Re: OT: What strong features have you found in y our new transition software that SI didn´t have?
I've been trying modo for the last 3 weeks and I must say that I'm really impressed. The only draw back is the lack of modeling history.— Sent from Mailbox On Wed, Jun 11, 2014 at 5:56 PM, Cristobal Infante cgc...@gmail.com wrote: When using Houdini I've found Openvdb to be frankly phenomenal. Had never been exposed to this tech before. I know there is a softimage plugin, but never had to use it. In houdini Openvdb is a suite of nodes which are really well integrated. On 5 June 2014 22:35, Serch Mucino sergio.muc...@gmail.com wrote: That Pose Manager looks pretty sweet. I think a simple version of that could be done using native Actors/Poses and the Card View (which it's quite outdated, being honest). I am in touch with Lukasz (ACS), and I'll gladly suggest something like this to him. We'll see... from what I hear, he's got a lot on his plate lately. I agree with Angus there... for me, it's going to be all Modo + Houdini. That should do it for me (with the occasional 3ds max from time to time...) Sergio Mucino On Thu, Jun 5, 2014 at 5:22 PM, Angus Davidson angus.david...@wits.ac.za wrote: As more character animators start using Modo those kind of tools will come. Studio library is very impressive (have already passed it on to our lecturer to look at for next year when we get forced into Maya ) Most of the folks I have spoken to are going for a Modo / Houdini combo as they compliment each other very well. Its going to be tough to find just one package to be able to be the swiss army knife that softimage is. From: Marco Peixoto mpe...@gmail.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Thursday 05 June 2014 at 11:03 PM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: Re: OT: What strong features have you found in your new transition software that SI didn´t have? Thanks Sergio :) Yes i know ACS, i played with its free sample when it first appeared and even suggested some new features to it, like the ability to change from IK to FK and vice versa maintaining the same Positions or changing Parentings like IK follow head or Shoulder or Hips and maintaing same positions, im used to it on the rigs I work with, going back to no having those features its not a show stopper but... yah know :) I even made simple example videos showing this to ACS guy(forgot his name) showing how they worked on iAnimate Rigs. As a curious fact, I was a owner of the first ACS apparition, in good old LW times :) When I spoke about Pose Managers im speaking in things like this: https://www.youtube.com/watch?v=CJvxlGpYc1o Although its third partie script (free by the way) but im used to these kind os Pose Managers that take screenshots when we make the Poses, I currently must have probably 20-30 stored Poses already in a TV production I recently started working on, if I didn't had the screenshots and everything was text based it would be a mess for me. Also this Poses are made Public so anyone from the Studio can acess them to save time during Animation. I need to take a more serious look at Modo like I said previously, Maya is great for CA, but for the rest... its welcome to 1999 when we are used to Softimage... and so far I havent found the slightest interest in getting more deep than just doing CA in Maya, so im looking around and trying to decide if I should invest time in Modo or Houdini :) On Thu, Jun 5, 2014 at 4:59 PM, Serch Mucino sergio.muc...@gmail.com wrote: It appears to me some of your concerns might be addressed already. Some of the things you mention might be covered here... http://docs.luxology.com/modo/801/help/pages/animation/ActorActionPose.html Also, if you'd be doing a lot of CA, I really suggest looking into ACS. It currently only supports biped-like rigs, but it's one of the best auto-riggers I've used, and it has a very nice set of animation tools and workflows built into it. You can find more info here... http://community.thefoundry.co.uk/store/kits/acs/ http://manual.autocharactersetup.com/ It can also be customized to support other types of anatomical structures, but it requires working a little with the innards of the ACS character. There's videos that explain well how to do it though. I've been able to add additional deformation items to ACS rigs without too much problem. I hope this helps a bit! Cheers! Sergio Mucino This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally
Re: Softimage at Siggraph?
Unfortunately I don't have the opportunity to attend Siggraph. I have not attended before so unsure of the feasibility but as a suggestion: An intro and outro slate to the Softimage showreel (if this is being planned) where we have a mosaic of portrait pictures of artists who use Softimage with thumbs down or simply looking displeased. If its a slate on the showreel it could pull out to reveal the Softimage logo. This could also work as a series of posters etc People could upload a portrait (to a given image spec) to a dropbox shared a folder. Just a thought... J On Thu, Jun 12, 2014 at 10:40 PM, Andres Stephens drais...@outlook.com wrote: +1 -Draise PH: +57 313 811 6821 *From:* Leendert A. Hartog hirazib...@live.nl *Sent:* Thursday, June 12, 2014 15:11 *To:* softimage@listproc.autodesk.com Steven Caron schreef op 12-6-2014 19:42: could we make a reel and have it in the animation theatre? too late for submissions? An unofficial EOL reel comprising the greatest hits released after the official retirement might be something still worth looking into even if you can't get it submitted in time for Siggraph. Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: Stereo Render differences between versions
The usual suspects for trouble in camera transfer between Maya and Softimage, depending on the Crosswalk/*.fbx/or else version used: *Field of View Angle calculation, Horizontal or Vertical? Can also give grief with 3DSMax. *Default XSI Picture Ratio vs. Maya Film Aspect Ratio, Softimage defaults to a 16:9 ratio, Maya to a 3:2. When I create a Stereo rig in both Maya and XSI 2014, they differ in Angle of View, Film Aspect Ratio and a Film Offset in Maya of +/- 0.017 (mm?) vs a Optical Center Shift of +/- -0,0043 inch in XSI. Also note the overall 10:1 scene unit related values... Enough to make my head hurt by itself already. Which is why I generally don´t like Stereo much anyway. I´d check for inch/Millimeter issues in values as well as rounding errors and Film Aperture woes. Cheers, tim Am 13.06.2014 01:32, schrieb Athanasios Pozantzis: just speculating here... is there a film shift (tilt shift) or film offset setting in the mix? that could be off if everything else is spot on my 2 cents On 12 Jun 2014, at 18:16, Andre Zazzera andyzazzera...@gmail.com mailto:andyzazzera...@gmail.com wrote: Hey all, In an effort to start transitioning over to Maya, *sigh*, we've been doing look dev on our current project in Softimage 2013 with the intent to render in Maya. We got approval on the stereo from client based on our Softimage animation, but now we're having a big discrepancy between the stereo renders in Softimage and the stereo in Maya - Maya has a biiig shift in the depth of the renders and it /looks /like a massive difference in the camera interaxial. But we're measuring, and all the distances from camera to camera and camera to subject are exactly the same in Maya as they are in Softimage, and all the camera settings are the same. So we opened the scene in Softimage 2015 and exported to Maya from there, and then they match each other. Great! But here's the thing - we checked and the renders from Softimage 2015 don't match the renders from Softimage 2013. So we tried in 2014, and those match the originals from 2013. Did something change between 2014 and 2015 in the way Softimage stereo cameras work? For the moment we're just trying to eyeball the cameras to try and get something that matches the approved shot, but something just isn't making sense. I don't understand how cameras in the same place in space could yield different results. Do you guys have any insight? Thanks! Andy
Re: Softimage at Siggraph?
