Re: Get rid of your flip phone and get current on maya!

2015-07-14 Thread John Richard Sanchez
I didn't know they meant urine colored bright.

On Tue, Jul 14, 2015 at 12:46 PM, John Richard Sanchez <
youngupstar...@gmail.com> wrote:

> The Future is Bright!
>
> On Tue, Jul 14, 2015 at 12:23 PM, Jason S  wrote:
>
>> On 07/14/15 9:46, Chris Marshall wrote:
>>
>>> Is it me or is this rather expensive?
>>>
>>>
>>>  Comparing rental with upgrading after a few years can be steep,
>> but the difference between rental and traditional subs (also with
>> updates) can also be considerable.
>>
>> Say for 6 years,
>> 4.5k for 3yrs (the longest and most affordable commitment option) X 2
>> (for 6 yrs)   = 9k
>> compared to 3.5k the first year and ~600 per year for each subsequent 5
>> years = 6.5k (while ending-up with a license)
>>
>> For monthly, not that this would typically be used for long periods of
>> time,
>>  but for the sake of comparision, monthy price after 6 years comes to
>> 13.3k (while ending up with nothing)
>>
>> Studios mostly just absorb the difference (while I'm sure their not
>> exactly happy to pay quite a bit more for nothing),
>> and most people using it (in studios) don't have licences themselves,
>> which could explain the relative lack of backlash,
>> but it's freelancers and small shops that this arguably warrentless and
>> camouflaged 1.5x - 2x increase (while ending up with nothing) will hit the
>> hardest.
>>
>> Wonder if they would have tried it if a considerable competitor was
>> around, like say
>>
>>
>>
>
>
> --
> www.johnrichardsanchez.com
>



-- 
www.johnrichardsanchez.com


Re: Get rid of your flip phone and get current on maya!

2015-07-14 Thread John Richard Sanchez
The Future is Bright!

On Tue, Jul 14, 2015 at 12:23 PM, Jason S  wrote:

> On 07/14/15 9:46, Chris Marshall wrote:
>
>> Is it me or is this rather expensive?
>>
>>
>>  Comparing rental with upgrading after a few years can be steep,
> but the difference between rental and traditional subs (also with updates)
> can also be considerable.
>
> Say for 6 years,
> 4.5k for 3yrs (the longest and most affordable commitment option) X 2 (for
> 6 yrs)   = 9k
> compared to 3.5k the first year and ~600 per year for each subsequent 5
> years = 6.5k (while ending-up with a license)
>
> For monthly, not that this would typically be used for long periods of
> time,
>  but for the sake of comparision, monthy price after 6 years comes to
> 13.3k (while ending up with nothing)
>
> Studios mostly just absorb the difference (while I'm sure their not
> exactly happy to pay quite a bit more for nothing),
> and most people using it (in studios) don't have licences themselves,
> which could explain the relative lack of backlash,
> but it's freelancers and small shops that this arguably warrentless and
> camouflaged 1.5x - 2x increase (while ending up with nothing) will hit the
> hardest.
>
> Wonder if they would have tried it if a considerable competitor was
> around, like say
>
>
>


-- 
www.johnrichardsanchez.com


Re: Is purchasing a new softimage license impossible?

2015-05-15 Thread John Richard Sanchez
Going from mesh to sub d with the + and _ uttons I will miss. In Maya when
I try to modify convert to Sub D I get an error 8 % of the time. (I think
because it has to have all quads to work)  I am not a fan of the mesh
smoothing.

On Fri, May 15, 2015 at 12:21 AM, Bradley Gabe  wrote:

> I can say with certainty that Softimage is far more user friendly and
> elegant as an animation solution than Robbins Pathological Basis of
> Disease. Switch at your own peril, for rest assured production is going to
> grind to a screeching halt.
>



-- 
www.johnrichardsanchez.com


Re: Is purchasing a new softimage license impossible?

2015-05-15 Thread John Richard Sanchez
That is 80 % of the time i get an error

On Fri, May 15, 2015 at 2:54 PM, John Richard Sanchez <
youngupstar...@gmail.com> wrote:

> Going from mesh to sub d with the + and _ uttons I will miss. In Maya when
> I try to modify convert to Sub D I get an error 8 % of the time. (I think
> because it has to have all quads to work)  I am not a fan of the mesh
> smoothing.
>
> On Fri, May 15, 2015 at 12:21 AM, Bradley Gabe  wrote:
>
>> I can say with certainty that Softimage is far more user friendly and
>> elegant as an animation solution than Robbins Pathological Basis of
>> Disease. Switch at your own peril, for rest assured production is going to
>> grind to a screeching halt.
>>
>
>
>
> --
> www.johnrichardsanchez.com
>



-- 
www.johnrichardsanchez.com


Re: Softimage 2015 - 400 usd?? what?

2015-04-07 Thread John Richard Sanchez
there are some fake sites that will steal your money. I was going to post a
similar page a few months ago to see if anyone knew if it was legit. F
ound out it was fake here. http://www.scamadviser.com/check-website


On Mon, Apr 6, 2015 at 10:19 PM, Jason S  wrote:

>  A paragraph of that page from google cache, :
>
> *Korea received enormous amounts hydrocarbon the greater **microsoft
> windows vista ultimate with sp2 64bit** leave but she refuses.*
>
> *TV cabinets will normally starting this blog in the book in all. The plot
> is simplistic its kind it described witty and the characters and I will
> install Crimea February 27 2014. The Army V Corps away by how powerful
> reputation for successfully serving across the country. Sit with one leg
> more and I think Moskowitz and Terry Hope upright and toes and iron **autodesk
> softimage 2015 64 bit** It also has a in tracking Rar but the "power
> surge detected" people succeed and make understand the significance of.
> Majors one of the our heroes is one of their defining traits than 400
> horses for.*
>
>
> Does this make any sense?
>
> It's an autogenerated keyword charged bableising paragraph.
>
>
>
>
>
> On 04/06/15 15:47, Francisco Criado wrote:
>
> Error 404...strange...
>
> 2015-04-06 16:36 GMT-03:00 Stephan Haidacher :
>
>>  a county commissioner selling softimage for 400 bucks?
>> seems legit :D
>>
>> --stephan
>>
>> On 4/2/2015 5:28 PM, Pierre Schiller wrote:
>>
>>   Hi, just crossed this url:
>> http://shellyoquinn.com/autodesk-softimage-2015-64-bit/
>>
>>  Is this a real re-sale and real price?
>>
>>  Thanks.
>>
>>  David.
>>
>>
>>
>
>
> --
>
>
>
>


-- 
www.johnrichardsanchez.com


Re: OT Some great Maya work

2015-03-13 Thread John Richard Sanchez
Agreed. Could you Imagine what they could do without being constrained by
Maya.


On Thu, Mar 12, 2015 at 7:22 PM, Jason S  wrote:

>  No doubt.. really great/awesome things can be done with any package,
> I recall hyperealistic face talking done in lightwave that you couldnt
> beleive was cg, even up to really close.
> But, there's always this 'but'.
>
> In this case, In soft it would take longer to copile shaders on view mode
> change, but shading can be just as advanced,
>
> But for most of everything else... shape wheights  and sking crease
> displacement  based on controller translations etc ...
> Maya blendshape correction workflow among other things to setup,  is
> really not as stramlined :-/
>
> And you would normally only need to tweak final RT shading for games, but
> otherwise, it makes neat videos.
>
> Otherwise it's mostly a question of doing it (by a very talented artist...
> ), and capturing-it
>
> And this makes me more impressed at the artist than Maya.
>
> Indeed awesome work though!
>
>
>
> On 03/12/15 13:46, John Richard Sanchez wrote:
>
> For all the crap we give Maya you can still do some amazing work. This is
> probably the best Facial Rigging/ Texturing I have ever seen.
>
> https://vimeo.com/121259910
>
>
>  www.johnrichardsanchez.com
>
>
>
>
>


-- 
www.johnrichardsanchez.com


OT Some great Maya work

2015-03-12 Thread John Richard Sanchez
For all the crap we give Maya you can still do some amazing work. This is
probably the best Facial Rigging/ Texturing I have ever seen.

https://vimeo.com/121259910


www.johnrichardsanchez.com


Re: Check this!

2015-03-02 Thread John Richard Sanchez
sooo whatever became of this? Was this a joke video?

On Mon, Feb 23, 2015 at 1:00 PM, Cristobal Infante  wrote:

> wait a sec, what year is it?
>
> On 23 February 2015 at 17:56, Ed Manning  wrote:
>
>> this is nearly 7 years old...
>>
>>
>>
>


-- 
www.johnrichardsanchez.com


Re: OT: Epic going completely crazy

2015-03-02 Thread John Richard Sanchez
Now they gave me an offer I couldn't refuse.

On Mon, Mar 2, 2015 at 1:14 PM, Nicolas Esposito <3dv...@gmail.com> wrote:

> Personally I switched a bit ago to UDK and now UE4 due to my lack of
> scripting...in short, in Unity if you want something you have to code it (
> ehm...Maya anyone? )
> UDK previously and UE4 now have Blueprints, which is basically visual
> scripting quite easy to use and to modify/share.
>
> So you could see them as:
>
> - Unreal Engine 4: similar to Softimage, lots of tools to do the same job,
> some unique features and very powerfull under the hood
> - Unity: same as Maya, powerfull and used by a lot of people, but the
> "vanilla" version is not so user friendly and suffer of the same thing as
> Maya, means that there is a plugin for basically everything which turns
> Unity into an usable engine...
>
> 2015-03-02 19:05 GMT+01:00 Adam Seeley :
>
>> And I was about to start learning some Unity.
>>
>> Unity users & Unreal users both seem to be happy campers.
>> Anybody here have any experience with them? Any pros & cons that stick
>> out?
>> I don't really want to learn both.
>>
>> Free + Houdini Engine does seem to give Unreal an edge though. (A great
>> big fat gleaming edge)
>>
>> Adam.
>>
>> On 2 March 2015 at 17:49, Cristobal Infante  wrote:
>>
>>> nice one, will be installing it for sure. Also houdini engine will be
>>> available soon:
>>>
>>>
>>> https://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66
>>>
>>> On 2 March 2015 at 17:31, Nicolas Esposito <3dv...@gmail.com> wrote:
>>>
 Slightly OT, but holy cow, Unreal Engine 4 is completely free to use (
 5% royalties upon release of a game ).

 https://www.unrealengine.com/what-is-unreal-engine-4

 I strongly suggest you to take a look at it now that is free, you won't
 regret, especially ICE users will find it very comfortable to use :)

>>>
>>>
>>
>


-- 
www.johnrichardsanchez.com


Re: mountain collapse

2015-02-17 Thread John Richard Sanchez
Is it me or does the shatter script not work with anything above Softimage
2013? oh and BTW Just realized there is a Shatter in Maya that seems pretty
cool. I am doing a test of "send to soft" and see if i can do an explosion
with rigid bodies etc.

On Tue, Feb 3, 2015 at 5:09 AM, Chris Marshall 
wrote:

> OK Yes had done pretty much all of these suggestions, push deformed the
> chunks etc. Will try a few more things out this morning.
> Cheers
>
>
>
> On 3 February 2015 at 09:39, Andy Nicholas  wrote:
>
>> There's a collision offset attribute in ICE that's supposed to let you do
>> a "push" on the collision hulls rather than the visible mesh. Can't
>> remember it's name off the top of my head but it's in the docs.
>>
>> (Also, I don't remember it working particularly well, but it's worth a
>> try!)
>>
>> A
>>
>> On 3 Feb 2015, at 06:01, Gerbrand Nel  wrote:
>>
>> Make your pieces smaller than they need to be. Push deform them maybe.
>> The pop is from them intersecting at the start.
>> G
>> On 02/02/2015 20:29, Chris Marshall wrote:
>>
>>  OK Thanks.
>> Well I've got something going, but I need the simulation to be a
>> collapse, like huge icebergs crumbling, but the simulation starts with a
>> 'pop', so all chunks explode outwards initially. I'll keep digging.
>>  Any thoughts?
>>
>>
>>
>>
>> On 2 February 2015 at 18:17, John Richard Sanchez <
>> youngupstar...@gmail.com> wrote:
>>
>>> yes
>>>
>>> On Mon, Feb 2, 2015 at 12:58 PM, Chris Marshall <
>>> chrismarshal...@gmail.com> wrote:
>>>
>>>>  OK So I've managed to shatter my object quite nicely following Adam
>>>> Sales Vimeo demo, which is very useful indeed. But he then uses Momentum to
>>>> do the simulation. Is it not possible to use the factory bullet rigid
>>>> bodies?
>>>>  Thanks
>>>>
>>>>
>>>> On 2 February 2015 at 17:03, Chris Marshall 
>>>> wrote:
>>>>
>>>>> OK Thanks I'll see how I go.
>>>>>
>>>>>
>>>>> On 2 February 2015 at 16:58, Mario Reitbauer <
>>>>> cont...@marioreitbauer.at> wrote:
>>>>>
>>>>>> Implosia 2.5 is still out there. You could try that for shattering.
>>>>>>
>>>>>>  http://traypen.com/rr/bak/iamvfx/ImplosiaTools25.xsiaddon
>>>>>>
>>>>>>  Best would still to use Momentum but as you might not want to spend
>>>>>> money on that one you can try breaking your pieces with implosia and then
>>>>>> simulate with with bullet in ice.
>>>>>>
>>>>>> 2015-02-02 17:46 GMT+01:00 Chris Marshall 
>>>>>> :
>>>>>>
>>>>>>> the Shatter script?
>>>>>>>
>>>>>>> On 2 February 2015 at 16:42, John Richard Sanchez <
>>>>>>> youngupstar...@gmail.com> wrote:
>>>>>>>
>>>>>>>> Of the top pf my head. Use the shatter script then use rigid
>>>>>>>> bodies. Plot it and in the Animation editor you can play with the 
>>>>>>>> timing.
>>>>>>>>
>>>>>>>> On Mon, Feb 2, 2015 at 11:29 AM, Chris Marshall <
>>>>>>>> chrismarshal...@gmail.com> wrote:
>>>>>>>>
>>>>>>>>>  hi All,
>>>>>>>>>  I need to very quickly destroy a mountain, well a bit like those
>>>>>>>>> iceberg shots of them collapsing into the sea, but without the sea. 
>>>>>>>>> This is
>>>>>>>>> kind of a quick n dirty effect, but I need to sort it pretty quickly. 
>>>>>>>>> I'm
>>>>>>>>> not running any plugins here so could do with some quick thoughts on 
>>>>>>>>> how to
>>>>>>>>> breakup a mountain very randomly into lots of chunks, then make it 
>>>>>>>>> collapse
>>>>>>>>> (I can probably do that bit).
>>>>>>>>>  Any thoughts would be great.
>>>>>>>>>
>>>>>>>>> Thanks
>>>>>>>>> Chris
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
>
>


-- 
www.johnrichardsanchez.com


Re: test

2015-02-16 Thread John Richard Sanchez
Yes that took a while for me to figure out as well. :)

On Sat, Feb 14, 2015 at 9:17 PM, Francisco Criado 
wrote:

> Thanks for the tip Luc-Eric! Didn't know that :s
> El feb 14, 2015 10:25 PM, "Luc-Eric Rousseau" 
> escribió:
>
> everyone received your "Softimage 2 Unreal" post twice, but gmail
>> won't show you your own post
>>
>> On Sat, Feb 14, 2015 at 7:58 PM, Francisco Criado 
>> wrote:
>> > Already sent twice an email to the group, the first one 6 hours ago
>> with a
>> > question and still doesn't appear...
>> >
>>
>


-- 
www.johnrichardsanchez.com


Re: Maya Rotoscope

2015-02-12 Thread John Richard Sanchez
There is a script floating around that makes it more like rotoscope lock
mode will see if I can dig it up. I know I have it somewhere.

On Tue, Feb 10, 2015 at 8:58 AM, christian  wrote:

> https://www.youtube.com/watch?v=DhDV4pmf3E0
>
> On Tue, Feb 10, 2015 at 2:55 PM, Simon Reeves 
> wrote:
>
>> Couldn't decide upon my superlatives there...
>>
>>
>>
>> Simon Reeves
>> London, UK
>> *si...@simonreeves.com *
>> *www.simonreeves.com *
>> *www.analogstudio.co.uk *
>>
>> On 10 February 2015 at 11:27, Simon Reeves  wrote:
>>
>>> ahhh xsi rotoscope is so great awesome, I miss it.
>>>

>
>


-- 
www.johnrichardsanchez.com


Re: @autodesk maya request

2015-02-05 Thread John Richard Sanchez
am I missing something? It has been a while since using light linking. ( a
while since I worked in Maya primarily) But is there a way to just exclude
one object from the lights illumination. Instead of selecting everything I
want to it to illuminate and linking it to a light set? In XSI you just set
the light to exlude and just put the item in its associated group.

On Thu, Feb 5, 2015 at 12:52 AM, Martin Yara  wrote:

> What I do in those cases is get the first object attribute value and apply
> the inverse value to the rest of selected objects, that way it will toggle
> everything to the same value.
>
> Something like this:
>
> int $curValue = getAttr ($selection[0] +".displayRotatePivot");
>
> And then
>
> setAttr ($object + ".displayRotatePivot", 1-$curValue);
>
>
> Martin
>
>
> On Wed, Feb 4, 2015 at 9:23 PM, Mario Reitbauer  > wrote:
>
>> Yea ty.
>>
>> I am using 2 custom commands now (using a toggle isn't the best way in
>> that case)
>>
>> string $selection[] = `ls -selection -long`;
>> string $object;
>> for ( $object in $selection ) {
>> catch(eval(setAttr ($object + ".displayRotatePivot", 1)));
>> }
>>
>>
>>
>> 2015-02-04 13:20 GMT+01:00 Tim Leydecker :
>>
>>>  Ctrl-Shift-A will let you select everything in a scene.
>>>
>>> Setting the Scripteditor to "Echo All Commands"
>>>
>>> then for example reveals:
>>>
>>> ToggleRotationPivots;
>>>
>>> From there, it´s just a drag of this line to the shelve.
>>>
>>> That at least let´s you switch things after creation.
>>>
>>> If you want to get this globally, all the time, you probably would
>>> start by trying to modify your:
>>>
>>> userPrefs.mel
>>>
>>> or
>>>
>>> Maya.env
>>>
>>> even if that may be the completely wrong place.
>>>
>>> I can´t help with that really except for having a hunch that
>>> things usually follow a simple kind of
>>>
>>> RotationPivots = 1;
>>>
>>> way of switching on (1) or off (0) in Maya.
>>>
>>> I wouldn´t do it but that doesn´t mean it shouldn´t be done.
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> Am 04.02.2015 um 12:39 schrieb Mario Reitbauer:
>>>
>>> But that "Display>Transform Display" is on per object context right ?
>>> I am searching for a way to globally show the axis. For all objects in
>>> the scene (also newly created ones).
>>> But because showing/hiding those axis is controlled by local object
>>> attributes I guess that's not possible.
>>>
>>> 2015-02-04 12:33 GMT+01:00 Tim Leydecker :
>>>
  Check out Display>Transform Display>..


 No need to apologize for asking questions.

 It´s impossible to know it all, imo.

 There´s a difference in being lazy, ignorant, etc or just a feeling of
 genuinly stupid.

 The joys of getting answers may vary, depending on how one´s question
 has been understood to fall into any of the above short list of
 categories.

 I had my fair share of both stupid questions and stupid replies.

 The hardest part is realizing one did it wrong but insisted anyway.
 Those opportunities to realize exactly that seem to grow with age.

 In regards to Maya, I am glad they have this green spoiler thingy on
 new/changed/improved
 menue entries available as option. It helps realize there´s been
 something done.

 It took me actually years to realize there is a whole new "Assets"
 menue entry...

 Cheers,

 tim


 Am 04.02.2015 um 12:07 schrieb Mario Reitbauer:

 In the end I don't care too much.
 It just feels embarrassing asking for stuff which is there but which
 you just didn't find.
 But as long as no one is annoyed by noobs like me asking for those
 things, then at least I am fine with it ;)

  Oh, I allways used ctrl-shift-right click to get into that menu you
 described :D Your way is less painful for my fingers.

  Now I got a last question. How do you enable rotation axis globally.
 Under Display the Transform Display is on per object base and in the
 preferences I didn't find anything to turn it on globally.

 2015-02-04 11:57 GMT+01:00 Raffaele Fragapane <
 raffsxsil...@googlemail.com>:

>   It is, but the problem with dexterity based workflows is that
> you're unlikely to bump into the literal category for it, wherever the
> stuff ends up being stashed in.
>  QWERTY interaction mode, X and V for quick snap (grid/discrete and
> snap to point) and so on are hard to bump into unless you watch some
> tutorial or someone tells you.
>
>  The same goes for several other shortcuts that every expert knows but
> every noob misses (shift changing the contextual menu on click), and some
> that even experts rarely seem to know about (hold down a manipulation
> shortcut like W and left click for a nice surprise, inline snapping
> options, swim UVs, tweak, discrete steps and the such).
>
>  It doesn't help that, unlike XSI, Maya has no right click for tool
>

Re: @autodesk maya request

2015-02-04 Thread John Richard Sanchez
That's great but most post houses are not using Maya 2015 ext 1 in
production. he ones I know are still on 2013 some 2012 etc.

