Re: OT 3D for design

2016-01-08 Thread Nicolas Esposito
Well, design, archviz and games are quite different areas, but in general: Design: Rhinoceros, very very easy to use and to create some amazing stuff Games: In recent years lots of studios have been using (thanks/because/being forced from ) Autodesk Maya and I have to say, at least now I'm script

Re: maya and blendshapes?

2015-12-15 Thread Nicolas Esposito
s Nicolas. > > On Tue, Dec 15, 2015 at 10:03 AM, Nicolas Esposito <3dv...@gmail.com> > wrote: > >> I usually use the builtin function from the bonus tools for correctives. >> There is also a free plugin ( called Shapes if I remember correclty ) to >> cre

Re: maya and blendshapes?

2015-12-15 Thread Nicolas Esposito
I usually use the builtin function from the bonus tools for correctives. There is also a free plugin ( called Shapes if I remember correclty ) to create them. Pose BlendShape Editor 2015-12-15 15:47 GMT+01:00 Chris Johnson : > Just getting on the May

Re: Paint skin weights on multiple meshes at once

2015-09-21 Thread Nicolas Esposito
il.com> wrote: >> >>> There is probably someone smarter out there that can solve this but I >>> was also using GATOR as well for cases like this. Overlapping meshes are >>> hell to deal with :) >>> >>> On Mon, Sep 21, 2015 at 10:12 AM, Nicolas Esposi

Paint skin weights on multiple meshes at once

2015-09-21 Thread Nicolas Esposito
Hi guys, I usually rig game meshes which are, 99% of the time, a unique mesh without any fancy stuff in it. Currently I'm doing some weight paint on a high poly mesh wihch will be used in a game, but I find myself struggling sometimes because due to the overlapping geometry. Example: I have a ve

Re: Pretty OT :)

2015-08-27 Thread Nicolas Esposito
t;>> The project was done ue 4.8.2 and its wonderfull bugs didnt let me >>>>>> export to android properly. >>>>>> Must say its a nice experience doing 3d animation "out of the screen" >>>>>> with all what it demands, always in

Re: Pretty OT :)

2015-08-22 Thread Nicolas Esposito
Wonderfull! Francisco, regarding the technical side, there are gigantic differences in terms of performance between the DK2 and GearVR? I'm tempted to go wireless with the GearVR, but compared to the DK2 ( desktop ) I think that there is no match, but I would like to hear some opinions about that.

Auto-Update UVs if geometry is modified? ( Maya/Softimage )

2015-08-21 Thread Nicolas Esposito
Hi guys, I'm creating some modular walls in order to work with UE4, this means that I'm creating two UV channels, one for the diffuse and the other one for the lightmapping. I've created the first wall but I would like see if there is a way to auto update the UV information when the geometry chan

Re: Get rid of your flip phone and get current on maya!

2015-07-09 Thread Nicolas Esposito
Agree with Mirko, This is an experiment to see if they can get away with it... If the hipster guy had a shirt with XSI logo that video would be absolutely perfect. Not sure what is the situation in your countries, but I rarely see freelancers this calm, cool, with the headphones and smelly t-shirt

Re: OT: images from unreal engine

2015-06-30 Thread Nicolas Esposito
Saw that a couple of days ago, absolutely amazing! Its incredible what can be achieved with UE4. PS: Francisco looks like we wont get our stuff until September...I'm so pissed :( 2015-06-30 14:01 GMT+02:00 Francisco Criado : > Amazing stuff done by Koola: > > https://www.flickr.com/photos/996466

Re: Scaling enveloped and animated model

2015-06-24 Thread Nicolas Esposito
If you're using Unity of UE4 scaling the rig directly inside the game engines themself create no problem. For other game engine I'm not sure, but nowdays scale is not a big issue anymore. 2015-06-24 17:04 GMT+02:00 Patrick Neese : > So I have a model I did some test animation on. > > Of course th

( Maya scripting question ): Create a picking session similar to MOTOR PPG

2015-06-22 Thread Nicolas Esposito
Hi all, I'm trying to create a simple UI similar to the one in MOTOR in Softimage. What I'm doing is a simple matching in position/orientation between two characters, in order to transfer the animations between them so that later I can bake the keyframes on the animation itself and export it. I a

Re: Tagging a Rig and Mocap to Rig - Workflow?

