Re: freelance work

2020-04-03 Thread Enter Reality
https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDpWcRDGpnLxfN9ay6qSfNt2Z9C9ZS-2F7u9WCgTn2xqqM3LymKHIk9TfR2fnhxacBwjRq4ssNquBmtmvEUf4taFntgYVUAbVK6BJ3FCi8uwNX2wu29H74zY-2FnJKZOHBP8mbBTQj6uK2wMsdJCcR3ChsWf5hPclqThQByWFtDDelRjd43EHut09aByNNF1J4MoPIbUXJh77rcsZud-2BndT3zPoit5Axpn-2FZF530aIYyyUlKnkcZ80Ds9VZ-2F-2Bqy9xdtfi9LlDBExFiW5UUbIxux5H41MW7fqN9t5OWUMuEY-2FNKDvwrd06Yn0Imp0cKXXCIoQaFAVY4_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fT7oy-2BpEc547-2F1t384KyKQ6u9ELMW-2Fl8cdTS576nP00kbnrMyy4kh4GzRTh-2BBZ89fcCwSRQjhMENX9krWi193JLJh-2BjntSVE5fRaNvhSsAH6a87YdwOBa5iVqZx0xqNomEgF3XenTeQlXHaOrR76CrC1LaXivgYFYjFGaeCcFDaWJcLOTuB61rYeMo2O45cY3DT5vdevztnazDUMoRESBcK
 

Il giorno gio 2 apr 2020 alle ore 11:22 Chris Marshall <
chrismarshal...@gmail.com> ha scritto:

> Cheers
>
> On Wednesday, 1 April 2020, Tekano Bob  wrote:
>
>> this is doing the rounds at the moment..
>> https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDE9PDHSS2Lk0q2GR4VOwyfdVlg-2BWADM9BRhDjn69CINKS4tcTX9t5H91kpiXuQEBpNhCdH7Z89vb1Xh6MpAcTTMe2mtC6pEV4bioqtGxILk7Dwf12Pp53-2FI9QfXBdJr08gPBOKJuIoLNMI1NyK3Vl65J4XNeM9OPemH-2FNj-2F55uwq-2BLqsDY7WmLcYglRuZB4H-2FMQ-2FB3sHp-2F5Hxso6H710zyGDk-2BHud18TJw9Zs0wr-2Bmz7iFT4eiDX7y-2FdBTedCxj6vaq5sz4qVtvKObWRjnQpCqQIpkgjPorx51I-2B-2FLqsZEtlELcjvoDIBoP8tnUf8LATS-2BPgygyyWqOjvUSG7-2FcPjXgn0BEOALWjsZTgkfTIsV28-3Do6bl_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fT7oy-2BpEc547-2F1t384KyKQ6u9ELMW-2Fl8cdTS576nP00kQ6xvBab-2FLyhNbSWUvGAIbTQxz4BdGUGqLvOKCrUw74uZYPqxWP1wlOA48cJK-2F94V3sYq6OiUJ-2Bww48Aqy0CQoMmFqYG47dhpYJCcQhC2pSm6VXRXlX9-2FhUTt4zBiicHi3Z1yUjSa-2Bk4MHtR5D-2B5zrr4g0X33BMkgJ0QwuMVxakA
>>  
>> 
>>
>>
>
> --
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> 

Re: The Softimage mailing list

2019-11-17 Thread Enter Reality
Hi all,
I would like to thank all of you that contribute to extending my knowledge
of XSI and showcasing some of the cool stuff I've seen around, so thank you
beautiful people :D

As for me, I've joined the dark side and switched to Maya, and beside
hating all the constant crashes and all its fault, I also learned a bit of
MEL scripting and developed some advanced stuff for character rigging, so
this is a huge plus in my bookbut still hating every second :D

It'll be nice to still get in contact, say using Linkedin, so that people
can still see what they're doing and stay in contact.

Has been a really fun ride, my heart is still with XSI, so long fellas!

Nicolas

Il giorno lun 18 nov 2019 alle ore 02:21 Alan Fregtman <
alan.fregt...@gmail.com> ha scritto:

> Hi all! 
>
> I've barely said a word since the EOL, but I made many friends back in the
> day. I helped many and many helped me back when I was in need. You are a
> bunch of wonderful people and while I don't make a living with XSI anymore,
> I don't regret choosing to start my career with it. <3
>
> I also have to tip my virtual hat to Raffaele, whom I met here, for his
> "Python for XSI TDs" intro course that was the beginning of my falling in
> love with the Python language. After my professional XSI days ran out, I
> decided to pivot to a fulltime *Pipeline Developer* role and it's been
> really fun so far. (You might even say.. *out of this world
>   >*
> .)
>
>
> On Thu, Nov 14, 2019 at 7:17 AM Mirko Jankovic <
> mirko.yanko...@protonmail.com> wrote:
>
>> For you still alive SI guys, I'm stil happy to help out when needed with
>> a small render farm of mine and redshift. It is idle between my projects so
>> happy to help out with some gpu muscles, guess it is hard to find some SI
>> support around lately.
>> Keep SI alive, f AD! ;)
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: The Maya Chronicles - or how retarded that software is...

2018-04-06 Thread Enter Reality
I'm still completely amazed about how many crashes there will be in a
single session...I mean...especially during weight paint...its to a point
that is almost funny to me.
Now I'm using a technique I used while playing Tomb Raider on PC long time
ago, meaning that instead of the F5 quicksave, I just Ctrl+s every 5-10
minutes, but sometimes I still forgot to do that, and I loose 20-30 minutes
of work, because the crashes happen that often.

I still rely on Maya for rigging and now also modeling, but its a real
nightmare every time I open Maya

2018-03-31 14:48 GMT+02:00 Ben Barker :

> This thread is hilarious.
> I just wanted to say that if you are having really bad scene load times in
> Maya and it's not file I/O (perhaps from references) then it's often long
> init times for certain nodes. Thinking of the wrap deformer specifically.
> Wraps init on scene load and they can be terrible on dense meshes. It was
> so bad on one scene at Blizzard that Cameron Chrisman completely rewrote a
> wrap deformer that stored the bind information in an attribute instead. Our
> scenes were 1GB but they loaded fast. We still had to eat the long bind
> time but only once.
>
> You can try decreasing wrap distance to as small as possible as a
> workaround or even go low res->bones riding on surface -> skin deformer or
> some other such hackery. Maya.
>
> On Fri, Mar 30, 2018 at 6:59 AM, Mirko Jankovic  > wrote:
>
>> - select, obj in the scene, move it, crash maya. repeat
>>
>> - try to got o time in timeline, wait a bit... crash.. repeat
>>
>> - press F, view port goes completely black. try on couple scenes and even
>> blank scene with cube.. same thing. see online that there are others with
>> same issue and you need ot reset all preferences.. do that and hope same
>> crap won;t happen again for who knows what reason.
>>
>> - waste half day waiting for relatively simple scene to even load... move
>> project to SSD... loading time identical as from NAS over network.. go back
>> to waiting and wasting time...
>>
>> - waste a week on stupid retarded errors in rendering, props disappearing
>> and appearing randomly in frames, render done but frames not written
>> out.,.. at the end reinstall maya from 2018.2 back to 2018. sort out some
>> of those things.. get back others ...
>>
>> I will never understand how people manage to complete anything in normal
>> time frame with this piece of crap.
>> Actually I do understand.. they never complete in time...
>>
>> On Thu, Mar 29, 2018 at 9:15 PM, Sven Constable > > wrote:
>>
>>> Ok, no teeths but decent knowledge of marketing. That guy is so spot on,
>>> it's kinda terrifiyng. lol
>>>
>>>
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Anto Matkovic
>>> *Sent:* Thursday, March 29, 2018 10:47 AM
>>> *To:* Official Softimage Users Mailing List.
>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=JCaop8x5W72Ds8vmq3LrQV0V7wmp-Oyq6-U7M3Nlv08=U4R5YSDC1kezop1RsXbPk4Kgvg_poRJvv1CNFH4klUE=
>>> 
>>> *Subject:* Re: The Maya Chronicles - or how retarded that software is...
>>>
>>>
>>>
>>> It always been like that. I think my first responsibility in 3d world
>>> could be described as ''hypershade boy'' :), it was a Maya class where I
>>> had to start earlier, to launch Mayas and Hypershade windows, so other
>>> students would be able to use them before end of class (or something like
>>> that). More or less, that 'position' is possible today.
>>>
>>>
>>>
>>> Anyway I heard great news, there is a new principal developer in Maya
>>> team, who already have experiences all over industry. While we don't know
>>> for details of his actual engagement, here's what he did for Microsoft and
>>> Valve:
>>>
>>>
>>>
>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3DKHG6fXEba0A=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=JCaop8x5W72Ds8vmq3LrQV0V7wmp-Oyq6-U7M3Nlv08=-v6XSS3IpOPTN_Fr20jnYYl6LzmxA-LiFaQLaPOdlic=
>>> 
>>>
>>> 

