Re: Mr Otter animated series, all episodes on youtube (but only in french...)

2015-06-16 Thread joshxsi
Nice work Ahmidou!

On Tue, Jun 16, 2015 at 10:07 AM Ahmidou Lyazidi 
wrote:

> Hi everyone,
> I just noticed that the series I directed back in 2009 has been officially
> put on-line.
> It's was all Softimage with a pretty small budget and ICE was used a lot.
> The channel completely missed the audience by broadcasting it
> when the children were already at school, so I'm quite happy it can have a
> second life.
>
> https://www.youtube.com/channel/UC-jD2oPDTvRrjpOWYNamRkQ/videos
>
> Cheers.
>
>
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> https://vimeo.com/cappuccinofilms 
>


Re: Softimage to Maya Equivalents

2014-09-15 Thread joshxsi
You sound like you are asking, "Does Maya make my life easy when I need to
do X?" and the answer of course, is no.

OpenMaya is faster but much less intuitive, the conversion from typed to
typeless and dealing with pointers in Python is pretty lame..

so the answer is, learn both!

On Tue, Sep 16, 2014 at 1:25 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Don't they just use groups ? for like everything ?
>
> On 16 September 2014 04:21, Enrique Caballero 
> wrote:
>
>> Hey guys,
>>   I am biting the bullet and transitioning our pipeline over to Maya with
>> the support of Fabric a lot of our RnD Development.
>>
>> I have a few questions that I can't seem to find concrete answers for
>> that I was hoping you guys could help me out with, I know that this is a
>> Softimage mailing list, but because of that I expect that you guys will
>> have the context necessary to help me out.
>>
>> Here are my questions
>>
>> 1. Is there an equivalent to Models in Maya?  How do they encapsulate
>> rigs and assets?  I have looked at the Assets feature that came out in Maya
>> 2011 and there is some pretty impressive stuff in there, but it seems that
>> none of the big studios are using that.  Are the studios simply using
>> Namespaces?  Cuss that seems pretty horrible.
>>
>> 2.  Referencing seems much weaker in Maya, I guess that there is no
>> Delta.  If not, where is the Delta information stored?  My friend Daniele
>> says that it's just nodes in the scene, and is saved with the scene. Is
>> there no centralised menu or place where I can find the connections to the
>> scene and the referenced object,  basically... is there ANYTHING like a
>> delta?
>>
>> 3. Is it worth me learning Pymel?  I have started and it seems pretty
>> easy to transition over. The syntax is actually pretty simple.   But the
>> studios that I'm talking to seem to all use the native Python integration.
>>
>>
>> Thanks in advance for any information shared.
>>
>> best,
>>  Enrique
>>
>>
>>
>


Re: slightly OT: exit Studio Ghibli

2014-08-04 Thread joshxsi
I guess it begs the question if a Studio Ghibli without Hayao was worth
trying to keep alive. I feel its better to see it end on a relatively high
note without becoming like Disney of the 1990s.


On Mon, Aug 4, 2014 at 7:22 PM, Leendert A. Hartog 
wrote:

>
> From the Guardian: "Animé producer Studio Ghibli may have made its last
> film
> Oscar-winning company reveals on Japanese TV its plans to downsize staff
> to manage only existing trademarks and rights"
> http://waa.ai/4tGv
>
> A sad day for animation in general, I daresay...
>
> Greetz
> Leendert
>
> --
>
> Leendert A. Hartog AKA Hirazi Blue
> Administrator NOT the owner of si-community.com
>
>
>


Re: SDK: how to create an envelope weights property

2014-06-19 Thread joshxsi
Sorry I meant Duplicate the cluster property and then Delete (also hacky)


On Fri, Jun 20, 2014 at 11:24 AM, Matt Lind 
wrote:

