Re: OT: Modo 901 Sneak Peek

2015-04-08 Thread Raffaele Fragapane
Yeah, but C4D studio comes with a stack of features and modules that puts
most apps to shame, it integrates well with a number of third parties, and
has a very strong API.

Modo remains, at least as of 801, a glorified modelling and rendering
package with a pityful API. The FX and animation capabilities are between
primitive things in support of the rest and none still.

In terms of what Software is worth and how it should be priced it's not
bad, but comparatively speaking it's a good deal pricier than it's feature
set warrants.

If 901 brings significant changes and additions to the areas it lacks in
right now, brings the API up to scratch (doubt it), and makes the app in
general A LOT faster, or at least strengthens the painting and sculpting
tools to the point of making either or both Mari or ZBrush less necessary,
then it might be a good price point in comparative terms.

On Wed, Apr 8, 2015 at 11:31 PM, Marc-Andre Carbonneau <
marc-andre.carbonn...@ubisoft.com> wrote:

>  Yup even with the new price point, it’s still pretty low.
>
> I just checked Cinema 4D Studio(which is the one with everything in it)
> and it’s 3 695$.
>
> Quite a difference from 1 799$ for Modo 901
>
>
>
> Also, The Foundry is clever… they’re stretching their teasers and hyping
> the product… I wouldn’t be surprised either if they’d announce something
> bigger next time.
>
> Cheers,
>
> MAC
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Phil Williams
> *Sent:* April-08-15 6:06 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: OT: Modo 901 Sneak Peek
>
>
>
> I think it's been said several times that this part 1 of the sneak peaks,
> so it's a case of wait and see for the rest...
>
>
>
>
>
> On 8 April 2015 at 10:55, Mario Reitbauer 
> wrote:
>
>  Well that is an argument. But in case I don't even want mesh fusion I
> have to pay it now ;)
>
> Modo is still quite avordable so this isn't meant to be any complain.
>
>
>
> Just curious if there's more coming for the price increase.
>
>
>
> 2015-04-08 10:37 GMT+02:00 Oscar Juarez :
>
>  I guess the price increase for new seats is because now includes mesh
> fusion, which before was $350 as far as I remember.
>
>
>
> On Wed, Apr 8, 2015 at 10:15 AM, Phil Williams  wrote:
>
>  The product page says this for new purchases:
>
>
>
> - Purchase 801 now (at 801 prices), and you’ll automatically get upgraded
> to 901 for free when it ships.
>
>
>
>
>
> On 8 April 2015 at 01:19, Mario Reitbauer 
> wrote:
>
>  Well what I see so far is that they increased the price by 300$ for new
> seats.
>
>
>
> And I feel the same as you. Waiting for Animation and Rigging enhancements.
>
>
>
> 2015-04-08 2:10 GMT+02:00 Ed Schiffer :
>
>  https://vimeo.com/124320824
>
>
>
> http://www.thefoundry.co.uk/products/modo/latest-version
>
>
>
>
>
> it only shows modeling and UV new features.
>
> seems great, but don't know if should wait for more rigging and animation
> ones..
>
>
>
>
>
>
>
>
>
>
>



-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


OT: Clara.io gets high quality real-time PBR and post effects

2015-04-08 Thread Ben Houston
Hi all,

Just a quick off topic note that we've recently added high quality PBR
to Clara.io's real-time viewport as well as adding post effects to our
viewer.

You can now craft results in the viewport that look like this (DOF,
bloom, pbr, clear coat, fresnel, area lights, etc.):

https://clara.io/view/d3b82831-d56b-462f-b30c-500ea1c7f870/webgl

[thx to Alan Fregtman for help with the lookdev]

Or like this anisotropic metallic pot:

https://clara.io/view/a8b929e6-c703-47ff-a85d-44bc44e5a132/webgl

Or even real-time sub-surface scattering effects like this:

https://clara.io/view/5c7d28c0-91d7-4432-a131-3e6fd657a042/webgl

PS. We are in the midst of adding support for a "Model" node that
behaves very similar to Softimage's -- its been requested and should
go live in the next few weeks. :)

Best regards,
Ben Houston (Cell: 613-762-4113, Skype: ben.exocortex, Twitter: @exocortexcom)
https://Clara.io - Online 3D Modeling and Rendering


RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
No problem. I can fully appreciate where you are.

I remember stepping right out of Soft3D into Maya back in the late 90s setting 
up my scene the same way I did in Soft3D. It was stressful. Nothing seemed to 
make sense. I was generating move files at one point to export ascii transform 
data back and forth to SI3D and you could see the real numbers and nothing 
lined up like it was supposed to.  At some point you get to an understanding of 
what pivots are in Maya but conclude it is just not worth the hassle to try and 
translate or even use them. Incidentally you deal with other issues because of 
it, solely inside Maya, namely the replacement of geometry or other object with 
new structures and realize quickly having everything zeroed out is faster and 
easier than trying to leverage Maya pivots in any way. So you end up building 
all your objects at world center, null parent and reposition, etc. Need to fix 
a deep subobject? Just modify it, replace the old geometry with the new, zero 
out all transforms and it goes right where it belongs.  Simple as that.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Wednesday, April 08, 2015 12:10 PM
To: softimage@listproc.autodesk.com
Subject: RE: Maya to Soft f*cks up pivot positions


I do concur on the sheer insanity bit - total madness. When I think of the 
countless hours I have wasted on this gem trying to fix pivots so I could get 
proper subframe positions/rotations for various purposes my mind goes numb. You 
would think that Maya would reinterpret the numbers for export to more sane 
packages



I will relay your advice to our Maya artist who will have to fix this one - it 
is way beyond me.



Thanks for the indepth explanation - this has really bugged me on many 
occasions.





Morten







Den 8. april 2015 kl. 18:02 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES]" 
mailto:j.ponthi...@nasa.gov>>:
--> -->
Yeah, unfortunately you have to build your initial rig to insure that all 
rotate or scale pivots remain 1:1. You can use minimal null hierarchy to 
accomplish this. The idea is that if you leave Maya, it has to be prepped in a 
way that prevents the “Maya paradigm” from clubbing it.   You learn very 
quickly to complete toss the “Maya pivot” concept because few other apps work 
this way. Maya pivots work fine and it’s safe to alter pivots if you remain in 
Maya, but you have to accept this Maya “reality”. People who have only ever 
worked in Maya are insulated. They figure out the path of least resistance if 
they use pivots and understand it the Maya way. But for just about everyone 
else,  it’s sheer insanity. Cascade the nulls (empty groups) and you have full 
unfettered control and it’s never a problem physically or conceptually. 
Incidentally there are other reasons to do this, in particular Maya rotation 
order which can be changed. Its an older TAV concept that continued on to Maya. 
While it’s possible to understand this if you do it all the time, mentally 
switching back and forth between different apps and then trying to decipher 
Maya pivots isn’t worth the wasted brain cells.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Wednesday, April 08, 2015 11:51 AM
To: softimage@listproc.autodesk.com
Subject: RE: Maya to Soft f*cks up pivot positions


I get the idea, thanks. So to fix this I will have to build a new rig where 
locators are translated and then parented!?



