Re: softimage to modo
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
I'm sure Modo will pick up the slack, especially now their demographic seems poised to expand to ME 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 n...@altvfx.com 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 e...@mootzoid.com 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
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
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 e...@mootzoid.com 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
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
I am starting to get the feeling that most Softimage guys will eventually be Houdini guys. ; ) Sent from my Windows Phone From: Eric Mootzmailto:e...@mootzoid.com Sent: 8/08/2014 5:43 PM To: softimage@listproc.autodesk.commailto: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
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
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 e...@mootzoid.com 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! table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
Re: Softimage to Modo
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
Re: Softimage to Modo
I'll do my best to help you with these... On Aug 6, 2014, at 4:50 PM, Paulo Cesar Duarte paulocdua...@gmail.com 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
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 sergio.muc...@gmail.com: I'll do my best to help you with these... On Aug 6, 2014, at 4:50 PM, Paulo Cesar Duarte paulocdua...@gmail.com 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
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
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
There is a fairly active modo c++ sdk skype chat going on On 6 August 2014 22:44, Tim Crowson tim.crow...@magneticdreams.com 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
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 sebastien.sterl...@gmail.com : There is a fairly active modo c++ sdk skype chat going on On 6 August 2014 22:44, Tim Crowson tim.crow...@magneticdreams.com 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
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 tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Thursday 08 May 2014 at 7:30 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto: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 table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
Re: softimage to modo
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 sergio.muc...@gmail.comwrote: 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 gideon.kli...@gmail.com 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 sergio.muc...@gmail.comwrote: 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 gideon.kli...@gmail.com 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 gideon.kli...@gmail.comwrote: 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=36t=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 steffen.duen...@gmail.com; * To: * 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 copypaste 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 malcriad...@gmail.com: 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
Nice, thanks for the tutorial lists guys! On Thu, May 8, 2014 at 1:47 PM, Fabrice Altman fabr...@studioaka.co.ukwrote: 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=Categoryid=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=36t=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=cglA63mhUfAfeature=c4-overview-vllist=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
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
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 sebastien.sterl...@gmail.commailto: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 sergio.muc...@gmail.commailto: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 steffen.duen...@gmail.commailto:steffen.duen...@gmail.com wrote: 2014-05-07 20:10 GMT+02:00 Sergio Mucino sergio.muc...@gmail.commailto: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
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 ml...@carbinestudios.com 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 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 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 steffen.duen...@gmail.com wrote: 2014-05-07 20:10 GMT+02:00 Sergio Mucino 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
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 http://ec.linkedin.com/in/3dcinetv Behance https://www.behance.net/3dcinetv VFX Reel https://vimeo.com/70551635 -- Signature
Re: softimage to modo
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
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
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 pgrisw...@fusiondigitalproductions.commailto:pgrisw...@fusiondigitalproductions.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Wednesday 07 May 2014 at 4:22 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto: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%3Dtype=zerocontentguid=9946c821-beb2-437b-88cd-7cbc3c2b43e2]ᐧ table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
Re: 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 ᐧ On Wed, May 7, 2014 at 10:29 AM, Angus Davidson angus.david...@wits.ac.zawrote: 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 pgrisw...@fusiondigitalproductions.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Wednesday 07 May 2014 at 4:22 PM To: softimage@listproc.autodesk.com 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
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 pgrisw...@fusiondigitalproductions.com 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 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 pgrisw...@fusiondigitalproductions.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Wednesday 07 May 2014 at 4:22 PM To: softimage@listproc.autodesk.com 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
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
Great Tip. Did not know that ;) From: Tim Crowson tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Wednesday 07 May 2014 at 4:59 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto: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%3Dtype=zerocontentguid=29593551-e6fe-429b-8b01-2b6bfa0557d0]ᐧ table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
Re: softimage to modo
Was in my earlier post http://community.thefoundry.co.uk/tv/training/view.aspx?id=774 ;) From: olivier jeannel olivier.jean...@noos.frmailto:olivier.jean...@noos.fr Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Wednesday 07 May 2014 at 5:03 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto: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%3Dtype=zerocontentguid=9946c821-beb2-437b-88cd-7cbc3c2b43e2]ᐧ table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
Re: softimage to modo
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 tim.crow...@magneticdreams.com 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
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 olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr Reply-To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com 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 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
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 olivier.jean...@noos.fr 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 olivier.jean...@noos.fr Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Wednesday 07 May 2014 at 5:03 PM To: softimage@listproc.autodesk.com 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
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 olivier.jean...@noos.frwrote: 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
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 tim.crow...@magneticdreams.com 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 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 pgrisw...@fusiondigitalproductions.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Wednesday 07 May 2014 at 4:22 PM To: softimage@listproc.autodesk.com 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
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
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 steffen.duen...@gmail.comwrote: 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
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 steffen.duen...@gmail.com 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
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 pgrisw...@fusiondigitalproductions.com 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 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
Re: softimage to modo
WOW thats cool On Wed, May 7, 2014 at 6:57 PM, Tim Crowson tim.crow...@magneticdreams.comwrote: 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 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 --
Re: softimage to modo
