Re: 答复: Re[2]: March 28, 2014

2014-04-03 Thread Steven Caron
unfortunately, he is just matching the intensity of remarks which have been
thrown around this thread and forum for a month now. i am frankly sick of
this back and forth. first a new thread starts, people chime in, it
escalates until some name calling or some unfounded accusation (conspiracy
theory) is made and then the current autodesk employees chime in to defend
themselves and/or try to de-escalate the situation by countering the wild
accusations. it comes to nearly the same anticlimactic conclusion every
time! it is very annoying...

and i gotta say this... show some eff'n respect people! especially to the
ex-si developers that are still chiming in here. brent chimes in and people
start thinking he is new to the list?! oh my! someone is really showing
their age. you guys are all so strung out and aggressive you attack anyone
you don't know or that has an @autodesk.com email address.


On Wed, Apr 2, 2014 at 2:38 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 You've done it before and you still went straight to SI for your sordid
 little case and point, it's the fact you keep using previous SI developers/
 development as a target even if you are only trying to make up a bunch of
 BS for comparison.

 As a matter a fact, yes i do actually have a hate boner against AD, they
 slashed my fucking livelihood forcing me to retrain to stay relevant in
 this industry. i think you will find i'm not alone to have come down with
 this condition DUDE BRA! There's enough hate boners here to fuel the sun.


 On 2 April 2014 22:22, Luc-Eric Rousseau luceri...@gmail.com wrote:

  Hey Luc Eric
 [...]
 
  Your hate boner for SI and it's past development is perplexing, I don't
 much
  care about the behaviors of previous developers.

 Dude, the stuff I wrote was all made up stuff to prove that you can
 make cynical stuff the way you do about anything.
 You're the one with the hate boner.





Re: 答复: Re[2]: March 28, 2014

2014-04-03 Thread Raffaele Fragapane
I don't often do this, but...
+1

The list has degraded in its participation and contents considerably, and
I've already seen many good names disappear for it.

Ironically enough the people who are the angriest about the death of XSI
and lashing back with a spiteful attitude while saying at the same time
that the app and this list shouldn't be left to die are putting in a pretty
damn decent effort to ensure that such decay if accelerating on a daily
basis.



On Thu, Apr 3, 2014 at 5:37 PM, Steven Caron car...@gmail.com wrote:

 unfortunately, he is just matching the intensity of remarks which have
 been thrown around this thread and forum for a month now. i am frankly sick
 of this back and forth. first a new thread starts, people chime in, it
 escalates until some name calling or some unfounded accusation (conspiracy
 theory) is made and then the current autodesk employees chime in to defend
 themselves and/or try to de-escalate the situation by countering the wild
 accusations. it comes to nearly the same anticlimactic conclusion every
 time! it is very annoying...

 and i gotta say this... show some eff'n respect people! especially to the
 ex-si developers that are still chiming in here. brent chimes in and people
 start thinking he is new to the list?! oh my! someone is really showing
 their age. you guys are all so strung out and aggressive you attack anyone
 you don't know or that has an @autodesk.com email address.


 On Wed, Apr 2, 2014 at 2:38 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 You've done it before and you still went straight to SI for your sordid
 little case and point, it's the fact you keep using previous SI developers/
 development as a target even if you are only trying to make up a bunch of
 BS for comparison.

 As a matter a fact, yes i do actually have a hate boner against AD, they
 slashed my fucking livelihood forcing me to retrain to stay relevant in
 this industry. i think you will find i'm not alone to have come down with
 this condition DUDE BRA! There's enough hate boners here to fuel the sun.


 On 2 April 2014 22:22, Luc-Eric Rousseau luceri...@gmail.com wrote:

  Hey Luc Eric
 [...]
 
  Your hate boner for SI and it's past development is perplexing, I
 don't much
  care about the behaviors of previous developers.

 Dude, the stuff I wrote was all made up stuff to prove that you can
 make cynical stuff the way you do about anything.
 You're the one with the hate boner.






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


Re: 答复: Re[2]: March 28, 2014

2014-04-03 Thread Jordi Bares
+1

Considering the guys from AD chipping in are simply trying to help the least we 
could do is being respectful and maintain a professional attitude.

Let's wrap this one please.

Jb

Sent from my iPhone

 On 3 Apr 2014, at 07:45, Raffaele Fragapane raffsxsil...@googlemail.com 
 wrote:
 
 I don't often do this, but...
 +1
 
 The list has degraded in its participation and contents considerably, and 
 I've already seen many good names disappear for it.
 
 Ironically enough the people who are the angriest about the death of XSI and 
 lashing back with a spiteful attitude while saying at the same time that the 
 app and this list shouldn't be left to die are putting in a pretty damn 
 decent effort to ensure that such decay if accelerating on a daily basis.
 
 
 
 On Thu, Apr 3, 2014 at 5:37 PM, Steven Caron car...@gmail.com wrote:
 unfortunately, he is just matching the intensity of remarks which have been 
 thrown around this thread and forum for a month now. i am frankly sick of 
 this back and forth. first a new thread starts, people chime in, it 
 escalates until some name calling or some unfounded accusation (conspiracy 
 theory) is made and then the current autodesk employees chime in to defend 
 themselves and/or try to de-escalate the situation by countering the wild 
 accusations. it comes to nearly the same anticlimactic conclusion every 
 time! it is very annoying...
 
 and i gotta say this... show some eff'n respect people! especially to the 
 ex-si developers that are still chiming in here. brent chimes in and people 
 start thinking he is new to the list?! oh my! someone is really showing 
 their age. you guys are all so strung out and aggressive you attack anyone 
 you don't know or that has an @autodesk.com email address.
 
 
 On Wed, Apr 2, 2014 at 2:38 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:
 You've done it before and you still went straight to SI for your sordid 
 little case and point, it's the fact you keep using previous SI developers/ 
 development as a target even if you are only trying to make up a bunch of 
 BS for comparison.
 
 As a matter a fact, yes i do actually have a hate boner against AD, they 
 slashed my fucking livelihood forcing me to retrain to stay relevant in 
 this industry. i think you will find i'm not alone to have come down with 
 this condition DUDE BRA! There's enough hate boners here to fuel the sun.
 
 
 On 2 April 2014 22:22, Luc-Eric Rousseau luceri...@gmail.com wrote:
  Hey Luc Eric
 [...]
 
  Your hate boner for SI and it's past development is perplexing, I don't 
  much
  care about the behaviors of previous developers.
 
 Dude, the stuff I wrote was all made up stuff to prove that you can
 make cynical stuff the way you do about anything.
 You're the one with the hate boner.
 
 
 
 -- 
 Our users will know fear and cower before our software! Ship it! Ship it and 
 let them flee like the dogs they are!


Re: 答复: Re[2]: March 28, 2014

2014-04-03 Thread Sebastien Sterling
Let's just call it off yet again (sigh). I'm tired of this shit too.

Not entirely sure what is being perceived as overtly conspiratorial, the
issues are their

it's not just my opinion that AD bought all three DCC's

or killed Softimage

or stagers feature releases

or the subsequent cost to clients.


I however i do take responsibility for my interpretation, but as i pointed
out, there is so little room for any other interpretation. so no i don't
think this qualifies as a conspiracy theory

that said I'm able to see when I'm merely fueling, and getting obnoxious.
If i have to come out the bad guy on this one so be it, just looks all the
more grotesque when you look at the bigger picture.


but yea i also want this to stop.


On 3 April 2014 07:45, Raffaele Fragapane raffsxsil...@googlemail.comwrote:

 I don't often do this, but...
 +1

 The list has degraded in its participation and contents considerably, and
 I've already seen many good names disappear for it.

 Ironically enough the people who are the angriest about the death of XSI
 and lashing back with a spiteful attitude while saying at the same time
 that the app and this list shouldn't be left to die are putting in a pretty
 damn decent effort to ensure that such decay if accelerating on a daily
 basis.



 On Thu, Apr 3, 2014 at 5:37 PM, Steven Caron car...@gmail.com wrote:

 unfortunately, he is just matching the intensity of remarks which have
 been thrown around this thread and forum for a month now. i am frankly sick
 of this back and forth. first a new thread starts, people chime in, it
 escalates until some name calling or some unfounded accusation (conspiracy
 theory) is made and then the current autodesk employees chime in to defend
 themselves and/or try to de-escalate the situation by countering the wild
 accusations. it comes to nearly the same anticlimactic conclusion every
 time! it is very annoying...

 and i gotta say this... show some eff'n respect people! especially to the
 ex-si developers that are still chiming in here. brent chimes in and people
 start thinking he is new to the list?! oh my! someone is really showing
 their age. you guys are all so strung out and aggressive you attack anyone
 you don't know or that has an @autodesk.com email address.


 On Wed, Apr 2, 2014 at 2:38 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 You've done it before and you still went straight to SI for your sordid
 little case and point, it's the fact you keep using previous SI developers/
 development as a target even if you are only trying to make up a bunch of
 BS for comparison.

 As a matter a fact, yes i do actually have a hate boner against AD, they
 slashed my fucking livelihood forcing me to retrain to stay relevant in
 this industry. i think you will find i'm not alone to have come down with
 this condition DUDE BRA! There's enough hate boners here to fuel the sun.


 On 2 April 2014 22:22, Luc-Eric Rousseau luceri...@gmail.com wrote:

  Hey Luc Eric
 [...]
 
  Your hate boner for SI and it's past development is perplexing, I
 don't much
  care about the behaviors of previous developers.

 Dude, the stuff I wrote was all made up stuff to prove that you can
 make cynical stuff the way you do about anything.
 You're the one with the hate boner.






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



RE: 答复: Re[2]: March 28, 2014

2014-04-02 Thread Brent McPherson
Politics!? You obviously never worked in a large company before? ;-)

Do you seriously think that in a competitive market a company can/will sit back 
and drip out features as part of some evil master plan? Success can obviously 
lead to complacency (which is why competition is healthy/important) but a large 
product with a diverse customer base will also find it much harder to satisfy 
all their customers and the hallmark of good product management and leadership 
is knowing what to focus on.

Sorry, just getting tired of all this conspiracy bullshit.
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
Sent: 01 April 2014 17:12
To: softimage@listproc.autodesk.com
Subject: Re: 答复: Re[2]: March 28, 2014

AD has always played politics with its upgrades, it's not about giving you the 
most efficient tools today, but releasing them in a slow staggered and 
incomplete fashion, so it takes several release and considerable investment 
before you actually get a functional addition to your workflow. they say it's 
so people have time to adjust to the change which is all so much commendable 
bullshit. Now and again they'll chuck a few sweets out when people get rowdy 
often followed by the statement You SEE !!! we really do have your best 
interest at heart or  WE really do listen to you !
It's what they did for Syflex, Nex and the viewport enhancements in 3ds max to 
name just a few.
and it's what they will do with bifrost, totting up every marginal update as a 
NEW feature. New Bifrost! now with tear of Menus, Gasp !
Most of these modeling enhancements such as the shrink wrap are things that 
could have been added years ago, but are only being added in recent releases. i 
refuse to believe that these sort of tools are that difficult to implement.
A lot of this shitty attitude hearkens back to the years of stagnation during 
the three package monopoly.

You might argue that ICE took several release to have the functionality it has 
today...
but then you would have to go watch this:

https://www.youtube.com/watch?v=s0QOtmKNnuY
and realize that ICE offered considerably more in its first incarnation, then 
Bifrost will in even it's third iteration.



On 1 April 2014 12:52, Xiaodong Xu 
xdx...@vip.sina.commailto:xdx...@vip.sina.com wrote:
I’ve been waiting for 15 years just for the late coming shrinkwrap deformer. 
Pitty!

Xiao-dong




发件人: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 代表 Eugen Sares
发送时间: Tuesday, April 01, 2014 7:35 PM
收件人: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
主题: Re[2]: March 28, 2014

Did anything change already with Maya 2015 to the better?

Not that I very much long to use it...
I'm curious, though, if Autodesk can be taken by it's word this time - to 
'humanize Maya', and the pace at which this is happening.

Anyway, it will be most interesting to learn what the most forthcoming option 
will be in the near future.
I hope with Modo 801 and Houdini 14 (or whatever next version) it will become 
clear enough where things are heading to, to make a (part time) transition.



-- Originalnachricht --
Von: Sebastien Sterling 
sebastien.sterl...@gmail.commailto:sebastien.sterl...@gmail.com
An: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Gesendet: 01.04.2014 12:29:36
Betreff: Re: March 28, 2014

Maya is the best choice for character creators
Why ?
What makes it so ?
You can do this in any number of DCC's, you can do it in max and softimage.
In maya you will have to deal with the worst skinning tools ever conceived, not 
to mention the myriads of scripts just to ensure contemporary functionality.
I don't understand this argument. specialy considering Maya's established roll 
as a studio tool, where the pipeline is broken up into fields. people using 
maya for generalist purposes is not the norm usually they stick to their fields.



[http://static.avast.com/emails/avast-mail-stamp.png]http://www.avast.com/


Diese E-Mail ist frei von Viren und Malware, denn der avast! 
Antivirushttp://www.avast.com/ Schutz ist aktiv.



attachment: winmail.dat

答复: 答复: Re[2]: March 28, 2014

2014-04-02 Thread Xiaodong Xu
I don't think it is anything related to polictics, but there must be something 
wrong in the feedback between user and developer. 

Maya is a strong, flexible software, and used by a lot of top production 
houses, which have very strong RD ability. I think they can easily write their 
own shrinkwrap deformer long time ago. I think Maya listen little from those 
individuals or small companies. Those feedback are really important to improve 
humanity of Maya, since those feedback are based on Maya delivered by AD, not a 
customized Maya. 

Shrinkwrap is so useful in both modeling and animation, I can't imagine that 
Maya dev team knows little about it. When I started to use Maya from very early 
version (around 3.0), I've asked if there would be such kind of deformer 
(finally we wrote our own). Until 2015, that deformer finally gets added to 
Maya. Is it that useless to you?

Maya's learning curve is steeper than other packages especially for those 
individuals and small teams. I've been using both Softimage and Maya for more 
than 10 years, and used to be the lead TD of a Maya-based studio. The most 
interesting thing is: after some time not using Maya (like 1-2 months), you 
will easily forget some operation. This seldom happens on Softimage. 
For Softimage, when I forget something, with a little memory and some human 
logical thought, I can easily pick it up. But for Maya, I have to obey Maya 
ways. 

So this thread is to help Maya to be more human. I have enough experience on 
both packages, and I can tell Softimage is indeed more artist friendly. 

Xiao-dong



-邮件原件-
发件人: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] 代表 Brent McPherson
发送时间: Wednesday, April 02, 2014 5:24 PM
收件人: softimage@listproc.autodesk.com
主题: RE: 答复: Re[2]: March 28, 2014

Politics!? You obviously never worked in a large company before? ;-)

Do you seriously think that in a competitive market a company can/will sit back 
and drip out features as part of some evil master plan? Success can obviously 
lead to complacency (which is why competition is healthy/important) but a large 
product with a diverse customer base will also find it much harder to satisfy 
all their customers and the hallmark of good product management and leadership 
is knowing what to focus on.

Sorry, just getting tired of all this conspiracy bullshit.
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
Sent: 01 April 2014 17:12
To: softimage@listproc.autodesk.com
Subject: Re: 答复: Re[2]: March 28, 2014

AD has always played politics with its upgrades, it's not about giving you the 
most efficient tools today, but releasing them in a slow staggered and 
incomplete fashion, so it takes several release and considerable investment 
before you actually get a functional addition to your workflow. they say it's 
so people have time to adjust to the change which is all so much commendable 
bullshit. Now and again they'll chuck a few sweets out when people get rowdy 
often followed by the statement You SEE !!! we really do have your best 
interest at heart or  WE really do listen to you !
It's what they did for Syflex, Nex and the viewport enhancements in 3ds max to 
name just a few.
and it's what they will do with bifrost, totting up every marginal update as a 
NEW feature. New Bifrost! now with tear of Menus, Gasp !
Most of these modeling enhancements such as the shrink wrap are things that 
could have been added years ago, but are only being added in recent releases. i 
refuse to believe that these sort of tools are that difficult to implement.
A lot of this shitty attitude hearkens back to the years of stagnation during 
the three package monopoly.

You might argue that ICE took several release to have the functionality it has 
today...
but then you would have to go watch this:

https://www.youtube.com/watch?v=s0QOtmKNnuY
and realize that ICE offered considerably more in its first incarnation, then 
Bifrost will in even it's third iteration.



On 1 April 2014 12:52, Xiaodong Xu 
xdx...@vip.sina.commailto:xdx...@vip.sina.com wrote:
I’ve been waiting for 15 years just for the late coming shrinkwrap deformer. 
Pitty!

Xiao-dong




发件人: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 代表 Eugen Sares
发送时间: Tuesday, April 01, 2014 7:35 PM
收件人: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
主题: Re[2]: March 28, 2014

Did anything change already with Maya 2015 to the better?

Not that I very much long to use it...
I'm curious, though, if Autodesk can be taken by it's word this time - to 
'humanize Maya', and the pace at which this is happening.

Anyway, it will be most interesting to learn what the most forthcoming option 
will be in the near future.
I hope with Modo 801

RE: 答复: Re[2]: March 28, 2014

2014-04-02 Thread Brent McPherson
Um. I have always been on the list. (well since 1998 when I joined Soft. :-)

In the absence of information people usually end up drawing their own 
conclusions. One of the downsides of working in a public companies is that you 
can't really talk freely about plans etc. so this is something devs like myself 
generally avoid. Having someone higher up like Chris engage this list gives us 
a little more freedom to open up on the initiatives that have been publically 
announced.

Cheers.
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Angus Davidson
Sent: 02 April 2014 12:38
To: softimage@listproc.autodesk.com
Subject: RE: 答复: Re[2]: March 28, 2014

Hi Brent

Just to clear up this is far more about perception then conspiracy. Before you 
guys all joined the list this month we had been in pretty much a vacuum as far 
as information goes.

He does have a very valid point on the marginal update thing though. Autodesk 
has done that a lot over the years.  To give you an example in Softimage they 
touted the camera sequencer as one of the major updates of the previous 
release. An item that

a) was paid for by a specific japanese games company (so not done via 
maintenance)
b) was pretty much useless to anyone else as it couldn't handle motion blur 
directly forcing you to do that in post.

Also company politics was very much in game for softimage as it was incredibly 
difficult to buy it in many countries via resellers. So if people seem upset 
and wary about Autodesk you can now understand why.

Great to have you on the list. Hopefully little things like the centering 
methodology can broaden you understanding of our workflows

Kind regards

Angus


From: Brent McPherson [brent.mcpher...@autodesk.com]
Sent: 02 April 2014 11:24 AM
To: softimage@listproc.autodesk.com
Subject: RE: 答复: Re[2]: March 28, 2014
Politics!? You obviously never worked in a large company before? ;-)

Do you seriously think that in a competitive market a company can/will sit back 
and drip out features as part of some evil master plan? Success can obviously 
lead to complacency (which is why competition is healthy/important) but a large 
product with a diverse customer base will also find it much harder to satisfy 
all their customers and the hallmark of good product management and leadership 
is knowing what to focus on.

Sorry, just getting tired of all this conspiracy bullshit.
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
Sent: 01 April 2014 17:12
To: softimage@listproc.autodesk.com
Subject: Re: 答复: Re[2]: March 28, 2014

AD has always played politics with its upgrades, it's not about giving you the 
most efficient tools today, but releasing them in a slow staggered and 
incomplete fashion, so it takes several release and considerable investment 
before you actually get a functional addition to your workflow. they say it's 
so people have time to adjust to the change which is all so much commendable 
bullshit. Now and again they'll chuck a few sweets out when people get rowdy 
often followed by the statement You SEE !!! we really do have your best 
interest at heart or  WE really do listen to you !
It's what they did for Syflex, Nex and the viewport enhancements in 3ds max to 
name just a few.
and it's what they will do with bifrost, totting up every marginal update as a 
NEW feature. New Bifrost! now with tear of Menus, Gasp !
Most of these modeling enhancements such as the shrink wrap are things that 
could have been added years ago, but are only being added in recent releases. i 
refuse to believe that these sort of tools are that difficult to implement.
A lot of this shitty attitude hearkens back to the years of stagnation during 
the three package monopoly.
You might argue that ICE took several release to have the functionality it has 
today...
but then you would have to go watch this:

https://www.youtube.com/watch?v=s0QOtmKNnuY
and realize that ICE offered considerably more in its first incarnation, then 
Bifrost will in even it's third iteration.


On 1 April 2014 12:52, Xiaodong Xu 
xdx...@vip.sina.commailto:xdx...@vip.sina.com wrote:
I’ve been waiting for 15 years just for the late coming shrinkwrap deformer. 
Pitty!

Xiao-dong




发件人: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 代表 Eugen Sares
发送时间: Tuesday, April 01, 2014 7:35 PM
收件人: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
主题: Re[2]: March 28, 2014

Did anything change already with Maya 2015 to the better?

Not that I very much long to use it...
I'm curious, though, if Autodesk can be taken by it's word this time - to 
'humanize Maya', and the pace at which this is happening.

Anyway, it will be most interesting

Re: 答复: Re[2]: March 28, 2014

2014-04-02 Thread Leendert A. Hartog
Well, there still is a marked difference between someone who is
ill-informed and makes an odd remark based on this and someone who
actively engages/believes in conspiracy theories.
Throwing the term conspiracy theory around in these kind of
discussions somehow might give the impression someone is thinking the
other to be some sort of nut-job.
And such confusion should be avoided, I guess...