On Wed, Feb 4, 2015 at 9:34 AM, Mario Reitbauer 
wrote:

> Oh kk, gonna take a look.
> Was working on SP2.
>
> 2015-02-04 15:06 GMT+01:00 Graham Bell :
>
>> What version of Maya are you using?
>>
>> There are some new pivot editing tools added to 2015 Ext 1. Make things
>> way easier than before.
>>
>>
>> G
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Mario Reitbauer
>> Sent: 04 February 2015 10:21
>> To: softimage@listproc.autodesk.com
>> Subject: @autodesk maya request
>>
>> Snap to pivot/center in maya ?
>>
>> Please ?
>>
>> And no, not through some sort of menu or command. Just add another
>> snapping option please which enables snapping to object pivots/centers.
>>
>
>


-- 
www.johnrichardsanchez.com


Re: maya graph dependencies

2015-02-03 Thread John Richard Sanchez
I would like to see what that looks like in the Hypergraph

On Tue, Feb 3, 2015 at 10:27 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> I abuse bookmarks and some custom filters and related scripts. If I
> selected all DG nodes in the scene and simply graphed them all out for a
> shot with four digidoubles in it the power in the building would probably
> go down, and every cat in a five miles radius would catch on fire, or make
> love to a dog, or possibly both things at the same time. The dog wouldn't
> be happy.
>
> On Tue, Feb 3, 2015 at 4:25 PM, Jordi Bares Dominguez <
> jordiba...@gmail.com> wrote:
>
>> I am going to need a picture of that in my wall…
>>
>> ;-)
>> jb
>>
>> > On 3 Feb 2015, at 15:14, Luc-Eric Rousseau  wrote:
>> >
>> >> @Jordi: I routinely rig almost exclusively through the node editor and
>> even
>> >> with thousands of nodes in a rig (which is the average for us) have no
>> >> issues tracking the operations. The NE itself is getting better,
>> though it
>> >> needs a lot more to be truly smooth, but it has the potential to get
>> there
>> >> if they don't suddenly stop working on it.
>> >> I have my ideas about what doesn't work and what is needed, but
>> there's a
>> >> degree of overlap with things that have been shown in private demos and
>> >> betas, so I can't expand on that any further, apologies in advance for
>> that.
>>
>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>



-- 
www.johnrichardsanchez.com


Re: mountain collapse

2015-02-02 Thread John Richard Sanchez
Try to go through a tutorial on Rigid bodies.

On Mon, Feb 2, 2015 at 1:29 PM, Chris Marshall 
wrote:

> OK Thanks.
> Well I've got something going, but I need the simulation to be a collapse,
> like huge icebergs crumbling, but the simulation starts with a 'pop', so
> all chunks explode outwards initially. I'll keep digging.
> Any thoughts?
>
>
>
>
> On 2 February 2015 at 18:17, John Richard Sanchez <
> youngupstar...@gmail.com> wrote:
>
>> yes
>>
>> On Mon, Feb 2, 2015 at 12:58 PM, Chris Marshall <
>> chrismarshal...@gmail.com> wrote:
>>
>>> OK So I've managed to shatter my object quite nicely following Adam
>>> Sales Vimeo demo, which is very useful indeed. But he then uses Momentum to
>>> do the simulation. Is it not possible to use the factory bullet rigid
>>> bodies?
>>> Thanks
>>>
>>>
>>> On 2 February 2015 at 17:03, Chris Marshall 
>>> wrote:
>>>
>>>> OK Thanks I'll see how I go.
>>>>
>>>>
>>>> On 2 February 2015 at 16:58, Mario Reitbauer >>> > wrote:
>>>>
>>>>> Implosia 2.5 is still out there. You could try that for shattering.
>>>>>
>>>>> http://traypen.com/rr/bak/iamvfx/ImplosiaTools25.xsiaddon
>>>>>
>>>>> Best would still to use Momentum but as you might not want to spend
>>>>> money on that one you can try breaking your pieces with implosia and then
>>>>> simulate with with bullet in ice.
>>>>>
>>>>> 2015-02-02 17:46 GMT+01:00 Chris Marshall :
>>>>>
>>>>>> the Shatter script?
>>>>>>
>>>>>> On 2 February 2015 at 16:42, John Richard Sanchez <
>>>>>> youngupstar...@gmail.com> wrote:
>>>>>>
>>>>>>> Of the top pf my head. Use the shatter script then use rigid bodies.
>>>>>>> Plot it and in the Animation editor you can play with the timing.
>>>>>>>
>>>>>>> On Mon, Feb 2, 2015 at 11:29 AM, Chris Marshall <
>>>>>>> chrismarshal...@gmail.com> wrote:
>>>>>>>
>>>>>>>> hi All,
>>>>>>>> I need to very quickly destroy a mountain, well a bit like those
>>>>>>>> iceberg shots of them collapsing into the sea, but without the sea. 
>>>>>>>> This is
>>>>>>>> kind of a quick n dirty effect, but I need to sort it pretty quickly. 
>>>>>>>> I'm
>>>>>>>> not running any plugins here so could do with some quick thoughts on 
>>>>>>>> how to
>>>>>>>> breakup a mountain very randomly into lots of chunks, then make it 
>>>>>>>> collapse
>>>>>>>> (I can probably do that bit).
>>>>>>>> Any thoughts would be great.
>>>>>>>>
>>>>>>>> Thanks
>>>>>>>> Chris
>>>>>>>>
>>>>>>>>
>>>>>>>


-- 
www.johnrichardsanchez.com


Re: mountain collapse

2015-02-02 Thread John Richard Sanchez
yes

On Mon, Feb 2, 2015 at 12:58 PM, Chris Marshall 
wrote:

> OK So I've managed to shatter my object quite nicely following Adam Sales
> Vimeo demo, which is very useful indeed. But he then uses Momentum to do
> the simulation. Is it not possible to use the factory bullet rigid bodies?
> Thanks
>
>
> On 2 February 2015 at 17:03, Chris Marshall 
> wrote:
>
>> OK Thanks I'll see how I go.
>>
>>
>> On 2 February 2015 at 16:58, Mario Reitbauer 
>> wrote:
>>
>>> Implosia 2.5 is still out there. You could try that for shattering.
>>>
>>> http://traypen.com/rr/bak/iamvfx/ImplosiaTools25.xsiaddon
>>>
>>> Best would still to use Momentum but as you might not want to spend
>>> money on that one you can try breaking your pieces with implosia and then
>>> simulate with with bullet in ice.
>>>
>>> 2015-02-02 17:46 GMT+01:00 Chris Marshall :
>>>
>>>> the Shatter script?
>>>>
>>>> On 2 February 2015 at 16:42, John Richard Sanchez <
>>>> youngupstar...@gmail.com> wrote:
>>>>
>>>>> Of the top pf my head. Use the shatter script then use rigid bodies.
>>>>> Plot it and in the Animation editor you can play with the timing.
>>>>>
>>>>> On Mon, Feb 2, 2015 at 11:29 AM, Chris Marshall <
>>>>> chrismarshal...@gmail.com> wrote:
>>>>>
>>>>>> hi All,
>>>>>> I need to very quickly destroy a mountain, well a bit like those
>>>>>> iceberg shots of them collapsing into the sea, but without the sea. This 
>>>>>> is
>>>>>> kind of a quick n dirty effect, but I need to sort it pretty quickly. I'm
>>>>>> not running any plugins here so could do with some quick thoughts on how 
>>>>>> to
>>>>>> breakup a mountain very randomly into lots of chunks, then make it 
>>>>>> collapse
>>>>>> (I can probably do that bit).
>>>>>> Any thoughts would be great.
>>>>>>
>>>>>> Thanks
>>>>>> Chris
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> www.johnrichardsanchez.com
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>>
>>>> Chris Marshall
>>>> Mint Motion Limited
>>>> 029 20 37 27 57
>>>> 07730 533 115
>>>> www.mintmotion.co.uk
>>>>
>>>>
>>>
>>
>>
>> --
>>
>> Chris Marshall
>> Mint Motion Limited
>> 029 20 37 27 57
>> 07730 533 115
>> www.mintmotion.co.uk
>>
>>
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
>
>


-- 
www.johnrichardsanchez.com


Re: mountain collapse

2015-02-02 Thread John Richard Sanchez
http://www.threesixty3d.com/software/

or

http://vimeo.com/28138992

On Mon, Feb 2, 2015 at 11:46 AM, Chris Marshall 
wrote:

> the Shatter script?
>
> On 2 February 2015 at 16:42, John Richard Sanchez <
> youngupstar...@gmail.com> wrote:
>
>> Of the top pf my head. Use the shatter script then use rigid bodies. Plot
>> it and in the Animation editor you can play with the timing.
>>
>> On Mon, Feb 2, 2015 at 11:29 AM, Chris Marshall <
>> chrismarshal...@gmail.com> wrote:
>>
>>> hi All,
>>> I need to very quickly destroy a mountain, well a bit like those iceberg
>>> shots of them collapsing into the sea, but without the sea. This is kind of
>>> a quick n dirty effect, but I need to sort it pretty quickly. I'm not
>>> running any plugins here so could do with some quick thoughts on how to
>>> breakup a mountain very randomly into lots of chunks, then make it collapse
>>> (I can probably do that bit).
>>> Any thoughts would be great.
>>>
>>> Thanks
>>> Chris
>>>
>>>
>>
>>
>> --
>> www.johnrichardsanchez.com
>>
>
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
>
>


-- 
www.johnrichardsanchez.com


Re: mountain collapse

2015-02-02 Thread John Richard Sanchez
Of the top pf my head. Use the shatter script then use rigid bodies. Plot
it and in the Animation editor you can play with the timing.

On Mon, Feb 2, 2015 at 11:29 AM, Chris Marshall 
wrote:

> hi All,
> I need to very quickly destroy a mountain, well a bit like those iceberg
> shots of them collapsing into the sea, but without the sea. This is kind of
> a quick n dirty effect, but I need to sort it pretty quickly. I'm not
> running any plugins here so could do with some quick thoughts on how to
> breakup a mountain very randomly into lots of chunks, then make it collapse
> (I can probably do that bit).
> Any thoughts would be great.
>
> Thanks
> Chris
>
>


-- 
www.johnrichardsanchez.com


Re: Sad days...

2015-02-02 Thread John Richard Sanchez
I have to admit. I have been making my peace with Maya the last few weeks.

On Mon, Feb 2, 2015 at 7:56 AM, Jason S  wrote:

>  Denial or perhaps some belief that this;
> " *...arguably the most creative, agile, and powerful pieces of 3d
> software in the VFX industry.*"
>
> ... should take precedence over the fact that it's not further being
> developed (by it's owner)
> given that description will most likely still be applicable for as long as
> there wouldn't be something much more like it.
>
> In any event,  thanks for having given so much to the community, I often
> read how your sessions were very refreshing and inspiring!
> cheers,
>
>
>
> On 02/02/15 3:27, Laurence Dodd wrote:
>
> Denial is getting much harder these days.
> Thanks guys.
>
> On 2 February 2015 at 01:27, Jason S  wrote:
>
>>  I would rather identify Softimage related declines as "Bullshit days".
>>
>>
>>
>> On 02/01/15 18:49, Matt Morris wrote:
>>
>> Man I loved the atmosphere of that first meeting! Ok we had some sound
>> troubles, but the enthusiasm and just the sheer amount of people there made
>> it feel like SI still had a future. Thanks for the good times Andy and
>> everyone there!
>>
>>
>>
>> On Sunday, 1 February 2015, Jacob Gonzalez  wrote:
>>
>>> sad indeed!!
>>>
>>>  it was certainly great stuff what you guys put together with SIC!!
>>>
>>>  J
>>>
>>> On Sunday, 1 February 2015, a...@andynicholas.com 
>>> wrote:
>>>
  One last tribute as our web hosting is about to run out...

 http://www.softimagecreatives.com


 A huge thanks to all of you who supported us.

 Andy

>>>
>>
>> --
>> www.matinai.com
>>
>>
>>
>
>
>  --
>
> Laurence Dodd
> Porkpie Animation
>  E: laure...@porkpie.tv
> W: www.porkpie.tv
> M: 07570 702 576
> T: 01273 278 382
>
>
>


-- 
www.johnrichardsanchez.com


Re: test feathers

2015-01-30 Thread John Richard Sanchez
I see Max very cool stuff. Although I think there is a script for Instance
to duplicates in the legacy netview.

On Fri, Jan 30, 2015 at 11:33 AM, Vladimir Jankijevic <
v.jankije...@gmail.com> wrote:

> Hey Max,
>
> just to give you some inspiration. This is what I was working on some time
> ago. It's basically the same type of owl I guess. In the first link you can
> see some of the feather work on 'The Little Ghost' and the second is a
> Japanese TV commercial. Both were created with a custom feather setup in
> ICE. Have a look:
> http://www.elefantstudios.ch/index.php?article_id=187&clang=1
> http://www.elefantstudios.ch/index.php?article_id=206&clang=1
>
> Best,
> Vladimir
>
> On Fri, Jan 30, 2015 at 7:09 AM, Max Evgrafov  wrote:
>
>> cool ref
>>
>> https://vimeo.com/44716425
>>
>> 2015-01-30 15:06 GMT+03:00 Max Evgrafov :
>>
>>> John, I saw MB Feather. It's very cool stuff. But MB Feather generates
>>> instances. I need export the owl to 3ds Max.
>>>
>>> 2015-01-30 15:01 GMT+03:00 Max Evgrafov :
>>>
>>>>
>>>>
>>>> 2015-01-30 11:56 GMT+03:00 Mirko Jankovic :
>>>>
>>>>> hwy Max, care to share couple images of mesh only for the owl?
>>>>> Will tackle soon in some pidgeons and as I never did something like
>>>>> that before working how much of mesh goes into shape of the wings and how
>>>>> much is done by feathers.
>>>>> Thanks
>>>>>
>>>>> On Fri, Jan 30, 2015 at 9:48 AM, Max Evgrafov 
>>>>> wrote:
>>>>>
>>>>>> http://www.youtube.com/watch?v=8QAFZQJi3pY
>>>>>>
>>>>>> 2015-01-30 11:48 GMT+03:00 Max Evgrafov :
>>>>>>
>>>>>>> http://www.youtube.com/watch?v=nOAWqMLNt7c
>>>>>>>
>>>>>>> 2015-01-30 11:47 GMT+03:00 Max Evgrafov :
>>>>>>>
>>>>>>>> first test
>>>>>>>>
>>>>>>>> http://www.youtube.com/watch?v=-e0i4UoJmUE
>>>>>>>>
>>>>>>>> 2015-01-23 20:14 GMT+03:00 John Richard Sanchez <
>>>>>>>> youngupstar...@gmail.com>:
>>>>>>>>
>>>>>>>>> MB Feather tool?
>>>>>>>>>
>>>>>>>>> On Fri, Jan 23, 2015 at 9:59 AM, Emilio Hernandez <
>>>>>>>>> emi...@e-roja.com> wrote:
>>>>>>>>>
>>>>>>>>>> Nice.
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> --
>>>>>>>>> www.johnrichardsanchez.com
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> --
>>>>>>>> Евграфов Максим.(Summatr)
>>>>>>>> https://vimeo.com/user3098735/videos
>>>>>>>> ---
>>>>>>>> Хорошего Вам настроения !!! :-)
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> --
>>>>>>> Евграфов Максим.(Summatr)
>>>>>>> https://vimeo.com/user3098735/videos
>>>>>>> ---
>>>>>>> Хорошего Вам настроения !!! :-)
>>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>> Евграфов Максим.(Summatr)
>>>>>> https://vimeo.com/user3098735/videos
>>>>>> ---
>>>>>> Хорошего Вам настроения !!! :-)
>>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> Евграфов Максим.(Summatr)
>>>> https://vimeo.com/user3098735/videos
>>>> ---
>>>> Хорошего Вам настроения !!! :-)
>>>>
>>>
>>>
>>>
>>> --
>>> Евграфов Максим.(Summatr)
>>> https://vimeo.com/user3098735/videos
>>> ---
>>> Хорошего Вам настроения !!! :-)
>>>
>>
>>
>>
>> --
>> Евграфов Максим.(Summatr)
>> https://vimeo.com/user3098735/videos
>> ---
>> Хорошего Вам настроения !!! :-)
>>
>
>


-- 
www.johnrichardsanchez.com


Re: Digital Tutors - All tutorials free for 3 days (if I read correctly).

2015-01-29 Thread John Richard Sanchez
Yes I should finally get around to watching those. Thanks for the reminder.

On Wed, Jan 28, 2015 at 10:30 PM, Jason S  wrote:

>  These are probably way better
>
> ET_rigging courseware videos
> http://vimeo.com/album/1512001
>
>
>
>
> On 01/28/15 16:00, Raffaele Fragapane wrote:
>
>  There's actually some pretty decent stuff on DT, I've used them in the
> past to catch up to features or as background noise for new apps. Some of
> the XSI ones are actually by list fellows, those I'm sure are good.
>  It's just the run-of-the-mill default dude rigging ones that were fraught
> with inaccuracies and bad advice to the point of being counter productive.
>
> On Wed, Jan 28, 2015 at 9:57 PM, Tenshi S.  wrote:
>
>> Haha. A few tutorials are really good. The rigging ones i think are very
>> basic. Cmivfx are better in terms of quality. Nevertheless, it's a great
>> opportunity to reach a few of them that could save you time.
>>
>> On Wed, Jan 28, 2015 at 3:40 PM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>> Given some of them, especially the rigging ones when I last reviewed
>>> their training, if you absorb all of them you have very good chances of
>>> devolving into something that can only live at the bottom of the ocean and
>>> feed on bacteria.
>>>
>>> On Wed, Jan 28, 2015 at 7:25 PM, Tenshi S.  wrote:
>>>
 Better absorb all Softimage tutorials they have :)


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


-- 
www.johnrichardsanchez.com


Re: test feathers

2015-01-23 Thread John Richard Sanchez
MB Feather tool?

On Fri, Jan 23, 2015 at 9:59 AM, Emilio Hernandez  wrote:

> Nice.
>



-- 
www.johnrichardsanchez.com


Re: Maya freelance list

2015-01-21 Thread John Richard Sanchez
>.<

On Wed, Jan 21, 2015 at 10:58 AM, Tim Crowson <
tim.crow...@magneticdreams.com> wrote:

>  What a world we live in, where brother turns against brother...
> -Tim
>
>
> On 1/21/2015 9:37 AM, Raffaele Fragapane wrote:
>
>  You can't be using Maya and be willing to identify yourself as Maya
> people and also be decent at the same time.
>  You are asking for the impossible, Adam.
>
> On Wed, Jan 21, 2015 at 12:51 PM, Adam Seeley 
> wrote:
>
>> Hi,
>>
>>  Excuse the blasphemous nature of the post but the company I'm currently
>> working with are looking for some Maya freelancers.
>>
>>  Is there a good place to find decent Maya people?
>>
>>  Many thanks,
>>
>>  Adam.
>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>
>
> --
>
>


-- 
www.johnrichardsanchez.com


Re: convert back to 2014

2015-01-08 Thread John Richard Sanchez
Interesting. I only have one license so didn't think it was possible.

On Thu, Jan 8, 2015 at 3:44 PM, Jason S  wrote:

>  You (now anyone) can currently get the Soft/3DS or Soft/Maya bundle from
> a reseller,
> or from here (below) if you don't want to deal with resellers or Autodesk
> :
>
>
> http://www.bhphotovideo.com/c/product/1079193-REG/autodesk_978g1_wwr111_1001_3ds_max_with_softimage.html
>
>
> http://www.bhphotovideo.com/c/product/1079226-REG/autodesk_977g1_wwr11c_1001_maya_with_softimage_2015.html
>
> * << [...] this bundle gives users a chance to migrate over to a new
> application before Softimage is discontinued.>>*
>
> ... or gives a chance to (at-all) buy Softimage and get (the last
> perpetual) 3DS or Maya (FREE!!)
>
>
>
>
> On 01/08/15 15:06, john clausing wrote:
>
> hello list,can i purchase Softimage to revise an old file from a 3rd party
> not
> using their copy?we want to be totally legit with this
> anyone have any ideas? is there a market for this?
> thanks,
> john
>
>
>


-- 
www.johnrichardsanchez.com


Re: convert back to 2014

2015-01-08 Thread John Richard Sanchez
The real question is how can you open a soft 2015 and 2014 at the same
time. I can never do that without a license error. :)

On Wed, Jan 7, 2015 at 12:04 PM, Gerbrand Nel  wrote:

>  The ice trees were easy in the end.
> Open one soft2015, and one 2014.
> copy and paste across.
> rinse and repeat :)
> Thanks for the input guys
> G
>
>
> On 07/01/2015 16:15, Alan Fregtman wrote:
>
> Yeah, as long as you didn't use any brand new 2015 low level nodes
> exporting it all as a compound should be fine to import into a prior
> version.
>
> On Wed, Jan 7, 2015, 9:08 AM Andy Nicholas  wrote:
>
>> For the ICE tree I would've thought you could just export it as a
>> compound. It gets stored as plain text XML so if there are any obvious
>> incompatibilities you can at least do a bit of detective work by diff'ing
>> the export from both packages to see what you need to alter in the XML.
>>
>> A
>>
>> > On 7 Jan 2015, at 06:44, Gerbrand Nel  wrote:
>> >
>> >
>> > Hey list.. need some help, because I'm a dumbass
>> > I've created a model in soft 2015 but I need to supply the files in
>> 2014 sp2. (yeah.. you would think I would ask before I start, but like I
>> said... dumbass)
>> > There are a few ice trees that needs to stay live, some hard edge
>> clusters and a few curves.
>> > I tried fbx, but it seems to throw away my hard edges.
>> > Is there a magic button somewhere or a good work flow for this?
>> > Thanks
>> > G
>>
>>
>


-- 
www.johnrichardsanchez.com


Re: Crowd Simulation - Off Topic

2015-01-06 Thread John Richard Sanchez
I don't think it is off topic if you will be using Crowd FX in Softimage.
There are some good basic tutorials on line. I hope to do a few shots this
year as well for a personal project.


