Just had an image of a horse with an embedded wacom. Yup that’s going to be
hard to unsee.
From: Mirko Jankovic
mirkoj.anima...@gmail.commailto:mirkoj.anima...@gmail.com
Reply-To:
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
My problem with ICE based solutions is more on the caching rendering
side. You have to cache each and every strandpoint. With a million hairs
and a few substeps for motionblur, cache files are gigantic. A good hair
system should cache only cache the guides, the actual hair (and maybe even
styles
Softimage code in Linux is pretty much the same as on Windows and so is
using COM too. How it works on Linux has been explain on this list many
time (almost as often as people asking how to
install Softimage successfully on Linux).
I have nothing against COM in theory, except that it is hard to
On Thu, Feb 13, 2014 at 9:44 PM, Guillaume Laforge
guillaume.laforge...@gmail.com wrote:
Luc-Eric, you can try as you want, but you are inside AD, so you are biased
as much as me when I was speaking about Softimage as an Autodesk employee or
speaking about Creation Platform as a Fabric
You're a bit of a special case in the bias departement, imho, given
that you were fire from Autodesk.
Your last sentence is really rude Luc-Eric.
Btw I still don't know why they fired me :). They just told me they needed
to fire peoples...
My guess was that I was not good in C++ COM ;).
On
And about your comparaison with Fabric. You just forget that it is a small
team of human crafting their product. How can you compare that to
Bifrost/Whatever AD projects and speak about those theoretical futur
products on your own ! I just don't get the point on bashing a startup when
working in a
Hey people,
Anyone aware of some nice animation mirroring addon?
Have bunch of game animations that I need for both sides and it would
really be time saver.
Saw one great on vimeo done for jelly jam I think but it is not available..
shame.. anything else that is actually working out there?
Just
On Thu, Feb 13, 2014 at 11:15 PM, Emilio Hernandez emi...@e-roja.com wrote:
Sorry to jump into this masters discution, but don't we have PyQT in
Softimage also?
You can download a plugin, but it's never going to be a built-in
feature you can assume is there and working. But most importantly,
You are not doing yourself a favor, Luc-Eric.
Quite an unprofessional cheap shot.
On 14.02.2014 13:09, Luc-Eric Rousseau wrote:
On Thu, Feb 13, 2014 at 9:44 PM, Guillaume Laforge
guillaume.laforge...@gmail.com wrote:
Luc-Eric, you can try as you want, but you are inside AD, so you are biased
I guess a mirror animation tools depends a lot on how the rig is built, so
a general purpose tool might not work for everything, depends of how the
local space of the controls are setup for example to move the arms to the
outside on IK do you move both on positive local X or one in positive and
Unfortunately it will be Softimages achilles heel if they don’t find a way off
of it (which is unlikely given the very small dev team) COM doesn’t scale the
way new 3d apps require. To many bottlenecks.
Jumping into Modo for my first attempt at particles. Managed to get the
following after
Hi all,
I ran into this before, but never really found a quick and dirty solution.
What I'm after is to select a bunch of equal keyframes in the Animation
Editor, and randomize them in time.
e.g. 20 objects going from left to right, frame 1 to 100. Now randomize
start and end keys on the
Unfortunately it will be Softimages achilles heel if they don't find a way
off of it (which is unlikely given the very small dev team)
COM doesn't scale the way new 3d apps require. To many bottlenecks.
It's moot, but COM is fine, it's no more or less scalable than C++.
Firefox is entirely
While we are at it, out of interest:
could you elaborate a bit what the part of Softimage is that is married
so tightly to Windows? UI, event handling, whatever...?
Is Soft not laid out in a way so that higher functional levels sit atop
'abstract' lower level ones, so you could make changes
Mirror Pose works in fk but sometimes not in ik. Switch to fk - mirror -
switch back to ik usually works. Gear_Mc has a Mirror Animation tool, works
really well and allows an option to offset. Not sure if Gear 1.0 has the
same option, I cant remember.
For non-Gear stuff; I recently started
speaking of gear_mc... any problems with using it with old gear rigs? does
it breaks anything?
