Re: Introducing Canvas - visual programming for Fabric Engine 2.0
It's coming for Softimage, Max, Houdini and other DCCs as well. This alpha has our standalone client and Maya support: all of our customers are on Maya, so it made sense to do that first. On 6 March 2015 at 17:47, Tenshi S. tenshu...@gmail.com wrote: More stuff for Maya users? Hmm. On Fri, Mar 6, 2015 at 4:33 PM, Jeff McFall jeff.mcf...@sas.com wrote: This looks fantastic and familiar. I am so looking forward to this. Thank you! *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Paul Doyle *Sent:* Friday, March 06, 2015 3:32 PM *To:* softimage@listproc.autodesk.com *Subject:* Introducing Canvas - visual programming for Fabric Engine 2.0 Hi guys - I know you've been waiting for quite a while for us to start showing you what we've been up to since Siggraph. Finally we're there and can give you a look :) I'm really happy and proud to give you the first proper look at Canvas, our visual programming system for Fabric 2.0. Quick highlight video: https://vimeo.com/121492305 Tons more information here: http://fabricengine.com/canvas-videos/ This is the first part of the FE2.0 plan, and we'll be showing this in more detail at GTC on March 18th - please contact me if you want to meet up. Looking forward to hearing what you have to say, and hopefully getting you on the alpha/beta when we open things up (there is a sign up form on the Canvas page). Cheers, Paul and the rest of the Fabric team
Re: Introducing Canvas - visual programming for Fabric Engine 2.0
Economics... *written with my thumbs On Mar 6, 2015 2:47 PM, Tenshi S. tenshu...@gmail.com wrote: More stuff for Maya users? Hmm. On Fri, Mar 6, 2015 at 4:33 PM, Jeff McFall jeff.mcf...@sas.com wrote: This looks fantastic and familiar. I am so looking forward to this. Thank you! *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Paul Doyle *Sent:* Friday, March 06, 2015 3:32 PM *To:* softimage@listproc.autodesk.com *Subject:* Introducing Canvas - visual programming for Fabric Engine 2.0 Hi guys - I know you've been waiting for quite a while for us to start showing you what we've been up to since Siggraph. Finally we're there and can give you a look :) I'm really happy and proud to give you the first proper look at Canvas, our visual programming system for Fabric 2.0. Quick highlight video: https://vimeo.com/121492305 Tons more information here: http://fabricengine.com/canvas-videos/ This is the first part of the FE2.0 plan, and we'll be showing this in more detail at GTC on March 18th - please contact me if you want to meet up. Looking forward to hearing what you have to say, and hopefully getting you on the alpha/beta when we open things up (there is a sign up form on the Canvas page). Cheers, Paul and the rest of the Fabric team
Re: Introducing Canvas - visual programming for Fabric Engine 2.0
Paul, much respect for supporting such a wide range of DCCs including the (not so) dead one. I'm sure like you say, Canvas will be here sooner than we know it. But in the mean time the suspense is killing me =) On Fri, Mar 6, 2015 at 4:49 PM, Paul Doyle technove...@gmail.com wrote: It's coming for Softimage, Max, Houdini and other DCCs as well. This alpha has our standalone client and Maya support: all of our customers are on Maya, so it made sense to do that first. -- -=T=-
Re: Introducing Canvas - visual programming for Fabric Engine 2.0
Well you can sign up for the alpha here: http://fabricengine.com/canvas-testing-program/ We're not opening it up yet, but get on the list and when we do the SI drop I'll post a reminder here :) We're DCC-agnostic - Maya was inevitably a first-class citizen for us, but our portability story is dependent on supporting lots of hosts. Watch this space ;) On 6 March 2015 at 18:05, Eric Turman i.anima...@gmail.com wrote: Paul, much respect for supporting such a wide range of DCCs including the (not so) dead one. I'm sure like you say, Canvas will be here sooner than we know it. But in the mean time the suspense is killing me =) On Fri, Mar 6, 2015 at 4:49 PM, Paul Doyle technove...@gmail.com wrote: It's coming for Softimage, Max, Houdini and other DCCs as well. This alpha has our standalone client and Maya support: all of our customers are on Maya, so it made sense to do that first. -- -=T=-
