Re: alien character

2013-06-09 Thread Martin
I don't know how fast can you work but one week is just too short. Even if you don't make any mistakes and don't sleep at all. Unless you only need a animatic storyboard dummy character, I would estimate at least 3 weeks for modeling texturing and basic rigging for a basic level character kinda re

Re: alien character

2013-06-09 Thread Mirko Jankovic
But keep i mind that rigging can easily overlap with final texturing, cutting down couple days. But client is bigger problem than any tech scheduling really. That is variable x that can easily double even triple time planned. Anyways if it is mostly basic facial than that is something facerobot ca

RE: alien character

2013-06-09 Thread Szabolcs Matefy
Quick correction, I think the 6 weeks-2 month is quite good. And still, if you have a client, it can ruin your schedule in a second! -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Monday

RE: alien character

2013-06-09 Thread Szabolcs Matefy
Yep, it could be done in a week, 24/7 :) and the night shift :D I think Paul quality requires sculpting, retopo, Paul had a very decent facial rig, and if you want some neat rig, I guess it would take at least four weeks to stay on the safe side. And of course, if there's a client, it might doubl

RE: color4passthrough

2013-06-09 Thread Nick Angus
All good, I did a bit of research and it turns out the old 'color_share' preset is still buried in the install. That has a bunch of channels that are hard wired in and don't get wiped out on export of the compound. Cheers, Nick From: softimage-boun...@listproc.autodesk.com [mailto:softimage-b

Re: alien character

2013-06-09 Thread royston michaels
Thanks Sebastien, So around 6 weeks without animation. Am I right in saying 1 week for roughly 10sec animation, mostly lip sync and slight hand gestures. The lip sync would just be to shape the mouth for sounds, not any dialogue. Do people quote for rendering(studios/freelancers)? And what sort of

color4passthrough

2013-06-09 Thread Nick Angus
Making a shader compound does not work with the channels of a color4 passthrough node, in 2013 anyway... Does anyone have a workaround for this one? It just dumps my added channels on export of the compound N

Re: SI 2014 SP1 is out

2013-06-09 Thread Alan Fregtman
Which Syflex bug? 'cause if you mean the lack of per-point forces, that was supposedly fixed in the first 2014. On Sun, Jun 9, 2013 at 9:03 AM, Paul wrote: > It would have been nice to see Syflex fixed after all the talk about it > earlier this year. > > On 8 Jun 2013, at 22:55, Matt Morris w

Re: alien character

2013-06-09 Thread Sebastien Sterling
Depending on the complexity I would side with Tim, in the region of 2 months assuming it has already been conceptualized, this would not include animation. On 10 June 2013 01:02, royston michaels wrote: > Thanks Tim, > 6 weeks would give enough time for approvals, etc. > > On 10/06/2013, Tim Le

Re: alien character

2013-06-09 Thread royston michaels
Thanks Tim, 6 weeks would give enough time for approvals, etc. On 10/06/2013, Tim Leydecker wrote: > I would have guessed 2 months work in 6 weeks time... > > Cheers, > > tim > > On 10.06.2013 00:50, royston michaels wrote: >> Thanks guys, >> Rigging is basic, nothing intense, most of the animati

Re: alien character

2013-06-09 Thread Tim Leydecker
I would have guessed 2 months work in 6 weeks time... Cheers, tim On 10.06.2013 00:50, royston michaels wrote: Thanks guys, Rigging is basic, nothing intense, most of the animation would be facial expressions, some lip sync. Model and texture, very close to Paul the alien. I don't want to qu

Re: alien character

2013-06-09 Thread royston michaels
Thanks guys, Rigging is basic, nothing intense, most of the animation would be facial expressions, some lip sync. Model and texture, very close to Paul the alien. I don't want to quote and shoot myself in the foot for not allocating enough time, so maybe 1 week for model,texture, 1 week for rigging

RE: alien character

2013-06-09 Thread Daniel Kim
I've got some detailed info about that project earlier from the production. You guys might have been thinking A++ quality feature film, but it is not. The Quality should be nice, but it sounds like they were working on pilot film. That's why I said 1 week with full working time. I am not sure Ro

