Re: OT: What strong features have you found in y our new transition software that SI didn´t have?

2014-06-13 Thread Mário Domingos
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 outdated, being honest).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 
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 of this message may not be legally 

Re: Softimage at Siggraph?

2014-06-13 Thread Jon Hunt
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

2014-06-13 Thread Tim Leydecker
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?

2014-06-13 Thread Leendert A. Hartog
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?

2014-06-13 Thread rs3d
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

2014-06-13 Thread Gerbrand Nel

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

2014-06-13 Thread Perry Harovas
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

2014-06-13 Thread Perry Harovas
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

2014-06-13 Thread Mirko Jankovic
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

2014-06-13 Thread Jens Lindgren
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

2014-06-13 Thread Gerbrand Nel

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?

2014-06-13 Thread Perry Harovas
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

2014-06-13 Thread Nicolas Esposito
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

2014-06-13 Thread Kevin mc bride
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

2014-06-13 Thread Will Sharkey

 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

2014-06-13 Thread Thomas Volkmann
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

2014-06-13 Thread Emilio Hernandez
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

2014-06-13 Thread Gerbrand Nel

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

2014-06-13 Thread Siew Yi Liang
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...

2014-06-13 Thread Leendert A. Hartog

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

2014-06-13 Thread Stephen Blair
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

2014-06-13 Thread Luc-Eric Rousseau
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?

2014-06-13 Thread Darren Blencowe | VA
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

2014-06-13 Thread Nicolas Esposito
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

2014-06-13 Thread David Gallagher


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

2014-06-13 Thread Siew Yi Liang
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?

2014-06-13 Thread John Richard Sanchez
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