Is there no way to get proper world positions for pivots that are moved the way 
you described?



MB



Den 8. april 2015 kl. 17:45 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES]" < 
j.ponthi...@nasa.gov >:
--> -->
To ty to explain better

Create a new scene in Maya
Create a locator
Make sure it is selected
Hit the W key (for transform)
Hit the Insert key (you are now editing the pivot)
Move the pivot around

Note that the object XYZ position is still the same in the channel box even 
after you moved the pivot. This is how Maya works. Position remains the same, 
pivot rotation is isolated from transform position. When other app try to 
interpret this they get confused and can’t really always translate


--

RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
I do concur on the sheer insanity bit - total madness. When I think of the
countless hours I have wasted on this gem trying to fix pivots so I could
get proper subframe positions/rotations for various purposes my mind goes
numb. You would think that Maya would reinterpret the numbers for export to
more sane packages

I will relay your advice to our Maya artist who will have to fix this one -
it is way beyond me.

Thanks for the indepth explanation - this has really bugged me on many
occasions.


Morten





Den 8. april 2015 kl. 18:02 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES]"
:

> 
> Yeah, unfortunately you have to build your initial rig to insure that all
> rotate or scale pivots remain 1:1. You can use minimal null hierarchy to
> accomplish this. The idea is that if you leave Maya, it has to be prepped
> in a way that prevents the “Maya paradigm” from clubbing it.   You learn
> very quickly to complete toss the “Maya pivot” concept because few other
> apps work this way. Maya pivots work fine and it’s safe to alter pivots if
> you remain in Maya, but you have to accept this Maya “reality”. People who
> have only ever worked in Maya are insulated. They figure out the path of
> least resistance if they use pivots and understand it the Maya way. But for
> just about everyone else,  it’s sheer insanity. Cascade the nulls (empty
> groups) and you have full unfettered control and it’s never a problem
> physically or conceptually. Incidentally there are other reasons to do
> this, in particular Maya rotation order which can be changed. Its an older
> TAV concept that continued on to Maya. While it’s possible to understand
> this if you do it all the time, mentally switching back and forth between
> different apps and then trying to decipher Maya pivots isn’t worth the
> wasted brain cells.
> 
> 
> 
> --
> 
> Joey Ponthieux
> 
> LaRC Information Technology Enhanced Services (LITES)
> 
> MYMIC Technical Services
> 
> NASA Langley Research Center
> 
> __
> 
> Opinions stated here-in are strictly those of the author and do not
> 
> represent the opinions of NASA or any other party.
> 
> 
> 
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
> Bartholdy
> Sent: Wednesday, April 08, 2015 11:51 AM
> To: softimage@listproc.autodesk.com
> Subject: RE: Maya to Soft f*cks up pivot positions
> 
> 
> 
> I get the idea, thanks. So to fix this I will have to build a new rig where
> locators are translated and then parented!?
> 
> Is there no way to get proper world positions for pivots that are moved the
> way you described?
> 
> MB
> 
> 
> 
> Den 8. april 2015 kl. 17:45 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES]"
> < j.ponthi...@nasa.gov  >:
> 
> > 
> > --> -->
> > 
> > To ty to explain better
> > 
> > 
> > 
> > Create a new scene in Maya
> > 
> > Create a locator
> > 
> > Make sure it is selected
> > 
> > Hit the W key (for transform)
> > 
> > Hit the Insert key (you are now editing the pivot)
> > 
> > Move the pivot around
> > 
> > 
> > 
> > Note that the object XYZ position is still the same in the channel box even
> > after you moved the pivot. This is how Maya works. Position remains the
> > same, pivot rotation is isolated from transform position. When other app
> > try to interpret this they get confused and can’t really always translate
> > 
> > 
> > 
> > 
> > 
> > --
> > 
> > Joey Ponthieux
> > 
> > LaRC Information Technology Enhanced Services (LITES)
> > 
> > MYMIC Technical Services
> > 
> > NASA Langley Research Center
> > 
> > __
> > 
> > Opinions stated here-in are strictly those of the author and do not
> > 
> > represent the opinions of NASA or any other party.
> > 
> > 
> > 
> > From: Morten Bartholdy [ mailto:x...@colorshopvfx.dk
> >  ]
> > Sent: Wednesday, April 08, 2015 11:29 AM
> > To: Ponthieux, Joseph G. (LARC-E1A)[LITES]
> > Subject: RE: Maya to Soft f*cks up pivot positions
> > 
> > 
> > 
> > There you got me - it was animated by an offsite Maya artist so I don't
> > know but will ask. I don't know enough Maya to check.
> > 
> > MB
> > 
> > 
> >   Den 8. april 2015 kl. 17:21 skrev "Ponthieux, Joseph G.
> > (LARC-E1A)[LITES]" < j.ponthi...@nasa.gov  >:
> > 
> > > 
> > > --> -->
> > > 
> > > Are your locator pivots at zero local to the pivot geometry? Or have you
> > > modified them in some way?
> > > 
> > > 
> > > 
> > > --
> > > 
> > > Joey Ponthieux
> > > 
> > > LaRC Information Technology Enhanced Services (LITES)
> > > 
> > > MYMIC Technical Services
> > > 
> > > NASA Langley Research Center
> > > 
> > > __
> > > 
> > > Opinions stated here-in are strictly those of the author and do not
> > > 
> > > represent the opinions of NASA or any other party.
> > > 
> > > 
> > > 
> > > From: softimage

Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Eric Thivierge
One thing would be to make sure the rigger doesn't change the pivots 
from the data that he gets from you. Either that or you need to update 
the assets that you're applying the cache on, to match.


Eric T.

On 4/8/2015 12:02 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:


Yeah, unfortunately you have to build your initial rig to insure that 
all rotate or scale pivots remain 1:1. You can use minimal null 
hierarchy to accomplish this. The idea is that if you leave Maya, it 
has to be prepped in a way that prevents the “Maya paradigm” from 
clubbing it.   You learn very quickly to complete toss the “Maya 
pivot” concept because few other apps work this way. Maya pivots work 
fine and it’s safe to alter pivots if you remain in Maya, but you have 
to accept this Maya “reality”. People who have only ever worked in 
Maya are insulated. They figure out the path of least resistance if 
they use pivots and understand it the Maya way. But for just about 
everyone else,  it’s sheer insanity. Cascade the nulls (empty groups) 
and you have full unfettered control and it’s never a problem 
physically or conceptually. Incidentally there are other reasons to do 
this, in particular Maya rotation order which can be changed. Its an 
older TAV concept that continued on to Maya. While it’s possible to 
understand this if you do it all the time, mentally switching back and 
forth between different apps and then trying to decipher Maya pivots 
isn’t worth the wasted brain cells.