I don't think you'd need a big intro and/or outro, the fact the reel got made should speak for itself and you could open with a simple statement: In March 2014 Autodesk annnounced the retirement of Softimage, this is what happened since... or words to that effect... Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: Softimage at Siggraph?
i agree,adding faces of users to the statment would bring the issue to a plane of not being just a piece of software,but a tool that provides a livelihood to so many people. Rui - Original Message - From: Jon Hunt To: softimage@listproc.autodesk.com Sent: Friday, June 13, 2014 9:02 AM Subject: Re: Softimage at Siggraph? Some of that didn't even make sense! An intro and outro slate to the Softimage showreel (if this is being planned) we could have have a mosaic of portrait pictures of artists who use Softimage with... J On Fri, Jun 13, 2014 at 8:44 AM, Jon Hunt jonathan.m.h...@gmail.com wrote: Unfortunately I don't have the opportunity to attend Siggraph. I have not attended before so unsure of the feasibility but as a suggestion: An intro and outro slate to the Softimage showreel (if this is being planned) where we have a mosaic of portrait pictures of artists who use Softimage with thumbs down or simply looking displeased. If its a slate on the showreel it could pull out to reveal the Softimage logo. This could also work as a series of posters etc People could upload a portrait (to a given image spec) to a dropbox shared a folder. Just a thought... J On Thu, Jun 12, 2014 at 10:40 PM, Andres Stephens drais...@outlook.com wrote: +1 -Draise PH: +57 313 811 6821 From: Leendert A. Hartog Sent: Thursday, June 12, 2014 15:11 To: softimage@listproc.autodesk.com Steven Caron schreef op 12-6-2014 19:42: could we make a reel and have it in the animation theatre? too late for submissions? An unofficial EOL reel comprising the greatest hits released after the official retirement might be something still worth looking into even if you can't get it submitted in time for Siggraph. Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com --- Este email está livre de vírus e malware porque a proteção avast! Antivirus está ativa. http://www.avast.com
OT: a few Maya questions if I may
Hey Guys So I'm getting into Maya, and so far it's horrible. I realize that Maya animators must be more passionate about 3D than me, because there is no way I would have put up with this shit for the last 10 years. Rant aside, I was hoping someone could help me make sense of a few things. 1: selecting hierarchies: I don’t understand why Maya insists on making the whole hierarchy green when I only select the top node. What is the benefit of this, and can I turn it off? I also find that when I select multiple objects in a hierarchy, the second last thing I selected goes white, but the thing I select stays green. this makes it hard to tell weather I selected the object or not. Am I using it wrong? 2: Is there a way to interactively see my frames rendering? I know I can fcheck or load the rendered frames in aftreFX, but this doesn't help if my frames takes 20 min a frame. 3: I assume the outliner is there to do what the explorer in soft does, but half the things in my scene is missing. Is there a comprehensive scene navigator where I can see everything, like we can in the explorer? Thanks, I'm going to stop here before I get on the drama-lama. G
Re: OT: a few Maya questions if I may
Best line from a post this week: I realize that Maya animators must be more passionate about 3D than me, because there is no way I would have put up with this shit for the last 10 years I almost spit my coffee out from laughing so hard. On Fri, Jun 13, 2014 at 5:26 AM, Gerbrand Nel nagv...@gmail.com wrote: Hey Guys So I'm getting into Maya, and so far it's horrible. I realize that Maya animators must be more passionate about 3D than me, because there is no way I would have put up with this shit for the last 10 years. Rant aside, I was hoping someone could help me make sense of a few things. 1: selecting hierarchies: I don’t understand why Maya insists on making the whole hierarchy green when I only select the top node. What is the benefit of this, and can I turn it off? I also find that when I select multiple objects in a hierarchy, the second last thing I selected goes white, but the thing I select stays green. this makes it hard to tell weather I selected the object or not. Am I using it wrong? 2: Is there a way to interactively see my frames rendering? I know I can fcheck or load the rendered frames in aftreFX, but this doesn't help if my frames takes 20 min a frame. 3: I assume the outliner is there to do what the explorer in soft does, but half the things in my scene is missing. Is there a comprehensive scene navigator where I can see everything, like we can in the explorer? Thanks, I'm going to stop here before I get on the drama-lama. G -- 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: OT: a few Maya questions if I may
And to show I am not just here to laugh, the answer to #2 and #3 below: #2: No, and whats more, do not fcheck while rendering. That has always been a sure way to kill your render. Seriously, you have to specify the end frame to be at least 2 or 3 frames BEFORE the current frame that is rendering in order to not crash. Been like that ever since the beginning. Last time I checked, it was still a bug. Of course, it depends upon the renderer you are using, so if you are using mental ray or (God help you) the Maya renderer, then you cannot see it while it renders. If you are using some other renderer with its own render viewer, perhaps 3Delight, then you can watch it render with that software's render viewer. #3: You are correct, and to see more stuff, go to the top (happily, I don't have Maya installed at the moment, so I can't check the exact menu wording) of the Outliner and you will see that you can enable the viewing of more things in the Outliner. It defaults to simplifying your view (which I always hated) but you can change that to show you every ugly little node it shoves into your scene. On Fri, Jun 13, 2014 at 5:26 AM, Gerbrand Nel nagv...@gmail.com wrote: Hey Guys So I'm getting into Maya, and so far it's horrible. I realize that Maya animators must be more passionate about 3D than me, because there is no way I would have put up with this shit for the last 10 years. Rant aside, I was hoping someone could help me make sense of a few things. 1: selecting hierarchies: I don’t understand why Maya insists on making the whole hierarchy green when I only select the top node. What is the benefit of this, and can I turn it off? I also find that when I select multiple objects in a hierarchy, the second last thing I selected goes white, but the thing I select stays green. this makes it hard to tell weather I selected the object or not. Am I using it wrong? 2: Is there a way to interactively see my frames rendering? I know I can fcheck or load the rendered frames in aftreFX, but this doesn't help if my frames takes 20 min a frame. 3: I assume the outliner is there to do what the explorer in soft does, but half the things in my scene is missing. Is there a comprehensive scene navigator where I can see everything, like we can in the explorer? Thanks, I'm going to stop here before I get on the drama-lama. G -- 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: OT: a few Maya questions if I may
