YES !
On 28 August 2013 08:20, Szabolcs Matefy wrote:
> Thanks Miguel and Jeremie, Gear is one of the ebst and most important
> contribution to Softimage community. J
>
> ** **
>
> So when the new features video will be alive?
>
> ** **
>
> ** **
>
> ** **
>
> Cheers
>
> ** **
>
> *
Hi Miquel,
Any laid out road map for future development?
Cheers.
On 8/28/13, Sebastien Sterling wrote:
> YES !
>
>
> On 28 August 2013 08:20, Szabolcs Matefy wrote:
>
>> Thanks Miguel and Jeremie, Gear is one of the ebst and most important
>> contribution to Softimage community. J
>>
>
[naivity ON] Hey folks...do we have dx11 support? ([/naivity OFF]
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nope
and probably never will soo ;)
On Wed, Aug 28, 2013 at 2:13 PM, Luc-Eric Rousseau wrote:
> nope
>
I'm droolin' on this :
http://www.youtube.com/watch?v=L5fOwSmSaW8&feature=youtu.be
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Wednesday, August 28, 2013 2:16 PM
To: softimage@listproc.autodesk.com
Subject: Re:
he someone will say no not again but yes again.. we can't even have good
representation of shadow in SI... something like that video is, judging by
direction so far.. will never happen.
it doesn;t look that some good development is happening for SI so
On Wed, Aug 28, 2013 at 2:17 PM, Szabolcs
Thanks for the link Halim,
Windwalkers looks really nice. I like the idea of 16+ film :) And I see
Marc Caro as an Artistic Director :D I Hope the best for the project :)
Miquel Campos
www.miquelTD.com
2013/8/28 Halim Negadi
> Hi Migue
Muhamad: Any laid out road map for future development?
Yes I have a kind of road map :P
For the moment I would like to add (ASAP) some more rigging components and
add some functionalities to some of the tools. Later I have a list of
ideas, but not sure where to start yet :P
-
To report back...
The maths I was using were in fact correct but there is a bug in my
Python classes that was causing the inconsistent results.
Thanks for all the help and the good math lesson.
Eric Thivierge
===
Character TD / RnD
Hybride Technologies
On August-27-13 6:32:40 P
there is plan to make installation friendly as well, something like in form
of addon?
also so far I helped like bunch of people to install gear, they all had
problems with python path and modules.
if that part could be solved to have everything for installation as much as
possible user friendly it
Jeez, Eric! Sort it out!
On Wed, Aug 28, 2013 at 1:55 PM, Eric Thivierge wrote:
>
> The maths I was using were in fact correct but there is a bug in my Python
> classes that was causing the inconsistent results.
>
Haha, I'm trying. Been banging my head against my desk for the past few
days not understanding what could be going wrong. My Matrix3 class
method for multiplying is doing some really wonky stuff. Like reseting
the matrix values to Identity if used in another multiply operation...
makes no sense
Hello Mirko,
For the moments no plans to make an easier installation. But I recorded a
video of how to install it, should be online today :)
Miquel Campos
www.miquelTD.com
2013/8/28 Mirko Jankovic
> there is plan to make installation f
95% hard work, talent and taste, 5% viewport technology, imho :)
On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy wrote:
> I’m droolin’ on this :
> http://www.youtube.com/watch?v=L5fOwSmSaW8&feature=youtu.be
>
> **
>
in that case why did any software move from version 1.0 at first place ;)
On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau wrote:
> 95% hard work, talent and taste, 5% viewport technology, imho :)
>
> On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy wrote:
>
>> I’m droolin’ on this :
>> http:/
really nice character design!
On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic
wrote:
> in that case why did any software move from version 1.0 at first place ;)
>
>
> On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau wrote:
>
>> 95% hard work, talent and taste, 5% viewport technology, imho :)
Hello,
first videos are ready:
001 - installation https://vimeo.com/73286635
002 - icons https://vimeo.com/73286662
003 - zipper https://vimeo.com/73304786
004 - wireframe colorizer https://vimeo.com/73304787
005 - solvers https://vimeo.com/73304788
:)
Miq
Hey Miquel You rule!!!
Thanks a lot
2013/8/28 Miquel Campos
> Hello,
>
> first videos are ready:
>
> 001 - installation https://vimeo.com/73286635
> 002 - icons https://vimeo.com/73286662
> 003 - zipper https://vimeo.com/73304786
> 004 - wireframe colorizer https://vimeo.com/73304787
> 005
Hello Tim,
The only issue that I found was with the xml templates. You need to
generate it with the original GEAR. Later save the guide as a model/scene.
Reload Gear_mc and re-export the guide to an xml template.
This will avoid an error at loading time with the color in the controls.
If you alr
5%, sure eric, :) this guy is so good he can make Maya show viewport
displacement by shear force of will.
On 28 August 2013 16:46, sue jang wrote:
> really nice character design!
>
>
> On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic <
> mirkoj.anima...@gmail.com> wrote:
>
>> in that case why d
I tend to agree with Luc-Eric.
It sure is nice to see the displacement in the viewport, but it wouldn't
be as nearly as impressive if it were a sphere with a fractal texture on
it. The design, modeling and texture work are very impressive.
Besides, the video is a little misleading because we hav
But the problem with the current display options is that it forces you
into specific workflows for animating characters with displacement.