--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

MYMIC Technical Services

NASA Langley Research Center

__

Opinions stated here-in are strictly those of the author and do not

represent the opinions of NASA or any other party.

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Morten 
Bartholdy

*Sent:* Wednesday, April 08, 2015 11:51 AM
*To:* softimage@listproc.autodesk.com
*Subject:* RE: Maya to Soft f*cks up pivot positions

I get the idea, thanks. So to fix this I will have to build a new rig 
where locators are translated and then parented!?


Is there no way to get proper world positions for pivots that are 
moved the way you described?


MB


Den 8. april 2015 kl. 17:45 skrev "Ponthieux, Joseph G. 
(LARC-E1A)[LITES]" mailto:j.ponthi...@nasa.gov>>:


--> -->

To ty to explain better

Create a new scene in Maya

Create a locator

Make sure it is selected

Hit the W key (for transform)

Hit the Insert key (you are now editing the pivot)

Move the pivot around

Note that the object XYZ position is still the same in the channel
box even after you moved the pivot. This is how Maya works.
Position remains the same, pivot rotation is isolated from
transform position. When other app try to interpret this they get
confused and can’t really always translate

-- 


Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

MYMIC Technical Services

NASA Langley Research Center

__

Opinions stated here-in are strictly those of the author and do not

represent the opinions of NASA or any other party.

*From: *Morten Bartholdy [mailto:x...@colorshopvfx.dk]
*Sent:* Wednesday, April 08, 2015 11:29 AM
*To:* Ponthieux, Joseph G. (LARC-E1A)[LITES]
*Subject:* RE: Maya to Soft f*cks up pivot positions

There you got me - it was animated by an offsite Maya artist so I
don't know but will ask. I don't know enough Maya to check.

MB

Den 8. april 2015 kl. 17:21 skrev "Ponthieux, Joseph G.
(LARC-E1A)[LITES]" mailto:j.ponthi...@nasa.gov>>:

--> -->

Are your locator pivots at zero local to the pivot geometry?
Or have you modified them in some way?

-- 


Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

MYMIC Technical Services

NASA Langley Research Center

__

Opinions stated here-in are strictly those of the author and
do not

represent the opinions of NASA or any other party.

*From: *softimage-boun...@listproc.autodesk.com

[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Morten Bartholdy
*Sent: *Wednesday, April 08, 2015 11:08 AM
*To: *softimage@listproc.autodesk.com

*Subject: *Maya to Soft f*cks up pivot positions

I am moving a number of scenes animated in Maya to Soft for
shading and rendering, but am running into the old problem of
hierarchial rig having all pivots on child nodes moving to the
center of the parent locator/Null. I thought this behaviour
was when using groups i

RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Yeah, unfortunately you have to build your initial rig to insure that all 
rotate or scale pivots remain 1:1. You can use minimal null hierarchy to 
accomplish this. The idea is that if you leave Maya, it has to be prepped in a 
way that prevents the “Maya paradigm” from clubbing it.   You learn very 
quickly to complete toss the “Maya pivot” concept because few other apps work 
this way. Maya pivots work fine and it’s safe to alter pivots if you remain in 
Maya, but you have to accept this Maya “reality”. People who have only ever 
worked in Maya are insulated. They figure out the path of least resistance if 
they use pivots and understand it the Maya way. But for just about everyone 
else,  it’s sheer insanity. Cascade the nulls (empty groups) and you have full 
unfettered control and it’s never a problem physically or conceptually. 
Incidentally there are other reasons to do this, in particular Maya rotation 
order which can be changed. Its an older TAV concept that continued on to Maya. 
While it’s possible to understand this if you do it all the time, mentally 
switching back and forth between different apps and then trying to decipher 
Maya pivots isn’t worth the wasted brain cells.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Wednesday, April 08, 2015 11:51 AM
To: softimage@listproc.autodesk.com
Subject: RE: Maya to Soft f*cks up pivot positions


I get the idea, thanks. So to fix this I will have to build a new rig where 
locators are translated and then parented!?



Is there no way to get proper world positions for pivots that are moved the way 
you described?



MB



Den 8. april 2015 kl. 17:45 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES]" 
mailto:j.ponthi...@nasa.gov>>:
--> -->
To ty to explain better

Create a new scene in Maya
Create a locator
Make sure it is selected
Hit the W key (for transform)
Hit the Insert key (you are now editing the pivot)
Move the pivot around

Note that the object XYZ position is still the same in the channel box even 
after you moved the pivot. This is how Maya works. Position remains the same, 
pivot rotation is isolated from transform position. When other app try to 
interpret this they get confused and can’t really always translate


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: Morten Bartholdy [mailto:x...@colorshopvfx.dk]
Sent: Wednesday, April 08, 2015 11:29 AM
To: Ponthieux, Joseph G. (LARC-E1A)[LITES]
Subject: RE: Maya to Soft f*cks up pivot positions


There you got me - it was animated by an offsite Maya artist so I don't know 
but will ask. I don't know enough Maya to check.



MB


  Den 8. april 2015 kl. 17:21 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES]" 
mailto:j.ponthi...@nasa.gov>>:
--> -->
Are your locator pivots at zero local to the pivot geometry? Or have you 
modified them in some way?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Wednesday, April 08, 2015 11:08 AM
To: softimage@listproc.autodesk.com
Subject: Maya to Soft f*cks up pivot positions


I am moving a number of scenes animated in Maya to Soft for shading and 
rendering, but am running into the old problem of hierarchial rig having all 
pivots on child nodes moving to the center of the parent locator/Null. I 
thought this behaviour was when using groups instead of proper hierarchy in 
Maya, but now I see it with hierarchy too. Does some smart Maya savvy person 
here perhaps know how to fix this one? I have tried FBX and Collada with same 
dismal results.



The rig is really simple - just curves and locators - no fancy bones, 
expressions or constraints.





Thanks.



Morten





Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
Alembic does the same thing - all pivots at the parent pivot.

MB


Den 8. april 2015 kl. 17:20 skrev Mario Reitbauer
:

> Yea would say the same as Eric. Try using Alembic instead.
> 
> 2015-04-08 17:17 GMT+02:00 Eric Thivierge < ethivie...@hybride.com
>  > :
> > 
> > Eric T.
> > 
> > 
> > On Wednesday, April 08, 2015 11:08:09 AM, Morten Bartholdy wrote:
> > > animated in Maya to Soft for shading
> > > and rendering, but am running into the old problem of hierarchial rig
> > > having all pivots on child nodes moving to the center of the parent
> > > locator/Null. I thought this behaviour was when using groups instead
> > > of proper hierarchy in Maya, but now I see it with hierarchy too. Does
> > > some smart Maya savvy person here perhaps know how to fix this one? I
> > > have tried FBX and Collada with same dismal results.
> > > 
> > > The rig is really simple - just curves and locators - no fancy bones,
> > > expressions or constraints.
> > > 
> > > Thanks.
> > > 
> > > Morten


RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
Right - I guess I will have to bug our Maya artist for this one.

Thanks Joey.