for #3 keep in mind that is NOT Scene explorer in Softimage, nor it provides same functions so take care there. Nodes in Maya were always kind of labyrinth to me and SI scene explorer was fresh air giving real overview and control of everything in scene. That is not something you have in Maya. Not to mention Max's new scene explorer if anyone with right mind would even call it like that. On Fri, Jun 13, 2014 at 11:37 AM, Perry Harovas perryharo...@gmail.com wrote: And to show I am not just here to laugh, the answer to #2 and #3 below: #2: No, and whats more, do not fcheck while rendering. That has always been a sure way to kill your render. Seriously, you have to specify the end frame to be at least 2 or 3 frames BEFORE the current frame that is rendering in order to not crash. Been like that ever since the beginning. Last time I checked, it was still a bug. Of course, it depends upon the renderer you are using, so if you are using mental ray or (God help you) the Maya renderer, then you cannot see it while it renders. If you are using some other renderer with its own render viewer, perhaps 3Delight, then you can watch it render with that software's render viewer. #3: You are correct, and to see more stuff, go to the top (happily, I don't have Maya installed at the moment, so I can't check the exact menu wording) of the Outliner and you will see that you can enable the viewing of more things in the Outliner. It defaults to simplifying your view (which I always hated) but you can change that to show you every ugly little node it shoves into your scene. On Fri, Jun 13, 2014 at 5:26 AM, Gerbrand Nel nagv...@gmail.com wrote: Hey Guys So I'm getting into Maya, and so far it's horrible. I realize that Maya animators must be more passionate about 3D than me, because there is no way I would have put up with this shit for the last 10 years. Rant aside, I was hoping someone could help me make sense of a few things. 1: selecting hierarchies: I don’t understand why Maya insists on making the whole hierarchy green when I only select the top node. What is the benefit of this, and can I turn it off? I also find that when I select multiple objects in a hierarchy, the second last thing I selected goes white, but the thing I select stays green. this makes it hard to tell weather I selected the object or not. Am I using it wrong? 2: Is there a way to interactively see my frames rendering? I know I can fcheck or load the rendered frames in aftreFX, but this doesn't help if my frames takes 20 min a frame. 3: I assume the outliner is there to do what the explorer in soft does, but half the things in my scene is missing. Is there a comprehensive scene navigator where I can see everything, like we can in the explorer? Thanks, I'm going to stop here before I get on the drama-lama. G -- 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: PyQt or PySide
Thanks for the link Luc-Eric, didn't know about that site / group before. /Jens On Thu, Jun 12, 2014 at 12:05 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: gcc 4.8.2 can't possibly come soon enough. Even shoe horning 4.4 in for minimal auto vectorization and openMP support still feels like swimming through molasses compared to 4.7 and 4.8. So, no plan to move back to pyQt? Or is it being considered? On Thu, Jun 12, 2014 at 4:56 AM, Luc-Eric Rousseau luceri...@gmail.com wrote: http://www.vfxplatform.com On Tue, Jun 10, 2014 at 11:30 AM, Luc-Eric Rousseau luceri...@gmail.com wrote: Autodesk is continuing on Qt 4.8 and Python 2.7 this year, we'll see what happens when the next platform upgrade. On Tue, Jun 10, 2014 at 11:09 AM, Jens Lindgren jens.lindgren@gmail.com wrote: PySide isn't completely dead. But it would really need a company that is actively maintaining it, like it had before. Luc-Eric, why don't AD get together with The Foundry and invest some time and money into the UI framework we all use and rely on? /Jens On Tue, Jun 10, 2014 at 4:54 PM, Sajjad Amjad sajjad.am...@gmail.com wrote: Hey Alok, I'm curious about where you're getting information about development of PySide. When I had to pick a horse I chose PyQt partly because the most popular thread on PySide was about PySide being dead :-) Things may have of course changed over the last few years. -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
Re: OT: a few Maya questions if I may
Thanks guys! Not the answers I was hoping for but at least I now know :) Love this list! G On 2014/06/13 12:31 PM, Mirko Jankovic wrote: for #3 keep in mind that is NOT Scene explorer in Softimage, nor it provides same functions so take care there. Nodes in Maya were always kind of labyrinth to me and SI scene explorer was fresh air giving real overview and control of everything in scene. That is not something you have in Maya. Not to mention Max's new scene explorer if anyone with right mind would even call it like that. On Fri, Jun 13, 2014 at 11:37 AM, Perry Harovas perryharo...@gmail.com mailto:perryharo...@gmail.com wrote: And to show I am not just here to laugh, the answer to #2 and #3 below: #2: No, and whats more, do not fcheck while rendering. That has always been a sure way to kill your render. Seriously, you have to specify the end frame to be at least 2 or 3 frames BEFORE the current frame that is rendering in order to not crash. Been like that ever since the beginning. Last time I checked, it was still a bug. Of course, it depends upon the renderer you are using, so if you are using mental ray or (God help you) the Maya renderer, then you cannot see it while it renders. If you are using some other renderer with its own render viewer, perhaps 3Delight, then you can watch it render with that software's render viewer. #3: You are correct, and to see more stuff, go to the top (happily, I don't have Maya installed at the moment, so I can't check the exact menu wording) of the Outliner and you will see that you can enable the viewing of more things in the Outliner. It defaults to simplifying your view (which I always hated) but you can change that to show you every ugly little node it shoves into your scene. On Fri, Jun 13, 2014 at 5:26 AM, Gerbrand Nel nagv...@gmail.com mailto:nagv...@gmail.com wrote: Hey Guys So I'm getting into Maya, and so far it's horrible. I realize that Maya animators must be more passionate about 3D than me, because there is no way I would have put up with this shit for the last 10 years. Rant aside, I was hoping someone could help me make sense of a few things. 1: selecting hierarchies: I don’t understand why Maya insists on making the whole hierarchy green when I only select the top node. What is the benefit of this, and can I turn it off? I also find that when I select multiple objects in a hierarchy, the second last thing I selected goes white, but the thing I select stays green. this makes it hard to tell weather I selected the object or not. Am I using it wrong? 2: Is there a way to interactively see my frames rendering? I know I can fcheck or load the rendered frames in aftreFX, but this doesn't help if my frames takes 20 min a frame. 3: I assume the outliner is there to do what the explorer in soft does, but half the things in my scene is missing. Is there a comprehensive scene navigator where I can see everything, like we can in the explorer? Thanks, I'm going to stop here before I get on the drama-lama. G -- 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: OT: What strong features have you found in y our new transition software that SI didn´t have?
