I'm on your side on this Christopher, but please don't tell raff
Shortcuts and UI are two different things—forcing an UI from a package with
a different philosophy is just meaningless IMO. It's like playing a PS4
game with a Super Nintendo controller, it might have some shared controls
but it's not
Depends on what type work Leendert plans to do. Personally I'm quite
happy with it for crafting scripts and bulding UI either with commands
or Qt. I did hit a a few walls where a C++ API wasn't wrapped and
eventually couldn't be called at al - it was doing an image conversion
with MImage in my ca
I would recommend using the cgtalk maya forums
Connect online and submit those crash reports. There is almost
nothing submitted yet.
On Mon, Apr 28, 2014 at 11:12 AM, Leendert A. Hartog wrote:
> Obviously!
> I just wanted to steer away from any specific plugins to the general
> question why SI2015 seems to crash so often...
>
>
> Greetz
> Le
running runonce.bat usually clears up this problem.
On Friday, April 25, 2014, David Rivera
wrote:
> Hello, basically I´ve encountered this problem today when I open my
> machine (see atachment)
> I´ve been away for 3 days on my machine. I believe someone crashed XSI
> before, now I get this err
rky behavior. Almost like a pointer
> going astray and pointing at the wrong object, or a counter in a loop
> skipping elements in the list.
>
>
> Matt
>
>
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf
Maybe someone played around with your sticky key time out settings. Reset
those to defaults (RMB on the preference page name in the explorer in the
preference window)
On Apr 25, 2014 2:15 PM, "todd peleg" wrote:
> perhaps it has been discussed before..
>
> but someone please tell me why softimag
On Thu, Apr 24, 2014 at 6:36 AM, wrote:
>
> Now two competitors, across different continents, are doing it. Are
> announcing when they expect to deliver: this summer for HE in maya, and
> before the end of the year for HE in C4D.
>
> And you are belittling their initiative - saying if one had it,
On Wed, Apr 23, 2014 at 5:41 AM, wrote:
>
> if anything it shows that bridges between software can be made and that there
> is added value in combining platforms.
>
> as opposed to ditching them.
>
> now imagine one vendor having both the 3d applications and the procedural
> environment under it
Houdini engine doesn't offer procedural authoring (it's only the engine,
not the UI), you still need to know and use Houdini to author the asset and
load it in the other app. If you don't own Houdini, perhaps you're running
other people's assets, perhaps purchased on the asset store. Like buying
> Sounds pretty cool! C4D could use more proceduralism, and extra tools.
> Is it becoming a real Softimage alternative by this?
I'm willing to be that if you had it, you'd never use Houdini Engine
in Cinema 4D. This doesn't give you any procedural authoring in C4D,
just the ability to run an asse
First check the SDK User Guide (not the reference), under "Maya Python
Plugin Learning Path"
http://www.autodesk.com/maya-sdkdoc-2015-enu
if you need more complicated help, there is a "Python Inside Maya"
google group. But there is a lot of stuff in the guide, including how
to use Qt, sample plug
I've never written an SDK operator in XSI, but I think I know the
answer to this one..
Get the input object, and call ProjectItem::GetEvaluationID() on it
this is a LONG value that changes every time an object is evaluated.
If the value hasn't changed since last time, then that input did not
chang
right..we did the Maya interaction (and UI cloning: connection editor,
channelbox, timeline ticks, groups, etc) in softimage 5.0
http://www.edharriss.com/xsi/version5.htm
On Fri, Apr 11, 2014 at 11:18 AM, Brent McPherson
wrote:
> Maya interaction mode was developed under Avid and at the time it m
On Fri, Apr 11, 2014 at 7:57 AM, Leendert A. Hartog wrote:
> Too bad, though, that they/you never got around to make a corresponding
> Softimage interaction mode for Maya.
> The current PPG (for lack of a Mayan term) still seems a bit strange, only
> offering one option.
Actually there is an on-g
Fun experiment though, I'd like to know how some of the commands are
implemented and if the result is satisfactory or makes Maya better. We
learned a lot about the difference between the apps when we made the
Maya Interaction Mode in Softimage.
> this gui looks cool, but i would stay away from it.
On Thu, Apr 10, 2014 at 7:11 AM, Eric Thivierge wrote:
> I was informed off list that in fact Presto is NOT using Maya at all. Sorry
> for the misinformation. I would like to hear from Luc Eric if this sort of
> thing is possible though.
you can use maya in "library mode" as a 3d engine that you
After being one of the original developers on Maya, brent joined
Softimage in 1998 and is responsible for many things people love in
Softimage, including the transform manipulators and the tweak tool.