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 pgrisw...@fusiondigitalproductions.com mailto:pgrisw...@fusiondigitalproductions.com 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 steffen.duen...@gmail.com 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 20:10 GMT+02:00 Sergio Mucino 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
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 steffen.duen...@gmail.com wrote: 2014-05-07 20:10 GMT+02:00 Sergio Mucino 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
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 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 steffen.duen...@gmail.com wrote: 2014-05-07 20:10 GMT+02:00 Sergio Mucino 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
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 sergio.muc...@gmail.com 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 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 steffen.duen...@gmail.com wrote: 2014-05-07 20:10 GMT+02:00 Sergio Mucino 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
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=36t=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 steffen.duen...@gmail.com; * To: * 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 copypaste 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 malcriad...@gmail.com: 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
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 gideon.kli...@gmail.comwrote: 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=36t=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 steffen.duen...@gmail.com; * To: * 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 copypaste 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 malcriad...@gmail.com: 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
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 gideon.kli...@gmail.com 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 gideon.kli...@gmail.com 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=36t=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 steffen.duen...@gmail.com; To: 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 copypaste 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 malcriad...@gmail.com: 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
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 sergio.muc...@gmail.comwrote: 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 gideon.kli...@gmail.com 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 gideon.kli...@gmail.comwrote: 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=36t=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 steffen.duen...@gmail.com; * To: * 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 copypaste 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 malcriad...@gmail.com: 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
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 gideon.kli...@gmail.com 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 sergio.muc...@gmail.com 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 gideon.kli...@gmail.com 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 gideon.kli...@gmail.com 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=36t=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 steffen.duen...@gmail.com; To: 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 copypaste 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 malcriad...@gmail.com: 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
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 copypaste 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 malcriad...@gmail.com: 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
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 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
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 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. -- Signature
Re: softimage to modo
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 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 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
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 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 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
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 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 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 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
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 sergio.muc...@gmail.com 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 tim.crow...@magneticdreams.com 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 Criadomalcriad...@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. -- -- Signature
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] 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 Mailboxhttps://www.dropbox.com/mailbox On Tue, May 6, 2014 at 5:22 PM, Sergio Mucino sergio.muc...@gmail.commailto: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 tim.crow...@magneticdreams.commailto: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 malcriad...@gmail.commailto: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
The 801 Trial has been released for those folks waiting for it. From: Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.commailto:marc-andre.carbonn...@ubisoft.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Tuesday 06 May 2014 at 10:04 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: softimage to modo Think…before you move! -Fancy yellow suit martial art guru. ;) From: softimage-boun...@listproc.autodesk.commailto: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.commailto: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 Mailboxhttps://www.dropbox.com/mailbox On Tue, May 6, 2014 at 5:22 PM, Sergio Mucino sergio.muc...@gmail.commailto: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 tim.crow...@magneticdreams.commailto: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 malcriad...@gmail.commailto: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. -- -- table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
Re: softimage to modo
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
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 davidsa...@sfr.fr 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
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 davidsa...@sfr.fr 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
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 sergio.muc...@gmail.comwrote: 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
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 ml...@carbinestudios.com 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 davidsa...@sfr.fr 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
Modo 901 wish list ? :P On 7 May 2014 00:08, Sergio Mucino sergio.muc...@gmail.com 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 ml...@carbinestudios.com 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 davidsa...@sfr.fr 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
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 ml...@carbinestudios.com 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
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 furik...@gmail.com 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
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
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.commailto:activemotionpictu...@yahoo.com activemotionpictu...@yahoo.commailto:activemotionpictu...@yahoo.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Wednesday 07 May 2014 at 6:30 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto: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 Androidhttps://mx.overview.mail.yahoo.com/mobile/?.src=Android From: Steffen Dünner steffen.duen...@gmail.commailto:steffen.duen...@gmail.com; To: softimage@listproc.autodesk.commailto: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 copypaste 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 malcriad...@gmail.comjavascript:return: 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 table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which
Re: Softimage to Modo - Modo 801 global Launch
Yes Motoa would be sweet ! On 26 April 2014 04:38, Angus Davidson angus.david...@wits.ac.za 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 davidsa...@sfr.fr 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. table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
Re: Softimage to Modo - Modo 801 global Launch
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 sebastien.sterl...@gmail.comwrote: Yes Motoa would be sweet ! On 26 April 2014 04:38, Angus Davidson angus.david...@wits.ac.za 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 davidsa...@sfr.fr 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. table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
RE: Softimage to Modo - Modo 801 global Launch
