There are few mistakes on the website
1. FCUrve Editor and Deopesheet has a thumbnail of the UV Editor
2. Enhanced FBX indicates a video, but there’s only a screenshot
And I treat as an insult that Softimage is not in the direct product list after few years under the Autodesk flag…
not cool.. not cool at all...
On Tue, Mar 26, 2013 at 9:57 AM, Doeke Wartena <clank...@gmail.com> wrote:
"And I treat as an insult that Softimage is not in the direct product list after few years under the Autodesk flag�"
+1 for that
2013/3/26 Piotrek Marczak <piotrek...@gmail.com>
Thanks, that's cool :)
2013/3/26 Ahmidou.xsi <ahmid...@gmail.com>
It's a c++ plugin in which you draw openGL like the custom tools, but it's hosted by an object. You also have a callback to define what to do when concerting to real geometry.
I dont see it in SDK, how do actually customize the way primitive is drawn in viewport (like implicit rings etc)..
2013/3/26 Mirko Jankovic <mirkoj....@gmail.com>
It would be good to see that list as well, maybe that would help out easy bashing all around. people are pretty much�disappointed�and if new features are only thing that they�actually�see.. it is�understandable�that everyone is asking what has bin done in the last full year and that this should be maybe .5 release instead :)
On Tue, Mar 26, 2013 at 9:24 AM, Eugen Sares <soft...@keyvis.at> wrote:
For now, it's only in the beta forum, as it looks.
216 is the exact count, so the "new guys" did a mighty good job, no matter what new features anybody is still going to miss, and the wheel will keep on turning for another while...
Am 26.03.2013 09:04, schrieb Mirko Jankovic:
Is there�complete�release notes with all bug fixes as well?
--�
The full documentation and the release notes are already online
www.autodesk.com/softimage-documentation
Usually, a complete new features list is released with the software.
Which should happen, what... within 4 days (before the end of the quarter)?
On 26/03/2013 03:29, Stefan Andersson wrote:
Is there a list somewhere for all the new features?Or was the wiki page correct?RegardsStefan
-- Sent from a phone booth in purgatory
Interesting. So did anyone notice this?
http://www.autodesk.com/products
--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__________________________________________________
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Tuesday, March 26, 2013 5:58 AM
To: soft...@listproc.autodesk.com
Subject: Re: Softimage 2014
That's never going to happen, so best get over it.
Python v2.7.3 for Linux!
On 26/03/2013 4:59 AM, Mirko Jankovic wrote:
not cool.. not cool at all...
On Tue, Mar 26, 2013 at 9:57 AM, Doeke Wartena <clank...@gmail.com> wrote:
"And I treat as an insult that Softimage is not in the direct product list after few years under the Autodesk flag…"
+1 for that
2013/3/26 Piotrek Marczak <piotrek...@gmail.com>
Thanks, that's cool :)
2013/3/26 Ahmidou.xsi <ahmid...@gmail.com>
It's a c++ plugin in which you draw openGL like the custom tools, but it's hosted by an object. You also have a callback to define what to do when concerting to real geometry.
Le 26 mars 2013 à 19:36, Piotrek Marczak <piotrek...@gmail.com> a écrit :
I dont see it in SDK, how do actually customize the way primitive is drawn in viewport (like implicit rings etc)..
2013/3/26 Mirko Jankovic <mirkoj....@gmail.com>
It would be good to see that list as well, maybe that would help out easy bashing all around. people are pretty much disappointed and if new features are only thing that they actually see.. it is understandable that everyone is asking what has bin done in the last full year and that this should be maybe .5 release instead :)
On Tue, Mar 26, 2013 at 9:24 AM, Eugen Sares <soft...@keyvis.at> wrote:
For now, it's only in the beta forum, as it looks.
216 is the exact count, so the "new guys" did a mighty good job, no matter what new features anybody is still going to miss, and the wheel will keep on turning for another while...
Am 26.03.2013 09:04, schrieb Mirko Jankovic:
Is there complete release notes with all bug fixes as well?
--
Juhani Karlsson
I was thinking the same thing
Thanks Autodesk, I appreciate the public expression of commitment and think the details of this release look reasonably interesting
This is interesting... i think.
�/Jens
On 26/03/2013 10:30 AM, Jens Lindgren wrote:
/Jens
I was impressed by the number of crash fixes. Nice job there.