Greetz
Leendert

-- 

Leendert A. Hartog �C Softimage hobbyist
AKA Hirazi Blue �C Administrator  @, NOT the owner of  si-community.com



Re: 答复: Re[2]: March 28, 2014

2014-04-02 Thread Mirko Jankovic
Good point


On Wed, Apr 2, 2014 at 2:17 PM, Leendert A. Hartog hirazib...@live.nlwrote:

  Well, there still is a marked difference between someone who is
 ill-informed and makes an odd remark based on this and someone who actively
 engages/believes in conspiracy theories.
 Throwing the term conspiracy theory around in these kind of discussions
 somehow might give the impression someone is thinking the other to be some
 sort of nut-job.
 And such confusion should be avoided, I guess...

 Greetz
 Leendert

 --

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




Re: 答复: Re[2]: March 28, 2014

2014-04-02 Thread Luc-Eric Rousseau
On Wed, Apr 2, 2014 at 8:17 AM, Leendert A. Hartog hirazib...@live.nl wrote:
 Well, there still is a marked difference between someone who is ill-informed
 and makes an odd remark based on this and someone who actively
 engages/believes in conspiracy theories.
 Throwing the term conspiracy theory around in these kind of discussions
 somehow might give the impression someone is thinking the other to be some
 sort of nut-job.
 And such confusion should be avoided, I guess...

Nice to trim the post, but let's  reread what was posted before
defending it as not conspiracy-like. AD has always played politics
with its upgrades, it's not about giving you the most efficient tools
today, but releasing them in a slow staggered and incomplete fashion,
so it takes several release and considerable investment before you
actually get a functional addition to your workflow

It's heading towards conspiracy territory indeed.  That it all could
have been done years ago in one shot, but the company simply chose to
not do it to get more money.

This type of releases would be an encouraging sign of constant
development for Modo or Houdini, or anyone else, including Softimage
at Avid.

We could cynically say Softimage always knew it had a particle
problems from day one, but they knew users wouldn't jump to ship, so
they waited as long as they could before doing anything.  Then of
course they were panicking with the loss of some clients and started
to be listening a lot to uses all the sudden about it and made ICE.
Why didn't they listen the 10 years before that?  Particles didn't
start being to be a problem in 2006!

Or we could cynically say Softimage always could have support third
party renderers (even talked about PRMan support at one point), but
decided to only support Mental Ray, and a pipeline based on
softimage's proprietary shaders, so that they could get people trapped
into paying them for mental ray licenses. Politics! Then finally
around V6 they decided to open up an API they must have had all along
internally and declared they were listening and how open they were
becoming!

See, anyone can be cynical and make stuff up that sounds real.  And
anyone has the right to call you out on that.

I could do this all day!  Let's do more, just to fan the flames??  No?
 OK anyway!

How about  Softmage doing absolutely nothing in animation in the last
10 years probably because they were not losing any japanese
subscription money over that!  The last thing done was the Shape
Manager, a project probably paid by a big client. How about turn
edge?? That was touted a big feature but it's a trivial thing game
modellers have been asking since the days of Softimage|3D!  How about
user normals!  That was a implemented as a plugin in the netview and
it took 10 years before that was finally put in natively and then they
touted it as big feature even though it must been trivial since
they must have had all the code already!  Etc.. etc..  etc..


It is the upmost cynicism to say that stuff like Bifrost or viewport
enhancement is getting released incrementally to get more money.
Every user of every package out there saying, give us more frequent
updates, help us validate your features by seeing them and using them
as they are being developed.  There are monthly drops in the beta
forums, and then if something is ready to go, it's released in an
extension release to get it out there to a larger audience ASAP.

Drawback, if you release things it adds more time to the development
time because you have to clean some things up earlier. For example
Softimage people worked between 2 and 3 years on ICE v1.0.  Although
it was probably impossible for that project, if they had made an
intermediate release it might have added another year to the full
V1.0.  But the team did drop things like IK, applying ICE trees in
branches and other stuff to make v1.0.


Re: 答复: Re[2]: March 28, 2014

2014-04-02 Thread Leendert A. Hartog

I am not defending or even attacking anyone here.
I posted my doubts over the use of the term conspiracy theory for what 
it implies...
I do strongly feel it doesn't help any discussion to imply the other is 
a nut-job...


Greetz
Leendert

--

Leendert A. Hartog – Softimage hobbyist
AKA Hirazi Blue – Administrator  @, NOT the owner of  si-community.com




RE: 答复: Re[2]: March 28, 2014

2014-04-02 Thread Brent McPherson
When someone is throwing about unfounded accusations/speculation why not call 
them out on it?

Sometimes you need to be told you are being an ass and not tiptoe around it. 
The original post was not a setup for polite and constructive discussion IMO 
and I don't think my usage of the term conspiracy theory was as bad as you 
are making it out to be.
--
Brent

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog
Sent: 02 April 2014 15:07
To: softimage@listproc.autodesk.com
Subject: Re: 答复: Re[2]: March 28, 2014

I am not defending or even attacking anyone here.
I posted my doubts over the use of the term conspiracy theory for what 
it implies...
I do strongly feel it doesn't help any discussion to imply the other is 
a nut-job...

Greetz
Leendert

-- 

Leendert A. Hartog – Softimage hobbyist
AKA Hirazi Blue – Administrator  @, NOT the owner of  si-community.com


attachment: winmail.dat

Re: 答复: Re[2]: March 28, 2014

2014-04-02 Thread Leendert A. Hartog

Ah well, case closed then...

--

Leendert A. Hartog – Softimage hobbyist
AKA Hirazi Blue – Administrator  @, NOT the owner of  si-community.com




Re: March 28, 2014

2014-04-02 Thread Jordi Bares
I agree with you Brent, we should be fair.

Jordi Bares
jordiba...@gmail.com

On 2 Apr 2014, at 15:21, Brent McPherson brent.mcpher...@autodesk.com wrote:

 When someone is throwing about unfounded accusations/speculation why not call 
 them out on it?
 
 Sometimes you need to be told you are being an ass and not tiptoe around it. 
 The original post was not a setup for polite and constructive discussion IMO 
 and I don't think my usage of the term conspiracy theory was as bad as you 
 are making it out to be.
 --
 Brent
 
 -Original Message-
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. 
 Hartog
 Sent: 02 April 2014 15:07
 To: softimage@listproc.autodesk.com
 Subject: Re: 答复: Re[2]: March 28, 2014
 
 I am not defending or even attacking anyone here.
 I posted my doubts over the use of the term conspiracy theory for what 
 it implies...
 I do strongly feel it doesn't help any discussion to imply the other is 
 a nut-job...
 
 Greetz
 Leendert
 
 -- 
 
 Leendert A. Hartog – Softimage hobbyist
 AKA Hirazi Blue – Administrator  @, NOT the owner of  si-community.com
 
 
 winmail.dat




RE: 答复: Re[2]: March 28, 2014

2014-04-02 Thread Angus Davidson
Hi Luceric

You conveniently seem to forget a few things

a) You are on the inside (with all the knowledge )looking out as opposed to 
have no information and looking in.
b) Places like the Foundry and SideFX engage with their clients on a level AD 
has even come close to. Even in the last month.
c) You should be worrying less about conspiracy theories and more about how 
unprofessional your last post makes you and by extension your employer look 
like.
d) Treating people with respect even when they are wrong goes down much better.
e) There is a big difference between calling people out and correcting things, 
and purposely trying to make them feel stupid.

So done here.














From: Luc-Eric Rousseau [luceri...@gmail.com]
Sent: 02 April 2014 03:48 PM
To: softimage@listproc.autodesk.com
Subject: Re: 答复: Re[2]: March 28, 2014

On Wed, Apr 2, 2014 at 8:17 AM, Leendert A. Hartog hirazib...@live.nl wrote:
 Well, there still is a marked difference between someone who is ill-informed
 and makes an odd remark based on this and someone who actively
 engages/believes in conspiracy theories.
 Throwing the term conspiracy theory around in these kind of discussions
 somehow might give the impression someone is thinking the other to be some
 sort of nut-job.
 And such confusion should be avoided, I guess...

Nice to trim the post, but let's  reread what was posted before
defending it as not conspiracy-like. AD has always played politics
with its upgrades, it's not about giving you the most efficient tools
today, but releasing them in a slow staggered and incomplete fashion,
so it takes several release and considerable investment before you
actually get a functional addition to your workflow

It's heading towards conspiracy territory indeed.  That it all could
have been done years ago in one shot, but the company simply chose to
not do it to get more money.

This type of releases would be an encouraging sign of constant
development for Modo or Houdini, or anyone else, including Softimage
at Avid.

We could cynically say Softimage always knew it had a particle
problems from day one, but they knew users wouldn't jump to ship, so
they waited as long as they could before doing anything.  Then of
course they were panicking with the loss of some clients and started
to be listening a lot to uses all the sudden about it and made ICE.
Why didn't they listen the 10 years before that?  Particles didn't
start being to be a problem in 2006!

Or we could cynically say Softimage always could have support third
party renderers (even talked about PRMan support at one point), but
decided to only support Mental Ray, and a pipeline based on
softimage's proprietary shaders, so that they could get people trapped
into paying them for mental ray licenses. Politics! Then finally
around V6 they decided to open up an API they must have had all along
internally and declared they were listening and how open they were
becoming!

See, anyone can be cynical and make stuff up that sounds real.  And
anyone has the right to call you out on that.

I could do this all day!  Let's do more, just to fan the flames??  No?
 OK anyway!

How about  Softmage doing absolutely nothing in animation in the last
10 years probably because they were not losing any japanese
subscription money over that!  The last thing done was the Shape
Manager, a project probably paid by a big client. How about turn
edge?? That was touted a big feature but it's a trivial thing game
modellers have been asking since the days of Softimage|3D!  How about
user normals!  That was a implemented as a plugin in the netview and
it took 10 years before that was finally put in natively and then they
touted it as big feature even though it must been trivial since
they must have had all the code already!  Etc.. etc..  etc..


It is the upmost cynicism to say that stuff like Bifrost or viewport
enhancement is getting released incrementally to get more money.
Every user of every package out there saying, give us more frequent
updates, help us validate your features by seeing them and using them
as they are being developed.  There are monthly drops in the beta
forums, and then if something is ready to go, it's released in an
extension release to get it out there to a larger audience ASAP.

Drawback, if you release things it adds more time to the development
time because you have to clean some things up earlier. For example
Softimage people worked between 2 and 3 years on ICE v1.0.  Although
it was probably impossible for that project, if they had made an
intermediate release it might have added another year to the full
V1.0.  But the team did drop things like IK, applying ICE trees in
branches and other stuff to make v1.0.

table width=100% border=0 cellspacing=0 cellpadding=0 
style=width:100%; 
tr
td align=left style=text-align:justify;font face=arial,sans-serif 
size=1 color=#99span style=font-size:11px;This communication is 
intended

RE: 答复: Re[2]: March 28, 2014

2014-04-02 Thread Graham Bell
I'm sorry I wouldn't necessarily agree with the second point below.

I'm not saying that we're perfect, but there are different levels of engagement 
and we're not as invisible as many might seem to believe. 

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Angus Davidson
Sent: 02 April 2014 15:40
To: softimage@listproc.autodesk.com
Subject: RE: 答复: Re[2]: March 28, 2014

Hi Luceric

You conveniently seem to forget a few things

a) You are on the inside (with all the knowledge )looking out as opposed to 
have no information and looking in.
b) Places like the Foundry and SideFX engage with their clients on a level AD 
has even come close to. Even in the last month.
c) You should be worrying less about conspiracy theories and more about how 
unprofessional your last post makes you and by extension your employer look 
like.
d) Treating people with respect even when they are wrong goes down much better.
e) There is a big difference between calling people out and correcting things, 
and purposely trying to make them feel stupid.

So done here.












w unless the University agrees in writing to the contrary. /span/font/td 
/tr /table

attachment: winmail.dat

Re: 答复: Re[2]: March 28, 2014

2014-04-02 Thread Eric Thivierge

Then why is this what many might believe in the first place?

On Wednesday, April 02, 2014 12:05:44 PM, Graham Bell wrote:

I'm sorry I wouldn't necessarily agree with the second point below.

I'm not saying that we're perfect, but there are different levels of engagement 
and we're not as invisible as many might seem to believe.




RE: 答复: Re[2]: March 28, 2014

2014-04-02 Thread Andi Farhall
i could be wrong but,
https://www.youtube.com/watch?v=lmUXp_zE14E

...
http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21

http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/
This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
opinions expressed are solely those of the author and do not necessarily 
represent those of Hackney Effects Ltd.If you are not the intended recipient of 
this email, you must neither take any action based upon its contents, nor copy 
or show it to anyone.Please contact the sender if you believe you have received 
this email in error.

 Date: Wed, 2 Apr 2014 13:09:10 -0400
 From: ethivie...@hybride.com
 To: softimage@listproc.autodesk.com
 Subject: Re: 答复: Re[2]: March 28, 2014
 CC: graham.b...@autodesk.com
 
 Then why is this what many might believe in the first place?
 
 On Wednesday, April 02, 2014 12:05:44 PM, Graham Bell wrote:
  I'm sorry I wouldn't necessarily agree with the second point below.
 
  I'm not saying that we're perfect, but there are different levels of 
  engagement and we're not as invisible as many might seem to believe.
 
  

RE: 答复: Re[2]: March 28, 2014

2014-04-02 Thread Maurice Patel
It's natural and logical that they believe it and the answer lies in factorial 
increase.
The number of combinations increases as a factorial as both company size and 
customer base increase, and that has a direct impact on interaction. Autodesk 
has more interactions with customers (total volume) than smaller companies but 
the sheer number of combinations makes it impossible to have the same level of 
intimacy between everyone at Autodesk ME and every customer. So there is a 
very real reason why large organizations appear less intimate, they are. But it 
does not mean we  either care less or communicate less or that small companies 
are necessarily more open. They won't tell you everything either. If asked all 
the companies discussed on this list to comment on the following question Have 
never in the past nor will ever in the future consider selling yourself to 
Autodesk? I wonder how many would really truthfully answer that question.
maurice

Maurice Patel
Autodesk : Tél:  514 954-7134


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Wednesday, April 02, 2014 1:09 PM
To: softimage@listproc.autodesk.com
Cc: Graham Bell
Subject: Re: 答复: Re[2]: March 28, 2014

Then why is this what many might believe in the first place?

On Wednesday, April 02, 2014 12:05:44 PM, Graham Bell wrote:
 I'm sorry I wouldn't necessarily agree with the second point below.

 I'm not saying that we're perfect, but there are different levels of 
 engagement and we're not as invisible as many might seem to believe.

attachment: winmail.dat

Re: 答复: Re[2]: March 28, 2014

2014-04-02 Thread Mirko Jankovic
dudes calm down. like a kids in a park :)
creating all those theories is really only AD fault due to poor PR
communication with small size customer base
and at the end they can only feel lied to, betrayed and start figuring what
has happens, why things being done...
giving some info now after 5 years of what most of people see like a lying
doesn't help as everything AD say now is immediately classified as a lie.
Simple as that.  is it that hard to accept the fact that people are being
screwed, whole working life turned up side down and just couple months ago
they've bin lied to that everything is ok.
I see image of chicken in the hands calming before snapping out it's
neck.

in any case it will take a lot of time, maybe even never before AD get not
only trust but any respect at all from Softimage users.
Another thing is that AD evil shadow image is stretched and label put over
AD voices here on forum as well. People need someone to shout at so you
guys really have to understand that you put your hand
in the front to be thrown eggs and tomato at til storm is passed :) Grats
for coruage and ened to do that, part of the job we know, but also you have
to be aware taht after all Softimage people has bin through it is not
possible to clearly and
without emotional veil look and see things. And it won;t be for another
5-10-20... years...
I know for sure that as ooold grayed out man will remember two horror days
in my life, 1st when AD bought Softimage, and then when Softimage died...
Feeling of sickness in stomach is pretty much still alive so understand us,
throwing name and calling people crazy isn't helping.. yes we are crazy
about Softimage


Re: March 28, 2014

2014-04-01 Thread Mirko Jankovic
Absolutely agree, it all depends what area of work you actually cover and
while there are cases where there is really no option to continue using it,
such as yours, there are a lot more other cases where people are just not
considering what is going on but going with the masses instead of figuring
what is best for them.


On Tue, Apr 1, 2014 at 7:50 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 As I said, mine is my personal take on it.
 For you it might be an option to keep investing time and efforts in a
 software for which new seats can't be bought any longer, for me it's not an
 option.

 Out of respect for those working around me, and for the people I have to
 provide for, it's important to me that what I have can keep generating
 income for me.

 Being a Softimage Rockstar, given my preferred field and role of
 employment, has absolutely zero value.

 If you provide content to other parties and you can work with whatever
 tools, great for you. I provide expertise, services, development, and a
 number of other things, all of which rely heavily on my efforts being
 marketable in relation to the platforms I use, or can develop with and for.
 Softimage has left the map last month for those that have necessities and
 methods of operation similar to mine, and no amount of sentimentalism or
 bloody minded stubbornness will change that.

 We all have different priorities, I don't pretend I can understand yours,
 and even less have any interest in dictating them, but please don't assume
 my statement is uninformed or defeatist.



 On Tue, Apr 1, 2014 at 4:14 PM, Mirko Jankovic 
 mirkoj.anima...@gmail.comwrote:

 Actually I disagree with Sadly, I have to accept that experience isn't
 coming back any time soon, if ever.
 I;m more towards that experience haven;t left anywhere at all
 Softimage is till here and there to stay until there is something better.
 Guys, it won;t stop working, noone is gonna uninstall it from your drive
 and it work same way as it worked yesterday.
 I really don't get that immediate feeling of loss. It is huge loss for
 time to come but not right now.
 If factory that made your hammer you have at home stopped working and
 making new ones, no one is gonna take your hammer, and the rest of
 tools.
 Diversify, learn new tools see what is out there that is always good
 thing. But use what works for you right now :)


 On Mon, Mar 31, 2014 at 11:47 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Sadly, I have to accept that experience isn't coming back any time soon,
 if ever.

 Currently Maya is the one that involves the least problems with
 animators, and it has OK rigging facilities and is expansible enough to
 cover what gaps are left.
 If you want any agility using it you pretty much have to put a ton of
 dev work into it front-loaded, or cope with a few plugins and pray they
 don't get discontinued (because unlike Soft every major version they will
 need to be recompiled).

 Performance is on the high end of single threading, but abysmal on the
 multi-threaded side of things. Nodes are actually quite easy to write, and
 usually not unpleasant, but again a major pain in the arse to thread out
 properly, which makes Splice an almost necessary companion for it in my
 eyes.

 So currently the only option is more or less to move to Maya if you
 can't afford proprietary (tons of it), and clench your teeth in hope H-Maya
 won't fondle camel balls, and rely on Fabric for performance and hope they
 deliver on atomic primitives in place of Autodesk some time soon.

 That's, obviously enough, a personal take on it. It's not even AL's take
 on it, don't think what I think or say has any reflection on what my
 employer does, please :)

 The scope, quality, quantity and type of work one does can swing that in
 any direction. Given I work (and therefore am interested in maintaining or
 evolving expertise) on either feature animation movies or creature work for
 live action ones large teams of animators and the ability to scale staff
 promptly are staples, and my choices are restricted, someone else might be
 in a better situation, someone else in a worse one.
 Soft was the perfect storm for the work I do.



 On Tue, Apr 1, 2014 at 8:20 AM, David Saber davidsa...@sfr.fr wrote:

 OK Raf, so what are the options left? What would you do?
 David


 On 2014-03-31 14:44, Raffaele Fragapane wrote:

 Maya and Houdini simply don't provide that experience, and their
 learning curve to reach that level of fluidity is measured in years, while
 with Soft we had people who never used it literally flying around within a
 month.




 --
 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: March 28, 2014

2014-04-01 Thread Martin Yara
Raffaele, Szabolcs, and the rest of you, thanks for the tips!
Now I have a better idea where to aim into to improve my modeling /
sculpting workflow.

About SI being still here, well not really. If your job is to delivery only
final renders without the original data, then I guess you could work with
whatever you want, even Softimage | 3D.

The rest of us, can't rely in a hammer out of production, not as our main
tool at least. The minute you need new licenses, you want to create your
own company, you need to subcontract more people, you are screwed. We need
a new hammer as good as the old one was, but since there isn't, we need to
start to learn how to use little spoons to do the same work, or we are
going to end just like the old hammer.

Martin




On Tue, Apr 1, 2014 at 3:11 PM, Mirko Jankovic mirkoj.anima...@gmail.comwrote:

 Absolutely agree, it all depends what area of work you actually cover and
 while there are cases where there is really no option to continue using it,
 such as yours, there are a lot more other cases where people are just not
 considering what is going on but going with the masses instead of figuring
 what is best for them.




Re: March 28, 2014

2014-04-01 Thread David Saber
Well it may be true that Maya is the best choice for character creators. 
But it's very annoying to go back to Maya. I've been using it on several 
jobs and coming from XSI it really feels backwards. Also the feeling to 
be pushed to adopt Maya is very uncomfortable.
XSI gets you used to an open, free way of working and it might be 
difficult to adapt to something else. Just one example: construction 
modes. A fantastic tool when you work on characters. Is it available in 
another 3D app?
XSI was conceived in the late 90ies. In this 15 years time, you would 
think other 3d apps would catch up with its avant-gardism...

3d will never be the same indeed.
David


On 2014-03-31 23:47, Raffaele Fragapane wrote:
Currently Maya is the one that involves the least problems with 
animators, and it has OK rigging facilities and is expansible enough 
to cover what gaps are left.
If you want any agility using it you pretty much have to put a ton of 
dev work into it front-loaded, or cope with a few plugins and pray 
they don't get discontinued (because unlike Soft every major version 
they will need to be recompiled).




