Re: help cant install Soft

2020-01-24 Thread Marco Peixoto
On this day and age of a Dead Software... man.. use whatever you need to
keep it running. No one cares and you are not "hurting" anyone

On Thu, Jan 23, 2020 at 8:01 PM J R Sanchez 
wrote:

> I hope I dont run into this.  I will be doing the very same thing in a few
> weeks. Getting a new powerhouse Boxx.
> https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNch6Q7VZ6QojVWK1ql4fk7tUD9YDpqDI06Whthvig24T0Y5IDYiFiioOLcrioqum7evDBIfqIdxVNhmn7c7dJf6t6bR2mNDJ-2FQqECNRlbfMDGnV4jZNInqGiju42ek-2BgNXxDuG0dKzce-2FNQ6-2BU92TuzG-2Bdc-2FfRxyIFYM87wirxLi3U3-2FTAJLg9AgoZqFeLBN0e8-2Fg9Gt-2F0H3Dny02p6Z-2BPGOIS20V-2BJe8CRn3rhIuW6m-2Bd2gPj7r0qEimf6vJy4XNiit3NOxKzU6WVerPCAUw5Qp2YI0Kd1GEYCH-2BtheSHivr-2BdQUYAr3SEDMS51s-2FK2Idm_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuT0waju5-2FtW65UB4P20KDIw9u5bhJ-2Fe-2FlDv9R0ZjUjmn5cZjE4UnVqYyKWoUCmrdnvNmMHYKoUu0hahQcnMKvFUmVrlFgmrkgPey9reN7vstTr394YA9oQer7DrCZ8nwRxj0gaXycDhenpaovORbzeno7CFFp-2FFBbLK1DPZhwoWQbfSs-2FvQtZSRxqk9EMU-2Bpy9Z5l9SDVgMv4l-2B1XRM44W1
>  
>   >
>
>
> On Wed, Jan 22, 2020 at 9:15 PM Martin Yara  wrote:
>
>> I don't know if it is related, but we were having problems with Softimage
>> 2015 a couple of weeks ago. We are using Softimage 2013 for a project, and
>> when tried to use the already installed 2015 that we were using a few
>> months ago, It just didn't work and the license number didn't pass either.
>> The reseller told us everything was fine, so we tried, and successfully
>> reinstalled it with a 2018 license number with the Maya with Softimage 2016
>> installer (Softimage 2015 R2).
>> So I'm still not sure what was the problem, but it works now.
>>
>> On Thu, Jan 23, 2020 at 9:32 AM Kris Rivel  wrote:
>>
>>> This is the pop up I get, maya connects fine via my autodesk login, but
>>> not sure what to do about Soft now.
>>>
>>> Kris
>>>
>>> On Wed, Jan 22, 2020 at 7:18 PM Kris Rivel  wrote:
>>>
 Update, I've managed to install it but installing .NET 3.5 first, but
 now it says I need to establish a connection to the internet...ugh. I am
 connected!! Is Autodesk lic. server down?

 Kris

 On Wed, Jan 22, 2020 at 6:16 PM Kris Rivel  wrote:

> Have a brand new threadripper box and I can not seem to get Soft to
> install!! I'm installing 2015 R2/SP2 and I keep getting an error at the 
> end
> resulting in the attached log. Any ideas??
>
> Kris
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Re: Maya's reassign locally?

2018-02-15 Thread Marco Peixoto
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.highend3d.com_maya_script_ld-5Fanimtocurve-2Dfor-2Dmaya&d=DwIBaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=uencpeE61AcNMTxoKi_w1U4xd3JnOiOE-4QMvL62UuM&s=PBGBJ1dZ6nZr_wJwGLTYSC_CUwNJ5HJFhKNXb0CmCn4&e=

;)

On Tue, Feb 13, 2018 at 10:17 AM, Morten Bartholdy 
wrote:

> I totally get you. I actually try and find out how to do things in Maya
> and do it the Maya way (ie. usually clumsy) but every now and then I have
> to give up because it takes too long and get things done in XSI.
>
> Try in Maya plotting a curve from a moving object in order to deform some
> geo on the curve - loong and painstakingly clumsy procedure - 1-2 minutes
> of work in XSI including the IO procedure.
>
> Morten
>
>
> > Den 13. februar 2018 klokken 10:06 skrev David Saber  >:
> >
> >
> > Thanks all for the help! : )
> >
> > I like Olivier's method. If only I could still use it!!
> >
> > See you,
> >
> > David
> >
> >
> > On 2018-02-12 18:17, David Saber wrote:
> > > How can I select a bunch of vertex in Maya and tell him they should be
> > > assigned to one bone only?
> > >
> > > --
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Re: akeytsu animation software demo

2015-02-19 Thread Marco Peixoto
Really need to try it on, so far im not impressed on its UI, but of course
its a first impression and its "outside" of what im used so I think its a
bit normal :)

Now it seems it only exports FBX and I guess its more targeted for Game
Animation, since the rig is Pre Built and doesn't seem to have extra
deformation than the regular Bone Chains.

Nevertheless its a vey welcome adition to the field of CA Maya dominated :D

On Thu, Feb 19, 2015 at 8:42 AM, Oscar Juarez 
wrote:

> It looks like a very interesting software, working on bare bones with nice
> manipulation modes. With a traditional animation approach.
>
> https://www.youtube.com/watch?v=74eSHxwoGdQ
>


Re: Maya, sheesh!

2015-02-13 Thread Marco Peixoto
I think i explained why by default its like that, unless you are animating
thing with a keyframe here and there and have your animation be dictated by
the Curve "Tension" instead of having your animation be dictated by what
you really key, then yes unlocking the tangents is the best way to go, but
if you want full control then not really, of course this varies with
preferences, I prefer to have my overshoots keyed and relying on curves
with handles pulled, if I need to shift poses around my overshoots are
always like i made them and not what the curve interpolation managed to do.

Anyway unlocking the Curves its a simple click and  you can even do it on
Maya preferences:


Preferences---Animation---Uncheck the Weighted Tangents (and use Spline not
Auto).

My explanation on why I break the handles its because on simple bouncing
objects its faster to break the Tangents and use it like that instead of
making 2 extra keys, but its the rare occasion I break them and if timming
adjusting is needed i will loose time trying to find the same "tension"
values again.

Its all workflow preferences, I use some scripts in Maya (that I only use
for Character Animation) and have colleagues that dont use a single script
and animate all day long with vanilla out of the shelf Maya.

On Fri, Feb 13, 2015 at 1:23 PM, Artur Woźniak  wrote:

> Not that I am using or will be in the near future (Autodesk product that
> is), but I'd rather have option to lock it if necessary rather than having
> to unlock it every time i need it. Knowing what you doing with handles is
> advisable if you animating, so I don't see the point of having them locked
> by default.
>
>
> Artur
>
> 2015-02-13 12:11 GMT+01:00 Marco Peixoto :
>
>> Maya Graph is a bit different (but not that much) than XSi one, we need
>> to select the handles to move them opposed to Xsi where we just drag them,
>> maybe you have the Handles locked (always same lenght), which is advisable,
>> unless you know what you are doing and really want to mess with them. Why
>> is it advisable, because when animating and having lots of keys when you
>> change things and make a new Key between two other keys or shift keys
>> around, the handle stays the same and the curve info is what you defined
>> early, so its you in control of the curve, with free handles everything
>> goes whacky if you insert new keys or shift frames.
>>
>> Usually the only times I unlock the Handles is if Im animating Bouncing
>> Motions and I break the handles so i can make the contacts sharper.
>>
>> If you can or want, take a look at the How To Cheat in Maya book, the
>> Graph section will tell you a lot of Maya Graph and you don't need extra
>> Graph scripts that are a clutter mess IMO.
>>
>>
>>
>> On Thu, Feb 12, 2015 at 11:08 AM, Cesar Saez  wrote:
>>
>>> What about select a handle and middle click dragging? (a quite common
>>> pattern in Maya)
>>>
>>> I don't want to be that guy, but this is not the right attitude to learn
>>> anything! I don't like Maya and I've been frustrated using it as much as
>>> any softimage user out there, but hey! it's time to get over it and move
>>> forward... just saying.
>>>
>>> Best luck,
>>> Cesar
>>>
>>>
>>> On Thu, Feb 12, 2015 at 9:25 PM, Laurence Dodd 
>>> wrote:
>>>
>>>> Your right, I should be more specific.
>>>> When I'm in Soft, I can grab a key or tangent and move or pull it
>>>> without have to go to any menu options, I find it frustrating to constantly
>>>> having to go to the move key tool or to free weights and unlock things,
>>>> it's just the way I work, I'm sure it's good in many other ways. What I
>>>> would like to find out is is there a way of having this behavior in maya as
>>>> default. I find that there is some consistency, real or perceived, in key
>>>> moving behaviour, sometimes you can move stuff, sometimes you have to go to
>>>> the menus.
>>>> I am only a few days into Maya, so I feel like I'm floundering around,
>>>> which isnt fun.
>>>>
>>>>
>>
>


Re: Maya, sheesh!

2015-02-13 Thread Marco Peixoto
Maya Graph is a bit different (but not that much) than XSi one, we need to
select the handles to move them opposed to Xsi where we just drag them,
maybe you have the Handles locked (always same lenght), which is advisable,
unless you know what you are doing and really want to mess with them. Why
is it advisable, because when animating and having lots of keys when you
change things and make a new Key between two other keys or shift keys
around, the handle stays the same and the curve info is what you defined
early, so its you in control of the curve, with free handles everything
goes whacky if you insert new keys or shift frames.

Usually the only times I unlock the Handles is if Im animating Bouncing
Motions and I break the handles so i can make the contacts sharper.

If you can or want, take a look at the How To Cheat in Maya book, the Graph
section will tell you a lot of Maya Graph and you don't need extra Graph
scripts that are a clutter mess IMO.



On Thu, Feb 12, 2015 at 11:08 AM, Cesar Saez  wrote:

> What about select a handle and middle click dragging? (a quite common
> pattern in Maya)
>
> I don't want to be that guy, but this is not the right attitude to learn
> anything! I don't like Maya and I've been frustrated using it as much as
> any softimage user out there, but hey! it's time to get over it and move
> forward... just saying.
>
> Best luck,
> Cesar
>
>
> On Thu, Feb 12, 2015 at 9:25 PM, Laurence Dodd 
> wrote:
>
>> Your right, I should be more specific.
>> When I'm in Soft, I can grab a key or tangent and move or pull it without
>> have to go to any menu options, I find it frustrating to constantly having
>> to go to the move key tool or to free weights and unlock things, it's just
>> the way I work, I'm sure it's good in many other ways. What I would like to
>> find out is is there a way of having this behavior in maya as default. I
>> find that there is some consistency, real or perceived, in key moving
>> behaviour, sometimes you can move stuff, sometimes you have to go to the
>> menus.
>> I am only a few days into Maya, so I feel like I'm floundering around,
>> which isnt fun.
>>
>>


Re: Need your opinion to improve Maya Outliner/ Attribute Editor

2014-12-03 Thread Marco Peixoto
Make you icons bigger by using an external image, dont use the default size
from 1978 days 64*64. Its a hack...

You can have a preset image button 128*64 for example and use it always, it
might not shown exact size when yuou add it to the shelf but going and back
to another shel gets it on normal size.

