Re: Muscle system. Free/

2014-09-24 Thread Halim Negadi
Thank you Max! Awesome!

On Wed, Sep 24, 2014 at 11:08 AM, Toonafish  wrote:

>  Great ! Free muscles for Softies !
>
> -Ronald
>
>
> On 9/24/2014 10:31, 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: Ftrack site license ?

2014-09-17 Thread Halim Negadi
Thank you guys for the feedback.

On Mon, Sep 15, 2014 at 10:20 AM, Michal Doniec  wrote:

> Quality of support is excellent. As for pricing, I'd contact them
> directly. Level of satisfaction depends on your needs and how you implement
> it in your pipeline.
>
> On 12 September 2014 11:52, Halim Negadi  wrote:
>
>> Hello Everyone.
>>
>> I was wondering if anyone uses an ftrack site license and could give some
>> insights about pricing, quality of support and satisfaction.
>>
>> Thank you,
>>
>> Halim.
>>
>
>
>
> --
> --
> Michal
> http://uk.linkedin.com/in/mdoniec
>


Ftrack site license ?

2014-09-12 Thread Halim Negadi
Hello Everyone.

I was wondering if anyone uses an ftrack site license and could give some
insights about pricing, quality of support and satisfaction.

Thank you,

Halim.


Re: python module doesn't load in softimage

2014-09-04 Thread Halim Negadi
Well, I found the problem.. with pulled the latest gear_mc from github and
the path of the libraries changed. for some reason both were not working
anymore. Just changed the paths for gear_mc and everything works fine now
:)


On Thu, Sep 4, 2014 at 4:36 PM, Eric Thivierge 
wrote:

> Are you sure that Softimage is set to use the system python and not the
> built in python? Not sure what to say after that.
>
>
> On Thursday, September 04, 2014 10:30:36 AM, Halim Negadi wrote:
>
>> It's an autogenerated module by swagger codegen
>> (https://github.com/wordnik/swagger-codegen)
>> By the way, the module loads fine on another windows install... I love
>> this os.
>>
>> Thank you for answering and sorry for the delay, I was off on meetings
>> all week.
>>
>>
>>
>> On Mon, Sep 1, 2014 at 7:03 PM, Eric Thivierge > <mailto:ethivie...@gmail.com>> wrote:
>>
>> I'd check other modules you've imported into the one you're
>> importing. Sometimes Softimage tells you there is a syntax error
>> but it's in a module that was imported by the one you're importing.
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>>
>> On Mon, Sep 1, 2014 at 12:41 PM, Alok Gandhi
>> mailto:alok.gandhi2...@gmail.com>> wrote:
>>
>> Can you post some more details, which module and exact traceback?
>>
>> Sent from my iPhone
>>
>> > On 01-Sep-2014, at 8:01 pm, Halim Negadi > <mailto:hneg...@gmail.com>> wrote:
>> >
>> > Hello,
>> >
>> > I have a module that loads in standalone windows 2.7.8
>> python console but raises an invalid syntax error inside
>> softimage. I use Softimage 2013 sp1 64 bits and made sure the
>> scripting preferences are set not to use python shipped with
>> softimage.
>> >
>> > Any idea ?
>> >
>> > Thank you.
>> >
>> > -H.
>>
>>
>>
>>
>


Re: python module doesn't load in softimage

2014-09-04 Thread Halim Negadi
It's an autogenerated module by swagger codegen (
https://github.com/wordnik/swagger-codegen)
By the way, the module loads fine on another windows install... I love this
os.

Thank you for answering and sorry for the delay, I was off on meetings all
week.



On Mon, Sep 1, 2014 at 7:03 PM, Eric Thivierge  wrote:

> I'd check other modules you've imported into the one you're importing.
> Sometimes Softimage tells you there is a syntax error but it's in a module
> that was imported by the one you're importing.
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Mon, Sep 1, 2014 at 12:41 PM, Alok Gandhi 
> wrote:
>
>> Can you post some more details, which module and exact traceback?
>>
>> Sent from my iPhone
>>
>> > On 01-Sep-2014, at 8:01 pm, Halim Negadi  wrote:
>> >
>> > Hello,
>> >
>> > I have a module that loads in standalone windows 2.7.8 python console
>> but raises an invalid syntax error inside softimage. I use Softimage 2013
>> sp1 64 bits and made sure the scripting preferences are set not to use
>> python shipped with softimage.
>> >
>> > Any idea ?
>> >
>> > Thank you.
>> >
>> > -H.
>>
>>
>


python module doesn't load in softimage

2014-09-01 Thread Halim Negadi
Hello,

I have a module that loads in standalone windows 2.7.8 python console but
raises an invalid syntax error inside softimage. I use Softimage 2013 sp1
64 bits and made sure the scripting preferences are set not to use python
shipped with softimage.

Any idea ?

Thank you.

-H.


Re: Eric "MOOTZOID" Mootz is nominated for a 3D World CG Award!

2014-06-12 Thread Halim Negadi
Congratulations ! Polygonizer helped me avoiding next limit many times and
this changed my life. Well Deserved.


On Thu, Jun 12, 2014 at 9:37 PM, Greg Punchatz  wrote:

> Congrats buddy!
>
> Sent from my iPhone
>
> On Jun 12, 2014, at 2:01 PM, Ognjen Vukovic  wrote:
>
> Congratulations.
>
>
> On Thu, Jun 12, 2014 at 2:50 PM, Eric Thivierge 
> wrote:
>
>> Go Mootzie Go!! :P
>>
>> On Thursday, June 12, 2014 8:22:52 AM, Cristobal Infante wrote:
>>
>>> voted!! Well done Eric!!
>>>
>>
>>
>


Re: PyQt or PySide

2014-06-10 Thread Halim Negadi
Thank you guys, those insights are highly valuable.


On Tue, Jun 10, 2014 at 5:30 PM, Luc-Eric Rousseau 
wrote:

> Autodesk is continuing on Qt 4.8 and Python 2.7 this year, we'll see
> what happens when the next platform upgrade.
>
> On Tue, Jun 10, 2014 at 11:09 AM, Jens Lindgren
>  wrote:
> > PySide isn't completely dead. But it would really need a company that is
> > actively maintaining it, like it had before.
> > Luc-Eric, why don't AD get together with The Foundry and invest some time
> > and money into the UI framework we all use and rely on?
> >
> > /Jens
> >
> >
> > On Tue, Jun 10, 2014 at 4:54 PM, Sajjad Amjad 
> > wrote:
> >>
> >> Hey Alok,
> >> I'm curious about where you're getting information about development of
> >> PySide. When I had to pick a horse I chose PyQt partly because the most
> >> popular thread on PySide was about PySide being dead :-) Things may
> have of
> >> course changed over the last few years.
> >>
> >>
> >>
> >>
> >> On 10 June 2014 15:45, Luc-Eric Rousseau  wrote:
> >>>
> >>> Not a lot of development going on in Pyside -- it doesn't even have a
> >>> clear roadmap to support Qt 5.  It's very frustrating.
> >>>
> >>> On Tue, Jun 10, 2014 at 12:53 AM, Alok Gandhi <
> alok.gandhi2...@gmail.com>
> >>> wrote:
> >>> > Hi Halim,
> >>> >
> >>> > Although I think pyside is more actively developed but for more
> >>> > information please dig up an old thread for a similar discussion.
> >>> >
> >>> > Sent from my iPhone
> >>> >
> >>> >> On Jun 10, 2014, at 10:09 AM, Halim Negadi 
> wrote:
> >>> >>
> >>> >> Hello All,
> >>> >>
> >>> >> I need to write a standalone client to deal with a web database
> >>> >> through a rest API.
> >>> >> The python CLI is done and I just need to wrap this up in a nice
> GUI.
> >>> >> I will need the GUI to be working as a standalone application as
> well
> >>> >> as embedded in softwares like Soft, Nuke or Maya.
> >>> >> Both PySide and PyQt toolkits are actively maintained, I was
> wondering
> >>> >> wich one to use and would be intersted in your guys opinion on this.
> >>> >>
> >>> >> Thank you in advance.
> >>> >>
> >>> >> -H.
> >>> >>
> >>> >
> >>
> >>
> >
> >
> >
> > --
> > Jens Lindgren
> > --
> > Lead Technical Director
> > Magoo 3D Studios
>


Re: Softimage Rigging Videos

2014-06-10 Thread Halim Negadi
Thanks Eric, I've been teaching rigging in the past and those hours of
footage represent very valuable material.
Even if the knowledge is generic and not tight to Soft, it will help
newcommers figuring out how advanced and straight forward is the package AD
just killed.
I could for sure make a good use of it. I hate the word legacy when it
comes to Soft, we're not there yet.

Cheers,

-H.


On Tue, Jun 10, 2014 at 10:06 PM, Jon Swindells 
wrote:

> Just had a watch through of these.
>
> I think you missed your calling Eric
>
> excellent stuff, thanks for sharing :)
>
> --
>   Jon Swindells
>   jon_swinde...@fastmail.fm
>
> On Tue, Jun 10, 2014, at 10:45 PM, Eric Thivierge wrote:
> > Thanks Nick!
> >
> > On Tuesday, June 10, 2014 3:11:11 PM, Nick Martinelli wrote:
> > > Eric and I went to Rutgers together, and I did have a chance to check
> > > these out a couple years ago.
> > >
> > > I can say first hand that if you are looking for rigging fundamentals
> > > (bone placement, workflow, etc.), these are a great starting point.
> > >
> > > Well done Eric.
> > >
> > >
> > > On Tue, Jun 10, 2014 at 8:39 AM, Morten Bartholdy  > > > wrote:
> > >
> > > __
> > >
> > > Cool - very generous of you Eric and big thanks!
> > >
> > > Morten
> > >
> > >
> > > Den 8. juni 2014 kl. 18:39 skrev Eric Thivierge
> > > mailto:ethivie...@gmail.com>>:
> > >
> > > Hello all,
> > > Since Softimage is EOL, I figured that I could share these
> > > videos with everyone. It's a series of videos I created while
> > > teaching at Rutgers University around 2010-2011. The concepts
> > > and methods still remain valid and should be able to be ported
> > > to Maya pretty easily. Hope this helps anyone out there that
> > > may need it. This is to be considered an intro to rigging with
> > > basic concepts covered. Roughly 9-10 hrs of material.
> > > Rigging Course Videos:
> > > http://vimeo.com/album/1512001
> > > Cheers,
> > >
> > > 
> > > Eric Thivierge
> > > http://www.ethivierge.com
> > >
> > >
> > >
> > >
> > >
> > > --
> > >
> > > Nick Martinelli
> > > (201) 424 - 6518
> > > www.nickMartinelli.net 
> > > n...@nickmartinelli.net 
> >
>


Re: PyQt or PySide

2014-06-09 Thread Halim Negadi
Thank you guys for the hints, really helpfull.

Cheers,

-H.


On Tue, Jun 10, 2014 at 7:01 AM, Eric Thivierge 
wrote:

> PySide if you can get it working with the Softimage Plugin that is
> available, otherwise if you can't do the work yourself to get it working,
> use PyQt.
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Tue, Jun 10, 2014 at 12:53 AM, Alok Gandhi 
> wrote:
>
>> Hi Halim,
>>
>> Although I think pyside is more actively developed but for more
>> information please dig up an old thread for a similar discussion.
>>
>> Sent from my iPhone
>>
>> > On Jun 10, 2014, at 10:09 AM, Halim Negadi  wrote:
>> >
>> > Hello All,
>> >
>> > I need to write a standalone client to deal with a web database through
>> a rest API.
>> > The python CLI is done and I just need to wrap this up in a nice GUI.
>> > I will need the GUI to be working as a standalone application as well
>> as embedded in softwares like Soft, Nuke or Maya.
>> > Both PySide and PyQt toolkits are actively maintained, I was wondering
>> wich one to use and would be intersted in your guys opinion on this.
>> >
>> > Thank you in advance.
>> >
>> > -H.
>> >
>>
>>
>


PyQt or PySide

2014-06-09 Thread Halim Negadi
Hello All,

I need to write a standalone client to deal with a web database through a
rest API.
The python CLI is done and I just need to wrap this up in a nice GUI.
I will need the GUI to be working as a standalone application as well as
embedded in softwares like Soft, Nuke or Maya.
Both PySide and PyQt toolkits are actively maintained, I was wondering wich
one to use and would be intersted in your guys opinion on this.

Thank you in advance.

-H.


Re: Maya strengts (anyone?)