I have been using Cinema 4D and the thing that has impressed me is that the plugins out there are really quite inexpensive. I know this isn't a feature, but we cannot ignore the community that surrounds the application, and the community around C4D seems very strong. Anyway, the plugins are between $10 and $25 usually. Some are a few hundred, but rarely, and those add quite a lot of functionality. Turbulence FD, which I really want to buy, is a few hundred dollars, for instance, but is quite impressive in the time I have used the demo. When it comes to history, I found an amazing plugin called Storage Bin, that is best described as an Undo/Redo for each object (and even hierarchies) but it is NOT linear. It actually saves the current state a model (or light, or texture, etc.) is in, and allows you to restore that version at any time. It is a bit like the Soft abilty to revert the scene state from saved Quick Renders, but on a per object basis, and again, ot linear at all. You can always go back (or forward) to a saved state on a per-object basis. This is a very cool ability, offering a lot of functionality for showing clients iterations, having them decide on a version of a model, or whatever, and even if they change their mind to a totally different version at the last minute, you can go to that version and all the transforms (on an object level anyway) will be retained. It is $24. That kind of economics will really help my transition. On Fri, Jun 13, 2014 at 3:24 AM, Mário Domingos mdomingos.p...@gmail.com wrote: I've been trying modo for the last 3 weeks and I must say that I'm really impressed. The only draw back is the lack of modeling history. — Sent from Mailbox https://www.dropbox.com/mailbox On Wed, Jun 11, 2014 at 5:56 PM, Cristobal Infante cgc...@gmail.com wrote: When using Houdini I've found Openvdb to be frankly phenomenal. Had never been exposed to this tech before. I know there is a softimage plugin, but never had to use it. In houdini Openvdb is a suite of nodes which are really well integrated. On 5 June 2014 22:35, Serch Mucino sergio.muc...@gmail.com wrote: That Pose Manager looks pretty sweet. I think a simple version of that could be done using native Actors/Poses and the Card View (which it's quite outdated, being honest). I am in touch with Lukasz (ACS), and I'll gladly suggest something like this to him. We'll see... from what I hear, he's got a lot on his plate lately. I agree with Angus there... for me, it's going to be all Modo + Houdini. That should do it for me (with the occasional 3ds max from time to time...) Sergio Mucino On Thu, Jun 5, 2014 at 5:22 PM, Angus Davidson angus.david...@wits.ac.za wrote: As more character animators start using Modo those kind of tools will come. Studio library is very impressive (have already passed it on to our lecturer to look at for next year when we get forced into Maya ) Most of the folks I have spoken to are going for a Modo / Houdini combo as they compliment each other very well. Its going to be tough to find just one package to be able to be the swiss army knife that softimage is. From: Marco Peixoto mpe...@gmail.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Thursday 05 June 2014 at 11:03 PM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: Re: OT: What strong features have you found in your new transition software that SI didn´t have? Thanks Sergio :) Yes i know ACS, i played with its free sample when it first appeared and even suggested some new features to it, like the ability to change from IK to FK and vice versa maintaining the same Positions or changing Parentings like IK follow head or Shoulder or Hips and maintaing same positions, im used to it on the rigs I work with, going back to no having those features its not a show stopper but... yah know :) I even made simple example videos showing this to ACS guy(forgot his name) showing how they worked on iAnimate Rigs. As a curious fact, I was a owner of the first ACS apparition, in good old LW times :) When I spoke about Pose Managers im speaking in things like this: https://www.youtube.com/watch?v=CJvxlGpYc1o Although its third partie script (free by the way) but im used to these kind os Pose Managers that take screenshots when we make the Poses, I currently must have probably 20-30 stored Poses already in a TV production I recently started working on, if I didn't had the screenshots and everything was text based it would be a mess for me. Also this Poses are made Public so anyone from the Studio can acess them to save time during Animation. I need to take a more serious look at Modo like I said previously, Maya is great for CA, but for the rest... its welcome to 1999 when we are used to Softimage... and so far I havent found the slightest interest in getting more deep than just doing CA in Maya, so im
Re: OT: a few Maya questions if I may
Sorry if add a question: Need to combine two enveloped meshes ( face and body ) and two different rig ( facial rig and body rig ) into one Soft workflow: First simply Parent the facial rig to the body rig on the neck controller; then select the face first and then the body, merge transfer attributes ( tada! ) Similar/same workflow inside Maya is possible? reading all the post related to Maya looks like the mesh combining is a big deal... 2014-06-13 13:37 GMT+02:00 Gerbrand Nel nagv...@gmail.com: Thanks guys! Not the answers I was hoping for but at least I now know :) Love this list! G On 2014/06/13 12:31 PM, Mirko Jankovic wrote: for #3 keep in mind that is NOT Scene explorer in Softimage, nor it provides same functions so take care there. Nodes in Maya were always kind of labyrinth to me and SI scene explorer was fresh air giving real overview and control of everything in scene. That is not something you have in Maya. Not to mention Max's new scene explorer if anyone with right mind would even call it like that. On Fri, Jun 13, 2014 at 11:37 AM, Perry Harovas perryharo...@gmail.com wrote: And to show I am not just here to laugh, the answer to #2 and #3 below: #2: No, and whats more, do not fcheck while rendering. That has always been a sure way to kill your render. Seriously, you have to specify the end frame to be at least 2 or 3 frames BEFORE the current frame that is rendering in order to not crash. Been like that ever since the beginning. Last time I checked, it was still a bug. Of course, it depends upon the renderer you are using, so if you are using mental ray or (God help you) the Maya renderer, then you cannot see it while it renders. If you are using some other renderer with its own render viewer, perhaps 3Delight, then you can watch it render with that software's render viewer. #3: You are correct, and to see more stuff, go to the top (happily, I don't have Maya installed at the moment, so I can't check the exact menu wording) of the Outliner and you will see that you can enable the viewing of more things in the Outliner. It defaults to simplifying your view (which I always hated) but you can change that to show you every ugly little node it shoves into your scene. On Fri, Jun 13, 2014 at 5:26 AM, Gerbrand Nel nagv...@gmail.com wrote: Hey Guys So I'm getting into Maya, and so far it's horrible. I realize that Maya animators must be more passionate about 3D than me, because there is no way I would have put up with this shit for the last 10 years. Rant aside, I was hoping someone could help me make sense of a few things. 1: selecting hierarchies: I don’t understand why Maya insists on making the whole hierarchy green when I only select the top node. What is the benefit of this, and can I turn it off? I also find that when I select multiple objects in a hierarchy, the second last thing I selected goes white, but the thing I select stays green. this makes it hard to tell weather I selected the object or not. Am I using it wrong? 2: Is there a way to interactively see my frames rendering? I know I can fcheck or load the rendered frames in aftreFX, but this doesn't help if my frames takes 20 min a frame. 3: I assume the outliner is there to do what the explorer in soft does, but half the things in my scene is missing. Is there a comprehensive scene navigator where I can see everything, like we can in the explorer? Thanks, I'm going to stop here before I get on the drama-lama. G -- Perry Harovas Animation and Visual Effects http://www.TheAfterImage.com http://www.theafterimage.com/ -25 Years Experience -Member of the Visual Effects Society (VES)
