Re: softimage to modo

2014-08-20 Thread Tim Crowson
Not pushing anything here, but since some folks on this list are in the 
market for software, they should know that Modo is 40% off (USD $897) 
until August 27th.


-Tim



Re: Softimage to Modo

2014-08-12 Thread Sebastien Sterling
I'm sure Modo will pick up the slack, especially now their demographic
seems poised to expand to M&E

more to the point it seems to be the only "contender" to vanquish  AD's
tyrannical rein of bullshit and darkness if only for one day.

i'm sick of my tools being unintuitive or absent, i'm sick of writing tools
just to make maya marginally bearable for another 6 months after which the
next instalment comes out or i migrate to a new studio, and have to start
again !

It's a product that comes with it's own active maintenance industry ! its
so shit it creates jobs ! thats how shit it is !


On 8 August 2014 08:51, Nick Angus  wrote:

>   I am starting to get the feeling that most Softimage guys will
> eventually be Houdini guys. ; )
>
> Sent from my Windows Phone
>  --
> From: Eric Mootz 
> Sent: ‎8/‎08/‎2014 5:43 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Softimage to Modo
>
>   He, he, if I had to do production work and had to switch to another
> package then Houdini would be my first choice.
> Regarding its SDK: haven't looked at it yet, but I'm pretty sure it has
> everything one needs.
> I will probably be meeting some Houdini guys at the Softimage Ubertage
> this year, pretty sure that will be very interesting.
>
> Am 08.08.2014 09:28, schrieb Simon van de Lagemaat:
> > Would be neat to see Houdini get some loving.  How do you find it for
> > development?  We've been using it for fx work for years now and have a
> > small but capable team of guys.  Looks like we'll be moving lighting
> > over there as well.  Losing ICE will suck and Houdini is really the
> > only thing that comes close to being able to replicate what it did IMO.
>
>


RE: Softimage to Modo

2014-08-08 Thread Nick Angus
I am starting to get the feeling that most Softimage guys will eventually be 
Houdini guys. ; )

Sent from my Windows Phone

From: Eric Mootz<mailto:e...@mootzoid.com>
Sent: ‎8/‎08/‎2014 5:43 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: Softimage to Modo

He, he, if I had to do production work and had to switch to another
package then Houdini would be my first choice.
Regarding its SDK: haven't looked at it yet, but I'm pretty sure it has
everything one needs.
I will probably be meeting some Houdini guys at the Softimage Ubertage
this year, pretty sure that will be very interesting.

Am 08.08.2014 09:28, schrieb Simon van de Lagemaat:
> Would be neat to see Houdini get some loving.  How do you find it for
> development?  We've been using it for fx work for years now and have a
> small but capable team of guys.  Looks like we'll be moving lighting
> over there as well.  Losing ICE will suck and Houdini is really the
> only thing that comes close to being able to replicate what it did IMO.



Re: Softimage to Modo

2014-08-08 Thread Eric Mootz
He, he, if I had to do production work and had to switch to another 
package then Houdini would be my first choice.
Regarding its SDK: haven't looked at it yet, but I'm pretty sure it has 
everything one needs.
I will probably be meeting some Houdini guys at the Softimage Ubertage 
this year, pretty sure that will be very interesting.


Am 08.08.2014 09:28, schrieb Simon van de Lagemaat:
Would be neat to see Houdini get some loving.  How do you find it for 
development?  We've been using it for fx work for years now and have a 
small but capable team of guys.  Looks like we'll be moving lighting 
over there as well.  Losing ICE will suck and Houdini is really the 
only thing that comes close to being able to replicate what it did IMO.




Re: Softimage to Modo

2014-08-08 Thread Simon van de Lagemaat
Would be neat to see Houdini get some loving.  How do you find it for
development?  We've been using it for fx work for years now and have a
small but capable team of guys.  Looks like we'll be moving lighting over
there as well.  Losing ICE will suck and Houdini is really the only thing
that comes close to being able to replicate what it did IMO.


On Thu, Aug 7, 2014 at 9:28 AM, Eric Mootz  wrote:

> @Tim: Modo was always high on my radar. It took so long to really start
> porting stuff to Modo due to lack of time and also because Modo did not
> have the necessary feature set yet (e.g. the particle system).
>
> @Paulo: Modo has really evolved in the past two years and porting stuff
> like emPolygonizer and emFlock is now possible, at least I believe so.
> Note that there are also plans to port plugins to other packages, namely
> Fabric Engine, Maya and Houdini, possibly Cinema 4D, too.
>
>


Re: Softimage to Modo

2014-08-08 Thread Eric Mootz

True. Let's see how the Modo SDK develops. It is still fairly young.

Am 07.08.2014 18:39, schrieb Angus Davidson:

Hi Eric

Once the documentation is in place will that make things a lot easier for
the average person to dig into the sdk.

Some SDK¹s even with great documentation are not great to use.

Kind regards

Angus




Re: Softimage to Modo

2014-08-07 Thread Jason S

  
  

  To post details on a sheer poly-count (only) test,
  involving  subdividing a 600k poly head scan twice (to a 15
  million poly head) and instancing it as many times as possible.
  
  (using instances to load poly display without loading memory)
  
  
  
  With Modo subdividing (twice to 15 mil. polys) took 1m30sec, 
  and I was able to make 36 instances, (limited by memory.. and
  stability)
  saving (15 mil. polys) took 1 min and Loading took 2m10sec.
  
  at least (many) long operations show a reliable progress bar
  showing it's not just frozen.
  
  I would save at every third head instance copy, because it would
  crash at every couple of newly created ones
  
  Saving took a while, but autosaves became very irritating taking
  longer than regular saves (3min) for some reasion, while still not
  being a good idea to turn it off.
  
  doing things like switching (certain) tools would involve a
  whopping 30 seconds each time, switching 'Modules' wasn't bad (3
  sec) but the need to constantly switch back and forth to
  completely different views, (some with no timeline.. wanting to
  change something at a particular frame) then having to relocate
  every time, I didn't find particularly fun.  
  
  It would also seemingly randomly process something for 10-20 sec
  every few minutes, and doing a few things would quickly further
  push up (the already very heafty 10 gb) memory consumption t'il I
  had to restart once my 16gig were filled (if that happended before
  crashing)
  
  
  with 36 instances navigation was 1 FPS in certain modules, to 0.3
  FPS (3 sec per frame) in other modules (or with certain tools
  selected )
  (with selection outlines and everything off)
  
  
  __
   While c4d had the fastest processing (15 sec for subivisions)
  & saving/loading time (20 sec each)
   (I know many operations became multithreaded in R15)
  C4D could barely go beyond 4-5 instances (limited by performance),
  it would take 10 second refresh to basically do anything in the
  viewport
  
  and even in bounding box display mode (or having stuff out of
  view?) had barely any effect on performance, which I couldn't
  beleive, (I hope I was missing something)
  
  Program used 4gb 
  
  
  XSI  
  Subdividing twice to 15 million took the longest at 3m30sec,
  Saving was 30 sec , and  1m20sec for loading 
  But while XSI would sort of get hot, it would very much keep on
  going smooth..  1, all the way to 50 (x15mil polys) instance
  copies (I could go further), made (any) viewport
  nav/intraction/transforms, linearly go from 60fps to a usable 1.6
  FPS, with a cool 1.9 gb memory consumption 
  
  with a partcularity of having all Interface (non viewport)
  interactions remain completly unnaffected by whatever was in the
  scene.
  
  
  _
  Some of that in  a grid..
  
   Subdividing twice to 15mil   Saving 15mil
  polys  Loading  Nav
  FPS   Mem
  
  C4D   15sec  
  20sec    20sec  10sec/frame 
  (4x 15 mil polys) 4.3gb
  MODO  1m40sec    1 min (sometimes
  3min) 2m10sec 1 to 3sec/frame (36x 15 mil
  poly) 9 to 14gb
  SI       3m30sec 
  30sec 1m20sec  1.6 fps (50x
  15mil polys) 1.9 gb
  
  __
  This is of course but a narrow polycount only test (and maybe I
  was missing stuff), 
  but I know SI continues to shine with deformations and stuff
  going-on,
  and things are far from being all about FPS (ie; the 'depth' of
  Houdini, where SI also shines(again) except with the simplicity of
  C4D)
  
  But with these results after all this time,  I think the next XSI
  (or Maya) would more likely be a Vodoo or an Apollo (if released)
  than either Modo or C4d,
  
  But who knows when a truely 'limitless' while super-friendly app
  (contradictory in terms by default) would rersurface once again..
  
  
  
  On 08/07/14 12:54, Paulo Cesar Duarte wrote:


  Great.

  Softimage is still my main software, and probably will
still remain for the next 3-5 years, and I also believe that
in the next 1-2 years the evolution of Modo will be great,
and in this time I will be doing a smooth transition, I'm
also lea

Re: Softimage to Modo

2014-08-07 Thread Angus Davidson
Hi Eric

Once the documentation is in place will that make things a lot easier for
the average person to dig into the sdk.

Some SDK¹s even with great documentation are not great to use.

Kind regards

Angus



On 2014/08/07, 6:33 PM, "Eric Mootz"  wrote:

>PS (@Paulo): I am not "transfering" the plugins to Modo, I am "porting"
>them. What I mean is that all plugins will remain available for
>Softimage|XSI, too. In fact I develop in Softimage only and then port
>them ;)
>
>The Modo SDK is still tough to handle, at least that is my opinion. The
>SDKs of Softimage, Maya and Cinema - just to name a few - are far
>simpler to use. But the Modo team is aware of the lack of documentation
>and examples and they are working on it! Pretty sure things will improve
>greatly in the next 1-2 years!

 

This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. 






Re: Softimage to Modo

2014-08-07 Thread Mirko Jankovic
Well still nothing out there that can nearly replace SI for me... Stil no
decision where to look at all.
Funny thing before AD killed SI cinema at least in my eyes was 3rd grade
software good for mograph but nothing even to consider for anything more
complex like character animation. Once I even had chance to do some
character animation in it for an project.. tried at least... it was
impossible to animate anything, playback was crawling.. due to rigs or
cinema itself no idea but ended transferring whole project into SI, rigged
all characters again and finished faster then it would be possible with
Cinema then so... guess what. Maybe it is improved now but...
Guess i will first wait to see which one will get Redshift renderer support
first then think about next step. stil time ahead heheh.
But it is great to read about all diferent experineces


On Thu, Aug 7, 2014 at 6:54 PM, Paulo Cesar Duarte 
wrote:

> Great.
> Softimage is still my main software, and probably will still remain for
> the next 3-5 years, and I also believe that in the next 1-2 years the
> evolution of Modo will be great, and in this time I will be doing a smooth
> transition, I'm also learning Houdini little by little for simulation and
> particles.
>
> I once saw a survey showing more satisfied user with their dcc, and the
> first 3 was Modo users, Blender and Houdini.
>
>
> 2014-08-07 13:33 GMT-03:00 Eric Mootz :
>
>> PS (@Paulo): I am not "transfering" the plugins to Modo, I am "porting"
>> them. What I mean is that all plugins will remain available for
>> Softimage|XSI, too. In fact I develop in Softimage only and then port them
>> ;)
>>
>> The Modo SDK is still tough to handle, at least that is my opinion. The
>> SDKs of Softimage, Maya and Cinema - just to name a few - are far simpler
>> to use. But the Modo team is aware of the lack of documentation and
>> examples and they are working on it! Pretty sure things will improve
>> greatly in the next 1-2 years!
>>
>
>


Re: Softimage to Modo

2014-08-07 Thread Paulo Cesar Duarte
Great.
Softimage is still my main software, and probably will still remain for the
next 3-5 years, and I also believe that in the next 1-2 years the evolution
of Modo will be great, and in this time I will be doing a smooth
transition, I'm also learning Houdini little by little for simulation and
particles.

I once saw a survey showing more satisfied user with their dcc, and the
first 3 was Modo users, Blender and Houdini.


2014-08-07 13:33 GMT-03:00 Eric Mootz :

> PS (@Paulo): I am not "transfering" the plugins to Modo, I am "porting"
> them. What I mean is that all plugins will remain available for
> Softimage|XSI, too. In fact I develop in Softimage only and then port them
> ;)
>
> The Modo SDK is still tough to handle, at least that is my opinion. The
> SDKs of Softimage, Maya and Cinema - just to name a few - are far simpler
> to use. But the Modo team is aware of the lack of documentation and
> examples and they are working on it! Pretty sure things will improve
> greatly in the next 1-2 years!
>


Re: Softimage to Modo

2014-08-07 Thread Eric Mootz
PS (@Paulo): I am not "transfering" the plugins to Modo, I am "porting" 
them. What I mean is that all plugins will remain available for 
Softimage|XSI, too. In fact I develop in Softimage only and then port 
them ;)


The Modo SDK is still tough to handle, at least that is my opinion. The 
SDKs of Softimage, Maya and Cinema - just to name a few - are far 
simpler to use. But the Modo team is aware of the lack of documentation 
and examples and they are working on it! Pretty sure things will improve 
greatly in the next 1-2 years!


Re: Softimage to Modo

2014-08-07 Thread Eric Mootz
@Tim: Modo was always high on my radar. It took so long to really start 
porting stuff to Modo due to lack of time and also because Modo did not 
have the necessary feature set yet (e.g. the particle system).


@Paulo: Modo has really evolved in the past two years and porting stuff 
like emPolygonizer and emFlock is now possible, at least I believe so.
Note that there are also plans to port plugins to other packages, namely 
Fabric Engine, Maya and Houdini, possibly Cinema 4D, too.




Re: Softimage to Modo

2014-08-07 Thread Paulo Cesar Duarte
Hi Eric, good to hear about emFlocking on Modo.

Eric, I would like to Know why you choose Modo for transfer the plugins,
and how is the SDK in Modo compared to Softimage in terms of ease
implementation of new tools.

Cheers.
Paulo Duarte


2014-08-07 12:54 GMT-03:00 Tim Crowson :

>  Eric that's really great to hear! I'm especially pleased to know that the
> devs are helping you! To be honest I hadn't heard anything in a long time
> about your efforts and was afraid Modo users might simply have lost a great
> contribution.
> -Tim
>
>
> On 8/7/2014 4:30 AM, Eric Mootz wrote:
>
> for what it's worth, here the Mootzoid plans regarding Modo:
>
>- *emReader*
>This little plugin is already available for Modo.
>- *emPolygonizer5*
>The up-coming new emPolygonizer5 is also going to be available for
>Modo (a first beta should be ready by the end of this month). I am in
>contact with the Modo dev team and they are very supportive and are helping
>me with some of the trickier SDK things that are not yet documented.
> - *emFlock2*
>This is not yet being ported, but I intend to have a closer look at
>the new Modo particle SDK and - if possible - to port this flocking plugin
>to Modo.
>
> That's it for now. A few conrete things, a few promises, let's see what
> will happen ;)
>
>
> Am 06.08.2014 23:44, schrieb Tim Crowson:
>
> The lack of 3rd party development is due to the poor documentation of the
> SDK. The actual functionality of the SDK is fine, but it's very poorly
> documented, with very few examples. This is a big problem and the Foundry
> and the Modo devs themselves acknowledge it and have placed a high priority
> on it.
> -Tim
>
> On 8/6/2014 4:35 PM, Paulo Cesar Duarte wrote:
>
>
>
> One downside is that I see a few plugins being developed for it, don't
> know if it is a more restrict to developers.
>
>
>
>
> --
>
>
>


Re: Softimage to Modo

2014-08-07 Thread Tim Crowson
Eric that's really great to hear! I'm especially pleased to know that 
the devs are helping you! To be honest I hadn't heard anything in a long 
time about your efforts and was afraid Modo users might simply have lost 
a great contribution.

-Tim

On 8/7/2014 4:30 AM, Eric Mootz wrote:

for what it's worth, here the Mootzoid plans regarding Modo:

  * *emReader*
This little plugin is already available for Modo.
  * *emPolygonizer5*
The up-coming new emPolygonizer5 is also going to be available for
Modo (a first beta should be ready by the end of this month). I am
in contact with the Modo dev team and they are very supportive and
are helping me with some of the trickier SDK things that are not
yet documented.
  * *emFlock2*
This is not yet being ported, but I intend to have a closer look
at the new Modo particle SDK and - if possible - to port this
flocking plugin to Modo.

That's it for now. A few conrete things, a few promises, let's see 
what will happen ;)



Am 06.08.2014 23:44, schrieb Tim Crowson:
The lack of 3rd party development is due to the poor documentation of 
the SDK. The actual functionality of the SDK is fine, but it's very 
poorly documented, with very few examples. This is a big problem and 
the Foundry and the Modo devs themselves acknowledge it and have 
placed a high priority on it.

-Tim

On 8/6/2014 4:35 PM, Paulo Cesar Duarte wrote:



One downside is that I see a few plugins being developed for it, 
don't know if it is a more restrict to developers.








--
Signature



Re: Softimage to Modo

2014-08-07 Thread Eric Mootz

for what it's worth, here the Mootzoid plans regarding Modo:

 * *emReader*
   This little plugin is already available for Modo.
 * *emPolygonizer5*
   The up-coming new emPolygonizer5 is also going to be available for
   Modo (a first beta should be ready by the end of this month). I am
   in contact with the Modo dev team and they are very supportive and
   are helping me with some of the trickier SDK things that are not yet
   documented.
 * *emFlock2*
   This is not yet being ported, but I intend to have a closer look at
   the new Modo particle SDK and - if possible - to port this flocking
   plugin to Modo.

That's it for now. A few conrete things, a few promises, let's see what 
will happen ;)



Am 06.08.2014 23:44, schrieb Tim Crowson:
The lack of 3rd party development is due to the poor documentation of 
the SDK. The actual functionality of the SDK is fine, but it's very 
poorly documented, with very few examples. This is a big problem and 
the Foundry and the Modo devs themselves acknowledge it and have 
placed a high priority on it.

-Tim

On 8/6/2014 4:35 PM, Paulo Cesar Duarte wrote:



One downside is that I see a few plugins being developed for it, 
don't know if it is a more restrict to developers.








Re: Softimage to Modo

2014-08-06 Thread Paulo Cesar Duarte
Thanks Tim, with your e-mail, I realized that actually Modo has a promising
future ahead, think it will be worth the time invested in learning.

Redshift would be really very good.


2014-08-06 18:57 GMT-03:00 Sebastien Sterling 
:

> There is a fairly active modo c++ sdk skype chat going on
>
>
> On 6 August 2014 22:44, Tim Crowson 
> wrote:
>
>> The lack of 3rd party development is due to the poor documentation of the
>> SDK. The actual functionality of the SDK is fine, but it's very poorly
>> documented, with very few examples. This is a big problem and the Foundry
>> and the Modo devs themselves acknowledge it and have placed a high priority
>> on it.
>> -Tim
>>
>>
>> On 8/6/2014 4:35 PM, Paulo Cesar Duarte wrote:
>>
>>>
>>>
>>> One downside is that I see a few plugins being developed for it, don't
>>> know if it is a more restrict to developers.
>>>
>>>
>


Re: Softimage to Modo

2014-08-06 Thread Sebastien Sterling
There is a fairly active modo c++ sdk skype chat going on


On 6 August 2014 22:44, Tim Crowson  wrote:

> The lack of 3rd party development is due to the poor documentation of the
> SDK. The actual functionality of the SDK is fine, but it's very poorly
> documented, with very few examples. This is a big problem and the Foundry
> and the Modo devs themselves acknowledge it and have placed a high priority
> on it.
> -Tim
>
>
> On 8/6/2014 4:35 PM, Paulo Cesar Duarte wrote:
>
>>
>>
>> One downside is that I see a few plugins being developed for it, don't
>> know if it is a more restrict to developers.
>>
>>


Re: Softimage to Modo

2014-08-06 Thread Tim Crowson
The lack of 3rd party development is due to the poor documentation of 
the SDK. The actual functionality of the SDK is fine, but it's very 
poorly documented, with very few examples. This is a big problem and the 
Foundry and the Modo devs themselves acknowledge it and have placed a 
high priority on it.

-Tim

On 8/6/2014 4:35 PM, Paulo Cesar Duarte wrote:



One downside is that I see a few plugins being developed for it, don't 
know if it is a more restrict to developers.




Re: Softimage to Modo

2014-08-06 Thread Tim Crowson

Hi Paulo,

Like Sergio, I'll try to answer as best I can..

1) Modo does not have a models paradim like XSI. It follows Maya's 
philosophy more than anything else: reference /*scenes*/, and manage 
/*overrides */on the scene. It was overhauled in 801, but is still not 
complete. However, I think it's on the right track, and hopefully they 
can wrap things up for 901. If it were complete according to the spec, 
it would be more flexible and powerful than XSI's ref model system. When 
you reference in a scene, you choose what parts of the scene you want to 
import (geo, lights, cameras, environment shaders...). Could be a great 
way to abstract things for a lighting pipeline. As Sergio mentioned, you 
also have Assemblies, which I think can be referenced, though there are 
probably some bugs there. Assemblies can be things like ICE compounds, 
but they can also contain items in the scene (pretty much any item I 
think). Modo also has what it calls 'proxies' but these are not the same 
kind of thing as you find in other renders.


2) Not sure about the particles. I think it can write out to a CSV 
cache. For geo there is a free MDD plugin you can install to export 
MDDs. Reading MDDs is available natively. Alembic is also supported, but 
only partially at the moment. Eric Mootz has also released his emReader 
plugin for Modo.


3) No animation clips or mixer yet.

4) The sculpting system has gotten a /*lot */better over the years. 
Nothing is as powerful as Zbrush of course, but depending on what you 
need, the sculpting in Modo can be very useful. Modo also has a decent 
painting toolset.


5) The Nodal shading is complimentary to the Shader Tree. Think of it as 
a way to rig elements in the render tree. It's extremely powerful, very 
low-level if you want, and gives you global access to the entire scene. 
XSI's shader trees are local to individual materials and don't really 
let you share data with other elements in the scene. There's a larger 
discussion to be had here about how Modo's shading works in general, but 
that's a big topic.


6) Render Passes not sure what you mean by 'complete' but the basic 
functionality is fine. There are some serious /workflow /issues with it 
now though, especially related to how framebuffer filenames are set. But 
the key thing to realize, and this is absolutely critical, is that in 
Modo /a pass is a container for parameter values/. That's all they can 
contain. They can't "contain" groups or 'partitions' either, they can 
only modify the states of existing groups/partitions. Groups (which are 
a type of 'item') in modo must exist in a pass-neutral state, available 
to all passes. This means that if you want to create a 'partition' in 
Modo, you have to create in a non-pass state, and then set its channel 
values in the pass. In Modo, *scenes *have *items*, and items have 
*channels*, and channels have *values*. Any item must exist globally in 
the scene. You cannot have an item /*exist */in one pass and not in 
another. Anyway, it takes some adjustments, and I think there are 
workflow enhancements to be implemented (I've logged a request for 
pass-specific groups that only exist in that pass, but it's a long 
shot). But potentially, it means you could do some really crazy stuff 
like animate a camera one way in pass A, and give it a different camera 
move in pass B. Same item, different animation, because animation is on 
channel values, and */passes are containers for channel values/*.


7) vRay is in beta. Octane is released. Don't know of any others. We're 
hoping Redshift will come along sooner than later, but there's no 
indication of that yet.


Modo has a lot going for it. It just has a couple of major obstacles 
holding it back, but it's quite the versatile tool.


-Tim



On 8/6/2014 3:50 PM, Paulo Cesar Duarte wrote:
Hello everyone, I'm learning Modo and have some doubts and if anyone 
can help here goes:


1) How can I work with assets in Modo, Is there any format to work 
with, like the Models in XSI?


2) Modo has its own format of particle and geometry cache?

3) Is there a way create and work with animation clips, like in the 
animation mixer?


4) I don't see anyone using the sculpt system's, it is very limited 
compared to Zbrush? And can I paint textures in layers?


5) In 801 I liked the shading node on the videos I saw, it is a 
complete system or is complementary to what already exists?


6) Render Passes is complete and customizable or need implementations yet?

7) How many third party renders exist for Modo?

I know these are many questions, but if anyone can answer some oh 
these already appreciate.


Thank you.
Paulo Duarte


--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and should not 

Re: Softimage to Modo

2014-08-06 Thread Paulo Cesar Duarte
Wow, thank's for replying so quickly, and all questions [?]

>>The other way of working with assets is through Assemblies. They can be
> anything from a node you can use in the schematic, to a full sub-scene with
> some parameters exposed. They are quite powerful, although the workflow
> around them still has some wrinkles. They're similar to Houdini's assets.


Very nice I will take a look on that, don't know that was possible, is
there any site where I can find libraries of assemblies for Modo like
compounds for Softimage?


I'm really enjoying Modo, the customization of the interface, speed in
modeling, UV, not used yet particles and dynamics, and know that in this
part he still needs to improve, but I believe he will soon progress to what
is Softimage today .

One downside is that I see a few plugins being developed for it, don't know
if it is a more restrict to developers. I see that The Foundry plans it to
be used in more Vfx, so hopefully soon see a way to be used with Renderman
and better yet Arnold.

Thank you.


