Re: GATOR - A feature in Softimage since 2008

2015-05-27 Thread David Rivera
Thank you for your words Stephen. I have soo many videos stored on my machine 
since Feb 2013, it´s not even funny.I´m comming out of a huge 78 vfx shots, so 
I´ll continue posting videos with big/game changing features we´ve been 
costumed on softimagesince forever... :)
 David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
  From: Stephen Davidson 
 To: softimage@listproc.autodesk.com 
 Sent: Wednesday, May 27, 2015 1:28 AM
 Subject: Re: GATOR - A feature in Softimage since 2008
   
Very nice, Pierre,
  Just because someone tells you Softimage is EOL, you don't have to believe 
them."Life" is a relative term, anyway. As long as something is useful, I still 
consider it having life.I never did learn how to use Gator, though. You have 
inspired me to learn it.
Thanks.


On Tue, May 26, 2015 at 8:28 PM, Pierre Schiller 
 wrote:

Hello team. My grief for EOL just can´t go away that easy; so I setup a video 
explaining GATOR
had softimage people living the 2013-2014 future. By what means? That was the 
year Substance designer appeared and along with it they featured UV transfer by 
proximity AND by UV files.
The same thing goes for Mari. If you´ve seen the feature videos they are 
pumping this as industry standard /(yes we knew how easy was to work with GATOR 
after the pain of PolyTrans).

So please give your view and likes to the video if possible. 
Thank you:
https://youtu.be/G2Gni7xj3M4

Cheers.


-- 
Portfolio 2013
Cinema & TV productionVideo Reel



-- 

Best Regards,
  Stephen P. Davidson 
       (954) 552-7956
    sdavidson@3Danimationmagic.comAny sufficiently advanced technology is 
indistinguishable from magic                                                    
                         - Arthur C. Clarke


  

Re: Rigid Bodies + Biped Rig (enveloped) + ICE crowds

2015-03-06 Thread David Rivera
I thought maybe a "test inside state" would trigger rigid bodies behaviour, if 
false, rigid body = no.But that leaves me with the vector velocity to be 
inherited from the passive rigid body colliding with an active rigid body part.
Any lights for this?Thanks.
 David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
  From: Eric Turman 
 To: softimage@listproc.autodesk.com 
 Sent: Monday, February 23, 2015 1:25 PM
 Subject: Re: Rigid Bodies + Biped Rig (enveloped) + ICE crowds
   
Gmail does not show a post you made...it is a little frustrating not knowing if 
it was received...especially if no one has the time or knowledge to reply about 
it.


On Mon, Feb 23, 2015 at 11:38 AM, Pierre Schiller 
 wrote:


Hi I believe it had no impact I´ve chosen gmail to bemy default account this 
time. I wrote a post last week that didn´t show (surely being delivered to your 
spams). Anyways. Here´s the case:

I´ve been watching DT´s training over to rigid bodies (gravity, wind, forces, 
etc..). I have a robot crowd made out of a bunch of parts (1 head, 2 arms, 2 
legs), but the "actor" needs to be a single mesh as a requirement for the crowd 
setup on ice.

The general idea is that 2 groups of robots approach each other and then 
activate a behaviour (/hit each other) at a certain distance, thus hitting the 
"parts" of the body (like the head, torso, arms..) and that part will become a 
rigid body and fly away.

Basically two crowds hitting each other until only 1 remains (or at least some 
robots standing).

So: Problem 1: all "actors" must be 1 mesh piece (how then, break them into 
pieces)
Problem 2: Rigid bodies "active" and "passive" states take account for their 
initial state into the simulation
Problem 3: Actors with rigid bodie ICE attributes won´t be able to compute 
collisions because of problem 2.

So wrapping my thoughts about these things, could anyone please help me out 
with some light on possible solutions?

Thanks.
Cheers.
David R.

-- 
Portfolio 2013
Cinema & TV productionVideo Reel



-- 


 

 -=T=-

  

Re: Wireless MIDI device capture for Softimage - Tutorial

2015-02-08 Thread David Rivera
Hey guys, could you help me out? I´ve registered my gmail account over to 
softimage list group. I see the group but I can´t participate orreply. Where 
should I set that up?Thanks.
 David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
  From: Mirko Jankovic 
 To: "softimage@listproc.autodesk.com"  
 Sent: Friday, February 6, 2015 4:39 PM
 Subject: Re: Wireless MIDI device capture for Softimage - Tutorial
   
we are the Googleresistance is futile! 
;)


On Fri, Feb 6, 2015 at 10:28 PM, Luc-Eric Rousseau  wrote:

gmail sends everything posted from yahoo to mailing lists in spam folders. 
david should switch email.
On Fri, Feb 6, 2015 at 3:41 PM, Mirko Jankovic  
wrote:

Same here no mater what David you always end up in Spam :)On Feb 6, 2015 9:38 
PM, "Dan Yargici"  wrote:

David's posts *always* end up in my spam folder, not matter how many times I 
mark it as not spam.
Thanks Eric.
DAN
On Fri, Feb 6, 2015 at 8:29 PM, Eric Turman  wrote:

Checking through my spam folder somehow this had slipped in there. As I have 
not seen anyone else reply, I wonder if it had slipped in to everyone's spam 
folder.
Cheers,-=T=-
On Wed, Jan 28, 2015 at 2:13 PM, David Rivera  
wrote:

Hi. Couple of days ago I wrote to Iker de los Mozos to ask him about the setup 
he used for his Ipad / 3dsMax setupin driving parameters via device capture.
Having a lot of url links to follow and troubleshoot, I finally put together a 
little tutorial if anyone is interested increating a wireless midi conection to 
be captured by softimage device capture tool as midi device.
This is just the begging for one or two things I have in mind, but basic setup 
is described on my website:Softimage device capture tutorial - TouchOSC setup 
on Android
Any ideas on how to make this boost productivity on a daily basis, welcomed. :)
|   |
|   |  |   |   |   |   |   |
| Softimage device capture tutorial - TouchOSC setup on An...Softimage can be 
setup to capture wireless midi signals with Android or iOS (ipad) devices . If 
you have curiosity on how you can expand your animation skills with ... |
|  |
| View on wp.me | Preview by Yahoo |
|  |
|   |

  
Cheers.
 David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel



-- 


 

 -=T=-








  

Re: Wireless MIDI device capture for Softimage - Tutorial

2015-02-08 Thread David Rivera
I got to inscribe my email from gmail. nowI access the group, but CAN´T post or 
reply.This is the best show..anyone could help me out on this, please?Thanks.
 David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
  From: Dan Yargici 
 To: softimage@listproc.autodesk.com 
 Sent: Friday, February 6, 2015 3:37 PM
 Subject: Re: Wireless MIDI device capture for Softimage - Tutorial
   
David's posts *always* end up in my spam folder, not matter how many times I 
mark it as not spam.
Thanks Eric.
DAN


On Fri, Feb 6, 2015 at 8:29 PM, Eric Turman  wrote:

Checking through my spam folder somehow this had slipped in there. As I have 
not seen anyone else reply, I wonder if it had slipped in to everyone's spam 
folder.
Cheers,-=T=-
On Wed, Jan 28, 2015 at 2:13 PM, David Rivera  
wrote:

Hi. Couple of days ago I wrote to Iker de los Mozos to ask him about the setup 
he used for his Ipad / 3dsMax setupin driving parameters via device capture.
Having a lot of url links to follow and troubleshoot, I finally put together a 
little tutorial if anyone is interested increating a wireless midi conection to 
be captured by softimage device capture tool as midi device.
This is just the begging for one or two things I have in mind, but basic setup 
is described on my website:Softimage device capture tutorial - TouchOSC setup 
on Android
Any ideas on how to make this boost productivity on a daily basis, welcomed. :)
|   |
|   |  |   |   |   |   |   |
| Softimage device capture tutorial - TouchOSC setup on An...Softimage can be 
setup to capture wireless midi signals with Android or iOS (ipad) devices . If 
you have curiosity on how you can expand your animation skills with ... |
|  |
| View on wp.me | Preview by Yahoo |
|  |
|   |

  
Cheers.
 David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel



-- 


 

 -=T=-



  

Re: Dorito´s double transformation when parented onto the Head Bone.

2015-02-06 Thread David Rivera
@Pedro Santos, yes the point to clusters are clustered using the original head 
with the blendshapes.
What do you mean with "KineState Reset Nulls"? Do you mean Freezing 
trasnformations on them?If so, yes I do freeze transforms on them. Also : When 
I drag and drop the global.pos divots from theoffset null (parent) into the 
KineState deformer null (child) I get the parent´s coordinate (equals signon 
the divot). So KineState nulls inherit the parent´s coordinates from the point 
to cluster...
What else should I check? David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
  From: pedro santos 
 To: Softimage Mailing List  
 Sent: Thursday, February 5, 2015 10:06 PM
 Subject: Re: Dorito´s double transformation when parented onto the Head Bone.
   
Just to check:
KineState Reset nulls > Cluster Constrained to vertices of the Blendshape face 
and not the copy?

Cheers





On Fri, Feb 6, 2015 at 2:47 AM, Mario Reitbauer  
wrote:

You need to set the static kine state to the transforms of the parent null so 
your actual deforming null doesn't use those transforms for the weight 
calculation.Just drag and drop the kinematics of the parent null to the static 
kine state of the deformer.
I think thats how it was working. Otherwise theres also a video out in the web 
which explains it in detail.
2015-02-06 3:22 GMT+01:00 David Rivera :

Hi I´ve uploaded a video with the problem I have:DoritoDouble Transforms
I setup an offset null with point to cluster on the original head, cloned that 
head, make that null parentof the deformer null, so I can weightpaint on the 
clone whatever influence I want to sculpt later for posingthe head shapes.
So the dorito approach offers the convenience for the blendshapes from the 
original head, but uses the clonehead to ride over the top of those shapes with 
additional deformers (all good until that part)
But I don´t know where I am missing it.When I do object to cluster on the 
original head, I get my offset null (parent of the deformer null) in non 
zeropositions. So no matter what I do my values are always passed down as non 
zero (freeze all transforms, doesn´t work).
So if anyone could please, please help me out on this one...I´m going nuts 
what´s to do to avoid those double transformations?(I also thought about the 
order of operators, but I can´t get anywhere, the result still gives me double 
transformation).
Thanks.
|   |
|   |  |   |   |   |   |   |
| DoritoDouble Transforms |
|  |
| View on youtu.be | Preview by Yahoo |
|  |
|   |

   David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel





-- 

| 
 | Pedro Alpiarça dos Santos 
Animator  3DModeler  Illustrator 
>>  http://probiner.x10.mx/ |




  

Dorito´s double transformation when parented onto the Head Bone.

2015-02-05 Thread David Rivera
Hi I´ve uploaded a video with the problem I have:DoritoDouble Transforms
I setup an offset null with point to cluster on the original head, cloned that 
head, make that null parentof the deformer null, so I can weightpaint on the 
clone whatever influence I want to sculpt later for posingthe head shapes.
So the dorito approach offers the convenience for the blendshapes from the 
original head, but uses the clonehead to ride over the top of those shapes with 
additional deformers (all good until that part)
But I don´t know where I am missing it.When I do object to cluster on the 
original head, I get my offset null (parent of the deformer null) in non 
zeropositions. So no matter what I do my values are always passed down as non 
zero (freeze all transforms, doesn´t work).
So if anyone could please, please help me out on this one...I´m going nuts 
what´s to do to avoid those double transformations?(I also thought about the 
order of operators, but I can´t get anywhere, the result still gives me double 
transformation).
Thanks.
|   |
|   |  |   |   |   |   |   |
| DoritoDouble Transforms |
|  |
| View on youtu.be | Preview by Yahoo |
|  |
|   |

   David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Fw: Wireless MIDI device capture for Softimage

2015-01-30 Thread David Rivera
 Hi, team. A couple of days ago I wrote to Iker de los Mozos to ask him about 
the setup he used for his Ipad / 3dsMax setupregarding driving parameters via 
device capture.
Having a lot of url links to follow and troubleshoot, I finally put together a 
little tutorial if anyone is interested increating a wireless midi conection to 
be captured by softimage device capture tool as midi device with an ANDROID 
phone/tablet.
This is just the begging for one or two things I have in mind, but basic setup 
is described on my website:Softimage device capture tutorial - TouchOSC setup 
on Android
Any ideas on how to make this boost productivity on a daily basis, welcomed. :)
|   |
|   |  |   |   |   |   |   |
| Softimage device capture tutorial - TouchOSC setup on An...Softimage can be 
setup to capture wireless midi signals with Android or iOS (ipad) devices . If 
you have curiosity on how you can expand your animation skills with ... |
| 
 |
| View on wp.me | Preview by Yahoo |
| 
 |
|   |

  
Cheers.
 David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

  

Wireless MIDI device capture for Softimage - Tutorial

2015-01-28 Thread David Rivera
Hi. Couple of days ago I wrote to Iker de los Mozos to ask him about the setup 
he used for his Ipad / 3dsMax setupin driving parameters via device capture.
Having a lot of url links to follow and troubleshoot, I finally put together a 
little tutorial if anyone is interested increating a wireless midi conection to 
be captured by softimage device capture tool as midi device.
This is just the begging for one or two things I have in mind, but basic setup 
is described on my website:Softimage device capture tutorial - TouchOSC setup 
on Android
Any ideas on how to make this boost productivity on a daily basis, welcomed. :)
|   |
|   |  |   |   |   |   |   |
| Softimage device capture tutorial - TouchOSC setup on An...Softimage can be 
setup to capture wireless midi signals with Android or iOS (ipad) devices . If 
you have curiosity on how you can expand your animation skills with ... |
|  |
| View on wp.me | Preview by Yahoo |
|  |
|   |

  
Cheers.
 David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Softimage script : Mail after render is finished

2015-01-27 Thread David Rivera
Hello, I remember back in xsi 2004 I used to use the script "Mail after render 
is finished"and I kind of remember you play (execute it) on the script editor. 

Time has gone by and now I was wondering if that script is still around 
softimage 2014?
And as an off topic thing: Can now be possible to post to twitter or facebook 
as an stat message?I believe Facebook allows you to post things as such if you 
get an id token and "develop"some kind of conection between those two parties 
(XSI ->FB)
Has anyone tried that idea? 

Cheers. David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Re: Feather System

2015-01-23 Thread David Rivera
This is way awesome!! What are the steps to use a image texture on the 
feathers?Great addon!! Thanks for sharing! 
 David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
  From: Fabricio Chamon 
 To: "softimage@listproc.autodesk.com"  
 Sent: Friday, January 23, 2015 2:39 PM
 Subject: Feather System
   
Hi soft people! 
after the tragic softimage EOL announcement, I'm slowly learning houdini/maya. 
For those sticking with SI (me included), here's a tool I've been using for 
months to groom birds and other characters. It's all ICE of course, some script 
automations... in my opinion it offers a nice and fast workflow, let me know if 
you find it useful. (thanks to Jonah Friedman and Dan Yargici for some insights)
addon: 
https://dl.dropboxusercontent.com/u/17263464/ICE/FC_Feather/FC_Feathers.xsiaddondocumentation:
 
https://dl.dropboxusercontent.com/u/17263464/ICE/FC_Feather/FC%20Feathers%20for%20Softimage%20-%20Documentation.pdfsample
 project: 
https://dl.dropboxusercontent.com/u/17263464/ICE/FC_Feather/FC_Feathers_Sample_Project.rarbasic
 setup video: https://vimeo.com/117607338sample work made with it: 
https://vimeo.com/68167579

thanks everyone for all knowledge shared in this list!

  

BA_Fluid - Dowload restricted

2015-01-23 Thread David Rivera
Hi guys, I registered on www.BinaryAlchemy.de :: Index to get access to 
download the BA_Fluid shader, but to no avail. 
The message I get is:Sorry, but only users granted special access can read 
topics in this forum.
So I was wondering if anyone here on the list could please share that 
compound/shader? I´d like to try and play around with the shaderfor some 
particle simulation I´ve done.
Thanks.
Best regards.

|   |
|   |  |   |   |   |   |   |
| www.BinaryAlchemy.de :: Index Forum   Topics   Posts   Last Post  BA Shaders  
 Shader News / General News about the BA shaders     45 190 Tue Oct 21, 2014 
12:12 pm Richard Costin Shader Problem... |
|  |
| View on www.binaryalchemy.de | Preview by Yahoo |
|  |
|   |

   David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Re: Turbulizing particle velocity and back (ICE)

2015-01-02 Thread David Rivera


Wowowww!! Thank you!! Behaves exactly as I had it on mind. 

Cheers.

David.


--
On Fri, Jan 2, 2015 12:18 PM ECT Thomas Volkmann wrote:

>For a start you could take a look inside the flow-along-curve compound and just
>turbulize the direction slightly.
>I made a quick test with this:
>
>just added the turbulize and normalize node. And the compound is set to
>"maintain speed". If you want the speed turbulized as well you have to make
>changes accordingly.
>Hope that helps!
>Thomas
>
>
>
>
>> David Rivera  hat am 2. Januar 2015 um 17:55
>> geschrieben:
>>
>>
>>
>> Hello, I noticed long ago there was a post trying to turbulize particle
>> velocity on a flow curve ICE setup.
>>
>> I'm trying to create a random movement of the particle while it's moving on
>> the flow along curve node.
>>
>> What I did was to: get particle velocity, multiply it to a turbulize node and
>> plug the result to a set particle velocity injected to emmit from grid 
>> execute
>> port.
>>
>> This makes the particle go to random places emmited from the grid. But if I
>> plug a flow along curve on the ice node, executing itself for every frame,
>> then It is not random anymore because the flow along curve overrides the
>> trajectory of the particle.
>>
>> The effect that I'm trying to accomplish is this: the particle should
>> turbulize it's velocity while still flowing along the curve, but the 
>> turbulize
>> factor that was multiplied should be (divided?) by the same amount it
>> offsetted so it can go back (or oscilate) between it's original position and
>> offset.
>>
>> I was checking out some of the functions for math on the set expression
>> parameter menu for regular objects, and I thought to translate the oscilate
>> function to ICE, but I have no idea where to tweak the flow along curve to
>> achieve such effect.
>>
>> Could someone lend me a hand on this, please? :)
>>
>> Cheers.
>>


Turbulizing particle velocity and back (ICE)

2015-01-02 Thread David Rivera

Hello, I noticed long ago there was a post trying to turbulize particle 
velocity on a flow curve ICE setup.