On Fri, Feb 14, 2014 at 3:22 PM, Will Sharkey willjshar...@gmail.comwrote:
Mirror Pose works in fk but sometimes not in ik. Switch to fk - mirror -
switch back to ik usually works. Gear_Mc has a
Kristinka and Melena both have guides / filler compounds and allows a guide
caching workflow, while filler compounds would be re-applied after the sim.
Procedurals would be lovely though. I'm looking at this right now, would be
great to hear some more opinions on which system would be better if
The gear_mc guides to rig generate fine. I havent noticed any issues in the
rig itself. There are problems with the controller colours upon generation
but you can change these.
Using gear_mc with old rigs - are you asking if you regenerated a guide,
would it be ok? As far as I have tested, yeah,
Actualy if I remove old gear and isntall gear_mc, scenes and rigs made with
old gear should work fine?
no problems with new ones but alredady built and animated ones...
On Fri, Feb 14, 2014 at 3:48 PM, Will Sharkey willjshar...@gmail.comwrote:
The gear_mc guides to rig generate fine. I havent
Instead of bashing people / other products you may want to spend more
time welcoming the other technologies and applauding the technology they
are coming up with. You'll be doing less damage to how you and AD is
perceived.
Super unprofessional.
Eric T.
On 2/14/2014 7:09 AM, Luc-Eric
Everything should work fine but it is your call. Just backup your old gear
file.
In terms of a studio, I had gear_mc on my machine and everyone else had
gear 1.1.0. This allowed me to mess around while not breaking old stuff for
anyone else.
On Fri, Feb 14, 2014 at 2:49 PM, Mirko Jankovic
On Fri, Feb 14, 2014 at 9:17 AM, Eugen Sares sof...@mail.sprit.org wrote:
While we are at it, out of interest:
could you elaborate a bit what the part of Softimage is that is married so
tightly to Windows? UI, event handling, whatever...?
Is Soft not laid out in a way so that higher functional
Part of the problem I have found with most windows SDKs it that even though
they are laid out in nice separated layers in order to get things to actually
work you need to hot wire between so many layers that in the end your wound up
tighter then a lump of coal trying to be a diamond.
For historical perspective, you need to know that we were owned by
Microsoft in 1998, and there was no indication that SGI or the Mac
would come back from the dead. The company began to consider the Film
industry as legacy and that games would be the future. The product
was named after the name
(sneaks in)
And speaking of constrains. To constrain to a point on a mesh in
Maya, you need to have UV's! and watch out. If you constrain
to a point that in the UV is in two different coordinates... ciao...
BTW if you need to constraint to a point on a mesh in Maya, you can
Hi,
change of topic: got nasty crashes here switching passes. Used to work
for weeks in this scene.
Architectural scene, 8 passes. All of a sudden I get reproducible 'soft'
crashes, no matter to what pass I try to switch to.
What would help in such a case? Deleting prefs/merging/ re-creating
Is there a qucktime file as a texture in the scene? Last time this was the
culprit
On 14 Feb 2014 16:56, Eugen Sares sof...@mail.sprit.org wrote:
Hi,
change of topic: got nasty crashes here switching passes. Used to work for
weeks in this scene.
Architectural scene, 8 passes. All of a
I wrote a little script a few years back. It was working in SI 2011.5, and
should work in later as well.
Just select some keys in animation editor and run the script a few times :)
(if you want to resample the curve as well. just uncomment the
oCurve.Resample.. line)
Play with the last line with
They bricked it for the moment, according to Paul.
On 14 February 2014 17:18, Emilio Hernandez emi...@e-roja.com wrote:
What happened with the hair from Fabric Engine? I think I saw a video
with its implementation in Softimage.
2014-02-14 8:46 GMT-06:00 Matt Morris matt...@gmail.com:
It is really a shame that Autodesk when bought Softimage, instead of
starting the migration from the COM/OLE platform, just took the guts outs
of Softimage. The Dev team. To insert it in Maya, which, IMHO is sitll
basically the same from those days. I have not seen any super
development of Maya
well from what I can see and also understand from Luc-Eric Maya is great...
for developers and programmers but crap for artist.
SI on the other hand is love at first sight for Artist but not so for
developers.
