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
>
>
>
>
>
>

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