I'm trying to create a random movement of the particle while it's moving on the 
flow along curve node.

What I did was to: get particle velocity, multiply it to a turbulize node and 
plug the result to a set particle velocity injected to emmit from grid execute 
port.

This makes the particle go to random places emmited from the grid. But if I 
plug a flow along curve on the ice node, executing itself for every frame, then 
It is not random anymore because the flow along curve overrides the trajectory 
of the particle.

The effect that I'm trying to accomplish is this: the particle should turbulize 
it's velocity while still flowing along the curve, but the turbulize factor 
that was multiplied should be (divided?) by the same amount it offsetted so it 
can go back (or oscilate) between it's original position and offset.

I was checking out some of the functions for math on the set expression 
parameter menu for regular objects, and I thought to translate the oscilate 
function to ICE, but I have no idea where to tweak the flow along curve to 
achieve such effect.

Could someone lend me a hand on this, please?  :)

Cheers.


Xbox Controller+Kinect+Softimage = AWESOME!

2014-12-17 Thread David Rivera
Hello I saw this thread:Google Groups
For some reason I can´t reply to it on my google groups (I always check this 
mailing list through yahoo). I found this topic aboutwiring softimage to kinect 
and also Xbox Controller driving parameters via Mojoke drivers.
If anyone of you guys had the opportunity to work with this setup, I´d like to 
read about your experience.And -If by any chance- Eric Cosky gets to read this, 
I hope It can add up to this subject.
Original post was somewhere back on 2012 for which I assume, now it´s a good 
time to ask how´s the progress on this.Cheers.


|   |
|   |   |   |   |   |
| Google GroupsGoogle Groups allows you to create and participate in online 
forums and email-based groups with a rich experience for community 
conversations. |
|  |
| View on groups.google.com | Preview by Yahoo |
|  |
|   |


 David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Offtopic: Thoughts about The Foundry´s selling....

2014-12-16 Thread David Rivera
http://www.thedrum.com/news/2014/12/15/special-effects-company-foundry-expected-sell-200m
People who went from softimage to modo, dejavú¿? 
Thoughts please? David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Re: Merry Christmas everyone

2014-12-15 Thread David Rivera
Friday´s last day at workplace, there would be 
all-year-long-best-videos-yippyty-yappity stuff...so thanks. Marry Xmas to 
allpeople who still makes this a wonderful place to share thoughts and news 
about the CG community in general.I sincerely thank everyone who replies each 
mail, for the pure interest of the growth of the skills on this mailing list.

Cheers, you guys!
 David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
  From: Ognjen Vukovic 
 To: softimage  
 Sent: Sunday, December 14, 2014 7:29 PM
 Subject: Re: Merry Christmas everyone
   
Merry Christmas all, albeit a bit early :) but never-the less, i wish you all a 
joy full relaxing holiday.




On Sun, Dec 14, 2014 at 11:32 PM, Sebastien Sterling 
 wrote:
Thank you :) and likewise.

On 14 December 2014 at 21:34, Tenshi S.  wrote:
Merry Christmas to all Softimage users!

On Thu, Dec 11, 2014 at 5:07 AM, adrian wyer  
wrote:
Maya-ry xmas! (couldn't resist) a 
From:softimage-boun...@listproc.autodesk.com[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Alok Gandhi
Sent: 11 December 2014 04:42
To:softimage@listproc.autodesk.com
Subject: Re: Merry Christmaseveryone Merry Christmas all!

Sent from my iPhone
On 11-Dec-2014, at 6:31 am, Greg Punchatz  wrote:
Merry Christmas Votch and everyone else too!  On Tue, Dec 9, 2014 at 10:25 PM, 
Votch wrote: 





  

Re: Best graphic card for Softimage?

2014-12-11 Thread David Rivera
GTX 9XX it´s the way to go, packed with another $600 on Redshift. 
Thanks. :)
 David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
  From: Mirko Jankovic 
 To: "softimage@listproc.autodesk.com"  
 Sent: Thursday, December 11, 2014 2:32 PM
 Subject: Re: Best graphic card for Softimage?
   
"How long can you can your computer on with this card in it?"

Sry but clarification please?
On Thu, Dec 11, 2014 at 2:28 PM,  wrote:

How long can you can your computer on with this card in it?On 2014-12-11 05:36, 
Mario Reitbauer wrote:
Got the msi gtx 970 gaming 4g.Quite happy with it.
2014-12-11 10:03 GMT+01:00 Mirko Jankovic :

right now 970 is best bang for backs.they do not heat too much, power 
consumption is prety low and they do really good job.and on top of that 
Redshift as perfect companion ;)viewport performance is not that big issue at 
all between two cards but being able to utilise GPU rendering with CUDA is way 
more higher on the list then couple more FPS in viewport
On Thu, Dec 11, 2014 at 9:26 AM, Christoph Muetze  wrote:

I'd stay clear of the ATI/AMD consumer cards if I were you. From our
 experience Soft becomes generally less stable (crashing a lot more), and
 the raycast selection is going haywire sometimes.
 
 Chris

 On 11/12/14 04:44, phil harbath wrote:
 > I went Redshift and have been very pleased.  I can get by using a lot less 
 > computers than before on most projects,  volume smoke is pretty much all I 
 > use MR for anymore.   I have several computers with a combination of 780TI, 
 > 770, and 970,  while I think the 780Ti give the best performance, it really 
 > makes more sense to buy the 970 as they are priced better or 980 if you have 
 > more cash.  The Redshift say go with the cards with the most ram (that would 
 > be Titan 6tb, if you got even more cash), depends on your needs of course.
 >
 > From: David Rivera
 > Sent: Wednesday, December 10, 2014 8:51 PM
 > To: Softimage Mailing List
 > Subject: Best graphic card for Softimage?
 >
 > I know this subject has been posted a lot over the years, but it happens 
 > that I read a benchmark performance between autodesk products on certain 
 > webpage. They tested Radeons vs Nvidias and turns out that Mudbox and 
 > Softimage ran better on AMD (Radeons) - this is mental ray render.
 >
 >
 > So I was wondering whether to go full on mental ray (CPU) or take my savings 
 > and put it on a GPU renderer? Either case, now a days, which is the middle 
 > ranked graphic card for softimage? (My budget is around 1k).
 >
 >
 > Thanks.
 >
 > David Rivera
 > 3D Compositor/Animator
 > LinkedIN
 > Behance
 > VFX Reel
 >
 
 


  



  

Best graphic card for Softimage?

2014-12-10 Thread David Rivera
I know this subject has been posted a lot over the years, but it happens that I 
read a benchmark performance between autodesk products on certain webpage. They 
tested Radeons vs Nvidias and turns out that Mudbox and Softimage ran better on 
AMD (Radeons) - this is mental ray render.
So I was wondering whether to go full on mental ray (CPU) or take my savings 
and put it on a GPU renderer? Either case, now a days, which is the middle 
ranked graphic card for softimage? (My budget is around 1k).
Thanks. David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Re: realistic hair shading SI-MR

2014-12-08 Thread David Rivera
@ROB, I can´t get to the link where you mention: "also someone at mental ray 
did implement a dual scattering shader for 3.12 - see here for details under 
human hair, not sure if its included in 2015 or not look for basehair". Could 
you please help me out with the link? Susantos made that video some years ago. 
I remember opening Vimeo, and Boom! I was researching for dual scattering, 
until I found Imahn Saldeghi´s Disney paper. I tried to replicate it on mental 
ray, some of it went well...but not totally. :)
Thanks. David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
  From: Anto Matkovic 
 To: "softimage@listproc.autodesk.com"  
 Sent: Sunday, December 7, 2014 3:07 PM
 Subject: Re: realistic hair shading SI-MR
   
Well, a lot of people got it to work. But it was a practice, to do not share 
such thing with 'everyone'. Yeah I also have one, created by masters, but I'm 
unable to share it. As far as I know, Modo 601 and Mantra from Houdini 13, are 
the first 3d apps, having this dual thing, right out of the box. Red Shift too, 
if I understood correctly. So entire Renderman mystification became fairly 
irrelevant, today.

  From: Rob Chapman 
 To: Anto Matkovic ; "softimage@listproc.autodesk.com" 
 
 Sent: Sunday, December 7, 2014 6:54 PM
 Subject: Re: realistic hair shading SI-MR
   
re: renderman dual scattering in softimage, appears someone has it working in 
3delight
https://vimeo.com/19108621

also someone at mental ray did implement a dual scattering shader for 3.12 - 
see here for details under human hair, not sure if its included in 2015 or not 
look for basehair
best
Rob


   

  

AAOcean not working on softimage 2014

2014-12-01 Thread David Rivera
Hi, has anyone installed AAOcean in softimage 2014? I´ve been 
here:http://www.amaanakram.com/plugins/aa_tessendorf/aa_ocean_doc_installation.htmlaa_Ocean
 -- Tessendorf's paper as Softimage ICE nodes -- Amaan Akram
|   |
|   |  |   |   |   |   |   |
| aa_Ocean -- Tessendorf's paper as Softimage ICE nodes --...Online Gallery of 
Amaan Akram, displaying 3D and 2D renderings. |
|  |
| View on www.amaanakram.com | Preview by Yahoo |
|  |
|   |


Tried to download, but the download site only offers aaOceanDeformer.dll and it 
doesn´t containan addon for softimage.
How do I implement this on softimage 2014?
Thanks.
   David Rivera
3D Compositor/Animator
LinkedIN
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Re: 2D facial textures rig on softimage

2014-11-28 Thread David Rivera
Thank you Greg. I´ve always read about this method you mention, being the most 
effective. (render out lypsinch/moods to alpha) and use themas texture sequence 
on facial model. (effective = render times).
I got a really basic version working now, here´s the link on my own setup:2D 
Toon Texture Face

|   |
|   |  |   |   |   |   |   |
| 2D Toon Texture Face |
|  |
| View on vimeo.com | Preview by Yahoo |
|  |
|   |

 David Rivera
3D Compositor/Animator
LinkedIN
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  From: philipp seis 
 To: g...@inlifesize.com; "softimage@listproc.autodesk.com" 
 
 Sent: Thursday, November 27, 2014 11:28 AM
 Subject: Re: 2D facial textures rig on softimage
   
https://vimeo.com/100730528

2014-11-27 17:14 GMT+01:00 Greg Maguire :



Hi Dave,
I've done this in the past using just the FX tree. You can drive the translate 
2D node in the FX tree with locators in 3D. Translating the eye locators 
(normalised to a parent) exporting that to a compositing sequence. All alphas 
etc where cut in the FX Tree. I had several locators in the 3D scene to change 
the shape of the eye. Then projected it back onto the 3D face pre-render. 
Sorry, can't help with the details was a number of years ago but definitely 
possible.
Regards,
On Wed, Nov 26, 2014 at 4:54 AM, David Rivera  
wrote:

Hi everyone, I´ve been trying to setup a 2d facial rig onto a 3d face (just a 
simple sphere) to accomplish something like this:
texture Based Facials Prototype
|   |
|   |  |   |   |   |   |   |
| texture Based Facials Prototype |
|  |
| View on vimeo.com | Preview by Yahoo |
|  |
|   |


So I´ve attached the setup I got so far (see attachment) and what I´m basically 
doing is:1. create a sphere and uv unwrap it.2. Create 3 separate files (one 
for the left eye, one for the right eye and one for mouth) with transparency on 
.png format
3. Create a shader in the shader tree connecting all 3 of them using a constant 
node for each into a Color1, Color2, Color3 layerson an Mix 8 Color node for 
the shader on "alpha" as it´s blending mode.All working fine until now.

But here´s what I can´t get straight:
How can I manipulate the eye´s position like in the video?- I already tried to 
setup 2 subTexture projections from the UV editor, but they slide all other 
textures (eyes and mouth). Even if I make enough subdivisions on the face (the 
sphere) to separate them from each other, the texture would still slide as I 
move either subTexture projection.I´ve tried tearing the polygon segment for 
the sub texture projection but as I resize the subtexture projection on 3d view 
and then match it insidethe UV editor, it also distorts the texture.
I can see on the video the eyes are an image sequence, rigged with the visual 
panel on the top right.I was told that doing a case by case setup for the 2d 
texture (either left or right eye) via FXtree it´s way too heavy if I got 20+ 
textures for each eye.(There´s a video or RayFigs explaining how to set this up 
on the FX tree).And so, I was recommended that I do the texture swapping via 
ICE with ID_Attribute. But I´m getting confused; because I don´t exactly know 
how to mix 3 different files (eyes and mouth.png) on the ICE tree and display 
them all together working on the viewport. 

The softimage viewport isn´t helping on all of this, since it will only display 
the last texture plugged into the shader tree. The FX tree setup *DOES* display 
the image and the viewport correctly. But I don´t know how to put the pieces 
together to make the shader tree work on ICE scenario.

Could you guys lend me a hand on this kind of setup, please?Thanks! :)
 David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel



-- 
Greg Maguire | Inlifesize
Mobile: +44 7512 361462 | Phone: +44 2890 204739
g...@inlifesize.com | www.inlifesize.com



  

Re: OT: I´ve seen cool screenshots at http://xsisupport.com/ ...how to?

2014-11-04 Thread David Rivera
Thanks Alan. I don´t have that email. I went looking for it at xsisupport, but 
didn´t see it. :(

 
David Rivera
3D Compositor/Animator
LinkedIN
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VFX Reel


On Tuesday, November 4, 2014 9:46 AM, Alan Fregtman  
wrote:
 


Stephen Blair runs the blog. He chooses them (and all other content) out of his 
own free will.


I suppose you could email him screenshots for his consideration?


On Tue Nov 04 2014 at 9:00:26 AM David Rivera  
wrote:

Hi, I know this may be a familiar question, but how do I get screenshots upload 
to xsisupport.com
>or rather: on what basis are they selected?
>Thanks.
>
>
> 
>David Rivera
>3D Compositor/Animator
>LinkedIN
>Behance
>VFX Reel

OT: I´ve seen cool screenshots at http://xsisupport.com/ ...how to?

2014-11-04 Thread David Rivera
Hi, I know this may be a familiar question, but how do I get screenshots upload 
to xsisupport.com
or rather: on what basis are they selected?
Thanks.

 
David Rivera
3D Compositor/Animator
LinkedIN
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OT: Waittaminute, I know that voice - Modo youtube channel.

2014-10-15 Thread David Rivera
Is it just me, or does it ring a bell for anyone else?

Procedural River System Part 1

  
 
Procedural River System Part 1  
View on www.youtube.com Preview by Yahoo  
  
  

This one caught my eye:
Modo rigging quick look for SI users

  
 
Modo rigging quick look for SI users  
View on www.youtube.com Preview by Yahoo  
  
 
 
David Rivera
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Re: Drawable Facial Rig

2014-10-10 Thread David Rivera
Super thanks Miquel! I´ll look it up.
Regards.

 
David Rivera
3D Compositor/Animator
LinkedIN
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VFX Reel


On Saturday, October 4, 2014 5:55 AM, Miquel Campos  
wrote:
 


Gear_mc have facial modules ;)
https://github.com/miquelcampos/GEAR_mc/releases


I should do a little update to fix some bugs. But the facial stuff is working.







Miquel Campos
www.miquelTD.com



On Sat, Oct 4, 2014 at 6:19 PM, Mario Reitbauer  
wrote:

He just showed it us demo.
>But it isnt released and I don't think it will in the near future, that guy is 
>just super busy i would say ;)
>
>
>2014-10-03 17:56 GMT+02:00 David Rivera :
>
>I remembered GEAR for facial rigging but the GEAR site doesn´t have it to 
>download...
>>Anyone knows how is it going for Jeremie and GEAR in facial rig?
>>
>> 
>>David Rivera
>>3D Compositor/Animator
>>LinkedIN
>>Behance
>>VFX Reel
>>
>>
>>
>>On Thursday, October 2, 2014 1:42 AM, Nicolas Esposito <3dv...@gmail.com> 
>>wrote:
>> 
>>
>>
>>Wow! this is impressive RnD!
>>+1 for Fabric to come up with something better then this :-)
>>
>>
>>2014-10-02 6:42 GMT+02:00 Eugene Flormata :
>>
>>amazing! i hope fabric engine takes note for this
>>>
>>>
>>>On Wed, Oct 1, 2014 at 2:56 PM, Ed Schiffer  wrote:
>>>
>>>I've never seen a drawing facil rig before, I think this is quite unique! ::
>>>>
>>>>http://lesterbanks.com/2014/10/drawable-facial-rig-will-amaze/
>>>>
>>>>
>>>>-- 
>>>>www.edschiffer.com 
>>>
>>
>>
>>
>

Re: Muscle system. Free/

2014-10-03 Thread David Rivera
YES!

 
David Rivera
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On Wednesday, September 24, 2014 4:27 AM, Jordi Bares  
wrote:
 


Another reason to keep using XSI… wow… thanks 


Jordi Bares
jordiba...@gmail.com

On 24 Sep 2014, at 09:31, Max Evgrafov  wrote:

https://vimeo.com/106103487
>
>
>plug https://www.dropbox.com/s/ptwaw35rfz2mutf/VorleXMuscleSystem2PRO.zip?dl=0
>
>doc 
>https://www.dropbox.com/s/lx2fv87vvq91gzd/VorleXShapeKeyCreationTechnique.doc?dl=0
>
>
>-- 
>Евграфов Максим.(Summatr)
>https://vimeo.com/user3098735/videos  
>---
>Хорошего Вам настроения !!! :-)

Re: Drawable Facial Rig

2014-10-03 Thread David Rivera
I remembered GEAR for facial rigging but the GEAR site doesn´t have it to 
download...
Anyone knows how is it going for Jeremie and GEAR in facial rig?

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel


On Thursday, October 2, 2014 1:42 AM, Nicolas Esposito <3dv...@gmail.com> wrote:
 


Wow! this is impressive RnD!
+1 for Fabric to come up with something better then this :-)


2014-10-02 6:42 GMT+02:00 Eugene Flormata :

amazing! i hope fabric engine takes note for this
>
>
>On Wed, Oct 1, 2014 at 2:56 PM, Ed Schiffer  wrote:
>
>I've never seen a drawing facil rig before, I think this is quite unique! ::
>>
>>http://lesterbanks.com/2014/10/drawable-facial-rig-will-amaze/
>>
>>
>>-- 
>>www.edschiffer.com 
>

Re: Nice, V-Ray 3.0 for Softimage is now available.