2015-06-19 Thread Nicolas Esposito
I think there is something wrong in the selection of the root and COG Here is a small tutorial about Species, in which I use MOTOR for getting an animation from a BVH file to my character, hope this helps ;) Softimage to UE4 - MOTOR setup 2015-06-19 18:11 G

Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-05-29 Thread Nicolas Esposito
o_o Thats pretty impressive! 2015-05-29 16:54 GMT+02:00 Emilio Hernández : > Beside the amazing job, presentation and tech data. I would like to see > the faces of the attendants showing all of this in an EOL software… > > > > Thanks for sharing and again amazing job! > > > > Long live Softima

Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Nicolas Esposito
Ehm... MGS4 meets Assassin's Creed As far sa I remember: Konami Sega Square Enix Crytek Namco Capcom Others probably... 2015-05-28 17:57 GMT+02:00 Luc-Eric Rousseau : > Or it might have been Sega or Capcomp.. it was definitely one of these > three big japa

Re: GATOR - A feature in Softimage since 2008

2015-05-28 Thread Nicolas Esposito
Tom that's exactly what I was thinking...Gator has been around for A LOT, but not Autodesk nor anyone else ( as far as I know ) come up with something like that, and it's shocking... Maya is well known for being "You can't do that out-of-the-box, code it yourself", and no one attempted even? For t

Re: GATOR - A feature in Softimage since 2008

2015-05-26 Thread Nicolas Esposito
I'm using Gator daily...its unbelievable how usefull it is and has been available since 7 years ago and other DCCs still struggling to come up with something like this... For the facial rig I'm developing ( both joint based and morph based ) Gator is a 1-click solution which saves sssoo much t

Re: Inertial or Kinect-based Motion Capture Recommendations?

2015-05-26 Thread Nicolas Esposito
Regarging Kinect I can say that, together with Ipi, it can get really frustrating, due to calibration, imperfections in the captired movements, and the limited movement you can have ( using 1-2 Kinect, with PS Eye you get more range of movement ). I gave up on Ipi after 2 months, not worthed. I'll

Re: End of the ride

2015-05-13 Thread Nicolas Esposito
Sorry to see you go Graham, all the best in the future :-) 2015-05-13 14:46 GMT+02:00 Greg Punchatz : > Thanks for all the fish > > and the best of luck to you in the future. > > On Wed, May 13, 2015 at 6:08 AM, Martin Chatterjee < > martin.chatterjee.li...@googlemail.com> wrote: > >> All the bes

Re: Softimage > Blender (1 year later) + MayaLT 2016 ?'s (indie/ game dev centric/ UE4)

2015-05-05 Thread Nicolas Esposito
I can answer some of the Maya LT related questions: Trax absence is a minus, but overall I'm used to the graph editor, so no big deal. - Some of the deformers are missing, one of them is the cage deformer who I use extensively in Soft and in Maya LT I really miss it...also the delta mush is missing

Re: "The shadow over The Foundry"

2015-04-27 Thread Nicolas Esposito
If I remember correcty Autodesk, before the big buyout in recent yearsm had only Autocad and 3ds to carry on and make good money...when they start acquiring Alias and all the others they establish themself as the "company to go", simply because they were the owners. For me Adobe could possibly be

"The shadow over The Foundry"

2015-04-27 Thread Nicolas Esposito
Looks like Adobe is trying to get a piece of the VFX industries Link of the article Good? Bad? Adobe to be the next Autodesk-Evil-Corp-Inc?

Re: Pose based deformations/corrections in Maya

2015-04-20 Thread Nicolas Esposito
I'm using this and its working pretty good Corrective shapes using bonus tools from Maya 2013 2015-04-20 21:15 GMT+02:00 Sofronis Efstathiou < sefstath...@bournemouth.ac.uk>: > Thanks batman! > > > > Sofronis (Saf) Efstathiou > > Postgraduate Framew

Re: OT: Hypershade changes in Maya 2016

2015-04-15 Thread Nicolas Esposito
I just found out about this feature: Toogle faces from Bonus tools I wonder why they didn't add a simple "isolate selected faces from the scene" function, which I will appreciate more... For me the workflow described is the opposite I use inside Soft,

Re: OT: Hypershade changes in Maya 2016

2015-04-14 Thread Nicolas Esposito
Looks like they removed the Delta Mush video...strange...anyway the new UI looks good 2015-04-14 9:31 GMT+02:00 Luc-Eric Rousseau : > It's not just an icon change, the UI has been revisited to remove visual > noise and adapt to different font size and UI scaling. But more critically, > all the m

