Re: rumor, Soft dead within the next year

2014-01-07 Thread Emilio Hernandez
Hair is coming soon as well as strands. For me Redshift is so fast that now I don't render without GI. Also lighting is delicious as Redshift has also a progressive mode. So you can adjust things easily and creativly. Before Redshift I was saving to buy a double Xeon to have at least 24 cores o

Rendering ZBrush displacement in Soft

2014-01-07 Thread Szabolcs Matefy
Anyone has idea how to render ZBrush displacement correctly in Softimage? Times to times, I think I know, and the next time I can't render detailed displacement... ___ This message contains confidential information and is intended only for the individual named. If you are not the named addresse

Re: rigging in xsi vs maya

2014-01-07 Thread Mirko Jankovic
Like mentioend couple times before... working in Maya is like walking on glass legs. Expect every time that everything will collapse under you ;) On Wed, Jan 8, 2014 at 5:39 AM, Emilio Hernandez wrote: > This is exactly what I am talking about of the weighing in Maya... I > forgot to check th

Re: rumor, Soft dead within the next year

2014-01-07 Thread Sebastien Sterling
Hair is unfortunately a breaker for me at this particular point as i'd like to get some xp in that domain, but Redshift looks nice enough, how does it handle compared to MR ? the number of times i've past the 15 min mark with MR waiting for 1 bucket before calling the time of death never knowing wh

Re: rigging in xsi vs maya

2014-01-07 Thread Emilio Hernandez
This is exactly what I am talking about of the weighing in Maya... I forgot to check the lock at some point and... KABOOM 2014/1/7 Meng-Yang Lu > Yup, and that slider that was mentioned earlier is a booby trap that does > just that. Throws your weights around willy nilly. That's why t

Re: rumor, Soft dead within the next year

2014-01-07 Thread Emilio Hernandez
Hey Sebastian have you tried Redshift. The beta is only 100USD and it works like a charm, it is full integrated into Softimage and unless you are going to do Hair or Strands it is worth every penny. Specially for a one man show. Forget about CPU and use the GPU. In my case I can continue workin

Re: rigging in xsi vs maya

2014-01-07 Thread Meng-Yang Lu
Yup, and that slider that was mentioned earlier is a booby trap that does just that. Throws your weights around willy nilly. That's why there's a ancient workflow of adding influence only and never subtracting. -Lu On Tue, Jan 7, 2014 at 6:57 PM, Sebastien Sterling < sebastien.sterl...@gmail.c

Re: rumor, Soft dead within the next year

2014-01-07 Thread Sebastien Sterling
9000€... it's going to be tough, but your worth it :) On 6 January 2014 13:34, Sven Constable wrote: > Maybe true but one thing to keep in mind is you don't have to spend extra > money for mental ray (at least no significant amount). For one man shows > like me mr is still useful. I use it on a

Re: rigging in xsi vs maya

2014-01-07 Thread Sebastien Sterling
I was quite shocked to learn from riggers in my last job, that in maya you have to "lock all bones but the ones you want to weight to via small tick boxes" failure to do so aparently causing maya to through random influences around... On 8 January 2014 02:22, Alan Fregtman wrote: > Last time I

Re: rigging in xsi vs maya

2014-01-07 Thread Alan Fregtman
Last time I had to use Maya I would use Crosswalk to transfer the skinned mesh from Maya to Soft, do my weighting in home sweet home, then I wrote an exporter that saved out my weights in the "*cometSaveWeights*" format. Life saver! On Tue, Jan 7, 2014 at 6:15 PM, Steven Caron wrote: > arg, fi

Re: rigging in xsi vs maya

2014-01-07 Thread Steven Caron
arg, figured it out. import pymel.core as pm pm.select(pm.skinCluster(pm.selected()[0], query=True, influence=True)) best UI ever! On Tue, Jan 7, 2014 at 2:58 PM, Steven Caron wrote: > this thread is some what well timed... i am in maya right now. i need to > get a mesh and its skin/envelope

Re: rigging in xsi vs maya

2014-01-07 Thread Steven Caron
this thread is some what well timed... i am in maya right now. i need to get a mesh and its skin/envelope into softimage. i did not rig this object and i don't know enough about maya to try and understand it through inspection. in softimage i would select the mesh, then select the deformers from en

Re: rumor, Soft dead within the next year

2014-01-07 Thread Kris Rivel
I'm with you Martin...I'll bring the shovel. Kris On Mon, Jan 6, 2014 at 5:23 AM, Martin Contel wrote: > I'm one of those poor souls using Maya on a daily basis. The experience is > even more miserable considering I've been happily using XSI since v3.0 till > last year. I think a lot of times

Re: Softimage, Lagoa and Redshift

2014-01-07 Thread Ciaran Moloney
Nice pour! On Fri, Jan 3, 2014 at 5:34 PM, Emilio Hernandez wrote: > Hello list I want to share this two shots that we just delivered for a TVC. > > They were entirely produced in Softimage. > > For the fluid simulation we used Lagoa and the frost is ICE. The mesh was > generated using EM Poly

RE: Softimage, Lagoa and Redshift

2014-01-07 Thread Ola Madsen
Hi Alan, Sorry for the late reply but I've been partly offline during the weekend. But here's a slightly more detailed explanation of the bubble setup. The bubbles are generated from the cached lagoa point cloud, but created in a separate cloud. This creates the "hero bubbles", which is then u

