Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread Jordi Bares
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



Re: Softimage to Modo - Modo 801 global Launch

2014-04-25 Thread Norbert Kiehne
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 


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 Angus Davidson
>From my part as an educator its much easier for students to relate the 
>something they have seen in all their 2d / Principles of animation texts. Its 
>visually very easy for them to relate the one to the other. Even besides that 
>stuff that was in 701 like being able to select a control and drag a UI into 
>the viewport to easy set keys for what you specifically need. To be able to 
>have a look and work with the animation arc itself. To me its just a far more 
>intuitive approach. Its not something you can’t achieve via the current means 
>, it just allows you to do it in a different ( and to my opinion  a better way)

I showed one of our new Softimage students and they instantly understood what 
was going on. Even though they have just started animation.

Kind regards

Angus

From: Norbert Kiehne 
mailto:softim...@norbert-kiehne.de>>
Reply-To: 
"softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Date: Friday 25 April 2014 at 7:20 PM
To: "softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Subject: Re: Softimage to Modo - Modo 801 global Launch

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<mailto:jordiba...@gmail.com>

On 25 Apr 2014, at 17:43, David Rivera 
mailto:activemotionpictu...@yahoo.com>> 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<http://youtu.be/n0PrpOFCQaA>

ps: video is just uploading. Should be up around 15 more mins.




[image]<http://youtu.be/n0PrpOFCQaA>


Modo801 - New Animation worflow<http://youtu.be/n0PrpOFCQaA>


View on youtu.be<http://youtu.be/n0PrpOFCQaA>

Preview by Yahoo





David Rivera
3D Compositor/Animator
LinkedIN<http://ec.linkedin.com/in/3dcinetv>
Behance<https://www.behance.net/3dcinetv>
VFX Reel<https://vimeo.com/70551635>


--
Norbert Kiehne
Senior 3D Artist




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writing to the contrary. 




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
> 



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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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.
>>

 

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outsiders are subject to South African Law unless the University agrees in 
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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

2014-04-26 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.
>> >>
>>
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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