..", said when giving
life to a robot, 
I recall thinking how that really applied to what we were doing.. cause
not unlike a good song, 
anything well thought-out in every subtlety, or "made with 'love' " 
can indeed qualify as having "soul" that you can "feel".

And "soul" is something you couldn't buy with billions of dollars. 
As it has to be real for it to be, otherwise it's just not.

And I think that's what made DS so "intimidating" to Avid, 
and XSI so "intimidating" to Autodesk, especially with the advent of
ICE.

So how about "Soul" as bullet-point feature request ;)

And I think I will end on that,
Cheers,
J


  On 03/25/14 13:52, Alastair Hearsum wrote:
  
  
  Jean louis
  
You beat me to it. I was just about to say that.
  
Alastair
  
  
  
   Alastair Hearsum 
   Head of 3d 
  
  
  
  
  On 25/03/2014 17:49, Jean-Louis Billard wrote:
  
  Hi Shuting,

That’s not the same thing at all I’m afraid. In Softimage *every* menu has it’s own memory of the last command accessed. So you can middle click any menu and repeat its last command (as long as there has been one used within the session)

Regards,
Jean-Louis


Jean-Louis Billard

Digital Golem
BE: +32 (0) 484 263 563
UK: +44 (0) 7973 660 119
jean-lo...@digitalgolem.com
http://www.digitalgolem.com/
53 Rue Gustave Huberti
1030 Brussels


  







Re: humanize Maya, SOFT top 5

2014-03-26 Thread Greg Punchatz
I will repeat, the middle mouse button option should be in every app 
not just maya.  It makes sense in ANY app with drop down menu systems in 
place.


Please don't disregard this request.

*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com 



Re: Oculus Rift

2014-03-26 Thread Luc-Eric Rousseau
this reminds me of when eBay bought Skype for a fortune, thinking that
buyers/sellers would want to use that to chat.


Re: Oculus Rift

2014-03-26 Thread Leendert A. Hartog
All current sentiments aside, don't you think a company like Autodesk 
would have been able to put it to better use than Facebook, their core 
business considered?


Greetz
Leendert

--

Leendert A. Hartog – Softimage hobbyist
AKA Hirazi Blue – Administrator  @, NOT the owner of  si-community.com




Re: Oculus Rift

2014-03-26 Thread Doeke Wartena
nice one Tom :)
But thank god AD didn't buy it.


2014-03-26 16:19 GMT+01:00 Tim Crowson :

>  The future of Oculus Rift is bright.
> -Tim
>
>
>
> On 3/26/2014 8:47 AM, Alok Gandhi wrote:
>
> I have pre-ordered OR Dev 2 Kit. They said they will let me know when they
> ship. Can't wait to develop for it. It opens up a lot of exciting avenues
> for sure.
>
>
>  On Wed, Mar 26, 2014 at 5:57 PM, Leendert A. Hartog 
> wrote:
>
>> Paul Doyle schreef op 26-3-2014 13:08:
>>
>>  Can we not make this thread about the Soft EOL? Just one thread would be
>>> nice.
>>>
>>
>>  Again: only meant as an example (we can all relate to) :D
>>
>>
>> --
>>
>> Leendert A. Hartog - Softimage hobbyist
>> AKA Hirazi Blue - Administrator  @, NOT the owner of  si-community.com
>>
>>
>>
>
>
>  --
>
>
> --
>
>
>
>


Re: planned transitional training?

2014-03-26 Thread Leendert A. Hartog
I was thinking along the lines of training that addresses the specific 
problems for users coming from Softimage.

I am aware of the wealth of training for Maya in general.

Greetz
Leendert

--

Leendert A. Hartog – Softimage hobbyist
AKA Hirazi Blue – Administrator  @, NOT the owner of  si-community.com




Re: planned transitional training?

2014-03-26 Thread John Richard Sanchez
Here is some training to get you started right away. From Jeremy Birn
author of Digital Lighting and Rendering. It is now free. How cool is that?
http://www.3drender.com/DVD1/index.htm





www.johnrichardsanchez.com


Re: An Open Letter to Carl Bass

2014-03-26 Thread Perry Harovas
Thank you.

I understood your offer to be an honest one, Maurice.
Thank you, much appreciated.

I may take you up on that one day.
I was only in Montreal once, for the launch of XSI so it as a while ago,
but I loved the city.

Perry




On Wed, Mar 26, 2014 at 3:30 PM, Maurice Patel
wrote:

> Hi Perry,
> BTW. That was not an empty invite, If you ever do make your way to
> Montreal I will give you an in depth look at how we work.
> maurice
>
> Maurice Patel
> Autodesk : Tél:  514 954-7134
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
> Sent: Wednesday, March 26, 2014 3:27 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: An Open Letter to Carl Bass
>
> Alright. Thank you Maurice.
>
> Very well said, and I appreciate the difficulty in discussing this via
> email.
>
>
>
> On Wed, Mar 26, 2014 at 2:47 PM, Maurice Patel  > wrote:
> Any such move has short term upfront costs. The hope in making such moves
> is that they translate into longer-term benefits which is what the thinking
> was at the time. I can't go into all the details of what costs what, so my
> statement was a simplification. We make these kinds of moves from time to
> time. This was not the first and won't be the last. Before even the Alias
> acquisition we moved the entire 3ds Max R&D team from San Francisco to
> Montreal. People wondered why - it was very costly in  the short term but
> proved beneficial in the long run for many factors not just related to
> costs. Personally,  I don't actually know how many engineers we had before
> or after and we don't publicly discuss size of engineering teams, and even
> internally we leave that up to R&D to figure out, because it is often a
> meaningless discussion without fully understanding what the exact
> experience and capability of each engineer and each team. Both increasing
> and decreasing team size can improve productivity depending on the
> situation. People are people so there is no real formula. If you want to
> really understand the exact details of how an organization like Autodesk
> functions I invite you to come visit us in Montreal. It would be the only
> real way to begin to try to do so. My point was that from an investment
> perspective the decisions being made were not about investing or divesting
> but about how we could be more productive overall with the similar budgets.
> maurice
>
> Maurice Patel
> Autodesk : Tél:  514 954-7134
> From: softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com> [mailto:
> softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com>] On Behalf Of Perry Harovas
> Sent: Wednesday, March 26, 2014 2:25 PM
> To: softimage@listproc.autodesk.com >
> Subject: Re: An Open Letter to Carl Bass
> OK, thank you for clearing that up, Maurice.
>
> So you are saying that moving Softimage to the Singapore team was a direct
> lateral move, not an increase but also not a decrease, in the team that was
> previously on Softimage (apart from being different people, of course)?
>
> So (for argument sake) if you had 10 people when Softimage was in-house,
> you had 10 people when it was moved to Singapore?
>
> I just want to make sure I totally understand you, not trying to trap you
> or anything.
>
> Thank you,
>
> Perry
>
>
>
>
>
>
>
> --
>
>
>
>
> Perry Harovas
> Animation and Visual Effects
>
> http://www.TheAfterImage.com
>
> -25 Years Experience
> -Member of the Visual Effects Society (VES)
>



-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com 

-25 Years Experience
-Member of the Visual Effects Society (VES)


RE: humanize Maya, SOFT top 5

2014-03-26 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
I'd argue that having 100 "g" keys in Maya would be far better than 1. 

It's a real pain to have to re-initialize a tool just to get it to repeat 
because you did something else that erased the "g" memory. There is wasted time 
and effort there.

There is the temporal factor as well. In Maya "g" is only useful if you use it 
immediately after the command you want to repeat. I make a sphere, then 
duplicate with transform at 10 units. I hit "g" eight times I'll get ten sphere 
total ten units apart. In Soft, if I don't use the primitive button all day 
long I can middle click repeat the sphere creation command eight hours later, 
regardless what else I do. That's just not possible in Maya. 

The significance of this one seemingly mundane command really can't be ignored. 
It's far more than "just" a repeat tool. 

--
Joey Ponthieux
__
Opinions stated here-in are strictly those of the author and do not 
represent the opinions of NASA or any other party.


> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-
> boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
> Sent: Wednesday, March 26, 2014 2:51 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: humanize Maya, SOFT top 5
> 
> On Wed, Mar 26, 2014 at 7:40 AM, Martin Yara  wrote:
> > While I like this MMB repeat function, but I don't see how it could be
> > implemented in Maya without having to heavily change its interface.
> 
> I think technically MMB could possibly be implemented in Maya's menu
> (although perhaps not on OSX), but I'm not 50% sure that this is a true
> problem.  In Sofitmage, we structured some menus knowing that you would
> be doing MMB on those big buttons to repeat commands burried in there
> two levels deep. (More so in Softimage 3D, for example to set keys, but
> anyway)  But in Maya, you'll be interacting  with the software differently,
> including using marking menus, hotkeys, and hotbox.
> 
> In the XSI viewport, you can MMB to toggle between the two last modes, for
> example wireframe and textured, but that's not a 'repeat last command', it's
> a special case for that button.
> 
> I'm not opposing MMB, but I'm not totally sold on whether this is essential
> and not simply a legacy user / muscle memory thing.  Don't forget also tear
> off menus as a way to repeat commands quickly.
> 
> we did add to Maya the ability to keep a menu open to do check several
> checkmarks like in XSI; in Maya in on the CTRL key



RE: An Open Letter to Carl Bass

2014-03-26 Thread Maurice Patel
Hi Perry,
BTW. That was not an empty invite, If you ever do make your way to Montreal I 
will give you an in depth look at how we work.
maurice

Maurice Patel
Autodesk : Tél:  514 954-7134

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
Sent: Wednesday, March 26, 2014 3:27 PM
To: softimage@listproc.autodesk.com
Subject: Re: An Open Letter to Carl Bass

Alright. Thank you Maurice.

Very well said, and I appreciate the difficulty in discussing this via email.



On Wed, Mar 26, 2014 at 2:47 PM, Maurice Patel 
mailto:maurice.pa...@autodesk.com>> wrote:
Any such move has short term upfront costs. The hope in making such moves is 
that they translate into longer-term benefits which is what the thinking was at 
the time. I can't go into all the details of what costs what, so my statement 
was a simplification. We make these kinds of moves from time to time. This was 
not the first and won't be the last. Before even the Alias acquisition we moved 
the entire 3ds Max R&D team from San Francisco to Montreal. People wondered why 
- it was very costly in  the short term but proved beneficial in the long run 
for many factors not just related to costs. Personally,  I don't actually know 
how many engineers we had before or after and we don't publicly discuss size of 
engineering teams, and even internally we leave that up to R&D to figure out, 
because it is often a meaningless discussion without fully understanding what 
the exact experience and capability of each engineer and each team. Both 
increasing and decreasing team size can improve productivity depending on the 
situation. People are people so there is no real formula. If you want to really 
understand the exact details of how an organization like Autodesk functions I 
invite you to come visit us in Montreal. It would be the only real way to begin 
to try to do so. My point was that from an investment perspective the decisions 
being made were not about investing or divesting but about how we could be more 
productive overall with the similar budgets.
maurice

Maurice Patel
Autodesk : Tél:  514 954-7134
From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Perry Harovas
Sent: Wednesday, March 26, 2014 2:25 PM
To: softimage@listproc.autodesk.com
Subject: Re: An Open Letter to Carl Bass
OK, thank you for clearing that up, Maurice.

So you are saying that moving Softimage to the Singapore team was a direct 
lateral move, not an increase but also not a decrease, in the team that was 
previously on Softimage (apart from being different people, of course)?

So (for argument sake) if you had 10 people when Softimage was in-house, you 
had 10 people when it was moved to Singapore?

I just want to make sure I totally understand you, not trying to trap you or 
anything.

Thank you,

Perry







--




Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com

-25 Years Experience
-Member of the Visual Effects Society (VES)
<>

RE: humanize Maya, SOFT top 5

2014-03-26 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
I started using XSI at home about the time of Foundation which was 4.2 I think. 
It wasn't until about 2007  that I transitioned from Maya to XSI on a permanent 
basis at work. Everything XSI prior to that point was unusable there. All I had 
was Onyx and an Octane 2s. From my perspective, it's always been there :)
 
Tear off menus are only practical if you have lots of expendable screen real 
estate, but yes they are another option. I don't think I've used a Maya tear 
off in maybe 10 years though.


--
Joey Ponthieux
__
Opinions stated here-in are strictly those of the author and do not 
represent the opinions of NASA or any other party.

> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-
> boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
> Sent: Wednesday, March 26, 2014 2:56 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: humanize Maya, SOFT top 5
> 
> On Wed, Mar 26, 2014 at 9:44 AM, Ponthieux, Joseph G.
> (LARC-E1A)[LITES]  wrote:
> > If you don't use the hotbox much or at all, it's going to be difficult to 
> > avoid
> shelves if you want to improve your workflow in Maya. Maya, like most 3D
> apps is multi-modular, meaning that in Maya the filebar and the menu
> commands it presents changes context with each Module you are working in
> such as Polygons, Surfaces, Animation, etc. Soft does the same thing except
> in Soft the filebar does not change. Rather in Soft,  the Main Toolbar changes
> with modular context instead. Since Softimage's filebar never changes and
> provides access to all commands all the time, it provides the same level of
> access as the hotbox, plus additional functionality such as construction
> modes, passes, and search abilities.
> >
> > Why might you find shelves important to your workflow in Maya? In
> general, while in Maya, and in a particular module, say Polygons, the Maya
> filebar will not present all menu commands available to you. This becomes
> critical to understand when you are modeling polygons with deformers since
> deformers are located in the Animation Module. Therefor you can't access
> deformers while modeling in the Polygons module unless you
> > A. Use the Deformation Shelf in the Polygon Module, or
> > B. Use the Polygons Shelf in the Animation Module, or
> > C. Use the hotbox.
> > Your workflow then consists of mixing shelves and general filebar menu
> commands and potentially hotbox commands if you are willing to put up with
> the hotbox. Other examples of combination practices will include polygons
> and materials, surfaces and materials, polygons and subdivisions, and
> animation and dynamics.
> 
> 
> It's rather new that you have access to all the module menus in XSI at the
> same time; I added this I think XSI 5.1 or 6.0.
> 
> In Maya, don't forget tear off menu. You can easily tear off the deformer
> menu from Animation, and change to the modeling menu set, and therefore
> get both,
> 
> The default shelf is indeed there to play around and explore the program, for
> new/casual users. It doesn't have everything in there.




Re: An Open Letter to Carl Bass

2014-03-26 Thread Perry Harovas
Alright. Thank you Maurice.

Very well said, and I appreciate the difficulty in discussing this via
email.




On Wed, Mar 26, 2014 at 2:47 PM, Maurice Patel
wrote:

> Any such move has short term upfront costs. The hope in making such moves
> is that they translate into longer-term benefits which is what the thinking
> was at the time. I can't go into all the details of what costs what, so my
> statement was a simplification. We make these kinds of moves from time to
> time. This was not the first and won't be the last. Before even the Alias
> acquisition we moved the entire 3ds Max R&D team from San Francisco to
> Montreal. People wondered why - it was very costly in  the short term but
> proved beneficial in the long run for many factors not just related to
> costs. Personally,  I don't actually know how many engineers we had before
> or after and we don't publicly discuss size of engineering teams, and even
> internally we leave that up to R&D to figure out, because it is often a
> meaningless discussion without fully understanding what the exact
> experience and capability of each engineer and each team. Both increasing
> and decreasing team size can improve productivity depending on the
> situation. People are people so there is no real formula. If you want to
> really understand the exact details of how an organization like Autodesk
> functions I invite you to come visit us in Montreal. It would be the only
> real way to begin to try to do so. My point was that from an investment
> perspective the decisions being made were not about investing or divesting
> but about how we could be more productive overall with the similar budgets.
> maurice
>
> Maurice Patel
> Autodesk : Tél:  514 954-7134
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
> Sent: Wednesday, March 26, 2014 2:25 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: An Open Letter to Carl Bass
>
> OK, thank you for clearing that up, Maurice.
>
> So you are saying that moving Softimage to the Singapore team was a direct
> lateral move, not an increase but also not a decrease, in the team that was
> previously on Softimage (apart from being different people, of course)?
>
> So (for argument sake) if you had 10 people when Softimage was in-house,
> you had 10 people when it was moved to Singapore?
>
> I just want to make sure I totally understand you, not trying to trap you
> or anything.
>
> Thank you,
>
> Perry
>
>
>
>
>
>


-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com 

-25 Years Experience
-Member of the Visual Effects Society (VES)


Re: humanize Maya, SOFT top 5

2014-03-26 Thread Luc-Eric Rousseau
On Wed, Mar 26, 2014 at 3:00 PM, Matt Lind  wrote:
> Here at Carbine, users like the MMB to repeat a menu command.  It's popular.  
> They're not as fond of tear off menus.  They don't hate tear off menus, but 
> given the choice they'll use a custom key as 1st option, custom toolbar as 
> 2nd option, and tear off menu as last option.  The issue being that tear off 
> menus don't allow for customized menus. You only get the existing menu 
> structure in a different place.
>
> What users want is clutter free and minimal effort to execute commands or a 
> series of commands.  Tear off menus are good for situations where the entire 
> menu is a custom menu of commands like a custom toolbar would be, and the 
> commands in that menu are very closely related to the task at hand.  If the 
> menu is full of built-in commands, they're less liked because usually the 
> user only cares about one or two tools in the menu but is stuck having to 
> take all of them as part of the package deal resulting in clutter.  For 
> example, go to the property menu and you have entries for visibility, 
> display, etc..., but also a lot of unrelated tools such as rendermap or 
> gator.  It's a very tall menu but the user only wants 3 or 4 items out of 30. 
>  If tear off menus allowed individual items to be torn off and merged into a 
> toolbar, then that would be ideal.
>
> Implementing MMB to repeat a command in a menu would be a popular move.

that's OK, but that's in Softimage.  The bit that's not obvious is
whether someone using Maya needs a MMB, that's what my post is meant
to be about.
In Maya, you can even hold shift+ctrl while selecting a menu to make
it a button the shelf.  (Doing the same thing in Softimage would be a
pain) You'll be working differently, have different reflexes.