Re: OT: Virtual Reality RnD

2018-01-21 Thread Enter Reality
Thanks everyone!

@Francisco: I'm using 8 because I'm not using the Vive itself for head
tracking ( because of the cable I have limited range of movement ), so I
replaced it with a tracker.
Also I added 2 trackers fore the elbows, but I can also not use those if I
add props ( swords or general objects ), in order to also be able to have a
1:1 objects movement as well, which comes very handy for cutscenes.
I'm streaming everything into UE4, using it as a sort of recorder, and the
nice thing is that I can add specific features, like realtime adjustment of
the constraints for handling objects with 2 hands and other very usefull
stuff.

The Noitom gloves are an evolution of the gloves from the Perception Neuron
suit.
The principle is the same, but in order for the gloves to work by
themselves they use a Vive Tracker for each, which gave only the positional
data, while the rotation is given by the IMU sensor on the hand.
You also have a dongle, which ensure no lag at all.
For the setup I used ( IKinema + VR Gloves ) I basically get only the data
from the fingers, while everything else is driven by IKinema Orion.
If you're interested they will get preorders for the gloves starting next
week, so check the website ;)

I created a bit ago a custom setup in order to use just the Perception
Neuron gloves with the Vive Trackers, by also adding interactivity in VR (
grab, teleport, very similar to the video I posted ), but with these new
gloves the data is much more reliable, even if they do require
demagnetization once in a while ( especially if you wear them while working
using mouse and keyboard )

@Pierre: I know nothing about scripting, and coming from Softimage the
node-based logic setup is incredibly quick to use and to create prototypes.
Trust me, even if you don't exactly know how to create something at first,
the docs are quite good and there are tons of tutorials around for
everything ( not only gaming ), so chances are that if you want to develop
something withjout going nuts yuou'll be able to.
Also, Maya is still awfull :D


If anyone is interested I'll be soon offering the full body mocap solution
as a service, and I'm creating custom VR solution for the industry outside
gaming, so if you're interested feel free to contact me at
esposit...@enter-reality.it

If you have further questions let me know!

Cheers

Nicolas

2018-01-21 2:46 GMT+01:00 Pierre Schiller <activemotionpictu...@gmail.com>:

> OH MAN! Makes me want to run to UE4 again. But just like Maya, tends to be
> over excessively complex for finite and defined tasks.
> Regardless, I´m speechless over your demo. Breath taking!
> Cheers.
>
> On Sat, Jan 20, 2018 at 1:52 PM, Francisco Criado <malcriad...@gmail.com>
> wrote:
>
>> Nicolas, very nice work there! May i ask why are you using 8 vive
>> trackers? We are using 5 and we get full body tracking (without fingers).
>> By the way which is your opinion from Noitom gloves? We bought 3 years ago
>> their mocap solution and it was not good enough for production.
>> Cheers,
>> Francisco.
>>
>>
>> El 19 ene. 2018 12:04 p.m., "Morten Bartholdy" <x...@colorshopvfx.dk>
>> escribió:
>>
>> Pretty cool :)
>> Thanks for sharing :)
>>
>> Morten
>>
>>
>>
>> > Den 19. januar 2018 klokken 14:58 skrev Enter Reality <3dv...@gmail.com
>> >:
>> >
>> >
>> > Hi all,
>> >
>> > I've been experimenting quite a bit using the HTC Vive lately, and
>> Noitom
>> > was kind enough to sent me a pair of Hi5 VR Gloves.
>> >
>> > I recently got 8 Vive Trackers and I tested everything using IKinema
>> Orion
>> > for realtime motion capture inside the Unreal Engine 4, combined with
>> the
>> > VR gloves, in order to get full body motion capture ( fingers included )
>> > and I'm quite surprised by the results.
>> >
>> > Full Body Mocap with IKinema Orion and Noitom Hi5 VR Gloves
>> > <https://urldefense.proofpoint.com/v2/url?u=https-3A__www.yo
>> utube.com_watch-3Fv-3DHjdpJD4MLDc=DwIBaQ=76Q6Tcqc-t2x0ci
>> Wn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo
>> 9P0jVMsrMw7PFsA=qd9AFh1uervnsSEKULKsfSrQKdFFpZlQ_7JDQHcvAj
>> 8=orwm6HiHlge-w0eIY_-cZAz2mxdel1d95j2Bz7Epc38=>
>> >
>> > I've also done a bit of RnD using CAD models into UE4 and integrating
>> > gestures for the VR gloves, creating simulations and job training in VR.
>> >
>> > RnD Job Training and Welding Simulation
>> > <https://urldefense.proofpoint.com/v2/url?u=https-3A__www.yo
>> utube.com_watch-3Fv-3Doo1tK2JoymQ=DwIBaQ=76Q6Tcqc-t2x0ci
>> Wn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo
>> 9P0jVMsrMw7PFsA=qd9AFh1uervnsSEKULKsfSrQKd

OT: Virtual Reality RnD

2018-01-19 Thread Enter Reality
Hi all,

I've been experimenting quite a bit using the HTC Vive lately, and Noitom
was kind enough to sent me a pair of Hi5 VR Gloves.

I recently got 8 Vive Trackers and I tested everything using IKinema Orion
for realtime motion capture inside the Unreal Engine 4, combined with the
VR gloves, in order to get full body motion capture ( fingers included )
and I'm quite surprised by the results.

Full Body Mocap with IKinema Orion and Noitom Hi5 VR Gloves


I've also done a bit of RnD using CAD models into UE4 and integrating
gestures for the VR gloves, creating simulations and job training in VR.

