Hi all!
This might be a strange question, but what would be the normal texture
size today when creating content for games?
I'm trying to learn a new profession and need to test out the basics
at home before I jump out into the void :)
Also, would unity be a good practice platform? Or any other rec
Also, if and old dog like me that knows everything and nothing, where
would be the best starting point? Conversion of "knowledge".
Or rather "don't learn this, totally useless" :)
Regards
Stefan
-- Sent from a phone booth in purgatory
On May 15, 2013, at 8:31, Stefan Andersson wrote:
> Hi al
Yeah, same hunch here.
Unless the performance expectations are in the multiple characters
real-time concurrently, in which case I think neither way is gonna get
there usually.
On Wed, May 15, 2013 at 1:04 PM, Ciaran Moloney wrote:
> I'm sorta , kinda sure that's a dead end for a custom node. You
I'm sorta , kinda sure that's a dead end for a custom node. You might be
better off optimizing your ICE tree. It doesn't sound like such a complex
problem, care to share?
On Wed, May 15, 2013 at 2:41 AM, Matt Lind wrote:
> I’ve been looking at the ICE SDK as a start to the process of writing
>
Thanks guys for all answers.
I decided to handle it with deformer. I think it is reasonable to handle
it, and easy. It is just shame Unity3D doesn't support shape animation : /
Thanks
On Wed, May 15, 2013 at 5:45 AM, Matt Lind wrote:
> In our case we deemed shape animation to be not very effic
I've been looking at the ICE SDK as a start to the process of writing custom
ICE Nodes in C++. I need to write topology generators, modifiers and
deformation nodes. So far all the source code I've seen supplied with
Softimage only deal with particle clouds or primitive data such as converting
I found that you need to read the docs on the templates and maybe even open
them in a text editor to see what parts are supposed to be what. Some are
meant for IK and some FK and you need to make sure you tag the correct
parts for each.
Eric Thivierge
h
If you're using MOTOR, I find BVH to be more stable than C3d, though C3d
tends to give better results when it works.
This is an area I wish got a little more love. Especially with a crowd
system.
On Tue, May 14, 2013 at 2:33 PM, Byron Nash wrote:
> Yeah, the crown one. MOTOR kept blowing it u
Yeah, the crown one. MOTOR kept blowing it up, but I'm sure I just did
something kooky.
On Tue, May 14, 2013 at 5:23 PM, Adam Sale wrote:
> or are you referring to the pedestrian used for crowd?
>
>
>
> On Tue, May 14, 2013 at 2:23 PM, Adam Sale wrote:
>
>> MOTOR?
>> Tag the rig and load some
or are you referring to the pedestrian used for crowd?
On Tue, May 14, 2013 at 2:23 PM, Adam Sale wrote:
> MOTOR?
> Tag the rig and load some MOTOR files?
>
>
> On Tue, May 14, 2013 at 2:09 PM, Byron Nash wrote:
>
>> What's the easiest way to get some more animations onto the Default
>> Pedes
MOTOR?
Tag the rig and load some MOTOR files?
On Tue, May 14, 2013 at 2:09 PM, Byron Nash wrote:
> What's the easiest way to get some more animations onto the Default
> Pedestrian? The rigs in the menus don't fit his scale and I rather have
> some IK in there than try to FK the whole thing. I d
What's the easiest way to get some more animations onto the Default
Pedestrian? The rigs in the menus don't fit his scale and I rather have
some IK in there than try to FK the whole thing. I don't have a lot of time
to make a rig, I just need something simple.
Thanks
> That's a one-way ticket
Common, we all know that Maya is a plugin for Softimage :D
-Original Message-
> From: "Stefan Kubicek"
> To: softimage@listproc.autodesk.com
> Date: 05/14/13 16:40
> Subject: Re: PyQtForSoftimage with PySide support
>
> Thanks for your constructivism Luc-
Ooh, welcome here Erwan!
And yes – it’s looking very promising.
From: Erwan Naudin
Sent: Tuesday, May 14, 2013 4:08 PM
To: softimage@listproc.autodesk.com
Subject: Re: WWD the 3D movie
really cool trailer, love it ! awesome 3D work on it
2013/5/14 Anthor
That is fantastic.
we watch th
hey stefan, eric hulser at blur did an almost pure python version and
it was almost always an issue.
getting the window handle will always need a compiled plugin to expose
the function from c++ api to scripting.
the method he ended up with was using qwinmigrate. in pyqt it wasnt
exposed/w
Thanks for your constructivism Luc-Eric, but downloading and installing
Maya to get a Softimage compatible version of PySide? That's a one-way
ticket, I'd rather compile myself and have a working solution I have a bit
more control over, even if it's just to get updates and bug fixes faster
Our PySide integration is not the one from Steven because I wasn't able
to
get the windowing stuff right on Linux, so I wrote a python plugin that
handle the QApplication creation/destruction and uses a timer event to
force the Qt loop update. It's still a little bit rough and the Qt
dialogs
In our case we deemed shape animation to be not very efficient. It has too
many downsides.