Collada sequence import
Hi Guys, Im trying to import some collada files that have vertex color information included. My tests so far on a single file frame with a color map lookup are working fine. Im just looking for a way to import a sequence where each file is on one single frame of the sequence, is there a way to do this that I am missing? I could be completely missing something simple? Kev
Re: OT: a few Maya questions if I may
1: selecting hierarchies: I don’t understand why Maya insists on making the whole hierarchy green when I only select the top node. What is the benefit of this, and can I turn it off? Its really annoying but you can now turn it off!! go to the Preferences, then 'Selection' - there are options for 'Selection Child Highlighting' , turn it to 'Never Highlight'. On Fri, Jun 13, 2014 at 10:26 AM, Gerbrand Nel nagv...@gmail.com wrote: Hey Guys So I'm getting into Maya, and so far it's horrible. I realize that Maya animators must be more passionate about 3D than me, because there is no way I would have put up with this shit for the last 10 years. Rant aside, I was hoping someone could help me make sense of a few things. 1: selecting hierarchies: I don’t understand why Maya insists on making the whole hierarchy green when I only select the top node. What is the benefit of this, and can I turn it off? I also find that when I select multiple objects in a hierarchy, the second last thing I selected goes white, but the thing I select stays green. this makes it hard to tell weather I selected the object or not. Am I using it wrong? 2: Is there a way to interactively see my frames rendering? I know I can fcheck or load the rendered frames in aftreFX, but this doesn't help if my frames takes 20 min a frame. 3: I assume the outliner is there to do what the explorer in soft does, but half the things in my scene is missing. Is there a comprehensive scene navigator where I can see everything, like we can in the explorer? Thanks, I'm going to stop here before I get on the drama-lama. G
Re: Collada sequence import
You could use a script to import the files and animate the visibility options according to the file/frame number. If I remember correctly there was an obj-sequence importer which does that. If it really exists and my mind isn't just playing tricks on me, you should probably find it on rray.de. cheers, Thomas Kevin mc bride kev@gmail.com hat am 13. Juni 2014 um 14:18 geschrieben: Hi Guys, Im trying to import some collada files that have vertex color information included. My tests so far on a single file frame with a color map lookup are working fine. Im just looking for a way to import a sequence where each file is on one single frame of the sequence, is there a way to do this that I am missing? I could be completely missing something simple? Kev
Re: OT: a few Maya questions if I may
Out of the box for merging rigs and enveloped meshesas far for Maya2013 None that I know.I was very naive splitting the head from the body to do the facial rig, thinking that I will be able to merge the whole thing back easily as in Soft... And I couldn't find a script to perform this task. --- Emilio Hernández VFX 3D animation. 2014-06-13 7:25 GMT-05:00 Will Sharkey willjshar...@gmail.com: 1: selecting hierarchies: I don’t understand why Maya insists on making the whole hierarchy green when I only select the top node. What is the benefit of this, and can I turn it off? Its really annoying but you can now turn it off!! go to the Preferences, then 'Selection' - there are options for 'Selection Child Highlighting' , turn it to 'Never Highlight'. On Fri, Jun 13, 2014 at 10:26 AM, Gerbrand Nel nagv...@gmail.com wrote: Hey Guys So I'm getting into Maya, and so far it's horrible. I realize that Maya animators must be more passionate about 3D than me, because there is no way I would have put up with this shit for the last 10 years. Rant aside, I was hoping someone could help me make sense of a few things. 1: selecting hierarchies: I don’t understand why Maya insists on making the whole hierarchy green when I only select the top node. What is the benefit of this, and can I turn it off? I also find that when I select multiple objects in a hierarchy, the second last thing I selected goes white, but the thing I select stays green. this makes it hard to tell weather I selected the object or not. Am I using it wrong? 2: Is there a way to interactively see my frames rendering? I know I can fcheck or load the rendered frames in aftreFX, but this doesn't help if my frames takes 20 min a frame. 3: I assume the outliner is there to do what the explorer in soft does, but half the things in my scene is missing. Is there a comprehensive scene navigator where I can see everything, like we can in the explorer? Thanks, I'm going to stop here before I get on the drama-lama. G
Re: OT: a few Maya questions if I may
Dude!!! You have just made the rest of my life better. G On 2014/06/13 02:25 PM, Will Sharkey wrote: 1: selecting hierarchies: I don’t understand why Maya insists on making the whole hierarchy green when I only select the top node. What is the benefit of this, and can I turn it off? Its really annoying but you can now turn it off!! go to the Preferences, then 'Selection' - there are options for 'Selection Child Highlighting' , turn it to 'Never Highlight'. On Fri, Jun 13, 2014 at 10:26 AM, Gerbrand Nel nagv...@gmail.com mailto:nagv...@gmail.com wrote: Hey Guys So I'm getting into Maya, and so far it's horrible. I realize that Maya animators must be more passionate about 3D than me, because there is no way I would have put up with this shit for the last 10 years. Rant aside, I was hoping someone could help me make sense of a few things. 1: selecting hierarchies: I don’t understand why Maya insists on making the whole hierarchy green when I only select the top node. What is the benefit of this, and can I turn it off? I also find that when I select multiple objects in a hierarchy, the second last thing I selected goes white, but the thing I select stays green. this makes it hard to tell weather I selected the object or not. Am I using it wrong? 2: Is there a way to interactively see my frames rendering? I know I can fcheck or load the rendered frames in aftreFX, but this doesn't help if my frames takes 20 min a frame. 3: I assume the outliner is there to do what the explorer in soft does, but half the things in my scene is missing. Is there a comprehensive scene navigator where I can see everything, like we can in the explorer? Thanks, I'm going to stop here before I get on the drama-lama. G
Re: OT: a few Maya questions if I may