MB




Den 8. april 2015 kl. 17:47 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES]"
:

> 
> Yes, make a new null for every position/pivot offset you need. Leave the
> actual pivots alone.
> 
> 
> 
> Null_Position
> 
> Null_position_offset
> 
> Null_Rotate
> 
> Null_whatever
> 
> 
> Null_geometry
> 
> 
> 
> 
> 
> Animate null position directly to the curve. As long as all pivots are
> unaffected or unchanged everything remains 1:1
> 
> 
> 
> --
> 
> Joey Ponthieux
> 
> LaRC Information Technology Enhanced Services (LITES)
> 
> MYMIC Technical Services
> 
> NASA Langley Research Center
> 
> __
> 
> Opinions stated here-in are strictly those of the author and do not
> 
> represent the opinions of NASA or any other party.
> 
> 
> 
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
> Bartholdy
> Sent: Wednesday, April 08, 2015 11:44 AM
> To: softimage@listproc.autodesk.com
> Subject: RE: Maya to Soft f*cks up pivot positions
> 
> 
> 
> I think I understand what you are saying, but I am not sure I get the
> cascade thing. Do you mean rebuild the hierarchy "properly"?
> 
> MB
> 
> 
> 
> 
> Den 8. april 2015 kl. 17:37 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES]"
> < j.ponthi...@nasa.gov  >:
> 
> > 
> > --> -->
> > 
> > Maya pivots are not like Soft Centres. They don’t equate and aren’t really
> > the same thing.
> > 
> > 
> > 
> > In Maya when you alter pivot “position” is seems much like a hack. The
> > pivot can be moved but it still says that it is zero local to the geometry.
> > Regerdless where you put the pivot, its always zero to the geometry. Soft
> > is reading it right.
> > 
> > 
> > 
> > Yeah I know, you can move the pivot and all that but’s not a 1:1
> > relationship to position like Soft is. That’s why its always a really bad
> > idea to move the pivot in Maya. Best way to set of the same thing in Maya
> > is cascade nulls or locators. Things will always be relative meaning pivots
> > will always reflect exactly where the object is.
> > 
> > 
> > 
> > --
> > 
> > Joey Ponthieux
> > 
> > LaRC Information Technology Enhanced Services (LITES)
> > 
> > MYMIC Technical Services
> > 
> > NASA Langley Research Center
> > 
> > __
> > 
> > Opinions stated here-in are strictly those of the author and do not
> > 
> > represent the opinions of NASA or any other party.
> > 
> > 
> > 
> > From: Morten Bartholdy [ mailto:x...@colorshopvfx.dk
> >  ]
> > Sent: Wednesday, April 08, 2015 11:29 AM
> > To: Ponthieux, Joseph G. (LARC-E1A)[LITES]
> > Subject: RE: Maya to Soft f*cks up pivot positions
> > 
> > 
> > 
> > There you got me - it was animated by an offsite Maya artist so I don't
> > know but will ask. I don't know enough Maya to check.
> > 
> > MB
> > 
> > 
> > 
> > Den 8. april 2015 kl. 17:21 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES]"
> > < j.ponthi...@nasa.gov  >:
> > 
> > > 
> > > --> -->
> > > 
> > > Are your locator pivots at zero local to the pivot geometry? Or have you
> > > modified them in some way?
> > > 
> > > 
> > > 
> > > --
> > > 
> > > Joey Ponthieux
> > > 
> > > LaRC Information Technology Enhanced Services (LITES)
> > > 
> > > MYMIC Technical Services
> > > 
> > > NASA Langley Research Center
> > > 
> > > __
> > > 
> > > Opinions stated here-in are strictly those of the author and do not
> > > 
> > > represent the opinions of NASA or any other party.
> > > 
> > > 
> > > 
> > > From: softimage-boun...@listproc.autodesk.com
> > >  [
> > > mailto:softimage-boun...@listproc.autodesk.com
> > >  ] On Behalf Of Morten
> > > Bartholdy
> > > Sent: Wednesday, April 08, 2015 11:08 AM
> > > To: softimage@listproc.autodesk.com
> > > 
> > > Subject: Maya to Soft f*cks up pivot positions
> > > 
> > > 
> > > 
> > > I am moving a number of scenes animated in Maya to Soft for shading and
> > > rendering, but am running into the old problem of hierarchial rig having
> > > all pivots on child nodes moving to the center of the parent locator/Null.
> > > I thought this behaviour was when using groups instead of proper hierarchy
> > > in Maya, but now I see it with hierarchy too. Does some smart Maya savvy
> > > person here perhaps know how to fix this one? I have tried FBX and Collada
> > > with same dismal results.
> > > 
> > > The rig is really simple - just curves and locators - no fancy bones,
> > > expressions or constraints.
> > > 
> > > 
> > > Thanks.
> > > 
> > > Morten
> > 
> > 
> > 
> 
> 
> 


RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
I get the idea, thanks. So to fix this I will have to build a new rig where
locators are translated and then parented!?

Is there no way to get proper world positions for pivots that are moved the
way you described?

MB



Den 8. april 2015 kl. 17:45 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES]"
:

> 
> To ty to explain better
> 
> 
> 
> Create a new scene in Maya
> 
> Create a locator
> 
> Make sure it is selected
> 
> Hit the W key (for transform)
> 
> Hit the Insert key (you are now editing the pivot)
> 
> Move the pivot around
> 
> 
> 
> Note that the object XYZ position is still the same in the channel box even
> after you moved the pivot. This is how Maya works. Position remains the
> same, pivot rotation is isolated from transform position. When other app
> try to interpret this they get confused and can’t really always translate
> 
> 
> 
> 
> 
> --
> 
> Joey Ponthieux
> 
> LaRC Information Technology Enhanced Services (LITES)
> 
> MYMIC Technical Services
> 
> NASA Langley Research Center
> 
> __
> 
> Opinions stated here-in are strictly those of the author and do not
> 
> represent the opinions of NASA or any other party.
> 
> 
> 
> From: Morten Bartholdy [mailto:x...@colorshopvfx.dk]
> Sent: Wednesday, April 08, 2015 11:29 AM
> To: Ponthieux, Joseph G. (LARC-E1A)[LITES]
> Subject: RE: Maya to Soft f*cks up pivot positions
> 
> 
> 
> There you got me - it was animated by an offsite Maya artist so I don't
> know but will ask. I don't know enough Maya to check.
> 
> MB
> 
> 
>   Den 8. april 2015 kl. 17:21 skrev "Ponthieux, Joseph G.
> (LARC-E1A)[LITES]" :
> 
> > 
> > --> -->
> > 
> > Are your locator pivots at zero local to the pivot geometry? Or have you
> > modified them in some way?
> > 
> > 
> > 
> > --
> > 
> > Joey Ponthieux
> > 
> > LaRC Information Technology Enhanced Services (LITES)
> > 
> > MYMIC Technical Services
> > 
> > NASA Langley Research Center
> > 
> > __
> > 
> > Opinions stated here-in are strictly those of the author and do not
> > 
> > represent the opinions of NASA or any other party.
> > 
> > 
> > 
> > From: softimage-boun...@listproc.autodesk.com
> > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
> > Bartholdy
> > Sent: Wednesday, April 08, 2015 11:08 AM
> > To: softimage@listproc.autodesk.com
> > Subject: Maya to Soft f*cks up pivot positions
> > 
> > 
> > 
> > I am moving a number of scenes animated in Maya to Soft for shading and
> > rendering, but am running into the old problem of hierarchial rig having
> > all pivots on child nodes moving to the center of the parent locator/Null.
> > I thought this behaviour was when using groups instead of proper hierarchy
> > in Maya, but now I see it with hierarchy too. Does some smart Maya savvy
> > person here perhaps know how to fix this one? I have tried FBX and Collada
> > with same dismal results.
> > 
> > The rig is really simple - just curves and locators - no fancy bones,
> > expressions or constraints.
> > 
> > 
> > Thanks.
> > 
> > Morten
> 
> 
> 


RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Yes, make a new null for every position/pivot offset you need. Leave the actual 
pivots alone.

Null_Position
Null_position_offset
Null_Rotate
Null_whatever
Null_geometry


Animate null position directly to the curve. As long as all pivots are 
unaffected or unchanged everything remains 1:1

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Wednesday, April 08, 2015 11:44 AM
To: softimage@listproc.autodesk.com
Subject: RE: Maya to Soft f*cks up pivot positions


I think I understand what you are saying, but I am not sure I get the cascade 
thing. Do you mean rebuild the hierarchy "properly"?



MB





Den 8. april 2015 kl. 17:37 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES]" 
mailto:j.ponthi...@nasa.gov>>:
--> -->
Maya pivots are not like Soft Centres. They don’t equate and aren’t really the 
same thing.

In Maya when you alter pivot “position” is seems much like a hack. The pivot 
can be moved but it still says that it is zero local to the geometry. 
Regerdless where you put the pivot, its always zero to the geometry. Soft is 
reading it right.

Yeah I know, you can move the pivot and all that but’s not a 1:1 relationship 
to position like Soft is. That’s why its always a really bad idea to move the 
pivot in Maya. Best way to set of the same thing in Maya is cascade nulls or 
locators. Things will always be relative meaning pivots will always reflect 
exactly where the object is.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: Morten Bartholdy [mailto:x...@colorshopvfx.dk]
Sent: Wednesday, April 08, 2015 11:29 AM
To: Ponthieux, Joseph G. (LARC-E1A)[LITES]
Subject: RE: Maya to Soft f*cks up pivot positions


There you got me - it was animated by an offsite Maya artist so I don't know 
but will ask. I don't know enough Maya to check.



MB



Den 8. april 2015 kl. 17:21 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES]" < 
j.ponthi...@nasa.gov >:
--> -->
Are your locator pivots at zero local to the pivot geometry? Or have you 
modified them in some way?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.com
 [ mailto:softimage-boun...@listproc.autodesk.com ] On Behalf Of Morten 
Bartholdy
Sent: Wednesday, April 08, 2015 11:08 AM
To: softimage@listproc.autodesk.com
Subject: Maya to Soft f*cks up pivot positions


I am moving a number of scenes animated in Maya to Soft for shading and 
rendering, but am running into the old problem of hierarchial rig having all 
pivots on child nodes moving to the center of the parent locator/Null. I 
thought this behaviour was when using groups instead of proper hierarchy in 
Maya, but now I see it with hierarchy too. Does some smart Maya savvy person 
here perhaps know how to fix this one? I have tried FBX and Collada with same 
dismal results.



The rig is really simple - just curves and locators - no fancy bones, 
expressions or constraints.





Thanks.



Morten





Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
Well the geometry is some 55 millions tris taking 1,3 GB so I am actually
only trying to move the animated rig and reconstrain to a refmodel in Soft.
The animated rig consists of locators and curves with shapes showing how
they are supposed to move - translate and rotate. So I guess the first
scenario you mention applies.

MB




Den 8. april 2015 kl. 17:32 skrev Eric Thivierge :

> geometry in Softimage or are you pulling geometry and point / transform
> caches in?
> 
> Eric T.
> 
> On 4/8/2015 11:28 AM, Mirko Jankovic wrote:
> > IM right now rendering BUNCH of scenes from Maya in SI, and alembic is your
> > friend!
> > 
> > On Wed, Apr 8, 2015 at 5:21 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> > j.ponthi...@nasa.gov  > wrote:
> > > 
> > > Are your locator pivots at zero local to the pivot geometry? Or have you
> > > modified them in some way?
> > > 
> > > 
> > > 
> > > --
> > > 
> > > Joey Ponthieux
> > > 
> > > LaRC Information Technology Enhanced Services (LITES)
> > > 
> > > MYMIC Technical Services
> > > 
> > > NASA Langley Research Center
> > > 
> > > __
> > > 
> > > Opinions stated here-in are strictly those of the author and do not
> > > 
> > > represent the opinions of NASA or any other party.
> > > 
> > > 
> > > 
> > > From: softimage-boun...@listproc.autodesk.com
> > >  [mailto:
> > > softimage-boun...@listproc.autodesk.com
> > >  ] On Behalf Of Morten
> > > Bartholdy
> > > Sent: Wednesday, April 08, 2015 11:08 AM
> > > To: softimage@listproc.autodesk.com
> > > 
> > > Subject: Maya to Soft f*cks up pivot positions
> > > 
> > > 
> > > 
> > > I am moving a number of scenes animated in Maya to Soft for shading and
> > > rendering, but am running into the old problem of hierarchial rig having
> > > all pivots on child nodes moving to the center of the parent locator/Null.
> > > I thought this behaviour was when using groups instead of proper hierarchy
> > > in Maya, but now I see it with hierarchy too. Does some smart Maya savvy
> > > person here perhaps know how to fix this one? I have tried FBX and Collada
> > > with same dismal results.
> > > 
> > > The rig is really simple - just curves and locators - no fancy bones,
> > > expressions or constraints.
> > > 
> > > 
> > > Thanks.
> > > 
> > > Morten


RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
I think I understand what you are saying, but I am not sure I get the
cascade thing. Do you mean rebuild the hierarchy "properly"?