> Deleting the envelope operator causes the envelope weights property to be
> deleted. L
>
>
>
>
>
> Matt
>
>
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *joshxsi
> *Sent:* Thursday, June 19, 2014 6:14 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: SDK: how to create an envelope weights property
>
>
>
> We've always just left the env op muted or just delete it (don't freeze
> it). But if there's a better way I'd be happy to learn of it.
>
>
>
> On Fri, Jun 20, 2014 at 11:04 AM, Matt Lind 
> wrote:
>
> I need to make a custom operator in C++ which needs to do interpolations
> between multiple inputs and outputs similar to how the envelope weight
> operator interpolates weighting points to deformers.  I only need the
> envelope weights property (as seen in the envelopes weights point cluster),
> not the envelope weights operator as my custom operator would take its
> place in the relationship.
>
>
>
> Looking through the SDK documentation I cannot find the preset to create
> just the envelope weights property.  The workaround of creating an envelope
> and freezing it doesn’t work either as the envelope weights property
> disappears along with the envelope operator.  Although I can create an
> envelope and duplicate the envelope weights property, then freeze the
> envelope, that’s a bit too hacky for my needs.
>
>
>
> If I do somehow create that envelope weights property, is there any
> special way I need to interface with it inside of my custom operator?
>
>
>
> Thanks,
>
>
>
> Matt
>
>
>
>
>


Re: SDK: how to create an envelope weights property

2014-06-19 Thread joshxsi
We've always just left the env op muted or just delete it (don't freeze
it). But if there's a better way I'd be happy to learn of it.


On Fri, Jun 20, 2014 at 11:04 AM, Matt Lind 
wrote:

> I need to make a custom operator in C++ which needs to do interpolations
> between multiple inputs and outputs similar to how the envelope weight
> operator interpolates weighting points to deformers.  I only need the
> envelope weights property (as seen in the envelopes weights point cluster),
> not the envelope weights operator as my custom operator would take its
> place in the relationship.
>
>
>
> Looking through the SDK documentation I cannot find the preset to create
> just the envelope weights property.  The workaround of creating an envelope
> and freezing it doesn’t work either as the envelope weights property
> disappears along with the envelope operator.  Although I can create an
> envelope and duplicate the envelope weights property, then freeze the
> envelope, that’s a bit too hacky for my needs.
>
>
>
> If I do somehow create that envelope weights property, is there any
> special way I need to interface with it inside of my custom operator?
>
>
>
> Thanks,
>
>
>
> Matt
>
>
>


Re: PLUG: Fabric's new Splice Drawing

2014-05-08 Thread joshxsi
I wish the splice editor in Softimage was the same as the Maya one, have
you considered using the PyQt / PySide editor in Softimage via ? The
Softimage one is horrible, the autocorrect makes me want to stab my monitor
when it steals focus

Interesting demos, thanks for sharing!


On Fri, May 9, 2014 at 6:33 AM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> The speed is very impressive
>
>
> On 8 May 2014 21:15, Paul Doyle  wrote:
>
>> yes, we just recorded the demos in Maya
>>
>>
>> On 8 May 2014 16:13, Sebastien Sterling wrote:
>>
>>> does this work in softimage as well ?
>>>
>>>
>>> On 8 May 2014 21:07, Nika Ragua  wrote:
>>>

 great work !!! when will be SceneGraph 2.0 available?


 2014-05-08 23:59 GMT+04:00 Paul Doyle :

 Hi everyone – I’m pretty excited to be sharing this with you as it
> represents a big jump forward with Splice (our universal plugin for using
> Fabric inside of other applications like Maya and Softimage).
>
> The new Splice Drawing provides a flexible solution for custom
> real-time rendering in the DCCs (for example Maya) viewport. With this new
> implementation all involved KL types have been moved to interfaces, so 
> that
> users can implement custom solutions for each part of the rendering
> pipeline. Furthermore the rendering has been moved to the programmable
> pipeline, supporting GLSL for shader code.
>
> Short promo: https://vimeo.com/94543109
>
> Webpage with more information and lots of videos:
> http://fabricengine.com/splice-drawing/
>
> This will be included in the 1.12 release of Fabric (release TBA soon).
>
> Thanks,
>
> Paul
>
> p.s x-posted to 3DPro and our mailing list
>


>>>
>>
>


Re: How can I re-create the "relational" part of a shapeKey

2014-04-14 Thread joshxsi
Its nasty but we used to just use a script that set the shape weight to
1.0, duplicated the mesh, and re-picked it as a shape and replaced the
names to match the old one and deleted the old shapekey

This was the old days, pre ICE.. now I would highly advise you use ICE and
just freeze the key once you've updated it.