Re: Introducing Canvas - visual programming for Fabric Engine 2.0
Not all your customers... though we are moving in that direction and this will definitely make the transition so much easier. On 06/03/2015 5:49 PM, Paul Doyle wrote: It's coming for Softimage, Max, Houdini and other DCCs as well. This alpha has our standalone client and Maya support: all of our customers are on Maya, so it made sense to do that first. On 6 March 2015 at 17:47, Tenshi S. tenshu...@gmail.com mailto:tenshu...@gmail.com wrote: More stuff for Maya users? Hmm. On Fri, Mar 6, 2015 at 4:33 PM, Jeff McFall jeff.mcf...@sas.com mailto:jeff.mcf...@sas.com wrote: This looks fantastic and familiar. I am so looking forward to this. Thank you! *From:*softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Paul Doyle *Sent:* Friday, March 06, 2015 3:32 PM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:* Introducing Canvas - visual programming for Fabric Engine 2.0 Hi guys - I know you've been waiting for quite a while for us to start showing you what we've been up to since Siggraph. Finally we're there and can give you a look :) I'm really happy and proud to give you the first proper look at Canvas, our visual programming system for Fabric 2.0. Quick highlight video: https://vimeo.com/121492305 Tons more information here: http://fabricengine.com/canvas-videos/ This is the first part of the FE2.0 plan, and we'll be showing this in more detail at GTC on March 18th - please contact me if you want to meet up. Looking forward to hearing what you have to say, and hopefully getting you on the alpha/beta when we open things up (there is a sign up form on the Canvas page). Cheers, Paul and the rest of the Fabric team
RE: Introducing Canvas - visual programming for Fabric Engine 2.0
Awesome news! I have been waiting for this for ever. Exciting time! Thanks a lot Paul and I am looking forward to trying it, hopefully soon. Cheers. Vince Baertsoen Head of 3D T +1 212 337 3210 [http://www.themill.com/logos/MillDarkNight.png] The Mill 451 Broadway, 6th Floor, New York, NY 10013 themill.com | http://www.themill.com/ themillblog.com | http://www.themillblog.com/ @millchannel | https://twitter.com/millchannel facebook.com/millchannelhttp://www.facebook.com/millchannel From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Paul Doyle [technove...@gmail.com] Sent: Friday, March 06, 2015 3:32 PM To: softimage@listproc.autodesk.com Subject: Introducing Canvas - visual programming for Fabric Engine 2.0 Hi guys - I know you've been waiting for quite a while for us to start showing you what we've been up to since Siggraph. Finally we're there and can give you a look :) I'm really happy and proud to give you the first proper look at Canvas, our visual programming system for Fabric 2.0. Quick highlight video: https://vimeo.com/121492305 Tons more information here: http://fabricengine.com/canvas-videos/ This is the first part of the FE2.0 plan, and we'll be showing this in more detail at GTC on March 18th - please contact me if you want to meet up. Looking forward to hearing what you have to say, and hopefully getting you on the alpha/beta when we open things up (there is a sign up form on the Canvas page). Cheers, Paul and the rest of the Fabric team
Re: Introducing Canvas - visual programming for Fabric Engine 2.0
Great work! Glad to hear about the Houdini supportplans too. That's where a lot of ex-softies are going now. : ) -J On 7 Mar 2015 01:05, Eric Turman i.anima...@gmail.com wrote: Paul, much respect for supporting such a wide range of DCCs including the (not so) dead one. I'm sure like you say, Canvas will be here sooner than we know it. But in the mean time the suspense is killing me =) On Fri, Mar 6, 2015 at 4:49 PM, Paul Doyle technove...@gmail.com wrote: It's coming for Softimage, Max, Houdini and other DCCs as well. This alpha has our standalone client and Maya support: all of our customers are on Maya, so it made sense to do that first. -- -=T=-