2014-05-22 Thread Halim Negadi
+6 Lu


On Thu, May 22, 2014 at 7:11 PM, Meng-Yang Lu  wrote:

> I think the only failure of the node architecture was that it wasn't meant
> to be used by artists.  Had they had that in consideration, we would've had
> something like ICE or close to it ages ago.  There are still some cool
> thing you can do in the Hypershade today, but it's unwieldy compared to
> applications that knew nodes was going to be tinkered with by artists.
>
> Maya strengths are still it's quick interactive ability to build stuff and
> animate.  Since this is an XSI list, we've all had a taste of what
> animation could be due to some really nice "quality of life" features.
>  However, XSI never in the time I've done 3D ever caught up in terms of
> animation performance.  It is still king of interactive performance at the
> cost of shoddy user experience.
>
> Before, Maya was the do-it-all tookit and still can be today.  And a lot
> of the early technology that went into the Maya side were far better
> implemented than in any other package.  The strength was indeed ubiquity,
> and it was attractive to plug-in developers alongside 3DS max.  Shave had
> more functionality in Maya before it was integrated into XSI.  Syflex had
> more functionality in Maya than the XSI integration too.  nCloth is still
> used in both conventional and unconventional ways because every other out
> of box cloth solver just isn't good.  We still rely on nCloth heavily and
> it's second only to something like Qualoft.  nCloth is definitely a
> strength to leverage.
>
> Also, Maya + Window = new tech hotbed.  Syflex, Shave, Comet Muscles, and
> now FE/Splice.  Anything that seems promising usually begins it's early
> stages as a plug-in for Maya.  No guarantees that these fledgling tools
> would be production worthy, but I'm the first to admit I've grabbed a
> plug-in and blindly marched into production many times.
>
> Maya's other strength is it's large user base.  If you want a CG army that
> puts ancient Persia to shame, go with Maya.  You are almost guaranteed
> you'll find someone to fill an empty seat if your shop is a Maya one.  And
> though that pool may not be as experienced or agile as artists in other
> packages, you definitely have the advantage of choice and can cherry-pick
> to your hearts desire.  To be fair, there are good Maya users out there
> with their own Maya knick-knacks that can still put up good work.  And to
> that point, if you're a Maya user, you're almost never out of a job if
> you're smarter than the average bear.
>
> I still don't like it.
>
> -Lu
>
>
> On Thu, May 22, 2014 at 9:26 AM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> In fairness the architecture is admirable, i don't think anyone ever made
>> a fully nodal DCC after maya, to bad so little of it reaches its full
>> potential.
>>
>>
>> On 22 May 2014 17:15, Luc-Eric Rousseau  wrote:
>>
>>> 20 years.. 4/5 years late..adjusted for inflation I guess ;)
>>>
>>> On Thu, May 22, 2014 at 11:11 AM, Jordi Bares 
>>> wrote:
>>> > Maya was ahead of its time 20 years ago, the novel architecture and a
>>> long list of historical events and mismanagement from Softimage (owned by
>>> Microsoft at the time) meant XSI arrived at least 4/5 years late to the
>>> party, which was a death sentence and big facilities by then did the full
>>> switch (not all but the majority).
>>> >
>>> > The genius side (and the part I don't like) was the viral nature of
>>> Maya in which you have to write stuff for pretty much everything which
>>> meant everybody was building tons of software (and complex ones too) on top
>>> of Maya so by the time XSI was starting to pick up pace it was an
>>> impossible fight.
>>> >
>>> > Was maya great for character animation? Yes, It has always been very
>>> good at that because the animation editor and dope sheet were very nice,
>>> also very fast with multiple characters and some versions very robust.
>>> Manipulators made life a pleasure (remember XSI introduced them late) so it
>>> was not a myth, but today it XSI is imho way superior for animation, shame
>>> the envelop deformers were never looked after properly.
>>> >
>>> > Jordi Bares
>>> > jordiba...@gmail.com
>>> >
>>> > On 22 May 2014, at 14:25, "Leendert A. Hartog" 
>>> wrote:
>>> >
>>> >> Okay, a more specific question. Back in the day I always heard that
>>> Maya was the most useful tool for Character Animation (discounting
>>> Softimage from the equation). Was this just myth or is it just outdated
>>> info?
>>> >>
>>> >> --
>>> >>
>>> >> Leendert A. Hartog AKA Hirazi Blue
>>> >> Administrator NOT the owner of si-community.com
>>> >>
>>> >
>>> >
>>>
>>>
>>
>


Re: [OT] Regarding Blender

2014-05-05 Thread Halim Negadi
GUI is not that bad, just a few hints helps going through like setting
input preferences to "maya mode" so you go back to select using lmb rather
than rmb. GUI is very smart and you can very easlily split and merge views
which makes layout customization very fast. The major issue remains a
non-negociable Z-Up.


On Mon, May 5, 2014 at 12:46 PM, Eric Turman  wrote:

> Blarg...I was "repulsed" :P not "revulsion"
>
>
> On Mon, May 5, 2014 at 5:45 AM, Eric Turman  wrote:
>
>> I was revulsion to when I tried Blender a couple of months ago; I was
>> horrified that the direction they went in interface revamp was to choose
>> inspiration from 3Ds Max.  Lots of icon tab deck and drilling down through
>> menus...Max has one of the worst interfaces that I can think of .
>>
>>
>> On Sun, May 4, 2014 at 11:57 PM, Halim Negadi  wrote:
>>
>>> The major issue is a non-negociable Z-Up which makes it very difficult
>>> to integrate within any existing animation pipeline.
>>>
>>>
>>> On Sat, May 3, 2014 at 10:41 PM, Dan Yargici wrote:
>>>
>>>> It's strange, I heard that also but I've not really found that to be
>>>> the case.  It's different, but so's Maya, Modo and Houdini.  It's certainly
>>>> not as slick as Softimage in that regard, but perfectly easy to get on with
>>>> IMO.  At least I think the complaints regarding interaction, while not
>>>> totally undeserved are somewhat exaggerated.
>>>>
>>>> DAN
>>>>
>>>>
>>>>
>>>> On Sat, May 3, 2014 at 9:30 PM, Mirko Jankovic <
>>>> mirkoj.anima...@gmail.com> wrote:
>>>>
>>>>> From what I saw Blender's one of biggest problem is UI and
>>>>> inconsistency through out tools.
>>>>> One thing do something in one tool, and completely different in
>>>>> another tool and window.. making HUGE hit on workflow and learning curve.
>>>>> That is for me it feels like a bunch of good ideas duck-taped together
>>>>> :(
>>>>>
>>>>>
>>>>> On Sat, May 3, 2014 at 10:11 PM, Dan Yargici wrote:
>>>>>
>>>>>> I've just slapped together this video to really quickly run through a
>>>>>> few of the features of Blender for those that might not know anything 
>>>>>> about
>>>>>> it.  I find it can be quite an eye-opener for people when they first see
>>>>>> these things that we've been longing for for so long in Softimage.
>>>>>>
>>>>>> https://vimeo.com/93749156
>>>>>>
>>>>>> Forgive my seemingly clumsy navigation at points.  I'm using it on a
>>>>>> 6yr old laptop with no numpad (big disadvantage!) on top of a chest of
>>>>>> drawers while sitting on the edge of a bed!
>>>>>>
>>>>>> Just throwing it out there.  Perhaps it'll persuade a few people to
>>>>>> spend less time bashing it and more time using and hopefully shaping it. 
>>>>>> :)
>>>>>>
>>>>>> It definitely feels like we're made up of two camps here, that's for
>>>>>> sure... Frankly, I can't comprehend the passion with which some people 
>>>>>> bash
>>>>>> something as good as this.
>>>>>>
>>>>>> DAN
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>>
>> --
>>
>>
>>
>>
>> -=T=-
>>
>
>
>
> --
>
>
>
>
> -=T=-
>


Re: [OT] Regarding Blender

2014-05-04 Thread Halim Negadi
The major issue is a non-negociable Z-Up which makes it very difficult to
integrate within any existing animation pipeline.


On Sat, May 3, 2014 at 10:41 PM, Dan Yargici  wrote:

> It's strange, I heard that also but I've not really found that to be the
> case.  It's different, but so's Maya, Modo and Houdini.  It's certainly not
> as slick as Softimage in that regard, but perfectly easy to get on with
> IMO.  At least I think the complaints regarding interaction, while not
> totally undeserved are somewhat exaggerated.
>
> DAN
>
>
>
> On Sat, May 3, 2014 at 9:30 PM, Mirko Jankovic 
> wrote:
>
>> From what I saw Blender's one of biggest problem is UI and inconsistency
>> through out tools.
>> One thing do something in one tool, and completely different in another
>> tool and window.. making HUGE hit on workflow and learning curve.
>> That is for me it feels like a bunch of good ideas duck-taped together :(
>>
>>
>> On Sat, May 3, 2014 at 10:11 PM, Dan Yargici wrote:
>>
>>> I've just slapped together this video to really quickly run through a
>>> few of the features of Blender for those that might not know anything about
>>> it.  I find it can be quite an eye-opener for people when they first see
>>> these things that we've been longing for for so long in Softimage.
>>>
>>> https://vimeo.com/93749156
>>>
>>> Forgive my seemingly clumsy navigation at points.  I'm using it on a 6yr
>>> old laptop with no numpad (big disadvantage!) on top of a chest of drawers
>>> while sitting on the edge of a bed!
>>>
>>> Just throwing it out there.  Perhaps it'll persuade a few people to
>>> spend less time bashing it and more time using and hopefully shaping it. :)
>>>
>>> It definitely feels like we're made up of two camps here, that's for
>>> sure... Frankly, I can't comprehend the passion with which some people bash
>>> something as good as this.
>>>
>>> DAN
>>>
>>
>>
>


Re: python 'print' in softimage

2014-04-02 Thread Halim Negadi
google just found the workaround:
http://xsisupport.com/2012/05/02/python-print-statement-in-softimage-2013
This community rocks, please guys lets keep it alive no matter what.

Cheers,

-H.


On Wed, Apr 2, 2014 at 6:22 PM, Halim Negadi  wrote:

> Hello Gang,
>
> print used to work in xsi back in version 4 or 5 but no longer does.
> I use a generic library that uses it massively for debug purposes.
> Is there any way to wrap it so Softimage logs python print messages ?
>
> Thanks in advance,
>
> -H.
>


python 'print' in softimage

2014-04-02 Thread Halim Negadi
Hello Gang,

print used to work in xsi back in version 4 or 5 but no longer does.
I use a generic library that uses it massively for debug purposes.
Is there any way to wrap it so Softimage logs python print messages ?

Thanks in advance,

-H.


Re: humanize Maya, SOFT top 5

2014-03-26 Thread Halim Negadi
+10 Greg
should be in every single drop down menu of every app.
Are we safe AD is not going to claim patents ? Probably not, AD had no clue
until very recently it had this in its catalogue :|


On Wed, Mar 26, 2014 at 10:39 PM, Greg Punchatz  wrote:

>  I will repeat, the middle mouse button option should be in every app
> not just maya.  It makes sense in ANY app with drop down menu systems in
> place.
>
> Please don't disregard this request.
>  --
> *Greg Punchatz*
>  *Sr. Creative Director*
> Janimation
> 214.823.7760
> www.janimation.com
>
>


Re: Autodesk response

2014-03-17 Thread Halim Negadi
The webinar just stopped and I cant' get it back.. It's all bullshit but am
I the only one not accessing it anymore ?


On Mon, Mar 17, 2014 at 5:20 PM, Stephen Davidson wrote:

> "It is also quite clear that both the visual effects and games businesses
> are going through significant transitions: both from a business model and a
> technology perspective. "
>
> Are they referring to this?
> http://www.hollywoodendingmovie.com/
>
> Is this a reaction to the unsustainable business model of effects houses?
>
>  just trying to understand their response.
>
>
> On Mon, Mar 17, 2014 at 11:04 AM, Alastair Hearsum <
> hear...@glassworks.co.uk> wrote:
>
>>  Hello
>>
>> Following this article
>>
>> http://www.creativebloq.com/3d/rip-softimage-reaction-autodesks-decision-kill-3d-software-31410967
>>
>> here is Autodesk's response
>> http://www.creativebloq.com/3d/rip-softimage-autodesk-responds-31411033
>>
>> Alastair
>>
>>
>> --
>>  Alastair Hearsum
>>  Head of 3d
>> [image: GLASSWORKS]
>>  33/34 Great Pulteney Street
>> London
>> W1F 9NP
>> +44 (0)20 7434 1182
>> glassworks.co.uk 
>>  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
>>  (Company registered in England with number 04759979. Registered office
>> 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
>>  Please consider the environment before you print this email.
>>  DISCLAIMER: This e-mail and attachments are strictly privileged, private
>> and confidential and are intended solely for the stated recipient(s). Any
>> views or opinions presented are solely those of the author and do not
>> necessarily represent those of the Company. If you are not the intended
>> recipient, be advised that you have received this e-mail in error and that
>> any use, dissemination, forwarding, printing, or copying of this e-mail is
>> strictly prohibited. If this transmission is received in error please
>> kindly return it to the sender and delete this message from your system.
>>
>
>
>
> --
>
> Best Regards,
> *  Stephen P. Davidson*
>
> *(954) 552-7956 <%28954%29%20552-7956> *sdavid...@3danimationmagic.com
>
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>
>- Arthur C. Clarke
>
> 
>


Re: Antitrust Class Action Lawsuit

2014-03-17 Thread Halim Negadi
Shouldn't we setup an alternate mailing list in order not to give any heads
up to AD about this ?


