Bonus tools predate AD.
I remember downloading the bonus pack for Maya 4 or 5 the first time, so
they've been around for at the very least 11 or 12 years.
They were an Alias thing actually, and for the longest time it was where
features that were put together in a usable manner but not
From the Guardian: Animé producer Studio Ghibli may have made its last
film
Oscar-winning company reveals on Japanese TV its plans to downsize staff
to manage only existing trademarks and rights
http://waa.ai/4tGv
A sad day for animation in general, I daresay...
Greetz
Leendert
--
Sorry for the much later reply!
This is a great scene! So much to learn from it. Now I understand why you
used Segment in the raycast, so it start and a sample and stops at the
next one :)
It still is not clear to me the why to pass the info to a sample set,
probably because I never use ICE in
I guess it begs the question if a Studio Ghibli without Hayao was worth
trying to keep alive. I feel its better to see it end on a relatively high
note without becoming like Disney of the 1990s.
On Mon, Aug 4, 2014 at 7:22 PM, Leendert A. Hartog hirazib...@live.nl
wrote:
From the Guardian:
I think Ghiblis best movie is *not* Miyazakis - aka Grave of the fireflies.
; )
On 4 August 2014 13:53, joshxsi josh...@gmail.com wrote:
I guess it begs the question if a Studio Ghibli without Hayao was worth
trying to keep alive. I feel its better to see it end on a relatively high
note
That was the most depressing thing ever.
Only the most bad-ass of bad-asses can watch that movie twice
G
On 2014-08-04 01:01 PM, Juhani Karlsson wrote:
I think Ghiblis best movie is *not* Miyazakis - aka Grave of the
fireflies. ; )
On 4 August 2014 13:53, joshxsi josh...@gmail.com
I was polishing my coumpound to make copies of a group of polymeshes onto a
polymesh points/edges/vertices, through ICE Topology and struggling a lot
to pass properties like UVs from the each object in the group to the
polygns in the topology. Something that is already implemented with
Instance
This works! Thanks for the help!
Ivan
On Thu, Jul 31, 2014 at 12:06 PM, Ivan Vasiljevic klebed...@gmail.com
wrote:
Ah, I thought Cage thing is cached too... I'll give it a shot!
Thanks.
Ivan
On Thu, Jul 31, 2014 at 7:12 AM, Jason S jasonsta...@gmail.com wrote:
On 07/30/14 21:58,
Guess the Gif doesn't work in the mail, here goes the link to the image:
https://dl.dropboxusercontent.com/u/143766132/bin/FractalCube.gif
Cheers
On Mon, Aug 4, 2014 at 4:30 PM, pedro santos probi...@gmail.com wrote:
I was polishing my coumpound to make copies of a group of polymeshes onto
a
Nested models is where you went wrong. Don’t nest models inside of each other,
especially if they’re referenced as it creates a situation where dependencies
cannot be resolved should one of the nested items get updated. Softimage has
decent infrastructure for managing dependencies between
Yes you only need to cache one frame doing it like this
Sent from my iPad
On 4 Aug 2014, at 16:41, Ivan Vasiljevic klebed...@gmail.com wrote:
This works! Thanks for the help!
Ivan
On Thu, Jul 31, 2014 at 12:06 PM, Ivan Vasiljevic klebed...@gmail.com
wrote:
Ah, I thought Cage thing
This Thread contains a great roundup of
the (comparatively -extremely few-) things to keep in
mind, allowing to (comparatively -extremely easily-) deal
with (and effectively troubleshoot) virtually any project scope
with SI, and is what makes it 'limitless'
"while remaining
very managable/workable" referring to enormously complex
scenes full of stuff happenning at the same time.
Maya can handle more objects and more polys (in terms of sheer
count displayed at a time) but perhaps in addition to what has
Actually, it has been my experience that while Maya can definitely handle a
larger number of individual objects, it starts to chug much earlier than
Softimage with a lot of polygons
Maya can handle more objects and more polys (in terms of sheer count
displayed at a time)
--
-=T=-
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