Thanks guys!
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of pete...@skynet.be
Sent: Wednesday, October 30, 2013 10:31 AM
To: softimage@listproc.autodesk.com
Subject: Re: Giving texture coordinates to an ICE pointcloud
in the
Well, at least they have sneak peaks!Both SI and Houdini are amazing kits. However, one decides not to market it's strengths or at all while the other fails to do a single bit of quality check on outgoing material.
Honestly, I feel bad for the talented RnD staff behind the scenes who probably
Hey guys,
I´ve done a recent study inside ICE based on Jeff Brodsky's trunk rig demo
and I´d like to share with you guys not only the video but also all the
progress files (.zip includes scenes, wips, compounds) I did for:
renatopolimeno.com/variable-fk-using-softimage-ice
By the way I´ve tried
Thanks for sharing!
I don't think any serious TD should skip your posts :).
Guillaume Laforge
On Wed, Oct 30, 2013 at 4:20 PM, Manny Papamanos
manny.papama...@autodesk.com wrote:
Good job and thanks.
Ps: I see you like to experiment with a toon look.
Maybe this will interest you to
You could increase the density of the mesh, transfer whatever threshold
information you have into a weightmap and then use that in the generate
sample set node.
Unless you need a preposterous amount of detail this should work.
On Oct 28, 2013 9:49 AM, adrian wyer adrian.w...@fluid-pictures.com
You can use the right mouse button to deselect with the paint tool. It's a
holdover from the old SI3D selection paradigm.
gray
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
Sent: Thursday, October 31, 2013 1:57 AM
To:
You can still use Ctrl + Shift + A to deselect all in paint select and right
click paint to deselect a few.
The hotkeys Deselect All, Ctrl+Shift+A, or Deselect All Using Filter,
Ctrl+Shift+F have always made me laugh. It's a super uncomfortable
hotkey that takes about two seconds to correctly
I think it's best to define one's own keyboard mapping layout.
I started this long ago in 3ds max, and transferred it as far as
possible to SI. It's an ongoing process. Without it, I fall back to
beginner speed...
The standard layout in SI is a joke - legacy nonsense from the nineties.
(also
Nice !
On 31 October 2013 05:58, Renato Polimeno rntpolim...@gmail.com wrote:
Hey guys,
I´ve done a recent study inside ICE based on Jeff Brodsky's trunk rig demo
and I´d like to share with you guys not only the video but also all the
progress files (.zip includes scenes, wips, compounds)
* And btw, it seems that even if you change the subject the emails get
grouped inside the previous thread you used to reply. Should we always
write from scratch to create a new thread?*
Yes please. Always start fresh for each new thread.
The grouping doesn't always happen by subject line
Sorry if this is basic ICE, but is there a way to extrude geometry along
a curve? We're trying to avoid using strands at all, since we're just
doing some modeling operations and don't want to have to manage extra
pointclouds Plus curves gives us more artist-friendly control...
--
Signature
Fabricio Chamon did good one.
http://vimeo.com/24948031
Check rray.de I think I grabbed it there once.
On Thu, Oct 31, 2013 at 7:40 PM, Tim Crowson tim.crow...@magneticdreams.com
wrote:
Sorry if this is basic ICE, but is there a way to extrude geometry along
a curve? We're trying to avoid
On 2013-10-30 23:56, Christopher Crouzet wrote:
I love Houdini and I love the sneak peeks they've been doing for the v13.
The quality and the robustness of the software is not to be proved
anymore, and seeing them taking the piss of their own features by using
self-derision shows that they are
Tim,
Can you use the basic Extrusion Along Curve modeling commands in Surf.Mesh or
Poly.Mesh? Or are you strictly limited to ICE?
Does it have to be mesh or surface? I think that while its possible, in ICE,
to do what you want with polygon topology, it may not be possible with NURBS.
You
I've never used Houdini, but I must admit the new fewtures list is nothing
short of impressive:
http://www.sidefx.com/index.php?option=com_contenttask=viewid=2582Itemid=390
On 2013-10-30 23:56, Christopher Crouzet wrote:
I love Houdini and I love the sneak peeks they've been doing for the
Thanks, I think that will help!
-Tim
On 10/31/2013 2:04 PM, Srecko Micic wrote:
Fabricio Chamon did good one.
http://vimeo.com/24948031
Check rray.de http://rray.de I think I grabbed it there once.
On Thu, Oct 31, 2013 at 7:40 PM, Tim Crowson
tim.crow...@magneticdreams.com
Yeah in our case, it needs to be ICE-based. We've working on a toolset
for creating procedural buildings, and there are a couple of sections
that would need to extrude a profile along a path.
I think we can look at Fabricio Chamon's tool and get some inspiration...
-Tim
On 10/31/2013 2:22
Have you looked at this thread:
http://www.si-community.com/community/viewtopic.php?f=15t=1537 ?
gray
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson
Sent: Thursday, October 31, 2013 3:34 PM
To:
Absolutely nothing, or hundreds of our stand-ins would have issues :)
Absolutely nothing for the static kine state either, since for years we've
used compensation tricks changing that in unison to transform changes.
There are a lot of this with that can make bad things happen that are
borderline
very interesting behaviour,...looks as if you created your own solver...i d
love to try it on a dragon-tail, but i would not know how to build a
propper control rig around it. I bet it would involve a lot of global/local
conversion in ICE, no ? Or,...how would you make that rig controllable if
you
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