RE: An Open Letter to Carl Bass

2014-03-26 Thread Maurice Patel
HI Francisco,
Did you get me email? I need your contact info so someone can call you 
regarding this. Please can you send it to my Autodesk account today?
Thanks
maurice

Maurice Patel
Autodesk : Tél:  514 954-7134

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado
Sent: Tuesday, March 25, 2014 6:57 PM
To: softimage@listproc.autodesk.com
Subject: Re: An Open Letter to Carl Bass

Hi Maurice, for the third time now ...(seems you are too much worried with the 
discusion and not with the replies :) ) i would like to purchase a couple of 
licenses of Softimage, and your offices from Argentina don´t know what 
Softimage is, and they say that Autodesk doesn´t sell this product. Can you 
give me a hand with this?

Thanks in advance,
F.

(a simple latino from third world, nothing fancy here)

<>

RE: humanize Maya, SOFT top 5

2014-03-26 Thread Matt Lind
Here at Carbine, users like the MMB to repeat a menu command.  It's popular.  
They're not as fond of tear off menus.  They don't hate tear off menus, but 
given the choice they'll use a custom key as 1st option, custom toolbar as 2nd 
option, and tear off menu as last option.  The issue being that tear off menus 
don't allow for customized menus. You only get the existing menu structure in a 
different place.  

What users want is clutter free and minimal effort to execute commands or a 
series of commands.  Tear off menus are good for situations where the entire 
menu is a custom menu of commands like a custom toolbar would be, and the 
commands in that menu are very closely related to the task at hand.  If the 
menu is full of built-in commands, they're less liked because usually the user 
only cares about one or two tools in the menu but is stuck having to take all 
of them as part of the package deal resulting in clutter.  For example, go to 
the property menu and you have entries for visibility, display, etc..., but 
also a lot of unrelated tools such as rendermap or gator.  It's a very tall 
menu but the user only wants 3 or 4 items out of 30.  If tear off menus allowed 
individual items to be torn off and merged into a toolbar, then that would be 
ideal.

Implementing MMB to repeat a command in a menu would be a popular move.


Matt



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Wednesday, March 26, 2014 11:51 AM
To: softimage@listproc.autodesk.com
Subject: Re: humanize Maya, SOFT top 5

On Wed, Mar 26, 2014 at 7:40 AM, Martin Yara  wrote:
> While I like this MMB repeat function, but I don't see how it could be 
> implemented in Maya without having to heavily change its interface.

I think technically MMB could possibly be implemented in Maya's menu (although 
perhaps not on OSX), but I'm not 50% sure that this is a true problem.  In 
Sofitmage, we structured some menus knowing that you would be doing MMB on 
those big buttons to repeat commands burried in there two levels deep. (More so 
in Softimage 3D, for example to set keys, but anyway)  But in Maya, you'll be 
interacting  with the software differently, including using marking menus, 
hotkeys, and hotbox.

In the XSI viewport, you can MMB to toggle between the two last modes, for 
example wireframe and textured, but that's not a 'repeat last command', it's a 
special case for that button.

I'm not opposing MMB, but I'm not totally sold on whether this is essential and 
not simply a legacy user / muscle memory thing.  Don't forget also tear off 
menus as a way to repeat commands quickly.

we did add to Maya the ability to keep a menu open to do check several 
checkmarks like in XSI; in Maya in on the CTRL key



Re: humanize Maya, SOFT top 5

2014-03-26 Thread Luc-Eric Rousseau
On Wed, Mar 26, 2014 at 9:44 AM, Ponthieux, Joseph G.
(LARC-E1A)[LITES]  wrote:
> If you don't use the hotbox much or at all, it's going to be difficult to 
> avoid shelves if you want to improve your workflow in Maya. Maya, like most 
> 3D apps is multi-modular, meaning that in Maya the filebar and the menu 
> commands it presents changes context with each Module you are working in such 
> as Polygons, Surfaces, Animation, etc. Soft does the same thing except in 
> Soft the filebar does not change. Rather in Soft,  the Main Toolbar changes 
> with modular context instead. Since Softimage's filebar never changes and 
> provides access to all commands all the time, it provides the same level of 
> access as the hotbox, plus additional functionality such as construction 
> modes, passes, and search abilities.
>
> Why might you find shelves important to your workflow in Maya? In general, 
> while in Maya, and in a particular module, say Polygons, the Maya filebar 
> will not present all menu commands available to you. This becomes critical to 
> understand when you are modeling polygons with deformers since deformers are 
> located in the Animation Module. Therefor you can't access deformers while 
> modeling in the Polygons module unless you
> A. Use the Deformation Shelf in the Polygon Module, or
> B. Use the Polygons Shelf in the Animation Module, or
> C. Use the hotbox.
> Your workflow then consists of mixing shelves and general filebar menu 
> commands and potentially hotbox commands if you are willing to put up with 
> the hotbox. Other examples of combination practices will include polygons and 
> materials, surfaces and materials, polygons and subdivisions, and animation 
> and dynamics.


It's rather new that you have access to all the module menus in XSI at
the same time; I added this I think XSI 5.1 or 6.0.

In Maya, don't forget tear off menu. You can easily tear off the
deformer menu from Animation, and change to the modeling menu set, and
therefore get both,

The default shelf is indeed there to play around and explore the
program, for new/casual users. It doesn't have everything in there.



RE: An Open Letter to Carl Bass

2014-03-26 Thread Maurice Patel
I think I just answered this to Perry -  text communication just seems to be a 
natural  for reinforcing confirmation biases. I am simplifying and you are 
simplifying in order to communicate using this method, but we are not 
understanding each other - which is why, personally, I prefer to talk about 
things.

Maurice Patel
Autodesk : Tél:  514 954-7134

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Wednesday, March 26, 2014 2:34 PM
To: softimage@listproc.autodesk.com
Subject: Re: An Open Letter to Carl Bass

Also in same numbers, if you had 10 people that are experienced in Softimage, 
and you got another 10 people in Singapore, why you haven't added those 10 for 
Maya and keep Softimage people focused on their work.
By you mean AD and ofc it is just rhetorical...but even in that case isn;t 
replacing 10 years long experineced people with less experineced only short 
time transition period training on on software such as complex as 3d app already
reduction in resources?
10 seniors != 10 juniors


On Wed, Mar 26, 2014 at 7:25 PM, Perry Harovas 
mailto:perryharo...@gmail.com>> wrote:
OK, thank you for clearing that up, Maurice.

So you are saying that moving Softimage to the Singapore team was a direct 
lateral move, not an increase but also not a decrease, in the team that was 
previously on Softimage (apart from being different people, of course)?

So (for argument sake) if you had 10 people when Softimage was in-house, you 
had 10 people when it was moved to Singapore?

I just want to make sure I totally understand you, not trying to trap you or 
anything.

Thank you,

Perry





On Wed, Mar 26, 2014 at 2:15 PM, Maurice Patel 
mailto:maurice.pa...@autodesk.com>> wrote:
Hi Perry,
If you are quoting me, my meaning is that we were maintaining resources not 
investing more and not divesting. I was talking about increasing/decreasing 
resources on the project not about the software itself. Just want to make sure 
that was clear. If you have a team of 10, maintaining resources would keep it 
at current levels. Investing 10% would be increasing it to 11.
Thanks
Maurice

Maurice Patel
Autodesk : Tél:  514 954-7134
http://www.creativebloq.com/3d/autodesk-answers-your-questions-demise-softimage-31411069
"We go through strategic planning each year, and it was part of that process 
that the decision was made. Softimage wasn't an area we were actively investing 
more resources in, it was something that we had outsourced to Singapore and was 
in a continue-to-maintain mode. But it wasn't something we were thinking of 
end-of-lifing until that strategic planning process."



--




Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com

-25 Years Experience
-Member of the Visual Effects Society (VES)

<>

Re: humanize Maya, SOFT top 5

2014-03-26 Thread Luc-Eric Rousseau
On Wed, Mar 26, 2014 at 7:40 AM, Martin Yara  wrote:
> While I like this MMB repeat function, but I don't see how it could be
> implemented in Maya without having to heavily change its interface.

I think technically MMB could possibly be implemented in Maya's menu
(although perhaps not on OSX), but I'm not 50% sure that this is a
true problem.  In Sofitmage, we structured some menus knowing that you
would be doing MMB on those big buttons to repeat commands burried in
there two levels deep. (More so in Softimage 3D, for example to set
keys, but anyway)  But in Maya, you'll be interacting  with the
software differently, including using marking menus, hotkeys, and
hotbox.

In the XSI viewport, you can MMB to toggle between the two last modes,
for example wireframe and textured, but that's not a 'repeat last
command', it's a special case for that button.

I'm not opposing MMB, but I'm not totally sold on whether this is
essential and not simply a legacy user / muscle memory thing.  Don't
forget also tear off menus as a way to repeat commands quickly.

we did add to Maya the ability to keep a menu open to do check several
checkmarks like in XSI; in Maya in on the CTRL key


Re[2]: Everything's being said.

2014-03-26 Thread Eugen Sares

After all that has been said here, I believe that the urge of AD to
quickly make Bifröst to something ICE-like or better, is overestimated..
Why should they be in any hurry? Because of a few Softies migrating to
Houdini?

The vast majority of ME customers don't even use or need ICE, and also
never bothered looking into the other qualities of Softimage besides
ICE, and so will just happily remain sailing under AD's flag.
I don't think that all of a sudden most users will develop an appetite
for this. You don't miss what you don't know, and we all are also
creatures of habit.

So things will stay as they are in AD land a little longer - as long as
there are ANY improvements, no matter how small or slow, the show will
go on.
These users are the ones that AD feels responsible for, and it makes
business sense, too.

Not that max or Maya users don't create brilliant work! But obviously
they are to a degree happy with their workflows, otherwise Soft would
have had much more admission meanwhile.
The user base that tries to be 'cutting edge' with a small team and a
single application is just a minority.

Probably Bifröst will some day be 'cutting edge', too, but at it's own
slow pace. For AD, there's no pressure or imminent threat, so be
prepared for a probably longer wait than two years.
Convenient situation for AD, in fact. They can play around as long as
they like, with the tempo they choose, and the next generation of 3d
artist will surely reap the benefits one day.


For now, the good thing is that the competition is already taking
advantage of the beginning Softimage diaspora. For them, the number of
users are relevant, unlike for AD.

My 2c
Best regards,
Eugen




-- Originalnachricht --
Von: "Paul Griswold" 
An: "Eric Thivierge" 
Cc: "softimage@listproc.autodesk.com" 
Gesendet: 26.03.2014 18:37:21
Betreff: Re: Everything's being said.


Right.  That's how I understood it as well.  My point was, this could
have been slightly less of a PR disaster if they'd not completely
murdered Softimage, but instead set it up as a "graceful transition" to
Bifrost.  Allow Softimage to continue to be purchased as part of the
Suites program until the point at which Bifrost makes it obvious that
ICE is no longer necessary.

Instead they've set themselves up for a situation where Autodesk has
absolutely no answer to Houdini at all for sale, and a promise of
Bifrost being an amazing new technology.  SideFX and The Foundry aren't
going to sit on their hands while Autodesk builds Bifrost, so IMHO the
best business decision would have been to try to mitigate any losses by
keeping Softimage available to the public while Bifrost matures.

You'd think after what happened with Sumatra versus Maya they'd have
realized it's not a good idea to create a vacuum for too long.

-Paul




On Wed, Mar 26, 2014 at 1:27 PM, Eric Thivierge
 wrote:

This has all been made crystal clear over the last few weeks. No, "if
you keep your subscription current" you will be able to. It's a legacy
subscription benefit. I think it's crazy for people to not keep their
subscription up to date for at least this next year to be able to get
Softimage 2015. <-- Personal opinion.

Eric T.


On Wednesday, March 26, 2014 1:18:49 PM, Paul Griswold wrote:

So in 2 years if I want to buy an Ultimate Suite as a new license I
will get Softimage included?

If so, I'm slightly less ticked off.

-Paul






---
Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz 
ist aktiv.
http://www.avast.com


RE: An Open Letter to Carl Bass

2014-03-26 Thread Maurice Patel
Any such move has short term upfront costs. The hope in making such moves is 
that they translate into longer-term benefits which is what the thinking was at 
the time. I can't go into all the details of what costs what, so my statement 
was a simplification. We make these kinds of moves from time to time. This was 
not the first and won't be the last. Before even the Alias acquisition we moved 
the entire 3ds Max R&D team from San Francisco to Montreal. People wondered why 
- it was very costly in  the short term but proved beneficial in the long run 
for many factors not just related to costs. Personally,  I don't actually know 
how many engineers we had before or after and we don't publicly discuss size of 
engineering teams, and even internally we leave that up to R&D to figure out, 
because it is often a meaningless discussion without fully understanding what 
the exact experience and capability of each engineer and each team. Both 
increasing and decreasing team size can improve productivity depending on the 
situation. People are people so there is no real formula. If you want to really 
understand the exact details of how an organization like Autodesk functions I 
invite you to come visit us in Montreal. It would be the only real way to begin 
to try to do so. My point was that from an investment perspective the decisions 
being made were not about investing or divesting but about how we could be more 
productive overall with the similar budgets.
maurice

Maurice Patel
Autodesk : Tél:  514 954-7134

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
Sent: Wednesday, March 26, 2014 2:25 PM
To: softimage@listproc.autodesk.com
Subject: Re: An Open Letter to Carl Bass

OK, thank you for clearing that up, Maurice.

So you are saying that moving Softimage to the Singapore team was a direct 
lateral move, not an increase but also not a decrease, in the team that was 
previously on Softimage (apart from being different people, of course)?

So (for argument sake) if you had 10 people when Softimage was in-house, you 
had 10 people when it was moved to Singapore?

I just want to make sure I totally understand you, not trying to trap you or 
anything.

Thank you,

Perry





<>

Re: An Open Letter to Carl Bass

2014-03-26 Thread Mirko Jankovic
Also in same numbers, if you had 10 people that are experienced in
Softimage, and you got another 10 people in Singapore, why you haven't
added those 10 for Maya and keep Softimage people focused on their work.
By you mean AD and ofc it is just rhetorical...but even in that case isn;t
replacing 10 years long experineced people with less experineced only short
time transition period training on on software such as complex as 3d app
already
reduction in resources?
10 seniors != 10 juniors



On Wed, Mar 26, 2014 at 7:25 PM, Perry Harovas wrote:

> OK, thank you for clearing that up, Maurice.
>
> So you are saying that moving Softimage to the Singapore team was a direct
> lateral move, not an increase but also not a decrease, in the team that was
> previously on Softimage (apart from being different people, of course)?
>
> So (for argument sake) if you had 10 people when Softimage was in-house,
> you had 10 people when it was moved to Singapore?
>
> I just want to make sure I totally understand you, not trying to trap you
> or anything.
>
> Thank you,
>
> Perry
>
>
>
>
>
>
> On Wed, Mar 26, 2014 at 2:15 PM, Maurice Patel  > wrote:
>
>> Hi Perry,
>> If you are quoting me, my meaning is that we were maintaining resources
>> not investing more and not divesting. I was talking about
>> increasing/decreasing resources on the project not about the software
>> itself. Just want to make sure that was clear. If you have a team of 10,
>> maintaining resources would keep it at current levels. Investing 10% would
>> be increasing it to 11.
>> Thanks
>> Maurice
>>
>> Maurice Patel
>> Autodesk : Tél:  514 954-7134
>>
>>
>> http://www.creativebloq.com/3d/autodesk-answers-your-questions-demise-softimage-31411069
>> "We go through strategic planning each year, and it was part of that
>> process that the decision was made. Softimage wasn't an area we were
>> actively investing more resources in, it was something that we had
>> outsourced to Singapore and was in a continue-to-maintain mode. But it
>> wasn't something we were thinking of end-of-lifing until that strategic
>> planning process."
>>
>>
>
>
> --
>
>
>
>
>
> Perry Harovas
> Animation and Visual Effects
>
> http://www.TheAfterImage.com 
>
> -25 Years Experience
> -Member of the Visual Effects Society (VES)
>


Re: An Open Letter to Carl Bass

2014-03-26 Thread Perry Harovas
OK, thank you for clearing that up, Maurice.

So you are saying that moving Softimage to the Singapore team was a direct
lateral move, not an increase but also not a decrease, in the team that was
previously on Softimage (apart from being different people, of course)?

So (for argument sake) if you had 10 people when Softimage was in-house,
you had 10 people when it was moved to Singapore?