Re: Introducing Canvas - visual programming for Fabric Engine 2.0
I don't write this word often, but being from Texas there is only thing that comes to mindYeehaw! On Fri, Mar 6, 2015 at 6:03 PM, Vince Baertsoen vi...@themill.com wrote: Awesome news! I have been waiting for this for ever. Exciting time! Thanks a lot Paul and I am looking forward to trying it, hopefully soon. Cheers. Vince Baertsoen Head of 3D T +1 212 337 3210 The Mill 451 Broadway, 6th Floor, New York, NY 10013 *themill.com | http://www.themill.com/ themillblog.com | http://www.themillblog.com/ @millchannel | https://twitter.com/millchannel facebook.com/millchannel http://www.facebook.com/millchannel * -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Paul Doyle [ technove...@gmail.com] *Sent:* Friday, March 06, 2015 3:32 PM *To:* softimage@listproc.autodesk.com *Subject:* Introducing Canvas - visual programming for Fabric Engine 2.0 Hi guys - I know you've been waiting for quite a while for us to start showing you what we've been up to since Siggraph. Finally we're there and can give you a look :) I'm really happy and proud to give you the first proper look at Canvas, our visual programming system for Fabric 2.0. Quick highlight video: https://vimeo.com/121492305 Tons more information here: http://fabricengine.com/canvas-videos/ This is the first part of the FE2.0 plan, and we'll be showing this in more detail at GTC on March 18th - please contact me if you want to meet up. Looking forward to hearing what you have to say, and hopefully getting you on the alpha/beta when we open things up (there is a sign up form on the Canvas page). Cheers, Paul and the rest of the Fabric team
Re: Introducing Canvas - visual programming for Fabric Engine 2.0
Great stuff Paul! Keep up the great work and giving us tools we can use in whatever app we need! Eric T. On 3/6/2015 4:33 PM, Jeff McFall wrote: This looks fantastic and familiar. I am so looking forward to this. Thank you! *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Paul Doyle *Sent:* Friday, March 06, 2015 3:32 PM *To:* softimage@listproc.autodesk.com *Subject:* Introducing Canvas - visual programming for Fabric Engine 2.0 Hi guys - I know you've been waiting for quite a while for us to start showing you what we've been up to since Siggraph. Finally we're there and can give you a look :) I'm really happy and proud to give you the first proper look at Canvas, our visual programming system for Fabric 2.0. Quick highlight video: https://vimeo.com/121492305 Tons more information here: http://fabricengine.com/canvas-videos/ This is the first part of the FE2.0 plan, and we'll be showing this in more detail at GTC on March 18th - please contact me if you want to meet up. Looking forward to hearing what you have to say, and hopefully getting you on the alpha/beta when we open things up (there is a sign up form on the Canvas page). Cheers, Paul and the rest of the Fabric team
Re: Introducing Canvas - visual programming for Fabric Engine 2.0
More stuff for Maya users? Hmm. On Fri, Mar 6, 2015 at 4:33 PM, Jeff McFall jeff.mcf...@sas.com wrote: This looks fantastic and familiar. I am so looking forward to this. Thank you! *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Paul Doyle *Sent:* Friday, March 06, 2015 3:32 PM *To:* softimage@listproc.autodesk.com *Subject:* Introducing Canvas - visual programming for Fabric Engine 2.0 Hi guys - I know you've been waiting for quite a while for us to start showing you what we've been up to since Siggraph. Finally we're there and can give you a look :) I'm really happy and proud to give you the first proper look at Canvas, our visual programming system for Fabric 2.0. Quick highlight video: https://vimeo.com/121492305 Tons more information here: http://fabricengine.com/canvas-videos/ This is the first part of the FE2.0 plan, and we'll be showing this in more detail at GTC on March 18th - please contact me if you want to meet up. Looking forward to hearing what you have to say, and hopefully getting you on the alpha/beta when we open things up (there is a sign up form on the Canvas page). Cheers, Paul and the rest of the Fabric team
