Re: Any Dinosaurs Still Lurking?

2018-05-11 Thread Francois Lord
I must admit I lurk less and less. I look at the emails subjects from
time to time. This one called me. ;)


On 2018-05-11 01:53 PM, Bill Hinkson wrote:
> I still lurk.
>
> On Fri, May 11, 2018 at 1:05 PM, patrick nethercoat
> > wrote:
>
> My hands are not yet cold and dead.
>
> On 11 May 2018 at 18:01, Sandy Sutherland
> > wrote:
>
> Yep still around as one of them 'from before'
>
> S.
>
> On 11 May 2018 at 17:23, Bradley Gabe  > wrote:
>
> Just curious?
>
> Now that I’m a resident in San Antonio, I was reminiscing
> about old SIGGRAPHs on the Riverwalk, and came to the
> realization that the Softimage mailing lists, for me at
> least, were my Facebook before there was official social
> media.
>
> San Antonio still owes me a camera! -- Softimage
> Mailing List. To unsubscribe, send a mail to
> softimage-requ...@listproc.autodesk.com
>  with
> “unsubscribe” in the subject, and reply to confirm.
>
>
>
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>
>
>
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> 
> 
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> 07717 38 39 40
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OT: Amiga

2018-05-11 Thread Matt Lind
with all this talk about dinosaurs, I was reminded of a little project I 
need to tackle.

By any chance would anybody still have an Amiga computer, or know someone 
who does?  I have an old project from years ago that I would like to exhume 
that is stored on a series of floppy disks.  While my PC has a floppy drive, 
PC's cannot read Amiga formatted disks as Amiga used a proprietary data 
format that requires reading the disk in a fashion that PC's are unable to 
accommodate without low level drivers to modify the controllerand even 
then it's a roll of the dice.

The floppies are in good shape and the stored files are written directly to 
the disk.  No weird compression, multi-volume archives, or stuff like that. 
I just need the data off the disks, preferably as files, not as disk images.

Please contact me offline if you can help.

Thanks,

Matt


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Re: Houdini : non VFX jobs?

2018-05-11 Thread Matt Lind
Given Houdini is a node based system, there is a simple paradox at play that 
in order to get the level of cohesiveness Softimage employed, tools need to 
share information and work together.  A node based system, by design, 
requires each node to act independently.  To get the Softimage workflow in 
Houdini requires either monolithic nodes with enough intelligence to cover 
all the bases of a particular task, or the UI needs to take control and hide 
the nodes behind the scenes slapping user's wrists if they attempt to fiddle 
with the nodes involved.  In either case, it works against a node based 
system's mantra.

In short, I don't think it's possible for Houdini to ever become another 
Softimage.  You'll have to settle for something that has great power but 
some degree of cumbersome workflow.


Matt




Message: 2 Date: Fri, 11 May 2018 18:44:10 +0100
From: Alastair Hearsum 
Subject: Re: Houdini : non VFX jobs?
To: softimage@listproc.autodesk.com

I think there is real danger in pinning all this grumbling on lack of 
familiarity and not acknowledging that there are some fundamental design 
issues . The first step to recovery is to admit that there a problem. As 
everyone knows there is some fantastic technology in there but its strung 
together in an awful way. Its like putting the organs of a 20 year old in an 
octagenarian; each organ very capable in its own right but not in the ideal 
host to get the best out if it.


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Re: Any Dinosaurs Still Lurking?

2018-05-11 Thread Pierre Schiller
Oh man! what horror stories! Heads certainly rolled to get the magnificent
software we enjoyed for years...
We should even be greatly thankful!



* www.3dcinetv.com 

 - 3D.VFX.Post - Click on
socials:*
* 

 


 




 
*


On Fri, May 11, 2018 at 2:55 PM, Matt Lind  wrote:

> I wouldn't call myself a dinosaur, but I'm still here.
>
> I remember that SIGGRAPH. Nothing like having 10 mosquitos fly in your
> mouth when trying to drink your beer. I drove all the way from Chicago to
> attend it. Did the trip in 18 hours flat, nonstop, but for me it was the
> show where if it could go wrong, it did go wrong.
>
> For example, Kim Aldis and I were invited by Maggie to show examples of
> using the XSI SDK in production for the Softimage SDK summit. Upon checking
> into my hotel the night before and plugging in my computer, I discovered
> all my addons had been corrupted and my original source code to those
> addons was on a CD back home leaving me nothing to show. I think Kim
> experienced something similar. The next day at the SDK summit after the
> Softimage SDK developers finished their lectures, MC Maggie told everybody
> in the room to gather around the table where Kim and I were sitting (this
> was all unscripted), then spent a few minutes hyping us up as the best XSI
> users worldwide to set the stage. Maggie then gave us the floor, but Kim
> and I both kind of shrugged our shoulders because neither of us had
> anything tangible to show. So we tried to turn it into an impromptu Q+A
> session, but it was a long 15 minutes of crickets. The misery didn't end
> there…
>
> I was also invited by Dave Lajoie to give a presentation how to write
> shaders at the Softimage mental ray summit. I was really intent on making a
> good showing as I had developed a suite of light shaders for 3rd party
> distribution I wanted to show off. But again, my addons containing all my
> shaders were corrupt and the source code was at home on a CD. I tried to
> explain to Dave, but he just cut me off and reassured me everything would
> be alright. He was thinking I was merely a little nervous from butterflies
> or whatever. Anyway, I lugged my desktop computer to the summit, hooked it
> up to the projector and had to figure out how to fill 20 minutes with
> nothing to show. As I look around the room I see 

Re: Any Dinosaurs Still Lurking?

2018-05-11 Thread Matt Lind
I wouldn't call myself a dinosaur, but I'm still here.

I remember that SIGGRAPH.  Nothing like having 10 mosquitos fly in your 
mouth when trying to drink your beer.  I drove all the way from Chicago to 
attend it.  Did the trip in 18 hours flat, nonstop, but for me it was the 
show where if it could go wrong, it did go wrong.