2014-09-25 Thread David Rivera
OH MY!! emFluids on Vray RT??!
VIDEO PLEASE!! :)

 
David Rivera
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On Sunday, September 21, 2014 9:53 AM, Eric Mootz  wrote:
 


I showed the new VRay / emFluid5 shaders on the Softimage user meeting 
day before yesterday
=> there are witnesses who can confirm that it works :)

PS: hadn't had time to make the emFluid5/VRay shader video yet, sorry. 
Will have it done and uploaded by the end of next week, promise!

Re: Nice, V-Ray 3.0 for Softimage is now available.

2014-09-11 Thread David Rivera
Anyone could confirm, if they added the RT tab for the previews on buffer?
Or if SI would have that RT option on the preview window (q)?

Thanks. Awesome release.

 
David Rivera
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On Thursday, September 11, 2014 4:59 AM, Simon Reeves  
wrote:
 


I thought they had done that with their licensing, but I guess it's just the 
render nodes that are universal...




Simon Reeves
London, UK

si...@simonreeves.com
www.simonreeves.com
www.analogstudio.co.uk


On 10 September 2014 18:16, Greg Punchatz  wrote:

"Also the VRay for SI page seems to say that if you accept the parting gift of 
a VRay for Maya or Max license, then you can only use VRay for SI for 6 months 
concurrently. I would hope they reconsider this. Autodesk removed a similar 
restriction when we complained."
>
>My biggest issue with chaos is how they split the licences per app... I prefer 
>the pay for the render engine and get to use it where I want model that SA 
>has. I would pay a bit more for that than Vray are charging for the per app 
>model.
>
>There are quite a few things I like about V ray, very sexy for some jobs.  
>
>

Toon lens broken on softimage 2014?

2014-07-14 Thread David Rivera


Hi. I create a toon paint and host material, go to my cam. Add a "toon lens". 
Render preview: none, zilch, nada.

Apparently there´s nothing that´s got changed on SI 2014 for the toon lens to 
be broken.
Anyone else experiencing this? or known bug? I´m using SI 2014 hotfix 1.

Regards.

 
David Rivera
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Re: Alienbrain 10 and Softimage 2015?

2014-07-03 Thread David Rivera
Thank you guys for your reply. I´ll put some thinking about alienbrain. I´d 
also will consider other options.

 
David Rivera
3D Compositor/Animator
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On Thursday, July 3, 2014 1:33 PM, Paul Griswold 
 wrote:
 


I haven't been able to get Alienbrain working with 2015 yet.  They sent me some 
beta plugins to test, but with it enabled, Softimage would crash the moment I 
tried to use the Alienbrain explorer to check out projects.

I'm not sure what Avid's plan is for AB these days.  It doesn't seem like it's 
getting much love.

-Paul

ᐧ



On Thu, Jul 3, 2014 at 2:25 PM, Matt Lind  wrote:

We’ve been using Alienbrain for years on Wildstar.  We’re still on it, in fact, 
but are looking at options to get off of it.  Problem is there aren’t too many 
options out there for asset management to support our particular needs.
> 
>The scripting environment is quick and easy to use compared to anything else 
>out there.  It has a scripting object model and supports almost any ActiveX 
>compliant language just like Softimage, but Alienbrain is not as reliable.  
>Importing/checking in files has been a crapshoot.  Server isn’t particularly 
>fast either.  Doesn’t scale well beyond 40 users.  The supplied plugin causes 
>crashes and synchronization issues with files sometimes putting them in a 
>funky state.
> 
>Anyway, Alienbrain is not EOL’d like Softimage, but it’s not actively 
>developed either.  I’ve been at Carbine since 2007 and only 2 versions of 
>Alienbrain have been released since, and looking at the feature list I’d 
>consider them to be service packs more than full releases.  Technical support 
>was so bad we terminated the contract.  Pricing scheme is horrible.  Whenever 
>we add seats to our pool, we have to buy a current license (v10) and get 
>charged extra fees for downgrading the license to 8.0 to match our pipeline.  
>If we upgrade those licenses to 10.0, we’ll be charged again.  Needless to 
>say, we don’t plan to purchase any more licenses.
> 
>If you need asset management, I’d take a look at Core from 5th Kind.  If your 
>needs are simple, you may want to check out Wormhole.
> 
>Matt
> 
> 
> 
> 
> 
>From:softimage-boun...@listproc.autodesk.com 
>[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Rivera
>Sent: Thursday, July 03, 2014 11:02 AM
>To: Softimage Mailing List
>Subject: Alienbrain 10 and Softimage 2015?
> 
>Hi, I was wondering if anyone has been using Alienbrain to manage assets for 
>softimage?
>Foundry has some products about this, and I´ve seen others as well. They are 
>well integrated with Maya.
>So If anyone could share some of their experience in using AlienBrain, I´d 
>love to hear it.
> 
>Thanks.
> 
>David Rivera
>3D Compositor/Animator
>LinkedIN
>Behance
>VFX Reel

Alienbrain 10 and Softimage 2015?

2014-07-03 Thread David Rivera
Hi, I was wondering if anyone has been using Alienbrain to manage assets for 
softimage?
Foundry has some products about this, and I´ve seen others as well. They are 
well integrated with Maya.
So If anyone could share some of their experience in using AlienBrain, I´d love 
to hear it.

Thanks.

 
David Rivera
3D Compositor/Animator
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Samsung Galaxy 11 by PsyOp

2014-06-26 Thread David Rivera
Samsung Galaxy 11  "The Match" Pt.1

 
   Samsung Galaxy 11  "The Match" Pt.1  
View on vimeo.com Preview by Yahoo  
It´s almost regardless to ask what was the assemble team there, but was 
Softimage involved? :D

Cheers.

 
 
David Rivera
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Re: OT: 3d sculpting app choice?

2014-06-25 Thread David Rivera
3dcoat. Because the guy was "bought" for Zbrush, previously developing 
Scluptris.
Additionally the retopo system was way ahead of it´s game back in the day. 
Stuck to it.

 
David Rivera
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On Wednesday, June 25, 2014 10:43 AM, Sebastien Sterling 
 wrote:
 


true but Zbrush is used for very specific things




On 25 June 2014 16:34, Greg Punchatz  wrote:

Look at the general quality of work that comes out of all those programs 
nothing come close to ZBrush. 
>
>
>
>
>
>On Wed, Jun 25, 2014 at 10:28 AM, Sebastien Sterling 
> wrote:
>
>As they currently stand and in as much as modeling, sculpting, and re-topology 
>are concerned:
>>
>>
>>
>>Zbrush is great for concept sculpting, hammering out a high rez 
>>visualization, it's so good in fact that a lot of places use it in 
>>pre-production
>>
>>then send the hi-rez concept sculpt to the modeling departments later down 
>>the line for retopology and uv's, see Reck It Ralph making of.
>>
>>
>>The interface is deceptive, but NOT difficult, i fell into that trap in my 
>>first approach. The default layout can be drastically customized, it is 
>>better to think of the interface as a series of trays (Tools, brushes, 
>>sub-toolz).
>>
>>
>>It keeps you hungry for learning, you will genuinely want to know more about 
>>the features.
>>
>>
>>
>>Mudbox is better for tweaking existing meshes hence demarking itself in mid 
>>production, it lacks the same re-meshing and re-topology features, 
>>
>>where it "shines" is ease of use and texture workflow, it has an easier 
>>learning curve then photoshop.
>>
>>In theory it also has a third strength which is it bridge capabilities with 
>>other Autodesk products which speeds up workflow e.g blendshapes, while 
>>preserving textures vertex ID's, 
>>
>>However Autodesk have decided not to capitalize on this and have instead 
>>adopted version lock bridging e.g: if you have maya 2014 and mudbox 2012 the 
>>bridge will not work.
>>
>>
>>it is worth noting that Zbrush is quasi platform agnostic, regardless of 
>>version or distributor.
>>
>>
>>
>>This hostage situation resulting in Mudbox slowly deteriorating in both 
>>functionality and value. which is a shame as it truly is a great piece of kit 
>>originaly developed by people at WETA.
>>
>>
>>
>>Modo is an all in one sculpting modeling re-topology package, and what it 
>>does it does extremely well, e.g quite possibly the best UV tools in the 
>>business out of the box. (with the possible exception of 3D coat)
>>
>>
>>However it would seem it's Design industry orientation has left it bias 
>>towards hard edge modeling and arc-viz, not that it is destitute of organic 
>>modeling tools, they are good too, but it's array's of arc-viz tools are 
>>truly intimidating.
>>
>>
>>This bias can also be felt in the handling, conventional selection and 
>>manipulation, toy with it a bit and you will know what i mean.
>>
>>
>>
>>it offers 2 sculpting methods one for quick concept the other more production 
>>orientated, and some very robust retopology tools.
>>
>>
>>it comes with one of the best renderers out there and employes real unit 
>>scales, so cm, inch, mm, great for 3d printing.
>>
>>
>>
>>
>>On 25 June 2014 15:06, Cristobal Infante  wrote:
>>
>>If it's sculpting you are looking for zbrush hands down... 
>>>
>>>
>>>You can also do a bit of texturing but it's only polypaint so limited to 
>>>your polygon count.
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>On 25 June 2014 14:32, David Saber  wrote:
>>>
>>>Hi all,
>>>>
>>>>I'd like to know what your opinion on 3d sculpting apps? What do you
use and why did you choose this app over another?
>>>>In the past I used Zbrush but I always found its workflow a bit
weird.
>>>>
>>>>After a web search, I made a list of apps that do sculpting:
>>>>- Zbrush.
>>>>-
Sculptris (seems like a toned down version of Blender? Also from
Pixologic)
>>>>- 3d coat
>>>>-
Mudbox (is it still developped?)
>>>>- CB Model Pro http://www.cbmodelpro.com/ (never heard of it before this 
>>>>search)
>>>>- Modo
>>>>- Cinema 4D
>>>>- Blender
>>>>
>>>>Thanks for your input.
>>>>
>>>>David
>>>>
>>>
>>
>

OT: They got my attention: NATRON?

2014-06-24 Thread David Rivera
Natron » Compositing at hand

 
   Natron » Compositing at hand
This is the week-end, and we have some nice news coming along: Natron 0.93 is 
out !   You can download it from the download page. We still don’t provide 
linux binar...  
View on natron.inria.fr Preview by Yahoo  

 
   Alexandre Gauthier: Natron, video compositing software  
View on www.youtube.com Preview by Yahoo  
 Okay, this is something,...
Alexandre Gauthier: Natron, video compositing software

Anyone close to this circle?

Cheers.

 
 
David Rivera
3D Compositor/Animator
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Re: OT: Marionettes - Direct TV - The Mill

2014-06-19 Thread David Rivera
Amazing Work. It´s my 3rd day watching it over and over, frame to frame. Great 
voice acting for the woman too.
I would be kinda funny to see what the actual real actress did, but I´ll leave 
that into imagination...heheheh.

Thanks for sharing!

 
David Rivera
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On Thursday, June 19, 2014 1:13 PM, Jon Swindells  
wrote:
 


the sublte art of persuasion, a little wine and some Barry White on the 
gramophone

 
 
works everytime :)
 
--

Jon Swindells

jon_swinde...@fastmail.fm

 
 
 
On Thu, Jun 19, 2014, at 08:46 PM, Ed Schiffer wrote:

just trying to figure out how the marionette took of her robe,
>
>but, hey, great piece!!
>
> 
> 
> 
> 
>-- 
>
>www.edschiffer.com
>

OT: Marionettes - Direct TV - The Mill

2014-06-16 Thread David Rivera
I just came across this:


DIRECTV - Marionettes "Am I Pretty" TV Spot

 
   DIRECTV - Marionettes "Am I Pretty" TV Spot  
View on www.youtube.com Preview by Yahoo  
  Looks so "lifelike" :) heheh.

Anyone on the list could tell us something about the rigging? 

Cheers.

 
David Rivera
3D Compositor/Animator
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OT: What was your biggest challenge/nightmare with Softimage and how did you overcome it?

2014-06-10 Thread David Rivera
Mine was rigging 3 fully shaped based and IK/FK - eyes, mouth blends, etc.. 
anthropomorphic characters rigged in only one month.
2 solid weeks coding expressions and then re-adapting to new characters, 
sculpting mouth (vocal) shapes for a whole
week (synoptics included), and finally breaking rigs by 4th week. Ready and 
delivered. 


Things got worst when director wanted to add hair on top of all this for 2 of 
the 3 charactersat final stage...

 
Had to delete hairs on first render test showed to directors. Render time went 
up for 3 whole days (Quad-core machines with 16 gbs of RAM)
for just 250 frames. Animators took them for a ride by the end of the month and 
everyone happy at former studio.


So what was your challenge/nightmare and how did you do to get it out and 
deliver on time?



David Rivera
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Volume fog and Physical Sun - Softimage

2014-06-10 Thread David Rivera
Hi everyone. I came across to this set of nice layered fog pictures:
Fog - Arnold for Softimage User Guide - Solid Angle

 
   Fog - Arnold for Softimage User Guide - Solid Angle
This atmospheric shader node simulates the effect of light scattering, which 
causes more distant objects to appear lower in contrast, especially in outdoor 
environm...  
View on support.solidangle.com Preview by Yahoo  

I know this is too much asking, but is it possible to immitate that effect with 
the layered fog pass
by default on softimage?

I got a scene with physical sun light and another 2 point lights filling light 
with 100.000 intensity.
Would I be able to set up layered fog so that it interacts with physical sun 
with NO ARNOLD?

Thanks.

 
 
David Rivera
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Re: OT: What strong features have you found in your new transition software that SI didn´t have?

2014-06-04 Thread David Rivera

Sergio knows his dealt cards on Modo, @Marco. He KNOWS. :)
BTW: I´m going pretty quick with modo. Last week I tackled Hair shading. It´s a 
blaze to see it perform on viewport.
What I definitely need an *intense course* it´s on schematic. I believe the 
whole power of Nexus is there.

Cheers.

 
David Rivera
3D Compositor/Animator
LinkedIN
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VFX Reel


On Wednesday, June 4, 2014 8:12 AM, Sergio Mucino  
wrote:
 


Hey Marco. I'm curious... Where is Modo falling short for you? Cheers!

Sergio Muciño.
Sent from my iPad.

On Jun 4, 2014, at 6:12 AM, Marco Peixoto  wrote:


Fist thing you do in Modo is to remove the awfull (IMO) Trackball rotation... 
that and also the grid Plane they have, it might suits for Modeling but I keep 
finding it vey introsive and distracting, of course thats me that is not that 
used to Modo and im slowly trying to see if it fits my CA needs (so far it 
doesnt)
>
>
>
>
>On Tue, Jun 3, 2014 at 10:45 AM, Angus Davidson  
>wrote:
>
>HI Matt
>>
>>
>>This is the type of vertex maps that Modo supports
>>
>>
>>http://docs.luxology.com/modo/801/help/pages/modotoolbox/WorkingWithVmaps.html
>>
>>
>>Quick table to summarise the link
>>
>>
>>Weight Map   Weight Strength Values stored for Falloff and Texturing purposes 
>>SubD Weight Map   Weight Strength Value influences edge creasing in 
>>SubDivision Surface geometry 
>>UV Map   UV maps translates 3D vertex positions to flat 2D coordinates 
>>Relative Morph Map   Vertex position offset, relative to the base vertex 
>>position 
>>Absolute Morph Map   Vertex position offset to specific absolute position in 
>>3D space 
>>RGB Map   Vertex Color map defined by three R, G and B color values 
>>RGBA Map   Vertex Color map defined by three R, G and B color and an 
>>additional Alpha value 
>>Pick Map   Like a Selection Set, defines groupings of vertices 
>>Vertex Normal Map   Surface Normal direction (Smoothing) values stored as 
>>fixed value 
>>Edge Pick Map   Like a Selection Set, defines groupings of edges 
>>Particle Size Map   Determines scale values for individual particles 
>>Particle Dissolve Map   Determines transparency values for indvidual 
>>particles 
>>Transform Map   Determines transform amounts for individual 
>>vertices/particles 
>>
>>
>>If you click the Gear in the top right hand corner of your view in Modo you 
>>can change the mouse rotation style.
>>
>>
>>I tend to have  trackball rotation set to no , and orbit around selection 
>>checked. (oscillate I uncheck always that’s annoying ;) )
>>
>>
>>Kind regards
>>
>>
>>Angus
>>
>>
>>From: Matt Lind 
>>Reply-To: "softimage@listproc.autodesk.com" 
>>Date: Tuesday 03 June 2014 at 4:49 AM
>>To: "softimage@listproc.autodesk.com" 
>>Subject: RE: OT: What strong features have you found in your new transition 
>>software that SI didn´t have?
>>
>>
>>
>>Well, most people on this forum submitting their thoughts on C4D, Houdini, 
>>Modo, Maya, etc… tend to review it from a film/video perspective.  Many of 
>>the bullet points are not applicable to other market segments such as games.  
>>Examples: Alembic support, 3rd party renderers, render farm accessibility, 
>>etc…   All the transition guides I’ve seen to date, regardless of source, 
>>tend to omit the lower level features leaving many of us in the dark or only 
>>give us part of the picture.  To use an analogy, if art were math class where 
>>you have to work out a long multi-page problem, a film/video artist is mostly 
>>interested in the final result and can obtain it from any means necessary 
>>including a wild guess, whereas a game artist must use the correct process to 
>>get the answer.
>> 
>>I’m interested in the lower level control over manipulating objects and 
>>organizing them in intelligent data structures (assets) to abstract them or 
>>minimize their dependency on the host application.  We need to apply metadata 
>>onto assets so our engine can read that data and know how to process the 
>>asset in the context of the game.  Often metadata is applied as userdata 
>>blobs/maps, or re-purposed vertex colors, UV properties, user normals, etc.  
>>Many DCC applications have metadata and lower level features, but not all of 
>>them expose the functionality to the end user or do so in a user friendly 
>>way.  Sometimes you have to dig into the SDK to get at them at all.  
>>Softimage, for example, have had user normals since XSI v1.5, but you had to 
>>use the SDK via script/plugin to expose the capabili

Re: Real time shaders on OpenGL and DirectX9 - Softimage 2012 a la Modo?

2014-05-30 Thread David Rivera

OMG, this is gold!!
Thank you so much for the help. This pretty much explains it to the core.

I appreciate your help Jhon.
Cheers.