Re: Introducing Canvas - visual programming for Fabric Engine 2.0
Oh and I don't think I've ever been this excited of opening Maya. On 06/03/2015 6:17 PM, Mathieu Leclaire wrote: Not all your customers... though we are moving in that direction and this will definitely make the transition so much easier. On 06/03/2015 5:49 PM, Paul Doyle wrote: It's coming for Softimage, Max, Houdini and other DCCs as well. This alpha has our standalone client and Maya support: all of our customers are on Maya, so it made sense to do that first. On 6 March 2015 at 17:47, Tenshi S. tenshu...@gmail.com mailto:tenshu...@gmail.com wrote: More stuff for Maya users? Hmm. On Fri, Mar 6, 2015 at 4:33 PM, Jeff McFall jeff.mcf...@sas.com mailto:jeff.mcf...@sas.com wrote: This looks fantastic and familiar. I am so looking forward to this. Thank you! *From:*softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Paul Doyle *Sent:* Friday, March 06, 2015 3:32 PM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:* Introducing Canvas - visual programming for Fabric Engine 2.0 Hi guys - I know you've been waiting for quite a while for us to start showing you what we've been up to since Siggraph. Finally we're there and can give you a look :) I'm really happy and proud to give you the first proper look at Canvas, our visual programming system for Fabric 2.0. Quick highlight video: https://vimeo.com/121492305 Tons more information here: http://fabricengine.com/canvas-videos/ This is the first part of the FE2.0 plan, and we'll be showing this in more detail at GTC on March 18th - please contact me if you want to meet up. Looking forward to hearing what you have to say, and hopefully getting you on the alpha/beta when we open things up (there is a sign up form on the Canvas page). Cheers, Paul and the rest of the Fabric team
Re: Introducing Canvas - visual programming for Fabric Engine 2.0
Actually we have you guys, Psyop and Blur all expecting Softimage support sooner rather than later :) It's next on the list! On 6 March 2015 at 18:20, Mathieu Leclaire mlecl...@hybride.com wrote: Oh and I don't think I've ever been this excited of opening Maya. On 06/03/2015 6:17 PM, Mathieu Leclaire wrote: Not all your customers... though we are moving in that direction and this will definitely make the transition so much easier. On 06/03/2015 5:49 PM, Paul Doyle wrote: It's coming for Softimage, Max, Houdini and other DCCs as well. This alpha has our standalone client and Maya support: all of our customers are on Maya, so it made sense to do that first. On 6 March 2015 at 17:47, Tenshi S. tenshu...@gmail.com wrote: More stuff for Maya users? Hmm. On Fri, Mar 6, 2015 at 4:33 PM, Jeff McFall jeff.mcf...@sas.com wrote: This looks fantastic and familiar. I am so looking forward to this. Thank you! *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Paul Doyle *Sent:* Friday, March 06, 2015 3:32 PM *To:* softimage@listproc.autodesk.com *Subject:* Introducing Canvas - visual programming for Fabric Engine 2.0 Hi guys - I know you've been waiting for quite a while for us to start showing you what we've been up to since Siggraph. Finally we're there and can give you a look :) I'm really happy and proud to give you the first proper look at Canvas, our visual programming system for Fabric 2.0. Quick highlight video: https://vimeo.com/121492305 Tons more information here: http://fabricengine.com/canvas-videos/ This is the first part of the FE2.0 plan, and we'll be showing this in more detail at GTC on March 18th - please contact me if you want to meet up. Looking forward to hearing what you have to say, and hopefully getting you on the alpha/beta when we open things up (there is a sign up form on the Canvas page). Cheers, Paul and the rest of the Fabric team
OT maya random/linear in channel box