MB




Den 8. april 2015 kl. 17:37 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES]"
:

> 
> Maya pivots are not like Soft Centres. They don’t equate and aren’t really
> the same thing.
> 
> 
> 
> In Maya when you alter pivot “position” is seems much like a hack. The
> pivot can be moved but it still says that it is zero local to the geometry.
> Regerdless where you put the pivot, its always zero to the geometry. Soft
> is reading it right.
> 
> 
> 
> Yeah I know, you can move the pivot and all that but’s not a 1:1
> relationship to position like Soft is. That’s why its always a really bad
> idea to move the pivot in Maya. Best way to set of the same thing in Maya
> is cascade nulls or locators. Things will always be relative meaning pivots
> will always reflect exactly where the object is.
> 
> 
> 
> --
> 
> Joey Ponthieux
> 
> LaRC Information Technology Enhanced Services (LITES)
> 
> MYMIC Technical Services
> 
> NASA Langley Research Center
> 
> __
> 
> Opinions stated here-in are strictly those of the author and do not
> 
> represent the opinions of NASA or any other party.
> 
> 
> 
> From: Morten Bartholdy [mailto:x...@colorshopvfx.dk]
> Sent: Wednesday, April 08, 2015 11:29 AM
> To: Ponthieux, Joseph G. (LARC-E1A)[LITES]
> Subject: RE: Maya to Soft f*cks up pivot positions
> 
> 
> 
> There you got me - it was animated by an offsite Maya artist so I don't
> know but will ask. I don't know enough Maya to check.
> 
> MB
> 
> 
> 
> Den 8. april 2015 kl. 17:21 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES]"
> < j.ponthi...@nasa.gov  >:
> 
> > 
> > --> -->
> > 
> > Are your locator pivots at zero local to the pivot geometry? Or have you
> > modified them in some way?
> > 
> > 
> > 
> > --
> > 
> > Joey Ponthieux
> > 
> > LaRC Information Technology Enhanced Services (LITES)
> > 
> > MYMIC Technical Services
> > 
> > NASA Langley Research Center
> > 
> > __
> > 
> > Opinions stated here-in are strictly those of the author and do not
> > 
> > represent the opinions of NASA or any other party.
> > 
> > 
> > 
> > From: softimage-boun...@listproc.autodesk.com
> >  [
> > mailto:softimage-boun...@listproc.autodesk.com
> >  ] On Behalf Of Morten
> > Bartholdy
> > Sent: Wednesday, April 08, 2015 11:08 AM
> > To: softimage@listproc.autodesk.com
> > 
> > Subject: Maya to Soft f*cks up pivot positions
> > 
> > 
> > 
> > I am moving a number of scenes animated in Maya to Soft for shading and
> > rendering, but am running into the old problem of hierarchial rig having
> > all pivots on child nodes moving to the center of the parent locator/Null.
> > I thought this behaviour was when using groups instead of proper hierarchy
> > in Maya, but now I see it with hierarchy too. Does some smart Maya savvy
> > person here perhaps know how to fix this one? I have tried FBX and Collada
> > with same dismal results.
> > 
> > The rig is really simple - just curves and locators - no fancy bones,
> > expressions or constraints.
> > 
> > 
> > Thanks.
> > 
> > Morten
> 
> 
> 


RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
I am not familiar with Maya - an offsite Maya artist rigged and animated
this, but when I look in Maya and select a child node which is clearly
offset in space from its parent, only preselected SRT values are visible in
the panel on the right, and they say zero for x and y for instance when the
object is clearly elsewhere in global space. I guess this is some Maya
version of having zeroed values for initial positions and rotations, and it
might be the culpit. It makes sense for animation, but how do I get proper
global values over so the pivot stays where it need to be?

MB


Den 8. april 2015 kl. 17:21 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES]"
:

> 
> Are your locator pivots at zero local to the pivot geometry? Or have you
> modified them in some way?
> 
> 
> 
> --
> 
> Joey Ponthieux
> 
> LaRC Information Technology Enhanced Services (LITES)
> 
> MYMIC Technical Services
> 
> NASA Langley Research Center
> 
> __
> 
> Opinions stated here-in are strictly those of the author and do not
> 
> represent the opinions of NASA or any other party.
> 
> 
> 
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
> Bartholdy
> Sent: Wednesday, April 08, 2015 11:08 AM
> To: softimage@listproc.autodesk.com
> Subject: Maya to Soft f*cks up pivot positions
> 
> 
> 
> I am moving a number of scenes animated in Maya to Soft for shading and
> rendering, but am running into the old problem of hierarchial rig having
> all pivots on child nodes moving to the center of the parent locator/Null.
> I thought this behaviour was when using groups instead of proper hierarchy
> in Maya, but now I see it with hierarchy too. Does some smart Maya savvy
> person here perhaps know how to fix this one? I have tried FBX and Collada
> with same dismal results.
> 
> The rig is really simple - just curves and locators - no fancy bones,
> expressions or constraints.
> 
> 
> Thanks.
> 
> Morten


Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Eric Thivierge
Are you applying a cache to existing geometry in Softimage or are you 
pulling geometry and point / transform caches in?


Eric T.

On 4/8/2015 11:28 AM, Mirko Jankovic wrote:
IM right now rendering BUNCH of scenes from Maya in SI, and alembic is 
your friend!


On Wed, Apr 8, 2015 at 5:21 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
mailto:j.ponthi...@nasa.gov>> wrote:


Are your locator pivots at zero local to the pivot geometry? Or
have you modified them in some way?

--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

MYMIC Technical Services

NASA Langley Research Center

__

Opinions stated here-in are strictly those of the author and do not

represent the opinions of NASA or any other party.

*From:*softimage-boun...@listproc.autodesk.com

[mailto:softimage-boun...@listproc.autodesk.com
] *On Behalf Of
*Morten Bartholdy
*Sent:* Wednesday, April 08, 2015 11:08 AM
*To:* softimage@listproc.autodesk.com

*Subject:* Maya to Soft f*cks up pivot positions

I am moving a number of scenes animated in Maya to Soft for
shading and rendering, but am running into the old problem of
hierarchial rig having all pivots on child nodes moving to the
center of the parent locator/Null. I thought this behaviour was
when using groups instead of proper hierarchy in Maya, but now I
see it with hierarchy too. Does some smart Maya savvy person here
perhaps know how to fix this one? I have tried FBX and Collada
with same dismal results.

The rig is really simple - just curves and locators - no fancy
bones, expressions or constraints.

Thanks.

Morten






Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Mirko Jankovic
IM right now rendering BUNCH of scenes from Maya in SI, and alembic is your
friend!

On Wed, Apr 8, 2015 at 5:21 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

>  Are your locator pivots at zero local to the pivot geometry? Or have you
> modified them in some way?
>
>
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> MYMIC Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not
>
> represent the opinions of NASA or any other party.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Morten Bartholdy
> *Sent:* Wednesday, April 08, 2015 11:08 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Maya to Soft f*cks up pivot positions
>
>
>
> I am moving a number of scenes animated in Maya to Soft for shading and
> rendering, but am running into the old problem of hierarchial rig having
> all pivots on child nodes moving to the center of the parent locator/Null.
> I thought this behaviour was when using groups instead of proper hierarchy
> in Maya, but now I see it with hierarchy too. Does some smart Maya savvy
> person here perhaps know how to fix this one? I have tried FBX and Collada
> with same dismal results.
>
>
>
> The rig is really simple - just curves and locators - no fancy bones,
> expressions or constraints.
>
>
>
>
>
> Thanks.
>
>
>
> Morten
>


RE: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Are your locator pivots at zero local to the pivot geometry? Or have you 
modified them in some way?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Wednesday, April 08, 2015 11:08 AM
To: softimage@listproc.autodesk.com
Subject: Maya to Soft f*cks up pivot positions


I am moving a number of scenes animated in Maya to Soft for shading and 
rendering, but am running into the old problem of hierarchial rig having all 
pivots on child nodes moving to the center of the parent locator/Null. I 
thought this behaviour was when using groups instead of proper hierarchy in 
Maya, but now I see it with hierarchy too. Does some smart Maya savvy person 
here perhaps know how to fix this one? I have tried FBX and Collada with same 
dismal results.