I just want to make sure I totally understand you, not trying to trap you
or anything.

Thank you,

Perry






On Wed, Mar 26, 2014 at 2:15 PM, Maurice Patel
wrote:

> Hi Perry,
> If you are quoting me, my meaning is that we were maintaining resources
> not investing more and not divesting. I was talking about
> increasing/decreasing resources on the project not about the software
> itself. Just want to make sure that was clear. If you have a team of 10,
> maintaining resources would keep it at current levels. Investing 10% would
> be increasing it to 11.
> Thanks
> Maurice
>
> Maurice Patel
> Autodesk : Tél:  514 954-7134
>
>
> http://www.creativebloq.com/3d/autodesk-answers-your-questions-demise-softimage-31411069
> "We go through strategic planning each year, and it was part of that
> process that the decision was made. Softimage wasn't an area we were
> actively investing more resources in, it was something that we had
> outsourced to Singapore and was in a continue-to-maintain mode. But it
> wasn't something we were thinking of end-of-lifing until that strategic
> planning process."
>
>


-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com 

-25 Years Experience
-Member of the Visual Effects Society (VES)


RE: An Open Letter to Carl Bass

2014-03-26 Thread Maurice Patel
BTW I just chose those numbers because they were easy to calculate before I 
start another set of speculation
maurice

Maurice Patel
Autodesk : Tél:  514 954-7134

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Maurice Patel
Sent: Wednesday, March 26, 2014 2:15 PM
To: softimage@listproc.autodesk.com
Subject: RE: An Open Letter to Carl Bass

Hi Perry,
If you are quoting me, my meaning is that we were maintaining resources not 
investing more and not divesting. I was talking about increasing/decreasing 
resources on the project not about the software itself. Just want to make sure 
that was clear. If you have a team of 10, maintaining resources would keep it 
at current levels. Investing 10% would be increasing it to 11.
Thanks
Maurice

Maurice Patel
Autodesk : Tél:  514 954-7134

http://www.creativebloq.com/3d/autodesk-answers-your-questions-demise-softimage-31411069
"We go through strategic planning each year, and it was part of that process 
that the decision was made. Softimage wasn't an area we were actively investing 
more resources in, it was something that we had outsourced to Singapore and was 
in a continue-to-maintain mode. But it wasn't something we were thinking of 
end-of-lifing until that strategic planning process."

<>

RE: An Open Letter to Carl Bass

2014-03-26 Thread Maurice Patel
Hi Perry,
If you are quoting me, my meaning is that we were maintaining resources not 
investing more and not divesting. I was talking about increasing/decreasing 
resources on the project not about the software itself. Just want to make sure 
that was clear. If you have a team of 10, maintaining resources would keep it 
at current levels. Investing 10% would be increasing it to 11.
Thanks
Maurice

Maurice Patel
Autodesk : Tél:  514 954-7134

http://www.creativebloq.com/3d/autodesk-answers-your-questions-demise-softimage-31411069
"We go through strategic planning each year, and it was part of that process 
that the decision was made. Softimage wasn't an area we were actively investing 
more resources in, it was something that we had outsourced to Singapore and was 
in a continue-to-maintain mode. But it wasn't something we were thinking of 
end-of-lifing until that strategic planning process."

<>

Re: Everything's being said.

2014-03-26 Thread Eric Thivierge
Not going to argue over this as it's been gone around in circles for 3 
weeks now. Plenty of posts by Maurice and Chris about why they've done 
it this way (whether you agree or not), why they can't sell it any 
longer. The current user base has their options.


I'm thankful we can have access to Softimage for however long we need 
for the transition. 3-6 years, whatever.


I'm out,
Eric T.

On Wednesday, March 26, 2014 1:37:21 PM, Paul Griswold wrote:

Right.  That's how I understood it as well.  My point was, this could
have been slightly less of a PR disaster if they'd not completely
murdered Softimage, but instead set it up as a "graceful transition"
to Bifrost.  Allow Softimage to continue to be purchased as part of
the Suites program until the point at which Bifrost makes it obvious
that ICE is no longer necessary.

Instead they've set themselves up for a situation where Autodesk has
absolutely no answer to Houdini at all for sale, and a promise of
Bifrost being an amazing new technology.  SideFX and The Foundry
aren't going to sit on their hands while Autodesk builds Bifrost, so
IMHO the best business decision would have been to try to mitigate any
losses by keeping Softimage available to the public while Bifrost matures.

You'd think after what happened with Sumatra versus Maya they'd have
realized it's not a good idea to create a vacuum for too long.

-Paul




Re: Everything's being said.

2014-03-26 Thread Cristobal Infante
By the way you have until this friday to buy a standalone version of
softimage...


On 26 March 2014 17:37, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:

> Right.  That's how I understood it as well.  My point was, this could have
> been slightly less of a PR disaster if they'd not completely murdered
> Softimage, but instead set it up as a "graceful transition" to Bifrost.
>  Allow Softimage to continue to be purchased as part of the Suites program
> until the point at which Bifrost makes it obvious that ICE is no longer
> necessary.
>
> Instead they've set themselves up for a situation where Autodesk has
> absolutely no answer to Houdini at all for sale, and a promise of Bifrost
> being an amazing new technology.  SideFX and The Foundry aren't going to
> sit on their hands while Autodesk builds Bifrost, so IMHO the best business
> decision would have been to try to mitigate any losses by keeping Softimage
> available to the public while Bifrost matures.
>
> You'd think after what happened with Sumatra versus Maya they'd have
> realized it's not a good idea to create a vacuum for too long.
>
> -Paul
>
>
>
>
> On Wed, Mar 26, 2014 at 1:27 PM, Eric Thivierge wrote:
>
>> This has all been made crystal clear over the last few weeks. No, "if you
>> keep your subscription current" you will be able to. It's a legacy
>> subscription benefit. I think it's crazy for people to not keep their
>> subscription up to date for at least this next year to be able to get
>> Softimage 2015. <-- Personal opinion.
>>
>> Eric T.
>>
>>
>> On Wednesday, March 26, 2014 1:18:49 PM, Paul Griswold wrote:
>>
>>> So in 2 years if I want to buy an Ultimate Suite as a new license I
>>> will get Softimage included?
>>>
>>> If so, I'm slightly less ticked off.
>>>
>>> -Paul
>>>
>>
>>
>


Re: Everything's being said.

2014-03-26 Thread Paul Griswold
Right.  That's how I understood it as well.  My point was, this could have
been slightly less of a PR disaster if they'd not completely murdered
Softimage, but instead set it up as a "graceful transition" to Bifrost.
 Allow Softimage to continue to be purchased as part of the Suites program
until the point at which Bifrost makes it obvious that ICE is no longer
necessary.

Instead they've set themselves up for a situation where Autodesk has
absolutely no answer to Houdini at all for sale, and a promise of Bifrost
being an amazing new technology.  SideFX and The Foundry aren't going to
sit on their hands while Autodesk builds Bifrost, so IMHO the best business
decision would have been to try to mitigate any losses by keeping Softimage
available to the public while Bifrost matures.

You'd think after what happened with Sumatra versus Maya they'd have
realized it's not a good idea to create a vacuum for too long.

-Paul




On Wed, Mar 26, 2014 at 1:27 PM, Eric Thivierge wrote:

> This has all been made crystal clear over the last few weeks. No, "if you
> keep your subscription current" you will be able to. It's a legacy
> subscription benefit. I think it's crazy for people to not keep their
> subscription up to date for at least this next year to be able to get
> Softimage 2015. <-- Personal opinion.
>
> Eric T.
>
>
> On Wednesday, March 26, 2014 1:18:49 PM, Paul Griswold wrote:
>
>> So in 2 years if I want to buy an Ultimate Suite as a new license I
>> will get Softimage included?
>>
>> If so, I'm slightly less ticked off.
>>
>> -Paul
>>
>
>


Re: Everything's being said.

2014-03-26 Thread Eric Thivierge
This has all been made crystal clear over the last few weeks. No, "if 
you keep your subscription current" you will be able to. It's a legacy 
subscription benefit. I think it's crazy for people to not keep their 
subscription up to date for at least this next year to be able to get 
Softimage 2015. <-- Personal opinion.


Eric T.

On Wednesday, March 26, 2014 1:18:49 PM, Paul Griswold wrote:

So in 2 years if I want to buy an Ultimate Suite as a new license I
will get Softimage included?

If so, I'm slightly less ticked off.

-Paul




Re: Attribute to increase ICE primitive resolutions?

2014-03-26 Thread Dan Yargici
Doh! I lose my particle colors with instances.  Oh well, they'll have to
stay as they are in my captures.

DAN


On Wed, Mar 26, 2014 at 7:23 PM, Chris Marshall
wrote:

> Yes this is only at render time.
>
>
> On 26 March 2014 17:22, Dan Yargici  wrote:
>
>> Thanks guys, I guess it only affects rendering resolution.  I was hoping
>> it might increase it in the viewport too.
>>
>> Looks like I'll have to instance a sphere after all.
>>
>> Cheers.
>>
>> DAN
>>
>>
>>
>> On Wed, Mar 26, 2014 at 7:20 PM, Chris Marshall <
>> chrismarshal...@gmail.com> wrote:
>>
>>> Yes that's right, if you plug an integer into a set data node, it should
>>> work. self.shaperesolutionu
>>>
>>>
>>>
>>>
>>> On 26 March 2014 17:16, Rob Chapman  wrote:
>>>
 Has to be an Integer?
 On 26 Mar 2014 17:09, "Dan Yargici"  wrote:

> Hmmm, not working for me in 2013 SP1
>
> DAN
>
>
> On Wed, Mar 26, 2014 at 6:54 PM, Chris Marshall <
> chrismarshal...@gmail.com> wrote:
>
>> shaperesolutionU
>>
>>
>> On 26 March 2014 16:47, Dan Yargici  wrote:
>>
>>> Am I right in remembering that there is a hidden attribute to
>>> increase the resolution of the primitives in ICE?  I am using spheres 
>>> and
>>> they don't hold up close to camera so I'd like to increase their display
>>> resolution.
>>>
>>> I thought it was this.ResolutionU and this.ResolutionU or something
>>> similar, but my Googling is turning up nothing.
>>>
>>> I know I can just instance some NURBs spheres and that's what I'll
>>> probably end up doing, this is more of a sanity check than anything 
>>> else!
>>>
>>> Thanks.
>>>
>>> DAN
>>>
>>
>>
>>>
>>
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
>
>


Re: Attribute to increase ICE primitive resolutions?

2014-03-26 Thread Chris Marshall
Yes this is only at render time.


On 26 March 2014 17:22, Dan Yargici  wrote:

> Thanks guys, I guess it only affects rendering resolution.  I was hoping
> it might increase it in the viewport too.
>
> Looks like I'll have to instance a sphere after all.
>
> Cheers.
>
> DAN
>
>
>
> On Wed, Mar 26, 2014 at 7:20 PM, Chris Marshall  > wrote:
>
>> Yes that's right, if you plug an integer into a set data node, it should
>> work. self.shaperesolutionu
>>
>>
>>
>>
>> On 26 March 2014 17:16, Rob Chapman  wrote:
>>
>>> Has to be an Integer?
>>> On 26 Mar 2014 17:09, "Dan Yargici"  wrote:
>>>
 Hmmm, not working for me in 2013 SP1

 DAN


 On Wed, Mar 26, 2014 at 6:54 PM, Chris Marshall <
 chrismarshal...@gmail.com> wrote:

> shaperesolutionU
>
>
> On 26 March 2014 16:47, Dan Yargici  wrote:
>
>> Am I right in remembering that there is a hidden attribute to
>> increase the resolution of the primitives in ICE?  I am using spheres and
>> they don't hold up close to camera so I'd like to increase their display
>> resolution.
>>
>> I thought it was this.ResolutionU and this.ResolutionU or something
>> similar, but my Googling is turning up nothing.
>>
>> I know I can just instance some NURBs spheres and that's what I'll
>> probably end up doing, this is more of a sanity check than anything else!
>>
>> Thanks.
>>
>> DAN
>>
>
>
>>
>


-- 

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


Re: Attribute to increase ICE primitive resolutions?

2014-03-26 Thread Dan Yargici
Thanks guys, I guess it only affects rendering resolution.  I was hoping it
might increase it in the viewport too.

Looks like I'll have to instance a sphere after all.

Cheers.

DAN



On Wed, Mar 26, 2014 at 7:20 PM, Chris Marshall
wrote:

> Yes that's right, if you plug an integer into a set data node, it should
> work. self.shaperesolutionu
>
>
>
>
> On 26 March 2014 17:16, Rob Chapman  wrote:
>
>> Has to be an Integer?
>> On 26 Mar 2014 17:09, "Dan Yargici"  wrote:
>>
>>> Hmmm, not working for me in 2013 SP1
>>>
>>> DAN
>>>
>>>
>>> On Wed, Mar 26, 2014 at 6:54 PM, Chris Marshall <
>>> chrismarshal...@gmail.com> wrote:
>>>
 shaperesolutionU


 On 26 March 2014 16:47, Dan Yargici  wrote:

> Am I right in remembering that there is a hidden attribute to increase
> the resolution of the primitives in ICE?  I am using spheres and they 
> don't
> hold up close to camera so I'd like to increase their display resolution.
>
> I thought it was this.ResolutionU and this.ResolutionU or something
> similar, but my Googling is turning up nothing.
>
> I know I can just instance some NURBs spheres and that's what I'll
> probably end up doing, this is more of a sanity check than anything else!
>
> Thanks.
>
> DAN
>


>


Re: Attribute to increase ICE primitive resolutions?

2014-03-26 Thread Chris Marshall
Yes that's right, if you plug an integer into a set data node, it should
work. self.shaperesolutionu



On 26 March 2014 17:16, Rob Chapman  wrote:

> Has to be an Integer?
> On 26 Mar 2014 17:09, "Dan Yargici"  wrote:
>
>> Hmmm, not working for me in 2013 SP1
>>
>> DAN
>>
>>
>> On Wed, Mar 26, 2014 at 6:54 PM, Chris Marshall <
>> chrismarshal...@gmail.com> wrote:
>>
>>> shaperesolutionU
>>>
>>>
>>> On 26 March 2014 16:47, Dan Yargici  wrote:
>>>
 Am I right in remembering that there is a hidden attribute to increase
 the resolution of the primitives in ICE?  I am using spheres and they don't
 hold up close to camera so I'd like to increase their display resolution.

 I thought it was this.ResolutionU and this.ResolutionU or something
 similar, but my Googling is turning up nothing.

 I know I can just instance some NURBs spheres and that's what I'll
 probably end up doing, this is more of a sanity check than anything else!

 Thanks.

 DAN

>>>
>>>


Re: An Open Letter to Carl Bass

2014-03-26 Thread Perry Harovas
Brent McPherson wrote:
*At the time Softimage was moved to Singapore the team out there was about
the same size as the Montreal team and there was a year of overlap and
Montreal devs (including me) went to Singapore to train that team. Hardly
what you would call "minimal development".*


Hi Brent,

I apologize for not using the exact phrasing that Maurice used when I wrote
my original post, so here is why I believe that the exact nature of
the plan for Softimage was, at the least, not clear and at the most, a lie
of omission:

*http://www.creativebloq.com/3d/autodesk-answers-your-questions-demise-softimage-31411069
*
*"We go through strategic planning each year, and it was part of that
process that the decision was made. Softimage wasn't an area we were
actively investing more resources in, it was something that we had
outsourced to Singapore and was in a continue-to-maintain mode. But it
wasn't something we were thinking of end-of-lifing until that strategic
planning process."*

Please note I am NOT saying the plan was to kill it at the time it was
outsourced  to Singapore. I am saying the exact nature of what the status
was
within Autodesk was not made clear (or left out of discussion). That status
change, as Maurice's quote above states, was a* "continue-to-maintain mode"*.
That, and the fact
that (as Maurice also states above) *"Softimage wasn't an area we were
actively investing more resources in"* would have been very valuable to
know when the decision
was announced. That was never told to any of us, at least not publicly, and
if it was and you point that out, then I will stand corrected and apologize.

This is what I am saying. We should have known this was the new status.
You all let us guess, wonder, worry, but never said that you all were not
going to actively invest more resources, or that it had been put in a
continue-to-maintain mode.
Had we known this, at least we would have had all the information, and I
for one would have started learning new tools then.

So please understand, I am not saying the plan at that time was to EOL
Softimage.







On Wed, Mar 26, 2014 at 8:11 AM, Brent McPherson <
brent.mcpher...@autodesk.com> wrote:

> > I guess what the issue (at least for me) is, is that while you are
> > correct that Autodesk did talk about moving development to Singapore,
> > Autodesk did NOT say that the product was in a state of minimal
> development.
>
> Perry,
>
> At the time Softimage was moved to Singapore the team out there was about
> the same size as the Montreal team and there was a year of overlap and
> Montreal devs (including me) went to Singapore to train that team. Hardly
> what you would call "minimal development".
>
> It is ridiculous to think a company would devote this kind of effort to
> shut the product down. If Autodesk's intention was to shut Softimage down
> they could have easily done that on day one.
>
> In this case I think the explanation you have been given fits perfectly.
> The market has changed. M&E leadership has changed. In response the
> decision makers have decided to refocus the efforts around existing
> products that have a much larger market share than Softimage. Too much
> product overlap is not healthy for any company long term.
>
> I spent a lot of my career working on Softimage and it was a great
> experience thanks to my colleague and everyone on this list.  However, I've
> seen the numbers and I can't really argue with the decision on that basis.
>
> We can continue to argue how we got to this point but that doesn't seem
> very productive but I will vouch for the fact it wasn't all a bed of roses
> under Avid's tenure.
> --
> Brent
>
>


-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com 

-25 Years Experience
-Member of the Visual Effects Society (VES)


Re: Everything's being said.

