Re: Solutions for running softimage on a MAC Station?
I use VMWare Fusion for this. Works perfectly. Can't tell the difference between the VM or bootcamp. Funny that pretty much the fastest box I've run Softimage on is a Macbook Pro via a VM. Seems more stable than Linux as well. (runs for cover) On 22 January 2014 08:14, Angus Davidson angus.david...@wits.ac.za wrote: Hi Jordi Will definitely need to test this myself. Which version are you using? 8 or 9 ? We have an intro to 3D course (modelling , texturing, simple animation with a pre defined rig) which I was going to boot camp for. This may be an easier solution. -- *From:* Jordi Bares [jordiba...@gmail.com] *Sent:* 21 January 2014 10:20 PM *To:* David Rivera; softimage@listproc.autodesk.com *Subject:* Re: Solutions for running softimage on a MAC Station? It worked for me perfectly using Parallels, speed wise is perfect but there is one thing to take in account, you need more memory as you are holding both operating systems plus the software, render data, etc… And two, you are sharing the memory card of your graphics card (you can fine-tune this) but I felt this was the key limiting factor for me, big big scenes overflow the 2Gb Graphcs card I have… :-P Other than that it is actually extremely fun to virtualise Softimage, you can share data between systems, your devices (usb keys for example) are going to be piped wherever you want… etc… truly amazing. And also you can make your mac video capture record your Softimage session and still the machine works perfectly so there is a lot of power under the bonet. So, my conclusion is that if you are going to do power user work it is better to bootcamp as a solution, if you are doing production work but does not require massive amount of graphics card memory you are better of with Parallels. hope that helps. Jordi Bares jordiba...@gmail.com On 21 Jan 2014, at 18:40, David Rivera activemotionpictu...@yahoo.com wrote: Hi list, I talked to an IT guy the other day. He says that the MAC/WIN problem with softimage could be solved by virtualizing the MAC so Softimage can run in it. So I suggested that virtualization probably won´t take full advantage of the graphics card (as it is only an emulator of a safe display for windows in any case). So we agreed on making heavy-test-renders to see that point happen. In any case, are there any other solutions to installing Softimage into Mac stations? I´ve been googling and found no good - liable results. If anyone on the list with experience on network rendering / installing shares his/her experience on a softimage environment on MAC, would be greatly appreaciated. Thanks. Cheers. David. 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: Remember location in Anim Editor per curve.
Would speed up my workflow quite a bit. I'd love to see undo's per channel as well. 'Buffer Curves' is s 2002. Let's get a history of undo's per channel sorted, you know it makes sense. On 21 January 2014 22:16, Toonafish ron...@toonafish.nl wrote: That would be a great feature ! - Ronald On 1/21/2014 03:49, Simon Pickard wrote: If I'm editing say an rotx curve of an object / joint, whatever, I want Soft to remember the framing in the curve editor when I click on a different channel, say roty. If I then click back on rotx it should return to the framing I was last at. A large part of my time is spent flipping between these different curves, would be nice it if remembered where I was. On 21 January 2014 10:41, Raffaele Fragapane raffsxsil...@googlemail.comwrote: I think he means an auto-memo-cam kind of thing dependant on selection. I don't think it's quite possible to make it unambiguous given that it'd probably be a considerable amount of additional data, and that you can mix and match curves into conflicting views. Maya does something like that if I remember right, but Maya's is both a singleton view and has severely limited context capabilities, with the upshot it tends to get less tangled and not as over-optioned as Soft's FCeditor. On Tue, Jan 21, 2014 at 9:28 AM, Eric Thivierge ethivie...@hybride.comwrote: So you want it to remember that for rotx on object1 you were around frame 50 at value 12. Then when you click posy on object58 you want it to remember you were at frame 5,000 at value 0.25? Eric T. On Monday, January 20, 2014 5:22:25 PM, Simon Pickard wrote: Guess not then.. If anyone's listening out there.. I know this isn't an ICE request, so will probabbly go to the bottom of the list, but it would be a great feature to have for us animators. On 18 January 2014 16:52, Simon Pickard m...@simonpickard.com mailto:m...@simonpickard.com wrote: Hello all, Hopefully I'm mssing something silly (quite possible) but Is there a way to tell Softimage Xsi to remember where is was framed in the anim editor as you work per curve? It's a good workout having to pan and zoom each time I go from a PosY to a RotX, and I'll miss it for sure, but if there's some setting that'll made Softimage a little more 'smart' when it comes to working in the anim editor (so it remembers where it was per curve) before my hand falls off I'd love to hear about it. Regards, Simon -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: Remember location in Anim Editor per curve.