Re: March 28, 2014

2014-04-01 Thread Nicolas Esposito
I'm doing the switch to Maya, watching some videotutorials and try to adopt
my workflow from Softimage...
Yes, is very uncomfortable, especially regarding characters...what I'm
missing is the freedom to modify, add, gator the characters without
screwing up the rig...also corrective shapes are a bit of a pain...

WellI'm sad :(


2014-04-01 10:29 GMT+02:00 David Saber davidsa...@sfr.fr:

 Well it may be true that Maya is the best choice for character creators.
 But it's very annoying to go back to Maya. I've been using it on several
 jobs and coming from XSI it really feels backwards. Also the feeling to be
 pushed to adopt Maya is very uncomfortable.
 XSI gets you used to an open, free way of working and it might be
 difficult to adapt to something else. Just one example: construction modes.
 A fantastic tool when you work on characters. Is it available in another 3D
 app?
 XSI was conceived in the late 90ies. In this 15 years time, you would
 think other 3d apps would catch up with its avant-gardism...
 3d will never be the same indeed.
 David



 On 2014-03-31 23:47, Raffaele Fragapane wrote:

 Currently Maya is the one that involves the least problems with
 animators, and it has OK rigging facilities and is expansible enough to
 cover what gaps are left.
 If you want any agility using it you pretty much have to put a ton of dev
 work into it front-loaded, or cope with a few plugins and pray they don't
 get discontinued (because unlike Soft every major version they will need to
 be recompiled).




Re: March 28, 2014

2014-04-01 Thread Jordi Bares
May be the status quo but don't fool yourself, animators don't tend to need 
much other than a good rig and toolset around and decent performance, I don't 
think it is a defining factor and here at Realise we have tested it in 
production yet again.

With our latest project we animated using Maya for a number of good reasons at 
the time (service provider using maya, rigger available, animators available, 
tracking guys needing licenses) and I will regret all my life.

The amount of paint inflicted on us because of Maya instability with muscles 
(major bugs there), or an extremely painful manipulation tools to create 
corrective shapes and poses, or substandard toolset for animators (yes, I am 
talking ATOM here) made yet another scar on my skin.

To be honest, before animation we were 3 weeks *ahead* of schedule, when we 
finessed animation we ate that advantage so you tell me if it is the least 
problematic animation tool and I have a nervous laugh every single time.

The good news is that I saw it coming and prepared myself for it so the 
situation was correctly managed (we extended everybody 1 more week too which 
btw means $$$) and we got out of it without affecting the quality of the 
project.

Sorry to be negative here, Maya may be the standard and as such unavoidable, 
but like someone else on the list said, it is like making love to a cheese 
grater.

jb



On 31 Mar 2014, at 22:47, Raffaele Fragapane raffsxsil...@googlemail.com 
wrote:

 Currently Maya is the one that involves the least problems with animators, 
 and it has OK rigging facilities and is expansible enough to cover what gaps 
 are left.



Re: March 28, 2014

2014-04-01 Thread Jordi Bares
Agreed

Jordi Bares
jordiba...@gmail.com

On 1 Apr 2014, at 06:50, Raffaele Fragapane raffsxsil...@googlemail.com wrote:

 As I said, mine is my personal take on it.
 For you it might be an option to keep investing time and efforts in a 
 software for which new seats can't be bought any longer, for me it's not an 
 option.
 
 Out of respect for those working around me, and for the people I have to 
 provide for, it's important to me that what I have can keep generating income 
 for me.
 
 Being a Softimage Rockstar, given my preferred field and role of employment, 
 has absolutely zero value.
 
 If you provide content to other parties and you can work with whatever tools, 
 great for you. I provide expertise, services, development, and a number of 
 other things, all of which rely heavily on my efforts being marketable in 
 relation to the platforms I use, or can develop with and for. Softimage has 
 left the map last month for those that have necessities and methods of 
 operation similar to mine, and no amount of sentimentalism or bloody minded 
 stubbornness will change that.
 
 We all have different priorities, I don't pretend I can understand yours, and 
 even less have any interest in dictating them, but please don't assume my 
 statement is uninformed or defeatist.
 
 
 
 On Tue, Apr 1, 2014 at 4:14 PM, Mirko Jankovic mirkoj.anima...@gmail.com 
 wrote:
 Actually I disagree with Sadly, I have to accept that experience isn't 
 coming back any time soon, if ever.
 I;m more towards that experience haven;t left anywhere at all
 Softimage is till here and there to stay until there is something better.
 Guys, it won;t stop working, noone is gonna uninstall it from your drive and 
 it work same way as it worked yesterday.
 I really don't get that immediate feeling of loss. It is huge loss for time 
 to come but not right now.
 If factory that made your hammer you have at home stopped working and making 
 new ones, no one is gonna take your hammer, and the rest of tools.
 Diversify, learn new tools see what is out there that is always good thing. 
 But use what works for you right now :)
 
 
 On Mon, Mar 31, 2014 at 11:47 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:
 Sadly, I have to accept that experience isn't coming back any time soon, if 
 ever.
 
 Currently Maya is the one that involves the least problems with animators, 
 and it has OK rigging facilities and is expansible enough to cover what gaps 
 are left.
 If you want any agility using it you pretty much have to put a ton of dev 
 work into it front-loaded, or cope with a few plugins and pray they don't get 
 discontinued (because unlike Soft every major version they will need to be 
 recompiled).
 
 Performance is on the high end of single threading, but abysmal on the 
 multi-threaded side of things. Nodes are actually quite easy to write, and 
 usually not unpleasant, but again a major pain in the arse to thread out 
 properly, which makes Splice an almost necessary companion for it in my eyes.
 
 So currently the only option is more or less to move to Maya if you can't 
 afford proprietary (tons of it), and clench your teeth in hope H-Maya won't 
 fondle camel balls, and rely on Fabric for performance and hope they deliver 
 on atomic primitives in place of Autodesk some time soon.
 
 That's, obviously enough, a personal take on it. It's not even AL's take on 
 it, don't think what I think or say has any reflection on what my employer 
 does, please :)
 
 The scope, quality, quantity and type of work one does can swing that in any 
 direction. Given I work (and therefore am interested in maintaining or 
 evolving expertise) on either feature animation movies or creature work for 
 live action ones large teams of animators and the ability to scale staff 
 promptly are staples, and my choices are restricted, someone else might be in 
 a better situation, someone else in a worse one.
 Soft was the perfect storm for the work I do.
 
 
 
 On Tue, Apr 1, 2014 at 8:20 AM, David Saber davidsa...@sfr.fr wrote:
 OK Raf, so what are the options left? What would you do?
 David
 
 
 On 2014-03-31 14:44, Raffaele Fragapane wrote:
 Maya and Houdini simply don't provide that experience, and their learning 
 curve to reach that level of fluidity is measured in years, while with Soft 
 we had people who never used it literally flying around within a month.
 
 
 
 -- 
 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: March 28, 2014

2014-04-01 Thread Raffaele Fragapane
For the record, I would probably chew on broken glass, lead, salt and lemon
mixed up before I'd use Maya's muscle system.
Of all the OOTB things Maya offers very few are truly stellar in my
experience, possibly none, and only a handful total are actually nice and
useful.
For a while nCloth was one, in example, and compared to XSI's lack thereof,
paired with several other things, it contributed to the feeling of old that
Maya was more open AND, however wonky, had more canned tools as well
(fluids, cloth, muscles etc.).

Very few of those stood the test of time.



On Tue, Apr 1, 2014 at 8:00 PM, Jordi Bares jordiba...@gmail.com wrote:

 May be the status quo but don't fool yourself, animators don't tend to
 need much other than a good rig and toolset around and decent performance,
 I don't think it is a defining factor and here at Realise we have tested it
 in production yet again.

 With our latest project we animated using Maya for a number of good
 reasons at the time (service provider using maya, rigger available,
 animators available, tracking guys needing licenses) and I will regret all
 my life.

 The amount of paint inflicted on us because of Maya instability with
 muscles (major bugs there), or an extremely painful manipulation tools to
 create corrective shapes and poses, or substandard toolset for animators
 (yes, I am talking ATOM here) made yet another scar on my skin.

 To be honest, before animation we were 3 weeks *ahead* of schedule, when
 we finessed animation we ate that advantage so you tell me if it is the
 least problematic animation tool and I have a nervous laugh every single
 time.

 The good news is that I saw it coming and prepared myself for it so the
 situation was correctly managed (we extended everybody 1 more week too
 which btw means $$$) and we got out of it without affecting the quality of
 the project.

 Sorry to be negative here, Maya may be the standard and as such
 unavoidable, but like someone else on the list said, it is like making love
 to a cheese grater.

 jb



 On 31 Mar 2014, at 22:47, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:

 Currently Maya is the one that involves the least problems with animators,
 and it has OK rigging facilities and is expansible enough to cover what
 gaps are left.





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


Re: March 28, 2014

2014-04-01 Thread Mirko Jankovic
They are good on feature list for marketing and sales. crap when it comes
to real work


On Tue, Apr 1, 2014 at 11:25 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 For the record, I would probably chew on broken glass, lead, salt and
 lemon mixed up before I'd use Maya's muscle system.
 Of all the OOTB things Maya offers very few are truly stellar in my
 experience, possibly none, and only a handful total are actually nice and
 useful.
 For a while nCloth was one, in example, and compared to XSI's lack
 thereof, paired with several other things, it contributed to the feeling of
 old that Maya was more open AND, however wonky, had more canned tools as
 well (fluids, cloth, muscles etc.).

 Very few of those stood the test of time.



 On Tue, Apr 1, 2014 at 8:00 PM, Jordi Bares jordiba...@gmail.com wrote:

 May be the status quo but don't fool yourself, animators don't tend to
 need much other than a good rig and toolset around and decent performance,
 I don't think it is a defining factor and here at Realise we have tested it
 in production yet again.

 With our latest project we animated using Maya for a number of good
 reasons at the time (service provider using maya, rigger available,
 animators available, tracking guys needing licenses) and I will regret all
 my life.

 The amount of paint inflicted on us because of Maya instability with
 muscles (major bugs there), or an extremely painful manipulation tools to
 create corrective shapes and poses, or substandard toolset for animators
 (yes, I am talking ATOM here) made yet another scar on my skin.

 To be honest, before animation we were 3 weeks *ahead* of schedule, when
 we finessed animation we ate that advantage so you tell me if it is the
 least problematic animation tool and I have a nervous laugh every single
 time.

 The good news is that I saw it coming and prepared myself for it so the
 situation was correctly managed (we extended everybody 1 more week too
 which btw means $$$) and we got out of it without affecting the quality of
 the project.

 Sorry to be negative here, Maya may be the standard and as such
 unavoidable, but like someone else on the list said, it is like making love
 to a cheese grater.

 jb



 On 31 Mar 2014, at 22:47, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:

 Currently Maya is the one that involves the least problems with
 animators, and it has OK rigging facilities and is expansible enough to
 cover what gaps are left.





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



Re: March 28, 2014

2014-04-01 Thread Peter Agg
Dare I ask the issues with Maya Muscles?


On 1 April 2014 10:25, Raffaele Fragapane raffsxsil...@googlemail.comwrote:

 For the record, I would probably chew on broken glass, lead, salt and
 lemon mixed up before I'd use Maya's muscle system.
 Of all the OOTB things Maya offers very few are truly stellar in my
 experience, possibly none, and only a handful total are actually nice and
 useful.
 For a while nCloth was one, in example, and compared to XSI's lack
 thereof, paired with several other things, it contributed to the feeling of
 old that Maya was more open AND, however wonky, had more canned tools as
 well (fluids, cloth, muscles etc.).

 Very few of those stood the test of time.



 On Tue, Apr 1, 2014 at 8:00 PM, Jordi Bares jordiba...@gmail.com wrote:

 May be the status quo but don't fool yourself, animators don't tend to
 need much other than a good rig and toolset around and decent performance,
 I don't think it is a defining factor and here at Realise we have tested it
 in production yet again.

 With our latest project we animated using Maya for a number of good
 reasons at the time (service provider using maya, rigger available,
 animators available, tracking guys needing licenses) and I will regret all
 my life.

 The amount of paint inflicted on us because of Maya instability with
 muscles (major bugs there), or an extremely painful manipulation tools to
 create corrective shapes and poses, or substandard toolset for animators
 (yes, I am talking ATOM here) made yet another scar on my skin.

 To be honest, before animation we were 3 weeks *ahead* of schedule, when
 we finessed animation we ate that advantage so you tell me if it is the
 least problematic animation tool and I have a nervous laugh every single
 time.

 The good news is that I saw it coming and prepared myself for it so the
 situation was correctly managed (we extended everybody 1 more week too
 which btw means $$$) and we got out of it without affecting the quality of
 the project.

 Sorry to be negative here, Maya may be the standard and as such
 unavoidable, but like someone else on the list said, it is like making love
 to a cheese grater.

 jb



 On 31 Mar 2014, at 22:47, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:

 Currently Maya is the one that involves the least problems with
 animators, and it has OK rigging facilities and is expansible enough to
 cover what gaps are left.





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



Re: March 28, 2014

2014-04-01 Thread Raffaele Fragapane
They just don't work through and through in my experience.
They don't scale well, they are clunky to set up, impossible to iterate on,
and generally very, very old stuff.
I've seen them put to good use once or twice, but for very quick, very low
res (by muscle standards) stuff. I would a lot sooner use a set of well
engineered wraps and skinning tricks at any scale than Maya muscles.


On Tue, Apr 1, 2014 at 8:45 PM, Peter Agg peter@googlemail.com wrote:

 Dare I ask the issues with Maya Muscles?


 On 1 April 2014 10:25, Raffaele Fragapane raffsxsil...@googlemail.comwrote:

 For the record, I would probably chew on broken glass, lead, salt and
 lemon mixed up before I'd use Maya's muscle system.
 Of all the OOTB things Maya offers very few are truly stellar in my
 experience, possibly none, and only a handful total are actually nice and
 useful.
 For a while nCloth was one, in example, and compared to XSI's lack
 thereof, paired with several other things, it contributed to the feeling of
 old that Maya was more open AND, however wonky, had more canned tools as
 well (fluids, cloth, muscles etc.).

 Very few of those stood the test of time.





Re: March 28, 2014

2014-04-01 Thread Sebastien Sterling
Maya is the best choice for character creators

Why ?

What makes it so ?

You can do this in any number of DCC's, you can do it in max and softimage.

In maya you will have to deal with the worst skinning tools ever conceived,
not to mention the myriads of scripts just to ensure contemporary
functionality.

I don't understand this argument. specialy considering Maya's established
roll as a studio tool, where the pipeline is broken up into fields. people
using maya for generalist purposes is not the norm usually they stick to
their fields.


If by character creator you mean the ability and functionality to take a
character from 2D design through, modeling, uv, texture, rigging,
animation, rendering/ or...(3Dprinting).

Maya is merely an option.


On 1 April 2014 10:45, Peter Agg peter@googlemail.com wrote:

 Dare I ask the issues with Maya Muscles?


 On 1 April 2014 10:25, Raffaele Fragapane raffsxsil...@googlemail.comwrote:

 For the record, I would probably chew on broken glass, lead, salt and
 lemon mixed up before I'd use Maya's muscle system.
 Of all the OOTB things Maya offers very few are truly stellar in my
 experience, possibly none, and only a handful total are actually nice and
 useful.
 For a while nCloth was one, in example, and compared to XSI's lack
 thereof, paired with several other things, it contributed to the feeling of
 old that Maya was more open AND, however wonky, had more canned tools as
 well (fluids, cloth, muscles etc.).

 Very few of those stood the test of time.



 On Tue, Apr 1, 2014 at 8:00 PM, Jordi Bares jordiba...@gmail.com wrote:

 May be the status quo but don't fool yourself, animators don't tend to
 need much other than a good rig and toolset around and decent performance,
 I don't think it is a defining factor and here at Realise we have tested it
 in production yet again.

 With our latest project we animated using Maya for a number of good
 reasons at the time (service provider using maya, rigger available,
 animators available, tracking guys needing licenses) and I will regret all
 my life.

 The amount of paint inflicted on us because of Maya instability with
 muscles (major bugs there), or an extremely painful manipulation tools to
 create corrective shapes and poses, or substandard toolset for animators
 (yes, I am talking ATOM here) made yet another scar on my skin.

 To be honest, before animation we were 3 weeks *ahead* of schedule, when
 we finessed animation we ate that advantage so you tell me if it is the
 least problematic animation tool and I have a nervous laugh every single
 time.

 The good news is that I saw it coming and prepared myself for it so the
 situation was correctly managed (we extended everybody 1 more week too
 which btw means $$$) and we got out of it without affecting the quality of
 the project.

 Sorry to be negative here, Maya may be the standard and as such
 unavoidable, but like someone else on the list said, it is like making love
 to a cheese grater.

 jb



 On 31 Mar 2014, at 22:47, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Currently Maya is the one that involves the least problems with
 animators, and it has OK rigging facilities and is expansible enough to
 cover what gaps are left.





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





Re[2]: March 28, 2014

2014-04-01 Thread Eugen Sares

Did anything change already with Maya 2015 to the better?

Not that I very much long to use it...
I'm curious, though, if Autodesk can be taken by it's word this time -
to 'humanize Maya', and the pace at which this is happening.

Anyway, it will be most interesting to learn what the most forthcoming
option will be in the near future.
I hope with Modo 801 and Houdini 14 (or whatever next version) it will
become clear enough where things are heading to, to make a (part time)
transition.



-- Originalnachricht --
Von: Sebastien Sterling sebastien.sterl...@gmail.com
An: softimage@listproc.autodesk.com
Gesendet: 01.04.2014 12:29:36
Betreff: Re: March 28, 2014


Maya is the best choice for character creators

Why ?

What makes it so ?

You can do this in any number of DCC's, you can do it in max and
softimage.

In maya you will have to deal with the worst skinning tools ever
conceived, not to mention the myriads of scripts just to ensure
contemporary functionality.

I don't understand this argument. specialy considering Maya's
established roll as a studio tool, where the pipeline is broken up into
fields. people using maya for generalist purposes is not the norm
usually they stick to their fields.





---
Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz 
ist aktiv.
http://www.avast.com


Re: March 28, 2014

2014-04-01 Thread David Saber
yes this is what I mean by character creators. So what's your take on 
it? What's your transition app?


On 2014-04-01 12:29, Sebastien Sterling wrote:
If by character creator you mean the ability and functionality to 
take a character from 2D design through, modeling, uv, texture, 
rigging, animation, rendering/ or...(3Dprinting).


Maya is merely an option.



答复: Re[2]: March 28, 2014

2014-04-01 Thread Xiaodong Xu
I’ve been waiting for 15 years just for the late coming shrinkwrap deformer. 
Pitty!

 

Xiao-dong

 

 

 

 

发件人: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] 代表 Eugen Sares
发送时间: Tuesday, April 01, 2014 7:35 PM
收件人: softimage@listproc.autodesk.com
主题: Re[2]: March 28, 2014

 

Did anything change already with Maya 2015 to the better?

 

Not that I very much long to use it...

I'm curious, though, if Autodesk can be taken by it's word this time - to 
'humanize Maya', and the pace at which this is happening.

 

Anyway, it will be most interesting to learn what the most forthcoming option 
will be in the near future.

I hope with Modo 801 and Houdini 14 (or whatever next version) it will become 
clear enough where things are heading to, to make a (part time) transition.

 

 

 

-- Originalnachricht --

Von: Sebastien Sterling sebastien.sterl...@gmail.com

An: softimage@listproc.autodesk.com

Gesendet: 01.04.2014 12:29:36

Betreff: Re: March 28, 2014

 

Maya is the best choice for character creators

Why ?

What makes it so ?

You can do this in any number of DCC's, you can do it in max and softimage.

In maya you will have to deal with the worst skinning tools ever conceived, not 
to mention the myriads of scripts just to ensure contemporary functionality.

I don't understand this argument. specialy considering Maya's established roll 
as a studio tool, where the pipeline is broken up into fields. people using 
maya for generalist purposes is not the norm usually they stick to their fields.



 

 

  _  


 http://www.avast.com/ 

Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus 
http://www.avast.com/  Schutz ist aktiv. 

 



Re: 答复: Re[2]: March 28, 2014

2014-04-01 Thread Sebastien Sterling
AD has always played politics with its upgrades, it's not about giving you
the most efficient tools today, but releasing them in a slow staggered and
incomplete fashion, so it takes several release and considerable investment
before you actually get a functional addition to your workflow. they say
it's so people have time to adjust to the change which is all so much
commendable bullshit. Now and again they'll chuck a few sweets out when
people get rowdy often followed by the statement You SEE !!! we really do
have your best interest at heart or  WE really do listen to you !

It's what they did for Syflex, Nex and the viewport enhancements in 3ds max
to name just a few.

and it's what they will do with bifrost, totting up every marginal update
as a NEW feature. New Bifrost! now with tear of Menus, Gasp !

Most of these modeling enhancements such as the shrink wrap are things that
could have been added years ago, but are only being added in recent
releases. i refuse to believe that these sort of tools are that difficult
to implement.

A lot of this shitty attitude hearkens back to the years of stagnation
during the three package monopoly.


You might argue that ICE took several release to have the functionality it
has today...

but then you would have to go watch this:

https://www.youtube.com/watch?v=s0QOtmKNnuY

and realize that ICE offered considerably more in its first incarnation,
then Bifrost will in even it's third iteration.





On 1 April 2014 12:52, Xiaodong Xu xdx...@vip.sina.com wrote:

 I’ve been waiting for 15 years just for the late coming shrinkwrap
 deformer. Pitty!