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 perryharo...@gmail.com 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 g...@janimation.com 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 g...@janimation.com 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 jordiba...@gmail.com 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 softim...@norbert-kiehne.de 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 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
Re: Softimage to Modo - Modo 801 global Launch
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 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 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
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 activemotionpictu...@yahoo.com 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
Re: Softimage to Modo - Modo 801 global Launch
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 softim...@norbert-kiehne.demailto:softim...@norbert-kiehne.de Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Friday 25 April 2014 at 7:20 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto: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.commailto:jordiba...@gmail.com On 25 Apr 2014, at 17:43, David Rivera activemotionpictu...@yahoo.commailto: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 worflowhttp://youtu.be/n0PrpOFCQaA ps: video is just uploading. Should be up around 15 more mins. [image]http://youtu.be/n0PrpOFCQaA Modo801 - New Animation worflowhttp://youtu.be/n0PrpOFCQaA View on youtu.behttp://youtu.be/n0PrpOFCQaA Preview by Yahoo David Rivera 3D Compositor/Animator LinkedINhttp://ec.linkedin.com/in/3dcinetv Behancehttps://www.behance.net/3dcinetv VFX Reelhttps://vimeo.com/70551635 -- Norbert Kiehne Senior 3D Artist table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
Re: Softimage to Modo - Modo 801 global Launch
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 softim...@norbert-kiehne.de 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 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 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
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 jordiba...@gmail.com 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 softim...@norbert-kiehne.de 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 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: 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
Re: Softimage to Modo - Modo 801 global Launch
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 jordiba...@gmail.com 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 softim...@norbert-kiehne.de 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 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: 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
Re: Softimage to Modo - Modo 801 global Launch
..., 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 artur.w...@gmail.com: 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 jordiba...@gmail.com 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 softim...@norbert-kiehne.de 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 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: 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
Re: Softimage to Modo - Modo 801 global Launch
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 jordiba...@gmail.com 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 softim...@norbert-kiehne.de 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 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: 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
Re: Softimage to Modo - Modo 801 global Launch
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 g...@janimation.com 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 jordiba...@gmail.com 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 softim...@norbert-kiehne.de 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 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 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
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 http://ec.linkedin.com/in/3dcinetv Behance https://www.behance.net/3dcinetv VFX Reel https://vimeo.com/70551635 On Friday, April 25, 2014 2:23 PM, Greg Punchatz g...@janimation.com 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 jordiba...@gmail.com 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 softim...@norbert-kiehne.de 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 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: 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
Re: Softimage to Modo - Modo 801 global Launch
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 g...@janimation.com 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 g...@janimation.com 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 jordiba...@gmail.com 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 softim...@norbert-kiehne.de 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 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 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
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 g...@janimation.com 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 http://ec.linkedin.com/in/3dcinetv Behance https://www.behance.net/3dcinetv VFX Reel https://vimeo.com/70551635 On Friday, April 25, 2014 2:23 PM, Greg Punchatz g...@janimation.com 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 jordiba...@gmail.com 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 softim...@norbert-kiehne.de 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 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: 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 -- Perry Harovas Animation and Visual Effects http://www.TheAfterImage.com http://www.theafterimage.com/ -25 Years Experience -Member of the Visual Effects Society (VES)
Re: Softimage to Modo - Modo 801 global Launch
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 sergio.muc...@gmail.comwrote: 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 g...@janimation.com 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
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 perryharo...@gmail.com: 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 g...@janimation.comwrote: 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 http://ec.linkedin.com/in/3dcinetv Behance https://www.behance.net/3dcinetv VFX Reel https://vimeo.com/70551635 On Friday, April 25, 2014 2:23 PM, Greg Punchatz g...@janimation.com 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 jordiba...@gmail.com 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 softim...@norbert-kiehne.de 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 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: 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 -- Perry Harovas Animation and Visual Effects http://www.TheAfterImage.com http://www.theafterimage.com/ -25 Years Experience -Member of the Visual Effects Society (VES)
Re: Softimage to Modo - Modo 801 global Launch
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
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 malcriad...@gmail.comwrote: 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
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 gideon.kli...@gmail.comwrote: 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 malcriad...@gmail.comwrote: 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 http://www.theafterimage.com/ -25 Years Experience -Member of the Visual Effects Society (VES)
Re: Softimage to Modo - Modo 801 global Launch
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 perryharo...@gmail.comwrote: 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 gideon.kli...@gmail.comwrote: 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 malcriad...@gmail.comwrote: 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 http://www.theafterimage.com/ -25 Years Experience -Member of the Visual Effects Society (VES) -- -=T=-
Re: Softimage to Modo - Modo 801 global Launch
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 perryharo...@gmail.comwrote: 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 g...@janimation.comwrote: 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 http://ec.linkedin.com/in/3dcinetv Behance https://www.behance.net/3dcinetv VFX Reel https://vimeo.com/70551635 On Friday, April 25, 2014 2:23 PM, Greg Punchatz g...@janimation.com 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 jordiba...@gmail.com 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 softim...@norbert-kiehne.de 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 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: 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 -- Perry Harovas Animation and Visual Effects http://www.TheAfterImage.com http://www.theafterimage.com/ -25 Years
Re: Softimage to Modo - Modo 801 global Launch
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
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 davidsa...@sfr.fr 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. table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
Re: Softimage to MODO - Forum participation?
