What about the AD FBX converter? It can open fbx, obj and 3ds afaik, and
convert into fbx.
Might be the simplest way to go?
And it doesn't have to be the obj importer, I've seen my share of crappy
models from Turbosquid ;-)
Rob
\/-\/\/
On 20-2-2015 10:44,
I have purchased a number of models at Turbosquid and was relying on
importing obj versions into XSI. The problem is these obj's hang Soft (2013
SP1) - trying to use Mudbox as intermediate converter reveals that Mudbox
can't open them either - what's up with this? Maya however opens them fine,
so
Great, now all we have to do is wait for the takeover by the evil Dominion
corporation and wait a few years until it all falls apart...
On Feb 20, 2015 7:16 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov wrote:
Thats an awesome metaphor! Maya as a Cardasian. LOL
Joey
oohhh nice one!! :-D
Rob
\/-\/\/
On 20-2-2015 1:48, Eric Turman wrote:
There...Are...Four...Lights!
On Thu, Feb 19, 2015 at 4:13 PM, Luc-Eric Rousseau
luceri...@gmail.com mailto:luceri...@gmail.com wrote:
On Thu, Feb 19, 2015 at 2:23 PM, Ponthieux,
You must have some serious filters in Germany for weapons. It took me 1
Google minute to fing a blueprint of the stoner 63.
http://www.ar15.com/archive/topic.html?b=3f=123t=650934
Middle of the page has a full scaled blueprint.
Yes, company are very protective of their IP. You also have
Thanks for pointing that out Rob - I had forgotten about that tool :)
I have seen my fair share of bad models from Turbosquid too, but her ewe
are talking about 4 different models from different modelers - the common
denominator is I can see in the obj file (in Wordpad) that it was created
with
I was looking forward to this one too.
They wanted to release in fall last year, but are delayed as it seems.
From its description it looks like a technical preview of what could be
achieved with Fabric's Kraken one day, at least as far as encapsulation and
rig complexity is concerned :-)
Hi Daniel,
thanks for the link!
I had found those blueprint style drawings already but there´s more nice
info in the thread I didn´t have.
You´re right, I´m playing around with Game assets.
Here in Germany, we don´t have Internet filtering (like in the UK, we
have GEMA, thought) but we do
Some old-timey noIcons...
http://wp.me/powV4-3aV
and from last week
Friday Flashback #211
#Softimage 97-98 highlight cards
http://wp.me/powV4-3aI
One thing Softimage got right was this basic order of operations and
consistently apply it across the application.
Back when I taught XSI, I always explained tool workflow in terms of master
and slave, with the slave being the element that received the operator that
does all the work. In the
This is very true. Microsteps matter, especially the ones that don’t register
with the developers’ concept of how things should work.
People on Maya’s dev team should perform this exercise:
Create a small sphere on the far bottom left corner of the viewport.
Create a small cube on the far top
Because
that was the target. Target is secondary. Target is last in
order.
Like dragging and dropping? Drag the folder to the file to move
the file in the folder xD
I guess what I meant by "good if consistant" "however they work"
I am getting kind of used to the quirkiness of Maya and its selection modes
for parenting and constraining. I can't say I like it as I still make
mistakes as you outline when swtiching from parenting to constraints, to
motion paths.
I wish there were more of an obvious way to determine if
Softimage is all too guilty of this problem far too often. Not just with
.obj, but with dotXSI and most other supported formats as well. I'm writing
a frickin' SI3D exporter now for this very reason as the ones supplied by
Softimage don't work.
I can understand and accept cases where an
^^THAT^^ I have been talking about interacting wanting to have the mesh
have hot spots for years.. please get rid of all that visual clutter
between me and my character.
G
On Fri, Feb 20, 2015 at 6:04 PM, Eugene Flormata eug...@flormata.com
wrote:
I hope something revolutionary comes out for
I hope something revolutionary comes out for rigging/ animation comes out
like
zbrush did to modeling.
https://vimeo.com/103633309
this one sure is neat
On Fri, Feb 20, 2015 at 4:05 AM, Stefan Kubicek s...@tidbit-images.com
wrote:
I was looking forward to this one too.