Re: Is SI Community working today?

2014-12-30 Thread John Richard Sanchez
thanks for the update.

On Mon, Dec 29, 2014 at 12:20 PM, Leendert A. Hartog 
wrote:

> I can confirm there were problems, but at my end it seems to be working
> again now.
>
> Greetz
> Leendert
>
> --
>
> Leendert A. Hartog AKA Hirazi Blue
> Administrator NOT the owner of si-community.com
>
>


-- 
www.johnrichardsanchez.com


Is SI Community working today?

2014-12-29 Thread John Richard Sanchez
Is SI Community working today? I cant seem to get in this morning.


www.johnrichardsanchez.com


Lets Hope Autodesk Buys the Foundry!

2014-12-15 Thread John Richard Sanchez
Lets Hope Autodesk Buys the Foundry! They can EOL Nuke/ Mari in a few
years. The future would be bright! ( sarcasm)

http://www.thedrum.com/news/2014/12/15/special-effects-company-foundry-expected-sell-200m

www.johnrichardsanchez.com


Re: ICE VorleX Muscle System

2014-09-17 Thread John Richard Sanchez
nice!

On Wed, Sep 17, 2014 at 3:26 PM, Stephen Davidson 
wrote:

> Here is a more recent version.
> https://vimeo.com/85228649
>
>
> On Wed, Sep 17, 2014 at 11:47 AM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> That looks amazing. so nice :P
>>
>> On 17 September 2014 16:34, Paulo Cesar Duarte 
>> wrote:
>>
>>> Looks very good:
>>> https://vimeo.com/106103487
>>>
>>>
>>>
>>>
>>> --
>>> paulo-duarte.com
>>>
>>
>>
>
>
> --
>
> 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
>
> 
>



-- 
www.johnrichardsanchez.com


Re: BUG!?: Path-constrain tangency on closed curves

2014-09-13 Thread John Richard Sanchez
I was able to fix it by cleaning the curve. However I will try that in the
future. Thanks!
J

On Fri, Sep 12, 2014 at 7:35 PM, Matt Lind  wrote:

> Have you tried the curve constraint?
>
>
>
> The main difference between the path constraint and curve constraint is
> the path constraint measures the length of the curve in range [0…100] while
> the curve constraint works in range [0…1].  There is another difference,
> but I don’t remember it off the top of my head.
>
>
>
> You may want to try making your own path constraint in ICE.
>
>
>
>
>
> Matt
>
>
>
>
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *John Richard
> Sanchez
> *Sent:* Friday, September 12, 2014 4:27 PM
> *To:* XSI List to post
> *Subject:* Re: BUG!?: Path-constrain tangency on closed curves
>
>
>
> Did anyone hear back about this? I my camera shakes when I put a tangent
> on the path constraint.
>
>
>
> On Tue, May 27, 2014 at 8:35 PM, Andres Stephens 
> wrote:
>
> Thanks for this, great to hear. =)
>
>
>
> -Draise
>
> PH: 313 811 6821
>
>
>
> *From:* Hsiao Ming Chia 
> *Sent:* ‎Tuesday‎, ‎May‎ ‎27‎, ‎2014 ‎02‎:‎05‎ ‎
> *To:* softimage@listproc.autodesk.com
>
>
>
> Hi Eric,
>
> We are aware of this defect.
> An SP is currently being planned and will include a fix for this.
>
> Thanks,
> Hsiao Ming
>
>
>
>
> --
>
> www.johnrichardsanchez.com
>



-- 
www.johnrichardsanchez.com


Re: BUG!?: Path-constrain tangency on closed curves

2014-09-12 Thread John Richard Sanchez
Did anyone hear back about this? I my camera shakes when I put a tangent on
the path constraint.

On Tue, May 27, 2014 at 8:35 PM, Andres Stephens 
wrote:

>  Thanks for this, great to hear. =)
>
> -Draise
>
> PH: 313 811 6821
>
> *From:* Hsiao Ming Chia 
> *Sent:* ‎Tuesday‎, ‎May‎ ‎27‎, ‎2014 ‎02‎:‎05‎ ‎
> *To:* softimage@listproc.autodesk.com
>
> Hi Eric,
>
> We are aware of this defect.
> An SP is currently being planned and will include a fix for this.
>
> Thanks,
> Hsiao Ming
>
>
>


-- 
www.johnrichardsanchez.com


Re: 2015 SP1

2014-07-08 Thread John Richard Sanchez
I am using it now for a project and I am noticing more crashes than usual.
I save constantly (more than I used to). There is nothing I can put my
finger on as to why so I don't really have anything to report.


On Mon, Jul 7, 2014 at 2:02 AM, Hsiao Ming Chia <
hsiao.ming.c...@autodesk.com> wrote:

> Hi Mario,
>
> Would you mind sending us a scene which repro the issue you are seeing?
> Please feel free to email it to hsiao.ming.c...@autodesk.com hsiao.ming.c...@autodesk.com>.
>
> Thanks,
> Hsiao Ming
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Mario Reitbauer
> Sent: Monday, July 07, 2014 8:30 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: 2015 SP1
>
> Actually only tried it for a short period, seems to be quite unstable to
> me when it comes to Ice.
>
> Maybe it was only my scene who knows.
>
> 2014-07-06 22:25 GMT+02:00 Andy Goehler  >:
> Sebastian, Magic is not for everyone. Some are confused by it :-)
>
> On 06.07.2014, at 22:21, Sebastian Kowalski  l...@sekow.com>> wrote:
>
>
> there is a perfect sp1 available at sidefx..
>
>
>
> Am 04.07.2014 um 22:30 schrieb Luc-Eric Rousseau  >:
>
>
>
> Softimage 2015 is perfect already!
>
>
>


-- 
www.johnrichardsanchez.com


Re: Bump not able to interpret UV Wrap?

2014-06-29 Thread John Richard Sanchez
Hey Tosh
THANK YOU!! That fixed the problem and I learned something New.
Best
John


On Fri, Jun 27, 2014 at 9:52 PM, Tosh Suo  wrote:

> Turn off 'clamp' in the Bump Generator node in the Render Tree. Also make
> sure 'wrap UV' is turned on in the Texture Editor. That should fix the
> problem.
>
>
> On Thu, Jun 26, 2014 at 6:43 PM, John Richard Sanchez <
> youngupstar...@gmail.com> wrote:
>
>> I don't think I have run into this before but I was trying to use a bump
>> map with a cylindrical projection. However I had to scale the uv's in the V
>> direction in order to get the look I wanted.Therefore I used a wrap v for
>> the texture in the uv editor but it does not show the bump past the 1 by 1
>> tex  space.  Is there a way around this or a fix?
>> Thanks
>> John
>> www.johnrichardsanchez.com
>>
>
>


-- 
www.johnrichardsanchez.com


Re: Bump not able to interpret UV Wrap?

2014-06-27 Thread John Richard Sanchez
I am using Mental Ray in Soft 2015. :)


On Fri, Jun 27, 2014 at 2:45 AM, Jens Lindgren 
wrote:

> What renderer are you using?
>
> /Jens
>
>
> On Fri, Jun 27, 2014 at 3:43 AM, John Richard Sanchez <
> youngupstar...@gmail.com> wrote:
>
>> I don't think I have run into this before but I was trying to use a bump
>> map with a cylindrical projection. However I had to scale the uv's in the V
>> direction in order to get the look I wanted.Therefore I used a wrap v for
>> the texture in the uv editor but it does not show the bump past the 1 by 1
>> tex  space.  Is there a way around this or a fix?
>> Thanks
>> John
>> www.johnrichardsanchez.com
>>
>
>
>
> --
> Jens Lindgren
> --
> Lead Technical Director
> Magoo 3D Studios <http://www.magoo3dstudios.com/>
>



-- 
www.johnrichardsanchez.com


Bump not able to interpret UV Wrap?

2014-06-26 Thread John Richard Sanchez
I don't think I have run into this before but I was trying to use a bump
map with a cylindrical projection. However I had to scale the uv's in the V
direction in order to get the look I wanted.Therefore I used a wrap v for
the texture in the uv editor but it does not show the bump past the 1 by 1
tex  space.  Is there a way around this or a fix?
Thanks
John
www.johnrichardsanchez.com


Re: old vid from Jurassic park

2014-06-23 Thread John Richard Sanchez
Wow that T rex model is VIdeo Game resolution.:)


On Mon, Jun 23, 2014 at 12:29 PM, Leendert A. Hartog 
wrote:

> Well, technically they EOLed the successor to the software that helped
> create that.
> Softimage|3D was EOLed long before Autodesk...
>
> Greetz
> Leendert
>
>
> --
>
> Leendert A. Hartog AKA Hirazi Blue
> Administrator NOT the owner of si-community.com
>
>


-- 
www.johnrichardsanchez.com


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

2014-06-13 Thread John Richard Sanchez
I really like that I can drag and drop FBX files into Maya. I had brought
some models for a project and unfortunatly there were about 20 seperate fbx
files all at 000 origin. I would have had to file-import each one into xsi
but in Maya I just dragged and dropped and then sent to Softimage.


On Fri, Jun 13, 2014 at 7:44 AM, Perry Harovas 
wrote:

> I have been using Cinema 4D and the thing that has impressed me is that
> the plugins out there are really quite inexpensive.
> I know this isn't a "feature", but we cannot ignore the community that
> surrounds the application, and the community around C4D seems very strong.
>
> Anyway, the plugins are between $10 and $25 usually. Some are a few
> hundred, but rarely, and those add quite a lot of functionality. Turbulence
> FD, which I really want to buy,
> is a few hundred dollars, for instance, but is quite impressive in the
> time I have used the demo.
>
> When it comes to history, I found an amazing plugin called Storage Bin,
> that is best described as an Undo/Redo for each object (and even
> hierarchies) but it is NOT linear.
> It actually saves the current state a model (or light, or texture, etc.)
> is in, and allows you to restore that version at any time. It is a bit like
> the Soft abilty to revert the scene state from saved Quick Renders, but
> on a per object basis, and again, ot linear at all.
>
> You can always go back (or forward) to a saved state on a per-object basis.
> This is a very cool ability, offering a lot of functionality for showing
> clients iterations, having them decide on a version of a model, or
> whatever, and even if they change their mind to a totally different version
> at the last minute, you can go to that version and all the transforms (on
> an object level anyway) will be retained.
>
> It is $24.
>
> That kind of economics will really help my transition.
>
>
>
>
> On Fri, Jun 13, 2014 at 3:24 AM, Mário Domingos 
> wrote:
>
>> I've been trying modo for the last 3 weeks and I must say that I'm really
>> impressed. The only draw back is the lack of modeling history.
>> —
>> Sent from Mailbox 
>>
>>
>> On Wed, Jun 11, 2014 at 5:56 PM, Cristobal Infante 
>> wrote:
>>
>>> When using Houdini I've found Openvdb to be frankly phenomenal. Had
>>> never been exposed to this tech before.
>>>
>>> I know there is a softimage plugin, but never had to use it. In houdini
>>> Openvdb is a suite of nodes which are really well integrated.
>>>
>>>
>>>
>>>
>>> On 5 June 2014 22:35, Serch Mucino  wrote:
>>>
  That Pose Manager looks pretty sweet. I think a simple version of
 that could be done using native Actors/Poses and the Card View (which it's
 quite outdated, being honest). I am in touch with Lukasz (ACS), and I'll
 gladly suggest something like this to him. We'll see... from what I hear,
 he's got a lot on his plate lately.

 I agree with Angus there... for me, it's going to be all Modo +
 Houdini. That should do it for me (with the occasional 3ds max from time to
 time...)


 
 Sergio Mucino



 On Thu, Jun 5, 2014 at 5:22 PM, Angus Davidson <
 angus.david...@wits.ac.za> wrote:

>  As more character animators start using Modo those kind of tools
> will come. Studio library is very impressive (have already passed it on to
> our lecturer to look at for next year when we get forced into Maya )
>
> Most of the folks I have spoken to are going for a Modo / Houdini
> combo as they compliment each other very well.
>
> Its going to be tough to find just one package to be able to be the
> swiss army knife that softimage is.
>
>
>  From: Marco Peixoto 
> Reply-To: "softimage@listproc.autodesk.com" <
> softimage@listproc.autodesk.com>
> Date: Thursday 05 June 2014 at 11:03 PM
>
> To: "softimage@listproc.autodesk.com"  >
> Subject: Re: OT: What strong features have you found in your new
> transition software that SI didn´t have?
>
>Thanks Sergio :)
>
> Yes i know ACS, i played with its free sample when it first appeared
> and even suggested some new features to it, like the ability to change 
> from
> IK to FK and vice versa maintaining the same Positions or changing
> Parentings like IK follow head or Shoulder or Hips and maintaing same
> positions, im used to it on the rigs I work with, going back to no having
> those features its not a show stopper but... yah know :) I even made 
> simple
> example videos showing this to ACS guy(forgot his name) showing how they
> worked on iAnimate Rigs. As a curious fact, I was a owner of the first ACS
> apparition, in good old LW times :)
>
> When I spoke about Pose Managers im speaking in things like this:
>
> https://www.youtube.com/watch?v=CJvxlGpYc1o
>
> Although its  third partie script (free by the way) but im used to
> these k

Re: Softimage Rigging Videos

2014-06-09 Thread John Richard Sanchez
Thats great. Thanks.


On Mon, Jun 9, 2014 at 5:40 AM, Stephan Haitz  wrote:

> Surely for non AD-products too...
>
>  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
>>
>
>


-- 
www.johnrichardsanchez.com


Re: RPF files?

2014-05-23 Thread John Richard Sanchez
:)


On Fri, May 23, 2014 at 11:42 AM, sue jang  wrote:

> strangle that compositor!
>
>
> On Fri, May 23, 2014 at 11:33 AM, John Richard Sanchez <
> youngupstar...@gmail.com> wrote:
>
>> I am not sure. A compositor was asking if I could give him .rpf files.
>>
>>
>> On Thu, May 22, 2014 at 10:17 PM, Francisco Criado > > wrote:
>>
>>> You can get most of the typical data from rpf in different channels or
>>> passes, do you need anything specific?
>>>
>>> F.
>>> El may 22, 2014 9:41 PM, "Alan Fregtman" 
>>> escribió:
>>>
>>>  Nope.
>>>>
>>>>
>>>>
>>>> On Wed, May 21, 2014 at 4:48 PM, John Richard Sanchez <
>>>> youngupstar...@gmail.com> wrote:
>>>>
>>>>> Is there any way to render out .rpf files from XSI?
>>>>> Thanks
>>>>> John
>>>>>
>>>>> --
>>>>> www.johnrichardsanchez.com
>>>>>
>>>>
>>>>
>>
>>
>> --
>> www.johnrichardsanchez.com
>>
>
>


-- 
www.johnrichardsanchez.com


Re: RPF files?

2014-05-23 Thread John Richard Sanchez
I am not sure. A compositor was asking if I could give him .rpf files.


On Thu, May 22, 2014 at 10:17 PM, Francisco Criado wrote:

> You can get most of the typical data from rpf in different channels or
> passes, do you need anything specific?
>
> F.
> El may 22, 2014 9:41 PM, "Alan Fregtman" 
> escribió:
>
> Nope.
>>
>>
>>
>> On Wed, May 21, 2014 at 4:48 PM, John Richard Sanchez <
>> youngupstar...@gmail.com> wrote:
>>
>>> Is there any way to render out .rpf files from XSI?
>>> Thanks
>>> John
>>>
>>> --
>>> www.johnrichardsanchez.com
>>>
>>
>>


-- 
www.johnrichardsanchez.com


RPF files?

2014-05-21 Thread John Richard Sanchez
Is there any way to render out .rpf files from XSI?
Thanks
John

-- 
www.johnrichardsanchez.com


Re: MayaSoft - previous versions

2014-05-14 Thread John Richard Sanchez
Is this a new glitch? I have networked set up and can go back all the way
to 2012 in both Maya and XSI.  ex-si support hads great videos on on
installing and I always use them. Much better than the autodesk website.
http://xsisupport.com/?s=installing&submit=Search


On Wed, May 14, 2014 at 6:23 PM, Leoung O'Young wrote:

> Hi Maurice,
>
> Just want to be sure I gt this right, I can have versions of Softimage
> 2015 all the way back to 7.5 running on the same computer if need be?
>
> Thanks,
> Leoung
>
>
> On 14/05/2014 3:32 PM, Maurice Patel wrote:
>
>> Hi Matt,
>> Any 7.5 license you have should continue to work indefinitely and if you
>> need to migrate it to a new computer we so support that capability (through
>> our customer support group). If you need to guarantee access to 7.5 your
>> best bet is to keep some licenses. Your Subscription contract only provides
>> access to the last three versions prior to the current release (i.e. 2014,
>> 2013 and 2012).  However, technically we can issue any license we have ever
>> issued (but not licenses for versions that were issued by Avid). We only do
>> that in exceptional cases and this is almost certainly something you would
>> need to work out with Sales first. It is rather rare that we have to do
>> this because, for software that old, you pretty much have to purchase a new
>> license anyway (from a price perspective).- So why not keep your old one?
>> You could instead purchase Maya with Softimage 2015 and keep Softimage 7.5.
>> This would avoid a lot of hassle because, as per the usage agreement for
>> prior versions, you cannot have concurrent versions of the same software
>> running which would mean un-installing, re-installing software each time
>> you switch versions. This is all managed on a trust basis. Since all
>> licenses are permanent ones, there is nothing stopping you from doing this
>> other than that the subscription contract stipulates that you do not. Prior
>> versions were really created as a means for Subscription customers to
>> maintain pipelines on 'recent' older versions and manage pipeline upgrades
>> over a three year window and not as a means of accessing any software
>> release we have ever developed.
>> Maurice
>>
>> Maurice Patel
>> Autodesk : Tél:  514 954-7134
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
>> listproc.autodesk.com] On Behalf Of Matt Lind
>> Sent: Wednesday, May 14, 2014 1:41 PM
>> To: softimage@listproc.autodesk.com
>> Subject: RE: MayaSoft - previous versions
>>
>> Hello Maurice,
>>
>> Is there a limit how far back the license server will go in terms of
>> supporting older versions of Softimage?  We currently use 2013 SP1, but
>> prior to that we were using Softimage 7.5 and still need to occasionally
>> jump into 7.5 to exhume old data which have dependencies specific to 7.5
>> (we have a ton of 7.5 data).
>>
>>
>> Matt
>>
>>
>>
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
>> listproc.autodesk.com] On Behalf Of Maurice Patel
>> Sent: Wednesday, May 14, 2014 9:49 AM
>> To: softimage@listproc.autodesk.com
>> Subject: RE: MayaSoft - previous versions
>>
>> Hi everyone,
>> There appears to be some database glitches in our back end systems that
>> are causing the problems like the case of Leendert. The ops team is trying
>> to resolve this. This is a bit like  bug fixing - we need to find and
>> identify the problem fix it so the problem does not reoccur. We are sorry
>> if this is taking a bit longer than expected. If you migrate you ARE
>> entitled to prior versions of Softimage as part of your Subscription. We
>> just need to iron out some kinks so please bear with us
>> maurice
>>
>> Maurice Patel
>> Autodesk : Tél:  514 954-7134
>>
>> From: softimage-boun...@listproc.autodesk.com> boun...@listproc.autodesk.com> [mailto:softimage-bounces@
>> listproc.autodesk.com] On Behalf Of Leoung O'Young
>> Sent: Wednesday, May 14, 2014 12:38 PM
>> To: softimage@listproc.autodesk.com> autodesk.com>
>> Subject: Re: MayaSoft - previous versions
>>
>> I e-mailed Maurice Patel directly a few days ago regarding Softimage Maya
>> license transfer, he suggest we should be able to use
>> Softimage 2015 license and previous version access through the Subs
>> center.
>> Although I haven't gone through this process myself, too busy with other
>> things.
>>
>> Leoung
>>
>> On 14/05/2014 12:04 PM, Ciaran Moloney wrote:
>> Any chance you're trying to start 2014 while you already have 2015 open?
>>
>> On Wed, May 14, 2014 at 4:17 PM, Leendert A. Hartog > > wrote:
>> After a long struggle with the subscription center my new "Maya with
>> Softimage" license finally arrived today. So "happy, happy, joy, joy" (Ren
>> and Stimpy style). But there seems to be one downside to this, which those
>> of you still planning this "transition" might want to know about. The new
>> license apparently strips yo

Re: SI and Houdini

2014-05-13 Thread John Richard Sanchez
This looks really cool.
https://vimeo.com/64140693


On Mon, May 12, 2014 at 1:40 PM, Jordi Bares  wrote:

> Its a very big application... It was a year ago although they did wrap a
> few things nicely.
>
> :-)
>
> Sent from my iPhone
>
> On 8 Apr 2014, at 22:52, Chris Johnson  wrote:
>
> Wow Jordi...where was this a year ago? A huge task you've taken on...I'll
> have to revisit Houdini again and go through all this documentation
> accordingly. Figure out what I was doing wrong the first couple projects I
> did with Houdini.
>
> Thanks very much!
>
>
> On Tue, Apr 8, 2014 at 8:13 PM, Martin Contel wrote:
>
>> Data management makes sense to me.
>>
>> Thanks Jordi!
>>
>> --
>> Martin Contel
>> Square Enix (Visual Works)
>>
>>
>> On Wed, Apr 9, 2014 at 2:20 AM, Jordi Bares  wrote:
>>
>>> I got that feeling… will do that first then.
>>>
>>> thx
>>>
>>>
>>> BTW, for all of you following this thread AND living in London or
>>> nearby, I will ask you to *please email me privately* as I want to test
>>> something I have been working on… nothing weird, don't worry.  ;-)  I
>>> simply don't want to add noise for those that don't live in London.
>>>
>>> thx
>>>
>>>  Jordi Bares
>>> jordiba...@gmail.com
>>>
>>> On 8 Apr 2014, at 17:59, Oscar Juarez  wrote:
>>>
>>> I would say Data management since is a bigger scope, which has
>>> repercusions on everything else.
>>>
>>>
>>> On Tue, Apr 8, 2014 at 6:43 PM, Cristobal Infante wrote:
>>>
 what ever feels more natural for you Jordi...