RnD Job Training and Welding Simulation


If you have any questions or comment you're welcome :)

Cheers

Nicolas
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Re: Fabric engine is gone

2017-11-07 Thread Enter Reality
Just received the email, Lagoa is also gone

2017-11-02 22:53 GMT+01:00 Andreas Bystrom :

> "What's funny is, I interviewed with Weta and Dneg recently and they both
> asked me a lot about fabricengine (it occupied the majority of the
> interviews) and expressed their intentions to leverage it more.
> When this was announced, we had a meeting at Dneg.  It was like, "Crap,
> well, there goes a few years of invested time for our new system built
> around fabricEngine"
> Weta mentioned that they were tossing their in-house node based system
> they'd spent several years developing in favour of fabric."
>
> do you really think you should be posting something that was discussed
> during a private interview at these companies on a public forum like this?
>
>
> On Fri, Nov 3, 2017 at 10:34 AM, Michael Amasio 
> wrote:
>
>> What's funny is, I interviewed with Weta and Dneg recently and they both
>> asked me a lot about fabricengine (it occupied the majority of the
>> interviews) and expressed their intentions to leverage it more.
>>
>> When this was announced, we had a meeting at Dneg.  It was like, "Crap,
>> well, there goes a few years of invested time for our new system built
>> around fabricEngine"
>>
>> Weta mentioned that they were tossing their in-house node based system
>> they'd spent several years developing in favour of fabric.
>>
>> Really sad to see it go.  It looks like it needed just a few more years
>> to find it's footing.  I hope someone buys it and hires a few of the
>> developers to continue its progress.
>> Crap is anyone at Weta right now?  Are they buying it? Go rumors!!!
>>
>> I feel like the core team of Fabric was like "Here's what you want, you
>> just don't know it yet" and even though it was an uphill slog through the
>> mire, companies were just starting to be like, "Yeah, that is what we want".
>> If anything, I've seen real progress at a few places to start replacing
>> DCC's with standalone python inputs.
>> GUI's that gather the core information for things like rigging and CFX in
>> generic containers and then pass it to the DCC for actual execution.  I've
>> really enjoyed writing some stuff using USD and passing information between
>> Unreal and Clarisse and Maya.
>> Unreal isn't going anywhere and a lot of work I'm doing could potentially
>> leave the heavy lifting deformers for a product like Ziva.
>> I'm really hoping that the progress some people are making to have Unreal
>> operate as a legitimate animation package continues.  It's still a ways
>> off, but the potential is exciting and Unreal isn't running out of money
>> anytime soon.
>>
>> It's nice seeing people start to realize that Maya isn't the
>> here-all-end-all of necessity.
>> I personally couldn't be happier if it died a quick and extremely
>> unprofitable demise.
>>
>> I just spent the day rewriting very elegant ICE deformers into hacky Maya
>> versions. *frown*
>>
>> Anywho upwards and downwards!
>>
>>
>> On Oct 28, 2017 5:46 AM, "Jason S"  wrote:
>>
>>> I agree with everything you said..
>>>
>>> And I'm also saddened to see fabric close-up it's doors, especially in
>>> this already diversity deprived environment.
>>> & all the best to the FE team!
>>>
>>> On 10/27/17 17:59, Jonathan Moore wrote:
>>>
>>> MPC and PSYOP output some great work with Fabric Engine but in the end I
>>> always felt it was too narrowly aimed at senior TD's with plenty of
>>> programming experience. The success of ICE was fuelled by the compounds
>>> that acted as a gateway drug to the inner workings. I thought maybe that
>>> Kraken would develop into that gateway drug, but after seeing experienced
>>> riggers feeling out of their comfort zone, soon realised it wasn't to be.
>>>
>>> When Eric Mootz joined the team I thought maybe that would bring about
>>> tools for technically minded artists who weren't necessarily TD's.
>>>
>>> Whatever the reasons I feel for the FE team after all their hard
>>> efforts. But I feel as one door closes others will open for them, folk with
>>> that much talent don't remain jobless for long.
>>>
>>>
>>> On 10/28/17 5:19, Michael Amasio wrote:
>>>
>>> That's too bad.
>>> This is rough market.  There's not much money in developing better
>>> solutions.  I guess we'll ride out our DCC's with ancient architecture, and
>>> wait till one of us becomes a billionaire and funds something cutting edge.
>>> I'd love to here more of the story of what happened from some of the
>>> developers.
>>>
>>> Guess I'll finally follow you to Houdini, Oliver.
>>>
>>> On Oct 28, 2017 12:31 AM, "Olivier Jeannel" 
>>> wrote:
>>>
 https://urldefense.proofpoint.com/v2/url?u=http-3A__fabricengine.com=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=DQVtEvfYvDtCkjAh3x9SikGVVoC1XeyMDNC48ARnE90=pQYYjIFjH5pIuJVYEsBAM_sVz8O1jrzurgmVF-QTWrQ=
 

Re: Softimage - not going away...

2017-10-26 Thread Enter Reality
For technical reasons I had to switch to Maya, but I'm still pretty bad
with modeling ( tools looks like a plugin on top of a plugin on top of
another plugin ), and for animation I switched to Motion Builders, since
all the characters I'm working on are humans with a pretty standard rig (
except for the facial rig, which is done by Morph targets ).

I still rely on XSI for modeling and fast prototyping in general, but due
to the projects I'm working on I basically switched to Unreal Engine 4 for
animation and simulations, also having custom version of the engine
combined with the nVidia technology ( VXGI and Flex above all ), so I've
transfered the little ICE knowledge I had by using the Blueprint system in
UE4, and oh my, I'm creating some neat stuff there using a very intuitive
workflow.

UE4 won't replace XSI or any kind of modeling DCC any time soon, but the
XSI+UE4 combination allows me to use Maya as little as possible, because
I'm sick of all the crashes ( both on standard and Lite version ) and
overall workflow.

2017-10-26 17:07 GMT+02:00 Morten Bartholdy :

> Houdini is still to technical to even start using. Blender I have actually
> looked at and it doesn't look half as bad as Maya, but it also very much
> depends on where you are working or aspire to work.
>
> Maya is a ticket to work in most places these days I guess, but it is also
> certain to drive you mad, and hate going to work everyday.
>
> Honestly I would love to work with Houdini, and might even sit down and
> try and learn it some day, but it is still damn hard to start using, so
> downtime is considerable.
>
> MB
>
>
>
> > Den 25. oktober 2017 klokken 14:53 skrev Gerbrand Nel  >:
> >
> >
> >
> > > I read the stories by people who had the bad fortune to have to learn
> Maya earlier and I have to say everything they wrote is true and then some.
> After 3 months+ of everyday Maya punishment I actually only like some
> modeling tools and being able to see layered textures in the viewport - the
> rest is a horrible mess. And our Maya artists are blissfully oblivious to
> how much easier their lives could have been if things had been different.
> > >
> > >
> > > Morten
> >
> > If you read on, the story splits.
> > Kinda like a "choose your own adventure"
> > Some people choose Maya, and THEY DIE
> > Others choose NOT-Maya and live.
> > Honestly I would rather use bryce and poser.
> > Why not Houdini or Blender, Morten?
> > G
> >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
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Re: super OT : unreal or unity

2017-07-03 Thread Enter Reality
The main difference for me is the very script-related workflow which comes
with Unity...my knowledge of scripting is pretty much zero, so the use of
Unreal is my only option...and I was amazed how quickly I was able to
create prototypes using Blueprints, and coming from Softimage I was used to
that workflow.

Currently I'm still able to develop complex projects using Blueprints only,
especially for VR projects, which makes the perfect solution for me.