On Mon, Mar 17, 2014 at 12:26 PM, Jason S  wrote:

>  Hi, even though there may potentially be some results out of a lawsuit,
> such measures can hardly be seen as all that much less reprehensible as
> forcing people into decisions in the first place.
>
> Forcing back (or threats thereof?) in response to forcing?
>
> Despite anything positive that could come out of that,
> it would very most-likely entail or pronounce future debacles/behavior of
> the sorts,
> and consequently similar counter-measures.. not unlike a "cycle".
>
> And I think the fact that we are appealing to people (that can understand,
> reason & be reasoned-with)
> can be leveraged-upon for a far less "brute" resolve to which everyone
> could live with.
>
> People have been very respectful (for the larger part) in most of the
> responses so far  (many responses)
> so lets not ruin that momentum shall we?
>
>
>
> On 03/16/14 21:02, Doeke Wartena wrote:
>
> I think it will be very expensive but i would be happy to donate some.
>
>
> 2014-03-16 20:16 GMT+01:00 Tenshi Sama :
>
>>  I'm not a lawyer, but i think with Autodesk history there's maybe a
>> case here. The only way i think this could be accomplished is with all the
>> community support; from studios to freelancers; important people; then,
>> gather all the info from past years, videos, open letters, discussions,
>> petitions, AD statements about Softimage future. I mean, everything!. And
>> maybe we could have a case here.(maybe a weak one, but still a case)
>>
>> The problem i see with this is that people is not going to support
>> something like this, because it requires investment and time. Human beings
>> think first about their priorities, families and life itself(which is fine).
>> But, if only we could give support to something like this, this kind of
>> "monopoly" cases, will be over for decades, because company's will know for
>> sure that Users will fight for their rights.
>>
>>  Don't misunderstand me, i hate the way Autode$k manage things, i would
>> love to see the law force them to give the users what they promess year
>> after year. What I do not like to see is how people bow to Autodesk and let
>> them decide the path that everyone must follow.
>>
>>  So... ,first we need a good representative, then a good lawyer,
>> community support, and money.
>>
>>  (sorry for my english)
>>
>>
>> On Sun, Mar 16, 2014 at 12:49 PM, Chris Vienneau <
>> chris.vienn...@autodesk.com> wrote:
>>
>>> Hi everyone,
>>>
>>>
>>>
>>> Things are very different than six years ago. In terms of competition
>>> for Autodesk, you can now argue in different industries there is Cinema 4D,
>>> Modo, Houdini, Zbrush, 3D coat, and even Unity (now has modeling tools)
>>> that can replace functionality that was once only available in 3dsmax,
>>> Maya, and Softimage. Things are more and more about playing nice with other
>>> tools in an ecosystem than one package to rule them all.
>>>
>>>
>>>
>>> cv/
>>>
>>>
>>>
>>>
>>>
>>> 
>>> From: softimage-boun...@listproc.autodesk.com [
>>> softimage-boun...@listproc.autodesk.com] on behalf of Ben Barker [
>>> ben.bar...@gmail.com]
>>> Sent: Sunday, March 16, 2014 12:38 PM
>>> To: softimage@listproc.autodesk.com
>>> Subject: Re: Antitrust Class Action Lawsuit
>>>
>>> I'm not a lawyer either, but a few thoughts. When AD first bought
>>> Softimage there were talks of monopoly. Unfortunately for us, AD's biggest
>>> market is CAD, and they have several competitors in that arena. The
>>> government doesn't really parcel out the market in a way that favors a
>>> claim on monopoly for 3D artists. We are just a small bulb on a large tree.
>>>
>>> Secondly, and this is a more serious problem, antitrust basically
>>> doesn't exist anymore in the US like it did in the days of Ma Bell. I
>>> talked with my partner, who is a larval lawyer, about this issue quite a
>>> bit. Every antitrust decision for the past 70 years has gnawed away at
>>> plaintiff power in antitrust cases and now there is essentially nothing
>>> left. Combined with the weak case we would already have from the first
>>> part, and I think this would be a really difficult row to hoe. That money
>>> and energy would probably be better spent re-educating and resource sharing
>>> among SI artists so they can move on, or perhaps fighting the
>>> subsidy/tariff issue.
>>>
>>> I understand the anger, and it's heartbreaking to watch a superior
>>> product die in favor of Maya, but this wouldn't be a good way to retaliate
>>> IMO.
>>>
>>>
>>>
>>>
>>>  On Sun, Mar 16, 2014 at 12:06 PM, skuby >> sku...@gmail.com>> wrote:
>>> There may be a case here for an Antitrust Class Action Lawsuit against
>>> Autodesk.  We would need to have a lawyer look at the details and I'm not
>>> the person to be able to do this, as I don't have the resources,
>>> connections or credibility to do so.
>>>
>>> Howev

Re: Stand up and be counted

2014-03-17 Thread Halim Negadi
Alastair, how about starting the same thread on 3D pro ?


On Mon, Mar 17, 2014 at 3:11 PM, Michal Doniec  wrote:

> I meant "he is not on the list"
>
>
> On 17 March 2014 14:10, Michal Doniec  wrote:
>
>> Dave is on the list. He's be thrown off the list 15 years ago :)
>>
>>
>> On 17 March 2014 13:35, Andi Farhall  wrote:
>>
>>> I wonder what Dave Levy thinks? I'm sure he's listening?
>>>
>>> you there Dave?
>>>
>>> Do I need to tempt you with a spoon?
>>>
>>> A.
>>>
>>>
>>>
>>>
>>>
>>> ...
>>> http://www.hackneyeffects.com/
>>> https://vimeo.com/user4174293
>>> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>>>
>>>
>>> http://www.flickr.com/photos/lord_hackney/
>>> http://spylon.tumblr.com/
>>>
>>> This email and any attachments to it may be confidential and are
>>> intended solely for the use of the individual to whom it is addressed. Any
>>> views or opinions expressed are solely those of the author and do not
>>> necessarily represent those of Hackney Effects Ltd.
>>>
>>> If you are not the intended recipient of this email, you must neither
>>> take any action based upon its contents, nor copy or show it to anyone.
>>>
>>> Please contact the sender if you believe you have received this email in
>>> error.
>>> 
>>>
>>>
>>> --
>>> From: perryharo...@gmail.com
>>> Subject: Re: Stand up and be counted
>>> Date: Mon, 17 Mar 2014 08:10:14 -0400
>>> To: softimage@listproc.autodesk.com
>>>
>>>
>>> Alastair,
>>>
>>> This is exactly what is needed. Thank you for stating this (and STARTING
>>> this)!
>>>
>>> Perry
>>>
>>>
>>>
>>> On Mar 17, 2014, at 4:32 AM, Alastair Hearsum 
>>> wrote:
>>>
>>> Hello
>>>
>>> Could I be so bold as to encourage everyone out there to petition the
>>> prominent people in their organisations to stand up and make a statement.
>>> Outside the list would be most beneficial. Do they have journalistic
>>> contacts, open letters etc. The deed may be done but we want to have a
>>> voice, if Maya is a choice, into what the development priorities are. And,
>>> I may be being melodramatic here, we want them to look into our eyes are
>>> they are twisting the knife.
>>>
>>> Thanks
>>>
>>>
>>> Alastair Hearsum
>>>
>>>
>>> --
>>>  Alastair Hearsum
>>>  Head of 3d
>>> [image: GLASSWORKS]
>>>  33/34 Great Pulteney Street
>>> London
>>> W1F 9NP
>>> +44 (0)20 7434 1182
>>> glassworks.co.uk 
>>>  Glassworks Terms and Conditions of Sale can be found at
>>> glassworks.co.uk
>>>  (Company registered in England with number 04759979. Registered office
>>> 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
>>>  Please consider the environment before you print this email.
>>>  DISCLAIMER: This e-mail and attachments are strictly privileged,
>>> private and confidential and are intended solely for the stated
>>> recipient(s). Any views or opinions presented are solely those of the
>>> author and do not necessarily represent those of the Company. If you are
>>> not the intended recipient, be advised that you have received this e-mail
>>> in error and that any use, dissemination, forwarding, printing, or copying
>>> of this e-mail is strictly prohibited. If this transmission is received in
>>> error please kindly return it to the sender and delete this message from
>>> your system.
>>>
>>>
>>
>>
>> --
>> --
>> Michal
>> http://uk.linkedin.com/in/mdoniec
>>
>
>
>
> --
> --
> Michal
> http://uk.linkedin.com/in/mdoniec
>


Re: Stand up and be counted

2014-03-17 Thread Halim Negadi
I agree Alastair,

We're starting week #3 and I haven't heard of any other studio than
glassworks making an official statement and standing up publicly for the
sake of soft.

There's no reason to surrender, there's nothing to loose standing up in
front of AD.


On Mon, Mar 17, 2014 at 9:32 AM, Alastair Hearsum
wrote:

>  Hello
>
> Could I be so bold as to encourage everyone out there to petition the
> prominent people in their organisations to stand up and make a statement.
> Outside the list would be most beneficial. Do they have journalistic
> contacts, open letters etc. The deed may be done but we want to have a
> voice, if Maya is a choice, into what the development priorities are. And,
> I may be being melodramatic here, we want them to look into our eyes are
> they are twisting the knife.
>
> Thanks
>
>
> Alastair Hearsum
>
>
> --
>  Alastair Hearsum
>  Head of 3d
> [image: GLASSWORKS]
>  33/34 Great Pulteney Street
> London
> W1F 9NP
> +44 (0)20 7434 1182
> glassworks.co.uk 
>  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
>  (Company registered in England with number 04759979. Registered office 25
> Harley Street, London, W1G 9BR. VAT registration number: 86729)
>  Please consider the environment before you print this email.
>  DISCLAIMER: This e-mail and attachments are strictly privileged, private
> and confidential and are intended solely for the stated recipient(s). Any
> views or opinions presented are solely those of the author and do not
> necessarily represent those of the Company. If you are not the intended
> recipient, be advised that you have received this e-mail in error and that
> any use, dissemination, forwarding, printing, or copying of this e-mail is
> strictly prohibited. If this transmission is received in error please
> kindly return it to the sender and delete this message from your system.
>


Re: [OT] Some musings regarding Blender...

2014-03-10 Thread Halim Negadi
Blender has a next gen performance level. It opens up in half a sec and has
no trouble running a full featured character at frame rates we couldn't
imagine with a single envelope operator in any old fashionned classic dccs.

It can load scenes 10x faster than xsi or maya.

It has very powerfull rigging and animation tools. NLA workflow is
incredibly simple. Any animator could use it without any TD assitance to
store clips etc.

The SDK accessibility of each object is the most straight forward approach
I've ever seeen. Just switch your outliner to "Datablocks" mode and you'll
have a scripting access overlay display on each single object you drag your
mouse over.. Beautiful.

The interface is very smart when as soon as you set your preferences to
select with LMB instead of RMB.
At the beginning I started buidling and saving custom layouts and quickly
figured out that it was completely useless. As the interface layout is
being saved with the current workspace ( each .blend file can contain
serveral scenes ) it's designed to be part of the workflow. Splitting and
merging views is actually so easy that the software layout blends smoothly
in your workflow.
When you open a scene it comes with an interface layout that's part of the
working context.

Referencing is incredible. You do that using file>link. When I first double
clicked on the .blend I wanted as a reference, it opened a list of contents
within the file opener window to let me chose what part of it I wanted to
link on. Which means that you can have an asset shading scene with several
lights and cameras where you just pick up the materials you need. Of
course, this kind of referencing needs attention but I beleive that's the
way to go.

Here's actually what bothers me the most about blender though:

- A non negociable Z up axis instead of Y. Makes it very difficult to
integrate within any existing pipeline. Every character you import would
lie on the ground. Ridiculous. Z up is for CAD, animation uses Z for depth.
This Z up issue is what keeps blender out of most studios that have an eye
on it. I talked to Ton Roosendaal at siggraph 2012 about what feels to me
like a gravel blocking the whole river and his laconic answer made me guess
he and the foundation had no special will to adapt in order to get in the
mainstream market. It's opensource though, so may be there's a way to get
around this.
- A kinematic engine that I still haven't figured out. I may have missed
something but I could never rely on actual transforms values.It seems that
the values displayed in the transforms channels are actually offsets and
not local transforms but I still have trouble understanding where these
offsets comes from. I would really appreciate any hint about this.

Compared to maya, the list is microscopic...


On Mon, Mar 10, 2014 at 3:43 PM, Leendert A. Hartog wrote:

> Talk is, however, relatively cheap... The community obviously is willing
> to participate, but what happens when the ideas are being presented to
> their chairman Ton Roosendaal? There is a reason, why the Blender UI has
> always been as quirky as it was...
>
> Dan Yargici schreef op 10-3-2014 15:34:
>
>  There is a thread on BlenderArtists.org where people are submitting
>> mockups and the like where there are some really nice suggestions (and a
>> few terrible ones). Hopefully the right ones will filter through.
>>
>> http://blenderartists.org/forum/showthread.php?298932-
>> Blender-UI-Mockups-and-Ideas-Requested
>>
>> DAN
>>
>>
>
> --
>
> Leendert A. Hartog - Softimage hobbyist
> AKA Hirazi Blue - Administrator  @, NOT the owner of  si-community.com
>
>
>


Re: Softimage Has Been Killed, the Future of CG Softwares Is Now in TD's Hands

2014-03-07 Thread Halim Negadi
Your 2 cents will worth a few bitcoins quickly Christopher. I'm in.


