Search found 30 matches
- 28 Mar 2013, 04:03
- Forum: Open Discussion
- Topic: Battlefield 4
- Replies: 2
- Views: 758
Re: Battlefield 4
A friend of min at Dice says he still uses Softimage, I got the impression that at least the modelers build in whatever they need or want to use.
- 12 Mar 2013, 05:54
- Forum: Open Discussion
- Topic: Softimage2014?
- Replies: 231
- Views: 35584
Re: Softimage2014?
Wow, Maya viewport 2.0 is looking decent, but what is that shader? It doesn't look like a raytrace render (mr, vray, arnold) shader. I don't mean this as a bad thing but it looks like a easy to use DX11 shader (which explains the title of the video doh, my bad :P). Now I'll be the first to admit tha...
- 12 Mar 2013, 05:26
- Forum: Open Discussion
- Topic: 100 things Maya should have
- Replies: 23
- Views: 3206
Re: 100 things Maya should have
The operator stack. To me this is a hidden but fundamental reason I love Softimage. The ease through which I can see and control the order of operations via the operator stack enables so many of the other things I use soft for. Moderator edit: After a PM by mister Luc-Eric Rousseau, I am "force...
- 15 Oct 2012, 05:28
- Forum: Modeling
- Topic: Creating Type of Cord
- Replies: 31
- Views: 7243
Re: Creating Type of Cord
Hrmm, yeah sorry, it's a bit tough to explain cus it's more of an animation thing, I also miss-used the term spiral I simply meant the spring/coil shape you needed. What you want to do is animate 1 null at least 360 degree's on Y (I did 1080). then translate it up on Y also (can't recall how far I t...
- 13 Oct 2012, 05:23
- Forum: Modeling
- Topic: Creating Type of Cord
- Replies: 31
- Views: 7243
Re: Creating Type of Cord
I'm not sure I understand:
*Edit* why would you need 3 curves? You need one profile and one path, I'm saying use animation to generate the path. I used the nulls in the image below to generate the coil curve
*Edit* why would you need 3 curves? You need one profile and one path, I'm saying use animation to generate the path. I used the nulls in the image below to generate the coil curve
- 13 Oct 2012, 04:17
- Forum: Modeling
- Topic: Creating Type of Cord
- Replies: 31
- Views: 7243
Re: Creating Type of Cord
then a coil or helix, or whatever you want, I'm just saying that you can derive a curve from animated nulls (or any other object) and that can easily give you your foundation for an extrude along curve operation.
- 13 Oct 2012, 03:27
- Forum: Modeling
- Topic: Creating Type of Cord
- Replies: 31
- Views: 7243
Re: Creating Type of Cord
Another option you can try is to animate a null spiraling the way you would like (null 'a' offset and parented to null "b" then rotating and translating null "b" upwards for example) then plot animation as a curve and extrude along curve. I use animation to generate spiraling sha...
- 13 Oct 2012, 03:11
- Forum: ICE
- Topic: Shrink Wrap Along Curve
- Replies: 12
- Views: 1771
Re: Shrink Wrap Along Curve
Not sure I understand why you are shrink wrapping? would a constraint along curve or a deform by curve be as good if not better? I may be having a hard time understanding this.
- 13 Jul 2012, 04:59
- Forum: Plugins
- Topic: change hotkey sets when changing modes
- Replies: 9
- Views: 3149
Re: change hotkey sets when changing modes
it switches instantly AND sets it as a new default, yes. unfortunately i don't think its possible to only switch it... but you could create a startup event to override the default keymap at startup if you wish... Neat Idea but wouldn't that defeat the purpose? Since soft remembers what it was last ...
- 06 Jun 2012, 17:49
- Forum: Rendering
- Topic: Shadow Problem With Normal Map ?
- Replies: 3
- Views: 1433
Re: Shadow Problem With Normal Map ?
Not sure if this will help at all, but occasionally I find the tangent map that the ultimapper creates to be better than the one the normal map node can build for some reason. To try it apply the ultimapper property to the object and then it'll just auto apply itself, select the new tangent in the d...
- 21 May 2012, 05:49
- Forum: Rendering
- Topic: UV Smoothing on Subdiv Objects
- Replies: 12
- Views: 3454
Re: UV Smoothing on Subdiv Objects
Theres an option in the UV editor (there may be another way to access this but I'm not sure) File> UV Properties: The option to turn off smoothing is there at the top (Smooth when subdividing), it may not do what you want it to though since it's the same toggle you were talking about.
- 28 Mar 2012, 02:21
- Forum: News
- Topic: SPOILER ALERT - general Softimage 2013 description
- Replies: 281
- Views: 32957
Re: SPOILER ALERT - general Softimage 2013 description
To be fair, if you consider it a 1 year cycle you should include the 2012.5 features as well. There were certainly a variety of improvements there to areas like a small batch of modelling tools (a toolset I still prefer to max and maya and with ICE can be considerably more robust) , the selection im...
- 16 Feb 2012, 06:29
- Forum: Announcements
- Topic: ZBrush FiberMesh to strands compound
- Replies: 36
- Views: 14691
Re: ZBrush FiberMesh to strands compound
The smooth brush shortens hair BTW, not sure if this is the intended use or the best way to do it but it worksToonafish wrote: What I also miss is a "make hair shorter" brush. Looks like there's only a brush to make it longer.
- 09 Aug 2011, 17:41
- Forum: News
- Topic: Siggraph 2011
- Replies: 107
- Views: 15449
Re: Siggraph 2011
ADD SMOOTH EDGE LOOP!!! YEAH!
Re: UV Messs
UV transfer via gator is unreliable. It does what you see there and often weld or heals points that you didn't want healed. If you are cutting your model in half and re mirroring I would recommend that you duplicate and scale -1 instead of symmetrizing the model to get the 2 sides then merge them an...
- 07 May 2011, 22:09
- Forum: Materials & Shaders
- Topic: Map Re-use quesiton
- Replies: 3
- Views: 1281
Re: Map Re-use quesiton
Theres two ways to deal with that sort of diffuse in soft. the first is to use a shader that actually has this input. The mia material/ architectural material has this input. It's called diffuse weight. The other is to either layer the dirt image on in photoshop or with a mix 2 or 8 color node. Sinc...