For example, Kim Aldis and I were invited by Maggie to show examples of 
using the XSI SDK in production for the Softimage SDK summit.  Upon checking 
into my hotel the night before and plugging in my computer, I discovered all 
my addons had been corrupted and my original source code to those addons was 
on a CD back home leaving me nothing to show.  I think Kim experienced 
something similar.  The next day at the SDK summit after the Softimage SDK 
developers finished their lectures, MC Maggie told everybody in the room to 
gather around the table where Kim and I were sitting (this was all 
unscripted), then spent a few minutes hyping us up as the best XSI users 
worldwide to set the stage.   Maggie then gave us the floor, but Kim and I 
both kind of shrugged our shoulders because neither of us had anything 
tangible to show.  So we tried to turn it into an impromptu Q+A session, but 
it was a long 15 minutes of crickets.  The misery didn't end there...

I was also invited by Dave Lajoie to give a presentation how to write 
shaders at the Softimage mental ray summit.  I was really intent on making a 
good showing as I had developed a suite of light shaders for 3rd party 
distribution I wanted to show off.  But again, my addons containing all my 
shaders were corrupt and the source code was at home on a CD.  I tried to 
explain to Dave, but he just cut me off and reassured me everything would be 
alright.  He was thinking I was merely a little nervous from butterflies or 
whatever.  Anyway, I lugged my desktop computer to the summit, hooked it up 
to the projector and had to figure out how to fill 20 minutes with nothing 
to show.  As I look around the room I see Thomas Driemeyer, the head of 
development for mental images watching intently.  Standing next to him is 
Marc Stevens and other important people from Softimage.  So I can't do any 
fibbing to the pass the time, I needed to be accurate.  Frantically 
searching my hard drive I found some old code for a light shader, but it was 
a really early version that I knew had many bugs.  So on the spot I 
improvised by introducing the mental ray manuals, where to find information 
to write shaders, and specifically, how to understand the manuals as that 
was a complaint I often saw on the list (most people only read the softimage 
documentation which was often misleading).  After a few minutes I saw 
disappointed faces in the crowd, so I took a deep breath, loaded my buggy 
code into visual studio, and started the demonstration.  Before I could get 
too far, Dave crawls up on his hands and knees and informs me with a hand 
gesture I have 2 minutes remaining.  So I quickly rushed through what I 
could of my light shader code and showed a few pre-rendered images of what 
it could do, then wrapped up.  Ugh...

There were many other mis-capades at that show, but I digress.

Upon returning home from the show, I discovered XSI had a bug in the addon 
system.  In early versions of XSI, all installed addons were stored in a 
single file, not separate files like they are today.  Adding or removing an 
addon meant the application would add/remove the relevant data from the 
file.  But in the specific case of deleting an addon, there was a bug where 
it introduced a byte offset error by deleting too much or too little 
information.  All addons before the location of the error were fine, but all 
addons appearing after the error were corrupted as data would be offset or 
missing.  If you ever deleted the first addon in the file, then you 
effectively corrupted all of them.  The only remedy was to reinstall XSI.

Matt




Message: 2 Date: Fri, 11 May 2018 11:23:14 –0500
From: Bradley Gabe witha...@gmail.com
Subject: Any Dinosaurs Still Lurking?
To: softimage@listproc.autodesk.com

Just curious?

Now that I?m a resident in San Antonio, I was reminiscing about old 
SIGGRAPHs on the Riverwalk, and came to the realization that the Softimage 
mailing lists, for me at least, were my Facebook before there was official 
social media.

San Antonio still owes me a camera!


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Re: Set Driven Key Copy/Paste in Maya

2018-05-11 Thread Adam Sale
It hasn't bitten me yet.. .touch wood, but in the absence of any sort of
duplicate symmetry tool that works, and rebuilding the entire opposite side
from scratch, I haven't found a better solution, unless its the old Maya
adage of 'just writing a tool for that '

Adam


On Fri, May 11, 2018 at 12:00 AM, Enrique Caballero <
enriquecaball...@gmail.com> wrote:

> I've been avoiding negative scaling in Maya as it's not as forgiving as
> Softimage was with that.
>
> I used to mirror rigging components in softimage by scaling (-1,-1,-1) and
> rotation x by 180.
>
> Worked just fine, used that technique in multiple productions (happy feet,
> legend of the gaurdians used that as well)
>
> The only time that hurt me was when we wrote an animation library that
> appended animation in space, and we needed to do a slightly different
> calcultation for the right side of the body.  Still no biggy.
>
> I've been too scared to do it in Maya though.  I actually manually rebuild
> the component in Maya with a different orientation.
>
>
> I don't know if I'm being anal retentive, but when it comes to Maya I tend
> to try to avoid shortcuts with transformations like that, as whenever I try
> it tends to burn me
>
> On Fri, May 11, 2018 at 12:30 AM, Adam Sale  wrote:
>
>> Duplicate special with input graph checked on is the key to mirroring
>> more complex hierarchies in Maya.
>> That, and making sure every striking element involved in the rig needs to
>> be parented under a group node that is at the origin.
>> This group node and children is what you duplicate special with input
>> graph selected, and then do the whole scale across X to -1.
>>
>> Everything comes across fine if you go that route, nodes, driven keys,
>> etc. .. Of course then you also have to be aware of Joint orients flipping
>> 180.. and address if necessary.
>>
>> I've kind of gotten used to Maya rigging now, but I really do miss the
>> simplicity of our dearly departed XSI.
>>
>> Adam
>>
>> On Wed, May 2, 2018 at 2:46 AM, Anto Matkovic  wrote:
>>
>>> Copy-paste of selected nodes, makes a copy of everything connected to
>>> selected nodes, including hidden connections to layers, Node Editor
>>> bookmarks, so on. ''Safe way''  could be saving a copy of scene, deleting
>>> everything else (including layers and such), copying back to original
>>> scene. Fortunately Maya could copy entire rig or elements from scene o
>>> scene.
>>> Duplicate in Node Editor makes a duplicate of only selected nodes, but
>>> leaves them unconnected.
>>> As alternative, it worth to try 'duplicate special' (from edit menu)
>>> with some of available options, while this, by default, makes a copy of all
>>> hierarchy bellow.
>>>
>>> IMO scripting for such tasks is usable if someone wants to follow some
>>> exact tutorial or example, or someone is able to visualize complete rig
>>> without even using Maya - but not really for experimenting and expecting
>>> the 3d app to help in this process. Perhaps that addiction to scripting
>>> could explain why almost all Maya rigs are not inventive, not original copy
>>> of actual crap from Pixar or so. Individuality is not allowed in Maya
>>> world
>>>
>>>
>>>
>>> --
>>> *From:* "p...@bustykelp.com" 
>>> *To:* Ben Barker ; Official Softimage Users
>>> Mailing List. 
>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=eiykd10oQrDARfbGnKhZ32Z2pcfj7-Xz8LOMqIFA3Fg=zdxJ3elMMHzpj-E3AUPrMFVyADhuJr1y8WGIW_1ZK1w=
>>> 

Re: Any Dinosaurs Still Lurking?