Interaction design and implementation.
On Thu, Apr 3, 2014 at 10:33 AM, Brent McPherson
wrote:
>
Patrick Boucher had also written about that trick back in 2006
http://www.softimageblog.com/archives/129
On Wed, Apr 2, 2014 at 7:46 PM, Alan Fregtman wrote:
> Actually, give Jonathan Ben Ayoun the credit this time. Stephen only posted
> it. ;)
>
>
>
> On Wed, Apr 2, 2014 at 1:10 PM, Cristobal I
> Hey Luc Eric
>[...]
>
> Your hate boner for SI and it's past development is perplexing, I don't much
> care about the behaviors of previous developers.
Dude, the stuff I wrote was all made up stuff to prove that you can
make cynical stuff the way you do about anything.
You're the one with the ha
On Wed, Apr 2, 2014 at 8:30 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
wrote:
> Maya: I have to create a set of multiple nulls with custom rotations to
> set up the angle of rotation properly for the surface. If I want to rotate
> the surface I have to dig through all these nulls to get to the
On Wed, Apr 2, 2014 at 8:17 AM, Leendert A. Hartog wrote:
> Well, there still is a marked difference between someone who is ill-informed
> and makes an odd remark based on this and someone who actively
> engages/believes in conspiracy theories.
> Throwing the term "conspiracy theory" around in the
it's interesting blog but I don't think that guy is saying anything that
would suggest Softimage is doing any better... (if you read the bit about
rigging having not evolved)...
On Tue, Apr 1, 2014 at 1:10 PM, Angus Davidson wrote:
> I think the original author does have a point but I dont thin
On Fri, Mar 28, 2014 at 9:53 AM, Ed Manning wrote:
> On Fri, Mar 28, 2014 at 8:43 AM, Cristobal Infante wrote:
>>
>> I've just tried it and you can rotate the pivot without any scripts. Just
>> press "insert" and the you get a small blue widget to rotate the pivot from.
>
>
> So for Maya on Mac O
an provide bigger impact than quickie buttons.
>
>
> Matt
>
>
>
>
> -----Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com ] On Behalf Of
> Luc-Eric Rousseau
> Sent: Wednesday, March 26,
this reminds me of when eBay bought Skype for a fortune, thinking that
buyers/sellers would want to use that to chat.
On Wed, Mar 26, 2014 at 3:00 PM, Matt Lind wrote:
> Here at Carbine, users like the MMB to repeat a menu command. It's popular.
> They're not as fond of tear off menus. They don't hate tear off menus, but
> given the choice they'll use a custom key as 1st option, custom toolbar as
> 2nd opti
On Wed, Mar 26, 2014 at 9:44 AM, Ponthieux, Joseph G.
(LARC-E1A)[LITES] wrote:
> If you don't use the hotbox much or at all, it's going to be difficult to
> avoid shelves if you want to improve your workflow in Maya. Maya, like most
> 3D apps is multi-modular, meaning that in Maya the filebar an
On Wed, Mar 26, 2014 at 7:40 AM, Martin Yara wrote:
> While I like this MMB repeat function, but I don't see how it could be
> implemented in Maya without having to heavily change its interface.
I think technically MMB could possibly be implemented in Maya's menu
(although perhaps not on OSX), bu
You can turn on the labels for the Maya shelf in the shelf editor (in
its Option menu) but the point is, the shelf, or toolbar in general,
are quick shortcuts to things that are the menu, so having to decipher
them is not an issue. The shelf is fun and made to play around. You
can tear off a menu
> Text not icons
I don't understand this one. Which part of the UI is this a problem
with that it isn't in Softimage?
You have the shelf at the top of the UI, but that's just shortcuts to
things that are already in the menu. Hide the shelf if you don't want
it (there is also a shelf in XSI)
Fo
why do you think the keyboard is not remappable? (it's a bit of a trick
question)
p.s: in maya you need to RMB directly on the selected object to get the
context menu
On Tuesday, March 25, 2014, Daniel Kim wrote:
> If I add some more about interface,
>
> * Right click to bring contextual menu w
On Sun, Mar 23, 2014 at 8:12 PM, phil harbath
wrote:
>> I wonder how much Composite or Matchmover costs every year.. while still
>> being around...
> that is an interesting thought. for whatever reason those products
> (especially) Composite is used very little it seems. I have also wondered
> h
This is caused by the DPI settings in Windows. For example, you will get
this if you are set to use large fonts, even on XP.