Saw your post in the Modo forums. Mine is located here... C:\Users\{userName}\AppData\Roaming\Luxology Should be called MODO701.CFG. Just trash it and you should be good to go. Sergio Muciño. Sent from my iPad. On Apr 23, 2014, at 11:47 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: i'm trying to reset mine to factory default but there is no \AppData\Roaming\Luxology\ and no MODO701.CFG (the equivalent of maya presets) to be found, i don't understand :( On 24 April 2014 04:35, Sergio Mucino sergio.muc...@gmail.com wrote: I've been rigging in Modo quite a bit lately. Let me know if I can help you with anything. And yes, you can just create an account for the forums without a license. Sergio Muciño. Sent from my iPad. On Apr 23, 2014, at 10:47 PM, Ben Rogall xsi_l...@shaders.moederogall.com wrote: I think you can just go to the main forum page and click Create Account at the upper right. I've used Modo, but not for character animation. Ben On 4/23/2014 8:35 PM, David Rivera wrote: Hello, Ï´m curious if anyone has had already downloaded the Modo-15-day trial? I´d like to ask some questions regarding all the videos around youtube about character setup / joints to modo. So I don´t know if there´s a way to register as a Foundry community user of the forum without a modo serial? To my understanding one must buy a Modo licence in order to partcipate in the forums. Anyone knows how one can register to the Modo forums at the Foundry community? Thanks. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: Softimage to MODO - Forum participation?
No prob! Sergio Mucino On Thu, Apr 24, 2014 at 12:16 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Cheers! it got solved in the end, was a windows issue after all, thanks for looking out for me Sergio ;) On 24 April 2014 16:50, Sergio Mucino sergio.muc...@gmail.com wrote: Saw your post in the Modo forums. Mine is located here... C:\Users\{userName}\AppData\Roaming\Luxology Should be called MODO701.CFG. Just trash it and you should be good to go. Sergio Muciño. Sent from my iPad. On Apr 23, 2014, at 11:47 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: i'm trying to reset mine to factory default but there is no \AppData\Roaming\Luxology\ and no MODO701.CFG (the equivalent of maya presets) to be found, i don't understand :( On 24 April 2014 04:35, Sergio Mucino sergio.muc...@gmail.com wrote: I've been rigging in Modo quite a bit lately. Let me know if I can help you with anything. And yes, you can just create an account for the forums without a license. Sergio Muciño. Sent from my iPad. On Apr 23, 2014, at 10:47 PM, Ben Rogall xsi_l...@shaders.moederogall.com wrote: I think you can just go to the main forum page and click Create Account at the upper right. I've used Modo, but not for character animation. Ben On 4/23/2014 8:35 PM, David Rivera wrote: Hello, Ï´m curious if anyone has had already downloaded the Modo-15-day trial? I´d like to ask some questions regarding all the videos around youtube about character setup / joints to modo. So I don´t know if there´s a way to register as a Foundry community user of the forum without a modo serial? To my understanding one must buy a Modo licence in order to partcipate in the forums. Anyone knows how one can register to the Modo forums at the Foundry community? Thanks. *David Rivera* *3D Compositor/Animator* LinkedIN http://ec.linkedin.com/in/3dcinetv Behance https://www.behance.net/3dcinetv VFX Reel https://vimeo.com/70551635
Re: Softimage to MODO - Forum participation?