Re: OT: Unreal 4 and google cardboard

2015-04-09 Thread Nicolas Esposito
I did a couple of virtual tours with Panoviewer ( no VR ), but from my point of view the next step for me is to join together Oculus and a realtime walkthrough with a mocap suit, which culd be usefull from a simple apartment visualization to much bigger projects. In two months I will start testing

Re: OT: Unreal 4 and google cardboard

2015-04-09 Thread Nicolas Esposito
es with > Oculus, all of the expereinces we ve done are about 100 and 120 fps without > any problems on gtx970 and gtx980. > > F. > > > > 2015-04-09 9:08 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>: > > In general Oculus performances are terrible within UE4, w

Re: OT: Unreal 4 and google cardboard

2015-04-09 Thread Nicolas Esposito
In general Oculus performances are terrible within UE4, which is now a major drawback. Unity in this case is a well tested software if you're going for a VR situation, while UE4 is getting there ;) 2015-04-09 13:44 GMT+02:00 Francisco Criado : > Hi Gerbrand, > > in my experience, if wou want to

Envelope weights transfer + Corrective shapes

2015-04-08 Thread Nicolas Esposito
Hi all, I'm doing a bit of RnD and I came up with a solution which works, but I would like to improve. What I'm doing is transfering the envelope weights between two different characters using the joints to create the alignment between them. The alignment is done using a simple python script, the

Re: OT: I just had a brief with 4 of these in there :)

2015-03-31 Thread Nicolas Esposito
Funny thing is if you try to manage an agreement/small amount of money, people often get offended by the request, because usually working for "them" is a privilege and you should be gratefull you have this opportunity...everyone is the "Next Pixar"...a middle finger is often a fair reply ;) 2015-0

Re: New Shiite

2015-03-25 Thread Nicolas Esposito
Sweet! Can't wait to try it! PS: Works also on Softimage 2013? 2015-03-25 13:16 GMT+01:00 Jason S : > > C++ Implementation of Delta Mush for Softimage 2015 > > http://vimeo.com/groups/ice/videos/122981239 > > > Apart obvious benefits of suc

RBF Solver for Maya

2015-03-13 Thread Nicolas Esposito
Hans Godard, character TD at Naughty Dog ( you may remember his video on skinning framework based on delta mush ), released his BRF solver, which looks pretty cool and usefull. RBF Solver

Re: OT Some great Maya work

2015-03-12 Thread Nicolas Esposito
I would also suggest this https://vimeo.com/trilateral/videos Those guys are amazing! Side note: the Kid face rig has >500 FACs blend shapes, and has been used for the UE4 Kite demo...stunning really! 2015-03-12 18:46 GMT+01:00 John Richard Sanchez : > For all the crap we give Maya you can sti

Re: OT: Epic going completely crazy

2015-03-12 Thread Nicolas Esposito
:) > > F. > > > 2015-03-11 10:01 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>: > > I think they used a techinque similar to this >> <http://www.kolor.com/livepano> one, I also notice that they made a 360 >> viewer inside UE4, so I guess they combined t

Re: OT: Epic going completely crazy

2015-03-12 Thread Nicolas Esposito
>> you can import animated models and characters wih fbx, and you have >>>>>>> two ways, with the animation embeded or importing animations separated >>>>>>> and >>>>>>> then aplying them in different ways. >>>>&g

Re: Softimage 2 Unreal

2015-03-10 Thread Nicolas Esposito
doesn't support nulls as weights for > mesh or? > > On Tue, Mar 10, 2015 at 3:13 PM, Nicolas Esposito <3dv...@gmail.com> > wrote: > >> What error do you get Mirko? if its multiple roots you need to modify the >> joint structure. >> I suggest you ( if you hav

Re: Softimage 2 Unreal

2015-03-10 Thread Nicolas Esposito
Hey, > Anyone had any luck exporting character rigged with GEAR from SI to UE4? > Species does work but so far no luck with Gear at all. > > On Tue, Feb 17, 2015 at 12:11 AM, Nicolas Esposito <3dv...@gmail.com> > wrote: > >> For quick animation testing I usually attach a play

Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-07 Thread Nicolas Esposito
Finally I have a good excuse to start developing stuff with Fabric :) Can't wait to try it! >From a non-coder point pf view, seriously, thanks guys! 2015-03-07 14:43 GMT+01:00 Paul Doyle : > btw the sign up is here: http://fabricengine.com/canvas-testing-program/ > > On 6 March 2015 at 20:14, Gr