2017-07-03 10:46 GMT+02:00 Gerbrand Nel :

> I tried both.
> To me Unity felt like the maya of game dev.
> Too much scripting for my dumb-ass.
> Unreal has blueprints, and you can use allot of ICE and VOP logic in there.
> For me its Unreal all the way.
> G
>
>
> On 2017/07/01 10:27 PM, Olivier Jeannel wrote:
>
> Hi guys,
>
> The work is very calm these days, I'm having a vague desire to have a look
> at game engines.
> I think I have this old fantasma of working on a video game is coming to
> visit me again...
>
>
> I have started a beautiful shooter space tutorial on unity, I'm starting
> to see my limit with the C-sharp language. This is a all new unknown area
> to learn, and while I'm not completly lost, I'm wondering if this is worth
> learning...
> On the other hand I've heard about Unreal, and well, I'm not sure which
> one is the best.
>
> Does any of you have an advice or an opinion ?
>
>
> Thank's !
>
>
> 
>  Virus-free.
> www.avg.com
> 
> <#m_7082543941157275689_DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2>
>
>
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Re: CAD files from rhino

2017-06-09 Thread Enter Reality
Guys, I've been dealing a lot with CAD files lately, one of the most
plug solution is to export the file from you CAD software ( I usually
use JT ) and import everything into SimLab and from there export in
FBX...its surprisingly fast and I never had export problems, except for CAD
files using Nurbs surfaces, but I haven't tested Rhino yet, so you can give
it a try with the 14 days trial.

2017-06-09 8:03 GMT+02:00 Olivier Jeannel :

> while looking for a definition of non-manifold vertices, I found this.
> http://3dprintingninja.blogspot.fr/2014/12/non-manifolds-automatic-fixing-
> methods.html
> no idea if its worthy.
> I would try the houdini way, I'm sure there's a sop somewhere that has a
> function to solve this...
>
>
> 2017-06-09 1:59 GMT+02:00 Eugene Flormata :
>
>> ahh, yeah I've been trying to fix it in maya at the moment.
>> it keeps deleting faces and messing up the normals
>> so i tried it in rhino, it didn't delete faces as much as just mess up
>> the normals
>> was hoping there would be way to avoid manual cleanup
>>
>> On Thu, Jun 8, 2017 at 3:45 PM, Graham Bell  wrote:
>>
>>> If you’re exporting the data as a STEP or JT file, then once it’s been
>>> meshed then it’s probably better to fix that mesh in Max/Maya/whatever. Not
>>> much point going back to Rhino, although sometimes though mesh normal
>>> appear fixed, they’ve shown up in renders and we’ve had to go back to Rhino.
>>>
>>>
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eugene Flormata
>>> *Sent:* 08 June 2017 23:29
>>> *To:* Official Softimage Users Mailing List.
>>> https://groups.google.com/forum/#!forum/xsi_list <
>>> softimage@listproc.autodesk.com>
>>> *Subject:* Re: CAD files from rhino
>>>
>>>
>>>
>>> yeah it's a step file
>>>
>>> whoops, I'm exporting out to polymesh, fbx. from a step file.
>>> even if I re-import the mesh back into rhino, and try to clean the
>>> non-manifold vertices the mesh normals get all messed up
>>>
>>> On Thu, Jun 8, 2017 at 3:26 PM, Graham Bell  wrote:
>>>
>>> STEP file or maybe a JT file?
>>>
>>>
>>>
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Re: OTish - Soft2Maya transition list

2017-05-31 Thread Enter Reality
After 3 years here is my situation:

- Modeling: Trying with Maya, fuck it, use Softimage
- Animation: some good tools, but overall the flexibility of Sofimage still
is a strong advantage point
- Rigging: Surprisingly I feel more comfortable with constraints in Maya
then Soft, and overall ( using the ART toolkit in order to build characters
for the Unreal Engine 4 ) the entire process is quite good...when it comes
to skinning, the rule "Fuck it, export to Soft then import the finished
product in Maya" still wins
- Texturing/shading: Jesus...it's a mess
- Rendering: almost gave up

Overall I still rely on Soft A LOT almost every day

I feel your pain Morten, but I honestly don't even want to join another
mailing list where all the answers are "You need to code that"

On youtube you an still find the videos made by Autodesk about the
transition Soft to Maya

2017-05-31 14:45 GMT+02:00 Morten Bartholdy :

> I seem to have seen someone mentioning it here in the past, but can't
> remember. Is there a Maya userlist somewhere, hopefully as helpful as this
> one, or perhaps a forum for suffering Soft2Maya transitioners like myself?
>
> And what a godawful piece of shit software that is!
>
> Thanks.
>
> Morten
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Road to Realtime-Rendering - Unreal Engine 4 @GDC

2017-03-02 Thread Enter Reality
Yesterday at GDC Epic Games presented some of the innovating way the Unreal
Engine 4 has been used in many different ways, creating many different
solutions for both gaming and non-gaming projects, including realtime
Automotive ads, movies and so on.

Especially behind CG in movies, the general idea is to have a realtime
visual feedback on characters and environments, in order to drastically
reduce the production pipeline workflow, allowing the artists to see the
results in realtime.

Since lots of you works in the industry ( ads, movies ), what you think
about this?

This kind of interactive feedback and development is something you wish to
try ( or you already developed a similar solution )?

Epic Games @GDC 2017 
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Re: OT: Wireless VR 2.0

2016-12-21 Thread Enter Reality
@Gerbrand: I've been working with the Vive for 2 months now and since we
received the VR Backpack, right now there's no really need for the wireless
setup they released...it's impressive that they are able to sell an addon
like that for that price, but I think I'll just wait for the Vive 2.0.

I've worked a bit with Kinect, but its so frustrating that I gave up after
a while...nice try, but a pain to work with.

Someone on the UE4 forum is creating an IK puppet to control with the Vive
controllers, which is a good alternative to have a full body mocap.
In theory I could setup both Vive and Mocap suit together, so that the
controllers will act as IK while the rest of the body moves following the
movement from the suit itself, but right now is not priority 1 for me.

@Mirko: To be honest the "virtual walls" while using only the suit is
something which I'll probably develop in short time, since its just a
matter of getting the playing area, get the player location and position
the walls accordingly, nothing super-complicated ;)

Anyway guys starting next year I'll go full VR, mostly related to
non-gaming setups, and in short time I'll release more tech demo, showing
the use of VR within working environments, so if you're interested in those
solutions feel free to contact me

Cheers

Nicolas

2016-12-22 7:57 GMT+01:00 Mirko Jankovic :

> Nice, guess we are slowly getting there. Only issue is that content will
> have to be planed with size of rooms in mind :)
> Can't go wondering off or hitting something :)
> Thanks for sharing
>
>
>
>
> --
> Mirko Jankovic
> *http://www.cgfolio.com/mirko-jankovic
> *
>
> Need to find freelancers fast?
> www.cgfolio.com
>
> Need some help with rendering an Redshift project?
> http://www.gpuoven.com/
> ᐧ
>
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Re: OT: Wireless VR 2.0

2016-12-21 Thread Enter Reality
Hi guys,

@Adam: While wearing the DK2 you can clearly see the full body in motion;
due to the fact that the MSI VR One is a bit tricky to use, nVidia
Shadowplay ( or any other screen grabbing software ) won't record if a
monitor is not plugged in, the video shows the non-VR-output from UE4,
which makes the view different then in VR.

In reality the full body is there, the tracking is applied to the entire
body ( fingers included ) and use the same gyroscope which also Xsenss uses.

For technical reason I didn't include any other feature that I'm
developing, one of which is the instant recalibration of the suit using UE4
tools ( mostly due to the fact that standard suit calibration is not that
accurate, especially on the hands ), and hand gestures to handle various
operations ( open menus, teleport, switch command, and so on ).

The video is mostly game related ( that's what the cool kids do these days
:D ) but the main reason why I developed this system is to be used in
working environments, similar to what Fabric Engine is aiming towards.

Hopefully I'll release another video in a month or so to show off those
added features and also include those features that I'm developing.