On Tue, Apr 15, 2014 at 11:25 AM, Steven Caron  wrote:

> maybe some more information as to why you need the original copy shape
> operator? my next suggestion would be to make your own copy shape operator
> that mimics the one in softimage. prototype it in ICE or maybe scripted op
> and then port to c++?
>
>
> On Mon, Apr 14, 2014 at 6:20 PM, Tyler Fox  wrote:
>
>> *sigh* yeah, I was hoping to avoid the ICE tree.  I've already built it,
>> and it works, but this is just one of those things that annoys the the
>> absolute hell out of me. There's an operator that does exactly what you
>> want already there, but for some reason, there's no way to actually use it.
>>
>> And I did some digging through the SDK explorer before I posted.
>> Everything I do with ApplyOp() or ApplyOperator() gives me some kind of
>> "Preset object is invalid" error. Then there's no actual preset file for
>> this operator.
>>
>> Sorry, I'm just *slightly* frustrated with this.  I do realize I probably
>> should have included this information in the first post :-/
>> Thanks for any extra help you can provide.
>> ~T.Fox
>>
>>
>>
>> On Mon, Apr 14, 2014 at 5:10 PM, Steven Caron  wrote:
>>
>>> i have never tried it but you might be able to re apply the 'copy shape'
>>> operator. have you used the SDK explorer before? recreate the operator and
>>> go to view>scripting>sdk explorer, navigate to the operator, and select it.
>>> it will show you info about how the ports are connected. then you 'might'
>>> be able to use ApplyOp() command with the right arguments to recreate it.
>>>
>>> s
>>>
>>>
>>> On Mon, Apr 14, 2014 at 4:38 PM, Tyler Fox  wrote:
>>>
 Hi guys,

 Hopefully this will be a quick question, and I'm just missing something
 easy.
 When we create shapeKeys, there's a preference that allows us to keep a
 link between the source mesh and the shapeKey.

 Is there a way to re-create that relational link after its been frozen
 out?

 ~T.Fox


>>>
>>
>


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

2014-03-20 Thread joshxsi
Part of what made ICE so successful (in my mind) was the large amount of
built in nodes and compounds that were included as part of the base system
that were used in mostly non-simulated contexts (raycasting, geometry
locations, etc).

>From the sound of the development stages, the first two releases will be
fluid focused, do you expect that the final release will include the non
particle functionality that ICE became so useful for?

It sounds like you're expecting the users to build a more generic set of
functionality using the API? (mesh deforms, curve based flow tools, IK
solvers etc)

Thanks again for the information as well.



On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher <
davegsoftimagel...@gmail.com> wrote:

>
> Yes, definitely giving them a chance! If they turn Maya/Bifrost into
> something great that can give me back what I just lost, believe me I will
> be one happy guy.
>
>
> On 3/20/2014 6:29 PM, Raffaele Fragapane wrote:
>
> The product will be released within the quarter. To be fair, that info if
> you were on beta has been consistent and available for quite a while now,
> so it's not some last minute stunt.
>
>  Marcus, Adrian and the rest of the team are nice guys, give them a
> chance.
>
>
> On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher <
> davegsoftimagel...@gmail.com> wrote:
>
>> This email was fascinating. I'm curious though; we've been told we can't
>> hear roadmaps because they run afoul of SEC rules. And yet, here we get a
>> somewhat detailed roadmap.
>>
>> Dave G
>>
>>
>


Re: Open letter to Autodesk

2014-03-13 Thread joshxsi
This is the Maya experience at its fullest, "Oh you can't do it like that,
here's a script that solves the problem".


On Fri, Mar 14, 2014 at 2:59 PM, Siew Yi Liang  wrote:

>  Hello:
>
> Just wanted to offer, since the attribute speadsheet doesn't cover all
> parameters, only ones that are actually available via the channel box,
> knowing some quick maya commands (setAtttr) will help massively here:
>
>
> import pymel.core as pm
>
> attr = raw_input('Enter attribute you want to set!')
> val = raw_input('Enter value it needs to be set at!')
>
> for i in pm.ls(sl=True):
>
> pm.setAttr(i+'.'+attr, float(val) )
>
>  I have this saved out on my shelf, really handy for working with
> lights/bones especially since they have so many parameters that can't be
> seen via the channel box without exposing them manually.
>
> HTH in some small way! :D
>
>  Yours sincerely,
> Siew Yi Liang
>
> On 3/13/2014 6:44 PM, Raffaele Fragapane wrote:
>
> "So far, there are stuffs we swear at alot (like the unability to
> change attributes on multi selected objects at the same time)  What you
> take as normal day to day operations in Softimage then fall into Maya, you
> really understand you will miss something everyday. haha  And the list goes
> up.  But there are also nice stuffs we find out. Every packages got it's
> good and bad things."
>
>  Just for the record, since it's not too far off topic, that to me is
> symptomatic of another issue I see with people migrating.
> The assumption that things can't be done when they are just done
> differently (better or worse can be argued depending on case), and a
> resulting reduced productivity coming from fighting a new platform instead
> of embracing it.
>
>  While I will be the first to tell you that "embracing" Maya will
> frequently feel like hugging a giant llama turd, you won't get very far if
> you try and steer it like you did Soft.
> Where Soft has a greatly streamlined user experience relying on very few
> contextual editors and many half-arsed ones that have been rotting on the
> vines, Maya has a pleotra of dedicated workflows.
>
>  E.G.: If you want multi-edit you use the attribute spreadsheet. The
> attribute editor and its constant autoswitching culling the channel box
> coupled with its inability to contextualize is horrible, but on the other
> hand where Soft's spreadsheet is barely a remnant of the SOFTIMAGE|3D days
> the AttrSS is functional.
>
>  The notion that migrating from one software to another is just a matter
> of finding the same levers that have been given different names is a
> horrible, HORRIBLE populist notion in defense of the even more horrible
> argument of old that Software doesn't matter.
> Software does matter, and design philosophies differ massively. Don't try
> to remap every little step of how you operate, it might be the path of
> least resistance to learn a new software, but it will leave you crippled
> and slow. Learn how the things differ fundamentally and use each one at
> their best.
>
>
>


Re: YOUR TOP 5

2014-03-13 Thread joshxsi
1. UI is Intuitive - When you want to do something everything is in one
place, Maya has so many places for UI elements its obscene.. shelves..
dialogs attributes across nodes .. you need 5 windows open to work on
anything.
2. The Deformers are flexible, you can envelope(skin) a mesh using any
object you want, curves, nulls whatever. You can blend a weight map into a
shape in one click, no node editor needed.
3. You can save presets from anything - Want to save your weights? or save
some values in a custom property? Also proxy parameters are amazing, want
the same parameter on two objects in Maya? you need to make two parameters
and connect them to a master.
4. GATOR (and Ice as well) - The mesh you have been working on just got
re-topologised? No problem, all the shapes and weights can be transfered in
two clicks. With ice you can just do a nearest point bind and wrap the new
mesh to the old one.
5. Animation - Deltas, Animation Layers, the FCurve editor, all of them
just dont compare in Maya.





On Thu, Mar 13, 2014 at 9:58 PM, Chris Marshall
wrote:

> 1. ICE
> 2. FX Tree for compositing, migrating to other 3d software would require
> us to purchase other compositing software
> 3. Modeling ease of use and stack
> 4. Passes
> 5. Everything about it completely ROCKS!
>
> It's a complete toolkit in one package, basically, and there's nothing
> else like it.
>
>
>
>
> On 13 March 2014 10:46, Daniel Kim  wrote:
>
>> 1. Operator Stack
>> 2. Great Modeling Interface
>> 3. Animation Mixer
>> 4. ICE
>> 5. Totally remapable user interface
>>
>>
>> On Thursday, March 13, 2014, Mirko Jankovic 
>> wrote:
>>
>>> 1. non-destructive workflow
>>> 2. Scene explorer and organisation (operator stack, reference models...)
>>> 3. rigging and animation (weighting, GATOR...)
>>> 4. render passes
>>> 5. ICE
>>>
>>>
>>> On Thu, Mar 13, 2014 at 11:34 AM, Tim Borgmann  wrote:
>>>
  Passes, Partitions, Overrides,Framebuffer - an good way to organize
 and manipulate your render output
 ICE - not only as a particle/sim tool, but as an overall allrounding
 toolset to create/prototype and/or manipulate
 Non destructive Workflow/Operator Stack
 Clean UI/Workflow
 Shadertree (including the connection to ICE)

 Thanks
 Tim

  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
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 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)
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  DISCLAIMER: This e-mail and attachments are strictly privileged,
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>>>
>>
>> --
>>
>> ---
>> Daniel Kim
>> Animation Director & Professional 3D Generalist
>> http://www.danielkim3d.com
>> ---
>>
>>
>>
>>
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
>
>


Re: Sadness about the state of the list...

