well then sit back and watch Houdini cream you :P
On 29 March 2013 21:21, Jason S <jasonsta...@gmail.com> wrote: > ** > 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> 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) 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<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. > > *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 > > > > > >