-- Originalnachricht --
Von: "Matt Lind"
An: "softimage@listproc.autodesk.com"
Gesendet: 12.02.2014 05:37:30
Betreff: RE: Survey - how would you do this?
We don’t miss ICE as much as you’d think. What hurts us more is the
lack of development in the fundamental tools outside of ICE su
Character Key sets are hierarchical. I think they only work with existing
parameters but it's a potential way to organize...
On Tue, Feb 11, 2014 at 11:37 PM, Mathias N wrote:
> Evening
>
> I will be managing an obscene number of parameters, a number that requires
> that I keep things somewhat
Hi Ben,
It comes as a surprise to me that you say Crate supports both formats
because we, at Shed, are experiencing the same situation as Paulo and
Vincent. We absolutely need to use HDF5 for the cache to work, coming from
Houdini 13.
Thanks !
Luc
Luc Girard // SHED
VFX artist
1410
Hi Luc,
Can you send us a file from Houdini that does not work? We'll patch
it up right away. Should be something really simple if it isn't
working.
Best regards,
-ben
On Wed, Feb 12, 2014 at 9:07 AM, Luc Girard wrote:
> Hi Ben,
>
>
>
> It comes as a surprise to me that you say Crate supports
Hi,
I'm not sure that's what you really need to do but I've been using and
manipulating hierachies of custom properties for a long time now.
for this, I use an addon I first published nearly 10 years ago:
http://hnegadi.myftp.org/resources.html
The core is a quick and dirty vbscrip plugin but it
On Tue, Feb 11, 2014 at 10:30 PM, Matt Lind wrote:
> The solution is 100% art driven in this case and cannot rely on game engine
> logic or engineering resources. If it could, there wouldn't be a challenge
> ;-)
>
> Cannot use ICE, but you can use expressions, constraints, or animation mixer
>
Hmm.. I don't know why.. I must not understand the challenge. How I'd do
it is:
1) duplicate your astroid(s) ( in this case not instances for
art-direction ) # of times you want.
2) select all, and path constrain to a Circle Curve. ( roughly 40 units )
3) Multi-select their constraint, and set
Hi Tim,
Thanks for the way you mentioned our projects :) .
I would like to chime in and say that we, at Shed, are also looking at hair
solutions actively. Our solution based on Kristinka does the job but it is very
far from being an out of the box solution and it requires a lot of RnD to
maint
id go with what jeffrey said, but that doesnt protect against collisions.
honestly, im using ICE alot with Unity. No biggy,
If your working with a pointcloud, just take that data along with ice
kinematics, and plot the information out onto the actual assets. then
export to the game. I think you c
I've not used custom preferences before but they look handy so I've given
it a go.
I have a plugin which is a timer event, and I want to set the interval from
a value in a custom preferences property that I have created
But on startup I get this error in my plugin
*# ERROR : Traceback (most rece
I've stored these types of prefs in an xml file in the user directory
and read / write to it as needed. I do the same with the Species
preferences as I cannot rely on the built in custom preferences or want
to deal with the baggage they bring along. My recommendation is to go
that route.
Eric
If you go with a custom preference, then you do something like this in an
OnStartup event:
var xsiPrefs = Application.Preferences;
var renderPrefs = xsiPrefs.Categories("Acme Render");
// Custom preferences were not installed
if (renderPrefs == null)
{
var sceneRoot = Dictionar
As much as I’d like to see NURBS Curve improvements, I’d put it low on the list
in comparison to other things that need to be done (Such as NURBS Surface
improvements ;-D). Seriously, fundamental tools and SDK improvements are much
needed.
Matt
From: softimage-boun...@listproc.autodesk.c
We'd have to add support for ICE in our exporter and pipeline management tools.
We don't have resources to do that at present.
If the artist doesn't clean up after himself responsibly, it creates a lot of
problems.
Matt
-Original Message-
From: softimage-boun...@listproc.autodesk
In less than the amount of time you've spent on this thread, you could have
written a simple script to bake out ICE particle SRT's, which would not only
help in this situation, but a million and one others. :-)
Sent from my iPhone
> On Feb 12, 2014, at 12:35 PM, Matt Lind wrote:
>
> We'd have
You assume somebody besides me knows how to use ICE in this building.
The only reason I'm able to write on this thread now is because I'm waiting for
queries and builds to complete. That's about to end.
Matt
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:so
So cheese and monkeys aside. After 25 years as a 3D animator I've never worked
in games. So from a serious perspective I simply don't understand. It's not
clear to me why you aren't able to use ICE or scripts and freeze those
construction connections sending only the raw assets over without IC
Artists don't need to even understand that they are using ICE if you
build a proper interface for the system. We even have MODELERS here
using ICE! :P
Eric T.