Now, I cannot recall what the settings are on windows anymore, but it's
probably this setting
http://blogs.windows.com/cfs-file.ashx/__key/communityserver-blogs-components-w
these YouTube links are getting quite tiresome, but I must say this one is
particularly cute.
On Friday, March 21, 2014, Nicolas Esposito <3dv...@gmail.com> wrote:
> Could you show other examples other then Maya running on Linux? :-P
>
>
> 2014-03-21 10:43 GMT+01:00 Morten Bartholdy
>
> >:
>
>>
FYI, Alembic is a Softimage 2015 feature, and neither Alembic nor
OpenSubDiv have been ruled out for other products.
I think it's time for this thread to end and people to take a break, there
is nothing productive coming out of this thread.
On Thursday, March 20, 2014, Sebastien Sterling <
sebas
On Thu, Mar 20, 2014 at 8:28 PM, Tenshi S. wrote:
> What i don't understand is why Maya dev team, wait so long(years!!)
> to be reunited with Softimage dev-team, to began listening customers about
> new implementations or new workflows. Where were you 5 years ago? Merging AD
> acquisitions
>
> On Thu, Mar 20, 2014 at 2:47 PM, Luc-Eric Rousseau wrote:
>
>> On Thu, Mar 20, 2014 at 10:46 AM, John Richard Sanchez
>> wrote:
>> > Not sure if this has been touched upon but I would love to lock the
>> property
>> > page um I mean attribute editor.
On Thu, Mar 20, 2014 at 10:46 AM, John Richard Sanchez
wrote:
> Not sure if this has been touched upon but I would love to lock the property
> page um I mean attribute editor. And I would love to have different
> attribute editors open for different objects. But what would really be
> boss is i
On Thu, Mar 20, 2014 at 2:56 AM, Raffaele Fragapane
wrote:
> The functional programming throwback has officially pushed this conversation
> into the twilight zone and right out the other end of it into some
> unexplored surreal territory.
> Thanks to all involved, it'll stay with me for the rest o
The original Softimage 3D developers loved LISP so much, they lobbied
Daniel Langlois to write the software in LISP. The people behing
Mirai probably think they dodge a bullet. The Softimage|3D expression
language, also in XSI, is based on LISP..
On Thu, Mar 20, 2014 at 3:47 AM, Andy Jones wrot
This is all fine, but I though I was replying to a situation of
skipping over the basics, you can't ignore the existence of DG if
you're going to do something procedurally. I didn't reply at the
correct place in the thread, sorry for the confusion.
On Wed, Mar 19, 2014 at 6:32 PM, Raffaele Fraga
None of these products are for newbies; we spent years learning Softimage.
Sounds like you wanted to edit a history node, doing a procedural
modification. You'd open the node editor or try the input section of the
channel box. This is a first days stuff. We would probably not have had a
render tree
Can you move the question to Chris to a new thread for when he gets back
online. Thanks
On Mar 19, 2014 9:15 AM, "Eric Thivierge" wrote:
> No it's a joke, but Chris V. has been MIA when questions are being asked...
>
> On Wednesday, March 19, 2014 9:09:53 AM, Matt Morris wrote:
>
>> Seriously? We
So this guys says what maurice posted here about the acquisition is
all "bold face lies". It's true that in corporations, usually there
is a this cycle of buy/layoff, I've seen it.
But that is not at all what's been going on in Montreal with
Softimage. and we sure as heck shouldn't be looking to
On Tue, Mar 18, 2014 at 8:28 PM, Sebastien Sterling
wrote:
> "which selection tool is taking all of this screen real-estate?"
>
>
> Tool Settings, it's the tool settings panel, where they keep the soft
> selection options. which also doubles up as the settings bar for spesific
> functions like add
On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte
wrote:
> Agree, and the geodesic voxel binding skin algorithm, Blender already have
> at least 1 year ago or more. In other words, no innovation, only
> implementation of existing tools.
Got a link to that? Geodesic voxel binding is research by
On Tue, Mar 18, 2014 at 8:28 PM, Sebastien Sterling
wrote:
> "The NEX smart selection highlight and symmetry now has been integrated in
> the standard maya
> tools in Maya 2015"
>
> Well no actually you haven't, you have just added an extra shelf with NEX
> specific tools.