in soft we can type into rotate translate scale, simple expressions to get random or linear values is there an equivalent in maya? i want to apply a random frame offset on a shape node (animated archive) i would have thought something like it is in soft; R(0,500) but can't seem to find any info on this! a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.com blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Friday Flashback #214
Softimage Words from the Wizard - Nov 1994 http://wp.me/powV4-3bB
Re: OT maya random/linear in channel box
Before someone jump in saying that maya is the worst thing in the universe because of scripting and so on... 4 lines of code. from maya import cmds from random import random for each in cmds.ls(sl=True, l=True): cmds.setAttr(each + .translateX, random() * 500) Is it better than Softimage? hell no! Is it a big deal? not at all. Cheers! On Fri, Mar 6, 2015 at 10:51 PM, Mario Reitbauer cont...@marioreitbauer.at wrote: Only this (at least according to the docs): - Type +=n to add n to the current value. - Type -=n to subtract n from the current value. - Type *=n to multiply n by the current value. - Type /=n to divide the current value by n. - % as a suffix Indicates a percentage-based operation (For example, +=10% adds 10% of the current value to each selected value) 2015-03-06 12:28 GMT+01:00 adrian wyer adrian.w...@fluid-pictures.com: in soft we can type into rotate translate scale, simple expressions to get random or linear values is there an equivalent in maya? i want to apply a random frame offset on a shape node (animated archive) i would have thought something like it is in soft; R(0,500) but can't seem to find any info on this! a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
RE: OT maya random/linear in channel box
you can use =rand(0,500); however it gives the same random value to each selected object bugger a _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Cesar Saez Sent: 06 March 2015 12:09 To: softimage@listproc.autodesk.com Subject: Re: OT maya random/linear in channel box Before someone jump in saying that maya is the worst thing in the universe because of scripting and so on... 4 lines of code. from maya import cmds from random import random for each in cmds.ls(sl=True, l=True): cmds.setAttr(each + .translateX, random() * 500) Is it better than Softimage? hell no! Is it a big deal? not at all. Cheers! On Fri, Mar 6, 2015 at 10:51 PM, Mario Reitbauer cont...@marioreitbauer.at wrote: Only this (at least according to the docs): * Type +=n to add n to the current value. * Type -=n to subtract n from the current value. * Type *=n to multiply n by the current value. * Type /=n to divide the current value by n. * % as a suffix Indicates a percentage-based operation (For example, +=10% adds 10% of the current value to each selected value) 2015-03-06 12:28 GMT+01:00 adrian wyer adrian.w...@fluid-pictures.com: in soft we can type into rotate translate scale, simple expressions to get random or linear values is there an equivalent in maya? i want to apply a random frame offset on a shape node (animated archive) i would have thought something like it is in soft; R(0,500) but can't seem to find any info on this! a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 tel:%2B%2B44%280%29%20207%20580%200829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: Rigid Bodies + Biped Rig (enveloped) + ICE crowds
I thought maybe a test inside state would trigger rigid bodies behaviour, if false, rigid body = no.But that leaves me with the vector velocity to be inherited from the passive rigid body colliding with an active rigid body part. Any lights for this?Thanks. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel From: Eric Turman i.anima...@gmail.com To: softimage@listproc.autodesk.com Sent: Monday, February 23, 2015 1:25 PM Subject: Re: Rigid Bodies + Biped Rig (enveloped) + ICE crowds Gmail does not show a post you made...it is a little frustrating not knowing if it was received...especially if no one has the time or knowledge to reply about it. On Mon, Feb 23, 2015 at 11:38 AM, Pierre Schiller activemotionpictu...