I think you can just go to the main forum page and click Create Account at the upper right. I've used Modo, but not for character animation. Ben On 4/23/2014 8:35 PM, David Rivera wrote: Hello, Ï´m curious if anyone has had already downloaded the Modo-15-day trial? I´d like to ask some questions regarding all the videos around youtube about character setup / joints to modo. So I don´t know if there´s a way to register as a Foundry community user of the forum without a modo serial? To my understanding one must buy a Modo licence in order to partcipate in the forums. Anyone knows how one can register to the Modo forums at the Foundry community? Thanks. *David Rivera* /3D Compositor/Animator/ LinkedIN http://ec.linkedin.com/in/3dcinetv Behance https://www.behance.net/3dcinetv VFX Reel https://vimeo.com/70551635
Re: Softimage to MODO - Forum participation?
If your interested in modo you can sign up for the 801 announcement stream tomorrow as well http://www.thefoundry.co.uk/foundry_login/?request_uri=%2Fmodo801live%2Fconfirm%2Finstant_activation=1 They have a create account link there as well. From: Ben Rogall xsi_l...@shaders.moederogall.commailto:xsi_l...@shaders.moederogall.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Thursday 24 April 2014 at 4:47 AM To: David Rivera activemotionpictu...@yahoo.commailto:activemotionpictu...@yahoo.com, softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Softimage to MODO - Forum participation? I think you can just go to the main forum page and click Create Account at the upper right. I've used Modo, but not for character animation. Ben On 4/23/2014 8:35 PM, David Rivera wrote: Hello, Ï´m curious if anyone has had already downloaded the Modo-15-day trial? I´d like to ask some questions regarding all the videos around youtube about character setup / joints to modo. So I don´t know if there´s a way to register as a Foundry community user of the forum without a modo serial? To my understanding one must buy a Modo licence in order to partcipate in the forums. Anyone knows how one can register to the Modo forums at the Foundry community? Thanks. David Rivera 3D Compositor/Animator LinkedINhttp://ec.linkedin.com/in/3dcinetv Behancehttps://www.behance.net/3dcinetv VFX Reelhttps://vimeo.com/70551635 table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
Re: Softimage to MODO - Forum participation?
I've been rigging in Modo quite a bit lately. Let me know if I can help you with anything. And yes, you can just create an account for the forums without a license. Sergio Muciño. Sent from my iPad. On Apr 23, 2014, at 10:47 PM, Ben Rogall xsi_l...@shaders.moederogall.com wrote: I think you can just go to the main forum page and click Create Account at the upper right. I've used Modo, but not for character animation. Ben On 4/23/2014 8:35 PM, David Rivera wrote: Hello, Ï´m curious if anyone has had already downloaded the Modo-15-day trial? I´d like to ask some questions regarding all the videos around youtube about character setup / joints to modo. So I don´t know if there´s a way to register as a Foundry community user of the forum without a modo serial? To my understanding one must buy a Modo licence in order to partcipate in the forums. Anyone knows how one can register to the Modo forums at the Foundry community? Thanks. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: Softimage to MODO - Forum participation?
i'm trying to reset mine to factory default but there is no \AppData\Roaming\Luxology\ and no MODO701.CFG (the equivalent of maya presets) to be found, i don't understand :( On 24 April 2014 04:35, Sergio Mucino sergio.muc...@gmail.com wrote: I've been rigging in Modo quite a bit lately. Let me know if I can help you with anything. And yes, you can just create an account for the forums without a license. Sergio Muciño. Sent from my iPad. On Apr 23, 2014, at 10:47 PM, Ben Rogall xsi_l...@shaders.moederogall.com wrote: I think you can just go to the main forum page and click Create Account at the upper right. I've used Modo, but not for character animation. Ben On 4/23/2014 8:35 PM, David Rivera wrote: Hello, Ï´m curious if anyone has had already downloaded the Modo-15-day trial? I´d like to ask some questions regarding all the videos around youtube about character setup / joints to modo. So I don´t know if there´s a way to register as a Foundry community user of the forum without a modo serial? To my understanding one must buy a Modo licence in order to partcipate in the forums. Anyone knows how one can register to the Modo forums at the Foundry community? Thanks. *David Rivera* *3D Compositor/Animator* LinkedIN http://ec.linkedin.com/in/3dcinetv Behance https://www.behance.net/3dcinetv VFX Reel https://vimeo.com/70551635
Re: Softimage to MODO - Forum participation?
Thank you very much Sergio. I will mail you soon. Enviado desde Yahoo Mail en Android