I don't know what you m
On Tue, Mar 18, 2014 at 12:49 PM, Sebastien Sterling
wrote:
> I would care to know if anything is going to be done about the disgusting
> maya UI, its so bloated and unwieldy everywhere i go, people actually need 2
> screens to work, and i don't just mean, one screen for animation curves, you
> ne
On Tue, Mar 18, 2014 at 11:11 AM, Nicolas Esposito <3dv...@gmail.com> wrote:
> Maybe I didn't explained myself clearly.
>
> I'm not talking about before or after the acquisition, I'm talking about the
> features that Softimage have since XSI 7 almost, which later improve with
> the addition of Face
On Tue, Mar 18, 2014 at 5:55 AM, Nicolas Esposito <3dv...@gmail.com> wrote:
> Looking online I cannot find any other visible information about Bifrost.
> The guy was talking about a node-based editor similar to ICE ( in the future
> or could he show us something? ), but based on the video is just p
On Tue, Mar 18, 2014 at 3:04 AM, Gerbrand Nel wrote:
> On 2014/03/17 06:45 PM, Emilio Hernandez wrote:
>> Or it was the "brand new, never seen before" non-destructive bevel tool that
> >at the end was destructive.
>
> Are you referring to the modelling toolkit?
> I'm modelling something with it at
On Mon, Mar 17, 2014 at 6:05 PM, Ponthieux, Joseph G.
(LARC-E1A)[LITES] wrote:
> Am I to understand that AD thinks that those people who refused to be
> subjected to AD's unreasonable penalties for lapse in maintenance are
> somehow to blame for Softimage's demise?
gosh, no, that's not what that
On Sun, Mar 16, 2014 at 3:51 PM, Paul Doyle wrote:
> What is unclear is how the ICE approach (as a high-level visual programming
> paradigm) meshes with Bifrost as publicly shown to date - I expect that is
> driving the questions people are raising. Because of that, I think it is
> problematic to
On Thu, Mar 13, 2014 at 11:59 AM, Chris Marshall
wrote:
>> I wont use it... it never was up to par IMO. It has the worst UI and
>> workflow of the entire app.
> Greg, when you use it day in day out, not needing to switch between apps, its
> a life saver, believe me, rubbish UI or not.
If you'r
On Sat, Mar 8, 2014 at 4:11 PM, Daniel Kim wrote:
> Too much things Maya is missing actually.
>
> GATOR, ICE, Gear, Unfold, Pass render and so many.
> And, one of most important thing is, there is no Subdivision modeling in
> Maya. There used to be, but it's gone. They normally use Smooth to rende
You can also get that document here:
http://area.autodesk.com/userdata/products/What's_New_in_Autodesk_Softimage_2015_latest.pdf
On Sat, Mar 8, 2014 at 3:20 PM, Tim Crowson
wrote:
> Looks like the attachment was the wrong file, maybe? I just see a 600k .dat
> file...
> -Tim
>
>
> On 3/8/2014 2:0
On Sat, Mar 8, 2014 at 12:05 PM, Eugen Sares wrote:
> One cardinal mistake back then was keeping so many aspects of the
> development in house. Once a critical mass was reached, the burden became
> too big.
> An open SDK concept would have been needed - platform like. Unlocking as
> many doors as
On Sat, Mar 8, 2014 at 8:55 AM, Jordi Bares wrote:
> Nobody said its perfect, I am fully aware Softimage needs some truly major
> work done to keep it well into the 21st century, like Max and Maya and every
> other app, agreed.
>
> Regarding the number, you know we users are in the dark, everybo
On Sat, Mar 8, 2014 at 6:43 AM, Jordi Bares wrote:
>
> Softimage, like SideEffect, 3DSMax and the rest are small teams of very
> clever developers, 8-12 is the normal number of developers for any app...
> that is a very small cost compared with the cost of advertising and PR,
> believe me.
Tha
no UI way to open two outliners, however there is a splitter bar at
the bottom of the outliner that you can drag to get two outliner
panes.
On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang wrote:
> Indeed there is:
>
> As MEL:
>
> tearOffPanel "Outliner2" "outlinerPanel" false;
>
> This is because U
On Fri, Mar 7, 2014 at 1:49 PM, Emilio Hernandez wrote:
> This is the kind of things... So if I need to sort thing alphabetically,
> the MMB to rearrange the hierarchy not works. Then I need to switch back
> the display mode for it to work
>
> Way to go!
well you can't reorder items in
On Fri, Mar 7, 2014 at 11:59 AM, Jeremie Passerin wrote:
> I would really like to hear Autodesk plan to incorporate some of those
> features in Maya.