So are your rigs. On 22 January 2014 17:04, Raffaele Fragapane raffsxsil...@googlemail.comwrote: Don't worry, you'll be replaced with a Kinect 2 soon enough, keyframes are so 2002 :p On Wed, Jan 22, 2014 at 3:42 PM, Simon Pickard m...@simonpickard.comwrote: Would speed up my workflow quite a bit. I'd love to see undo's per channel as well. 'Buffer Curves' is s 2002. Let's get a history of undo's per channel sorted, you know it makes sense. On 21 January 2014 22:16, Toonafish ron...@toonafish.nl wrote: That would be a great feature ! - Ronald On 1/21/2014 03:49, Simon Pickard wrote: If I'm editing say an rotx curve of an object / joint, whatever, I want Soft to remember the framing in the curve editor when I click on a different channel, say roty. If I then click back on rotx it should return to the framing I was last at. A large part of my time is spent flipping between these different curves, would be nice it if remembered where I was. On 21 January 2014 10:41, Raffaele Fragapane raffsxsil...@googlemail.com wrote: I think he means an auto-memo-cam kind of thing dependant on selection. I don't think it's quite possible to make it unambiguous given that it'd probably be a considerable amount of additional data, and that you can mix and match curves into conflicting views. Maya does something like that if I remember right, but Maya's is both a singleton view and has severely limited context capabilities, with the upshot it tends to get less tangled and not as over-optioned as Soft's FCeditor. On Tue, Jan 21, 2014 at 9:28 AM, Eric Thivierge ethivie...@hybride.com wrote: So you want it to remember that for rotx on object1 you were around frame 50 at value 12. Then when you click posy on object58 you want it to remember you were at frame 5,000 at value 0.25? Eric T. On Monday, January 20, 2014 5:22:25 PM, Simon Pickard wrote: Guess not then.. If anyone's listening out there.. I know this isn't an ICE request, so will probabbly go to the bottom of the list, but it would be a great feature to have for us animators. On 18 January 2014 16:52, Simon Pickard m...@simonpickard.com mailto:m...@simonpickard.com wrote: Hello all, Hopefully I'm mssing something silly (quite possible) but Is there a way to tell Softimage Xsi to remember where is was framed in the anim editor as you work per curve? It's a good workout having to pan and zoom each time I go from a PosY to a RotX, and I'll miss it for sure, but if there's some setting that'll made Softimage a little more 'smart' when it comes to working in the anim editor (so it remembers where it was per curve) before my hand falls off I'd love to hear about it. Regards, Simon -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: Remember location in Anim Editor per curve.
Guess not then.. If anyone's listening out there.. I know this isn't an ICE request, so will probabbly go to the bottom of the list, but it would be a great feature to have for us animators. On 18 January 2014 16:52, Simon Pickard m...@simonpickard.com wrote: Hello all, Hopefully I'm mssing something silly (quite possible) but Is there a way to tell Softimage Xsi to remember where is was framed in the anim editor as you work per curve? It's a good workout having to pan and zoom each time I go from a PosY to a RotX, and I'll miss it for sure, but if there's some setting that'll made Softimage a little more 'smart' when it comes to working in the anim editor (so it remembers where it was per curve) before my hand falls off I'd love to hear about it. Regards, Simon
Re: Remember location in Anim Editor per curve.
If I'm editing say an rotx curve of an object / joint, whatever, I want Soft to remember the framing in the curve editor when I click on a different channel, say roty. If I then click back on rotx it should return to the framing I was last at. A large part of my time is spent flipping between these different curves, would be nice it if remembered where I was. On 21 January 2014 10:41, Raffaele Fragapane raffsxsil...@googlemail.comwrote: I think he means an auto-memo-cam kind of thing dependant on selection. I don't think it's quite possible to make it unambiguous given that it'd probably be a considerable amount of additional data, and that you can mix and match curves into conflicting views. Maya does something like that if I remember right, but Maya's is both a singleton view and has severely limited context capabilities, with the upshot it tends to get less tangled and not as over-optioned as Soft's FCeditor. On Tue, Jan 21, 2014 at 9:28 AM, Eric Thivierge ethivie...@hybride.comwrote: So you want it to remember that for rotx on object1 you were around frame 50 at value 12. Then when you click posy on object58 you want it to remember you were at frame 5,000 at value 0.25? Eric T. On Monday, January 20, 2014 5:22:25 PM, Simon Pickard wrote: Guess not then.. If anyone's listening out there.. I know this isn't an ICE request, so will probabbly go to the bottom of the list, but it would be a great feature to have for us animators. On 18 January 2014 16:52, Simon Pickard m...@simonpickard.com mailto:m...@simonpickard.com wrote: Hello all, Hopefully I'm mssing something silly (quite possible) but Is there a way to tell Softimage Xsi to remember where is was framed in the anim editor as you work per curve? It's a good workout having to pan and zoom each time I go from a PosY to a RotX, and I'll miss it for sure, but if there's some setting that'll made Softimage a little more 'smart' when it comes to working in the anim editor (so it remembers where it was per curve) before my hand falls off I'd love to hear about it. Regards, Simon -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Remember location in Anim Editor per curve.