Re: OT: Epic going completely crazy

2015-03-02 Thread Nicolas Esposito
If I remember correctly (using mostly Maya for characters right now) when I tried with Species and Facerobot rig (nulls basically) I didn't have any problemswhat could cause import problems is to have multiple roots in the skeletal hierarchyOther then that everything worked out fine Il 02/M

Re: OT: Epic going completely crazy

2015-03-02 Thread Nicolas Esposito
id I miss something? > > Thanks, > > Perry > > > On Mon, Mar 2, 2015 at 3:13 PM, Nicolas Esposito <3dv...@gmail.com> wrote: > >> HTML5 has been added recently, but consider that the engine is quite new >> and the iOS/Android stuff is not well flashed out ri

Re: OT: Epic going completely crazy

2015-03-02 Thread Nicolas Esposito
HTML5 has been added recently, but consider that the engine is quite new and the iOS/Android stuff is not well flashed out right now...but still, looks awesome, just take a look at Infinity Blade and the Zen Garden demo ;) 2015-03-02 20:56 GMT+01:00 Francisco Criado : > Eugene, > > Unreal exports

Re: OT: Epic going completely crazy

2015-03-02 Thread Nicolas Esposito
ice one, will be installing it for sure. Also houdini engine will be >> available soon: >> >> >> https://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66 >> >> On 2 March 2015 at 17:31, Nicolas Esposito <3dv...@gmail.com&g

OT: Epic going completely crazy

2015-03-02 Thread Nicolas Esposito
Slightly OT, but holy cow, Unreal Engine 4 is completely free to use ( 5% royalties upon release of a game ). https://www.unrealengine.com/what-is-unreal-engine-4 I strongly suggest you to take a look at it now that is free, you won't regret, especially ICE users will find it very comfortable to

Re: Maya Facial Rigging - advise pretty please!

2015-02-23 Thread Nicolas Esposito
Regarding the "change geometry" issue this works nicely if you need to update the blend shapes 2015-02-23 10:44 GMT+01:00 Cesar Saez : > Have you tried "tweak mode" on the move tool preferences? it's not as > complete as Softimage tweak tool but helps

Re: Maya Facial Rigging - advise pretty please!

2015-02-22 Thread Nicolas Esposito
Blendshapes actually work pretty good and I find myself comfortable with it, but I'm trying to achieve a good joint-based solution and as an example I looked at digital tutors for both blend shape rig and joint based rig...they're good tutorials and explain how to achieve good results. Also I stron

Re: Softimage 2 Unreal

2015-02-16 Thread Nicolas Esposito
For quick animation testing I usually attach a play animation node right after the Event Begin Play node, so that every time I hit play/simulate, I have the animation running... Situation is different if you're testing a character movement set, which is far more complicated, but yes, in general you

Re: Softimage 2 Unreal

2015-02-15 Thread Nicolas Esposito
Hi Francisco, In Softimage be sure to plot all the transformations ( root and children of course ) and then export everything in FBX. When you import your FBX content into UE4 you should have a skeletal mesh, a physic body ( for collision ) and an animation file ( which is basically another FBX f

Re: Buying 3dsMax to get Softimage - Help

2015-02-13 Thread Nicolas Esposito
They're afraid to call it a plugin? 2015-02-13 10:07 GMT+01:00 olivier jeannel : > Love the bifrost description : > Bifrost Procedural Effects Platform A *separate* compute > application--capable of background processes--that takes inputs from Maya > and returns the reaction data in order to cre

Re: [PLUG] mGear Teaser

2015-02-01 Thread Nicolas Esposito
Nice!!! I'm promoting it on Unreal Engine 4 and some italian forums, spread the word guys! 2015-02-01 15:12 GMT+01:00 Miquel Campos : > Hello! > > mGear 1.0 is available! > http://www.miquel-campos.com/post/109768264793/mgear-1-0-rigging-framework-for-autodesk-maya > > PS: Martin: Thanks! I hope

Re: [PLUG] mGear Teaser

2015-01-26 Thread Nicolas Esposito
Sweet! Miquel could you specify which features will never be implemented in mGear? this worries me a lot... 2015-01-26 17:25 GMT+01:00 Miquel Campos : > Hello, > > I didn't post in the Softimage list since long time. But today I have some > news. Not for Softimage, but I hope it helps to make les

Re: Teaching Unreal vs Unity

2015-01-20 Thread Nicolas Esposito
resulting mess of conflicts! > > I'm not here to plug UE4 really (I personally am a huge fan of CE3 cause > I'm a graphics whore :P), but I will say that if you think it's easier to > 'learn' Unity compared to UE4...perhaps the UI? But I would suggest that &g

Re: Teaching Unreal vs Unity

2015-01-19 Thread Nicolas Esposito
I've worked with both of them in the past years, but I did the switch to UE4 and before using UDK ( Unreal Development Kit ) for a couple of reason. Consider that I'm talking from a 3D artist point of view, who as zero knowledge about scripting, and this is one of the main reason why I find myself

Re: H14 is out !