Cheers

Nicolas

2016-12-21 21:06 GMT+01:00 Adam Sale <adamfs...@gmail.com>:

> That is very impressive. I see you have connections for full body MOCap,
> but didn`t see legs or body presence in the video. I did see arms and hands
> later in the video. Is there a reason, the full body avatar is absent.
> Still a work in progress I imagine.
>
> Very cool though. I am trying the same thing at the moment, though with
> XSens, and Vive / Oculus. Tethering is a pain..
>
> On Wed, Dec 21, 2016 at 7:05 AM, Gerbrand Nel <nagv...@gmail.com> wrote:
>
>> most impressive!!!
>>
>>
>> On 2016/12/21 4:23 PM, Enter Reality wrote:
>>
>> Hi guys,
>>
>> Sorry for a bit of OT on the list, I just wanted to share what I've been
>> working on during the last couple of months.
>>
>> In short, the setup I created allow for a 100% wireless solution for VR
>> visualization and interactivity very different from what Oculus Rift and
>> HTC Vive offers right now.
>>
>> The entire setup has been created in order to be used in working
>> environments ( ArchViz, Job training, Interactive movies, simulations,
>> workplace security and so on... )
>>
>> Enjoy!
>>
>>
>> Wireless VR 2.0 <https://www.youtube.com/watch?v=uYVKaVfAkP0>
>>
>> Cheers
>>
>> Nicolas
>>
>>
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>> "unsubscribe" in the subject, and reply to confirm.
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>>
>>
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OT: Wireless VR 2.0

2016-12-21 Thread Enter Reality
Hi guys,

Sorry for a bit of OT on the list, I just wanted to share what I've been
working on during the last couple of months.

In short, the setup I created allow for a 100% wireless solution for VR
visualization and interactivity very different from what Oculus Rift and
HTC Vive offers right now.

The entire setup has been created in order to be used in working
environments ( ArchViz, Job training, Interactive movies, simulations,
workplace security and so on... )

Enjoy!


Wireless VR 2.0 

Cheers

Nicolas
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Re: Warcraft Creating The Horde

2016-11-17 Thread Enter Reality
Congrats guys, really impressive work!

2016-11-18 1:57 GMT+01:00 Ahmidou Lyazidi :

> You'll have to ask them :) we at Hybride had our own workflow totally
> separated from ILM.
>
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> http://www.cappuccino-films.com
>
> 2016-11-17 18:37 GMT-05:00 Sebastien Sterling <
> sebastien.sterl...@gmail.com>:
>
>> What did ILM think of fabric ?
>>
>> On 17 Nov 2016 23:49, "Eric Thivierge"  wrote:
>>
>>> Updated video link:
>>> https://www.youtube.com/watch?v=Zm_FWIfTjFQ=youtu.be=1s
>>>
>>> 
>>> Eric Thivierge
>>> http://www.ethivierge.com
>>>
>>> On Thu, Nov 17, 2016 at 5:41 PM, Pierre Schiller <
>>> activemotionpictu...@gmail.com> wrote:
>>>
 Guys the video was removed, I didn´t get the chance to check it out. I
 shared it this morning and now the link is down by user. Could anyone
 please confirm?
 Is it a thing of not giving exposure to FE? or Softimage???

 :( I mean halloween is over, this is no trick or treat time :(



 On Thu, Nov 17, 2016 at 2:59 PM, Marc-Andre Carbonneau <
 marc-andre.carbonn...@ubisoft.com> wrote:

> GO HYBRIDE!
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Thivierge
> *Sent:* November-17-16 10:57 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Warcraft Creating The Horde
>
>
>
> Hey all,
>
>
>
> This new video from ILM has a few clips and information about the work
> we did on Warcraft at Hybride. We used Softimage and Fabric Engine to make
> the crowds. Was a great project to work on and just as great of a 
> challenge
> too.
>
> https://www.youtube.com/watch?v=C0MRBrJlvkQ
> Hybride crowds around 3:30
>
>
>
> Cheers,
>
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
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 --
 Portfolio 2013 
 Cinema & TV production
 Video Reel 

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>>>
>>>
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Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-06 Thread Enter Reality
Hey Adam,

Thanks for the tips on Xsens

I did some further tests and I was blown away by the results...basically
I'm using the same smartphone I'm using as a VR device ( S7 Edge ) as a
router wifi using 4g, and the latency between the real movement and the VR
movement has been reduced by a lot! It's like being connected with the USB
cable and the feedback is truly amazing!

So instead of carrying around my tower pc, the router and so on currently I
can bring just the laptop and that's it!

I'm quite sure that, in order to demonstrate the lag, a First Person
Shooter demo can be done just for playtesting, but what comes next will be
the real challenge for me ( NDA at the moment, but I'll probably share
something during the next couple of weeks )

Perception Neuron does not support multi-level and the setup is a bit time
consuming, but overall I'm very satisfied with the results...also
considering that this is a side project I'm developing and I was able to
have a wireless experience without using expensive tech or optical tracking.

Nicolas

2016-08-05 23:17 GMT+02:00 Adam Sale <adamfs...@gmail.com>:

> Hi again Nicolas. I haven't had the chance to test on a fast desktop yet,
> was running the suit off of a Surface Pro 3 for an overseas job I just had.
>
> There was some slight delay in dealing with MVN studio and Motionbuilder
> realtime. Again, I want to test with the vive on a higher end machine to be
> able to truly comment. I don't think the latency was as bad as what I saw
> in your video, bit it was still there. I will be back at work in the next
> couple of weeks and do some more tests then. Will post back in this thread.
>
> One thing I like with the XSens, is how quick it is to setup. Doesn't lose
> calibration easily, unless there is significant magnetic interference.
> There is a debug mode where you can find the 'zones' where the tracking
> breaks down.
>
> The multi level feature is one of the best features of the XSens suit.
> I've been able to do climb three level homes with the laptop in the
> basement, and still get exceptional tracking. Using the terrain around us
> is such a big plus with these kinds of suits.
>
> Adam
>
> On Thu, Aug 4, 2016 at 11:35 PM, Enter Reality <3dv...@gmail.com> wrote:
>
>> Hi Adam!
>>
>> Based on your tests with the Xsens suit, is the streaming of the mocap
>> data almost realtime or there is a delay similar to the one you see in my
>> video?
>> I know that they work using similar IMU-based sensors, but since the
>> price difference between them is alsmot 1 to 10 I was thinking to do the
>> upgrade in a couple of months, but if I have the same delay I'll stick with
>> the one I own :)
>>
>> 2016-08-04 23:49 GMT+02:00 Adam Sale <adamfs...@gmail.com>:
>>
>>> That's very cool, Nicolas. We've been building up our hardware assets
>>> for just this kind of thing. I'm excited to test out Xsens and the Vive
>>> with Unity or Unreal. Thanks for sharing!
>>>
>>> Adam
>>>
>>> On Thu, Aug 4, 2016 at 1:47 PM, Fabricio Chamon <xsiml...@gmail.com>
>>> wrote:
>>>
>>>> ok thanks a lot for the deep explanation Nicolas.. All I need is a
>>>> quick way to get acceptable mocap results to feed into my own crowd
>>>> workflow. >From your description it seems that after some trial and error
>>>> one is able to get it going and produce some decent animations. For the
>>>> price maybe it's worth a try,
>>>> thanks again.
>>>>
>>>> 2016-08-04 11:19 GMT-03:00 Enter Reality <3dv...@gmail.com>:
>>>>
>>>>> Hi Fabricio,
>>>>>
>>>>> If you take a look at the forum there are quite a lot of people
>>>>> complaining about lots of stuff, but it's also true that with 1500$ you
>>>>> won't get a super-professional product, even if I can say that the money I
>>>>> spent were well spent ( I backed the kickstarter campaign and got 2 of 
>>>>> them
>>>>> for a total of 1000$ )
>>>>>
>>>>> In general the suit works pretty good and I have been working with it
>>>>> since January...in order to speed up the recording and to put the 
>>>>> animation
>>>>> onto a character I created my own pipeline which right now allows me to
>>>>> record and process the animations in very short time.
>>>>>
>>>>> The time consuming part is at the beginning when you're start testing
>>>>> the entire setup ( lots of things can go wrong and will probably go wrong 
>>>>> )
>>>>> The cal

Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-05 Thread Enter Reality
Hi Adam!