Use edit smooth skin - copy skin weights. Its better if you make a selection of the verts that you want to copy over as selection sets. Not ideal, but it works. (This is scriptable) On 13 Jun 2014 05:11, Nicolas Esposito 3dv...@gmail.com wrote: Sorry if add a question: Need to combine two enveloped meshes ( face and body ) and two different rig ( facial rig and body rig ) into one Soft workflow: First simply Parent the facial rig to the body rig on the neck controller; then select the face first and then the body, merge transfer attributes ( tada! ) Similar/same workflow inside Maya is possible? reading all the post related to Maya looks like the mesh combining is a big deal... 2014-06-13 13:37 GMT+02:00 Gerbrand Nel nagv...@gmail.com: Thanks guys! Not the answers I was hoping for but at least I now know :) Love this list! G On 2014/06/13 12:31 PM, Mirko Jankovic wrote: for #3 keep in mind that is NOT Scene explorer in Softimage, nor it provides same functions so take care there. Nodes in Maya were always kind of labyrinth to me and SI scene explorer was fresh air giving real overview and control of everything in scene. That is not something you have in Maya. Not to mention Max's new scene explorer if anyone with right mind would even call it like that. On Fri, Jun 13, 2014 at 11:37 AM, Perry Harovas perryharo...@gmail.com wrote: And to show I am not just here to laugh, the answer to #2 and #3 below: #2: No, and whats more, do not fcheck while rendering. That has always been a sure way to kill your render. Seriously, you have to specify the end frame to be at least 2 or 3 frames BEFORE the current frame that is rendering in order to not crash. Been like that ever since the beginning. Last time I checked, it was still a bug. Of course, it depends upon the renderer you are using, so if you are using mental ray or (God help you) the Maya renderer, then you cannot see it while it renders. If you are using some other renderer with its own render viewer, perhaps 3Delight, then you can watch it render with that software's render viewer. #3: You are correct, and to see more stuff, go to the top (happily, I don't have Maya installed at the moment, so I can't check the exact menu wording) of the Outliner and you will see that you can enable the viewing of more things in the Outliner. It defaults to simplifying your view (which I always hated) but you can change that to show you every ugly little node it shoves into your scene. On Fri, Jun 13, 2014 at 5:26 AM, Gerbrand Nel nagv...@gmail.com wrote: Hey Guys So I'm getting into Maya, and so far it's horrible. I realize that Maya animators must be more passionate about 3D than me, because there is no way I would have put up with this shit for the last 10 years. Rant aside, I was hoping someone could help me make sense of a few things. 1: selecting hierarchies: I don’t understand why Maya insists on making the whole hierarchy green when I only select the top node. What is the benefit of this, and can I turn it off? I also find that when I select multiple objects in a hierarchy, the second last thing I selected goes white, but the thing I select stays green. this makes it hard to tell weather I selected the object or not. Am I using it wrong? 2: Is there a way to interactively see my frames rendering? I know I can fcheck or load the rendered frames in aftreFX, but this doesn't help if my frames takes 20 min a frame. 3: I assume the outliner is there to do what the explorer in soft does, but half the things in my scene is missing. Is there a comprehensive scene navigator where I can see everything, like we can in the explorer? Thanks, I'm going to stop here before I get on the drama-lama. G -- 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: Xray selection toggle in 2015 not working...
Any idea what other kind of issues might arise from this? -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Friday Flashback #176
Friday Flashback #176 from 2002 Power. Master Every Angle. XSI v3.0 http://wp.me/powV4-33f
Re: OT: a few Maya questions if I may
On Fri, Jun 13, 2014 at 5:37 AM, Perry Harovas perryharo...@gmail.com wrote: . Been like that ever since the beginning. Last time I checked, it was still a bug. Of course, it depends upon the renderer you are using, so if you are using mental ray or (God help you) the Maya renderer, then you cannot see it while it renders. With mental ray, use imf_disp http://knowledge.autodesk.com/support/maya/troubleshooting/caas/sfdcarticles/sfdcarticles/How-to-view-an-image-while-its-being-rendered-s.html
Crowd FX - losing textures with RS on RRfarm?
Hi. We have got a problem with the textures in CrowdFX. We're using Royal Render and Redshift. What's happening is that the crowd has no texture in the render when rendered in RR. But it renders fine on my workstation. Mental Ray renders ok, but not all the time. If I save the scene at frame 10 for example, when I open it again all the characters are black 'til I go to frame 1, where the environment simulation starts, and all the textures pop on. So I save the scene at frame 1, but Redshift still won't work on the network. So, it looks like rendering the scene without the gui, and not getting kicked by actually going to frame 1, means that Redshift is struggling. We can't really cache the crowd because there's so much to do. Data management might become an issue. We control the crowd with some nulls and sliders that the animators have, which we export into the master scene for rendering. A bit long winded, sorry. Any help, very welcome. Thanks! D.
Re: OT: a few Maya questions if I may
Thanks all for the answers :) 2014-06-13 17:21 GMT+02:00 Mario Reitbauer cont...@marioreitbauer.at: For transfering those weights you can use abweightlifter. Make a copy of your skinned objects and combine them and sew the border edges and freeze that object. Skin this new object to all joints (face and body). Use the new object as destination in abweightlifter and the head only as source and copy weights. Do the same for the body and the acording body joints. more steps needed then in softimage but at least it works this way. You can still keep your seperated objects and paint on them. every time you need a weightupdate you can just copy the weights again. 2014-06-13 16:18 GMT+02:00 Siew Yi Liang soni...@gmail.com: Use edit smooth skin - copy skin weights. Its better if you make a selection of the verts that you want to copy over as selection sets. Not ideal, but it works. (This is scriptable) On 13 Jun 2014 05:11, Nicolas Esposito 3dv...@gmail.com wrote: Sorry if add a question: Need to combine two enveloped meshes ( face and body ) and two different rig ( facial rig and body rig ) into one Soft workflow: First simply Parent the facial rig to the body rig on the neck controller; then select the face first and then the body, merge transfer attributes ( tada! ) Similar/same workflow inside Maya is possible? reading all the post related to Maya looks like the mesh combining is a big deal... 2014-06-13 13:37 GMT+02:00 Gerbrand Nel nagv...@gmail.com: Thanks guys! Not the answers I was hoping for but at least I now know :) Love this list! G On 2014/06/13 12:31 PM, Mirko Jankovic wrote: for #3 keep in mind that is NOT Scene explorer in Softimage, nor it provides same functions so take care there. Nodes in Maya were always kind of labyrinth to me and SI scene explorer was fresh air giving real overview and control of everything in scene. That is not something you have in Maya. Not to mention Max's new scene explorer if anyone with right mind would even call it like that. On Fri, Jun 13, 2014 at 11:37 AM, Perry Harovas perryharo...