 Xiao-dong









 *发件人:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *代表 *Eugen Sares
 *发送时间:* Tuesday, April 01, 2014 7:35 PM
 *收件人:* softimage@listproc.autodesk.com
 *主题:* Re[2]: March 28, 2014



 Did anything change already with Maya 2015 to the better?



 Not that I very much long to use it...

 I'm curious, though, if Autodesk can be taken by it's word this time - to
 'humanize Maya', and the pace at which this is happening.



 Anyway, it will be most interesting to learn what the most forthcoming
 option will be in the near future.

 I hope with Modo 801 and Houdini 14 (or whatever next version) it
 will become clear enough where things are heading to, to make a (part time)
 transition.







 -- Originalnachricht --

 Von: Sebastien Sterling sebastien.sterl...@gmail.com

 An: softimage@listproc.autodesk.com

 Gesendet: 01.04.2014 12:29:36

 Betreff: Re: March 28, 2014



 Maya is the best choice for character creators

 Why ?

 What makes it so ?

 You can do this in any number of DCC's, you can do it in max and softimage.

 In maya you will have to deal with the worst skinning tools ever
 conceived, not to mention the myriads of scripts just to ensure
 contemporary functionality.

 I don't understand this argument. specialy considering Maya's established
 roll as a studio tool, where the pipeline is broken up into fields. people
 using maya for generalist purposes is not the norm usually they stick to
 their fields.




 --

 http://www.avast.com/

 Diese E-Mail ist frei von Viren und Malware, denn der avast! 
 Antivirushttp://www.avast.com/Schutz ist aktiv.





Re: March 28, 2014

2014-03-31 Thread David Saber

A question for Houdini users:
My main concern is characters. From modeling to texturing to rigging to 
animating, that's what I'm most interested in when I use a 3D app. In 
this perspective, is Houdini the right way to go?

David


Re: March 28, 2014

2014-03-31 Thread Angus Davidson
Houdini is not what I would call a great character modeller just yet. Most
people who seem to be planning to put Houdini as the main part of the
pipeline are looking at something Like Modo / Zbrush for the modelling

Kind regards

Angus


On 2014/03/31, 11:20 AM, David Saber davidsa...@sfr.fr wrote:

A question for Houdini users:
My main concern is characters. From modeling to texturing to rigging to
animating, that's what I'm most interested in when I use a 3D app. In
this perspective, is Houdini the right way to go?
David

table width=100% border=0 cellspacing=0 cellpadding=0 
style=width:100%; 
tr
td align=left style=text-align:justify;font face=arial,sans-serif 
size=1 color=#99span style=font-size:11px;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. /span/font/td
/tr
/table




Re: March 28, 2014

2014-03-31 Thread Mirko Jankovic
Zbrush + retopo is basically part of a lot of workflows.
Also modeling seems to be least app dependent part of production.

Fun start with rigging and animation.
How's that?


On Mon, Mar 31, 2014 at 11:29 AM, Angus Davidson
angus.david...@wits.ac.zawrote:

 Houdini is not what I would call a great character modeller just yet. Most
 people who seem to be planning to put Houdini as the main part of the
 pipeline are looking at something Like Modo / Zbrush for the modelling

 Kind regards

 Angus


 On 2014/03/31, 11:20 AM, David Saber davidsa...@sfr.fr wrote:

 A question for Houdini users:
 My main concern is characters. From modeling to texturing to rigging to
 animating, that's what I'm most interested in when I use a 3D app. In
 this perspective, is Houdini the right way to go?
 David

 table width=100% border=0 cellspacing=0 cellpadding=0
 style=width:100%;
 tr
 td align=left style=text-align:justify;font face=arial,sans-serif
 size=1 color=#99span style=font-size:11px;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.
 /span/font/td
 /tr
 /table





Re: March 28, 2014

2014-03-31 Thread Jordi Bares
Well, there are two ways to approach modelling nowadays

- Traditional route - You model in XSI/Maya/Max/Modo by means of moving 
vertices, edges, etc… tons of work to build something relatively simple and any 
director comment may have major implications on topology so not very good idea 
although everybody seems to use it.

- Modern route - You model in Zbursh without caring at all about topology, the 
client signs the character in a few poses, may be even photoshop it quickly to 
give a professional presentation and better look. Then retopo on something like 
Topogun and uv with UV layout and texturing in Mari.


Trust me on this and try the modern route, you will never look back .

Jordi Bares
jordiba...@gmail.com

On 31 Mar 2014, at 10:20, David Saber davidsa...@sfr.fr wrote:

 A question for Houdini users:
 My main concern is characters. From modeling to texturing to rigging to 
 animating, that's what I'm most interested in when I use a 3D app. In this 
 perspective, is Houdini the right way to go?
 David




Re: March 28, 2014

2014-03-31 Thread Jon Swindells
Rigging in Houdini is phenomenal.



getting an animator to work in Houdini is another thing entirely.



while it's perfectly possible to make a decent ui for your animators,
they will still be

hamstrung by the viewport speed and painful interaction/fcurve tools.



expect hissy fits and dummy spitting..




--
Jon Swindells
jon_swinde...@fastmail.fm





On Mon, Mar 31, 2014, at 12:36 PM, Mirko Jankovic wrote:

Zbrush + retopo is basically part of a lot of workflows.
Also modeling seems to be least app dependent part of production.

Fun start with rigging and animation.
How's that?



On Mon, Mar 31, 2014 at 11:29 AM, Angus Davidson
[1]angus.david...@wits.ac.za wrote:

Houdini is not what I would call a great character modeller just yet.
Most

people who seem to be planning to put Houdini as the main part of the

pipeline are looking at something Like Modo / Zbrush for the modelling



Kind regards



Angus





On 2014/03/31, 11:20 AM, David Saber [2]davidsa...@sfr.fr wrote:

A question for Houdini users:
My main concern is characters. From modeling to texturing to rigging
to
animating, that's what I'm most interested in when I use a 3D app. In
this perspective, is Houdini the right way to go?
David

table width=100% border=0 cellspacing=0 cellpadding=0
style=width:100%;

tr

td align=left style=text-align:justify;font
face=arial,sans-serif size=1 color=#99span
style=font-size:11px;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.
/span/font/td

/tr

/table

References

1. mailto:angus.david...@wits.ac.za
2. mailto:davidsa...@sfr.fr


Re: March 28, 2014

2014-03-31 Thread Jordi Bares
Agree 100%

It is the animation toolset that is not there yet although IMHO it is quite 
simple to fix… let's see   ;-)

Jordi Bares
jordiba...@gmail.com

On 31 Mar 2014, at 10:44, Jon Swindells jon_swinde...@fastmail.fm wrote:

 Rigging in Houdini is phenomenal.
  
 getting an animator to work in Houdini is another thing entirely.
  
 while it's perfectly possible to make a decent ui for your animators, they 
 will still be 
 hamstrung by the viewport speed and painful interaction/fcurve tools.
  
 expect hissy fits and dummy spitting..
  
  
 -- 
 Jon Swindells
 jon_swinde...@fastmail.fm
  
  
  
 On Mon, Mar 31, 2014, at 12:36 PM, Mirko Jankovic wrote:
 Zbrush + retopo is basically part of a lot of workflows. 
 Also modeling seems to be least app dependent part of production.
  
 Fun start with rigging and animation.
 How's that?
  
  
 On Mon, Mar 31, 2014 at 11:29 AM, Angus Davidson angus.david...@wits.ac.za 
 wrote:
  
 Houdini is not what I would call a great character modeller just yet. Most
 people who seem to be planning to put Houdini as the main part of the
 pipeline are looking at something Like Modo / Zbrush for the modelling
  
 Kind regards
  
 Angus
  
  
  
 On 2014/03/31, 11:20 AM, David Saber davidsa...@sfr.fr wrote:
  
 A question for Houdini users:
 My main concern is characters. From modeling to texturing to rigging to
 animating, that's what I'm most interested in when I use a 3D app. In
 this perspective, is Houdini the right way to go?
 David
  
 table width=100% border=0 cellspacing=0 cellpadding=0 
 style=width:100%;
 tr
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 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 
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 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, 
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 Witwatersrand, Johannesburg. All agreements between the University and 
 outsiders are subject to South African Law unless the University agrees in 
 writing to the contrary. /span/font/td
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 /table
  
  
  
  



Re: March 28, 2014

2014-03-31 Thread Mirko Jankovic
Yea modern modeling route makes a lot more sense really so who hasn't try
it. do it, like yesterday :)
As for animation yea slow view port is HUGE stop for animation really.
One thing is displaying bunch of meshes and details, (display subdiv,
displacements, fur)
Another thing is actualy procesing rig and weights that is on CPU and not
having much on GPU so two parts of sme problem to deal with.


On Mon, Mar 31, 2014 at 11:47 AM, Jordi Bares jordiba...@gmail.com wrote:

 Agree 100%

 It is the animation toolset that is not there yet although IMHO it is
 quite simple to fix... let's see   ;-)

 Jordi Bares
 jordiba...@gmail.com

 On 31 Mar 2014, at 10:44, Jon Swindells jon_swinde...@fastmail.fm wrote:

 Rigging in Houdini is phenomenal.

 getting an animator to work in Houdini is another thing entirely.

 while it's perfectly possible to make a decent ui for your animators, they
 will still be
 hamstrung by the viewport speed and painful interaction/fcurve tools.

 expect hissy fits and dummy spitting..


 --
  Jon Swindells
  jon_swinde...@fastmail.fm



 On Mon, Mar 31, 2014, at 12:36 PM, Mirko Jankovic wrote:

 Zbrush + retopo is basically part of a lot of workflows.
 Also modeling seems to be least app dependent part of production.

 Fun start with rigging and animation.
 How's that?


 On Mon, Mar 31, 2014 at 11:29 AM, Angus Davidson 
 angus.david...@wits.ac.za wrote:


 Houdini is not what I would call a great character modeller just yet. Most
  people who seem to be planning to put Houdini as the main part of the
  pipeline are looking at something Like Modo / Zbrush for the modelling

  Kind regards

  Angus



  On 2014/03/31, 11:20 AM, David Saber davidsa...@sfr.fr wrote:

  A question for Houdini users:
  My main concern is characters. From modeling to texturing to rigging to
  animating, that's what I'm most interested in when I use a 3D app. In
  this perspective, is Houdini the right way to go?
  David

  table width=100% border=0 cellspacing=0 cellpadding=0
 style=width:100%;
  tr
  td align=left style=text-align:justify;font
 face=arial,sans-serif size=1 color=#99span
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 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
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  /table










Re: March 28, 2014

2014-03-31 Thread David Saber

Hello Jordi
Thanks for the interesting post. I'm enthusiastic for the modern route.
However, I've watched these videos:
https://www.youtube.com/watch?v=zjBCkLwfomI
https://www.youtube.com/watch?v=uNBhsqozxH4
Doesn't it look like a double modelling? The first in Zbrush , a 
sculpting-like modeling. Then in Topogun, you're back to traditional 
modelling (moving vertices etc).

?
David

On 2014-03-31 11:44, Jordi Bares wrote:

- Traditional route - You model in XSI/Maya/Max/Modo by means of moving 
vertices, edges, etc… tons of work to build something relatively simple and any 
director comment may have major implications on topology so not very good idea 
although everybody seems to use it.

- Modern route - You model in Zbursh without caring at all about topology, the 
client signs the character in a few poses, may be even photoshop it quickly to 
give a professional presentation and better look. Then retopo on something like 
Topogun and uv with UV layout and texturing in Mari.



Re: March 28, 2014

2014-03-31 Thread David Saber
Tantalizing posts :) You said there were plans for a better modeling 
toolset, can we expect similar plans for the animation toolset and the 
character interaction speed???


On 2014-03-31 11:47, Jordi Bares wrote:
It is the animation toolset that is not there yet although IMHO it is 
quite simple to fix… let's see   ;-)






Re: March 28, 2014

2014-03-31 Thread paul

Hi David,

Although you might see it as modelling twice, Whats really happening is that 
you are splitting up the artistic from the technical decision making.
Firstly you can just concentrate on what looks good without having to worry 
about the topology. This makes this stage a lot more fun.
The second stage is made a lot easier, as you have the form already there; 
So it is much clearer where the topology loops need to go to describe that 
form.
Overall, doing these 2 procedures is still faster in my experience, and far 
less tedious more satisfying than doing it the 'traditional' way.


Paul

-Original Message- 
From: David Saber

Sent: Monday, March 31, 2014 11:05 AM
To: softimage@listproc.autodesk.com
Subject: Re: March 28, 2014

Hello Jordi
Thanks for the interesting post. I'm enthusiastic for the modern route.
However, I've watched these videos:
https://www.youtube.com/watch?v=zjBCkLwfomI
https://www.youtube.com/watch?v=uNBhsqozxH4
Doesn't it look like a double modelling? The first in Zbrush , a
sculpting-like modeling. Then in Topogun, you're back to traditional
modelling (moving vertices etc).
?
David

On 2014-03-31 11:44, Jordi Bares wrote:
- Traditional route - You model in XSI/Maya/Max/Modo by means of moving 
vertices, edges, etc… tons of work to build something relatively simple 
and any director comment may have major implications on topology so not 
very good idea although everybody seems to use it.


- Modern route - You model in Zbursh without caring at all about topology, 
the client signs the character in a few poses, may be even photoshop it 
quickly to give a professional presentation and better look. Then retopo 
on something like Topogun and uv with UV layout and texturing in Mari.






Re: March 28, 2014

2014-03-31 Thread Jon Swindells
It's also a task that can be shunted off onto lesser mortals and the
great unwashed :)

j/k

Paul pretty much nailed it

-- 
  Jon Swindells
  jon_swinde...@fastmail.fm

On Mon, Mar 31, 2014, at 01:23 PM, p...@bustykelp.com wrote:
 Hi David,
 
 Although you might see it as modelling twice, Whats really happening is
 that 
 you are splitting up the artistic from the technical decision making.
 Firstly you can just concentrate on what looks good without having to
 worry 
 about the topology. This makes this stage a lot more fun.
 The second stage is made a lot easier, as you have the form already
 there; 
 So it is much clearer where the topology loops need to go to describe
 that 
 form.
 Overall, doing these 2 procedures is still faster in my experience, and
 far 
 less tedious more satisfying than doing it the 'traditional' way.
 
 Paul


Re: March 28, 2014

2014-03-31 Thread Oscar Juarez
Even if it takes longer as a general process, the review iterations are
much better and you end up with a better model. And you free your modeler
from the topology but be careful, the guy doing the re topo should know
what he/she is doing :D


On Mon, Mar 31, 2014 at 12:30 PM, Jon Swindells
jon_swinde...@fastmail.fmwrote:

 It's also a task that can be shunted off onto lesser mortals and the
 great unwashed :)

 j/k

 Paul pretty much nailed it

 --
   Jon Swindells
   jon_swinde...@fastmail.fm

 On Mon, Mar 31, 2014, at 01:23 PM, p...@bustykelp.com wrote:
  Hi David,
 
  Although you might see it as modelling twice, Whats really happening is
  that
  you are splitting up the artistic from the technical decision making.
  Firstly you can just concentrate on what looks good without having to
  worry
  about the topology. This makes this stage a lot more fun.
  The second stage is made a lot easier, as you have the form already
  there;
  So it is much clearer where the topology loops need to go to describe
  that
  form.
  Overall, doing these 2 procedures is still faster in my experience, and
  far
  less tedious more satisfying than doing it the 'traditional' way.
 
  Paul



Re: March 28, 2014

2014-03-31 Thread Adam Seeley

But for the smaller production line, say 1 person,  without any lesser mortals 
to abuse, doesn't Zremesher help you avoid the initial tedium.

http://pixologic.com/zbrush/features/ZBrush4R6/

It yet but looks hugely useful..


 Adam.
_

http://www.linkedin.com/in/adamseeleyuk
https://vimeo.com/adamseeley





 From: Oscar Juarez tridi.animei...@gmail.com
To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com 
Sent: Monday, 31 March 2014, 11:32
Subject: Re: March 28, 2014
 


Even if it takes longer as a general process, the review iterations are much 
better and you end up with a better model. And you free your modeler from the 
topology but be careful, the guy doing the re topo should know what he/she is 
doing :D



On Mon, Mar 31, 2014 at 12:30 PM, Jon Swindells jon_swinde...@fastmail.fm 
wrote:

It's also a task that can be shunted off onto lesser mortals and the
great unwashed :)

j/k

Paul pretty much nailed it

--
  Jon Swindells
  jon_swinde...@fastmail.fm


On Mon, Mar 31, 2014, at 01:23 PM, p...@bustykelp.com wrote:
 Hi David,

 Although you might see it as modelling twice, Whats really happening is
 that
 you are splitting up the artistic from the technical decision making.
 Firstly you can just concentrate on what looks good without having to
 worry
 about the topology. This makes this stage a lot more fun.
 The second stage is made a lot easier, as you have the form already
 there;
 So it is much clearer where the topology loops need to go to describe
 that
 form.
 Overall, doing these 2 procedures is still faster in my experience, and
 far
 less tedious more satisfying than doing it the 'traditional' way.

 Paul





Re: March 28, 2014

2014-03-31 Thread Adam Seeley
It... yet... but..??

I mean...  It looks hugely useful.


A.
_
http://www.linkedin.com/in/adamseeleyuk
https://vimeo.com/adamseeley





 From: Adam Seeley adam_see...@yahoo.com
To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com 
Sent: Monday, 31 March 2014, 11:52
Subject: Re: March 28, 2014
 



But for the smaller production line, say 1 person,  without any lesser mortals 
to abuse, doesn't Zremesher help you avoid the initial tedium.

http://pixologic.com/zbrush/features/ZBrush4R6/

It yet but looks hugely useful..



 Adam.
_

http://www.linkedin.com/in/adamseeleyuk
https://vimeo.com/adamseeley






 From: Oscar Juarez tridi.animei...@gmail.com
To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com 
Sent: Monday, 31 March 2014, 11:32
Subject: Re: March 28, 2014
 


Even if it takes longer as a general process, the review iterations are much 
better and you end up with a better model. And you free your modeler from the 
topology but be careful, the guy doing the re topo should know what he/she is 
doing :D



On Mon, Mar 31, 2014 at 12:30 PM, Jon Swindells jon_swinde...@fastmail.fm 
wrote:

It's also a task that can be shunted off onto lesser mortals and the
great unwashed :)

j/k

Paul pretty much nailed it

--
  Jon Swindells
  jon_swinde...@fastmail.fm


On Mon, Mar 31, 2014, at 01:23 PM, p...@bustykelp.com wrote:
 Hi David,

 Although you might see it as modelling twice, Whats really happening is
 that
 you are splitting up the artistic from the technical decision making.
 Firstly you can just concentrate on what looks good without having to
 worry
 about the topology. This makes this stage a lot more fun.
 The second stage is made a lot easier, as you have the form already
 there;
 So it is much clearer where the topology loops need to go to describe
 that
 form.
 Overall, doing these 2 procedures is still faster in my experience, and
 far
 less tedious more satisfying than doing it the 'traditional' way.

 Paul







Re: March 28, 2014

2014-03-31 Thread Raffaele Fragapane
I have to admit to not having tried again in at least two and half years,
but I haven't seen any related release notes related to rigging since then,
so bear with me if this is not recent or still actual information, but in
what way is rigging in Houdini phenomenal?
It's a major pain in the arse, generally slow both performance wise and to
actually produce the rigs, and it has absolutely zero adequate facilities
for a lot of stuff such as shape manipulation, and while VOPs are great,
when it comes to deformations they don't even scratch the surface of what
ICE can do.
And while it's true assets are phenomenal, the sheer scope of investment to
wrap a character up to give it to an animator is staggering, it takes
forever to truly and properly armor  up a rig and expose only the right
context in the right way.

As for modelling, I agree I'd rather model in ZB and retopo in topogun or
3DCoat, but shape modelling at a certain level and almost any shape
modelling for character FX is still often best done inside the anim/rigging
app in the whole low to middle end of quality, and frankly only Soft had
anything right in those regards. Maya might or might not kind of almost be
alright for the pointpushing side of things now with 2015, but the shape
management itself tends to be so bad that if you use it more than an hour a
day you get AIDS.

So, can someone illuminate me on why Houdini gets recommended for rigging?
(other than procedural or FX heavy animation, in which case I won't
disagree)

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


Re: March 28, 2014

2014-03-31 Thread Martin Yara
Since I work in games I don't always have the pleasure to sculpt and I have
to use the traditional approach.

I'm now sculpting in a new project, after a few years of not using ZB, and
I'm not sure how obsolete may be my procedure so I would like to ask some
questions.

- Normal maps.
What should I use to bake them? I remember that ZBrush didn't give me good
results years ago, have this changed?
xNormal was a better alternative to SI and Maya since it was pretty fast
and good results. I'm still using it.

- Retopo
I've heard good things about ZB and 3D Coat retopo tools but haven't use
them.  I've never used Topogun either but I've heard that that was the
standard a few years ago. Is still topogun the best tool for this?

- General Workflow
I do a base model in SI, somewhat detailed, specially hard surface that I
find easier to do in SI.
Simple Weight for pose and test.
crease in Maya if necessary because goZ doesn't support SI creasing.
goZ and sculpt
I don't retopo from scratch, I use the base model and tweak it over a
mid-high mesh that I've imported from ZB into SI. Shrink  Wrap works good
enough.
Create UVs.
Bake Normals in xNormal
CrazyBump for texture base and Photoshop. I haven't tried Mari yet (we
don't have Mari)

Would retopo be a faster approach? I've never sculpted from scratch.
This is what is working for me, but is there something that you would
recommend to change?

