Unfortunately it will be Softimages achilles heel if they don’t find
a way off of it (which is unlikely given the very small dev team) COM
doesn’t scale the way new 3d apps require. To many bottlenecks.
Jumping into Modo for my first attempt at particles. Managed to get
the following after my allotted 5 minutes
pic.twitter.com/EDOKamNkkn
Just used a plain cube as a poly source. Need to update that with a
more random rock ;)
From: Guillaume Laforge <guillaume.laforge...@gmail.com
<mailto:guillaume.laforge...@gmail.com>>
Reply-To: "softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>"
<softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>>
Date: Friday 14 February 2014 at 2:06 PM
To: "softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>"
<softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>>
Subject: Re: Survey - how would you do this?
Softimage code in Linux is pretty much the same as on Windows and so
is using COM too. How it works on Linux has been explain on this list
many time (almost as often as people asking how to
install Softimage successfully on Linux).
I have nothing against COM in theory, except that it is hard to find
good programmers mastering this interface those days. It is an old
tech and Softimage is built on it. Easy to get the picture no ?
On Fri, Feb 14, 2014 at 12:04 AM, Angus Davidson
<angus.david...@wits.ac.za <mailto:angus.david...@wits.ac.za>> wrote:
How does the linux version get around all of the MFC / Com+
dependencies ? Would be great if we could get the linux version
to be used as the compile base. In theory then a more open
windows version and even a mac version would be possible ;)
On the plus side at least you have moved to a decent laptop now ;)
My only experience in this was from a long time back. FBX , was
buggy and Alembic wasnt yet an option. We came up with an
exporter that allowed a decent to and fro between 3D app and
Games engine.
Similar to how the obj exporter worked it was text based and had
a separate include file for geometry, materials,bones animation
etc. This allowed it to be be easy to use for version control ,
and also allowed us to reuse animations etc across more then one
model. Admittedly things were a lot simpler then .
Havent looked at Modo for creating the asteroid belt. will try
have a look this weekend.
________________________________________
From: Luc-Eric Rousseau [luceri...@gmail.com
<mailto:luceri...@gmail.com>]
Sent: 14 February 2014 04:26 AM
To: softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>
Subject: Re: Survey - how would you do this?
imagine if we made such jokes every time the Fabric came to pimp
their
stuff here. ;)
If there is going to be a discussion about creating custom tools for
artists, sweeping statements about DCCs, and name dropping like
Pixar,
it's in everyone's interest to be informed about the maya side of the
story. On my side, as Maya UI team lead, pyside (python+qt) is part
of the day-to-day. Something I could have never imagine on
Softimage.
I'd always have to write everything in C++/MFC to do anything. I've
also dumped my PC for a Macbook Pro.
On Thu, Feb 13, 2014 at 8:56 PM, Guillaume Laforge
<guillaume.laforge...@gmail.com
<mailto:guillaume.laforge...@gmail.com>> wrote:
> Don't forget to print the threads/coupons Steven !
>
>
> On Thu, Feb 13, 2014 at 8:37 PM, Steven Caron <car...@gmail.com
<mailto:car...@gmail.com>> wrote:
>>
>> ya, i get that feeling too ;)
>>
>> its magical
>>
>>
>> On Thu, Feb 13, 2014 at 5:32 PM, Guillaume Laforge
>> <guillaume.laforge...@gmail.com
<mailto:guillaume.laforge...@gmail.com>> wrote:
>>>
>>> I've got the feeling that someone is trying to sell us some
Autodesk
>>> products here.
>>> Can I have a special discount if I print this thread and
bring it to my
>>> reseller ?
>>>
>
=
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