2014-08-06 18:01 GMT-03:00 Sergio Mucino :

> I'll do my best to help you with these...
>
>
>
> > On Aug 6, 2014, at 4:50 PM, Paulo Cesar Duarte 
> wrote:
> >
> > Hello everyone, I'm learning Modo and have some doubts and if anyone can
> help here goes:
> >
> > 1) How can I work with assets in Modo, Is there any format to work with,
> like the Models in XSI?
>
> Modo does have referencing. It was actually overhauled a lot in 801. I
> haven't used it at all, so I'm afraid that's as far as I can comment, but
> you may be able to find more info in the docs.
> The other way of working with assets is through Assemblies. They can be
> anything from a node you can use in the schematic, to a full sub-scene with
> some parameters exposed. They are quite powerful, although the workflow
> around them still has some wrinkles. They're similar to Houdini's assets.
>
> >
> > 2) Modo has its own format of particle and geometry cache?
>
> For geometry caches, Modo supports MDD caches. Particles can be cached to
> RAM or disk. The disk format is the same format Realflow uses, if I
> remember correctly. Alembic is also supported, although the implementation
> is quite limited at this point (TF decided to focus on FBX first, which
> they got for 801).
> >
> > 3) Is there a way create and work with animation clips, like in the
> animation mixer?
> Not natively at this point. Some 3rd party tools (like ACS) do have
> similar systems.
> >
> > 4) I don't see anyone using the sculpt system's, it is very limited
> compared to Zbrush? And can I paint textures in layers?
> Although not as comprehensive as Zbrush, I have used the sculpting tools
> in Modo, and have been happy with the results. I'm not a modeler though, so
> please take my comments with a grain of salt.
> The Shading Tree is built on a layer paradigm, so just create a new
> texture layer and paint away every time you need one.
> >
> > 5) In 801 I liked the shading node on the videos I saw, it is a complete
> system or is complementary to what already exists?
> It's complimentary to the Shader Tree. Both work quite nicely together,
> and the node system provides lower-level access to rendering-related
> functions that I would have expected.
> >
> > 6) Render Passes is complete and customizable or need implementations
> yet?
> I haven't used it, but I hear it's quite useful.
> >
> > 7) How many third party renders exist for Modo?
> At this point, I've only heard rumors of a VRay beta.
> >
> > I know these are many questions, but if anyone can answer some oh these
> already appreciate.
>
> Welcome to Modo, and ask away! I'm sure Tim and others can also offer
> valuable advice. Cheers!
> >
> > Thank you.
> > Paulo Duarte
>
> Sergio Muciño.
> Sent from my iPad.
>


Re: Softimage to Modo

2014-08-06 Thread Sergio Mucino
I'll do my best to help you with these...



> On Aug 6, 2014, at 4:50 PM, Paulo Cesar Duarte  wrote:
> 
> Hello everyone, I'm learning Modo and have some doubts and if anyone can help 
> here goes:
> 
> 1) How can I work with assets in Modo, Is there any format to work with, like 
> the Models in XSI?

Modo does have referencing. It was actually overhauled a lot in 801. I haven't 
used it at all, so I'm afraid that's as far as I can comment, but you may be 
able to find more info in the docs.
The other way of working with assets is through Assemblies. They can be 
anything from a node you can use in the schematic, to a full sub-scene with 
some parameters exposed. They are quite powerful, although the workflow around 
them still has some wrinkles. They're similar to Houdini's assets.

> 
> 2) Modo has its own format of particle and geometry cache? 

For geometry caches, Modo supports MDD caches. Particles can be cached to RAM 
or disk. The disk format is the same format Realflow uses, if I remember 
correctly. Alembic is also supported, although the implementation is quite 
limited at this point (TF decided to focus on FBX first, which they got for 
801). 
> 
> 3) Is there a way create and work with animation clips, like in the animation 
> mixer? 
Not natively at this point. Some 3rd party tools (like ACS) do have similar 
systems.
> 
> 4) I don't see anyone using the sculpt system's, it is very limited compared 
> to Zbrush? And can I paint textures in layers?
Although not as comprehensive as Zbrush, I have used the sculpting tools in 
Modo, and have been happy with the results. I'm not a modeler though, so please 
take my comments with a grain of salt.
The Shading Tree is built on a layer paradigm, so just create a new texture 
layer and paint away every time you need one.
> 
> 5) In 801 I liked the shading node on the videos I saw, it is a complete 
> system or is complementary to what already exists? 
It's complimentary to the Shader Tree. Both work quite nicely together, and the 
node system provides lower-level access to rendering-related functions that I 
would have expected.
> 
> 6) Render Passes is complete and customizable or need implementations yet?
I haven't used it, but I hear it's quite useful.
> 
> 7) How many third party renders exist for Modo? 
At this point, I've only heard rumors of a VRay beta.
> 
> I know these are many questions, but if anyone can answer some oh these 
> already appreciate.

Welcome to Modo, and ask away! I'm sure Tim and others can also offer valuable 
advice. Cheers!
> 
> Thank you.
> Paulo Duarte

Sergio Muciño.
Sent from my iPad.


Re: softimage to modo

2014-05-09 Thread Angus Davidson
For those of you who haven’t had a look at Williams site they are propped full 
of Modo Goodness.

The http://pushingpoints.com/v2/pushing-points-toolkit-for-modo/  is especially 
useful

Kind regards

Angus

From: Tim Crowson 
mailto:tim.crow...@magneticdreams.com>>
Reply-To: 
"softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Date: Thursday 08 May 2014 at 7:30 PM
To: "softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Subject: Re: softimage to modo

You'll probably have to nuke your main config (.CFG) file for that. But since 
that will also nuke your prefs, you'll first want to export your prefs by using 
File > Config Export, then have it export to your user configs directory, and 
choose the "Preferences" fragement.

Then close Modo, delete your main config, and relaunch. This will reset your 
keyboard shortcuts.

And yes, there needs to be a better way to reset key assignments...

-Tim




This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. 




Re: softimage to modo

2014-05-08 Thread Tim Crowson
You'll probably have to nuke your main config (.CFG) file for that. But 
since that will also nuke your prefs, you'll first want to export your 
prefs by using File > Config Export, then have it export to your user 
configs directory, and choose the "Preferences" fragement.


Then close Modo, delete your main config, and relaunch. This will reset 
your keyboard shortcuts.


And yes, there needs to be a better way to reset key assignments...

-Tim

On 5/8/2014 12:24 PM, David Rivera wrote:

OFFTOPIC:
I´m sorry to interrupt but, I just messed up my default keyboard 
configuration on modo. How do I reset to defaults?
I´ve been trying to place "U", "T", "V" shortcuts from softimage 
associated functions, but apparently Modo has some

other "extra" kind of configs for these selection sets

Help please.

*David Rivera*
/3D Compositor/Animator/
LinkedIN 
Behance 
VFX Reel 



--
Signature



Re: softimage to modo

2014-05-08 Thread David Rivera
OFFTOPIC:
I´m sorry to interrupt but, I just messed up my default keyboard configuration 
on modo. How do I reset to defaults?
I´ve been trying to place "U", "T", "V" shortcuts from softimage associated 
functions, but apparently Modo has some
other "extra" kind of configs for these selection sets

Help please.


 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
On Thursday, May 8, 2014 12:15 PM, Matt Lind  wrote:
 
Essentially it is a cluster with an associated weightmap to drive the falloff.  
Maya has this too.
 
 
Matt
 
 
 


 From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino 
[sergio.muc...@gmail.com]
Sent: Wednesday, May 07, 2014 12:16 PM
To: softimage@listproc.autodesk.com
Subject: Re: softimage to modo


Modo has a too that I find better than clusters. They're called weight 
containers. They're basically an item that stores a set of components, and 
associates weights to them. If you're curious as to how they work, I have a 
small intro video you could check over here...

https://vimeo.com/91349882

I can think of a couple of ways of getting a falloff in the initial weights for 
the vertices in the container:
1. Just add the vertices to the container, and do a smooth weights on them.
2. Use falloff items to affect the weights I assign to the container. I have 
not tried this yet, and it'd be a little more involved to set up, but allow a 
lot of control given the options one has when using falloff items in Modo.

In my case, the weighting tools work pretty well for me. There are some things 
I wish worked better, but there's nothing stopping me yet from getting what I 
need from the system.

Sergio Muciño. 
Sent from my iPad.

On May 7, 2014, at 2:57 PM, Sebastien Sterling  
wrote:


Can you make soft selection clusters ? like in maya ? for rigging and such ?
>
>
>
>
>On 7 May 2014 19:37, Sergio Mucino  wrote:
>
>I agree. Falloffs in Modo are pretty wild. I haven't done much modeling yet, 
>but the small things I did, just made me realize I have to rethink my modeling 
>methods. I've always been relying on soft selections for most things. Falloffs 
>go way beyond that.  
>>
>>
>>Sergio Muciño. 
>>Sent from my iPad.
>>
>>On May 7, 2014, at 2:27 PM, Steffen Dünner  wrote:
>>
>>
>>2014-05-07 20:10 GMT+02:00 Sergio Mucino :
>>>
>>>I just discovered the other day that the Edge Bevel tool has some crazy 
>>>preset profile shapes.
>>>And whilst talking about "recent discoveries": I found that the modeling 
>>>falloffs (and there are plenty of them, most with artist-friendly visual 
>>>feedback) are working with all possible tools.
>>>This means you can e.g. first define a falloff along edges and then use the 
>>>bevel tool to get a bevel with variable radius.
>>>Or you can use the "Edge Weight Tool" (for creating crease weights for Pixar 
>>>SubDs) in combination with falloffs to create creases that slowly fade from 
>>>hard to soft.
>>>Amazing. Especially if you can adjust both, the tool properties AND the 
>>>falloffs interactively as long as the tool hasn't been "dropped".
>>>
>>>
>>>Cheers
>>>Steffen
>>>-- 
>>>
>>>PGP-ID(RSA): 0xD6E0CE93
>>>Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93
>

RE: softimage to modo

2014-05-08 Thread Matt Lind
Essentially it is a cluster with an associated weightmap to drive the falloff.  
Maya has this too.


Matt




From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino 
[sergio.muc...@gmail.com]
Sent: Wednesday, May 07, 2014 12:16 PM
To: softimage@listproc.autodesk.com
Subject: Re: softimage to modo

Modo has a too that I find better than clusters. They're called weight 
containers. They're basically an item that stores a set of components, and 
associates weights to them. If you're curious as to how they work, I have a 
small intro video you could check over here...

https://vimeo.com/91349882

I can think of a couple of ways of getting a falloff in the initial weights for 
the vertices in the container:
1. Just add the vertices to the container, and do a smooth weights on them.
2. Use falloff items to affect the weights I assign to the container. I have 
not tried this yet, and it'd be a little more involved to set up, but allow a 
lot of control given the options one has when using falloff items in Modo.

In my case, the weighting tools work pretty well for me. There are some things 
I wish worked better, but there's nothing stopping me yet from getting what I 
need from the system.

Sergio Muciño.
Sent from my iPad.

On May 7, 2014, at 2:57 PM, Sebastien Sterling 
mailto:sebastien.sterl...@gmail.com>> wrote:

Can you make soft selection clusters ? like in maya ? for rigging and such ?


On 7 May 2014 19:37, Sergio Mucino 
mailto:sergio.muc...@gmail.com>> wrote:
I agree. Falloffs in Modo are pretty wild. I haven't done much modeling yet, 
but the small things I did, just made me realize I have to rethink my modeling 
methods. I've always been relying on soft selections for most things. Falloffs 
go way beyond that.


Sergio Muciño.
Sent from my iPad.

On May 7, 2014, at 2:27 PM, Steffen Dünner 
mailto:steffen.duen...@gmail.com>> wrote:

2014-05-07 20:10 GMT+02:00 Sergio Mucino 
mailto:sergio.muc...@gmail.com>>:
I just discovered the other day that the Edge Bevel tool has some crazy 
preset profile shapes.

And whilst talking about "recent discoveries": I found that the modeling 
falloffs (and there are plenty of them, most with artist-friendly visual 
feedback) are working with all possible tools.
This means you can e.g. first define a falloff along edges and then use the 
bevel tool to get a bevel with variable radius.
Or you can use the "Edge Weight Tool" (for creating crease weights for Pixar 
SubDs) in combination with falloffs to create creases that slowly fade from 
hard to soft.
Amazing. Especially if you can adjust both, the tool properties AND the 
falloffs interactively as long as the tool hasn't been "dropped".

Cheers
Steffen
--

PGP-ID(RSA): 0xD6E0CE93

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



Re: softimage to modo

2014-05-08 Thread Tim Crowson
By the way, if you want to see some black magic, try Modo's Bridge Tool 
with "Auto-Connection" on... Sure I suspect this could be done in ICE, 
but you gotta give props to Luxology for bringing this to market as a 
solution for such situations. This "simple" option has saved me a world 
of hurt on many occasions.


http://i.imgur.com/H1BTqks.jpg




On 5/8/2014 8:07 AM, Oscar Juarez wrote:

Nice, thanks for the tutorial lists guys!


Signature




Re: softimage to modo

2014-05-08 Thread Oscar Juarez
Nice, thanks for the tutorial lists guys!


On Thu, May 8, 2014 at 1:47 PM, Fabrice Altman wrote:

>  Modo tutorials Compilation List, via the Foundry :
>
>
>
> Remember the Inline Help System in the Help tab will be one of your best
> friends while working.
>
> http://www.thefoundry.co.uk/products/modo/learn
>
> Specified resources below...
>
> http://community.thefoundry.co.uk/tv/training/?mode=Category&id=28
>
> An Overview of Awesome Sauce
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=704
>
> Navigation Basics:
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=705
>
> A long list of useful links that were posted to the lux forums
> http://community.thefoundry.co.uk/discussion/topic.aspx?f=36&t=80320
>
> Modeling:
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=650
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=649
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=660
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=668
>
> SubD modeling quick tips
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=509
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=508
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=507
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=506
>
> More Great Modeling Training Resources:
> http://www.youtube.com/user/patcran/videos?view=1
>
> http://cg.tutsplus.com/articles/web-roundups/tutorial-roundup-45-magnificent-modo-tuts/
> http://cg.tutsplus.com/sessions/best-of-modo/?search_index=1
>
> 701 particle training
>
> https://www.youtube.com/watch?v=cglA63mhUfA&feature=c4-overview-vl&list=PLD730Cj9xgcoi5vRJKdmb0NRAn5ythSGV
>
> Particle Assemblies
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=700
>
> Flocking
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=699
>
> Particle Modifiers
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=698
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=697
>
> Particle Sculpting
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=696
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=695
>
> Particle Dynamics
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=694
>
> Great rigging videos
> http://vimeo.com/richhurrey/videos
>
> Weight containers
> http://vimeo.com/37917664
>
> UV's and texturing
>
> www.youtube.com/watch?v=ghM_8IP43vY
>
> A broad overview of how MODO's deformation system works and some key
> differences between it and other 3D systems.
> http://vimeo.com/63720234
>
> Sample file for the above
> http://community.thefoundry.co.uk/asset/scenes/view.aspx?id=3895
>
>
>


RE: softimage to modo

2014-05-08 Thread Fabrice Altman
Modo tutorials Compilation List, via the Foundry :

Remember the Inline Help System in the Help tab will be one of your best 
friends while working.

http://www.thefoundry.co.uk/products/modo/learn

Specified resources below...

http://community.thefoundry.co.uk/tv/training/?mode=Category&id=28

An Overview of Awesome Sauce
http://community.thefoundry.co.uk/tv/training/view.aspx?id=704

Navigation Basics:
http://community.thefoundry.co.uk/tv/training/view.aspx?id=705

A long list of useful links that were posted to the lux forums
http://community.thefoundry.co.uk/discussion/topic.aspx?f=36&t=80320

Modeling:
http://community.thefoundry.co.uk/tv/training/view.aspx?id=650
http://community.thefoundry.co.uk/tv/training/view.aspx?id=649
http://community.thefoundry.co.uk/tv/training/view.aspx?id=660
http://community.thefoundry.co.uk/tv/training/view.aspx?id=668

SubD modeling quick tips
http://community.thefoundry.co.uk/tv/training/view.aspx?id=509
http://community.thefoundry.co.uk/tv/training/view.aspx?id=508
http://community.thefoundry.co.uk/tv/training/view.aspx?id=507
http://community.thefoundry.co.uk/tv/training/view.aspx?id=506

More Great Modeling Training Resources:
http://www.youtube.com/user/patcran/videos?view=1
http://cg.tutsplus.com/articles/web-roundups/tutorial-roundup-45-magnificent-modo-tuts/
http://cg.tutsplus.com/sessions/best-of-modo/?search_index=1

701 particle training
https://www.youtube.com/watch?v=cglA63mhUfA&feature=c4-overview-vl&list=PLD730Cj9xgcoi5vRJKdmb0NRAn5ythSGV

Particle Assemblies
http://community.thefoundry.co.uk/tv/training/view.aspx?id=700

Flocking
http://community.thefoundry.co.uk/tv/training/view.aspx?id=699

Particle Modifiers
http://community.thefoundry.co.uk/tv/training/view.aspx?id=698
http://community.thefoundry.co.uk/tv/training/view.aspx?id=697

Particle Sculpting
http://community.thefoundry.co.uk/tv/training/view.aspx?id=696
http://community.thefoundry.co.uk/tv/training/view.aspx?id=695

Particle Dynamics
http://community.thefoundry.co.uk/tv/training/view.aspx?id=694

Great rigging videos
http://vimeo.com/richhurrey/videos

Weight containers
http://vimeo.com/37917664

UV's and texturing

www.youtube.com/watch?v=ghM_8IP43vY

A broad overview of how MODO's deformation system works and some key 
differences between it and other 3D systems.
http://vimeo.com/63720234

Sample file for the above
http://community.thefoundry.co.uk/asset/scenes/view.aspx?id=3895




Re: softimage to modo

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






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

> No problem! Hopefully, this will be improved in the (near) future. Cheers!
>
>
> Sergio Muciño.
> Sent from my iPad.
>
> On May 7, 2014, at 10:40 PM, Gideon Klindt 
> wrote:
>
> Good to know on the weight painting Sergio, but too bad given that often
> you want to effect weights when a deformation is occurring on a joint.
> Still, it does work and brings back some speed so thank you very much for
> the tip!
>
>
> On Wed, May 7, 2014 at 5:38 PM, Sergio Mucino wrote:
>
>> In the meantime, disabling Live Deformers in the Weighting tools panel
>> should get weight painting to work in real time. The caveat of course is
>> that the weight changes are only reflected when the mouse button is
>> released.
>>
>>
>> Sergio Muciño.
>> Sent from my iPad.
>>
>> On May 7, 2014, at 6:57 PM, Gideon Klindt 
>> wrote:
>>
>> BTW- weight painting is known to be slow- but they are working on it
>> getting much faster. Just something you'll notice coming from SI with it's
>> awesome vector/weight painting tool set IMHO.
>>
>>
>> On Wed, May 7, 2014 at 3:56 PM, Gideon Klindt wrote:
>>
>>> Yes- make sure to check out the vids here as even some of the old ones
>>> have good tips. Kind of like the Vast training was for XSI (came in shoe
>>> box on disks):
>>>
>>> http://community.thefoundry.co.uk/tv/training/
>>>
>>> There is a searchable database version done by a user. Not sure how up
>>> to date it is but might help (along with his thread).
>>>
>>> http://eglomot.marc-albrecht.de/
>>>
>>> http://community.thefoundry.co.uk/discussion/topic.aspx?f=36&t=80320
>>>
>>> I recommend Richard Yot's first video as well. Some of the lighting tips
>>> are probably known to many, but he has several videos that go into some
>>> depth about sampling etc. in Modo fairly well:
>>>
>>> http://community.thefoundry.co.uk/store/rendering/interiors/
>>>
>>> The decoupled shading rate in MODO is actually a powerful feature in
>>> rendering if you know how to use it. Too many people turn first to AA and
>>> miss the point.
>>>
>>>
>>> On Tue, May 6, 2014 at 9:30 PM, activemotionpictu...@yahoo.com <
>>> activemotionpictu...@yahoo.com> wrote:
>>>
>>>> I agree: you should start first with your mindset to: wrap head around
>>>> concepts. Pivots and centers were kinda hard to digest (in xsi we just move
>>>> center to vertices and voilá) but this jus an aspect to keep in mind...
>>>> after a while of watching intro seminar to modo 701 and other 1hour videos,
>>>> other references to the same tools will give you confidence. Then fire up
>>>> the software and mingle around. Then texture, then light, then uvs, then
>>>> materials, then render settings, then morphs, then weights, then particles,
>>>> then hair, then constraints, then bones and binding, volume effects and
>>>> then everything else..like drivers, channels, schematics and more cool in
>>>> depth stuff...
>>>>
>>>> That's the order I've followed for the past 3 months.
>>>> What really got me into modo is the community and the video stream
>>>> presentations. I've thought: these guys are not talking like robots..they
>>>> love what they do, just like us in softimage.
>>>>
>>>> But yes, living without a history stack makes your concious guilty
>>>> sometimes. Hehheh.
>>>> Cheers.
>>>> David R.
>>>>
>>>> Enviado desde Yahoo Mail en Android
>>>>
>>>>  --
>>>> * From: * Steffen Dünner ;
>>>> * To: * ;
>>>> * Subject: * Re: softimage to modo
>>>> * Sent: * Tue, May 6, 2014 3:52:58 PM
>>>>
>>>>   Yes, we have. And we're digging it more and more each day. My hint
>>>> would be: Watch tutorials first! Especially about the shader tree,
>>>> decoupled shading, the principle of "items" and the way you can copy&paste
>>>> polys

Re: softimage to modo

2014-05-07 Thread Sergio Mucino
No problem! Hopefully, this will be improved in the (near) future. Cheers!

Sergio Muciño.
Sent from my iPad.

> On May 7, 2014, at 10:40 PM, Gideon Klindt  wrote:
> 
> Good to know on the weight painting Sergio, but too bad given that often you 
> want to effect weights when a deformation is occurring on a joint. Still, it 
> does work and brings back some speed so thank you very much for the tip!
> 
> 
>> On Wed, May 7, 2014 at 5:38 PM, Sergio Mucino  
>> wrote:
>> In the meantime, disabling Live Deformers in the Weighting tools panel 
>> should get weight painting to work in real time. The caveat of course is 
>> that the weight changes are only reflected when the mouse button is 
>> released. 
>> 
>> 
>> Sergio Muciño.
>> Sent from my iPad.
>> 
>>> On May 7, 2014, at 6:57 PM, Gideon Klindt  wrote:
>>> 
>>> BTW- weight painting is known to be slow- but they are working on it 
>>> getting much faster. Just something you'll notice coming from SI with it's 
>>> awesome vector/weight painting tool set IMHO.
>>> 
>>> 
>>>> On Wed, May 7, 2014 at 3:56 PM, Gideon Klindt  
>>>> wrote:
>>>> Yes- make sure to check out the vids here as even some of the old ones 
>>>> have good tips. Kind of like the Vast training was for XSI (came in shoe 
>>>> box on disks):
>>>> 
>>>> http://community.thefoundry.co.uk/tv/training/
>>>> 
>>>> There is a searchable database version done by a user. Not sure how up to 
>>>> date it is but might help (along with his thread).
>>>> 
>>>> http://eglomot.marc-albrecht.de/
>>>> 
>>>> http://community.thefoundry.co.uk/discussion/topic.aspx?f=36&t=80320
>>>> 
>>>> I recommend Richard Yot's first video as well. Some of the lighting tips 
>>>> are probably known to many, but he has several videos that go into some 
>>>> depth about sampling etc. in Modo fairly well:
>>>> 
>>>> http://community.thefoundry.co.uk/store/rendering/interiors/
>>>> 
>>>> The decoupled shading rate in MODO is actually a powerful feature in 
>>>> rendering if you know how to use it. Too many people turn first to AA and 
>>>> miss the point.
>>>> 
>>>> 
>>>>> On Tue, May 6, 2014 at 9:30 PM, activemotionpictu...@yahoo.com 
>>>>>  wrote:
>>>>> 
>>>>> I agree: you should start first with your mindset to: wrap head around 
>>>>> concepts. Pivots and centers were kinda hard to digest (in xsi we just 
>>>>> move center to vertices and voilá) but this jus an aspect to keep in 
>>>>> mind... after a while of watching intro seminar to modo 701 and other 
>>>>> 1hour videos, other references to the same tools will give you 
>>>>> confidence. Then fire up the software and mingle around. Then texture, 
>>>>> then light, then uvs, then materials, then render settings, then morphs, 
>>>>> then weights, then particles, then hair, then constraints, then bones and 
>>>>> binding, volume effects and then everything else..like drivers, channels, 
>>>>> schematics and more cool in depth stuff...
>>>>> 
>>>>> That's the order I've followed for the past 3 months.
>>>>> What really got me into modo is the community and the video stream 
>>>>> presentations. I've thought: these guys are not talking like robots..they 
>>>>> love what they do, just like us in softimage.
>>>>> 
>>>>> But yes, living without a history stack makes your concious guilty 
>>>>> sometimes. Hehheh.
>>>>> Cheers.
>>>>> David R.
>>>>> 
>>>>> 
>>>>> Enviado desde Yahoo Mail en Android
>>>>> 
>>>>> 
>>>>> From: Steffen Dünner ; 
>>>>> To: ; 
>>>>> Subject: Re: softimage to modo 
>>>>> Sent: Tue, May 6, 2014 3:52:58 PM 
>>>>> 
>>>>> Yes, we have. And we're digging it more and more each day. My hint would 
>>>>> be: Watch tutorials first! Especially about the shader tree, decoupled 
>>>>> shading, the principle of "items" and the way you can copy&paste polys, 
>>>>> edges, vertices etc. in and out of them and the "tool pipeline" stuff. 
>>>>> Don't open up Modo and start clicking around. You will likely be 
>>>>> disturbed and disappointed, because many things work differently. But 
>>>>> these are the things that will make you love Modo in a few days ;)
>>>>> 
>>>>> Cheers
>>>>> Steffen
>>>>> 
>>>>> 
>>>>> 2014-05-06 17:40 GMT+02:00 Francisco Criado :
>>>>>> Hi guys,
>>>>>> 
>>>>>> anyone already started using modo? first impressions or tips coming from 
>>>>>> soft? received our licenses today and soon starting to migrate...any 
>>>>>> tips from si users are more than welcome!
>>>>>> 
>>>>>> F.
>>>>>>  
>>>>> 
>>>>> 
>>>>> 
>>>>> -- 
>>>>> PGP-ID(RSA): 0xD6E0CE93
>>>>> Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93
>>>> 
>>>> 
>>>> 
>>>> -- 
>>>> Gideon D. Klindt
>>>> gideonklindt.com
>>> 
>>> 
>>> 
>>> -- 
>>> Gideon D. Klindt
>>> gideonklindt.com
> 
> 
> 
> -- 
> Gideon D. Klindt
> gideonklindt.com


Re: softimage to modo

2014-05-07 Thread Gideon Klindt
Good to know on the weight painting Sergio, but too bad given that often
you want to effect weights when a deformation is occurring on a joint.
Still, it does work and brings back some speed so thank you very much for
the tip!