 On Tuesday, 8 April 2014, Peter Agg  wrote:

> Rigging before data management?
>
> I think the phrase cart before horse comes to mind! :)
>
>
> On 8 April 2014 17:26, Jordi Bares  wrote:
>
> My aim with Data Management was to discuss the benefits of approaching
> the workflow given all the files are external to the scene, from models,
> textures, animation caches, motion, etc…
>
> Referencing is great but brings some major organisation and
> infrastructure problems too… for example, we have just finished a job with
> fluids and has taken 14 Tb of data!
>
> This was a ver small 80 shots movie done but a couple of guy only so
> you can imagine the implications…
>
> Because some of these are not obvious may be Rigging would be a good
> start given that you will see the face of caching things out so later when
> I talk about that it will make sense...
>
> :-P
>
> On the other hand it may be a good thing to go through that before so
> the concepts make sense when rigging...
>
> Difficult decision...
>
> Still up for rigging then?
>
>  Jordi Bares
> jordiba...@gmail.com
>
> On 8 Apr 2014, at 16:08, wavo  wrote:
>
>  RIGGING...RIGGING...RIGGING
>
>
> Am 4/8/2014 11:07 AM, schrieb Jordi Bares:
>
> And another one!!!
>
>  Please let me know if you prefer me to jump to Data management for
> the next one or Rigging...
>
>
> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31012&start=200
>
>
>  Cheers
>
>
>  Jordi Bares
> jordiba...@gmail.com
>
>  On 4 Apr 2014, at 23:26, Christian Lattuada <
> christian.lattu...@gmail.com> wrote:
>
>  Cheers mate!
>  Have a beer, we owe you.
>
>   .:.
> Christian Lattuada
>
>  tel +39 3331277475
> ...
>
>
> On Fri, Apr 4, 2014 at 11:40 PM, Jordi Bares wrote:
>
>  :-)))
>
>  In the meantime check the
>
>
>>>
>>>
>>
>


-- 
www.johnrichardsanchez.com


Re: First Softimage -> Maya transition videos posted

2014-05-12 Thread John Richard Sanchez
Well it is a start. It is actually the same thing I did before dusting off
my old Maya skills. Use the same/ similar hot keys from XSI in maya which
others have said in other threads not to do. :) Dont use a XSI gui in maya,
dont use shelves, no xsi hot keys its not allowed. You wont learn the Maya
way. Baloney!  I did learn how to have more than one explorer / outliner
open so that was good.


On Mon, May 12, 2014 at 12:47 PM, Angus Davidson
wrote:

>  I do have to agree with Eric that the target audience of first two
> videos is very much at a beginner instead of a professional looking to
> transistion (Which was the original requirement)
>
>  I am hoping the series will be ramped up significantly to deal with
> workflows instead of workarounds.
>
>  So far there is also nothing that couldn’t have been done using the beta
> software months ago ;(
>
>  Also wondering why there weren’t more questions asked on the list by
> Autodesk or even Adam as to what people would want to see.
>
>
>
>
>
>
>
>   From: Eric Turman 
> Reply-To: "softimage@listproc.autodesk.com" <
> softimage@listproc.autodesk.com>
> Date: Monday 12 May 2014 at 6:31 PM
>
> To: "softimage@listproc.autodesk.com" 
> Subject: Re: First Softimage -> Maya transition videos posted
>
>   Thanks
>
>  I do have to say that I am a bit put off by the first choice of examples,
> and I'm certain that I'm not alone. Any competent 3D veteran could easily
> figure out most of this with in minutes...and probably has. The video is
> quite frankly insulting.
>
>  I'm not saying that transition videos aren't helpful, but it comes off
> as condescending that we would not be able to figure out something as basic
> as hotkeys.
>
>  More useful would be a series of videos of: here is feature A in
> Softimage and oops! Maya doesn't have feature A, but here is the convoluted
> workaround that you can do to kind of get the same result (like distance
> constraint) Or even, in Softimage you'd normally work like this, but even
> though you can work the same way in Maya, a better way would be to use this
> other feature or methodology since trying to work like you would in
> Softimage will slow Maya down (use expressions in Soft ==> use node
> networks in Maya)
>
>  -=Eric
> --
>
>
>
>
> -=T=-
>
>  This communication is intended for the addressee only. It is confidential. 
> If you have received this communication in error, please notify us 
> immediately and destroy the original message. You may not copy or disseminate 
> this communication without the permission of the University. Only authorised 
> signatories are competent to enter into agreements on behalf of the 
> University and recipients are thus advised that the content of this message 
> may not be legally binding on the University and may contain the personal 
> views and opinions of the author, which are not necessarily the views and 
> opinions of The University of the Witwatersrand, Johannesburg. All agreements 
> between the University and outsiders are subject to South African Law unless 
> the University agrees in writing to the contrary.
>
>


-- 
www.johnrichardsanchez.com


Re: Communication between C4D and XSI

2014-05-02 Thread John Richard Sanchez
I always had a hard time getting things into Cinema with FBX. Even just a
plotted camera animation. Hopefully the new Alembic solves this.


On Fri, May 2, 2014 at 12:31 PM, olivier jeannel wrote:

>  So, is the Momentum4 integrated Alembic enough ?
>
>
>
> Le 02/05/2014 18:02, Simon Reeves a écrit :
>
> We used alembic between them on a job it worked pretty well.
>
>
>
> Simon Reeves
> London, UK
>  *si...@simonreeves.com *
> *www.simonreeves.com *
> *www.analogstudio.co.uk *
>
>
> On 2 May 2014 16:17, olivier jeannel  wrote:
>
>> Hi guys,
>>
>> I'm working with a friend who is on C4D and myself on XSI, We're both
>> working on a common project, each one working his own shot.
>>
>> Now comes the time, we'd like to share things.
>> For example, I'd like to load one of his C4d scene (Mograph thing) in
>> Softimage and render  some ice particles on top of it.
>>
>> what am I supposed to use ? Alembic ? Obj Seq ?
>>
>> I was wondering if the last Momentum 4 would read / import an Alembic
>>  file ?
>>
>> Any successful method to share ?
>>
>>
>>
>>
>
>


-- 
www.johnrichardsanchez.com


OT: Maya/NUKE user group in NYC tonight.

2014-04-30 Thread John Richard Sanchez
For those of you who would be interested there is a combined Maya / Nuke
user group tonight.

http://campaign.r20.constantcontact.com/render?ca=a73639b5-4132-4c06-9235-bf601757385a&c=a7efdb30-4627-11e3-b60a-d4ae52733d3a&ch=aa462740-4627-11e3-b677-d4ae52733d3a


www.johnrichardsanchez.com


Re: ICE CrowdFX Compound

2014-04-23 Thread John Richard Sanchez
Hey Thanks for putting these out there! I will check them out later.
J


On Wed, Apr 23, 2014 at 6:36 AM, Hans Adrian (Intern) <
hans.adr...@autodesk.com> wrote:

> Hi,
>
> Attached is another ICE CrowdFX compound. It is used to make crowd moving
> within two curves.
>
> Demo:
> http://www.youtube.com/watch?v=7VsPjkbucQ0
>
> How to use:
>
> -  Create a new Crowd Scene
>
> -  Create two curves which will bound the crowd
>
> -  Put 'Initialize Move Within Curves' compound in
> 'Emit_and_Initialize' tree of the crowd - see attached 'Emit and
> Initialize.PNG'
>
> -  Put  'Move in between two curves' compound as Goal of the crowd
> in 'Behavior' tree; use the two curves as input to the compound, with the
> left curve as Curve_Name_1 and right curve as Curve_Name_2 - see attached
> 'Behavior.PNG'
>
> -  This compound works with and without terrain
>
> Hope you find it useful :)
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Hans Adrian (Intern)
> Sent: Wednesday, April 23, 2014 6:05 PM
> To: softimage@listproc.autodesk.com
> Subject: ICE CrowdFX Compound
>
> Hi all,
>
> Attached is an ICE compound for CrowdFX in making groups avoiding each
> other.
>
> Demo:
> http://www.youtube.com/watch?v=Y1_-07Sqe5s
>
> How to use:
>
> -  Create a new crowd scene with different social group ID
>
> -  Go to 'Behavior' tree of Crowd Simulation Tree
>
> -  Replace 'Set Velocity Using Collision Avoidance' with the
> attached compound 'Set Velocity Using Group Collision Avoidance' (See
> Attached 'Group Behaviour.PNG'))
>
> -  Tune 'Far Interaction Limit' (found at 'Emit_And_Initialize'
> tree > 'Initialize Collision Avoidance') for better result. Using 70 as the
> value seems to give overall best result for most cases.
>



-- 
www.johnrichardsanchez.com


Re: Houdini Engine for Cinema4D

2014-04-23 Thread John Richard Sanchez
I would take Houdini over Bifrost any day of the week. The means to escape
Autodesk is just extra incentive. But yes Ideally you want to stick to
doing things in one package and for me that package would be Softimage/ ICE
not Maya/ Bifrost.


On Wed, Apr 23, 2014 at 11:12 AM, Cristobal Infante wrote:

> yes mantra can be invoked from a DA.
>
>
> On Wednesday, 23 April 2014, Eugen Sares  wrote:
>
>>  Getting pre-fabricated shake-and-bake tools is also worth something,
>> especially since they remain procedural. C4D could surely can need more of
>> those.
>> Just like with ICE. I use the thickness op, and it's a blessing to have
>> it, but I have not much of an idea how it works.
>> Assuming that geometry tools will work - the ICE modelling equivalent in
>> HE. Is this the case?
>> Could even Mantra be invoked via Houdini Engine?
>>
>> Anyway, it's clear that you cannot author the HE node network in the host
>> app, but when the frontend/interface is done well, the 'end user'/artist
>> needn't care that much.
>>
>>
>>
>> -- Originalnachricht --
>> Von: "Luc-Eric Rousseau" 
>> An: "softimage@listproc.autodesk.com" 
>> Gesendet: 23.04.2014 16:40:01
>> Betreff: Re: Re[2]: Houdini Engine for Cinema4D
>>
>>
>>
>> Houdini engine doesn't offer procedural authoring (it's only the engine,
>> not the UI), you still need to know and use Houdini to author the asset and
>> load it in the other app.  If you don't own Houdini, perhaps you're running
>> other people's assets, perhaps purchased on the asset store.  Like buying
>> effects presets or a plug-in. The modo fanboys think they would get the
>> houdini graph in Modo, for example, they are wrong.
>>
>> On Wed, Apr 23, 2014 at 10:16 AM, Eugen Sares wrote:
>>
>>>  ; }
>>>
>>> Luc-Eric has a point, though, in that you would have to learn 2
>>> applications.
>>> But then, isn't ICE in a way an 'application' on it's own also, or at
>>> least a very different department than the rest of the app?
>>>
>>> I guess this has been debated on other places already, but how deep is
>>> the HE integration into the host app?
>>> Can tools also be authored, with some UI interactivity, or is it meant
>>> to be more of a computing engine, that you invoke solely via some PPG?
>>>
>>>
>>> Bifröst, Fabric, HE... help! Too many nodes for a lifetime... must
>>> become a cycle messenger...
>>>
>>>
>>>
>>
>>
>>
>> --
>>
>>
>> Diese E-Mail ist frei von Viren und Malware, denn der avast! 
>> AntivirusSchutz ist aktiv.
>>
>>


-- 
www.johnrichardsanchez.com


Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-22 Thread John Richard Sanchez
Just installed 2015 ultimate after upgrading from the Maya /XSI Suite.
Doing some work in maya and I cant load mental ray in the plug in manager.
I get an error. The Specified procedure could not be found. (mayatomr) I do
see that MentalrayforMaya2015/plugins/mayatomr.mll is in the right
location. I also cant load in 2014 and  2 weeks ago finished a job
rendering in Mental Ray . ???


On Mon, Apr 21, 2014 at 9:37 AM, jim bough  wrote:

> "Jim,
> I was on it, I never found the Maya list as useful as the soft list was at
> that time, the Maya list was mostly overrun by students.
>
> Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D"
>
> Overrun by students learning the software? That's terrible. Obviously
> mileage is going to vary, but there were multi-daily contributors, like
> Duncan and many others. I remember this being a tools testing ground as
> well, also where I first heard of soup-dev.com. For the nostalgia of it,
> I'll post a few screenshots of the activity of the list back then.. I might
> be wrong, the date will be on the entries anyway, but I think these were
> from about 2008.
>
>
> --
> From: mailgrahamdcl...@gmail.com
> Subject: Re: Why is Maya the standard when it lacks basic math nodes?
> Date: Mon, 21 Apr 2014 02:11:45 -0700
> To: softimage@listproc.autodesk.com
>
>
> Jim,
> I was on it, I never found the Maya list as useful as the soft list was at
> that time, the Maya list was mostly overrun by students.
>
> Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
> phone: why-I-stereo
> http://www.linkedin.com/in/grahamclark
>
> On Apr 20, 2014, at 9:29 PM, jim bough  wrote:
>
> Graham,
>
> That might be true, but there was a time when the maya list server was
> every bit as active and helpful. It never recovered from the closing, for
> whatever reason it wasn't properly switched over to the highend list
> server, and lost many participants.  I would like to see it regain it
> former usefulness.
>
> --
> From: mailgrahamdcl...@gmail.com
> Subject: Re: Why is Maya the standard when it lacks basic math nodes?
> Date: Sun, 20 Apr 2014 21:14:51 -0700
> To: softimage@listproc.autodesk.com
>
> And that might be the funniest reason to keep this list alive as it
> becomes the best place to get Maya answers due to the community of the
> Softimage list.
> And another top place to get Houdini answers, the Sidefx list has always
> been very similar.
>
> Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
> phone: why-I-stereo
> http://www.linkedin.com/in/grahamclark
>
> On Apr 20, 2014, at 10:53 AM, Eric Turman  wrote:
>
> Brilliant! Thank you very much, I would not have thought of looking there.
> Now I can stop pouring over the internet looking for a solution and get
> back to work ;)
>
> It is odd that this didn't come up in any Google searches.
>
> Thanks again Ben :)
>
> I'm so glad that this list is still alive.
>
>
> On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker  wrote:
>
> multiplyDivide node can do power.
>
>
> On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman  wrote:
>
> I'm porting over some of my core rig components. when I hit a brick wall...
>
> Maya having no exponent or power nodes?!?!
>
> Sure I could roll my own in C++ if my C++ code-fu was strong enough or use
> one of the plugins that have already been compiled.
>
> The problems are:
> 1) I can not require a client to figure out how to install a plugin in
> order for a rig to work
> 2) None of these plugins that I can find have been compiled for Maya 2015
>
> Maya's expressions are too slow to evaluate. Does anyone have any
> suggestions of how I can get around this in the node editor without
> resorting to a plugin?
>
> I swear, the "brilliant" mastermind behind EOLing Softimage deserves
> several sharp kicks in the yarbles >.<
>
> -=Eric
>
> --
>
>
>
>
> -=T=-
>
>
>
>
>
> --
>
>
>
>
> -=T=-
>
>


-- 
www.johnrichardsanchez.com


Re: SI2015 alembic vs maya

2014-04-22 Thread John Richard Sanchez
Good Question.


On Tue, Apr 22, 2014 at 6:25 AM, Szabolcs Matefy wrote:

> Is there any differences between the alembic coming out from Maya and
> Softimage?
>
>
>
> Chhers
>
>
>
>
>
> Szabolcs
> ___
> This message contains confidential information and is intended only for
> the individual named. If you are not the named addressee you should not
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> The sender therefore does not accept liability for any errors or omissions
> in the contents of this message, which arise as a result of e-mail
> transmission. If verification is required please request a hard-copy
> version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
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>



-- 
www.johnrichardsanchez.com


Re: HQV Causing Major Slowness with File Save and Reference Model Updates

2014-04-16 Thread John Richard Sanchez
Awesome! Now I can watch more Houdini Tutorials!


On Wed, Apr 16, 2014 at 5:02 AM, Matt Morris  wrote:

> Thanks Andy and researchers!
>
>
> On 16 April 2014 09:59, Dan Yargici  wrote:
>
>> Thanks for the warning!
>>
>> DAN
>>
>>
>> On Wed, Apr 16, 2014 at 9:49 AM, Nuno Conceicao <
>> nunoalexconcei...@gmail.com> wrote:
>>
>>> Uau! Thanks Andy :)
>>>
>>>
>>> On Wed, Apr 16, 2014 at 3:36 AM, Andy Jones wrote:
>>>
 *FOR IMMEDIATE RELEASE*
 *April 15, 2014*

 *SOFTIMAGE QUALITYBLEED VULNERABILITY*
 Discovered by Security Researchers Gibli, Barosin, Pancres, Friedman,
 Akita, Jones, Panisset, Barbieri and Piparo

 Psyop experienced a "Eureka" moment today, when an artist discovered
 that updating referenced models was nearly two orders of magnitude faster
 when done through RDP (remote desktop protocol) rather than on a local
 workstation.

 Simultaneously, a different artist in LA encountered issues with
 slowness saving files in Softimage, and a quick test confirmed that saving
 the scene via RDP was also two orders of magnitude faster.  This led to a
 flurry of troubleshooting, and we have since narrowed the problem down to
 Softimage's "High Quality Viewport" "feature."

 The speed-ups after disabling HQV are nothing short of mind-blowing.
 For example, unloading a referenced model took 250 seconds before the fix,
 and only 3 seconds after the fix.  Meanwhile, a scene that took 15 minutes
 to save saved in only 30 seconds after the fix was deployed.

 One artist's wife was quoted as saying, "Thanks to the Qualitybleed bug
 being fixed, my husband finally comes home from work on time!  Now if I can
 just get him to stop spending all his free time watching Houdini
 tutorials..."

 Note that the "high quality viewport" preference that causes the
 problem is *enabled by default*, Psyop doesn't generally use HQV in
 our scenes, *so people are likely to be affected by this problem
 whether they are HQV users or not*.

 To fix the problem, affected softimage users can run the following
 Python command:
 Application.SetValue("preferences.Display.high_quality_viewport",
 False, "")

 There is still much research to be done to find out what kinds of
 scenes/models are more susceptible to the problem, but we thought we'd
 bring it up now in case it's costing others time.  Given that the problem
 was tied in with RDP, it's likely that video drivers could be playing a
 role, but so far we weren't able to find any settings that would magically
 eliminate the problem without just disabling HQV entirely.

 Psyop is on a mix of NVidia Quadros and we ran tests with a few
 different drivers, including the recommended ones.  We also saw the same
 problem across two different workstation images, in both Softimage 2013 and
 Softimage 2014, and on a remote worker's home workstation.  So we have
 reason to suspect it's not a highly specific aspect of our configuration
 that was causing the problem.  No testing has been done yet on Linux.

 We will be sure to keep this list updated as more information becomes
 available.  Share your stories in the comments below if you have been
 affected by this ~100X slowdown in performance, or if you encounter a
 workstation that is somehow unaffected.

>>>
>>>
>>
>
>
> --
> www.matinai.com
>



-- 
www.johnrichardsanchez.com


Re: Humanize Maya project

2014-04-11 Thread John Richard Sanchez
Whether you use this GUI or not you HAVE to make maya more fast even if its
making your own shelf because you will go crazy otherwise. If a TD is
having a problem just delete prefernces and everything gets reset. Yes you
do need to know where to dig out the tool 2 leagues under the interface
( even if its just using the hotbox) but if you don't have to why do it.


On Fri, Apr 11, 2014 at 12:13 PM, Jason S  wrote:

>  On 04/11/14 11:18, Brent McPherson wrote:
>
>  [...] it made sense to try and appeal to the (larger) Maya market.
>
>
>
> [...]
> Gimp interaction mode for Photoshop anyone?
>
>
> Perhaps those references could apply in terms of market share (in the
> later years),
> but those exact references could just as realistically be inversed in
> terms of actual interaction usability making sense.
>
> Hence the title of this thread, and not to mention the quite blatant
> unrighteousness of this whole situation.
>
> Gimp anyone?
>
>
>


-- 
www.johnrichardsanchez.com


Re: Humanize Maya project

2014-04-10 Thread John Richard Sanchez
Eric I agree 100% you need to know how Maya works. However; more often than
not you can bring in your shelves, preferences, hotkeys etc. ( at least
that has been my experience.) If not no biggie but the work flow will be
slow. Same with having your own XSI workgroup. If you can't use it you just
adapt. However; I still would love to see something like what was shown out
of the box or as a script plugin.


On Thu, Apr 10, 2014 at 11:41 AM, Steven Caron  wrote:

> sorry, just one email :)
>
> btw, the response was 'presto was built from scratch'
>
> *written with my thumbs
>
> On Apr 10, 2014, at 1:19 AM, David Saber  wrote:
>
> Yes, that would be a good news. Steven, send more emails to ask about that
> ;)
>
> On 2014-04-10 08:19, Angus Davidson wrote:
>
> Imagine if they released it as a commercial product ;)
>
>  --
>
>
>


-- 
www.johnrichardsanchez.com


Re: Humanize Maya project

2014-04-09 Thread John Richard Sanchez
I agree Eric. However; it's been my experience that most people bring their
preferences/ shells/ scripts with them. If this is the same then not bad at
all.

