Re: Softimage Rigging Videos
Thanks, Eric! ;) Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: Softimage Rigging Videos
Awesome! Thanks Eric! And thanks Leendert for asking for the download option. Martin On Mon, Jun 9, 2014 at 5:24 PM, Leendert A. Hartog hirazib...@live.nl wrote: Thanks, Eric! ;) Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: Softimage Rigging Videos
Nice one Eric! Thanks for sharing :) 2014-06-09 11:07 GMT+02:00 Martin Yara furik...@gmail.com: Awesome! Thanks Eric! And thanks Leendert for asking for the download option. Martin On Mon, Jun 9, 2014 at 5:24 PM, Leendert A. Hartog hirazib...@live.nl wrote: Thanks, Eric! ;) Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: Softimage Rigging Videos
Surely for non AD-products too... Hello all, Since Softimage is EOL, I figured that I could share these videos with everyone. It's a series of videos I created while teaching at Rutgers University around 2010-2011. The concepts and methods still remain valid and should be able to be ported to Maya pretty easily. Hope this helps anyone out there that may need it. This is to be considered an intro to rigging with basic concepts covered. Roughly 9-10 hrs of material. Rigging Course Videos: http://vimeo.com/album/1512001 Cheers, Eric Thivierge http://www.ethivierge.com
Nike The Last Game
By Passion Pictures, anyone know details about the production? And congratulations to the team, amazing work. http://www.passion-london.com/featured-video/nike-the-last-game/26c7845d9393ecc2e72fca6f11e76fb0 Cheers. Paulo Duarte -- www.pauloduarte.ws
Re: Softimage Rigging Videos
Thats great. Thanks. On Mon, Jun 9, 2014 at 5:40 AM, Stephan Haitz sha...@3d-agenten.de wrote: Surely for non AD-products too... Hello all, Since Softimage is EOL, I figured that I could share these videos with everyone. It's a series of videos I created while teaching at Rutgers University around 2010-2011. The concepts and methods still remain valid and should be able to be ported to Maya pretty easily. Hope this helps anyone out there that may need it. This is to be considered an intro to rigging with basic concepts covered. Roughly 9-10 hrs of material. Rigging Course Videos: http://vimeo.com/album/1512001 Cheers, Eric Thivierge http://www.ethivierge.com -- www.johnrichardsanchez.com
Re: Nike The Last Game
Really great project, love the environment work and the character design. Love to see Softimage project coming out at such incredible standard. Jordi Bares jordiba...@gmail.com On 9 Jun 2014, at 19:17, Paulo César Duarte paulocdua...@gmail.com wrote: By Passion Pictures, anyone know details about the production? And congratulations to the team, amazing work. http://www.passion-london.com/featured-video/nike-the-last-game/26c7845d9393ecc2e72fca6f11e76fb0 Cheers. Paulo Duarte -- www.pauloduarte.ws
Re: Nike The Last Game
Just finished watching it. So much fun. Great work and great message too. -Lu On Mon, Jun 9, 2014 at 2:01 PM, Jordi Bares jordiba...@gmail.com wrote: Really great project, love the environment work and the character design. Love to see Softimage project coming out at such incredible standard. Jordi Bares jordiba...@gmail.com On 9 Jun 2014, at 19:17, Paulo César Duarte paulocdua...@gmail.com wrote: By Passion Pictures, anyone know details about the production? And congratulations to the team, amazing work. http://www.passion-london.com/featured-video/nike-the-last-game/26c7845d9393ecc2e72fca6f11e76fb0 Cheers. Paulo Duarte -- www.pauloduarte.ws
Re: Nike The Last Game
Not sure what kind of production details you're after, but software-wise, we used: Primarily Modo, Zbrush, Mudbox for modelling Mari and Photoshop for texturing Softimage for animation, crowds, fx Rendered with Arnold for Softimage Nuke for comping Marvelous Designer for cloth Houdini was used for stuff too Maya had a bit part (in modelling) Probably peaked at around 100 people. On 9 June 2014 22:17, Meng-Yang Lu ntmon...@gmail.com wrote: Just finished watching it. So much fun. Great work and great message too. -Lu On Mon, Jun 9, 2014 at 2:01 PM, Jordi Bares jordiba...@gmail.com wrote: Really great project, love the environment work and the character design. Love to see Softimage project coming out at such incredible standard. Jordi Bares jordiba...@gmail.com On 9 Jun 2014, at 19:17, Paulo César Duarte paulocdua...@gmail.com wrote: By Passion Pictures, anyone know details about the production? And congratulations to the team, amazing work. http://www.passion-london.com/featured-video/nike-the-last-game/26c7845d9393ecc2e72fca6f11e76fb0 Cheers. Paulo Duarte -- www.pauloduarte.ws
RE: Shameless plug