Thanks

Martin








On Mon, Mar 31, 2014 at 7:30 PM, Jon Swindells jon_swinde...@fastmail.fmwrote:

 It's also a task that can be shunted off onto lesser mortals and the
 great unwashed :)

 j/k

 Paul pretty much nailed it

 --
   Jon Swindells
   jon_swinde...@fastmail.fm

 On Mon, Mar 31, 2014, at 01:23 PM, p...@bustykelp.com wrote:
  Hi David,
 
  Although you might see it as modelling twice, Whats really happening is
  that
  you are splitting up the artistic from the technical decision making.
  Firstly you can just concentrate on what looks good without having to
  worry
  about the topology. This makes this stage a lot more fun.
  The second stage is made a lot easier, as you have the form already
  there;
  So it is much clearer where the topology loops need to go to describe
  that
  form.
  Overall, doing these 2 procedures is still faster in my experience, and
  far
  less tedious more satisfying than doing it the 'traditional' way.
 
  Paul



Re: March 28, 2014

2014-03-31 Thread Raffaele Fragapane
3Dcoat has a great set of tools for retopo, ZBrush not really if you want
precise control, it's clunky at best. The retopo it has IS brilliant, but
for sculpting purposes (redistributing detail, especially now that
reprojecting is solid).

I love Topogun, but it's kind of dead software. It's dirt cheap, so you can
always pick it up, license it to a usb network card (so you get a dongle,
it relies on mac address), and bleed it dry while it lasts, it's a pleasure
to use, but don't expect updates.

Maya 2015 might actually be kind-of-OKish for retopo with the work done to
integrate NEX more and to be able to have GPU caches as live (snappable
surfaces in maya). XSI is still better than OK but if the source to retopo
is extremely HR it will choke, so you might need to produce interim meshes
(say, decimated) to retopo before reprojecting if you use it.
Live snappng through wrapping isn't fast enough over a multi-mill polymesh.


On Mon, Mar 31, 2014 at 10:04 PM, Martin Yara furik...@gmail.com wrote:


 - Retopo
 I've heard good things about ZB and 3D Coat retopo tools but haven't use
 them.  I've never used Topogun either but I've heard that that was the
 standard a few years ago. Is still topogun the best tool for this?




Re: March 28, 2014

2014-03-31 Thread paul
I’ve tried a few retopology tools, and my personal preference is simply doing 
it in XSI.  I’m not saying its the best, but factoring in my ‘muscle memory’ 
and general familiarity , I can work pretty much as fast as I can make 
decisions. 
(but yes, as Raff says, you’ll want to decimate the mesh to work with as it 
gets slow on really High Poly meshes and/or cut up the mesh into chunks to work 
with ,such as head, hands etc and not try it all in one go)



From: Raffaele Fragapane 
Sent: Monday, March 31, 2014 12:09 PM
To: softimage@listproc.autodesk.com 
Subject: Re: March 28, 2014

3Dcoat has a great set of tools for retopo, ZBrush not really if you want 
precise control, it's clunky at best. The retopo it has IS brilliant, but for 
sculpting purposes (redistributing detail, especially now that reprojecting is 
solid). 

I love Topogun, but it's kind of dead software. It's dirt cheap, so you can 
always pick it up, license it to a usb network card (so you get a dongle, it 
relies on mac address), and bleed it dry while it lasts, it's a pleasure to 
use, but don't expect updates.

Maya 2015 might actually be kind-of-OKish for retopo with the work done to 
integrate NEX more and to be able to have GPU caches as live (snappable 
surfaces in maya). XSI is still better than OK but if the source to retopo is 
extremely HR it will choke, so you might need to produce interim meshes (say, 
decimated) to retopo before reprojecting if you use it.
Live snappng through wrapping isn't fast enough over a multi-mill polymesh.




On Mon, Mar 31, 2014 at 10:04 PM, Martin Yara furik...@gmail.com wrote:


  - Retopo
  I've heard good things about ZB and 3D Coat retopo tools but haven't use 
them.  I've never used Topogun either but I've heard that that was the standard 
a few years ago. Is still topogun the best tool for this?


Re: March 28, 2014

2014-03-31 Thread Angus Davidson
Hopefully there are going to be good things coming down the Line. Having a look 
at Presto via that twitch link shows things like this are possible

From: Mirko Jankovic 
mirkoj.anima...@gmail.commailto:mirkoj.anima...@gmail.com
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Monday 31 March 2014 at 11:52 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: March 28, 2014

Yea modern modeling route makes a lot more sense really so who hasn't try it. 
do it, like yesterday :)
As for animation yea slow view port is HUGE stop for animation really.
One thing is displaying bunch of meshes and details, (display subdiv, 
displacements, fur)
Another thing is actualy procesing rig and weights that is on CPU and not 
having much on GPU so two parts of sme problem to deal with.


On Mon, Mar 31, 2014 at 11:47 AM, Jordi Bares 
jordiba...@gmail.commailto:jordiba...@gmail.com wrote:
Agree 100%

It is the animation toolset that is not there yet although IMHO it is quite 
simple to fix… let's see   ;-)

Jordi Bares
jordiba...@gmail.commailto:jordiba...@gmail.com

On 31 Mar 2014, at 10:44, Jon Swindells 
jon_swinde...@fastmail.fmmailto:jon_swinde...@fastmail.fm wrote:

Rigging in Houdini is phenomenal.

getting an animator to work in Houdini is another thing entirely.

while it's perfectly possible to make a decent ui for your animators, they will 
still be
hamstrung by the viewport speed and painful interaction/fcurve tools.

expect hissy fits and dummy spitting..


--
Jon Swindells
jon_swinde...@fastmail.fmmailto:jon_swinde...@fastmail.fm



On Mon, Mar 31, 2014, at 12:36 PM, Mirko Jankovic wrote:
Zbrush + retopo is basically part of a lot of workflows.
Also modeling seems to be least app dependent part of production.

Fun start with rigging and animation.
How's that?


On Mon, Mar 31, 2014 at 11:29 AM, Angus Davidson 
angus.david...@wits.ac.zamailto:angus.david...@wits.ac.za wrote:

Houdini is not what I would call a great character modeller just yet. Most
people who seem to be planning to put Houdini as the main part of the
pipeline are looking at something Like Modo / Zbrush for the modelling

Kind regards

Angus



On 2014/03/31, 11:20 AM, David Saber 
davidsa...@sfr.frmailto:davidsa...@sfr.fr wrote:

A question for Houdini users:
My main concern is characters. From modeling to texturing to rigging to
animating, that's what I'm most interested in when I use a 3D app. In
this perspective, is Houdini the right way to go?
David

table width=100% border=0 cellspacing=0 cellpadding=0 
style=width:100%;
tr
td align=left style=text-align:justify;font face=arial,sans-serif 
size=1 color=#99span style=font-size:11px;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. /span/font/td
/tr
/table







table width=100% border=0 cellspacing=0 cellpadding=0 
style=width:100%;
tr
td align=left style=text-align:justify;font face=arial,sans-serif 
size=1 color=#99span style=font-size:11px;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. /span/font/td
/tr
/table


RE: March 28, 2014

2014-03-31 Thread Chris Vienneau
Give Maya 2015 retopo a try when it comes out as we have a lot of the beta 
users who use Topogun very happy with the performance given these meshes can be 
10s of millions of polys. The maquette workflow of using Zbrush/3D coat/Mudbox 
(had to throw it in but Zbrush is still #1) is pretty standard for hero 
characters or concepts. The same goes for photogrammetry as you can get great 
results with tools like agisoft or our service (recap.autodesk.com) but the 
topology is awful. The final thing we are seeing in previz is the use of 
standins from places like turbosquid or sketchup files from concept. The key is 
that all of these workflows help sell the concept quicker and allows for quick 
changes up stream. Most concept artists we have talked this year have already 
switched to this 2.5 D workflow of DCC + Photoshop.



Every one of the tools above has an automatic retopo feature that does not work 
in all cases so we see users try it in Zbrush and Mudbox and plugins before 
going the route of manually recreating the topology.



cv/






From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Raffaele Fragapane 
[raffsxsil...@googlemail.com]
Sent: Monday, March 31, 2014 7:09 AM
To: softimage@listproc.autodesk.com
Subject: Re: March 28, 2014

3Dcoat has a great set of tools for retopo, ZBrush not really if you want 
precise control, it's clunky at best. The retopo it has IS brilliant, but for 
sculpting purposes (redistributing detail, especially now that reprojecting is 
solid).

I love Topogun, but it's kind of dead software. It's dirt cheap, so you can 
always pick it up, license it to a usb network card (so you get a dongle, it 
relies on mac address), and bleed it dry while it lasts, it's a pleasure to 
use, but don't expect updates.

Maya 2015 might actually be kind-of-OKish for retopo with the work done to 
integrate NEX more and to be able to have GPU caches as live (snappable 
surfaces in maya). XSI is still better than OK but if the source to retopo is 
extremely HR it will choke, so you might need to produce interim meshes (say, 
decimated) to retopo before reprojecting if you use it.
Live snappng through wrapping isn't fast enough over a multi-mill polymesh.


On Mon, Mar 31, 2014 at 10:04 PM, Martin Yara 
furik...@gmail.commailto:furik...@gmail.com wrote:

- Retopo
I've heard good things about ZB and 3D Coat retopo tools but haven't use them.  
I've never used Topogun either but I've heard that that was the standard a few 
years ago. Is still topogun the best tool for this?

attachment: winmail.dat

Re: March 28, 2014

2014-03-31 Thread Jordi Bares
At first I though the same but there are a couple of factors that are too good 
to be missed

- You model without distractions, quick sketching and lead to fast client 
approval and that is always good

- Second, when you work your retopo you are actually putting your vertices in 
the right places, meaning your volume is very close to the final displacement 
which means your animators and rigs will work much much better.

Now the thing is that on a normal route you would model your mesh, then you 
sculpt it, then you apply your displacements but the volumes are not very good 
as the sculptor when bananas… well… it is a very good idea to reverse it.


And if you look around how modern pipelines work you will see people in film 
specially use Maya, but only for the rigging and animation, *everything  else* 
is done somewhere else

- Zbrush (as described)
- topogun
- Uv lyaout
- Mari
- 3D Equalizer for tracking and base model reconstruction

-- maya for rigging and animation --

- Cloth is shifting from Maya to Marvelous Designer and if you see it working 
you will know why
- All FX go into boudin
- Lighting tends to be done using specialised tools or deferred to compositing 
(nuke of course)
- All rendering go via Arnold, PRMan or similar.


So the reality today for big film work is that it is a very very fragmented 
toolset.



In advertising things are moving towards that too although it is tricky given 
the little time we normally have.

hope it helps 

Jordi Bares
jordiba...@gmail.com

On 31 Mar 2014, at 11:05, David Saber davidsa...@sfr.fr wrote:

 Hello Jordi
 Thanks for the interesting post. I'm enthusiastic for the modern route.
 However, I've watched these videos:
 https://www.youtube.com/watch?v=zjBCkLwfomI
 https://www.youtube.com/watch?v=uNBhsqozxH4
 Doesn't it look like a double modelling? The first in Zbrush , a 
 sculpting-like modeling. Then in Topogun, you're back to traditional 
 modelling (moving vertices etc).
 ?
 David
 
 On 2014-03-31 11:44, Jordi Bares wrote:
 - Traditional route - You model in XSI/Maya/Max/Modo by means of moving 
 vertices, edges, etc… tons of work to build something relatively simple and 
 any director comment may have major implications on topology so not very 
 good idea although everybody seems to use it.
 
 - Modern route - You model in Zbursh without caring at all about topology, 
 the client signs the character in a few poses, may be even photoshop it 
 quickly to give a professional presentation and better look. Then retopo on 
 something like Topogun and uv with UV layout and texturing in Mari.
 




RE: March 28, 2014

2014-03-31 Thread Szabolcs Matefy
I start with a sculpt, usually using Species base mesh and/or Dynamesh. During 
the process, I used to retopo several times using ZRemesher. Depending on the 
final texture size, ZBrush part is 1 day to 2 weeks. When the ZB model is done, 
I use Decimation master to make a “lightweight” model to work with in XSI or 
Topogun (or both). Retopo takes no more than a day or two. Having the finished 
sculpt, I have a clear understanding what feature need to be modelled, and what 
is enough normalmapped. Also, I have spent a good amount of time thinking only 
on the design, without caring of topology, and other technical caveats. When 
Retopo is done, unfold, and UVLayout is my BFF (another one day usually). When 
the low res mesh is prepared, it’s time for baking. I created an XNromal 
connection between Softimage and xNormal, so I can work on everything in XSI, 
send it to xNormal, and use the baked textures. I make the cage in XSI also. 
Baking is a day, or so. Then comes the texturing part. My fastest character was 
done in 2 days with this technique. I start ALWAYS with the sculpt.



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of p...@bustykelp.com
Sent: Monday, March 31, 2014 1:26 PM
To: softimage@listproc.autodesk.com
Subject: Re: March 28, 2014

I’ve tried a few retopology tools, and my personal preference is simply doing 
it in XSI.  I’m not saying its the best, but factoring in my ‘muscle memory’ 
and general familiarity , I can work pretty much as fast as I can make 
decisions.
(but yes, as Raff says, you’ll want to decimate the mesh to work with as it 
gets slow on really High Poly meshes and/or cut up the mesh into chunks to work 
with ,such as head, hands etc and not try it all in one go)



From: Raffaele Fragapanemailto:raffsxsil...@googlemail.com
Sent: Monday, March 31, 2014 12:09 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: March 28, 2014

3Dcoat has a great set of tools for retopo, ZBrush not really if you want 
precise control, it's clunky at best. The retopo it has IS brilliant, but for 
sculpting purposes (redistributing detail, especially now that reprojecting is 
solid).

I love Topogun, but it's kind of dead software. It's dirt cheap, so you can 
always pick it up, license it to a usb network card (so you get a dongle, it 
relies on mac address), and bleed it dry while it lasts, it's a pleasure to 
use, but don't expect updates.

Maya 2015 might actually be kind-of-OKish for retopo with the work done to 
integrate NEX more and to be able to have GPU caches as live (snappable 
surfaces in maya). XSI is still better than OK but if the source to retopo is 
extremely HR it will choke, so you might need to produce interim meshes (say, 
decimated) to retopo before reprojecting if you use it.
Live snappng through wrapping isn't fast enough over a multi-mill polymesh.

On Mon, Mar 31, 2014 at 10:04 PM, Martin Yara 
furik...@gmail.commailto:furik...@gmail.com wrote:

- Retopo
I've heard good things about ZB and 3D Coat retopo tools but haven't use them.  
I've never used Topogun either but I've heard that that was the standard a few 
years ago. Is still topogun the best tool for this?



Re: March 28, 2014

2014-03-31 Thread Jordi Bares
I am sure things are going to move very fast


Jordi Bares
jordiba...@gmail.com

On 31 Mar 2014, at 11:18, David Saber davidsa...@sfr.fr wrote:

 Tantalizing posts :) You said there were plans for a better modeling toolset, 
 can we expect similar plans for the animation toolset and the character 
 interaction speed???
 
 On 2014-03-31 11:47, Jordi Bares wrote:
 It is the animation toolset that is not there yet although IMHO it is quite 
 simple to fix… let's see   ;-)
 
 



Re: March 28, 2014

2014-03-31 Thread Jon Swindells
bear in mind, i wasn't really comparing Houdini to ICE, regardless -



things that account for the 'phenomena' in my view:

the sheer scalability and iterative workflow that you can get with vops
and a little bit of inline cpp

really did impress me, assets and otls seem solid and much improved
since last i used houdini in anger (v9)

the python integration feels complete and mind numbingly simple to
learn,

internal organization of large networks seems to be handled well



At the moment, i'd agree that ice is vastly better for deformation in
terms of speed, still too early for me to tell if it's better

in scope yet.



i put the potential clunkiness of houdini rigs down to the vp speed.
all the rigs i've done in the past week or so have all

cooked within acceptable limits yet handled like mollasses.







--
Jon Swindells
jon_swinde...@fastmail.fm





On Mon, Mar 31, 2014, at 02:04 PM, Raffaele Fragapane wrote:

I have to admit to not having tried again in at least two and half
years, but I haven't seen any related release notes related to rigging
since then, so bear with me if this is not recent or still actual
information, but in what way is rigging in Houdini phenomenal?
It's a major pain in the arse, generally slow both performance wise and
to actually produce the rigs, and it has absolutely zero adequate
facilities for a lot of stuff such as shape manipulation, and while
VOPs are great, when it comes to deformations they don't even scratch
the surface of what ICE can do.
And while it's true assets are phenomenal, the sheer scope of
investment to wrap a character up to give it to an animator is
staggering, it takes forever to truly and properly armor  up a rig and
expose only the right context in the right way.

As for modelling, I agree I'd rather model in ZB and retopo in topogun
or 3DCoat, but shape modelling at a certain level and almost any shape
modelling for character FX is still often best done inside the
anim/rigging app in the whole low to middle end of quality, and frankly
only Soft had anything right in those regards. Maya might or might not
kind of almost be alright for the pointpushing side of things now with
2015, but the shape management itself tends to be so bad that if you
use it more than an hour a day you get AIDS.

So, can someone illuminate me on why Houdini gets recommended for
rigging? (other than procedural or FX heavy animation, in which case I
won't disagree)

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


Re: March 28, 2014

2014-03-31 Thread Jordi Bares
A rigger is perfect for this because it is fundamental for great deformations 
so I am always inclined to give the retopo to them… after all you can do the 
retopo in a day.

Jordi Bares
jordiba...@gmail.com

On 31 Mar 2014, at 11:32, Oscar Juarez tridi.animei...@gmail.com wrote:

 Even if it takes longer as a general process, the review iterations are much 
 better and you end up with a better model. And you free your modeler from the 
 topology but be careful, the guy doing the re topo should know what he/she is 
 doing :D
 
 
 On Mon, Mar 31, 2014 at 12:30 PM, Jon Swindells jon_swinde...@fastmail.fm 
 wrote:
 It's also a task that can be shunted off onto lesser mortals and the
 great unwashed :)
 
 j/k
 
 Paul pretty much nailed it
 
 --
   Jon Swindells
   jon_swinde...@fastmail.fm
 
 On Mon, Mar 31, 2014, at 01:23 PM, p...@bustykelp.com wrote:
  Hi David,
 
  Although you might see it as modelling twice, Whats really happening is
  that
  you are splitting up the artistic from the technical decision making.
  Firstly you can just concentrate on what looks good without having to
  worry
  about the topology. This makes this stage a lot more fun.
  The second stage is made a lot easier, as you have the form already
  there;
  So it is much clearer where the topology loops need to go to describe
  that
  form.
  Overall, doing these 2 procedures is still faster in my experience, and
  far
  less tedious more satisfying than doing it the 'traditional' way.
 
  Paul
 



Re: March 28, 2014

2014-03-31 Thread Jordi Bares
Well, this is something Zbrush guys are fully aware and you can see they are 
going for retopology as part of their workflow and also UV preparations so we 
may find ourselves they take care of these.

That would be great

Jordi Bares
jordiba...@gmail.com

On 31 Mar 2014, at 11:52, Adam Seeley adam_see...@yahoo.com wrote:

 
 But for the smaller production line, say 1 person,  without any lesser 
 mortals to abuse, doesn't Zremesher help you avoid the initial tedium.
 
 http://pixologic.com/zbrush/features/ZBrush4R6/
 
 It yet but looks hugely useful..
 
  Adam.
 _
 
 http://www.linkedin.com/in/adamseeleyuk
 https://vimeo.com/adamseeley
 
 
 From: Oscar Juarez tridi.animei...@gmail.com
 To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com 
 Sent: Monday, 31 March 2014, 11:32
 Subject: Re: March 28, 2014
 
 Even if it takes longer as a general process, the review iterations are much 
 better and you end up with a better model. And you free your modeler from the 
 topology but be careful, the guy doing the re topo should know what he/she is 
 doing :D
 
 
 On Mon, Mar 31, 2014 at 12:30 PM, Jon Swindells jon_swinde...@fastmail.fm 
 wrote:
 It's also a task that can be shunted off onto lesser mortals and the
 great unwashed :)
 
 j/k
 
 Paul pretty much nailed it
 
 --
   Jon Swindells
   jon_swinde...@fastmail.fm
 
 On Mon, Mar 31, 2014, at 01:23 PM, p...@bustykelp.com wrote:
  Hi David,
 
  Although you might see it as modelling twice, Whats really happening is
  that
  you are splitting up the artistic from the technical decision making.
  Firstly you can just concentrate on what looks good without having to
  worry
  about the topology. This makes this stage a lot more fun.
  The second stage is made a lot easier, as you have the form already
  there;
  So it is much clearer where the topology loops need to go to describe
  that
  form.
  Overall, doing these 2 procedures is still faster in my experience, and
  far
  less tedious more satisfying than doing it the 'traditional' way.
 
  Paul
 
 
 



Re: March 28, 2014

2014-03-31 Thread Raffaele Fragapane
Ultimately I can do the same things in all three packages, in Maya in
example I don't even try to find workarounds, whenever I bump into one of
the innumerable gaps I just write my way out of it with a node, which
incidentally is also why I'm taking a looking to splice and looking forward
to their CUDA implementation instead of using my own in c++.
Text is tremendously expressive, if expensive in terms of learning curve,
which is also a cookie point for vex really.

The problem comes when you have deadlines and you simply want to experiment
without redoing at the end of the process. For that Soft was simply the
perfect storm.
ICE limitation of having a strict I/O domain and the sequential stack with
entry points, the clarity and abundance of atomic nodes, and a generally
cohesive experience remain unbeaten.

In Soft when you hit a wall you often hit it hard, but those are few and
far between, and in between you could really fly. Same goes for clusters,
properties, drag'n'drop and how Soft presents and links those larger
aggregates, they simply work 99% of the time.
Maya and Houdini simply don't provide that experience, and their learning
curve to reach that level of fluidity is measured in years, while with Soft
we had people who never used it literally flying around within a month.