Hello all, Hopefully I'm mssing something silly (quite possible) but Is there a way to tell Softimage Xsi to remember where is was framed in the anim editor as you work per curve? It's a good workout having to pan and zoom each time I go from a PosY to a RotX, and I'll miss it for sure, but if there's some setting that'll made Softimage a little more 'smart' when it comes to working in the anim editor (so it remembers where it was per curve) before my hand falls off I'd love to hear about it. Regards, Simon
Re: Windows 8
Pretty much, stick with Windows XP. On 14 January 2014 08:38, Byron Nash byronn...@gmail.com wrote: So, to sum it all up from everyone. Windows 8 is faster and better except that it's terrible. Did I get that right? On Mon, Jan 13, 2014 at 9:19 AM, Ognjen Vukovic ognj...@gmail.com wrote: And then theres this... http://winsupersite.com/windows-8/threshold-be-called-windows-9-ship-april-2015 On Mon, Jan 13, 2014 at 11:30 AM, Nuno Conceicao nunoalexconcei...@gmail.com wrote: Its definitely faster to boot than windows 7 On Sat, Jan 11, 2014 at 2:08 AM, Emilio Hernandez emi...@e-roja.comwrote: I am about to install windows 8. Just wanted to ask if it is worth it or not. Any increase in performance? Strange issues with Softimage? Thx.
Re: rigging in xsi vs maya
heck, I can't even run XSI anymore, I'm on a mac now. Great stuff! Just port XSI over to OSX then. Thanks. On 7 January 2014 11:44, Luc-Eric Rousseau luceri...@gmail.com wrote: heck, I can't even run XSI anymore, I'm on a mac now. I have two side projects that need diaper changes. On Mon, Jan 6, 2014 at 7:39 PM, Eric Thivierge ethivie...@gmail.com wrote: Interested in getting back into Softimage as a small side project there Luc-Eric and getting us a draw bone inside mesh tool? :D
Re: rigging in xsi vs maya
It runs really well under VMware Fusion as well. But that's currently the only reason Fusion is ever installed on my Mac. Basically every issue Softimage is facing in that other Softimage is doomed! thread comes down to the fact it's not native on OSX. Maybe. :) On 7 January 2014 16:28, Angus Davidson angus.david...@wits.ac.za wrote: Amen ;) Although XSi does run incredibly well under bootcamp. -- *From:* Simon Pickard [m...@simonpickard.com] heck, I can't even run XSI anymore, I'm on a mac now. Great stuff! Just port XSI over to OSX then. Thanks. On 7 January 2014 11:44, Luc-Eric Rousseau luceri...@gmail.com wrote: heck, I can't even run XSI anymore, I'm on a mac now. I have two side projects that need diaper changes. On Mon, Jan 6, 2014 at 7:39 PM, Eric Thivierge ethivie...@gmail.com wrote: Interested in getting back into Softimage as a small side project there Luc-Eric and getting us a draw bone inside mesh tool? :D 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: rumor, Soft dead within the next year
It's funny looking at these sorts of thread, I've seen them on and off for years now. Way I see it, as long as AD can make money from a product they don't spend much on, don't really have to care about, and doesn't really threaten their big sellers, why not keep it going? Is Softimage ever going to get developed hugely from here on in? Nope. But it's doing a pretty good job as is so I can see the next few years being the same as the last. Minor improvements, bugs getting fixed, etc. Once it stops making money for AD, they'll shut it down. On 3 January 2014 09:49, Manuel Huertas Marchena lito...@hotmail.comwrote: I'm just thinking what if Avid or MS buy back SI if AD really abandon SI. mm...I don't think autodesk wants to sell a product just for someone else to revamp it and sell it as a concurrent to 3ds and maya... if they were ever to abandon soft, they might just keep it to themselves... -- Date: Fri, 3 Jan 2014 11:42:58 +1300 Subject: Re: rumor, Soft dead within the next year From: danielki...@gmail.com To: w...@fiftyeight.com; softimage@listproc.autodesk.com I'm just thinking what if Avid or MS buy back SI if AD really abandon SI. I like SI when Avid and MS had it... Old good memory. Daniel --- Daniel Kim Animation Director Professional 3D Generalist http://www.danielkim3d.com --- On Fri, Jan 3, 2014 at 11:34 AM, w...@fiftyeight.com w...@fiftyeight.comwrote: So when softimage is dead(I hate this thread) what do you think?All softimage-user/Companys will switch then to another Software immediately? I think the will stay for 2-4years and then switch to another Applikation. And AD will get no money Hahh haha, i think AD has no change to bury SI,maybe they will Sell it, and this means :rebirth !!! happy New year! And please cloth this thread . Sorry fort my englisch Walt