Yes its a hack but

On Wed, Dec 3, 2014 at 12:26 AM, Andy Nicholas 
wrote:

> Speaking of Maya icons... last time I looked, you could only have 4 or
> possibly 5 letters of text underneath each icon on the shelf.
>
> [WLFTB...]
>
> Sorry, try again...
>
> "Would love for
> that to be fixed."
>
> ;)
>
>
>
> On 2 Dec 2014, at 18:37, Eric Turman  wrote:
>
> Fair enough...The quick help is a nice touch. F1 is still better IMHO; all
> these tiny radial menus on RMB that require precise maneuvering of the
> cursor slows workflow down...especially if your resolution is 3840 x 2040.
> Maya's right click/space bar menus just look like a spiderweb mess to
> me...I can't stand them. That and Maya's affinity for icons all over the
> place...feels like I'm using Truespace 3D or Real 3D from the 1990's
>
> On Tue, Dec 2, 2014 at 12:23 PM, Cesar Saez  wrote:
>
>> If you right click on a command in the script editor you will find the
>> link to the command documentation... Quick help is also very helpful in
>> this regard.
>>
>> On Tue, Dec 2, 2014 at 2:02 PM, Eric Turman  wrote:
>>
>>> Not being able to highlight a command in Maya and hit F1 like you can in
>>> Softimage
>>>
>>
>
>
> --
>
>
>
>
> -=T=-
>
>


Re: Need your opinion to improve Maya Outliner/ Attribute Editor

2014-12-01 Thread Marco Peixoto
On Mon, Dec 1, 2014 at 12:34 AM, Adam Sale  wrote:

>
> 10) Color coding of node, branch and multi selection is very confusing.
> For example, I select the root joint of a chain of joints. They all turn
> green. I shift select the next joint down to multi select it with the
> first, now the first turns white and the rest green.
> So instead, turn off child selection highlighting. Now what happens is
> still kind of confusing. I select the first joint in the chain. It turn
> green, the res turn pink. I shift select the 2nd joint to add it to
> selection. The first joint turns white, the second green and the third
> pink. From a new users perspective, its even more bewildering.
> In Softimage, this is handled elegantly and simply. Never any confusion.
> Child selected object, white, If you shift select to add another object in
> multi select, it too turns white, the other bones remain their original
> colors. When you MMB or Tree select objects, the whole hierarchy turns
> white as you would expect.
> If Maya users are used to this behavior fine, but an option to switch this
> behavior would be so welcome.
>
>


This is one of my ( among others ) issues with Maya... we never know what
is or isn't selected... i never saw this behavior anywhere and it deeply
confuses me, even though turning off child selection highlight option...
and why does the skinned mesh also has to be change colors when a joint is
selected. More than often i keep the show wireframe on top just to check if
im pushing the character too much, jumping from black wireframe to a pink
wireframe is visual distracting.

Also when hiding a Top of hierarchy why oh why does it hide everything
beneath it? This happens even on Scene layers.. those things are there to
help organize, so sometimes i want to hide a parent but NOT its children...
forcing us to go into Drawing Overrides to simply hide a Parent...

On a side note.. please add more visual shapes to Locators... we are
spoiled by Softimage on this with its super handy shadow icons... even Modo
copied this feature :)


Re: Maya Rigging Online courses

2014-11-27 Thread Marco Peixoto
Yeah i have been looking for some time at Animschool for a rigging course,
was even once going to ask if they also did it for Softimage... but now
Maya it is... thing is.. im pretty sure Maya will change a lot in a so not
distant future or that other solutions might appear... should I be
investing time, lots of effort (and money) to learn how to properly rig the
"old" in Maya? Im not really interested in "learning" Maya and thankfully i
only have to animate on it... but i feel a complete stranger (and junior)
now that Soft is no more...

On Thu, Nov 27, 2014 at 10:06 AM, Gerbrand Nel  wrote:

>  I did this to get into rigging.. pretty good rig at the end of the day,
> and I now like the node editor :)
> G
> http://www.youtube.com/watch?v=MV4XRgmTynY
>
> On 27/11/2014 07:57, David Gallagher wrote:
>
> AnimSchool is awesome  ;)
>
> iAnimate is more geared toward gaming, if that's relevant for you.
>
> Dave G (CEO of AnimSchool)
> Email me with any questions.
>
> On 11/26/2014 7:09 PM, Sofronis Efstathiou wrote:
>
>  Hi all,
>
>
>
> I'm trying to get my head around the rigging tools in Maya, and need a
> quick boost in terms of knowledge - I need to support a ton of rigs my
> students are creating after Christmas. Any recommendations? I would prefer
> not to have a course aimed at beginners,  just something that can introduce
> some mid/high level concepts and techniques. Having said that, as I need to
> learn an entire new toolset it's probably wise to start with the basics (as
> long as it moves quickly into other areas). Has anyone taken the iAnimate
> course? http://www.ianimate.net/workshops/rigging.html
>
>
>
> Animschool also allows you to take a single class via its express option
> as well - http://www.animschool.com/Catalog/ProgramDescription.aspx?ID=1#
> 
>
>
>
> Any help, opinions or guidance much appreciated...
>
>
>
> Cheers
>
>
>
> Sofronis (Saf) Efstathiou
>
> Postgraduate Framework Leader and BFX Competition & 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
>
>
>
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Re: Need your opinion to improve Maya Outliner/ Attribute Editor

2014-11-26 Thread Marco Peixoto
A nice addition would an option to LOCK the Attribute editor like we can
with Softimage PPGs so it wont change when selecting another object.

On Wed, Nov 26, 2014 at 10:54 AM, Ivan Vasiljevic 
wrote:

> 110% to what Mirko is saying, outliner and node editor, just not even
> close to explorer/render tree + passes and those are things that make me
> fill like home when working in XSI.
>
> On Wed, Nov 26, 2014 at 8:48 AM, Mirko Jankovic  > wrote:
>
>> Again +1 as well for "make it like SI"
>> It is not overstatement that SI explorer/outliner sister is best out
>> there. gives you complete overview and scene organisation AND access to
>> every single needed attribute and anything you can possibly need in working
>> with scene.
>> Softimage scene explorer is one of main workhorses and not without reason
>> so be sure to see what was done there in any case.
>> Not holding any fingers ofc but just an idea..
>> There will always be comment make it like SI so that is completely
>> natural, but SI scene explorer and render pass system should be No1 on list
>> to push them into maya if possible at all.
>>
>> On Wed, Nov 26, 2014 at 8:15 AM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> +1 Gerbrand, it's good to remember that the ui reflects the way stuff
>>> was initially setup, and not the other way around. thhere will most likely
>>> come a time where surface polishing won't be enough without delving deeper.
>>>
>>>
>>
>
>
> --
> Ivan Vasiljevic
> -
> Lighting TD
> Founder, Digital Asset Tailors
> -
> reel:https://vimeo.com/72183649
> web:www.ivasiljevic.com
> email:  i...@digitalassettailors.com
>ivan_vasilje...@hotmail.com
>
>
>


Re: more maya......

2014-11-19 Thread Marco Peixoto
Yeah you can prevent the Children Highlight but... dont try to hide the
master of a hierarchy... it will hide all of them... even if you put it on
a Layer and hide it, it will hide everything underneath it...

Im always complaining in here, but around me it all Maya users that
basically never used anything else and when I tell them that this behaviour
is a bit... ermmm...retarded (to be polite)... they look at me like if im
the retarded lol... Ignorance is a bliss right? :D

On Wed, Nov 19, 2014 at 4:45 PM, Cristobal Infante  wrote:

> Hi Peter,
>
> Yea I know you can middle click and drop them in but that's a real pain
> specially if you need to have everything selected and visible in the
> outliner before you drag them.
>
> I was expecting "add Selected objects", the same way you do with layers.
> (or groups in xsi)
>
>
>
> On 19 November 2014 15:37, Luc-Eric Rousseau  wrote:
>
>> child selection highlight is a related topic , but it isn't pink.  so
>> it can't be what peter is seeing.
>>
>> I'm puzzled, I don't know how to show "affected highlighting", and is
>> that the pink highlight? How do you do it?  Can you dropbox a
>> screenshot Peter?
>>
>
>


Re: ot: unreal engine

2014-11-18 Thread Marco Peixoto
thats why I wrote keep dreaming... even when Soft was active there was
basically no exporters for any game engine... its not now they they will
appear

On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com> wrote:

> No one is going to spend time to develop this in Softimage unfortunately (
> unless you really have nothing else to do :D )
>
> 2014-11-18 13:47 GMT+01:00 Cristobal Infante :
>
>> Exactly the same with houdini engine, the API is there to make for soft.
>>
>> Will anyone do it? I doubt it, time to move on if you need this tools
>>
>> On 18 November 2014 12:44, Francisco Criado 
>> wrote:
>>
>>> Well, its based on python scripting and they are giving away the code:
>>>
>>> https://bitbucket.org/m2u/m2u/
>>> https://bitbucket.org/m2u/m2uue4plugin
>>>
>>> F.
>>>
>>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto :
>>>
>>> keep dreaming :)
>>>>
>>>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado <
>>>> malcriad...@gmail.com> wrote:
>>>>
>>>>> Very nice! would be great to have this tool under Softimage hood...
>>>>>
>>>>> F.
>>>>>
>>>>>
>>>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>>>>
>>>>> I haven't tried it yet, but for Maya users this is pretty cool!
>>>>>>
>>>>>> Interactive sync - M2UE4
>>>>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine>
>>>>>>
>>>>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>>>>>
>>>>>>> Some new interesting tests:
>>>>>>>
>>>>>>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>>>>>>
>>>>>>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>>>>>>
>>>>>>> On 23 August 2014 22:47, Francisco Criado 
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Martin,
>>>>>>>> In the unreal forum that was posted earlier in this mail you can
>>>>>>>> read that for those movies he only spent 10 minutes aprox for baking 
>>>>>>>> lights.
>>>>>>>> F.
>>>>>>>>  El ago 23, 2014 4:44 PM, "Martin Yara" 
>>>>>>>> escribió:
>>>>>>>>
>>>>>>>> Outstanding quality !
>>>>>>>>>
>>>>>>>>> I've never written a shader, and I guess I misunderstood you but
>>>>>>>>> are you saying that this quality is achievable in SI with custom 
>>>>>>>>> shaders?
>>>>>>>>> even with that crappy viewer?
>>>>>>>>>
>>>>>>>>> BTW, the fact that he is using UE4 doesn't mean the final
>>>>>>>>> movie frame rate is real time. I'm guessing it isn't, just like all 
>>>>>>>>> the
>>>>>>>>> cinematics we see in games nowadays, pre-rendered with real time 
>>>>>>>>> shaders.
>>>>>>>>>
>>>>>>>>> Martin
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata <
>>>>>>>>> eug...@flormata.com> wrote:
>>>>>>>>>
>>>>>>>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>>>>>>>>>> this doesn't really look baked though
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
>>>>>>>>>> alok.gandhi2...@gmail.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> It's all about baking. Recently, I made some arch viz app for
>>>>>>>>>>> Andriod and iOS and I was able to achieve good quality. It was for 
>>>>>>>>>>> unity
>>>>>>>>>>> and I did all the baking in soft.
>>>>>>>>>>>
>>>>>>>>>>> Sent from my iPhone
>>>>>>>>>>

Re: ot: unreal engine

2014-11-18 Thread Marco Peixoto
keep dreaming :)

On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado 
wrote:

> Very nice! would be great to have this tool under Softimage hood...
>
> F.
>
>
> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>
> I haven't tried it yet, but for Maya users this is pretty cool!
>>
>> Interactive sync - M2UE4
>> 
>>
>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>
>>> Some new interesting tests:
>>>
>>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>>
>>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>>
>>> On 23 August 2014 22:47, Francisco Criado  wrote:
>>>
 Martin,
 In the unreal forum that was posted earlier in this mail you can read
 that for those movies he only spent 10 minutes aprox for baking lights.
 F.
  El ago 23, 2014 4:44 PM, "Martin Yara"  escribió:

 Outstanding quality !
>
> I've never written a shader, and I guess I misunderstood you but are
> you saying that this quality is achievable in SI with custom shaders? even
> with that crappy viewer?
>
> BTW, the fact that he is using UE4 doesn't mean the final movie frame
> rate is real time. I'm guessing it isn't, just like all the cinematics we
> see in games nowadays, pre-rendered with real time shaders.
>
> Martin
>
>
> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata 
> wrote:
>
>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>> this doesn't really look baked though
>>
>>
>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
>> alok.gandhi2...@gmail.com> wrote:
>>
>>> It's all about baking. Recently, I made some arch viz app for
>>> Andriod and iOS and I was able to achieve good quality. It was for unity
>>> and I did all the baking in soft.
>>>
>>> Sent from my iPhone
>>>
>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com>
>>> wrote:
>>>
>>> Consider that this is a kind of tech demo, means that Unreal Engine
>>> 4, being a game engine, is built to manage multiple aspect ( physics,
>>> characters movement and logic, enemies logic, particles and so on )
>>> The video shows how good is UE4 with lighting and "atmosphere", but
>>> the you actually build your scene as a game you need to do lots of
>>> compromises...
>>> Cryengine 2 was used as well for archivz and the results were
>>> stunning, and lots of companies get a license to develop just that...
>>>
>>> The main issue that I found right now is that if you want to share
>>> or send the work to your client ( as a walkthrough I mean ) you have to
>>> send ( and install ) a 1-2gb file, which most clients are not so
>>> comfortable with...otherwise you can just render a video with it...the 
>>> main
>>> advantage is that you don't wait 5 minutes per frame, but just a couple 
>>> of
>>> seconds.
>>>
>>> Anyway this engine looks amazing and the constant updates are
>>> improving it more and more
>>>
>>>
>>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante :
>>>
 Some more in his work in kotaku:


 http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow

 And also a while back this Swedish apartment was done in Unreal
 (previously done in octane). He even offers a download if you want to 
 test
 the interactivity.

 http://vimeo.com/m/98625270


 On Friday, 22 August 2014, Matt Lind 
 wrote:

> Addendum:
>
>
>
> It's also part of the reason why 3rd party apps such as Fabric
> Engine can render faster than the native viewports - less overhead.
>
>
>
>
>
> Matt
>
>
>
>
>
>
>
> *From:* Matt Lind
> *Sent:* Friday, August 22, 2014 2:11 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: ot: unreal engine
>
>
>
> Not the entire reason, but a big part of it is DCC apps must spend
> a lot of time reading and evaluating construction histories and other 
> user
> interaction whereas the displayed data in a game engine is stripped 
> down to
> the bare minimum for performance.  Game engines will always be faster 
> than
> DCC apps in that regard, and by a large factor.
>
>
>
> As for look quality, it's just a matter of writing the shaders.
> You can do that in Softimage.
>
>
>
>
>
> Matt
>
>
>

Re: League of Legends Cinematic: A New Dawn

2014-07-22 Thread Marco Peixoto
Great work :)

Yeah if you can share more details, some colleagues of mine are wondering
how long did it took how many people working on it :)


On Tue, Jul 22, 2014 at 6:50 PM, Steven Caron  wrote:

> sounds like a stretch... blur studio has traditionally used fumefx (lately
> some houdini)
>
>
>
> On Tue, Jul 22, 2014 at 9:22 AM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> May we assume that some EM fluids where spilled in this making of :) ?
>>
>>
>> On 22 July 2014 17:16, Eric Mootz  wrote:
>>
>>>  really amazing work, guys
>>>
>>>
>>>  On Tue, Jul 22, 2014 at 8:55 AM, Jeremie Passerin 
>>> wrote:
>>>
 Oh nice it's finally online !
 Thanks for the nice comments guys. Any question about our pipeline let
 me know ;-)


>>>
>>
>


Re: RealLens 2

2014-07-16 Thread Marco Peixoto
Real Lens user here , thank you :)


On Tue, Jul 15, 2014 at 9:51 PM, Cristobal Infante  wrote:

> thanks! I've used realLens 1 all the way!!!
>
>
> On Tuesday, 15 July 2014, Paulo Cesar Duarte 
> wrote:
>
>> Thank you, It's a must have in my tool set.
>>
>> Cheers.
>> Paulo Duarte
>>
>>
>> 2014-07-15 15:04 GMT-03:00 Tim Crowson :
>>
>>>  Thanks, it's working great now.
>>> -Tim
>>>
>>>
>>> On 7/15/2014 12:38 PM, Francois Lord wrote:
>>>
>>> Here. It should work now.
>>> https://s3.amazonaws.com/public.francoislord.com/RealLens2.2.xsiaddon
>>>
>>>
>>> On 14-Jul-14 17:01, Tim Crowson wrote:
>>>
>>> Thanks Francois, but perhaps I've installed it incorrectly... I get the
>>> camera primitive, but I get the following errors... I installed it via
>>> 'Install Addon...' and restarted Soft 2014 SP2, and I just get this:
>>>
>>> *# ERROR : Traceback (most recent call last):*
>>> *#   File "

Re: A freelance job.... really?

2014-06-27 Thread Marco Peixoto
Some people are already replying to him :

https://www.dropbox.com/s/gaapao9hoguvfbr/reply.jpg





On Fri, Jun 27, 2014 at 5:26 PM, Angus Davidson 
wrote:

>  I am sorely tempted to register on the site just to send
>
>  Hahahahahaha!
>
>  As a response.
>
>
>
>   From: Paul Griswold 
> Reply-To: "softimage@listproc.autodesk.com" <
> softimage@listproc.autodesk.com>
> Date: Friday 27 June 2014 at 4:47 PM
> To: "softimage@listproc.autodesk.com" 
> Subject: Re: A freelance job really?
>
>My favorite is (and I get this kind of email at least once a month):
>
>   "I have written a children's book and I need an animator to bring it to
> life.  I don't have a budget, but you will get a lot of exposure and I will
> use you for all my future projects once this one gets off the ground.  I
> only need a very short animation.. probably only around 15-20 minutes, so
> it won't take you very long to do the work.  But it needs to be the same
> level of quality as Shrek or Toy Story, so I need your assurances that
> you'll produce high-quality work..."
>
>  Classic.  Someone I've never heard of, with a book nobody has bought
> wants me to work for free so I can get the chance to have them hire me
> again someday once they hit it big...
>
>  -Paul
>
>
>
> On Fri, Jun 27, 2014 at 10:37 AM, Tim Crowson <
> tim.crow...@magneticdreams.com> wrote:
>
>> Everybody contact him, tell him exactly what he wants to hear, then start
>> underbidding...
>> -Tim
>>
>>
>>
>> On 6/27/2014 9:19 AM, Stefan Kubicek wrote:
>>
>> I was torn between flagging it "prohibited" and "best of". Ultimately I
>> couldn't resist but going for the latter :-)
>>
>>
>>
>>  I know, that's why it seemed odd. Seriously though, is that a legit ad?
>>
>>
>> On 6/27/2014 9:04 AM, Eric Thivierge wrote:
>>
>> No, that seems awfully typical.
>>
>> On Friday, June 27, 2014 10:03:46 AM, Tim Crowson wrote:
>>
>> That sounds awfully deliberate.  :-D
>>
>> -Tim
>>
>> On 6/27/2014 8:54 AM, Stephen Davidson wrote:
>>
>> I just thought I would post this freelance 3D animation Job, from
>> Craigslist,
>> for our professional animation group's ammusement.
>>
>> I sure gave me a good laugh
>>
>> http://miami.craigslist.org/mdc/cpg/4529563953.html
>>
>> --
>>
>> Best Regards,
>> *  Stephen P. Davidson**
>> **(954) 552-7956
>> * sdavid...@3danimationmagic.com
>>
>> /Any sufficiently advanced technology is indistinguishable from magic/
>>
>>  - Arthur C. Clarke
>>
>>  
>>
>>
>> --
>> Signature
>>
>>
>>
>> --
>>
>>
>>
>>
>>  --
>>
>> -
>>Stefan Kubicek ste...@keyvis.at
>> <%22ste...@keyvis.at%22%20%3cste...@keyvis.at%3E>
>> -
>>   Alfred Feierfeilstraße 3
>> A-2380 Perchtoldsdorf bei Wien
>>  Phone: +43 (0) 699 12614231
>>www.keyvis.at
>>  This email and its attachments are
>> confidential and for the recipient only
>>
>>
>>  --
>>
>>
>>
>>
> 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.
>
>


Re: A freelance job.... really?

2014-06-27 Thread Marco Peixoto
I had to share that with all my fellow animator colleagues, we needed the
laugh. Thanks :)


On Fri, Jun 27, 2014 at 3:54 PM, Stephen Davidson 
wrote:

> I just thought I would post this freelance 3D animation Job, from
> Craigslist,
> for our professional animation group's ammusement.
>
> I sure gave me a good laugh
>
> http://miami.craigslist.org/mdc/cpg/4529563953.html
>
> --
>
> Best Regards,
> *  Stephen P. Davidson*
>
> *(954) 552-7956 <%28954%29%20552-7956> *sdavid...@3danimationmagic.com
>
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>
>- Arthur C. Clarke
>
> 
>


Re: GEAR fk arm reference

2014-06-23 Thread Marco Peixoto
If im not too late:

https://www.dropbox.com/s/3vajpcneaed5rxp/arm_2jnt_01.rar


I think this is what you want, I still the old version of Gear never
updated it to Miguel Campos one.


On Mon, Jun 23, 2014 at 2:00 PM, Matt Morris  wrote:

> Hi, this might be a bit of a long shot,
>
> I don't suppose anyone has a version of the arm_2jnt_01 python script
> which allows the FK reference picker to work? I can't get the built in one
> to activate the picking session when using the pick button.
>
> Cheers!
> Matt
>
>
> --
> www.matinai.com
>


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

2014-06-05 Thread Marco Peixoto
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
kind os Pose Managers that take screenshots when we make the Poses, I
currently must have probably 20-30 stored Poses already in a  TV production
I recently started working on, if I didn't had the screenshots and
everything was text based it would be a mess for me. Also this Poses are
made Public so anyone from the Studio can acess them to save time during
Animation.


I need to take a more serious look at Modo like I said previously, Maya is
great for CA, but for the rest... its welcome to 1999 when we are used to
Softimage... and so far I havent found the slightest interest in getting
more deep than just doing CA in Maya, so im looking around and trying to
decide if I should invest time in Modo or Houdini :)










On Thu, Jun 5, 2014 at 4:59 PM, Serch Mucino 
wrote:

> It appears to me some of your concerns might be addressed already. Some of
> the things you mention might be covered here...
>
> http://docs.luxology.com/modo/801/help/pages/animation/ActorActionPose.html
>
> Also, if you'd be doing a lot of CA, I really suggest looking into ACS. It
> currently only supports biped-like rigs, but it's one of the best
> auto-riggers I've used, and it has a very nice set of animation tools and
> workflows built into it. You can find more info here...
>
> http://community.thefoundry.co.uk/store/kits/acs/
> http://manual.autocharactersetup.com/
>
> It can also be customized to support other types of anatomical structures,
> but it requires working a little with the innards of the ACS character.
> There's videos that explain well how to do it though. I've been able to add
> additional deformation items to ACS rigs without too much problem.
>
> I hope this helps a bit! Cheers!
>
> 
> Sergio Mucino
>
>
>
>>
>>
>>
>>
>>
>


Re: Shameless plug

2014-06-05 Thread Marco Peixoto
Congratulations!!!

I saw a small making of (showing the animation and XSI UI) and I was
thinking, man this looks awesome, even though my gamer days are long gone.
Cant find the Making Of videos again.