@gmail.com wrote: And to show I am not just here to laugh, the answer to #2 and #3 below: #2: No, and whats more, do not fcheck while rendering. That has always been a sure way to kill your render. Seriously, you have to specify the end frame to be at least 2 or 3 frames BEFORE the current frame that is rendering in order to not crash. Been like that ever since the beginning. Last time I checked, it was still a bug. Of course, it depends upon the renderer you are using, so if you are using mental ray or (God help you) the Maya renderer, then you cannot see it while it renders. If you are using some other renderer with its own render viewer, perhaps 3Delight, then you can watch it render with that software's render viewer. #3: You are correct, and to see more stuff, go to the top (happily, I don't have Maya installed at the moment, so I can't check the exact menu wording) of the Outliner and you will see that you can enable the viewing of more things in the Outliner. It defaults to simplifying your view (which I always hated) but you can change that to show you every ugly little node it shoves into your scene. On Fri, Jun 13, 2014 at 5:26 AM, Gerbrand Nel nagv...@gmail.com wrote: Hey Guys So I'm getting into Maya, and so far it's horrible. I realize that Maya animators must be more passionate about 3D than me, because there is no way I would have put up with this shit for the last 10 years. Rant aside, I was hoping someone could help me make sense of a few things. 1: selecting hierarchies: I don’t understand why Maya insists on making the whole hierarchy green when I only select the top node. What is the benefit of this, and can I turn it off? I also find that when I select multiple objects in a hierarchy, the second last thing I selected goes white, but the thing I select stays green. this makes it hard to tell weather I selected the object or not. Am I using it wrong? 2: Is there a way to interactively see my frames rendering? I know I can fcheck or load the rendered frames in aftreFX, but this doesn't help if my frames takes 20 min a frame. 3: I assume the outliner is there to do what the explorer in soft does, but half the things in my scene is missing. Is there a comprehensive scene navigator where I can see everything, like we can in the explorer? Thanks, I'm going to stop here before I get on the drama-lama. G -- 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: OT: a few Maya questions if I may
What about the blendshapes? On 6/13/2014 9:21 AM, Mario Reitbauer wrote: For transfering those weights you can use abweightlifter. Make a copy of your skinned objects and combine them and sew the border edges and freeze that object. Skin this new object to all joints (face and body). Use the new object as destination in abweightlifter and the head only as source and copy weights. Do the same for the body and the acording body joints. more steps needed then in softimage but at least it works this way. You can still keep your seperated objects and paint on them. every time you need a weightupdate you can just copy the weights again. 2014-06-13 16:18 GMT+02:00 Siew Yi Liang soni...@gmail.com mailto:soni...@gmail.com: Use edit smooth skin - copy skin weights. Its better if you make a selection of the verts that you want to copy over as selection sets. Not ideal, but it works. (This is scriptable) On 13 Jun 2014 05:11, Nicolas Esposito 3dv...@gmail.com mailto:3dv...@gmail.com wrote: Sorry if add a question: Need to combine two enveloped meshes ( face and body ) and two different rig ( facial rig and body rig ) into one Soft workflow: First simply Parent the facial rig to the body rig on the neck controller; then select the face first and then the body, merge transfer attributes ( tada! ) Similar/same workflow inside Maya is possible? reading all the post related to Maya looks like the mesh combining is a big deal... 2014-06-13 13:37 GMT+02:00 Gerbrand Nel nagv...@gmail.com mailto:nagv...@gmail.com: Thanks guys! Not the answers I was hoping for but at least I now know :) Love this list! G On 2014/06/13 12:31 PM, Mirko Jankovic wrote: for #3 keep in mind that is NOT Scene explorer in Softimage, nor it provides same functions so take care there. Nodes in Maya were always kind of labyrinth to me and SI scene explorer was fresh air giving real overview and control of everything in scene. That is not something you have in Maya. Not to mention Max's new scene explorer if anyone with right mind would even call it like that. On Fri, Jun 13, 2014 at 11:37 AM, Perry Harovas perryharo...@gmail.com mailto:perryharo...@gmail.com wrote: And to show I am not just here to laugh, the answer to #2 and #3 below: #2: No, and whats more, do not fcheck while rendering. That has always been a sure way to kill your render. Seriously, you have to specify the end frame to be at least 2 or 3 frames BEFORE the current frame that is rendering in order to not crash. Been like that ever since the beginning. Last time I checked, it was still a bug. Of course, it depends upon the renderer you are using, so if you are using mental ray or (God help you) the Maya renderer, then you cannot see it while it renders. If you are using some other renderer with its own render viewer, perhaps 3Delight, then you can watch it render with that software's render viewer. #3: You are correct, and to see more stuff, go to the top (happily, I don't have Maya installed at the moment, so I can't check the exact menu wording) of the Outliner and you will see that you can enable the viewing of more things in the Outliner. It defaults to simplifying your view (which I always hated) but you can change that to show you every ugly little node it shoves into your scene. On Fri, Jun 13, 2014 at 5:26 AM, Gerbrand Nel nagv...@gmail.com mailto:nagv...@gmail.com wrote: Hey Guys So I'm getting into Maya, and so far it's horrible. I realize that Maya animators must be more passionate about 3D than me, because there is no way I would have put up with this shit for the last 10 years. Rant aside, I was hoping someone could help me make sense of a few things. 1: selecting hierarchies: I don’t understand why Maya insists on making the whole hierarchy green when I only select the top node. What is the benefit of this, and can I turn it off? I also find that when I select multiple objects in a hierarchy, the second last thing I selected
Re: OT: a few Maya questions if I may
Absymmesh is your friend here. On 13 Jun 2014 10:08, David Gallagher davegsoftimagel...@gmail.com wrote: What about the blendshapes? On 6/13/2014 9:21 AM, Mario Reitbauer wrote: For transfering those weights you can use abweightlifter. Make a copy of your skinned objects and combine them and sew the border edges and freeze that object. Skin this new object to all joints (face and body). Use the new object as destination in abweightlifter and the head only as source and copy weights. Do the same for the body and the acording body joints. more steps needed then in softimage but at least it works this way. You can still keep your seperated objects and paint on them. every time you need a weightupdate you can just copy the weights again. 2014-06-13 16:18 GMT+02:00 Siew Yi Liang soni...@gmail.com: Use edit smooth skin - copy skin weights. Its better if you make a selection of the verts that you want to copy over as selection sets. Not ideal, but it works. (This is scriptable) On 13 Jun 2014 05:11, Nicolas Esposito 3dv...@gmail.com wrote: Sorry if add a question: Need to combine two enveloped meshes ( face and body ) and two different rig ( facial rig and body rig ) into one Soft workflow: First simply Parent the facial rig to the body rig on the neck controller; then select the face first and then the body, merge transfer attributes ( tada! ) Similar/same workflow inside Maya is possible? reading all the post related to Maya looks like the mesh combining is a big deal... 2014-06-13 13:37 GMT+02:00 Gerbrand Nel nagv...