No we are now (officially) Visual Effects and Animation Software :)
On 29/03/2013 1:01 PM, olivier jeannel wrote:
Stop asking things for modeling and texturing ! We're a particle
system for God Sake !
:D
Le 29/03/2013 12:15, Simon Reeves a écrit :
Diving in a bit here so apologies if I missed it, but you can freeze
uv's and keep the projection, and unfreeze it at any time. There's a
little 'freeze' button in one of the texture properties somewhere.
Ill look where it is exactly when I'm infront of soft
Simon Reeves
VFX Artist
London, UK
On 29 Mar 2013, at 06:42, Szabolcs Matefy <szabol...@crytek.com
<mailto:szabol...@crytek.com>> wrote:
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
<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>
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Sebastien Sterling
*Sent:* Friday, March 29, 2013 12:31 AM
*To:* softimage@listproc.autodesk.com
<mailto: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
<mailto: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>
[mailto: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
<mailto: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