Re: 答复: Re[2]: March 28, 2014
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
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
+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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 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
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 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
+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
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
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
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
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
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
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
Convincing statement! Greetz Leendert -- Leendert A. Hartog – Softimage hobbyist AKA Hirazi Blue – Administrator @, NOT the owner of si-community.com
Re: March 28, 2014
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Touché :) On 2014-03-28 19:12, Christoph Muetze wrote: https://twitter.com/chris_muetze/status/440923956242309120/photo/1