On Fri, Mar 7, 2014 at 9:34 PM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> My 2 cents on this:
> http://christophercrouzet.com/blog/post/2014/03/07/Softimage-Has-Been-Killed%2C-the-Future-of-CG-Softwares-Is-Now-in-TD-s-Hands
>
> I'm looking forward to the future, how about you?
>
>
> --
> Christopher Crouzet
> *http://christophercrouzet.com* 
>
>


Re: Maya feature request from Softimage users

2014-03-07 Thread Halim Negadi
As for shapes, I've never felt good with soft workflow. A few years ago we
asked stargrav to develop us a soft version of BCS. It now works on both
platforms and I can't live without it:
http://www.stargrav.com/bcs.php


On Fri, Mar 7, 2014 at 9:08 PM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> while a lot of those things can be worked around or simply written, the
> lack of a property and parameter entity in Maya will have you up walls.
> Attributes can only be owned by nodes, and the sort-of-quasi-workaround of
> character set will cuase early baldness in any person trying to use it.
>
> BTW, if you plan to use Maya go on the small annoying things site RIGHT
> NOW and start up-voting the Softimage sensitive issues (proxy params is
> there, as is the lack of some fundamental nodes etc.).
>
>
> On Sat, Mar 8, 2014 at 7:05 AM, Eric Turman  wrote:
>
>> **Workgroups *(Maya's  plugin manager..ugh what a mess)
>> **GATOR *(I've had Maya users nearly go into a seizure of disbelief when
>> I've shown them GATOR in the past)
>> **Stacks: Model, Shape, Animate, Secondary shape etc *(so useful to be
>> able to partition operations for freezing etc.)
>> **non-destructive adaption of modeling work through shapes weights etc.* 
>> (when
>> a client wans a changeman this has been a lifesaver in Soft all these
>> years)
>> **non-layer approach to dealing with hierarchical inheritance of
>> visibility etc* (hide parent in Maya, the whole branch get
>> hidden...wait, whut? dumb dumb dumb dumb dumb...yes I know layers...not
>> clean when temporarily hiding things while working)
>> **Delta referencing with internal and external aspects *(the ability to
>> spit aspects of internal and external referencing is amazingly powerful)
>> **Constraint Comp *(Maya, why you hide your offset after initial
>> constraint?!?!)
>> **Neutral pose *(I know that I'm going to get some flak for this one and
>> that buffer nulls...erm locators...work but Neutral pose when used
>> correctly is wonderful)
>> **Proxy Parameters* (so nice for the animators not to have to hunt and
>> peck like on Maya rigs)
>> **Pass & partition* (instead of the ridiculous render layers)
>>
>> I know that I'm missing a bunch, but that's a quick fire off the top
>> of my head. I am not looking forward to using it again. I spent 5 years
>> trying to embrace it and it was like cuddling with a porcupine back in the
>> stone ages. But I will have to deal with it once more.
>>
>>
>>
>> On Fri, Mar 7, 2014 at 1:59 PM, Meng-Yang Lu  wrote:
>>
>>> This is a possibility with Fabric Engine in the mix for super speed.
>>>  Here's hoping.
>>>
>>>
>>>
>>> On Fri, Mar 7, 2014 at 11:55 AM, Francisco Criado >> > wrote:
>>>
 Why not to rename xsi.exe to maya.exe and change the starting screen?
 that could be very easy implemented, and voila! all softimage tools and ui
 in maya :)


 2014-03-07 16:50 GMT-03:00 Raffaele Fragapane <
 raffsxsil...@googlemail.com>:

 I think the core issue here isn't as much whether Maya can be patched
> or not, it surely can, the core is still functional and respectably open,
> if not without issues (and stability has been degrading compared to the
> past IME).
>
> The problem for a lot of people used to Soft is how much scavenging
> and patching they will HAVE TO do before they are even remotely close to
> having previous functionality.
>
> For the small scale Maya user, so leave us engineers and big shops
> out, having to scavenge for scripts and tools and hacking together 
> horrible
> copy'n'paste MEL macros is part of the day to day routine, even for things
> such as opening more than one outliner. That's why it's perceived as
> inferior by a lot of Soft users.
> We can discuss potential all day, and there are certainly things I can
> do in Maya that Soft will simply not allow me to do, but in terms of OOTB
> experience it is pretty F'in disgraceful with all the missing bits.
>
> Rabbit's Shapes plugin and ngSkinTools are bare minimum additions to
> even be able to use it, along side a handful of shelves (Maya's layout is
> another disgrace that requires a lot of old school hacking) that you'll
> have to scavenge from all over the place.
>
> You also have to toe the line between what you can rely on and what
> you can't.
> Maya has a binary lock on versions, so any new major release, and in
> two recorded cases even the .5s, it breaks binary compatibility.
> Soft users take for granted that most C++ plugins and nodes written
> four years ago and never touched again will still work. There was some
> pretty major upset when for the first time a version or two ago some ICE
> fixes "broke" the majority of nodes into requiring recompilation. This is
> par for the course in Maya, compiled anything will NOT work on any major
> version other than the one it was comp

Re: Maya feature request from Softimage users

2014-03-07 Thread Halim Negadi
+1

I think there a way to do so using a mel command.


On Fri, Mar 7, 2014 at 7:44 PM, Dave Thomlison  wrote:

> Ability to open more than one outliner?
>
>
> On Fri, Mar 7, 2014 at 1:41 PM, Luc-Eric Rousseau wrote:
>
>> On Fri, Mar 7, 2014 at 11:59 AM, Jeremie Passerin 
>> wrote:
>> > I would really like to hear Autodesk plan to incorporate some of those
>> > features in Maya.
>> > I'm guessing there not all super easy to merge, but some of them would
>> be
>> > considered as amazing new feature by the Maya users.
>>
>> we have been furiously collecting feedback about what's missing in
>> Maya from a Softimage point of view.
>> Can't talk about the action plans, but we welcome the feedback, it is
>> not futile.
>>
>
>
>
> --
> Dave Thomlison
>


Re: Maya feature request from Softimage users

2014-03-07 Thread Halim Negadi
Can't live wihout middle mouse button menus behaviour, I got this
implemented in relight the first two weeks I spent at the Bakery.


On Fri, Mar 7, 2014 at 7:38 PM, Peter Agg  wrote:

> Nope, it's been the default behaviour for ages. Certainly in 2013.
>
>
> On 7 March 2014 18:36, Emilio Hernandez  wrote:
>
>> Oh that is a new feature in 2014?
>>
>> If that is so I am in 2013.
>>
>> ---
>> Emilio Hernández   VFX & 3D animation.
>>
>>
>> 2014-03-07 12:33 GMT-06:00 Peter Agg :
>>
>> "Well I just tried to use the middle mouse button in the outliner and it
>>> does not work."
>>>
>>> Well, it certainly should!
>>>
>>>
>>> http://download.autodesk.com/global/docs/maya2014/en_us/index.html?url=files/Nodes_and_attributes_View_and_edit_the_hierarchy_of_nodes.htm,topicNumber=d30e25645
>>>
>>>
>>>
>>>
>>> On 7 March 2014 18:28, Emilio Hernandez  wrote:
>>>
 Well I just tried to use the middle mouse button in the outliner and it
 does not work.

 Yes, then you need to get the connection editor to remove things

 ---
 Emilio Hernández   VFX & 3D animation.


 2014-03-07 12:25 GMT-06:00 Peter Agg :

 "Ability to drag and drop objects in the outliner under other objects
> like the explorer."
>
> Use the middle mouse button.
>
>
> "Ability to have non transformation groups"
>
> You mean like XSI's groups? They're called sets - you can drag things
> in but you need to use a Connection Editor to take things out. >.<
>
>
> On 7 March 2014 18:22, Emilio Hernandez  wrote:
>
>> Ability to drag and drop objects in the outliner under other objects
>> like the explorer.
>> Ability to have non transformation groups
>>
>> Pfff I am working in Maya right now, as I am required to do so, the
>> list is so long as I continue to do stuff.
>>
>> ---
>> Emilio Hernández   VFX & 3D animation.
>>
>>
>> 2014-03-07 12:18 GMT-06:00 Jason S :
>>
>>  Problem-solving  without  problem-solving-code-departments
>>>
>>> On 03/07/14 13:15, Emilio Hernandez wrote:
>>>
>>> +1
>>>
>>>  ---
>>> Emilio Hernández   VFX & 3D animation.
>>>
>>>
>>> 2014-03-07 12:14 GMT-06:00 Rob Chapman :
>>>
 No icons..?  :D
  On 7 Mar 2014 18:10, "Emilio Hernandez"  wrote:

> Independency of child parameters from parent objects.  LIke for
> example if you want to hide the parent and leave the child visible, 
> and not
> spread all of this throught the hierarchy.
>
>  ---
> Emilio Hernández   VFX & 3D animation.
>
>
> 2014-03-07 12:05 GMT-06:00 Emilio Hernandez :
>
>> Ability to change the same parameters in a multi selection objects
>>
>>  ---
>> Emilio Hernández   VFX & 3D animation.
>>
>>
>>  2014-03-07 12:03 GMT-06:00 Adam Sale :
>>
>>  Gator
>>> Decent set of shatter and sim tools ala implosia and momentum
>>> Face robot type functionality
>>>   On Mar 7, 2014 10:00 AM, "Emilio Hernandez" 
>>> wrote:
>>>
 Oh I thought it was mentioned "officialy" by Autodesk.  If that
 was the case probably will be the opposite.  But if it is a rumor 
 then it
 might be there  We just need like 6 years so it will become 
 true.

  ---
 Emilio Hernández   VFX & 3D animation.


 2014-03-07 11:54 GMT-06:00 Nic Sievers :

>  nope, I haven't used it.   I should have specifically said
> its a rumor, instead of I believe.
>
>
> On Fri, Mar 7, 2014 at 9:50 AM, Christopher Crouzet <
> christopher.crou...@gmail.com> wrote:
>
>> And I believe you're breaking the NDA here?
>>
>>
>>
>> On 7 March 2014 12:47, Nic Sievers  wrote:
>>
>>>  I believe Maya 2015 adds a new unfold3D tool...
>>>
>>>
>>>  On Fri, Mar 7, 2014 at 9:37 AM, Manuel Huertas Marchena <
>>> lito...@hotmail.com> wrote:
>>>
  uv unfold please!!

  ...really dont like maya uv's tools!



 IMDB  | Portfolio
 

Re: Save Softimage Petition

2014-03-04 Thread Halim Negadi
Signed.
Just couldn't stand still watching this happening.


On Tue, Mar 4, 2014 at 9:38 PM, Stefan Kubicek  wrote:

>  Ditto.
>
>
> I'll sign just for support.  Would be awesome but I doubt it will happen
> :-/
>
> Kris
>
>
> On Tue, Mar 4, 2014 at 3:20 PM, Steven Caron  wrote:
>
>> not sure if you can edit the petition page but i think you could continue
>> to add some more examples of great softimage related work... rodeofx on
>> pacific rim, whiskytree on elysium, the mill's 98% human project... and
>> leave jurassic park off of it, that was softimage 3d
>>
>>
>> On Tue, Mar 4, 2014 at 11:31 AM, Nick Martinelli > > wrote:
>>
>>> Hi list,
>>>
>>> I'm generally pretty quiet on here, but I feel like it might be time to
>>> finally make some noise.
>>>
>>> I know it's a long shot but maybe if we get enough signatures we can at
>>> least help entice Autodesk to sell off Softimage.  I don't know if it will
>>> work or if anything will happen from it, but it's worth a try.  Worst case
>>> scenario, nothing.  Best case, Softimage is back before we know it.
>>>
>>> let the signing commence!
>>>
>>> https://www.change.org/petitions/autodesk-save-softimage
>>>
>>>
>>>
>>> --
>>>
>>> Nick Martinelli
>>> www.nickMartinelli.net
>>> n...@nickmartinelli.net
>>>
>>
>>
>
>
>
> --
> ---
> Stefan Kubicek
> ---
> keyvis digital imagery
> Alfred Feierfeilstraße 3
> A-2380 Perchtoldsdorf bei Wien
> Phone: +43/699/12614231
> www.keyvis.at ste...@keyvis.at
> -- This email and its attachments are --
> --confidential and for the recipient only--
>


Re: Nesting custom properties

2014-02-12 Thread Halim Negadi
Hi,

I'm not sure that's what you really need to do but I've been using and
manipulating hierachies of custom properties for a long time now.
for this, I use an addon I first published nearly 10 years ago:
http://hnegadi.myftp.org/resources.html

The core is a quick and dirty vbscrip plugin but it still does what I need
from so I never got the chance to do a complete refactor.
Basically the AddProp xsi built in custom command allows you to create any
custom property nested underneath the object ( including another custom
property ) of your choice.