On Thu, Jun 5, 2014 at 10:15 AM, Ivan Vasiljevic 
wrote:

> Looking awesome congrats, I've seen big prints yesterday here in Belgrade,
> Serbia with your game!
>
> Cheers.
> Ivan
>
>
> On Thu, Jun 5, 2014 at 1:21 AM, Eric Thivierge 
> wrote:
>
>> You have a lot of patience Matt! I got bored of dinosaurs within a year!
>> Good job, glad to finally see it released.
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>>
>> On Wed, Jun 4, 2014 at 6:42 PM, Matt Lind 
>> wrote:
>>
>>> No, not WOW, they're our competitor ;-)
>>>
>>>
>>>
>>>
>>>
>>> Matt
>>>
>>
>
>
> --
> Ivan Vasiljevic
> -
> Lighting TD
> Founder, Digital Asset Tailors
> -
> reel:https://vimeo.com/72183649
> web:www.ivasiljevic.com
> email:  i...@digitalassettailors.com
>ivan_vasilje...@hotmail.com
>
>
>


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

2014-06-04 Thread Marco Peixoto
I only touched briefly Modo for Character Animation, before that i bought
Modo long time ago and used for Modeling but then got so used to Softimage
that I forgot about Modo.

Top of my head things that I got used in Soft and now in Maya (where I now
animate):

- Slow Viewport...

- No Character Key Sets or a fast way to just select some or all
Controllers and drag and drop the Select Code to a Shelf. (maybe there is
but I could not find them)

- Pose Manager

- Way to have a Synoptic or a Picker

- Exporting Poses or Animation so we can re-use them on Another Character
(I dont use the Mixer in Maya but we use the super old DKAnim or sometimes
when its only for me I use PAIE script)


Like I said I only very very briefly took a look around, I need to devote
more time to it one of these days to really test it, but so far those where
the things that I encountered and they probably have a workaround or other
ways to achieve the same but of course I dont know about them. Going from
Soft to Maya just for CA is not that hard, somethings are different but
majority is basically the same since Soft copied and improved a lot of
Mayas way of working like Layers, Channel Box, Timeline.






On Wed, Jun 4, 2014 at 3:12 PM, Sergio Mucino 
wrote:

> Hey Marco. I'm curious... Where is Modo falling short for you? Cheers!
>
> Sergio Muciño.
> Sent from my iPad.
>
> On Jun 4, 2014, at 6:12 AM, Marco Peixoto  wrote:
>
> Fist thing you do in Modo is to remove the awfull (IMO) Trackball
> rotation... that and also the grid Plane they have, it might suits for
> Modeling but I keep finding it vey introsive and distracting, of course
> thats me that is not that used to Modo and im slowly trying to see if it
> fits my CA needs (so far it doesnt)
>
>
> On Tue, Jun 3, 2014 at 10:45 AM, Angus Davidson  > wrote:
>
>>  HI Matt
>>
>>  This is the type of vertex maps that Modo supports
>>
>>
>> http://docs.luxology.com/modo/801/help/pages/modotoolbox/WorkingWithVmaps.html
>>
>>  *Quick table to summarise the link*
>>
>>Weight Map   Weight Strength Values stored for Falloff and Texturing
>> purposes  SubD Weight Map   Weight Strength Value influences edge
>> creasing in SubDivision Surface geometry  UV Map   UV maps translates 3D
>> vertex positions to flat 2D coordinates  Relative Morph Map   Vertex
>> position offset, relative to the base vertex position  Absolute Morph Map
>>   Vertex position offset to specific absolute position in 3D space  RGB
>> Map   Vertex Color map defined by three R, G and B color values  RGBA Map
>>   Vertex Color map defined by three R, G and B color and an additional
>> Alpha value  Pick Map   Like a Selection Set, defines groupings of
>> vertices  Vertex Normal Map   Surface Normal direction (Smoothing)
>> values stored as fixed value  Edge Pick Map   Like a Selection Set,
>> defines groupings of edges  Particle Size Map   Determines scale values
>> for individual particles  Particle Dissolve Map   Determines
>> transparency values for indvidual particles  Transform Map   Determines
>> transform amounts for individual vertices/particles
>>
>>  If you click the Gear in the top right hand corner of your view in Modo
>> you can change the mouse rotation style.
>>
>>  I tend to have  trackball rotation set to no , and orbit around
>> selection checked. (oscillate I uncheck always that's annoying ;) )
>>
>>  Kind regards
>>
>>  Angus
>>
>>   From: Matt Lind 
>> Reply-To: "softimage@listproc.autodesk.com" <
>> softimage@listproc.autodesk.com>
>> Date: Tuesday 03 June 2014 at 4:49 AM
>> To: "softimage@listproc.autodesk.com" 
>> Subject: RE: OT: What strong features have you found in your new
>> transition software that SI didn´t have?
>>
>>   Well, most people on this forum submitting their thoughts on C4D,
>> Houdini, Modo, Maya, etc... tend to review it from a film/video perspective.
>> Many of the bullet points are not applicable to other market segments such
>> as games.  Examples: Alembic support, 3rd party renderers, render farm
>> accessibility, etc...   All the transition guides I've seen to date,
>> regardless of source, tend to omit the lower level features leaving many of
>> us in the dark or only give us part of the picture.  To use an analogy, if
>> art were math class where you have to work out a long multi-page problem, a
>> film/video artist is mostly interested in the final result and can obtain
>> it from any means necessary including a wild guess, whereas a game artist
>> must use the correct process to get the answer.
>>
>>
>>
>> I'm interested in t

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

2014-06-04 Thread Marco Peixoto
Fist thing you do in Modo is to remove the awfull (IMO) Trackball
rotation... that and also the grid Plane they have, it might suits for
Modeling but I keep finding it vey introsive and distracting, of course
thats me that is not that used to Modo and im slowly trying to see if it
fits my CA needs (so far it doesnt)


On Tue, Jun 3, 2014 at 10:45 AM, Angus Davidson 
wrote:

>  HI Matt
>
>  This is the type of vertex maps that Modo supports
>
>
> http://docs.luxology.com/modo/801/help/pages/modotoolbox/WorkingWithVmaps.html
>
>  *Quick table to summarise the link*
>
>Weight Map   Weight Strength Values stored for Falloff and Texturing
> purposes  SubD Weight Map   Weight Strength Value influences edge
> creasing in SubDivision Surface geometry  UV Map   UV maps translates 3D
> vertex positions to flat 2D coordinates  Relative Morph Map   Vertex
> position offset, relative to the base vertex position  Absolute Morph Map
>   Vertex position offset to specific absolute position in 3D space  RGB
> Map   Vertex Color map defined by three R, G and B color values  RGBA Map
>   Vertex Color map defined by three R, G and B color and an additional
> Alpha value  Pick Map   Like a Selection Set, defines groupings of
> vertices  Vertex Normal Map   Surface Normal direction (Smoothing) values
> stored as fixed value  Edge Pick Map   Like a Selection Set, defines
> groupings of edges  Particle Size Map   Determines scale values for
> individual particles  Particle Dissolve Map   Determines transparency
> values for indvidual particles  Transform Map   Determines transform
> amounts for individual vertices/particles
>
>  If you click the Gear in the top right hand corner of your view in Modo
> you can change the mouse rotation style.
>
>  I tend to have  trackball rotation set to no , and orbit around
> selection checked. (oscillate I uncheck always that's annoying ;) )
>
>  Kind regards
>
>  Angus
>
>   From: Matt Lind 
> Reply-To: "softimage@listproc.autodesk.com" <
> softimage@listproc.autodesk.com>
> Date: Tuesday 03 June 2014 at 4:49 AM
> To: "softimage@listproc.autodesk.com" 
> Subject: RE: OT: What strong features have you found in your new
> transition software that SI didn´t have?
>
>   Well, most people on this forum submitting their thoughts on C4D,
> Houdini, Modo, Maya, etc... tend to review it from a film/video perspective.
> Many of the bullet points are not applicable to other market segments such
> as games.  Examples: Alembic support, 3rd party renderers, render farm
> accessibility, etc...   All the transition guides I've seen to date,
> regardless of source, tend to omit the lower level features leaving many of
> us in the dark or only give us part of the picture.  To use an analogy, if
> art were math class where you have to work out a long multi-page problem, a
> film/video artist is mostly interested in the final result and can obtain
> it from any means necessary including a wild guess, whereas a game artist
> must use the correct process to get the answer.
>
>
>
> I'm interested in the lower level control over manipulating objects and
> organizing them in intelligent data structures (assets) to abstract them or
> minimize their dependency on the host application.  We need to apply
> metadata onto assets so our engine can read that data and know how to
> process the asset in the context of the game.  Often metadata is applied as
> userdata blobs/maps, or re-purposed vertex colors, UV properties, user
> normals, etc.  Many DCC applications have metadata and lower level
> features, but not all of them expose the functionality to the end user or
> do so in a user friendly way.  Sometimes you have to dig into the SDK to
> get at them at all.  Softimage, for example, have had user normals since
> XSI v1.5, but you had to use the SDK via script/plugin to expose the
> capabilities to the end user.  User normals and associated tools didn't
> become available in the menus until Softimage 2011.
>
>
>
> I've taken Modo, Maya, and Houdini for brief test drives to look at very
> specific features and intentionally did not look in the manuals to test how
> intuitive their implementations were.  In the case of vertex colors, I
> figured it out for Maya, but it was clunky.  Houdini was more intuitive to
> get started, but I couldn't determine how to make multiple vertex color
> properties on the same object and specify which one to paint.  Modo...never
> did find the vertex color tools.  Probably spent more time cursing at the
> screen because the camera kept rolling on its side each time I
> orbited/tumbled the camera.
>
>
>
> Anyway, working with lower level functions is what I'm interested in
> regardless of DCC app being reviewed.
>
>
>
>
>
> Matt
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com
> ] *On Behalf Of *Perry Harovas
> *Sent:* Monday, June 02, 2014 5:04 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: OT: What strong fe

Re: Voodoo Rig Demo

2014-06-02 Thread Marco Peixoto
Apart from Lightwave and later Messiah, it the first time im seeing
Envelope Weights without the need to pain them, yeah I know this might
sound weird to all those that always had to paint them, but this workflow
exists in LW (and messiah) since 1998.

Im not saying its the exact same methods, because it cant be, in LW and
Messiah we always had to add lots of bones here and there to hold the
weights in certain areas. Areas like Fingers had to be rigged with them
fully spread apart so weights from one finger Bone would not contaminate
the other finger(s)

LW later added "normal" Weightting to the mix and Messiah had some Meta
Effectors  to kinda achieve the same purpose. There are not that easy to
setup but once they are there we can then change the geometry because in
reality theres no Weights associated to them, of course that with Gator all
of these was obsolete...