> I'm guessing there not all super easy to merge, but some of them would be
> considered as amazing new feature by the Maya users.
we have been fur
On Fri, Mar 7, 2014 at 1:22 PM, Emilio Hernandez wrote:
> Ability to drag and drop objects in the outliner under other objects like
> the explorer.
remember that drag and drop in Maya is on the Middle Mouse button,
then check again if you can't do it. Drag and drop an object onto an
other to mak
it's the mainwin/linux side of things that I worry about.
On Fri, Mar 7, 2014 at 10:58 AM, Alan Fregtman wrote:
> I'd say pretty likely after two or three versions of Windows.
>
> Not to mention when it happens you'll be stuck with whatever version and
> Microsoft doesn't support them anymore. It
This isn't the
'anything but maya' mailing list .
On Fri, Mar 7, 2014 at 10:04 AM, Luc-Eric Rousseau wrote:
> On Fri, Mar 7, 2014 at 9:17 AM, Gerbrand Nel wrote:
>>
>> Well if you read the only post in the "soft to maya" group, we are off to a
>> positi
On Fri, Mar 7, 2014 at 9:17 AM, Gerbrand Nel wrote:
>
> Well if you read the only post in the "soft to maya" group, we are off to a
> positive start`.-
> I like this list, but I don't want to piss you great people off with my
> stupid Maya questions
> Believe me... they will be stupid. Just ask
That's a cool trick Cesar.
Thanks to Brent, Softimage already has that Maya tool built-in; you'll
have to map it in your keymap, it's called "Time Slider Tool"
In the Maya keymap, it's already mapped to the K key
On Fri, Mar 7, 2014 at 12:16 AM, Siew Yi Liang wrote:
> Hi Cesar:
>
> Ha, really n
there is an old maya mailing list, it's the google group called maya_he3d
it's called that way because it's a migration of the highend3d.com maya
mailing list.
it's been very low volume.
On Friday, March 7, 2014, Gerbrand Nel wrote:
> Hey guys
> This goes against my grain, but I can sit around
I think I didn't fully explained myself in that first post.
if it comes to that, we could mass-subscribe the current users to that
google group, or any list server of the community's choosing, in the
same way we transferred everyone to this server from Avid.
On Wed, Mar 5, 2014 at 1:47 PM, Franco
Autodesk is not shutting down the Softimage mailing list.
I'm not aware of plans to shut down this list. If there were, the Google
group could be used as a backup
On Mar 4, 2014 7:53 PM, "Sebastien Sterling"
wrote:
> My fellows, friends, comrades.
>
> The recent events that have befallen our community enunciate a breaking.
>
> After this nothing or very
Neither Maya nor Softimage|XSI existed at the time
On Fri, Feb 28, 2014 at 4:25 PM, Emilio Hernandez wrote:
> Don't forget about Dragon Heart. I read the article on CG magazine quiet
> a long time ago.
>
> They were supposed to end the whole feature in Maya. But then after
> modeling, they jus
t Mac
influence in the early inspector design, only in the sense that it's called
an inspector and that it's modeless. but I think he guy is making the
remark about the custom file browser and the general skin of the app.
On Friday, February 21, 2014, Luc-Eric Rousseau wrote:
> "W
xsi did not even have trims then, so the author did not know what he was
talking about. except for the surface continuity manager, xsi has fewer
curve/nurbs features than Softimage 3D
On Saturday, February 22, 2014, Eugen Sares wrote:
> "Softimage has an extensive and robust set of tools for m
"When you first start XSI, you realize it is not your average Windows
application. It appears as if Avid's Macintosh legacy has heavily
influenced the interface."
I want to slap that guy in the face.
On Fri, Feb 21, 2014 at 12:38 PM, Rob Wuijster wrote:
> On 21-2-2014 18:13, Stephen Blair wrote
if that preference doesn't work for you, there is nothing else.
check if you can open the file while XSI is running using file sharing
flags (something like SHARE_READ), and not just the default sharing
flags (which is "deny everyone else")
the only recourse you have IMHO is to work write your own
that's based on WINE for OSX. you can go ahead and try it yourself.
On Monday, February 17, 2014, Angus Davidson
wrote:
> Hi Brent
>
> Very well explained thank you. I do agree that because of the overall
> crappiness of Windows COM has got a bad rep. Unfortunately its very hard
> for most pe
what do you mean subscribed twice? send me your two email addresses
if that's the problem. I had just unsubscribed you from contact@
since you've been trying twice to do that. It's not possible to be
subscribed twice with the same address
On Sun, Feb 16, 2014 at 6:55 PM, Mario Reitbauer
wrote
My apologies, how this feature works is a little baffling due to
something that might be a bug,
You turn roto into "Fixed" mode, then enable "view in all cameras"
Now, when you view the roto in other cameras than the current , it
will cut through geometry. It's a proper image place in space with
On Sat, Feb 15, 2014 at 5:25 AM, Stefan Kubicek wrote:
> I had the same problem and ended up copy/pasting image paths manually into
> the rotoscope options of each camera.