2015-01-16 Thread Nicolas Esposito
Very tempted to learn also Houdini! it looks great! I would strongly suggest to extend as soon as possible the integration with Unreal Engine 4, in my opinion your sales of the indie lincese will increase a lot, since from what I've seen the integration with Unity is pretty darn good and totally u

Re: ot: unreal engine

2015-01-07 Thread Nicolas Esposito
lick select vertex Maya should just switch to > component mode.. > > > > > On 18 November 2014 20:44, Nicolas Esposito <3dv...@gmail.com 3dv...@gmail.com>> wrote: > Hi Francisco, > Yes, I'm currently using the ART plugin developed by Jeremy Ernst, and it >

Re: Fabric update - Rigging Toolbox

2014-12-12 Thread Nicolas Esposito
Great job guys! I'm very interested especially regarding the DeltaMush modifier, looks fantastic! Very interesting is the Blendshapes rig...about that I'm thinking that the debugging of the blendshape could be used for realtime deformation ( displacement or wrinkle maps ) that triggers automatica

Slightly OT - Request for a custom script ( paid )

2014-12-09 Thread Nicolas Esposito
Hi guys, I tried to solve the issue I had via ICE, but unfortunately it didn't worked as I wanted, so I'm asking for a custom solution done with scripting. The idea is to extract phoneme values from FaceRobot ( only English phonemes ) using some SDK commands currently available. Specifically the

Re: Comparing point position on Blend Shapes

2014-12-04 Thread Nicolas Esposito
ut I know basic the logic behind this) Brad did this when we > used ICE to add some more awesome to our face animations done with FR. > > On Wed, Dec 3, 2014 at 7:07 PM, Nicolas Esposito <3dv...@gmail.com> wrote: > >> I think I'm doing something wrong, or FR is mocking m

Re: Comparing point position on Blend Shapes

2014-12-03 Thread Nicolas Esposito
scalar value, > so when this hits zero you will have a match. if you add a rescale node you > can make go from 0 to 1. You would have to have the original shape > positions stored first to compare. It's a thought anyway. > > Max > > On Wed, Dec 3, 2014 at 2:44 PM, Nicolas

Re: Comparing point position on Blend Shapes

2014-12-03 Thread Nicolas Esposito
nd you have an ICE shape > manager. Very cool and useful. > > Hope this helps. > Max > > > https://www.dropbox.com/s/orxwfdphyl6x75y/Shape%20Manager%20in%20ICE.jpg?dl=0 > > On Wed, Dec 3, 2014 at 10:49 AM, Nicolas Esposito <3dv...@gmail.com> > wrote: > >> Hi a

Comparing point position on Blend Shapes

2014-12-03 Thread Nicolas Esposito
Hi all, I'm having some difficulties with comparing two shapes using point position...let me explain. Basically I have the base mesh and I created a couple of blend shapes via the shape manager. The shape are animated and driven externally. I'm not so good with ICE and I may be saying bs, so bar

Re: Need your opinion to improve Maya Outliner/ Attribute Editor

2014-11-28 Thread Nicolas Esposito
If I may, please try to create a unified tool to transfer UVs, shapes, and so on between meshes with different topology...basically Gator, its so usefull ;) 2014-11-28 16:59 GMT+01:00 Jill Ramsay (Contractor) < jill.ram...@autodesk.com>: > Sorry to have to be the corporate voice here, but just wa

Re: Lipsync from Facerobot - Help getting animation values

2014-11-27 Thread Nicolas Esposito
/files/face_export_ExportingAnimationRigs.htm > > you'll need to have crosswalk for maya though (i.e. dotXS import) > > On Thu, Nov 27, 2014 at 3:33 AM, Nicolas Esposito <3dv...@gmail.com> > wrote: > >> Hi Luc-Eric, >> Yes! That is exactly what I was looki

Lipsync from Facerobot - Help getting animation values

2014-11-26 Thread Nicolas Esposito
Hi guys, I'm trying to transfer some phonemes shapes from FaceRobot to Maya. Main purpouse would be to extract all the phonemes from FaceRobot ( while setting the lipsync ), transfer all the meshes to Maya, set them as BlendShapes and be able to animated them via SDKs automatically, in order to hav

