No more hypervoxels, Luke? ;-)
Bernard
On 8/1/05, lpiasecki76 <lpiasecki76(at)rogers.com> wrote:> > > > I just finished viewing the demo videos. > > Fantastic work guys! Very impressive! I think everyone will find something> in there which will be used daily. > > I can only imagine how much work had to be done underneath to allow for all> the new additions. > > > > The 64bit architecture and gigapolygon core are very impressing > > GATOR looks fantastic! Someone should get a raise here J > > Beziers and curve editing tools are something that everyone has been praying> for. > > Streamlined interface, new editors etc. will be used daily and greatly> improve the workflow. > > M-tool improvements look very sexy. > > Lighmaps – yes! > > Pass channels – sweet! > > New TDE will be very handy, although no syntax highlighting… > > RBD system looks fantastic! > > Hair instancing – yoooho!!! > > Textures as weightmaps! Awesome! > > > > > > > > > > There are a few things that I kind of miss from this release, althou!
gh I> understand that I can't have it all at once. > > In the order of importance: > > 1) Particle system – node based, with new shaders (density based) and> fluid solver – yes I know… wait until the end of the year… > > 2) Blending of deformers (normalized) and ability to animate deformer> profile curves. > > 3) I was hoping for some new method of skinning, or perhaps a 'bone> bend' deformer which would take care of things like elbow outside and inside> 'folding' when bone is folded. Great for fingers etc. It would also preserve> volume when bending. > > 4) Motion retargetting – apparently demoed previously but never> implemented? > > 5) Full-body IK setup (similar to Human IK) > > 6) Shaderballs (I thought that this one was a given J) > > 7) Scene level mixing, without the need to export to actions > > 8) 3d widgets for all tools and GUI components in SDK > > > > My wishlist just got a lot, a lot smaller though. > > > > !
Again, fantastic work on v5.0 > > Congratulations, > > > > !
> > Luk
e > > > >
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