2018-05-11 Thread Bill Hinkson
I still lurk.

On Fri, May 11, 2018 at 1:05 PM, patrick nethercoat <
patr...@brandtanim.co.uk> wrote:

> My hands are not yet cold and dead.
>
> On 11 May 2018 at 18:01, Sandy Sutherland 
> wrote:
>
>> Yep still around as one of them 'from before'
>>
>> S.
>>
>> On 11 May 2018 at 17:23, Bradley Gabe  wrote:
>>
>>> Just curious?
>>>
>>> Now that I’m a resident in San Antonio, I was reminiscing about old
>>> SIGGRAPHs on the Riverwalk, and came to the realization that the Softimage
>>> mailing lists, for me at least, were my Facebook before there was official
>>> social media.
>>>
>>> San Antonio still owes me a camera! -- Softimage Mailing List. To
>>> unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with “unsubscribe” in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
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> www.brandtanim.co.uk
> 
> 020 7734 0196
> 07717 38 39 40
>
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Re: Houdini : non VFX jobs?

2018-05-11 Thread Alastair Hearsum
I think there is real danger in pinning all this grumbling on lack of 
familiarity and not acknowledging that there are some fundamental design 
issues . The first step to recovery is to admit that there a problem. As 
everyone knows there is some fantastic technology in there but its 
strung together in an awful way. Its like putting the organs of a 20 
year old in an octagenarian; each organ very capable in its own right 
but not in the ideal host to get the best out if it.


On 11/05/2018 18:21, Jordi Bares wrote:
It is like moving houses… hard at first… little by little you discover 
how to use it and finally you are ready to enjoy it.


;-)
jb

On 11 May 2018, at 16:43, Bradley Gabe > wrote:


I find it a humorous coincidence that people are coming to the 
conclusion that Houdini is not Softimage or Maya, and you eventually 
have to come around to thinking the Houdini way in order to unlock 
its full potential.


Didn’t we have the exact same issue with Maya people trying to use 
XSI with Maya thinking? Setting up rigs and hierarchies in a Maya 
way, using a Maya-linear-production workflow, all highly inefficient. 
And then they didn’t like XSI because it wasn’t very good at being 
Maya. :-)


It’s a big reason I dreaded the idea of switching apps. I assumed 
Maya was going to really bad at being XSI for me. Still wish I had 
time to pick up Houdini at some point.


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softimage-requ...@listproc.autodesk.com 
 with “unsubscribe” 
in the subject, and reply to confirm.






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Re: Houdini : non VFX jobs?

2018-05-11 Thread Jordi Bares
It is like moving houses… hard at first… little by little you discover how to 
use it and finally you are ready to enjoy it.

;-)
jb

> On 11 May 2018, at 16:43, Bradley Gabe  wrote:
> 
> I find it a humorous coincidence that people are coming to the conclusion 
> that Houdini is not Softimage or Maya, and you eventually have to come around 
> to thinking the Houdini way in order to unlock its full potential.
> 
> Didn’t we have the exact same issue with Maya people trying to use XSI with 
> Maya thinking? Setting up rigs and hierarchies in a Maya way, using a 
> Maya-linear-production workflow, all highly inefficient. And then they didn’t 
> like XSI because it wasn’t very good at being Maya. :-)
> 
> It’s a big reason I dreaded the idea of switching apps. I assumed Maya was 
> going to really bad at being XSI for me. Still wish I had time to pick up 
> Houdini at some point.
> 
> -B -- Softimage Mailing List. To unsubscribe, send a mail to 
> softimage-requ...@listproc.autodesk.com with “unsubscribe” in the subject, 
> and reply to confirm.
> 
> 

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Re: Any Dinosaurs Still Lurking?

2018-05-11 Thread patrick nethercoat
My hands are not yet cold and dead.

On 11 May 2018 at 18:01, Sandy Sutherland  wrote:

> Yep still around as one of them 'from before'
>
> S.
>
> On 11 May 2018 at 17:23, Bradley Gabe  wrote:
>
>> Just curious?
>>
>> Now that I’m a resident in San Antonio, I was reminiscing about old
>> SIGGRAPHs on the Riverwalk, and came to the realization that the Softimage
>> mailing lists, for me at least, were my Facebook before there was official
>> social media.
>>
>> San Antonio still owes me a camera! -- Softimage Mailing List. To
>> unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
>> “unsubscribe” in the subject, and reply to confirm.
>>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



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Re: Any Dinosaurs Still Lurking?

2018-05-11 Thread Sandy Sutherland
Yep still around as one of them 'from before'

S.

On 11 May 2018 at 17:23, Bradley Gabe  wrote:

> Just curious?
>
> Now that I’m a resident in San Antonio, I was reminiscing about old
> SIGGRAPHs on the Riverwalk, and came to the realization that the Softimage
> mailing lists, for me at least, were my Facebook before there was official
> social media.
>
> San Antonio still owes me a camera! -- Softimage Mailing List. To
> unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
> “unsubscribe” in the subject, and reply to confirm.
>
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Any Dinosaurs Still Lurking?

2018-05-11 Thread Bradley Gabe
Just curious? 

Now that I’m a resident in San Antonio, I was reminiscing about old SIGGRAPHs 
on the Riverwalk, and came to the realization that the Softimage mailing lists, 
for me at least, were my Facebook before there was official social media. 

