That's why I talked about workarounds, and I'm not talking about ICE here. When I started my brush I was a C++ newbie, but now I'm sure it's just a matter of a few days, it's really not that complicated, I'll try to finish/improve it a soon as my contract is finished and release it for free.
anyway, I only found this about max brush, I can't find any tolopology brush modifier: http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-CA6D812A-C92B-4037-8810-E0257C6B61AE.htm,topicNumber=d30e127452 and this: http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/files/GUID-C87493C2-6E85-4DCB-A0AC-F355A9AA174F.htm<http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-1D637181-862A-49C9-B6BE-4E7982549C57.htm,topicNumber=d30e119519> that can be replaced by this in SI: https://vimeo.com/41703655#at=0 you can as Piotrek for his swim uvs: https://vimeo.com/46540432 Cheers ----------------------------------------------- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/3/29 Matt Lind <ml...@carbinestudios.com> > 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. > > *Pain*t: 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**** >