On Wed, May 7, 2014 at 5:38 PM, Sergio Mucino wrote:

> In the meantime, disabling Live Deformers in the Weighting tools panel
> should get weight painting to work in real time. The caveat of course is
> that the weight changes are only reflected when the mouse button is
> released.
>
>
> Sergio Muciño.
> Sent from my iPad.
>
> On May 7, 2014, at 6:57 PM, Gideon Klindt  wrote:
>
> BTW- weight painting is known to be slow- but they are working on it
> getting much faster. Just something you'll notice coming from SI with it's
> awesome vector/weight painting tool set IMHO.
>
>
> On Wed, May 7, 2014 at 3:56 PM, Gideon Klindt wrote:
>
>> Yes- make sure to check out the vids here as even some of the old ones
>> have good tips. Kind of like the Vast training was for XSI (came in shoe
>> box on disks):
>>
>> http://community.thefoundry.co.uk/tv/training/
>>
>> There is a searchable database version done by a user. Not sure how up to
>> date it is but might help (along with his thread).
>>
>> http://eglomot.marc-albrecht.de/
>>
>> http://community.thefoundry.co.uk/discussion/topic.aspx?f=36&t=80320
>>
>> I recommend Richard Yot's first video as well. Some of the lighting tips
>> are probably known to many, but he has several videos that go into some
>> depth about sampling etc. in Modo fairly well:
>>
>> http://community.thefoundry.co.uk/store/rendering/interiors/
>>
>> The decoupled shading rate in MODO is actually a powerful feature in
>> rendering if you know how to use it. Too many people turn first to AA and
>> miss the point.
>>
>>
>> On Tue, May 6, 2014 at 9:30 PM, activemotionpictu...@yahoo.com <
>> activemotionpictu...@yahoo.com> wrote:
>>
>>> I agree: you should start first with your mindset to: wrap head around
>>> concepts. Pivots and centers were kinda hard to digest (in xsi we just move
>>> center to vertices and voilá) but this jus an aspect to keep in mind...
>>> after a while of watching intro seminar to modo 701 and other 1hour videos,
>>> other references to the same tools will give you confidence. Then fire up
>>> the software and mingle around. Then texture, then light, then uvs, then
>>> materials, then render settings, then morphs, then weights, then particles,
>>> then hair, then constraints, then bones and binding, volume effects and
>>> then everything else..like drivers, channels, schematics and more cool in
>>> depth stuff...
>>>
>>> That's the order I've followed for the past 3 months.
>>> What really got me into modo is the community and the video stream
>>> presentations. I've thought: these guys are not talking like robots..they
>>> love what they do, just like us in softimage.
>>>
>>> But yes, living without a history stack makes your concious guilty
>>> sometimes. Hehheh.
>>> Cheers.
>>> David R.
>>>
>>> Enviado desde Yahoo Mail en Android
>>>
>>>  --
>>> * From: * Steffen Dünner ;
>>> * To: * ;
>>> * Subject: * Re: softimage to modo
>>> * Sent: * Tue, May 6, 2014 3:52:58 PM
>>>
>>>   Yes, we have. And we're digging it more and more each day. My hint
>>> would be: Watch tutorials first! Especially about the shader tree,
>>> decoupled shading, the principle of "items" and the way you can copy&paste
>>> polys, edges, vertices etc. in and out of them and the "tool pipeline"
>>> stuff. Don't open up Modo and start clicking around. You will likely be
>>> disturbed and disappointed, because many things work differently. But these
>>> are the things that will make you love Modo in a few days ;)
>>>
>>> Cheers
>>> Steffen
>>>
>>>
>>> 2014-05-06 17:40 GMT+02:00 Francisco Criado :
>>>
>>>> Hi guys,
>>>>
>>>> anyone already started using modo? first impressions or tips coming
>>>> from soft? received our licenses today and soon starting to migrate...any
>>>> tips from si users are more than welcome!
>>>>
>>>> F.
>>>>
>>>>
>>>
>>>
>>>
>>> --
>>>
>>> PGP-ID(RSA): 0xD6E0CE93
>>>
>>> Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93
>>>
>>>
>>
>>
>> --
>> Gideon D. Klindt
>> gideonklindt.com
>>
>
>
>
> --
> Gideon D. Klindt
> gideonklindt.com
>
>


-- 
Gideon D. Klindt
gideonklindt.com


Re: softimage to modo

2014-05-07 Thread Sergio Mucino
In the meantime, disabling Live Deformers in the Weighting tools panel should 
get weight painting to work in real time. The caveat of course is that the 
weight changes are only reflected when the mouse button is released. 

Sergio Muciño.
Sent from my iPad.

> On May 7, 2014, at 6:57 PM, Gideon Klindt  wrote:
> 
> BTW- weight painting is known to be slow- but they are working on it getting 
> much faster. Just something you'll notice coming from SI with it's awesome 
> vector/weight painting tool set IMHO.
> 
> 
>> On Wed, May 7, 2014 at 3:56 PM, Gideon Klindt  
>> wrote:
>> Yes- make sure to check out the vids here as even some of the old ones have 
>> good tips. Kind of like the Vast training was for XSI (came in shoe box on 
>> disks):
>> 
>> http://community.thefoundry.co.uk/tv/training/
>> 
>> There is a searchable database version done by a user. Not sure how up to 
>> date it is but might help (along with his thread).
>> 
>> http://eglomot.marc-albrecht.de/
>> 
>> http://community.thefoundry.co.uk/discussion/topic.aspx?f=36&t=80320
>> 
>> I recommend Richard Yot's first video as well. Some of the lighting tips are 
>> probably known to many, but he has several videos that go into some depth 
>> about sampling etc. in Modo fairly well:
>> 
>> http://community.thefoundry.co.uk/store/rendering/interiors/
>> 
>> The decoupled shading rate in MODO is actually a powerful feature in 
>> rendering if you know how to use it. Too many people turn first to AA and 
>> miss the point.
>> 
>> 
>>> On Tue, May 6, 2014 at 9:30 PM, activemotionpictu...@yahoo.com 
>>>  wrote:
>>> 
>>> I agree: you should start first with your mindset to: wrap head around 
>>> concepts. Pivots and centers were kinda hard to digest (in xsi we just move 
>>> center to vertices and voilá) but this jus an aspect to keep in mind... 
>>> after a while of watching intro seminar to modo 701 and other 1hour videos, 
>>> other references to the same tools will give you confidence. Then fire up 
>>> the software and mingle around. Then texture, then light, then uvs, then 
>>> materials, then render settings, then morphs, then weights, then particles, 
>>> then hair, then constraints, then bones and binding, volume effects and 
>>> then everything else..like drivers, channels, schematics and more cool in 
>>> depth stuff...
>>> 
>>> That's the order I've followed for the past 3 months.
>>> What really got me into modo is the community and the video stream 
>>> presentations. I've thought: these guys are not talking like robots..they 
>>> love what they do, just like us in softimage.
>>> 
>>> But yes, living without a history stack makes your concious guilty 
>>> sometimes. Hehheh.
>>> Cheers.
>>> David R.
>>> 
>>> 
>>> Enviado desde Yahoo Mail en Android
>>> 
>>> 
>>> From: Steffen Dünner ; 
>>> To: ; 
>>> Subject: Re: softimage to modo 
>>> Sent: Tue, May 6, 2014 3:52:58 PM 
>>> 
>>> Yes, we have. And we're digging it more and more each day. My hint would 
>>> be: Watch tutorials first! Especially about the shader tree, decoupled 
>>> shading, the principle of "items" and the way you can copy&paste polys, 
>>> edges, vertices etc. in and out of them and the "tool pipeline" stuff. 
>>> Don't open up Modo and start clicking around. You will likely be disturbed 
>>> and disappointed, because many things work differently. But these are the 
>>> things that will make you love Modo in a few days ;)
>>> 
>>> Cheers
>>> Steffen
>>> 
>>> 
>>> 2014-05-06 17:40 GMT+02:00 Francisco Criado :
>>>> Hi guys,
>>>> 
>>>> anyone already started using modo? first impressions or tips coming from 
>>>> soft? received our licenses today and soon starting to migrate...any tips 
>>>> from si users are more than welcome!
>>>> 
>>>> F.
>>>>  
>>> 
>>> 
>>> 
>>> -- 
>>> PGP-ID(RSA): 0xD6E0CE93
>>> Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93
>> 
>> 
>> 
>> -- 
>> Gideon D. Klindt
>> gideonklindt.com
> 
> 
> 
> -- 
> Gideon D. Klindt
> gideonklindt.com


Re: softimage to modo

2014-05-07 Thread Gideon Klindt
BTW- weight painting is known to be slow- but they are working on it
getting much faster. Just something you'll notice coming from SI with it's
awesome vector/weight painting tool set IMHO.


On Wed, May 7, 2014 at 3:56 PM, Gideon Klindt wrote:

> Yes- make sure to check out the vids here as even some of the old ones
> have good tips. Kind of like the Vast training was for XSI (came in shoe
> box on disks):
>
> http://community.thefoundry.co.uk/tv/training/
>
> There is a searchable database version done by a user. Not sure how up to
> date it is but might help (along with his thread).
>
> http://eglomot.marc-albrecht.de/
>
> http://community.thefoundry.co.uk/discussion/topic.aspx?f=36&t=80320
>
> I recommend Richard Yot's first video as well. Some of the lighting tips
> are probably known to many, but he has several videos that go into some
> depth about sampling etc. in Modo fairly well:
>
> http://community.thefoundry.co.uk/store/rendering/interiors/
>
> The decoupled shading rate in MODO is actually a powerful feature in
> rendering if you know how to use it. Too many people turn first to AA and
> miss the point.
>
>
> On Tue, May 6, 2014 at 9:30 PM, activemotionpictu...@yahoo.com <
> activemotionpictu...@yahoo.com> wrote:
>
>> I agree: you should start first with your mindset to: wrap head around
>> concepts. Pivots and centers were kinda hard to digest (in xsi we just move
>> center to vertices and voilá) but this jus an aspect to keep in mind...
>> after a while of watching intro seminar to modo 701 and other 1hour videos,
>> other references to the same tools will give you confidence. Then fire up
>> the software and mingle around. Then texture, then light, then uvs, then
>> materials, then render settings, then morphs, then weights, then particles,
>> then hair, then constraints, then bones and binding, volume effects and
>> then everything else..like drivers, channels, schematics and more cool in
>> depth stuff...
>>
>> That's the order I've followed for the past 3 months.
>> What really got me into modo is the community and the video stream
>> presentations. I've thought: these guys are not talking like robots..they
>> love what they do, just like us in softimage.
>>
>> But yes, living without a history stack makes your concious guilty
>> sometimes. Hehheh.
>> Cheers.
>> David R.
>>
>> Enviado desde Yahoo Mail en Android
>>
>>  --
>> * From: * Steffen Dünner ;
>> * To: * ;
>> * Subject: * Re: softimage to modo
>> * Sent: * Tue, May 6, 2014 3:52:58 PM
>>
>>   Yes, we have. And we're digging it more and more each day. My hint
>> would be: Watch tutorials first! Especially about the shader tree,
>> decoupled shading, the principle of "items" and the way you can copy&paste
>> polys, edges, vertices etc. in and out of them and the "tool pipeline"
>> stuff. Don't open up Modo and start clicking around. You will likely be
>> disturbed and disappointed, because many things work differently. But these
>> are the things that will make you love Modo in a few days ;)
>>
>> Cheers
>> Steffen
>>
>>
>> 2014-05-06 17:40 GMT+02:00 Francisco Criado :
>>
>>> Hi guys,
>>>
>>> anyone already started using modo? first impressions or tips coming from
>>> soft? received our licenses today and soon starting to migrate...any tips
>>> from si users are more than welcome!
>>>
>>> F.
>>>
>>>
>>
>>
>>
>> --
>>
>> PGP-ID(RSA): 0xD6E0CE93
>>
>> Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93
>>
>>
>
>
> --
> Gideon D. Klindt
> gideonklindt.com
>



-- 
Gideon D. Klindt
gideonklindt.com


Re: softimage to modo

2014-05-07 Thread Gideon Klindt
Yes- make sure to check out the vids here as even some of the old ones have
good tips. Kind of like the Vast training was for XSI (came in shoe box on
disks):

http://community.thefoundry.co.uk/tv/training/

There is a searchable database version done by a user. Not sure how up to
date it is but might help (along with his thread).

http://eglomot.marc-albrecht.de/

http://community.thefoundry.co.uk/discussion/topic.aspx?f=36&t=80320

I recommend Richard Yot's first video as well. Some of the lighting tips
are probably known to many, but he has several videos that go into some
depth about sampling etc. in Modo fairly well:

http://community.thefoundry.co.uk/store/rendering/interiors/

The decoupled shading rate in MODO is actually a powerful feature in
rendering if you know how to use it. Too many people turn first to AA and
miss the point.


On Tue, May 6, 2014 at 9:30 PM, activemotionpictu...@yahoo.com <
activemotionpictu...@yahoo.com> wrote:

> I agree: you should start first with your mindset to: wrap head around
> concepts. Pivots and centers were kinda hard to digest (in xsi we just move
> center to vertices and voilá) but this jus an aspect to keep in mind...
> after a while of watching intro seminar to modo 701 and other 1hour videos,
> other references to the same tools will give you confidence. Then fire up
> the software and mingle around. Then texture, then light, then uvs, then
> materials, then render settings, then morphs, then weights, then particles,
> then hair, then constraints, then bones and binding, volume effects and
> then everything else..like drivers, channels, schematics and more cool in
> depth stuff...
>
> That's the order I've followed for the past 3 months.
> What really got me into modo is the community and the video stream
> presentations. I've thought: these guys are not talking like robots..they
> love what they do, just like us in softimage.
>
> But yes, living without a history stack makes your concious guilty
> sometimes. Hehheh.
> Cheers.
> David R.
>
> Enviado desde Yahoo Mail en Android
>
>  --
> * From: * Steffen Dünner ;
> * To: * ;
> * Subject: * Re: softimage to modo
> * Sent: * Tue, May 6, 2014 3:52:58 PM
>
>   Yes, we have. And we're digging it more and more each day. My hint
> would be: Watch tutorials first! Especially about the shader tree,
> decoupled shading, the principle of "items" and the way you can copy&paste
> polys, edges, vertices etc. in and out of them and the "tool pipeline"
> stuff. Don't open up Modo and start clicking around. You will likely be
> disturbed and disappointed, because many things work differently. But these
> are the things that will make you love Modo in a few days ;)
>
> Cheers
> Steffen
>
>
> 2014-05-06 17:40 GMT+02:00 Francisco Criado :
>
>> Hi guys,
>>
>> anyone already started using modo? first impressions or tips coming from
>> soft? received our licenses today and soon starting to migrate...any tips
>> from si users are more than welcome!
>>
>> F.
>>
>>
>
>
>
> --
>
> PGP-ID(RSA): 0xD6E0CE93
>
> Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93
>
>


-- 
Gideon D. Klindt
gideonklindt.com


Re: softimage to modo

2014-05-07 Thread Sebastien Sterling
Nice video Sergio, incidentally i saw your Modo Dorito video, so all it
would take would be for the setup layer channels to be exposed, and you
could create a SI similar Dorito effect ?


On 7 May 2014 20:16, Sergio Mucino  wrote:

> Modo has a too that I find better than clusters. They're called weight
> containers. They're basically an item that stores a set of components, and
> associates weights to them. If you're curious as to how they work, I have a
> small intro video you could check over here...
>
> https://vimeo.com/91349882
>
> I can think of a couple of ways of getting a falloff in the initial
> weights for the vertices in the container:
> 1. Just add the vertices to the container, and do a smooth weights on them.
> 2. Use falloff items to affect the weights I assign to the container. I
> have not tried this yet, and it'd be a little more involved to set up, but
> allow a lot of control given the options one has when using falloff items
> in Modo.
>
> In my case, the weighting tools work pretty well for me. There are some
> things I wish worked better, but there's nothing stopping me yet from
> getting what I need from the system.
>
> Sergio Muciño.
> Sent from my iPad.
>
> On May 7, 2014, at 2:57 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
> Can you make soft selection clusters ? like in maya ? for rigging and such
> ?
>
>
> On 7 May 2014 19:37, Sergio Mucino  wrote:
>
>> I agree. Falloffs in Modo are pretty wild. I haven't done much modeling
>> yet, but the small things I did, just made me realize I have to rethink my
>> modeling methods. I've always been relying on soft selections for most
>> things. Falloffs go way beyond that.
>>
>>
>> Sergio Muciño.
>> Sent from my iPad.
>>
>> On May 7, 2014, at 2:27 PM, Steffen Dünner 
>> wrote:
>>
>> 2014-05-07 20:10 GMT+02:00 Sergio Mucino :
>>
>>> I just discovered the other day that the Edge Bevel tool has some
>>> crazy preset profile shapes.
>>
>>
>> And whilst talking about "recent discoveries": I found that the modeling
>> falloffs (and there are plenty of them, most with artist-friendly visual
>> feedback) are working with all possible tools.
>> This means you can e.g. first define a falloff along edges and then use
>> the bevel tool to get a bevel with variable radius.
>> Or you can use the "Edge Weight Tool" (for creating crease weights for
>> Pixar SubDs) in combination with falloffs to create creases that slowly
>> fade from hard to soft.
>> Amazing. Especially if you can adjust both, the tool properties AND the
>> falloffs interactively as long as the tool hasn't been "dropped".
>>
>> Cheers
>> Steffen
>> --
>>
>> PGP-ID(RSA): 0xD6E0CE93
>>
>> Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93
>>
>>
>


Re: softimage to modo

2014-05-07 Thread Sergio Mucino
Modo has a too that I find better than clusters. They're called weight 
containers. They're basically an item that stores a set of components, and 
associates weights to them. If you're curious as to how they work, I have a 
small intro video you could check over here...

https://vimeo.com/91349882

I can think of a couple of ways of getting a falloff in the initial weights for 
the vertices in the container:
1. Just add the vertices to the container, and do a smooth weights on them.
2. Use falloff items to affect the weights I assign to the container. I have 
not tried this yet, and it'd be a little more involved to set up, but allow a 
lot of control given the options one has when using falloff items in Modo.

In my case, the weighting tools work pretty well for me. There are some things 
I wish worked better, but there's nothing stopping me yet from getting what I 
need from the system.

Sergio Muciño.
Sent from my iPad.

> On May 7, 2014, at 2:57 PM, Sebastien Sterling  
> wrote:
> 
> Can you make soft selection clusters ? like in maya ? for rigging and such ?
> 
> 
>> On 7 May 2014 19:37, Sergio Mucino  wrote:
>> I agree. Falloffs in Modo are pretty wild. I haven't done much modeling yet, 
>> but the small things I did, just made me realize I have to rethink my 
>> modeling methods. I've always been relying on soft selections for most 
>> things. Falloffs go way beyond that. 
>> 
>> 
>> Sergio Muciño.
>> Sent from my iPad.
>> 
>>> On May 7, 2014, at 2:27 PM, Steffen Dünner  
>>> wrote:
>>> 
>>> 2014-05-07 20:10 GMT+02:00 Sergio Mucino :
 I just discovered the other day that the Edge Bevel tool has some 
 crazy preset profile shapes.
>>> 
>>> And whilst talking about "recent discoveries": I found that the modeling 
>>> falloffs (and there are plenty of them, most with artist-friendly visual 
>>> feedback) are working with all possible tools.
>>> This means you can e.g. first define a falloff along edges and then use the 
>>> bevel tool to get a bevel with variable radius.
>>> Or you can use the "Edge Weight Tool" (for creating crease weights for 
>>> Pixar SubDs) in combination with falloffs to create creases that slowly 
>>> fade from hard to soft.
>>> Amazing. Especially if you can adjust both, the tool properties AND the 
>>> falloffs interactively as long as the tool hasn't been "dropped".
>>> 
>>> Cheers
>>> Steffen
>>> -- 
>>> PGP-ID(RSA): 0xD6E0CE93
>>> Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93
> 


Re: softimage to modo

2014-05-07 Thread Sebastien Sterling
Can you make soft selection clusters ? like in maya ? for rigging and such ?


On 7 May 2014 19:37, Sergio Mucino  wrote:

> I agree. Falloffs in Modo are pretty wild. I haven't done much modeling
> yet, but the small things I did, just made me realize I have to rethink my
> modeling methods. I've always been relying on soft selections for most
> things. Falloffs go way beyond that.
>
>
> Sergio Muciño.
> Sent from my iPad.
>
> On May 7, 2014, at 2:27 PM, Steffen Dünner 
> wrote:
>
> 2014-05-07 20:10 GMT+02:00 Sergio Mucino :
>
>> I just discovered the other day that the Edge Bevel tool has some
>> crazy preset profile shapes.
>
>
> And whilst talking about "recent discoveries": I found that the modeling
> falloffs (and there are plenty of them, most with artist-friendly visual
> feedback) are working with all possible tools.
> This means you can e.g. first define a falloff along edges and then use
> the bevel tool to get a bevel with variable radius.
> Or you can use the "Edge Weight Tool" (for creating crease weights for
> Pixar SubDs) in combination with falloffs to create creases that slowly
> fade from hard to soft.
> Amazing. Especially if you can adjust both, the tool properties AND the
> falloffs interactively as long as the tool hasn't been "dropped".
>
> Cheers
> Steffen
> --
>
> PGP-ID(RSA): 0xD6E0CE93
>
> Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93
>
>


Re: softimage to modo

2014-05-07 Thread Sergio Mucino
I agree. Falloffs in Modo are pretty wild. I haven't done much modeling yet, 
but the small things I did, just made me realize I have to rethink my modeling 
methods. I've always been relying on soft selections for most things. Falloffs 
go way beyond that. 

Sergio Muciño.
Sent from my iPad.

> On May 7, 2014, at 2:27 PM, Steffen Dünner  wrote:
> 
> 2014-05-07 20:10 GMT+02:00 Sergio Mucino :
>> I just discovered the other day that the Edge Bevel tool has some crazy 
>> preset profile shapes.
> 
> And whilst talking about "recent discoveries": I found that the modeling 
> falloffs (and there are plenty of them, most with artist-friendly visual 
> feedback) are working with all possible tools.
> This means you can e.g. first define a falloff along edges and then use the 
> bevel tool to get a bevel with variable radius.
> Or you can use the "Edge Weight Tool" (for creating crease weights for Pixar 
> SubDs) in combination with falloffs to create creases that slowly fade from 
> hard to soft.
> Amazing. Especially if you can adjust both, the tool properties AND the 
> falloffs interactively as long as the tool hasn't been "dropped".
> 
> Cheers
> Steffen
> -- 
> PGP-ID(RSA): 0xD6E0CE93
> Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93


Re: softimage to modo

2014-05-07 Thread Steffen Dünner
2014-05-07 20:10 GMT+02:00 Sergio Mucino :

> I just discovered the other day that the Edge Bevel tool has some
> crazy preset profile shapes.


And whilst talking about "recent discoveries": I found that the modeling
falloffs (and there are plenty of them, most with artist-friendly visual
feedback) are working with all possible tools.
This means you can e.g. first define a falloff along edges and then use the
bevel tool to get a bevel with variable radius.
Or you can use the "Edge Weight Tool" (for creating crease weights for
Pixar SubDs) in combination with falloffs to create creases that slowly
fade from hard to soft.
Amazing. Especially if you can adjust both, the tool properties AND the
falloffs interactively as long as the tool hasn't been "dropped".

Cheers
Steffen
-- 

PGP-ID(RSA): 0xD6E0CE93

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


Re: softimage to modo

2014-05-07 Thread Tim Crowson
Those profiles are available for the regular poly bevel tool as well, or 
any tool that accepts profiles. Makes things so much easier for arch stuff.