San Antonio still owes me a camera! 
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Houdini : non VFX jobs?

2018-05-11 Thread Bradley Gabe
I find it a humorous coincidence that people are coming to the conclusion that 
Houdini is not Softimage or Maya, and you eventually have to come around to 
thinking the Houdini way in order to unlock its full potential. 

Didn’t we have the exact same issue with Maya people trying to use XSI with 
Maya thinking? Setting up rigs and hierarchies in a Maya way, using a 
Maya-linear-production workflow, all highly inefficient. And then they didn’t 
like XSI because it wasn’t very good at being Maya. :-)

It’s a big reason I dreaded the idea of switching apps. I assumed Maya was 
going to really bad at being XSI for me. Still wish I had time to pick up 
Houdini at some point. 

-B
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Re: Houdini : non VFX jobs?

2018-05-11 Thread Jordi Bares
Below 


> On 11 May 2018, at 16:22,   wrote:
> 
> Is it possible to make something like a ‘Shape Manager’ in Houdini?

Of course, the Autorig panel is a good example of that…

> I can understand that it sounds bad to try and force ‘traditional workflows’ 
> into Houdini. However, it seems a bit purist and counterproductive to not 
> allow useful creation tools just because they aren’t part of the procedural 
> workflow. Its not like having a shape manager in there to create shapes / 
> correctives easily and in context of the rig is going to suddenly corrupt 
> everyone and make them stop using a procedural approach.  I need both when 
> I’m doing work in XSI.

It makes perfect sense to have one, it may be simply a matter of time as it 
against traction with animators...

> I think having 3d software that goes from simple accessible and easy, when 
> you want to do creative work, to Very deep when you want to do complex stuff, 
> is the best approach.  These types of ‘traditional’ tools aren’t going to be 
> noticeable to the people that don’t want to use them.

The point is that you could do such things in multiple places… not only SOP 
level, but also CHOPs or VOPs… so… that “simple” tool in the procedural world 
is quite a beast to develop and support. I am not advocating not to do it but 
playing devil’s advocate because one of the principles I have seen is that 
SideFX develops with a very open minded approach… you never know how people are 
using your toolset and a good example of this is the latest biharmonic 
weighting, direct result of their FEM technology.

jb


>   
> From: Jordi Bares 
> Sent: Friday, May 11, 2018 4:05 PM
> To: Paul Smith  ; Official Softimage Users Mailing 
> List. https://groups.google.com/forum/#!forum/xsi_list 
> 
> Subject: Re: Houdini : non VFX jobs?
>  
> You hit the nail on the head with “Slow stop-start workflows can stall your 
> creative flow”, that is the critical factor for me as well, in the sense that 
> in a few occasions (may be too many?) you are forced/invited to stop your 
> creative flow to write your own tool (for example a path deform) and that 
> should be there from the start. This is getting better though so I am hopeful.
>  
> But I do not agree with your suggestion of “wrapping”, the self tools really 
> is a framework to do those but I don’t think SideFX should be the one 
> promoting traditional workflows because I suspect it will lead to linear 
> networks and although the motive is great, the result may be a non-Houdini 
> approach, remember Houdini is a huge massively parallel ICE network.
>  
> And yes, Softimage workflow is/was king, no doubt…
>  
> Jb
>  
>  
>  
>  
>  
>> On 11 May 2018, at 14:28, > 
>> > wrote:
>>  
>> I Agree.
>>  
>> I know that Houdini has a wider scope and thus more ability to achieve 
>> ultimately whatever you want, than XSI / ICE.
>> However, in my character workflow, I’m diving into ICE, making a deformer, 
>> going back and adding shapes, reading nearby surfaces, and in ICE using them 
>> to rotate the vectors of shapes deltas, readjusting the shapes, and 
>> generally ping ponging around between programming and using ‘traditional’ 
>> tools to feed into the procedure that leads to the final result. In XSI that 
>> all happens without the slightest delay or workaround as everything is just 
>> there. for me personally, I can do everything i wish to do with ICE/XSI.
>> Obviously I know XSI inside out which helps, but my forays into Houdini 
>> never give me hope that I will ever have that workflow at my fingertips. 
>> I feel like it needs a layer above the deeper procedural approach, that 
>> gives you some tools to manage blendshapes etc. Maya now has a decent 
>> version of Softimage’s shape mixer. I know that Houdini doesnt’ want to keep 
>> its ‘everything procedural’ approach but sometimes you just want to make a 
>> shape and thats it, and you might want to see it in context of the rig, and 
>> be able to do a ‘secondary shape mode’ etc, and not have to make your own 
>> ‘tools’ to do this. Sculpting is not something that fits well within 
>> Houdini’s philosophy, but again ,if you want to do characters, then its a 
>> necessary thing to be able to make poses look good. and you dont always want 
>> to export, Zbrush it, import. hook up blendshape shape etc.. Slow stop-start 
>> workflows can stall your creative flow.
>>  
>> I definitely think that if they can add a level of ‘art’ tools that can feed 
>> back into the procedural system seamlessly without interfering , then it 
>> would make Houdini more appealing and fun to use. 
>>  
>> From: Alastair Hearsum 
>> Sent: Friday, May 11, 2018 2:03 PM
>> To: softimage@listproc.autodesk.com 

Re: Houdini : non VFX jobs?

2018-05-11 Thread Andreas Böinghoff

On 5/11/2018 5:21 PM, p...@bustykelp.com wrote:
Is it possible to make something like a ‘Shape Manager’ in Houdini? 


On SOP level you can use the Blend shape node. Or you make your own one. 
Blendshapes are just an linear interpolation between two meshes with the 
same topo.


If you want to make your custom deformer use the mix node in VOPs or the 
lerp function in vex. For weighting you can use any float attribute.


Andy
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www.themarmalade.com 


T:  +49 40 43291 200

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Re: Houdini : non VFX jobs?