Really curious about Voodoo :)


On Mon, Jun 2, 2014 at 1:23 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> i think... i think those green lines are orientation for the finger
> joints, so that they generate in that axis ?
>
>
> On 2 June 2014 10:46, David Saber  wrote:
>
>> yes it's very interesting but it would be better with comments so one
>> would understand everything. For example:
>> what are the green lines for at 1:30?
>> why he never selects any points?
>> David
>>
>>
>> On 2014-06-02 10:35, Oscar Juarez wrote:
>>
>>>
>>> This last one is great!
>>>
>>> https://vimeo.com/97074475
>>>
>>>
>>>
>


Re: OT: Neat Facial Rig for Max and Maya

2014-05-27 Thread Marco Peixoto
OP=Original Poster, in this case Nicolas Esposito :)


On Tue, May 27, 2014 at 2:31 PM, Nicolas Esposito <3dv...@gmail.com> wrote:

> If I remember correctly the only thing that AD added was the lipsync
> tool...then nothing elsereally a shame, but at least it was included
> inside Softimage instead of paying 90k$ for this software.
>
> And by the way, those tech demo are two in probably thousand were people
> actually put time and effort to develop it further, but as a solution out
> of the box its not so friendly...and over the years many alternatives start
> popping up, from Max, Maya and Soft itself right now there are choices,
> while since FR was one of the first to try to put it "easy"
> Again, such a shame, it'll be buried together with Softimage
>
>
> 2014-05-27 14:22 GMT+02:00 Mirko Jankovic :
>
> Absolutely true, but again keep in mind that ever since it was included in
>> SI it haven't bin touched. Not really :)
>> Ofc it is not first nor last piece of software that ended up as dead end.
>>
>>
>> On Tue, May 27, 2014 at 2:18 PM, Nicolas Esposito <3dv...@gmail.com>wrote:
>>
>>> Blur tech demo was quite impressive ( 2009 Dante's Inferno )...by it was
>>> customized as wellJawanimation tech demo ( 2011 ) is pretty damn good,
>>> but then again customized using ICE...I saw lots and lots of people just
>>> build their own facial rig rather then using FR because of the jerky
>>> workflow
>>>
>>>
>>> 2014-05-27 14:14 GMT+02:00 Mirko Jankovic :
>>>
>>> OP?
>>>>
>>>>
>>>> On Tue, May 27, 2014 at 2:12 PM, Marco Peixoto wrote:
>>>>
>>>>> I got be honest here.. I never saw anything "Jaw Droping" from FR...
>>>>> im not saying that amazing work wasnt done with it because it was, but
>>>>> nothing that would make it stand on its own, always found the Falcon
>>>>> examples to look more like a Rubber face than real tissue and muscles
>>>>> moving.
>>>>>
>>>>> The demo present by the OP is far more impressive than anything I had
>>>>> seen with FR.
>>>>>
>>>>>
>>>>> On Tue, May 27, 2014 at 1:34 PM, Mirko Jankovic <
>>>>> mirkoj.anima...@gmail.com> wrote:
>>>>>
>>>>>> Face robot is as already mentioned couple years old. NEVER touched by
>>>>>> anyone later to improve, or even build something similar on top of it 
>>>>>> with
>>>>>> newtech and better integration.
>>>>>> But even that slow at the time it was good solution and gave amount
>>>>>> of detail that no one else had before.
>>>>>>
>>>>>>
>>>>>> On Tue, May 27, 2014 at 1:30 PM, Nicolas Esposito 
>>>>>> <3dv...@gmail.com>wrote:
>>>>>>
>>>>>>> Email sent, waiting for an answer, I'll keep you guys updated
>>>>>>>
>>>>>>> Regarding Facerobot yes, its slow and there are some stupid issues
>>>>>>> which cause so many problems that lots of people just can't stand it
>>>>>>> anymore after a while...too bad that AD never improved the technology.
>>>>>>>
>>>>>>> Well, in Soft Gear is a pretty damn good alternative, too bad
>>>>>>> there's no lipsync option for that, which comes handy
>>>>>>>
>>>>>>>
>>>>>>> 2014-05-27 13:19 GMT+02:00 pedro santos :
>>>>>>>
>>>>>>> That said. We don't know the requirements of this one?
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>


Re: OT: Neat Facial Rig for Max and Maya

2014-05-27 Thread Marco Peixoto
I got be honest here.. I never saw anything "Jaw Droping" from FR... im not
saying that amazing work wasnt done with it because it was, but nothing
that would make it stand on its own, always found the Falcon examples to
look more like a Rubber face than real tissue and muscles moving.

The demo present by the OP is far more impressive than anything I had seen
with FR.


On Tue, May 27, 2014 at 1:34 PM, Mirko Jankovic
wrote:

> Face robot is as already mentioned couple years old. NEVER touched by
> anyone later to improve, or even build something similar on top of it with
> newtech and better integration.
> But even that slow at the time it was good solution and gave amount of
> detail that no one else had before.
>
>
> On Tue, May 27, 2014 at 1:30 PM, Nicolas Esposito <3dv...@gmail.com>wrote:
>
>> Email sent, waiting for an answer, I'll keep you guys updated
>>
>> Regarding Facerobot yes, its slow and there are some stupid issues which
>> cause so many problems that lots of people just can't stand it anymore
>> after a while...too bad that AD never improved the technology.
>>
>> Well, in Soft Gear is a pretty damn good alternative, too bad there's no
>> lipsync option for that, which comes handy
>>
>>
>> 2014-05-27 13:19 GMT+02:00 pedro santos :
>>
>> That said. We don't know the requirements of this one?
>>>
>>
>>
>


Re: OT: Neat Facial Rig for Max and Maya

2014-05-27 Thread Marco Peixoto
Facerobot IMO had a BIG issue... its DEAD SLOW and a black box on its
own... had to work with it once and I hope I never have to again...


On Tue, May 27, 2014 at 1:12 PM, Marco Peixoto  wrote:

> Theres also Advanced Skeleton (which is free) that comes with a facial
> Setup. Never used it:
>
> https://www.youtube.com/watch?v=DSaHO07FhJ4
>
>
> On Tue, May 27, 2014 at 11:39 AM, Nicolas Esposito <3dv...@gmail.com>wrote:
>
>> Yep, the normal map blending was done via the game export option and it
>> works pretty well and overall the facial setup I guess its kind of similar
>> ( poses, rig controls and so on... )
>> Also I experimented a bit with ICE and the blending of the normal maps is
>> quite straight forward to setup, too bad there is no DX11
>>
>> I notice that there is no really alternative ( unless you biuld your own
>> ) for a facial rig automatic system for Maya...except maybe for The Face
>> Machine, but I saw lots of people complaining about it...this could be a
>> good solution maybe
>>
>>
>> 2014-05-27 10:59 GMT+02:00 Mirko Jankovic :
>>
>> Facerobot was pretty near this years ago but ofc stopped developing and
>>> then died
>>> In any case looking good
>>>
>>>
>>> On Tue, May 27, 2014 at 10:56 AM, Nicolas Esposito <3dv...@gmail.com>wrote:
>>>
>>>> Hi guys,
>>>>
>>>> Tech demo for a new facial rig system for both Max and Maya by Snappers
>>>> system, those guys who last year showed their markerless mocap system...
>>>> This looks quite impressive, I'm waiting for a reply from them about
>>>> the setup and how everything works :)
>>>>
>>>> DX11 viewport also make it look stunning!
>>>>
>>>> Snappers Facial Rig <https://www.youtube.com/watch?v=8qeOFibRmoo>
>>>>
>>>
>>>
>>
>


Re: OT: Neat Facial Rig for Max and Maya

2014-05-27 Thread Marco Peixoto
Theres also Advanced Skeleton (which is free) that comes with a facial
Setup. Never used it:

https://www.youtube.com/watch?v=DSaHO07FhJ4


On Tue, May 27, 2014 at 11:39 AM, Nicolas Esposito <3dv...@gmail.com> wrote:

> Yep, the normal map blending was done via the game export option and it
> works pretty well and overall the facial setup I guess its kind of similar
> ( poses, rig controls and so on... )
> Also I experimented a bit with ICE and the blending of the normal maps is
> quite straight forward to setup, too bad there is no DX11
>
> I notice that there is no really alternative ( unless you biuld your own )
> for a facial rig automatic system for Maya...except maybe for The Face
> Machine, but I saw lots of people complaining about it...this could be a
> good solution maybe
>
>
> 2014-05-27 10:59 GMT+02:00 Mirko Jankovic :
>
> Facerobot was pretty near this years ago but ofc stopped developing and
>> then died
>> In any case looking good
>>
>>
>> On Tue, May 27, 2014 at 10:56 AM, Nicolas Esposito <3dv...@gmail.com>wrote:
>>
>>> Hi guys,
>>>
>>> Tech demo for a new facial rig system for both Max and Maya by Snappers
>>> system, those guys who last year showed their markerless mocap system...
>>> This looks quite impressive, I'm waiting for a reply from them about the
>>> setup and how everything works :)
>>>
>>> DX11 viewport also make it look stunning!
>>>
>>> Snappers Facial Rig 
>>>
>>
>>
>


Re: Maya strengts (anyone?)

2014-05-22 Thread Marco Peixoto
I find Maya to be more snapier to Character Animation than XSi, its Hard to
explain, but i prefer to Character Animate there than in Xsi, but only that
:)


On Thu, May 22, 2014 at 1:18 PM, Rob Chapman  wrote:

> Currently loading a 12.3gb scene...
> On 22 May 2014 12:12, "Sebastien Sterling" 
> wrote:
>
>> Could you say it is scalable? able to do games and films ? i agree that
>> from a TD perspective it seems ok, doesn't sweeten the pill for the end
>> user though.
>>
>> strengths, like it has more skinning algorithms then any other package:
>> Voxel, quaternion, heat... but then it also has weight painting so bad i
>> have never seen a TD ever use anything more then linear, or maybe
>> quaternion.
>>
>> Viewport 2.0 yea, that a legitimate better.
>>
>>
>>
>> On 22 May 2014 12:02, Mirko Jankovic  wrote:
>>
>>> Also you ahve to ask more precicely.
>>>
>>> Do you mean strengths from technical point as it seems that TD guys
>>> loves it, or from artist point as it seems there is big difference there.
>>>
>>>
>>> On Thu, May 22, 2014 at 12:59 PM, Leendert A. Hartog >> > wrote:
>>>
 So, absolutely no strengths? Market leader on marketing voodoo alone?
 Somehow I doubt that... ;)


 --

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


>>>
>>


Re: softimage to modo

2014-05-08 Thread Marco Peixoto
According to Brad on that first Modo for Softimage users webminar a month
or so ago, he specifically told that improving scene interaction was the
top priority for Modo 901, Modo is slow and they know it and they will be
adressing that... of course these means waiting another 18 months or so to
get a much needed boost in Speed (among stability etc).






On Thu, May 8, 2014 at 4:50 AM, Sergio Mucino wrote:

> No problem! Hopefully, this will be improved in the (near) future. Cheers!
>
>
> Sergio Muciño.
> Sent from my iPad.
>
> On May 7, 2014, at 10:40 PM, Gideon Klindt 
> wrote:
>
> Good to know on the weight painting Sergio, but too bad given that often
> you want to effect weights when a deformation is occurring on a joint.
> Still, it does work and brings back some speed so thank you very much for
> the tip!
>
>
> On Wed, May 7, 2014 at 5:38 PM, Sergio Mucino wrote:
>
>> In the meantime, disabling Live Deformers in the Weighting tools panel
>> should get weight painting to work in real time. The caveat of course is
>> that the weight changes are only reflected when the mouse button is
>> released.
>>
>>
>> Sergio Muciño.
>> Sent from my iPad.
>>
>> On May 7, 2014, at 6:57 PM, Gideon Klindt 
>> wrote:
>>
>> BTW- weight painting is known to be slow- but they are working on it
>> getting much faster. Just something you'll notice coming from SI with it's
>> awesome vector/weight painting tool set IMHO.
>>
>>
>> On Wed, May 7, 2014 at 3:56 PM, Gideon Klindt wrote:
>>
>>> Yes- make sure to check out the vids here as even some of the old ones
>>> have good tips. Kind of like the Vast training was for XSI (came in shoe
>>> box on disks):
>>>
>>> http://community.thefoundry.co.uk/tv/training/
>>>
>>> There is a searchable database version done by a user. Not sure how up
>>> to date it is but might help (along with his thread).
>>>
>>> http://eglomot.marc-albrecht.de/
>>>
>>> http://community.thefoundry.co.uk/discussion/topic.aspx?f=36&t=80320
>>>
>>> I recommend Richard Yot's first video as well. Some of the lighting tips
>>> are probably known to many, but he has several videos that go into some
>>> depth about sampling etc. in Modo fairly well:
>>>
>>> http://community.thefoundry.co.uk/store/rendering/interiors/
>>>
>>> The decoupled shading rate in MODO is actually a powerful feature in
>>> rendering if you know how to use it. Too many people turn first to AA and
>>> miss the point.
>>>
>>>
>>> On Tue, May 6, 2014 at 9:30 PM, activemotionpictu...@yahoo.com <
>>> activemotionpictu...@yahoo.com> wrote:
>>>
 I agree: you should start first with your mindset to: wrap head around
 concepts. Pivots and centers were kinda hard to digest (in xsi we just move
 center to vertices and voilá) but this jus an aspect to keep in mind...
 after a while of watching intro seminar to modo 701 and other 1hour videos,
 other references to the same tools will give you confidence. Then fire up
 the software and mingle around. Then texture, then light, then uvs, then
 materials, then render settings, then morphs, then weights, then particles,
 then hair, then constraints, then bones and binding, volume effects and
 then everything else..like drivers, channels, schematics and more cool in
 depth stuff...

