Shit hits the fan, when you want to to have sculpt like deformation in
XSI. Unfortunately the current system doesn't let you build up your
strokes properly, due to the weightmap limitation. What I think, that
each "stroke" should have its own weight map, but that would slaughter
the performance. The graphite toolset has quite nice things, but our max
artist hate it, it's nowhere close to the original polyboost feature
set.

 

Maybe, texture should have its own history stack? And an additional
Freeze T button to freeze texturing only? Anyway, while a texture
operator is live, I'd sometimes have it sit on the top of the stack, so
the Texture History is a good idea.

 

I tried to recreate for example, the DPK Paint Deform
(http://dpk.stargrav.com/pafiledb/pafiledb.php?action=file&id=32) with
ICE, and more or less succeeded. Unfortunately the buildup is missing
(when your strokes are accumulating, causing the increased effect.
Maya's artisan treats it pretty well. And since I do all of my modeling
with my Wacom pen, I'd be happy with a proper sculpting tool. And not to
mention, the ability to disable the weightmap display during
sculpting...Seeing the model in constant shading with the weight map is
not really help in deformation.

 

 

My 2 cents

 

Szabolcs

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien
Sterling
Sent: Friday, March 29, 2013 12:31 AM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage 2014

 

I agree with matt, if only to add a new tab like m freeze, but which
would preserve texture, 

the tool you are talking about in max is called paint deformation, and
it is at the bottom of the edit poly operation menu, you can push pull
relax, its basically like artisan in maya.

On 28 March 2013 23:08, Matt Lind <ml...@carbinestudios.com> wrote:

I think the point is that many of these features are not readily
available out of the box.  We have to write the tools ourselves and
there are many blockades to getting the job done.

 

I have the ICE compound Guillame LaForge sent out last year, but it's a
bit hit and miss.  We're not supporting ICE in our pipeline yet due to
instability when using ICE on reference models.  80% of our content is
referenced models.  I cannot let ICE compounds run amok in scenes that
become referenced models and are reused in hundreds of other scenes.  We
don't have the bandwidth to manage such a situation.

 

Paint - Softimage is light years behind everybody else.  That is the
point.  Their animation-first mindset has been an obstacle to developing
a pipeline as the parts we need most are modeling and texturing.
Animation is nice, but it too lacks a lot of tools and workflows
expected out of the box.

 

Max does have tools to modify topology as our character artist showed me
the tools a year or so ago spurring me to request the same from
Softimage.  They had the ability to pinch and pull, displace, as well as
cut into the mesh almost like Zbrush.  ZBrush was definitely more
robust, but what Max offered was enough for what we needed to do.  I'm
not a Max user, so don't ask me the names of the tools.  The best I can
remember was something to do with a graphite toolset and the brush has
the ability to have operators assigned to it so they could be painted on
meshes.  It was intuitive - something which softimage's paint workflow
is anything but.


Matt

 

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou
Lyazidi
Sent: Wednesday, March 27, 2013 4:32 PM


To: softimage@listproc.autodesk.com
Subject: Re: Softimage 2014

 

Hi Matt, as you moved to 2013 lately, there might be workarounds for
some of you problems.


Preserve UVs: I think it's not publicly available, but piotrek did a
swim UVs for explicit using the custom tool SDK, so it's doable.

Paint: A Maya Artisan like paint tool is also possible, I have an
unfinished one, it's only doing push and smooth, but working, I also
never found the time to implement undo/redo.

Also I'm not sure that maya and max have a brush to modify topology.


Locking topology: Since 2012 there is a pin UVs that survive to freeze.
I'm surprise that a all levels locked ICE tree can be freezed (bug?!),
but you ca still make an operator that will lock a point and all it's
attached properties.

Locked operators are not freezable.

 

Cheers

-----------------------------------------------
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos

 

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