2014-03-09 Thread joshxsi
http://en.wikipedia.org/wiki/K%C3%BCbler-Ross_model



On Mon, Mar 10, 2014 at 8:38 AM, Alan Fregtman wrote:

> +1
>
> :/
>
>
>
> On Sun, Mar 9, 2014 at 10:30 AM, Jordi Bares  wrote:
>
>> +1
>>
>> Let's steer the ship then.
>>
>> Sent from my iPhone
>>
>> On 9 Mar 2014, at 13:20, Eric Thivierge  wrote:
>>
>> +1
>>
>>
>


Re: Soft 2014 in Linux is "always-on-top"?

2013-07-09 Thread joshxsi
Eric, I know you even tried to vote for bush as a write in vote last time.


On Wed, Jul 10, 2013 at 11:18 AM, Eric Thivierge wrote:

>
> On Tue, Jul 9, 2013 at 8:58 PM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> Don't learn from Eric. It's Bush voting speech, not TD speech, no matter
>> what he tries to convince you of.
>> http://theoatmeal.com/pl/minor_differences4/accents
>>
>> Another successful thread derailing!
>
>
> Not sure I follow... I might need your flailing hand gestures to figure
> out what you're saying here...  only thing I made out was that you have mad
> love for G-Dub.
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>


Re: LEGO - the Movie Trailer

2013-06-19 Thread joshxsi
The curves themselves are just standard bezier, the boolean operations
happen at the shader level (XSI curves > points in space > vector curves >
boolean ops > shader).


On Wed, Jun 19, 2013 at 11:35 PM, Eugen Sares  wrote:

>  What do you mean with "customized curves", and "vector-like operations
> like booleans", if I may ask? Real Nurbs-curve mangling in the 3D-scene?
> If you did curve booleans already, I could spare me the effort and ask you
> for considering releasing them as an addon...
> Cheers,
> Eugen
>
> Am 19.06.2013 14:20, schrieb Ahmidou Lyazidi:
>
>  I couldn't have explained it better !
>
>  ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> http://www.cappuccino-films.com
>
>
> 2013/6/19 Raffaele Fragapane 
>
>> The most effort intensive way you could possibly imagine :p
>>
>> A custom renderman shader, with a custom OGL shader aligned, with a
>> custom OGL manipulator for custom data driven by... customized curves. Per
>> rig. Dozens of the F'in things. With wardrobes. And variations. For dozens
>> of characters.
>> All with vector like operations like masking, bool in, bool out, exclude
>> and so on set up for each rig.
>> Yeah they're a lot of "fun" to set up.
>>
>>  Ahmidou on this list was responsible for the the entire rigging/tools
>> stretch of it (Softimage), OGL shader (always inside Soft) was Christian
>> Breitling (but it might have passed other hands) in the animation
>> department. The actual offline rendering I can't credit (don't remember who
>> did it).
>>
>>  The animators are basically free to use basic controls, or go in and
>> sketch point by point any expression they can come up with on the sorted
>> rendering planes, vector art style.
>>
>>
>> On Wed, Jun 19, 2013 at 9:10 PM, Eugen Sares wrote:
>>
>>>  Wow!!
>>>
>>> I wonder how you pros did the "face rig"... you know, 2D vetor animation
>>> projected onto 3D -  a "classic" case for cartoony/abstract characters.
>>> Could you elaborate a bit, please?
>>> Did you use some other software, or did you stay inside Softimage?
>>> Because it would be possible for example to animate some curves with
>>> blend shapes and the mixer, render some 2D view of those and map this
>>> animation onto the faces.
>>>
>>> Best regards and congratulations!
>>> Eugen
>>>
>>>
>>> Am 19.06.2013 08:22, schrieb Serguei Kalentchouk:
>>>
>>> Great sharp look and appears to be loads of fun!
>>>
>>> Well done AL!
>>>
>>>
>>>
>>> On Tue, Jun 18, 2013 at 10:47 PM, Jeremie Passerin 
>>> wrote:
>>>
 Woow Woow !
 Thumb up to the Animals !