Re: ot: unreal engine

2014-11-18 Thread Nicolas Esposito
Hi Francisco, Yes, I'm currently using the ART plugin developed by Jeremy Ernst, and it works pretty good! Not knowing python scripting is a huge downside for me, so having this free rigging tool is really a huge timesaver. Step by step I'm "extending" this rig functionality in order to integrate

Re: ot: unreal engine

2014-11-18 Thread Nicolas Esposito
worse for >> character animation... >> That is horror story of its own, 9th circle of animators hell... >> >> On Tue, Nov 18, 2014 at 2:40 PM, Nicolas Esposito <3dv...@gmail.com> >> wrote: >> >>> Hold on Marco, >>> There have been plenty of

Re: ot: unreal engine

2014-11-18 Thread Nicolas Esposito
Soft was active there was >> basically no exporters for any game engine... its not now they they will >> appear >> >> On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com> >> wrote: >> >>> No one is going to spend time to develop this in

Re: ot: unreal engine

2014-11-18 Thread Nicolas Esposito
> >> 2014-11-18 9:36 GMT-03:00 Marco Peixoto : >> >> keep dreaming :) >>> >>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado >> > wrote: >>> >>>> Very nice! would be great to have this tool under Softimage hood... >>>

Re: ot: unreal engine

2014-11-17 Thread Nicolas Esposito
J1-vnh-s >>>> this doesn't really look baked though >>>> >>>> >>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi < >>>> alok.gandhi2...@gmail.com> wrote: >>>> >>>>> It's all about baking. Recently, I m

Blendshapes workflow - alternative to Shape Manager?

2014-11-12 Thread Nicolas Esposito
Hi guys, I'm getting used to the blend shapes in Maya, but I'm still slow with modeling, so I'm mostly using Softimage for modeling. Since I have lots of blend shape to create and I don't want to go back and forth from Softimage ( modeling ) to Maya ( assign blendshapes ) is there a similar way to

CrowdFx + Species - workflow question

2014-11-05 Thread Nicolas Esposito
Hi guys, I got a reply from my videotutorial on Species related to the workflow in order to use it ( with its own rig of course ) as an actor inside CrowdFx. I would suggest to keep just the bones and the envelope mesh and discard everything else ( because I saw that it creates problems ) but I

Re: Zbrush question: posing and vertex order.

2014-10-07 Thread Nicolas Esposito
Try to have your Softimage mesh as a morph target inside Zbrush and switch between the two of them, it should work properly ( at least it works for me for facial blend shapes ) 2014-10-08 0:04 GMT+02:00 Sebastien Sterling : > Hey everyone, have just spent 2 days (if you can believe it) refining a

Re: Drawable Facial Rig

2014-10-01 Thread Nicolas Esposito
Wow! this is impressive RnD! +1 for Fabric to come up with something better then this :-) 2014-10-02 6:42 GMT+02:00 Eugene Flormata : > amazing! i hope fabric engine takes note for this > > On Wed, Oct 1, 2014 at 2:56 PM, Ed Schiffer wrote: > >> I've never seen a drawing facil rig before, I thin

Re: Again on Maya: retarget FBX-BVH mocap to a different rig - AKA Motor in Maya?

2014-09-16 Thread Nicolas Esposito
just orient driven by the BVH? It'll be nice to have a clip inside the Trax editor, or be able to modify/adjust everything with curves... Hope its clear 2014-09-04 16:15 GMT+02:00 Nicolas Esposito <3dv...@gmail.com>: > Sweet, thank you :) > > > 2014-09-04 15:51 GMT+02:00 Ce

Re: SoftImage Artists take on Maya @ Escape Studios

2014-09-10 Thread Nicolas Esposito
Has been 3 months now I've switched to Maya... Skin weighting is the worst offender, and being an artist being forced to code your own stuff because Maya lacks some features its really a huge pain... However I expected my experience to be worse, even if I found myself stuck sometimes for very stup

Re: Again on Maya: retarget FBX-BVH mocap to a different rig - AKA Motor in Maya?

2014-09-04 Thread Nicolas Esposito
ar Saez wrote: > >> https://www.youtube.com/watch?v=l1hV8BqsCEA >> >> >> On Thu, Sep 4, 2014 at 8:18 AM, Nicolas Esposito <3dv...@gmail.com> >> wrote: >> >>> Hi guys, >>> >>> I have roughly 100 animations downloaded from Mixamo website ( I'

Again on Maya: retarget FBX-BVH mocap to a different rig - AKA Motor in Maya?