 That's the order I've followed for the past 3 months.
 What really got me into modo is the community and the video stream
 presentations. I've thought: these guys are not talking like robots..they
 love what they do, just like us in softimage.

 But yes, living without a history stack makes your concious guilty
 sometimes. Hehheh.
 Cheers.
 David R.

 Enviado desde Yahoo Mail en Android

  --
 * From: * Steffen Dünner ;
 * To: * ;
 * Subject: * Re: softimage to modo
 * Sent: * Tue, May 6, 2014 3:52:58 PM

   Yes, we have. And we're digging it more and more each day. My hint
 would be: Watch tutorials first! Especially about the shader tree,
 decoupled shading, the principle of "items" and the way you can copy&paste
 polys, edges, vertices etc. in and out of them and the "tool pipeline"
 stuff. Don't open up Modo and start clicking around. You will likely be
 disturbed and disappointed, because many things work differently. But these
 are the things that will make you love Modo in a few days ;)

 Cheers
 Steffen


 2014-05-06 17:40 GMT+02:00 Francisco Criado :

> Hi guys,
>
> anyone already started using modo? first impressions or tips coming
> from soft? received our licenses today and soon starting to migrate...any
> tips from si users are more than welcome!
>
> F.
>
>



 --

 PGP-ID(RSA): 0xD6E0CE93

 Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93


>>>
>>>
>>> --
>>> Gideon D. Klindt
>>> gideonklindt.com
>>>
>>
>>
>>
>> --
>> Gideon D. Kli

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

2014-04-03 Thread Marco Peixoto
Interesting ;)


On Thu, Apr 3, 2014 at 9:36 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Yay :)
>
>
> On 3 April 2014 18:53, Jon Swindells  wrote:
>
>>  started early
>>
>> --
>>  Jon Swindells
>>  jon_swinde...@fastmail.fm
>>
>>
>>
>> On Thu, Apr 3, 2014, at 08:44 PM, Sebastien Sterling wrote:
>>
>> hit the link in advance, apparently you need to install a small ap called
>> GotoWebinar, it will take you through it
>>
>>
>> On 3 April 2014 18:25, Ognjen Vukovic  wrote:
>>
>>
>> ok, Thanks.
>>
>>
>>  On Thu, Apr 3, 2014 at 7:22 PM, Jon Swindells > > wrote:
>>
>>
>>  9pm kickoff (my time) so,  40 mins to go.
>>
>>
>> --
>>  Jon Swindells
>>  jon_swinde...@fastmail.fm
>>
>>
>>
>> On Thu, Apr 3, 2014, at 08:15 PM, Ognjen Vukovic wrote:
>>
>> I thought it was at 6 gmt, im in gmt+1 so shouldn't it be on by now?
>>
>>
>> On Thu, Apr 3, 2014 at 7:07 PM, Jon Swindells 
>> wrote:
>>
>>
>>  an hour to go yet surely ?
>>
>> --
>>  Jon Swindells
>>  jon_swinde...@fastmail.fm
>>
>>
>>
>> On Thu, Apr 3, 2014, at 08:05 PM, Ognjen Vukovic wrote:
>>
>> Waiting for users now i guess and for the organizers of course.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>


Re: Maya render region!

2014-03-20 Thread Marco Peixoto
Is this it:

http://www.tasaa.com/adnproducts.htm


Because if it is its not free... it cost 120 bucks


On Thu, Mar 20, 2014 at 8:26 AM, Tenshi S.  wrote:

> Another "feature" we've seen in the past, and guess what! it's in a
> product called Softimage, from Autode$k.
> Hope they don't buy that "feature".., damn duct-taped things..
>
>
> On Thu, Mar 20, 2014 at 12:56 AM, Octavian Ureche wrote:
>
>> This is definitely going to show up soon as a revolutionary new feature
>> in maya.
>> I'm betting someone is already making an offer.
>>
>> Btw, houdini also has had a render region for a while now, that kind of
>> works, when it does not offset itself for no apparent reason. But at least
>> it's in there.
>>
>>
>> On Thu, Mar 20, 2014 at 6:06 AM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Nice digging Raff, seems like the tip of the ICE berg. :)
>>>
>>>
>>> On 20 March 2014 02:26, Raffaele Fragapane 
>>> wrote:
>>>
 Should be noted I -REALLY- don't know for sure what I'm talking about
 here, I don't even know if the event tracker in Google refers to the patent
 office events after they are published or to some Google service itself.
 Don't throw parties yet or anything :p


 On Thu, Mar 20, 2014 at 1:24 PM, Raffaele Fragapane <
 raffsxsil...@googlemail.com> wrote:

> Apparently it first lapsed and then expired because it wasn't
> maintained, at least according to Google patents.
>
> http://www.google.com/patents/US6091422?dq=avid+technology+render#v=onepage&q&f=false
>
> I have to admit not being entirely sure of how Google patents works
> (if the feed is accurate), and whether it can be revived, but yeah, there
> you have it. Autodesk apparently doesn't pay its bills ;)
>
>
> On Thu, Mar 20, 2014 at 11:01 AM, Gustavo Eggert Boehs <
> gustav...@gmail.com> wrote:
>
>> thats great and all, but AD holds the patent for the renderregion
>> now, so unless it has expired this would be... illegal?
>>
>>


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

>>>
>>>
>>
>>
>> --
>> Octavian Ureche
>>  +40 732 774 313 (GMT+2)
>>  Animation & Visual Effects
>>   www.okto.ro
>>
>
>


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

2014-03-17 Thread Marco Peixoto
mpe...@gmail.com

:)


On Mon, Mar 17, 2014 at 8:17 PM, Daniel Kim  wrote:

> So, many people are adding their email for Modo here, and anyone know how
> to connect each other with those email?
> Is there going to be a mailing list like Softimage?
>
>
> ---
> Daniel Kim
> Animation Director & Professional 3D Generalist
> http://www.danielkim3d.com
> ---
>
>


Re: YOUR TOP 5

2014-03-13 Thread Marco Peixoto
Can I add a 6th one? :

Please "fix-recode-whatever" the Select Father and everything beneath it is
selected as well, if we hide the Father the entire Hierarchy get
Hidden...this is just INSANE and doesnt even make sense.

Also Having Groups and Shadow Icons in Maya would help a lot.

Ok its 8 but :)


On Thu, Mar 13, 2014 at 2:38 PM, Tim Crowson  wrote:

>  - ICE (all of it)
> - Operator stack (this NOT the same as construction history!)
> - Render passes/partitions... and their reliability!
> - The Tweak Tool and all its bells and whistles!
> - Workgroups
>
> Godspeed, Alastair!
>
> -Tim
>
>
> On 3/13/2014 4:54 AM, Alastair Hearsum wrote:
>
> Hello
>
> It seems as if I may have some contact with Autodesk shortly! I want to be
> armed with some points. What I'd like is your top 5 features that make
> Softimage great that we'd miss if we migrated to something else.
>
> Please don't give me more than 5 and please don't go on too long
> describing them (It takes a while to read all the posts).
>
> Thanks
>
> Alastair
>
> --
>  Alastair Hearsum
>  Head of 3d
> [image: GLASSWORKS]
>  33/34 Great Pulteney Street
> London
> W1F 9NP
> +44 (0)20 7434 1182
> glassworks.co.uk 
>  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
>  (Company registered in England with number 04759979. Registered office 25
> Harley Street, London, W1G 9BR. VAT registration number: 86729)
>  Please consider the environment before you print this email.
>  DISCLAIMER: This e-mail and attachments are strictly privileged, private
> and confidential and are intended solely for the stated recipient(s). Any
> views or opinions presented are solely those of the author and do not
> necessarily represent those of the Company. If you are not the intended
> recipient, be advised that you have received this e-mail in error and that
> any use, dissemination, forwarding, printing, or copying of this e-mail is
> strictly prohibited. If this transmission is received in error please
> kindly return it to the sender and delete this message from your system.
>
>
> --
>
>
>
>
>


Re: YOUR TOP 5

2014-03-13 Thread Marco Peixoto
1- Operator Stack (Modeling, Shape Modeling Animation, Secondary Shape
Modeling)

2 - GATOR, Ultimapper, Motor

3- World/Local Coordinates always available

4- Shape Manager

5- Constraints/Parent Compensation and Neutral Pose info


On Thu, Mar 13, 2014 at 11:53 AM, Eugen Sares  wrote:

>  1 - UI: clean, UNCLUTTERED, TEXT-BASED (I just hate gaudy, kitchy
> icons!), intuitive, consistent. Multi-PPGs, supra/sticky keys, all the
> small goodies (MMB etc), ...
> 2 - scene interaction: almost no viewport clutter, clean snapping, perfect
> working pivot, perfect selection engine, ...
> 3 - modeling tools that simply work the way you would expect, clean and
> logic subdivision surfaces
> 4 - operator stack / non-linear workflow
> 5 - render passes
> ...
> (I leave ICE out here, because it's just obvious, and who knows what
> Bifröst is going to be)
>
>
>
> --
>
>
> Diese E-Mail ist frei von Viren und Malware, denn der avast! 
> AntivirusSchutz ist aktiv.
>
>


Re: Export rigs from Softimage to Maya

2014-03-11 Thread Marco Peixoto
Im testing Advanced Skeleton (
http://www.animationstudios.com.au/advancedskeleton ) and im really liking
all the streamline workflow of building it, they even have a NICE feature
of auto weights on simple boxes than can later be transferred into the main
geometry for fine tuning, at first look it seems to do a really nice head
start job, a lot better than XSi default weights trust me.

Its seems to be free for independents and very small shops (Indie like) but
its expensive for "serious" shops, check that out.

Of course then comes the part of Corrective Shapes and.. man.. Maya is so
behind what we are used to it :(


On Tue, Mar 11, 2014 at 12:46 PM, Nicolas Esposito <3dv...@gmail.com> wrote:

> Based on the Species mailinglist they're discussion about porting Species
> to other platforms, Fabric Engine included.
> I won't be done tomorrow, but Eric and Chris are very talented guys, so I
> trust that they'll come up with a solution that would suit everyone :-)
>
>
> 2014-03-11 13:17 GMT+01:00 Matt Morris :
>
> I'd love to see it ported to fabric, and available for soft or maya :)
>>
>>
>> On 11 March 2014 12:10, Emilio Hernandez  wrote:
>>
>>> Exactly...  Damn!
>>>
>>> I thought I saw Eric posting about they are porting Species to Maya.
>>> But don't know if portability from rigs in Softimage will be available to
>>> open in Maya.
>>>
>>> Perhpas Eric can enlighten us in this subject.
>>>
>>> ---
>>> Emilio Hernández   VFX & 3D animation.
>>>
>>>
>>> 2014-03-11 5:47 GMT-06:00 Nicolas Esposito <3dv...@gmail.com>:
>>>
>>> Damn it, I thought about being complicated, but doing everything inside
 Maya right now would be counterproductive, since Species saved me lot of
 time.
 So...doing thing in Maya would be 4-6 more time consumingthat is
 just great...I know that there are rigging tools for Maya as welllbut
 DAMN!