Based on your tests with the Xsens suit, is the streaming of the mocap data
almost realtime or there is a delay similar to the one you see in my video?
I know that they work using similar IMU-based sensors, but since the price
difference between them is alsmot 1 to 10 I was thinking to do the upgrade
in a couple of months, but if I have the same delay I'll stick with the one
I own :)

2016-08-04 23:49 GMT+02:00 Adam Sale <adamfs...@gmail.com>:

> That's very cool, Nicolas. We've been building up our hardware assets for
> just this kind of thing. I'm excited to test out Xsens and the Vive with
> Unity or Unreal. Thanks for sharing!
>
> Adam
>
> On Thu, Aug 4, 2016 at 1:47 PM, Fabricio Chamon <xsiml...@gmail.com>
> wrote:
>
>> ok thanks a lot for the deep explanation Nicolas.. All I need is a quick
>> way to get acceptable mocap results to feed into my own crowd workflow.
>> >From your description it seems that after some trial and error one is able
>> to get it going and produce some decent animations. For the price maybe
>> it's worth a try,
>> thanks again.
>>
>> 2016-08-04 11:19 GMT-03:00 Enter Reality <3dv...@gmail.com>:
>>
>>> Hi Fabricio,
>>>
>>> If you take a look at the forum there are quite a lot of people
>>> complaining about lots of stuff, but it's also true that with 1500$ you
>>> won't get a super-professional product, even if I can say that the money I
>>> spent were well spent ( I backed the kickstarter campaign and got 2 of them
>>> for a total of 1000$ )
>>>
>>> In general the suit works pretty good and I have been working with it
>>> since January...in order to speed up the recording and to put the animation
>>> onto a character I created my own pipeline which right now allows me to
>>> record and process the animations in very short time.
>>>
>>> The time consuming part is at the beginning when you're start testing
>>> the entire setup ( lots of things can go wrong and will probably go wrong )
>>> The calibration itself ( if followed properly ) gives good results, but
>>> the actual "virtual puppet" which is rapresented isn't a 1:1 copy of you,
>>> since you can choose only the height of the character, nothing else.
>>> Since it's a IMU based mocap suit there are issues when you try to clap
>>> or you two-hand a sword for example, but this is something which can be
>>> easily adjusted later inside Maya/MoBu.
>>>
>>> You can use two methods to record animation: via USB or via Wifi
>>> USB works every time and it takes 1 second to be connected, while Wifi
>>> connection is ( most of the time ) completely random, so sometimes you're
>>> connected in 10 seconds while sometimes it takes up to 5 minutes...the
>>> developers themself are not sure why this is happening, which is great :D
>>>
>>> Once you're connected the only thing you need to take care of is to be
>>> away from magnetic source ( mobile phones, pc, and so on ).
>>> The software used to record the animation allows for some tweaking (
>>> hips fixed in place, smoothing and so on ) and in general it works quite
>>> good, also considering that there are dedicated plugins for UE4, Unity,
>>> Motion Builder and iClone.
>>> Since January the sensors got magnetized last week, but that happended
>>> because I constantly worked with my mobile phone in my hands or very close
>>> to them, so I'm experiencing some drifting while recording...to demagnetize
>>> you have to re-calibrate the sensors, which is a bit time consuming, but in
>>> 20 minutes you're done.
>>>
>>> Overall I think that 1500$ for this suit are worthed if you don't need a
>>> super-high mocap suit, this is a very good solution for hobbyst but also
>>> for those who wants to create their own animation rather then paying
>>> someone else and probably giving away the amount of 4 suits.
>>> The tech issues are there, but it also depends on your setup.
>>> With my tower pc the wifi streaming works great, with my laptop the suit
>>> is not recognized, so if I need to record long animations in a large space
>>> I need to move my tower pc ( and everything else ) outside, which is a bit
>>> annoying but doable.
>>>
>>> Nicolas
>>>
>>> 2016-08-04 15:48 GMT+02:00 Fabricio Chamon <xsiml...@gmail.com>:
>>>
>>>> Hey Nicolas, very nice! I'm particularly interested in the mocap suit.
>>>> Does it work well? How is the setup/calibration time? Any pros/cons?

Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-04 Thread Enter Reality
Hi Fabricio,

If you take a look at the forum there are quite a lot of people complaining
about lots of stuff, but it's also true that with 1500$ you won't get a
super-professional product, even if I can say that the money I spent were
well spent ( I backed the kickstarter campaign and got 2 of them for a
total of 1000$ )

In general the suit works pretty good and I have been working with it since
January...in order to speed up the recording and to put the animation onto
a character I created my own pipeline which right now allows me to record
and process the animations in very short time.

The time consuming part is at the beginning when you're start testing the
entire setup ( lots of things can go wrong and will probably go wrong )
The calibration itself ( if followed properly ) gives good results, but the
actual "virtual puppet" which is rapresented isn't a 1:1 copy of you, since
you can choose only the height of the character, nothing else.
Since it's a IMU based mocap suit there are issues when you try to clap or
you two-hand a sword for example, but this is something which can be easily
adjusted later inside Maya/MoBu.

You can use two methods to record animation: via USB or via Wifi
USB works every time and it takes 1 second to be connected, while Wifi
connection is ( most of the time ) completely random, so sometimes you're
connected in 10 seconds while sometimes it takes up to 5 minutes...the
developers themself are not sure why this is happening, which is great :D

Once you're connected the only thing you need to take care of is to be away
from magnetic source ( mobile phones, pc, and so on ).
The software used to record the animation allows for some tweaking ( hips
fixed in place, smoothing and so on ) and in general it works quite good,
also considering that there are dedicated plugins for UE4, Unity, Motion
Builder and iClone.
Since January the sensors got magnetized last week, but that happended
because I constantly worked with my mobile phone in my hands or very close
to them, so I'm experiencing some drifting while recording...to demagnetize
you have to re-calibrate the sensors, which is a bit time consuming, but in
20 minutes you're done.

Overall I think that 1500$ for this suit are worthed if you don't need a
super-high mocap suit, this is a very good solution for hobbyst but also
for those who wants to create their own animation rather then paying
someone else and probably giving away the amount of 4 suits.
The tech issues are there, but it also depends on your setup.
With my tower pc the wifi streaming works great, with my laptop the suit is
not recognized, so if I need to record long animations in a large space I
need to move my tower pc ( and everything else ) outside, which is a bit
annoying but doable.