Re: rigging in xsi vs maya

2014-01-07 Thread Morten Bartholdy
Love this one, Jordi :) Morten Den 7. januar 2014 kl. 10:21 skrev Jordi Bares : > Following where I left it with my iPhone… > > It is the perception that is cheaper that is the problem, I have proved myself and the company I work for now that it is not the case, super-senior people are indeed

Re: rigging in xsi vs maya

2014-01-07 Thread Sergio Mucino
You can also slide weight values in the component editor using the slider at the bottom of the UI. I'm not sure if that's what you were referring to, though. On 06/01/2014 6:42 PM, Meng-Yang Lu wrote: It's called the Component Editor.  Does the

Re: OT: Organizing files that belong together

2014-01-07 Thread Christian Gotzinger
Hi Angus, All versions of a square have the same grid coordinates, yes. We can't generate an entire grid for each project because the amount of data would be through the roof. We have over 200 squares and to date more than 30 projects. Therefore, we only edit those squares that are relevant to a g

RE: OT: Organizing files that belong together

2014-01-07 Thread Angus Davidson
Hi Christian a few questions then ;) Will the square and its versions always be at the same coordinates on the grid? In the scenario that a square fits multiple projects is it not possible to just have multiple copies of the same file (or can max do standins ? That way you have a grid for each

RE: ultimapper issues - tangent space normal maps

2014-01-07 Thread Szabolcs Matefy
This article helped me eliminate all of my issues on normal mapping. It's a well written, and clear text, so go ahead, and read it. Tangent space normal map main feature is that it's independent of the world space transformation. If Ultimapper changes the normal it must be wrong. However, as fa

Re: OT: Organizing files that belong together

2014-01-07 Thread Christian Gotzinger
Thank you for the response, Angus. I need to expand a bit on what I wrote already. The files are all MAX files (we use Soft, Maya and Max and store final files in MAX format), but we're looking for an external tool to help us with the organizing. What I'd really like is this: I pick a file, and the

Re: OT: Organizing files that belong together

2014-01-07 Thread Angus Davidson
My way of thinking of this would be to do it with versioning. Ie for each city square you have a base mesh possibly as emdl to be referenced in. e.g. square_001_base In your first project you will pull those in and place via reference so their edges are correct. Once you have that you can the

OT: Organizing files that belong together

2014-01-07 Thread Christian Gotzinger
Hi list, We have a digital city model that's divided up into several hundred squares. Our projects require us to make different versions of these squares for planning purposes. So for any given square, we may have 4 or 5 different versions. The more projects we do, the more complicated it gets fo

Re: rigging in xsi vs maya

2014-01-07 Thread Jordi Bares
Agreed, like an sculptor used different tools if is carving wood or working with stone the truth is that it is not just a tool, specially when these tools force you to do things in a certain way. My guess is that anyone may find themselves at him after years of work on any package, it is a diff

Re: rigging in xsi vs maya

2014-01-07 Thread Mirko Jankovic
Sorry but I strongly disagree. Topic is a bit wide and all but software vs software is real deal not just fan wars. As one example.. character animation inside Max compared to ANY other software... Most of animators I know unless then don;t know anything else but max will say big NO to character a

Re: rigging in xsi vs maya

2014-01-07 Thread Angus Davidson
As a father to two young boys, one thing about having two kids in diapers is it teaches you how to simplify your workflows ;) Maybe the maya dev team needs more babies ;) Will bring a whole new perception to the UI ;) On 2014/01/07, 11:38 AM, "pete...@skynet.be" wrote: >-Original Message--

Re: rigging in xsi vs maya

2014-01-07 Thread Michal Doniec
I don't find Maya and XSI that different when it comes to rigging. I have cross trained juniors back and forth too many times to remember, all I had to explain is that xsi chains are IK by default, most of the time they don't have to bother with bone orientation and that simple pose based deformers

Re: rigging in xsi vs maya

2014-01-07 Thread Mirko Jankovic
Jordi, nailed it in last one especially. But I was trying to explain something similar in one of the companies aI was working for... They had different approach, they bring in couple cheap juniors and keeps them for couple months and then mostly they leave and company looks for another team.. going

Re: rigging in xsi vs maya

2014-01-07 Thread peter_b
-Original Message- From: Luc-Eric Rousseau ... I have two side projects that need diaper changes. Oooh, does your wife know? ;-)

Re: rigging in xsi vs maya

2014-01-07 Thread Greg Maguire
Jordi's past 3 emails. Awesome. + On Tue, Jan 7, 2014 at 9:21 AM, Jordi Bares wrote: > Following where I left it with my iPhone… > > It is the perception that is cheaper that is the problem, I have proved > myself and the company I work for now that it is not the case, super-senior > people

Re: rigging in xsi vs maya

2014-01-07 Thread Jordi Bares
Following where I left it with my iPhone… It is the perception that is cheaper that is the problem, I have proved myself and the company I work for now that it is not the case, super-senior people are indeed cheaper as they can get the job done much faster, the trick is simply to make sure ther

Re: rigging in xsi vs maya

2014-01-07 Thread Jordi Bares
The advantage is a logistic and economic one as having a rigger doing the same job in 3 times the time is easier to find and you can stack people up if necessary. Also the constant flow if students makes it cheaper (not true) On this I have a lot to say... Jb Sent from my iPhone > Sorry mayb

Re: rigging in xsi vs maya

2014-01-07 Thread Jordi Bares
A generalisation is never precise but... Rigging is not that technical, it is that riggers want to complicate it and what you find is bizarre, unreadable code from wannabe programmers that it is literally unmaintainable. The worst is that they don really know how to animate and on top of the