To clarify a bit, Softimage was used for the heavy majority, but not everything: Z-Brush was used for creating hi-resolution character models which were then later downsized (resolution) for use in the game. Modo was also used for initial character modeling, and texturing as it has better tools for unfolding and manipulating texture UVs interactively such as pinning UVs and interactively resolving the unfold as UVs are manipulated. Once modeling was completed, they were imported into softimage for further work such as using ultimapper for transferring/generating normal maps, assigning our custom shaders, custom properties, vertex color properties, and so forth. Once completed character models would be passed onto tech art for rigging and eventually animation for animating. All rigging and animation took place in Softimage. Prop and environment were modeled in softimage, but occasionally exported to Modo for texture UV adjustment, xNormal for generating normal maps, or Nvidia plugin in photoshop for generating .dds normal maps for use with our custom OpenGL shaders. We had many in-house developed tools and editors for generating the terrain for our worlds and populating the worlds with our assets as well as connecting the game logic with game design to put it all together so work can be previewed, tested, and debugged. What I wrote is just a quick gloss over. If I can find some time, I’ll look into whether I can do a more in-depth ‘how we did it’ article. No promises though. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas Sent: Friday, June 06, 2014 9:11 PM To: davidsa...@sfr.fr; softimage@listproc.autodesk.com Subject: Re: Shameless plug Matt, your description of the work involved was satisfyingly dizzying! I really do not know of another application that could have done all that with the relative ease which it sounds like many things were done. I am positive you had your problems with SOftimage, it would be impossible not to have had problems with ANY software, but the end results speak for themselves. The movies on the website are fun, and I really like the aesthetic in the game. I also love the old west old British feel of many of the characters and the voices. So many games feel like the voice actors only work on games. These clips really feel like the voice actors are all-around good actors, It certainly helps that the character animation is so good, too. Thanks for taking the time to write up such a detailed description of the making of the game,. I know I am not alone in digging those kinds of details. Congratulations! Perry On Fri, Jun 6, 2014 at 5:03 AM, David Saber davidsa...@sfr.frmailto:davidsa...@sfr.fr wrote: Another question : how did the artists react to the use of XSI? Did they love it or were they bitching because they couldn't use Max anymore ( a situation I knew too often)? On 2014-06-05 21:09, Matt Lind wrote: I don't know all the details myself, but when I joined Carbine in 2007 we had a total head count of about 45. Today we're roughly 300. -- Perry Harovas Animation and Visual Effects http://www.TheAfterImage.comhttp://www.theafterimage.com/ -25 Years Experience -Member of the Visual Effects Society (VES)
Re: Shameless plug
Would be great having you and or someone else frmo team on softimage ubertage to do a round up :) On Tue, Jun 10, 2014 at 12:18 AM, Matt Lind ml...@carbinestudios.com wrote: To clarify a bit, Softimage was used for the heavy majority, but not everything: Z-Brush was used for creating hi-resolution character models which were then later downsized (resolution) for use in the game. Modo was also used for initial character modeling, and texturing as it has better tools for unfolding and manipulating texture UVs interactively such as pinning UVs and interactively resolving the unfold as UVs are manipulated. Once modeling was completed, they were imported into softimage for further work such as using ultimapper for transferring/generating normal maps, assigning our custom shaders, custom properties, vertex color properties, and so forth. Once completed character models would be passed onto tech art for rigging and eventually animation for animating. All rigging and animation took place in Softimage. Prop and environment were modeled in softimage, but occasionally exported to Modo for texture UV adjustment, xNormal for generating normal maps, or Nvidia plugin in photoshop for generating .dds normal maps for use with our custom OpenGL shaders. We had many in-house developed tools and editors for generating the terrain for our worlds and populating the worlds with our assets as well as connecting the game logic with game design to put it all together so work can be previewed, tested, and debugged. What I wrote is just a quick gloss over. If I can find some time, I’ll look into whether I can do a more in-depth ‘how we did it’ article. No promises though. Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Perry Harovas *Sent:* Friday, June 06, 2014 9:11 PM *To:* davidsa...@sfr.fr; softimage@listproc.autodesk.com *Subject:* Re: Shameless plug Matt, your description of the work involved was satisfyingly dizzying! I really do not know of another application that could have done all that with the relative ease which it sounds like many things were done. I am positive you had your problems with SOftimage, it would be impossible not to have had problems with ANY software, but the end results speak for themselves. The movies on the website are fun, and I really like the aesthetic in the game. I also love the old west old British feel of many of the characters and the voices. So many games feel like the voice actors only work on games. These clips really feel like the voice actors are all-around good actors, It certainly helps that the character animation is so good, too. Thanks for taking the time to write up such a detailed description of the making of the game,. I know I am not alone in digging those kinds of details. Congratulations! Perry On Fri, Jun 6, 2014 at 5:03 AM, David Saber davidsa...@sfr.fr wrote: Another question : how did the artists react to the use of XSI? Did they love it or were they bitching because they couldn't use Max anymore ( a situation I knew too often)? On 2014-06-05 21:09, Matt Lind wrote: I don't know all the details myself, but when I joined Carbine in 2007 we had a total head count of about 45. Today we're roughly 300. -- Perry Harovas Animation and Visual Effects http://www.TheAfterImage.com http://www.theafterimage.com/ -25 Years Experience -Member of the Visual Effects Society (VES)
Re: Nike The Last Game
Thank you for the info. Nice to see a project like that using Softimage and the crowd system, I think the crowd in Softimage had great potential for the future... 2014-06-09 18:54 GMT-03:00 Sajjad Amjad sajjad.am...@gmail.com: Not sure what kind of production details you're after, but software-wise, we used: Primarily Modo, Zbrush, Mudbox for modelling Mari and Photoshop for texturing Softimage for animation, crowds, fx Rendered with Arnold for Softimage Nuke for comping Marvelous Designer for cloth Houdini was used for stuff too Maya had a bit part (in modelling) Probably peaked at around 100 people. On 9 June 2014 22:17, Meng-Yang Lu ntmon...@gmail.com wrote: Just finished watching it. So much fun. Great work and great message too. -Lu On Mon, Jun 9, 2014 at 2:01 PM, Jordi Bares jordiba...@gmail.com wrote: Really great project, love the environment work and the character design. Love to see Softimage project coming out at such incredible standard. Jordi Bares jordiba...@gmail.com On 9 Jun 2014, at 19:17, Paulo César Duarte paulocdua...@gmail.com wrote: By Passion Pictures, anyone know details about the production? And congratulations to the team, amazing work. http://www.passion-london.com/featured-video/nike-the-last-game/26c7845d9393ecc2e72fca6f11e76fb0 Cheers. Paulo Duarte -- www.pauloduarte.ws -- www.pauloduarte.ws
More acquisitions from Autodesk
Autodesk Buys Bitsquid Game Engine Creator Videogame Technology to Be Integrated in Visualization Tools for Other Content-Creation Products http://www.studiodaily.com/2014/06/autodesk-buys-bitsquid-game-engine-creator/?hq_e=elhq_m=2895337hq_l=6hq_v=231428e7f1 --- Emilio Hernández VFX 3D animation.
Re: More acquisitions from Autodesk
what's the point if you can't make doomsday viruses with it... On 10 June 2014 00:00, Emilio Hernandez emi...@e-roja.com wrote: Autodesk Buys Bitsquid Game Engine Creator Videogame Technology to Be Integrated in Visualization Tools for Other Content-Creation Products http://www.studiodaily.com/2014/06/autodesk-buys-bitsquid-game-engine-creator/?hq_e=elhq_m=2895337hq_l=6hq_v=231428e7f1 --- Emilio Hernández VFX 3D animation.
Re: More acquisitions from Autodesk
I dont get it: is it good news for maya users to get the subscription price lowered from 50 to 30 a month? Or is it another strategy to win market (directv vs tvcable battle anyone?) Enviado desde Yahoo Mail en Android
PyQt or PySide
Hello All, I need to write a standalone client to deal with a web database through a rest API. The python CLI is done and I just need to wrap this up in a nice GUI. I will need the GUI to be working as a standalone application as well as embedded in softwares like Soft, Nuke or Maya. Both PySide and PyQt toolkits are actively maintained, I was wondering wich one to use and would be intersted in your guys opinion on this. Thank you in advance. -H.