In the case of faces we used enveloped faces with nulls driving the envelopes.
We chose this route because it means we don't need as many poses per face to
make credible face animation and the storage r
Ok, turns out the file I had was the wrong version or corrupted, it's
working now!
Thanks Alan.
On Tue, May 14, 2013 at 11:42 AM, Alan Fregtman wrote:
> You can find it officially here:
> http://www.adobe.com/support/downloads/detail.jsp?ftpID=4050
>
> They haven't changed since CS4, and as alwa
What about a using a lens shader that does nothing and tweak the alpha in a map
node.
mib_lens_boked -> Color Basis -> Lens Shader Port on camera or pass.
Make sure your boked shader is disabled... it should still return the sample
color and allow you to tweak the resulting color before the outpu
You can find it officially here:
http://www.adobe.com/support/downloads/detail.jsp?ftpID=4050
They haven't changed since CS4, and as always, they go in Photoshop's
Plug-Ins folder.
On Tue, May 14, 2013 at 11:31 AM, Eric Lampi wrote:
> Where should this plugin be installed and where can I find
Where should this plugin be installed and where can I find the
appropriate version?
I think I have an older file that isn't comparable or I am just not
putting in in the right location.
Thanks
Eric
--
Freelance 3D and VFX animator
http://vimeopro.com/user7979713/3d-work
We've been running PySide in Softimage for awhile now. There have been
some small issues, but for the most part it seems to work. There are
definitely some strange cases with the way PySide interacts with Python's
GC, and if you try to get too "fancy" with your code I've seen the desktop
more tha
Hi guys,
We've been using PySide in Soft on Linux and Windows for a couple of months
now and as Stefan said, the major pain was to compile Qt and PySide to get
the missing shiboken module.
I used Qt 4.8.4, PySide 1.1.2 compiled against Python 2.5 with gcc 4.1.2
(Linux) and Python 2.6 x64 with VC20
Yes there are some addons available. I think the most advanced one is
Megafiers. They only have exporters for Max, Maya, Blender and LW
though. I think you can manually export the shapes though.
On 5/14/2013 9:07 AM, Erwan Naudin wrote:
as far as I know, i never seen any shape animation working
really cool trailer, love it ! awesome 3D work on it
2013/5/14 Anthor
> That is fantastic.
> we watch the original WWD series at least once a week before bed, the
> kids are going to love this one.
> in case anyone is not familiar with the franchise, here's a wiki link,
> and its available on N
as far as I know, i never seen any shape animation working out from any 3D
packages, whatever if it is Unreal engine or Unity, only skinned geometries
are accepted.
Maybe there is some tools on the unity asset store that will let you do
something like that, but not natively, sadly :)
2013/5/14 Mi
That is fantastic.
we watch the original WWD series at least once a week before bed, the
kids are going to love this one.
in case anyone is not familiar with the franchise, here's a wiki link,
and its available on Netflix.
https://en.wikipedia.org/wiki/Walking_with_Dinosaurs
ATR
On Thu, 2 M
Checked it all around and looks like only rigged face works.
It is still possible to get nice details in facial animation with null
controls only.
On Tue, May 14, 2013 at 3:06 PM, Eric Thivierge wrote:
> Hey Dan long time!
>
> I'm not sure if Unity support blend shapes. My knowledge of Unity is
Hey Dan long time!
I'm not sure if Unity support blend shapes. My knowledge of Unity is
extremely limited but from what I've heard from some sources is that
most of the gaming platforms these days don't support blend shapes. I've
been told that the face rigs need to be skinning based. I'd love
Would love to try it out Steven but I don't have time right now :(
I prefer to use PySide instead of PyQT so this is very welcomed.
/Jens
On Tue, May 14, 2013 at 5:34 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:
> The difference is pySide isn't licensing hell, and AD is going th
Nice one Andy!
On 14 May 2013 09:03, "Dan Yargici" wrote:
> That's a great trick, thanks Andy!
>
> Hope you're well mate, haven't seen you round these parts much lately...
>
> DAN
>
>
> On Mon, May 13, 2013 at 8:13 PM, Andy Nicholas wrote:
>
>> You can do it without a loop, but you have to speci
>From the last info I have it is not possible to have shape animation inside
Unity, not supported I guess.
Best solution is to go with pure null animations instead of shapes. A bit
limiting but..
But woud be glad to know that I'm wrong and that there is a way for
shape animations as well :)
On Tu
That's a great trick, thanks Andy!
Hope you're well mate, haven't seen you round these parts much lately...
DAN
On Mon, May 13, 2013 at 8:13 PM, Andy Nicholas wrote:
> You can do it without a loop, but you have to specify a character that
> you know
> will never be in the string whose length
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