As a creature TD Houdini simply doesn't get you on the zone quickly enough,
if ever. It's brilliant for a number of things, infinitely powerful, has
best of breed solvers, but it gets in the way constantly. It's patently
obvious they rarely, almost never in fact, had to address teams like the
ones I run as user base.

Performance in general is also pretty abysmal (was, might be better know)
and optimisation is opaque and lacking in immediately useful tools and
diagnostics.
Again, as of two and half years ago. Might be different now and I wouldn't
know, but nothing I've read or seen suggests so.
On 31 Mar 2014 23:18, Jordi Bares jordiba...@gmail.com wrote:

 Slow performance depends on many things like having nested assets, and
 yes, you won't find an interface to manage your blend shapes but what you
 can do with your rig imho is truly phenomenal.

 Regarding the deformations ICE versus VOPs I would love to know more about
 it, what do you feel you can do in ICE you can't in Houdini?

 Assuming you are doing with the off-the-self toolkit and without any
 proprietary pipeline tools to speed up rigging building a proper asset
 interface, protect it from the user and all that takes time but do you feel
 is much longer than any other package?

 jb

 On 31 Mar 2014, at 12:04, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:

 I have to admit to not having tried again in at least two and half years,
 but I haven't seen any related release notes related to rigging since then,
 so bear with me if this is not recent or still actual information, but in
 what way is rigging in Houdini phenomenal?
 It's a major pain in the arse, generally slow both performance wise and to
 actually produce the rigs, and it has absolutely zero adequate facilities
 for a lot of stuff such as shape manipulation, and while VOPs are great,
 when it comes to deformations they don't even scratch the surface of what
 ICE can do.
 And while it's true assets are phenomenal, the sheer scope of investment
 to wrap a character up to give it to an animator is staggering, it takes
 forever to truly and properly armor  up a rig and expose only the right
 context in the right way.





Re: March 28, 2014

2014-03-31 Thread Raffaele Fragapane
Swiped together on the phone while having a smoke, guess the autocorrects,
or swap things around as appropriate to make the mail funnier ;)
On 31 Mar 2014 23:44, Raffaele Fragapane raffsxsil...@googlemail.com
wrote:

 Ultimately I can do the same things in all three packages, in Maya in
 example I don't even try to find workarounds, whenever I bump into one of
 the innumerable gaps I just write my way out of it with a node, which
 incidentally is also why I'm taking a looking to splice and looking forward
 to their CUDA implementation instead of using my own in c++.
 Text is tremendously expressive, if expensive in terms of learning curve,
 which is also a cookie point for vex really.

 The problem comes when you have deadlines and you simply want to
 experiment without redoing at the end of the process. For that Soft was
 simply the perfect storm.
 ICE limitation of having a strict I/O domain and the sequential stack with
 entry points, the clarity and abundance of atomic nodes, and a generally
 cohesive experience remain unbeaten.

 In Soft when you hit a wall you often hit it hard, but those are few and
 far between, and in between you could really fly. Same goes for clusters,
 properties, drag'n'drop and how Soft presents and links those larger
 aggregates, they simply work 99% of the time.
 Maya and Houdini simply don't provide that experience, and their learning
 curve to reach that level of fluidity is measured in years, while with Soft
 we had people who never used it literally flying around within a month.

 As a creature TD Houdini simply doesn't get you on the zone quickly
 enough, if ever. It's brilliant for a number of things, infinitely
 powerful, has best of breed solvers, but it gets in the way constantly.
 It's patently obvious they rarely, almost never in fact, had to address
 teams like the ones I run as user base.

 Performance in general is also pretty abysmal (was, might be better know)
 and optimisation is opaque and lacking in immediately useful tools and
 diagnostics.
 Again, as of two and half years ago. Might be different now and I wouldn't
 know, but nothing I've read or seen suggests so.
 On 31 Mar 2014 23:18, Jordi Bares jordiba...@gmail.com wrote:

 Slow performance depends on many things like having nested assets, and
 yes, you won't find an interface to manage your blend shapes but what you
 can do with your rig imho is truly phenomenal.

 Regarding the deformations ICE versus VOPs I would love to know more
 about it, what do you feel you can do in ICE you can't in Houdini?

 Assuming you are doing with the off-the-self toolkit and without any
 proprietary pipeline tools to speed up rigging building a proper asset
 interface, protect it from the user and all that takes time but do you feel
 is much longer than any other package?

 jb

 On 31 Mar 2014, at 12:04, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:

 I have to admit to not having tried again in at least two and half years,
 but I haven't seen any related release notes related to rigging since then,
 so bear with me if this is not recent or still actual information, but in
 what way is rigging in Houdini phenomenal?
 It's a major pain in the arse, generally slow both performance wise and
 to actually produce the rigs, and it has absolutely zero adequate
 facilities for a lot of stuff such as shape manipulation, and while VOPs
 are great, when it comes to deformations they don't even scratch the
 surface of what ICE can do.
  And while it's true assets are phenomenal, the sheer scope of investment
 to wrap a character up to give it to an animator is staggering, it takes
 forever to truly and properly armor  up a rig and expose only the right
 context in the right way.





Re: March 28, 2014

2014-03-31 Thread Meng-Yang Lu
Can we split this thread regarding animation?  I'm really interested in
doing characters in Houdini as we've yet to touch that aside from a few
CHOPs-driven doves.  But upon evaluation, we believe that it is not that
abysmal platform that everyone makes it out to be.

Thanks Jordi for all the wonderful insight.

-Lu


On Mon, Mar 31, 2014 at 6:21 AM, Jordi Bares jordiba...@gmail.com wrote:

 On 31 Mar 2014, at 13:44, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:

 Ultimately I can do the same things in all three packages, in Maya in
 example I don't even try to find workarounds, whenever I bump into one of
 the innumerable gaps I just write my way out of it with a node, which
 incidentally is also why I'm taking a looking to splice and looking forward
 to their CUDA implementation instead of using my own in c++.
 Text is tremendously expressive, if expensive in terms of learning curve,
 which is also a cookie point for vex really.

 The problem comes when you have deadlines and you simply want to
 experiment without redoing at the end of the process. For that Soft was
 simply the perfect storm.
 ICE limitation of having a strict I/O domain and the sequential stack with
 entry points, the clarity and abundance of atomic nodes, and a generally
 cohesive experience remain unbeaten.In Soft when you hit a wall you often
 hit it hard, but those are few and far between, and in between you could
 really fly. Same goes for clusters, properties, drag'n'drop and how Soft
 presents and links those larger aggregates, they simply work 99% of the
 time.

 Very true, they really hit the right spot and there is no match yet...


 Maya and Houdini simply don't provide that experience, and their learning
 curve to reach that level of fluidity is measured in years, while with Soft
 we had people who never used it literally flying around within a month.

 In my experience is quite a different problem...

 - with Maya you hit a wall and that is it, either you program C++ and are
 good at it or forget it...
 - with Softimage you sometimes (Rerely) hit a wall, but when you do, again
 there is no way out other than programming it yourself in C++
 - with Houdini is like going on the internet, is so vast you get
 distracted and unless you are very focused you can be enjoying yourself
 without getting anywhere but you rarely will have to program C++ unless you
 are refining something for pure performance.

 As a creature TD Houdini simply doesn't get you on the zone quickly
 enough, if ever. It's brilliant for a number of things, infinitely
 powerful, has best of breed solvers, but it gets in the way constantly.

 My feeling is that it is too granular for many tasks and you have to be
 disciplined or you can be wondering around...

 It's patently obvious they rarely, almost never in fact, had to address
 teams like the ones I run as user base.

 Could you develop further?

 Performance in general is also pretty abysmal (was, might be better know)
 and optimisation is opaque and lacking in immediately useful tools and
 diagnostics.

 in version 12.5 and then in 13 there were some major improvements as they
 embarked in a huge task to make the nodes fully multi-threaded (still in
 progress) and there have been a major effort to integrate python really
 well (to me feels like the best integration so far)

 Also they started to integrate OpenCL

 http://www.sidefx.com/docs/houdini13.0/news/13/opencl


 a good example is Pyro

 http://www.sidefx.com/index.php?option=com_contenttask=viewid=2123

 Again, as of two and half years ago. Might be different now and I wouldn't
 know, but nothing I've read or seen suggests so.

 Have a go a this fast rig and let me know what do you think


 http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31169sid=9a764f3fbadfb00725638e42897932cf

 I have been doing a fair amount of rigging lately and I managed to put 170
 characters on a heavily choreographed scene and it was much better than
 before so although is not my dream scenario it is perfectly usable and I
 can do quite a few really amazing things with the rig and assets.

 hope it helps.

 jb


 On 31 Mar 2014 23:18, Jordi Bares jordiba...@gmail.com wrote:

 Slow performance depends on many things like having nested assets, and
 yes, you won't find an interface to manage your blend shapes but what you
 can do with your rig imho is truly phenomenal.

 Regarding the deformations ICE versus VOPs I would love to know more
 about it, what do you feel you can do in ICE you can't in Houdini?

 Assuming you are doing with the off-the-self toolkit and without any
 proprietary pipeline tools to speed up rigging building a proper asset
 interface, protect it from the user and all that takes time but do you feel
 is much longer than any other package?

 jb

 On 31 Mar 2014, at 12:04, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:

 I have to admit to not having tried again in at least two and half years,
 but I haven't 

Re: March 28, 2014

2014-03-31 Thread David Saber

OK Raf, so what are the options left? What would you do?
David

On 2014-03-31 14:44, Raffaele Fragapane wrote:
Maya and Houdini simply don't provide that experience, and their 
learning curve to reach that level of fluidity is measured in years, 
while with Soft we had people who never used it literally flying 
around within a month.


Re: March 28, 2014

2014-03-31 Thread Raffaele Fragapane
Sadly, I have to accept that experience isn't coming back any time soon, if
ever.

Currently Maya is the one that involves the least problems with animators,
and it has OK rigging facilities and is expansible enough to cover what
gaps are left.
If you want any agility using it you pretty much have to put a ton of dev
work into it front-loaded, or cope with a few plugins and pray they don't
get discontinued (because unlike Soft every major version they will need to
be recompiled).

Performance is on the high end of single threading, but abysmal on the
multi-threaded side of things. Nodes are actually quite easy to write, and
usually not unpleasant, but again a major pain in the arse to thread out
properly, which makes Splice an almost necessary companion for it in my
eyes.

So currently the only option is more or less to move to Maya if you can't
afford proprietary (tons of it), and clench your teeth in hope H-Maya won't
fondle camel balls, and rely on Fabric for performance and hope they
deliver on atomic primitives in place of Autodesk some time soon.

That's, obviously enough, a personal take on it. It's not even AL's take on
it, don't think what I think or say has any reflection on what my employer
does, please :)

The scope, quality, quantity and type of work one does can swing that in
any direction. Given I work (and therefore am interested in maintaining or
evolving expertise) on either feature animation movies or creature work for
live action ones large teams of animators and the ability to scale staff
promptly are staples, and my choices are restricted, someone else might be
in a better situation, someone else in a worse one.
Soft was the perfect storm for the work I do.



On Tue, Apr 1, 2014 at 8:20 AM, David Saber davidsa...@sfr.fr wrote:

 OK Raf, so what are the options left? What would you do?
 David


 On 2014-03-31 14:44, Raffaele Fragapane wrote:

 Maya and Houdini simply don't provide that experience, and their learning
 curve to reach that level of fluidity is measured in years, while with Soft
 we had people who never used it literally flying around within a month.




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


Re: March 28, 2014

2014-03-31 Thread Mirko Jankovic
Actually I disagree with Sadly, I have to accept that experience isn't
coming back any time soon, if ever.
I;m more towards that experience haven;t left anywhere at all
Softimage is till here and there to stay until there is something better.
Guys, it won;t stop working, noone is gonna uninstall it from your drive
and it work same way as it worked yesterday.
I really don't get that immediate feeling of loss. It is huge loss for time
to come but not right now.
If factory that made your hammer you have at home stopped working and
making new ones, no one is gonna take your hammer, and the rest of
tools.
Diversify, learn new tools see what is out there that is always good thing.
But use what works for you right now :)


On Mon, Mar 31, 2014 at 11:47 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 Sadly, I have to accept that experience isn't coming back any time soon,
 if ever.

 Currently Maya is the one that involves the least problems with animators,
 and it has OK rigging facilities and is expansible enough to cover what
 gaps are left.
 If you want any agility using it you pretty much have to put a ton of dev
 work into it front-loaded, or cope with a few plugins and pray they don't
 get discontinued (because unlike Soft every major version they will need to
 be recompiled).

 Performance is on the high end of single threading, but abysmal on the
 multi-threaded side of things. Nodes are actually quite easy to write, and
 usually not unpleasant, but again a major pain in the arse to thread out
 properly, which makes Splice an almost necessary companion for it in my
 eyes.

 So currently the only option is more or less to move to Maya if you can't
 afford proprietary (tons of it), and clench your teeth in hope H-Maya won't
 fondle camel balls, and rely on Fabric for performance and hope they
 deliver on atomic primitives in place of Autodesk some time soon.

 That's, obviously enough, a personal take on it. It's not even AL's take
 on it, don't think what I think or say has any reflection on what my
 employer does, please :)

 The scope, quality, quantity and type of work one does can swing that in
 any direction. Given I work (and therefore am interested in maintaining or
 evolving expertise) on either feature animation movies or creature work for
 live action ones large teams of animators and the ability to scale staff
 promptly are staples, and my choices are restricted, someone else might be
 in a better situation, someone else in a worse one.
 Soft was the perfect storm for the work I do.



 On Tue, Apr 1, 2014 at 8:20 AM, David Saber davidsa...@sfr.fr wrote:

 OK Raf, so what are the options left? What would you do?
 David


 On 2014-03-31 14:44, Raffaele Fragapane wrote:

 Maya and Houdini simply don't provide that experience, and their
 learning curve to reach that level of fluidity is measured in years, while
 with Soft we had people who never used it literally flying around within a
 month.




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



Re: March 28, 2014

2014-03-31 Thread Raffaele Fragapane
As I said, mine is my personal take on it.
For you it might be an option to keep investing time and efforts in a
software for which new seats can't be bought any longer, for me it's not an
option.

Out of respect for those working around me, and for the people I have to
provide for, it's important to me that what I have can keep generating
income for me.

Being a Softimage Rockstar, given my preferred field and role of
employment, has absolutely zero value.

If you provide content to other parties and you can work with whatever
tools, great for you. I provide expertise, services, development, and a
number of other things, all of which rely heavily on my efforts being
marketable in relation to the platforms I use, or can develop with and for.
Softimage has left the map last month for those that have necessities and
methods of operation similar to mine, and no amount of sentimentalism or
bloody minded stubbornness will change that.

We all have different priorities, I don't pretend I can understand yours,
and even less have any interest in dictating them, but please don't assume
my statement is uninformed or defeatist.



On Tue, Apr 1, 2014 at 4:14 PM, Mirko Jankovic mirkoj.anima...@gmail.comwrote:

 Actually I disagree with Sadly, I have to accept that experience isn't
 coming back any time soon, if ever.
 I;m more towards that experience haven;t left anywhere at all
 Softimage is till here and there to stay until there is something better.
 Guys, it won;t stop working, noone is gonna uninstall it from your drive
 and it work same way as it worked yesterday.
 I really don't get that immediate feeling of loss. It is huge loss for
 time to come but not right now.
 If factory that made your hammer you have at home stopped working and
 making new ones, no one is gonna take your hammer, and the rest of
 tools.
 Diversify, learn new tools see what is out there that is always good
 thing. But use what works for you right now :)


 On Mon, Mar 31, 2014 at 11:47 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Sadly, I have to accept that experience isn't coming back any time soon,
 if ever.

 Currently Maya is the one that involves the least problems with
 animators, and it has OK rigging facilities and is expansible enough to
 cover what gaps are left.
 If you want any agility using it you pretty much have to put a ton of dev
 work into it front-loaded, or cope with a few plugins and pray they don't
 get discontinued (because unlike Soft every major version they will need to
 be recompiled).

 Performance is on the high end of single threading, but abysmal on the
 multi-threaded side of things. Nodes are actually quite easy to write, and
 usually not unpleasant, but again a major pain in the arse to thread out
 properly, which makes Splice an almost necessary companion for it in my
 eyes.

 So currently the only option is more or less to move to Maya if you can't
 afford proprietary (tons of it), and clench your teeth in hope H-Maya won't
 fondle camel balls, and rely on Fabric for performance and hope they
 deliver on atomic primitives in place of Autodesk some time soon.

 That's, obviously enough, a personal take on it. It's not even AL's take
 on it, don't think what I think or say has any reflection on what my
 employer does, please :)

 The scope, quality, quantity and type of work one does can swing that in
 any direction. Given I work (and therefore am interested in maintaining or
 evolving expertise) on either feature animation movies or creature work for
 live action ones large teams of animators and the ability to scale staff
 promptly are staples, and my choices are restricted, someone else might be
 in a better situation, someone else in a worse one.
 Soft was the perfect storm for the work I do.



 On Tue, Apr 1, 2014 at 8:20 AM, David Saber davidsa...@sfr.fr wrote:

 OK Raf, so what are the options left? What would you do?
 David


 On 2014-03-31 14:44, Raffaele Fragapane wrote:

 Maya and Houdini simply don't provide that experience, and their
 learning curve to reach that level of fluidity is measured in years, while
 with Soft we had people who never used it literally flying around within a
 month.




 --
 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: March 28, 2014

2014-03-30 Thread Tenshi S.
+1
Good words there.


On Sat, Mar 29, 2014 at 6:56 AM, Jordi Bares jordiba...@gmail.com wrote:

 http://www.jordibares.com/2014_03_28/farewell-softimage/

 Jordi Bares
 jordiba...@gmail.com

 On 29 Mar 2014, at 11:24, Tenshi S. tenshu...@gmail.com wrote:

 Indeed, we need noise, in every cg online magazine.


 On Sat, Mar 29, 2014 at 12:45 AM, David Saber davidsa...@sfr.fr wrote:

 Touché :)

 On 2014-03-28 19:12, Christoph Muetze wrote:

 https://twitter.com/chris_muetze/status/440923956242309120/photo/1






Re: March 28, 2014

2014-03-30 Thread Jordi Bares
Thanks Perry, my only intention is to help to transition those artists and 
specially the ICE wizards to transition like I already have done, to Houdini.

Let's see where the journey takes us.

:-)

Jordi Bares
jordiba...@gmail.com

On 29 Mar 2014, at 18:51, Perry Harovas perryharo...@gmail.com wrote:

 Great, thanks for all the info Jordi.
 You are amazing with how you have been helping everyone with SI - Houdini 
 stuff here and on the SE Forum.
 
 Thanks so much. We all owe a huge debt of gratitude to you!
 
 Perry
 
 
 
 
 On Sat, Mar 29, 2014 at 2:41 PM, Jordi Bares jordiba...@gmail.com wrote:
 below
 
 On 29 Mar 2014, at 18:21, Perry Harovas perryharo...@gmail.com wrote:
 
 Very well said Jordi. 
 Thank you for posting this to the list.
 
 A sad day indeed.
 
 I have been sick for days (a real nasty cold, not just being sad about 
 Softimage), and now that I am finally resurfacing,
 I found that the worst thing has happened:
 
 Acceptance.
 
 I know the feeling… feels really bad.
 
 I am now just resigned to having to learn a new package (which of course I 
 always knew from the moment the announcement was made).
 It is just a different thing when reality is approaching, than it is once it 
 has already hit you in the gut and passed you by.
 
 I love Softimage. But now she is gone.
 Sure I can still use it, but the way forward MUST include a new DCC.
 
 Time to get cracking on firing up these 46 year old brain cells.
 
 Houdini and Modo seems to be the way forward.
 Also looking closely at Fabric.
 
 One question regarding Houdini... Mantra seems quite powerful, with VEX and 
 all.
 
 Mantra is extremely powerful, just a fact, a major film post house in London 
 I shall not name is using Mantra at the moment instead of Renderman because 
 the amount of geometry they are dealing with in Houdini can't be efficiently 
 handled by Renderman but it can by Mantra out of the box… and it is free.
 
 :-)
 
 What Houdini seems to lack, though, are any plugin renderers that are 
 working inside of Houdini (as opposed to
 being a stand alone that you export to). Is that correct? Lately I have 
 really loved the speed of Redshift.
 I really hope those guys move towards getting Redshift inside Houdini.
 
 Well, the good news is that Houdini supports a number of render engines, 
 there are very good integrations done and some on their way like Arnold which 
 is exceptionally well crafted and gives Maya and XSI arnold integration a run 
 for their money so if you have Arnold licenses it is an obvious choice in my 
 opinion. Still in beta but I assume won't take long and the guys from Solid 
 Angle are exceptionally nice like the Side Effects people
 
 Regarding Redshift I hope they do port it, but if you have someone that can 
 write scripts Houdin has a framework to export scenes to render engines of 
 any kind, Scripted Output of Houdini Objects aka SOHO which is part of the 
 HDK.
 
 With this you can build your own exporter fairly easily and although the 
 performance is not the same as a purely compiled plugin the fact is that you 
 are free to do whatever you want.
 
 and the HDK is also free so imho it is a no brainer.
 
 http://www.sidefx.com/docs/hdk13.0/_h_d_k__s_o_h_o.html
 
 enjoy
 jb
 
 
 Anyone know of any embedded renderers inside Houdini?
 