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Jonah Friedman
Sent: Tuesday, March 26, 2013 8:50 AM
To: soft...@listproc.autodesk.com
Subject: Re: Softimage 2014
I just finished reading through this list of bug fixes.. this isn't a small amount of work. I even found my bug on there - SOFT-6417 Inconsistent results when rendering Pass with ICE attributes. At least if that's what I think it is, that one has bothered me for years.
Rob \/-------------\/----------------\/
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Gold Release Adam ? is that like subscription advantage ?
I just hope the past doesn’t repeat in that we get one version where the bugs are fixed, then several follow ups where there are more and more bugs put back into the application. I call that the ATI strategy.
We need sustained stability, and there’s still a lot of room for improvement in the area of bugs.
Matt
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Doeke Wartena
Sent: Tuesday, March 26, 2013 11:42 AM
To: soft...@listproc.autodesk.com
Subject: Re: Softimage 2014
I think indeed that a lot of focus on bug fixing was good to get everything to know well.
yeah here the bug fixes:
there once was an ugly duckling..
On 26 March 2013 09:57, Doeke Wartena <clank...@gmail.com> wrote:
"And I treat as an insult that Softimage is not in the direct product list after few years under the Autodesk flag�"
+1 for that
2013/3/26 Piotrek Marczak <piotrek...@gmail.com>
Thanks, that's cool :)
2013/3/26 Ahmidou.xsi <ahmid...@gmail.com>
It's a c++ plugin in which you draw openGL like the custom tools, but it's hosted by an object. You also have a callback to define what to do when concerting to real geometry.
I dont see it in SDK, how do actually customize the way primitive is drawn in viewport (like implicit rings etc)..
2013/3/26 Mirko Jankovic <mirkoj....@gmail.com>
It would be good to see that list as well, maybe that would help out easy bashing all around. people are pretty much�disappointed�and if new features are only thing that they�actually�see.. it is�understandable�that everyone is asking what has bin done in the last full year and that this should be maybe .5 release instead :)
On Tue, Mar 26, 2013 at 9:24 AM, Eugen Sares <soft...@keyvis.at> wrote:
For now, it's only in the beta forum, as it looks.
216 is the exact count, so the "new guys" did a mighty good job, no matter what new features anybody is still going to miss, and the wheel will keep on turning for another while...
Am 26.03.2013 09:04, schrieb Mirko Jankovic:
Is there�complete�release notes with all bug fixes as well?
--�
Juhani Karlsson
3D Artist/TD
Talvi Digital Oy
Pursimiehenkatu 29-31 b 2krs.
00150 Helsinki
+358 443443088
juhani....@talvi.fi
www.vimeo.com/talvi
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Checked by AVG - www.avg.com
Version: 2013.0.2904 / Virus Database: 2641/6165 - Release Date: 03/11/13
Internal Virus Database is out of date.
| Stephan Haidacher |
| Freelance 3D Artist/Compositor |
| www.shaidacher.com |
nice list.... i had to laugh when i saw that one: "HQV: Fast Manipulation mode is not fast." :)
On 3/26/2013 3:08 PM, Doeke Wartena wrote:
yeah here the bug fixes:
there once was an ugly duckling..
On 26 March 2013 09:57, Doeke Wartena <clank...@gmail.com> wrote:
"And I treat as an insult that Softimage is not in the direct product list after few years under the Autodesk flag…"
+1 for that
2013/3/26 Piotrek Marczak <piotrek...@gmail.com>
Thanks, that's cool :)
2013/3/26 Ahmidou.xsi <ahmid...@gmail.com>
It's a c++ plugin in which you draw openGL like the custom tools, but it's hosted by an object. You also have a callback to define what to do when concerting to real geometry.
Le 26 mars 2013 à 19:36, Piotrek Marczak <piotrek...@gmail.com> a écrit :
I dont see it in SDK, how do actually customize the way primitive is drawn in viewport (like implicit rings etc)..
2013/3/26 Mirko Jankovic <mirkoj....@gmail.com>
It would be good to see that list as well, maybe that would help out easy bashing all around. people are pretty much disappointed and if new features are only thing that they actually see.. it is understandable that everyone is asking what has bin done in the last full year and that this should be maybe .5 release instead :)
On Tue, Mar 26, 2013 at 9:24 AM, Eugen Sares <soft...@keyvis.at> wrote:
For now, it's only in the beta forum, as it looks.
216 is the exact count, so the "new guys" did a mighty good job, no matter what new features anybody is still going to miss, and the wheel will keep on turning for another while...