@gmail.com wrote: Hi I believe it had no impact I´ve chosen gmail to bemy default account this time. I wrote a post last week that didn´t show (surely being delivered to your spams). Anyways. Here´s the case: I´ve been watching DT´s training over to rigid bodies (gravity, wind, forces, etc..). I have a robot crowd made out of a bunch of parts (1 head, 2 arms, 2 legs), but the actor needs to be a single mesh as a requirement for the crowd setup on ice. The general idea is that 2 groups of robots approach each other and then activate a behaviour (/hit each other) at a certain distance, thus hitting the parts of the body (like the head, torso, arms..) and that part will become a rigid body and fly away. Basically two crowds hitting each other until only 1 remains (or at least some robots standing). So: Problem 1: all actors must be 1 mesh piece (how then, break them into pieces) Problem 2: Rigid bodies active and passive states take account for their initial state into the simulation Problem 3: Actors with rigid bodie ICE attributes won´t be able to compute collisions because of problem 2. So wrapping my thoughts about these things, could anyone please help me out with some light on possible solutions? Thanks. Cheers. David R. -- Portfolio 2013 Cinema TV productionVideo Reel -- -=T=-
Re: OT maya random/linear in channel box
Before someone jump in saying that maya is the worst thing in the universe because of scripting and so on... 4 lines of code. from maya import cmds from random import random for each in cmds.ls http://cmds.ls/(sl=True, l=True): cmds.setAttr(each + .translateX, random() * 500) Is it better than Softimage? hell no! Is it a big deal? not at all. It does to me as it breaks my thinking flow and momentum, exactly the same than someone asking to jump on a meeting while you are animating, when you go back your mindset is in a different planet and takes ages to get back to the zone. It’s the Artist technical Artist switching that XSI does manage so well and this is one very good example of why IMO workflow in Maya is a total mess. jb
Re: OT maya random/linear in channel box
Only this (at least according to the docs): - Type +=n to add n to the current value. - Type -=n to subtract n from the current value. - Type *=n to multiply n by the current value. - Type /=n to divide the current value by n. - % as a suffix Indicates a percentage-based operation (For example, +=10% adds 10% of the current value to each selected value) 2015-03-06 12:28 GMT+01:00 adrian wyer adrian.w...@fluid-pictures.com: in soft we can type into rotate translate scale, simple expressions to get random or linear values is there an equivalent in maya? i want to apply a random frame offset on a shape node (animated archive) i would have thought something like it is in soft; R(0,500) but can't seem to find any info on this! a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: OT maya random/linear in channel box
On Fri, Mar 6, 2015 at 10:56 AM, Jordi Bares Dominguez jordiba...@gmail.com wrote: Before someone jump in saying that maya is the worst thing in the universe It does to me as it breaks my thinking flow and momentum, exactly the same than someone asking to jump on a meeting while you are animating, when you go back your mindset is in a different planet and takes ages to get back to the zone. It’s the Artist technical Artist switching that XSI does manage so well and this is one very good example of why IMO workflow in Maya is a total mess. It's a terrible example for that imho. R(0,100) is not discoverable so you have to be told that this feature exists and may need to launch the web browser to remind you what the notation is and what the parameters mean. You're typing something that looks like a function call in a different notation than the random in XSI's expression language, or the built-in scripting langages, because it was a feature written for the video product and it's not a programming language. The skill you got learning the notation cannot really be applied to anything else and it can't be customized, extended, dropped on a toolbar, and it doesn't log a command you can repeat. It's a secret handshake for the initiated. There are few things like this in XSI imho, we usually made sure to not have hidden features.