S... should 3d art application be for programmers and developers or to
make life
Have a look at
http://www.thefoundry.co.uk/products/modo/learn/
Specifically the getting started videos for animation and particles. It really
shows how they are trying to make the tools artist friendly.
There is definitely a place for the more technical approach and I would go as
far as
As a matter of fact, Modo is COM based. When programming with its SDK,
the COM roots are more visible than with Softimage. However most
everything is nicely wrapped in C++ classes so you don't usually have to
deal with the low level nuts and bolts of COM.
Ben
On 2/14/2014 7:42 AM, Angus
Hey Siew, thanks for tip. Transfer attributes didn't worked. I took the
mesh UV it in Softimage and back to Maya due to Maya's crappy UV tools.
I took a look at the Diamond Tools. Nice add on for Maya just to get
modeling, and UV unfolding kind of Softimage old technology out of the
box
Ufff.. Sorry to hear that.
It was looking very promising...
2014-02-14 11:01 GMT-06:00 Sebastien Sterling sebastien.sterl...@gmail.com
:
They bricked it for the moment, according to Paul.
On 14 February 2014 17:18, Emilio Hernandez emi...@e-roja.com wrote:
What happened with the
Friday Flashback #159
Before XSI the app, it was .XSI the file format for game devs
http://wp.me/powV4-2YZ
Hi Ben
The big difference is Modo is also successfully cross platform, and in active
development. When the time comes to move on they will be in a position to do so.
Something Softimage currently lacks. Which is something Autodesk will regret
down the line.
Absolutley.
The Foundry has been doing things the way it should be.
A 3d dedicated app was the only missing link in their film/vfx chain. And
with Modo, they closed the round trip.
I can see Nuke displaying a Modo scene interactively doing all the
lighiting, rendering and compositing, beeing
Emilio wrote they simply took a pristine and talented dev team who
understood the artists, and plugged them into The Matrix
ahem. that will be *some*, but not all of the talented dev. am guessing
some chose not to go work for the 'matrix' . some were then fired
apparently in rounds of 'must
It was solved even before I sent out the first message. I was just curious how
other people would solve the same problem given the circumstances.
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: Friday,
Windows-CE... Awesome.
Your posts are like having an appointment with a time machine every Friday.
Thanks,
Ed
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, February 14, 2014 1:10 PM
To:
I'm following Stephen Blair's helpful blog post here:
http://xsisupport.com/2011/10/15/crash-recovery-in-softimage/
But I do not have any crashbackup folders or crashsave folders anywhere in
my user folder, nor do I have any folders with the name of the project I
was working in.
I have Enable
Had a similar issue recently. There was a model containing the scene lights
and after I put the lights on the scene root and got rid of the model,
everything was more stable, not totally though.
Sometimes helps maximizing a view and switching to an explorer before
switching passes. Not fun I
I think next week's flash back should involve how you build an asteroid
field using Softimage 3D. :P
Eric T.
On Friday, February 14, 2014 3:02:57 PM, Ed Harriss wrote:
Windows-CE… Awesome.
Your posts are like having an appointment with a time machine every
Friday.
Thanks,
Ed
Sorry, thats what I meant, if you are still curious as to seeing some more
different approaches.
Also, just wanted to clarify about the orbits of the asteroids. is it like
Saturn ring or Asteroid belt as am sure you mentioned planets.
if it is a ring then definitely a bitmap approach until close
There is a hidden folder called system in each project and there should
be a file in there called whateverYouNamedYourScene.*cop* if you rename
that file to whateverYouNamedYourScene.*scn* you should be able to
attempt to load it.
On Fri, Feb 14, 2014 at 2:12 PM, Paul Griswold
My bad...it is called CrashLoad.cop or something like that. at any rate
there should be a crash file there.
On Fri, Feb 14, 2014 at 2:21 PM, Eric Turman i.anima...@gmail.com wrote:
There is a hidden folder called system in each project and there should
be a file in there called
Aha!
I was looking on my C: drive - but my projects are all on a mapped drive -
W:
So it's ProjectDrive:\ProjectFolder\system\Username\CrashBackup\AutoSave
Thanks!