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel


On Thursday, May 29, 2014 9:57 PM, John Voltaire Tensuan 
 wrote:
 


I have attached an image containing instructions on how to create a new CgFX 
realtime shader. You can just follow the instructions and copy/paste the 
contents of the shader code I sent you to the editor window once the shader is 
created. I’m not 100% sure but if you are using 2012, you might need to refresh 
the render tree shader list if you have a render tree open after creating the 
shader.
 
The High Quality Viewport will try to generate realtime shaders that emulate 
the output of Mental Ray (see attached picture) given that the nodes you are 
using are supported but this usually comes at the cost of a performance hit to 
both CPU and GPU due to the resulting complexity of the shader it generates and 
the high amount of parameters that needs to get evaluated before drawing. Thus 
using HQV for scenes with a high amount of objects is not recommended.
 
From:David Rivera [mailto:activemotionpictu...@yahoo.com] 
Sent: Friday, May 30, 2014 7:52 AM
To: John Voltaire Tensuan; softimage@listproc.autodesk.com
Subject: Re: Real time shaders on OpenGL and DirectX9 - Softimage 2012 a la 
Modo?
 

Thank you very much! How do I load the CGFX? I can´t drag - drop over the 
shader tree.
I played around with ultimap_preview it seems to ask for all the nodes needed 
to show the material on OpenGL:
Texture coords, Normals, Color Map, Tangent, Spec Map, Ambient Map.
But I´d definetly love to use alpha modded version of that metal.
 
today I checked out the videos for softimage 2014 viewport on "beauty" 
settings. And i see that ambient occlusion, its cool and such..
but I got a question:
 
Previously when you had a color map texture, and then setup a specular map 
(obviously being grey and b/w) you could only see the
TOP result in the viewport (in this case you could only see on TEXTURE mode the 
Black/White image), DOES THAT still happen
with Viewport 2.0?
 
Thanks for the help John.
 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
 
On Wednesday, May 28, 2014 10:47 PM, John Voltaire Tensuan 
 wrote:
 
That OGL workflow has been deprecated and has been replaced by direct 
GLSL/CgFX/HLSL shaders. You can find these shaders under the Realtime category, 
a similar shader with a similar effect with what the turorial is using is 
Realtime->CgFX->metal.
I’ve also attached a modified version of it that should support alpha blending.
 
You can find more about this here:
http://download.autodesk.com/global/docs/softimage2012/en_us/userguide/index.html?url=files/rt_cgfx_hlsl.htm,topicNumber=d30e337896
 
 
From:softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Rivera
Sent: Thursday, May 29, 2014 1:05 AM
To: Softimage Mailing List
Subject: Real time shaders on OpenGL and DirectX9 - Softimage 2012 a la Modo?
 
I know...kinda old thread to ask but I have been using Modo for a time now and 
I´d like to have the same immediate feedback
for the material on softimage 2012 viewport. I know it´s kind of retoric, but 
I´ve setup my material as the digital tutors mention here:
Softimage Tutorials > Shading Network Tips and Tricks in Softimage Tutorial > 
Digital-Tutors
But I can´t find some of the inputs (OGL Draw?). I don´t know what shader´s 
properties to use to generate a real time material.
 
Could someone lend me a hand on this, please?
This is what I have on my rendertree:
 
 
   Softimage Tutorials > Shading Network Tips and Tricks in...
In this course we will learn various shading network tips and tricks. Each 
video in this course is a self-contained lesson centering on tips and tricks 
that c...  
View on www.digitaltutors.com Preview by Yahoo
 
 
David Rivera
3D Compositor/Animator
LinkedIN
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VFX Reel

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

2014-05-30 Thread David Rivera
Up until now: Modo beats me to the render in: Displacement, Fur (Dinamic as it 
should be), RT viewport (GPU power), Soft selection sets (rigging paradise)


Your thoughts?

Cheers.


 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Re: Real time shaders on OpenGL and DirectX9 - Softimage 2012 a la Modo?

2014-05-29 Thread David Rivera

Thank you very much! How do I load the CGFX? I can´t drag - drop over the 
shader tree.
I played around with ultimap_preview it seems to ask for all the nodes needed 
to show the material on OpenGL:
Texture coords, Normals, Color Map, Tangent, Spec Map, Ambient Map.
But I´d definetly love to use alpha modded version of that metal.

today I checked out the videos for softimage 2014 viewport on "beauty" 
settings. And i see that ambient occlusion, its cool and such..
but I got a question:

Previously when you had a color map texture, and then setup a specular map 
(obviously being grey and b/w) you could only see the
TOP result in the viewport (in this case you could only see on TEXTURE mode the 
Black/White image), DOES THAT still happen
with Viewport 2.0?

Thanks for the help John.

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel


On Wednesday, May 28, 2014 10:47 PM, John Voltaire Tensuan 
 wrote:
 


That OGL workflow has been deprecated and has been replaced by direct 
GLSL/CgFX/HLSL shaders. You can find these shaders under the Realtime category, 
a similar shader with a similar effect with what the turorial is using is 
Realtime->CgFX->metal.
I’ve also attached a modified version of it that should support alpha blending.
 
You can find more about this here:
http://download.autodesk.com/global/docs/softimage2012/en_us/userguide/index.html?url=files/rt_cgfx_hlsl.htm,topicNumber=d30e337896
 
 
From:softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Rivera
Sent: Thursday, May 29, 2014 1:05 AM
To: Softimage Mailing List
Subject: Real time shaders on OpenGL and DirectX9 - Softimage 2012 a la Modo?
 
I know...kinda old thread to ask but I have been using Modo for a time now and 
I´d like to have the same immediate feedback
for the material on softimage 2012 viewport. I know it´s kind of retoric, but 
I´ve setup my material as the digital tutors mention here:
Softimage Tutorials > Shading Network Tips and Tricks in Softimage Tutorial > 
Digital-Tutors
But I can´t find some of the inputs (OGL Draw?). I don´t know what shader´s 
properties to use to generate a real time material.
 
Could someone lend me a hand on this, please?
This is what I have on my rendertree:
 
 
   Softimage Tutorials > Shading Network Tips and Tricks in...
In this course we will learn various shading network tips and tricks. Each 
video in this course is a self-contained lesson centering on tips and tricks 
that c...  
View on www.digitaltutors.com Preview by Yahoo
 
 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Softimage 2014 - Japanese presentation

2014-05-29 Thread David Rivera
For those of you who didn´t get the chance to see the japanese presentation of 
Softimage 2014, here you go:
07. Autodesk Softimage 2014 デモンストレーション

 
   07. Autodesk Softimage 2014 デモンストレーション  
View on www.youtube.com Preview by Yahoo  
 
 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Re: OT: Now that the grief over softimage, how did you get over your it on your daily basis?

2014-05-22 Thread David Rivera
@Mirko: Well said. Speed rules over branding. Sadly companies just listen to 
"word of mouth" which has always been
Maya... once the word of mouth was "ICE", AD said: Let´s end development.

I can still laugh when the Viewport 2.0 is presented with honkey tones...
We baked vertex since Snake SoliderI mean: a real while ago in 
softimage...


 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
On Thursday, May 22, 2014 8:27 AM, Leendert A. Hartog  
wrote:
 


It obviously is a very generalized model: it needn't apply to you! :D


-- 

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com

Re: OT: Graphic card for optimous performance with Redshift

2014-05-19 Thread David Rivera
Thank yo guys. I´ll keep an eye on those cards.

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
On Monday, May 19, 2014 1:44 PM, Christian Freisleder  
wrote:
 


hey,
the titan black is very fast, but considering the benchmarks
(http://www.videocardbenchmark.net/high_end_gpus.html) the 780 isn't lame 
either, and the 6gb version is close to half the price of a titan.
so if you want a bargain that's still fast, I would go for the 780
6gb.

Christian


On 19.05.2014 18:46, David Rivera wrote:

Hi, now that Redshift is officially out and running smoothly, I´d like to ask 
you guys what
>Graphic Cards for best GPU performance would be optimum for an I7 stream core?
>I´m taking a look at:
>EVGA EVGA GeForce GTX TITAN SuperClocked 6GB GDDR5 384bit, Dual-Link DVI-I, 
>DVI-D, HDMI,DP, SLI Ready Graphics Card Graphics Cards 06G-P4-2791-KR
>
>
>But if I recall, there were some threads that were posted about the 
>performance of the Quadro K4000 vs Titan.
>I can afford something of 1k cost ($1000) but before buying I would like to 
>ask if there´s a better (cheaper) option?
>
>
>Like you all guys know, I´d like to take these considerations with softimage 
>and later on the year
>transition fully to Modo 801.
>
>
>So what are your thoughts / recommendations?
>Thanks for sharing.
>
>
>David.
>
>
>
> 
>
>  
> EVGA EVGA GeForce GTX TITAN SuperClocked 6GB... 
>Amazon.com: EVGA EVGA GeForce GTX TITAN SuperClocked 6GB GDDR5 384bit, 
>Dual-Link DVI-I, DVI-D, HDMI,DP, SLI Ready Graphics Card Graphics Cards ... 
> 
>View on www.amazon.com Preview by Yahoo 
>
> 
> 
> 
>David Rivera
>3D Compositor/Animator
>LinkedIN
>Behance
>VFX Reel

OT: Graphic card for optimous performance with Redshift

2014-05-19 Thread David Rivera
Hi, now that Redshift is officially out and running smoothly, I´d like to ask 
you guys what
Graphic Cards for best GPU performance would be optimum for an I7 stream core?
I´m taking a look at:
EVGA EVGA GeForce GTX TITAN SuperClocked 6GB GDDR5 384bit, Dual-Link DVI-I, 
DVI-D, HDMI,DP, SLI Ready Graphics Card Graphics Cards 06G-P4-2791-KR

But if I recall, there were some threads that were posted about the performance 
of the Quadro K4000 vs Titan.
I can afford something of 1k cost ($1000) but before buying I would like to ask 
if there´s a better (cheaper) option?

Like you all guys know, I´d like to take these considerations with softimage 
and later on the year
transition fully to Modo 801.

So what are your thoughts / recommendations?
Thanks for sharing.

David.


 
   EVGA EVGA GeForce GTX TITAN SuperClocked 6GB...
Amazon.com: EVGA EVGA GeForce GTX TITAN SuperClocked 6GB GDDR5 384bit, 
Dual-Link DVI-I, DVI-D, HDMI,DP, SLI Ready Graphics Card Graphics Cards ...  
View on www.amazon.com Preview by Yahoo  
 
 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Re: XSI to Modo - Strategy

2014-05-15 Thread David Rivera
I like the "It´s much safer for Autodesk to keep SI in the shelf" phrase...

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
On Thursday, May 15, 2014 11:38 AM, Sebastien Sterling 
 wrote:
 
Do you reckon they will kill Max ?




On 15 May 2014 17:30, Angus Davidson  wrote:

The Foundry has an interest in  Softimage users. Along with SideFX Its doing 
pretty well on converting them away from Autodesk. 
>
>
>Its been repeated many times that Softimage will not be put up for sale. It 
>makes no business sense for them to put their best out the box DCC in someone 
>else’s hands. Softimage is much safer for Autodesk  on the shelf.
>
>
>
>
>
>
>From: David Rivera 
>Reply-To: David Rivera , 
>"softimage@listproc.autodesk.com" 
>Date: Thursday 15 May 2014 at 6:06 PM
>To: "softimage@listproc.autodesk.com" 
>Subject: XSI to Modo - Strategy
>
>
>
>Hello. Uhm. Guys I´ve recently come across a little comment on some other 
>forum (post dated on March) where they mention
>The Foundry "could" have interest on acquiring XSI from Autodesk. Is this 
>rumor "founded" or is it just a rumor?
>
>
> 
>David Rivera
>3D Compositor/Animator
>LinkedIN
>Behance
>VFX Reel
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>University agrees in writing to the contrary.   

XSI to Modo - Strategy

2014-05-15 Thread David Rivera
Hello. Uhm. Guys I´ve recently come across a little comment on some other forum 
(post dated on March) where they mention
The Foundry "could" have interest on acquiring XSI from Autodesk. Is this rumor 
"founded" or is it just a rumor?


 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Re: Animation as Initial state in RBD

2014-05-12 Thread David Rivera
I´ve tried it. But not with ICE setup. Rather animating the divot for active/ 
inactive in a default RBD (no plugins) from the CTRL+4 simulate tab.
I got the scene at home. I´ll try to upload it later.


 
David Rivera
3D Compositor/Animator
LinkedIN
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VFX Reel
On Saturday, May 10, 2014 9:45 AM, Szabolcs Matefy  wrote:
 
Hey
 
I’d like to know if constrained animation can serve as initial state for rigid 
body physics
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Re: softimage to modo

2014-05-08 Thread David Rivera
OFFTOPIC:
I´m sorry to interrupt but, I just messed up my default keyboard configuration 
on modo. How do I reset to defaults?
I´ve been trying to place "U", "T", "V" shortcuts from softimage associated 
functions, but apparently Modo has some
other "extra" kind of configs for these selection sets

Help please.


 
David Rivera
3D Compositor/Animator
LinkedIN
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On Thursday, May 8, 2014 12:15 PM, Matt Lind  wrote:
 
Essentially it is a cluster with an associated weightmap to drive the falloff.  
Maya has this too.
 
 
Matt
 
 
 


 From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino 
[sergio.muc...@gmail.com]
Sent: Wednesday, May 07, 2014 12:16 PM
To: softimage@listproc.autodesk.com
Subject: Re: softimage to modo


Modo has a too that I find better than clusters. They're called weight 
containers. They're basically an item that stores a set of components, and 
associates weights to them. If you're curious as to how they work, I have a 
small intro video you could check over here...

https://vimeo.com/91349882

I can think of a couple of ways of getting a falloff in the initial weights for 
the vertices in the container:
1. Just add the vertices to the container, and do a smooth weights on them.
2. Use falloff items to affect the weights I assign to the container. I have 
not tried this yet, and it'd be a little more involved to set up, but allow a 
lot of control given the options one has when using falloff items in Modo.

In my case, the weighting tools work pretty well for me. There are some things 
I wish worked better, but there's nothing stopping me yet from getting what I 
need from the system.

Sergio Muciño. 
Sent from my iPad.

On May 7, 2014, at 2:57 PM, Sebastien Sterling  
wrote:


Can you make soft selection clusters ? like in maya ? for rigging and such ?
>
>
>
>
>On 7 May 2014 19:37, Sergio Mucino  wrote:
>
>I agree. Falloffs in Modo are pretty wild. I haven't done much modeling yet, 
>but the small things I did, just made me realize I have to rethink my modeling 
>methods. I've always been relying on soft selections for most things. Falloffs 
>go way beyond that.  
>>
>>
>>Sergio Muciño. 
>>Sent from my iPad.
>>
>>On May 7, 2014, at 2:27 PM, Steffen Dünner  wrote:
>>
>>
>>2014-05-07 20:10 GMT+02:00 Sergio Mucino :
>>>
>>>I just discovered the other day that the Edge Bevel tool has some crazy 
>>>preset profile shapes.
>>>And whilst talking about "recent discoveries": I found that the modeling 
>>>falloffs (and there are plenty of them, most with artist-friendly visual 
>>>feedback) are working with all possible tools.
>>>This means you can e.g. first define a falloff along edges and then use the 
>>>bevel tool to get a bevel with variable radius.
>>>Or you can use the "Edge Weight Tool" (for creating crease weights for Pixar 
>>>SubDs) in combination with falloffs to create creases that slowly fade from 
>>>hard to soft.
>>>Amazing. Especially if you can adjust both, the tool properties AND the 
>>>falloffs interactively as long as the tool hasn't been "dropped".
>>>
>>>
>>>Cheers
>>>Steffen
>>>-- 
>>>
>>>PGP-ID(RSA): 0xD6E0CE93
>>>Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93
>

Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread David Rivera
Yes you can. Basically anyone comming from the 2d animation world would be glad 
with this. I keep saying: Southpark with revamp worflow for 3D.


 
David Rivera
3D Compositor/Animator
LinkedIN
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VFX Reel
On Friday, April 25, 2014 2:23 PM, Greg Punchatz  wrote:
 
I am assuming you can off set keys afterward? If not, it would be too limiting. 




On Fri, Apr 25, 2014 at 1:17 PM, Sebastien Sterling 
 wrote:

But is it a completely parallel system to curves ? or can you tweak curves 
later ? not sure how this would work with gimble otherwise, unless you keyframe 
it into the ground.
>
>
>
>
>On 25 April 2014 18:40, Jordi Bares  wrote:
>
>The difference imho is equivalent to modelling pulling vertices to zbrush 
>sculpting. It is the state of mind in which you start thinking about poses, 
>blocking, refinement of animation as a sequence of clear steps rather than a 
>soup of keyframes.
>>
>>
>>In the sense that an animator does not need to open an curve and worry about 
>>slopes but only timing and pose, this is imho a completely revamp of how 
>>things should be done and I would bet money if you put a true animator (2d 
>>trained with years of experience) the result till blow you mind.
>>
>>
>>My God I have been waiting for this… Finally!
>>
>>
>>It is clear the combination for me is modo+houdini…
>>
>>Jordi Bares
>>jordiba...@gmail.com
>>
>>
>>On 25 Apr 2014, at 18:20, Norbert Kiehne  wrote:
>>
>>Hmmm, maybe I am missing something here, but what is the difference to 
>>selecting all your controls and using the dopesheet or meta curve region/ 
>>animation editor to change the timing and spacing of your animation? 
>>>
>>>
>>>
>>>
>>>On 25.04.2014 18:56, Jordi Bares wrote:
>>>
>>>I would say this is a game changer, just give it to a _real_ character 
>>>animator (traditionally trained) and I would bet you the output will be 
>>>amazing. 
>>>>
>>>>
>>>>Jordi Bares
>>>>jordiba...@gmail.com
>>>>
>>>>On 25 Apr 2014, at 17:43, David Rivera  
>>>>wrote:
>>>>
>>>>Hi, I recorded some of the webinar launch. Around minute 7 you´ll see the 
>>>>new animation worflow in Modo 801.
>>>>>IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking 
>>>>>"south park 2D" and regular 3D animation
>>>>>with this workflow?
>>>>>
>>>>>
>>>>>Modo801 - New Animation worflow
>>>>>
>>>>>
>>>>>ps: video is just uploading. Should be up around 15 more mins.
>>>>>
>>>>>
>>>>> 
>>>>>
>>>>>  
>>>>> Modo801 - New Animation worflow 
>>>>> 
>>>>>View on youtu.be Preview by Yahoo 
>>>>>
>>>>> 
>>>>> 
>>>>> 
>>>>>David Rivera
>>>>>3D Compositor/Animator
>>>>>LinkedIN
>>>>>Behance
>>>>>VFX Reel
>>>>
>>>
>>>-- 
>>>Norbert Kiehne
>>>Senior 3D Artist
>>>
>>> 
>>
>

Softimage blocking and crashing all SCENES!