Re: OT maya random/linear in channel box
Maya is so geared to fix it with script and its scripting has many inconsistencies that make it very unfriendly for an artist. The artists that I have shown L() and R() to really really like it, it is simple, makes sens to then and empowers them without them having them become programmers. On Fri, Mar 6, 2015 at 9:56 AM, Jordi Bares Dominguez jordiba...@gmail.com wrote: Before someone jump in saying that maya is the worst thing in the universe because of scripting and so on... 4 lines of code. from maya import cmds from random import random for each in cmds.ls(sl=True, l=True): cmds.setAttr(each + .translateX, random() * 500) Is it better than Softimage? hell no! Is it a big deal? not at all. It does to me as it breaks my thinking flow and momentum, exactly the same than someone asking to jump on a meeting while you are animating, when you go back your mindset is in a different planet and takes ages to get back to the zone. It’s the Artist technical Artist switching that XSI does manage so well and this is one very good example of why IMO workflow in Maya is a total mess. jb -- -=T=-
RE: Introducing Canvas - visual programming for Fabric Engine 2.0
This looks fantastic and familiar. I am so looking forward to this. Thank you! From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Doyle Sent: Friday, March 06, 2015 3:32 PM To: softimage@listproc.autodesk.com Subject: Introducing Canvas - visual programming for Fabric Engine 2.0 Hi guys - I know you've been waiting for quite a while for us to start showing you what we've been up to since Siggraph. Finally we're there and can give you a look :) I'm really happy and proud to give you the first proper look at Canvas, our visual programming system for Fabric 2.0. Quick highlight video: https://vimeo.com/121492305 Tons more information here: http://fabricengine.com/canvas-videos/ This is the first part of the FE2.0 plan, and we'll be showing this in more detail at GTC on March 18th - please contact me if you want to meet up. Looking forward to hearing what you have to say, and hopefully getting you on the alpha/beta when we open things up (there is a sign up form on the Canvas page). Cheers, Paul and the rest of the Fabric team
Introducing Canvas - visual programming for Fabric Engine 2.0
Hi guys - I know you've been waiting for quite a while for us to start showing you what we've been up to since Siggraph. Finally we're there and can give you a look :) I'm really happy and proud to give you the first proper look at Canvas, our visual programming system for Fabric 2.0. Quick highlight video: https://vimeo.com/121492305 Tons more information here: http://fabricengine.com/canvas-videos/ This is the first part of the FE2.0 plan, and we'll be showing this in more detail at GTC on March 18th - please contact me if you want to meet up. Looking forward to hearing what you have to say, and hopefully getting you on the alpha/beta when we open things up (there is a sign up form on the Canvas page). Cheers, Paul and the rest of the Fabric team
Re: Introducing Canvas - visual programming for Fabric Engine 2.0
It's really not that far off :) On 6 March 2015 at 16:19, Eric Turman i.anima...@gmail.com wrote: Fantastic! =) can't wait for it to get out of Alpha...and then Beta...looks like it is going to be a bit of a wait for that. :( But a platform independent ICE on Steroids =) sooo nice. Hope we won't have to wait too long. I find my emotions swinging back and forth like Fry's face about death by snu snu Thanks for the update Paul =) On Fri, Mar 6, 2015 at 2:32 PM, Paul Doyle technove...@gmail.com wrote: Hi guys - I know you've been waiting for quite a while for us to start showing you what we've been up to since Siggraph. Finally we're there and can give you a look :) I'm really happy and proud to give you the first proper look at Canvas, our visual programming system for Fabric 2.0. Quick highlight video: https://vimeo.com/121492305 Tons more information here: http://fabricengine.com/canvas-videos/ This is the first part of the FE2.0 plan, and we'll be showing this in more detail at GTC on March 18th - please contact me if you want to meet up. Looking forward to hearing what you have to say, and hopefully getting you on the alpha/beta when we open things up (there is a sign up form on the Canvas page). Cheers, Paul and the rest of the Fabric team -- -=T=-
Re: Introducing Canvas - visual programming for Fabric Engine 2.0