On Wednesday, April 9, 2014, Doeke Wartena  wrote:

> It's nice if your forced to use maya.
>
>
> 2014-04-09 22:44 GMT+02:00 Darren Cullis 
> <3d.dar...@gmail.com
> >:
>
>> Yeah I'm learning Maya as it is out the box, but as I said above I just
>> thought I'd share it , ad everyone has been asking for text based buttons
>> etc.
>>
>> Sent from HTC one
>>
>> Darren Cullis
>> Character Animator / 3d Artist
>>
>> w: www.dc3d.co.uk
>> e: 
>> 3d.dar...@gmail.co.uk
>> m: 07595584800
>> On 9 Apr 2014 21:31, "Eric Thivierge" 
>> >
>> wrote:
>>
>>> You're going to cripple yourself if you get used to using this sort of
>>> thing. Once you go to a Maya workstation that doesn't have this you're
>>> screwed. My opinion / suggestion is to stay away from this sort of thing.
>>>
>>> Eric T.
>>>
>>>
>

-- 
www.johnrichardsanchez.com


Re: Humanize Maya project

2014-04-09 Thread John Richard Sanchez
WOW! That looks great. Though I dont think the center will work like we
expect. :)


On Wed, Apr 9, 2014 at 3:50 PM, Darren Cullis <3d.dar...@gmail.com> wrote:

> I'd love for him to release it or sell it to Autodesk even . Maybe kick
> starter project :) he says he needs to update it and would require a few
> months work as he would be doing it in his spare time ( he's currently
> working back in softimage. At the time when he made it he was transitioning
> over to maya.) But I think someone from autodesk should at least take a
> look at it.  .
>
> Sent from HTC one
>
> Darren Cullis
> Character Animator / 3d Artist
>
> w: www.dc3d.co.uk
> e: 3d.dar...@gmail.co.uk
> m: 07595584800
> On 9 Apr 2014 20:39, "Mirko Jankovic"  wrote:
>
>> now that is something worth checking out :)
>>
>>
>> On Wed, Apr 9, 2014 at 9:11 PM, Darren Cullis <3d.dar...@gmail.com>wrote:
>>
>>> It was functional, although he says it needs updating .
>>>
>>> Sent from HTC one
>>>
>>> Darren Cullis
>>> Character Animator / 3d Artist
>>>
>>> w: www.dc3d.co.uk
>>> e: 3d.dar...@gmail.co.uk
>>> m: 07595584800
>>> On 9 Apr 2014 20:06, "Steven Caron"  wrote:
>>>
 um, is that a functional gui? or just a mock up?


 On Wed, Apr 9, 2014 at 11:37 AM, Darren Cullis <3d.dar...@gmail.com>wrote:

>
> A custom gui for Maya , made a few years ago by Keith Fallon
>
> See attached image :
>
>
>
>>


-- 
www.johnrichardsanchez.com


Re: Crowd FX 2014 help

2014-04-08 Thread John Richard Sanchez
Wow! Great thanks! I am on a BUSY Maya job this week but will be all over
this scene next week. I really appreciate it. I was just thinking about it
this morning too. :)


On Tue, Apr 8, 2014 at 5:30 AM, Ho Chung Nguyen  wrote:

> Hi John
>
> You can find the foo fighter scene done in the new CrowdFX system here:
> https://dl.dropboxusercontent.com/u/81523789/FooFighter.zip
>
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of John Richard Sanchez
> Sent: Thursday, March 27, 2014 12:01 AM
> To: XSI List to post
> Subject: Crowd FX 2014 help
>
> So I am working on crowd for the first time. I am trying to get one actor
> (Angels) to fight another actor (demons). Something like the Foofighters
> example. However, the foo fighters example is in the legacy (2013 crowd)
> mode so it is tough for me to reconstruct it in the 2014 workflow which I
> really like. Is there a scene file out there recreating foo fighters in
> 2014? Any help on what I would need to get this done would be a big help
> Thanks
> John
>
> --
> www.johnrichardsanchez.com<http://www.johnrichardsanchez.com>
>



-- 
www.johnrichardsanchez.com


Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-07 Thread John Richard Sanchez
Thanks Jill. That seems to have worked. :)



On Mon, Apr 7, 2014 at 3:30 PM, John Richard Sanchez <
youngupstar...@gmail.com> wrote:

> I did. But will try it again after I re Render.
> J
>
>
> On Mon, Apr 7, 2014 at 3:03 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> j.ponthi...@nasa.gov> wrote:
>
>>  Did you change fps in
>> Window->Settings/Preferences->Preferences->Settings->Working Units->Time?
>>
>>
>>
>> If you save this and close and restart Maya is the setting still changed?
>>
>>
>>
>> --
>>
>> Joey Ponthieux
>>
>> LaRC Information Technology Enhanced Services (LITES)
>>
>> Mymic Technical Services
>>
>> NASA Langley Research Center
>>
>> __
>>
>> Opinions stated here-in are strictly those of the author and do not
>>
>> represent the opinions of NASA or any other party.
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *John Richard
>> Sanchez
>> *Sent:* Monday, April 07, 2014 2:57 PM
>>
>> *To:* XSI List to post
>> *Subject:* Re: Center mode (was RE: humanize Maya, SOFT top 5)
>>
>>
>>
>> Is there a reason that Maya does not save my preference for 30 frames per
>> second ( I hit save preferences) but when I open a new scene it goes back
>> to 24 fps? Is this a new feature? I am using 2014 sp2. I went to do a new
>> project for a client and of course after the render I realize its not
>> matching the VO because it is at 24 fps. I LOVE using Maya. :)
>>
>> J
>>
>>
>>
>> On Fri, Apr 4, 2014 at 8:16 PM, Adam Sale  wrote:
>>
>> yes... preserve child transformations.. on the transform node.
>>
>>
>>
>> On Fri, Apr 4, 2014 at 6:30 AM, olivier jeannel 
>> wrote:
>>
>> Love what you did Brent !
>> Ever thought of sending your resume to SideFX ?
>> Working on a software rather than a puzzle ?
>>
>> Le 03/04/2014 16:33, Brent McPherson a écrit :
>>
>>
>>
>> Yes I did work on this.
>>
>> The plan was always to replace the guts of Center with the pivot stuff I
>> added to kinematics since it could handle rotation. We just never got
>> around to actually doing that and finishing off that part of the pivot
>> workflow...
>>
>> As I said before I always thought the way center worked was a bit hacky
>>  (push points in one direction and modifying the transform in another) but
>> it seems the interactive/pervasive nature of it far outweighed the strange
>> way it works for you guys.
>>
>> Now I'm curious if it was even on anyone's top 5 list. ;-)
>>
>> I'm not a really good person to comment on the general issues discussed
>> in relation to Maya workflow. While working on Soft I worked on hair,
>> animation layers, lip sync, modeling, object view/isolate, tools,
>> kinematics, fcurves, ICE (well in fact every part of the software except
>> Rendering) My current involvement in Maya is limited to the modeling team
>> but I feel pretty comfortable that I can have a positive impact on workflow
>> in that area.
>>
>> Cheers.
>> --
>> Brent
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
>> Sent: 03 April 2014 15:04
>> To: softimage@listproc.autodesk.com
>> Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)
>>
>> ...but from what he said Brent actually developed that part of Soft in
>> the first place. :/
>> [
>> https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3D&type=zerocontent&guid=84bd8330-649c-42ca-b0bb-7aa77184e20f]
>> ᐧ<https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3D&type=zerocontent&guid=84bd8330-649c-42ca-b0bb-7aa77184e20f%5d%E1%90%A7>
>>
>>
>>
>>
>>
>>
>>
>>
>> --
>>
>> www.johnrichardsanchez.com
>>
>
>
>
> --
> www.johnrichardsanchez.com
>



-- 
www.johnrichardsanchez.com


Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-07 Thread John Richard Sanchez
I did. But will try it again after I re Render.
J


On Mon, Apr 7, 2014 at 3:03 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

>  Did you change fps in
> Window->Settings/Preferences->Preferences->Settings->Working Units->Time?
>
>
>
> If you save this and close and restart Maya is the setting still changed?
>
>
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not
>
> represent the opinions of NASA or any other party.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *John Richard
> Sanchez
> *Sent:* Monday, April 07, 2014 2:57 PM
>
> *To:* XSI List to post
> *Subject:* Re: Center mode (was RE: humanize Maya, SOFT top 5)
>
>
>
> Is there a reason that Maya does not save my preference for 30 frames per
> second ( I hit save preferences) but when I open a new scene it goes back
> to 24 fps? Is this a new feature? I am using 2014 sp2. I went to do a new
> project for a client and of course after the render I realize its not
> matching the VO because it is at 24 fps. I LOVE using Maya. :)
>
> J
>
>
>
> On Fri, Apr 4, 2014 at 8:16 PM, Adam Sale  wrote:
>
> yes... preserve child transformations.. on the transform node.
>
>
>
> On Fri, Apr 4, 2014 at 6:30 AM, olivier jeannel 
> wrote:
>
> Love what you did Brent !
> Ever thought of sending your resume to SideFX ?
> Working on a software rather than a puzzle ?
>
> Le 03/04/2014 16:33, Brent McPherson a écrit :
>
>
>
> Yes I did work on this.
>
> The plan was always to replace the guts of Center with the pivot stuff I
> added to kinematics since it could handle rotation. We just never got
> around to actually doing that and finishing off that part of the pivot
> workflow...
>
> As I said before I always thought the way center worked was a bit hacky
>  (push points in one direction and modifying the transform in another) but
> it seems the interactive/pervasive nature of it far outweighed the strange
> way it works for you guys.
>
> Now I'm curious if it was even on anyone's top 5 list. ;-)
>
> I'm not a really good person to comment on the general issues discussed in
> relation to Maya workflow. While working on Soft I worked on hair,
> animation layers, lip sync, modeling, object view/isolate, tools,
> kinematics, fcurves, ICE (well in fact every part of the software except
> Rendering) My current involvement in Maya is limited to the modeling team
> but I feel pretty comfortable that I can have a positive impact on workflow
> in that area.
>
> Cheers.
> --
> Brent
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
> Sent: 03 April 2014 15:04
> To: softimage@listproc.autodesk.com
> Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)
>
> ...but from what he said Brent actually developed that part of Soft in the
> first place. :/
> [
> https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3D&type=zerocontent&guid=84bd8330-649c-42ca-b0bb-7aa77184e20f]
> ᐧ<https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3D&type=zerocontent&guid=84bd8330-649c-42ca-b0bb-7aa77184e20f%5d%E1%90%A7>
>
>
>
>
>
>
>
>
> --
>
> www.johnrichardsanchez.com
>



-- 
www.johnrichardsanchez.com


Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-07 Thread John Richard Sanchez
Is there a reason that Maya does not save my preference for 30 frames per
second ( I hit save preferences) but when I open a new scene it goes back
to 24 fps? Is this a new feature? I am using 2014 sp2. I went to do a new
project for a client and of course after the render I realize its not
matching the VO because it is at 24 fps. I LOVE using Maya. :)
J


On Fri, Apr 4, 2014 at 8:16 PM, Adam Sale  wrote:

> yes... preserve child transformations.. on the transform node.
>
>
> On Fri, Apr 4, 2014 at 6:30 AM, olivier jeannel 
> wrote:
>
>> Love what you did Brent !
>> Ever thought of sending your resume to SideFX ?
>> Working on a software rather than a puzzle ?
>>
>> Le 03/04/2014 16:33, Brent McPherson a écrit :
>>
>>  Yes I did work on this.
>>>
>>> The plan was always to replace the guts of Center with the pivot stuff I
>>> added to kinematics since it could handle rotation. We just never got
>>> around to actually doing that and finishing off that part of the pivot
>>> workflow...
>>>
>>> As I said before I always thought the way center worked was a bit hacky
>>>  (push points in one direction and modifying the transform in another) but
>>> it seems the interactive/pervasive nature of it far outweighed the strange
>>> way it works for you guys.
>>>
>>> Now I'm curious if it was even on anyone's top 5 list. ;-)
>>>
>>> I'm not a really good person to comment on the general issues discussed
>>> in relation to Maya workflow. While working on Soft I worked on hair,
>>> animation layers, lip sync, modeling, object view/isolate, tools,
>>> kinematics, fcurves, ICE (well in fact every part of the software except
>>> Rendering) My current involvement in Maya is limited to the modeling team
>>> but I feel pretty comfortable that I can have a positive impact on workflow
>>> in that area.
>>>
>>> Cheers.
>>> --
>>> Brent
>>>
>>> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
>>> listproc.autodesk.com] On Behalf Of Peter Agg
>>> Sent: 03 April 2014 15:04
>>> To: softimage@listproc.autodesk.com
>>> Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)
>>>
>>> ...but from what he said Brent actually developed that part of Soft in
>>> the first place. :/
>>> [https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0Y
>>> Wxwcm9kdWN0aW9ucy5jb20%3D&type=zerocontent&guid=84bd8330-649c-42ca-b0bb-
>>> 7aa77184e20f]ᐧ
>>>
>>>
>>
>


-- 
www.johnrichardsanchez.com


Re: Please Trim posts!!

2014-04-03 Thread John Richard Sanchez
I hate threads about trimming posts.


On Thu, Apr 3, 2014 at 3:33 PM, Jason S  wrote:

>  Lol!  Rite ;)
>
>
> On 04/03/14 15:29, Leendert A. Hartog wrote:
>
> Considering the mangled posts coming from mobile phones these days,
> "autocorrect" should be avoided at all cost IMHO.
> ;)
>
> Greetz
> Leendert
>
>
>


-- 
www.johnrichardsanchez.com


Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-03 Thread John Richard Sanchez
"People that haven't used Maya that much don't realize how useful that "n"
SI feature was because they though it was so basic that they assumed every
DCC had it. Center is one of those."

Exactly. I had my shock moment actually working on a project with a
deadline looming.

"At first, I though that Maya's Pivot was the equivalent to SI Center and
Pivot. It may take you a while to realize that it isn't."

Yes I am now enlightened about how that stuff works under the hood in both
Maya and XSI.

Brent I wish you the best. As Eric said there are many little things like
this we will miss but we wont realize till we actually start working and
using Maya. ( if we end up going that route.)


On Thu, Apr 3, 2014 at 10:50 AM, Martin Yara  wrote:

> People that haven't used Maya that much don't realize how useful that "n"
> SI feature was because they though it was so basic that they assumed every
> DCC had it. Center is one of those.
>
> At first, I though that Maya's Pivot was the equivalent to SI Center and
> Pivot. It may take you a while to realize that it isn't.
>
> About SI pivot, now I understand why the pivot rotation option in
> Softimage never worked for me.
>
> Martin
>
>
>
> On Thu, Apr 3, 2014 at 11:33 PM, Brent McPherson <
> brent.mcpher...@autodesk.com> wrote:
>
>>
>> Now I'm curious if it was even on anyone's top 5 list. ;-)
>>
>>


-- 
www.johnrichardsanchez.com


Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread John Richard Sanchez
ok to be more constructive let me give you a real world example. I had a
headset with big ear buds that the client wanted me to animate rotating.
Its a cad file with a 10 parts for the ear bud. It was grouped but the
orientation was way off. All I wanted to do was move the orientation of the
pivot so that it would move correctly. It would have been 1 click in XSI.
In the end I sent the scene to Softimage. Got a null matched transforms for
the ear bud. Rotated so that it was at the right angle and then sent the
nulls as locators to Maya and put the Earbud group under the locator. I
didnt do that with maya because I didnt want to do the redundant workflow
of point constraining locator to ear bud group  and then removing
constraints. Again one click in XSI. Match all transforms.


On Wed, Apr 2, 2014 at 6:33 PM, John Richard Sanchez <
youngupstar...@gmail.com> wrote:

> I don' know if you saw my rant about this on a Maya job I did last week
> but all I can say is HELL YES we use the center a lot. I am not sure why
> you even have to ask.
>
>
> On Wed, Apr 2, 2014 at 5:50 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> j.ponthi...@nasa.gov> wrote:
>
>> I'm not sure I see how that would easily solve my problem without
>> introducing other problems, risks, or complex workflow. I don't even see
>> how it competes with Softimage's method.
>>
>> I have geometry that is sometimes generated in CAD or provided from other
>> sources. The geometry, and its relative components often have to remain in
>> their  relative positions. But I need to define custom articulations. I
>> often have more freedom to cheat on the articulations than I do on the
>> topology.
>>
>> If in Maya I select the aileron, rotate it till the pivot matches the
>> rotation angle I want, then select all the points of the aileron and
>> attempt to back rotate them until the geometry matches its previous
>> position against the new rotation angle, can I do that? Yes, but with
>> caveats:
>>
>> 1. If I select components and proceed to back rotate the geometry by
>> using the Channnel editor, why do I lose the numerical channel editor
>> transform entries. This would have been the intuitive approach because
>> that's how we do this with object selection. But there is no congruency
>> here. It would be my first anticipation on how it might be achieved.
>>
>> 2. Might it be possible to eyeball the back rotation with just the
>> manipulator? Yes, but what does that do to the accuracy of my geometry
>> position? I might possibly be less concerned for the accuracy in the
>> rotation angle than in the placement of the geometry. Either way one or the
>> other must sacrificed. In this scenario Maya forces me to sacrifice
>> geometry position. What if I don't want to sacrifice that?
>>
>> 3. What if I am rotating this on more than one axis? Can I use the
>> Channel Editor's CV list to accomplish this? How do I know what vertex
>> coordinates to enter here? Can I use it at all? Strike three in
>> anticipating a potential method.
>>
>> 4. polyMoveVertex .  So yes there is a way to do this in Maya. Assuming I
>> have an object under another in a hierarchy I:
>>
>> a. select the child object that I want change its pivot angle
>>
>> b. rotate the object -30 degrees in Z
>>
>> c. select component type
>> *in the event you were in component type already and selected the object
>> from the outliner, component type is still active but object is selected,
>> you then have to select object type and reselect component type just to get
>> back to component selection or make a new component selection.
>>
>> d. select all components on the  object
>>
>> e. go to polygon module (if you're not there already)
>>
>> f. go to Edit mesh -> Transform Component  (I now get a
>> polyMoveVertex  operator in my Input stack).
>>
>> g. enter a positive 30 degrees in Z, geometry is now back rotated
>>
>> h. return to object type
>>
>> i. hit Edit -> Delete by Type -> History ( Assuming I have
>> construction history on.  Further why can't Ijust
>> right-click delete history on this operator?)
>>
>>
>> Yet how simple are any of these approaches compared to:
>>
>> Select the Object, Select Center, enter -30 at the Rotate
>> transform?
>>
>> Yes in Maya I can do this, but is it easy? Is it risky if I tried to do
>> it using solely a manipulator? Is it intuitive? Why must I use a
>> polyMoveVe

Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread John Richard Sanchez
I don' know if you saw my rant about this on a Maya job I did last week but
all I can say is HELL YES we use the center a lot. I am not sure why you
even have to ask.


On Wed, Apr 2, 2014 at 5:50 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

> I'm not sure I see how that would easily solve my problem without
> introducing other problems, risks, or complex workflow. I don't even see
> how it competes with Softimage's method.
>
> I have geometry that is sometimes generated in CAD or provided from other
> sources. The geometry, and its relative components often have to remain in
> their  relative positions. But I need to define custom articulations. I
> often have more freedom to cheat on the articulations than I do on the
> topology.
>
> If in Maya I select the aileron, rotate it till the pivot matches the
> rotation angle I want, then select all the points of the aileron and
> attempt to back rotate them until the geometry matches its previous
> position against the new rotation angle, can I do that? Yes, but with
> caveats:
>
> 1. If I select components and proceed to back rotate the geometry by using
> the Channnel editor, why do I lose the numerical channel editor transform
> entries. This would have been the intuitive approach because that's how we
> do this with object selection. But there is no congruency here. It would be
> my first anticipation on how it might be achieved.
>
> 2. Might it be possible to eyeball the back rotation with just the
> manipulator? Yes, but what does that do to the accuracy of my geometry
> position? I might possibly be less concerned for the accuracy in the
> rotation angle than in the placement of the geometry. Either way one or the
> other must sacrificed. In this scenario Maya forces me to sacrifice
> geometry position. What if I don't want to sacrifice that?
>
> 3. What if I am rotating this on more than one axis? Can I use the Channel
> Editor's CV list to accomplish this? How do I know what vertex coordinates
> to enter here? Can I use it at all? Strike three in anticipating a
> potential method.
>
> 4. polyMoveVertex .  So yes there is a way to do this in Maya. Assuming I
> have an object under another in a hierarchy I:
>
> a. select the child object that I want change its pivot angle
>
> b. rotate the object -30 degrees in Z
>
> c. select component type
> *in the event you were in component type already and selected the object
> from the outliner, component type is still active but object is selected,
> you then have to select object type and reselect component type just to get
> back to component selection or make a new component selection.
>
> d. select all components on the  object
>
> e. go to polygon module (if you're not there already)
>
> f. go to Edit mesh -> Transform Component  (I now get a
> polyMoveVertex  operator in my Input stack).
>
> g. enter a positive 30 degrees in Z, geometry is now back rotated
>
> h. return to object type
>
> i. hit Edit -> Delete by Type -> History ( Assuming I have
> construction history on.  Further why can't Ijust
> right-click delete history on this operator?)
>
>
> Yet how simple are any of these approaches compared to:
>
> Select the Object, Select Center, enter -30 at the Rotate
> transform?
>
> Yes in Maya I can do this, but is it easy? Is it risky if I tried to do it
> using solely a manipulator? Is it intuitive? Why must I use a
> polyMoveVertex operator to do this? Why can't I just switch to Component
> Type and maintain use of the Channel editor's Transform entries? How much
> planning is required?
>
> Is there another way in Maya to do this? I don't recall, I got used to
> making null rigs.
>
> In Maya its easier, more forgiving, and simpler to just go the null rig
> route. I think its potentially appropriate to argue that it might also be
> good form. It introduces far less risk or possibility of mis-selecting
> vertices, putting the vertices in the wrong place, damage to geometry. But
> it's not more intuitive than Center.
>
> Yes the null rig method can also be done in Softimage as an alternative
> method to using Center. Softimage also supports the vertex back-rotation
> through a Cluster.
>
> This is not an issue of whether Maya provides us the ability to do these
> things. It does. And very reliably. The question is whether it provides
> these abilities in an intuitive and user friendly manner. It's a matter of
> human factors.
>
> But to be fair, Softimage had its own issues with this problem. Just far
> fewer than Maya.
>
> --
> Joey Ponthieux
> __
> Opinions stated here-in are strictly those of the author and do not
> represent the opinions of NASA or any other party.
>
>
> > -Original Message-
> > From: softimage-boun...@listproc.autodesk.com [mailto:softimage-
> > boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Roussea

Re: A Good Read!