Here is an quik and dirty example:

AddProp("Custom_parameter_list", "Scene_Root", siDefaultPropagation, "cp0" );
AddProp("TextProp", "Scene_Root", siDefaultPropagation, "text0" );
SetValue("text0.Text", "there she goes again" );
SIAddCustomParameter("cp0", "Param0", siDouble, 1 );
SIAddCustomParameter("cp0", "Param1", siDouble, 2 );
AddProp("Custom_parameter_list", "cp0", siDefaultPropagation, "cp1" );
SIAddCustomParameter("cp0.cp1", "Param2", siBool, true );
SIAddCustomParameter("cp0.cp1", "Param3", siBool, false );
AddProp("Annotation", "Scene_Root", siDefaultPropagation );
SetValue("preferences.scripting.language", "JScript" );

If you install xporc plugins, you'll find menu items that allows you to
replicate and move custom properties hierachies, which means duplicate and
reparent in xsi classic objects terminology.
Unfortunately, I wrote these ages ago and the commands are selection based
and don't take input arguments.

Since XSI doesn't support duplicating nested custom propertis, the
workaround consists in replicating recursively the hierarchy you want to
duplicate: Store and recreate the custom props and copy their params and
values.
I'm not sure any animation or expression source replication are supported
though.

Attached are the vbs functions I use in xproc to "replicate" hierarchies of
custom properties ( I removed the vbs extention so google would allow me to
send the attachement ).

Hope this helps.



On Wed, Feb 12, 2014 at 1:19 PM, David Barosin  wrote:

> Character Key sets are hierarchical.  I think they only work with existing
> parameters but it's a potential way to organize...
>
>
> On Tue, Feb 11, 2014 at 11:37 PM, Mathias N  wrote:
>
>> Evening
>>
>> I will be managing an obscene number of parameters, a number that
>> requires that I keep things somewhat structured rather than just dumping
>> everything into a single custom property.
>>
>> Since we are apparently unable to create hierarchies of parameters (see
>> https://groups.google.com/d/topic/xsi_list/OkUqJFjOqP0/discussion )
>> my current plan is to use nested CustomProperties in the following manner:
>>
>> Gradient
>>   Marker_1
>> Red
>> Green
>> Blue
>>   Marker_2
>> Red
>> Green
>> ...
>> Where gradient and marker_1/marker_2 are custom properties, and
>> red/green/blue are parameters.
>>
>> I am primarily posting to ask whether there isn't a better way of doing
>> this, but assuming the answer to that is no, I was wonder if it is possible
>> to accomplish purely with C++.
>>
>> With scripting you would just use AddProp to create the CustomProperty,
>> setting the parent property as the input.
>> In C++ the only way to add a custom property is, as far as I can tell, by
>> calling AddCustomProperty, but this method is not available to a
>> CustomProperty as it is not derived from SceneItem.
>>
>> Calling the native AddProp to do the job wouldn't be much of a problem,
>> but I do prefer to keep my code, ehem, *pure*. Also not a fan of
>> spamming the console.
>>
>> Cheers
>>
>
>


NestCustomProperties
Description: Binary data


Re: alembic question

2013-11-30 Thread Halim Negadi
Yep, maya namespaces with ':' special character kind of suck.
What feels the most anoying though is the fact that alembic being streamed
from the file system is already a referencing workflow by itself.
I could have done it go without namespaces. But different characters
containing geos following the same naming convention can't receive alembic
point caches at in the same scene.
All right, that's not a maya mailing list over here but for bitching it's
fine no ?
Thanks for answering anyway Steven.

Cheers,

Halim.


On Sat, Nov 30, 2013 at 9:54 PM, Steven Caron  wrote:

> ya, i would continue to attempt to change the identifiers post export from
> softimage. i don't think there is an option like that in maya's importer.
> also, i don't fully understand maya's namespace stuff.
>
> sorry i can't be of more help
>
>
> On Sat, Nov 30, 2013 at 12:22 PM, Halim Negadi  wrote:
>
>> Hi Steven,
>>
>> Yes, I figured there was an option to skip namespaces on import to
>> softimage. But I couldn't find anything like that on the maya importer side.
>> The identifiers looks like this out of softimage:
>>
>> # INFO : /golgothDXfo/T_gum_geoXfo/T_gum_geo
>> # INFO : /golgothDXfo/trousers_geoXfo/trousers_geo
>> # INFO : /golgothDXfo/jugul_geoXfo/jugul_geo
>> # INFO : /golgothDXfo/L_sleeve_geoXfo/L_sleeve_geo
>> # INFO : /golgothDXfo/head_geoXfo/head_geo
>> # INFO : /golgothDXfo/insideMouth_geoXfo/insideMouth_geo
>> # INFO : /golgothDXfo/tongue_geoXfo/tongue_geo
>> # INFO : /golgothDXfo/torus3_geoXfo/torus3_geo
>> # INFO : /golgothDXfo/torus0_geoXfo/torus0_geo
>> # INFO : /golgothDXfo/B_teeth_geoXfo/B_teeth_geo
>> # INFO : /golgothDXfo/backTorus_geoXfo/backTorus_geo
>> # INFO : /golgothDXfo/scarf_geoXfo/scarf_geo
>> # INFO : /golgothDXfo/R_Eye_geoXfo/R_Eye_geo
>> # INFO : /golgothDXfo/L_Cornea_geoXfo/L_Cornea_geo
>> # INFO : /golgothDXfo/torus2_geoXfo/torus2_geo
>> # INFO : /golgothDXfo/hands_geoXfo/hands_geo
>> # INFO : /golgothDXfo/B_gum_geoXfo/B_gum_geo
>> # INFO : /golgothDXfo/belt_geoXfo/belt_geo
>> # INFO : /golgothDXfo/T_teeth_geoXfo/T_teeth_geo
>> # INFO : /golgothDXfo/shirt_geoXfo/shirt_geo
>> # INFO : /golgothDXfo/gaiter_geoXfo/gaiter_geo
>> # INFO : /golgothDXfo/L_Eye_geoXfo/L_Eye_geo
>> # INFO : /golgothDXfo/torus1_geoXfo/torus1_geo
>> # INFO : /golgothDXfo/body_geoXfo/body_geo
>> # INFO : /golgothDXfo/R_Cornea_geoXfo/R_Cornea_geo
>> # INFO : /golgothDXfo/torus4_geoXfo/torus4_geo
>> # INFO : /golgothDXfo/straps_geoXfo/straps_geo
>> # INFO : /golgothDXfo/frontTorus_geoXfo/frontTorus_geo
>> # INFO : /golgothDXfo/R_beltHandle_geoXfo/R_beltHandle_geo
>> # INFO : /golgothDXfo/plastron_geoXfo/plastron_geo
>> # INFO : /golgothDXfo/L_beltHandle_geoXfo/L_beltHandle_geo
>>
>> And of course, they won't apply on anything like this:
>> /golgothD:golgothDXfo/golgothD:L_beltHandle_geoXfo/golgothD:
>> L_beltHandle_geo
>> As I said before, I did try to hack the alembic file and renamed
>> identifiers but Maya hangs while applying.
>> Applying point cache is pretty instant, as I did the test without
>> namespaces.
>>
>> Thanks.
>>
>>
>>


Re: alembic question

2013-11-30 Thread Halim Negadi
Hi Steven,

Yes, I figured there was an option to skip namespaces on import to
softimage. But I couldn't find anything like that on the maya importer side.
The identifiers looks like this out of softimage:

# INFO : /golgothDXfo/T_gum_geoXfo/T_gum_geo
# INFO : /golgothDXfo/trousers_geoXfo/trousers_geo
# INFO : /golgothDXfo/jugul_geoXfo/jugul_geo
# INFO : /golgothDXfo/L_sleeve_geoXfo/L_sleeve_geo
# INFO : /golgothDXfo/head_geoXfo/head_geo
# INFO : /golgothDXfo/insideMouth_geoXfo/insideMouth_geo
# INFO : /golgothDXfo/tongue_geoXfo/tongue_geo
# INFO : /golgothDXfo/torus3_geoXfo/torus3_geo
# INFO : /golgothDXfo/torus0_geoXfo/torus0_geo
# INFO : /golgothDXfo/B_teeth_geoXfo/B_teeth_geo
# INFO : /golgothDXfo/backTorus_geoXfo/backTorus_geo
# INFO : /golgothDXfo/scarf_geoXfo/scarf_geo
# INFO : /golgothDXfo/R_Eye_geoXfo/R_Eye_geo
# INFO : /golgothDXfo/L_Cornea_geoXfo/L_Cornea_geo
# INFO : /golgothDXfo/torus2_geoXfo/torus2_geo
# INFO : /golgothDXfo/hands_geoXfo/hands_geo
# INFO : /golgothDXfo/B_gum_geoXfo/B_gum_geo
# INFO : /golgothDXfo/belt_geoXfo/belt_geo
# INFO : /golgothDXfo/T_teeth_geoXfo/T_teeth_geo
# INFO : /golgothDXfo/shirt_geoXfo/shirt_geo
# INFO : /golgothDXfo/gaiter_geoXfo/gaiter_geo
# INFO : /golgothDXfo/L_Eye_geoXfo/L_Eye_geo
# INFO : /golgothDXfo/torus1_geoXfo/torus1_geo
# INFO : /golgothDXfo/body_geoXfo/body_geo
# INFO : /golgothDXfo/R_Cornea_geoXfo/R_Cornea_geo
# INFO : /golgothDXfo/torus4_geoXfo/torus4_geo
# INFO : /golgothDXfo/straps_geoXfo/straps_geo
# INFO : /golgothDXfo/frontTorus_geoXfo/frontTorus_geo
# INFO : /golgothDXfo/R_beltHandle_geoXfo/R_beltHandle_geo
# INFO : /golgothDXfo/plastron_geoXfo/plastron_geo
# INFO : /golgothDXfo/L_beltHandle_geoXfo/L_beltHandle_geo

And of course, they won't apply on anything like this:
/golgothD:golgothDXfo/golgothD:L_beltHandle_geoXfo/golgothD:L_beltHandle_geo
As I said before, I did try to hack the alembic file and renamed
identifiers but Maya hangs while applying.
Applying point cache is pretty instant, as I did the test without
namespaces.

Thanks.


On Sat, Nov 30, 2013 at 8:38 PM, Steven Caron  wrote:

> i have went the other way, from maya to softimage. kept namespaces intact
> on export but stripped them on import and used model roots from a selection.
>
> what do the identifiers look like coming out of softimage?
>
>
>
> On Sat, Nov 30, 2013 at 11:09 AM, Halim Negadi  wrote:
>
>> I know it's a little out of topic and I should post on the exocortex list
>> but I had no answer from exocortex so far and I'm hitting a wall.
>> I am trying to get alembic pointcaches exported from softimage using
>> crate working on references with namespaces in maya.
>> Even tryed to hack the abc file using the pyalembic libs but didn't
>> succeed.
>> Anyone had alembic point caches hooked on objects with namespaces ?
>>
>> Thanks.
>>
>> -H
>>
>>
>>
>>
>>
>


alembic question

2013-11-30 Thread Halim Negadi
I know it's a little out of topic and I should post on the exocortex list
but I had no answer from exocortex so far and I'm hitting a wall.
I am trying to get alembic pointcaches exported from softimage using crate
working on references with namespaces in maya.
Even tryed to hack the abc file using the pyalembic libs but didn't succeed.
Anyone had alembic point caches hooked on objects with namespaces ?

Thanks.

-H


Re: event question

2013-09-05 Thread Halim Negadi
Thank you Stephen, saved me a couple of hours diggin the wrong way.


On Thu, Sep 5, 2013 at 12:55 PM, Stephen Blair wrote:

> Seems possible to me:
>
> # VERBOSE : EndSceneSave2_OnEvent called
> # VERBOSE : FileName: C:\Users\SOLIDANGLE\Documents\**
> Projects\Support\Scenes\**Classroom_aRNOLD.scn
> Application.SaveScene()
> Application.SelectObj("**Building", "", "")
> # VERBOSE : EndFileExport_OnEvent called
> # VERBOSE : Input: Building
> # VERBOSE : FileName: C:\Users\SOLIDANGLE\Documents\**
> Projects\Support\Models\**Building.emdl
> # VERBOSE : FileType: 2
> Application.ExportModel("**Building", "C:\\Users\\SOLIDANGLE\\**
> Documents\\Projects\\Support\\**Models\\Building.emdl", "", "")
>
>
>
>
> On 05/09/2013 6:26 AM, Halim Negadi wrote:
>
>> Hello List,
>>
>> I'm trying to write a simple event that would write metada in a text file
>> upon scene save and model export.
>> I RTFM the thing and couldn't find a way to catch the result full path of
>> the exported model || saved scene after saving || export occurs.
>> Any Idea ?
>>
>> Thank you,
>>
>> -H.
>>
>
>


event question

2013-09-05 Thread Halim Negadi
Hello List,

I'm trying to write a simple event that would write metada in a text file
upon scene save and model export.
I RTFM the thing and couldn't find a way to catch the result full path of
the exported model || saved scene after saving || export occurs.
Any Idea ?