Re: alien character

2013-06-09 Thread Mike Donovan
I bet it took weeks just to create his pre-pro designs. :P Sent from my iPad On Jun 9, 2013, at 5:29 PM, "Sebastien Sterling" mailto:sebastien.sterl...@gmail.com>> wrote: I doubt it took one week to make Paul, Dan :P On 9 June 2013 22:54, Daniel Kim mailto:dani...@magicboxandapps.com>> wrote

Re: alien character

2013-06-09 Thread Sebastien Sterling
I doubt it took one week to make Paul, Dan :P On 9 June 2013 22:54, Daniel Kim wrote: > Hi Royston > > ** ** > > I’ve got same personal question from a production in NL. It is depending > on final quality, but it would not take more than 1 week I guess. > > ** ** > > Cheers > > Dani

RE: alien character

2013-06-09 Thread Sven Constable
Don't calculate a project with just recreating something existing. It's always unique, involving development and whatnot. A week is nothing and a question like this is very unclear to say the least. sven From: softimage-boun...@listproc.auto

Re: OT: alien character

2013-06-09 Thread Sebastien Sterling
Paul the Alian ?! you are talking at least a couple of months. it depends what you need him to do... On 9 June 2013 20:40, royston michaels wrote: > Hi List, > I'm curious to know how much time someone would spend to model, texture > and rig an alien character(including rig for facial animation

RE: [C++] Store a structure of vector in a UserData

2013-06-09 Thread Marc-Andre Belzile
Alternatively, you could store C++ buffers in your struct instead of std::vector objects. Then if you need to access your data with stl, just assign each buffer to an std::vector out from these buffers. If you can't afford the extra copy performed by std::vector constructor, you'll need to impl

RE: alien character

2013-06-09 Thread Daniel Kim
Hi Royston I've got same personal question from a production in NL. It is depending on final quality, but it would not take more than 1 week I guess. Cheers Daniel From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of royston michaels Sent:

Re: [C++] Store a structure of vector in a UserData

2013-06-09 Thread Guillaume Laforge
Well, if you need the exact number of bytes, you will need to take into account the size of std::vector objects I think :). On Sun, Jun 9, 2013 at 10:07 AM, Stephan Woermann < swoerman...@googlemail.com> wrote: > To get the total size of the struct, this should work: > > Foo test; > sizeof( dou

OT: alien character

2013-06-09 Thread royston michaels
Hi List, I'm curious to know how much time someone would spend to model, texture and rig an alien character(including rig for facial animation), reference is Paul the alien. I need an average estimate. I apologise for the non technical mail. TIA, Royston

Re: [C++] Store a structure of vector in a UserData

2013-06-09 Thread Stephan Woermann
To get the total size of the struct, this should work: Foo test; sizeof( double ) * test.A.size() + sizeof( double ) * test.B.size() + sizeof( bool ) * 2 Stephan 2013/6/9 Guillaume Laforge > Hi Ahmidou :), > > You could try to use pointers to std::vector. This way you will be able to > access

Re: [C++] Store a structure of vector in a UserData

2013-06-09 Thread Guillaume Laforge
Hi Ahmidou :), You could try to use pointers to std::vector. This way you will be able to access those vector and get the double values correctly. But you must handle the allocation/deallocation of those vectors by yourself: struct Foo{ std::vector *A; std::vector *B; bool C; bool

Re: SI 2014 SP1 is out

2013-06-09 Thread Paul
It would have been nice to see Syflex fixed after all the talk about it earlier this year. On 8 Jun 2013, at 22:55, Matt Morris wrote: > I'd love to know why there hasn't been any official notification for this, > via email or a post to this list even. > > > On 7 June 2013 08:23, Szabolcs M

[C++] Store a structure of vector in a UserData

2013-06-09 Thread Ahmidou Lyazidi
Hi List, Is it possible to store this kind of struct in a UserData (map or blob): struct Foo{ std::vector A; std::vector B; bool C; bool D; }; I can pull out the structure, and the vectors have the good number of item...but they are empty, the values are gone I'm not sure, but I