2014-09-04 Thread Nicolas Esposito
Hi guys, I have roughly 100 animations downloaded from Mixamo website ( I'm currently working as animator on a game related project ). All the animations are in FBX and some of them are BVH, so basically I need to apply those animations to my rig. The rig itself is built using the Epic plugin for

Re: affordable Mocap on kickstart

2014-09-03 Thread Nicolas Esposito
I think I'm going to buy two ( the 1000$ offer ) of those, it looks like pretty damn good and it comes with finger tracking too... Only downsides: - Software to process data has no price yet ( pro version, basic version is free without data cleaning and other stuff ) - Customs costs from China are

Re: This is what Mark Schoennagel is upto these days

2014-08-27 Thread Nicolas Esposito
I'm really glad for his since Unity is growing day by day and I can see him dealing quite well with the game industry situation :) 2014-08-27 19:26 GMT+02:00 Meng-Yang Lu : > He was always the highlight at every Siggraph I went to. What a gracious > and funny entry into a new community. Can't

Re: unreal engine

2014-08-23 Thread Nicolas Esposito
> > On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi > wrote: > >> It's all about baking. Recently, I made some arch viz app for Andriod >> and iOS and I was able to achieve good quality. It was for unity and I did >> all the baking in soft. >> >> Sent

Re: ot: unreal engine

2014-08-22 Thread Nicolas Esposito
Consider that this is a kind of tech demo, means that Unreal Engine 4, being a game engine, is built to manage multiple aspect ( physics, characters movement and logic, enemies logic, particles and so on ) The video shows how good is UE4 with lighting and "atmosphere", but the you actually build yo

Re: Kraken First Look

2014-08-12 Thread Nicolas Esposito
Sweet!!! 2014-08-12 0:33 GMT+02:00 pedro santos : > Well definetly something to pay attention to :) > > Cheers > > > On Mon, Aug 11, 2014 at 11:12 PM, Eric Thivierge > wrote: > >> Hey everyone, we've just posted the first look video at Kraken here: >> >> http://fabricengine.com/kraken/ >> >

Maya: Reusing existing rigs + blend shapes / corrective shapes

2014-08-06 Thread Nicolas Esposito
Hi guys, Sorry I have another question related to Maya and how to accomplish something which will save a lot of time. So I created my rig in Maya with some corrective shapes on the elbows and kneesreusing the rig itself is not that complicated, but the transfering of the corrective shapes is

Re: Is it realy ?

2014-07-15 Thread Nicolas Esposito
Game-wise a lot of companies use Max together with Zbrush, and lots of developers during the last couple of years released their own plugins for Max to cooperate with their engineregarding archviz...I saw lots of studios adopting Max mainly because of Vray... 2014-07-15 11:30 GMT+02:00 Alok G

Re: Is it realy ?

2014-07-14 Thread Nicolas Esposito
Honestly I would love to see Max being killed as well...not because I hate Max, but because it will show how much AD don't care about customers but only about money and profit... There are A LOT of people currently using Max, so there is a big difference between forcing a relative small amount of

Re: Transition to Maya - little help please :)

2014-07-10 Thread Nicolas Esposito
g to herd cats with firecrackers. Large, wild, > rabid cats. With AIDS. > > > > On Wed, Jul 9, 2014 at 11:08 PM, Nicolas Esposito <3dv...@gmail.com> > wrote: > >> o_o >> >> Seriously? >> >> I guess I have to make an hotkey for that...or a scrip

Re: Transition to Maya - little help please :)

2014-07-09 Thread Nicolas Esposito
ery old, >>> a lot of practices may be antiquated. >>> >>> I remember the DT maya tutorials being shockingly bad, i'd say harmful, >>> terrible mic sound in heavily steeped accents and shaky delivery. i'm sure >>> they have had to

Transition to Maya - little help please :)

2014-07-09 Thread Nicolas Esposito
Hi guys, I've recently started to moving to Maya, mainly because of the kind of job I'm doing recently ( creation and rigs for games characters ). 1. Character binding: I used to save my envelope weights on my character in an external file, but in Maya I see that you need a source character ( wit