 Thanks for the answer Emilio ;)


 2014-03-11 12:06 GMT+01:00 Emilio Hernandez :

  The only thing that actually has worked for me exporting rigs from
>> Softimage to Maya is the skeleton, envelope (don't expect all the 
>> weighting
>> to be accurate), and constrains, and expressions.  Everything else in my
>> experiencie like shapes needs to be redone in Maya.
>>
>
> And believe me is hell.  The best you can do is rig the full thing in
> Maya...  And it is not quite a great experience..  Specially with the
> shapes.
>
> If you have any issues in your adventure, I will gladly tell you where
> are the pitfalls.  But be prepared to spend 4-6 more time to get the job
> done.
>
>
> ---
> Emilio Hernández   VFX & 3D animation.
>
>
>

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


Re: Copy keys on timeline question

2014-03-03 Thread Marco Peixoto
Yeah Apply Action only Apply the Pose you saved earlier, you don't even
need to select the key, just have the timeslider on the key you want.

Be sure when saving the Pose that you are ONLY saving a single frame and
not entire animation.


On Mon, Mar 3, 2014 at 3:33 PM, Oscar Juarez wrote:

> Paste Action will paste animation on the selected range and will leave the
> rest as it was, just be sure to put the correct range with the correct
> duration if not you will get stretched animation.
>
>
> On Mon, Mar 3, 2014 at 4:30 PM, Siew Yi Liang  wrote:
>
>>  http://www.ethivierge.com/page/plug-ins/animstore-cat/
>>
>> Maybe that will help...?
>>
>> However, I'm not sure I understand. Could you not just use the dope sheet
>> to accomplish this, assuming your rig is the same?
>>
>> 1. Import fresh rig!
>> 2. Apply new poses that you want to put on old rig.
>> 3. Dope sheet, make region, copy keys that you want to paste on old rig.
>> 4. Select old rig, make region in location that you want to overwrite (or
>> select blank region), paste keys.
>> 5. Done (I think?)
>>
>> Yours sincerely,
>> Siew Yi Liang
>>
>> On 3/3/2014 7:12 AM, Szabolcs Matefy wrote:
>>
>>  Unfortunately Apply overwrites the existing animation on the timeline
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [
>> mailto:softimage-boun...@listproc.autodesk.com]
>> *On Behalf Of *Will Sharkey
>> *Sent:* Monday, March 03, 2014 2:40 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Copy keys on timeline question
>>
>>
>>
>> Store the pose in either a library or on a model and then apply it.
>>
>>
>>
>> -select controllers and Click on Actions > store > transformations
>> current values (pose).
>>
>> -either save it on the sever or in a model.
>>
>> -then select the pose in a scene browser:  Apply > Paste action.
>>
>>
>>
>> On Mon, Mar 3, 2014 at 1:25 PM, Szabolcs Matefy 
>> wrote:
>>
>> Because the thing is that, we have plenty of animations. Some clever guy
>> decided that the idle pose has to be slightly different. Now, our animator
>> has go through the animation and fix the first frame. The easiest and logic
>> way should be, copy frame, apply old anim, past new frame, amen.
>>
>>
>>
>> Unfortunately it looks like that when animations is removed, the
>> clipboard is emptied. shit
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Artur Wozniak
>> *Sent:* Monday, March 03, 2014 2:22 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Copy keys on timeline question
>>
>>
>>
>> why don't you just ctrl+drag on the dope sheet? Then delet what you don't
>> need.
>>
>>
>>
>> Artur
>>
>>
>>
>> -- Wiadomość oryginalna --
>>
>> Od: "Szabolcs Matefy" 
>>
>> Do: "softimage@listproc.autodesk.com" 
>>
>> Wysłano: 2014-03-03 14:19:04
>>
>> Temat: Copy keys on timeline question
>>
>>
>>
>> Hey guys
>>
>>
>>
>> I want to copy poses between animations. However, when I copy keys on the
>> timeline, remove the animation, and I want to past the copied keys, paste
>> becomes greyed out…WTH???
>>
>> ___
>> This message contains confidential information and is intended only for
>> the individual named. If you are not the named addressee you should not
>> disseminate, distribute or copy this e-mail. Please notify the sender
>> immediately by e-mail if you have received this e-mail by mistake and
>> delete this e-mail from your system. E-mail transmission cannot be
>> guaranteed to be secure or error-free as information could be intercepted,
>> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
>> 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
>> Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
>> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>>
>>
>>
>>
>>
>


Re: Best online resources to help with a Maya migration.

2014-02-28 Thread Marco Peixoto
Studio I was before we were told that the Programmers had are already
started to code an only Animation Program, since vast majority of the
studio only used Maya for Animation and it was in reality a waste of money
to support Maya for everything when 70-80% of us only Animate on it. We
were asked to give all feature requests when asked.But these things can
take years and years.

At the time I thought, if theres already a Free Blender that anyone can use
and change why not custom tailor it for only Animation? I mean the bulk of
the stuff could be done in Maya (Rigging, Skinning etc) and the Animator
would only had to deal with Animating on it. Blender being open source Im
sure its possible to go deep and change it to become more "familiar" to us
used to Commercial software.

Im not a programer so I dont know if im saying the most stupidt hing in the
world, if someone care to enlighten about changing Blender  please do :)


On Fri, Feb 28, 2014 at 2:43 PM, Max Evgrafov  wrote:

> I hope in the future there appear an alternative to Maya to animate. I
> hope sideFX  will entice   many users  from Autodesk for the production of
> special effects. avtodesk is evil
>
>
>
> 2014-02-28 18:19 GMT+04:00 Marco Peixoto :
>
> Actually you can use Math Operation on the value Boxes (in the Graph
>> Editor), not so straight forward as in XSi but you can. For example if you
>> need to multiply a value by 10 its like this: *=10. If needed to Add its
>> +=10
>>
>> But yes for someone coming from XSI Maya will make you grabbing you hair
>> various times a day ;)
>>
>> Constraining makes you select first the Constraint to Object and then the
>> Constrained One. If you want to Constraint A to B first select A then B and
>> hit Constraint.
>>
>> The Outliner is a piece of shit compared to XSI Explorer, its basic to
>> say the least and selecting a father will highlight all of its children, so
>> you never know what is selected at first sight, although in 2014 there's an
>> Option to don't Highlight the Children. Hiding the father will hide the
>> Children though... yeah retarded and I wonder why no one ever complained
>> about this during all these years...
>>
>> Locators (Nulls) only have one shape, the regular cross shape. Some one
>> coded a Maya Locators Shapes like the one in XSI, You can see it in action
>> here (he made a tut so we can even make or owns):
>>
>> https://www.youtube.com/watch?v=t4qajUax-vg
>>
>> His site:
>>
>> https://sites.google.com/site/resumedanielbelair/tutorials/maya
>>
>> Botom end of that page there are links to download the script (press the
>> arrow on the lower right corner)
>>
>> He also uses XSI ;)
>>
>> So far I only have to use Maya as a only Character Animator so Im not in
>> going crazy so much, but and to be honest I kinda prefer Character
>> Animation in Maya than in XSi, I don't how to explain it, there's a certain
>> feeling in Maya that things feel "nice" and responsive. For instance not
>> having to press any F key to use the virtual Sliders, make a Constraint and
>> the Constrain Weight get automatically added to the Channel Box so I can
>> see it right away instead of having to open a PPG.
>>
>> A Constrained Object gets a different color on the value boxes so I know
>> right away it is Constrained to something, but knowing to which object is
>> it Constrained to its not as easy as in Xsi... and a Pain to find...
>>
>> Match All Transforms is something Maya doesn't have by default, what I
>> did was to make a Parent Constraint and then removing the Constraint...
>>
>> My last gig I had sometimes in various shoots to Constrain objects to
>> several other objects, for instance I had to constrain a shampoo Bottle to
>> first the Right Hand, then passes to the Left hand, then to the Chest and
>> then passes to another characters Hands. So 4 Constraints to deal with...
>> in Maya I simply saw them on the channel Box of the Bottle and just Key
>> them all at once when needed, 1 for 0 for the others etc etc.. at the time
>> I was thinking in Xsi this would make me to have open 4 PPGS all the time,
>> cluttering my space and probably confusing me since we cant even rename
>> Constraints Asking for this feature to be right on the Rig was a No No,
>> as Animators we are give then rigs already in the scene an then all the
>> constraining between objects its done by us as needed, we cant ask this to
>> the Riggers.
>>
>> Another Maya beef I had.. the Fractionals Keys... if you by accident make
>> one, there's no way to force Maya to don

Re: Best online resources to help with a Maya migration.

2014-02-28 Thread Marco Peixoto
Actually you can use Math Operation on the value Boxes (in the Graph
Editor), not so straight forward as in XSi but you can. For example if you
need to multiply a value by 10 its like this: *=10. If needed to Add its
+=10

But yes for someone coming from XSI Maya will make you grabbing you hair
various times a day ;)

Constraining makes you select first the Constraint to Object and then the
Constrained One. If you want to Constraint A to B first select A then B and
hit Constraint.

The Outliner is a piece of shit compared to XSI Explorer, its basic to say
the least and selecting a father will highlight all of its children, so you
never know what is selected at first sight, although in 2014 there's an
Option to don't Highlight the Children. Hiding the father will hide the
Children though... yeah retarded and I wonder why no one ever complained
about this during all these years...

Locators (Nulls) only have one shape, the regular cross shape. Some one
coded a Maya Locators Shapes like the one in XSI, You can see it in action
here (he made a tut so we can even make or owns):

https://www.youtube.com/watch?v=t4qajUax-vg

His site:

https://sites.google.com/site/resumedanielbelair/tutorials/maya

Botom end of that page there are links to download the script (press the
arrow on the lower right corner)

He also uses XSI ;)

So far I only have to use Maya as a only Character Animator so Im not in
going crazy so much, but and to be honest I kinda prefer Character
Animation in Maya than in XSi, I don't how to explain it, there's a certain
feeling in Maya that things feel "nice" and responsive. For instance not
having to press any F key to use the virtual Sliders, make a Constraint and
the Constrain Weight get automatically added to the Channel Box so I can
see it right away instead of having to open a PPG.

A Constrained Object gets a different color on the value boxes so I know
right away it is Constrained to something, but knowing to which object is
it Constrained to its not as easy as in Xsi... and a Pain to find...

Match All Transforms is something Maya doesn't have by default, what I did
was to make a Parent Constraint and then removing the Constraint...

My last gig I had sometimes in various shoots to Constrain objects to
several other objects, for instance I had to constrain a shampoo Bottle to
first the Right Hand, then passes to the Left hand, then to the Chest and
then passes to another characters Hands. So 4 Constraints to deal with...
in Maya I simply saw them on the channel Box of the Bottle and just Key
them all at once when needed, 1 for 0 for the others etc etc.. at the time
I was thinking in Xsi this would make me to have open 4 PPGS all the time,
cluttering my space and probably confusing me since we cant even rename
Constraints Asking for this feature to be right on the Rig was a No No,
as Animators we are give then rigs already in the scene an then all the
constraining between objects its done by us as needed, we cant ask this to
the Riggers.

Another Maya beef I had.. the Fractionals Keys... if you by accident make
one, there's no way to force Maya to don't use them, if we got one we need
to select it and then tell Maya to move it to an Integer, now imagine
getting a retake on someone else animation where the Animator decided to
shrink all the keys so everything is on Fractional s... argh!
Usually when moving Keys on the timeline after the moving we select the
Keys hit the Snap. Bythe way the Righ Click Menu on the timeline has more
options that the Xsi one.

