Re: What use is ICE really?

2014-03-21 Thread Ludovick Michaud
Control
Flexibility
Scalabity

Ludovick William Michaud
mobile: *214.632.6756*
*www.linkedin.com/in/ludovickwmichaud
http://www.linkedin.com/in/ludovickwmichaud*
+Shading / Lighting / Compositing
+CG Supervisor / Sr. Technical Director / Creative Director



On Fri, Mar 21, 2014 at 5:41 PM, Ed Manning etmth...@gmail.com wrote:

 RE: Jason's post and all the others.

 A HUGE factor in ICE's usefulness, especially to non-CS type like me, is
 the fact that most compounds are published so that they can be opened and
 freely edited.  You learn a LOT by opening up other people's compounds.
  And it makes it possible to build on something that's
 almost-but-not-quite-what-you-need -- which you can't do with a plug-in.





Re: What use is ICE really?

2014-03-21 Thread Ludovick Michaud
Always there Jason.
Always reading and watching :D


Re: Dealing with CAD files format

2013-08-13 Thread Ludovick Michaud
what was great about MoI is that it took even CAD models straight and we
could modify the geometry like connect pieces and/or clean objects if they
had issues. Also we could define the level of details at export. (Very
useful when you know that the leapster model has well over 150 pieces -
with lots of sub-divisions, sub-objects, etc... and you don't want to have
to clean every objects in Softimage - or any mainstream 3D packages - )

I do remember Polytrans too, a great tool as well when it came down to the
CAD models. But I switch to MoI at the time for lack of finding the license
for Polytrans and I didn't regret not finding that license.

Ludo

Ludovick William Michaud
mobile: *214.632.6756*
*www.linkedin.com/in/ludovickwmichaud*
+Shading / Lighting / Compositing
+CG Supervisor / Sr. Technical Director / Creative Director



On Tue, Aug 13, 2013 at 3:38 PM, Eric Turman i.anima...@gmail.com wrote:

 Deep exploration is great but  we ended up having to use polytrans as
 well. MOI3D looks very interesting if it works well though, thanks Ludo.

 -=Eric


 On Tue, Aug 13, 2013 at 3:31 PM, Mirko Jankovic mirkoj.anima...@gmail.com
  wrote:

 Also deep exploration supports bunch of formats and converts really
 nicely as well


 On Tue, Aug 13, 2013 at 10:26 PM, Byron Nash byronn...@gmail.com wrote:

 We deal with receiving CAD files and ended up having to buy a license of
 Polytrans. It works pretty well. Before that I tried Rhino demo and some
 other free options but always wasted tons of time with poor results.


 On Tue, Aug 13, 2013 at 4:15 PM, olivier jeannel 
 olivier.jean...@noos.fr wrote:

 Hi guys,

 Next week I shall receive a mecanical pieces generated with Solidworks.
 Because I'm dealing with an agency, they might won't be able to send an obj
 or fbx file.
 They propose various formats :
 Assemblage or Assembly (.asm)
 Part (.prt)
 Parasolid (.x_t)
 Iges (.igs)
 Step AP203 or AP214 (.stp)
 IFC 2x3 (.ifc)
 ACIS (.sat)
 STL (.stl)
 VRML (.wrl)
 Universal3D (.u3d)
 3Dxml (.3dxml)
 Catia Graphics (.cgr)

 So my question is, what format should I ask and what software would you
 recomend  to open and save it in a classic polymesh format ? (preferably
 free...)

 I have an old Deep Exploration, I was thinking giving it a try. But if
 someone has a cool winning format + software to advice...

 Thank you !

 Olivier








 --




 -=T=-



Re: Why did I pay support?? Why did I buy a suite ? I want my money back!

2013-07-30 Thread Ludovick Michaud
For those really wondering
Microsoft bought Softimage in 1994 from Daniel Langlois for $130 mil
Then Avid bought Softimage in 1998 from Microsoft for $285 mil
Finally Autodesk bought Softimage in 2008 from Avid for $35 mil (the 3D
part only)

With that in mind.

Microsoft primary goals where to bring the 3D platform to the windows
world, they had a feeling this 3D thing was gonna be big and they wanted
their share of the os platform. Also if they made the move smart by
creating new toys such as DS that they could actually make a profit. With
that said Microsoft never shipped Softimage XSI, AVID did. Goes to prove
the point that Microsoft didn't really care about Softimage more than they
cared about my above statement.

Finally AVID, as many of you stated earlier in this thread and other
thread, didn't have a freaking clue about 3D and what to do with it. They
cared much more about DS than they cared about anything else. Trust me I
was there when we created a suite in DS that was doing basic 3D. Such an
interesting time. Of course that never saw the light of day. (thank to
whatever gods out there).

Autodesk, I believe, don't really care about which is which. They sell Maya
more than any other 3D platform because it's where the money comes the most
from and where they get the biggest marketing from (think all the making of
out there, how many are max or Softimage compare to Maya?)

Autodesk is following the simple marketing pattern of any products.
Softimage, Max and Maya are simply smarties, mm. Just like those product
its supply and demands. And I believe Sylvain is absolutely right, as long
as they're will be plenty of people spending their hard earned money (just
like you Greg) I don't believe it'll ever be a waste. They'll keep
supporting it even if it means to have a team of 15 peoples developing on
it (@Greg, I didn't know you had that many fingers on your hands).

Eventually even if all three products failed in some weird way because
Houdini, Modo and Blender took over. Like many of you claimed in other
thread it's only 3% of their profits.