The rig is really simple - just curves and locators - no fancy bones, 
expressions or constraints.





Thanks.



Morten


Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Mario Reitbauer
Yea would say the same as Eric. Try using Alembic instead.

2015-04-08 17:17 GMT+02:00 Eric Thivierge :

> Is this using Alembic?
>
> Eric T.
>
>
> On Wednesday, April 08, 2015 11:08:09 AM, Morten Bartholdy wrote:
>
>> I am moving a number of scenes animated in Maya to Soft for shading
>> and rendering, but am running into the old problem of hierarchial rig
>> having all pivots on child nodes moving to the center of the parent
>> locator/Null. I thought this behaviour was when using groups instead
>> of proper hierarchy in Maya, but now I see it with hierarchy too. Does
>> some smart Maya savvy person here perhaps know how to fix this one? I
>> have tried FBX and Collada with same dismal results.
>>
>> The rig is really simple - just curves and locators - no fancy bones,
>> expressions or constraints.
>>
>> Thanks.
>>
>> Morten
>>
>>
>


Re: Maya to Soft f*cks up pivot positions

2015-04-08 Thread Eric Thivierge

Is this using Alembic?

Eric T.

On Wednesday, April 08, 2015 11:08:09 AM, Morten Bartholdy wrote:

I am moving a number of scenes animated in Maya to Soft for shading
and rendering, but am running into the old problem of hierarchial rig
having all pivots on child nodes moving to the center of the parent
locator/Null. I thought this behaviour was when using groups instead
of proper hierarchy in Maya, but now I see it with hierarchy too. Does
some smart Maya savvy person here perhaps know how to fix this one? I
have tried FBX and Collada with same dismal results.

The rig is really simple - just curves and locators - no fancy bones,
expressions or constraints.

Thanks.

Morten





Maya to Soft f*cks up pivot positions

2015-04-08 Thread Morten Bartholdy
I am moving a number of scenes animated in Maya to Soft for shading and
rendering, but am running into the old problem of hierarchial rig having
all pivots on child nodes moving to the center of the parent locator/Null.
I thought this behaviour was when using groups instead of proper hierarchy
in Maya, but now I see it with hierarchy too. Does some smart Maya savvy
person here perhaps know how to fix this one? I have tried FBX and Collada
with same dismal results.

The rig is really simple - just curves and locators - no fancy bones,
expressions or constraints.


Thanks.

Morten

Re: OT: Modo 901 Sneak Peek

2015-04-08 Thread Perryharovas
Fxguide.com has some additional feature previews.  Faster rendering and less 
noise. 

17 minutes in 801 vs. 6 minutes in 901 for a 2 bounce GI with 20 area lights 
and detailed geometry. 


Sent from my iPhone
Please excuse typos and
brief replies. 
Thank you!

> On Apr 8, 2015, at 9:31 AM, Marc-Andre Carbonneau 
>  wrote:
> 
> Yup even with the new price point, it’s still pretty low.
> I just checked Cinema 4D Studio(which is the one with everything in it) and 
> it’s 3 695$.
> Quite a difference from 1 799$ for Modo 901
>  
> Also, The Foundry is clever… they’re stretching their teasers and hyping the 
> product… I wouldn’t be surprised either if  they’d announce something bigger 
> next time.
> Cheers,
> MAC
>  
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Phil Williams
> Sent: April-08-15 6:06 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: OT: Modo 901 Sneak Peek
>  
> I think it's been said several times that this part 1 of the sneak peaks, so 
> it's a case of wait and see for the rest...
>  
>  
> On 8 April 2015 at 10:55, Mario Reitbauer  wrote:
> Well that is an argument. But in case I don't even want mesh fusion I have to 
> pay it now ;)
> Modo is still quite avordable so this isn't meant to be any complain.
>  
> Just curious if there's more coming for the price increase.
>  
> 2015-04-08 10:37 GMT+02:00 Oscar Juarez :
> I guess the price increase for new seats is because now includes mesh fusion, 
> which before was $350 as far as I remember.
>  
> On Wed, Apr 8, 2015 at 10:15 AM, Phil Williams  wrote:
> The product page says this for new purchases:
>  
> - Purchase 801 now (at 801 prices), and you’ll automatically get upgraded to 
> 901 for free when it ships.
>  
>  
> On 8 April 2015 at 01:19, Mario Reitbauer  wrote:
> Well what I see so far is that they increased the price by 300$ for new seats.
>  
> And I feel the same as you. Waiting for Animation and Rigging enhancements.
>  
> 2015-04-08 2:10 GMT+02:00 Ed Schiffer :
> https://vimeo.com/124320824
>  
> http://www.thefoundry.co.uk/products/modo/latest-version
>  
>  
> it only shows modeling and UV new features. 
> seems great, but don't know if should wait for more rigging and animation 
> ones..
>  
>  
>  
>  
>  


RE: OT: Modo 901 Sneak Peek

2015-04-08 Thread Marc-Andre Carbonneau
Yup even with the new price point, it’s still pretty low.
I just checked Cinema 4D Studio(which is the one with everything in it) and 
it’s 3 695$.
Quite a difference from 1 799$ for Modo 901

Also, The Foundry is clever… they’re stretching their teasers and hyping the 
product… I wouldn’t be surprised either if they’d announce something bigger 
next time.
Cheers,
MAC

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Phil Williams
Sent: April-08-15 6:06 AM
To: softimage@listproc.autodesk.com
Subject: Re: OT: Modo 901 Sneak Peek

I think it's been said several times that this part 1 of the sneak peaks, so 
it's a case of wait and see for the rest...


On 8 April 2015 at 10:55, Mario Reitbauer 
mailto:cont...@marioreitbauer.at>> wrote:
Well that is an argument. But in case I don't even want mesh fusion I have to 
pay it now ;)
Modo is still quite avordable so this isn't meant to be any complain.

Just curious if there's more coming for the price increase.

2015-04-08 10:37 GMT+02:00 Oscar Juarez 
mailto:tridi.animei...@gmail.com>>:
I guess the price increase for new seats is because now includes mesh fusion, 
which before was $350 as far as I remember.

On Wed, Apr 8, 2015 at 10:15 AM, Phil Williams 
mailto:p...@picmo.co.uk>> wrote:
The product page says this for new purchases:

- Purchase 801 now (at 801 prices), and you’ll automatically get upgraded to 
901 for free when it ships.