-Tim


On 5/7/2014 1:10 PM, Sergio Mucino wrote:
I just discovered the other day that the Edge Bevel tool has some 
crazy preset profile shapes. My friends doing arch work would love 
them. Modo also has some very nice precision tools.
Piping in Modo looks quite easy. I remember seeing a video somewhere 
that showed some pretty nice features for it. I'll see if I can dig it 
up.


Sergio Muciño.
Sent from my iPad.

On May 7, 2014, at 1:51 PM, Paul Griswold 
> wrote:


NICE!   I might buy Modo today just because of that video.  I'm in 
the process of working on a bunch of furniture models & I'm dealing 
with seams, piping, etc..  I've been working in 3D Coat because it's 
great for organic shapes, but I wasn't really happy with the seams & 
piping (3D Coat's spline tools are clunky IMHO).


Thanks for posting that!


ᐧ


On Wed, May 7, 2014 at 12:12 PM, Steffen Dünner 
mailto:steffen.duen...@gmail.com>> wrote:


The schematic in Modo is becoming more and more powerful. But
"with great power comes great responsibility"!
What I mean is, that it's equally important to have tools to
cleanup and organize your node graphs as it is to add more
features / nodes. What I currently miss most is something like a
"group comment" in ICE or "backdrop" in Nuke. As well as sticky
notes and comments. Tools to easily align / sort multiple nodes
at once, tools to get rid of unused nodes etc.
But I have high hopes that the Modo dev team gets a hint from the
Nuke dev team to help them sort it out. ;)

Apart from that I'm already positively shocked by what the
schematic can already do. Sometimes it really feels like using
the SI Render Tree and ICE Tree in one single tree, where all
kinds of nodes can talk to each other. I just discovered that
procedural noise textures (and there are a lot of them in Modo)
can be used to "texture" deformers / falloffs. Or take a look
here: geometry lookups can directly control shader attributes:

https://drive.google.com/file/d/0BzBIO4PPUuInU1RmTEw5OWdYNGc/preview?pli=1

Something I wished for in Softimage for a long time.

Cheers
Steffen




--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and should not be used by anyone who is not the original 
intended recipient(s). If you have received this e-mail in error please 
inform the sender and delete it from your mailbox or any other storage 
mechanism. Magnetic Dreams, Inc cannot accept liability for any 
statements made which are clearly the sender's own and not expressly 
made on behalf of Magnetic Dreams, Inc or one of its agents./




Re: softimage to modo

2014-05-07 Thread Mário Domingos
WOW thats cool


On Wed, May 7, 2014 at 6:57 PM, Tim Crowson
wrote:

>  The Curve Probe modifier in 801 is pretty sweet. You can do some awesome
> stuff both in rigging and in shading with it.
> -Tim
>
> On 5/7/2014 12:51 PM, Paul Griswold wrote:
>
>  NICE!   I might buy Modo today just because of that video.  I'm in the
> process of working on a bunch of furniture models & I'm dealing with seams,
> piping, etc..  I've been working in 3D Coat because it's great for organic
> shapes, but I wasn't really happy with the seams & piping (3D Coat's spline
> tools are clunky IMHO).
>
>  Thanks for posting that!
>
>
>  ᐧ
>
>
> On Wed, May 7, 2014 at 12:12 PM, Steffen Dünner  > wrote:
>
>> The schematic in Modo is becoming more and more powerful. But "with great
>> power comes great responsibility"!
>> What I mean is, that it's equally important to have tools to cleanup and
>> organize your node graphs as it is to add more features / nodes. What I
>> currently miss most is something like a "group comment" in ICE or
>> "backdrop" in Nuke. As well as sticky notes and comments. Tools to easily
>> align / sort multiple nodes at once, tools to get rid of unused nodes etc.
>> But I have high hopes that the Modo dev team gets a hint from the Nuke
>> dev team to help them sort it out. ;)
>>
>>  Apart from that I'm already positively shocked by what the schematic
>> can already do. Sometimes it really feels like using the SI Render Tree and
>> ICE Tree in one single tree, where all kinds of nodes can talk to each
>> other. I just discovered that procedural noise textures (and there are a
>> lot of them in Modo) can be used to "texture" deformers / falloffs. Or take
>> a look here: geometry lookups can directly control shader attributes:
>>
>>
>> https://drive.google.com/file/d/0BzBIO4PPUuInU1RmTEw5OWdYNGc/preview?pli=1
>>
>>  Something I wished for in Softimage for a long time.
>>
>>  Cheers
>>  Steffen
>>
>
>
> --
>
>
>
>


Re: softimage to modo

2014-05-07 Thread Sergio Mucino
I just discovered the other day that the Edge Bevel tool has some crazy 
preset profile shapes. My friends doing arch work would love them. Modo also 
has some very nice precision tools. 
Piping in Modo looks quite easy. I remember seeing a video somewhere that 
showed some pretty nice features for it. I'll see if I can dig it up. 

Sergio Muciño.
Sent from my iPad.

> On May 7, 2014, at 1:51 PM, Paul Griswold 
>  wrote:
> 
> NICE!   I might buy Modo today just because of that video.  I'm in the 
> process of working on a bunch of furniture models & I'm dealing with seams, 
> piping, etc..  I've been working in 3D Coat because it's great for organic 
> shapes, but I wasn't really happy with the seams & piping (3D Coat's spline 
> tools are clunky IMHO).
> 
> Thanks for posting that!
> 
> 
> ᐧ
> 
> 
>> On Wed, May 7, 2014 at 12:12 PM, Steffen Dünner  
>> wrote:
>> The schematic in Modo is becoming more and more powerful. But "with great 
>> power comes great responsibility"!
>> What I mean is, that it's equally important to have tools to cleanup and 
>> organize your node graphs as it is to add more features / nodes. What I 
>> currently miss most is something like a "group comment" in ICE or "backdrop" 
>> in Nuke. As well as sticky notes and comments. Tools to easily align / sort 
>> multiple nodes at once, tools to get rid of unused nodes etc.
>> But I have high hopes that the Modo dev team gets a hint from the Nuke dev 
>> team to help them sort it out. ;)
>> 
>> Apart from that I'm already positively shocked by what the schematic can 
>> already do. Sometimes it really feels like using the SI Render Tree and ICE 
>> Tree in one single tree, where all kinds of nodes can talk to each other. I 
>> just discovered that procedural noise textures (and there are a lot of them 
>> in Modo) can be used to "texture" deformers / falloffs. Or take a look here: 
>> geometry lookups can directly control shader attributes:
>> 
>> https://drive.google.com/file/d/0BzBIO4PPUuInU1RmTEw5OWdYNGc/preview?pli=1
>> 
>> Something I wished for in Softimage for a long time.
>> 
>> Cheers
>> Steffen
> 


Re: softimage to modo

2014-05-07 Thread Tim Crowson
The Curve Probe modifier in 801 is pretty sweet. You can do some awesome 
stuff both in rigging and in shading with it.

-Tim

On 5/7/2014 12:51 PM, Paul Griswold wrote:
NICE!   I might buy Modo today just because of that video.  I'm in the 
process of working on a bunch of furniture models & I'm dealing with 
seams, piping, etc..  I've been working in 3D Coat because it's great 
for organic shapes, but I wasn't really happy with the seams & piping 
(3D Coat's spline tools are clunky IMHO).


Thanks for posting that!


ᐧ


On Wed, May 7, 2014 at 12:12 PM, Steffen Dünner 
mailto:steffen.duen...@gmail.com>> wrote:


The schematic in Modo is becoming more and more powerful. But
"with great power comes great responsibility"!
What I mean is, that it's equally important to have tools to
cleanup and organize your node graphs as it is to add more
features / nodes. What I currently miss most is something like a
"group comment" in ICE or "backdrop" in Nuke. As well as sticky
notes and comments. Tools to easily align / sort multiple nodes at
once, tools to get rid of unused nodes etc.
But I have high hopes that the Modo dev team gets a hint from the
Nuke dev team to help them sort it out. ;)

Apart from that I'm already positively shocked by what the
schematic can already do. Sometimes it really feels like using the
SI Render Tree and ICE Tree in one single tree, where all kinds of
nodes can talk to each other. I just discovered that procedural
noise textures (and there are a lot of them in Modo) can be used
to "texture" deformers / falloffs. Or take a look here: geometry
lookups can directly control shader attributes:

https://drive.google.com/file/d/0BzBIO4PPUuInU1RmTEw5OWdYNGc/preview?pli=1

Something I wished for in Softimage for a long time.

Cheers
Steffen




--
Signature




Re: softimage to modo

2014-05-07 Thread Paul Griswold
NICE!   I might buy Modo today just because of that video.  I'm in the
process of working on a bunch of furniture models & I'm dealing with seams,
piping, etc..  I've been working in 3D Coat because it's great for organic
shapes, but I wasn't really happy with the seams & piping (3D Coat's spline
tools are clunky IMHO).

Thanks for posting that!


ᐧ


On Wed, May 7, 2014 at 12:12 PM, Steffen Dünner
wrote:

> The schematic in Modo is becoming more and more powerful. But "with great
> power comes great responsibility"!
> What I mean is, that it's equally important to have tools to cleanup and
> organize your node graphs as it is to add more features / nodes. What I
> currently miss most is something like a "group comment" in ICE or
> "backdrop" in Nuke. As well as sticky notes and comments. Tools to easily
> align / sort multiple nodes at once, tools to get rid of unused nodes etc.
> But I have high hopes that the Modo dev team gets a hint from the Nuke dev
> team to help them sort it out. ;)
>
> Apart from that I'm already positively shocked by what the schematic can
> already do. Sometimes it really feels like using the SI Render Tree and ICE
> Tree in one single tree, where all kinds of nodes can talk to each other. I
> just discovered that procedural noise textures (and there are a lot of them
> in Modo) can be used to "texture" deformers / falloffs. Or take a look
> here: geometry lookups can directly control shader attributes:
>
> https://drive.google.com/file/d/0BzBIO4PPUuInU1RmTEw5OWdYNGc/preview?pli=1
>
> Something I wished for in Softimage for a long time.
>
> Cheers
> Steffen
>


Re: softimage to modo

2014-05-07 Thread Steffen Dünner
The schematic in Modo is becoming more and more powerful. But "with great
power comes great responsibility"!
What I mean is, that it's equally important to have tools to cleanup and
organize your node graphs as it is to add more features / nodes. What I
currently miss most is something like a "group comment" in ICE or
"backdrop" in Nuke. As well as sticky notes and comments. Tools to easily
align / sort multiple nodes at once, tools to get rid of unused nodes etc.
But I have high hopes that the Modo dev team gets a hint from the Nuke dev
team to help them sort it out. ;)

Apart from that I'm already positively shocked by what the schematic can
already do. Sometimes it really feels like using the SI Render Tree and ICE
Tree in one single tree, where all kinds of nodes can talk to each other. I
just discovered that procedural noise textures (and there are a lot of them
in Modo) can be used to "texture" deformers / falloffs. Or take a look
here: geometry lookups can directly control shader attributes:

https://drive.google.com/file/d/0BzBIO4PPUuInU1RmTEw5OWdYNGc/preview?pli=1

Something I wished for in Softimage for a long time.

Cheers
Steffen


Re: softimage to modo

2014-05-07 Thread Paul Griswold
Thanks Tim!  It's good to hear it can be altered.

Maybe they'll consider having an option that lets you choose how the nodes
are set up.

I totally realize functionality is more important that visual style, but to
me I want things as clear as possible so when a client comes back in 2
years and asks me to revise a project, I can quickly and easily make sense
out of what's going on.


ᐧ


On Wed, May 7, 2014 at 10:59 AM, Tim Crowson  wrote:

>  Even ICE Trees get messy.
>
> As for Modo, if you have a noodle circling back in Z fashion and it's
> distracting you (it bothers me too), you can select that channel in the
> node and RMB and choose 'Separate Channel' and it will break that channel
> out into a new node. It's still pointing to the same item, but now you have
> that channel as its own node and can move it downstream so things are
> easier to read. I do that all the time.
>
> -Tim
>
>
>
> On 5/7/2014 9:39 AM, Paul Griswold wrote:
>
>  I wasn't really talking about the example, but instead the way they've
> decided to set up their connections.  It often ends up a spaghetti mess of
> wires that make circular connections with the wires running behind nodes.
>  I don't see the logic in it.  Maybe I just like clean layouts. :-)
>
>  I'm open to new ideas and ways of doing things, but it just seemed weird
> that no other node-based system creates these looped connections because
> infinite loops are bad (I understand they're not really infinite loops, but
> they visually appear to be) and again, it makes for a very sloppy graph.
>
>  -Paul
>
>
>  ᐧ
>
>
> On Wed, May 7, 2014 at 10:29 AM, Angus Davidson  > wrote:
>
>>  Ones mans circular is another mans intuitive. ;) To me I found the
>> example  easy to follow and to duplicate and understand what was going on.
>>  That begin said a lot of it is down to putting what you are used to on the
>> shelf for a bit and really diving in. It was only once I did that did I
>> understand just how flexible it is. Your never going to innovate if your
>> always trying to put everything in the same container, or doing things the
>> same way.
>>
>>   From: Paul Griswold 
>> Reply-To: "softimage@listproc.autodesk.com" <
>> softimage@listproc.autodesk.com>
>> Date: Wednesday 07 May 2014 at 4:22 PM
>>
>> To: "softimage@listproc.autodesk.com" 
>> Subject: Re: softimage to modo
>>
>>What do you guys think of Modo's nodal deformer layout?  I just
>> looked at that growing vine tutorial page and the splash page for the video
>> shows exactly what I personally dislike.  Their node connections seem to be
>> really sloppy and IMHO could lead to a confusing mess pretty quickly.
>>  They've got connections that make circular loops, so there's no left to
>> right or top to bottom flow like you'd have in pretty much every other
>> node-based system I've used.
>>
>>  I mentioned it during Brad's webinar and he kind-of brushed it off, but
>> I find it really distracting.
>>
>>  -Paul
>>
>>  ᐧ
>>
>>  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.
>>
>>
>>
>
> --
>
>
>
>
> *Tim Crowson **Lead CG Artist*
>
>
> *Magnetic Dreams, Inc. *2525 Lebanon Pike, Bldg C, Suite 101, Nashville,
> TN 37214
> *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
> tim.crow...@magneticdreams.com
>
> *Confidentiality Notice: This email, including attachments, is
> confidential and should not be used by anyone who is not the original
> intended recipient(s). If you have received this e-mail in error please
> inform the sender and delete it from your mailbox or any other storage
> mechanism. Magnetic Dreams, Inc cannot accept liability for any statements
> made which are clearly the sender's own and not expressly made on behalf of
> Magnetic Dreams, Inc or one of its agents.*
>
>
>


Re: softimage to modo

2014-05-07 Thread Paul Griswold
Sure - http://community.thefoundry.co.uk/tv/training/view.aspx?id=774

Again, maybe it's my OCD kicking in, but even a little graph like that
shouldn't be such a sloppy mess. ;-)
ᐧ


On Wed, May 7, 2014 at 11:03 AM, olivier jeannel wrote:

>  Hey Paul, can you point me to the video ?
> Just curious.
>
> Le 07/05/2014 16:22, Paul Griswold a écrit :
>
>  What do you guys think of Modo's nodal deformer layout?  I just looked
> at that growing vine tutorial page and the splash page for the video shows
> exactly what I personally dislike.  Their node connections seem to be
> really sloppy and IMHO could lead to a confusing mess pretty quickly.
>  They've got connections that make circular loops, so there's no left to
> right or top to bottom flow like you'd have in pretty much every other
> node-based system I've used.
>
>  I mentioned it during Brad's webinar and he kind-of brushed it off, but
> I find it really distracting.
>
>  -Paul
>
>  ᐧ
>
>
>


Re: softimage to modo

2014-05-07 Thread Sergio Mucino
Well, the growth animation is done in the shading context. I guess the hit 
could probably be seen in the replicator animation. I guess I'll try it out to 
see how well Modo handles it. 

Sergio Muciño.
Sent from my iPad.

> On May 7, 2014, at 11:48 AM, olivier jeannel  wrote:
> 
> Mmm Look nice, just wondering how it will react with 3 strands.
> 
> 
> 
> Le 07/05/2014 17:06, Angus Davidson a écrit :
>> Was in my earlier post 
>> 
>> http://community.thefoundry.co.uk/tv/training/view.aspx?id=774
>> 
>> ;)
>> 
>> From: olivier jeannel 
>> Reply-To: "softimage@listproc.autodesk.com" 
>> Date: Wednesday 07 May 2014 at 5:03 PM
>> To: "softimage@listproc.autodesk.com" 
>> Subject: Re: softimage to modo
>> 
>> Hey Paul, can you point me to the video ?
>> Just curious.
>> 
>> Le 07/05/2014 16:22, Paul Griswold a écrit :
>>> What do you guys think of Modo's nodal deformer layout?  I just looked at 
>>> that growing vine tutorial page and the splash page for the video shows 
>>> exactly what I personally dislike.  Their node connections seem to be 
>>> really sloppy and IMHO could lead to a confusing mess pretty quickly.  
>>> They've got connections that make circular loops, so there's no left to 
>>> right or top to bottom flow like you'd have in pretty much every other 
>>> node-based system I've used.
>>> 
>>> I mentioned it during Brad's webinar and he kind-of brushed it off, but I 
>>> find it really distracting.
>>> 
>>> -Paul
>>> 
>>> ᐧ
>> 
>>  This communication is intended for the addressee only. It is confidential. 
>> If you have received this communication in error, please notify us 
>> immediately and destroy the original message. You may not copy or 
>> disseminate this communication without the permission of the University. 
>> Only authorised signatories are competent to enter into agreements on behalf 
>> of the University and recipients are thus advised that the content of this 
>> message may not be legally binding on the University and may contain the 
>> personal views and opinions of the author, which are not necessarily the 
>> views and opinions of The University of the Witwatersrand, Johannesburg. All 
>> agreements between the University and outsiders are subject to South African 
>> Law unless the University agrees in writing to the contrary. 
> 


Re: softimage to modo

2014-05-07 Thread olivier jeannel

Mmm Look nice, just wondering how it will react with 3 strands.



Le 07/05/2014 17:06, Angus Davidson a écrit :

Was in my earlier post

http://community.thefoundry.co.uk/tv/training/view.aspx?id=774

;)

From: olivier jeannel <mailto:olivier.jean...@noos.fr>>
Reply-To: "softimage@listproc.autodesk.com 
<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>

Date: Wednesday 07 May 2014 at 5:03 PM
To: "softimage@listproc.autodesk.com 
<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>

Subject: Re: softimage to modo

Hey Paul, can you point me to the video ?
Just curious.

Le 07/05/2014 16:22, Paul Griswold a écrit :
What do you guys think of Modo's nodal deformer layout?  I just 
looked at that growing vine tutorial page and the splash page for the 
video shows exactly what I personally dislike.  Their node 
connections seem to be really sloppy and IMHO could lead to a 
confusing mess pretty quickly.  They've got connections that make 
circular loops, so there's no left to right or top to bottom flow 
like you'd have in pretty much every other node-based system I've used.


I mentioned it during Brad's webinar and he kind-of brushed it off, 
but I find it really distracting.


-Paul

ᐧ


This communication is intended for the addressee only. It is 
confidential. If you have received this communication in error, please 
notify us immediately and destroy the original message. You may not 
copy or disseminate this communication without the permission of the 
University. Only authorised signatories are competent to enter into 
agreements on behalf of the University and recipients are thus advised 
that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the 
author, which are not necessarily the views and opinions of The 
University of the Witwatersrand, Johannesburg. All agreements between 
the University and outsiders are subject to South African Law unless 
the University agrees in writing to the contrary.






Re: softimage to modo

2014-05-07 Thread Sergio Mucino
Actually, I find Modo's deformer stack as probably the most powerful I've used 
to date. Primarily because it's built on a concept that I don't think I've seen 
anywhere else. It's ability to mix-n-match normalized an Un-normalized 
deformers at will, and re-order them, is extremely liberating. I'd say its a 
lot easier to get things to work than within the constraints of a fully 
normalized system, where you're forced to sometimes really think about how to 
get thing to blend together to get the effect you need. Less need for coming up 
with masking mechanisms, blending systems, limiting selections, etc. I'm used 
to creating complex rigs to do stuff like that. Not having to do so in Modo was 
unsettling at first, surprising afterwards, a joy now. 
Modo still lacks a number of deformers I'd like to have. But if TF opens up 
meshes to the schematic in the same way they've done for transforms, I'll be 
able to build my own (Modo's schematic is already a sort of visual programming 
environment. Still in its infancy, but the foundation is solid). Then I don't 
have to rely on TF to give me more features (one of the reasons why I love 
Houdini/ICE). Can't wait...

Sergio Muciño.
Sent from my iPad.

> On May 7, 2014, at 9:40 AM, Tim Crowson  
> wrote:
> 
> The original question was whether Modo had any kind of modeling history. The 
> answer there is no (not that I've ever needed it either). 
> 
> The bigger issue is that Modo doesn't have 'operators' at all in the 
> Softimage sense. And believe me I miss this from Softimage. I still don't 
> know how I would do something like  apply an MDD (deformer), then add 
> modeling operations on top of that (topo change), then add secondary 
> animation on top of that (more deformers)... There are definite limitations. 
> Especially with the demise of Soft, I've been trying to get the Modo devs to 
> see exactly why people like it so much, and the op stack is a major player, 
> not mention a good problem solver.
> 
> That said Modo is not closed-minded to the notion of stacking operations in a 
> way that lets you edit them later... Its deformer stack is a good example of 
> this, and seems easier and more flexible to me than the equivalent in 
> Softimage. Someone with feet in both apps will have to tell me if I'm wrong 
> here (Sergio? Gideon?).
> 
> -Tim
> 
> 
> 
> 
> 
>> On 5/6/2014 5:07 PM, Matt Lind wrote:
>> Under general modelling conditions, you're right in that most people just 
>> freeze it anyway, but there are workflows that come into play where you must 
>> have a construction history to employ.  For example, primitive retopology.
>> 
>> You may need to do a primitive re-topologize.  So you get a polygon mesh 
>> grid and shrinkwrap it to the object you want to retopo.  Although the 
>> shrinkwrap operator has an option to use nearest vertices, you end up with 
>> situations where the vertices on the grid collapse and target one or more of 
>> the same vertices on the target mesh.  No good.  To fix the problem you must 
>> move the shrinkwrap operator up the stack into the animation region then use 
>> the movecomponent tool (or just translate subcomponent) to move the points 
>> on the grid until they snap to a different vertex on the target mesh.  This 
>> works because your movecomponent operation evaluates first, then the 
>> shrinkwrap evaluates with the vertex in its current location to find the 
>> closest vertex on the target mesh.  Simple example, but illustrates the 
>> point.  Also comes into play with enveloping and corrective weighting.
>> 
>> These are the kind of flexible workflows we lose by not having a 
>> construction history.
>> 
>> 
>> Matt
>> 
>> 
>> 
> 
>  


Re: softimage to modo

2014-05-07 Thread Angus Davidson
Was in my earlier post

http://community.thefoundry.co.uk/tv/training/view.aspx?id=774

;)

From: olivier jeannel mailto:olivier.jean...@noos.fr>>
Reply-To: 
"softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Date: Wednesday 07 May 2014 at 5:03 PM
To: "softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Subject: Re: softimage to modo

Hey Paul, can you point me to the video ?
Just curious.

Le 07/05/2014 16:22, Paul Griswold a écrit :
What do you guys think of Modo's nodal deformer layout?  I just looked at that 
growing vine tutorial page and the splash page for the video shows exactly what 
I personally dislike.  Their node connections seem to be really sloppy and IMHO 
could lead to a confusing mess pretty quickly.  They've got connections that 
make circular loops, so there's no left to right or top to bottom flow like 
you'd have in pretty much every other node-based system I've used.

I mentioned it during Brad's webinar and he kind-of brushed it off, but I find 
it really distracting.

-Paul

[https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3D&type=zerocontent&guid=9946c821-beb2-437b-88cd-7cbc3c2b43e2]ᐧ


 

This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. 



Re: softimage to modo

2014-05-07 Thread Angus Davidson
Great Tip. Did not know that ;)

From: Tim Crowson 
mailto:tim.crow...@magneticdreams.com>>
Reply-To: 
"softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Date: Wednesday 07 May 2014 at 4:59 PM
To: "softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Subject: Re: softimage to modo

Even ICE Trees get messy.

As for Modo, if you have a noodle circling back in Z fashion and it's 
distracting you (it bothers me too), you can select that channel in the node 
and RMB and choose 'Separate Channel' and it will break that channel out into a 
new node. It's still pointing to the same item, but now you have that channel 
as its own node and can move it downstream so things are easier to read. I do 
that all the time.

-Tim


On 5/7/2014 9:39 AM, Paul Griswold wrote:
I wasn't really talking about the example, but instead the way they've decided 
to set up their connections.  It often ends up a spaghetti mess of wires that 
make circular connections with the wires running behind nodes.  I don't see the 
logic in it.  Maybe I just like clean layouts. :-)

I'm open to new ideas and ways of doing things, but it just seemed weird that 
no other node-based system creates these looped connections because infinite 
loops are bad (I understand they're not really infinite loops, but they 
visually appear to be) and again, it makes for a very sloppy graph.

-Paul


[https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3D&type=zerocontent&guid=29593551-e6fe-429b-8b01-2b6bfa0557d0]ᐧ


 

This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. 