2014-03-26 Thread Paul Griswold
So in 2 years if I want to buy an Ultimate Suite as a new license I will
get Softimage included?

If so, I'm slightly less ticked off.

-Paul



On Wed, Mar 26, 2014 at 1:08 PM, Eric Thivierge wrote:

> Uh... they are...  if you keep your subscription current you have access
> to Softimage continually.
>
>
> On Wednesday, March 26, 2014 12:51:41 PM, Paul Griswold wrote:
>
>> I am still somewhat hopeful that as the months go by, Autodesk will at
>> the very least reverse direction on completely murdering Softimage and
>> will at least continue to bundle it with Max and Maya as a "particle
>> plugin".  That would give a much better cushion for the Bifrost team
>> to build their product and allow us to transition workflows more
>> seamlessly.
>>
>> -Paul
>>
>> *“I think it’s just a more reasonable view…. trying to allow customers
>>
>> to do what they want to do instead of being heavy-handed and forcing
>> customers to do thingsthat are in their best interest.”  - Carl Bass*
>> *
>>
>> *
>>
>>
>> On Wed, Mar 26, 2014 at 12:43 PM, Max Evgrafov > > wrote:
>>
>> this is what was lurking under the hood
>>
>>
>> 2014-03-26 19:50 GMT+04:00 olivier jeannel
>> mailto:olivier.jean...@noos.fr>>:
>>
>>
>> Yes :D
>>
>> Le 26/03/2014 16:15, David Saber a écrit :
>>
>> is all hope lost?
>>
>>
>>
>>
>>
>>
>> --
>> Евграфов Максим.(Summatr)
>> https://vimeo.com/user3098735/videos
>> ---
>> Хорошего Вам настроения !!! :-)
>>
>>
>>
>


Re: An Open Letter to Carl Bass

2014-03-26 Thread Jordi Bares
The more I read, the more I think you guys never managed to know your users or 
how we use the tools and even who really is your competitor…

Just an example with compositing

- After Effects was windows/mac only!!! no way will get hold of the VFX 
industry.
- Digital Fusion was windows only!!! 
- Toxik was designed with flame in mind, the whole gestural thing and the new 
SQL paradigm proved not what the industry was after, which was lots of cheap 
seats of operators crunching frames like Shake was, like Nuke is.

Nuke was not ready for prime time (I would say it was a bit unfinished around 
the edges) but had the credit of Titanic and the pedigree of a first class VFX 
house behind it… run on linux, was highly customisable (like Maya) and it was 
faster than Shake so felt like a move forward.

I wonder though what you mean by "Modo being able to hold together as you add 
the various workflows required to be a complete DCC"

thx

Jordi Bares
jordiba...@gmail.com

On 26 Mar 2014, at 15:21, Chris Vienneau  wrote:

> I think we can all agree ICE is a unique thing and everyone here is skeptical 
> we will be able to recreate what it was inside of Maya through Bifrost or 
> will just never see Maya as their main platform. Many here (most notably 
> Jordi) are claiming Houdini is the place for those that like the programmatic 
> procedural node workflows. The jury is still out whether Modo will hold 
> together as you add on the various workflows required to be a complete DCC 
> and they have not got traction in the plugin community. 
> 
> So no today you do not have an equivalent to what is in ICE/Softimage. We set 
> the two year transition window for the two big camps of Soft users. For games 
> (biggest camp) there is no little to no ICE usage so the main issues are 
> animation tools (mixer), pipeline (metadata transfer, baking, viewport API) 
> and porting existing tools. This industry just had its once every five year 
> update as the PS4 and Xbox One pipelines came online.
> 
> The second camp is the mid sized boutiques specializing in commercial post 
> with a sprinkle of film VFX. Most everyone here has an arsenal of 3D software 
> from Maya to Houdini to Modo to Arnold to Nuke to PF Track and grow and 
> shrink through free lance pools. Some of you are softimage only but there are 
> more studios that have more than one toolset than there are that have just 
> one. This is where ICE grew the most and I think the heart of the users in 
> this forum. Why it did not capture more Houdini users as was the plan or more 
> 3dsmax and Maya users did not see the benefit is open to debate too. 
> 
> Behind the scenes we have shown the first procedural demos of our version of 
> the waving Torus which was the first ICE demo. We want to keep growing from 
> the procedural core shipping in Maya 2015. In the next two years and beyond 
> you can continue to use Softimage. With Houdini, Modo, Fabric, and Maya all 
> saying that they have an answer to the question what will be your next 
> platform at least you have a group of people listening. The DS guys were 
> given a coupon for Digital Fusion. 
> 
> Another analogy is Shake. When Shake was EOLed, Nuke was not ready for prime 
> time. Digital Fusion, Toxik, and even After Effects all went after the Shake 
> user base and in the end the compositors arguably have a better industry 
> standard than Shake in Nuke. 
> 
> You have some great threads going here and he who listens will get your 
> business. You have a Softimage forum on Houdini and I would push to get one 
> on the Foundry's community and repost the threads from here that are starting 
> to gel into concrete things people need to do.  
> 
> cv/
> 
> 
> From: softimage-boun...@listproc.autodesk.com 
> [softimage-boun...@listproc.autodesk.com] on behalf of p...@bustykelp.com 
> [p...@bustykelp.com]
> Sent: Wednesday, March 26, 2014 8:55 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: An Open Letter to Carl Bass
> 
> "What we can do is listen to how this has impacted you and be responsible
> for helping you get back to a place where each of you are back to creating
> 3D art without thinking about the platform you use. "
> 
> And what if your "Creating 3D art" relies on the unique abilities that ICE
> affords you? To be able to control everything programatically down to its
> fundemental component parts?
> 
> There seems to be an assumption that skills can just be swapped over to
> Maya, and this is probably true if your work doesn't deeply involve
> inventing tools with ICE.
> If you just model, put some bones in and add some blendshapes, animate and
> render, then I'm sure Maya will do fine. What about those of us who evolved
> way past that kind of workflow years ago?
> 
> I'm not just "thinking about the platform I use".  Its the ONLY platform
> that can actually do what I'm doing unless you include Houdini or Fabric,
> and neither of them are near the spee

Re: Attribute to increase ICE primitive resolutions?

2014-03-26 Thread Rob Chapman
Has to be an Integer?
On 26 Mar 2014 17:09, "Dan Yargici"  wrote:

> Hmmm, not working for me in 2013 SP1
>
> DAN
>
>
> On Wed, Mar 26, 2014 at 6:54 PM, Chris Marshall  > wrote:
>
>> shaperesolutionU
>>
>>
>> On 26 March 2014 16:47, Dan Yargici  wrote:
>>
>>> Am I right in remembering that there is a hidden attribute to increase
>>> the resolution of the primitives in ICE?  I am using spheres and they don't
>>> hold up close to camera so I'd like to increase their display resolution.
>>>
>>> I thought it was this.ResolutionU and this.ResolutionU or something
>>> similar, but my Googling is turning up nothing.
>>>
>>> I know I can just instance some NURBs spheres and that's what I'll
>>> probably end up doing, this is more of a sanity check than anything else!
>>>
>>> Thanks.
>>>
>>> DAN
>>>
>>
>>
>>
>> --
>>
>> Chris Marshall
>> Mint Motion Limited
>> 029 20 37 27 57
>> 07730 533 115
>> www.mintmotion.co.uk
>>
>>
>


Re: Attribute to increase ICE primitive resolutions?

2014-03-26 Thread Dan Yargici
Hmmm, not working for me in 2013 SP1

DAN


On Wed, Mar 26, 2014 at 6:54 PM, Chris Marshall
wrote:

> shaperesolutionU
>
>
> On 26 March 2014 16:47, Dan Yargici  wrote:
>
>> Am I right in remembering that there is a hidden attribute to increase
>> the resolution of the primitives in ICE?  I am using spheres and they don't
>> hold up close to camera so I'd like to increase their display resolution.
>>
>> I thought it was this.ResolutionU and this.ResolutionU or something
>> similar, but my Googling is turning up nothing.
>>
>> I know I can just instance some NURBs spheres and that's what I'll
>> probably end up doing, this is more of a sanity check than anything else!
>>
>> Thanks.
>>
>> DAN
>>
>
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
>
>


Re: Everything's being said.

2014-03-26 Thread Eric Thivierge
Uh... they are...  if you keep your subscription current you have 
access to Softimage continually.


On Wednesday, March 26, 2014 12:51:41 PM, Paul Griswold wrote:

I am still somewhat hopeful that as the months go by, Autodesk will at
the very least reverse direction on completely murdering Softimage and
will at least continue to bundle it with Max and Maya as a "particle
plugin".  That would give a much better cushion for the Bifrost team
to build their product and allow us to transition workflows more
seamlessly.

-Paul

*“I think it’s just a more reasonable view…. trying to allow customers
to do what they want to do instead of being heavy-handed and forcing
customers to do thingsthat are in their best interest.”  - Carl Bass*
*
*


On Wed, Mar 26, 2014 at 12:43 PM, Max Evgrafov mailto:summ...@gmail.com>> wrote:

this is what was lurking under the hood


2014-03-26 19:50 GMT+04:00 olivier jeannel
mailto:olivier.jean...@noos.fr>>:

Yes :D

Le 26/03/2014 16:15, David Saber a écrit :

is all hope lost?






--
Евграфов Максим.(Summatr)
https://vimeo.com/user3098735/videos
---
Хорошего Вам настроения !!! :-)






Re: Everything's being said.

2014-03-26 Thread Andres Stephens
+1



-Draise



From: Paul Griswold
Sent: ‎Wednesday‎, ‎March‎ ‎26‎, ‎2014 ‎11‎:‎52‎ ‎
To: softimage@listproc.autodesk.com



I am still somewhat hopeful that as the months go by, Autodesk will at the very 
least reverse direction on completely murdering Softimage and will at least 
continue to bundle it with Max and Maya as a "particle plugin".  That would 
give a much better cushion for the Bifrost team to build their product and 
allow us to transition workflows more seamlessly.




-Paul




“I think it’s just a more reasonable view…. trying to allow customers to do 
what they want to do instead of being heavy-handed and forcing customers to do 
things that are in their best interest.”  - Carl Bass










On Wed, Mar 26, 2014 at 12:43 PM, Max Evgrafov  wrote:


this is what was lurking under the hood





2014-03-26 19:50 GMT+04:00 olivier jeannel :


Yes :D

Le 26/03/2014 16:15, David Saber a écrit :

is all hope lost?









-- 
Евграфов Максим.(Summatr)
https://vimeo.com/user3098735/videos  
---
Хорошего Вам настроения !!! :-)

Re: Attribute to increase ICE primitive resolutions?

2014-03-26 Thread Chris Marshall
shaperesolutionU


On 26 March 2014 16:47, Dan Yargici  wrote:

> Am I right in remembering that there is a hidden attribute to increase the
> resolution of the primitives in ICE?  I am using spheres and they don't
> hold up close to camera so I'd like to increase their display resolution.
>
> I thought it was this.ResolutionU and this.ResolutionU or something
> similar, but my Googling is turning up nothing.
>
> I know I can just instance some NURBs spheres and that's what I'll
> probably end up doing, this is more of a sanity check than anything else!
>
> Thanks.
>
> DAN
>



-- 

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


Re: Everything's being said.

2014-03-26 Thread Paul Griswold
I am still somewhat hopeful that as the months go by, Autodesk will at the
very least reverse direction on completely murdering Softimage and will at
least continue to bundle it with Max and Maya as a "particle plugin".  That
would give a much better cushion for the Bifrost team to build their
product and allow us to transition workflows more seamlessly.

-Paul

*“I think it’s just a more reasonable view…. trying to allow customers to
do what they want to do instead of being heavy-handed and forcing customers
to do things that are in their best interest.”  - Carl Bass*



On Wed, Mar 26, 2014 at 12:43 PM, Max Evgrafov  wrote:

> this is what was lurking under the hood
>
>
> 2014-03-26 19:50 GMT+04:00 olivier jeannel :
>
> Yes :D
>>
>> Le 26/03/2014 16:15, David Saber a écrit :
>>
>>> is all hope lost?
>>>
>>>
>>>
>>
>
>
> --
> Евграфов Максим.(Summatr)
> https://vimeo.com/user3098735/videos
> ---
> Хорошего Вам настроения !!! :-)
>


RE: humanize Maya, SOFT top 5

2014-03-26 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Correct.

Another way to look at it is that the list of available menus are contextual in 
relation to the active module.

Best.

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

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of sku...@gmail.com
Sent: Wednesday, March 26, 2014 12:36 PM
To: softimage@listproc.autodesk.com
Subject: Re: humanize Maya, SOFT top 5

Ok now I get what your saying.  Your just talking about the drop-down menu that 
in Maya changes what menus are available in the top menu bar and in Soft, 
changes what menus are available in the side menu bar.  Neither is context 
sensitive based on what you have selected, it’s just providing a different set 
of menus depending on what mode you chose.  In softimage, if you alt+right 
click an object, you get a different menu depending on the object/component 
type, so one menu for what makes sense for faces, and other for edges and 
another for points, etc..  I only use that sparingly, normally for getting to 
things like ‘bevel’ quite quickly after I have my selection ready.  For most 
other things, like welding and splitting edges, there are way more interactive 
options that Soft provides by default.

Cheers, thanks for explaining that, I was very confused Joseph, my bad.


Attribute to increase ICE primitive resolutions?

2014-03-26 Thread Dan Yargici
Am I right in remembering that there is a hidden attribute to increase the
resolution of the primitives in ICE?  I am using spheres and they don't
hold up close to camera so I'd like to increase their display resolution.

I thought it was this.ResolutionU and this.ResolutionU or something
similar, but my Googling is turning up nothing.

I know I can just instance some NURBs spheres and that's what I'll probably
end up doing, this is more of a sanity check than anything else!

Thanks.

DAN


Re: humanize Maya, SOFT top 5

2014-03-26 Thread skubyd
Ok now I get what your saying.  Your just talking about the drop-down menu that 
in Maya changes what menus are available in the top menu bar and in Soft, 
changes what menus are available in the side menu bar.  Neither is context 
sensitive based on what you have selected, it’s just providing a different set 
of menus depending on what mode you chose.  In softimage, if you alt+right 
click an object, you get a different menu depending on the object/component 
type, so one menu for what makes sense for faces, and other for edges and 
another for points, etc..  I only use that sparingly, normally for getting to 
things like ‘bevel’ quite quickly after I have my selection ready.  For most 
other things, like welding and splitting edges, there are way more interactive 
options that Soft provides by default.


Cheers, thanks for explaining that, I was very confused Joseph, my bad.

Re: Everything's being said.

2014-03-26 Thread Leoung O'Young
You never know, they may resurrect Soft within the 2 years...we can only 
hope and dream


On 26/03/2014 12:17 PM, olivier jeannel wrote:

...cynicism

There is just nothing to wait from those type of people.
They are building their beautiful word no matter if it ruins yours.
They make sentences, write words in a way that is convenient and 
polite for them (beeing polite counts above all). They inocently ask 
for your help (just after stacking the knife in your back) and will 
find you obtuse or not worthy if you refuse (personnaly I'm bleeding 
and have no time for a smile).


Business as usual...

I say, lets hold tight together as long as we could. I /think/ people 
asking for Maya should go elsewhere. They distroyed the Software, 
let's at least try to save the XSI list.



Le 26/03/2014 16:57, David Saber a écrit :
I see you've recovered from your depression Olivier. What's your 
trick? :|


On 2014-03-26 16:50, olivier jeannel wrote:

Yes :D

Le 26/03/2014 16:15, David Saber a écrit :

is all hope lost?













Re: Everything's being said.

2014-03-26 Thread olivier jeannel

...cynicism

There is just nothing to wait from those type of people.
They are building their beautiful word no matter if it ruins yours.
They make sentences, write words in a way that is convenient and polite 
for them (beeing polite counts above all). They inocently ask for your 
help (just after stacking the knife in your back) and will find you 
obtuse or not worthy if you refuse (personnaly I'm bleeding and have no 
time for a smile).


Business as usual...

I say, lets hold tight together as long as we could. I /think/ people 
asking for Maya should go elsewhere. They distroyed the Software, let's 
at least try to save the XSI list.



Le 26/03/2014 16:57, David Saber a écrit :
I see you've recovered from your depression Olivier. What's your 
trick? :|


On 2014-03-26 16:50, olivier jeannel wrote:

Yes :D

Le 26/03/2014 16:15, David Saber a écrit :

is all hope lost?