2014-04-25 Thread David Rivera
Hello, basically I´ve encountered this problem today when I open my machine 
(see atachment)
I´ve been away for 3 days on my machine. I believe someone crashed XSI before, 
now I get this error
when opening ANY scene.

Anyone has had an issue like this?

Please help.
Thanks.

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread David Rivera
Hi, I recorded some of the webinar launch. Around minute 7 you´ll see the new 
animation worflow in Modo 801.
IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking "south 
park 2D" and regular 3D animation
with this workflow?

Modo801 - New Animation worflow

ps: video is just uploading. Should be up around 15 more mins.

 
   Modo801 - New Animation worflow  
View on youtu.be Preview by Yahoo  
 
 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Softimage to MODO - Forum participation?

2014-04-23 Thread David Rivera
Hello, Ï´m curious if anyone has had already downloaded the Modo-15-day trial?
I´d like to ask some questions regarding all the videos around youtube about 
character setup / joints to modo.

So I don´t know if there´s a way to register as a Foundry community user of the 
forum without a modo serial?
To my understanding one must buy a Modo licence in order to partcipate in the 
forums.

Anyone knows how one can register to the Modo forums at the Foundry community?
Thanks.

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Re: Re[2]: MODO webinar for Softimage Users - tomorrow, April 3 - Register here...

2014-04-03 Thread David Rivera
I´m checking PDT forGTM  and it says it´s going to be at 6pm. So If I´m GTM-5 
it should start around 1 o´clock at my local time, right?
How come they don´t have a "countdown" to webinar? :)


 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
On Thursday, April 3, 2014 10:48 AM, Eugen Sares  wrote:
 
... and 7:00pm for central european summer time, correct?
Not that easy... ;p
 
 
-- Originalnachricht --
Von: "Ognjen Vukovic" 
An: "softimage" 
Gesendet: 03.04.2014 17:36:53
Betreff: Re: MODO webinar for Softimage Users - tomorrow, April 3 - Register 
here...
 
Its at 6 gmt right?
>
>
>
>
>On Thu, Apr 3, 2014 at 5:34 PM, Sebastien Sterling 
> wrote:
>
>It's happening soon right ? like in 2 to 3 hours ?
>>
>>
>>
>>
>>On 3 April 2014 16:25, Sergio Mucino  wrote:
>>
>>I think Tim mentioned it may be offered again at a later date. I hope they'd 
>>try to accommodate those who couldn't make it due to scheduling reasons. 
>>>
>>>Sergio Muciño. 
>>>Sent from my iPad.
>>>
>>>On Apr 3, 2014, at 10:54 AM, Martin Yara  wrote:
>>>
>>>
>>>I see, thanks for answering.  
>>>>
>>>>
>>>>I can't really understand the decisions software companies are taking 
>>>>lately.
>>>>
>>>>
>>>>Well, I guess I'll miss this webinar.
>>>>
>>>>
>>>>
>>>>
>>>>Martin
>>>>
>>>>
>>>>
>>>>
>>>>On Thu, Apr 3, 2014 at 11:46 PM, Tim Crowson 
>>>> wrote:
>>>>
>>>>Not my call... just passing along the answer to the question... 
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>On 4/3/2014 9:35 AM, Martin Yara wrote:
>>>>>
>>>>>I understand if they don't want to use their bandwidth to offer a recorded 
>>>>>version. But what is the problem in being re-brocasted?
>>>>>>It could reach more users specially for those who can't watch it live for 
>>>>>>N reasons, and increment the chances of having new modo users.
>>>>>>
>>>>>>
>>>>>>
>>>>>>If it isn't a paid webinar then I don't really get this "transparency" ? 
>>>>>>. If the point is to gain modo users and sell more seats, The Foundry 
>>>>>>should be more than glad if this seminar is rebrocasted all around the 
>>>>>>globe without using their bandwidth.
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>Martin
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>
>>
>


 
   Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus 
Schutz ist aktiv.  

Re: Pretty cool :) - Legolize Ice Compound

2014-04-03 Thread David Rivera
Thank you for sharing! Taking a look asap!


 
David Rivera
3D Compositor/Animator
LinkedIN
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VFX Reel
On Thursday, April 3, 2014 6:12 AM, Eric Deren  wrote:
 

Very cool!  I believe Alan Jones was showing me one of these a few years ago 
when he was working in London, you guys should compare notes.

-Eric




-Original Message- 
From: Chris Marshall
Sent: Thursday, April 03, 2014 6:39 AM
To: softimage@listproc.autodesk.com
Subject: Re: Pretty cool :) - Legolize Ice Compound


This was one I put together
https://vimeo.com/77203638
https://vimeo.com/77682802

Uses a combination of 4x2, 2x2, 2x1 and 1x1 bricks.

3D Printing experience on Softimage

2014-04-02 Thread David Rivera
Hey everyone, thanks for your replies on the previous subject of Quadro K4000.

Yesterday I was googling around for 3d printers. I really liked this one:
http://www.youtube.com/watch?v=CHAU-9VIwzk

I was wondering if anyone has already start printing some 3D stuff over anyone 
of these 3d printers?
I know there is a software that comes along with it so you can input your 
models and print them out.

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Redshift - GPU accel on Quadro K4000

2014-04-01 Thread David Rivera
Hello everyone. I´ve been recommended -not enough through :) - that I switch to 
Redshift render.
So finally I upgraded my Quadro card to K4000. Up until now, I´m very very very 
much impressed
with MODO 3D (my 3d package of transition) and results are astonishing. I can 
almost feel the
Realtime engines like Crytek or UDK for PS4.

So being our software of preference, I´m trying to pick up a GPU renderer 
(Redshift) in softimage.
One thing I´m trying to wrap my head around it´s the entire rebuild 
connectivity of materials
for redshift. 


So if anyone, please, has a blog or an article to share to strat up my baby 
steps on using Redshift I´d appreciate it
deeply thankful to help me out with that.


Cheers.

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Softimage Joypad (Joystick) controllers a la MODO?

2014-03-27 Thread David Rivera
Hi. I´m really glad we can all agree that certain tools on softimage have been 
primary for real
production environments (such as ICE) but once we´ve enter the MOCAP era, and 
everyone WOWzes
to what it could do, long ago there were joystick capture controllers for 
softimage.

The downside to implement semi-automated movement in xsi were that the default 
controllers
and expressions closed down everytime you shut XSI.

I came across this little video:https://vimeo.com/87786784

It seems MODO doesn´t have that "forgetting expression issue" and that it can 
be mapped
to Joystick (I´d love if it was possible to map JOYPAD a la ps3 controllers).

Does anyone in the group have experience in that joystick capture data in XSI 
or MODO now -2014-?
(I know drivers were outdated back in 2010 which is when I did this:
https://vimeo.com/14791632)

Thanks.

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Packing UVS in Softimage

2014-03-24 Thread David Rivera
Hi everyone. I saw a video (i think it was the new features on 2012) where they 
showed how to 

pack uvs. I remember there was a bunch of elephants, and the guy explaining 
grabbed all of them
and arranged them for uv packing from the unfold menu.

I have not seen that video again. Today I needed to recreate that workflow for 
a bunch of objects tied
together on a single proyection (pack uvs) and the only thing I found was this:
http://www.screencast.com/t/yWkUipBZvkv

But I know that other uv packing video with the elephants it´s out there on 
youtube, but I can´t seem
to find it.

Could anyone point me in the right direction with the name of the video or at 
least a close result
to show how the UV packing from the unfold menu works?
Thanks.

Cheers.

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Re: Softimage webinar - Q/A - finally uploaded

2014-03-19 Thread David Rivera
Kickstart: I definetly believe in the system.


 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel



On Wednesday, March 19, 2014 6:30 PM, "pete...@skynet.be"  
wrote:
 
kickstart that!
I’m definitely backing that – one of the best suggestions yet. 
From: Bk 
Sent: Wednesday, March 19, 2014 9:09 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Softimage webinar - Q/A - finally 
uploaded
  
Ok. Why don't we all put in some money and hire out a stand at siggraph? 
I'm serious. It would be so much fun.




On 19 Mar 2014, at 20:02, Sebastien Sterling  
wrote:


Lol, yeah Adam, it would be funny to have a Softimage booth, showing of  the 
Latest from Mootz and LK, Pooby and exocortec, not to mention Fabric  
integration. a healthy roaster of artists like David.
>
>Press  wondering, ..."but aren't you dead ?"
>
>AD staff steaming silently  in the corner "Why Won't you DIE !"
>
>
>
>
>On 19 March 2014 19:52, Adam Sale  wrote:
>
>I think it would be great to have a Siggraph presence where we  have a lineup 
>of Soft artists showing exactly what you mentioned Dave.  
>> 
>>Can't do this kind of scenarios, where even if you can do it in Maya,  show 
>>how much longer it takes. 
>> 
>>With all of the attention being given the EOL of Soft, people might be  
>>interested in seeing what all the noise is about. 
>> 
>> 
>>
>>
>>
>>On Wed, Mar 19, 2014 at 12:48 PM, olivier jeannel  
>>wrote:
>>
>>I'm not fan of the idea.
>>>Frankly there's tons of tutorial in Maya 
  already. If someone want's to transition, there are  a lot of 
  material to train with.
>>>As already said, no need to try to work the 
  same workflow in another app, it's different.
>>>
>>>Here, it's more "Give 
  us some cool hint so we can copy them" .That's the whole thing since the 
  "anouncement".
>>>"Give us your top 5", "what"s the 80% ice 
  nodes..."
>>>
>>>Last thing I want to do is help AD in any way. I mean, 
  nothing against the users, but frankly now you want to help AD make more 
  money.
>>>
>>>AD, Give us the ability to continue to buy seats, in 
  exchange we show you.
>>>
>>>I'm bad, my mother told me 
  ...
>>>
>>>
>>>
>>>
>>>
>>>Le 19/03/2014 20:35, Bk a écrit 
  :
>>>
>>>I'd love for AD to agree to a " First get an expert to do it in  Softimage 
>>>and get an expert do it in Maya" comparitive workflow video  series.
>>>>It would be most entertaining.  
>>>>Especially when you start bringing ice into the equation. Ive had  some 
>>>>experience of this before. One notable occasion went  Me in  ice -30 mins.. 
>>>>2 guys in Maya- a week and a half, but to be fair, they  would usually 
>>>>achieve things in under a week.
>>>>
>>>>
>>>>
>>>>
>>>>On 19 Mar 2014, at 19:22, Nicolas Esposito <3dv...@gmail.com>  wrote:
>>>>
>>>>
>>>>I asked directly to Maurice to do some videos to compare  the workflow of a 
>>>>single task using Softimage and Maya, similar to  what Emilio Hernandez did 
>>>>for the Dorrito technique 
>>>>> 
>>>>>I really hope that they'll do that because right now I want to  know how 
>>>>>the workflow will change
>>>>> 
>>>>>By the way, on the area blog there's no Softimage 2015  announcement...
>>>>> 
>>>>>Jesus...even with all those request and question they just don't  care 
>>>>>about Softimage, not even a single line...except the farewell  from Mark 
>>>>>Schnnoegel
>>>>>
>>>>>
>>>>>
>>>>>2014-03-19 19:55 GMT+01:00 Paulo César Duarte :
>>>>>
>>>>>What  I don't understand is howthey  want me tomakethe  transition toa 
>>>>>software  thatdoesn't  have thetools  thatI  usedbefore?  Such  as 
>>>>>ICEmainly,in MaxorMaya2015I  won't havemyworkflowagain,sothere  is 
>>>>>notransition.  
>>>>>>
>>>>>>
>>>>>>I  will continueusingSoftimage as  long as I can, and  
>>>>>>complementwithHoudini,Modo or Blenderwhennecessary...  because these 
>>>>>>softwares are those that more listen to your users,  and that is the 
>>>>>>future for me.
>>>>>>
>>>>>>
>>>>>>
>>>>>>2014-03-19 14:23 GMT-03:00 David Rivera : 
>>>>>>
>>>>>>
>>>>>>So I head onto:
>>>>>>>http://area.autodesk.com/products/features/softimage , right? and I 
>>>>>>>skipped intro (in a 1 hour lenght video, skipping  intro
>>>>>>>is  going straight to the middle, after all the "verbose"). So what  
>>>>>>>they´re doing? Talking about maya in a softimage  video.
>>>>>>>
>>>>>>>
>>>>>>>Quitted.  Closed the tab on browser. Go on with my life.
>>>>>>>Now  I´m pissed, because at the "last announcement" there wasn´t even a  
>>>>>>>word of consideration for 15 years career on  softimage.
>>>>>>>Not  even an apology for taking away the the one thing that supports  
>>>>>>>families and pays bills...
>>>>>>>
>>>>>>>
>>>>>>> 
>>>>>>>David Rivera
>>>>>>>3D Compositor/Animator
>>>>>>>LinkedIN
>>>>>>>Behance
>>>>>>>VFX  Reel
>>>>>>
>>>>>>
>>>>>> -- 
>>>>>>
>>>>>>www.pauloduarte.ws
>>>>> 
>>>
>> 
> 

Softimage webinar - Q/A - finally uploaded

2014-03-19 Thread David Rivera
So I head onto:
http://area.autodesk.com/products/features/softimage , right? and I skipped 
intro (in a 1 hour lenght video, skipping intro
is going straight to the middle, after all the "verbose"). So what they´re 
doing? Talking about maya in a softimage video.

Quitted. Closed the tab on browser. Go on with my life.
Now I´m pissed, because at the "last announcement" there wasn´t even a word of 
consideration for 15 years career on softimage.
Not even an apology for taking away the the one thing that supports families 
and pays bills...

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Re: Anyone in the SI list transitioning to MODO? -Please add your mail here

2014-03-19 Thread David Rivera
Mail added. Thanks Angel and everyone who´s been adding their emails.


 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel



On Wednesday, March 19, 2014 12:11 AM, Angel Negron  
wrote:
 
hello, i am interested in learning modo and its tools sets. 




Date: Tue, 18 Mar 2014 20:33:41 -0400
From: d...@upbeatunique.com
To: activemotionpictu...@yahoo.com; softimage@listproc.autodesk.com
Subject: Re: Anyone in the SI list transitioning to MODO? -Please add your  
mail here

The more videos I have been watching and exploring in the program,
the more I am liking it.
I am no where near doing what I can in Softimage but there are a lot
of nice things in there.
Some of the workflows are a different paradigm, but I can see myself
picking it up quickly.
Looking forward to 801... it is everywhere...

Dan


On 3/18/2014 8:30 PM, David Rivera wrote:

Hi Daniel Kim. We´re building up the list for the benefit of sharing what´s it 
been to go to Modo.
>We are partially waiting for the MODO webinar to come. Then you´ll see this 
>thread (and their mails) move
>a little more regarding topics.
>In the mean time, I myself am watching every modo video I can check out to get 
>into The Foundry mentality-aspects-of-3D.
>
>
>
>Cheers.
>
> 
>David Rivera
>3D Compositor/Animator
>LinkedIN
>Behance
>VFX Reel
>
>
>
>On Monday, March 17, 2014 3:17 PM, Daniel Kim  wrote:
> 
>So, many people are adding their email for Modo here, and anyone know how to 
>connect each other with those email? 
>Is there going to be a mailing list like Softimage?
>
>
>
>
>---
>Daniel Kim
>Animation Director & Professional 3D
  Generalist
>http://www.danielkim3d.com
>---
>
>
>
>

-- 
Dan Pejril
Upbeat Unique Entertainment www.UpbeatUnique.com

Re: Anyone in the SI list transitioning to MODO? -Please add your mail here

2014-03-18 Thread David Rivera
Hi Daniel Kim. We´re building up the list for the benefit of sharing what´s it 
been to go to Modo.
We are partially waiting for the MODO webinar to come. Then you´ll see this 
thread (and their mails) move
a little more regarding topics.
In the mean time, I myself am watching every modo video I can check out to get 
into The Foundry mentality-aspects-of-3D.


Cheers.

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel



On Monday, March 17, 2014 3:17 PM, Daniel Kim  wrote:
 
So, many people are adding their email for Modo here, and anyone know how to 
connect each other with those email?
Is there going to be a mailing list like Softimage?




---
Daniel Kim
Animation Director & Professional 3D Generalist
http://www.danielkim3d.com
---

Re: Anyone in the SI list transitioning to MODO? -Please add your mail here

2014-03-17 Thread David Rivera
Game development is also my primary reason to work with Modo 3D, since the last 
Android game
I placed on google play was made with Softimage, I also need to look how to 
carry it out on to Modo and Unity 3D.

Mail added.

 
David Rivera
3D Compositor/Animator
LinkedIN
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VFX Reel



On Monday, March 17, 2014 3:24 AM, Szabolcs Matefy  wrote:
 
szabol...@crytek.com
 
anyway, I’d like to talk to any modo artists working in game development…
 
From:softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Rivera
Sent: Saturday, March 15, 2014 2:20 AM
To: john clausing; softimage@listproc.autodesk.com; 
softimage@listproc.autodesk.com
Subject: Re: Anyone in the SI list transitioning to MODO? -Please add your mail 
here
 
@Jhon Clausing, no  man, actually we´re tightening this together. 
I think the softimage fellowship should be carried for ever. Even if it means 
to move
on to another software. :)
 
 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
 
On Friday, March 14, 2014 8:26 AM, john clausing  wrote:
is it too late to add my email for MODO?

here it is

jclausin...@yahoo.com
 
 
On Friday, March 14, 2014 9:20 AM, Perry Harovas  wrote:
Tim, thank you so much!
Great explanation, and thanks for taking the time to explain.
 
Here is more info:
I also found that these three videos are VERY well put together to describe
these concepts in depth.
 
https://www.youtube.com/channel/UCP6sGw7AB-WiKWHUgpXwWgg
 
The one called SHADER TREE FIGHT (linked below) is about 30 minutes, and really 
goes in depth explaining the concept behind the modo Shader Tree.
I watched it this morning, and already feel far more comfortable in modo.
 
https://www.youtube.com/watch?v=qRUGaS7AdQw
 
Hope you all find theses as useful as I did...
 