-- Originalnachricht --
Von: "Matt Lind"
An: "softimage@listproc.autodesk.com"
Gesendet: 12.02.2014 19:30:19
Betreff: RE: Re[2]: Survey - how would you do this?
As much as I’d like to see NURBS Curve improvements, I’d put it low on
the list in comparison to other things that need to be
You're missing the point, I don't have that time available. Don't let my
ability to type really fast fool you into thinking I do.
Matt
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: W
Hi guys,
can you share your findings when using voice-o-matic
from http://www.di-o-matic.com/products/
maybe even compared to FaceRobot?
Voice-O-Matic seems to help a lot in blocking in a lip sync
audio/blendshapes animation using a basic set of 8-9 blendshapes.
"Only" having to setup aprox.
Anyone have used the HDRI imagery from Dosch Design?
We are thinking of purchasing it.
Thanks,
Leoung
http://www.doschdesign.com/products/hdri/Industrial_Reflections.html
i just went through this, i couldn't get that good of results out of voice
o matic. i ended up using FaceFX.
http://facefx.com/
the pipeline for FaceFX is a bit tricky, since it sits on top of fbx, but
they have an API which you can extract the auto lip sync curves without
using FBX back into sof
Thanks Steven,
http://www.facefx.com/documentation/2013.3/W250
gives a good idea about a default character setup.
I glanced through some of tutorials and clicked through the docs.
I can see why FaceFx can provide more in-depth control and possibly
allows superior results when fed with the au
If it is for lipsync only and need auto lip sync solution you can always
export mouth controls only from face robot onto your characters.
Meaning something lie:
Create you own mesh
Rig it in face robot
create lopsync in face robot scene, separated from the rest of your mesh
export as emdl only jaw
That´s a cool idea!
Cheers,
tim
On 12.02.2014 22:19, Mirko Jankovic wrote:
If it is for lipsync only and need auto lip sync solution you can always export
mouth controls only from face robot onto your characters.
Meaning something lie:
Create you own mesh
Rig it in face robot
create lopsyn
as i said you can extract the high level info about phonemes to function
curves and put them on any parameter anywhere you choose...
targetNames = ["open", "W", "ShCh", "PBM", "FV", "wide", "tBack", "tRoof",
"tTeeth", "IY"]
for targetName in targetNames:
# argumeents for FaceFX commands
gro
damnit! i looked up that article (you?) someone wrote on this subject at
softimage blog but got no results. i would have explored this if i could
have remembered the command name.
i was aware they used the same tech, which is why i chose face fx.
On Wed, Feb 12, 2014 at 2:34 PM, Luc-Eric Rousseau
FaceFX is using the exact same voice recognition library as what I
used in FaceRobot. Of course, workflow is more important than voice
recognition tech,
The di-o-matic guy is quite friendly, we've talked a few time. It's
his own custom voice recongnition engine. He's here in Montreal. It's
wort
Part of it is circumstance, as in we only have so many resources. For example,
our art department is 100+, but I'm the only one in the department who writes
code and I'm currently tasked with significantly higher priority issues helping
out an under staffed engineering department than writing o
Thanks guys,
ufortunately, I have to wheight my good nature against a limited amount of time.
The best voice-o-matic samples i´ve dug up this evening mostly revolve around
toonish and on the edge examples of a character. whip is lovely.
http://www.youtube.com/watch?v=K1suyOYNMV4&list=PL0D3D3A11
I would not recommend these, if it's the set I'm thinking of. There was
one set we bought years and years ago, which turned out to basically be bad
cg environments rendered as spheres with really bad emissive surfaces, and
lacking a proper linear workflow. Some of their early photographic HDRIs
a
You are referring to the old version, right? I was about to answer the same
because there were not very good, but they have new versions of the their
industrial or 'chrome&studio fx'. The old ones were indeed a bit uhm crude.
But took a look at the current ones. Seems pretty decent to me.
sven
Yup, if you were one of the NASA engineers back in Houston during the Apollo 13
mission, the astronauts would have all died. :p
ICE not stable and mature? You're kidding, right?
Some things are worth figuring out how to fit a round hose over a square
filter. ICE is one of those things.
Sen
I slaughtered the english language here and I'm very sorry. Typed too fast.
From: Sven Constable [mailto:sixsi_l...@imagefront.de]
Sent: Thursday, February 13, 2014 3:01 AM
To: 'softimage@listproc.autodesk.com'
Subject: RE: DOSCH HDRI
You are referring to the old version, right? I was a
Aye, character key sets are a good way of organizing existing parameters,
but I am hoping to avoid having to do long-winded names like
attribute_1_gradient_marker_1_Red just because they all have to exist on
the same object.
Halim: Mind -> blown. I had no idea it was possible to manage scripts lik
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