Re: PyQt or PySide
Hi Halim, Although I think pyside is more actively developed but for more information please dig up an old thread for a similar discussion. Sent from my iPhone On Jun 10, 2014, at 10:09 AM, Halim Negadi hneg...@gmail.com wrote: Hello All, I need to write a standalone client to deal with a web database through a rest API. The python CLI is done and I just need to wrap this up in a nice GUI. I will need the GUI to be working as a standalone application as well as embedded in softwares like Soft, Nuke or Maya. Both PySide and PyQt toolkits are actively maintained, I was wondering wich one to use and would be intersted in your guys opinion on this. Thank you in advance. -H.
Re: PyQt or PySide
PySide if you can get it working with the Softimage Plugin that is available, otherwise if you can't do the work yourself to get it working, use PyQt. Eric Thivierge http://www.ethivierge.com On Tue, Jun 10, 2014 at 12:53 AM, Alok Gandhi alok.gandhi2...@gmail.com wrote: Hi Halim, Although I think pyside is more actively developed but for more information please dig up an old thread for a similar discussion. Sent from my iPhone On Jun 10, 2014, at 10:09 AM, Halim Negadi hneg...@gmail.com wrote: Hello All, I need to write a standalone client to deal with a web database through a rest API. The python CLI is done and I just need to wrap this up in a nice GUI. I will need the GUI to be working as a standalone application as well as embedded in softwares like Soft, Nuke or Maya. Both PySide and PyQt toolkits are actively maintained, I was wondering wich one to use and would be intersted in your guys opinion on this. Thank you in advance. -H.
Re: PyQt or PySide
Thank you guys for the hints, really helpfull. Cheers, -H. On Tue, Jun 10, 2014 at 7:01 AM, Eric Thivierge ethivie...@gmail.com wrote: PySide if you can get it working with the Softimage Plugin that is available, otherwise if you can't do the work yourself to get it working, use PyQt. Eric Thivierge http://www.ethivierge.com On Tue, Jun 10, 2014 at 12:53 AM, Alok Gandhi alok.gandhi2...@gmail.com wrote: Hi Halim, Although I think pyside is more actively developed but for more information please dig up an old thread for a similar discussion. Sent from my iPhone On Jun 10, 2014, at 10:09 AM, Halim Negadi hneg...@gmail.com wrote: Hello All, I need to write a standalone client to deal with a web database through a rest API. The python CLI is done and I just need to wrap this up in a nice GUI. I will need the GUI to be working as a standalone application as well as embedded in softwares like Soft, Nuke or Maya. Both PySide and PyQt toolkits are actively maintained, I was wondering wich one to use and would be intersted in your guys opinion on this. Thank you in advance. -H.
Re: PyQt or PySide
if your priority is to embed your standalone app then pyside is the api i'd choose. licensing issues aside, it's the supported platform for Maya and Nuke but, having said that, if you are using a qt4.8 based build then it's trivial to switch to either as long as you stick to basic python data types. [1]http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt -- Jon Swindells jon_swinde...@fastmail.fm On Tue, Jun 10, 2014, at 08:05 AM, Halim Negadi wrote: Thank you guys for the hints, really helpfull. Cheers, -H. On Tue, Jun 10, 2014 at 7:01 AM, Eric Thivierge [2]ethivie...@gmail.com wrote: PySide if you can get it working with the Softimage Plugin that is available, otherwise if you can't do the work yourself to get it working, use PyQt. Eric Thivierge [3]http://www.ethivierge.com On Tue, Jun 10, 2014 at 12:53 AM, Alok Gandhi [4]alok.gandhi2...@gmail.com wrote: Hi Halim, Although I think pyside is more actively developed but for more information please dig up an old thread for a similar discussion. Sent from my iPhone On Jun 10, 2014, at 10:09 AM, Halim Negadi [5]hneg...@gmail.com wrote: Hello All, I need to write a standalone client to deal with a web database through a rest API. The python CLI is done and I just need to wrap this up in a nice GUI. I will need the GUI to be working as a standalone application as well as embedded in softwares like Soft, Nuke or Maya. Both PySide and PyQt toolkits are actively maintained, I was wondering wich one to use and would be intersted in your guys opinion on this. Thank you in advance. -H. References 1. http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt 2. mailto:ethivie...@gmail.com 3. http://www.ethivierge.com/ 4. mailto:alok.gandhi2...@gmail.com 5. mailto:hneg...@gmail.com