 On 18 June 2013 20:58, Ivan Tay  wrote:

>  Fantastic ! looking forward to watching it.
>
>
> On Wed, Jun 19, 2013 at 8:03 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>>  Well, trailer's out:
>> http://www.youtube.com/watch?v=lPnY2NjSjrg
>>
>>  Animal Logic, so layout, rigging and animation are Softimage.
>>  Still in production.
>>
>
>

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


Re: PyQtForSoftimage with PySide support

2013-05-09 Thread joshxsi
PySide is much more pythonic with data, strings etc are just strings not
QStrings.

http://qt-project.org/wiki/Differences_Between_PySide_and_PyQt


On Fri, May 10, 2013 at 10:25 AM, Jeremie Passerin wrote:

> Can I ask what's the main differences between PySide and PyQt4 ?
> Is that just licensing ?
>
> Jeremie
>
>
> On 9 May 2013 17:04, Steven Caron  wrote:
>
>> Hey Gang
>>
>> Tony Barbieri and I have been working on official support for PySide with
>> the PyQtForSoftimage plugin and I need some testers...
>>
>> Who here wants to use PySide instead of PyQt4? It is a little rough right
>> now so, only people that really want to use PySide should contact me.
>>
>> Thanks
>> Steven
>>
>
>


Re: [Pool] Any interest for a grease pencil tool?

2013-04-15 Thread joshxsi
http://www.indiegogo.com/


On Tue, Apr 16, 2013 at 11:12 AM, Ahmidou Lyazidi wrote:

> That's a good idea! Kickstarter is for US or UK resident only, what would
> be the best worldwide alternative?
>
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
>
>
> 2013/4/16 Raffaele Fragapane 
>
>> kickstart it for 10 bucks a pop for late delivery, 20 for early beta, and
>> 200 for a studio seat and you might pre-pay it, and gauge actual interest
>> over lip service :)
>>
>>
>> On Tue, Apr 16, 2013 at 5:08 AM, Prodeep Ghosh wrote:
>>
>>> Congratulations Ahmidou, pull out that golden egg quick, its pre-sold!:)
>>>
>>>
>>>
>>> On Mon, Apr 15, 2013 at 10:24 PM, Enrique Caballero <
>>> enriquecaball...@gmail.com> wrote:
>>>
 seriously, please make it. im sick of hearing them complain about it.


 On Tue, Apr 16, 2013 at 12:52 AM, Enrique Caballero <
 enriquecaball...@gmail.com> wrote:

> every animator at our studio has asked for it, if you make it, we
> would happily pay 50 bux a seat for it
>
>
> On Mon, Apr 15, 2013 at 1:26 PM, Ahmidou Lyazidi <
> ahmidou@gmail.com> wrote:
>
>> Thanks everyone for the links and the ideas!
>> As Steven said, it's going to be a custom tool, the only element in
>> the scene will be a blob and everything will be draw in openGl.
>> It will probably be around 15$.
>> Also I have have a Maya Artisan like paint almost working with undo (
>> thanks Aloys and Felix for the tips). I'm trying to see how I can speed 
>> up
>> things now.
>> This one will be free :)
>>
>> Cheers
>>
>> ---
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>>
>>
>> 2013/4/14 Steven Caron 
>>
>>> i think the one ahmidou is proposing would use the custom tool sdk.
>>> this means it wouldn't use curves in the scene like thiago's does.
>>>
>>>
>>> On Sat, Apr 13, 2013 at 4:47 PM, Toonafish wrote:
>>>
 I think Thiago Costa already made one a while ago :
 http://thiagocosta.net/tc-**sketch-v11-grease-pencil-for-**xsi/

>>>
>>
>

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


Re: SI 2014 sneak peek

2013-02-27 Thread joshxsi
Any established studio probably already has one of these, so is this
Autodesk's attempt to make starting up a new studio easier as previous ones
close down?