@gmail.com: Thanks guys! Not the answers I was hoping for but at least I now know :) Love this list! G On 2014/06/13 12:31 PM, Mirko Jankovic wrote: for #3 keep in mind that is NOT Scene explorer in Softimage, nor it provides same functions so take care there. Nodes in Maya were always kind of labyrinth to me and SI scene explorer was fresh air giving real overview and control of everything in scene. That is not something you have in Maya. Not to mention Max's new scene explorer if anyone with right mind would even call it like that. On Fri, Jun 13, 2014 at 11:37 AM, Perry Harovas perryharo...@gmail.com wrote: And to show I am not just here to laugh, the answer to #2 and #3 below: #2: No, and whats more, do not fcheck while rendering. That has always been a sure way to kill your render. Seriously, you have to specify the end frame to be at least 2 or 3 frames BEFORE the current frame that is rendering in order to not crash. Been like that ever since the beginning. Last time I checked, it was still a bug. Of course, it depends upon the renderer you are using, so if you are using mental ray or (God help you) the Maya renderer, then you cannot see it while it renders. If you are using some other renderer with its own render viewer, perhaps 3Delight, then you can watch it render with that software's render viewer. #3: You are correct, and to see more stuff, go to the top (happily, I don't have Maya installed at the moment, so I can't check the exact menu wording) of the Outliner and you will see that you can enable the viewing of more things in the Outliner. It defaults to simplifying your view (which I always hated) but you can change that to show you every ugly little node it shoves into your scene. On Fri, Jun 13, 2014 at 5:26 AM, Gerbrand Nel nagv...@gmail.com wrote: Hey Guys So I'm getting into Maya, and so far it's horrible. I realize that Maya animators must be more passionate about 3D than me, because there is no way I would have put up with this shit for the last 10 years. Rant aside, I was hoping someone could help me make sense of a few things. 1: selecting hierarchies: I don’t understand why Maya insists on making the whole hierarchy green when I only select the top node. What is the benefit of this, and can I turn it off? I also find that when I select multiple objects in a hierarchy, the second last thing I selected goes white, but the thing I select stays green. this makes it hard to tell weather I selected the object or not. Am I using it wrong? 2: Is there a way to interactively see my frames rendering? I know I can fcheck or load the rendered frames in aftreFX, but this doesn't help if my frames takes 20 min a frame. 3: I assume the outliner is there to do what the explorer in soft does, but half the things in my scene is missing. Is there a comprehensive scene navigator where I can see everything, like we can in the explorer? Thanks, I'm going to stop here before I get on the drama-lama. G -- 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: OT: What strong features have you found in y our new transition software that SI didn´t have?
I really like that I can drag and drop FBX files into Maya. I had brought some models for a project and unfortunatly there were about 20 seperate fbx files all at 000 origin. I would have had to file-import each one into xsi but in Maya I just dragged and dropped and then sent to Softimage. On Fri, Jun 13, 2014 at 7:44 AM, Perry Harovas perryharo...@gmail.com wrote: I have been using Cinema 4D and the thing that has impressed me is that the plugins out there are really quite inexpensive. I know this isn't a feature, but we cannot ignore the community that surrounds the application, and the community around C4D seems very strong. Anyway, the plugins are between $10 and $25 usually. Some are a few hundred, but rarely, and those add quite a lot of functionality. Turbulence FD, which I really want to buy, is a few hundred dollars, for instance, but is quite impressive in the time I have used the demo. When it comes to history, I found an amazing plugin called Storage Bin, that is best described as an Undo/Redo for each object (and even hierarchies) but it is NOT linear. It actually saves the current state a model (or light, or texture, etc.) is in, and allows you to restore that version at any time. It is a bit like the Soft abilty to revert the scene state from saved Quick Renders, but on a per object basis, and again, ot linear at all. You can always go back (or forward) to a saved state on a per-object basis. This is a very cool ability, offering a lot of functionality for showing clients iterations, having them decide on a version of a model, or whatever, and even if they change their mind to a totally different version at the last minute, you can go to that version and all the transforms (on an object level anyway) will be retained. It is $24. That kind of economics will really help my transition. On Fri, Jun 13, 2014 at 3:24 AM, Mário Domingos mdomingos.p...@gmail.com wrote: I've been trying modo for the last 3 weeks and I must say that I'm really impressed. The only draw back is the lack of modeling history. — Sent from Mailbox https://www.dropbox.com/mailbox On Wed, Jun 11, 2014 at 5:56 PM, Cristobal Infante cgc...@gmail.com wrote: When using Houdini I've found Openvdb to be frankly phenomenal. Had never been exposed to this tech before. I know there is a softimage plugin, but never had to use it. In houdini Openvdb is a suite of nodes which are really well integrated. On 5 June 2014 22:35, Serch Mucino sergio.muc...@gmail.com wrote: That Pose Manager looks pretty sweet. I think a simple version of that could be done using native Actors/Poses and the Card View (which it's quite outdated, being honest). I am in touch with Lukasz (ACS), and I'll gladly suggest something like this to him. We'll see... from what I hear, he's got a lot on his plate lately. I agree with Angus there... for me, it's going to be all Modo + Houdini. That should do it for me (with the occasional 3ds max from time to time...) Sergio Mucino On Thu, Jun 5, 2014 at 5:22 PM, Angus Davidson angus.david...@wits.ac.za wrote: As more character animators start using Modo those kind of tools will come. Studio library is very impressive (have already passed it on to our lecturer to look at for next year when we get forced into Maya ) Most of the folks I have spoken to are going for a Modo / Houdini combo as they compliment each other very well. Its going to be tough to find just one package to be able to be the swiss army knife that softimage is. From: Marco Peixoto mpe...@gmail.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Thursday 05 June 2014 at 11:03 PM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: Re: OT: What strong features have you found in your new transition software that SI didn´t have? Thanks Sergio :) Yes i know ACS, i played with its free sample when it first appeared and even suggested some new features to it, like the ability to change from IK to FK and vice versa maintaining the same Positions or changing Parentings like IK follow head or Shoulder or Hips and maintaing same positions, im used to it on the rigs I work with, going back to no having those features its not a show stopper but... yah know :) I even made simple example videos showing this to ACS guy(forgot his name) showing how they worked on iAnimate Rigs. As a curious fact, I was a owner of the first ACS apparition, in good old LW times :) When I spoke about Pose Managers im speaking in things like this: https://www.youtube.com/watch?v=CJvxlGpYc1o Although its third partie script (free by the way) but im used to these kind os Pose Managers that take screenshots when we make the Poses, I currently must have probably 20-30 stored Poses already in a TV production I recently started working on, if I didn't had the screenshots and everything was text based