Am 26.03.2013 09:04, schrieb Mirko Jankovic:
Is there complete release notes with all bug fixes as well?
--
Juhani Karlsson
3D Artist/TD
Talvi Digital Oy
Pursimiehenkatu 29-31 b 2krs.
00150 Helsinki
+358 443443088
juhani....@talvi.fi
www.vimeo.com/talvi
Version: 2013.0.2904 / Virus Database: 2641/6165 - Release Date: 03/11/13
Internal Virus Database is out of date.
I�m been asking for that for several versions now.�
�i wish there was something like artisan/sculpt deformation/paint deformation, softimage has an awsome modeling flow that hardly ever gets broken by tedious navigation, and where as there are ways� of pluging weightmaps, i'd really love to see some form of sculpting deformation a la push pull smooth and most of all Relax ! maya still get notable modelling updates, maybe softimage doesn't need them as much but it would really consolidate the modelling.
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Checked by AVG - www.avg.com
Version: 2013.0.2904 / Virus Database: 2641/6165 - Release Date: 03/11/13
Internal Virus Database is out of date.
I’m been asking for that for several versions now.
i wish there was something like artisan/sculpt deformation/paint deformation, softimage has an awsome modeling flow that hardly ever gets broken by tedious navigation, and where as there are ways of pluging weightmaps, i'd really love to see some form of sculpting deformation a la push pull smooth and most of all Relax ! maya still get notable modelling updates, maybe softimage doesn't need them as much but it would really consolidate the modelling.
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Internal Virus Database is out of date.
relax: isnt that basically what "deform->smooth" does?
On 3/26/2013 10:07 PM, phil harbath wrote:
I’m been asking for that for several versions now.
i wish there was something like artisan/sculpt deformation/paint deformation, softimage has an awsome modeling flow that hardly ever gets broken by tedious navigation, and where as there are ways of pluging weightmaps, i'd really love to see some form of sculpting deformation a la push pull smooth and most of all Relax ! maya still get notable modelling updates, maybe softimage doesn't need them as much but it would really consolidate the modelling.
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This update (Accelerated modelling tool set) pretty much seems to obliterate any advantage Softimage has over maya modeling wise, irony being most features on display are based of softimage modelling workflow. and that was just one update, one feature...
Doesn’t matter. It’s in Maya and not Softimage – that’s what matters.
Matt
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Tuesday, March 26, 2013 2:54 PM
To: soft...@listproc.autodesk.com
Subject: Re: Softimage 2014
On Tue, Mar 26, 2013 at 5:47 PM, Sebastien Sterling <sebastien...@gmail.com> wrote:
Doesn’t matter. It’s in Maya and not Softimage – that’s what matters.
Dynamics and ICE galore, really nice style too. Thanks for sharing!
If you're on Vimeo and more specially in the Softimage Ice Video don't miss
https://vimeo.com/60296337
It's the making of this
https://vimeo.com/59230893
Awarded at Annecy, Ice poetry...
--
-------------------------------------------
Stefan Kubicek
-------------------------------------------
keyvis digital imagery
Alfred Feierfeilstraße 3
Looking at it from a customer’s point of view, there is a lot to be desired in Softimage modeling for what we do.
I am consistently nagged by artists coming from Max and Maya about feature ‘x’ or feature ‘y’ that I’ve since requested many a time in Softimage but hasn’t been delivered, nor can I develop it myself due to Softimage architectural limitations. Modeling is an area that has always been treated as 2nd class in Softimage. They have to wake up and realize for certain markets modeling and texturing are the most important toolsets, not animation…which also needs some updating.
Matt
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Tuesday, March 26, 2013 2:57 PM
To: soft...@listproc.autodesk.com
Subject: Re: Softimage 2014
On Tue, Mar 26, 2013 at 5:55 PM, Matt Lind <ml...@carbinestudios.com> wrote:
The issue with Softimage is the pieces are there, but don’t play together nice enough. The tools were adequate in the day years ago. Production has evolved quite a bit since then but the Softimage modeling core has not. Many of the tools I need to create for our artists cannot be done in the Softimage API due to lack of a developed core for things like being able to preserve textures and materials (clusters) when updating topology, or being able to control where operators appear in the construction history.
Example 1: Mirror plane.