Thank you,

-H.


Re: GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-27 Thread Halim Negadi
Hi Miguel,

We plan to work with GEAR in the next few months at Forge Animation, in
south of france. ( www.forge-animation.com )



On Tue, Aug 27, 2013 at 7:46 PM, Miquel Campos wrote:

> Oh! nice! :) Halim, where is "here"?
>
>
>
>
> 
>
> Miquel Campos
> www.miquelTD.com
>
>
>
> 2013/8/27 Halim Negadi 
>
>> Thank you Miguel, couldn't dream of a better timing as we were planning
>> to use gear for our first teaser over here.
>>
>> Glad to see you guys keeping our weapon alive.
>>
>>
>>
>> On Tue, Aug 27, 2013 at 7:06 PM, Emilio Hernandez wrote:
>>
>>> Yeah!  Waiting anxiously for the videos!
>>>
>>> Thanks Jeremie for the solid foundation of GEAR and thank you Miquel for
>>> keeping it not only alive but sailing!
>>>
>>>
>>> 2013/8/27 Mirko Jankovic 
>>>
>>>> hip hip hip hooray for our SI masters! :)
>>>>
>>>>
>>>> On Tue, Aug 27, 2013 at 6:34 PM, Adam Sale  wrote:
>>>>
>>>>> Awesome news. Just in time for the start of September classes.
>>>>>
>>>>> Adam
>>>>>
>>>>>
>>>>> On Tue, Aug 27, 2013 at 9:25 AM, Rares Halmagean 
>>>>> wrote:
>>>>>
>>>>>>  I'll through in a Huzzah and big thanks for the addition. Can't wait
>>>>>> to try it out.
>>>>>>
>>>>>> On 8/26/2013 9:48 PM, Miquel Campos wrote:
>>>>>>
>>>>>> Hello,
>>>>>>
>>>>>>  I have just uploaded to github my custom fork of Jeremie Passerin's
>>>>>> GEAR project.
>>>>>>
>>>>>>  https://github.com/miquelcampos/GEAR_mc
>>>>>>
>>>>>>  Here is a little list of what's the new:
>>>>>>
>>>>>>  -New Menu re-arrange
>>>>>> -New Facial components
>>>>>> -New options for icon creator
>>>>>> -Selection sets and poseLib not part of Gear
>>>>>> -poseLib should work now in Linux (but not tested)
>>>>>> -Zipper tool for curves
>>>>>> -New solvers
>>>>>> -Wireframe color tool
>>>>>> -Guides support for store wireframe color
>>>>>> -New commands for inspect Guides PPG and solvers options
>>>>>> -Command for merge symmetry mapping templates.
>>>>>>
>>>>>>  Some of these new features were initially developed by Jeremie, who
>>>>>> kindly shared with me some of his personal WIP code.
>>>>>>
>>>>>>   BIG THANKS to Jeremie for the original code and all the help. And
>>>>>> also BIG THANKS to Sly and PH from Shed  Montreal to allow me to release
>>>>>> some internal code for the poseLib, selection sets and some of the facial
>>>>>> components.
>>>>>>
>>>>>>  I will prepare with Alan some videos explaining the new features
>>>>>> and tools. Stay tune to TDsurvival ;)
>>>>>>
>>>>>>  Cheers,
>>>>>> Miquel
>>>>>>
>>>>>>
>>>>>>  
>>>>>>
>>>>>> Miquel Campos
>>>>>> www.miquelTD.com
>>>>>>
>>>>>>
>>>>>> --
>>>>>> *Rares Halmagean
>>>>>> ___
>>>>>> *visual development and 3d character & content creation.
>>>>>> *rarebrush.com* <http://rarebrush.com/>
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>>
>>> --
>>>
>>>
>>
>


Re: GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-27 Thread Halim Negadi
Thank you Miguel, couldn't dream of a better timing as we were planning to
use gear for our first teaser over here.

Glad to see you guys keeping our weapon alive.



On Tue, Aug 27, 2013 at 7:06 PM, Emilio Hernandez  wrote:

> Yeah!  Waiting anxiously for the videos!
>
> Thanks Jeremie for the solid foundation of GEAR and thank you Miquel for
> keeping it not only alive but sailing!
>
>
> 2013/8/27 Mirko Jankovic 
>
>> hip hip hip hooray for our SI masters! :)
>>
>>
>> On Tue, Aug 27, 2013 at 6:34 PM, Adam Sale  wrote:
>>
>>> Awesome news. Just in time for the start of September classes.
>>>
>>> Adam
>>>
>>>
>>> On Tue, Aug 27, 2013 at 9:25 AM, Rares Halmagean wrote:
>>>
  I'll through in a Huzzah and big thanks for the addition. Can't wait
 to try it out.

 On 8/26/2013 9:48 PM, Miquel Campos wrote:

 Hello,

  I have just uploaded to github my custom fork of Jeremie Passerin's
 GEAR project.

  https://github.com/miquelcampos/GEAR_mc

  Here is a little list of what's the new:

  -New Menu re-arrange
 -New Facial components
 -New options for icon creator
 -Selection sets and poseLib not part of Gear
 -poseLib should work now in Linux (but not tested)
 -Zipper tool for curves
 -New solvers
 -Wireframe color tool
 -Guides support for store wireframe color
 -New commands for inspect Guides PPG and solvers options
 -Command for merge symmetry mapping templates.

  Some of these new features were initially developed by Jeremie, who
 kindly shared with me some of his personal WIP code.

   BIG THANKS to Jeremie for the original code and all the help. And
 also BIG THANKS to Sly and PH from Shed  Montreal to allow me to release
 some internal code for the poseLib, selection sets and some of the facial
 components.

  I will prepare with Alan some videos explaining the new features and
 tools. Stay tune to TDsurvival ;)

  Cheers,
 Miquel


  

 Miquel Campos
 www.miquelTD.com


 --
 *Rares Halmagean
 ___
 *visual development and 3d character & content creation.
 *rarebrush.com* 

>>>
>>>
>>
>
>
> --
>
>


Re: Hong Kong Softimage users

2013-05-31 Thread Halim Negadi
Hello Adam,

TFilms is a Softimage house in Hong Kong.
the website www.tfilmshk.com doesn't seem right though.
thier address is:
3/F, Kodak House, Phase 1,
321 Java Road, North Point, Hong Kong


On Fri, May 31, 2013 at 2:31 PM, Adam Seeley  wrote:

> Hi Folks,
>
> I'll be on a recce in Hong Kong next week and wondered if there were any
> Softimage houses out there I might be able to drop in and say hi to or any
> Softies that might like to meet for a beer.
>
> Have a nice weekend y'all.
>
> Adam
> -
> Yoyo Digital Ltd.
> 07956 976 245
> http://www.linkedin.com/in/adamseeleyuk
>  https://vimeo.com/adamseeley 
>
>


Re: VM-Ware

2013-01-16 Thread Halim Negadi
What do you guys mean by Hardware Graphics Card ?
Of course, the VM won't see you hardware graphics as it is but VMware will
expose it through it's own driver which does provide a hardware accelerated
opengl. This driver comes with the vmware tools you have to install in your
VM.
The only thing the vmware driver won't be able to handle is the high
quality viewport. Except from that, we have pretty decent display
performance over here.

Another alternative is VirtualBox, it's free and it comes also with a
hardware accelerated display driver. The display performances are even
better than the VMWare ones but it's a little buggy with softimage for now.

On Wed, Jan 16, 2013 at 11:38 AM, ivan t  wrote:

> I have Max / Maya and Softimage from 2010 to 2013 running on VMWare on
> Windows. It is working fine for most usage with exception to what Chris
> mention (Hardware graphics card)
>
> Softimage also works on in linux / VMWare :)
>
> -Ivan
> ivan@nospam.autodesk.com (please remove nospam)
>
>
> On Tue, Jan 15, 2013 at 6:19 PM, Halim Negadi  wrote:
>
>> Well, it does support hardware 3d acceleration as well as virtual box
>>
>>
>> On Tue, Jan 15, 2013 at 11:11 AM, Chris Chia wrote:
>>
>>> Vmware doesn't support hardware graphic card.
>>> Has anyone else using Parallels instead?
>>>
>>> Anyway, it's possible to run Softimage Linux on a vmware.
>>>
>>> From: softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] On Behalf Of Halim Negadi
>>> Sent: Tuesday, January 15, 2013 3:55 AM
>>> To: softimage@listproc.autodesk.com
>>> Subject: Re: VM-Ware
>>>
>>> While working within linux environments, I personnally find more
>>> enjoyable using Softimage running in a windows VM than the linux version
>>> itself.
>>> On Mon, Jan 14, 2013 at 8:53 PM, Halim Negadi >> hneg...@gmail.com>> wrote:
>>> Softimage 2011/2012 & 2013 works like a charm over here on vmware
>>> workstation 9 running windows 7 workstation x64 sp1 under ubuntu 12.04
>>> amd64.
>>> Except from a few harmless display bugs ( more often in the schematic
>>> than in actual viewports ), it's definitely workable and has decent
>>> performance.
>>> A very important thing is to make sure vmx processor acceleration is
>>> enabled in the bios and in the vm configuration to have maximum display and
>>> computing performance running your vms.
>>>
>>> The most succesfull and stable attempt to run softimage in VMs was in
>>> parallels desktop though,
>>> Very stable with almost no display bugs virtualizing  windows 7 64 sp1
>>> using parallels desktop  7 on osx lion.
>>>
>>> Never got the chance to test parallels workstation extreme (
>>> http://www.parallels.com/products/extreme/ ) on linux because it's
>>> slightly expensive and only supported on redhat based distos as we stick on
>>> debian based ones over here.
>>>
>>> On Mon, Jan 14, 2013 at 7:42 PM, Gene Crucean <
>>> emailgeneonthel...@gmail.com<mailto:emailgeneonthel...@gmail.com>>
>>> wrote:
>>> To be fair though... getting Softimage running on Linux in general isn't
>>> for the faint of heart.
>>>
>>> VirtualBox is cool... it's free and all. But performance wise it's quite
>>> bad. VMWareFusion is quite speedy on my home machine. It's the only way I
>>> run windows at home anymore.
>>>
>>> On Mon, Jan 14, 2013 at 7:08 AM, Alan Fregtman >> <mailto:alan.fregt...@gmail.com>> wrote:
>>> I think there's been some confusion... At work I'm on Linux (CentOS 6.2)
>>> and my VMWare VM is virtualizing Windows 7, where Softimage runs swimmingly.
>>>
>>> Was it a VM virtualizing Linux and running Softimage that was the issue
>>> for you? I never tried that as we use Linux natively here.
>>>
>>> On Mon, Jan 14, 2013 at 9:58 AM, Ben Houston >> b...@exocortex.com>> wrote:
>>> Hi Alan,
>>>
>>> No way?  You mean you have a VM running Softimage on Linux?  What
>>> Linux OS are you running inside of the VM?  Did you do anything
>>> special to get it running?  I've wasted countless hours try to get the
>>> required video card drivers to work on Linux inside of a VM.  I think
>>> that cumulatively Exocortex has lost at least a couple of whole days
>>> of effort trying to get to work over the last couple years -- but
>>> maybe things got better w

Re: VM-Ware

2013-01-15 Thread Halim Negadi
Well, it does support hardware 3d acceleration as well as virtual box

On Tue, Jan 15, 2013 at 11:11 AM, Chris Chia wrote:

> Vmware doesn't support hardware graphic card.
> Has anyone else using Parallels instead?
>
> Anyway, it's possible to run Softimage Linux on a vmware.
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Halim Negadi
> Sent: Tuesday, January 15, 2013 3:55 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: VM-Ware
>
> While working within linux environments, I personnally find more enjoyable
> using Softimage running in a windows VM than the linux version itself.
> On Mon, Jan 14, 2013 at 8:53 PM, Halim Negadi  hneg...@gmail.com>> wrote:
> Softimage 2011/2012 & 2013 works like a charm over here on vmware
> workstation 9 running windows 7 workstation x64 sp1 under ubuntu 12.04
> amd64.
> Except from a few harmless display bugs ( more often in the schematic than
> in actual viewports ), it's definitely workable and has decent performance.
> A very important thing is to make sure vmx processor acceleration is
> enabled in the bios and in the vm configuration to have maximum display and
> computing performance running your vms.
>
> The most succesfull and stable attempt to run softimage in VMs was in
> parallels desktop though,
> Very stable with almost no display bugs virtualizing  windows 7 64 sp1
> using parallels desktop  7 on osx lion.
>
> Never got the chance to test parallels workstation extreme (
> http://www.parallels.com/products/extreme/ ) on linux because it's
> slightly expensive and only supported on redhat based distos as we stick on
> debian based ones over here.
>
> On Mon, Jan 14, 2013 at 7:42 PM, Gene Crucean <
> emailgeneonthel...@gmail.com<mailto:emailgeneonthel...@gmail.com>> wrote:
> To be fair though... getting Softimage running on Linux in general isn't
> for the faint of heart.
>
> VirtualBox is cool... it's free and all. But performance wise it's quite
> bad. VMWareFusion is quite speedy on my home machine. It's the only way I
> run windows at home anymore.
>
> On Mon, Jan 14, 2013 at 7:08 AM, Alan Fregtman  <mailto:alan.fregt...@gmail.com>> wrote:
> I think there's been some confusion... At work I'm on Linux (CentOS 6.2)
> and my VMWare VM is virtualizing Windows 7, where Softimage runs swimmingly.
>
> Was it a VM virtualizing Linux and running Softimage that was the issue
> for you? I never tried that as we use Linux natively here.
>
> On Mon, Jan 14, 2013 at 9:58 AM, Ben Houston  b...@exocortex.com>> wrote:
> Hi Alan,
>
> No way?  You mean you have a VM running Softimage on Linux?  What
> Linux OS are you running inside of the VM?  Did you do anything
> special to get it running?  I've wasted countless hours try to get the
> required video card drivers to work on Linux inside of a VM.  I think
> that cumulatively Exocortex has lost at least a couple of whole days
> of effort trying to get to work over the last couple years -- but
> maybe things got better with recent version of Softimage / VMWare?
>
> Someone should make a webpage that describes the steps for VMWare or
> VirtualBox as that is a huge thing, especially for us plugin
> developers.  We've been forced to buy additional PCs or do dual boot
> configurations.
>
> --
> Best regards,
> Ben Houston
> Voice: 613-762-4113 Skype: ben.exocortex Twitter:
> @exocortexcom
> http://Exocortex.com - Passionate CG Software Professionals.
>
>
>
>
> --
> Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
> Developer / Filmmaker / Photographer
> ** Freelance for hire **
> www.genecrucean.com<http://www.genecrucean.com>
>
> ~~ Please use my website's contact form on www.genecrucean.com<
> http://www.genecrucean.com/> for any personal emails. Thanks. I may not
> get them at this address. ~~
>
>
>


Re: VM-Ware

2013-01-14 Thread Halim Negadi
While working within linux environments, I personnally find more enjoyable
using Softimage running in a windows VM than the linux version itself.

On Mon, Jan 14, 2013 at 8:53 PM, Halim Negadi  wrote:

> Softimage 2011/2012 & 2013 works like a charm over here on vmware
> workstation 9 running windows 7 workstation x64 sp1 under ubuntu 12.04
> amd64.
> Except from a few harmless display bugs ( more often in the schematic than
> in actual viewports ), it's definitely workable and has decent performance.
> A very important thing is to make sure vmx processor acceleration is
> enabled in the bios and in the vm configuration to have maximum display and
> computing performance running your vms.
>
> The most succesfull and stable attempt to run softimage in VMs was in
> parallels desktop though,
> Very stable with almost no display bugs virtualizing  windows 7 64 sp1
> using parallels desktop  7 on osx lion.
>
> Never got the chance to test parallels workstation extreme (
> http://www.parallels.com/products/extreme/ ) on linux because it's
> slightly expensive and only supported on redhat based distos as we stick on
> debian based ones over here.
>
>
> On Mon, Jan 14, 2013 at 7:42 PM, Gene Crucean <
> emailgeneonthel...@gmail.com> wrote:
>
>> To be fair though... getting Softimage running on Linux in general isn't
>> for the faint of heart.
>>
>> VirtualBox is cool... it's free and all. But performance wise it's quite
>> bad. VMWareFusion is quite speedy on my home machine. It's the only way I
>> run windows at home anymore.
>>
>>
>> On Mon, Jan 14, 2013 at 7:08 AM, Alan Fregtman 
>> wrote:
>>
>>> I think there's been some confusion... At work I'm on Linux (CentOS 6.2)
>>> and my VMWare VM is virtualizing Windows 7, where Softimage runs swimmingly.
>>>
>>> Was it a VM virtualizing Linux and running Softimage that was the issue
>>> for you? I never tried that as we use Linux natively here.
>>>
>>>
>>>
>>> On Mon, Jan 14, 2013 at 9:58 AM, Ben Houston  wrote:
>>>
>>>> Hi Alan,
>>>>
>>>> No way?  You mean you have a VM running Softimage on Linux?  What
>>>> Linux OS are you running inside of the VM?  Did you do anything
>>>> special to get it running?  I've wasted countless hours try to get the
>>>> required video card drivers to work on Linux inside of a VM.  I think
>>>> that cumulatively Exocortex has lost at least a couple of whole days
>>>> of effort trying to get to work over the last couple years -- but
>>>> maybe things got better with recent version of Softimage / VMWare?
>>>>
>>>> Someone should make a webpage that describes the steps for VMWare or
>>>> VirtualBox as that is a huge thing, especially for us plugin
>>>> developers.  We've been forced to buy additional PCs or do dual boot
>>>> configurations.
>>>>
>>>> --
>>>> Best regards,
>>>> Ben Houston
>>>> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
>>>> http://Exocortex.com - Passionate CG Software Professionals.
>>>>
>>>
>>>
>>
>>
>> --
>> Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
>> Developer / Filmmaker / Photographer
>> ** *Freelance for hire* **
>> www.genecrucean.com
>>
>> ~~ Please use my website's contact form on www.genecrucean.com for any
>> personal emails. Thanks. I may not get them at this address. ~~
>>
>
>


Re: VM-Ware

2013-01-14 Thread Halim Negadi
Softimage 2011/2012 & 2013 works like a charm over here on vmware
workstation 9 running windows 7 workstation x64 sp1 under ubuntu 12.04
amd64.
Except from a few harmless display bugs ( more often in the schematic than
in actual viewports ), it's definitely workable and has decent performance.
A very important thing is to make sure vmx processor acceleration is
enabled in the bios and in the vm configuration to have maximum display and
computing performance running your vms.

The most succesfull and stable attempt to run softimage in VMs was in
parallels desktop though,
Very stable with almost no display bugs virtualizing  windows 7 64 sp1
using parallels desktop  7 on osx lion.

Never got the chance to test parallels workstation extreme (
http://www.parallels.com/products/extreme/ ) on linux because it's slightly
expensive and only supported on redhat based distos as we stick on debian
based ones over here.

On Mon, Jan 14, 2013 at 7:42 PM, Gene Crucean
wrote:

> To be fair though... getting Softimage running on Linux in general isn't
> for the faint of heart.
>
> VirtualBox is cool... it's free and all. But performance wise it's quite
> bad. VMWareFusion is quite speedy on my home machine. It's the only way I
> run windows at home anymore.
>
>
> On Mon, Jan 14, 2013 at 7:08 AM, Alan Fregtman wrote:
>
>> I think there's been some confusion... At work I'm on Linux (CentOS 6.2)
>> and my VMWare VM is virtualizing Windows 7, where Softimage runs swimmingly.
>>
>> Was it a VM virtualizing Linux and running Softimage that was the issue
>> for you? I never tried that as we use Linux natively here.
>>
>>
>>
>> On Mon, Jan 14, 2013 at 9:58 AM, Ben Houston  wrote:
>>
>>> Hi Alan,
>>>
>>> No way?  You mean you have a VM running Softimage on Linux?  What
>>> Linux OS are you running inside of the VM?  Did you do anything
>>> special to get it running?  I've wasted countless hours try to get the
>>> required video card drivers to work on Linux inside of a VM.  I think
>>> that cumulatively Exocortex has lost at least a couple of whole days
>>> of effort trying to get to work over the last couple years -- but
>>> maybe things got better with recent version of Softimage / VMWare?
>>>
>>> Someone should make a webpage that describes the steps for VMWare or
>>> VirtualBox as that is a huge thing, especially for us plugin
>>> developers.  We've been forced to buy additional PCs or do dual boot
>>> configurations.
>>>
>>> --
>>> Best regards,
>>> Ben Houston
>>> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
>>> http://Exocortex.com - Passionate CG Software Professionals.
>>>
>>
>>
>
>
> --
> Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
> Developer / Filmmaker / Photographer
> ** *Freelance for hire* **
> www.genecrucean.com
>
> ~~ Please use my website's contact form on www.genecrucean.com for any
> personal emails. Thanks. I may not get them at this address. ~~
>


Re: Rumors

2012-12-22 Thread Halim Negadi
Sorry Matthieu but I don't see any beauty in watching Softimage diying for
the sake of Maya.
Autodesk is just slowly sucking our weapon of choice dry and this has been
a screwed situation ever since the avid / autodesk deal went down.

On Wed, Dec 19, 2012 at 6:43 PM, Mathieu Leclaire wrote:

> **
> I'm sorry... but how exactly does it hurt the user? If what you are
> hearing happens to be true... doesn't that just mean good news for Maya? I
> don't see any bad news for Softimage here. Softimage ain't loosing
> anything. It's Maya whose gaining.
>
> Even if Softimage ends up loosing some user base because they are moving
> to Maya or something else and Softimage stops evolving due to lack of
> users... Well, that's the cycle of life. In the end, ain't that the beauty
> of our industry? Things are evolving rapidly. There are always new
> softwares, new technologies to learn and adopt. Old non evolving
> technologies slowly die to make way to new better technologies. I love
> Softimage like all of you and I would be sad if it stopped evolving. But
> I'm a big boy. I'll adopt a new one if it helps our work get better. Sure,
> there would be an adaptation period if that happens, but in the end,
> softwares are just tools. Our jobs aren't in jeopardy. Only your comfort
> zone is. And that is only true IF your wort case scenario actually happens
> (i.e. new ICE like interface in Maya forces Softimage users to switch
> software and in doing so kills Softimage's future).
>
> I think this process is completely natural and healthy. If Softimage is to
> die, it's not going to happen in the blink of an eye. It's going to be a
> slow natural transition towards that state. I hope not. I too hope it will
> keep evolving and keep it's place in the industry... but if it doesn't,
> then I'll be happy to face a new challenge and learn a new software.
>
> -Mathieu
>
>
> Tim Marinov wrote:
>
> If it was publicly it won't be rumor and everyone will know.As I said this
> is something I 've heard recently and I really hope isn't true.I like
> Softimage XSI and what is happening with it lately, and these rumors really
> hurts long XSI users.
>
>
> On Wed, Dec 19, 2012 at 4:34 PM, Graham Bell wrote:
>
>> publicly
>
>
>
>


Re: In case you missed it..

2012-09-10 Thread Halim Negadi
>
> > Please AD, bring Soft back to a decent and fair exposure, at least
> > closer to the one it deserves or sell it back if you're embarrassed.
> > I'm sure there's a lot of interested and rich people who would buy it,
> > you'll make money out of your 2008 deal and you'll make anger go down.



That, I think, will never happen, because AD did not buy Softimage for XSI
> but for the patents Softimage had over its technologies. Reselling
> Softimage would mean reselling the patents as well, and that is precisely
> what they want to avoid. Buying as much patents as possible is the only way
> to really shadow competitors.
>

I know Guy, I was trying to make some humor out of a dramatic situation
that's been going on for four years now. I remember you were saying that
the minute after the deal went down.

> Don't wait until someone comes up with a high performance DCC-like suite
> made with ../..
>
> That's why I keep on saying the 'true' solution will have to come up from
> the Open Source community. This is the only valid path. But it will take
> some time.


Once Blender will get rid of it's Z up and get it's interface a little
civilized, it's already mature enough to strike pretty hard. Performance
wise, it's already far ahead of any other DCC on the market. Unfortunately,
the foundation leadership hast it's obsessions and I think they stick on
some non-standard choices to kind of maintain the software a side of the
industry.


Re: In case you missed it..

2012-09-10 Thread Halim Negadi
Stefan, there's a lot of unemployed Soft guys down here in Paris, everybody
has to move to London to be able to use a skillset that is over 10 years
worth for most of them.

Most of Soft companies over here switched ( painfully for some of them ) to
Maya because AD made Soft literally disappear from their catalog.
Financial people usually don't have a clue and don't really care of how
advanced a software is compared to another.
What do you think they tend to decide when it comes to licensing and
support renewal for an over 2k/seat software solution that is not even
mentioned by the res-sellers because they are heavily advised not to ?

Over here we don't have much of a choice anymore, we have to go and find a
job somewhere else or get used to workaround maya all day long.
Some of us can do it because it pays the bills, some others cannot. In any
case, passion tends to vanish.

I've personally been around for way over a decade now and I can tell
there's always been some competition and technological choice, except from
the past 4 years.
We had Explore vs Soft|3D, Explore vs Power Animator, Soft vs Maya, Max vs
Maya, XSI vs Maya, Maya&Max vs XSI.. and then the 2008 deal went down.
The mainstream CG world got paralyzed since then and reached a uniformity I
still cannot imagine happening in the 2010's.

Even Maya people are not happy with this situation, more and more of them
start thinking that ever since AD bought their main competitor, big DCCs
have reached a huge stagnation that benefits to no one, not even AD.

Please AD, bring Soft back to a decent and fair exposure, at least closer
to the one it deserves or sell it back if you're embarrassed.
I'm sure there's a lot of interested and rich people who would buy it,
you'll make money out of your 2008 deal and you'll make anger go down.