On Thu, Feb 28, 2013 at 5:07 PM, Chris Chia  wrote:

> +1
> Camera Sequencer makes life easier for pre-viz or studio who does a lot of
> animatic and film adjustments.
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
> Sent: Thursday, February 28, 2013 1:38 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: SI 2014 sneak peek
>
> Practically anybody who's not working with edits where each shot is a
> sequence on its own wishes they had one, or had to write one.
> Handles have nothing to do with it, multishot workflow is about inter-shot
> consistency.
>
> We had to invest considerable amounts of time here for the multishot
> workflow, and it's one of the biggest improvements previz and layout have
> seen across the board ever, AND rather important for final animation as
> well whenever you have matching.
>
> If you never had to have geographical consistency in a sequence across
> camera cuts, good on you, a lot of people out there struggle with that day
> in and day out.
> On Thu, Feb 28, 2013 at 4:22 PM, Sylvain lebeau  s...@shedmtl.com>> wrote:
>
> Who is going To use this really?
>
> In My World of Advertising, we Always Provide 12 frames handles Head And
> tail for each shot
>
> I dont dont see any use of this really
>
> Who Here Can Say they edit in 3d
> Cmmon, with rendertimes And all
>
> Maybe okay for animatic works?? Even there we use finalcut for Our screen
> captures on a shoot basis
>
>
> G
>
>
> On 28 February, 2013 12:03:50 AM Jason S wrote:
> I personally would have liked to see the viewport performance improvements
> on SI,
> but the camera sequencer does look neat, anxious to see the rest!
>
>
> On 28/02/2013 12:06 AM, Sebastien Sterling wrote:
> Seriously these better not be what they called "BIG" features in the press
> release, its getting embarrassing,3D max "we fixed somthing that should
> have been patched 3 versions ago and made it a feature again". Maya "did...
> did they just take a free plugin on creative crash and repackage it to look
> like a feature ? i'll let you deside :
>
>
> http://www.creativecrash.com/maya/downloads/scripts-plugins/animation/c/grease-pencil-tool-for-maya
>
> (but the answers yes )
>
> SI ok the sequencer does look usefull i guess ?
> On 27 February 2013 23:28, Alok  alok.gan...@modusfx.com>> wrote:
> Ha . So now I do not have to maintain the long camera sequencer plugin
> that I wrote .
>
> ALOK
>
> GANDHI
>
> / chef directeur technique - lead technical director
>
> alok.gan...@modusfx.com
>
> T:
> 450 430-0010 x225
>
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> 450 430-0009
> www.modusfx.com
>
>
> -
>
>
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>
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>
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>
>
> Sainte-Therese (Quebec) CANADA J7E 3J1
>
>
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> Facebook
>
> &
> Twitter
> On 27/02/2013 5:08 PM, Ahmidou Lyazidi wrote:
>
> http://area.autodesk.com/blogs/shawn/sneak-peek-time
>
>
>
>
>
> Ahmidou Lyazidi
>
> Director | TD | CG artist
>
> http://vimeo.com/ahmidou/videos
>
>
>
>
>
>
>
> -
>
> No virus found in this message.
>
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>
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>
>
>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>


Re: ICE Kinematics

2013-02-06 Thread joshxsi
FYI, outputting to a parameter to ICE is around 10x slower than outputting
to a transform, so I highly recommend that if performance is a requirement,
never output from ICE into a parameter.

Cheers,
-j


On Thu, Feb 7, 2013 at 10:42 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> You might be better off decoupling the length computation, which tends to
> be expensive with any high order surface or curve, and output it to a
> parameter you fetch from graphs further down the stream.
> That way you should save a fair chunk of cycles.
>
> If you need to keep them aligned you could also use some tricks to
> basically reduce the dirtyness to a simpler check, like comparing point
> positions before you start integrating your length function.
>


Re: Get parameters driven by a custom parameter (python)

2012-12-05 Thread joshxsi
Select the property set and open the SDK explorer, the advanced tab will
show all connections to the property. Its not scripting but you can see
whats connected, script wise Eric's method works.

On Thu, Dec 6, 2012 at 4:31 PM, Ahmidou Lyazidi wrote:

> Ho you want the opposite, sorry I read it too fast
>
>
> 2012/12/6 Raffaele Fragapane 
>
>> The basic idea of a pull only, lazily evaluated graph like XSI's DAG is
>> that you know what's affecting something from the affectee, but nodes don't
>> push and aren't aware of what is downstream of them.
>> What you talk about is a push inspection, which outside of caches or
>> inspecting the whole scene and looking for the connection is impossible.
>>
>> What Eric suggested is more or less your only option.
>>
>
>
>
> --
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
>
>