They wanted to release
Perhaps also this lingering/remaining
end-of-sales date (also pointless and forceful) isnt' exactly
helping...
On 02/20/15 10:38, Jason S wrote:
On Thu, Feb 19, 2015 at 3:30 PM, Adrian Graham adrian.gra...@autodesk.com
Also add that there a LOT of small to mid studios starts changing as well
and using what big guys are using simply because.. well big guys are using
it.
Even tho they don;t have resources (read man power) to work around pipeline
that requires a lot more specialized people then generalists that can
I usually run my Turbosquid models through Okino Polytrans, first, before
importing to
Softimage. That way I can get it into a native Softimage format (.scn)
Sometimes the textures are causing the problem, and have to be re-linked
after the conversion.
On Fri, Feb 20, 2015 at 7:13 AM, Morten
Anytime i see this noicon.pic, it remembers me this video of Mark
Schoennagel. LOL
https://www.youtube.com/watch?v=2HHKUHQnIEY
On Fri, Feb 20, 2015 at 6:28 PM, Stephen Blair stephenrbl...@gmail.com
wrote:
Some old-timey noIcons...
http://wp.me/powV4-3aV
and from last week
Friday
Hello I know what you're saying, but the way I saw it, those scenarios
were select the many, and then highlight the one. This allows you
to select everything and then highlight the target for example the
motion path or the parent, and the UI supports that paradigm with the
green highlight of The
Look deeper in the files. Compare the “group” command with those files that
don’t work. To do this search for the “g” command. Does the information
following them differ greatly? Are there any “g” commands at all? Some
exporters format the obj in such a way that it can import what it exports
Yes. Of course different people will have different logic.
One would hope that the UI team for any product would:
1. identify *which* people are the primary user base
2. create a *consistent* set of design and interaction standards that
address the needs of the primary user base best
It really looks like more focus is given in flashy marketing things that
can be pushed in PR then to what is really important, and UI is main way of
using software and it is definitely not researched studied and then applied
as much as it should be.
So many time and hair would be lost with good UI
On 02/20/15 13:24, Mirko Jankovic
wrote:
... where one flaps is above his head, another flaps is in
other side of the room ...
Hahaha xD
On 02/20/15 13:24, Mirko Jankovic wrote:
It really
With that said wouldn't proper way of settings things up be to give it and
test on number of people that will actually be the ones using tool and see
what they say :)
If programmer making something for artists shouldn't that follow what
artists needs not what programmer feels it should be ;)
On
Reminded me of this one done a long
time ago because I thought it was the default one was too ugly to
be all over the place :o]
On 02/20/15 12:00, Saeed Kalhor wrote:
Anytime i see this noicon.pic, it remembers me
In its simplest form this is what makes the most sense
Source - Target
The constrained object-That which constrains
Child-Parent
From a human perspective the concept of source-target is clearly unambiguous.
Arrow-target
Baseball-catchers mitt
That really is the point, isn’t it?
--
Joey
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Friday, February 20, 2015 1:13 PM
To: softimage@listproc.autodesk.com
Subject: Re: Maya thinks they're cleverand
to that point.if i hear just one more Maya guy say that oh, that's just
something we script, for an obvious feature.i may blow a gasket
(yes, i know, there's always good things about scripting, and scripting is
valuable for customizing function.but scripting shouldn't be an excuse
So now we get to a crux of an issue of ui design, who is the more human,
the artist or the programmer
On 20 Feb 2015 18:43, Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov wrote:
That really is the point, isn’t it?
--
Joey
*From:* softimage-boun...@listproc.autodesk.com
Programmers can be artists too. Hell... you could say programming is an art :)
Didn't AD's Corey Mogk write an article suggesting that all parts of the company
should be involved in designing the UX experience? I think he included the
marketing department in that. Can't find the link
I'd say both are happy(er) when things
are consistent and predictable (however they work), with care to
eliminate as many steps as possible, because sometimes even
microsteps make all the difference.
On 02/20/15 14:08, Rob Chapman wrote:
Ice and other things in soft lets you
leap over entire fleights of stairs at a time.
For quite few things but only when experiencing pretty-much most
other things do you notice how many steps you were skipping.
On 02/20/15 14:39, Jason
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