On 8 April 2015 at 01:19, Mario Reitbauer 
mailto:cont...@marioreitbauer.at>> wrote:
Well what I see so far is that they increased the price by 300$ for new seats.

And I feel the same as you. Waiting for Animation and Rigging enhancements.

2015-04-08 2:10 GMT+02:00 Ed Schiffer 
mailto:edschif...@gmail.com>>:
https://vimeo.com/124320824

http://www.thefoundry.co.uk/products/modo/latest-version


it only shows modeling and UV new features.
seems great, but don't know if should wait for more rigging and animation ones..







Envelope weights transfer + Corrective shapes

2015-04-08 Thread Nicolas Esposito
Hi all,

I'm doing a bit of RnD and I came up with a solution which works, but I
would like to improve.

What I'm doing is transfering the envelope weights between two different
characters using the joints to create the alignment between them. The
alignment is done using a simple python script, then Gator ( using Closest
Surface as transfer method ) to transfer the envelope weights ( mesh will
deform accordingly to the new joint position ), and later I'm saving the
weights and re-apply them in a new scene, so that I don't have unwanted
deformations done by the other skeletal rig.

In the end the process is quite quick, but the transfered envelope weights
still needs some tweaking, even if the source for the envelope weights is
done quite good, so I guess one of the main issue is the difference in
geometry of the meshes themself.

Would you suggest a raw shrink wrap in order to match the two geometries or
maybe some blend shapes on the source mesh in order to better align them so
that the transfer of the weights will be better?
PS: The meshes are games character, so the polycount is not that high.



I'm also using the wonderfull Delta Mush plugin developed by Guillame, and
its pretty cool...also the ability to add a weight map is exactly what I
was looking for.
I'm using this plugin extensively to create corrective shapes and it works
great...
I was experimenting a bit with vertex IDs and maybe transfer the Delta Mush
data to the skinning data, but it a bit out of my understanding
unfortunately...
Someone tried that already?


Re: OT: Modo 901 Sneak Peek

2015-04-08 Thread Phil Williams
I think it's been said several times that this part 1 of the sneak peaks,
so it's a case of wait and see for the rest...


On 8 April 2015 at 10:55, Mario Reitbauer  wrote:

> Well that is an argument. But in case I don't even want mesh fusion I have
> to pay it now ;)
> Modo is still quite avordable so this isn't meant to be any complain.
>
> Just curious if there's more coming for the price increase.
>
> 2015-04-08 10:37 GMT+02:00 Oscar Juarez :
>
>> I guess the price increase for new seats is because now includes mesh
>> fusion, which before was $350 as far as I remember.
>>
>> On Wed, Apr 8, 2015 at 10:15 AM, Phil Williams  wrote:
>>
>>> The product page says this for new purchases:
>>>
>>> - Purchase 801 now (at 801 prices), and you’ll automatically get
>>> upgraded to 901 for free when it ships.
>>>
>>>
>>> On 8 April 2015 at 01:19, Mario Reitbauer 
>>> wrote:
>>>
 Well what I see so far is that they increased the price by 300$ for new
 seats.

 And I feel the same as you. Waiting for Animation and Rigging
 enhancements.

 2015-04-08 2:10 GMT+02:00 Ed Schiffer :

> https://vimeo.com/124320824
>
> http://www.thefoundry.co.uk/products/modo/latest-version
>
>
> it only shows modeling and UV new features.
> seems great, but don't know if should wait for more rigging and
> animation ones..
>


>>>
>>
>


Re: OT: Modo 901 Sneak Peek

2015-04-08 Thread Mario Reitbauer
Well that is an argument. But in case I don't even want mesh fusion I have
to pay it now ;)
Modo is still quite avordable so this isn't meant to be any complain.

Just curious if there's more coming for the price increase.

2015-04-08 10:37 GMT+02:00 Oscar Juarez :

> I guess the price increase for new seats is because now includes mesh
> fusion, which before was $350 as far as I remember.
>
> On Wed, Apr 8, 2015 at 10:15 AM, Phil Williams  wrote:
>
>> The product page says this for new purchases:
>>
>> - Purchase 801 now (at 801 prices), and you’ll automatically get upgraded
>> to 901 for free when it ships.
>>
>>
>> On 8 April 2015 at 01:19, Mario Reitbauer 
>> wrote:
>>
>>> Well what I see so far is that they increased the price by 300$ for new
>>> seats.
>>>
>>> And I feel the same as you. Waiting for Animation and Rigging
>>> enhancements.
>>>
>>> 2015-04-08 2:10 GMT+02:00 Ed Schiffer :
>>>
 https://vimeo.com/124320824

 http://www.thefoundry.co.uk/products/modo/latest-version


 it only shows modeling and UV new features.
 seems great, but don't know if should wait for more rigging and
 animation ones..

>>>
>>>
>>
>


Re: OT: Modo 901 Sneak Peek

2015-04-08 Thread Oscar Juarez
I guess the price increase for new seats is because now includes mesh
fusion, which before was $350 as far as I remember.

On Wed, Apr 8, 2015 at 10:15 AM, Phil Williams  wrote:

> The product page says this for new purchases:
>
> - Purchase 801 now (at 801 prices), and you’ll automatically get upgraded
> to 901 for free when it ships.
>
>
> On 8 April 2015 at 01:19, Mario Reitbauer 
> wrote:
>
>> Well what I see so far is that they increased the price by 300$ for new
>> seats.
>>
>> And I feel the same as you. Waiting for Animation and Rigging
>> enhancements.
>>
>> 2015-04-08 2:10 GMT+02:00 Ed Schiffer :
>>
>>> https://vimeo.com/124320824
>>>
>>> http://www.thefoundry.co.uk/products/modo/latest-version
>>>
>>>
>>> it only shows modeling and UV new features.
>>> seems great, but don't know if should wait for more rigging and
>>> animation ones..
>>>
>>
>>
>


Re: OT: Modo 901 Sneak Peek

2015-04-08 Thread Phil Williams
The product page says this for new purchases:

- Purchase 801 now (at 801 prices), and you’ll automatically get upgraded
to 901 for free when it ships.


On 8 April 2015 at 01:19, Mario Reitbauer  wrote:

> Well what I see so far is that they increased the price by 300$ for new
> seats.
>
> And I feel the same as you. Waiting for Animation and Rigging enhancements.
>
> 2015-04-08 2:10 GMT+02:00 Ed Schiffer :
>
>> https://vimeo.com/124320824
>>
>> http://www.thefoundry.co.uk/products/modo/latest-version
>>
>>
>> it only shows modeling and UV new features.
>> seems great, but don't know if should wait for more rigging and animation
>> ones..
>>
>
>


RE: redshift renderfarm

2015-04-08 Thread Ola Madsen
Hi Kris,

I sent you an email off-list.

ola


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel
Sent: Wednesday, April 8, 2015 7:21 AM
To: Softimage List
Subject: redshift renderfarm

Probably a stretch...but...anyone know of a redshift render farm running Soft 
that's available to rent/use?
Kris