At this point guys as many of you know all these three apps have their pros
and cons. I know for a fact that Maya is probably the only software out
there used as a container for software/TD developing solutions for it. At
one of the last company I worked for, I have it for a fact that at least 10
major facilities only use Maya as a Container to write their own tools and
most often then none the users barely use the tools offered with Maya. They
have a better pyQt options for creating meshes or for animating.

Max, well I have to say, I have seen in the past 3 years folks that can use
a 3D app like I've never seen anyone do. They were FAST and FURIOUS. Why?
because of all those plugins built for the app. Were the results better or
worst, nah it's all based on the user who creates the asset or the
explosion. To be honest though I still hated my time with Max, but I can
say with certainty that I understand why it's still so widely used,
especially in the game industry.

Softimage, oh dear Softimage 2.66 Creative environment. My first time ever
on an IRIX system. That purple and gray modeling module that opened up for
the first time on my screen. Wow I still remember that day. Really though,
in the end Softimage is between Max and Maya. Although Stronger than Maya
by miles. Softimage is still closed compare to Houdini or Maya. See how
complexed it used to be to share between apps until Autodesk came into the
picture. But they offer the best solutions on so many levels (animation,
mixer, passes, ICE, arguably polygonal modeling...) and to this day I still
always want to find in other apps the simple deform by curve that Softimage
has since almost day one. I remember teaching this class of veterans and
this young lady spent 15 min trying to explain to me that they had to write
a basic form of curve deform in Maya. I couldn't get it because I couldn't
believe Maya (oh the powerful and all mighty Maya) didn't have such a
feature. She wanted to know if such incredible feature could be written for
Softimage. After figuring out what she was talking about and showing her
the tool and it's incredible features she still wanted to know if I could
write a curve deform tool in Softimage...

My point to all this, each app have their strengths and weaknesses. A Uber
app, I don't believe in that, you loose too much by doing so, think about
the development cycles (I've lived the dev cycle of an app written from
ground up for 3D, it's not pretty), think about how many of us will simply
walk next door and start using Modo and Houdini or even just plain blender
(great app btw, not trying to sound condescending here). It doesn't make
sense in any marketing point of view. The why I believe after 5 years we
still haven't heard anything concrete about a Uber app. Ok plenty of
rumors, but nothing real or solid.

What make sense is history, Max was the first 3D app based on a previous 3D

Re: Open source json camera I/O platform

2013-07-10 Thread Ludovick Michaud
+1 to Steve.

I was wondering why not use Alembic. After using it from Maya to Houdini,
to Nuke, back to Softimage then from Softimage to Maya and so forth. It's
been the best one I've got to use so far. There's a few glitches that comes
with the exocortex plug-ins but like Steve mention, I'd be one for writing
a in-house custom one for Softimage. The ones that comes with Maya, Houdini
and Nuke haven't failed me yet (knocking on wood)

Also reading from EXR is very nice tool as well when you go from RenderMan
or Vray to Nuke (I haven't had to figure this out from Arnold or Mental
Ray). No need to carry an extra camera file. All the info is embedded into
the file per frames and nuke reads it like it's camera data. Not much
experience on this one. But frankly the few times I got to use that exr
camera in Nuke I was very pleased with the fact that I didn't need a camera
file.

Now I'm sure there are other reasons for needing a more specific tools. But
if you're looking to just transfer the camera data, I've personally given
up on fbx a long time ago and learned to rely on Alembic as being the most
cross platform solution available at the moment.

Ludo

Ludovick William Michaud
mobile: *214.632.6756*
*www.linkedin.com/in/ludovickwmichaud*
+Shading / Lighting / Compositing
+CG Supervisor / Sr. Technical Director / Creative Director



On Wed, Jul 10, 2013 at 2:09 PM, Steven Caron car...@gmail.com wrote:

 not that there isn't room for a lightweight and free plugin for camera IO
 with minimal dependencies but alembic's camera support is pretty good. is
 that not working for you?

 now that alembic has it's own python API you don't need to use exocortex
 plugin's. by using alembic you don't have to re-implement support for maya,
 nuke, houdini, etc. yes, i know building from source is a pain, but we
 should push them to make binaries available for various platforms.

 steven

 On Tue, Jul 9, 2013 at 9:09 PM, Gene Crucean emailgeneonthel...@gmail.com
  wrote:


 What do you guys think? Any interest in this? I know it's a simple thing
 but I'm sure a lot of you also write these tools at studios quite a bit too
 and could possibly be into something like this.




Re: Render Region Fail

2013-04-15 Thread Ludovick Michaud
I just got the same issue,

Try and see if your region option include track selection. Turn it off and
see if your region is back.
I just had similar behavior happened to me a few days back.

Hopefully it's as simple as that.

Ludo

Ludovick William Michaud
mobile: *214.632.6756*
*www.linkedin.com/in/ludovickwmichaud*
+Shading / Lighting / Compositing
+CG Supervisor / Sr. Technical Director / Creative Director



On Mon, Apr 15, 2013 at 5:09 PM, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

  For some reason, my View B won't let me draw out a render region. At all.
 The cursor icon is correct, but clicking and dragging across the viewport
 does zilch. Selecting items works fine. The other 3 views are just fine. Is
 there some obscure visibility option Ive missed somewhere that prevents
 render regions from being drawn? Again, it's only in one viewport of the
 view manager (View B).
 --



 *Tim Crowson
 **Lead CG Artist*

 *Magnetic Dreams, Inc.
 *2525 Lebanon Pike, Building C. Nashville, TN 37214
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 tim.crow...@magneticdreams.com