Everybody knows ICE integration in Maya would have been done already if it
was as easy as you guys thought when you closed the deal with Avid.
Just get inspired by the concept, help yourself with the code, hook it up
to your weapon and get ours back to light. Just get the party started
again, I'm sure you'll feel unexpected benefits.

Give back the choice of interaction model to people. This is more the
center of the debate than the actual technological value.
Both packages have their strengths and weaknesses but please let people
choose, a lot of them are artists, not only technicians.

Don't wait until someone comes up with a high performance DCC-like suite
made with Fabric Engine or whatever, because a this point, more people than
you expect will jump on it and the downhill might be steep.
Maya might end up just as a keyframing tool that allows a producer to line
up 50 animators on the spot without any training costs. All the TDs that
have been building it's worth for years deserves better.

On Mon, Sep 10, 2012 at 10:15 PM, Stefan Andersson wrote:

> I don't know, it used to be something those marketing/pr people stay up at
> night and come up with those nifty slogans.
>
> I can just say that Softimage would probably replace 80% of the so called
> "pipeline tools" that are created to work around the software. Just put any
> Maya artist infront of a vanilla install of Maya and they will scream... :)
> ICE would probably wipe out 90% of the in-house scripts that are created.
> And instead they would have a better modal/nodal system to work with.
>
> But the main problem these days is probably not the technology, it's
> finding the people who can do it. Not a lot of Softimage artists that are
> highlevel TD's around. Most of them are on this list, and they already have
> a job :)
>
> regards
> stefan andersson
>
>
> On Mon, Sep 10, 2012 at 9:55 PM, Graham Bell wrote:
>
>> "I don't want Softimage to be a good companion to Maya&3dsmax, I want
>> Softimage to kick their ass and make all users leave their software and use
>> Softimage instead!!"
>>
>> This is a perfectly valid point, however playing a neutral card for a
>> moment and to just throw something out therehow do we do that?
>> There are plenty of Maya/Max based studios out there, skilled up, decent
>> pipeline with some tech & tools, and producing very good and capable work
>> for years, how would you get them to then rip all that up and go with
>> Softimage?
>> I'm not sure it's that easy, expanding the capability of a pipeline by
>> adding another solution/software is one thing, but a complete
>> replacement/retool of your core 3D app? That's a whole bigger thing
>> altogether.
>>
>>
>> G
>>
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Leoung O'Young
>> Sent: 10 September 2012 20:35
>> To: softimage@listproc.autodesk.com
>> Subject: Re: In case you missed it..
>>
>> Stefan, I totally agreed with you ranthopefully we are wrong
>> We are sitting on the fence about upgrading our licenses, at this point
>> we will have to take a hard long look.
>>
>> We have been with Softimage/XSI sin

Re: Bye Bye

2012-09-01 Thread Halim Negadi
Salut Guillaume,

All my best wishes for the future, you will be missed on the list and I'm
sure within our beloved software.
May your force be fully transferred to the new platform you'll be involved
with.
Cheers,

H.

On Sat, Sep 1, 2012 at 4:49 AM, Guillaume Laforge <
guillaume.laforge...@gmail.com> wrote:

> Hi Guys,
>
> I just wanted to say thank you for all the good words I heard today.
> I'm out of AD and won't follow this list as much as before, but it was a
> real pleasure to exchange ideas with all those great peoples !
>
> See you maybe on the Fabric Engine beta list !
>
> Cheers,
>
> Guillaume Laforge
>


Re: Usergroup meeting?

2012-08-09 Thread Halim Negadi
I'm here till sunday.

H.

On Thu, Aug 9, 2012 at 9:49 AM, Bill Hinkson  wrote:

> /Wave
>
> Trader Vic's was fun! Maybe I'll make it out to Siggraph next year.
>
>
> On Tue, Jul 31, 2012 at 8:14 PM, Matt Lind wrote:
>
>> Most of the people who replied to my initial survey and requested Sunday
>> have not RSVP'd.  Meanwhile I have a handful of people who want to attend
>> but cannot make Sunday.
>>
>> Would another night be better?  If so, which?
>>
>> Matt
>>
>>
>> PS - Dave, Trader Vic's is where we went for after-dinner drinks a number
>> of years ago if you remember.  Same restaurant chain, different location.
>>
>>
>>
>> -Original Message-
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of David Gallagher
>> Sent: Tuesday, July 31, 2012 6:51 AM
>> To: softimage@listproc.autodesk.com
>> Subject: Usergroup meeting?
>>
>> Any Softimage usergroup meeting at Siggraph happening?
>>
>> I can't make the Sunday one with Matt Lind.
>>
>> Dave G
>>
>>
>
>
> --
> bill hinkson
> animator & designer
> http://billhinksondesign.com
>


Re: Any interest in a Kinect for Windows and/or XBox controller capture driver?

2012-07-22 Thread Halim Negadi
Highly interested as well !

On Sun, Jul 22, 2012 at 6:28 PM, Gmail  wrote:

> I'm also interested.
>
>
>
> On Jul 22, 2012, at 10:21 AM, michael johansson  wrote:
>
> > I would be interested.
> >
> > /michael Johanson
> >
> > 2012/7/22 Muhamad Faizol Abd. Halim :
> >> I'm interested in what you're offering at that price point, but it would
> >> much more helpful if we can have more information about it (like a blog
> or
> >> something detailing the tools you're promoting, some how tos etc).
> >>
> >> Having said that, there's an article on phoronix.com about using kinect
> >> devices with Qt toolkit on Linux (Maemo);
> >> http://www.phoronix.com/scan.php?page=news_item&px=MTEyODY
> >>
> >> The Qt Air Cursor is LGPL licensed and built atop the OpenNI library and
> >> OpenCV. Code for Qt Air Cursor can be found here;
> >> https://github.com/nemein/Qt_AirCursor
> >>
> >> I imagine that if you can develop that using Qt toolkit, it would be
> cross
> >> platform and can be maintained using just a single source, if done
> properly.
> >>
> >> Cheers,
> >> Faizol
> >>
> >>
> >>
> >>
> >> On Sun, Jul 22, 2012 at 5:10 AM, Eric Cosky  wrote:
> >>>
> >>> Hi,
> >>>
> >>>
> >>>
> >>> #1, I recently wrote an application that captures bone data from a
> Kinect
> >>> for Windows devices (Important: this is not the XBox Kinect) and sends
> it to
> >>> a device driver running in Softimage. It is a functional solution for
> >>> getting the raw skeletal motion data into Softimage using the device
> driver
> >>> interface. I know there is already an ICE-based Kinect solution out
> there,
> >>> but this takes a different approach by using a device driver which I
> find a
> >>> little more to my liking. I can observe values in a custom parameter
> set and
> >>> pull the values from there to do whatever I need with them such as
> binding
> >>> in ICE or more basic expressions. Plus I don’t have to run the
> simulation to
> >>> see what is going on, you just activate the driver and it works even
> while
> >>> Softimage is sitting in pause mode.
> >>>
> >>>
> >>>
> >>> #2, I also wrote a driver that is designed to work with Xbox-style
> >>> controllers. The input data is provided as positional data and all
> driver
> >>> item names are mapped to Xbox controller names.
> >>>
> >>>
> >>>
> >>> I’m wondering if there would be any interest in a bundle of these two
> >>> drivers & the support application for something around $50. I am really
> >>> under the gun to get my next game out (I’m a solo indie game dev) and
> I just
> >>> can’t spend any more time on it unless I have some hope it can pay for
> the
> >>> time it would take me to make a proper release out of it.
> >>>
> >>>
> >>>
> >>> I don’t want to assume anyone has any interest at all, and won’t be
> >>> surprised if there isn’t. I wrote these for my own needs and find them
> >>> useful so I am happy with that. However, if these sound like tools you
> would
> >>> like, please let me know. If enough people want access to them then I
> can
> >>> wrap up a few loose ends, do some more testing and do the various
> things I’d
> >>> have to do. If a lot of people expressed interest I would be keen to
> add
> >>> support for Kinect face tracking data as well as a plug-in mechanism to
> >>> allow people to easily filter the skeleton data with a .NET DLL  prior
> to
> >>> handing the data to Softimage. It’s all doable but I can only take the
> time
> >>> if it makes business sense which I can only hope everyone understands.
> >>>
> >>>
> >>>
> >>> Here are some screenshots: http://imgur.com/a/7ayDJ
> >>>
> >>>
> >>>
> >>> Thanks
> >>>
> >>>
> >>>
> >>> Eric Cosky
> >>>
> >>>
> >>
> >>
> >
> >
> >
> > --
> > Michael Johansson
> > Artist/Senior Lecturer/Researcher
> > Kristianstad University
> > Digital Design
> > 29188 Kristianstad
> > Email michael.johans...@hkr.se
> >
> > Infobloom
> > Grönegatan 4a
> > 222 24 Lund
> > Email: mich...@lowend.se
> >
> > www.lowend.se
> > www.abadyl.com
> >
>
>


Re: Convert Position Fcurves key's tangents in 3d space

2012-04-30 Thread Halim Negadi
Looks awesome Ahmidou, can't wait to play with it.
Cheers,
H.

On Mon, Apr 30, 2012 at 4:44 PM, Ahmidou Lyazidi wrote:

> Well, as soon as I have resolved the tangent handle stuff :) I'm sure it's
> simple, but I can't get it...
>
>
> 2012/4/30 Philip Melancon 
>
>>  This is looking amazing, do you have an idea of when/how you plan to
>> release this nice little piece of animation goodness? I know that the
>> animators I work with would kill for something like this!
>>
>> Philip Melancon
>> Lead Crowd TD
>> Modus FX
>>
>>
>> On 4/30/2012 10:30 AM, Xavier Lapointe wrote:
>>
>> Whoa, this is awesome.
>>
>>  I feel some animators out there are probably jubilating right now :)
>>
>> No virus found in this message.
>> Checked by AVG - www.avg.com
>> Version: 2012.0.1913 / Virus Database: 2411/4969 - Release Date: 04/30/12
>>
>>
>
>
> --
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
>
>


Re: loft instances on melena strands

2012-04-27 Thread Halim Negadi
Hello Sandy and thanks for the answer.
Of course we're stil interested, please keep us posted.
Cheers,
H.

On Fri, Apr 27, 2012 at 7:51 PM, Sandy Sutherland <
sandy.sutherl...@triggerfish.co.za> wrote:

>  Hello - sorry for the delay - we are actually doing just this on our
> current movie - using Melena as a base to build on our own further system
> to do fur and now feathers!  I have been trying to see if the powers that
> be will be happy to provide compounds and help - it should be possible, as
> we are going to try and release lots of our development stuff  to the
> community, as the community has always been a huge help to us!
>
> As soon as I have the OK I will send on stuff to you if you still want?
>
> PLEASE NOTE this will never be supported stuff, we can answer questions,
> but once you have the compounds and they do not do what you
> expected/needed, we can not be liable.
>
> Cheers
>
> S.
>
> _
> Sandy Sutherland
> Technical Supervisor
> sandy.sutherl...@triggerfish.co.za
> _
>
>
>
>
>   --
> *From:* softimage-boun...@listproc.autodesk.com [
> softimage-boun...@listproc.autodesk.com] on behalf of Halim Negadi [
> hneg...@gmail.com]
> *Sent:* 23 April 2012 18:55
> *To:* softimage@listproc.autodesk.com
> *Subject:* loft instances on melena strands
>
>  Hi List,
>
>  We are trying to make feather instances loft along strands from melena,
> any chance any of you already went through this ?
> Another way would be to be able to feed a factory CreateStrandsFromCurves
> compound with subcurves to avoid having one single curve object per strand.
>
>  Thank you,
>
>  H.
>


Re: loft instances on melena strands

2012-04-23 Thread Halim Negadi
Hello Renaud,

Thank you for the link, I really like the geometry approach which gives an
accurate feedback of what's gonna render, I'm sure I could use this. I
think I'll start digging these compounds to find a way to do the same using
instancing, duplicated geometry gets way too heavy for feathers.

Thanks

H.

On Mon, Apr 23, 2012 at 7:47 PM, Renaud Bousquet <
renaud.bousq...@modusfx.com> wrote:

> **
> Hey Halim!
>
> This might help you: http://vimeo.com/31143147  *(assuming you're working
> on softimage 2012)
> The only thing is that it will give you a polymesh instead of a pointcloud.
> or
> You could use the "StrandDeform" attribute.
>
> Hope it help you!
> cheers,
> RB
>
>
> On 4/23/2012 12:55 PM, Halim Negadi wrote:
>
> Hi List,
>
>  We are trying to make feather instances loft along strands from melena,
> any chance any of you already went through this ?
> Another way would be to be able to feed a factory CreateStrandsFromCurves
> compound with subcurves to avoid having one single curve object per strand.
>
>  Thank you,
>
>  H.
>
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>
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>


loft instances on melena strands

2012-04-23 Thread Halim Negadi
Hi List,

We are trying to make feather instances loft along strands from melena, any
chance any of you already went through this ?
Another way would be to be able to feed a factory CreateStrandsFromCurves
compound with subcurves to avoid having one single curve object per strand.

Thank you,

H.