Nicolas

2016-08-04 15:48 GMT+02:00 Fabricio Chamon <xsiml...@gmail.com>:

> Hey Nicolas, very nice! I'm particularly interested in the mocap suit.
> Does it work well? How is the setup/calibration time? Any pros/cons? I can
> see in the perception neuron website that you have to be extremely carefull
> with your calibration or the system really will not work good enough. How
> is your experience with that?
>
> Thanks for sharing, nice experiment!
>
>
> Em quinta-feira, 4 de agosto de 2016, Enter Reality <3dv...@gmail.com>
> escreveu:
>
>> Yep, I couldn't find a good enough sword so I put that in :D
>>
>> Possibly during the weekend I'll updated the scene with a multi-level
>> environment ( which helps a lot with the ridiculous restriction on mobile )
>> and maybe turn it into a game, but I doubt it ( single person development
>> with zero programming knowledge ), but I'm curious to see how other people
>> will use this setup
>>
>> 2016-08-04 13:00 GMT+02:00 Sebastien Sterling <
>> sebastien.sterl...@gmail.com>:
>>
>>> Is that Artoria's sword :P
>>>
>>> On 4 August 2016 at 12:39, Olivier Jeannel <facialdel...@gmail.com>
>>> wrote:
>>>
>>>> Super ! Please keep us posted, very inspirating !
>>>>
>>>> On Thu, Aug 4, 2016 at 11:54 AM, Enter Reality <3dv...@gmail.com>
>>>> wrote:
>>>>
>>>>> Hi guys,
>>>>>
>>>>> I just want to share one of the projects I'm developing using the
>>>>> GearVR and a mocap suit.
>>>>>
>>>>> In short I'm walking inside a VR environment using the mocap suit to
>>>>> walk around and interact with the environment
>>>>>
>>>>> GearVR Test Demo <https://www.youtube.com/watch?v=-4IOA9VjxKc>
>>>>>
>>>>> I'm using a Samsung Galaxy S7 Edge and the Noitom Perception Neuron
>>>>> Suit, and all the data is sent to the smartphone via Wifi...a bi

Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-04 Thread Enter Reality
Yep, I couldn't find a good enough sword so I put that in :D

Possibly during the weekend I'll updated the scene with a multi-level
environment ( which helps a lot with the ridiculous restriction on mobile )
and maybe turn it into a game, but I doubt it ( single person development
with zero programming knowledge ), but I'm curious to see how other people
will use this setup

2016-08-04 13:00 GMT+02:00 Sebastien Sterling <sebastien.sterl...@gmail.com>
:

> Is that Artoria's sword :P
>
> On 4 August 2016 at 12:39, Olivier Jeannel <facialdel...@gmail.com> wrote:
>
>> Super ! Please keep us posted, very inspirating !
>>
>> On Thu, Aug 4, 2016 at 11:54 AM, Enter Reality <3dv...@gmail.com> wrote:
>>
>>> Hi guys,
>>>
>>> I just want to share one of the projects I'm developing using the GearVR
>>> and a mocap suit.
>>>
>>> In short I'm walking inside a VR environment using the mocap suit to
>>> walk around and interact with the environment
>>>
>>> GearVR Test Demo <https://www.youtube.com/watch?v=-4IOA9VjxKc>
>>>
>>> I'm using a Samsung Galaxy S7 Edge and the Noitom Perception Neuron
>>> Suit, and all the data is sent to the smartphone via Wifi...a bit laggy,
>>> but considenring the setup I'm quite satisfied by the results.
>>>
>>> I've shared the entire project on the UE4 forum
>>> <https://forums.unrealengine.com/showthread.php?119165-Perception-Neuron-Dark-Souls(ish)-Test-Demo-Full-Body-VR-(-Downloadable-project!-)>
>>> if someone want to test the scene
>>>
>>> The video shows just a very simple environment, but future updates will
>>> include more content and features.
>>>
>>> I'm not planning to focus on games using this setup, but I guess that
>>> this is a good way to show everyone what I'm doing.
>>>
>>> Best Regards
>>>
>>> Nicolas Esposito
>>>
>>> --
>>> Softimage Mailing List.
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: Kraken 1.2 Released!

2016-06-24 Thread Enter Reality
Eric,

There are/will be specific features for the Unreal Engine on the way?

I'm really curious to see what you're planning :)

2016-06-24 4:08 GMT+02:00 Greg Punchatz :

> Great news!!! The weighting bit for the future has me intrigued.
>
> Secretly I hope that Kraken and fabric end up being a full felged
> character animation app. We need a program that is to animation and rigging
> what Zbrush was to modeling...
>
>
>
> On Thursday, June 23, 2016, Eric Thivierge  wrote:
>
>> Hey Sebastien,
>>
>> We'll be tackling geometry deformation in our 1.4 release where we will
>> be integrating the work Phil Taylor did with the Rigging Toolbox. With that
>> we'll also be providing tools for exporting geometry + skin weights to
>> Alembic and maybe some other tools for painting skin weights in a Fabric
>> tool.
>>
>> Keep an eye on the Github Issues page of Kraken for all the issues we're
>> working on and the milestones they are slated for.
>> https://github.com/fabric-engine/Kraken/milestones
>>
>> Best,
>> Eric T.
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>> On Thu, Jun 23, 2016 at 7:43 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Re-Release the Kraken !!! looking Cool Eric ;).
>>>
>>> Is it possible to skin or paint weight maps in Kraken, or Fabric engine
>>> ? and then pipe them back into other apps, is there a ui for this?
>>>
>>>
>>>
>>> On 23 June 2016 at 23:57, Eric Thivierge  wrote:
>>>
 Hi everyone,

 I just wanted to share that we've just release Kraken 1.2. You can get
 more details here:
 http://fabricengine.com/kraken-1-2/

 High Level Overview Video:
 https://vimeo.com/171764840

 What's New in Kraken 1.2 Video:
 https://vimeo.com/171764841


 Kraken is an Open Source rigging solution for Fabric Engine that allows
 you to use and define rigs and solvers that produce identical results
 across different animation applications. Some advantages to using Kraken
 include:

 – Leverages Fabric Engine to give consistent results across applications
 – Flexible, customizable, and extendable
 – Portable rigs between Maya and Softimage
 – Easy to use Biped workflow
 – Node based Kraken editor
 – Open Source

 For those lucky enough to be going to Siggraph this year, be sure to
 check out the Kraken presentation at the Fabric Engine User Group.

 We also have a presentation at DigiPro about the work Oculus Story
 Studio and Fabric Engine's Helge Mathee is doing with Kraken for VR and
 Unreal Engine (Yes we have a prototype of Kraken rigs running in Unreal!).


 Best,

 
 Eric Thivierge
 http://www.ethivierge.com

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 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
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> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: OT:Gear vr question

2016-02-22 Thread Enter Reality
Is time consuming to build every time, but I guess that it'll be better to
search around on github or someone who already developed something similar
to what Christoph suggested ;)

2016-02-22 16:10 GMT+01:00 Christoph Muetze :

> On 02/22/2016 09:05 AM, Gerbrand Nel wrote:
>
> > I do allot of my work in unreal, and with the dk2 its as simple as
>
> > do I need to build and
> > publish every time I want to test my project like you do for cardboard?
>
> afaik, yes.. :/
>
> We're working with UE4, too and we've got all kinds of headsets here
> (Oculus DK1/2, Vive DK1/Pre, misc Cardboards, Viewmaster... and also an
> S6 with GearVR..) The mobile solutions all force you to build and
> publish - the GearVR is no exception.
> You'd probably have to code an asset viewer with wireless upload
> yourself if you want to iterate faster...
>
> Cheers!
> Chris
> 
> www.glare-productions.com
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>
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Maya API - Help on plugin installation

2016-02-15 Thread Enter Reality
Since some of you are familiar with Maya I have a couple of questions about
it.