Namely, that you have to avoid generating any large-form surface changes
via displacement (and sometimes even medium-to-small-scale features as
well), for f
These are pretty impressive as well (both artisically and technically)
http://www.youtube.com/watch?v=lekeZPYCnYQ
http://www.youtube.com/watch?v=nnza8uSo6hE
On Wed, Aug 28, 2013 at 2:31 PM, Tim Crowson wrote:
> But the problem with the current display options is that it forces you
> into speci
I agree with Tim.
2013/8/28 Tim Crowson
> But the problem with the current display options is that it forces you
> into specific workflows for animating characters with displacement. Namely,
> that you have to avoid generating any large-form surface changes via
> displacement (and sometimes ev
+1. Updated modeling and real-time features would be boon for asset
creation.
On 8/28/2013 1:31 PM, Tim Crowson wrote:
But the problem with the current display options is that it forces you
into specific workflows for animating characters with displacement.
Namely, that you have to avoid gener
...Back in the day my boss said the ported some SI code and tools into Maya and
3Dmax back when SI was purchased by Autodesk. I wonder if (and hope and pray)
they would port back the Maya viewport into SI. I think that would be something
great and well due. =P
-Draise
From: Rares Halmagea
As we saw so far only way any code is going is from SI.. nothing really
in
On Wed, Aug 28, 2013 at 9:04 PM, Andres Stephens wrote:
> ...Back in the day my boss said the ported some SI code and tools into
> Maya and 3Dmax back when SI was purchased by Autodesk. I wonder if (and
> hope and pra
I think what Eric meant, is that the video is actually showing 95% of the
guys work to model and texture a character. And five percent is due to
viewport. But the video pretends an inverse ratio of these capabilities.
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listp
I agree with Tim and Vincent for showing off the advantages this crazy Asian
guy gets in his viewport! :P
Mari also...but with the K6000 ;)
http://www.youtube.com/watch?v=eieP69lHGGE
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim
Hi list,
I have a scene with ~200 reference models offloaded via the scntoc.
The scene opens relatively quick but as soon as I unroll the hierachy
containing all the reference models (in the explorer), Softimage stops
responding.
If I open the same scene without modifying the scntoc, the scene ta
You mean besides the large amount of data you're trying to load into memory?
Models have additional metadata which force additional validation checks and
processing of deltas. You're experiencing normal behavior. We have the same
issues.
The best I can suggest is to keep your edits lean on the
They simplified considerably the problem in Maya DX11: they created one big
"uber" realtime shader that does offers all the parameters but it's a black
box. You can't render it in mental ray or anything else.
On the Softimage side, the high quality viewport's goal (let's avoid
debating for now wh
Thanks Matt, that's good to know.
To describe my problem more simply:
Offloaded references hang Softimage. Loaded references don't. That doesn't
make much sense does it?
Did you experience something similar?
On Wed, Aug 28, 2013 at 4:41 PM, Matt Lind wrote:
> You mean besides the large amount
We need DX11 support to author a game.
Our game has been DX11 for a while now. It would be nice to see our HLSL
shaders applied natively to the assets instead of having to be wrapped inside
of OpenGL shaders where we lose some functionality because not all HLSL
features can be ported.
Matt
On occasion, yes, but usually when the offloaded model is a dependency of
something else going on in the scene. Eg: the loaded scene content needs the
offloaded model for something.
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behal
I think you hit the nail on the head there. Will do more testing. If I can
repro this should probably be logged as a bug.
Thanks!
On Wed, Aug 28, 2013 at 4:57 PM, Matt Lind wrote:
> On occasion, yes, but usually when the offloaded model is a dependency of
> something else going on in the scene.
Been searching around for methods to take a polymesh where every poly has
been disconnected and do some random rotation and scaling based on
proximity to a mesh or inside a null, etc. to get a nice offset effect.
Any suggestions? I don't really need a particle method unless its the
only option.
I have a good article on Delta hygiene with a script to clean a lot of
common issues in my blog:
http://darkvertex.com/wp/2010/02/21/clean-softimage-deltas/
On Wed, Aug 28, 2013 at 5:55 PM, Vincent Fortin wrote:
> I think you hit the nail on the head there. Will do more testing. If I can
>
I dunno, I feel like saying 'What's the point in even asking for
something unless it has to do with ICE?' It's a good thing XSI was as
mature as it was prior to the AD buyout. Call me a Debbie Downer.
-Tim
On 8/28/2013 3:56 PM, Matt Lind wrote:
We need DX11 support to author a game.
Our game
Something like this perhaps?
http://www.si-community.com/community/viewtopic.php?f=15&t=3572
(see Chris_TC's response.)
On Wed, Aug 28, 2013 at 6:03 PM, Kris Rivel wrote:
> Been searching around for methods to take a polymesh where every poly has
> been disconnected and do some random rotatio
Great info Alan! Tks for that!
—
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On Wed, Aug 28, 2013 at 11:12 PM, Alan Fregtman
wrote:
>
> I have a good article on Delta hygiene with a script to clean a lot of
> common issues in my blog:
> http://darkvertex.com/wp/2010/02/21/clean-softimage-deltas/
>
> On
If you're doing a simulation, you wanna make sure your Bend or whatever
deformer operator is in the POST-SIMULATION stack.
When you have a Simulation stack marker anything under Animation only
evaluates on the first frame.
On Tue, Aug 27, 2013 at 5:33 AM, Adam Seeley wrote:
> Seems to work fi
Interesting list of gotchas, thanks for sharing!
To my surprise ICE and reference models seem to play nicely. I have close
to a thousand referenced pointclouds that are dependent on each others and
so far it's stable. I don't think I could keep up with the complexity of
the shots without a way to
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