2014-04-01 Thread John Richard Sanchez
Hi Maurice
I have to say I did get up and running in Mudbox pretty quick and was able
to fix some textures on a character pretty quick after a few hours driving
it for the first time.




On Tue, Apr 1, 2014 at 3:55 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Maurice, did you see the CAD Junky Zen slim UI presentation ? that is your
> solution right there. show people what it could be like, give them the
> option, doesn't have to be compulsory, Maya has that one thing going, that
> you can completely reshape the interface, every palette, role out menu,
> viewport. this would not be an expensive endeavor. and would give you a lot
> of good press. like it did for modo.
>
> http://cadjunkie.com/zen
>
>
>
>
> On 1 April 2014 20:39, Maurice Patel  wrote:
>
>> That article was a very interesting read. IMO (and I stress that is my
>> opinion only): the one big challenge in the entertainment industry is the
>> constant need  to be creative which means that as soon as you have
>> perfected your formula 1 race car, someone now wants it to fly to the moon,
>> or to dive into the Marianas trench or do the Paris-Dakar or do something
>> else it the designers never imagined doing in the first place - whereas in
>> racing, any given track is a pretty fixed entity and the skill is indeed
>> about optimization. This is also where M&E differs from many other
>> production processes such as manufacturing. While it is feasible these days
>> to program robots to build cars it is not even remotely possible to do the
>> same thing for VFX. I also agree that usability is THE big barrier in 3D.
>> My wife is a jewellery designer and metalsmith who just started her first
>> foray into Rhino and is not enjoying it (in her craft it is the industry
>> standard). I have not had to replace any monitors yet but I soon might be
>> :).
>>
>> We often discuss this problem here. The Mudbox team went all out to focus
>> on usability but there is this unfortunate damned-if-you-do,
>> damned-if-you-don't problem in our industry. Everyone wants more in the
>> product and they are all doing different things, have different pipelines,
>> different ways of working before you know it you have several ways of doing
>> the same thing. And deep down people want more features - it is the only
>> thing they really want to pay for. While everyone will argue that stability
>> and usability are important they don't want to pay for it (and these things
>> are complex and costly to solve). 3ds Max 2015 focused heavily on these
>> aspects - making five clicks two, cleaning up key problem areas of UI such
>> as the scene navigator and we took a beating for it. And we know we have to
>> do this for Maya too. The usability 'issue' is a very, very real one for
>> all 3D applications and one that I don't think anyone has figured out a
>> perfect solution for yet. The curve the author describes is pretty
>> accurate. The problem is that you cannot easily keep things at that optimal
>> point.
>>
>> maurice
>>
>> Maurice Patel
>> Autodesk : Tél:  514 954-7134
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
>> Sent: Tuesday, April 01, 2014 2:25 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: A Good Read!
>>
>> Here is a better race related analogy
>> You are a race car driver, you've spent a career diligently homing your
>> skills and natural talent, you know instinctively how to calculate angles,
>> torque, speed, drifting, terrain, weather, pressure
>> you can read other drivers movements and anticipate their decisions.
>> When you go down into the pit, you don't get out of the car to see what
>> is wrong, to remove the wheels or refuel, these are not your main priority,
>> you just want to get back out there. There is a dedicated team there that
>> take care of these thing, that is their job to make sure you and your
>> machine can function as one and perform at your best.
>> It's about enabling an individual's, and giving them peace of mind.
>> Imagine you are that same race car driver, only instead of focusing on
>> the important things (toque angles speed overtaking) half your brain is
>> taken up by "will it crash will it crash?, will it crash?, should i head
>> down to the pit? are the wheels overheating?, what is making that sound?
>> will it crash, WILL IT CRASH?"
>> If you can't trust your car to perform, how can you trust yourself.
>>
>> Now i know that we live in an imperfect world, and that in this industry
>> artists are often obliged to get down on all fours and look under the hood.
>> However this should not be viewed as a fatality, but an incentive, to build
>> the most reliable and program with the most fluid interface that allows
>> your users to reach that special place that 1:1 ratio where there is no
>> more keyboard or stylus there's just you and the data, and you doing what
>> you where made to do, unimpeded free.
>>
>> This q

Re: March 28, 2014

2014-03-28 Thread John Richard Sanchez
Well I just got my first Maya job ( didnt take long) and it really sucked.
I was picking up a job from someone and having to make changes  and I
noticed this guy only renders in one pass. H I wonder why. Well my
production time increased due to change to a convoluted workflow. The point
is that I would normally ask if my next job I can do in Softimage but they
want to keep the files for future artists and now they cant buy a seat of
Soft so I am now FORCED to use Maya. My moment of silence came yesterday.


On Fri, Mar 28, 2014 at 2:38 PM, Greg Punchatz  wrote:

>  I thought is was indeed a thing that needed posting... I wear my heart
> on my sleeve as well..
>
> Thanks
>  --
> *Greg Punchatz*
>  *Sr. Creative Director*
> Janimation
> 214.823.7760
> www.janimation.com
>
>


-- 
www.johnrichardsanchez.com


Re: humanize Maya, SOFT top 5

2014-03-28 Thread John Richard Sanchez
e to modify & compile so they are read correctly (linear ->
>> sRGB).
>>
>>
>>
>> On 27/03/2014 19:53, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:
>>
>>  It goes back to the late 90s actually. Everyone migrating from TAV
>> didn't really have a sense for this being something they should have. New
>> users we're just without reference. Everyone else who knew better wrote MEL
>> scripts to compensate for the shortcomings.
>>
>>
>>
>> The weird thing is that the term "rotate pivot" to us is an action. To
>> Maya users it is a thing, a noun if you will. A separate pivot.
>>
>>
>>
>> To make matters even weirder, it appears you can alter the rotation of
>> the translation manipulator and scale manipulator through the pivot tool,
>> but it only affects the way that translation and scale works through their
>> pivots, not the rotate pivot itself. For example, select an object, select
>> translate manipulator, hit the insert key, look for the cyan keyhole icon
>> on the screen. Clicking on this will allow you to rotate the translate
>> pivot, but not the rotate pivot. Same with scale.
>>
>>
>>
>> This action looks to be affecting only the manipulator, as all new
>> objects get the same adjusted manipulator orientation.
>>
>>
>>
>>
>>
>> --
>>
>> Joey Ponthieux
>>
>> LaRC Information Technology Enhanced Services (LITES)
>>
>> Mymic Technical Services
>>
>> NASA Langley Research Center
>>
>> __
>>
>> Opinions stated here-in are strictly those of the author and do not
>>
>> represent the opinions of NASA or any other party.
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [
>> mailto:softimage-boun...@listproc.autodesk.com]
>> *On Behalf Of *John Richard Sanchez
>> *Sent:* Thursday, March 27, 2014 2:34 PM
>> *To:* XSI List to post
>> *Subject:* Re: humanize Maya, SOFT top 5
>>
>>
>>
>> oh and try to search rotate pivot in the docs. Good Luck trying to find a
>> way to do it! I had to go to the forums and I see complaints about this
>> from Maya users going back to 2006. I really want to curse on here.
>> #$%^^^&&^
>>
>>
>>
>> On Thu, Mar 27, 2014 at 1:34 PM, Martin  wrote:
>>
>> yeah, afaik you can only rotate the rotation axis of your rotation pivot.
>>
>> Martin
>>
>> Sent from my iPhone
>>
>>
>> On 2014/03/28, at 2:31, John Richard Sanchez 
>> wrote:
>>
>>  Yes I did it finally. But I mean seriously I have to go through all
>> that to rotate a center This is what we are talking about. Poor poor
>> Maya users. :(
>>
>>
>>
>> On Thu, Mar 27, 2014 at 1:16 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
>> j.ponthi...@nasa.gov> wrote:
>>
>> Create an empty group(null). Make sure it is still selected.
>>
>>
>>
>> Set the null's rotation to the rotation that you want the object's pivot
>> to be.
>>
>>
>>
>> Make the object as a child to the null. Middle click drag and drop the
>> object on the null in the outliner is the easiest way.
>>
>>
>>
>> Open the new hierarchy and select only the object under the null, and not
>> the null.
>>
>>
>>
>> Execute Modify->Freeze Transformations( make sure at least the Freeze
>> Rotate is selected in the option box)
>>
>>
>>
>> Execute Edit->Unparent
>>
>>
>>
>> The object will now have the pivot orientation you want. It may also have
>> some transformGeometry history as well if you had construction history
>> turned on.
>>
>>
>>
>> Edit->Delete by Type->History if you want to get rid of it.
>>
>>
>>
>>
>>
>> --
>>
>> Joey Ponthieux
>>
>> LaRC Information Technology Enhanced Services (LITES)
>>
>> Mymic Technical Services
>>
>> NASA Langley Research Center
>>
>> __
>>
>> Opinions stated here-in are strictly those of the author and do not
>>
>> represent the opinions of NASA or any other party.
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *John Richard
>> Sanchez
>> *Sent:* Thursday, March 27, 2014 12:38 PM
>> *To:* XSI List to post
>

Re: crowdfx question

2014-03-27 Thread John Richard Sanchez
Hi Adam
Do you know of there is a foo fighters example for 2014 crowds?


On Thu, Mar 27, 2014 at 5:46 PM, Adam Sale  wrote:

> I remember something along those lines in 2013 as well. I do remember
> having to fix the uvs in the ice tree on the proxy.
>
> 2014sp2 is really stable for crowds, though I prefer the collision
> avoidance of walls in 2013.
> On Mar 27, 2014 11:52 AM, "Francisco Criado" 
> wrote:
>
>> Testing on Softimage 2013, material thing was already fixed, but can´t
>> make textures work...manual says that i have to reconnect the uvs on the
>> poxy mesh ice tree, but still didn´t work.
>>
>> Thanks in advance
>> F.
>>
>>
>>
>> 2014-03-27 13:15 GMT-03:00 Adam Sale :
>>
>>> If you are using 2014 sp2 the texture and clusters thing should be fixed.
>>> On Mar 27, 2014 8:36 AM, "Francisco Criado" 
>>> wrote:
>>>
 Hi guys,

 following Mark Shoennagel video about crowdfx got stuck in a simple
 thing.
 Already replaced the pedestrian for a low res model, like he shows in
 his video at 19.34 https://www.youtube.com/watch?v=3Toyh0_doko
 And when i create a new crowd simulation the materials that my mesh has
 don´t appear on the actor copies. Materials are located in clusters, and it
 doesn´t seem to be any difference with the default mesh...
 Any help apreciated!

 F.


>>


-- 
www.johnrichardsanchez.com


Re: kinemocap

2014-03-27 Thread John Richard Sanchez
How about this one? Anyone use this? It is free. I think.
 http://www.freemocap.com/


On Thu, Mar 27, 2014 at 2:01 PM, Nicolas Esposito <3dv...@gmail.com> wrote:

> I'm using iPi Motion Capture and its working pretty good!
> Just export the bvh file using the 3ds max option and in Softimage the
> retargeter viw motor works like a charm ;)
>
> Kinemocap, as far as I know, gives you direct control inside Softimage,
> but the polishing needs to be done manually, while in iPi its
> automaticyou still need to adjust stuff when you import the bvh fron
> iPi, but you don't have any jiggly movement...mainly because kinect kinda
> sucks :D
>
>
> 2014-03-27 18:55 GMT+01:00 Jimmy Marrero :
>
> Hey guys,
>>
>> Has anyone had any experience with the following??
>> http://www.kinemocap.com/
>>
>>
>> I am looking for a mocap solution within softimage using any primesense
>> (Kinect)
>> Camera.
>>
>>
>> Anyone have any success??
>>
>>
>> Thanks
>>
>
>


-- 
www.johnrichardsanchez.com


Re: humanize Maya, SOFT top 5

2014-03-27 Thread John Richard Sanchez
oh and try to search rotate pivot in the docs. Good Luck trying to find a
way to do it! I had to go to the forums and I see complaints about this
from Maya users going back to 2006. I really want to curse on here.
#$%^^^&&^


On Thu, Mar 27, 2014 at 1:34 PM, Martin  wrote:

> yeah, afaik you can only rotate the rotation axis of your rotation pivot.
>
> Martin
> Sent from my iPhone
>
> On 2014/03/28, at 2:31, John Richard Sanchez 
> wrote:
>
> Yes I did it finally. But I mean seriously I have to go through all that
> to rotate a center This is what we are talking about. Poor poor Maya
> users. :(
>
>
> On Thu, Mar 27, 2014 at 1:16 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> j.ponthi...@nasa.gov> wrote:
>
>>  Create an empty group(null). Make sure it is still selected.
>>
>>
>>
>> Set the null's rotation to the rotation that you want the object's pivot
>> to be.
>>
>>
>>
>> Make the object as a child to the null. Middle click drag and drop the
>> object on the null in the outliner is the easiest way.
>>
>>
>>
>> Open the new hierarchy and select only the object under the null, and not
>> the null.
>>
>>
>>
>> Execute Modify->Freeze Transformations( make sure at least the Freeze
>> Rotate is selected in the option box)
>>
>>
>>
>> Execute Edit->Unparent
>>
>>
>>
>> The object will now have the pivot orientation you want. It may also have
>> some transformGeometry history as well if you had construction history
>> turned on.
>>
>>
>>
>> Edit->Delete by Type->History if you want to get rid of it.
>>
>>
>>
>>
>>
>> --
>>
>> Joey Ponthieux
>>
>> LaRC Information Technology Enhanced Services (LITES)
>>
>> Mymic Technical Services
>>
>> NASA Langley Research Center
>>
>> __
>>
>> Opinions stated here-in are strictly those of the author and do not
>>
>> represent the opinions of NASA or any other party.
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *John Richard
>> Sanchez
>> *Sent:* Thursday, March 27, 2014 12:38 PM
>> *To:* XSI List to post
>>
>> *Subject:* Re: humanize Maya, SOFT top 5
>>
>>
>>
>> So I got my first Maya job in years and here I am trying to figure out
>> how to rotate a Pivot ( center in xsi). No you cant rotate a center in Maya
>> you can just move it. WTF
>>
>>
>>
>> On Thu, Mar 27, 2014 at 7:32 AM, Peter Agg 
>> wrote:
>>
>> Oh, and another one for my list: Maya's propensity for removing my
>> selection is also fairly annoying - simple things like toggling visibility
>> become a bit of a pain (of course the lack of a visibility toggle doesn't
>> help in the first place).
>>
>>
>>
>> On 27 March 2014 11:07, Brent McPherson 
>> wrote:
>>
>> True, that has always been a problem with US-centric keyboard layouts and
>> it always makes sense to do some basic personal customization for
>> international keyboards...
>>
>> P.S. Apple keyboards in the UK have *spiral-galaxy* key where back-tick
>> normally is!? I think I'll start calling it the Hawking key for lack of a
>> better name. ;-)
>>
>> http://markinns.com/articles/full/apple_keyboards
>>
>> --
>> Brent
>>
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
>>
>> Sent: 27 March 2014 10:32
>>
>> To: softimage@listproc.autodesk.com
>> Subject: Re: humanize Maya, SOFT top 5
>>
>> Oops I pressed send too soon. I meant it is now pretty close to Softimage
>> but without the non destructive workflow (edit topology without breaking
>> your weights) which is a huge difference but still modeling is better than
>> a few years ago.
>>
>> Thanks Brent for those tips !
>> I don't think the backtick is usable in a japanese keyboard though. I
>> can't find the japanese equivalent.
>>
>> Martin
>>
>> On Thu, Mar 27, 2014 at 6:52 PM, Martin Yara > furik...@gmail.com>> wrote:
>> Maya has a Modeling Toolkit since 2014 and it is quite similar to
>> Softimage Move Tool. And it is IMHO the best addition Maya has had in the
>> last few years from a Modeler POV. I mean it is now pretty close to
>> Softimage (without the
>>
>>
>>
>>
>>
>>
>> --
>>
>> www.johnrichardsanchez.com
>>
>
>
>
> --
> www.johnrichardsanchez.com
>
>


-- 
www.johnrichardsanchez.com


Re: humanize Maya, SOFT top 5

2014-03-27 Thread John Richard Sanchez
Yes I did it finally. But I mean seriously I have to go through all that to
rotate a center This is what we are talking about. Poor poor Maya
users. :(


On Thu, Mar 27, 2014 at 1:16 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

>  Create an empty group(null). Make sure it is still selected.
>
>
>
> Set the null's rotation to the rotation that you want the object's pivot
> to be.
>
>
>
> Make the object as a child to the null. Middle click drag and drop the
> object on the null in the outliner is the easiest way.
>
>
>
> Open the new hierarchy and select only the object under the null, and not
> the null.
>
>
>
> Execute Modify->Freeze Transformations( make sure at least the Freeze
> Rotate is selected in the option box)
>
>
>
> Execute Edit->Unparent
>
>
>
> The object will now have the pivot orientation you want. It may also have
> some transformGeometry history as well if you had construction history
> turned on.
>
>
>
> Edit->Delete by Type->History if you want to get rid of it.
>
>
>
>
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not
>
> represent the opinions of NASA or any other party.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *John Richard
> Sanchez
> *Sent:* Thursday, March 27, 2014 12:38 PM
> *To:* XSI List to post
>
> *Subject:* Re: humanize Maya, SOFT top 5
>
>
>
> So I got my first Maya job in years and here I am trying to figure out how
> to rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you
> can just move it. WTF
>
>
>
> On Thu, Mar 27, 2014 at 7:32 AM, Peter Agg 
> wrote:
>
> Oh, and another one for my list: Maya's propensity for removing my
> selection is also fairly annoying - simple things like toggling visibility
> become a bit of a pain (of course the lack of a visibility toggle doesn't
> help in the first place).
>
>
>
> On 27 March 2014 11:07, Brent McPherson 
> wrote:
>
> True, that has always been a problem with US-centric keyboard layouts and
> it always makes sense to do some basic personal customization for
> international keyboards...
>
> P.S. Apple keyboards in the UK have *spiral-galaxy* key where back-tick
> normally is!? I think I'll start calling it the Hawking key for lack of a
> better name. ;-)
>
> http://markinns.com/articles/full/apple_keyboards
>
> --
> Brent
>
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
>
> Sent: 27 March 2014 10:32
>
> To: softimage@listproc.autodesk.com
> Subject: Re: humanize Maya, SOFT top 5
>
> Oops I pressed send too soon. I meant it is now pretty close to Softimage
> but without the non destructive workflow (edit topology without breaking
> your weights) which is a huge difference but still modeling is better than
> a few years ago.
>
> Thanks Brent for those tips !
> I don't think the backtick is usable in a japanese keyboard though. I
> can't find the japanese equivalent.
>
> Martin
>
> On Thu, Mar 27, 2014 at 6:52 PM, Martin Yara  furik...@gmail.com>> wrote:
> Maya has a Modeling Toolkit since 2014 and it is quite similar to
> Softimage Move Tool. And it is IMHO the best addition Maya has had in the
> last few years from a Modeler POV. I mean it is now pretty close to
> Softimage (without the
>
>
>
>
>
>
> --
>
> www.johnrichardsanchez.com
>



-- 
www.johnrichardsanchez.com


Re: humanize Maya, SOFT top 5

2014-03-27 Thread John Richard Sanchez
So I got my first Maya job in years and here I am trying to figure out how
to rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you
can just move it. WTF


On Thu, Mar 27, 2014 at 7:32 AM, Peter Agg  wrote:

> Oh, and another one for my list: Maya's propensity for removing my
> selection is also fairly annoying - simple things like toggling visibility
> become a bit of a pain (of course the lack of a visibility toggle doesn't
> help in the first place).
>
>
> On 27 March 2014 11:07, Brent McPherson wrote:
>
>> True, that has always been a problem with US-centric keyboard layouts and
>> it always makes sense to do some basic personal customization for
>> international keyboards...
>>
>> P.S. Apple keyboards in the UK have *spiral-galaxy* key where back-tick
>> normally is!? I think I'll start calling it the Hawking key for lack of a
>> better name. ;-)
>>
>> http://markinns.com/articles/full/apple_keyboards
>> --
>> Brent
>>
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
>> Sent: 27 March 2014 10:32
>> To: softimage@listproc.autodesk.com
>> Subject: Re: humanize Maya, SOFT top 5
>>
>> Oops I pressed send too soon. I meant it is now pretty close to Softimage
>> but without the non destructive workflow (edit topology without breaking
>> your weights) which is a huge difference but still modeling is better than
>> a few years ago.
>>
>> Thanks Brent for those tips !
>> I don't think the backtick is usable in a japanese keyboard though. I
>> can't find the japanese equivalent.
>>
>> Martin
>>
>> On Thu, Mar 27, 2014 at 6:52 PM, Martin Yara > furik...@gmail.com>> wrote:
>> Maya has a Modeling Toolkit since 2014 and it is quite similar to
>> Softimage Move Tool. And it is IMHO the best addition Maya has had in the
>> last few years from a Modeler POV. I mean it is now pretty close to
>> Softimage (without the
>>
>>
>>
>


-- 
www.johnrichardsanchez.com


Re: humanize Maya, SOFT top 5

2014-03-26 Thread John Richard Sanchez
AMEN!