I backed a kickstarter project a bit ago and I currently own 2 mocap
"suits" ( sensors in reality ).
There is a software which records the animations directly but it can also
stream animation data, and that is what I would like to do.

Here is a tutorial on how to stream the data to Maya, but I have no idea
how to manage all the content from github at the end of page 2.

PN connected with Maya Part1

PN connected with Maya Part2


Reading the second page is just confusing to me and I have no idea what to
do exactly, so can someone please give me some hints and advices on where
to put those files and how everything should work?

Sorry for the dumb request but I have no idea what to do when I'm dealing
with coding :D

Cheers

Nicolas


Re: Unreal engine and softimage Gear

2016-01-30 Thread Enter Reality
Tried a bit ago with Species, I also made a tutorial about that and
possibly the workflow should be the same

Softimage to UE4 

I haven't tried Gear in quite a bit so I'm not sure what's wrong with it

Right now I'm using Maya and its ART plugin for character rigs for UE4

2016-01-30 17:35 GMT+01:00 Pierre Schiller :

> DangI guess I have to dowload a U4 skeleton template. Have a global
> cog (not a spline or curve) to be the overall Parent of the model, then go
> COG (bone hip) and work it from there. Anyone seeing maya-marketing plan
> running also on clumsy software resemblance, here?
> On Jan 30, 2016 11:09 AM, "Nono"  wrote:
>
>> Hi guys this is possible !
>> I've done this a couple months ago but the process was so convoluted that
>> I don't recall well where the thing hang.
>> If my memory is correct you can have a working one by plotting the GLOBAL
>> matrix and not the classical Local one. Then you can try a first export
>> with all the bones cutted from any hierarchy (all in a flat hierarchy just
>> under the mesh, this is possible since you've just plotted the global
>> matrix ;-) ) this was working.
>>
>> Now the process to obtain a working one keeping the hierarchy is out of
>> my mind for now.
>>
>> Cheers,
>> Nono
>> Le sam. 30 janv. 2016 à 16:47, Pierre Schiller <
>> activemotionpictu...@gmail.com> a écrit :
>>
>>> Native rig from softimage doesn't work either. Nor mobuilder rig. This
>>> is insane. :(
>>> On Jan 30, 2016 9:25 AM, "Mirko Jankovic" 
>>> wrote:
>>>
 Hey, I was actually trying same thing for a bit over week and never got
 any progress on it at all. If there is anyone that can sort out this it
 would be really really great...
 I had to drop whole project due to this issue

 On Sat, Jan 30, 2016 at 3:10 PM, Pierre Schiller <
 activemotionpictu...@gmail.com> wrote:

> Hi fellows, I've been trying for the past 5 days to export the shadow
> group (plotted) and my weighted mesh from softimage to unreal engine 4.0.9
> to no sucess with gear.
>
> I animate the gear rig, select the shadow group, select child members,
> plot animation, remove all constraints, select my mesh, then export .fbx
> (selection only),(i'm not using crosswalk menu since I think it's the same
> dialogue).
>
> Then I drag/drop this character.fbx into unreal and importing options
> doesn't show a name for the skeleton (import doesn't happen, import is
> ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT
> button enabled but crashes on import.
>
> I'm really going nuts wih this, I can see the animation play fine on
> unity (Rigging in Gear fom softimage to unity video there is on youtube).
> But U4 has me going really crazy at this point... Please help me.
>
> Thanks.
>




Re: Converting Nurbs to Polygons

2016-01-29 Thread Enter Reality
I strongly suggest you to try Rhino for nurbs conversion and poly
optimization/cleaning, since there are some builtin features in order to do
that.
Then from there you can export in FBX and have a clean mesh rather then
wasting time in Maya or do the cleanup in Softimage.

2016-01-29 10:45 GMT+01:00 David Saber :

> Hello list!
>
> I need to convert Solidworks IGES nurbs to polygons.
> In Softimage, the IGES import fails and creates nothing more than a null.
> So I'm testing Maya to achieve this. In Maya, the function is available in
> Modify > convert > nurbs to polygon. This works well, but I don't
> understand why the resulting object has too many faces, has corrupted
> geometry and inverted faces. Nurbs object are always simple, grid-like
> surfaces, that are just given a shape, so why aren't they translated into
> similar polygonal objects?
> After this conversion, I export as FBX and import into Softimage where I
> spend too much time cleaning the mesh. Is there a faster way to do this?
> Thanks,
> David
>


Re: this is the end......

2016-01-27 Thread Enter Reality
I've recently started my own little studio focused on VR and Game Content
and Softimage is still my main DCC...then Maya on the side.

2016-01-28 2:55 GMT+01:00 Dave Gallagher Softimage <
davegsoftimagel...@gmail.com>:

>
> Thanks. Apparently it's not on their site, but I was able to get a
> Maya/Softimage on B as someone suggested. At least I made the purchase
> and I hope I actually get a license from Autodesk.
>
>
> On 1/27/2016 6:08 PM, Martin wrote:
>
> Maya / Max with Softimage is your only option. I don't know if you can buy
> it thought their website though.
>
> Martin
> Sent from my iPhone
>
> On 2016/01/28, at 7:03, Dave Gallagher Softimage <
> davegsoftimagel...@gmail.com> wrote:
>
>
> How could I buy an extra one today before it's too late? I don't see it on
> their online store. Do I have to go through a reseller?
>
>
> On 1/27/2016 6:46 AM, adrian wyer wrote:
>
> well seeing as today is the final day you can purchase stand alone
> licenses of Softimage, i guess i'll be the first to say
>
>
>
> farewell old friend, long will you be remembered as the better app
>
>
>
> a
>
>
>
> ps. still use it everyday, but freelancers are hard to find..
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
>
>
>
>


Re: So.. Maya rigging is still a thing...

2016-01-22 Thread Enter Reality
I'm still astonished by the missing features in Maya in 2016...seriously,
it never gets old.
Ops sorry, I mean that those features are not missing but it's up to the
user to build their own...they give you the tools, you build what you need.

They should really use Churchill face as the new logo for Maya.

2016-01-22 8:34 GMT+01:00 Mirko Jankovic :

> But they don;t know for better so burning bed for them is as good as it
> gets.
> They have no idea what is a fluffy feeling of Softimage around you :(
>
> On Fri, Jan 22, 2016 at 8:26 AM, Gerbrand Nel  wrote:
>
>> I know many of us are forced by employers or situations to convert to
>> maya.
>> My heart goes out to you!
>> But the rest of you fuckers who choose to go to maya over all the other
>> options out there.
>> You have made your beds, now burn in them.
>>
>>
>>
>> On 22/01/2016 03:50, Chris Johnson wrote:
>>
>> Haawesome.
>>
>> On Thu, Jan 21, 2016 at 8:21 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> "Hung drawn and quartered" (as described by the dictionary) is an
>>> English medieval form of
>>>
>>> torture, visited upon heretics, the practice of which consisted of:
>>>
>>> Being dragged through the streets, broken on a wheel and made witness to
>>> your own burning
>>>
>>> viscera, before being hung by the neck. It is a gory, utterly barbaric
>>> spectacle and a perfectly
>>>
>>> adequate fate for the designer(s) responsible for the Maya rigging
>>> experience.
>>>
>>> whoever this person is, "Fire" is too good for you.
>>>
>>> This level of shit was embarrassing in 2004.
>>>
>>
>>
>>
>> --
>>
>> Chris Johnson |  www.someonescousin.com
>>  | 416.473.1624
>>
>>  
>> 
>> 
>>
>>
>>
>>
>