Re: softimage to modo

2014-05-07 Thread olivier jeannel

Hey Paul, can you point me to the video ?
Just curious.

Le 07/05/2014 16:22, Paul Griswold a écrit :
What do you guys think of Modo's nodal deformer layout?  I just looked 
at that growing vine tutorial page and the splash page for the video 
shows exactly what I personally dislike.  Their node connections seem 
to be really sloppy and IMHO could lead to a confusing mess pretty 
quickly.  They've got connections that make circular loops, so there's 
no left to right or top to bottom flow like you'd have in pretty much 
every other node-based system I've used.


I mentioned it during Brad's webinar and he kind-of brushed it off, 
but I find it really distracting.


-Paul

ᐧ




Re: softimage to modo

2014-05-07 Thread Sergio Mucino
Paul, the graph is not creating infinite loops. When I got started with Modo, I 
also got confused about these weird loops. They are actually not circular 
dependencies. Modo will not allow this to happen (if you ever accidentally 
create one, Modo will warn you and undo the action automatically). They're just 
a visual consequence of how certain tools work. I've actually never created 
one. All my rigging just goes through what you'd maybe call a more linear flow. 
I've learned to just accept them as part of Modo's internal referencing system, 
and let them be (as I said, they are created by some tools, so I just let those 
tools do what they have to do). No need to panic. Modo's schematic is actually 
one of the best node-based environments I've had to work with. It doesn't have 
the depth of ICE (yet), but everything related to dynamics, particles, rigging 
(Kinematics) and shading is available there. 

Sergio Muciño.
Sent from my iPad.

> On May 7, 2014, at 10:39 AM, Paul Griswold 
>  wrote:
> 
> I wasn't really talking about the example, but instead the way they've 
> decided to set up their connections.  It often ends up a spaghetti mess of 
> wires that make circular connections with the wires running behind nodes.  I 
> don't see the logic in it.  Maybe I just like clean layouts. :-)  
> 
> I'm open to new ideas and ways of doing things, but it just seemed weird that 
> no other node-based system creates these looped connections because infinite 
> loops are bad (I understand they're not really infinite loops, but they 
> visually appear to be) and again, it makes for a very sloppy graph.  
> 
> -Paul
> 
> 
> ᐧ
> 
> 
>> On Wed, May 7, 2014 at 10:29 AM, Angus Davidson  
>> wrote:
>> Ones mans circular is another mans intuitive. ;) To me I found the example  
>> easy to follow and to duplicate and understand what was going on.  That 
>> begin said a lot of it is down to putting what you are used to on the shelf 
>> for a bit and really diving in. It was only once I did that did I understand 
>> just how flexible it is. Your never going to innovate if your always trying 
>> to put everything in the same container, or doing things the same way.
>> 
>> From: Paul Griswold 
>> Reply-To: "softimage@listproc.autodesk.com" 
>> Date: Wednesday 07 May 2014 at 4:22 PM
>> 
>> To: "softimage@listproc.autodesk.com" 
>> Subject: Re: softimage to modo
>> 
>> What do you guys think of Modo's nodal deformer layout?  I just looked at 
>> that growing vine tutorial page and the splash page for the video shows 
>> exactly what I personally dislike.  Their node connections seem to be really 
>> sloppy and IMHO could lead to a confusing mess pretty quickly.  They've got 
>> connections that make circular loops, so there's no left to right or top to 
>> bottom flow like you'd have in pretty much every other node-based system 
>> I've used.
>> 
>> I mentioned it during Brad's webinar and he kind-of brushed it off, but I 
>> find it really distracting.
>> 
>> -Paul
>> 
>> ᐧ
>>  This communication is intended for the addressee only. It is confidential. 
>> If you have received this communication in error, please notify us 
>> immediately and destroy the original message. You may not copy or 
>> disseminate this communication without the permission of the University. 
>> Only authorised signatories are competent to enter into agreements on behalf 
>> of the University and recipients are thus advised that the content of this 
>> message may not be legally binding on the University and may contain the 
>> personal views and opinions of the author, which are not necessarily the 
>> views and opinions of The University of the Witwatersrand, Johannesburg. All 
>> agreements between the University and outsiders are subject to South African 
>> Law unless the University agrees in writing to the contrary. 
> 


Re: softimage to modo

2014-05-07 Thread Tim Crowson

Even ICE Trees get messy.

As for Modo, if you have a noodle circling back in Z fashion and it's 
distracting you (it bothers me too), you can select that channel in the 
node and RMB and choose 'Separate Channel' and it will break that 
channel out into a new node. It's still pointing to the same item, but 
now you have that channel as its own node and can move it downstream so 
things are easier to read. I do that all the time.


-Tim


On 5/7/2014 9:39 AM, Paul Griswold wrote:
I wasn't really talking about the example, but instead the way they've 
decided to set up their connections.  It often ends up a spaghetti 
mess of wires that make circular connections with the wires running 
behind nodes.  I don't see the logic in it.  Maybe I just like clean 
layouts. :-)


I'm open to new ideas and ways of doing things, but it just seemed 
weird that no other node-based system creates these looped connections 
because infinite loops are bad (I understand they're not really 
infinite loops, but they visually appear to be) and again, it makes 
for a very sloppy graph.


-Paul


ᐧ


On Wed, May 7, 2014 at 10:29 AM, Angus Davidson 
mailto:angus.david...@wits.ac.za>> wrote:


Ones mans circular is another mans intuitive. ;) To me I found the
example  easy to follow and to duplicate and understand what was
going on.  That begin said a lot of it is down to putting what you
are used to on the shelf for a bit and really diving in. It was
only once I did that did I understand just how flexible it is.
Your never going to innovate if your always trying to put
everything in the same container, or doing things the same way.

From: Paul Griswold mailto:pgrisw...@fusiondigitalproductions.com>>
Reply-To: "softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>"
mailto:softimage@listproc.autodesk.com>>
Date: Wednesday 07 May 2014 at 4:22 PM

To: "softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>"
mailto:softimage@listproc.autodesk.com>>
Subject: Re: softimage to modo

What do you guys think of Modo's nodal deformer layout?  I just
looked at that growing vine tutorial page and the splash page for
the video shows exactly what I personally dislike.  Their node
connections seem to be really sloppy and IMHO could lead to a
confusing mess pretty quickly.  They've got connections that make
circular loops, so there's no left to right or top to bottom flow
like you'd have in pretty much every other node-based system I've
used.

I mentioned it during Brad's webinar and he kind-of brushed it
off, but I find it really distracting.

-Paul

ᐧ

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.




--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and should not be used by anyone who is not the original 
intended recipient(s). If you have received this e-mail in error please 
inform the sender and delete it from your mailbox or any other storage 
mechanism. Magnetic Dreams, Inc cannot accept liability for any 
statements made which are clearly the sender's own and not expressly 
made on behalf of Magnetic Dreams, Inc or one of its agents./




Re: softimage to modo

2014-05-07 Thread Angus Davidson
Hi Paul

I do get the last point about infinite loops. Visually it does seem to be 
indicative of the fact. Bear in mind their nodal networks are fairly recent so 
the look and feel will be tweaked going forward. That been said some of the 
reasons other nodal networks might not make those type of connections is 
because they are unable to handle them, whereas  Modo is able to.  If that is 
the case it opens some exciting possibilities that may not be possible 
elsewhere.

I must admit it does upset my little sense of neatness as well.





From: Paul Griswold 
mailto:pgrisw...@fusiondigitalproductions.com>>
Reply-To: 
"softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Date: Wednesday 07 May 2014 at 4:39 PM
To: "softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Subject: Re: softimage to modo

I wasn't really talking about the example, but instead the way they've decided 
to set up their connections.  It often ends up a spaghetti mess of wires that 
make circular connections with the wires running behind nodes.  I don't see the 
logic in it.  Maybe I just like clean layouts. :-)

I'm open to new ideas and ways of doing things, but it just seemed weird that 
no other node-based system creates these looped connections because infinite 
loops are bad (I understand they're not really infinite loops, but they 
visually appear to be) and again, it makes for a very sloppy graph.

-Paul


[https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3D&type=zerocontent&guid=29593551-e6fe-429b-8b01-2b6bfa0557d0]ᐧ


On Wed, May 7, 2014 at 10:29 AM, Angus Davidson 
mailto:angus.david...@wits.ac.za>> wrote:
Ones mans circular is another mans intuitive. ;) To me I found the example  
easy to follow and to duplicate and understand what was going on.  That begin 
said a lot of it is down to putting what you are used to on the shelf for a bit 
and really diving in. It was only once I did that did I understand just how 
flexible it is. Your never going to innovate if your always trying to put 
everything in the same container, or doing things the same way.

From: Paul Griswold 
mailto:pgrisw...@fusiondigitalproductions.com>>
Reply-To: 
"softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Date: Wednesday 07 May 2014 at 4:22 PM

To: "softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Subject: Re: softimage to modo

What do you guys think of Modo's nodal deformer layout?  I just looked at that 
growing vine tutorial page and the splash page for the video shows exactly what 
I personally dislike.  Their node connections seem to be really sloppy and IMHO 
could lead to a confusing mess pretty quickly.  They've got connections that 
make circular loops, so there's no left to right or top to bottom flow like 
you'd have in pretty much every other node-based system I've used.

I mentioned it during Brad's webinar and he kind-of brushed it off, but I find 
it really distracting.

-Paul

[https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3D&type=zerocontent&guid=9946c821-beb2-437b-88cd-7cbc3c2b43e2]ᐧ

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.



 

This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. 



Re: softimage to modo

2014-05-07 Thread Paul Griswold
I wasn't really talking about the example, but instead the way they've
decided to set up their connections.  It often ends up a spaghetti mess of
wires that make circular connections with the wires running behind nodes.
 I don't see the logic in it.  Maybe I just like clean layouts. :-)

I'm open to new ideas and ways of doing things, but it just seemed weird
that no other node-based system creates these looped connections because
infinite loops are bad (I understand they're not really infinite loops, but
they visually appear to be) and again, it makes for a very sloppy graph.

-Paul


ᐧ


On Wed, May 7, 2014 at 10:29 AM, Angus Davidson
wrote:

>  Ones mans circular is another mans intuitive. ;) To me I found the
> example  easy to follow and to duplicate and understand what was going on.
>  That begin said a lot of it is down to putting what you are used to on the
> shelf for a bit and really diving in. It was only once I did that did I
> understand just how flexible it is. Your never going to innovate if your
> always trying to put everything in the same container, or doing things the
> same way.
>
>   From: Paul Griswold 
> Reply-To: "softimage@listproc.autodesk.com" <
> softimage@listproc.autodesk.com>
> Date: Wednesday 07 May 2014 at 4:22 PM
>
> To: "softimage@listproc.autodesk.com" 
> Subject: Re: softimage to modo
>
>What do you guys think of Modo's nodal deformer layout?  I just looked
> at that growing vine tutorial page and the splash page for the video shows
> exactly what I personally dislike.  Their node connections seem to be
> really sloppy and IMHO could lead to a confusing mess pretty quickly.
>  They've got connections that make circular loops, so there's no left to
> right or top to bottom flow like you'd have in pretty much every other
> node-based system I've used.
>
>  I mentioned it during Brad's webinar and he kind-of brushed it off, but
> I find it really distracting.
>
>  -Paul
>
>  ᐧ
>
>  This communication is intended for the addressee only. It is confidential. 
> If you have received this communication in error, please notify us 
> immediately and destroy the original message. You may not copy or disseminate 
> this communication without the permission of the University. Only authorised 
> signatories are competent to enter into agreements on behalf of the 
> University and recipients are thus advised that the content of this message 
> may not be legally binding on the University and may contain the personal 
> views and opinions of the author, which are not necessarily the views and 
> opinions of The University of the Witwatersrand, Johannesburg. All agreements 
> between the University and outsiders are subject to South African Law unless 
> the University agrees in writing to the contrary.
>
>


Re: softimage to modo

2014-05-07 Thread Angus Davidson
Ones mans circular is another mans intuitive. ;) To me I found the example  
easy to follow and to duplicate and understand what was going on.  That begin 
said a lot of it is down to putting what you are used to on the shelf for a bit 
and really diving in. It was only once I did that did I understand just how 
flexible it is. Your never going to innovate if your always trying to put 
everything in the same container, or doing things the same way.

From: Paul Griswold 
mailto:pgrisw...@fusiondigitalproductions.com>>
Reply-To: 
"softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Date: Wednesday 07 May 2014 at 4:22 PM
To: "softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Subject: Re: softimage to modo

What do you guys think of Modo's nodal deformer layout?  I just looked at that 
growing vine tutorial page and the splash page for the video shows exactly what 
I personally dislike.  Their node connections seem to be really sloppy and IMHO 
could lead to a confusing mess pretty quickly.  They've got connections that 
make circular loops, so there's no left to right or top to bottom flow like 
you'd have in pretty much every other node-based system I've used.

I mentioned it during Brad's webinar and he kind-of brushed it off, but I find 
it really distracting.

-Paul

[https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3D&type=zerocontent&guid=9946c821-beb2-437b-88cd-7cbc3c2b43e2]ᐧ

 

This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. 



Re: softimage to modo

2014-05-07 Thread Paul Griswold
What do you guys think of Modo's nodal deformer layout?  I just looked at
that growing vine tutorial page and the splash page for the video shows
exactly what I personally dislike.  Their node connections seem to be
really sloppy and IMHO could lead to a confusing mess pretty quickly.
 They've got connections that make circular loops, so there's no left to
right or top to bottom flow like you'd have in pretty much every other
node-based system I've used.

I mentioned it during Brad's webinar and he kind-of brushed it off, but I
find it really distracting.

-Paul

ᐧ


Re: softimage to modo

2014-05-07 Thread Tim Crowson
The original question was whether Modo had any kind of modeling history. 
The answer there is no (not that I've ever needed it either).


The bigger issue is that Modo doesn't have 'operators' at all in the 
Softimage sense. And believe me I miss this from Softimage. I still 
don't know how I would do something like  apply an MDD (deformer), 
then add modeling operations on top of that (topo change), then add 
secondary animation on top of that (more deformers)... There are 
definite limitations. Especially with the demise of Soft, I've been 
trying to get the Modo devs to see exactly why people like it so much, 
and the op stack is a major player, not mention a good problem solver.


That said Modo is not closed-minded to the notion of stacking operations 
in a way that lets you edit them later... Its deformer stack is a good 
example of this, and seems easier and more flexible to me than the 
equivalent in Softimage. Someone with feet in both apps will have to 
tell me if I'm wrong here (Sergio? Gideon?).


-Tim





On 5/6/2014 5:07 PM, Matt Lind wrote:

Under general modelling conditions, you're right in that most people just 
freeze it anyway, but there are workflows that come into play where you must 
have a construction history to employ.  For example, primitive retopology.

You may need to do a primitive re-topologize.  So you get a polygon mesh grid 
and shrinkwrap it to the object you want to retopo.  Although the shrinkwrap 
operator has an option to use nearest vertices, you end up with situations 
where the vertices on the grid collapse and target one or more of the same 
vertices on the target mesh.  No good.  To fix the problem you must move the 
shrinkwrap operator up the stack into the animation region then use the 
movecomponent tool (or just translate subcomponent) to move the points on the 
grid until they snap to a different vertex on the target mesh.  This works 
because your movecomponent operation evaluates first, then the shrinkwrap 
evaluates with the vertex in its current location to find the closest vertex on 
the target mesh.  Simple example, but illustrates the point.  Also comes into 
play with enveloping and corrective weighting.

These are the kind of flexible workflows we lose by not having a construction 
history.


Matt







Re: softimage to modo

2014-05-06 Thread Angus Davidson
On the topic of Videos its worth looking at

Growing vines up a column

http://community.thefoundry.co.uk/tv/training/view.aspx?id=774

It gives a nice intro into how to create more procedural  geometry using the 
nodal system.

Also the Modcasts are really worthwhile (not only Brads) as they go into a lot 
of the nuts and bolts of Modo and how Nexus and It are put together. Now that I 
have a better handle on how they think about they way they put stuff together I 
have good deal of confidence about the future in Modo for my needs, and for our 
Students needs( once we are able to drop Maya)

What I have done is little projects for each aspect and the main thing I j have 
learned is that there are so many way to achieve things in Modo and to really 
get to know your preferences file because it can make a huge difference 
allowing you to tweak a great many things to make you feel more comfortable. 
Lastly get to know how to make you own layouts. In most of my projects I am no 
longer anywhere near the Vanilla Modo layouts and they tend to differ from 
project to project as I find new things and as it suits what I am trying to do 
more.

For those registered Modo users check your  Registered Content/Plugins/Training 
folders as there is stuff there for you to help.

Sadly the more I am starting to love Modo they less I want to open Maya which I 
what I need to do for at least the next two years ;(

Kind regards

Angus



From: "activemotionpictu...@yahoo.com<mailto:activemotionpictu...@yahoo.com>" 
mailto:activemotionpictu...@yahoo.com>>
Reply-To: 
"softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Date: Wednesday 07 May 2014 at 6:30 AM
To: "softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Subject: Re: softimage to modo


I agree: you should start first with your mindset to: wrap head around 
concepts. Pivots and centers were kinda hard to digest (in xsi we just move 
center to vertices and voilá) but this jus an aspect to keep in mind... after a 
while of watching intro seminar to modo 701 and other 1hour videos, other 
references to the same tools will give you confidence. Then fire up the 
software and mingle around. Then texture, then light, then uvs, then materials, 
then render settings, then morphs, then weights, then particles, then hair, 
then constraints, then bones and binding, volume effects and then everything 
else..like drivers, channels, schematics and more cool in depth stuff...

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

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


Enviado desde Yahoo Mail en 
Android<https://mx.overview.mail.yahoo.com/mobile/?.src=Android>



From: Steffen Dünner 
mailto:steffen.duen...@gmail.com>>;
To: mailto:softimage@listproc.autodesk.com>>;
Subject: Re: softimage to modo
Sent: Tue, May 6, 2014 3:52:58 PM

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

Cheers
Steffen


2014-05-06 17:40 GMT+02:00 Francisco Criado 
>:
Hi guys,

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

F.




--

PGP-ID(RSA): 0xD6E0CE93

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




This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. 




Re: softimage to modo

2014-05-06 Thread activemotionpictu...@yahoo.com
I agree: you should start first with your mindset to: wrap head around 
concepts. Pivots and centers were kinda hard to digest (in xsi we just move 
center to vertices and voilá) but this jus an aspect to keep in mind... after a 
while of watching intro seminar to modo 701 and other 1hour videos, other 
references to the same tools will give you confidence. Then fire up the 
software and mingle around. Then texture, then light, then uvs, then materials, 
then render settings, then morphs, then weights, then particles, then hair, 
then constraints, then bones and binding, volume effects and then everything 
else..like drivers, channels, schematics and more cool in depth stuff...

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

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

Enviado desde Yahoo Mail en Android



Re: softimage to modo

2014-05-06 Thread Raffaele Fragapane
Maya doesn't really have a history, it keeps a network of nodes, and by
design there are a lot of operations it consolidates in the name of
performance (e.g. tweaks). It also has no clear entry points, which means
no easy means to make a distinction between things, and lastly it has a
separation between deformer and non deformer "history", which complicates
interacting with those nodes to no end. You could call it an entry point I
guess, but only in the negative sense of the word, since it divides two
completely different ways to deal with everything, down to an incredibly
cumbersome undo management if you ever decide to attempt and cook your own
(we're talking close to a thousand lines of dressing JUST to have a
template to work within to manage all combinations of history on and off
and tweaks found or not).

Ultimately XSI is the only app out there I used that has a linear
representation of the history of operations, treats all ops homogeneously
(with the only limitation of topology ones having to be below the modelling
marker, but access remains the same throughout), exposes parametrically and
reliably each and every single one of them, and does truly keep track of
everything without a major performance hit (outside of bottom topo
intensive operations in large numbers).

Houdini gets part way better than Maya in some regards, but the modelling
toolset and interaction itself paints it out of the picture quite quickly
for many tasks.

MAX does OK in terms of tracking finer elements, but has a hard distinction
between ops and a non uniformity in access that are pretty damn annoying.

Lightwave I don't know to be honest, you'd have to ask one of the two
remaining users, and C4D I haven't opened in years.

What I'm getting to is that if you're comparing software for modelling
tasks to XSI based on the history thing, you're in dire straits. No perfect
storm out there like XSI was for that kind of modelling.


On Wed, May 7, 2014 at 11:38 AM, Martin  wrote:

> That is indeed very useful, but I don't think you can do that in any other
> software but Softimage. Maya's history is nowhere near SI stacks and in my
> experience it is so useless that I almost never touch it, except for those
> things like bevel where you can't see the final result in real time if you
> don't use the bevel attribute in your history.
>
> Martin
> Sent from my iPhone
>
>


Re: softimage to modo

2014-05-06 Thread Martin
That is indeed very useful, but I don't think you can do that in any other 
software but Softimage. Maya's history is nowhere near SI stacks and in my 
experience it is so useless that I almost never touch it, except for those 
things like bevel where you can't see the final result in real time if you 
don't use the bevel attribute in your history.

Martin
Sent from my iPhone

> On 2014/05/07, at 7:07, Matt Lind  wrote:
> 
> Under general modelling conditions, you're right in that most people just 
> freeze it anyway, but there are workflows that come into play where you must 
> have a construction history to employ.  For example, primitive retopology.
> 
> You may need to do a primitive re-topologize.  So you get a polygon mesh grid 
> and shrinkwrap it to the object you want to retopo.  Although the shrinkwrap 
> operator has an option to use nearest vertices, you end up with situations 
> where the vertices on the grid collapse and target one or more of the same 
> vertices on the target mesh.  No good.  To fix the problem you must move the 
> shrinkwrap operator up the stack into the animation region then use the 
> movecomponent tool (or just translate subcomponent) to move the points on the 
> grid until they snap to a different vertex on the target mesh.  This works 
> because your movecomponent operation evaluates first, then the shrinkwrap 
> evaluates with the vertex in its current location to find the closest vertex 
> on the target mesh.  Simple example, but illustrates the point.  Also comes 
> into play with enveloping and corrective weighting.
> 
> These are the kind of flexible workflows we lose by not having a construction 
> history.
> 
> 
> Matt
> 



Re: softimage to modo

2014-05-06 Thread Sebastien Sterling
Modo 901 wish list ? :P


On 7 May 2014 00:08, Sergio Mucino  wrote:

> I understand what you're saying Matt. My point is, though, that there may
> be ways in Modo of accomplishing the same tasks that do not rely on the
> existence of a modeling history  I'm not undervaluing its presence, just
> merely stating that there might be other ways of getting there.
> After switching applications quite a few times, I've stopped thinking
> about tools, and focusing mostly on tasks. Of course, I have come to
> roadblocks from time to time, but you learn to drive (or sometimes, chew)
> your way around/through them.
> My $0.02...
>
> Sergio Muciño.
> Sent from my iPad.
>
> > On May 6, 2014, at 6:07 PM, Matt Lind  wrote:
> >
> > Under general modelling conditions, you're right in that most people
> just freeze it anyway, but there are workflows that come into play where
> you must have a construction history to employ.  For example, primitive
> retopology.
> >
> > You may need to do a primitive re-topologize.  So you get a polygon mesh
> grid and shrinkwrap it to the object you want to retopo.  Although the
> shrinkwrap operator has an option to use nearest vertices, you end up with
> situations where the vertices on the grid collapse and target one or more
> of the same vertices on the target mesh.  No good.  To fix the problem you
> must move the shrinkwrap operator up the stack into the animation region
> then use the movecomponent tool (or just translate subcomponent) to move
> the points on the grid until they snap to a different vertex on the target
> mesh.  This works because your movecomponent operation evaluates first,
> then the shrinkwrap evaluates with the vertex in its current location to
> find the closest vertex on the target mesh.  Simple example, but
> illustrates the point.  Also comes into play with enveloping and corrective
> weighting.
> >
> > These are the kind of flexible workflows we lose by not having a
> construction history.
> >
> >
> > Matt
> >
> >
> >
> > -Original Message-
> > From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
> > Sent: Tuesday, May 06, 2014 2:57 PM
> > To: softimage@listproc.autodesk.com
> > Subject: Re: softimage to modo
> >
> > Honestly, I hasn't been a deal breaker for me. I found that I used the
> history during modeling a lot less than I initially thought so (in
> applications that have it), and always end up deleting it.
> > For animation, I do think I'd need it, but if Modo has been capable of
> delivering animations without it, it must just mean that it's done in a
> different way. So far, I've just been rigging with it, but I'll jump into
> more stuff soon, so I'll see how much I actually need it.
> > I'm not closed to re-learning how to do things. It's just a matter of
> seeing how difficult they actually become, I guess.
> >
> > Sergio Muciño.
> > Sent from my iPad.
> >
> >> On May 6, 2014, at 5:23 PM, David Saber  wrote:
> >>
> >> Ouch
> >> Deal breaker.
> >> No history in Modo, no history in C4D, that leaves us...
> >>
> >>> On 2014-05-06 21:16, Tim Crowson wrote:
> >>> Nope, you're not doing anything wrong... there is no modeling history
> of any kind in Modo.
> >>> -Tim
> >
> >
>
>


Re: softimage to modo

2014-05-06 Thread Sergio Mucino
I understand what you're saying Matt. My point is, though, that there may be 
ways in Modo of accomplishing the same tasks that do not rely on the existence 
of a modeling history  I'm not undervaluing its presence, just merely stating 
that there might be other ways of getting there. 
After switching applications quite a few times, I've stopped thinking about 
tools, and focusing mostly on tasks. Of course, I have come to roadblocks from 
time to time, but you learn to drive (or sometimes, chew) your way 
around/through them.
My $0.02...