Re: Maya realtime viewport
I've always found Maya's animation playback to be faster than Softimage's. On 12/03/2013, at 4:25 AM, Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.com wrote: Very nice but how’s the animation playback? ;) From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: 11 mars 2013 13:13 To: softimage@listproc.autodesk.com Subject: Maya realtime viewport http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be Now that IS what I call High Quality Viewport… ___ 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: Moving a rigged character and animation from Softimage into Maya.
That beard hides many Sins. On 28 March 2013 16:10, Eric Thivierge ethivie...@gmail.com wrote: I feel dirty now... On Mar 28, 2013 12:59 AM, Edy Susanto Lim edysusant...@gmail.com wrote: Go for it Simon. You can squeeze lots of things out of eric when he is drunk. surely rigging would be a no problemo :D On Thu, Mar 28, 2013 at 3:32 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: As long as I don't have to implement it, I can think any scale you can possibly wish for :) On Thu, Mar 28, 2013 at 3:18 PM, Simon Pickard m...@simonpickard.comwrote: What is this? 2009? You have to think bigger Raf. -- Edy Susanto Lim TD http://sawamura.neorack.com
Moving a rigged character and animation from Softimage into Maya.
Are we at a stage yet where we can move characters that are rigged with animation from one package to another? Or am I dreaming. Regards, Simon
Re: Moving a rigged character and animation from Softimage into Maya.
Eric Thivierge wrote: Knowing Simon, he wants to rig something in Soft and get it over to Maya with the whole rig intact not just the point caching. He wants controls, skinning, constraints, the whole shebang! Not only that, I want you to do it for me for free over Easter. Shall I email over the scene?
Re: Last day at Animal Logic
I miss your hair. :( On 1 January 2013 19:56, Simon Anderson simonbenandersonl...@gmail.comwrote: Cheers buddy was epic working with you. enjoy the holidays and checks you some time in the future or sooner or the mailing list, or 9GAG bombing me while im trying to work at home XD haha.. all the best On Sat, Dec 29, 2012 at 4:49 PM, Enrique Caballero enriquecaball...@gmail.com wrote: i used to work there as well, 4 years. mostly left with quite fond memories. at times a very political environment though, i hope thats softened a bit, all big studios are like that though, ill happily go back in 5 years or so when im done with asia On Thu, Dec 27, 2012 at 12:22 AM, Paul Sultan paul.sul...@psyop.tvwrote: Good luck wherever your off to Thivierge! On Sat, Dec 22, 2012 at 1:00 PM, Eric Thivierge ethivie...@gmail.comwrote: Visit is a bit of an understatement. :) On Dec 21, 2012 5:09 PM, Miquel Campos miquel.cam...@gmail.com wrote: Awesome good mood Softimage thread! :) BTW: Are you coming to visit Montreal? Miquel Campos www.akaosaru.com 2012/12/21 Eric Thivierge ethivie...@gmail.com: Heading home for a bit them heading up north. :) I really just wanted this thread to let every... -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/
Re: Convert Position Fcurves key's tangents in 3d space
Very cool! So amazing to see this in Softimage! :) Regards, Simon On 3 May 2012 09:55, Ahmidou Lyazidi ahmidou@gmail.com wrote: Hi Jo, and thanks for the snipet! I already have a structure not that far, but my problem is elsewhere. The fcurves's tangents interpretation in 3d is not a simple mapping of the X,Y values. I also had to deal with fcurves that don't have necessary three keys a the same time but only one or two, so I don't have all the information to draw the tangents as they should be. But I think I'm near the solution, I just have to restructure some part of my code to make it more efficient and test :) Best regards A. 2012/4/30 jo benayoun jobenay...