 Thanks again,
 
 Perry
 
 
 
 
 
 On Sat, Mar 29, 2014 at 7:56 AM, Jordi Bares jordiba...@gmail.com wrote:
 http://www.jordibares.com/2014_03_28/farewell-softimage/
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 29 Mar 2014, at 11:24, Tenshi S. tenshu...@gmail.com wrote:
 
 Indeed, we need noise, in every cg online magazine. 
 
 
 On Sat, Mar 29, 2014 at 12:45 AM, David Saber davidsa...@sfr.fr wrote:
 Touché :)
 
 On 2014-03-28 19:12, Christoph Muetze wrote:
 https://twitter.com/chris_muetze/status/440923956242309120/photo/1
 
 
 
 
 
 -- 
 
 
 
 
 
 Perry Harovas
 Animation and Visual Effects
 
 http://www.TheAfterImage.com
 
 -25 Years Experience
 -Member of the Visual Effects Society (VES)
 
 
 
 
 -- 
 
 
 
 
 
 Perry Harovas
 Animation and Visual Effects
 
 http://www.TheAfterImage.com
 
 -25 Years Experience
 -Member of the Visual Effects Society (VES)



Re: March 28, 2014

2014-03-30 Thread Jordi Bares
You would be surprised about the being an adult factor in the Houdini camp.. 
just pop by one of the Houdini User Groups and you will see lots of kids having 
fun (lots of grey hair sometimes but still kids having fun)

;)

Jordi Bares
jordiba...@gmail.com

On 29 Mar 2014, at 20:25, Christian Lattuada christian.lattu...@gmail.com 
wrote:

 Thank you Jordi.
 I'm still using softimage but I think houdini it's the only sensible solution 
 to move to.
 Sidefx seems to be smart and careful about the industry and the userbase.
 They do, and always did, FX software, not marketing for CAD or office people 
 (no offence) like autodesk does.
 Only one concern, with softimage I always felt my job like playing, moving to 
 houdini I think I have to grow up a little, to be a more serious guy. :DD
 Maybe it's time for me to be an adult.
 Cheers.
 
 
 .:.
 Christian Lattuada
 
 tel +39 3331277475
 ...
 
 
 On Sat, Mar 29, 2014 at 7:41 PM, Jordi Bares jordiba...@gmail.com wrote:
 below
 
 On 29 Mar 2014, at 18:21, Perry Harovas perryharo...@gmail.com wrote:
 
 Very well said Jordi. 
 Thank you for posting this to the list.
 
 A sad day indeed.
 
 I have been sick for days (a real nasty cold, not just being sad about 
 Softimage), and now that I am finally resurfacing,
 I found that the worst thing has happened:
 
 Acceptance.
 
 I know the feeling… feels really bad.
 
 I am now just resigned to having to learn a new package (which of course I 
 always knew from the moment the announcement was made).
 It is just a different thing when reality is approaching, than it is once it 
 has already hit you in the gut and passed you by.
 
 I love Softimage. But now she is gone.
 Sure I can still use it, but the way forward MUST include a new DCC.
 
 Time to get cracking on firing up these 46 year old brain cells.
 
 Houdini and Modo seems to be the way forward.
 Also looking closely at Fabric.
 
 One question regarding Houdini... Mantra seems quite powerful, with VEX and 
 all.
 
 Mantra is extremely powerful, just a fact, a major film post house in London 
 I shall not name is using Mantra at the moment instead of Renderman because 
 the amount of geometry they are dealing with in Houdini can't be efficiently 
 handled by Renderman but it can by Mantra out of the box… and it is free.
 
 :-)
 
 What Houdini seems to lack, though, are any plugin renderers that are 
 working inside of Houdini (as opposed to
 being a stand alone that you export to). Is that correct? Lately I have 
 really loved the speed of Redshift.
 I really hope those guys move towards getting Redshift inside Houdini.
 
 Well, the good news is that Houdini supports a number of render engines, 
 there are very good integrations done and some on their way like Arnold which 
 is exceptionally well crafted and gives Maya and XSI arnold integration a run 
 for their money so if you have Arnold licenses it is an obvious choice in my 
 opinion. Still in beta but I assume won't take long and the guys from Solid 
 Angle are exceptionally nice like the Side Effects people
 
 Regarding Redshift I hope they do port it, but if you have someone that can 
 write scripts Houdin has a framework to export scenes to render engines of 
 any kind, Scripted Output of Houdini Objects aka SOHO which is part of the 
 HDK.
 
 With this you can build your own exporter fairly easily and although the 
 performance is not the same as a purely compiled plugin the fact is that you 
 are free to do whatever you want.
 
 and the HDK is also free so imho it is a no brainer.
 
 http://www.sidefx.com/docs/hdk13.0/_h_d_k__s_o_h_o.html
 
 enjoy
 jb
 
 
 Anyone know of any embedded renderers inside Houdini?
 
 Thanks again,
 
 Perry
 
 
 
 
 
 On Sat, Mar 29, 2014 at 7:56 AM, Jordi Bares jordiba...@gmail.com wrote:
 http://www.jordibares.com/2014_03_28/farewell-softimage/
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 29 Mar 2014, at 11:24, Tenshi S. tenshu...@gmail.com wrote:
 
 Indeed, we need noise, in every cg online magazine. 
 
 
 On Sat, Mar 29, 2014 at 12:45 AM, David Saber davidsa...@sfr.fr wrote:
 Touché :)
 
 On 2014-03-28 19:12, Christoph Muetze wrote:
 https://twitter.com/chris_muetze/status/440923956242309120/photo/1
 
 
 
 
 
 -- 
 
 
 
 
 
 Perry Harovas
 Animation and Visual Effects
 
 http://www.TheAfterImage.com
 
 -25 Years Experience
 -Member of the Visual Effects Society (VES)
 
 



Re: March 28, 2014

2014-03-30 Thread Jordi Bares
My pleasure, seems like it is an interesting moment!!! lots to learn for sure!

Jordi Bares
jordiba...@gmail.com

On 29 Mar 2014, at 22:54, Bk p...@bustykelp.com wrote:

 Yes thanks from me too Jordi. It's so generous to help in the way you are. 
 I'm keen to delve into Houdini, and it's great to be doing it with familiar 
 faces around. ( well familiar names anyway)
 
 I've been learning Fabric KL part time and been pretty encouraged by my 
 progress so far, although I suspect Houdini could be a walk in the park in 
 comparison ( for me, being a novice coder)
 
 Ironically, I can't help but think that us SI/ICE people are poised to be in 
 a great position moving forward  , what with Houdini, probably improving its 
 animation workflow and tools, Fabric going (adding) the visual programming 
 route soon?, and bifrost there also becoming ICE like possibly?  And of 
 course, ICE itself still working as good as ever. Seems like actually there 
 will be lots of options even if there is no SI replacement. 
 
 I am excited about adding Houdini and Fabric to my toolset. It really does 
 feel like progression rather than a backwards step.
 I want to learn more Modo too. (Mainly for Mesh fusion), but also because, I 
 think it's healthy to have more non AD apps being around and doing well. Its 
 a good thing for everyone.
 After years of minimal (displacement making)usage, I've also recently become 
 a big Zbrush fan and have realised far more of its potential and thus can't 
 wait for v5.
 Im starting to feel this monumental EOL kick up the arse could turn out ok in 
 the end for us if we keep moving forward. (although I'm still angry about it )
 
 
 On 29 Mar 2014, at 18:51, Perry Harovas perryharo...@gmail.com wrote:
 
 Great, thanks for all the info Jordi.
 You are amazing with how you have been helping everyone with SI - Houdini 
 stuff here and on the SE Forum.
 
 Thanks so much. We all owe a huge debt of gratitude to you!
 
 Perry
 
 
 
 
 On Sat, Mar 29, 2014 at 2:41 PM, Jordi Bares jordiba...@gmail.com wrote:
 below
 
 On 29 Mar 2014, at 18:21, Perry Harovas perryharo...@gmail.com wrote:
 
 Very well said Jordi. 
 Thank you for posting this to the list.
 
 A sad day indeed.
 
 I have been sick for days (a real nasty cold, not just being sad about 
 Softimage), and now that I am finally resurfacing,
 I found that the worst thing has happened:
 
 Acceptance.
 
 I know the feeling… feels really bad.
 
 I am now just resigned to having to learn a new package (which of course I 
 always knew from the moment the announcement was made).
 It is just a different thing when reality is approaching, than it is once 
 it has already hit you in the gut and passed you by.
 
 I love Softimage. But now she is gone.
 Sure I can still use it, but the way forward MUST include a new DCC.
 
 Time to get cracking on firing up these 46 year old brain cells.
 
 Houdini and Modo seems to be the way forward.
 Also looking closely at Fabric.
 
 One question regarding Houdini... Mantra seems quite powerful, with VEX and 
 all.
 
 Mantra is extremely powerful, just a fact, a major film post house in London 
 I shall not name is using Mantra at the moment instead of Renderman because 
 the amount of geometry they are dealing with in Houdini can't be efficiently 
 handled by Renderman but it can by Mantra out of the box… and it is free.
 
 :-)
 
 What Houdini seems to lack, though, are any plugin renderers that are 
 working inside of Houdini (as opposed to
 being a stand alone that you export to). Is that correct? Lately I have 
 really loved the speed of Redshift.
 I really hope those guys move towards getting Redshift inside Houdini.
 
 Well, the good news is that Houdini supports a number of render engines, 
 there are very good integrations done and some on their way like Arnold 
 which is exceptionally well crafted and gives Maya and XSI arnold 
 integration a run for their money so if you have Arnold licenses it is an 
 obvious choice in my opinion. Still in beta but I assume won't take long and 
 the guys from Solid Angle are exceptionally nice like the Side Effects people
 
 Regarding Redshift I hope they do port it, but if you have someone that can 
 write scripts Houdin has a framework to export scenes to render engines of 
 any kind, Scripted Output of Houdini Objects aka SOHO which is part of the 
 HDK.
 
 With this you can build your own exporter fairly easily and although the 
 performance is not the same as a purely compiled plugin the fact is that you 
 are free to do whatever you want.
 
 and the HDK is also free so imho it is a no brainer.
 
 http://www.sidefx.com/docs/hdk13.0/_h_d_k__s_o_h_o.html
 
 enjoy
 jb
 
 
 Anyone know of any embedded renderers inside Houdini?
 
 Thanks again,
 
 Perry
 
 
 
 
 
 On Sat, Mar 29, 2014 at 7:56 AM, Jordi Bares jordiba...@gmail.com wrote:
 http://www.jordibares.com/2014_03_28/farewell-softimage/
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 29 Mar 2014, at 11:24, Tenshi S. 

Re: March 28, 2014

2014-03-29 Thread Tenshi S.
Indeed, we need noise, in every cg online magazine.


On Sat, Mar 29, 2014 at 12:45 AM, David Saber davidsa...@sfr.fr wrote:

 Touché :)

 On 2014-03-28 19:12, Christoph Muetze wrote:

 https://twitter.com/chris_muetze/status/440923956242309120/photo/1




Re: March 28, 2014

2014-03-29 Thread Leendert A. Hartog

I think noise is somewhat relative to what you actually want to achieve.
Looking at the level of participation for 3dwillneverbethesame.com
and the clear statements coming from Autodesk as to what most 
definitively isn't possible

I doubt any amount of noise will help any ATM.
Noise by itself isn't enough, there needs to be a plan behind it.
And even then...

Greetz
Leendert
AKA Hirazi Blue

Tenshi S. schreef op 29-3-2014 12:24:

Indeed, we need noise, in every cg online magazine.

--
Leendert A. Hartog – Softimage hobbyist
AKA Hirazi Blue – Administrator @, NOT the owner of si-community.com



Re: March 28, 2014

2014-03-29 Thread Jordi Bares
http://www.jordibares.com/2014_03_28/farewell-softimage/

Jordi Bares
jordiba...@gmail.com

On 29 Mar 2014, at 11:24, Tenshi S. tenshu...@gmail.com wrote:

 Indeed, we need noise, in every cg online magazine. 
 
 
 On Sat, Mar 29, 2014 at 12:45 AM, David Saber davidsa...@sfr.fr wrote:
 Touché :)
 
 On 2014-03-28 19:12, Christoph Muetze wrote:
 https://twitter.com/chris_muetze/status/440923956242309120/photo/1
 



Re: March 28, 2014

2014-03-29 Thread Leendert A. Hartog

Convincing statement!

Greetz
Leendert

--

Leendert A. Hartog – Softimage hobbyist
AKA Hirazi Blue – Administrator  @, NOT the owner of  si-community.com




Re: March 28, 2014

2014-03-29 Thread Perry Harovas
Very well said Jordi.
Thank you for posting this to the list.

A sad day indeed.

I have been sick for days (a real nasty cold, not just being sad about
Softimage), and now that I am finally resurfacing,
I found that the worst thing has happened:

Acceptance.

I am now just resigned to having to learn a new package (which of course I
always knew from the moment the announcement was made).
It is just a different thing when reality is approaching, than it is once
it has already hit you in the gut and passed you by.

I love Softimage. But now she is gone.
Sure I can still use it, but the way forward MUST include a new DCC.

Time to get cracking on firing up these 46 year old brain cells.

Houdini and Modo seems to be the way forward.
Also looking closely at Fabric.

One question regarding Houdini... Mantra seems quite powerful, with VEX and
all.
What Houdini seems to lack, though, are any plugin renderers that are
working inside of Houdini (as opposed to
being a stand alone that you export to). Is that correct? Lately I have
really loved the speed of Redshift.
I really hope those guys move towards getting Redshift inside Houdini.

Anyone know of any embedded renderers inside Houdini?

Thanks again,

Perry





On Sat, Mar 29, 2014 at 7:56 AM, Jordi Bares jordiba...@gmail.com wrote:

 http://www.jordibares.com/2014_03_28/farewell-softimage/

 Jordi Bares
 jordiba...@gmail.com

 On 29 Mar 2014, at 11:24, Tenshi S. tenshu...@gmail.com wrote:

 Indeed, we need noise, in every cg online magazine.


 On Sat, Mar 29, 2014 at 12:45 AM, David Saber davidsa...@sfr.fr wrote:

 Touché :)

 On 2014-03-28 19:12, Christoph Muetze wrote:

 https://twitter.com/chris_muetze/status/440923956242309120/photo/1






-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com http://www.theafterimage.com/

-25 Years Experience
-Member of the Visual Effects Society (VES)


Re: March 28, 2014

2014-03-29 Thread Jordi Bares
below

On 29 Mar 2014, at 18:21, Perry Harovas perryharo...@gmail.com wrote:

 Very well said Jordi. 
 Thank you for posting this to the list.
 
 A sad day indeed.
 
 I have been sick for days (a real nasty cold, not just being sad about 
 Softimage), and now that I am finally resurfacing,
 I found that the worst thing has happened:
 
 Acceptance.

I know the feeling… feels really bad.

 I am now just resigned to having to learn a new package (which of course I 
 always knew from the moment the announcement was made).
 It is just a different thing when reality is approaching, than it is once it 
 has already hit you in the gut and passed you by.
 
 I love Softimage. But now she is gone.
 Sure I can still use it, but the way forward MUST include a new DCC.
 
 Time to get cracking on firing up these 46 year old brain cells.
 
 Houdini and Modo seems to be the way forward.
 Also looking closely at Fabric.
 
 One question regarding Houdini... Mantra seems quite powerful, with VEX and 
 all.

Mantra is extremely powerful, just a fact, a major film post house in London I 
shall not name is using Mantra at the moment instead of Renderman because the 
amount of geometry they are dealing with in Houdini can't be efficiently 
handled by Renderman but it can by Mantra out of the box… and it is free.

:-)

 What Houdini seems to lack, though, are any plugin renderers that are working 
 inside of Houdini (as opposed to
 being a stand alone that you export to). Is that correct? Lately I have 
 really loved the speed of Redshift.
 I really hope those guys move towards getting Redshift inside Houdini.

Well, the good news is that Houdini supports a number of render engines, there 
are very good integrations done and some on their way like Arnold which is 
exceptionally well crafted and gives Maya and XSI arnold integration a run for 
their money so if you have Arnold licenses it is an obvious choice in my 
opinion. Still in beta but I assume won't take long and the guys from Solid 
Angle are exceptionally nice like the Side Effects people

Regarding Redshift I hope they do port it, but if you have someone that can 
write scripts Houdin has a framework to export scenes to render engines of any 
kind, Scripted Output of Houdini Objects aka SOHO which is part of the HDK.

With this you can build your own exporter fairly easily and although the 
performance is not the same as a purely compiled plugin the fact is that you 
are free to do whatever you want.

and the HDK is also free so imho it is a no brainer.

http://www.sidefx.com/docs/hdk13.0/_h_d_k__s_o_h_o.html

enjoy
jb

 
 Anyone know of any embedded renderers inside Houdini?
 
 Thanks again,
 
 Perry
 
 
 
 
 
 On Sat, Mar 29, 2014 at 7:56 AM, Jordi Bares jordiba...@gmail.com wrote:
 http://www.jordibares.com/2014_03_28/farewell-softimage/
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 29 Mar 2014, at 11:24, Tenshi S. tenshu...@gmail.com wrote:
 
 Indeed, we need noise, in every cg online magazine. 
 
 
 On Sat, Mar 29, 2014 at 12:45 AM, David Saber davidsa...@sfr.fr wrote:
 Touché :)
 
 On 2014-03-28 19:12, Christoph Muetze wrote:
 https://twitter.com/chris_muetze/status/440923956242309120/photo/1
 
 
 
 
 
 -- 
 
 
 
 
 
 Perry Harovas
 Animation and Visual Effects
 
 http://www.TheAfterImage.com
 
 -25 Years Experience
 -Member of the Visual Effects Society (VES)



Re: March 28, 2014

2014-03-29 Thread Perry Harovas
Great, thanks for all the info Jordi.
You are amazing with how you have been helping everyone with SI - Houdini
stuff here and on the SE Forum.

Thanks so much. We all owe a huge debt of gratitude to you!

Perry




On Sat, Mar 29, 2014 at 2:41 PM, Jordi Bares jordiba...@gmail.com wrote:

 below

 On 29 Mar 2014, at 18:21, Perry Harovas perryharo...@gmail.com wrote:

 Very well said Jordi.
 Thank you for posting this to the list.

 A sad day indeed.

 I have been sick for days (a real nasty cold, not just being sad about
 Softimage), and now that I am finally resurfacing,
 I found that the worst thing has happened:

 Acceptance.


 I know the feeling... feels really bad.

 I am now just resigned to having to learn a new package (which of course I
 always knew from the moment the announcement was made).
 It is just a different thing when reality is approaching, than it is once
 it has already hit you in the gut and passed you by.

 I love Softimage. But now she is gone.
 Sure I can still use it, but the way forward MUST include a new DCC.

 Time to get cracking on firing up these 46 year old brain cells.

 Houdini and Modo seems to be the way forward.

 Also looking closely at Fabric.

 One question regarding Houdini... Mantra seems quite powerful, with VEX
 and all.


 Mantra is extremely powerful, just a fact, a major film post house in
 London I shall not name is using Mantra at the moment instead of Renderman
 because the amount of geometry they are dealing with in Houdini can't be
 efficiently handled by Renderman but it can by Mantra out of the box... and
 it is free.

 :-)

 What Houdini seems to lack, though, are any plugin renderers that are
 working inside of Houdini (as opposed to
 being a stand alone that you export to). Is that correct? Lately I have
 really loved the speed of Redshift.
 I really hope those guys move towards getting Redshift inside Houdini.


 Well, the good news is that Houdini supports a number of render engines,
 there are very good integrations done and some on their way like Arnold
 which is exceptionally well crafted and gives Maya and XSI arnold
 integration a run for their money so if you have Arnold licenses it is an
 obvious choice in my opinion. Still in beta but I assume won't take long
 and the guys from Solid Angle are exceptionally nice like the Side Effects
 people

 Regarding Redshift I hope they do port it, but if you have someone that
 can write scripts Houdin has a framework to export scenes to render engines
 of any kind, Scripted Output of Houdini Objects aka SOHO which is part of
 the HDK.

 With this you can build your own exporter fairly easily and although the
 performance is not the same as a purely compiled plugin the fact is that
 you are free to do whatever you want.

 and the HDK is also free so imho it is a no brainer.

 http://www.sidefx.com/docs/hdk13.0/_h_d_k__s_o_h_o.html

 enjoy
 jb


 Anyone know of any embedded renderers inside Houdini?

 Thanks again,

 Perry





 On Sat, Mar 29, 2014 at 7:56 AM, Jordi Bares jordiba...@gmail.com wrote:

 http://www.jordibares.com/2014_03_28/farewell-softimage/

  Jordi Bares
 jordiba...@gmail.com

 On 29 Mar 2014, at 11:24, Tenshi S. tenshu...@gmail.com wrote:

 Indeed, we need noise, in every cg online magazine.


 On Sat, Mar 29, 2014 at 12:45 AM, David Saber davidsa...@sfr.fr wrote:

 Touché :)

 On 2014-03-28 19:12, Christoph Muetze wrote:

 https://twitter.com/chris_muetze/status/440923956242309120/photo/1






 --





 Perry Harovas
 Animation and Visual Effects

 http://www.TheAfterImage.com http://www.theafterimage.com/

 -25 Years Experience
 -Member of the Visual Effects Society (VES)





-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com http://www.theafterimage.com/

-25 Years Experience
-Member of the Visual Effects Society (VES)


Re: March 28, 2014

2014-03-29 Thread Christian Lattuada
Thank you Jordi.
I'm still using softimage but I think houdini it's the only sensible
solution to move to.
Sidefx seems to be smart and careful about the industry and the userbase.
They do, and always did, FX software, not marketing for CAD or office
people (no offence) like autodesk does.
Only one concern, with softimage I always felt my job like playing, moving
to houdini I think I have to grow up a little, to be a more serious guy. :DD
Maybe it's time for me to be an adult.
Cheers.