This is a tool from 3DSMax where the user is given an implicit plane and can place it to slice a mesh and have it symmetrized across the plane. Softimage can do this much with the slice operator and symmetrize operator. BUT the 3DSMax version has the ability to continually read user input to update the mesh further (eg. Push/pull point positions on the original mesh and have the symmetrized half update in real time). Basically it’s symmetrical modeling across a user defined plane of symmetry. The user can add as many planes as desired to build up organic geometry very, very quickly. Softimage’s modeling architecture is limited and cannot read further user input because it occurs higher on the construction history than the symmetry and slice operators. There is also no way to force those operators higher on the stack as they’re bound to the modeling marker. Softimage cannot support multiple planes either or else instability results.
Example 2: Preserve UVs
I’m always pounded for this one. It’s a tool which allows users to manipulate vertices in the 3D viewports while preserving the Texture UVs as they’re moved. Eg. When a vertex is translated in one direction, the UVs associated with that vertex are pushed in the opposite direction to allow the vertex to ‘swim’ through the projection. Softimage has a ‘swim’ feature, but only for implicit projections which is useless in a games development pipeline as 99% of all assets use explicit UV projections. Again, like with the mirror plane, Softimage is limited by how it’s construction history is organized to read further input from the user once the operator is applied.
Example 3: Locking topology
In a games development environment, assets are usually created piecemeal. A character isn’t a solid seamless mesh. The customizable features presented to the customer are often built as separate objects, but these objects must assemble together to appear like a seamless mesh. This means any work to the vertex placement or sample data such as user normal, vertex colors, and texture UVs must be locked down along the seams to prevent artists from accidentally making modifications to these portions of the mesh. Softimage provides no ability to do this. The best option on the table is an ICE operator placed at the very top of the construction history to lock the user specified vertices. However, this falls short in that if the user clicks the ‘freeze’ button, the operator will be frozen and removed from construction history. Again, limitation of the core architecture.
Example 4: Paint.
The paint tools in Softimage are lacking. They were designed for painting weight maps to alter envelope weights and deformers – that’s it. The paint brush for vertex colors is just an extension of that and not very robust. There is no color palette available to load/save colors to use in other scenes, or even the current scene beyond the palette borrowed from windows. There is no ability to compare colors side-by-side on adjacent polygons without having to dig into user preferences to turn off selection highlights, then turn it on again when you’re done with your comparison. Very clunky. There are no tools available to modify topology via paint. The best option available is pushing points via the push operator which is, back to the beginning, a weight map tool. We need more than deformations. We need a paint tool that can destructively edit the mesh by adding vertices, edges, polygons, and samples. We need the adjustments for the brush to be informative and customizable to accommodate modeler’s needs. Falloff options, brush tip shapes, intensity controls other than simple hardness applied uniformly, angular attenuation, operator assignments, and so on. A ‘push’ tool has been around forever, where is the accompanying ‘pinch’ tool? Max and Maya are far in the lead in this area. Softimage’s paint tool qualifies technically as a paint brush, but it’s not a painter’s tool. It’s designed more for somebody who does other things and needs an interface to quickly do a few short tasks rather than tagging points manually with rectangular selections all the time. Again, production has since evolved quite a bit. It’s about time the tools do too.
Matt
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
Sent: Tuesday, March 26, 2013 3:53 PM
To: soft...@listproc.autodesk.com
Subject: Re: Softimage 2014
>>>EricT, Yes i know, they flat out say so in the intro "building on NEX" i don't approve of just buying up third party plugins and highlighting them as core features, more so with free where like "Grease Pencil" i wonder if Mr mootz ever gets love letters from AD hounding him for his Em series
The issue with Softimage is the pieces are there, but don’t play together nice enough. The tools were adequate in the day years ago. Production has evolved quite a bit since then but the Softimage modeling core has not. Many of the tools I need to create for our artists cannot be done in the Softimage API due to lack of a developed core for things like being able to preserve textures and materials (clusters) when updating topology, or being able to control where operators appear in the construction history.
Example 1: Mirror plane.
This is a tool from 3DSMax where the user is given an implicit plane and can place it to slice a mesh and have it symmetrized across the plane. Softimage can do this much with the slice operator and symmetrize operator. BUT the 3DSMax version has the ability to continually read user input to update the mesh further (eg. Push/pull point positions on the original mesh and have the symmetrized half update in real time). Basically it’s symmetrical modeling across a user defined plane of symmetry. The user can add as many planes as desired to build up organic geometry very, very quickly. Softimage’s modeling architecture is limited and cannot read further user input because it occurs higher on the construction history than the symmetry and slice operators. There is also no way to force those operators higher on the stack as they’re bound to the modelling marker. Softimage cannot support multiple planes either or else instability results.