2018-05-11 Thread paul
Is it possible to make something like a ‘Shape Manager’ in Houdini? 
I can understand that it sounds bad to try and force ‘traditional workflows’ 
into Houdini. However, it seems a bit purist and counterproductive to not allow 
useful creation tools just because they aren’t part of the procedural workflow. 
Its not like having a shape manager in there to create shapes / correctives 
easily and in context of the rig is going to suddenly corrupt everyone and make 
them stop using a procedural approach.  I need both when I’m doing work in XSI.
I think having 3d software that goes from simple accessible and easy, when you 
want to do creative work, to Very deep when you want to do complex stuff, is 
the best approach.  These types of ‘traditional’ tools aren’t going to be 
noticeable to the people that don’t want to use them.


From: Jordi Bares 
Sent: Friday, May 11, 2018 4:05 PM
To: Paul Smith ; Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=b3UIXUuym66S4YPhMqJJyQ58HuVf_IMuoZ8tZrzPmVM=0IXRO4Vmp_3CTvEuaoXOaBvNX9oWqDeX1EvXCYLD35w=
 
Subject: Re: Houdini : non VFX jobs?

You hit the nail on the head with “Slow stop-start workflows can stall your 
creative flow”, that is the critical factor for me as well, in the sense that 
in a few occasions (may be too many?) you are forced/invited to stop your 
creative flow to write your own tool (for example a path deform) and that 
should be there from the start. This is getting better though so I am hopeful.

But I do not agree with your suggestion of “wrapping”, the self tools really is 
a framework to do those but I don’t think SideFX should be the one promoting 
traditional workflows because I suspect it will lead to linear networks and 
although the motive is great, the result may be a non-Houdini approach, 
remember Houdini is a huge massively parallel ICE network.

And yes, Softimage workflow is/was king, no doubt…

Jb





  On 11 May 2018, at 14:28,   wrote:

  I Agree.

  I know that Houdini has a wider scope and thus more ability to achieve 
ultimately whatever you want, than XSI / ICE.
  However, in my character workflow, I’m diving into ICE, making a deformer, 
going back and adding shapes, reading nearby surfaces, and in ICE using them to 
rotate the vectors of shapes deltas, readjusting the shapes, and generally ping 
ponging around between programming and using ‘traditional’ tools to feed into 
the procedure that leads to the final result. In XSI that all happens without 
the slightest delay or workaround as everything is just there. for me 
personally, I can do everything i wish to do with ICE/XSI.
  Obviously I know XSI inside out which helps, but my forays into Houdini never 
give me hope that I will ever have that workflow at my fingertips. 
  I feel like it needs a layer above the deeper procedural approach, that gives 
you some tools to manage blendshapes etc. Maya now has a decent version of 
Softimage’s shape mixer. I know that Houdini doesnt’ want to keep its 
‘everything procedural’ approach but sometimes you just want to make a shape 
and thats it, and you might want to see it in context of the rig, and be able 
to do a ‘secondary shape mode’ etc, and not have to make your own ‘tools’ to do 
this. Sculpting is not something that fits well within Houdini’s philosophy, 
but again ,if you want to do characters, then its a necessary thing to be able 
to make poses look good. and you dont always want to export, Zbrush it, import. 
hook up blendshape shape etc.. Slow stop-start workflows can stall your 
creative flow.

  I definitely think that if they can add a level of ‘art’ tools that can feed 
back into the procedural system seamlessly without interfering , then it would 
make Houdini more appealing and fun to use. 

  From: Alastair Hearsum
  Sent: Friday, May 11, 2018 2:03 PM
  To: softimage@listproc.autodesk.com
  Subject: Re: Houdini : non VFX jobs?

  I see ease of access as a liberating force


  On 11/05/2018 12:47, Jordi Bares wrote:

I see technology and maths as a liberation force so I want to think it is 
about a personal attitude towards the challenge of getting out of your comfort 
zone, not age (but may be the fact that keep getting older makes me biased??  
;-)  

jb

  On 10 May 2018, at 20:38, Olivier Jeannel  wrote:

  I'm from an old fine art degree. Proceduralism and other math / vector 
thingy are the best creative things that happened to me :)

 


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  Creative Director of 3d

  

  See our latest work here

  The Penthouse,
  5th Floor,
  87-91 Newman Street
  London
  

Re: Houdini : non VFX jobs?

2018-05-11 Thread Alastair Hearsum
There is a whole raft of improvements they should/could make to the user 
experience without jeopordising their principles: Improving the fcurve 
editor and having time controls in the texture node are two examples 
that spring immediately to mind.



On 11/05/2018 16:05, Jordi Bares wrote:
You hit the nail on the head with “Slow stop-start workflows can stall 
your creative flow”, that is the critical factor for me as well, in 
the sense that in a few occasions (may be too many?) you are 
forced/invited to stop your creative flow to write your own tool (for 
example a path deform) and that should be there from the start. This 
is getting better though so I am hopeful.


But I do not agree with your suggestion of “wrapping”, the self tools 
really is a framework to do those but I don’t think SideFX should be 
the one promoting traditional workflows because I suspect it will lead 
to linear networks and although the motive is great, the result may be 
a non-Houdini approach, remember Houdini is a huge massively parallel 
ICE network.


And yes, Softimage workflow is/was king, no doubt…

Jb





On 11 May 2018, at 14:28, > > wrote:


I Agree.
I know that Houdini has a wider scope and thus more ability to 
achieve ultimately whatever you want, than XSI / ICE.
However, in my character workflow, I’m diving into ICE, making a 
deformer, going back and adding shapes, reading nearby surfaces, and 
in ICE using them to rotate the vectors of shapes deltas, readjusting 
the shapes, and generally ping ponging around between programming and 
using ‘traditional’ tools to feed into the procedure that leads to 
the final result. In XSI that all happens without the slightest delay 
or workaround as everything is just there. for me personally, I can 
do everything i wish to do with ICE/XSI.
Obviously I know XSI inside out which helps, but my forays into 
Houdini never give me hope that I will ever have that workflow at my 
fingertips.
I feel like it needs a layer above the deeper procedural approach, 
that gives you some tools to manage blendshapes etc. Maya now has a 
decent version of Softimage’s shape mixer. I know that Houdini 
doesnt’ want to keep its ‘everything procedural’ approach but 
sometimes you just want to make a shape and thats it, and you might 
want to see it in context of the rig, and be able to do a ‘secondary 
shape mode’ etc, and not have to make your own ‘tools’ to do this. 
Sculpting is not something that fits well within Houdini’s 
philosophy, but again ,if you want to do characters, then its a 
necessary thing to be able to make poses look good. and you dont 
always want to export, Zbrush it, import. hook up blendshape shape 
etc.. Slow stop-start workflows can stall your creative flow.
I definitely think that if they can add a level of ‘art’ tools that 
can feed back into the procedural system seamlessly without 
interfering , then it would make Houdini more appealing and fun to use.