 
 
On Thu, Mar 13, 2014 at 9:31 PM, David Rivera  
wrote:
Thank you Tim. that´s a lifesaver regarding XSI/MODO mentality concerning 
passes. 
Wow. There´s much to mine on.  hehhehe.
 
 
 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
 
On Thursday, March 13, 2014 11:29 AM, Tim Crowson 
 wrote:
By the way, if any of you get into Modo's render passes, you need to be sure 
you understand what they are. The first thing you want to do is to turn off 
'Auto-Add'. Just do it. Otherwise you'll shoot yourself later, once you 
understand what passes are

So  Passes. 

In Modo, parameters are called 'channels'. You change a value anywhere, and 
you've changed a channel. Passes are containers for channel values. You need to 
let that sink in. Passes are containers for channel values. This means that you 
could very well have a camera animated one way in Pass A, and the same camera 
animated in a totally different way in Pass B. This is fundamentally different 
to how XSI does things. Now the workflow for doing overrides and partitioning 
is not as fluid as it is in Soft (and I've opened bugs in the bug tracking 
system for this), but you need to recognize the raw power behind what the 
system offers: on a per-pass basis, you can store completely different values 
for parameters.

Now... if you have Auto-Add on and you're in a pass... any changes you make 
to channels (move a camera, tweak a light) get stored ONLY IN THAT PASS. Coming 
from XSI, you're accostumed to moving the camera around and it be the same 
camera position for all passes. But since Modo's passes are containers for 
unique channel values, you can have the camera be in a different place entirely 
depending on the pass. And if you have Auto-Add on, your work will only be 
local to that pass! You can always push the changes from that pass back to the 
default state, but it's better to just disable Auto-Add in the first place.

-Tim
 


 
-- 





Perry Harovas
203-448-7206
Animation and Visual Effects

http://www.TheAfterImage.com

-24 years experience
-Co-Author of "Mastering Maya"
-Member of the Visual Effects Society (VES)

Re: Anyone in the SI list transitioning to MODO? -Please add your mail here

2014-03-16 Thread David Rivera


This video has been posted before, so I credit the one who did it. 
In the mean time: Play from minute 48 onwards.
I was crying in joy. How could´ve we have not seen this in our softimage era?
* Passes and materials interactive architecture: YES give me TWO to go, please!!
* Swipe cursor over preview render to "accel" (and here the GPU IT´s ON the 
software)
* Multi threading? I can place 2 Cudas and laugh at RT preview window!!!
* D00d, seriously? blending modes a la Photoshop on 3D app for interactive 
viewer with materials? Layering "masks"? Nah. get out...Really?!

I´m paying an intro cour$e on modo ASAP!

https://vimeo.com/68862342


 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

OT: Humor. Just thinking....just thinking...

2014-03-16 Thread David Rivera
Everyone: can you see the jpg? 

:)

Just thinking...just, thinking.

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel<>

Re: Anyone in the SI list transitioning to MODO? -Please add your mail here

2014-03-14 Thread David Rivera
Thank you for sharing Perry, I´ve posted today´s article; basically to help 
softimage fellows out there to find a place where Modo info
is related to softimage. Credited you here:
http://3dcinetv.com/softimage-to-modo/


 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel



On Friday, March 14, 2014 8:19 AM, Perry Harovas  wrote:
 
Tim, thank you so much!
Great explanation, and thanks for taking the time to explain.

Here is more info:
I also found that these three videos are VERY well put together to describe
these concepts in depth.

https://www.youtube.com/channel/UCP6sGw7AB-WiKWHUgpXwWgg


The one called SHADER TREE FIGHT (linked below) is about 30 minutes, and really 
goes in depth explaining the concept behind the modo Shader Tree.
I watched it this morning, and already feel far more comfortable in modo.

https://www.youtube.com/watch?v=qRUGaS7AdQw


Hope you all find theses as useful as I did...





On Thu, Mar 13, 2014 at 9:31 PM, David Rivera  
wrote:

Thank you Tim. that´s a lifesaver regarding XSI/MODO mentality concerning 
passes. 
>Wow. There´s much to mine on.  hehhehe.
>
>
>
>
> 
>David Rivera
>3D Compositor/Animator
>LinkedIN
>Behance
>VFX Reel
>
>
>
>On Thursday, March 13, 2014 11:29 AM, Tim Crowson 
> wrote:
> 
>By the way, if any of you get into Modo's render passes, you need to be sure 
>you understand what they are. The first thing you want to do is to turn off 
>'Auto-Add'. Just do it. Otherwise you'll shoot yourself later, once you 
>understand what passes are
>
>So  Passes. 
>
>In Modo, parameters are called 'channels'. You change a value
anywhere, and you've changed a channel. Passes are containers for channel 
values. You need to let that sink in. Passes are containers for channel values. 
This means that you could very well have a camera animated one way in Pass A, 
and the same camera animated in a totally different way in Pass B. This is 
fundamentally different to how XSI does things. Now the workflow for doing 
overrides and partitioning is not as fluid as it is in Soft (and I've opened 
bugs in the bug tracking system for this), but you need to recognize the raw 
power behind what the system offers: on a per-pass basis, you can store 
completely different values for parameters.
>
>Now... if you have Auto-Add on and you're in a pass... any
changes you make to channels (move a camera, tweak a light) get
stored ONLY IN THAT PASS. Coming from XSI, you're accostumed to
moving the camera around and it be the same camera position for all
passes. But since Modo's passes are containers for unique channel
values, you can have the camera be in a different place entirely
depending on the pass. And if you have Auto-Add on, your work will
only be local to that pass! You can always push the changes from
that pass back to the default state, but it's better to just disable
Auto-Add in the first place.
>
>-Tim
>
>
>
>


-- 






Perry Harovas
203-448-7206
Animation and Visual Effects

http://www.TheAfterImage.com

-24 years experience
-Co-Author of "Mastering Maya"
-Member of the Visual Effects Society (VES)

Re: Anyone in the SI list transitioning to MODO? -Please add your mail here

2014-03-14 Thread David Rivera
@Jhon Clausing, no  man, actually we´re tightening this together. 
I think the softimage fellowship should be carried for ever. Even if it means 
to move
on to another software. :)


 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel



On Friday, March 14, 2014 8:26 AM, john clausing  wrote:
 
is it too late to add my email for MODO?

here it is

jclausin...@yahoo.com





On Friday, March 14, 2014 9:20 AM, Perry Harovas  wrote:
 
Tim, thank you so much!
Great explanation, and thanks for taking the time to explain.

Here is more info:
I also found that these three videos are VERY well put together to describe
these concepts in depth.

https://www.youtube.com/channel/UCP6sGw7AB-WiKWHUgpXwWgg


The one called SHADER TREE FIGHT (linked below) is about 30 minutes, and really 
goes in depth explaining the concept behind the modo Shader Tree.
I watched it this morning, and already feel far more comfortable in modo.

https://www.youtube.com/watch?v=qRUGaS7AdQw


Hope you all find theses as useful as I did...





On Thu, Mar 13, 2014 at 9:31 PM, David Rivera  
wrote:

Thank you Tim. that´s a lifesaver regarding XSI/MODO mentality concerning 
passes. 
>Wow. There´s much to mine on.  hehhehe.
>
>
>
>
> 
>David Rivera
>3D Compositor/Animator
>LinkedIN
>Behance
>VFX Reel
>
>
>
>On Thursday, March 13, 2014 11:29 AM, Tim Crowson 
> wrote:
> 
>By the way, if any of you get into Modo's render passes, you need to be sure 
>you understand what they are. The first thing you want to do is to turn off 
>'Auto-Add'. Just do it. Otherwise you'll shoot yourself later, once you 
>understand what passes are
>
>So  Passes. 
>
>In Modo, parameters are called 'channels'. You change a value
anywhere, and you've changed a channel. Passes are containers for channel 
values. You need to let that sink in. Passes are containers for channel values. 
This means that you could very well have a camera animated one way in Pass A, 
and the same camera animated in a totally different way in Pass B. This is 
fundamentally different to how XSI does things. Now the workflow for doing 
overrides and partitioning is not as fluid as it is in Soft (and I've opened 
bugs in the bug tracking system for this), but you need to recognize the raw 
power behind what the system offers: on a per-pass basis, you can store 
completely different values for parameters.
>
>Now... if you have Auto-Add on and you're in a pass... any
changes you make to channels (move a camera, tweak a light) get
stored ONLY IN THAT PASS. Coming from XSI, you're accostumed to
moving the camera around and it be the same camera position for all
passes. But since Modo's passes are containers for unique channel
values, you can have the camera be in a different place entirely
depending on the pass. And if you have Auto-Add on, your work will
only be local to that pass! You can always push the changes from
that pass back to the default state, but it's better to just disable
Auto-Add in the first place.
>
>-Tim
>
>
>
>


-- 






Perry Harovas
203-448-7206
Animation and Visual Effects

http://www.TheAfterImage.com

-24 years experience
-Co-Author of "Mastering Maya"
-Member of the Visual Effects Society (VES)

Re: Let´s start the youtube channel: ThankyouSoftimage

2014-03-14 Thread David Rivera
I already created a new g+ user and youtube channel. they do link together 
(automatically) nowadays. But I´d really be happy if all of us could use the 
youtube channel to upload (and host) videos instead of our personal accounts.
What do you think?

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel



On Friday, March 14, 2014 5:10 PM, Nika Ragua  wrote:
 
i think its cool - there were TD guys wanted to make some tribute film with 
interviews and hookers, maybe you could use them somehow




2014-03-15 1:55 GMT+04:00 David Rivera :

https://www.youtube.com/user/thankyousoftimage
>
>
>I see that the page: 3dwillneverbethesame.com already has people with some 
>videos from own´s users accounts, so I could use this channel
>to "playlist" every thing "human" related to softimage. I know it´s going 
>everydirection, but I thought I could help us all to have a place to show
>the human reaction on dslr.
>
>
>Tell me what you think.
>
>
>Thanks.
>
> 
>David Rivera
>3D Compositor/Animator
>LinkedIN
>Behance
>VFX Reel
>
>
>
>On Friday, March 14, 2014 3:29 PM, David Rivera 
> wrote:
> 
>So, I just thought: IT would be simpler, to download an already uploaded video 
>to youtube (HD1920x1080) to start collecting
>our ideas and thoughts about the farewell to Sotimage. I would like to know if 
>everyone also is thinking this is useful (and
>will be forever hung) on ONE single channel. I personally love VIMEO. but 
>people has a Youtube in the same place than maya,
>oups..that part slipped...
>
>
>The idea would be to share upload code password so everyone in the list could 
>personally upload theirs in the same channel.
>
>
>I´m sure most of us have a lot to show and say (if you want, not necessarily 
>appearing, but uploading a "farewell" softimage
>video).
>
>
>Basic questions to show on video would be:
>1. How long have you been using softimage
>2. Say 3 remarkable things about SI
>3. What was your most challenging and your most satisfying project?
>4. What new "horizon" would you choose next (what new pipeline / software are 
>you planning to use in the future).
>
>
>Let´s hear it.
>
>
>Cheers.
> 
>David Rivera
>3D Compositor/Animator
>LinkedIN
>Behance
>VFX Reel
>
>

Re: Let´s start the youtube channel: ThankyouSoftimage

2014-03-14 Thread David Rivera
https://www.youtube.com/user/thankyousoftimage

I see that the page: 3dwillneverbethesame.com already has people with some 
videos from own´s users accounts, so I could use this channel
to "playlist" every thing "human" related to softimage. I know it´s going 
everydirection, but I thought I could help us all to have a place to show
the human reaction on dslr.

Tell me what you think.

Thanks.

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel



On Friday, March 14, 2014 3:29 PM, David Rivera 
 wrote:
 
So, I just thought: IT would be simpler, to download an already uploaded video 
to youtube (HD1920x1080) to start collecting
our ideas and thoughts about the farewell to Sotimage. I would like to know if 
everyone also is thinking this is useful (and
will be forever hung) on ONE single channel. I personally love VIMEO. but 
people has a Youtube in the same place than maya,
oups..that part slipped...

The idea would be to share upload code password so everyone in the list could 
personally upload theirs in the same channel.

I´m sure most of us have a lot to show and say (if you want, not necessarily 
appearing, but uploading a "farewell" softimage
video).

Basic questions to show on video would be:
1. How long have you been using softimage
2. Say 3 remarkable things about SI
3. What was your most challenging and your most satisfying project?
4. What new "horizon" would you choose next (what new pipeline / software are 
you planning to use in the future).

Let´s hear it.

Cheers.
 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Let´s start the youtube channel: ThankyouSoftimage

2014-03-14 Thread David Rivera
So, I just thought: IT would be simpler, to download an already uploaded video 
to youtube (HD1920x1080) to start collecting
our ideas and thoughts about the farewell to Sotimage. I would like to know if 
everyone also is thinking this is useful (and
will be forever hung) on ONE single channel. I personally love VIMEO. but 
people has a Youtube in the same place than maya,
oups..that part slipped...

The idea would be to share upload code password so everyone in the list could 
personally upload theirs in the same channel.

I´m sure most of us have a lot to show and say (if you want, not necessarily 
appearing, but uploading a "farewell" softimage
video).

Basic questions to show on video would be:
1. How long have you been using softimage
2. Say 3 remarkable things about SI
3. What was your most challenging and your most satisfying project?
4. What new "horizon" would you choose next (what new pipeline / software are 
you planning to use in the future).

Let´s hear it.

Cheers.

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Re: Luxology Modo Webinar - Brad Peebler

2014-03-13 Thread David Rivera
Those are pretty numbers. I surely was confused by some other forum. my 
apologies. WOw, let´s start te questioning!! :D


 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel



On Thursday, March 13, 2014 8:44 PM, Tim Crowson 
 wrote:
 
Not sure what you mean by 'pretty low numbers' on the official forums. They 
always seem buzzing to me. That's really the big place, honestly. What official 
Foundry site were you referring to?
-Tim


On 3/13/2014 8:40 PM, David Rivera wrote:

Does "Modo community" have any "strong-placed" social site? I´ve been looking 
like crazy and I read pretty low numbers on the official Foundry site (forums), 
CGSociety has a little more numbers, but still, could you ask Tim, where do 
modo people hang around, if you don´t mind, please?
>Thanks. Means a lot that someone fully experienced on Modo comes
around to give his review and his perspective on how to mine on
    Modo.. :) hehheh.
>
>
>
> 
>David Rivera
>3D Compositor/Animator
>LinkedIN
>Behance
>VFX Reel
>
>
>
>On Thursday, March 13, 2014 6:13 PM, Sebastien Sterling 
> wrote:
> 
>If you are in contact with him Tim, i'm sure it is fine the community will 
>understand, lol a ceo exhibiting remorse about missing a meeting, i doubt many 
>of us are used to such reverence :P
>
>
>
>
>On 13 March 2014 21:21, Tim Crowson  wrote:
>
>Brad says he's still working on a date for the webinar. It looks now like will 
>not be next week but the week after that. He recognizes that this is later 
>than planned, but he's been absolutely awash in emails and communications.
>>
>>-Tim
>>
>>
>>
>>
>
>
>

-- 
Signature

Re: Luxology Modo Webinar - Brad Peebler

2014-03-13 Thread David Rivera
Does "Modo community" have any "strong-placed" social site? I´ve been looking 
like crazy and I read pretty low numbers on the official Foundry site (forums), 
CGSociety has a little more numbers, but still, could you ask Tim, where do 
modo people hang around, if you don´t mind, please?
Thanks. Means a lot that someone fully experienced on Modo comes around to give 
his review and his perspective on how to mine on Modo.. :) hehheh.


 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel



On Thursday, March 13, 2014 6:13 PM, Sebastien Sterling 
 wrote:
 
If you are in contact with him Tim, i'm sure it is fine the community will 
understand, lol a ceo exhibiting remorse about missing a meeting, i doubt many 
of us are used to such reverence :P




On 13 March 2014 21:21, Tim Crowson  wrote:

Brad says he's still working on a date for the webinar. It looks now like will 
not be next week but the week after that. He recognizes that this is later than 
planned, but he's been absolutely awash in emails and communications.
>
>-Tim
>
>
>
>

Re: Anyone in the SI list transitioning to MODO? -Please add your mail here

2014-03-13 Thread David Rivera
Thank you Tim. that´s a lifesaver regarding XSI/MODO mentality concerning 
passes. 
Wow. There´s much to mine on.  hehhehe.


 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel



On Thursday, March 13, 2014 11:29 AM, Tim Crowson 
 wrote:
 
By the way, if any of you get into Modo's render passes, you need to be sure 
you understand what they are. The first thing you want to do is to turn off 
'Auto-Add'. Just do it. Otherwise you'll shoot yourself later, once you 
understand what passes are

So  Passes. 

In Modo, parameters are called 'channels'. You change a value
anywhere, and you've changed a channel. Passes are containers for channel 
values. You need to let that sink in. Passes are containers for channel values. 
This means that you could very well have a camera animated one way in Pass A, 
and the same camera animated in a totally different way in Pass B. This is 
fundamentally different to how XSI does things. Now the workflow for doing 
overrides and partitioning is not as fluid as it is in Soft (and I've opened 
bugs in the bug tracking system for this), but you need to recognize the raw 
power behind what the system offers: on a per-pass basis, you can store 
completely different values for parameters.

Now... if you have Auto-Add on and you're in a pass... any
changes you make to channels (move a camera, tweak a light) get
stored ONLY IN THAT PASS. Coming from XSI, you're accostumed to
moving the camera around and it be the same camera position for all
passes. But since Modo's passes are containers for unique channel
values, you can have the camera be in a different place entirely
depending on the pass. And if you have Auto-Add on, your work will
only be local to that pass! You can always push the changes from
that pass back to the default state, but it's better to just disable
Auto-Add in the first place.

-Tim

Re: Anyone in the SI list transitioning to MODO? -Please add your mail here

2014-03-13 Thread David Rivera
I just checked, it´s up. Maybe some rare ip problems on local server? Dunno. 
I´m thinking about summarizing points for tomorrow´s post.
If all agree :)

Thanks.


 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel



On Thursday, March 13, 2014 5:34 AM, Daniel Sweeney  
wrote:
 
http://3dcinetv.com/softimage-to-modo/


David your site seems to be down, well at least when i try and see it?

anyone else having this problem?