Paul
ᐧ
On Fri, Feb 14, 2014 at 3:21 PM, Eric Turman i.anima...@gmail.com wrote:
There is a hidden folder called system in
...using Phoenix Tools ParticleSuite. ;)
-Original Message-
From: Eric Thivierge [mailto:ethivie...@hybride.com]
Sent: Friday, February 14, 2014 3:10 PM
To: softimage@listproc.autodesk.com
Cc: Ed Harriss
Subject: Re: Friday Flashback #159
I think next week's flash back should involve
Hi Angus
Yep, I just wanted to make the point that someone was able to do that on
top of COM. I'm fond of Modo too, especially for modeling and the
Luxology people seem really reasonable. I was doing some rendering in
Modo too, but then Redshift came along.
On 2/14/2014 11:57 AM, Angus
No that's too advanced for games. :P
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ed Harriss
Sent: 14 février 2014 15:35
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #159
...using
Thanks, guys!
It was something with the ref models. Loaded back in all of them, and
pass switching is ok again, but the scene is now 1,4GB instead of
400MB... (trees, cars...)
At least it works.
-- Originalnachricht --
Von: Orlando Esponda orlando.espo...@gmail.com
An: softimage
I still have them! I tried to start soft3d once after all the years, but got
refresh problems and display glitches and all that. I thought the quadro4000
supports softimage. Unfortunatly not, what a shame haha.
-Original Message-
From: softimage-boun...@listproc.autodesk.com
Does anyone know how open modo is ? i guess that will be the next step for
luxologic/foundery, to open it out, and make pipe integration a priority.
On 14 February 2014 21:41, Ben Rogall xsi_l...@shaders.moederogall.comwrote:
Hi Angus
Yep, I just wanted to make the point that someone was
Hi Ben
I take your point on COM. Do you know if the Mac / Linux versions use Com
wrappers or recreate the functionality in a different way.
Must admit I was blown away by the redshift alpha. Unfortunately I dont have
regular access to the GPUs that really make it shine.
I think a lot depends
Last time I looked Modo did not have an operator graph / modifier stack
or sorts. Linear workflow, so to speak. Isn't that a dealbreaker,
really?
Or is it me being used to that so much I can't imagine going without?
Any news on the subject? Is The Foundry planning for anything? (Not
talking about
Watch the video here: http://www.wildstar-online.com/en/news/#page1
At various times you’ll see asteroid belts of various radius, density, and
orbital speed. We needed to create a dense asteroid belt for a closeup.
We don’t do photo-real. The emotional effect from shape and movement is more
THAT I can do. Ironically, it's not much different than the suggestions
already made as the tools are largely the same.
Matt
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Friday,
As far as I know it's COM based for all three. There is very little that
needs to be changed to compile a plugin for Mac vs Windows.
As a freelancer, I'm in the opposite situation regarding renderers. It's
so easy to upgrade or add gpu's with Redshift and get great improvements
in render
I still have Softimage|3D installed on my Dell Precision workstation at home.
Just make sure your computer has Xeon processors, Windows XP, and a decent
Nvidia card. Current cards are OK. The only component I've had issues
getting to work is mental ray previews. Not sure about 3rd party
Great stuff, Matt! I don't play myself (anymore), but I like the looks
and the humor. Much success with your game!
Doesn't those assets look somehow... softimage-ish...?
-- Originalnachricht --
Von: Matt Lind ml...@carbinestudios.com
An: softimage@listproc.autodesk.com
Cool! I probably a Saturday afternoon will install Softimage|3D the only
question is where the hell I put the dongle
2014-02-14 16:02 GMT-06:00 Matt Lind ml...@carbinestudios.com:
I still have Softimage|3D installed on my Dell Precision workstation at
home. Just make sure your
If you have a parallel port, that's where it goes. Otherwise, you'll need an
adapter to plug into a 15-pin serial port.
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Emilio Hernandez
Sent: Friday, February 14, 2014 2:23 PM
Cool work! Congrats!
2014-02-14 16:22 GMT-06:00 Eugen Sares sof...@mail.sprit.org:
Great stuff, Matt! I don't play myself (anymore), but I like the looks
and the humor. Much success with your game!