Crowd FX 2014 help

2014-03-26 Thread John Richard Sanchez
So I am working on crowd for the first time. I am trying to get one actor
(Angels) to fight another actor (demons). Something like the Foofighters
example. However, the foo fighters example is in the legacy (2013 crowd)
mode so it is tough for me to reconstruct it in the 2014 workflow which I
really like. Is there a scene file out there recreating foo fighters in
2014? Any help on what I would need to get this done would be a big help
Thanks
John

-- 
www.johnrichardsanchez.com


Re: Everything's being said.

2014-03-26 Thread David Saber

I see you've recovered from your depression Olivier. What's your trick? :|

On 2014-03-26 16:50, olivier jeannel wrote:

Yes :D

Le 26/03/2014 16:15, David Saber a écrit :

is all hope lost?






Re: Lab vs ICE

2014-03-26 Thread Max Evgrafov
O. I'm sorry.


2014-03-26 19:46 GMT+04:00 Joe Laffey :

> On Wed, 26 Mar 2014, Max Evgrafov wrote:
>
>  what about this ?  Maybe is it a worthy replacement for ICE ? did somebody
>> use this one?
>>
>> http://www.ephere.com/plugins/autodesk/max/lab/
>>
>>
> I tried pointing this out shortly after the announcement, but I think
> everyone was too busy bashing Max to see it ;-)
>
> Great plugin.
>
> --
> Joe Laffey
> The Stable
> Visual Effects
> http://TheStable.tv/?e34066M/
>



-- 
Евграфов Максим.(Summatr)
https://vimeo.com/user3098735/videos
---
Хорошего Вам настроения !!! :-)


Re: Everything's being said.

2014-03-26 Thread Leoung O'Young

In many ways a lot of good things have come out from this sad event.
It forced us to look at other options such as MODO and Houdini.
We were very impressed with demo people at Side Effects gave us on Houdini
After spending 1 week working with MODO one of my associate was very 
impressed with MODO, he is from the Toaster Amiga days,  so we purchased it.
We have a day to decide,  so but will probably upgrade XSI since we have 
so much XSI assets and stay with for awhile.
We will definitely keep an eye on Houdini but right now our budget 
doesn't allow us to have both XSI and Houdini in our pipeline.


The killing of Soft reminds me of a traumatic event in a family which 
tend to bring people within the family closer together.


I want to acknowledged Maurice's help...thanks.

Thanks everyone,
Leoung


On 26/03/2014 10:40 AM, Emilio Hernandez wrote:

Well, everything's being said.

Thank you Maurice and Chris for taking the time to response all of our 
question, doubts, conspiracy theories, etc.


Thanks to the people of Autodesk that came in to bring some light to 
the users that are in the need or feel to migrate to MAX/Maya option, 
and took flak.


Thanks also everyone else in the list for trying.

At least we tried.

Thank you all for sharing the knowledge, the fights, the struggle and 
the laughs.


Special thanks to the members that started in this mayhem an 
alternative to do the migration easier, or raised theri voices to 
demonstrate Autodesk how fool this decision is.


I apologize for any damage I have caused or inflicted to any member of 
this list in any way.  Never was my intention, but passions arose.  
This is not an excuse, but I believe that evene, we all were expecting 
this at some point since the Autodesk acquisition, we never were 
mental nor heart prepared to face this.


I owe so much to this list, I don't know how to payback all the good 
things this community has brought into my personal and professional life.


I hope that Autodesk reconsiders this abrupt decision of not selling 
more Softimage seats, and bring back Softimage until there is a viable 
option for a Softimage substitute.


I wish you all success in your endeavours, health and a good life.

Cheers.

Sincerely with all my respect

Emilio Hernández

---
Emilio Hernández   VFX & 3D animation.




Re: Everything's being said.

2014-03-26 Thread olivier jeannel

Yes :D

Le 26/03/2014 16:15, David Saber a écrit :

is all hope lost?






Re: Lab vs ICE

2014-03-26 Thread Joe Laffey

On Wed, 26 Mar 2014, Max Evgrafov wrote:


what about this ?  Maybe is it a worthy replacement for ICE ? did somebody
use this one?

http://www.ephere.com/plugins/autodesk/max/lab/



I tried pointing this out shortly after the announcement, but I think 
everyone was too busy bashing Max to see it ;-)


Great plugin.

--
Joe Laffey
The Stable
Visual Effects
http://TheStable.tv/?e34066M/


Re: Side Effects, Foundry watching this?

2014-03-26 Thread Dan Pejril
I hope they are monitoring (Houdini and Modo). I am very seriously 
considering going the Modo route, but I am a bit apprehensive until I 
can see where 801 will be going and hopefully get some sort of road map 
for Modo's future. I still need to look into Houdini as well. Thanks to 
all for posting the links for information.



On 3/26/2014 10:43 AM, Tim Crowson wrote:
Alastair, I don't know if anyone from the Foundry is monitoring this 
list (to be honest I've had a hard time staying on top of it as well 
lately... it's all quite vitriolic now...), but Brad Peebler did reach 
out on the heels of the AD announcements, and has stated that he's 
trying to put together an online event of some kind to clarify what 
Modo is (there's a broad misconception that it's just a modeling app 
with benefits). Haven't heard any news on that front.


Which threads were you suggesting they check out?

-Tim

On 3/26/2014 7:37 AM, Alastair Hearsum wrote:

Hello

We've made a fair bit of noise and getting some attention from 
Autodesk development team. Thats good.


What also would be good, perhaps, is if Side effects and the Foundry 
monitor what is being said here. I'm sure they do. But if anyone has 
contacts in either of those two organisations than please point them 
in the direction of the more sane threads here.  We would like 
something good to migrate to, clearly, and if our voice can be heard 
by all the main contenders then the chances are better that we'll get 
a little of what we want somewhere.


Alastair

--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk 
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered 
office 25 Harley Street, London, W1G 9BR. VAT registration number: 
86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, 
private and confidential and are intended solely for the stated 
recipient(s). Any views or opinions presented are solely those of the 
author and do not necessarily represent those of the Company. If you 
are not the intended recipient, be advised that you have received 
this e-mail in error and that any use, dissemination, forwarding, 
printing, or copying of this e-mail is strictly prohibited. If this 
transmission is received in error please kindly return it to the 
sender and delete this message from your system.


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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 
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--
Dan Pejril
Upbeat Unique Entertainment
www.UpbeatUnique.com



Re: ot: visual scripting

2014-03-26 Thread Vincent Fortin
That frenetic stabbing in the belly & neck heightened my excitement really.
Had I been a game director, I'd have called for some more BLOOD!


On Wed, Mar 26, 2014 at 7:42 AM, Nicolas Esposito <3dv...@gmail.com> wrote:

> Hi Francisco,
>
> Yes, material editor is very familiar if you use Softimage, and you have
> the ability to manipulate lots of values in order to change the material
> during runtime, and so on...very very very helpfull
>
> Regarding blueprints yes, you can generate/modify geometry ( UE4 Tools
> Demonstration  @7.22 ), but
> regarding the same functionalities as ICE, as it is right now it'll be more
> understanding how to combine functions in order to get the desired result,
> rather then script your own...
> Basically I'll do the same way I use ICE, start small, then add stuff to
> the tree in order to achieve the goal.
>
> I'm doing some experiments with tension maps, I already have a solution to
> simulate that in UE4 ( not the same way I did in ICE but something similar
> ) but I would love to apply the same concept using Blueprints, but first I
> need to check if I can access easily mesh components attributes.
>
> Main problem that I see right now is that if you want to access mesh
> properties and change them in realtime I think that is going to have a huge
> impact on performance, while in Softimage ( and any other DCC ) you don't
> need to worry about FPS dropping :)
>
>
> 2014-03-26 11:56 GMT+01:00 Francisco Criado :
>
> Nicolas,
>> exactly what i thought when i saw it, would it be posible to use it for
>> procedural modeling or geo deformers for example? i never used udk just
>> learning unity, but i' ll begin to put more attention on unreal since this
>> blueprint stuff and the cleaner ui. Found that the material editor was very
>> similar to softimage workflow too :)
>> If you could briefly explain what is possible with blueprint current
>> tools compared to ice would be nice!
>> thanks,
>> F.
>>
>>
>> On Wednesday, March 26, 2014, Nicolas Esposito <3dv...@gmail.com> wrote:
>>
>>> They improved the good old Kismet A LOT!
>>>
>>> I'm "porting" some of my stuff from UDK to UE4 and stuff that you
>>> previously had to script are available through nodes, which is great!
>>>
>>> I'm currently checking how much geometry "manipulation" is possible
>>> using Blueprint nodes ( vertex editing, clusters, polys, ala ICE ), but
>>> right now there aren't so many options...
>>> Anyway its really fun to use :)
>>>
>>>
>>> 2014-03-26 4:12 GMT+01:00 Francisco Criado :
>>>
 Guys have you checked blueprint on unreal engine 4? very interesting
 for realtime!
 thay have cleaned the awfull ui udk used to have.

 F.



>>>
>


RE: humanize Maya, SOFT top 5

2014-03-26 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
In regards to Maya, default out of the box, and to my knowledge:

The hotbox and its contents are never context sensitive. The 
Hotbox is activated by holding the space bar down. It presents most commands 
typically available in the filebar menus of all modules of the application.

There is no sense of identity for the HOTBOX->rightMB-click. It performs 
exactly the same function as   left or middle mouse button click while hotbox 
is active. So there is effectively no right-click menu from the hotbox. Yet 
another example of wasted  opportunity.

What is context sensitive in Maya is:

The filebar menus: These are located on the top bar of the 
application and the menus change depending upon what module you are 
in(Polygons, Surfaces, Animation, Dynamics, etc)

Marking menus: This is a form of right click menu available 
from the viewport that is context sensitive to whatever object you are focused 
upon.  Marking menus appear similar to but should not be confused with the 
hotbox.

Right click menus generally: These are typically activated over 
windows other than the viewport and are generally contextual to the window or 
editor for which focus is applied.


Softimage’s Main Toolbar, the sidebar on the left side, is context sensitive to 
whatever module you are in(Model, Animate, Render, ICE, etc). The available 
array of commands change, not necessarily the context of the buttons 
themselves. This action is similar to Maya’s filebar(or menubar if that makes 
more sense).

Softimage’s filebar menu is not context sensitive. To my knowledge it never 
changes.

For Softimage’s part, I never understood why it needed to be Alt-Right-Click 
instead of just Right-Click.

--
Joey Ponthieux
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of sku...@gmail.com
Sent: Wednesday, March 26, 2014 10:39 AM
To: softimage@listproc.autodesk.com
Subject: Re: humanize Maya, SOFT top 5

Correct me if I am dead wrong, but default out of the box Maya’s hotbox, nor 
it’s main menus are context sensitive (depending on what you have selected, 
bone, object, vertice, edge, etc.), nor is it’s right click menu.  Softimage’s 
main menus and sidebar menus are not context sensitive either?, only it’s alt 
right click menu is, the rest is handled by a side-bar with a very well thought 
layout and default hotkeys that make sense, and it’s hotkeys are context 
sensitive behaving how you would expect across multiple areas of the 
application, like ‘f’ for framing an object in viewport is the same as framing 
in an item in the outliner or a node view.

Perhaps NASA has a heavily customized version of Maya?  Anyways interesting 
post, but I’m completely lost, none of that stuff works like you mention it to 
in my experience, but perhaps my various teachers and studies left something 
serious out.

Best regards and it’s not really important the above, I’m just confused now.  
Time to go back to learning Houdini, we’ll see in 2 years when Humanize Maya is 
actually in place.  GL to the Maya devs and Autodesk, please don’t forget about 
Mudbox, of all your applications that's the one you have done the best on so 
far and I hope you keep that up and bring that sort of love to Maya to make it 
great.  Cheers everyone, this might very well be my last Softimage list post.  
Bye all, good luck, and thanks for the years worth of searchable Softimage and 
3D Q&A’s.  It was amazing while it lasted.


RE: An Open Letter to Carl Bass

2014-03-26 Thread Chris Vienneau
I think we can all agree ICE is a unique thing and everyone here is skeptical 
we will be able to recreate what it was inside of Maya through Bifrost or will 
just never see Maya as their main platform. Many here (most notably Jordi) are 
claiming Houdini is the place for those that like the programmatic procedural 
node workflows. The jury is still out whether Modo will hold together as you 
add on the various workflows required to be a complete DCC and they have not 
got traction in the plugin community. 

So no today you do not have an equivalent to what is in ICE/Softimage. We set 
the two year transition window for the two big camps of Soft users. For games 
(biggest camp) there is no little to no ICE usage so the main issues are 
animation tools (mixer), pipeline (metadata transfer, baking, viewport API) and 
porting existing tools. This industry just had its once every five year update 
as the PS4 and Xbox One pipelines came online.

The second camp is the mid sized boutiques specializing in commercial post with 
a sprinkle of film VFX. Most everyone here has an arsenal of 3D software from 
Maya to Houdini to Modo to Arnold to Nuke to PF Track and grow and shrink 
through free lance pools. Some of you are softimage only but there are more 
studios that have more than one toolset than there are that have just one. This 
is where ICE grew the most and I think the heart of the users in this forum. 
Why it did not capture more Houdini users as was the plan or more 3dsmax and 
Maya users did not see the benefit is open to debate too. 

Behind the scenes we have shown the first procedural demos of our version of 
the waving Torus which was the first ICE demo. We want to keep growing from the 
procedural core shipping in Maya 2015. In the next two years and beyond you can 
continue to use Softimage. With Houdini, Modo, Fabric, and Maya all saying that 
they have an answer to the question what will be your next platform at least 
you have a group of people listening. The DS guys were given a coupon for 
Digital Fusion. 

Another analogy is Shake. When Shake was EOLed, Nuke was not ready for prime 
time. Digital Fusion, Toxik, and even After Effects all went after the Shake 
user base and in the end the compositors arguably have a better industry 
standard than Shake in Nuke. 

You have some great threads going here and he who listens will get your 
business. You have a Softimage forum on Houdini and I would push to get one on 
the Foundry's community and repost the threads from here that are starting to 
gel into concrete things people need to do.  

cv/


From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of p...@bustykelp.com 
[p...@bustykelp.com]
Sent: Wednesday, March 26, 2014 8:55 AM
To: softimage@listproc.autodesk.com
Subject: Re: An Open Letter to Carl Bass

"What we can do is listen to how this has impacted you and be responsible
for helping you get back to a place where each of you are back to creating
3D art without thinking about the platform you use. "

And what if your "Creating 3D art" relies on the unique abilities that ICE
affords you? To be able to control everything programatically down to its
fundemental component parts?

There seems to be an assumption that skills can just be swapped over to
Maya, and this is probably true if your work doesn't deeply involve
inventing tools with ICE.
If you just model, put some bones in and add some blendshapes, animate and
render, then I'm sure Maya will do fine. What about those of us who evolved
way past that kind of workflow years ago?

I'm not just "thinking about the platform I use".  Its the ONLY platform
that can actually do what I'm doing unless you include Houdini or Fabric,
and neither of them are near the speed of iteration of ICE yet.

Please could I request that you get a Maya guy to try making Maya
equivalents of some ICE tools I could demonstrate.. I think the problem
would soon become very clear and its not about personal preference. Its
about being able to do this stuff at all.

Paul<>

Re: Side Effects, Foundry watching this?

2014-03-26 Thread Alastair Hearsum

Tim

Maybe my kinda teenage-magazine style top 5s threads for a start:

humanize maya, SOFT top 5 (for user interface, workflow stuff)
YOUR TOP 5(for general lovely Softimage 
stuff we'll miss and we feel is essential)
What use is ICE really?(why ice functionality is crucial 
and examples of it in use in all sots of wonderful ways)


The top 5 poll put ICE and user experience at the top of the pile. If 
anyone is interested in attracting the Softimage users as customers 
(although we are being told regularly how insignificant we are 
numerically) then these are good areas to focus on.


It's difficult to keep up with all the threads so I'm not sure what else 
would would be fruitful to look at. Thoughts?


Alastair



Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk 
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
and confidential and are intended solely for the stated recipient(s). 
Any views or opinions presented are solely those of the author and do 
not necessarily represent those of the Company. If you are not the 
intended recipient, be advised that you have received this e-mail in 
error and that any use, dissemination, forwarding, printing, or copying 
of this e-mail is strictly prohibited. If this transmission is received 
in error please kindly return it to the sender and delete this message 
from your system.

On 26/03/2014 14:43, Tim Crowson wrote:
Alastair, I don't know if anyone from the Foundry is monitoring this 
list (to be honest I've had a hard time staying on top of it as well 
lately... it's all quite vitriolic now...), but Brad Peebler did reach 
out on the heels of the AD announcements, and has stated that he's 
trying to put together an online event of some kind to clarify what 
Modo is (there's a broad misconception that it's just a modeling app 
with benefits). Haven't heard any news on that front.


Which threads were you suggesting they check out?

-Tim

On 3/26/2014 7:37 AM, Alastair Hearsum wrote:

Hello

We've made a fair bit of noise and getting some attention from 
Autodesk development team. Thats good.


What also would be good, perhaps, is if Side effects and the Foundry 
monitor what is being said here. I'm sure they do. But if anyone has 
contacts in either of those two organisations than please point them 
in the direction of the more sane threads here.  We would like 
something good to migrate to, clearly, and if our voice can be heard 
by all the main contenders then the chances are better that we'll get 
a little of what we want somewhere.