*From:*Alastair Hearsum 
*Sent:*Friday, May 11, 2018 2:03 PM
*To:*softimage@listproc.autodesk.com 


*Subject:*Re: Houdini : non VFX jobs?
I see ease of access as a liberating force

On 11/05/2018 12:47, Jordi Bares wrote:
I see technology and maths as a liberation force so I want to think 
it is about a personal attitude towards the challenge of getting out 
of your comfort zone, not age (but may be the fact that keep getting 
older makes me biased??  ;-)

jb
On 10 May 2018, at 20:38, Olivier Jeannel > wrote:
I'm from an old fine art degree. Proceduralism and other math / 
vector thingy are the best creative things that happened to me :)



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"unsubscribe" in the subject, and reply to confirm.


--
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Creative Director of 3d
GLASSWORKS

Re: Houdini : non VFX jobs?

2018-05-11 Thread Jordi Bares
You hit the nail on the head with “Slow stop-start workflows can stall your 
creative flow”, that is the critical factor for me as well, in the sense that 
in a few occasions (may be too many?) you are forced/invited to stop your 
creative flow to write your own tool (for example a path deform) and that 
should be there from the start. This is getting better though so I am hopeful.

But I do not agree with your suggestion of “wrapping”, the self tools really is 
a framework to do those but I don’t think SideFX should be the one promoting 
traditional workflows because I suspect it will lead to linear networks and 
although the motive is great, the result may be a non-Houdini approach, 
remember Houdini is a huge massively parallel ICE network.

And yes, Softimage workflow is/was king, no doubt…

Jb





> On 11 May 2018, at 14:28,   wrote:
> 
> I Agree.
>  
> I know that Houdini has a wider scope and thus more ability to achieve 
> ultimately whatever you want, than XSI / ICE.
> However, in my character workflow, I’m diving into ICE, making a deformer, 
> going back and adding shapes, reading nearby surfaces, and in ICE using them 
> to rotate the vectors of shapes deltas, readjusting the shapes, and generally 
> ping ponging around between programming and using ‘traditional’ tools to feed 
> into the procedure that leads to the final result. In XSI that all happens 
> without the slightest delay or workaround as everything is just there. for me 
> personally, I can do everything i wish to do with ICE/XSI.
> Obviously I know XSI inside out which helps, but my forays into Houdini never 
> give me hope that I will ever have that workflow at my fingertips. 
> I feel like it needs a layer above the deeper procedural approach, that gives 
> you some tools to manage blendshapes etc. Maya now has a decent version of 
> Softimage’s shape mixer. I know that Houdini doesnt’ want to keep its 
> ‘everything procedural’ approach but sometimes you just want to make a shape 
> and thats it, and you might want to see it in context of the rig, and be able 
> to do a ‘secondary shape mode’ etc, and not have to make your own ‘tools’ to 
> do this. Sculpting is not something that fits well within Houdini’s 
> philosophy, but again ,if you want to do characters, then its a necessary 
> thing to be able to make poses look good. and you dont always want to export, 
> Zbrush it, import. hook up blendshape shape etc.. Slow stop-start workflows 
> can stall your creative flow.
>  
> I definitely think that if they can add a level of ‘art’ tools that can feed 
> back into the procedural system seamlessly without interfering , then it 
> would make Houdini more appealing and fun to use. 
>  
> From: Alastair Hearsum 
> Sent: Friday, May 11, 2018 2:03 PM
> To: softimage@listproc.autodesk.com 
> Subject: Re: Houdini : non VFX jobs?
>  
> I see ease of access as a liberating force
> 
> On 11/05/2018 12:47, Jordi Bares wrote:
>> I see technology and maths as a liberation force so I want to think it is 
>> about a personal attitude towards the challenge of getting out of your 
>> comfort zone, not age (but may be the fact that keep getting older makes me 
>> biased??  ;-) 
>>  
>> jb
>>  
>>> On 10 May 2018, at 20:38, Olivier Jeannel >> > wrote:
>>>  
>>> I'm from an old fine art degree. Proceduralism and other math / vector 
>>> thingy are the best creative things that happened to me :)
>> 
>>  
>>  
>> 
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com 
>>  with "unsubscribe" in the 
>> subject, and reply to confirm.
> 
> -- 
> Alastair Hearsum
> Creative Director of 3d
> 
>  
> 

Re: Houdini : non VFX jobs?

2018-05-11 Thread Anto Matkovic
Yeah that one could be used as introduction of Autodesk Fusion 360 advertising, 
or some else CAD app - ''ok now stop with that small Houdini joke, let's see 
what procedural, powerful NURBS modeler can do, brought to you by Autodesk''. 
That is, mentioned AD app has usable, easy to use construction history, so it's 
procedural, and that is just a base for few state-of-art NurbS engines on 
top.Same story with 'replicating C4d Mograph in H' series too, I'm afraid - 
'let's see how our artist friendly procedure become convoluted, slow and over 
complicated in Houdini''
I'd say, it is a bit unfair to take Houdini as example of procedural modeling ( 
unfair to procedural modeling ).
Neither Side FX nor Houdini community ever showed significant effort in this 
field. H got decent booleans (decent = comparable to what 3ds Max has for 
decades) just a year ago, NurbS engine is catastrophe compared to Maya NurbS 
from 1998, re-meshers are really basic, voxel modeling via OpenVDB is nowhere 
close to power of zBrush (of course I'm talking about modeling, only), so on. 
Direct modeling is looking like bad copy of Maya modeling -  so, bearable dose 
of poison in Maya, in small player like H become a lethal one. 'Houdini 
modeling', that's looking more like limited, from time to time initiative by 
SideFX, but also a subject of permanent sabotage by H community who's spreading 
artist repellents all around, words like ''code is better'' even there is no 
need for any code in particular case, UNIX style naming and expressions and 
such. If I'm correct, only one Christmas tree available on Orbolt, as an 'total 
example' of procedural modeling, is created by someone from SideFX team, not by 
member of community.
Anyway it still provides a bit of everything related to 'indirect modeling', of 
course it's able to animate and simulate all that, and  I think not 
occasionally, it fills a lot of Maya gaps. For example, for any deformation 
above Maya skin-blendshape-wrap-deltamush combo, I'd be ready to switch (for 
that part) to H, instead of possible fighting with Maya Muscles and like.