Doesn't those assets look somehow... softimage-ish...?
-- Originalnachricht --
Sven, if it won't work with your video card, check out my Softimage 3D Video
Card FAQ. ;)
http://www.edharriss.com/tutorials/tutorial_3d_videocard_faq/softimage3d_videocard_faq.htm
And maybe this too:
http://www.edharriss.com/review/geforce4_review_quadro_tips.html
Ed
From:
ah I see! well then I would just instruct said junior to crank out as many
individual styled asteroids as low poly as possible in the style and format
desired. get primitivedodecohedron, randomize points and subdivide some
impact craters etc.
and to visualize (assuming final movement placement
haha I said radius, I meant circumference :) but yes if your junior
knows the length of the circumference of the belt then they can make nicely
designed and spread out patches which can then be deformed by curve at the
correct speed,
On 14 February 2014 23:16, Rob Chapman
The video is just a style reference.
The final movement is done in the Softimage scene, placement is done in a world
editor. Rocks cannot collide with anything.
Operators, such as deformations (other than envelopes), do not transfer into
the engine. Animation is plotted per frame. Eg; a
*Being able to groom hair without being limited by mesh resolution is
pretty much a must. Weight maps are nice for animated effects, but their
reliance on mesh resolution is a pain. I see them as only remaining for
painting attributes that need to be animated.*
*Also, sculpting tools? for hair?*
i experimented with a custom tool, which would write ice data arrays
directly, so this could be for brushing existing strands, cutting strands,
etc. i found the SDK wasn't behaving correctly in this area, i stopped it.
On Fri, Feb 14, 2014 at 4:24 PM, Sebastien Sterling
:- (
On 15 February 2014 02:04, Steven Caron car...@gmail.com wrote:
i experimented with a custom tool, which would write ice data arrays
directly, so this could be for brushing existing strands, cutting strands,
etc. i found the SDK wasn't behaving correctly in this area, i stopped it.
how about a system where you create and style guides before sending the
data to ICE ? melena has a create strands from curve node, it seems
doable...
On 15 February 2014 02:13, Sebastien Sterling
sebastien.sterl...@gmail.comwrote:
:- (
On 15 February 2014 02:04, Steven Caron
ya, if you want to make your own curve tools that might turn out better..
but ask eugen sares how this area is lacking too ;)
On Fri, Feb 14, 2014 at 5:17 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
how about a system where you create and style guides before sending the
data
If you wanted to make it all within SI, but what if it was an external
engine, like yeti, or fabric ?
On 15 February 2014 02:19, Steven Caron car...@gmail.com wrote:
ya, if you want to make your own curve tools that might turn out better..
but ask eugen sares how this area is lacking too ;)
well, fabric has already proven they can. i mean, integrate visualization
tools into softimage but have the data be separated. as long as you have
good support for your target renderer (ie. render time procedural) and good
support for caching softimage is just a host.
it is a question of,
so the question is can Softimage play both host to an external engine, and
also be able to interpret subsequent data rom said engine through ICE. i
don't think render support would be a problem if the hair ends up being
strands, it wouldn't really matter that the guides aren't render supported,
we
the benefit of using ICE becomes less and less if you are generating your
own tech.
On Fri, Feb 14, 2014 at 6:36 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
so the question is can Softimage play both host to an external engine, and
also be able to interpret subsequent data rom
Very true, and i remarked as much earlier. but interesting things might
still be possible, if ICE could add to the system instead of being the
system. you might not get all the functionality, but you could get some
nice effects on the hair systems this way.
On 15 February 2014 03:42, Steven
To me it isnt a deal breaker as the things I would need to change (for example
if the client wanted more rocks , or a bigger circumference on the asteroid
belt ) are still there and can be edited on the fly. If you drill down on your
objects in the list on the right hand side you now get a very
Hi Matt
Huge fan of the look and feel of Wildstar. Havent had a MMO with an
exceptional cartoony style since Wow. Everyone in between has always tried the
same formula so its refreshing to see.
Good luck
From: Matt Lind [ml...@carbinestudios.com]
Sent: 14
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