Alastair

--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk 
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered 
office 25 Harley Street, London, W1G 9BR. VAT registration number: 
86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, 
private and confidential and are intended solely for the stated 
recipient(s). Any views or opinions presented are solely those of the 
author and do not necessarily represent those of the Company. If you 
are not the intended recipient, be advised that you have received 
this e-mail in error and that any use, dissemination, forwarding, 
printing, or copying of this e-mail is strictly prohibited. If this 
transmission is received in error please kindly return it to the 
sender and delete this message from your system.


--
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 
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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: Oculus Rift

2014-03-26 Thread Tim Crowson

The future of Oculus Rift is bright.
-Tim


On 3/26/2014 8:47 AM, Alok Gandhi wrote:
I have pre-ordered OR Dev 2 Kit. They said they will let me know when 
they ship. Can't wait to develop for it. It opens up a lot of exciting 
avenues for sure.



On Wed, Mar 26, 2014 at 5:57 PM, Leendert A. Hartog 
mailto:hirazib...@live.nl>> wrote:


Paul Doyle schreef op 26-3-2014 13:08:

Can we not make this thread about the Soft EOL? Just one
thread would be nice.


Again: only meant as an example (we can all relate to) :D


-- 


Leendert A. Hartog -- Softimage hobbyist
AKA Hirazi Blue -- Administrator  @, NOT the owner of
si-community.com 





--


--
Signature




Re: Everything's being said.

2014-03-26 Thread David Saber

is all hope lost?


Re: Everything's being said.

2014-03-26 Thread olivier jeannel

Are you going somewhere ?

Le 26/03/2014 15:40, Emilio Hernandez a écrit :

Well, everything's being said.

Thank you Maurice and Chris for taking the time to response all of our 
question, doubts, conspiracy theories, etc.


Thanks to the people of Autodesk that came in to bring some light to 
the users that are in the need or feel to migrate to MAX/Maya option, 
and took flak.


Thanks also everyone else in the list for trying.

At least we tried.

Thank you all for sharing the knowledge, the fights, the struggle and 
the laughs.


Special thanks to the members that started in this mayhem an 
alternative to do the migration easier, or raised theri voices to 
demonstrate Autodesk how fool this decision is.


I apologize for any damage I have caused or inflicted to any member of 
this list in any way.  Never was my intention, but passions arose.  
This is not an excuse, but I believe that evene, we all were expecting 
this at some point since the Autodesk acquisition, we never were 
mental nor heart prepared to face this.


I owe so much to this list, I don't know how to payback all the good 
things this community has brought into my personal and professional life.


I hope that Autodesk reconsiders this abrupt decision of not selling 
more Softimage seats, and bring back Softimage until there is a viable 
option for a Softimage substitute.


I wish you all success in your endeavours, health and a good life.

Cheers.

Sincerely with all my respect

Emilio Hernández

---
Emilio Hernández   VFX & 3D animation.




Re: Side Effects, Foundry watching this?

2014-03-26 Thread Jordi Bares
I will take your offer as I see an amazing combo here at realise. 

Talk soon

Sent from my iPhone

> On 26 Mar 2014, at 14:39, Sergio Mucino  wrote:
> 
> Jordi, if you have any Modo questions, don't hesitate to come over to The 
> Foundry community forums and ask away. You'll get lots of help there, and 
> some users are familiar (or quite familiar) with Softimage too. 
> 
> Sergio Muciño.
> Sent from my iPad.
> 
>> On Mar 26, 2014, at 9:46 AM, Jordi Bares  wrote:
>> 
>> I am very keen on putting some serious time with Modo as a complement to 
>> Houdini as I believe there are real benefits on the potential future between 
>> Modo+Nuke+Mari…
>> 
>> Exciting times although we are going to learn two packages now.
>> 
>> :-P
>> 
>> Jordi Bares
>> jordiba...@gmail.com
>> 
>>> On 26 Mar 2014, at 13:21, Cristobal Infante  wrote:
>>> 
>>> In terms of the foundry, they are cooking something that will be announced 
>>> in NAB 7th of April.
>>> 
>>> http://www.thefoundry.co.uk/nablive/
>>> 
>>> With out having too much of an insight I believe it could be some sort of 
>>> Nuke/Modo bridge. 
>>> Anyone know a bit more?
>> 


Re: humanize Maya, SOFT top 5

2014-03-26 Thread skubyd
Correct me if I am dead wrong, but default out of the box Maya’s hotbox, nor 
it’s main menus are context sensitive (depending on what you have selected, 
bone, object, vertice, edge, etc.), nor is it’s right click menu.  Softimage’s 
main menus and sidebar menus are not context sensitive either?, only it’s alt 
right click menu is, the rest is handled by a side-bar with a very well thought 
layout and default hotkeys that make sense, and it’s hotkeys are context 
sensitive behaving how you would expect across multiple areas of the 
application, like ‘f’ for framing an object in viewport is the same as framing 
in an item in the outliner or a node view.




Perhaps NASA has a heavily customized version of Maya?  Anyways interesting 
post, but I’m completely lost, none of that stuff works like you mention it to 
in my experience, but perhaps my various teachers and studies left something 
serious out.




Best regards and it’s not really important the above, I’m just confused now.  
Time to go back to learning Houdini, we’ll see in 2 years when Humanize Maya is 
actually in place.  GL to the Maya devs and Autodesk, please don’t forget about 
Mudbox, of all your applications that's the one you have done the best on so 
far and I hope you keep that up and bring that sort of love to Maya to make it 
great.  Cheers everyone, this might very well be my last Softimage list post.  
Bye all, good luck, and thanks for the years worth of searchable Softimage and 
3D Q&A’s.  It was amazing while it lasted.

Re: Everything's being said.

2014-03-26 Thread Vincent Fortin
And a big thanks to the devs in Singapore for this final release.


On Wed, Mar 26, 2014 at 10:40 AM, Emilio Hernandez wrote:

> Well, everything's being said.
>
> Thank you Maurice and Chris for taking the time to response all of our
> question, doubts, conspiracy theories, etc.
>
> Thanks to the people of Autodesk that came in to bring some light to the
> users that are in the need or feel to migrate to MAX/Maya option, and took
> flak.
>
> Thanks also everyone else in the list for trying.
>
> At least we tried.
>
> Thank you all for sharing the knowledge, the fights, the struggle and the
> laughs.
>
> Special thanks to the members that started in this mayhem an alternative
> to do the migration easier, or raised theri voices to demonstrate Autodesk
> how fool this decision is.
>
> I apologize for any damage I have caused or inflicted to any member of
> this list in any way.  Never was my intention, but passions arose.  This is
> not an excuse, but I believe that evene, we all were expecting this at some
> point since the Autodesk acquisition, we never were mental nor heart
> prepared to face this.
>
> I owe so much to this list, I don't know how to payback all the good
> things this community has brought into my personal and professional life.
>
> I hope that Autodesk reconsiders this abrupt decision of not selling more
> Softimage seats, and bring back Softimage until there is a viable option
> for a Softimage substitute.
>
> I wish you all success in your endeavours, health and a good life.
>
> Cheers.
>
> Sincerely with all my respect
>
> Emilio Hernández
>
> ---
> Emilio Hernández   VFX & 3D animation.
>


Re: Side Effects, Foundry watching this?

2014-03-26 Thread Tim Crowson
Alastair, I don't know if anyone from the Foundry is monitoring this 
list (to be honest I've had a hard time staying on top of it as well 
lately... it's all quite vitriolic now...), but Brad Peebler did reach 
out on the heels of the AD announcements, and has stated that he's 
trying to put together an online event of some kind to clarify what Modo 
is (there's a broad misconception that it's just a modeling app with 
benefits). Haven't heard any news on that front.


Which threads were you suggesting they check out?

-Tim

On 3/26/2014 7:37 AM, Alastair Hearsum wrote:

Hello

We've made a fair bit of noise and getting some attention from 
Autodesk development team. Thats good.


What also would be good, perhaps, is if Side effects and the Foundry 
monitor what is being said here. I'm sure they do. But if anyone has 
contacts in either of those two organisations than please point them 
in the direction of the more sane threads here. We would like 
something good to migrate to, clearly, and if our voice can be heard 
by all the main contenders then the chances are better that we'll get 
a little of what we want somewhere.


Alastair

--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk 
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, 
private and confidential and are intended solely for the stated 
recipient(s). Any views or opinions presented are solely those of the 
author and do not necessarily represent those of the Company. If you 
are not the intended recipient, be advised that you have received this 
e-mail in error and that any use, dissemination, forwarding, printing, 
or copying of this e-mail is strictly prohibited. If this transmission 
is received in error please kindly return it to the sender and delete 
this message from your system.


--
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./




Lab vs ICE

2014-03-26 Thread Max Evgrafov
what about this ?  Maybe is it a worthy replacement for ICE ? did somebody
 use this one?

 http://www.ephere.com/plugins/autodesk/max/lab/

---
Summatr
https://vimeo.com/user3098735/videos


Everything's being said.

2014-03-26 Thread Emilio Hernandez
Well, everything's being said.

Thank you Maurice and Chris for taking the time to response all of our
question, doubts, conspiracy theories, etc.

Thanks to the people of Autodesk that came in to bring some light to the
users that are in the need or feel to migrate to MAX/Maya option, and took
flak.

Thanks also everyone else in the list for trying.

At least we tried.

Thank you all for sharing the knowledge, the fights, the struggle and the
laughs.

Special thanks to the members that started in this mayhem an alternative to
do the migration easier, or raised theri voices to demonstrate Autodesk how
fool this decision is.

I apologize for any damage I have caused or inflicted to any member of this
list in any way.  Never was my intention, but passions arose.  This is not
an excuse, but I believe that evene, we all were expecting this at some
point since the Autodesk acquisition, we never were mental nor heart
prepared to face this.

I owe so much to this list, I don't know how to payback all the good things
this community has brought into my personal and professional life.

I hope that Autodesk reconsiders this abrupt decision of not selling more
Softimage seats, and bring back Softimage until there is a viable option
for a Softimage substitute.

I wish you all success in your endeavours, health and a good life.

Cheers.

Sincerely with all my respect

Emilio Hernández

---
Emilio Hernández   VFX & 3D animation.


Re: Side Effects, Foundry watching this?

2014-03-26 Thread John Richard Sanchez
Thanks guys! This is great to know!


On Wed, Mar 26, 2014 at 9:48 AM, Jordi Bares  wrote:

> Houdini has more than 20 years of development around VEX and VOPs, that
> feels like is going to be tough to catch I am afraid...
>
> jb
>
>
> On 26 Mar 2014, at 13:40, Srecko Micic  wrote:
>
> Maya does not have nor will in near future have that.
>
>
>


-- 
www.johnrichardsanchez.com


Re: Side Effects, Foundry watching this?

2014-03-26 Thread Sergio Mucino
Jordi, if you have any Modo questions, don't hesitate to come over to The 
Foundry community forums and ask away. You'll get lots of help there, and some 
users are familiar (or quite familiar) with Softimage too. 

Sergio Muciño.
Sent from my iPad.

> On Mar 26, 2014, at 9:46 AM, Jordi Bares  wrote:
> 
> I am very keen on putting some serious time with Modo as a complement to 
> Houdini as I believe there are real benefits on the potential future between 
> Modo+Nuke+Mari…
> 
> Exciting times although we are going to learn two packages now.
> 
> :-P
> 
> Jordi Bares
> jordiba...@gmail.com
> 
>> On 26 Mar 2014, at 13:21, Cristobal Infante  wrote:
>> 
>> In terms of the foundry, they are cooking something that will be announced 
>> in NAB 7th of April.
>> 
>> http://www.thefoundry.co.uk/nablive/
>> 
>> With out having too much of an insight I believe it could be some sort of 
>> Nuke/Modo bridge. 
>> Anyone know a bit more?
> 


Re: An Open Letter to Carl Bass

2014-03-26 Thread Jordi Bares
+1

Jordi Bares
jordiba...@gmail.com

On 26 Mar 2014, at 12:55, p...@bustykelp.com wrote:

> "What we can do is listen to how this has impacted you and be responsible for 
> helping you get back to a place where each of you are back to creating 3D art 
> without thinking about the platform you use. "
> 
> And what if your "Creating 3D art" relies on the unique abilities that ICE 
> affords you? To be able to control everything programatically down to its 
> fundemental component parts?
> 
> There seems to be an assumption that skills can just be swapped over to Maya, 
> and this is probably true if your work doesn't deeply involve inventing tools 
> with ICE.
> If you just model, put some bones in and add some blendshapes, animate and 
> render, then I'm sure Maya will do fine. What about those of us who evolved 
> way past that kind of workflow years ago?
> 
> I'm not just "thinking about the platform I use".  Its the ONLY platform that 
> can actually do what I'm doing unless you include Houdini or Fabric, and 
> neither of them are near the speed of iteration of ICE yet.
> 
> Please could I request that you get a Maya guy to try making Maya equivalents 
> of some ICE tools I could demonstrate.. I think the problem would soon become 
> very clear and its not about personal preference. Its about being able to do 
> this stuff at all.
> 
> Paul
> 
> 




Re: Side Effects, Foundry watching this?

2014-03-26 Thread Jordi Bares
Houdini has more than 20 years of development around VEX and VOPs, that feels 
like is going to be tough to catch I am afraid...

jb

On 26 Mar 2014, at 13:40, Srecko Micic  wrote:

> Maya does not have nor will in near future have that. 



Re: Oculus Rift

2014-03-26 Thread Alok Gandhi
I have pre-ordered OR Dev 2 Kit. They said they will let me know when they
ship. Can't wait to develop for it. It opens up a lot of exciting avenues
for sure.


On Wed, Mar 26, 2014 at 5:57 PM, Leendert A. Hartog wrote:

> Paul Doyle schreef op 26-3-2014 13:08:
>
>  Can we not make this thread about the Soft EOL? Just one thread would be
>> nice.
>>
>
> Again: only meant as an example (we can all relate to) :D
>
>
> --
>
> Leendert A. Hartog - Softimage hobbyist
> AKA Hirazi Blue - Administrator  @, NOT the owner of  si-community.com
>
>
>


--


Re: Side Effects, Foundry watching this?

2014-03-26 Thread Jordi Bares
I am very keen on putting some serious time with Modo as a complement to 
Houdini as I believe there are real benefits on the potential future between 
Modo+Nuke+Mari…

Exciting times although we are going to learn two packages now.

:-P

Jordi Bares
jordiba...@gmail.com

On 26 Mar 2014, at 13:21, Cristobal Infante  wrote:

> In terms of the foundry, they are cooking something that will be announced in 
> NAB 7th of April.
> 
> http://www.thefoundry.co.uk/nablive/
> 
> With out having too much of an insight I believe it could be some sort of 
> Nuke/Modo bridge. 
> Anyone know a bit more?



RE: humanize Maya, SOFT top 5

2014-03-26 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
The shelf is more than just a quick shortcut to existing menu commands resident 
on the filebar. While the idea that shelves are to there to play around is 
intriguing, in 16 years I've never had that impression about shelves.

Shelves are an integral part of the Maya workflow, unless you work strictly 
from the hotbox. With the hotbox you can remove everything but a single 
viewport and still have access to almost every command. This is useful when 
modeling but I never found it comfortable for anything else. 

If you don't use the hotbox much or at all, it's going to be difficult to avoid 
shelves if you want to improve your workflow in Maya. Maya, like most 3D apps 
is multi-modular, meaning that in Maya the filebar and the menu commands it 
presents changes context with each Module you are working in such as Polygons, 
Surfaces, Animation, etc. Soft does the same thing except in Soft the filebar 
does not change. Rather in Soft,  the Main Toolbar changes with modular context 
instead. Since Softimage's filebar never changes and provides access to all 
commands all the time, it provides the same level of access as the hotbox, plus 
additional functionality such as construction modes, passes, and search 
abilities. 

Why might you find shelves important to your workflow in Maya? In general, 
while in Maya, and in a particular module, say Polygons, the Maya filebar will 
not present all menu commands available to you. This becomes critical to 
understand when you are modeling polygons with deformers since deformers are 
located in the Animation Module. Therefor you can't access deformers while 
modeling in the Polygons module unless you 
A. Use the Deformation Shelf in the Polygon Module, or 
B. Use the Polygons Shelf in the Animation Module, or 
C. Use the hotbox. 
Your workflow then consists of mixing shelves and general filebar menu commands 
and potentially hotbox commands if you are willing to put up with the hotbox. 
Other examples of combination practices will include polygons and materials, 
surfaces and materials, polygons and subdivisions, and animation and dynamics.

If you are like me and refuse to use the hotbox anymore, because it has grown 
to a ridiculously overbearing capacity of things over the last 16 years, 
shelves are an imperative. You really can't avoid shelf use unless you choose 
to constantly switch modes which in Maya is far less comfortable than using 
shelves and the filebar menus simultaneously. You can use shelves to make 
custom tool groups and store custom commands or scripts for immediate callback. 
You add commands to shelves by executing a filebar command via CTR+SHFT+Command 
and the icon will be added to the currently selected shelf.

As for having to decipher shelf icons not being an issue, I completely disagree 
with this assertion. Some icons such as chamfer vertex or gravity or nonlinear 
bend are easy to decipher. Others such as Attach Surfaces looks like "Measure 
Surfaces" and can be really difficult to decipher if you've not been using them 
over and over for a couple years. 