Sergio Muciño.
Sent from my iPad.

> On May 6, 2014, at 6:07 PM, Matt Lind  wrote:
> 
> Under general modelling conditions, you're right in that most people just 
> freeze it anyway, but there are workflows that come into play where you must 
> have a construction history to employ.  For example, primitive retopology.
> 
> You may need to do a primitive re-topologize.  So you get a polygon mesh grid 
> and shrinkwrap it to the object you want to retopo.  Although the shrinkwrap 
> operator has an option to use nearest vertices, you end up with situations 
> where the vertices on the grid collapse and target one or more of the same 
> vertices on the target mesh.  No good.  To fix the problem you must move the 
> shrinkwrap operator up the stack into the animation region then use the 
> movecomponent tool (or just translate subcomponent) to move the points on the 
> grid until they snap to a different vertex on the target mesh.  This works 
> because your movecomponent operation evaluates first, then the shrinkwrap 
> evaluates with the vertex in its current location to find the closest vertex 
> on the target mesh.  Simple example, but illustrates the point.  Also comes 
> into play with enveloping and corrective weighting.
> 
> These are the kind of flexible workflows we lose by not having a construction 
> history.
> 
> 
> Matt
> 
> 
> 
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
> Sent: Tuesday, May 06, 2014 2:57 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: softimage to modo
> 
> Honestly, I hasn't been a deal breaker for me. I found that I used the 
> history during modeling a lot less than I initially thought so (in 
> applications that have it), and always end up deleting it. 
> For animation, I do think I'd need it, but if Modo has been capable of 
> delivering animations without it, it must just mean that it's done in a 
> different way. So far, I've just been rigging with it, but I'll jump into 
> more stuff soon, so I'll see how much I actually need it.
> I'm not closed to re-learning how to do things. It's just a matter of seeing 
> how difficult they actually become, I guess. 
> 
> Sergio Muciño.
> Sent from my iPad.
> 
>> On May 6, 2014, at 5:23 PM, David Saber  wrote:
>> 
>> Ouch
>> Deal breaker.
>> No history in Modo, no history in C4D, that leaves us... 
>> 
>>> On 2014-05-06 21:16, Tim Crowson wrote:
>>> Nope, you're not doing anything wrong... there is no modeling history of 
>>> any kind in Modo.
>>> -Tim
> 
> 



Re: softimage to modo

2014-05-06 Thread Steven Caron
maybe not a deal breaker but not having the ability to edit operators after
the fact is pretty surprising. just because you end up freezing/deleting at
the end doesn't mean it isn't useful along the way. i don't keep every
operator ever used to create an object thinking i can just go back an
anytime but going back to bevel or split edge op a 10 or so operations IS
very helpful. i always work expecting to be able to tweak certain values
along the way. this is certainly going to go into my list of things to
watch out for in modo.


On Tue, May 6, 2014 at 2:57 PM, Sergio Mucino wrote:

> Honestly, I hasn't been a deal breaker for me. I found that I used the
> history during modeling a lot less than I initially thought so (in
> applications that have it), and always end up deleting it.
> For animation, I do think I'd need it, but if Modo has been capable of
> delivering animations without it, it must just mean that it's done in a
> different way. So far, I've just been rigging with it, but I'll jump into
> more stuff soon, so I'll see how much I actually need it.
> I'm not closed to re-learning how to do things. It's just a matter of
> seeing how difficult they actually become, I guess.


RE: softimage to modo

2014-05-06 Thread Matt Lind
Under general modelling conditions, you're right in that most people just 
freeze it anyway, but there are workflows that come into play where you must 
have a construction history to employ.  For example, primitive retopology.

You may need to do a primitive re-topologize.  So you get a polygon mesh grid 
and shrinkwrap it to the object you want to retopo.  Although the shrinkwrap 
operator has an option to use nearest vertices, you end up with situations 
where the vertices on the grid collapse and target one or more of the same 
vertices on the target mesh.  No good.  To fix the problem you must move the 
shrinkwrap operator up the stack into the animation region then use the 
movecomponent tool (or just translate subcomponent) to move the points on the 
grid until they snap to a different vertex on the target mesh.  This works 
because your movecomponent operation evaluates first, then the shrinkwrap 
evaluates with the vertex in its current location to find the closest vertex on 
the target mesh.  Simple example, but illustrates the point.  Also comes into 
play with enveloping and corrective weighting.

These are the kind of flexible workflows we lose by not having a construction 
history.


Matt



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Tuesday, May 06, 2014 2:57 PM
To: softimage@listproc.autodesk.com
Subject: Re: softimage to modo

Honestly, I hasn't been a deal breaker for me. I found that I used the history 
during modeling a lot less than I initially thought so (in applications that 
have it), and always end up deleting it. 
For animation, I do think I'd need it, but if Modo has been capable of 
delivering animations without it, it must just mean that it's done in a 
different way. So far, I've just been rigging with it, but I'll jump into more 
stuff soon, so I'll see how much I actually need it.
I'm not closed to re-learning how to do things. It's just a matter of seeing 
how difficult they actually become, I guess. 

Sergio Muciño.
Sent from my iPad.

> On May 6, 2014, at 5:23 PM, David Saber  wrote:
> 
> Ouch
> Deal breaker.
> No history in Modo, no history in C4D, that leaves us... 
> 
>> On 2014-05-06 21:16, Tim Crowson wrote:
>> Nope, you're not doing anything wrong... there is no modeling history of any 
>> kind in Modo.
>> -Tim
> 




Re: softimage to modo

2014-05-06 Thread Sergio Mucino
Honestly, I hasn't been a deal breaker for me. I found that I used the history 
during modeling a lot less than I initially thought so (in applications that 
have it), and always end up deleting it. 
For animation, I do think I'd need it, but if Modo has been capable of 
delivering animations without it, it must just mean that it's done in a 
different way. So far, I've just been rigging with it, but I'll jump into more 
stuff soon, so I'll see how much I actually need it.
I'm not closed to re-learning how to do things. It's just a matter of seeing 
how difficult they actually become, I guess. 

Sergio Muciño.
Sent from my iPad.

> On May 6, 2014, at 5:23 PM, David Saber  wrote:
> 
> Ouch
> Deal breaker.
> No history in Modo, no history in C4D, that leaves us... 
> 
>> On 2014-05-06 21:16, Tim Crowson wrote:
>> Nope, you're not doing anything wrong... there is no modeling history of any 
>> kind in Modo.
>> -Tim
> 



Re: softimage to modo

2014-05-06 Thread David Saber

Ouch
Deal breaker.
No history in Modo, no history in C4D, that leaves us...

On 2014-05-06 21:16, Tim Crowson wrote:
Nope, you're not doing anything wrong... there is no modeling history 
of any kind in Modo.

-Tim




Re: softimage to modo

2014-05-06 Thread Angus Davidson
The 801 Trial has been released for those folks waiting for it.

From: Marc-Andre Carbonneau 
mailto:marc-andre.carbonn...@ubisoft.com>>
Reply-To: 
"softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Date: Tuesday 06 May 2014 at 10:04 PM
To: "softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Subject: RE: softimage to modo

Think…before you move!
-Fancy yellow suit martial art guru. ;)

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson
Sent: 6 mai 2014 15:17
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: softimage to modo

Nope, you're not doing anything wrong... there is no modeling history of any 
kind in Modo.
-Tim
On 5/6/2014 1:52 PM, Mário Domingos wrote:
Being a Softimage and Maya user was really disappointing not having history 
when modeling. If i do a bevel I cant modify it after dropping the tool... I 
just tried Modo briefly but that was the first downside I bumped into. I hope 
im doing something wrong :)
—
Sent from Mailbox<https://www.dropbox.com/mailbox>


On Tue, May 6, 2014 at 5:22 PM, Sergio Mucino 
mailto:sergio.muc...@gmail.com>> wrote:
P.S.  Maybe I can do something about general application concepts and stuff 
like that...

Sergio Muciño.
Sent from my iPad.

On May 6, 2014, at 12:10 PM, Tim Crowson 
mailto:tim.crow...@magneticdreams.com>> wrote:
Sergio, you should do a video, or a series of videos, on this and other 
workflows...
-Tim
On 5/6/2014 10:55 AM, Sergio Mucino wrote:

I've been using it for rigging for a while now. Are you particularly interested 
in something?

Cheers!



P.S. Start by going to your System/Preferences dialog, do perform the 
following...



* In Defaults/Application, set Item Selection Type to Item. Set the Item Index 
Style to whatever you prefer to use (I use Item_2).

* In Defaults/Auto-Save, set the Time Interval to whatever feels best for you 
(I've got it set to 15 minutes, but for more complex files I'd probably set it 
to 30), and the number of revisions to at least 3.

* In the Display/OpenGL section, set Viewport Rotation/Trackball Rotation to 
Off (feel free to experiment with it on though... Some people like it, but I 
just felt like it forced me to drag the mouse more than I needed).

* In the Input/Remapping section, set the Mouse Input Presets to Softimage XSI 
(I personally use the Maya preset, only because that's what I've used for a 
while now in many applications, including Softimage).

* In the Input/Units section, set the Default Unit to whatever you'll need to 
use (keep in mind Modo uses real-world units for dynamics and rendering).



If you're using 801, watch the following video to know how to set Modo's color 
preferences to work in linear space for different outputs.



http://community.thefoundry.co.uk/tv/training/view.aspx?id=776



And get an account in the Modo forums so you can ask any questions you need. 
Everyone there is quite friendly, and there are several SI users already 
mingling around.



Hope this helps!



Sergio Muciño.

Sent from my iPad.



On May 6, 2014, at 11:40 AM, Francisco Criado 
<mailto:malcriad...@gmail.com> wrote:



Hi guys,



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



F.



--





--





This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. 




RE: softimage to modo

2014-05-06 Thread Marc-Andre Carbonneau
Think…before you move!
-Fancy yellow suit martial art guru. ;)

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson
Sent: 6 mai 2014 15:17
To: softimage@listproc.autodesk.com
Subject: Re: softimage to modo

Nope, you're not doing anything wrong... there is no modeling history of any 
kind in Modo.
-Tim
On 5/6/2014 1:52 PM, Mário Domingos wrote:
Being a Softimage and Maya user was really disappointing not having history 
when modeling. If i do a bevel I cant modify it after dropping the tool... I 
just tried Modo briefly but that was the first downside I bumped into. I hope 
im doing something wrong :)
—
Sent from Mailbox<https://www.dropbox.com/mailbox>


On Tue, May 6, 2014 at 5:22 PM, Sergio Mucino 
mailto:sergio.muc...@gmail.com>> wrote:
P.S.  Maybe I can do something about general application concepts and stuff 
like that...

Sergio Muciño.
Sent from my iPad.

On May 6, 2014, at 12:10 PM, Tim Crowson 
mailto:tim.crow...@magneticdreams.com>> wrote:
Sergio, you should do a video, or a series of videos, on this and other 
workflows...
-Tim
On 5/6/2014 10:55 AM, Sergio Mucino wrote:

I've been using it for rigging for a while now. Are you particularly interested 
in something?

Cheers!



P.S. Start by going to your System/Preferences dialog, do perform the 
following...



* In Defaults/Application, set Item Selection Type to Item. Set the Item Index 
Style to whatever you prefer to use (I use Item_2).

* In Defaults/Auto-Save, set the Time Interval to whatever feels best for you 
(I've got it set to 15 minutes, but for more complex files I'd probably set it 
to 30), and the number of revisions to at least 3.

* In the Display/OpenGL section, set Viewport Rotation/Trackball Rotation to 
Off (feel free to experiment with it on though... Some people like it, but I 
just felt like it forced me to drag the mouse more than I needed).

* In the Input/Remapping section, set the Mouse Input Presets to Softimage XSI 
(I personally use the Maya preset, only because that's what I've used for a 
while now in many applications, including Softimage).

* In the Input/Units section, set the Default Unit to whatever you'll need to 
use (keep in mind Modo uses real-world units for dynamics and rendering).



If you're using 801, watch the following video to know how to set Modo's color 
preferences to work in linear space for different outputs.



http://community.thefoundry.co.uk/tv/training/view.aspx?id=776



And get an account in the Modo forums so you can ask any questions you need. 
Everyone there is quite friendly, and there are several SI users already 
mingling around.



Hope this helps!



Sergio Muciño.

Sent from my iPad.



On May 6, 2014, at 11:40 AM, Francisco Criado 
<mailto:malcriad...@gmail.com> wrote:



Hi guys,



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



F.



--





--




Re: softimage to modo

2014-05-06 Thread Tim Crowson
Nope, you're not doing anything wrong... there is no modeling history of 
any kind in Modo.

-Tim

On 5/6/2014 1:52 PM, Mário Domingos wrote:
Being a Softimage and Maya user was really disappointing not having 
history when modeling. If i do a bevel I cant modify it after dropping 
the tool... I just tried Modo briefly but that was the first downside 
I bumped into. I hope im doing something wrong :)

—
Sent from Mailbox 


On Tue, May 6, 2014 at 5:22 PM, Sergio Mucino > wrote:


P.S.  Maybe I can do something about general application concepts
and stuff like that...

Sergio Muciño.
Sent from my iPad.

On May 6, 2014, at 12:10 PM, Tim Crowson
mailto:tim.crow...@magneticdreams.com>> wrote:


Sergio, you should do a video, or a series of videos, on this and
other workflows...
-Tim

On 5/6/2014 10:55 AM, Sergio Mucino wrote:

I've been using it for rigging for a while now. Are you particularly 
interested in something?
Cheers!

P.S. Start by going to your System/Preferences dialog, do perform the 
following...

* In Defaults/Application, set Item Selection Type to Item. Set the Item 
Index Style to whatever you prefer to use (I use Item_2).
* In Defaults/Auto-Save, set the Time Interval to whatever feels best for 
you (I've got it set to 15 minutes, but for more complex files I'd probably set 
it to 30), and the number of revisions to at least 3.
* In the Display/OpenGL section, set Viewport Rotation/Trackball Rotation 
to Off (feel free to experiment with it on though... Some people like it, but I 
just felt like it forced me to drag the mouse more than I needed).
* In the Input/Remapping section, set the Mouse Input Presets to Softimage 
XSI (I personally use the Maya preset, only because that's what I've used for a 
while now in many applications, including Softimage).
* In the Input/Units section, set the Default Unit to whatever you'll need 
to use (keep in mind Modo uses real-world units for dynamics and rendering).

If you're using 801, watch the following video to know how to set Modo's 
color preferences to work in linear space for different outputs.

http://community.thefoundry.co.uk/tv/training/view.aspx?id=776

And get an account in the Modo forums so you can ask any questions you 
need. Everyone there is quite friendly, and there are several SI users already 
mingling around.

Hope this helps!

Sergio Muciño.
Sent from my iPad.


On May 6, 2014, at 11:40 AM, Francisco Criado  wrote:

Hi guys,

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

F.
  


-- 







--
Signature



Re: softimage to modo

2014-05-06 Thread Mário Domingos
Being a Softimage and Maya user was really disappointing not having history 
when modeling. If i do a bevel I cant modify it after dropping the tool... I 
just tried Modo briefly but that was the first downside I bumped into. I hope 
im doing something wrong :)—
Sent from Mailbox

On Tue, May 6, 2014 at 5:22 PM, Sergio Mucino 
wrote:

> P.S.  Maybe I can do something about general application concepts and stuff 
> like that...
> Sergio Muciño.
> Sent from my iPad.
>> On May 6, 2014, at 12:10 PM, Tim Crowson  
>> wrote:
>> 
>> Sergio, you should do a video, or a series of videos, on this and other 
>> workflows...
>> -Tim
>> 
>>> On 5/6/2014 10:55 AM, Sergio Mucino wrote:
>>> I've been using it for rigging for a while now. Are you particularly 
>>> interested in something?
>>> Cheers!
>>> 
>>> P.S. Start by going to your System/Preferences dialog, do perform the 
>>> following...
>>> 
>>> * In Defaults/Application, set Item Selection Type to Item. Set the Item 
>>> Index Style to whatever you prefer to use (I use Item_2). 
>>> * In Defaults/Auto-Save, set the Time Interval to whatever feels best for 
>>> you (I've got it set to 15 minutes, but for more complex files I'd probably 
>>> set it to 30), and the number of revisions to at least 3.
>>> * In the Display/OpenGL section, set Viewport Rotation/Trackball Rotation 
>>> to Off (feel free to experiment with it on though... Some people like it, 
>>> but I just felt like it forced me to drag the mouse more than I needed). 
>>> * In the Input/Remapping section, set the Mouse Input Presets to Softimage 
>>> XSI (I personally use the Maya preset, only because that's what I've used 
>>> for a while now in many applications, including Softimage). 
>>> * In the Input/Units section, set the Default Unit to whatever you'll need 
>>> to use (keep in mind Modo uses real-world units for dynamics and 
>>> rendering). 
>>> 
>>> If you're using 801, watch the following video to know how to set Modo's 
>>> color preferences to work in linear space for different outputs.
>>> 
>>> http://community.thefoundry.co.uk/tv/training/view.aspx?id=776
>>> 
>>> And get an account in the Modo forums so you can ask any questions you 
>>> need. Everyone there is quite friendly, and there are several SI users 
>>> already mingling around. 
>>> 
>>> Hope this helps!
>>> 
>>> Sergio Muciño.
>>> Sent from my iPad.
>>> 
 On May 6, 2014, at 11:40 AM, Francisco Criado  
 wrote:
 
 Hi guys,
 
 anyone already started using modo? first impressions or tips coming from 
 soft? received our licenses today and soon starting to migrate...any tips 
 from si users are more than welcome!
 
 F.
  
>> 
>> -- 
>>  
>> 
>> 

Re: softimage to modo

2014-05-06 Thread Sergio Mucino
P.S.  Maybe I can do something about general application concepts and stuff 
like that...

Sergio Muciño.
Sent from my iPad.

> On May 6, 2014, at 12:10 PM, Tim Crowson  
> wrote:
> 
> Sergio, you should do a video, or a series of videos, on this and other 
> workflows...
> -Tim
> 
>> On 5/6/2014 10:55 AM, Sergio Mucino wrote:
>> I've been using it for rigging for a while now. Are you particularly 
>> interested in something?
>> Cheers!
>> 
>> P.S. Start by going to your System/Preferences dialog, do perform the 
>> following...
>> 
>> * In Defaults/Application, set Item Selection Type to Item. Set the Item 
>> Index Style to whatever you prefer to use (I use Item_2). 
>> * In Defaults/Auto-Save, set the Time Interval to whatever feels best for 
>> you (I've got it set to 15 minutes, but for more complex files I'd probably 
>> set it to 30), and the number of revisions to at least 3.
>> * In the Display/OpenGL section, set Viewport Rotation/Trackball Rotation to 
>> Off (feel free to experiment with it on though... Some people like it, but I 
>> just felt like it forced me to drag the mouse more than I needed). 
>> * In the Input/Remapping section, set the Mouse Input Presets to Softimage 
>> XSI (I personally use the Maya preset, only because that's what I've used 
>> for a while now in many applications, including Softimage). 
>> * In the Input/Units section, set the Default Unit to whatever you'll need 
>> to use (keep in mind Modo uses real-world units for dynamics and rendering). 
>> 
>> If you're using 801, watch the following video to know how to set Modo's 
>> color preferences to work in linear space for different outputs.
>> 
>> http://community.thefoundry.co.uk/tv/training/view.aspx?id=776
>> 
>> And get an account in the Modo forums so you can ask any questions you need. 
>> Everyone there is quite friendly, and there are several SI users already 
>> mingling around. 
>> 
>> Hope this helps!
>> 
>> Sergio Muciño.
>> Sent from my iPad.
>> 
>>> On May 6, 2014, at 11:40 AM, Francisco Criado  wrote:
>>> 
>>> Hi guys,
>>> 
>>> anyone already started using modo? first impressions or tips coming from 
>>> soft? received our licenses today and soon starting to migrate...any tips 
>>> from si users are more than welcome!
>>> 
>>> F.
>>>  
> 
> -- 
>  
> 
> 


Re: softimage to modo

2014-05-06 Thread Sergio Mucino
Unfortunately, my time with Softimage was rather brief, and is only got to know 
"well" the rigging tools and ICE. I'm not sure I could be of help for anything 
else. However, I'll definitely keep this in mind for those areas.
Thanks for the vote of confidence!

Sergio Muciño.
Sent from my iPad.

> On May 6, 2014, at 12:10 PM, Tim Crowson  
> wrote:
> 
> Sergio, you should do a video, or a series of videos, on this and other 
> workflows...
> -Tim
> 
>> On 5/6/2014 10:55 AM, Sergio Mucino wrote:
>> I've been using it for rigging for a while now. Are you particularly 
>> interested in something?
>> Cheers!
>> 
>> P.S. Start by going to your System/Preferences dialog, do perform the 
>> following...
>> 
>> * In Defaults/Application, set Item Selection Type to Item. Set the Item 
>> Index Style to whatever you prefer to use (I use Item_2). 
>> * In Defaults/Auto-Save, set the Time Interval to whatever feels best for 
>> you (I've got it set to 15 minutes, but for more complex files I'd probably 
>> set it to 30), and the number of revisions to at least 3.
>> * In the Display/OpenGL section, set Viewport Rotation/Trackball Rotation to 
>> Off (feel free to experiment with it on though... Some people like it, but I 
>> just felt like it forced me to drag the mouse more than I needed). 
>> * In the Input/Remapping section, set the Mouse Input Presets to Softimage 
>> XSI (I personally use the Maya preset, only because that's what I've used 
>> for a while now in many applications, including Softimage). 
>> * In the Input/Units section, set the Default Unit to whatever you'll need 
>> to use (keep in mind Modo uses real-world units for dynamics and rendering). 
>> 
>> If you're using 801, watch the following video to know how to set Modo's 
>> color preferences to work in linear space for different outputs.
>> 
>> http://community.thefoundry.co.uk/tv/training/view.aspx?id=776
>> 
>> And get an account in the Modo forums so you can ask any questions you need. 
>> Everyone there is quite friendly, and there are several SI users already 
>> mingling around. 
>> 
>> Hope this helps!
>> 
>> Sergio Muciño.
>> Sent from my iPad.
>> 
>>> On May 6, 2014, at 11:40 AM, Francisco Criado  wrote:
>>> 
>>> Hi guys,
>>> 
>>> anyone already started using modo? first impressions or tips coming from 
>>> soft? received our licenses today and soon starting to migrate...any tips 
>>> from si users are more than welcome!
>>> 
>>> F.
>>>  
> 
> -- 
>  
> 
> 


Re: softimage to modo

2014-05-06 Thread Tim Crowson
Sergio, you should do a video, or a series of videos, on this and other 
workflows...

-Tim

On 5/6/2014 10:55 AM, Sergio Mucino wrote:

I've been using it for rigging for a while now. Are you particularly interested 
in something?
Cheers!

P.S. Start by going to your System/Preferences dialog, do perform the 
following...

* In Defaults/Application, set Item Selection Type to Item. Set the Item Index 
Style to whatever you prefer to use (I use Item_2).
* In Defaults/Auto-Save, set the Time Interval to whatever feels best for you 
(I've got it set to 15 minutes, but for more complex files I'd probably set it 
to 30), and the number of revisions to at least 3.
* In the Display/OpenGL section, set Viewport Rotation/Trackball Rotation to 
Off (feel free to experiment with it on though... Some people like it, but I 
just felt like it forced me to drag the mouse more than I needed).
* In the Input/Remapping section, set the Mouse Input Presets to Softimage XSI 
(I personally use the Maya preset, only because that's what I've used for a 
while now in many applications, including Softimage).
* In the Input/Units section, set the Default Unit to whatever you'll need to 
use (keep in mind Modo uses real-world units for dynamics and rendering).

If you're using 801, watch the following video to know how to set Modo's color 
preferences to work in linear space for different outputs.

http://community.thefoundry.co.uk/tv/training/view.aspx?id=776

And get an account in the Modo forums so you can ask any questions you need. 
Everyone there is quite friendly, and there are several SI users already 
mingling around.

Hope this helps!

Sergio Muciño.
Sent from my iPad.


On May 6, 2014, at 11:40 AM, Francisco Criado  wrote:

Hi guys,

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

F.
  


--
Signature




Re: softimage to modo

2014-05-06 Thread Sergio Mucino
I've been using it for rigging for a while now. Are you particularly interested 
in something?
Cheers!

P.S. Start by going to your System/Preferences dialog, do perform the 
following...

* In Defaults/Application, set Item Selection Type to Item. Set the Item Index 
Style to whatever you prefer to use (I use Item_2). 
* In Defaults/Auto-Save, set the Time Interval to whatever feels best for you 
(I've got it set to 15 minutes, but for more complex files I'd probably set it 
to 30), and the number of revisions to at least 3.
* In the Display/OpenGL section, set Viewport Rotation/Trackball Rotation to 
Off (feel free to experiment with it on though... Some people like it, but I 
just felt like it forced me to drag the mouse more than I needed). 
* In the Input/Remapping section, set the Mouse Input Presets to Softimage XSI 
(I personally use the Maya preset, only because that's what I've used for a 
while now in many applications, including Softimage). 
* In the Input/Units section, set the Default Unit to whatever you'll need to 
use (keep in mind Modo uses real-world units for dynamics and rendering). 