  From: David Saber 
 To: softimage@listproc.autodesk.com 
 Sent: Wednesday, May 9, 2018 11:32 AM
 Subject: Re: Houdini : non VFX jobs?
   
The one I'm following now is the rocket ship : 
https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_141986424=DwID-g=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=wocXfs-0FToIcmkYvAMVju9h5If2iF4hNr38EyHFgsw=utEfA5UTDe68AgzmsoSAgvZ3jT6MUCUkjyNQ2jQzeg8=
 . I enjoy Rohan's videos, but I'm not so found of procedural modelling. To 
create the rocket ship's door, a dozen nodes are needed… All working with some 
kind of curves (carve nodes) to draw the shape of the door, then delete nodes 
to cut out the volume. Like some kind of nurbs boolean workflow. Everything is 
done in the network editor and I don't find this workflow funny. So of course 
the beauty of this kind of work is that you can go back to the first node (in a 
tree so high it's scary) and if you modify it, all the subsequent nodes will 
evolve accordingly. And when the ship will be shape-animated everything will 
follow nicely. But the same could be achieved with non procedural modelling , 
not?



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Re: Houdini : non VFX jobs?

2018-05-11 Thread Alastair Hearsum

And that is the bit that I feel that SideFX underestimates

On 11/05/2018 14:20, Jordi Bares wrote:

That as well…

jb

On 11 May 2018, at 14:03, Alastair Hearsum > wrote:


I see ease of access as a liberating force

On 11/05/2018 12:47, Jordi Bares wrote:
I see technology and maths as a liberation force so I want to think 
it is about a personal attitude towards the challenge of getting out 
of your comfort zone, not age (but may be the fact that keep getting 
older makes me biased??  ;-)


jb

On 10 May 2018, at 20:38, Olivier Jeannel > wrote:


I'm from an old fine art degree. Proceduralism and other math / 
vector thingy are the best creative things that happened to me :)




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Creative Director of 3d
GLASSWORKS
Facebook 
Vimeo 

Re: Houdini : non VFX jobs?

2018-05-11 Thread paul
I Agree.

I know that Houdini has a wider scope and thus more ability to achieve 
ultimately whatever you want, than XSI / ICE.
However, in my character workflow, I’m diving into ICE, making a deformer, 
going back and adding shapes, reading nearby surfaces, and in ICE using them to 
rotate the vectors of shapes deltas, readjusting the shapes, and generally ping 
ponging around between programming and using ‘traditional’ tools to feed into 
the procedure that leads to the final result. In XSI that all happens without 
the slightest delay or workaround as everything is just there. for me 
personally, I can do everything i wish to do with ICE/XSI.
Obviously I know XSI inside out which helps, but my forays into Houdini never 
give me hope that I will ever have that workflow at my fingertips. 
I feel like it needs a layer above the deeper procedural approach, that gives 
you some tools to manage blendshapes etc. Maya now has a decent version of 
Softimage’s shape mixer. I know that Houdini doesnt’ want to keep its 
‘everything procedural’ approach but sometimes you just want to make a shape 
and thats it, and you might want to see it in context of the rig, and be able 
to do a ‘secondary shape mode’ etc, and not have to make your own ‘tools’ to do 
this. Sculpting is not something that fits well within Houdini’s philosophy, 
but again ,if you want to do characters, then its a necessary thing to be able 
to make poses look good. and you dont always want to export, Zbrush it, import. 
hook up blendshape shape etc.. Slow stop-start workflows can stall your 
creative flow.

I definitely think that if they can add a level of ‘art’ tools that can feed 
back into the procedural system seamlessly without interfering , then it would 
make Houdini more appealing and fun to use. 

From: Alastair Hearsum 
Sent: Friday, May 11, 2018 2:03 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Houdini : non VFX jobs?

I see ease of access as a liberating force


On 11/05/2018 12:47, Jordi Bares wrote:

  I see technology and maths as a liberation force so I want to think it is 
about a personal attitude towards the challenge of getting out of your comfort 
zone, not age (but may be the fact that keep getting older makes me biased??  
;-) 

  jb

On 10 May 2018, at 20:38, Olivier Jeannel  wrote:

I'm from an old fine art degree. Proceduralism and other math / vector 
thingy are the best creative things that happened to me :)

   
   

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See our latest work here

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Re: Houdini : non VFX jobs?

2018-05-11 Thread Jordi Bares
That as well…

jb

> On 11 May 2018, at 14:03, Alastair Hearsum  wrote:
> 
> I see ease of access as a liberating force
> 
> On 11/05/2018 12:47, Jordi Bares wrote:
>> I see technology and maths as a liberation force so I want to think it is 
>> about a personal attitude towards the challenge of getting out of your 
>> comfort zone, not age (but may be the fact that keep getting older makes me 
>> biased??  ;-)
>> 
>> jb
>> 
>>> On 10 May 2018, at 20:38, Olivier Jeannel >> > wrote:
>>> 
>>> I'm from an old fine art degree. Proceduralism and other math / vector 
>>> thingy are the best creative things that happened to me :)
>> 
>>  
>> 
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com 
>>  with "unsubscribe" in the 
>> subject, and reply to confirm.
> 
> -- 
> Alastair Hearsum
> Creative Director of 3d
> 
>  
> 
>  
> 
>   
> 
>   
> 
>   
> 

Re: Houdini : non VFX jobs?