On Wed, Mar 26, 2014 at 6:20 PM, Halim Negadi  wrote:

> +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
>>
>>
>


-- 
www.johnrichardsanchez.com


Re: planned transitional training?

2014-03-26 Thread John Richard Sanchez
Here is some training to get you started right away. From Jeremy Birn
author of Digital Lighting and Rendering. It is now free. How cool is that?
http://www.3drender.com/DVD1/index.htm





www.johnrichardsanchez.com


Crowd FX 2014 help

2014-03-26 Thread John Richard Sanchez
So I am working on crowd for the first time. I am trying to get one actor
(Angels) to fight another actor (demons). Something like the Foofighters
example. However, the foo fighters example is in the legacy (2013 crowd)
mode so it is tough for me to reconstruct it in the 2014 workflow which I
really like. Is there a scene file out there recreating foo fighters in
2014? Any help on what I would need to get this done would be a big help
Thanks
John

-- 
www.johnrichardsanchez.com


Re: Side Effects, Foundry watching this?

2014-03-26 Thread John Richard Sanchez
Thanks guys! This is great to know!


On Wed, Mar 26, 2014 at 9:48 AM, Jordi Bares  wrote:

> Houdini has more than 20 years of development around VEX and VOPs, that
> feels like is going to be tough to catch I am afraid...
>
> jb
>
>
> On 26 Mar 2014, at 13:40, Srecko Micic  wrote:
>
> Maya does not have nor will in near future have that.
>
>
>


-- 
www.johnrichardsanchez.com


Subscription Rates are going up on March 28th

2014-03-21 Thread John Richard Sanchez
Just an FYI. My reseller told me that subscription rates will go up on
March 28th.

I am waiting on a check from a client to see if I should late attach my
Subscription I let lapse in August due to non development of XSI. And of
course there is also $100 penalty fee. :)

In the meantime I am still trying to decide whether to go through with it
as a part of me feels I will be rewarding Autodesk.


www.johnrichardsanchez.com


Re: What use is ICE really?

2014-03-21 Thread John Richard Sanchez
The answer is self evident.


On Fri, Mar 21, 2014 at 4:34 PM, Tim Crowson  wrote:

> Am I the only one who finds it bizarre that we should illustrate to AD why
> ICE is cool? Shouldn't the applications of its product be well-known to
> them, considering the decision to kill it? I'm not saying this to be
> facetious...but shouldn't they, as the entity that develops and maintains
> it, be aware of how it has been used, and aware of the capabilities of
> their own software?
>
> Alastair, was the question posed because the person you spoke with was
> genuinely unaware of what their product (ICE) does? Say it ain't so. "We
> bought this and developed it, but we don't really know what it is..."
>
>  -Tim
>



-- 
www.johnrichardsanchez.com


Re: Softimage to Maya rendering requests

2014-03-21 Thread John Richard Sanchez
Hi Laurence
I appreciate the offer. I wish more Maya peeps would have chimed in years
ago. One of the things I love most about Softimage are the Render Passes/
Partitions/ Overrides. I know Maya added render layers some time in 2008 I
believe but from what I heard from maya users was that it tended to break
or not work the way it was supposed to. This is a feature that would really
help as I dont see any other package that has a robust render pass system
as Softimage. Other than that Lighting is one of the features that Maya is
very robust in.


On Fri, Mar 21, 2014 at 2:05 PM, Laurence Cymet  wrote:

> Hello,
>
> My name is Laurence Cymet, I am the product manager for lighting and
> rendering on Maya. In the past few weeks I've been out to talk to many
> Softimage customers, and I can certainly understand your frustration with
> the move to EOL Softimage, so we're doing what we can to improve things.
>
> I am not here to try and sell anyone on Maya. My goal is to improve Maya,
> so if you are interested in discussing what we need to do to make it a
> better place to render for you, feel free to post here or email me directly
> at laurence.cy...@autodesk.com
>
> Also -  I will happily answer any questions I can about rendering in Maya,
> don't hesitate to ask.
>
> Thanks,
>
> Laurence Cymet
>
>


-- 
www.johnrichardsanchez.com


Re: ICE - When will we have todays functionality in Maya?

2014-03-21 Thread John Richard Sanchez
Is that the Softimage Beta or Maya Beta? :)


On Fri, Mar 21, 2014 at 1:45 PM, Sebastian Kowalski  wrote:

> I (we) understand, it is just that we want to be heard. Finally.
> Everything sounds promising and exciting, just do not take too long.
>
>
> Am 21.03.2014 um 18:41 schrieb Adrian Graham :
>
> Look, I can't comment exactly on where we're going with Bifrost, this is
> where I run into all sorts of SEC limitations and stuff. I could defer to
> ChrisV to answer those questions in a more official manner.
>
> Rest assured we're aware that ICE is more than just FX, more than
> particles and simulation, that it's a complete procedural workflow
> involving all kinds of data, throughout the package.
>
> Adrian
>
> From: softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com]
> On Behalf Of Sebastian Kowalski
> Sent: Friday, March 21, 2014 10:38 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: ICE - When will we have todays functionality in Maya?
>
> thats is my concern too. as much as I embrace a decoupling from maya, its
> how ICE is capable to talk to different scene elements that makes it so
> powerful.
> managing data until the very least work process  at render time. and we
> are in full control.
> as beautiful big ass fluid sims look, its not what we day for day.
> please have a look on the 'what uses is ICE?' thread (
> https://groups.google.com/forum/#!topic/xsi_list/7aGyes8lBQE)
>
> thanks
>
> Am 21.03.2014 um 18:29 schrieb Alastair Hearsum  mailto:hear...@glassworks.co.uk >>:
>
>
> Hi Adrian
>
> I'm no egg head so forgive the simplicity of my question. Would this
> platform agnostic scenario actively prevent any of the procedures and
> scenarios that we currently use ICE for?  Is ICE so functional because its
> embedded in Softimage?  Can we have the same functionality with a non
> embedded engine?
>
> Alastair
> Alastair Hearsum
> Head of 3d
> [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<
> http://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.
> On 21/03/2014 16:53, Adrian Graham wrote:
>
> Ah, but may I respectfully point out that this was one of the problems
> with ICE, in that its complete and total integration into Softimage makes
> it difficult to engineer and manage, from a software and, unfortunately, a
> marketing point of view.
>
>
>
> Most modern software libraries are platform-agnostic, and this is what
> we're aiming for with Bifrost. The problem with ICE is that you had to use
> Softimage in order to gain access to it. Nothing against Softimage, just
> that you're limiting ICE's exposure to the industry at large.
>
>
>
> Would a renderer be more or less popular if it only worked with Maya, and
> not with Max or Houdini? No, it should be available on all applications, on
> all OSs if you want it to be successful.
>
>
>
> Adrian
>
>
>
> 
>
>
>


-- 
www.johnrichardsanchez.com


Thoughts on Snow Drop

2014-03-21 Thread John Richard Sanchez
So what are your thoughts on Snow Drop? I Don't know much about game
engines or working in Games but this looks really amazing.  Is there any
way something like this could be used in production?

http://youtu.be/8z6rzPjcZL0
http://youtu.be/UXeH9OqygzI
-- 
www.johnrichardsanchez.com


Re: ICE - When will we have todays functionality in Maya?

2014-03-20 Thread John Richard Sanchez
Yes. I was opening up Maya again today. I have tried through out the years
to get the rust of my maya skills to try and get Maya work and it is just
not worth it. I will use XSI and learn C4D and dabble in Maya for 2 to 4
years (maybe 6)  at which point I may just leave the biz. I will still  be
an artist but maybe not 3D. There is always editing / compositing/ etc.


On Thu, Mar 20, 2014 at 6:41 PM, Cristobal Infante  wrote:

> If you want ICE functionality today, then just use ICE for as long as you
> can.
> If you want to expand even further then look at houdini.
>
> This is what we know today...
>
>
> On 20 March 2014 19:44, Chris Marshall  wrote:
>
>> Still wondering if we're any nearer getting an answer to this most
>> obvious of questions?
>>
>>
>>
>>
>> --
>>
>> Chris Marshall
>> Mint Motion Limited
>> 029 20 37 27 57
>> 07730 533 115
>> www.mintmotion.co.uk
>>
>>
>>
>


-- 
www.johnrichardsanchez.com


Re: Siggraph in Vancouver this year

2014-03-20 Thread John Richard Sanchez
Good for you Eric. I wish I were so disciplined.


On Thu, Mar 20, 2014 at 6:45 PM, Schoenberger  wrote:

>  Yes, I will be there.
> But only if I get my Poutine :-)
>
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
>
>  --
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Adam Sale
> *Sent:* Wednesday, March 19, 2014 8:55 PM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Siggraph in Vancouver this year
>
>  Hey All.. Sigg is in my neck of the woods this year. Anyone planning to
> attend this year.
> Dinner and drinks, or other such debauchery?
>
> Adam
>
>


-- 
www.johnrichardsanchez.com


Re: Guillaume's Nanode?

2014-03-20 Thread John Richard Sanchez
No I thought he was at MPC all that time. I asked him a question about the
XSI sample foo fighter crowd scene he made and he says that he has not
touched crowd FX in 2 years. I just assumed he was there the whole time.
Thanks for the clarification Eric.


On Thu, Mar 20, 2014 at 4:34 PM, Paul Doyle  wrote:

> Nanode was never part of Guillaume's work with us, but it was part of why
> we approached him in the first place. Visual programming for a
> high-performance framework is a lot more involved than the graph interface
> - it's why things like ICE, Fabric and Bifrost are multi-year projects.
> Sadly :)
>
>
> On 20 March 2014 16:32, Paul Doyle  wrote:
>
>> Incidentally, MPC have a global site license of Fabric - is that what
>> you're referring to John?
>>
>>
>> On 20 March 2014 16:31, Eric Thivierge  wrote:
>>
>>> Guillaume was at Fabric, but left a little over a year ago to come work
>>> at Hybride. He left Hybride just after the new year for MPC.
>>>
>>> As far as I know from talking with him, nanode was just a little project
>>> for him.
>>>
>>> Fabric has stated they are working on the visual programming tools this
>>> year.
>>>
>>> Eric T.
>>> On Mar 20, 2014 4:23 PM, "John Richard Sanchez" <
>>> youngupstar...@gmail.com> wrote:
>>>
>>>> Looks like he saw the writing on the wall and left for MPC.
>>>>
>>>>
>>>> On Thu, Mar 20, 2014 at 4:02 PM, Paul Griswold <
>>>> pgrisw...@fusiondigitalproductions.com> wrote:
>>>>
>>>>> I couldn't remember if Guillaume works at Fabric or not, but as
>>>>> everyone looks for an ICE-like replacement for the future, I was curious 
>>>>> if
>>>>> anyone knows what happened to Nanode?
>>>>>
>>>>> It looked pretty nice at the time:
>>>>>
>>>>> https://vimeo.com/47540868
>>>>>
>>>>> https://vimeo.com/47892648
>>>>>
>>>>> There's more under Guillaume's account.
>>>>> Or is that functionality being added in to Fabric 2.0?
>>>>>
>>>>>
>>>>> -Paul
>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> www.johnrichardsanchez.com
>>>>
>>>
>>
>


-- 
www.johnrichardsanchez.com


Re: Maya feature request from Softimage users

2014-03-20 Thread John Richard Sanchez
Great. Thanks. Though when I turn of list I cant have more than one AE
open. When I select another object and hit Cntrl A I don't get a new AE.
Using 2014 SP2


On Thu, Mar 20, 2014 at 2:47 PM, Luc-Eric Rousseau wrote:

> On Thu, Mar 20, 2014 at 10:46 AM, John Richard Sanchez
>  wrote:
> > Not sure if this has been touched upon but I would love to lock the
> property
> > page um I mean attribute editor.  And I would love to have different
> > attribute editors open for different objects.   But what would really be
> > boss is if I could drag and drop animation from one objects channel to
> > anothers the way we drag the green divot of one parameter to another
> objects
> > parameter in XSI.
>
> Hello,
>
> to lock the Attribute Editor ("AE") in Maya, turn off List->Autoload
> Selected Attributes, or directly click "Copy Tab" at the bottom of the
> AE to create a new locked floating window with that tab.
>
> You should be able to copy paste animation between parameters with the
> context menu of a channel in the channel box
>



-- 
www.johnrichardsanchez.com


Re: Guillaume's Nanode?

2014-03-20 Thread John Richard Sanchez
Looks like he saw the writing on the wall and left for MPC.


On Thu, Mar 20, 2014 at 4:02 PM, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:

> I couldn't remember if Guillaume works at Fabric or not, but as everyone
> looks for an ICE-like replacement for the future, I was curious if anyone
> knows what happened to Nanode?
>
> It looked pretty nice at the time:
>
> https://vimeo.com/47540868
>
> https://vimeo.com/47892648
>
> There's more under Guillaume's account.
> Or is that functionality being added in to Fabric 2.0?
>
>
> -Paul
>
>


-- 
www.johnrichardsanchez.com


Re: Maya feature request from Softimage users

2014-03-20 Thread John Richard Sanchez
Not sure if this has been touched upon but I would love to lock the
property page um I mean attribute editor.  And I would love to have
different attribute editors open for different objects.   But what would
really be boss is if I could drag and drop animation from one objects
channel to anothers the way we drag the green divot of one parameter to
another objects parameter in XSI.


On Sat, Mar 8, 2014 at 4:36 AM, Rob Wuijster  wrote:

>  those screenshots are making my eyes bleed ;-)
>
>
> Rob
>
> \/-\/\/
>
> On 7-3-2014 21:23, Halim Negadi wrote:
>
> 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 <
 malcriad...@gmail.com> 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) t

Re: A confession

2014-03-19 Thread John Richard Sanchez
+ 1


On Wed, Mar 19, 2014 at 6:32 PM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> Sorry Luce-Eric, I have to disagree with this, and I find your examples
> defeat your own argument.
> I have had years to develop muscle memory in Maya, and I'm comfortable
> nearly anywhere in the software, at least everywhere I might need to be,
> and it's still very frequently an uphill struggle.
>
> Maya is hugely inconsistent, especially in the views you mention, compared
> to Softimage.
> You can get to decent operational speed in Maya, but a double digit number
> of years in I still have to write a script for something at least once a
> week... when it can be written at all.
>
> The main problem is twofold. The first part is that Maya absolutely
> requires you become a power user with an intimate understanding of the
> choices and modes of operation to be fluid when working. There is no hints
> to shortcuts, the shortcut editor is a mess, A LOT of absolutely key day
> one stuff is simply not available in the interface (if you don't watch a
> tutorial you will never find you need insert and x,c,v on a constant
> basis), and in general it actively discourages exploration by being
> punishing of any single mistake.
> Comparatively speaking Soft is a lot more in your face and immediate. Even
> if you don't know the software you can usually bumble your way around into
> finding what you need and first develop knowledge of what's available, and
> then developing muscle memory through simple repetition.
>
> The second part is developing muscle memory itself.
> You're a UI guy, I'm sure you've read your literature on user experience,
> learning patterns, conditioning and so on.
> XSI will generally confront you with about four or five key interaction
> models, and it hardly ever excepts them. Everything is a sticky key, every
> menu unfolds and works the same way, every panel toggles and offers options
> the same way and has functionality aggregated nearby that is generally
> understandable and correlated by similar rules.
> Conversely, Maya requires constant exceptions to learning.
> Altering interaction, which should all be part of the same learning group,
> is inconsistent. Some modifiers are sticky. Snapping is semi-sticky, as in
> it sticks only if you enter snapping before you draw/drag, whereas some
> things are completely non sticky, such as moving a pivot.
> Menus are generally click through, unless you access them from the hotbox,
> in which case they are, uselessly, hold-to-traverse.
>
> I could write you a long list, but my point is that while I do find people
> being excessively contrary and biased, but can't blame them for it given
> the situation, lets not pretend Maya's user experience is comparable but
> different: it simply isn't, and there's work to do. Hopefully H-Maya will
> go part or all the way to address it, but there are some very, very
> fundamental issues that worked their way backwards into the actual
> functional guts of Maya coming from its extremely poor, inconsistent,
> frustratingly fragmented and arbitrary interaction model.
>
> The GUI itself is probably not even worth discussing in depth. I mean, no
> arbitrary viewport arrangement after 16 years? F'in Seriously? And if you
> want me to use the stupid buttons on the left you're not even providing one
> with the left view vertical and a horizontal split on the right? Only the
> opposite. Come on, Luc, get on it and fix that shit already :p You did
> infinitely better work than this on XSI, bring it to Maya if you want
> people to use and don't be dismissive of people's opinions by saying you
> can only compare power-user experiences (beside the fact a Soft Power User
> will run circles around a Maya one in nearly any task when it comes to
> interaction).
>
>
>
> On Thu, Mar 20, 2014 at 1:45 AM, Luc-Eric Rousseau wrote:
>
>> None of these products are for newbies; we spent years learning
>> Softimage. Sounds like you wanted to edit a history node, doing a
>> procedural modification. You'd open the node editor or try the input
>> section of the channel box. This is a first days stuff. We would probably
>> not have had a render tree in XSI if we had focused on simplicity over
>> power. And certainly not Ice. God you have to guess node name and search
>> for them, are you kidding me. Even with classic simulation it's not always
>> obvious to know what to select and when to call menu. There is all sort of
>> stuff we just learn - the measure of usability is how well you can do more
>> complex stuff once you know the basics
>>
>>


-- 
www.johnrichardsanchez.com


Re: A confession

2014-03-19 Thread John Richard Sanchez
Graham totally missed the point to begin with.