Daniel Sweeney
3D Creative Director

Mobile:+44 (0)7743429771
Email:dan...@northforge.co.uk
Web:http://northforge.co.uk


On Thu, Mar 13, 2014 at 10:17 AM, Szabolcs Matefy  wrote:

OK, but it works for SDS only, and I need shading control on real time objects 
via edge hardening or softening
> 
>From:softimage-boun...@listproc.autodesk.com 
>[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Angus Davidson
>Sent: Thursday, March 13, 2014 10:35 AM
>
>To: softimage@listproc.autodesk.com
>Subject: RE: Anyone in the SI list transitioning to MODO? -Please add your 
>mail here
> 
>Hi there 
> 
>You can use the edge weight tool to do just that.
> 
>from the inline help
> 
>The Edge Weight tool allows you to add creasing to subdivision surfaces 
>without adding additional geometry by creating a "weight" on various edges. To 
>use the tool simply select an edge or edges and click on the Edge Weight Tool 
>button in the Vertex Map menu and then click and drag in the 3D viewport. 
>Setting the value to 100% will create a completely hard edge whereas a value 
>of 0% allows the default interpolation of the limit surface through the 
>control vertices. It is also possible in modo to set edge weights to negative 
>values which will push the limit surface away from the control vertices.
>
>This tool is actually using the generic "Weight Tool" but first selects the 
>Subdivision Vertex Map so that the appropriate vertex map is adjusted when 
>using the tool
>
>
>
>
>
>
>
>
>From:Szabolcs Matefy [szabol...@crytek.com]
>Sent: 13 March 2014 11:02 AM
>To: softimage@listproc.autodesk.com
>Subject: RE: Anyone in the SI list transitioning to MODO? -Please add your 
>mail here
>The more time I spend with modo, the more I love it. I was a LW user years 
>(10+) ago, so it’s a kinda refreshing memories.
> 
>The major issue to me now is the lack of direct control over hard-edge and 
>soft-edge.
> 
>Cheers
> 
> 
>Szabolcs
> 
>From:softimage-boun...@listproc.autodesk.com 
>[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Dan Pejril
>Sent: Thursday, March 13, 2014 8:21 AM
>To: softimage@listproc.autodesk.com
>Subject: Re: Anyone in the SI list transitioning to MODO? -Please add your 
>mail here
> 
>Thank you Tim, Great news!
>On 3/12/2014 11:19 PM, Tim Crowson wrote:
>Dan, there is a global Pref to turn this off. Prefs > Display > OpenGL > 
>Trackball Rotation > unckeck'Trackball Rotation'
>>-Tim
>>On 3/12/2014 8:16 PM, Dan Pejril wrote:
>>Hi David,
>>>
>>>This is a great idea, thank you for taking this on. I am seriously 
>>>evaluating it, but haven't had much time recently.
>>>
>>>I did find one thing that was driving me crazy. That is how Modo's camera 
>>>navigation works in the viewport (the trackball effect). If you click on the 
>>>gear icon in the upper right corner of the viewport, you will get 
>>>properties, where under Mouse Control: Trackball Rotation, switch the option 
>>>to No. Unfortunately it only works on a per viewport basis, not universally 
>>>for all viewports. I haven't found the universal control yet to switch that 
>>>off.
>>>
>>>
>>>
>>>On 3/12/2014 5:45 PM, David Rivera wrote:
>>>Thank you for adding your emails to this thread. I´m also looking forward 
>>>for the modo webinar. In the mean time I'm setting up a page on my website 
>>>dedicated
>>>>to the subject of transitioning to Modo: 
>>>>http://3dcinetv.com/softimage-to-modo/
>>>>
>>>>I know we are still a SI user mailing list. I don't pretend to override 
>>>>anything, but for anyone evaluating modo, and getting
>>>>all there's out there on the net about it, will come handy to have points 
>>>>of reference summarized from a former Softimage user, on how to "Work", 
>>>>"Workaround" 
>>>>
>>>>and solve
>>>>issues on MODO a la Softimage (at least while the learning curve increases).
>>>>
>>>>The general idea would be to have a summarized content on how Softima

Re: Anyone in the SI list transitioning to MODO? -Please add your mail here

2014-03-12 Thread David Rivera
Thank you for adding your emails to this thread. I´m also looking forward for 
the modo webinar. In the mean time I'm setting up a page on my website dedicated
to the subject of transitioning to Modo: http://3dcinetv.com/softimage-to-modo/

I know we are still a SI user mailing list. I don't pretend to override 
anything, but for anyone evaluating modo, and getting
all there's out there on the net about it, will come handy to have points of 
reference summarized from a former Softimage user, on how to "Work", 
"Workaround" 

and solve
issues on MODO a la Softimage (at least while the learning curve increases).

The general idea would be to have a summarized content on how Softimage and 
Modo work-alike and what new concepts should be introduced in Modo mentality
for the former SI user.

Postings will be each friday.

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel



On Tuesday, March 11, 2014 11:01 AM, Ahmed Barakat 
 wrote:
 
I would sure like to take a look at it aabara...@gmail.com



On Mon, Mar 10, 2014 at 3:21 PM, Tim Crowson  
wrote:

Yes the lack of  non-rigging-related operator stack (not just history) has been 
an issue for some people who really do like to model more procedurally. In 
rigging, you'll find that deformers are stacked using Order of Operations, 
similarly to the operator stack in Softimage, on a per-deformer basis. But 
that's not the same thing as a construction history, or procedural modeling, 
which every agrees would be awesome to have. 
>-Tim
>
>
>
>On 3/10/2014 3:05 AM, Szabolcs Matefy wrote:
>
>I am evaluating modo now as an alternative, and it looks really promising, 
>however, I miss the history. But since I worked with LW before SI for four 
>years, it’s really fun to feel a somehow familiar feeling :D
>> 
>>From:softimage-boun...@listproc.autodesk.com 
>>[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Rivera
>>Sent: Saturday, March 08, 2014 9:23 PM
>>To: softimage@listproc.autodesk.com
>>Subject: Anyone in the SI list transitioning to MODO? -Please add your mail 
>>here
>> 
>>Hi, I was really touched by some of the in-depth opinions about leaving SI. 
>>TD´s perspective, and other
>>users who have dedicated their lives (literally) to build a rock-solid 
>>pipeline for studios all around the world
>>using softimage, have really made me think a lot into consideration.
>> 
>>So, to cut a long story short, I´d like to know if there´s a thread in the 
>>list that´s already being aligned into
>>the Softimage/MODO transition? If not, I´d like to start it off with this 
>>post.
>> 
>>I´m going into MODO and here´s my email:
>> 
>>david_rivera...@yahoo.com
>> 
>>Thanks.
>> 
>>David Rivera
>>3D Compositor/Animator
>>LinkedIN
>>Behance
>>VFX Reel
>
>-- 
>
>

Re: A germ of an idea.

2014-03-12 Thread David Rivera
I´m currently using and abusing toon shading for a short 3d stereo project I 
have with a character, with the valuable help and knowledge from all of you 
guys in the list.
I made a videogame for educational purposes for Android on Softimage:
http://goo.gl/qWGsgP

Maybe showing the VIDEOGAME part of Softimage would help to the assets and 
values of the "life after softimage" video edition?

Tell me how can I contribute, please.
Thanks.


 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel



On Wednesday, March 12, 2014 2:37 PM, Daniel Kim  wrote:
 
Let me join this great stuff. I like to add any talents I have for this cool 
one.
I am animation director and 3D generalist. I can do Modeling, Texture, Rigging, 
Animating, Lighting, only I can't do is ICE :)

Cheers
Daniel




---
Daniel Kim
Animation Director & Professional 3D Generalist
http://www.danielkim3d.com
---

Re: Deadline problems

2014-03-10 Thread David Rivera
Network paths are extremely important. (map a letter as Drive in windows, which 
is a shared folder for all the net to see) That folder *MUST* be the same 
folder where you created your XSI Project.


 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel



On Monday, March 10, 2014 11:44 AM, David Rivera 
 wrote:
 
Hi Paul. Please send a pic on how the deadline monitor looks like, I recently 
had a great time being assisted by the technical department
at Thnkbox software. Also dealing softimage and sending jobs. I got 6 machines 
working together. It´s a charm.
Hit me back.

Cheers.


 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel



On Monday, March 10, 2014 11:40 AM, Francisco Criado  
wrote:
 
first thing that comes to my mind is pools and groups, sorry if it sounds 
silly...
F.




2014-03-10 13:35 GMT-03:00 Paul Griswold 
:

Any Deadline experts out there?
>
>
>I am using 6.1 & having a problem where the jobs, whether I manually submit or 
>submit from Softimage, are ending up Queued, but they're never picked up by 
>the slaves.  The slaves all show an Idle status & never pick up the scenes.
>
>
>Deadline is normally rock solid, and I've already submitted a support request, 
>but I'm on a tight timeline so I figured someone here might have a suggestion.
>
>
>Thanks!
>
>
>Paul
>
>
>ᐧ

Re: Deadline problems

2014-03-10 Thread David Rivera
Hi Paul. Please send a pic on how the deadline monitor looks like, I recently 
had a great time being assisted by the technical department
at Thnkbox software. Also dealing softimage and sending jobs. I got 6 machines 
working together. It´s a charm.
Hit me back.

Cheers.


 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel



On Monday, March 10, 2014 11:40 AM, Francisco Criado  
wrote:
 
first thing that comes to my mind is pools and groups, sorry if it sounds 
silly...
F.




2014-03-10 13:35 GMT-03:00 Paul Griswold 
:

Any Deadline experts out there?
>
>
>I am using 6.1 & having a problem where the jobs, whether I manually submit or 
>submit from Softimage, are ending up Queued, but they're never picked up by 
>the slaves.  The slaves all show an Idle status & never pick up the scenes.
>
>
>Deadline is normally rock solid, and I've already submitted a support request, 
>but I'm on a tight timeline so I figured someone here might have a suggestion.
>
>
>Thanks!
>
>
>Paul
>
>
>ᐧ

Re: Anyone in the SI list transitioning to MODO? -Please add your mail here

2014-03-09 Thread David Rivera
Thank you Tim. I´d be great to hear from anyone who´s been doing Modo 
in-the-depths for all kinds of stuff like: animation (rigging), modeling, 
rendering. I was checking out the help documents and they have a really 
mind-foward mentality regarding modeling and pass bulding. Looking foward to 
that webinar.
Modo´s interface It´s friendly, clean, and once you take a look at the general 
mindset, it becomes kinda intuitive. (at least from what´s seen in the videos).


Cheers.

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel



On Sunday, March 9, 2014 12:51 PM, Christoph Muetze  
wrote:
 
...looking forward to spending some time with Modo...

c...@glarestudios.de

On 08/03/14 23:36, Eugen Sares wrote:
> Looking into it as well now...
> m...@eugensares.at <mailto:m...@eugensares.at>

Anyone in the SI list transitioning to MODO? -Please add your mail here

2014-03-08 Thread David Rivera
Hi, I was really touched by some of the in-depth opinions about leaving SI. 
TD´s perspective, and other
users who have dedicated their lives (literally) to build a rock-solid pipeline 
for studios all around the world
using softimage, have really made me think a lot into consideration.

So, to cut a long story short, I´d like to know if there´s a thread in the list 
that´s already being aligned into
the Softimage/MODO transition? If not, I´d like to start it off with this post.

I´m going into MODO and here´s my email:

david_rivera...@yahoo.com


Thanks.

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel

Re: MODO > XSI layout and Shorcut keys

2014-03-06 Thread David Rivera
Amazing!! Thanks for the link.
Also: I notice the Preferences >Remapping > Mouse input presets, only cover 
MOUSE modding.
What about the keyboard?
Thanks.

David R.





On Thursday, March 6, 2014 6:26 PM, Tim Crowson 
 wrote:
 
By the way, one of the Modo users, Adam O'Hern, put a good bit of thought into 
his cadjunkie zen layout. It's not geared toward every single step of the 
process, but it's very well thought-out and gives you an idea of how flexible 
the UI is.

-Tim




On 3/6/2014 4:59 PM, David Rivera wrote:

Hi I was wondering if anyone knows a layout for MODO that looks like XSI?
>And also what shortcut keys is this post referring to?? - The keyboard 
>shortcuts in Modo can resemble
>XSI´s?
>http://community.thefoundry.co.uk/discussion/topic.aspx?f=32&t=7369
>
>
>Thanks.
>David R.
>

-- 
Signature

MODO > XSI layout and Shorcut keys

2014-03-06 Thread David Rivera
Hi I was wondering if anyone knows a layout for MODO that looks like XSI?
And also what shortcut keys is this post referring to?? - The keyboard 
shortcuts in Modo can resemble
XSI´s?
http://community.thefoundry.co.uk/discussion/topic.aspx?f=32&t=7369

Thanks.
David R.


Re: Luxology Modo 50% off for this mailing list - A new word from Brad Peebler

2014-03-06 Thread David Rivera
Yes, please I´m into the webinar. I recently saw this:
https://vimeo.com/76876920 and I´m picturing myself adding more "modo 
mentality" asap :)
Thanks. 
David R.





On Thursday, March 6, 2014 2:01 PM, Nic Sievers  wrote:
 
Count me in as well




On Thu, Mar 6, 2014 at 10:59 AM, Sebastien Sterling 
 wrote:

Webinar sounds cool would love to hear where things are going
>
>
>
>
>On 6 March 2014 18:54, Maurício PC  wrote:
>
>I'm also in for the webinar. Brads webinar are always fun and he can convey 
>and express himself really well. Looking forward to it.
>>
>>
>>
>>On Thu, Mar 6, 2014 at 3:44 PM, Michael Clarke  wrote:
>>
>>Count me in for the webinar.
>>>
>>>
>>>
>>>
>>>Very interested to see what could become of the package if it has some 
>>>customer-focused dedication behind it.  
>>>
>>>
>>>I suspect my strategy at this point shared by a number of other users. I'll 
>>>continue to use SI and take the Maya path for the moment. The real decision 
>>>will be whether to continue with maintenance or to continue to use SI (an 
>>>probably Maya) without a viable upgrade path. Either way, i am going to be 
>>>looking for a package to fill in some gaps and MODO looks like a reasonably 
>>>priced quality alternative with a future. If in two years it looks like it 
>>>could one day be a truly complete app comparable to AD's offerings, then the 
>>>decision to cut ties with AD becomes less difficult. Up until that point — 
>>>and as some have pointed out already, several years beyond, — SI will remain 
>>>a functional tool capable of handling most of my needs. 
>>>
>>>
>>>MODO can at minimum be something of a stopgap to hedge the risks. It looks 
>>>like fairly low cost way of providing a buffer to the current dilemma.  It's 
>>>value as a supplemental tool is worth looking into, whether or not it ever 
>>>becomes a primary production tool. The whole relationship with The Foundry 
>>>feels good at this point.
>>>
>>>
>>>One more thing. AD had some great people working there, and most of the 
>>>folks who interacted with customers were extremely dedicated and helpful. 
>>>What I always sensed from them, however, was a disconnect between the 
>>>support and development teams, and the decision makers within the company. 
>>>That's something smaller companies like LUX/Foundry can handle differently. 
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>I'm not looking for MODO to become my primary tool. 
>>>
>>>
>>>On Mar 6, 2014, at 12:09 PM, Eugen Sares  wrote:
>>>
>>>In for that webinar, too...
 
 
-- Originalnachricht --
Von: "Tim Crowson" 
An: softimage@listproc.autodesk.com
Gesendet: 06.03.2014 19:01:30
Betreff: Re: Luxology Modo 50% off for this mailing list - A new word from 
Brad Peebler
 
Yes there is. Not much of a secret anymore  :-)
>
>-Tim
>
>
>
>On 3/6/2014 11:55 AM, Paul Griswold wrote:
>
>Oh don't get me started on the history of Modo - it'll totally derail 
>things.  
>>
>>
>>I'm an old-time Lightwave beta tester from the early-mid 1990's.  Brad 
>>Peebler was my contact at NewTek back in those days.  There's a whole 
>>drama around how Modo came about.
>>ᐧ
>>
>>
>>
>>On Thu, Mar 6, 2014 at 12:52 PM, Tim Crowson 
>> wrote:
>>
>>Mmm Paul I think you're getting close to the genetic fallacy with 
>>that. Also I'm not sure Modo was ever intended to replace Lightwave. 
>>Maybe, just not sure...?
>>>
>>>I think your point about opening things up the way ICE does is an 
>>>important distinction to make though. ICE is a platform, not just series 
>>>of tools to meet specific needs. As such, it shares a room with very few 
>>>systems (Houdini, Maya internally as I understand...). But the vast 
>>>majority of 3D applications out there, including Softimage (minus ICE), 
>>>are built to address specific, known production needs. I don't think 
>>>it's fair to criticize the choice to design an application this way, 
>>>simply because such a design choice indicates that the developer is 
>>>trying to meet artists' known needs. Certainly there's absolutely no 
>>>denying the power and flexibility of a platform like ICE/Houdini, which 
>>>essentially opens up a layer between the raw API and the immediate 
>>>toolset exposed to the user, allowing them to create new tools via 
>>>node-based programming. But if that'sall we had, I doubt many of us 
>>>could get our work done on time. Most of us still need
 traditional, focused toolsets as well.
>>>
>>>
>>>As for Modo, people are going to have to take the responsibility of 
>>>doing their own due diligence in evaluating it. There's no definite 
>>>answer to 'can it replace Softimage?' That's silly. It just depends on 
>>>what your needs are, like everything else. In its current state and 
>>>because of our pipeline her

Re: Softimage 14... 15...

2014-03-05 Thread David Rivera
Er...particles are not the same after version 7. If anything else as "legacy" 
is running out of my memory.
ICE definetly makes life easier with effect-driven creations, also doing 
amazing things with topology and bones (rigging).





On Wednesday, March 5, 2014 3:43 PM, Chris Johnson  wrote:
 
I would do it for Polygenizer alone...used that a ton of times. 