@gmail.com Hi Ahmidou, looks quite nice ! :) For your problem, I would go in c by reproducing a kinda structure that mimic FCurves ones like the following. struct bezfragments { double cps[4][3]; uint_t interp; }; struct motionpath { constchar_t *source; ushort_t color[3]; uint_t flags; uint_t nbezfragments; struct bezfragments *[1]; }; A MotionPath as a FCurve is a fixed length array of bezier curves with some extra informations like the object which is the source, the color of the path and some other flags for ui convenience (selection mode, ...). You have the choice to represent your bezier segments by pairing control points by 3 or by 4, I dont think it makes a huge difference. This system coupled with a MotionPathManager will avoid you to have to query the softimage API each time you need to redraw your viewport as your datas are cached in memory. Also, by subscripting to any event like siOnValueChange, you will be able to rebuild a motion path targeting just what you need. Also a good point for perfs. Anyways Here is a little pysnippet (I dont have the possibility to write it in C right now) ! It should I hope answer to your first question ! :) jo # Im quite sure gmail will eat my indent efforts so take care about that ! # Each key for each params must have a buddy on the others axes. # Create a cube, animate its pos's being sure a key is set at the same frame for the three axes. # import random class BezFragment(object): cpoints = tuple() interp = int() class MotionPath(object): source = str() color = tuple() bezfragments = tuple() def build_axis_data(param): keys = tuple(param.Source.Keys) res = list() bfrag = None i = 0 while i (len(keys)-1): cp = list() key = keys[i] nextkey = keys[i+1] cp.append(round(key.Value, 1)) cp.append(round(key.Time, 1)) cp.append(round(key.Value + key.LeftTanX, 1)) cp.append(round(key.Time + key.LeftTanY, 1)) cp.append(round(nextkey.Value - key.RightTanY, 1)) cp.append(round(nextkey.Time - key.RightTanX, 1)) cp.append(round(nextkey.Value, 1)) cp.append(round(nextkey.Time, 1)) bfrag = BezFragment() res.append(bfrag) bfrag.interp = key.Interpolation bfrag.cpoints = tuple(cp) i += 1 return tuple(res) def build_motion_path(siobj): x = build_axis_data(siobj.Kinematics.Local.posx) y = build_axis_data(siobj.Kinematics.Local.posy) z = build_axis_data(siobj.Kinematics.Local.posz) mp = MotionPath() mp.source = siobj.FullName mp.color = (random.randint(120, 255), random.randint(120, 255), random.randint(120, 255), ) mp.bezfragments = tuple(zip(x, y, z)) return mp def log_bezfragment(bfrag): msg = {0}:({1}, {2})---o ({3}, {4}) ({5}, {6})o---({7}, {8})\n \ \__/ print msg.format(, *bfrag.cpoints) return None def log_obj_motionpath(): for obj in Application.Selection: mp = build_motion_path(obj) print source: {0}.format(mp.source) print mp-color: {0}.format(mp.color) for bezf in mp.bezfragments: print \ncp for xyz in bezf: log_bezfragment(xyz) return None log_obj_motionpath() 2012/4/30 Ahmidou Lyazidi ahmidou@gmail.com I think I got it :) 2012/4/30 Halim Negadi hneg...@gmail.com Looks awesome Ahmidou, can't wait to play with it. Cheers, H. On Mon, Apr 30, 2012 at 4:44 PM, Ahmidou Lyazidi ahmidou@gmail.com wrote: Well, as soon as I have resolved the tangent handle stuff :) I'm sure it's simple, but I can't get it... 2012/4/30 Philip Melancon philip.melan...@modusfx.com This is looking amazing, do you have an idea of when/how you plan to release this nice little piece of animation goodness? I know that the animators I work with would kill for something like this! Philip Melancon Lead Crowd TD Modus FX On 4/30/2012 10:30 AM,
Re: Intro to the new team (was RE: Softimage development)
Hey at least copy and paste works in osx. Linux still hasn't worked that out. Here's an example.. See what I mean? Si On 20 April 2012 15:24, Sam Bowling sbowl...@cox.net wrote: Before they Bin OSX? Another release like lion and it will be gone before Softimage! *From:* Simon Pickard m...@simonpickard.com *Sent:* Thursday, April 19, 2012 9:09 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Intro to the new team (was RE: Softimage development) Bit selfish I know but can I get an OSX version of Softimage before they bin it? Ta! :) i have mixed up feelings of course. I really must admit this is major in terms of seeing Softimage finally vanish but i cant do anything except to hope for the best for all of us softimage underdogs.