Fortunately (and Unfortunately) Maya has bazillions of Scripts to aid us,
specially for Animation, Ill name those I used more regularly in case
someone needs them:

-TweenMachine (I guess any Animator knows about this one, it exists a
version for Xsi as well)

-Parenting4Animators (I used it when I simply need an on off parenting
relation with a Grab and Let go, It showsn on wich key the Constraint
starts and when it stops, you can change the atwhat time this happens later
on as well, I think  there's a similar script for Xsi)

-RotationOrders (Life saver, sometimes we forget to adjust the correct
rotation order for a specific shoot and later realized that it should ha
been YXZ instead of ZYX, with this I can change it on the fly and it
preserves all the animation like it was..Oh Yeahhh )

-PAIE (a Export Import Animation in Python, I Hated the old DKANim script)

-ColorKeys (yes now we can have multiple colors on the timeline so we can
know right away which are the Golden, Breakdowns and InBetween Poses,
instead of all the keys be the same colors, I asked this for years in
Softimage, seems I was the only one, Maya has a default similar thing, its
the specially Thick Key but we can only choose 2 colors)

A Change it will be a long and painful ride, specially because I usually
also Rig and Model in Xsi... but what are real alternatives are there for
character work? From what I saw and read about Houdini... its over

Re: Envelopes, Weights, Deformers and setting them up.

2014-01-21 Thread Marco Peixoto
Interesting, tks for sharing Pedro


On Tue, Jan 21, 2014 at 12:06 AM, pedro santos  wrote:

> This was the solution I came up with. Still refining it to have more
> options per null but already using it in production.
>
> Cheers
>
> https://vimeo.com/84025815
>
>
> On Mon, Jan 6, 2014 at 10:15 PM, Manny Papamanos <
> manny.papama...@autodesk.com> wrote:
>
>> Perhaps deform by volume?
>> This doesn't deal with weight though but can be flexible since you can
>> interactively mod the radius on the volume deformers.
>>
>>
>> Manny Papamanos
>> Product Support Specialist
>> Americas Frontline Technical Support
>>
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of pedro santos
>> Sent: Monday, January 06, 2014 4:45 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Envelopes, Weights, Deformers and setting them up.
>>
>> Hi
>> We use Species here for ease and speed. So the head and jaw have their
>> deformers, and the facial expressions are done through Shapes on a FaceRig
>> panel. For some time now the animator wants some additional Facial controls
>> so he isn't restricted by the range of the shapes. And he wants something
>> that does not turn into a cumbersome task given the revisions/iterations
>> over an asset. I'm fairly new to Softimage and these were the approaches I
>> went about:
>>
>>
>> Doritos
>> I had it setup, just one thing that is dragging the process; Envelopes
>> are generated by distance but there's always normalization. So if I want
>> them to just have a straight spherical falloff into black I can't. Or even
>> to falloff into another dummy null weight, I can't. So I had to paint,
>> around the ears, on the top of the head and sides, neck, etc. I was trying
>> to minimize paitings so iterations on a model's rig can be faster.
>> I could put an inplicit per Derformer set on Bounding Volume > Limit. But
>> it's an abrupt cut off.
>>
>>
>> Deform by Spine
>> Creates the falloff I want from the curve. I like the "drawn"
>> deformations it does on mouth and eyes. I do an operator per curve, since
>> the combined weights of several curves seems wonky. The downside seems to
>> be that I can't transfer them with GATOR. How would you come about to
>> transfer Deform by Spine between objects to save time?
>>
>>
>> General Concerns.
>> I come from Lightwave and Envelopes to me seem to be like a box of
>> weights that are usually normalized. I see that deformers like Cage, Spine
>> also generate such box of weights, but they don't seem to be handled as
>> envelopes.
>> How flexible and manipulated can be weights and the underlying
>> connections of Softimage between the mesh object, the weight, the control
>> null and the deforming operator?? Seems to me that such weights don't exist
>> without the deformers.
>>
>>
>> This Image<
>> https://dl.dropboxusercontent.com/u/143766132/Forums/SI-Community/WeightMapsDeform.png>
>> illustrates what I'me trying to do.
>>
>> Cheers
>> probiner
>>
>
>
>
> --
> [img]http://i153.photobucket.com/albums/s202/animatics/avatar_1.gif[/img]
>


Re: Yeti for Softimage

2013-05-09 Thread Marco Peixoto
Exact same as Sebastien.

Downloaded Dependency Walker and found some missing dlls that i already
downloaded but the SICPPSDK.DLL I cant find anywhere

W7 x64 Soft2013 SP1


On Thu, May 9, 2013 at 4:20 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> i seem to be getting the same error as some people on the si community:
> ERROR  object expected line 1 ... i do infact have the latest version of MS
> visual C++ 2010 redis...x64.  the plugin also comes up with a little red
> triangle in the list :- (
>
>
> On 9 May 2013 14:21, Ahmidou Lyazidi  wrote:
>
>> Hi Steven, it's still very wip, I'll release the sources as soon as I'll
>> have cleaned the code
>> I also want to merge it with yours.
>>
>> By the way, it's updated :)
>>
>> http://www.si-community.com/community/viewtopic.php?f=13&t=1735&p=12643#p12643
>>
>> Cheers
>> A.
>>
>> ---
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>>
>>
>> 2013/5/9 Steven Caron 
>>
>>> @ahmidou
>>>
>>> if you don't have plans to market/sell it, maybe share the code?
>>>
>>>
>>> On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi 
>>> wrote:
>>>
 Hi Sebastien,
 There is a 64bit version in the archive, and you can smooth/relax by
 choosing the option in the RMB menu.
 By the way I have an updated version at home with the undo working,
 I'll post it tonight

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos


 2013/5/9 Sebastien Sterling 

> I'm not a coder unfortunately, :- ( but yes I'd definitely buy a
> finished version with relax and symmetry, I have stated as much on 
> previous
> threads. (i don't know much about development costs)
>
>
>
> On 9 May 2013 02:09, Steven Caron  wrote:
>
>> no, the first post shows he updated it.
>>
>> ya, no relax... maybe ask him for the source code so you can make the
>> changes? or offer to pay him?
>>
>> s
>>
>>
>> On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Yes i have seen this before, however it is only for 32 bit ? i still
>>> think it is impressive, but it doesn't have the most important tool the
>>> relax tool, the one tool that would complete mudbox... so they horde it 
>>> as
>>> a maya exclusive...
>>>
>>>
>>> On 9 May 2013 01:07, Steven Caron  wrote:
>>>
 for the time being...

 LivePaint - Ahmidou
 http://www.si-community.com/community/viewtopic.php?t=1735



 On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling <
 sebastien.sterl...@gmail.com> wrote:

> yes building ice in maya does sound excessively enterprising,
> which is why i asked if it would be doable as supposed to viable. i'm 
> much
> more interested in a simple artisan tool counterpart for softimage
>  there would be a nice place for it, right on the shelf beneath
> the weight painting tooles :P
>
>
> On 8 May 2013 23:58, Alan Fregtman wrote:
>
>> Code in html? They don't do the browser plugin anymore.
>>
>> You're right about the other things as far as I know though.
>> Write a tool in Fabric and it's usable from Maya and Softimage. 
>> Their hair
>> system example is essentially an example of that. Their viewport
>> integration seems to be cross-platform.
>>
>> They have painting samples already, and a brush API, so it's not
>> so far fetched to make an artisan tools clone if you were so 
>> inclined, and
>> can code.
>>
>> An ICE clone? That's harder. :p
>>
>>
>>
>> On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Apologies for resurrecting this topic, only i was chatting to
>>> our character fx supervisor about Fabric, and it got me thinking, 
>>> would it
>>> be possible to create something like ice in fabric engine, but for 
>>> maya? i
>>> mean possible, not viable, i don't want to see ice in maya, i was 
>>> just
>>> wondering what are the limits, it sounds like an sdk away from 
>>> home, could
>>> one make deformers operators, could you make a version of artisan 
>>> sculpt
>>> tools for softimage with deformers linked to brushes ? would it all 
>>> have to
>>> happen in a second interface, or is there a way of integrating it
>>> seamlessly with what is already there in maya and softimages UI, 
>>> also i was
>>> told that you can code in html and the KL core does the heav

Re: Modo's Deformation (Weight Containers)

2013-04-13 Thread Marco Peixoto
h as
compensation, would require a custom envelope operator
or ICE.
 
Matt
 
 
 
 

  
  From:
softimage-boun...@listproc.autodesk.com
[softimage-boun...@listproc.autodesk.com]
On Behalf Of Steven Caron [car...@gmail.com]
Sent: Friday, April 12, 2013 6:53 PM
To: softimage@listproc.autodesk.com
Subject: Re: Modo's Deformation (Weight
Containers)
  


  i want to watch it, but the speed is
killing me... anyone care to summarize the feature(s)?
  


  

  
    

  


  Marco Peixoto

  Friday,
  April 12, 2013 5:37 PM
  


  
  This seems really interesting and a new way of dealing with Envelope
Weights:


http://vimeo.com/63720234
   
  


  



Modo's Deformation (Weight Containers)

2013-04-12 Thread Marco Peixoto
This seems really interesting and a new way of dealing with Envelope 
Weights:



http://vimeo.com/63720234


2014 New feature list... minor corrections list... you decide

2013-03-14 Thread Marco Peixoto
http://www.si-community.com/community/viewtopic.php?f=4&t=3492


Link got deleted by AD request but in one of the posts there's a link to
some wiki history

For one I cant believe this is all 2014 will get new... but on the other
hand


Re: copy transform value

2013-03-08 Thread Marco Peixoto
Yap... learned that the hard way having to get rid of them and redoing 
the chains...




On 08-03-2013 22:00, Adam Sale wrote:
Implicit bones still don't allow you to symmetry weights either, using 
the built in tools.

Adam






Re: Interest/Opinions on a (possible) rigging workshop

2013-02-27 Thread Marco Peixoto
Interested :)


Re: Render Tree: Transfer Modes unpredictable

2013-02-01 Thread Marco Peixoto
Try the AON Mixer:


http://www.si-community.com/community/viewtopic.php?f=13&t=390


Re: The Elder Scrolls Online

2013-01-23 Thread Marco Peixoto
Stunning work guys, really stunning.

On Wed, Jan 23, 2013 at 10:38 AM, Stefan Andersson wrote:

> it's crazy good. Well done guys!!
>
> /stefan
>
>
>
>
> On Tue, Jan 22, 2013 at 7:13 PM, Marc-Andre Carbonneau <
> marc-andre.carbonn...@ubisoft.com> wrote:
>
>> Softimage + Arnold!!!
>>
>>
>>
>> https://www.youtube.com/watch?v=0jNT5cMwxw0&feature=youtu.be
>>
>>
>>
>> Just kidding, it’s Blur. ;)
>>
>
>
>
> --
> *Stefan Andersson | Digital Janitor*
> blog  | showreel|
> twitter  | 
> LinkedIn| cell:
> +46-73-6268850 | skype:sanders3d
>
>
>


Re: Broken spine with new scene

2012-10-03 Thread Marco Peixoto
If you create the Tain inside a Model you can then export it and re-import
it into another model, everything works.. Haven t used the XSI Tail since
ages but that was the workflow

On Wed, Oct 3, 2012 at 12:50 AM, Ahmidou Lyazidi wrote:

> The tail have a very particular problem, on each tail objects there is a
> hidden evolve op (the same that is on simulated ice trees), connected with
> the cache clip in the mixer. Moving the tail to a model doesn't move the
> mixer cache, so you have to copy and reconnect it by hand.
> Anyway, what do you mean by it's broken? It could be many things.
>
> Cheers
> A.
>
>
>


Re: Friday Flashback

2012-08-31 Thread Marco Peixoto
Not only Stephan, but Guillaume Laforge was also one of the 7%...


Re: mail...

2012-05-29 Thread Marco Peixoto
test test