Fantastic! =) can't wait for it to get out of Alpha...and then Beta...looks like it is going to be a bit of a wait for that. :( But a platform independent ICE on Steroids =) sooo nice. Hope we won't have to wait too long. I find my emotions swinging back and forth like Fry's face about death by snu snu Thanks for the update Paul =) On Fri, Mar 6, 2015 at 2:32 PM, Paul Doyle technove...@gmail.com wrote: Hi guys - I know you've been waiting for quite a while for us to start showing you what we've been up to since Siggraph. Finally we're there and can give you a look :) I'm really happy and proud to give you the first proper look at Canvas, our visual programming system for Fabric 2.0. Quick highlight video: https://vimeo.com/121492305 Tons more information here: http://fabricengine.com/canvas-videos/ This is the first part of the FE2.0 plan, and we'll be showing this in more detail at GTC on March 18th - please contact me if you want to meet up. Looking forward to hearing what you have to say, and hopefully getting you on the alpha/beta when we open things up (there is a sign up form on the Canvas page). Cheers, Paul and the rest of the Fabric team -- -=T=-
Re: OT: Epic going completely crazy
As a game dev, I have some concerns about the royalties of Unreal. It's a fantastic engine that I enjoy very much, and it may very well be the right choice in many cases but I do wish they had a cap on the royalties. If nothing else, the royalties should be carefully considered against the alternatives. I wrote a post explaining my thoughts in more detail here http://bit.ly/1zAgU6P. It came out a few days before they cut the monthly fee, but as you will see in the post that cost really was just a drop in the bucket that doesn't change the big numbers. Of course, none of this applies if you aren't subject to royalties which is bound to be a good percentage of people in this list. On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley adammsee...@gmail.com wrote: Some more comparisons.. http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/ On 3 March 2015 at 21:49, Perry Harovas perryharo...@gmail.com wrote: Thanks everyone. So (just to be clear, because i don't think I was) I was trying to get vertex level animation (not morph targets) into UE4. So I want to rig and envelope a character (or object) in another app (like Soft or C4D) and animate it with bones. Then I want to cache the animation of the deforming mesh, and export that out to UE4 without the bones, just the animated mesh. I wanted to avoid FBX because, well, it is FBX and has been horribly varied and spotty with regards to stability and reliability over the years. Alembic is lighter weight, faster to load large caches, far more stable and reliable (although this is, of course, also partly dependent on the target application that hosts the importer). The only reason I mentioned morph targets is that many people that were users of UE4 had suggested that the way to get vertex level animation into UE4 was by using morph targets and doing one morph per frame manually. Seemed a bit stupid to do it by hand, to me. Am I being ridiculous to not just use FBX? Does FBX work well with vertex animation? If I was near my machine I would just try it myself, but I won't be for a while. Thanks again Perry On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado malcriad...@gmail.com wrote: Hi Perry, you can import animated models and characters wih fbx, and you have two ways, with the animation embeded or importing animations separated and then aplying them in different ways. I had an issue with an animated rope through nulls like skeletons and didnt go to well, but i'm new to unreal too so there must be some way i don't know yet. Morph targets are quite simple, on unreal engine youtube channel there is a lot of info. Nicolas, what do you think? Hope it helps. F. On Monday, March 2, 2015, Perry Harovas perryharo...@gmail.com wrote: I have been using UE4 for a month or so as well, and really enjoy it. One note, as far as I can tell it does not yet support Alembic import, so getting character animation (or deforming geometry animation) into UE4 is either done via a skeleton (not as painful if the animated geo is a character I suppose), or a series of one-frame morph targets to get animated deforming geometry to work. I have been told this is the way to do it, but I have yet to attempt it as it sounds very painful. Anybody using it that can verify that, or did I miss something? Thanks, Perry On Mon, Mar 2, 2015 at 3:13 PM, Nicolas Esposito 3dv...@gmail.com wrote: HTML5 has been added recently, but consider that the engine is quite new and the iOS/Android stuff is not well flashed out right now...but still, looks awesome, just take a look at Infinity Blade and the Zen Garden demo ;) 2015-03-02 20:56 GMT+01:00 Francisco Criado malcriad...@gmail.com: Eugene, Unreal exports to Android, IOS, Linux and Windows. F. 2015-03-02 16:35 GMT-03:00 Eugene Flormata eug...@flormata.com: does ue4 output to ios/android/ windows/ osx/html5 same as unity does? On Mon, Mar 2, 2015 at 11:31 AM, Saeed Kalhor ndman...@gmail.com wrote: LoL.. Just after 5 days i paid for first month subscription it become free. Amazing! -- -- Perry Harovas Animation and Visual Effects http://www.TheAfterImage.com http://www.theafterimage.com/ -25 Years Experience -Member of the Visual Effects Society (VES) -- Sent from Gmail Mobile -- Perry Harovas Animation and Visual Effects http://www.TheAfterImage.com http://www.theafterimage.com/ -25 Years Experience -Member of the Visual Effects Society (VES)