.:.
Christian Lattuada

tel +39 3331277475
...


On Sat, Mar 29, 2014 at 7:41 PM, Jordi Bares jordiba...@gmail.com wrote:

 below

 On 29 Mar 2014, at 18:21, Perry Harovas perryharo...@gmail.com wrote:

 Very well said Jordi.
 Thank you for posting this to the list.

 A sad day indeed.

 I have been sick for days (a real nasty cold, not just being sad about
 Softimage), and now that I am finally resurfacing,
 I found that the worst thing has happened:

 Acceptance.


 I know the feeling... feels really bad.

 I am now just resigned to having to learn a new package (which of course I
 always knew from the moment the announcement was made).
 It is just a different thing when reality is approaching, than it is once
 it has already hit you in the gut and passed you by.

 I love Softimage. But now she is gone.
 Sure I can still use it, but the way forward MUST include a new DCC.

 Time to get cracking on firing up these 46 year old brain cells.

 Houdini and Modo seems to be the way forward.

 Also looking closely at Fabric.

 One question regarding Houdini... Mantra seems quite powerful, with VEX
 and all.


 Mantra is extremely powerful, just a fact, a major film post house in
 London I shall not name is using Mantra at the moment instead of Renderman
 because the amount of geometry they are dealing with in Houdini can't be
 efficiently handled by Renderman but it can by Mantra out of the box... and
 it is free.

 :-)

 What Houdini seems to lack, though, are any plugin renderers that are
 working inside of Houdini (as opposed to
 being a stand alone that you export to). Is that correct? Lately I have
 really loved the speed of Redshift.
 I really hope those guys move towards getting Redshift inside Houdini.


 Well, the good news is that Houdini supports a number of render engines,
 there are very good integrations done and some on their way like Arnold
 which is exceptionally well crafted and gives Maya and XSI arnold
 integration a run for their money so if you have Arnold licenses it is an
 obvious choice in my opinion. Still in beta but I assume won't take long
 and the guys from Solid Angle are exceptionally nice like the Side Effects
 people

 Regarding Redshift I hope they do port it, but if you have someone that
 can write scripts Houdin has a framework to export scenes to render engines
 of any kind, Scripted Output of Houdini Objects aka SOHO which is part of
 the HDK.

 With this you can build your own exporter fairly easily and although the
 performance is not the same as a purely compiled plugin the fact is that
 you are free to do whatever you want.

 and the HDK is also free so imho it is a no brainer.

 http://www.sidefx.com/docs/hdk13.0/_h_d_k__s_o_h_o.html

 enjoy
 jb


 Anyone know of any embedded renderers inside Houdini?

 Thanks again,

 Perry





 On Sat, Mar 29, 2014 at 7:56 AM, Jordi Bares jordiba...@gmail.com wrote:

 http://www.jordibares.com/2014_03_28/farewell-softimage/

  Jordi Bares
 jordiba...@gmail.com

 On 29 Mar 2014, at 11:24, Tenshi S. tenshu...@gmail.com wrote:

 Indeed, we need noise, in every cg online magazine.


 On Sat, Mar 29, 2014 at 12:45 AM, David Saber davidsa...@sfr.fr wrote:

 Touché :)

 On 2014-03-28 19:12, Christoph Muetze wrote:

 https://twitter.com/chris_muetze/status/440923956242309120/photo/1






 --





 Perry Harovas
 Animation and Visual Effects

 http://www.TheAfterImage.com http://www.theafterimage.com/

 -25 Years Experience
 -Member of the Visual Effects Society (VES)





Re: March 28, 2014

2014-03-29 Thread Meng-Yang Lu
Once upon a time, there used to be these Maya guys that never knew what
they were missing out because they never stepped out of their comfort zone.
 Don't repeat their mistake from your perspective.  I would say keep
Softimage in your arsenal, but also give Sesi and Houdini a fair shake.
 You don't have to grow up or not have fun using Houdini.  Your first shot
might be a little annoying getting everything set up, but shot 2 through
infinity doing variations of the same thing will be an absolute joy.

We're using Mantra to great success.  Hard surface, liquids, smoke, it does
it all.  I know you guys are saying Arnold, Arnold, Arnold, and I use
Arnold all the time in Maya/XSI, but Mantra is every bit as competitive and
more feature rich if you give it a shot.

We JUST finished this 15 second spot.  All Houdini except for the matchmove
the Maya guys had to do.  The compression takes a bit of the beauty away
but I hope it gets my point across.  Houdini is an absolute workhorse.
 Watch in 1080 plz.

http://www.youtube.com/watch?v=xq3vh3ILt6slist=PLYHB_K45JmFp_YbpngWB2x9Wxmr1cxVzd

-Lu


On Sat, Mar 29, 2014 at 1:25 PM, Christian Lattuada 
christian.lattu...@gmail.com wrote:

 Thank you Jordi.
 I'm still using softimage but I think houdini it's the only sensible
 solution to move to.
 Sidefx seems to be smart and careful about the industry and the userbase.
 They do, and always did, FX software, not marketing for CAD or office
 people (no offence) like autodesk does.
 Only one concern, with softimage I always felt my job like playing, moving
 to houdini I think I have to grow up a little, to be a more serious guy. :DD
 Maybe it's time for me to be an adult.
 Cheers.




Re: March 28, 2014

2014-03-29 Thread Bk
Yes thanks from me too Jordi. It's so generous to help in the way you are. I'm 
keen to delve into Houdini, and it's great to be doing it with familiar faces 
around. ( well familiar names anyway)

I've been learning Fabric KL part time and been pretty encouraged by my 
progress so far, although I suspect Houdini could be a walk in the park in 
comparison ( for me, being a novice coder)

Ironically, I can't help but think that us SI/ICE people are poised to be in a 
great position moving forward  , what with Houdini, probably improving its 
animation workflow and tools, Fabric going (adding) the visual programming 
route soon?, and bifrost there also becoming ICE like possibly?  And of course, 
ICE itself still working as good as ever. Seems like actually there will be 
lots of options even if there is no SI replacement. 

I am excited about adding Houdini and Fabric to my toolset. It really does feel 
like progression rather than a backwards step.
I want to learn more Modo too. (Mainly for Mesh fusion), but also because, I 
think it's healthy to have more non AD apps being around and doing well. Its a 
good thing for everyone.
After years of minimal (displacement making)usage, I've also recently become a 
big Zbrush fan and have realised far more of its potential and thus can't wait 
for v5.
Im starting to feel this monumental EOL kick up the arse could turn out ok in 
the end for us if we keep moving forward. (although I'm still angry about it )


On 29 Mar 2014, at 18:51, Perry Harovas perryharo...@gmail.com wrote:

 Great, thanks for all the info Jordi.
 You are amazing with how you have been helping everyone with SI - Houdini 
 stuff here and on the SE Forum.
 
 Thanks so much. We all owe a huge debt of gratitude to you!
 
 Perry
 
 
 
 
 On Sat, Mar 29, 2014 at 2:41 PM, Jordi Bares jordiba...@gmail.com wrote:
 below
 
 On 29 Mar 2014, at 18:21, Perry Harovas perryharo...@gmail.com wrote:
 
 Very well said Jordi. 
 Thank you for posting this to the list.
 
 A sad day indeed.
 
 I have been sick for days (a real nasty cold, not just being sad about 
 Softimage), and now that I am finally resurfacing,
 I found that the worst thing has happened:
 
 Acceptance.
 
 I know the feeling… feels really bad.
 
 I am now just resigned to having to learn a new package (which of course I 
 always knew from the moment the announcement was made).
 It is just a different thing when reality is approaching, than it is once it 
 has already hit you in the gut and passed you by.
 
 I love Softimage. But now she is gone.
 Sure I can still use it, but the way forward MUST include a new DCC.
 
 Time to get cracking on firing up these 46 year old brain cells.
 
 Houdini and Modo seems to be the way forward.
 Also looking closely at Fabric.
 
 One question regarding Houdini... Mantra seems quite powerful, with VEX and 
 all.
 
 Mantra is extremely powerful, just a fact, a major film post house in London 
 I shall not name is using Mantra at the moment instead of Renderman because 
 the amount of geometry they are dealing with in Houdini can't be efficiently 
 handled by Renderman but it can by Mantra out of the box… and it is free.
 
 :-)
 
 What Houdini seems to lack, though, are any plugin renderers that are 
 working inside of Houdini (as opposed to
 being a stand alone that you export to). Is that correct? Lately I have 
 really loved the speed of Redshift.
 I really hope those guys move towards getting Redshift inside Houdini.
 
 Well, the good news is that Houdini supports a number of render engines, 
 there are very good integrations done and some on their way like Arnold which 
 is exceptionally well crafted and gives Maya and XSI arnold integration a run 
 for their money so if you have Arnold licenses it is an obvious choice in my 
 opinion. Still in beta but I assume won't take long and the guys from Solid 
 Angle are exceptionally nice like the Side Effects people
 
 Regarding Redshift I hope they do port it, but if you have someone that can 
 write scripts Houdin has a framework to export scenes to render engines of 
 any kind, Scripted Output of Houdini Objects aka SOHO which is part of the 
 HDK.
 
 With this you can build your own exporter fairly easily and although the 
 performance is not the same as a purely compiled plugin the fact is that you 
 are free to do whatever you want.
 
 and the HDK is also free so imho it is a no brainer.
 
 http://www.sidefx.com/docs/hdk13.0/_h_d_k__s_o_h_o.html
 
 enjoy
 jb
 
 
 Anyone know of any embedded renderers inside Houdini?
 
 Thanks again,
 
 Perry
 
 
 
 
 
 On Sat, Mar 29, 2014 at 7:56 AM, Jordi Bares jordiba...@gmail.com wrote:
 http://www.jordibares.com/2014_03_28/farewell-softimage/
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 29 Mar 2014, at 11:24, Tenshi S. tenshu...@gmail.com wrote:
 
 Indeed, we need noise, in every cg online magazine. 
 
 
 On Sat, Mar 29, 2014 at 12:45 AM, David Saber davidsa...@sfr.fr wrote:
 Touché :)
 
 On 2014-03-28 19:12, Christoph 

Re: March 28, 2014

2014-03-29 Thread Jason S




On 03/29/14 18:54, Bk wrote:
  
  
  Ironically, I can't help but think that us SI/ICE
people are poised to be in a great position moving forward  , what with
Houdini, probably improving its animation workflow and tools, Fabric
going (adding) the visual programming route soon?, and bifrost there
also becoming ICE like possibly?  And of course, ICE itself still
working as good as ever. Seems like actually there will be lots of
options even if there is no SI replacement. 



Yes. And also just to point-out here, concerning post 2016 continuity
(on subscription)
despite the glyph showing all paths leading to "Maya/Max *Only*"
after 2016 in the (updated) release announcement, 
On several occasions (on SI-Community) has it been made clear ;
".. you get to keep your license of Softimage forever, even
on subscription."

Thanks


  

  
  
   Post
subject: Re: RETIREMENT QA   
  BenR wrote:
  
  oz42
wrote:
  I'm
really confused about this.
  
I
am deeply saddened that Autodesk have canned Softimage. However I want
to keep on using it, long after 2016. I accept that I will probably
have to start learning Maya or Max in the meantime but I definitely
still want to keep on using Softimage, even if it's eventually
unsupported.
  
Maurice
suggest that in order to keep on using Softimage after 2016 we should
stop our subscription before the deadline. The problem is, I am a
freelancer and so only have one license. If I side-grade to Maya how do
I stop the Softimage subsciption in order to keep using it after 2016
but keep renewing the new Maya subscription??
  
Surely
the better option is to just let us keep on using Softimage after 2016
regardless of the new subscription we're on. It doesn't sound too
impossible to achieve.
  
  
I
came here to say almost exactly the same thing. I am also a freelancer
with one license. If a client comes to me and says "Remember that
project we worked on for 3 months in 2013? Well we need you to make
some changes and add a couple of new animations." Obviously I have to
be able to access the scenes from that project. So my understanding is
that when I move to a transitional license for both Softimage and Maya,
that license will cover both applications for the first 2 years, and
only Maya if subscription is maintained after that. So given my need to
access old Softimage assets, I will have to discontinue subscription
and keep Softimage 2015 and the latest Maya I receive. Then if I want
to continue with Maya I will have to get a new license for $3k. Maurice
Patel said on the list that the reason for this was Autodesk's "revenue
accounting guidelines". Now, I Am Not An Accountant. And I know that
accountants can be strict and demanding. But it seems to me that
Autodesk could find a way around this. If they wanted to.
  
  
  

  



  

  luceric
  
  

  

 Post
subject: Re: RETIREMENT
QA
Posted: 22 Mar 2014, 15:43 

  

  
  


  
  

  


  
  


  

  
  
  Joined: 21 Jun 2009, 18:08
  Posts: 784
  
  

  

The
discussion
above is now wrong, you get to keep your license of
Softimage forever, even on subscription. If recommended doing something
like lock the topic to not confuse other people

  

  
  

  















March 28, 2014

2014-03-28 Thread Leendert A. Hartog
As of March 28, 2014, customers will no longer be able to purchase new 
standalone licenses.

In a commercial sense the product would seem to be absolutely dead now.
A moment of silence would seem to be appropriate...

Greetz
Leendert -- Leendert A. Hartog – Softimage hobbyist
AKA Hirazi Blue – Administrator @, NOT the owner of si-community.com





RE: March 28, 2014

2014-03-28 Thread Matt Lind
I think many moments is what lead to this situation.  What we need is noise.


Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog
Sent: Friday, March 28, 2014 11:06 AM
To: softimage@listproc.autodesk.com
Subject: March 28, 2014

As of March 28, 2014, customers will no longer be able to purchase new 
standalone licenses.
In a commercial sense the product would seem to be absolutely dead now.
A moment of silence would seem to be appropriate...

Greetz
Leendert -- Leendert A. Hartog - Softimage hobbyist AKA Hirazi Blue - 
Administrator @, NOT the owner of si-community.com






Re: March 28, 2014

2014-03-28 Thread Leendert A. Hartog

True, but to me this is just sinking in: you cannot buy it anymore!
For a commercial product that's quite a momentous occasion.
Talk of EOL is something different, this is more or less tangible (???)
(as in we are absolutely the last SI-generation).

But I admit, I am a bit sentimental that way...

Greetz
Leendert

--
Leendert A. Hartog – Softimage hobbyist
AKA Hirazi Blue – Administrator @, NOT the owner of si-community.com



Re: March 28, 2014

2014-03-28 Thread Christoph Muetze

https://twitter.com/chris_muetze/status/440923956242309120/photo/1

;(

On 28/03/14 19:06, Leendert A. Hartog wrote:
As of March 28, 2014, customers will no longer be able to purchase 
new standalone licenses.

In a commercial sense the product would seem to be absolutely dead now.
A moment of silence would seem to be appropriate...

Greetz
Leendert -- Leendert A. Hartog – Softimage hobbyist
AKA Hirazi Blue – Administrator @, NOT the owner of si-community.com









RE: March 28, 2014

2014-03-28 Thread Matt Lind
The day isn't over yet.




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog
Sent: Friday, March 28, 2014 11:14 AM
To: softimage@listproc.autodesk.com
Subject: Re: March 28, 2014

True, but to me this is just sinking in: you cannot buy it anymore!
For a commercial product that's quite a momentous occasion.
Talk of EOL is something different, this is more or less tangible (???) (as in 
we are absolutely the last SI-generation).

But I admit, I am a bit sentimental that way...

Greetz
Leendert

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




Re: March 28, 2014

2014-03-28 Thread Leendert A. Hartog

Yet in my timezone it is... ;)

--

Leendert A. Hartog – Softimage hobbyist
AKA Hirazi Blue – Administrator  @, NOT the owner of  si-community.com




RE: March 28, 2014

2014-03-28 Thread Sven Constable
But not on the list, please.

sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, March 28, 2014 7:09 PM
To: softimage@listproc.autodesk.com
Subject: RE: March 28, 2014

I think many moments is what lead to this situation.  What we need is noise.


Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A.
Hartog
Sent: Friday, March 28, 2014 11:06 AM
To: softimage@listproc.autodesk.com
Subject: March 28, 2014

As of March 28, 2014, customers will no longer be able to purchase new
standalone licenses.
In a commercial sense the product would seem to be absolutely dead now.
A moment of silence would seem to be appropriate...

Greetz
Leendert -- Leendert A. Hartog - Softimage hobbyist AKA Hirazi Blue -
Administrator @, NOT the owner of si-community.com






Re: March 28, 2014

2014-03-28 Thread Leendert A. Hartog

Interesting.
Commemorating a momentous occasion in Softimage's lifetime does not 
belong on the list.

Ah well, sorry for caring about the product then...

Greetz
Leendert

--

Leendert A. Hartog – Softimage hobbyist
AKA Hirazi Blue – Administrator  @, NOT the owner of  si-community.com




Re: March 28, 2014

2014-03-28 Thread Greg Punchatz
I thought is was indeed a thing that needed posting... I wear my heart 
on my sleeve as well..


Thanks

*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com



Re: March 28, 2014

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


On Fri, Mar 28, 2014 at 2:38 PM, Greg Punchatz g...@janimation.com wrote:

  I thought is was indeed a thing that needed posting... I wear my heart
 on my sleeve as well..

 Thanks
  --
 *Greg Punchatz*
  *Sr. Creative Director*
 Janimation
 214.823.7760
 www.janimation.com




-- 
www.johnrichardsanchez.com


Re: March 28, 2014

2014-03-28 Thread Sebastien Sterling
To Softimage ! it enabled the artist for the sake of the artist.

https://www.youtube.com/watch?v=TZXwJcc1u-I




On 28 March 2014 18:38, Greg Punchatz g...@janimation.com wrote:

  I thought is was indeed a thing that needed posting... I wear my heart
 on my sleeve as well..

 Thanks
  --
 *Greg Punchatz*
  *Sr. Creative Director*
 Janimation
 214.823.7760
 www.janimation.com




Re: March 28, 2014

2014-03-28 Thread Christian Lattuada
I am.
Long live Softimage.

.:.
Christian Lattuada

tel +39 3331277475
...


On Fri, Mar 28, 2014 at 8:43 PM, Paul p...@bustykelp.com wrote:

 It's still does if you're fortunate enough to use it.

 On 28 Mar 2014, at 19:31, Sebastien Sterling sebastien.sterl...@gmail.com
 wrote:

 To Softimage ! it enabled the artist for the sake of the artist.

 https://www.youtube.com/watch?v=TZXwJcc1u-I




 On 28 March 2014 18:38, Greg Punchatz g...@janimation.com wrote:

  I thought is was indeed a thing that needed posting... I wear my heart
 on my sleeve as well..

 Thanks
  --
 *Greg Punchatz*
  *Sr. Creative Director*
 Janimation
 214.823.7760
 www.janimation.com





Re: March 28, 2014

2014-03-28 Thread Leendert A. Hartog

Nobody claims otherwise...

Paul schreef op 28-3-2014 20:43:

It's still does if you're fortunate enough to use it.



--

Leendert A. Hartog – Softimage hobbyist
AKA Hirazi Blue – Administrator  @, NOT the owner of  si-community.com



Re: March 28, 2014

2014-03-28 Thread Sebastien Sterling
To Softimage enabling the artist, for the sake of the artist, since Y2K

(better Paul :)? )


On 28 March 2014 19:45, Christian Lattuada christian.lattu...@gmail.comwrote:

 I am.
 Long live Softimage.

 .:.
 Christian Lattuada

 tel +39 3331277475
 ...


 On Fri, Mar 28, 2014 at 8:43 PM, Paul p...@bustykelp.com wrote:

 It's still does if you're fortunate enough to use it.

 On 28 Mar 2014, at 19:31, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 To Softimage ! it enabled the artist for the sake of the artist.

 https://www.youtube.com/watch?v=TZXwJcc1u-I




 On 28 March 2014 18:38, Greg Punchatz g...@janimation.com wrote:

  I thought is was indeed a thing that needed posting... I wear my heart
 on my sleeve as well..

 Thanks
  --
 *Greg Punchatz*
  *Sr. Creative Director*
 Janimation
 214.823.7760
 www.janimation.com






Re: March 28, 2014

2014-03-28 Thread Bk
Much thanks..



On 28 Mar 2014, at 19:51, Sebastien Sterling sebastien.sterl...@gmail.com 
wrote:

 To Softimage enabling the artist, for the sake of the artist, since Y2K
 
 (better Paul :)? )
 
 
 On 28 March 2014 19:45, Christian Lattuada christian.lattu...@gmail.com 
 wrote:
 I am.
 Long live Softimage.
 
 .:.
 Christian Lattuada
 
 tel +39 3331277475
 ...
 
 
 On Fri, Mar 28, 2014 at 8:43 PM, Paul p...@bustykelp.com wrote:
 It's still does if you're fortunate enough to use it. 
 
 On 28 Mar 2014, at 19:31, Sebastien Sterling sebastien.sterl...@gmail.com 
 wrote:
 
 To Softimage ! it enabled the artist for the sake of the artist.
 
 https://www.youtube.com/watch?v=TZXwJcc1u-I
 
 
 
 
 On 28 March 2014 18:38, Greg Punchatz g...@janimation.com wrote:
 I thought is was indeed a thing that needed posting... I wear my heart on my 
 sleeve as well..
 
 Thanks
 Greg Punchatz
 Sr. Creative Director
 Janimation
 214.823.7760
 www.janimation.com
 
 
 
 


Re: March 28, 2014

2014-03-28 Thread David Saber

Touché :)

On 2014-03-28 19:12, Christoph Muetze wrote:

https://twitter.com/chris_muetze/status/440923956242309120/photo/1