Re: Intro to the new team (was RE: Softimage development)
Softimage is already best character animation software In your point of view. I haven't seen much love for the animation side of things in Softimage in years. The focus is ICE, not character animation, I'm sad to say.
Re: Intro to the new team (was RE: Softimage development)
Off the top of my head.. 1. Increase raw playback speed to at least match Maya's. 2. Editable motion paths in the viewport. 3. Thread based envelope ops, or some way to use more than one core when playing back animation. Maya has this now I think? Per character threading? 4. Look into background caching of animation for increased playback. 5. Expand Displayinfo so it's acaully useful as an on screen HUD, it's a good basic idea, but extreamly limited in what it can do. 6. Improve the lineline so it matches the functionality of Maya's at least. 7. Add capture via timeline selection (rip it from Maya). 8. Add a ghosting method that doesn't kill the scenes playback, can't this be more GPU based these days? 9. Build in useful dynamic presets for ragdolls, overlap, tails, ears, trunks, etc, that are stable and work. 10. Look into smart evaluation of rigs. If I'm animating a finger tip why is the whole rig re-evaluated? On 21 April 2012 09:50, Eric Thivierge ethivie...@gmail.com wrote: What are you looking for Simon? Speak up so someone knows. Squeaky wheel... :) Eric Thivierge http://www.ethivierge.com On Sat, Apr 21, 2012 at 9:18 AM, Simon Pickard m...@simonpickard.comwrote: Softimage is already best character animation software In your point of view. I haven't seen much love for the animation side of things in Softimage in years. The focus is ICE, not character animation, I'm sad to say.
Re: test.
Talking of frame rates... I'd love to see a graph of all the major films since Jurassic Park and the frame rate of their rigs. Think it would be pretty interesting, and wonder how consistant it would be? Same for render times. I guess the more powerful the computers the more we throw at them. On 19 April 2012 17:35, pete...@skynet.be wrote: but they can make it cheaper. *From:* Eric Thivierge ethivie...@gmail.com *Sent:* Thursday, April 19, 2012 3:25 AM *To:* softimage@listproc.autodesk.com *Subject:* Re: test. Faster rigs can't make your animation better Simon. Eric Thivierge http://www.ethivierge.com On Thu, Apr 19, 2012 at 11:13 AM, Simon Pickard m...@simonpickard.comwrote: Shouldn't you two be making our rigs run faster or something? On 19 April 2012 10:58, Raffaele Fragapane raffsxsil...@googlemail.comwrote: He has a coord reading them to him and then writing back. It's kinda like the field nurses helping the analphabet soldiers write home during world war one kinda thing. On Thu, Apr 19, 2012 at 9:32 AM, Eric Thivierge ethivie...@gmail.comwrote: Didn't know Simon could read let alone email :P Eric Thivierge http://www.ethivierge.com On Thu, Apr 19, 2012 at 9:24 AM, Simon Pickard m...@simonpickard.comwrote: Woohoo! Thanks for the reply. On 19 April 2012 09:22, Jeremie Passerin gerem@gmail.com wrote: I think you got it working now ! On 18 April 2012 16:15, Simon Pickard m...@simonpickard.com wrote: Come on emails! Work damn it! -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: test.
Shouldn't you two be making our rigs run faster or something? On 19 April 2012 10:58, Raffaele Fragapane raffsxsil...@googlemail.comwrote: He has a coord reading them to him and then writing back. It's kinda like the field nurses helping the analphabet soldiers write home during world war one kinda thing. On Thu, Apr 19, 2012 at 9:32 AM, Eric Thivierge ethivie...@gmail.comwrote: Didn't know Simon could read let alone email :P Eric Thivierge http://www.ethivierge.com On Thu, Apr 19, 2012 at 9:24 AM, Simon Pickard m...@simonpickard.comwrote: Woohoo! Thanks for the reply. On 19 April 2012 09:22, Jeremie Passerin gerem@gmail.com wrote: I think you got it working now ! On 18 April 2012 16:15, Simon Pickard m...@simonpickard.com wrote: Come on emails! Work damn it! -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!