Re: Softimage Rigging Videos

2014-06-09 Thread Leendert A. Hartog

Thanks, Eric! ;)

Greetz
Leendert

--

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



Re: Softimage Rigging Videos

2014-06-09 Thread Martin Yara
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

2014-06-09 Thread Nicolas Esposito
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

2014-06-09 Thread Stephan Haitz

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

2014-06-09 Thread Paulo César Duarte
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

2014-06-09 Thread John Richard Sanchez
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

2014-06-09 Thread Jordi Bares
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

2014-06-09 Thread Meng-Yang Lu
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

2014-06-09 Thread Sajjad Amjad
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

2014-06-09 Thread Matt Lind
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

2014-06-09 Thread Mirko Jankovic
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

2014-06-09 Thread Paulo César Duarte
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

2014-06-09 Thread Emilio Hernandez
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

2014-06-09 Thread Sebastien Sterling
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

2014-06-09 Thread activemotionpictu...@yahoo.com
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

2014-06-09 Thread Halim Negadi
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

2014-06-09 Thread Alok Gandhi
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

2014-06-09 Thread Eric Thivierge
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

2014-06-09 Thread Halim Negadi
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

2014-06-09 Thread Jon Swindells
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