On Wed, Mar 5, 2014 at 3:30 PM, WilliamP  wrote:

 
>Thanks!  
> 
>ICE was to work with models, which it did not 
officially do in 7.01... does it work well?
> 
>Polygonizer?
>- Original Message - 
>>From: Gustavo Eggert  Boehs 
>>To: softimage@listproc.autodesk.com 
>>Sent: Wednesday, March 05, 2014 3:17  PM
>>Subject: Re: Softimage 14... 15...
>>
>>Important things I can recall: claimed speed and stabity  upgrade, ice and 
>>scene tools for accessing performance, Lagoa (it's not real  flow but it is 
>>good for simulating a few splashes here and  there), polygonizer, strands are 
>>really usable for hair and fur specially  if you can render them outside 
>>mental ray, there is syflex in ice, a slightly  more accessible interface to 
>>ice through some menus and... I guess that  is that for the purposes you 
>>describe. 
>>Anything important I am missing?
>>
>>
>>
>>
>>Em quarta-feira, 5 de março de 2014, WilliamP  
escreveu:
>>
>> 
>>>Hi All
>>> 
>>>As my business partner Leoung has mentioned on here,  we're still using 7.01 
>>>and were pondering upgrading to the new version and  then coasting again for 
>>>a few more years with the 2014-15 version and saving  a switch to another 
>>>software for a later date when it might be clearer where  to jump to.
>>> 
>>>Can anyone give me a short rundown of the most  useful changes that have 
>>>come out in Softimage since Autodesk took over? If  they are like many 
>>>changes, ICE, or subdivision surfaces, for example,  I did not know ahead of 
>>>time how useful they going to be till I was  working with them, so I am not 
>>>sure looking at a simple list of the changes  is going to tell me which 
>>>one's will mean anything significant in  production. We work primarily in 
>>>medical and technical(CAD based)  animation... no games or movie work.
>>> 
>>>Thanks ahead for any time you can give me... this is a  difficult time for 
>>>everyone...
>>> 
>>>William
>>
>>-- 
>>
>>Gustavo E Boehs
>>Dpto. de Expressão Gráfica  | Universidade Federal de  Santa Catarina | 
>>http://www.gustavoeb.com.br/
>>

Re: FXGuide want Softimage stories...

2014-03-05 Thread David Rivera
It was October 1999 and I was still a student, researching for a college or 
university that would teach 3d graphics. I´ve heard all about maya and such and 
such movies being created with it. Then life as it had it, took me to Spain. 
There I found a training center. The guy told me: you have great skills with 
3DsMax, would you consider Maya (€16.000) or Softimage (€11.000)? I asked: what 
movies have been made. I saw the list, and also the mayor animators / producers 
the teacher had contact with. He told me: Softimage is the wave of the future. 
I enrolled.

At first It was very hard to go with so many buttons. I studied guides and the 
rest it´s history. Great support of the community (xsibase.com, edharriss). 
Since then I need not look back at my decision. Until today I feel comfortable 
that the software delivers.

Thank you guys (si-community and mailing list).
David R.





On Wednesday, March 5, 2014 8:06 AM, Arvid Björn  wrote:
 
Just posted this, let's hear some more!

I remember seeing "Godzilla was animated with Softimage" in the end credits of 
Godzilla in the 90's, I remember feeling all warm and fuzzy just knowing about 
it. I spent a lot of time making dinosaurs and that sort of thing in 
Softimage|3D to learn more.
I remember using a GMX2000 Glint graphics card the price of a decent car just 
to be able to run a high resolution screen (1600x1200).
I remember becoming extremely quick with Soft3D, the user interface was so 
amazingly different from anything else. Middle click menus, double-, triple- 
and even quadruple clicking keys for shortcuts on the keyboard, left, middle 
and right mouse buttons being used for various smart context sensitive tasks. 
It still blows my mind when I remind myself that X C and V letters themselves 
actually sort of resembles graphic representations of scaling, rotation and 
translation tools, respectively.
I remember baby-sitting a render all night long just because MR would crash 
every 5 or so frames for my first large commercial production, 750 frames of 
hard earned PAL frames. Went to bed at 9am.
I remember that quirky little side program, Softimage|Particle? I loved playing 
with it even though it really couldn't do a whole lot.
I remember the first buzz on Sumatra, and even though XSI 1.0 wasn't really 
ready and I started off a bit reluctant, by v1.5 I was flying.The render tree 
seemed intimidating, yet curiously inviting, and it turned out to change 
everything about how I worked.
I remember the last version of Softimage|3D, 4.0. RIP old friend.
I remember the blazingly fast SubD's in XSI 3.0 (I think?), suddenly you could 
modify amazingly detailed subdivided objects in real time, the mayans stood by 
watching in awe.
I remember spending time learning Softimage|Behaviour, did some tests, fun but 
ultimately it stayed experimental.
I remember going to Siggraph 2007 in San Diego, where they showcased Moondust, 
a.k.a ICE to standing ovations. It was simply HUGE. Still is actually, amazing 
piece of software engineering.
I even remember the amazingly simple licensing where you just pressed a button 
inside XSI to get an updated license file, it was all connected and working.

Then there was Autodesk.


Thanks for all these years Softimage, you've always been my favorite tool – nay 
companion.




On Wed, Mar 5, 2014 at 1:30 PM, Andy Nicholas  wrote:

 Hi guys,
>I just got contacted by Ian Failes from FXGuide. He's looking for people to add
>their stories about Softimage to his article.
>
>You can add a comment here:
>
>http://www.fxguide.com/quicktakes/remembering-softimage/
>
>
>Cheers,
>A
>

Re: Salvage the list.

2014-03-05 Thread David Rivera
So official "posting" for everyone to know (and get cached on google´s bots) 
are: softimage.tv, and si-community ?
Or vimeo channels? Please help us so the whole planet knows. Also Twitter with 
official account for this list, it´s a point missing.

thank you all, guys. We´re really making this hard news trhough.
David R.





On Wednesday, March 5, 2014 11:28 AM, Francisco Criado  
wrote:
 
the original idea was to make a new mailing list that will not only give home 
to the ones that will keep using softimage, but also the ones that will migrate 
to other software, and coninue sharing ideas, workflows and methods to 
translate softimage workarounds to other software too.
So the name related to softimage wouldnt work in my opinion.


F.





2014-03-05 13:16 GMT-03:00 Gustavo Eggert Boehs :

Xsi orphans
>
>Em quarta-feira, 5 de março de 2014, Leendert A. Hartog  
>escreveu:
>
>
> 
>>Naming it shouldn’t 
pose too much of a problem: simply recall it the XSI-mailing list as opposed to 
Autodeskian Softimage one
>> 
>>Leendert
>> 
>>Leendert A. 
Hartog – Softimage hobbyist
>>AKA Hirazi Blue – Administrator @, NOT the owner 
of si-community.com
>>   
>> 
>
>-- 
>
>Gustavo E Boehs
>Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina | 
>http://www.gustavoeb.com.br/
>

Re: Save Softimage Petition

2014-03-05 Thread David Rivera
I´m "tweeting" with the hashtag #savesoftimage
Also on facebook.





On Wednesday, March 5, 2014 10:22 AM, Ana Gomez  wrote:
 
done



On Wed, Mar 5, 2014 at 4:20 PM, Edy Susanto Lim  wrote:

done
>
>
>
>
>On Wed, Mar 5, 2014 at 10:16 AM, Martin Yara  wrote:
>
>It's been tweeted and RT already.
>>
>>
>>Martin
>>
>>
>>
>>
>>
>>On Thu, Mar 6, 2014 at 12:10 AM, javier gonzalez  
>>wrote:
>>
>>Can anyone pass the info to japan fellows...
>>>
>>>
>>>
>>>
>
>
>-- 
>Edy Susanto Lim
>TD
>http://sawamura.neorack.com 

automatic Random color for ID Material color

2014-02-16 Thread David Rivera
Hello, I´ve seen a video tutorial where the guy explains that he uses a "random"
function to "color" each object with a random-non-repeating color for later 
compositing.

Anyone knows such technique? or recalls where could the video be found?
I don´t remember well, but he uses it on the color wheel...I might be wrong...
Thanks.

David.

Re: AnimSchool Picker for Softimage

2014-02-11 Thread David Rivera
THANK YOU SO VERY MUCH!! :) :) This made my day.
David.




On Monday, February 10, 2014 2:29 PM, David Gallagher 
 wrote:
 
Hey all!

We are soon releasing our AnimSchool Picker plugin for Softimage. We 
offer this free to the public.
http://www.animschool.com/pickerInfo.aspx

If anyone would like to test it, please email me:
da...@animschool.com

Thanks!
Dave G

Re: Have you seen a fluor sack model in xsi ready to animate?

2014-02-05 Thread David Rivera
THANKS a lot Alan! the model is no longer available in rray.de





On Tuesday, January 21, 2014 1:33 PM, Alan Fregtman  
wrote:
 
I still have that zip. "Harold" the sack is in it:
https://dl.dropboxusercontent.com/u/441883/xsi/xsiDB_resources.zip





On Tue, Jan 21, 2014 at 1:11 PM, Eric Thivierge  wrote:

Hey, I might have it at home on a hard drive or it's still sitting in the xsidb 
archive .zip file I created when I shut it down but I don't have access to the 
ftp at work. I can look tonight unless someone else on the list has the archive 
handy to see if it's in there. I don't mind if you want to share it via dropbox 
or something.
>
>I should put it on my site when I find it.
>
>Will take a look tonight.
>Eric T.
>
>
>On Tuesday, January 21, 2014 1:08:27 PM, David Rivera wrote:
>
>Hi Eric Thivierge, I know this is quite an old thread, but I have a
>>friend who wants to give a shot
>>to become an animator in softimage. I didn´t want to point him to
>>download Malcom from animschool,
>>so instead I thought of Harold Sac model (really basic stuff so he can
>>start on animation).
>>But the link is now broken and I don´t know if you have an updated
>>link on it?
>>Could you please help me out with that?
>>Thanks.
>>
>>-Best regards.
>>David.
>>
>>
>>
>>On Wednesday, May 26, 2010 9:19 PM, Eric Thivierge / XSI Database
>> wrote:
>>Would love feedback on it. Message me offline with any issues and I'll
>>see if I can fix it up a bit.
>>
>>Cheers,
>>
>>
>>Eric Thivierge
>>Technical Director
>>http://www.ethivierge.com <http://www.ethivierge.com/>
>>
>>
>>
>>
>>On Wed, May 26, 2010 at 9:58 PM, David Rivera
>>>
>><mailto:activemotionpictu...@yahoo.com>> wrote:
>>> Thank you Eric! I knew I had seen it somewhere!.
>>> I´ll try it just for fun on xsi 2010 :)
>>>
>>> Bests.
>>> David.
>>>
>>> 
>>> From: Eric Thivierge / XSI Database >
<mailto:ethivie...@gmail.com>>
>>> To: softimage@listproc.autodesk.com
>><mailto:softimage@listproc.autodesk.com>
>>
>>> Sent: Wed, May 26, 2010 7:54:30 PM
>>> Subject: Re: Have you seen a fluor sack model in xsi ready to animate?
>>>
>>> http://www.xsidatabase.com/content/harold_sak
>>>
>>> I need to really update it but maybe it'll work for now?
>>>
>>> 
>>> Eric Thivierge
>>> Technical Director
>>
> http://www.ethivierge.com <http://www.ethivierge.com/>
>>
>>>
>>>
>>>
>>> On Wed, May 26, 2010 at 8:41 PM, David Rivera
>>> >
>><mailto:activemotionpictu...@yahoo.com>> wrote:
>>>> I think I´ve seen it somewhere back when XSI wasn´t even born. But I´ve
>>>> searched for a rigged
>>>> model of the famous sack (or at least something that would appeal
>>to it in
>>>> xsi) but so far I haven´t got
>>>> any luck.
>>>> It´s not that I can´t create one...it´s just that a valuable time
>>would go
>>>> to waste if it already exist.
>>>> Have you seen one ready to animate?
>>>> Thanks.
>>>> ps: I know maya´s got gazillions of these...but xsi?
>>>> David.
>>>>
>>>
>>>
>>>
>>
>>
>>
>>
>

Re: Nvidia GTX 660 and Softimage 2012/ 2014

2014-02-05 Thread David Rivera
Thank you guys. I´ll look into redshift. I´m also using Deadline 6 for farming, 
hope it "combo-es".
Cheers.
David.





On Friday, January 31, 2014 5:22 PM, Ola Madsen  
wrote:
 
Autodesk have chosen to only implement iRay (the part of Mental Ray that can 
utilize the GPUs) in 3DS Max. 
 
There’s an “old” thread about implementing it yourself at 
http://www.si-community.com/community/viewtopic.php?f=10&t=1948&hilit=iray
 
But if you want to use GPU rendering in Soft I’d recommend you have a look at 
Redshift instead. https://www.redshift3d.com/
 
So to summarize. No, soft will not render any waster regardless of which card 
you get. 
 
Cheers
Ola
 
 
From:softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Rivera
Sent: Friday, January 31, 2014 3:57 PM
To: softimage@listproc.autodesk.com
Subject: Nvidia GTX 660 and Softimage 2012/ 2014
 
Hi everyone. Yesterday I was talking to a coleague and he mentioned that a 
gamming card inside
my cpu will "render" no difference against the GTX 660 I already have installed 
for softimage 2012,
since CUDA wasn´t fully supported in that version of mental ray.
 
So I wonder if I get the chance to install softimage 2014, how do I need to 
configure mentalray
to use and abuse the CUDA power of the card? Will my renders go faster?
Or I should definetly go the road of a Quadro card?
 
Cheers.
David.

Re: OT (offtopic): 2D animation software combined with 3D vectors

2014-02-05 Thread David Rivera
at: 2:54 we see the one I´m asking for (software):
http://www.youtube.com/watch?v=4gAlsk9t950





On Wednesday, February 5, 2014 3:08 PM, David Rivera 
 wrote:
 
Hi, since I saw paperman I was shocked on how they accomplished such beautiful 
stylized
animations with 2D vectors on 3D space. My question is: is this software out 
now? or is it only Disney-propietary?

I´d also like to ask anyone of you who have experience in working 2D animation 
titles, on which
software do you feel most comfortable working the first rough (2d) animations, 
for timming and such.

Long ago, I saw a software that looks like this: 
http://www.animationandvideo.com/2012/04/synfig-studio-free-professional-2d.html
But it´s interface it´s black. You know: layers at the bottom, character and 
pieces to the right, tools on left.
I know it´s pretty generic reference, but if anyone of you could help me out 
with that description, I´d greatly appreciate it.

Thanks.
Bests.
David R.

OT (offtopic): 2D animation software combined with 3D vectors

2014-02-05 Thread David Rivera
Hi, since I saw paperman I was shocked on how they accomplished such beautiful 
stylized
animations with 2D vectors on 3D space. My question is: is this software out 
now? or is it only Disney-propietary?

I´d also like to ask anyone of you who have experience in working 2D animation 
titles, on which
software do you feel most comfortable working the first rough (2d) animations, 
for timming and such.

Long ago, I saw a software that looks like this: 
http://www.animationandvideo.com/2012/04/synfig-studio-free-professional-2d.html
But it´s interface it´s black. You know: layers at the bottom, character and 
pieces to the right, tools on left.
I know it´s pretty generic reference, but if anyone of you could help me out 
with that description, I´d greatly appreciate it.

Thanks.
Bests.
David R.


Nvidia GTX 660 and Softimage 2012/ 2014

2014-01-31 Thread David Rivera
Hi everyone. Yesterday I was talking to a coleague and he mentioned that a 
gamming card inside
my cpu will "render" no difference against the GTX 660 I already have installed 
for softimage 2012,
since CUDA wasn´t fully supported in that version of mental ray.

So I wonder if I get the chance to install softimage 2014, how do I need to 
configure mentalray
to use and abuse the CUDA power of the card? Will my renders go faster?
Or I should definetly go the road of a Quadro card?

Cheers.

David.

Solutions for running softimage on a MAC Station?

2014-01-21 Thread David Rivera
Hi list, I talked to an IT guy the other day.
He says that the MAC/WIN problem with softimage could be solved by virtualizing
the MAC so Softimage can run in it.

So I suggested that virtualization probably won´t take full advantage of the 
graphics
card (as it is only an emulator of a "safe" display for windows in any case).
So we agreed on making heavy-test-renders to see that point happen.

In any case, are there any other solutions to installing Softimage into Mac 
stations?
I´ve been googling and found no good - liable results.

If anyone on the list with experience on network rendering / installing shares
his/her experience on a softimage environment on MAC, would be greatly 
appreaciated.

Thanks.
Cheers.

David.


Re: Have you seen a fluor sack model in xsi ready to animate?

2014-01-21 Thread David Rivera
Hi Eric Thivierge, I know this is quite an old thread, but I have a friend who 
wants to give a shot
to become an animator in softimage. I didn´t want to point him to download 
Malcom from animschool,
so instead I thought of Harold Sac model (really basic stuff so he can start on 
animation).
But the link is now broken and I don´t know if you have an updated link on it?
Could you please help me out with that? 
Thanks.

-Best regards.
David.





On Wednesday, May 26, 2010 9:19 PM, Eric Thivierge / XSI Database 
 wrote:
 
Would love feedback on it. Message me offline with any issues and I'll
see if I can fix it up a bit.

Cheers,


Eric Thivierge
Technical Director
http://www.ethivierge.com



On Wed, May 26, 2010 at 9:58 PM, David Rivera
 wrote:
> Thank you Eric! I knew I had seen it somewhere!.
> I´ll try it just for fun on xsi 2010 :)
>
> Bests.
> David.
>
> 
> From: Eric Thivierge / XSI Database 
> To: softimage@listproc.autodesk.com
> Sent: Wed, May 26, 2010 7:54:30 PM
> Subject: Re: Have you seen a fluor sack model in xsi ready to animate?
>
> http://www.xsidatabase.com/content/harold_sak
>
> I need to really update it but maybe it'll work for now?
>
> 
> Eric Thivierge
> Technical Director
> http://www.ethivierge.com
>
>
>
> On Wed, May 26, 2010 at 8:41 PM, David Rivera
>  wrote:
>> I think I´ve seen it somewhere back when XSI wasn´t even born. But I´ve
>> searched for a rigged
>> model of the famous sack (or at least something that would appeal to it in
>> xsi) but so far I haven´t got
>> any luck.
>> It´s not that I can´t create one...it´s just that a valuable time would go
>> to waste if it already exist.
>> Have you seen one ready to animate?
>> Thanks.
>> ps: I know maya´s got gazillions of these...but xsi?
>> David.
>>
>
>
>

Hardware recommendations for softimage 2014?

2014-01-21 Thread David Rivera
Hi, I know this is an old one, about hardware configurations, but I´d like to 
ask
what kind of motherboard+processor+graphics card would you go to really work 
with a nice
feedback in response to softimage 2014 modeling / rendering / simulation?

Thanks.
Best regards.
David.


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