If you're using 801, watch the following video to know how to set Modo's color 
preferences to work in linear space for different outputs.

http://community.thefoundry.co.uk/tv/training/view.aspx?id=776

And get an account in the Modo forums so you can ask any questions you need. 
Everyone there is quite friendly, and there are several SI users already 
mingling around. 

Hope this helps!

Sergio Muciño.
Sent from my iPad.

> On May 6, 2014, at 11:40 AM, Francisco Criado  wrote:
> 
> Hi guys,
> 
> anyone already started using modo? first impressions or tips coming from 
> soft? received our licenses today and soon starting to migrate...any tips 
> from si users are more than welcome!
> 
> F.
>  



Re: softimage to modo

2014-05-06 Thread Steffen Dünner
Yes, we have. And we're digging it more and more each day. My hint would
be: Watch tutorials first! Especially about the shader tree, decoupled
shading, the principle of "items" and the way you can copy&paste polys,
edges, vertices etc. in and out of them and the "tool pipeline" stuff.
Don't open up Modo and start clicking around. You will likely be disturbed
and disappointed, because many things work differently. But these are the
things that will make you love Modo in a few days ;)

Cheers
Steffen


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

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



-- 

PGP-ID(RSA): 0xD6E0CE93

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


RE: Softimage to Modo - Modo 801 global Launch

2014-04-26 Thread Manuel Huertas Marchena
Hi Simon,

Thanks for your input, that was really helpful to have a better idea about what 
to expect in regards to modo renderer.
I am learning the basics of the program, so there's still a lot of ground to 
cover for me, but after all what I see around
happening... I think it'll be worth to learn it in depth...  :)

From: si...@theembassyvfx.com
Date: Fri, 25 Apr 2014 15:10:06 -0700
Subject: Re: Softimage to Modo - Modo 801 global Launch
To: softimage@listproc.autodesk.com

I've used both in production and Arnold's ceiling is exponentially higher than 
Modos.  I find a lot of people say all renderers are similar before ever really 
testing them in a heavy production.  


I love Modo but it is not capable of lifting anything close to what Arnold can. 
 Arnold is also far more stable, is truly platform agnostic and can be easily 
integrated into any pipeline.  I'd love to see SA write an exporter for Modo, 
being able to do lookdev and archiving within it would be fantastic.


Just my 2 cents.

On Fri, Apr 25, 2014 at 12:57 PM, Perry Harovas  wrote:


Hey Greg,
Honestly, from my (limited) experience with modo, I have not seen a major 
drawback to the renderer. The AOV's are extensive and well thought out,

it has a pass system that is right up there with Soft, better in some ways, 
almost as good in others.

It is VERY fast, and has great quality.
I think (just my opinion) that the reason others want Arnold and Redshift in 
modo is because more renderers means more options, not because


the modo renderer is lacking in any way. Don't think mental ray when you think 
of the default renderer in modo, even though that is what we are used to, and 
why many of us were always looking for another renderer in Soft. 



Anyway, that is my unscientific hypothesis!



On Fri, Apr 25, 2014 at 3:47 PM, Greg Punchatz  wrote:



I hear a lot of requests for 3rd party rendering in modo, what are the 
limitations of modo's render engine that have people looking for other render 
engines?  Does it not scale well? I would love to know its drawbacks.





I have seen nothing but impressive images and demos from modo, but the only 
thing keeping me from digging into it was the lack of nodes. 

I love me some Arnold, but I also like the the idea of filling up our farm with 
modo licenses for a fraction of the cost.






On Fri, Apr 25, 2014 at 2:38 PM, David Rivera  
wrote:




Yes you can. Basically anyone comming from the 2d animation world would be glad 
with this. I keep saying: Southpark with revamp worflow for 3D.





 David Rivera
3D Compositor/Animator
LinkedIN
Behance




VFX Reel 



On Friday, April 25, 2014 2:23 PM, Greg Punchatz  
wrote:




I am assuming you can off set keys afterward? If not, it would be too 
limiting. On Fri, Apr 25, 2014 at 1:17 PM, Sebastien Sterling 
 wrote:




But is it a completely parallel system to curves ? or can you tweak curves 
later ? not sure how this would work with gimble otherwise, unless you keyframe 
it into the ground.





On 25 April 2014 18:40, Jordi Bares  wrote:





The difference imho is equivalent to modelling pulling vertices to zbrush 
sculpting. It is the state of mind in which you start thinking about poses, 
blocking, refinement of animation as a sequence of clear steps rather than a 
soup of keyframes.





In the sense that an animator does not need to open an curve and worry about 
slopes but only timing and pose, this is imho a completely revamp of how things 
should be done and I would bet money if you put a true animator (2d trained 
with years of experience) the result till blow you mind.





My God I have been waiting for this… Finally!It is clear the combination for me 
is modo+houdini…










Jordi baresjordiba...@gmail.com

On 25 Apr 2014, at 18:20, Norbert Kiehne  wrote:




  

  
  
Hmmm, maybe I am missing something here, but what is the difference
to selecting all your controls and using the dopesheet or meta curve
region/ animation editor to change the timing and spacing of your
animation? 



On 25.04.2014 18:56, Jordi Bares wrote:


  
  I would say this is a game changer, just give it to a _real_
  character animator (traditionally trained) and I would bet you the
  output will be amazing.
  

  






Jordi Bares
jordiba...@gmail.com
  



  On 25 Apr 2014, at 17:43, David Rivera 

wrote:
  
  

  Hi, I
  recorded some of the webinar launch. Around minute 7
  you´ll see the new animation worflow in Modo 801.
  IMHO, this is what I´ve always wanted as
  2D/3D animator. Anyone thinking "south park 2D" and
  regular 3D animation
  with this workflow?






  

  M

Re: Softimage to Modo - Modo 801 global Launch

2014-04-26 Thread Sebastien Sterling
But i suppose, ironically, Modo is already a great renderer, in a way MR is
so irrelevant, it makes third party renders all the more interesting.


On 26 April 2014 14:16, Sebastien Sterling wrote:

> Yes Motoa would be sweet !
>
>
> On 26 April 2014 04:38, Angus Davidson  wrote:
>
>> It is completely parallel. They are just two different workflows to
>> achieve the same thing.It creates them for you and you can tweak them to
>> what you need using Modo very good curve editor.
>>
>> Have a look at the 3 animation videos at
>>
>> http://www.thefoundry.co.uk/products/modo/latest-version/
>>
>>
>>
>>
>> On 2014/04/26, 1:01 AM, "David Saber"  wrote:
>>
>> >I'd like to know that as well, because so far it reminds me of how Max's
>> >Biped works.
>> >
>> >
>> >On 2014-04-25 20:17, Sebastien Sterling wrote:
>> >> But is it a completely parallel system to curves ? or can you tweak
>> >> curves later ? not sure how this would work with gimble otherwise,
>> >> unless you keyframe it into the ground.
>> >>
>>
>> > style="width:100%;">
>> 
>> > face="arial,sans-serif" size="1" color="#99">> 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. 
>> 
>> 
>>
>>
>>
>


Re: Softimage to Modo - Modo 801 global Launch

2014-04-26 Thread Sebastien Sterling
Yes Motoa would be sweet !


On 26 April 2014 04:38, Angus Davidson  wrote:

> It is completely parallel. They are just two different workflows to
> achieve the same thing.It creates them for you and you can tweak them to
> what you need using Modo very good curve editor.
>
> Have a look at the 3 animation videos at
>
> http://www.thefoundry.co.uk/products/modo/latest-version/
>
>
>
>
> On 2014/04/26, 1:01 AM, "David Saber"  wrote:
>
> >I'd like to know that as well, because so far it reminds me of how Max's
> >Biped works.
> >
> >
> >On 2014-04-25 20:17, Sebastien Sterling wrote:
> >> But is it a completely parallel system to curves ? or can you tweak
> >> curves later ? not sure how this would work with gimble otherwise,
> >> unless you keyframe it into the ground.
> >>
>
>  style="width:100%;">
> 
>  size="1" color="#99">This communication
> is intended for the addressee only. It is confidential. If you have
> received this communication in error, please notify us immediately and
> destroy the original message. You may not copy or disseminate this
> communication without the permission of the University. Only authorised
> signatories are competent to enter into agreements on behalf of the
> University and recipients are thus advised that the content of this message
> may not be legally binding on the University and may contain the personal
> views and opinions of the author, which are not necessarily the views and
> opinions of The University of the Witwatersrand, Johannesburg. All
> agreements between the University and outsiders are subject to South
> African Law unless the University agrees in writing to the contrary.
> 
> 
> 
>
>
>


Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread Angus Davidson
It is completely parallel. They are just two different workflows to
achieve the same thing.It creates them for you and you can tweak them to
what you need using Modo very good curve editor.

Have a look at the 3 animation videos at

http://www.thefoundry.co.uk/products/modo/latest-version/




On 2014/04/26, 1:01 AM, "David Saber"  wrote:

>I'd like to know that as well, because so far it reminds me of how Max's
>Biped works.
>
>
>On 2014-04-25 20:17, Sebastien Sterling wrote:
>> But is it a completely parallel system to curves ? or can you tweak
>> curves later ? not sure how this would work with gimble otherwise,
>> unless you keyframe it into the ground.
>>

 

This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. 






Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread David Saber
I'd like to know that as well, because so far it reminds me of how Max's 
Biped works.



On 2014-04-25 20:17, Sebastien Sterling wrote:
But is it a completely parallel system to curves ? or can you tweak 
curves later ? not sure how this would work with gimble otherwise, 
unless you keyframe it into the ground.




Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread Simon van de Lagemaat
I've used both in production and Arnold's ceiling is exponentially higher
than Modos.  I find a lot of people say all renderers are similar before
ever really testing them in a heavy production.

I love Modo but it is not capable of lifting anything close to what Arnold
can.  Arnold is also far more stable, is truly platform agnostic and can be
easily integrated into any pipeline.  I'd love to see SA write an exporter
for Modo, being able to do lookdev and archiving within it would be
fantastic.

Just my 2 cents.

On Fri, Apr 25, 2014 at 12:57 PM, Perry Harovas wrote:

> Hey Greg,
>
> Honestly, from my (limited) experience with modo, I have not seen a major
> drawback to the renderer. The AOV's are extensive and well thought out,
> it has a pass system that is right up there with Soft, better in some
> ways, almost as good in others.
>
> It is VERY fast, and has great quality.
>
> I think (just my opinion) that the reason others want Arnold and Redshift
> in modo is because more renderers means more options, not because
> the modo renderer is lacking in any way. Don't think mental ray when you
> think of the default renderer in modo, even though that is what we are used
> to, and why many of us were always looking for another renderer in Soft.
>
> Anyway, that is my unscientific hypothesis!
>
>
>
>
> On Fri, Apr 25, 2014 at 3:47 PM, Greg Punchatz wrote:
>
>> I hear a lot of requests for 3rd party rendering in modo, what are the
>> limitations of modo's render engine that have people looking for other
>> render engines?  Does it not scale well? I would love to know its drawbacks.
>>
>> I have seen nothing but impressive images and demos from modo, but the
>> only thing keeping me from digging into it was the lack of nodes.
>>
>> I love me some Arnold, but I also like the the idea of filling up our
>> farm with modo licenses for a fraction of the cost.
>>
>>
>> On Fri, Apr 25, 2014 at 2:38 PM, David Rivera <
>> activemotionpictu...@yahoo.com> wrote:
>>
>>> Yes you can. Basically anyone comming from the 2d animation world would
>>> be glad with this. I keep saying: Southpark with revamp worflow for 3D.
>>>
>>>
>>>
>>> *David Rivera*
>>> *3D Compositor/Animator*
>>> LinkedIN 
>>> Behance 
>>> VFX Reel 
>>>   On Friday, April 25, 2014 2:23 PM, Greg Punchatz 
>>> wrote:
>>>  I am assuming you can off set keys afterward? If not, it would be too
>>> limiting.
>>>
>>>
>>> On Fri, Apr 25, 2014 at 1:17 PM, Sebastien Sterling <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
>>> But is it a completely parallel system to curves ? or can you tweak
>>> curves later ? not sure how this would work with gimble otherwise, unless
>>> you keyframe it into the ground.
>>>
>>>
>>> On 25 April 2014 18:40, Jordi Bares  wrote:
>>>
>>> The difference imho is equivalent to modelling pulling vertices to
>>> zbrush sculpting. It is the state of mind in which you start thinking about
>>> poses, blocking, refinement of animation as a sequence of clear steps
>>> rather than a soup of keyframes.
>>>
>>> In the sense that an animator does not need to open an curve and worry
>>> about slopes but only timing and pose, this is imho a completely revamp of
>>> how things should be done and I would bet money if you put a true animator
>>> (2d trained with years of experience) the result till blow you mind.
>>>
>>> My God I have been waiting for this… Finally!
>>>
>>> It is clear the combination for me is modo+houdini…
>>>
>>>  Jordi Bares
>>> jordiba...@gmail.com
>>>
>>> On 25 Apr 2014, at 18:20, Norbert Kiehne 
>>> wrote:
>>>
>>>  Hmmm, maybe I am missing something here, but what is the difference to
>>> selecting all your controls and using the dopesheet or meta curve region/
>>> animation editor to change the timing and spacing of your animation?
>>>
>>>
>>>
>>> On 25.04.2014 18:56, Jordi Bares wrote:
>>>
>>> I would say this is a game changer, just give it to a _real_ character
>>> animator (traditionally trained) and I would bet you the output will be
>>> amazing.
>>>
>>>  Jordi Bares
>>> jordiba...@gmail.com
>>>
>>>  On 25 Apr 2014, at 17:43, David Rivera 
>>> wrote:
>>>
>>>  Hi, I recorded some of the webinar launch. Around minute 7 you´ll see
>>> the new animation worflow in Modo 801.
>>> IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking
>>> "south park 2D" and regular 3D animation
>>> with this workflow?
>>>
>>>  Modo801 - New Animation worflow 
>>>
>>>  ps: video is just uploading. Should be up around 15 more mins.
>>>
>>>
>>>  [image: image] 
>>>
>>>  Modo801 - New Animation worflow 
>>>
>>>  View on youtu.be 
>>>  Preview by Yahoo
>>>
>>>
>>>
>>> *David Rivera*
>>> *3D Compositor/Animator*
>>> LinkedIN 
>>> Behance 
>>> VFX Reel 

Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread Eric Turman
Hi Perry,

I apologize for for the misunderstanding you then.

I'm trying to scrape together some $$ for copy of Modo; it looks really
great.

Cheers,
-=Eric


On Fri, Apr 25, 2014 at 3:56 PM, Perry Harovas wrote:

> Hi Eric,
>
> I wasn't implying that Arnold (which I have also used) isn't something to
> want in modo (in fact, just the opposite, I think it would be great to have
> in modo).
> I was just guessing that people wanting more renderers didn't necessarily
> mean that the modo renderer isn't  good.
>
>
> On Fri, Apr 25, 2014 at 4:33 PM, Gideon Klindt wrote:
>
>> You can always render to final size with Preview if you want to just let
>> it cook at X amount of time per frame and walk away from it. Obviously not
>> a total solution given Preview doesn't run on a network (yet), but it's an
>> option.
>>
>> I think comparing the MODO render engine to Arnold is kind of hard, given
>> how differently they are tuned and focused. At least we can all agree
>> neither is like mr, and that's a good thing IMHO.
>>
>> Nice little video by Andy Brown showing a few of the new features using
>> schematic. Nothing earth shattering to the SI community, but illustrates
>> the direction they wish to head and have been heading IMHO:
>>
>> http://community.thefoundry.co.uk/tv/training/view.aspx?id=774
>>
>>
>> On Fri, Apr 25, 2014 at 1:15 PM, Francisco Criado 
>> wrote:
>>
>>> Would love to see redshift in modo! i got used to the speed of the
>>> renderer...
>>> F.
>>>
>>>
>>
>>
>> --
>> Gideon D. Klindt
>> gideonklindt.com
>>
>
>
>
> --
>
>
>
>
>
> Perry Harovas
> Animation and Visual Effects
>
> http://www.TheAfterImage.com 
>
> -25 Years Experience
> -Member of the Visual Effects Society (VES)
>



-- 




-=T=-


Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread Perry Harovas
Hi Eric,

I wasn't implying that Arnold (which I have also used) isn't something to
want in modo (in fact, just the opposite, I think it would be great to have
in modo).
I was just guessing that people wanting more renderers didn't necessarily
mean that the modo renderer isn't  good.


On Fri, Apr 25, 2014 at 4:33 PM, Gideon Klindt wrote:

> You can always render to final size with Preview if you want to just let
> it cook at X amount of time per frame and walk away from it. Obviously not
> a total solution given Preview doesn't run on a network (yet), but it's an
> option.
>
> I think comparing the MODO render engine to Arnold is kind of hard, given
> how differently they are tuned and focused. At least we can all agree
> neither is like mr, and that's a good thing IMHO.
>
> Nice little video by Andy Brown showing a few of the new features using
> schematic. Nothing earth shattering to the SI community, but illustrates
> the direction they wish to head and have been heading IMHO:
>
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=774
>
>
> On Fri, Apr 25, 2014 at 1:15 PM, Francisco Criado 
> wrote:
>
>> Would love to see redshift in modo! i got used to the speed of the
>> renderer...
>> F.
>>
>>
>
>
> --
> Gideon D. Klindt
> gideonklindt.com
>



-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com 

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


Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread Gideon Klindt
You can always render to final size with Preview if you want to just let it
cook at X amount of time per frame and walk away from it. Obviously not a
total solution given Preview doesn't run on a network (yet), but it's an
option.

I think comparing the MODO render engine to Arnold is kind of hard, given
how differently they are tuned and focused. At least we can all agree
neither is like mr, and that's a good thing IMHO.

Nice little video by Andy Brown showing a few of the new features using
schematic. Nothing earth shattering to the SI community, but illustrates
the direction they wish to head and have been heading IMHO:

http://community.thefoundry.co.uk/tv/training/view.aspx?id=774


On Fri, Apr 25, 2014 at 1:15 PM, Francisco Criado wrote:

> Would love to see redshift in modo! i got used to the speed of the
> renderer...
> F.
>
>


-- 
Gideon D. Klindt
gideonklindt.com


Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread Francisco Criado
Would love to see redshift in modo! i got used to the speed of the
renderer...
F.


Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread Artur Woźniak
I'd like to have Arnold in Modo, because it's a beast and I love the look
characteristics it produces. Basically everyone I work with loves how
Arnold renders, but It is also less suitable for smaller jobs where Modo
would shine. Modo is very fast for whipping quick and beautiful imagery.

Artur



2014-04-25 21:57 GMT+02:00 Perry Harovas :

> Hey Greg,
>
> Honestly, from my (limited) experience with modo, I have not seen a major
> drawback to the renderer. The AOV's are extensive and well thought out,
> it has a pass system that is right up there with Soft, better in some
> ways, almost as good in others.
>
> It is VERY fast, and has great quality.
>
> I think (just my opinion) that the reason others want Arnold and Redshift
> in modo is because more renderers means more options, not because
> the modo renderer is lacking in any way. Don't think mental ray when you
> think of the default renderer in modo, even though that is what we are used
> to, and why many of us were always looking for another renderer in Soft.
>
> Anyway, that is my unscientific hypothesis!
>
>
>
>
> On Fri, Apr 25, 2014 at 3:47 PM, Greg Punchatz wrote:
>
>> I hear a lot of requests for 3rd party rendering in modo, what are the
>> limitations of modo's render engine that have people looking for other
>> render engines?  Does it not scale well? I would love to know its drawbacks.
>>
>> I have seen nothing but impressive images and demos from modo, but the
>> only thing keeping me from digging into it was the lack of nodes.
>>
>> I love me some Arnold, but I also like the the idea of filling up our
>> farm with modo licenses for a fraction of the cost.
>>
>>
>> On Fri, Apr 25, 2014 at 2:38 PM, David Rivera <
>> activemotionpictu...@yahoo.com> wrote:
>>
>>> Yes you can. Basically anyone comming from the 2d animation world would
>>> be glad with this. I keep saying: Southpark with revamp worflow for 3D.
>>>
>>>
>>>
>>> *David Rivera*
>>> *3D Compositor/Animator*
>>> LinkedIN 
>>> Behance 
>>> VFX Reel 
>>>   On Friday, April 25, 2014 2:23 PM, Greg Punchatz 
>>> wrote:
>>>  I am assuming you can off set keys afterward? If not, it would be too
>>> limiting.
>>>
>>>
>>> On Fri, Apr 25, 2014 at 1:17 PM, Sebastien Sterling <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
>>> But is it a completely parallel system to curves ? or can you tweak
>>> curves later ? not sure how this would work with gimble otherwise, unless
>>> you keyframe it into the ground.
>>>
>>>
>>> On 25 April 2014 18:40, Jordi Bares  wrote:
>>>
>>> The difference imho is equivalent to modelling pulling vertices to
>>> zbrush sculpting. It is the state of mind in which you start thinking about
>>> poses, blocking, refinement of animation as a sequence of clear steps
>>> rather than a soup of keyframes.
>>>
>>> In the sense that an animator does not need to open an curve and worry
>>> about slopes but only timing and pose, this is imho a completely revamp of
>>> how things should be done and I would bet money if you put a true animator
>>> (2d trained with years of experience) the result till blow you mind.
>>>
>>> My God I have been waiting for this… Finally!
>>>
>>> It is clear the combination for me is modo+houdini…
>>>
>>>  Jordi Bares
>>> jordiba...@gmail.com
>>>
>>> On 25 Apr 2014, at 18:20, Norbert Kiehne 
>>> wrote:
>>>
>>>  Hmmm, maybe I am missing something here, but what is the difference to
>>> selecting all your controls and using the dopesheet or meta curve region/
>>> animation editor to change the timing and spacing of your animation?
>>>
>>>
>>>
>>> On 25.04.2014 18:56, Jordi Bares wrote:
>>>
>>> I would say this is a game changer, just give it to a _real_ character
>>> animator (traditionally trained) and I would bet you the output will be
>>> amazing.
>>>
>>>  Jordi Bares
>>> jordiba...@gmail.com
>>>
>>>  On 25 Apr 2014, at 17:43, David Rivera 
>>> wrote:
>>>
>>>  Hi, I recorded some of the webinar launch. Around minute 7 you´ll see
>>> the new animation worflow in Modo 801.
>>> IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking
>>> "south park 2D" and regular 3D animation
>>> with this workflow?
>>>
>>>  Modo801 - New Animation worflow 
>>>
>>>  ps: video is just uploading. Should be up around 15 more mins.
>>>
>>>
>>>  [image: image] 
>>>
>>>  Modo801 - New Animation worflow 
>>>
>>>  View on youtu.be 
>>>  Preview by Yahoo
>>>
>>>
>>>
>>> *David Rivera*
>>> *3D Compositor/Animator*
>>> LinkedIN 
>>> Behance 
>>> VFX Reel 
>>>
>>>
>>>
>>> --
>>>  Norbert Kiehne
>>> Senior 3D Artist
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>
>
>
> --
>
>
>
>
>
> Perry Harovas
> Animation and Visual Effects
>
> http://www.TheAfterImage.com 

Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread Eric Turman
I have to disagree. The reason that people would want to use Arnold it that
it pretty mush renders beautiful without doing anything. In fact you have
to put forth an effort if you want an Arnold render to look bad.

On Fri, Apr 25, 2014 at 2:53 PM, Sergio Mucino wrote:

> I haven't put it through its paces, but I do know the Modo renderer is
> more than capable. I think most requests of this kind come from
> familiarity. VRay users want to keep using VRay, because they're familiar
> with it, and want to hit the ground up and running. I totally understand
> that. However, for those working OOTB, I think Modo will prove up to the
> task.
> I'll have to try it out myself... Soon :-).
>
> Sergio Muciño.
> Sent from my iPad.
>
> On Apr 25, 2014, at 3:47 PM, Greg Punchatz  wrote:
>
> I hear a lot of requests for 3rd party rendering in modo, what are the
> limitations of modo's render engine that have people looking for other
> render engines?  Does it not scale well? I would love to know its drawbacks.
>
>
-- 




-=T=-


Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread Perry Harovas
Hey Greg,

Honestly, from my (limited) experience with modo, I have not seen a major
drawback to the renderer. The AOV's are extensive and well thought out,
it has a pass system that is right up there with Soft, better in some ways,
almost as good in others.

It is VERY fast, and has great quality.

I think (just my opinion) that the reason others want Arnold and Redshift
in modo is because more renderers means more options, not because
the modo renderer is lacking in any way. Don't think mental ray when you
think of the default renderer in modo, even though that is what we are used
to, and why many of us were always looking for another renderer in Soft.

Anyway, that is my unscientific hypothesis!