2018-05-11 Thread Alastair Hearsum

I see ease of access as a liberating force

On 11/05/2018 12:47, Jordi Bares wrote:
I see technology and maths as a liberation force so I want to think it 
is about a personal attitude towards the challenge of getting out of 
your comfort zone, not age (but may be the fact that keep getting 
older makes me biased??  ;-)


jb

On 10 May 2018, at 20:38, Olivier Jeannel > wrote:


I'm from an old fine art degree. Proceduralism and other math / 
vector thingy are the best creative things that happened to me :)




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 Vimeo 
 Instagram 
 Twitter 


See our latest work _here_ 

The Penthouse,
5th Floor,
87-91 Newman Street
London
W1T 3EY
T +44 (0)20 7434 1182
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(Company registered in England with number 04759979. Registered office 
73 Cornhill, London, EC3V 3QQ.

VAT registration number: 198083762)
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Re: Houdini : non VFX jobs?

2018-05-11 Thread Andreas Böinghoff
It is really fun to read the hole thread. We are currently in a state 
where we buy more and more houdini licenses. Half of the team is doing 
most of the work in houdini. For our daily commercial/fx work, with a 
small amount of keyframe animation, it is the tool! After the good old 
softimage times, we can highly recommend Houdini. With the great 
integration of Redshift and Arnold working is fun again.


Andy


On 5/10/2018 9:02 PM, Andy Chlupka (Goehler) wrote:
Funny how that is. When I first got my feet wet with Houdini I had the 
same feelings. I could rage about the looks of everything UI. Then 
something else happened… And this is not to say that the UI/UX doesn’t 
need work, but while learning the ins and outs of Houdini I started to 
appreciate how things worked and not how they looked.


I also find these recurring workflow statements misleading. While 
modeling and animation workflows maybe champions. Let us not put 
others on the same pedestal. High Quality Viewport, Fur, ICE caching, 
Passes, Schematic View, etc. are no champions of their league. Some of 
them quite dated for their time, others just embarrassing.


To each its own I guess :—)



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*ANDREAS BÖINGHOFF*
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Re: Houdini : non VFX jobs?

2018-05-11 Thread Jordi Bares
I see technology and maths as a liberation force so I want to think it is about 
a personal attitude towards the challenge of getting out of your comfort zone, 
not age (but may be the fact that keep getting older makes me biased??  ;-)

jb

> On 10 May 2018, at 20:38, Olivier Jeannel  wrote:
> 
> I'm from an old fine art degree. Proceduralism and other math / vector thingy 
> are the best creative things that happened to me :)

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Re: Set Driven Key Copy/Paste in Maya

2018-05-11 Thread Enrique Caballero
I've been avoiding negative scaling in Maya as it's not as forgiving as
Softimage was with that.

I used to mirror rigging components in softimage by scaling (-1,-1,-1) and
rotation x by 180.

Worked just fine, used that technique in multiple productions (happy feet,
legend of the gaurdians used that as well)

The only time that hurt me was when we wrote an animation library that
appended animation in space, and we needed to do a slightly different
calcultation for the right side of the body.  Still no biggy.

I've been too scared to do it in Maya though.  I actually manually rebuild
the component in Maya with a different orientation.


I don't know if I'm being anal retentive, but when it comes to Maya I tend
to try to avoid shortcuts with transformations like that, as whenever I try
it tends to burn me

On Fri, May 11, 2018 at 12:30 AM, Adam Sale  wrote:

> Duplicate special with input graph checked on is the key to mirroring more
> complex hierarchies in Maya.
> That, and making sure every striking element involved in the rig needs to
> be parented under a group node that is at the origin.
> This group node and children is what you duplicate special with input
> graph selected, and then do the whole scale across X to -1.
>
> Everything comes across fine if you go that route, nodes, driven keys,
> etc. .. Of course then you also have to be aware of Joint orients flipping
> 180.. and address if necessary.
>
> I've kind of gotten used to Maya rigging now, but I really do miss the
> simplicity of our dearly departed XSI.
>
> Adam
>
> On Wed, May 2, 2018 at 2:46 AM, Anto Matkovic  wrote:
>
>> Copy-paste of selected nodes, makes a copy of everything connected to
>> selected nodes, including hidden connections to layers, Node Editor
>> bookmarks, so on. ''Safe way''  could be saving a copy of scene, deleting
>> everything else (including layers and such), copying back to original
>> scene. Fortunately Maya could copy entire rig or elements from scene o
>> scene.
>> Duplicate in Node Editor makes a duplicate of only selected nodes, but
>> leaves them unconnected.
>> As alternative, it worth to try 'duplicate special' (from edit menu) with
>> some of available options, while this, by default, makes a copy of all
>> hierarchy bellow.
>>
>> IMO scripting for such tasks is usable if someone wants to follow some
>> exact tutorial or example, or someone is able to visualize complete rig
>> without even using Maya - but not really for experimenting and expecting
>> the 3d app to help in this process. Perhaps that addiction to scripting
>> could explain why almost all Maya rigs are not inventive, not original copy
>> of actual crap from Pixar or so. Individuality is not allowed in Maya
>> world
>>
>>
>>
>> --
>> *From:* "p...@bustykelp.com" 
>> *To:* Ben Barker ; Official Softimage Users
>> Mailing List. 
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=wW5laUMCCTu5EOuEoUq_ftd264aSHGvFDwHVs8V-Jgw=8ecNZHsGd-XzIHoZj9L1SfXazwRINsaLyop8RoOvoRA=
>> 
>> 
>> *Sent:* Tuesday, May 1, 2018 4:32 AM
>> *Subject:* Re: Set Driven Key Copy/Paste in Maya
>>
>>
>> Thanks.
>> I decided to redo it  with the Node editor.. Thinking it might work a bit
>> like ICE. However, after completing one leg, I discovered that you can’t
>> just copy and paste that stuff either as it makes all kinds of new stuff in
>> the scene. What a mess. I just don’t understand how Maya works at all.
>>
>> I’m not going to make a scripted rigging pipeline, its not my thing. I
>> like being able to invent/experiment on the fly. I don’t think I’m going to
>> last long with Maya at this rate.
>>
>>
>>
>>
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