As you will quickly find that shelves are an integral part of the Maya 
workflow, and can't easily be ignored, the need to decipher icons will not go 
away. They idea that shelves can just simply be ignored, especially for someone 
trying to learn Maya and develop productive long term practices on this 
software, is debatable.  And while you can turn the shelves off and ignore 
them, you may ultimately find this to be a far more uncomfortable practice than 
committing to the long term effort and continual practice of learning and 
relearning the shelf icons.

After more than a decade of using Maya, I found Soft's interface to be far 
easier to use and while Soft offered shelves, I never had a need or desire to 
use them there because all Module commands were directly accessible from the 
Softimage filebar. I can't say the same about Maya and the hotbox is not a 
comfortable option. This is definitely something on the long list that needs to 
be addressed in Maya. 

--
Joey Ponthieux
__
Opinions stated here-in are strictly those of the author and do not 
represent the opinions of NASA or any other party.


> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-
> boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
> Sent: Tuesday, March 25, 2014 4:06 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: humanize maya, SOFT top 5
> 
> You can turn on the labels for the Maya shelf in the shelf editor (in its 
> Option
> menu)  but the point is, the shelf, or toolbar in general, are quick 
> shortcuts to
> things that are the menu, so having to decipher them is not an issue. The
> shelf is fun and made to play around.  You can tear off a menu to get a quick
> toolbar for one-click access to menu commands.  The only maya thing doesn't
> do correctly in that area is it's

Re: Side Effects, Foundry watching this?

2014-03-26 Thread Alastair Hearsum
thanks Jordi. I have had a look at the forum but not often enough it 
must be said


A

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk 
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
and confidential and are intended solely for the stated recipient(s). 
Any views or opinions presented are solely those of the author and do 
not necessarily represent those of the Company. If you are not the 
intended recipient, be advised that you have received this e-mail in 
error and that any use, dissemination, forwarding, printing, or copying 
of this e-mail is strictly prohibited. If this transmission is received 
in error please kindly return it to the sender and delete this message 
from your system.

On 26/03/2014 13:14, Jordi Bares wrote:
There is a clear thing Alastair, you want to use ICE then there is 
only one option, you have it in Houdini on steroids (VOPs), the parts 
that are lacking are being discussed as we speak so have serious look 
around..


I imagine you have seen the guides I have been producing, if not, have 
a proper read… I will carry on as fast as I can but you can see the 
activity on the SI Forum inside the Houdini site is pretty much on fire.



https://www.dropbox.com/sh/y0ti6tyf7o3435u/thsQH1Kf2o


and


http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31012&start=150&sid=e66eb944af1e7074a707e34c56ee92cb

Plus

http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31169
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31222
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31210&start=50
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31141&start=25
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31009&start=25



Jordi Bares
jordiba...@gmail.com 

On 26 Mar 2014, at 12:37, Alastair Hearsum > wrote:



Hello

We've made a fair bit of noise and getting some attention from 
Autodesk development team. Thats good.


What also would be good, perhaps, is if Side effects and the Foundry 
monitor what is being said here. I'm sure they do. But if anyone has 
contacts in either of those two organisations than please point them 
in the direction of the more sane threads here.  We would like 
something good to migrate to, clearly, and if our voice can be heard 
by all the main contenders then the chances are better that we'll get 
a little of what we want somewhere.


Alastair

--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk 
Glassworks Terms and Conditions of Sale can be found at 
glassworks.co.uk 
(Company registered in England with number 04759979. Registered 
office 25 Harley Street, London, W1G 9BR. VAT registration number: 
86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, 
private and confidential and are intended solely for the stated 
recipient(s). Any views or opinions presented are solely those of the 
author and do not necessarily represent those of the Company. If you 
are not the intended recipient, be advised that you have received 
this e-mail in error and that any use, dissemination, forwarding, 
printing, or copying of this e-mail is strictly prohibited. If this 
transmission is received in error please kindly return it to the 
sender and delete this message from your system.






Re: Side Effects, Foundry watching this?

2014-03-26 Thread Srecko Micic
For people which work rely heavily on ICE, Houdini is ONLY logical way,
Maya does not have nor will in near future have that.

I switched to Houdini 2 years ago, but process lasted much longer. it is
one of the best app I used. Daily builds are breathe of fresh air after AD.
Even for modeling I use Houdini for 90% of my work (note that I am not
character modeler). It is ultra flexible, great support, similarity to ICE,
for US customer probably slightly expensive compared to AD products but if
you are from EU I think it is much cheaper. not to talk about territory
licensing crap from AD. Developers are doing great job, and now it is
probably best time to push them to do some significant changes on Modeling
and Animation department. It works great an all platforms. You have COP
that could do a lot.

Plus Jordi did great job to help with transfer!


On Wed, Mar 26, 2014 at 2:21 PM, Cristobal Infante  wrote:

> As I mentioned in the "SI and Houdini" thread, I am impressed with SideFX
> and the way they respond to user request.
>
> In this example a user reports a bug, and there is an actual "day after"
> fix.
>
>
> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31181
>
> In terms of the foundry, they are cooking something that will be announced
> in NAB 7th of April.
>
> http://www.thefoundry.co.uk/nablive/
>
> With out having too much of an insight I believe it could be some sort of
> Nuke/Modo bridge.
> Anyone know a bit more?
>
>
>
> On 26 March 2014 13:06, Ognjen Vukovic  wrote:
>
>> Sidefx have set up a subforum for si users where there is quite a bit of
>> communication going on between the devs and potential clients, up till now
>> the its been quite an amazing experience watching bugs get fixed a day
>> after submission. Also in my opinion Houdini seems to really be an amazing
>> tool with a lot of flexibility, more so than other packages. Definitely
>> worth checking out.
>>
>>
>> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewforum&f=51
>>
>> Cheers.
>>
>>
>> On Wed, Mar 26, 2014 at 1:37 PM, Alastair Hearsum <
>> hear...@glassworks.co.uk> wrote:
>>
>>>  Hello
>>>
>>> We've made a fair bit of noise and getting some attention from Autodesk
>>> development team. Thats good.
>>>
>>> What also would be good, perhaps, is if Side effects and the Foundry
>>> monitor what is being said here. I'm sure they do. But if anyone has
>>> contacts in either of those two organisations than please point them in the
>>> direction of the more sane threads here.  We would like something good to
>>> migrate to, clearly, and if our voice can be heard by all the main
>>> contenders then the chances are better that we'll get a little of what we
>>> want somewhere.
>>>
>>> Alastair
>>>
>>> --
>>>  Alastair Hearsum
>>>  Head of 3d
>>> [image: GLASSWORKS]
>>>  33/34 Great Pulteney Street
>>> London
>>> W1F 9NP
>>> +44 (0)20 7434 1182
>>> glassworks.co.uk 
>>>  Glassworks Terms and Conditions of Sale can be found at
>>> glassworks.co.uk
>>>  (Company registered in England with number 04759979. Registered office
>>> 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
>>>  Please consider the environment before you print this email.
>>>  DISCLAIMER: This e-mail and attachments are strictly privileged,
>>> private and confidential and are intended solely for the stated
>>> recipient(s). Any views or opinions presented are solely those of the
>>> author and do not necessarily represent those of the Company. If you are
>>> not the intended recipient, be advised that you have received this e-mail
>>> in error and that any use, dissemination, forwarding, printing, or copying
>>> of this e-mail is strictly prohibited. If this transmission is received in
>>> error please kindly return it to the sender and delete this message from
>>> your system.
>>>
>>
>>
>


-- 
Micic Srecko
---
Mail:
srecko.mi...@gmail.com
Skype:srecko.micic
---
3D/Graphic Portfolio:
http://www.coroflot.com/SreckoM


Re: An Open Letter to Carl Bass

2014-03-26 Thread Rob Chapman
Hi Brent, thanks for your opinion, its good to hear. I agree with
pretty much everything you say and only wanted to add that 'at the
time of Avid' you guys (the softimage developers) did an an amazing
job of masking the fact that it was no bed of roses from the dev's
perspective.

yes Sumatra was indeed late, but it came and we got XSi , faster
Artist workflows and eventually ICE , at no point under Avid did I get
a sense of there being a drastic lack of development.  maybe under
Autodesk we are just more jaded, but yes  not much point arguing at
this stage how we got to here

best

Rob




On 26 March 2014 12:11, Brent McPherson  wrote:
>> I guess what the issue (at least for me) is, is that while you are
>> correct that Autodesk did talk about moving development to Singapore,
>> Autodesk did NOT say that the product was in a state of minimal development.
>
> Perry,
>
> At the time Softimage was moved to Singapore the team out there was about the 
> same size as the Montreal team and there was a year of overlap and Montreal 
> devs (including me) went to Singapore to train that team. Hardly what you 
> would call "minimal development".
>
> It is ridiculous to think a company would devote this kind of effort to shut 
> the product down. If Autodesk's intention was to shut Softimage down they 
> could have easily done that on day one.
>
> In this case I think the explanation you have been given fits perfectly. The 
> market has changed. M&E leadership has changed. In response the decision 
> makers have decided to refocus the efforts around existing products that have 
> a much larger market share than Softimage. Too much product overlap is not 
> healthy for any company long term.
>
> I spent a lot of my career working on Softimage and it was a great experience 
> thanks to my colleague and everyone on this list.  However, I've seen the 
> numbers and I can't really argue with the decision on that basis.
>
> We can continue to argue how we got to this point but that doesn't seem very 
> productive but I will vouch for the fact it wasn't all a bed of roses under 
> Avid's tenure.
> --
> Brent
>



Re: Side Effects, Foundry watching this?

2014-03-26 Thread Chris Johnson
>From my experience with side FX and Houdini their developers and support
are hands down the most responsive in the industry. They fixed bugs, and
some really nasty ones, in short time and released things in nightly
builds. I was on a pretty intense Houdini project for 1 year and went to
nightly builds constantly and for the most part it was always stable.


On Wed, Mar 26, 2014 at 9:21 AM, Cristobal Infante  wrote:

> As I mentioned in the "SI and Houdini" thread, I am impressed with SideFX
> and the way they respond to user request.
>
> In this example a user reports a bug, and there is an actual "day after"
> fix.
>
>
> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31181
>
> In terms of the foundry, they are cooking something that will be announced
> in NAB 7th of April.
>
> http://www.thefoundry.co.uk/nablive/
>
> With out having too much of an insight I believe it could be some sort of
> Nuke/Modo bridge.
> Anyone know a bit more?
>
>
>
> On 26 March 2014 13:06, Ognjen Vukovic  wrote:
>
>> Sidefx have set up a subforum for si users where there is quite a bit of
>> communication going on between the devs and potential clients, up till now
>> the its been quite an amazing experience watching bugs get fixed a day
>> after submission. Also in my opinion Houdini seems to really be an amazing
>> tool with a lot of flexibility, more so than other packages. Definitely
>> worth checking out.
>>
>>
>> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewforum&f=51
>>
>> Cheers.
>>
>>
>> On Wed, Mar 26, 2014 at 1:37 PM, Alastair Hearsum <
>> hear...@glassworks.co.uk> wrote:
>>
>>>  Hello
>>>
>>> We've made a fair bit of noise and getting some attention from Autodesk
>>> development team. Thats good.
>>>
>>> What also would be good, perhaps, is if Side effects and the Foundry
>>> monitor what is being said here. I'm sure they do. But if anyone has
>>> contacts in either of those two organisations than please point them in the
>>> direction of the more sane threads here.  We would like something good to
>>> migrate to, clearly, and if our voice can be heard by all the main
>>> contenders then the chances are better that we'll get a little of what we
>>> want somewhere.
>>>
>>> Alastair
>>>
>>> --
>>>  Alastair Hearsum
>>>  Head of 3d
>>> [image: GLASSWORKS]
>>>  33/34 Great Pulteney Street
>>> London
>>> W1F 9NP
>>> +44 (0)20 7434 1182
>>> glassworks.co.uk 
>>>  Glassworks Terms and Conditions of Sale can be found at
>>> glassworks.co.uk
>>>  (Company registered in England with number 04759979. Registered office
>>> 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
>>>  Please consider the environment before you print this email.
>>>  DISCLAIMER: This e-mail and attachments are strictly privileged,
>>> private and confidential and are intended solely for the stated
>>> recipient(s). Any views or opinions presented are solely those of the
>>> author and do not necessarily represent those of the Company. If you are
>>> not the intended recipient, be advised that you have received this e-mail
>>> in error and that any use, dissemination, forwarding, printing, or copying
>>> of this e-mail is strictly prohibited. If this transmission is received in
>>> error please kindly return it to the sender and delete this message from
>>> your system.
>>>
>>
>>
>


Re: An Open Letter to Carl Bass

2014-03-26 Thread Dan Pejril

Hi Chris,

The thing that is so mind boggling is the fact that AD killed Softimage, 
way before there are any viable solutions available. No other package, 
including nonAD packages, has the ability to tap into nearly every 
aspect of the application that has this level of customization, 
flexibility and ease of use. ICE permeates every aspect of my projects 
and has done so since its inception. In this regard, Softimage is light 
years away from most applications. I would love to see how you would go 
about doing any of the amazing things Paul Smith has created through 
ICE, with Maya or Max. Right now, there is no natural transition to any 
comparable application (except maybe Houdini which I have not looked 
into yet). Any where we turn will be limiting our abilities and what we 
could deliver to our clients and at the speed we are currently able. It 
feels limiting like trying to drive a car with your hands tied behind 
your back. That isn't because of using a different application, but the 
fact that the workflows and ability to maneuver in the application is 
non-existent. That is what is adding to the frustration level. Not only 
is our application of choice getting killed, but as of now and the 
foreseeable future, there is no clear path to choose to get back to 
where we are now. Very strange situation.



On 3/26/2014 8:42 AM, Chris Vienneau wrote:

Hi Perry,

Email is not the best way to express anything. I have spoken to many of you 
live in the past few months and you can interpret words in so many ways. For 
those that want to make this a conspiracy leading back to the acquisition you 
are wrong. Marc Petit did believe in having all the products under one roof. 
Like I said yesterday we spent a lot of money making sure that Softimage got 
plugged into the Autodesk channel and education engines and we put the product 
in the suites to try to get more usage from the big 3dsmax and Maya user base. 
There is all this talk of marketing. Everyone these days makes their buying 
decisions based off their peers from information in forums like this. Marketing 
isn't about press releases and web sites as nobody visits autodesk.com. With 
tens of thousands of kids graduating each year from professional programs each 
year most pick their 3D tool of choice or arsenal by the time they are 18-19 
and they can do 3d, edit, comp, and make web sites. So we tried to get more 
usage for softimage through suites and education and it did not work. All the 
marketing and demos for Autodesk the last few years has been around suites just 
like with Adobe who rarely markets Photoshop or After Effects.

If you feel like that strategy is the main cause of the continued decline of 
Softimage then that is fair. Avid did not have the money to compete with 
Autodesk and according to Marc Stevens sold it after Marc said there was no 
chance of Soft lasting. The other mystery buyers were other CAD companies that 
wanted to have a product to compete with 3dsmax and Cinema 4D in the massive 
visualization market. Autodesk was the only buyer that wanted to keep Softimage 
alive in entertainment.

So the clear announcement of change of intent was made this month based off a 
decision only made a few months ago. We gave a two year window to transition 
and for many a fair offer to go to 3dsmax or Maya. Our strategy to get soft 
adoption in the much larger 3dsmax and Maya user base was through suites and 
education and it did not work. We are sorry it did not work.

I have listened to many of the personal stories of how this affects people. 
Like the story you had with your father I have a story about mine. My father 
ran a pharmaceutical research company and when I was a kid the workers in the 
plant went on strike for higher pay. They picketed in front of the plant and 
when things got more tense someone came to our house in the middle of the night 
and through a big rock right through the window next to my room where me and 
brother would play legos all day. Being six years old you can imagine that was 
some pretty scary shit. But my dad took me aside and told me that you have to 
take responsibility for the actions you take and how they affect people.

We can say sorry but that will not change the decision and it rings hollow 
because it could be a monkey typing on a keyboard. What we can do is listen to 
how this has impacted you and be responsible for helping you get back to a 
place where each of you are back to creating 3D art without thinking about the 
platform you use.

I have been very happy to meet a lot of you on this forum for the first time 
which sucks but is still a good thing. The calls that I have more than make up 
for being called a liar or an idiot or a callous corporate suit.

cv/


From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Perry Harovas 
[perryharo...@gmail.com]
Sent: Tuesday, March 25, 2014 9:44 PM
To: soft

Re: Side Effects, Foundry watching this?

2014-03-26 Thread Cristobal Infante
As I mentioned in the "SI and Houdini" thread, I am impressed with SideFX
and the way they respond to user request.

In this example a user reports a bug, and there is an actual "day after"
fix.

http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31181

In terms of the foundry, they are cooking something that will be announced
in NAB 7th of April.

http://www.thefoundry.co.uk/nablive/

With out having too much of an insight I believe it could be some sort of
Nuke/Modo bridge.
Anyone know a bit more?