Re: unsubscribe

2014-07-07 Thread Nicolas Esposito
I jumped on the Maya vagon as well, but since in here there are quite a lot of maya/soft users I guess that the best solution would be to stick around ;) 2014-07-07 15:52 GMT+02:00 Sebastien Sterling : > I agree with David, you're just cutting yourself off from a fountain of > knowledge and ex

Re: Tweak mocap animations

2014-06-30 Thread Nicolas Esposito
opy of your character. > > I could swear there was a way to remove the mocap anim off your rig, > however not being in front of soft right now, I cant quite remember if this > is indeed true.. > Either way the plotting and loading onto freshh characters should do the > trick. > >

Tweak mocap animations

2014-06-29 Thread Nicolas Esposito
Hi all, I need to tweak a mocap animation that was given to me. Basically doing the Mocap to Rig screwed up some of the orientation and the character moves along a path, while I need it to walk in place. This animation needs to be stored into a clip and blended with some other animation. Two pro

Re: Softimage 2 Unreal Engine

2014-06-18 Thread Nicolas Esposito
:22 GMT+02:00 Francisco Criado : > Hi Nicolas, i´ll take a look at your video, my main concern is getting the > textures on the import, and not having to do the import of the textures by > separate and relinking the materials... > > thanks again, > F. > > > > 2014-06-

Re: Softimage 2 Unreal Engine

2014-06-18 Thread Nicolas Esposito
As far as I know the material is not converter, you have to create the material itself inside UE4 but, when you import, it allows you ( in the import option ) to create a material which if I remember correctly will contain both the diffuse and normal map Regarding the FBX export from Softimage I m

Re: OT: a few Maya questions if I may

2014-06-13 Thread Nicolas Esposito
over as selection sets. Not >> ideal, but it works. (This is scriptable) >> On 13 Jun 2014 05:11, "Nicolas Esposito" <3dv...@gmail.com> wrote: >> >>> Sorry if add a question: >>> >>> Need to combine two enveloped meshes ( face and body )

Re: OT: a few Maya questions if I may

2014-06-13 Thread Nicolas Esposito
Sorry if add a question: Need to combine two enveloped meshes ( face and body ) and two different rig ( facial rig and body rig ) into one Soft workflow: First simply Parent the facial rig to the body rig on the neck controller; then select the face first and then the body, merge > transfer attri

Epic games visual scripting very similar to ICE

2014-06-10 Thread Nicolas Esposito
Hi guys, Since its release date I've been messing around with Unreal Engine 4 and I have to say that its great fun...and the price ( 19$ per month ) its ridicolously low and its worth a try. They've implemented a visual scripting system which is quite more powerfull than the one they used before,

Re: More acquisitions from Autodesk

2014-06-09 Thread Nicolas Esposito
Wow, they're really pushing the game creation content lately...I guess they want a piece of cake of the Unity/Unreal Engine 4 marketand also they're copying Blender, since it has its own 3d game engine since...a couple of years maybe? I don't know why they're not developing a fully functional r

Re: Softimage Rigging Videos

2014-06-09 Thread Nicolas Esposito
Nice one Eric! Thanks for sharing :) 2014-06-09 11:07 GMT+02:00 Martin Yara : > Awesome! Thanks Eric! > > And thanks Leendert for asking for the download option. > > Martin > > > On Mon, Jun 9, 2014 at 5:24 PM, Leendert A. Hartog > wrote: > >> Thanks, Eric! ;) >> >> >> Greetz >> Leendert >> >>

Re: Photogrammetry - what do you use?

2014-06-04 Thread Nicolas Esposito
I'm using it for scans of my face for some reference, since its more precise then scanning with Kinect, and it does a pretty good job with 60 jpgs ( turntable, using a 1100D reflex ), even with my crappy 4 years old i7 2.7 Ghz in 15 minutes I have the scan ready, without any masking on the pictures

Re: OT: Neat Facial Rig for Max and Maya

2014-05-27 Thread Nicolas Esposito
; > On Tue, May 27, 2014 at 2:18 PM, Nicolas Esposito <3dv...@gmail.com>wrote: > >> Blur tech demo was quite impressive ( 2009 Dante's Inferno )...by it was >> customized as wellJawanimation tech demo ( 2011 ) is pretty damn good, >> but then again custom

Re: OT: Neat Facial Rig for Max and Maya

2014-05-27 Thread Nicolas Esposito
newtech and better integration. >>> But even that slow at the time it was good solution and gave amount of >>> detail that no one else had before. >>> >>> >>> On Tue, May 27, 2014 at 1:30 PM, Nicolas Esposito <3dv...@gmail.com>wrote: >>> &g

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