> The thing is that Softimage doesn't have an equivalent feature to Maya's
> image planes. Image planes have a specifiable dep
On Fri, Feb 14, 2014 at 9:17 AM, Eugen Sares 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 levels sit atop
>
> 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 entir
On Thu, Feb 13, 2014 at 11:15 PM, Emilio Hernandez 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, the
Maya UI is
On Thu, Feb 13, 2014 at 9:44 PM, Guillaume Laforge
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 employee.
I'm sure you not saying y
imagine if we made such jokes every time the Fabric came to pimp their
stuff here. ;)
If there is going to be a discussion about creating custom tools for
artists, sweeping statements about DCCs, and name dropping like Pixar,
it's in everyone's interest to be informed about the maya side of the
st
On Thu, Feb 13, 2014 at 6:16 PM, Matt Lind wrote:
> Allows us to define our own primitives, data structures, and treats those
> data structures as first class citizens in the API.
yeah, with only experience with Softimage's SDK one might think that's
something special. But it's a common thin
On Thu, Feb 13, 2014 at 2:31 PM, Matt Lind wrote:
> To work around many of the issues, artists migrated to other software such
> as Modo, Z-brush, and so on, further fracturing our pipeline where work takes
> place, and reducing our needs to
> write tools in Softimage for art manipulation where I
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
>> wrote:
>>>
>>>
>>> If you're a cheap bastard with loads of free time, you can get the
>>> data out of face robot with the ImportSpeech command without ever
>>> using Face Robot.
>
>
I don't know if this is clear, so pardon me if you already know this, but
there is no difference between custom parameter sets and character key
sets. it's litterally just a Boolean parameter on the custom parameter set
that says to show another icon for them. so that not only means that you
can
There is a comparison chart of facerobot and di-o-matic here
http://www.di-o-matic.com/products/plugins/xsi/VoiceOMatic/#page=compare
I think it's a little bit overstating it to say you can do the same
thing with Face Robot. The FR workflow doesn't allow you at all to do
classic lipsync with blen
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
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
>
>From what I've seen around the web, the director has been going around
saying it's a mixed of stop-motion and CGI. Are there any frames that
are actually stop motion?
On Mon, Jan 27, 2014 at 10:13 AM, Alan Fregtman wrote:
>
> Nice!! Great work, animals. :)
>
>>
this widget in its current form
On Tue, Jan 21, 2014 at 6:07 PM, Luc-Eric Rousseau wrote:
> you need to create an array of parameters with the right types and add
> the control on the first parameter. So it's just like the color
> widget.
> Check the Gradient operator in the fxtree
if what bothers you is that you'd like to have the curve framed when
you switch curve, there may be a work around for that.
You can turn on View->Auto Frame Curve
and then also turn on View->Selected Parameter
You're now in a Maya-like mode, where only the curves you pick in the
explorer are visi
you need to create an array of parameters with the right types and add
the control on the first parameter. So it's just like the color
widget.
Check the Gradient operator in the fxtree. Open its .spdl file to see
how it works.
it's something like, one integer for type, and 8 groups of rgb color
a
The Mayan saw random things starting to go wrong in their world, but
they deleted their user pref and everything went back to normal.
On Mon, Jan 20, 2014 at 11:11 AM, Grahame Fuller
wrote:
> It wasn't really a prediction either, it's just the way their calendar was
> divided.
>
> I predict that
Character Sets should be the equivalent of proxy parameters.
although Trax relies on Character sets, you can use them of course without Trax
On Fri, Jan 17, 2014 at 11:27 AM, Bradley Gabe wrote:
> You're thinking about this the wrong way. The correct way to approach it is,
> if Maya doesn't have
That was incomprehensible; I meant "(point clouds tools are necessary
also for ptex-based workflows)"
On Wed, Jan 8, 2014 at 7:55 PM, Luc-Eric Rousseau wrote:
> On Wed, Jan 8, 2014 at 6:52 PM, David Gallagher
> wrote:
>> On 1/8/2014 4:42 PM, Luc-Eric Rousseau wrote:
>
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