On Fri, Apr 25, 2014 at 3:47 PM, Greg Punchatz  wrote:

> I hear a lot of requests for 3rd party rendering in modo, what are the
> limitations of modo's render engine that have people looking for other
> render engines?  Does it not scale well? I would love to know its drawbacks.
>
> I have seen nothing but impressive images and demos from modo, but the
> only thing keeping me from digging into it was the lack of nodes.
>
> I love me some Arnold, but I also like the the idea of filling up our farm
> with modo licenses for a fraction of the cost.
>
>
> On Fri, Apr 25, 2014 at 2:38 PM, David Rivera <
> activemotionpictu...@yahoo.com> wrote:
>
>> Yes you can. Basically anyone comming from the 2d animation world would
>> be glad with this. I keep saying: Southpark with revamp worflow for 3D.
>>
>>
>>
>> *David Rivera*
>> *3D Compositor/Animator*
>> LinkedIN 
>> Behance 
>> VFX Reel 
>>   On Friday, April 25, 2014 2:23 PM, Greg Punchatz 
>> wrote:
>>  I am assuming you can off set keys afterward? If not, it would be too
>> limiting.
>>
>>
>> On Fri, Apr 25, 2014 at 1:17 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>> But is it a completely parallel system to curves ? or can you tweak
>> curves later ? not sure how this would work with gimble otherwise, unless
>> you keyframe it into the ground.
>>
>>
>> On 25 April 2014 18:40, Jordi Bares  wrote:
>>
>> The difference imho is equivalent to modelling pulling vertices to zbrush
>> sculpting. It is the state of mind in which you start thinking about poses,
>> blocking, refinement of animation as a sequence of clear steps rather than
>> a soup of keyframes.
>>
>> In the sense that an animator does not need to open an curve and worry
>> about slopes but only timing and pose, this is imho a completely revamp of
>> how things should be done and I would bet money if you put a true animator
>> (2d trained with years of experience) the result till blow you mind.
>>
>> My God I have been waiting for this… Finally!
>>
>> It is clear the combination for me is modo+houdini…
>>
>>  Jordi Bares
>> jordiba...@gmail.com
>>
>> On 25 Apr 2014, at 18:20, Norbert Kiehne 
>> wrote:
>>
>>  Hmmm, maybe I am missing something here, but what is the difference to
>> selecting all your controls and using the dopesheet or meta curve region/
>> animation editor to change the timing and spacing of your animation?
>>
>>
>>
>> On 25.04.2014 18:56, Jordi Bares wrote:
>>
>> I would say this is a game changer, just give it to a _real_ character
>> animator (traditionally trained) and I would bet you the output will be
>> amazing.
>>
>>  Jordi Bares
>> jordiba...@gmail.com
>>
>>  On 25 Apr 2014, at 17:43, David Rivera 
>> wrote:
>>
>>  Hi, I recorded some of the webinar launch. Around minute 7 you´ll see
>> the new animation worflow in Modo 801.
>> IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking
>> "south park 2D" and regular 3D animation
>> with this workflow?
>>
>>  Modo801 - New Animation worflow 
>>
>>  ps: video is just uploading. Should be up around 15 more mins.
>>
>>
>>  [image: image] 
>>
>>  Modo801 - New Animation worflow 
>>
>>  View on youtu.be 
>>  Preview by Yahoo
>>
>>
>>
>> *David Rivera*
>> *3D Compositor/Animator*
>> LinkedIN 
>> Behance 
>> VFX Reel 
>>
>>
>>
>> --
>>  Norbert Kiehne
>> Senior 3D Artist
>>
>>
>>
>>
>>
>>
>>
>


-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com 

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


Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread Sergio Mucino
I haven't put it through its paces, but I do know the Modo renderer is more 
than capable. I think most requests of this kind come from familiarity. VRay 
users want to keep using VRay, because they're familiar with it, and want to 
hit the ground up and running. I totally understand that. However, for those 
working OOTB, I think Modo will prove up to the task.
I'll have to try it out myself... Soon :-). 

Sergio Muciño.
Sent from my iPad.

> On Apr 25, 2014, at 3:47 PM, Greg Punchatz  wrote:
> 
> I hear a lot of requests for 3rd party rendering in modo, what are the 
> limitations of modo's render engine that have people looking for other render 
> engines?  Does it not scale well? I would love to know its drawbacks.
> 
> I have seen nothing but impressive images and demos from modo, but the only 
> thing keeping me from digging into it was the lack of nodes. 
> 
> I love me some Arnold, but I also like the the idea of filling up our farm 
> with modo licenses for a fraction of the cost.
> 
> 
>> On Fri, Apr 25, 2014 at 2:38 PM, David Rivera 
>>  wrote:
>> Yes you can. Basically anyone comming from the 2d animation world would be 
>> glad with this. I keep saying: Southpark with revamp worflow for 3D.
>> 
>> 
>>  
>> David Rivera
>> 3D Compositor/Animator
>> LinkedIN
>> Behance
>> VFX Reel
>> On Friday, April 25, 2014 2:23 PM, Greg Punchatz  wrote:
>> I am assuming you can off set keys afterward? If not, it would be too 
>> limiting. 
>> 
>> 
>> On Fri, Apr 25, 2014 at 1:17 PM, Sebastien Sterling 
>>  wrote:
>> But is it a completely parallel system to curves ? or can you tweak curves 
>> later ? not sure how this would work with gimble otherwise, unless you 
>> keyframe it into the ground.
>> 
>> 
>> On 25 April 2014 18:40, Jordi Bares  wrote:
>> The difference imho is equivalent to modelling pulling vertices to zbrush 
>> sculpting. It is the state of mind in which you start thinking about poses, 
>> blocking, refinement of animation as a sequence of clear steps rather than a 
>> soup of keyframes.
>> 
>> In the sense that an animator does not need to open an curve and worry about 
>> slopes but only timing and pose, this is imho a completely revamp of how 
>> things should be done and I would bet money if you put a true animator (2d 
>> trained with years of experience) the result till blow you mind.
>> 
>> My God I have been waiting for this… Finally!
>> 
>> It is clear the combination for me is modo+houdini…
>> 
>> Jordi Bares
>> jordiba...@gmail.com
>> 
>>> On 25 Apr 2014, at 18:20, Norbert Kiehne  
>>> wrote:
>>> 
>>> Hmmm, maybe I am missing something here, but what is the difference to 
>>> selecting all your controls and using the dopesheet or meta curve region/ 
>>> animation editor to change the timing and spacing of your animation? 
>>> 
>>> 
>>> 
 On 25.04.2014 18:56, Jordi Bares wrote:
 I would say this is a game changer, just give it to a _real_ character 
 animator (traditionally trained) and I would bet you the output will be 
 amazing.
 
 Jordi Bares
 jordiba...@gmail.com
 
> On 25 Apr 2014, at 17:43, David Rivera  
> wrote:
> 
> Hi, I recorded some of the webinar launch. Around minute 7 you´ll see the 
> new animation worflow in Modo 801.
> IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking 
> "south park 2D" and regular 3D animation
> with this workflow?
> 
> Modo801 - New Animation worflow
> 
> ps: video is just uploading. Should be up around 15 more mins.
> 
> 
> 
> 
> Modo801 - New Animation worflow
> 
> View on youtu.be
> Preview by Yahoo
> 
>  
>  
> David Rivera
> 3D Compositor/Animator
> LinkedIN
> Behance
> VFX Reel
>>> 
>>> -- 
>>> Norbert Kiehne
>>> Senior 3D Artist
> 


Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread Greg Punchatz
I hear a lot of requests for 3rd party rendering in modo, what are the
limitations of modo's render engine that have people looking for other
render engines?  Does it not scale well? I would love to know its drawbacks.

I have seen nothing but impressive images and demos from modo, but the only
thing keeping me from digging into it was the lack of nodes.

I love me some Arnold, but I also like the the idea of filling up our farm
with modo licenses for a fraction of the cost.


On Fri, Apr 25, 2014 at 2:38 PM, David Rivera <
activemotionpictu...@yahoo.com> wrote:

> Yes you can. Basically anyone comming from the 2d animation world would be
> glad with this. I keep saying: Southpark with revamp worflow for 3D.
>
>
>
> *David Rivera*
> *3D Compositor/Animator*
> LinkedIN 
> Behance 
> VFX Reel 
>   On Friday, April 25, 2014 2:23 PM, Greg Punchatz 
> wrote:
>  I am assuming you can off set keys afterward? If not, it would be too
> limiting.
>
>
> On Fri, Apr 25, 2014 at 1:17 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
> But is it a completely parallel system to curves ? or can you tweak curves
> later ? not sure how this would work with gimble otherwise, unless you
> keyframe it into the ground.
>
>
> On 25 April 2014 18:40, Jordi Bares  wrote:
>
> The difference imho is equivalent to modelling pulling vertices to zbrush
> sculpting. It is the state of mind in which you start thinking about poses,
> blocking, refinement of animation as a sequence of clear steps rather than
> a soup of keyframes.
>
> In the sense that an animator does not need to open an curve and worry
> about slopes but only timing and pose, this is imho a completely revamp of
> how things should be done and I would bet money if you put a true animator
> (2d trained with years of experience) the result till blow you mind.
>
> My God I have been waiting for this... Finally!
>
> It is clear the combination for me is modo+houdini...
>
>  Jordi Bares
> jordiba...@gmail.com
>
> On 25 Apr 2014, at 18:20, Norbert Kiehne 
> wrote:
>
>  Hmmm, maybe I am missing something here, but what is the difference to
> selecting all your controls and using the dopesheet or meta curve region/
> animation editor to change the timing and spacing of your animation?
>
>
>
> On 25.04.2014 18:56, Jordi Bares wrote:
>
> I would say this is a game changer, just give it to a _real_ character
> animator (traditionally trained) and I would bet you the output will be
> amazing.
>
>  Jordi Bares
> jordiba...@gmail.com
>
>  On 25 Apr 2014, at 17:43, David Rivera 
> wrote:
>
>  Hi, I recorded some of the webinar launch. Around minute 7 you´ll see
> the new animation worflow in Modo 801.
> IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking
> "south park 2D" and regular 3D animation
> with this workflow?
>
>  Modo801 - New Animation worflow 
>
>  ps: video is just uploading. Should be up around 15 more mins.
>
>
>  [image: image] 
>
>  Modo801 - New Animation worflow 
>
>  View on youtu.be 
>  Preview by Yahoo
>
>
>
> *David Rivera*
> *3D Compositor/Animator*
> LinkedIN 
> Behance 
> VFX Reel 
>
>
>
> --
>  Norbert Kiehne
> Senior 3D Artist
>
>
>
>
>
>
>


Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread David Rivera
Yes you can. Basically anyone comming from the 2d animation world would be glad 
with this. I keep saying: Southpark with revamp worflow for 3D.


 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
On Friday, April 25, 2014 2:23 PM, Greg Punchatz  wrote:
 
I am assuming you can off set keys afterward? If not, it would be too limiting. 




On Fri, Apr 25, 2014 at 1:17 PM, Sebastien Sterling 
 wrote:

But is it a completely parallel system to curves ? or can you tweak curves 
later ? not sure how this would work with gimble otherwise, unless you keyframe 
it into the ground.
>
>
>
>
>On 25 April 2014 18:40, Jordi Bares  wrote:
>
>The difference imho is equivalent to modelling pulling vertices to zbrush 
>sculpting. It is the state of mind in which you start thinking about poses, 
>blocking, refinement of animation as a sequence of clear steps rather than a 
>soup of keyframes.
>>
>>
>>In the sense that an animator does not need to open an curve and worry about 
>>slopes but only timing and pose, this is imho a completely revamp of how 
>>things should be done and I would bet money if you put a true animator (2d 
>>trained with years of experience) the result till blow you mind.
>>
>>
>>My God I have been waiting for this… Finally!
>>
>>
>>It is clear the combination for me is modo+houdini…
>>
>>Jordi Bares
>>jordiba...@gmail.com
>>
>>
>>On 25 Apr 2014, at 18:20, Norbert Kiehne  wrote:
>>
>>Hmmm, maybe I am missing something here, but what is the difference to 
>>selecting all your controls and using the dopesheet or meta curve region/ 
>>animation editor to change the timing and spacing of your animation? 
>>>
>>>
>>>
>>>
>>>On 25.04.2014 18:56, Jordi Bares wrote:
>>>
>>>I would say this is a game changer, just give it to a _real_ character 
>>>animator (traditionally trained) and I would bet you the output will be 
>>>amazing. 


Jordi Bares
jordiba...@gmail.com

On 25 Apr 2014, at 17:43, David Rivera  
wrote:

Hi, I recorded some of the webinar launch. Around minute 7 you´ll see the 
new animation worflow in Modo 801.
>IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking 
>"south park 2D" and regular 3D animation
>with this workflow?
>
>
>Modo801 - New Animation worflow
>
>
>ps: video is just uploading. Should be up around 15 more mins.
>
>
> 
>
>  
> Modo801 - New Animation worflow 
> 
>View on youtu.be Preview by Yahoo 
>
> 
> 
> 
>David Rivera
>3D Compositor/Animator
>LinkedIN
>Behance
>VFX Reel

>>>
>>>-- 
>>>Norbert Kiehne
>>>Senior 3D Artist
>>>
>>> 
>>
>

Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread Greg Punchatz
I am assuming you can off set keys afterward? If not, it would be too
limiting.


On Fri, Apr 25, 2014 at 1:17 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> But is it a completely parallel system to curves ? or can you tweak curves
> later ? not sure how this would work with gimble otherwise, unless you
> keyframe it into the ground.
>
>
> On 25 April 2014 18:40, Jordi Bares  wrote:
>
>> The difference imho is equivalent to modelling pulling vertices to zbrush
>> sculpting. It is the state of mind in which you start thinking about poses,
>> blocking, refinement of animation as a sequence of clear steps rather than
>> a soup of keyframes.
>>
>> In the sense that an animator does not need to open an curve and worry
>> about slopes but only timing and pose, this is imho a completely revamp of
>> how things should be done and I would bet money if you put a true animator
>> (2d trained with years of experience) the result till blow you mind.
>>
>> My God I have been waiting for this... Finally!
>>
>> It is clear the combination for me is modo+houdini...
>>
>>  Jordi Bares
>> jordiba...@gmail.com
>>
>> On 25 Apr 2014, at 18:20, Norbert Kiehne 
>> wrote:
>>
>>  Hmmm, maybe I am missing something here, but what is the difference to
>> selecting all your controls and using the dopesheet or meta curve region/
>> animation editor to change the timing and spacing of your animation?
>>
>>
>>
>> On 25.04.2014 18:56, Jordi Bares wrote:
>>
>> I would say this is a game changer, just give it to a _real_ character
>> animator (traditionally trained) and I would bet you the output will be
>> amazing.
>>
>>  Jordi Bares
>> jordiba...@gmail.com
>>
>>  On 25 Apr 2014, at 17:43, David Rivera 
>> wrote:
>>
>>  Hi, I recorded some of the webinar launch. Around minute 7 you´ll see
>> the new animation worflow in Modo 801.
>> IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking
>> "south park 2D" and regular 3D animation
>> with this workflow?
>>
>>  Modo801 - New Animation worflow 
>>
>>  ps: video is just uploading. Should be up around 15 more mins.
>>
>>
>>  [image: image] 
>>
>>   Modo801 - New Animation worflow 
>>
>>   View on youtu.be 
>>  Preview by Yahoo
>>
>>
>>
>> *David Rivera*
>> *3D Compositor/Animator*
>> LinkedIN 
>> Behance 
>> VFX Reel 
>>
>>
>>
>> --
>>  Norbert Kiehne
>> Senior 3D Artist
>>
>>
>>
>


Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread Artur Woźniak
..., I forgot.
I just bought Octane renderer, which is also developed for Modo.
Please, Solidangle, move your ass on the Modo ship. Please.

Artur


2014-04-25 21:19 GMT+02:00 Artur Woźniak :

> I am just watching the event and first of all, The Foundry shows how it's
> done.
> Damn.
> Then you see Brad (as he said too Ballmer to me but whatever) and the
> features. How come it is no as popular as it should, I have no idea.
> Actually I know, but I hope it'll change soon.
> You lazy Autodesk bastards. Watch and learn, comes to mind.
>
> Anyways, I said it would be interesting, right?
>
>
> Artur
>
>
> 2014-04-25 20:17 GMT+02:00 Sebastien Sterling <
> sebastien.sterl...@gmail.com>:
>
> But is it a completely parallel system to curves ? or can you tweak curves
>> later ? not sure how this would work with gimble otherwise, unless you
>> keyframe it into the ground.
>>
>>
>> On 25 April 2014 18:40, Jordi Bares  wrote:
>>
>>> The difference imho is equivalent to modelling pulling vertices to
>>> zbrush sculpting. It is the state of mind in which you start thinking about
>>> poses, blocking, refinement of animation as a sequence of clear steps
>>> rather than a soup of keyframes.
>>>
>>> In the sense that an animator does not need to open an curve and worry
>>> about slopes but only timing and pose, this is imho a completely revamp of
>>> how things should be done and I would bet money if you put a true animator
>>> (2d trained with years of experience) the result till blow you mind.
>>>
>>> My God I have been waiting for this… Finally!
>>>
>>> It is clear the combination for me is modo+houdini…
>>>
>>>  Jordi Bares
>>> jordiba...@gmail.com
>>>
>>> On 25 Apr 2014, at 18:20, Norbert Kiehne 
>>> wrote:
>>>
>>>  Hmmm, maybe I am missing something here, but what is the difference to
>>> selecting all your controls and using the dopesheet or meta curve region/
>>> animation editor to change the timing and spacing of your animation?
>>>
>>>
>>>
>>> On 25.04.2014 18:56, Jordi Bares wrote:
>>>
>>> I would say this is a game changer, just give it to a _real_ character
>>> animator (traditionally trained) and I would bet you the output will be
>>> amazing.
>>>
>>>  Jordi Bares
>>> jordiba...@gmail.com
>>>
>>>  On 25 Apr 2014, at 17:43, David Rivera 
>>> wrote:
>>>
>>>  Hi, I recorded some of the webinar launch. Around minute 7 you´ll see
>>> the new animation worflow in Modo 801.
>>> IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking
>>> "south park 2D" and regular 3D animation
>>> with this workflow?
>>>
>>>  Modo801 - New Animation worflow 
>>>
>>>  ps: video is just uploading. Should be up around 15 more mins.
>>>
>>>
>>>  [image: image] 
>>>
>>>   Modo801 - New Animation worflow 
>>>
>>>   View on youtu.be 
>>>  Preview by Yahoo
>>>
>>>
>>>
>>> *David Rivera*
>>> *3D Compositor/Animator*
>>> LinkedIN 
>>> Behance 
>>> VFX Reel 
>>>
>>>
>>>
>>> --
>>>  Norbert Kiehne
>>> Senior 3D Artist
>>>
>>>
>>>
>>
>


Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread Artur Woźniak
I am just watching the event and first of all, The Foundry shows how it's
done.
Damn.
Then you see Brad (as he said too Ballmer to me but whatever) and the
features. How come it is no as popular as it should, I have no idea.
Actually I know, but I hope it'll change soon.
You lazy Autodesk bastards. Watch and learn, comes to mind.

Anyways, I said it would be interesting, right?


Artur


2014-04-25 20:17 GMT+02:00 Sebastien Sterling 
:

> But is it a completely parallel system to curves ? or can you tweak curves
> later ? not sure how this would work with gimble otherwise, unless you
> keyframe it into the ground.
>
>
> On 25 April 2014 18:40, Jordi Bares  wrote:
>
>> The difference imho is equivalent to modelling pulling vertices to zbrush
>> sculpting. It is the state of mind in which you start thinking about poses,
>> blocking, refinement of animation as a sequence of clear steps rather than
>> a soup of keyframes.
>>
>> In the sense that an animator does not need to open an curve and worry
>> about slopes but only timing and pose, this is imho a completely revamp of
>> how things should be done and I would bet money if you put a true animator
>> (2d trained with years of experience) the result till blow you mind.
>>
>> My God I have been waiting for this… Finally!
>>
>> It is clear the combination for me is modo+houdini…
>>
>>  Jordi Bares
>> jordiba...@gmail.com
>>
>> On 25 Apr 2014, at 18:20, Norbert Kiehne 
>> wrote:
>>
>>  Hmmm, maybe I am missing something here, but what is the difference to
>> selecting all your controls and using the dopesheet or meta curve region/
>> animation editor to change the timing and spacing of your animation?
>>
>>
>>
>> On 25.04.2014 18:56, Jordi Bares wrote:
>>
>> I would say this is a game changer, just give it to a _real_ character
>> animator (traditionally trained) and I would bet you the output will be
>> amazing.
>>
>>  Jordi Bares
>> jordiba...@gmail.com
>>
>>  On 25 Apr 2014, at 17:43, David Rivera 
>> wrote:
>>
>>  Hi, I recorded some of the webinar launch. Around minute 7 you´ll see
>> the new animation worflow in Modo 801.
>> IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking
>> "south park 2D" and regular 3D animation
>> with this workflow?
>>
>>  Modo801 - New Animation worflow 
>>
>>  ps: video is just uploading. Should be up around 15 more mins.
>>
>>
>>  [image: image] 
>>
>>   Modo801 - New Animation worflow 
>>
>>   View on youtu.be 
>>  Preview by Yahoo
>>
>>
>>
>> *David Rivera*
>> *3D Compositor/Animator*
>> LinkedIN 
>> Behance 
>> VFX Reel 
>>
>>
>>
>> --
>>  Norbert Kiehne
>> Senior 3D Artist
>>
>>
>>
>


Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread Sebastien Sterling
But is it a completely parallel system to curves ? or can you tweak curves
later ? not sure how this would work with gimble otherwise, unless you
keyframe it into the ground.


On 25 April 2014 18:40, Jordi Bares  wrote:

> The difference imho is equivalent to modelling pulling vertices to zbrush
> sculpting. It is the state of mind in which you start thinking about poses,
> blocking, refinement of animation as a sequence of clear steps rather than
> a soup of keyframes.
>
> In the sense that an animator does not need to open an curve and worry
> about slopes but only timing and pose, this is imho a completely revamp of
> how things should be done and I would bet money if you put a true animator
> (2d trained with years of experience) the result till blow you mind.
>
> My God I have been waiting for this… Finally!
>
> It is clear the combination for me is modo+houdini…
>
> Jordi Bares
> jordiba...@gmail.com
>
> On 25 Apr 2014, at 18:20, Norbert Kiehne 
> wrote:
>
>  Hmmm, maybe I am missing something here, but what is the difference to
> selecting all your controls and using the dopesheet or meta curve region/
> animation editor to change the timing and spacing of your animation?
>
>
>
> On 25.04.2014 18:56, Jordi Bares wrote:
>
> I would say this is a game changer, just give it to a _real_ character
> animator (traditionally trained) and I would bet you the output will be
> amazing.
>
>  Jordi Bares
> jordiba...@gmail.com
>
>  On 25 Apr 2014, at 17:43, David Rivera 
> wrote:
>
>  Hi, I recorded some of the webinar launch. Around minute 7 you´ll see
> the new animation worflow in Modo 801.
> IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking
> "south park 2D" and regular 3D animation
> with this workflow?
>
>  Modo801 - New Animation worflow 
>
>  ps: video is just uploading. Should be up around 15 more mins.
>
>
>  [image: image] 
>
>   Modo801 - New Animation worflow 
>
>   View on youtu.be 
>  Preview by Yahoo
>
>
>
> *David Rivera*
> *3D Compositor/Animator*
> LinkedIN 
> Behance 
> VFX Reel 
>
>
>
> --
>  Norbert Kiehne
> Senior 3D Artist
>
>
>


Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread Jordi Bares
The difference imho is equivalent to modelling pulling vertices to zbrush 
sculpting. It is the state of mind in which you start thinking about poses, 
blocking, refinement of animation as a sequence of clear steps rather than a 
soup of keyframes.

In the sense that an animator does not need to open an curve and worry about 
slopes but only timing and pose, this is imho a completely revamp of how things 
should be done and I would bet money if you put a true animator (2d trained 
with years of experience) the result till blow you mind.

My God I have been waiting for this… Finally!

It is clear the combination for me is modo+houdini…

Jordi Bares
jordiba...@gmail.com

On 25 Apr 2014, at 18:20, Norbert Kiehne  wrote:

> Hmmm, maybe I am missing something here, but what is the difference to 
> selecting all your controls and using the dopesheet or meta curve region/ 
> animation editor to change the timing and spacing of your animation? 
> 
> 
> 
> On 25.04.2014 18:56, Jordi Bares wrote:
>> I would say this is a game changer, just give it to a _real_ character 
>> animator (traditionally trained) and I would bet you the output will be 
>> amazing.
>> 
>> Jordi Bares
>> jordiba...@gmail.com
>> 
>> On 25 Apr 2014, at 17:43, David Rivera  
>> wrote:
>> 
>>> Hi, I recorded some of the webinar launch. Around minute 7 you´ll see the 
>>> new animation worflow in Modo 801.
>>> IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking 
>>> "south park 2D" and regular 3D animation
>>> with this workflow?
>>> 
>>> Modo801 - New Animation worflow
>>> 
>>> ps: video is just uploading. Should be up around 15 more mins.
>>> 
>>> 
>>> 
>>> 
>>> Modo801 - New Animation worflow
>>> 
>>> View on youtu.be
>>> Preview by Yahoo
>>> 
>>>  
>>>  
>>> David Rivera
>>> 3D Compositor/Animator
>>> LinkedIN
>>> Behance
>>> VFX Reel
>> 
> 
> -- 
> Norbert Kiehne
> Senior 3D Artist
> 



  1   2   >