On 26 March 2014 13:06, Ognjen Vukovic  wrote:

> Sidefx have set up a subforum for si users where there is quite a bit of
> communication going on between the devs and potential clients, up till now
> the its been quite an amazing experience watching bugs get fixed a day
> after submission. Also in my opinion Houdini seems to really be an amazing
> tool with a lot of flexibility, more so than other packages. Definitely
> worth checking out.
>
>
> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewforum&f=51
>
> Cheers.
>
>
> On Wed, Mar 26, 2014 at 1:37 PM, Alastair Hearsum <
> hear...@glassworks.co.uk> wrote:
>
>>  Hello
>>
>> We've made a fair bit of noise and getting some attention from Autodesk
>> development team. Thats good.
>>
>> What also would be good, perhaps, is if Side effects and the Foundry
>> monitor what is being said here. I'm sure they do. But if anyone has
>> contacts in either of those two organisations than please point them in the
>> direction of the more sane threads here.  We would like something good to
>> migrate to, clearly, and if our voice can be heard by all the main
>> contenders then the chances are better that we'll get a little of what we
>> want somewhere.
>>
>> Alastair
>>
>> --
>>  Alastair Hearsum
>>  Head of 3d
>> [image: GLASSWORKS]
>>  33/34 Great Pulteney Street
>> London
>> W1F 9NP
>> +44 (0)20 7434 1182
>> glassworks.co.uk 
>>  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
>>  (Company registered in England with number 04759979. Registered office
>> 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
>>  Please consider the environment before you print this email.
>>  DISCLAIMER: This e-mail and attachments are strictly privileged, private
>> and confidential and are intended solely for the stated recipient(s). Any
>> views or opinions presented are solely those of the author and do not
>> necessarily represent those of the Company. If you are not the intended
>> recipient, be advised that you have received this e-mail in error and that
>> any use, dissemination, forwarding, printing, or copying of this e-mail is
>> strictly prohibited. If this transmission is received in error please
>> kindly return it to the sender and delete this message from your system.
>>
>
>


Re: Softimage to Maya rendering requests

2014-03-26 Thread Ahmidou Lyazidi
2014-03-22 13:00 GMT-04:00 Jeffrey Dates :
As someone who uses both packages...

You can already make overrides, ( some might argue even easier in Maya.. )
However, the issue is how to manage and quickly visualize the data
---

As I'm also using both, I disagree with this statement.
The only fact that overrides propagate themselves on hierarchy or
layer members change everything on how fast you can work.
Having one placeholder for N objects instead of the opposite (if it scale
well) is an evidence.

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


Re: Side Effects, Foundry watching this?

2014-03-26 Thread Jordi Bares
There is a clear thing Alastair, you want to use ICE then there is only one 
option, you have it in Houdini on steroids (VOPs), the parts that are lacking 
are being discussed as we speak so have serious look around..

I imagine you have seen the guides I have been producing, if not, have a proper 
read… I will carry on as fast as I can but you can see the activity on the SI 
Forum inside the Houdini site is pretty much on fire.


https://www.dropbox.com/sh/y0ti6tyf7o3435u/thsQH1Kf2o 


and


http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31012&start=150&sid=e66eb944af1e7074a707e34c56ee92cb

Plus

http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31169
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31222
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31210&start=50
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31141&start=25
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31009&start=25



Jordi Bares
jordiba...@gmail.com

On 26 Mar 2014, at 12:37, Alastair Hearsum  wrote:

> Hello
> 
> We've made a fair bit of noise and getting some attention from Autodesk 
> development team. Thats good.
> 
> What also would be good, perhaps, is if Side effects and the Foundry monitor 
> what is being said here. I'm sure they do. But if anyone has contacts in 
> either of those two organisations than please point them in the direction of 
> the more sane threads here.  We would like something good to migrate to, 
> clearly, and if our voice can be heard by all the main contenders then the 
> chances are better that we'll get a little of what we want somewhere.
> 
> Alastair
> 
> -- 
> Alastair Hearsum
> Head of 3d
> 
> 33/34 Great Pulteney Street
> London
> W1F 9NP
> +44 (0)20 7434 1182
> glassworks.co.uk
> Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
> (Company registered in England with number 04759979. Registered office 25 
> Harley Street, London, W1G 9BR. VAT registration number: 86729)
> Please consider the environment before you print this email.
> DISCLAIMER: This e-mail and attachments are strictly privileged, private and 
> confidential and are intended solely for the stated recipient(s). Any views 
> or opinions presented are solely those of the author and do not necessarily 
> represent those of the Company. If you are not the intended recipient, be 
> advised that you have received this e-mail in error and that any use, 
> dissemination, forwarding, printing, or copying of this e-mail is strictly 
> prohibited. If this transmission is received in error please kindly return it 
> to the sender and delete this message from your system.



Re: Side Effects, Foundry watching this?

2014-03-26 Thread Ognjen Vukovic
Sidefx have set up a subforum for si users where there is quite a bit of
communication going on between the devs and potential clients, up till now
the its been quite an amazing experience watching bugs get fixed a day
after submission. Also in my opinion Houdini seems to really be an amazing
tool with a lot of flexibility, more so than other packages. Definitely
worth checking out.

http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewforum&f=51

Cheers.


On Wed, Mar 26, 2014 at 1:37 PM, Alastair Hearsum
wrote:

>  Hello
>
> We've made a fair bit of noise and getting some attention from Autodesk
> development team. Thats good.
>
> What also would be good, perhaps, is if Side effects and the Foundry
> monitor what is being said here. I'm sure they do. But if anyone has
> contacts in either of those two organisations than please point them in the
> direction of the more sane threads here.  We would like something good to
> migrate to, clearly, and if our voice can be heard by all the main
> contenders then the chances are better that we'll get a little of what we
> want somewhere.
>
> Alastair
>
> --
>  Alastair Hearsum
>  Head of 3d
> [image: GLASSWORKS]
>  33/34 Great Pulteney Street
> London
> W1F 9NP
> +44 (0)20 7434 1182
> glassworks.co.uk 
>  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
>  (Company registered in England with number 04759979. Registered office 25
> Harley Street, London, W1G 9BR. VAT registration number: 86729)
>  Please consider the environment before you print this email.
>  DISCLAIMER: This e-mail and attachments are strictly privileged, private
> and confidential and are intended solely for the stated recipient(s). Any
> views or opinions presented are solely those of the author and do not
> necessarily represent those of the Company. If you are not the intended
> recipient, be advised that you have received this e-mail in error and that
> any use, dissemination, forwarding, printing, or copying of this e-mail is
> strictly prohibited. If this transmission is received in error please
> kindly return it to the sender and delete this message from your system.
>


Re: An Open Letter to Carl Bass

2014-03-26 Thread Emilio Hernandez
+ 1

---
Emilio Hernández   VFX & 3D animation.


2014-03-26 6:58 GMT-06:00 Andi Farhall :

>
>
> +1
> 
>
>
> > From: p...@bustykelp.com
>
> > To: softimage@listproc.autodesk.com
> > Subject: Re: An Open Letter to Carl Bass
> > Date: Wed, 26 Mar 2014 12:55:10 +
>
> >
> > "What we can do is listen to how this has impacted you and be
> responsible
> > for helping you get back to a place where each of you are back to
> creating
> > 3D art without thinking about the platform you use. "
> >
> > And what if your "Creating 3D art" relies on the unique abilities that
> ICE
> > affords you? To be able to control everything programatically down to
> its
> > fundemental component parts?
> >
> > There seems to be an assumption that skills can just be swapped over to
> > Maya, and this is probably true if your work doesn't deeply involve
> > inventing tools with ICE.
> > If you just model, put some bones in and add some blendshapes, animate
> and
> > render, then I'm sure Maya will do fine. What about those of us who
> evolved
> > way past that kind of workflow years ago?
> >
> > I'm not just "thinking about the platform I use". Its the ONLY platform
> > that can actually do what I'm doing unless you include Houdini or
> Fabric,
> > and neither of them are near the speed of iteration of ICE yet.
> >
> > Please could I request that you get a Maya guy to try making Maya
> > equivalents of some ICE tools I could demonstrate.. I think the problem
> > would soon become very clear and its not about personal preference. Its
> > about being able to do this stuff at all.
> >
> > Paul
> >
> >
>


Re: humanize maya, SOFT top 5

2014-03-26 Thread skubyd
I just noticed another one, again it’s the little things.  When splitting edges 
on a poly mesh, in wireframe mode.  In Softimage, I can split edges that are 
not in direct view of the camera, in Maya, even though were in wireframe mode 
and can see through the object, I have to tumble around the object and make 
sure the edge is in view, as if we were working in shaded mode.


The list of little things like this, is insanely comprehensive.  But it’s the 
little things.

RE: An Open Letter to Carl Bass

2014-03-26 Thread Andi Farhall


+1


> From: p...@bustykelp.com
> To: softimage@listproc.autodesk.com
> Subject: Re: An Open Letter to Carl Bass
> Date: Wed, 26 Mar 2014 12:55:10 +
> 
> "What we can do is listen to how this has impacted you and be responsible 
> for helping you get back to a place where each of you are back to creating 
> 3D art without thinking about the platform you use. "
> 
> And what if your "Creating 3D art" relies on the unique abilities that ICE 
> affords you? To be able to control everything programatically down to its 
> fundemental component parts?
> 
> There seems to be an assumption that skills can just be swapped over to 
> Maya, and this is probably true if your work doesn't deeply involve 
> inventing tools with ICE.
> If you just model, put some bones in and add some blendshapes, animate and 
> render, then I'm sure Maya will do fine. What about those of us who evolved 
> way past that kind of workflow years ago?
> 
> I'm not just "thinking about the platform I use".  Its the ONLY platform 
> that can actually do what I'm doing unless you include Houdini or Fabric, 
> and neither of them are near the speed of iteration of ICE yet.
> 
> Please could I request that you get a Maya guy to try making Maya 
> equivalents of some ICE tools I could demonstrate.. I think the problem 
> would soon become very clear and its not about personal preference. Its 
> about being able to do this stuff at all.
> 
> Paul
> 
> 
  

Re: An Open Letter to Carl Bass

2014-03-26 Thread paul
"What we can do is listen to how this has impacted you and be responsible 
for helping you get back to a place where each of you are back to creating 
3D art without thinking about the platform you use. "


And what if your "Creating 3D art" relies on the unique abilities that ICE 
affords you? To be able to control everything programatically down to its 
fundemental component parts?


There seems to be an assumption that skills can just be swapped over to 
Maya, and this is probably true if your work doesn't deeply involve 
inventing tools with ICE.
If you just model, put some bones in and add some blendshapes, animate and 
render, then I'm sure Maya will do fine. What about those of us who evolved 
way past that kind of workflow years ago?


I'm not just "thinking about the platform I use".  Its the ONLY platform 
that can actually do what I'm doing unless you include Houdini or Fabric, 
and neither of them are near the speed of iteration of ICE yet.


Please could I request that you get a Maya guy to try making Maya 
equivalents of some ICE tools I could demonstrate.. I think the problem 
would soon become very clear and its not about personal preference. Its 
about being able to do this stuff at all.


Paul




Re: humanize maya, SOFT top 5

2014-03-26 Thread skubyd
Ok sure, but in that case please don’t try to convince me that I just lack 
knowledge about the context insensitive Maya hotbox spacebar menu.  When I alt 
Right click an object in Softimage I get context sensitive utilities that work 
on that object and change depending what component is selected, not a giant 
messy list that is just a debate-ably faster way to get to the top menu bar and 
it’s many sub-menus.


When I jump on to Photoshop, or Softimage, and it isn’t my seat, they just work 
as is.  Not true for Maya.  I think that's clear enough, and I think they 
should work to fix that, but hey, what do I know.  Anyways, since we were asked 
and there is some understanding that the devs are listening to this list, 
that's my truncated suggestion list to the Maya devs, and best of luck to them 
all, I’m sure they are buried in various wish-lists and their own internal 
roadmaps, gl.

RE: An Open Letter to Carl Bass

2014-03-26 Thread Chris Vienneau
Hi Perry,

Email is not the best way to express anything. I have spoken to many of you 
live in the past few months and you can interpret words in so many ways. For 
those that want to make this a conspiracy leading back to the acquisition you 
are wrong. Marc Petit did believe in having all the products under one roof. 
Like I said yesterday we spent a lot of money making sure that Softimage got 
plugged into the Autodesk channel and education engines and we put the product 
in the suites to try to get more usage from the big 3dsmax and Maya user base. 
There is all this talk of marketing. Everyone these days makes their buying 
decisions based off their peers from information in forums like this. Marketing 
isn't about press releases and web sites as nobody visits autodesk.com. With 
tens of thousands of kids graduating each year from professional programs each 
year most pick their 3D tool of choice or arsenal by the time they are 18-19 
and they can do 3d, edit, comp, and make web sites. So we tried to get more 
usage for softimage through suites and education and it did not work. All the 
marketing and demos for Autodesk the last few years has been around suites just 
like with Adobe who rarely markets Photoshop or After Effects. 

If you feel like that strategy is the main cause of the continued decline of 
Softimage then that is fair. Avid did not have the money to compete with 
Autodesk and according to Marc Stevens sold it after Marc said there was no 
chance of Soft lasting. The other mystery buyers were other CAD companies that 
wanted to have a product to compete with 3dsmax and Cinema 4D in the massive 
visualization market. Autodesk was the only buyer that wanted to keep Softimage 
alive in entertainment. 

So the clear announcement of change of intent was made this month based off a 
decision only made a few months ago. We gave a two year window to transition 
and for many a fair offer to go to 3dsmax or Maya. Our strategy to get soft 
adoption in the much larger 3dsmax and Maya user base was through suites and 
education and it did not work. We are sorry it did not work. 

I have listened to many of the personal stories of how this affects people. 
Like the story you had with your father I have a story about mine. My father 
ran a pharmaceutical research company and when I was a kid the workers in the 
plant went on strike for higher pay. They picketed in front of the plant and 
when things got more tense someone came to our house in the middle of the night 
and through a big rock right through the window next to my room where me and 
brother would play legos all day. Being six years old you can imagine that was 
some pretty scary shit. But my dad took me aside and told me that you have to 
take responsibility for the actions you take and how they affect people.

We can say sorry but that will not change the decision and it rings hollow 
because it could be a monkey typing on a keyboard. What we can do is listen to 
how this has impacted you and be responsible for helping you get back to a 
place where each of you are back to creating 3D art without thinking about the 
platform you use. 

I have been very happy to meet a lot of you on this forum for the first time 
which sucks but is still a good thing. The calls that I have more than make up 
for being called a liar or an idiot or a callous corporate suit. 

cv/


From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Perry Harovas 
[perryharo...@gmail.com]
Sent: Tuesday, March 25, 2014 9:44 PM
To: softimage@listproc.autodesk.com
Subject: Re: An Open Letter to Carl Bass

I guess what the issue (at least for me) is, is that while you are
correct that Autodesk did talk about moving development to Singapore,
Autodesk did NOT say that the product was
in a state of minimal development. This, along with Chris V.'s
statement led everyone (and how could it not) to think things were
business as usual. Different team, but everything would be fine,
things would be the same, just with  new people. This should not
denigrate the Singapore team, who did great work, especially towards
the end right before EOL announcement.

You all may have intended to keep Softimage alive, but had we known
that the status had changed to one of very little, or minimal
development, we would have known that the status had changed
with regards to what we would be getting in the future and how
Autodesk saw the product in the future.

Look, I fluctuate back and forth as to if Softimage was on the
chopping block when purchased, or not. I feel that the people
involved, especially Marc Petit, really thought it would survive.
And really, it doesn't matter to me as much as the fact that it was
not clear (it was basically hidden) that the status of Softimage
within the company
had changed to one where it would be maintained, or minimally developed.

I will gladly change my mind if you, Maurice, or

Side Effects, Foundry watching this?

2014-03-26 Thread Alastair Hearsum

Hello

We've made a fair bit of noise and getting some attention from Autodesk 
development team. Thats good.


What also would be good, perhaps, is if Side effects and the Foundry 
monitor what is being said here. I'm sure they do. But if anyone has 
contacts in either of those two organisations than please point them in 
the direction of the more sane threads here.  We would like something 
good to migrate to, clearly, and if our voice can be heard by all the 
main contenders then the chances are better that we'll get a little of 
what we want somewhere.


Alastair

--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk 
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
and confidential and are intended solely for the stated recipient(s). 
Any views or opinions presented are solely those of the author and do 
not necessarily represent those of the Company. If you are not the 
intended recipient, be advised that you have received this e-mail in 
error and that any use, dissemination, forwarding, printing, or copying 
of this e-mail is strictly prohibited. If this transmission is received 
in error please kindly return it to the sender and delete this message 
from your system.


Re: humanize maya, SOFT top 5

2014-03-26 Thread Martin Yara
Wow ! we need to chill out a little. I don't know what part of my email was
insulting but I apologize.

I though this was an email discussion list where people exchange ideas and
that's what I was trying to do, but anyway

cheers

Martin



On Wed, Mar 26, 2014 at 9:29 PM,  wrote:

>  Martin, I've been using Maya since version 1.  I mean, thanks for your
> input, but this is a thread about suggesting your Soft top 5 to the Maya
> devs for their humanize Maya project.  Why don't you stick to tell the Devs
> what you want and not respond to my personal wishlist with a post trying to
> convince me that I don't want what I want because I find it insulting.  Ok?
>


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