On Wed, Mar 19, 2014 at 4:22 PM, Andy Nicholas wrote:

>  That's a great post Jason, and I think it sums up the differences between
> Maya
> and Soft incredibly well.
>
>
> I'm sorry Graham, but I'm with Alastair on this.
>
>
> A
>
>
>
>
> On 19 March 2014 at 19:54 Jason S  wrote:
>
>
> >
> >  > >  On 19 March 2014 15:26, Alastair Hearsum
> >  > > mailto:hear...@glassworks.co.uk>
> >wrote:
> > >  Graham
> > >
> > >  Would I be wrong in rephrasing your sentence to be:
> > >  ".Maya's UI and workflow is crap but not totally"
> > >  Alastair ___
> > >
> > >  > Here is a notable (& comprehensive) post on rigging from David
> Gallagher
> > >  > in response to the super long and (seemingly purposefully) diluted
> > >  > article comparing SI / Maya rigging (concerning rigging workflow
> -alone-)
> > >  > weighing pro & cons, while overweighing pros, underweighing cons,
> and
> > >  > identifying things like the ability to use "locators" as rig
> components
> > >  > as a "con" So how long will it take to get there?
> >
> >  > >  David Gallagher
> > >
> > >
> > >  Jan 8
> > >
> > >
> > >
> > >
> > >
> > >
> > >  I rigged on quite a few characters in Maya at Blue Sky Studios
> and now
> > > (Softimage) AnimSchool.
> > >  We offer the well-known "Malcolm" rig for free.
> > >
> > >  There is no comparison to rigging in Softimage and Maya--not the
> kind
> > > of rigging I do.
> > >
> > >  I often assume by now they have better workflows in Maya,
> > >  but I'm often surprised to find how convoluted and limiting the
> > > workflows are to this day.
> > >
> > >  Most Maya people must not know there are better ways of working
> > >  or aren't doing the kinds of things I am, because the difference
> is
> > > profound.
> > >
> > >  - At any point in the rigging process, you can make edits in the
> model
> > > stack to change the shape and topology of the model.
> > >
> > >  After experimenting, you can freeze that part of the stack and
> continue
> > > on with that new shape,
> > >  retaining almost every bit of work you've done.
> > >
> > >  YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
> > >
> > >  This difference is huge. You can work toward completion without
> fear of
> > > losing work.
> > >
> > >  You can experiment freely--knowing it's fine if you want to make a
> > > major change.
> > >
> > >  I'm never afraid of losing blendshape work.
> > >
> > >  And if the changes are really significant, you can always Gator
> your
> > > way out of a jam.
> > >
> > >  - You can do blendshape edits directly on the geometry,
> modelessly,
> > > instead of on a separate blendshape object.
> > >
> > >  - There is no comparison with corrective blendshapes.
> > >  In Softimage, you go to Secondary Shape mode and drag a few
> points.
> > >  In Maya, I wish you luck. You can install one of several plug-ins
> and
> > > scripts and HOPE that it works.
> > >  If the scenario is simple enough, it might.
> > >
> > >
> > >  Several people here tried to help a student make a single
> corrective
> > > blendshape on an elbow
> > >   -- and we're all experienced Maya riggers--, after hours of
> > > attempting, we threw up our hands.
> > >
> > >  There was something in that object's history that was making the
> > > blendshape plug-in fail.
> > >  The answer is what it often is: just start over.
> > >
> > >  - EDITING corrective blendshapes.
> > >  In Maya, heaven help you if you want to edit that blendshape
> later.
> > >  Start the process again and make a new one.
> > >  In Softimage, drag a few points and you're done in seconds.
> > >
> > >  - For facial work, being able to make face shapes in conjunction
> with
> > > the mixer,
> > >  working directly on the main geo.
> > >
> > >  To see other shapes muted, soloed as you're working.
> > >
> > >  This allows you to craft shapes that work for different
> scenarios, with
> > > just the right falloff.
> > >
> > >  You can make correctives for shape combinations quickly.
> > >
> > >  In face work, it's all about how the functions combine to make the
> > > range of expressive results.
> > >
> > >  - The envelope weighting is far superior.
> > >
> > >  The smoothing is just better, and more reliable.
> > >
> > >  Negative weight painting actually works.
> > >
> > >  Being able to make sophisticated weighting allows you to make
> lighter
> > > rigs,
> > >  because fewer nodes and calculations are needed.
> > >
> > >  I can't believe someone actually compared Maya's Component Editor
> to
> > > Softimage's Weight Editor. I'm stunned.
> > >
> > >  Sometimes, demoing Maya's envelope weighting,
> > >  it just stops working for no reason -- I have no idea why.
> > >  (Mind you, I've been rigging in Maya since 1999.)
> > 

Re: Autodesk webinar

2014-03-19 Thread John Richard Sanchez
If you hold down W (short cut key for move) and click it will bring up a
menu and you can change the setting to "Normal Average"


On Wed, Mar 19, 2014 at 12:34 PM, Martin Yara  wrote:

> Hi Brent,
>
> Thanks for your detailed explanation.
>
> from a SI user POV yeah that isn't very impressive, but being a partial
> Maya user, that sounds pretty cool. Not enough to make me want to model in
> Maya but I may not need to move back to SI when tweaking models for a Maya
> based project.
>
> BTW, One of the model tools I miss in Maya is the old SI Move Tool with
> Magnet. Moving edge loops almost without affecting the object form is
> something I can't live without. I remember how excited I was when learned
> MMB + drag + Magnet to move edge loops. I couldn't stop moving edges :D
>
> Is there anything close to that in Maya? If not, you should add it.
>
> Martin
>
>
>
>
> On Thu, Mar 20, 2014 at 12:07 AM, Brent McPherson <
> brent.mcpher...@autodesk.com> wrote:
>
>> Hi Martin,
>>
>> Since I work on modeling I can comment directly on the NEX integration in
>> 2015 and how modeling toolkit features have made their way into the native
>> Maya selection tool. (as the other bigger features are covered in the
>> what's new videos)
>>
>> Maya's native selection tool now has lazy preselection highlighting just
>> like NEX that selects the closest component on the poly under the cursor.
>> (like Soft's tweak tool) Sub-pixel picking precision no longer required.
>> ;-) It also respects the highlight backfacing toggle in the modeling
>> toolkit panel and is smart enough to ignore occluded components in shaded
>> mode etc.
>>
>> We have also revamped the Drag (Tab key) and Tweak (` backtick key) modes
>> in Maya's select tool. Drag is a raycast selection mode that you activate
>> by holding Tab and again makes use of lazy preselection. So just hold Tab
>> and raycast away from your current selection tool. If you start dragging on
>> an unselected component the tool adds to the selection but if you start on
>> a selected component it removes so no need for keyboard modifier
>> calisthenics!
>>
>> Tweak (` backtick key) is a quick (manip-free) way of adjusting
>> components (like the *old* Soft move tool) and has a nice big tolerance
>> when outside the object so it can be used to tweak components on the
>> silhouette of your mesh. Maya's "multi" selection mode (RMB menu) is also a
>> nice way to work with points/edges/polys without switching selection modes.
>>
>> Speaking of RMB menus in Maya you can activate RMB radial menu items by
>> RMB dragging quickly - so a RMB-left-swipe will put you in vertex mode
>> without displaying the menu.
>>
>> Maya's loop selection has also been updated to the same level of
>> functionality in NEX/Soft so you can make ring or partial loop selections
>> by clicking an edge and the shift-double-clicking another edge in the
>> loop/ring. (so for those familiar with Maya you don't need to switch to the
>> special purpose ring selection tool anymore)
>>
>> Symmetry in Maya has been completely re-written and integrated between
>> Maya and NEX. When symmetry is enabled your selections are fully
>> symmetrical so most non-interactive modeling ops will basically work in
>> 2015. It also supports NEX's topological symmetry which works off the mesh
>> topology and can work on a posed/deformed character as long as the mesh is
>> symmetrical.
>>
>> Maya and NEX soft selection settings have also been unified in 2015. In
>> this instance we went with the Maya tech because it has some really nice
>> features. You tap B to toggle soft select or hold B and LMB drag to adjust
>> soft select. My favorite feature here is how the current weights are locked
>> until you change your selection so you can tweak the same selection
>> multiple times without having your soft selection recalculated each time
>> you release the mouse. Undo also restores your soft selection weights which
>> is a nice added touch. (Unfortunately the NEX tools don't have this weight
>> preserving feature though they use same soft-select falloff settings in
>> 2015)
>>
>> Anyway those are just a few of the ways we have started to integrate NEX
>> into Maya in 2015. Maybe it doesn't sound that impressive to Soft users but
>> we are making progress.
>> --
>> Brent
>>
>>
>


-- 
www.johnrichardsanchez.com


Re: Ancient lurker's response to the current developments

2014-03-19 Thread John Richard Sanchez
Well said Stefan and it needed to be said.


On Wed, Mar 19, 2014 at 9:02 AM, Luc-Eric Rousseau wrote:

> So this guys says what maurice posted here about the acquisition is
> all "bold face lies".  It's true that in corporations, usually there
> is a this cycle of buy/layoff, I've seen it.
>
> But that is not at all what's been going on in Montreal with
> Softimage. and we sure as heck shouldn't be looking to someone in S-F
> to inform us.
>
> It's a small community here in Montreal of developers.
> Sottimage/Discreet/Kaydara/Max, it's all blending in.  The guy that
> wrote IK in Softimage|3d and got an oscar for it? Worked on max for
> the last decade, with with the guys that wrote the XSI command panels
> and led the sumatra UI team.
>
> So Marc Petit, who of course we had known for more than a decade, came
> in and hired all the developers on Softimage that might have been
> acquired and layed off by some foreign company, we don't know, and
> kept the jobs in Montreal.  Although lots of people out there are
> pushing the narrative that "everyone left", the vast majority,
> probably more than three quarters, not counting all the dozens of
> people who had come to Autodesk on their own before the acquisition,
> are still here and working at Autodesk. That's just the facts.  We
> have also hired new people on top of this.
>
> Now of course, somebody he is going to tell me, wow I know all of
> these people who have left.  To which I say,  10 to 18 years doing the
> same thing? How long are you supposed to stay, exactly? People move
> around all the time, the rate of attrition at Softimage and Autodesk
> M&E are much lower than the industry, IMHO.  But they are not zero
>
>
> On Wed, Mar 19, 2014 at 8:04 AM, Jason S  wrote:
> > Hi Stefan, If I can criticize your criticism,
> >
> > It does bring-up a number of not so great things about some clearly
> unfair
> > behavior.
> >
> > Yet the piece proposes a very "unconstructive" form of criticism
> > (just by the title itself, and the general tone),
> >
> > While becoming angry -can- be a good thing (if not essential)
> > when faced with situations that can be seen as not right,
> > there should be a clear distinction between firmly voicing disapproval,
> and
> > sheer lashing out.
> > (the latter being well on the counter-productive side)
> >
> > Calling people liars, incompetent or painting an entire organization as a
> > desease or cancer..
> >
> > .. and you stated,
> > "It was also the very first time I saw professionals use amounts of
> > profanity on the list, in volume. "
> >
> > And when speaking about the (very) partial reversal,
> >
> > "The latter only came about after violent outbursts from the Softimage
> > users, and rightly so."
> >
> > I would argue that (thankfully) most criticism put forth here up-til the
> > reversal or otherwise,
> > has been firm, respectful, thoughtful, fair and specific.  (for the very
> > large majority of the volume)
> >
> > Otherwise welcome back! :)
> >
>



-- 
www.johnrichardsanchez.com


Re: Autodesk webinar

2014-03-18 Thread John Richard Sanchez
+1


On Tue, Mar 18, 2014 at 6:42 PM, Adam Sale  wrote:

> Maurice, thanks for the reply, I can imagine how long your days must be
> corresponding with people who are having a tough time understanding this
> decision. Even after the initial emotion of the announcement has died down,
> I think most people are still at a loss, even after all the explanations of
> WHY?
>
> Yes, innovation does have a high failure rate, which is why you don't
> chuck out the ONE proven technology in this area you are trying to innovate
> in the HOPES that it takes hold and is a success. At the very least, you
> don't throw it out UNTIL the new tech is proven.
>
> That IS putting all your eggs in one basket.
>
> You keep mentioning this idea of eggs in a basket, can't you see this is
> exactly what you guys are doing?
>
> It's mind blowing the short sightedness in this whole debacle.
>
> I have been delving into Maya this last while since the announcement, and
> its staggering how long in the tooth it is. Absolutely staggering.
>
> All this talk is just going in circles, endlessly.
> Eventually this fever pitch will die down, and AD will be left with a lot
> of pissed off, disgruntled, mistrusting customers, and an as of yet
> unproven next gen tech.
> That's not the way to conduct business, if you have the intention of
> keeping and growing a client base.
>
> Even some of my most die hard Maya friends at big and small studios are
> starting to SEE the big picture, and the image they report to me isn't
> pretty.
>
> This has been an absolute PR nightmare right from the get go.
>
> On another note, I was sitting at YVR last year waiting for a flight to
> Vegas for AU, and chatted with another guy next to me who happened to be
> one of the lead devs for iRay. As we talked, I brought up that I was
> presenting on Softimage ICE and if they ever had plans to implement iRay in
> Soft. His attitude changed suddenly and he muttered that Softimage would be
> dead within 2 years. According to him, he had been in high level talks with
> people at AD and this was a certainty. I laughed it off, with a nervous
> sort of chuckle, but his words sat with me. The disdain with which he spoke
> of Soft was palpable. I think the perception of Soft as this annoying
> little program that could,  has been exacerbated in the years since the
> takeover by the lack of openness and accountability from AD and the
> products complete lack of visibility. The fact it was shoved into a dark
> corner like Jennifer Grey in Dirty Dancing, guaranteed that there would be
> little to no development from the majority of third party vendors.
>
> Adam
>
>
>
>
>
>
> On Tue, Mar 18, 2014 at 3:13 PM, Andre De Angelis <
> andre.deange...@gmail.com> wrote:
>
>> "Just to put my words in context: innovation has a high failure rate in
>> general"
>>
>> So do AD acquisitions it seems.
>>
>> > On 19 Mar 2014, at 6:14 am, Maurice Patel 
>> wrote:
>> >
>> > Just to put my words in context: innovation has a high failure rate in
>> general
>>
>>
>


-- 
www.johnrichardsanchez.com


Re: Autodesk webinar

2014-03-18 Thread John Richard Sanchez
I don't know about everyone else but this is what I am going to do.
http://youtu.be/MWWtrW0oI1E


On Tue, Mar 18, 2014 at 1:24 PM, Ed Manning  wrote:

> On Tue, Mar 18, 2014 at 1:15 PM, adrian wyer <
> adrian.w...@fluid-pictures.com> wrote:
>
>> i would be VERY surprised to learn that more than 10% of your subscription
>> payment was actually spent on softimage
>>
>> i would imagine 50% on new tech (revit, bifrost etc) and the rest in the
>> shareholders pockets every time it's dividend o'clock!
>>
>>
> ADSK hasn't paid a dividend since 2005
>



-- 
www.johnrichardsanchez.com


Re: Autodesk webinar

2014-03-18 Thread John Richard Sanchez
> "At the time this statement was made we did not even have any plans for
> MayaLT. Unfortunately things can change very fast." Which is why IF they
> were listening to the XSI users they would change their minds about EOL
> instead of giving a webinar that pretty much is " You are going to Maya or
> the highway and there is nothing you can do about it. Now let us tell you
> why you will love it"
>
>
>


-- 
www.johnrichardsanchez.com


Re: Autodesk webinar

2014-03-18 Thread John Richard Sanchez
The more I learn from Autodesk the more I yell this out. Especially after
that Webinar.

http://youtu.be/exli6rGldBc



On Tue, Mar 18, 2014 at 10:53 AM, Chris Marshall
wrote:

>
> Which bit failed?
>
> On 18 March 2014 14:51, Maurice Patel  wrote:
>
>> "sometimes we have to fall back on our positions when our attempts fail"
>> Maurice
>>
>
>
>


-- 
www.johnrichardsanchez.com


Re: Autodesk webinar

2014-03-17 Thread John Richard Sanchez
To do exactly what is being done. Strip Softimage of its Intellectual
Property, Kill it and bring all that they can into Maya. End of Story. I
knew it from day one but didnt want to believe it and was actually
comforted by a lot of the old timers saying that the death of softimage has
been sung since it started and not to worry. We have a bright future and
more yada yada yada.


On Tue, Mar 18, 2014 at 12:00 AM, Perry Harovas wrote:

> I've been trying to get that question answered since the day this was
> announced.
>
>
>
>
> On Mon, Mar 17, 2014 at 11:55 PM, David Saber  wrote:
>
>> Maurice,
>> Just one more question: couldn't you have realized that in 2008? Why buy
>> Softimage if it's just to realize you don't have enough resource to develop
>> it?
>> Back in 2008 there were other companies willing to acquire Softimage and
>> they would have kept developing it, not kill it.
>> Shame.
>> David
>>
>>
>>
>> On 2014-03-18 00:52, Maurice Patel wrote:
>>
>>> The answer to those three questions are so we can focus more of our
>>> efforts on Maya and 3ds Max.
>>>
>>
>
>
> --
>
>
>
>
>
> Perry Harovas
> 203-448-7206
> Animation and Visual Effects
>
> http://www.TheAfterImage.com 
>
> -24 years experience
> -Co-Author of "Mastering 
> Maya"
> -Member of the Visual Effects Society 
> (VES)
>



-- 
www.johnrichardsanchez.com


Re: Autodesk webinar

2014-03-17 Thread John Richard Sanchez
TOTAL F**ING BS


On Mon, Mar 17, 2014 at 2:04 PM, Arvid Björn  wrote:

> "So we're doing this webcast thing for a Softimage users, I recon we'll
> need about... 10 streaming slots. That'll do."
>
>
> On Mon, Mar 17, 2014 at 6:19 PM, Adam Seeley wrote:
>
>>
>> Perhaps they didn't realise so many people are actually interested in
>> Softimage.
>>
>>  Adam.
>> _
>>
>> http://www.linkedin.com/in/adamseeleyuk
>> https://vimeo.com/adamseeley
>>
>>
>>   --
>>  *From:* Stephen Davidson 
>> *To:* softimage@listproc.autodesk.com
>> *Sent:* Monday, 17 March 2014, 16:46
>> *Subject:* Re: Autodesk webinar
>>
>> *"We are having technical difficulties with the streaming component, we
>> are continuing with the recording and will post the session when the
>> recording has finished."*
>>
>> Is anybody really surprised?
>>
>>
>> On Mon, Mar 17, 2014 at 12:26 PM, Dan Yargici wrote:
>>
>> Er  Been going a while now Adrian! :)
>>
>> DAN
>>
>>
>> On Mon, Mar 17, 2014 at 6:23 PM, adrian wyer <
>> adrian.w...@fluid-pictures.com> wrote:
>>
>> for those not in the know, the Autodesk 'we don't care about the small
>> fish'
>> webinar starts in 40 minutes;
>>
>> http://area.autodesk.com/softimagetransition
>>
>>
>> a
>>
>> -Original Message-
>> From: softimage-boun...@listproc.autodesk.com
>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sofronis
>> Efstathiou
>> Sent: 17 March 2014 16:06
>> To: softimage@listproc.autodesk.com
>> Subject: Autodesk webinar
>>
>> This could be the gift that keeps giving...
>>
>> Sofronis Efstathiou
>>
>> Postgraduate Framework Leader and BFX Festival Director
>> Computer Animation Academic Group
>> National Centre for Computer Animation
>>
>> Email: sefstath...@bournemouth.ac.uk
>>
>> Tel: +44 (0) 1202 965805
>>
>> Profile: http://uk.linkedin.com/in/sofronisefstathiou
>>
>> Student Work:
>> http://www.youtube.com/NCCA3DAnimation
>> http://www.youtube.com/NCCADigitalFX
>> http://www.youtube.com/NCCAAnimation
>>
>>
>>
>>
>> BU is a Disability Two Ticks Employer and has signed up to the Mindful
>> Employer charter. Information about the accessibility of University
>> buildings can be found on the BU DisabledGo webpages [
>> http://www.disabledgo.com/en/org/bournemouth-university ]
>> This email is intended only for the person to whom it is addressed and may
>> contain confidential information. If you have received this email in
>> error,
>> please notify the sender and delete this email, which must not be copied,
>> distributed or disclosed to any other person.
>> Any views or opinions presented are solely those of the author and do not
>> necessarily represent those of Bournemouth University or its subsidiary
>> companies. Nor can any contract be formed on behalf of the University or
>> its
>> subsidiary companies via email.
>>
>> --
>> This message has been scanned for viruses and
>> dangerous content by MailScanner, and is
>> believed to be clean.
>>
>>
>>
>>
>>
>>
>>
>> --
>>
>> Best Regards,
>> *  Stephen P. Davidson*
>>
>>
>> *(954) 552-7956 <%28954%29%20552-7956>(954) 552-7956
>> <%28954%29%20552-7956> *sdavid...@3danimationmagic.com
>> *Any sufficiently advanced technology is indistinguishable from magic*
>>
>>- Arthur C. Clarke
>>  
>>
>>
>>
>


-- 
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Re: Open Letter to Carl Bass

2014-03-16 Thread John Richard Sanchez
I really hope it goes something like this.

http://youtu.be/g4UeHWPeOrA


On Sun, Mar 16, 2014 at 3:37 PM, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:

> I imagine questions like, "what is this 'soft image' and why should I
> care?"
> --
> Sent from Mailbox  for iPad
>
>
> On Sun, Mar 16, 2014 at 3:02 PM, Thomas Volkmann  > wrote:
>
>> What questions is he asking???
>>
>> >> On Mar 16, 2014, at 1:24 PM, Chris Vienneau <
>> chris.vienn...@autodesk.com> wrote:
>> >>
>> >> Just to let everyone know Carl got the letter and is asking questions
>> and will write back when he gets into the office on Monday.
>> >>
>>
>>
>


-- 
www.johnrichardsanchez.com


Re: Cinema 4D an option?

2014-03-12 Thread John Richard Sanchez
I am looking at it as there is a big market for it in NYC. Now I have extra
motivation to give it a real look.


On Wed, Mar 12, 2014 at 3:32 PM, Meng-Yang Lu  wrote:

> Buddy of mine did a screencast of it for me over Skype.  It looks and
> feels like a modern app.  And it is incredibly fast.  I know it's strengths
> are fast assembly similar to XSI.  Thinking Particles for fx.  It looks
> like a great look-dev environment honestly.
>
> My take on it is that C4D is used as a 3D supplement to a lot of AE work
> out there, but has a strong feature set for hardcore CG nerds.  Just our
> worlds have never met because we don't feel like we're doing real work
> unless we're sweating a bit.
>
> The more I'm looking at all the options, I feel C4D is just a worthy of a
> contender as Modo is.
>
> -Lu
>
>
> On Wed, Mar 12, 2014 at 12:24 PM, Chris Johnson wrote:
>
>> Our creative director uses it exclusively and he cranks out really cool
>> stuff really fast. I've been really impressed with it for what he can do
>> for Style Frames in very short period of time. He's also done some really
>> nice particle work with it. Here's some of his work. He did the FX for the
>> Tron Destiny entirely by himself.
>>
>> https://vimeo.com/pilotpriest
>>
>>
>> On Wed, Mar 12, 2014 at 3:13 PM, Cristobal Infante wrote:
>>
>>> it's definetely an interesting
>>> option here is an overview of the software made for softimage users:
>>>
>>> https://www.youtube.com/watch?v=K0WGzecSo2c
>>>
>>>
>>> On Wednesday, 12 March 2014, Rob Wuijster  wrote:
>>>
  There's some chatter on si-community.com about C4D. Some ppl are
 posting videos on certain question asked.
 Might be an interesting read/watch?

 Rob

 \/-\/\/

 On 12-3-2014 20:07, Byron Nash wrote:

 My boss just bought us a copy during the sale they have right now. For
 all the mograph stuff we do it will probably come in handy. I'm not sure
 how much it's going to help us trying to pursue more high end VFX work
 though. I mentioned Houdini to him and that went nowhere. All he can think
 about is finding freelancers to fill seats. There probably isn't a Houdini
 person within 300 miles of here.

  Byron


 On Wed, Mar 12, 2014 at 3:00 PM, Leoung O'Young 
 wrote:

> I see there are a lot of discussion of Modo, Houdini and even Blender
> as an option excluding AD products, but not much has been talk about
> Cinema4D.
> It is definitely cheaper. Anyone else looking at it as an option?
>
> Thanks,
> Leoung
>

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>>
>


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