Actually the Autodesk guys were showing 64 bit Max with 12 million polys
animated by Point Cache. Such whimps!!
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
Of Kris Rivel
Sent: August 2, 2006 9:41 AM
To: XSI(at)Softimage.COM
Subject: Re: News from the users group
No word on version number or release date. I would guess sometime later
this year since they did show it to the public. I think because of that
they are obligated to get it out this or next quarter. One more thing I
forgot to mention. They had a 16million triangle rigged and animated
character interacting quite smoothly......and on a 32 bit system. So
obviously there's some massive improvement to how you can interact with
complex meshes. I think the Autodesk guys were showing a 15 million
triangle "static" character....no interaction :-)
Kris
Sascha Robitzki wrote:
> That are pretty cool features! Any information about the version
> number and the release date?
>
> Kris Rivel wrote:
>> Ah well, it looks like I may be the first to post some info. Mind you
>> I'm a bit drunk right now as I just got back from the party but here
>> ya go:
>>
>> The event kicked off with Mark showing us some really cool stuff in
>> something called, "Softimage 3d". They ran it on this mysterious "SGI
>> Octane".....lol....actually I'm being serious. They did this funny
>> flashback thing and played around a bit with SI3D on an old Octane to
>> remind us all how how much we loved the stuff. It is pretty amazing
>> to compare SI3D's 60,000 polygon limit to XSI's millions of polygons.
>>
>> A couple very funny pictures of Kim Aldis, Greg Punchatz and Steve
>> Caron were put on display. I sure hope the pop up again and someone
>> could provide a link....they were very amusing.
>>
>> Some cool demos by the Factor 5 guys and some Face Robot using the
>> data from the new Contour motion capture system by Mova.
>>
>> Finally, a sneak peak at some TECH PREVIEW stuff showing:
>>
>> Shaderballs - yep, you heard it hear...shaderballs. They are
>> displayed in a separate window or in each node in your render tree to
>> show you the result of your tree up to that point. Your default
>> shader ball however can be whatever geometry you might want it to be.
>>
>> Animation Layering - You can have multiple "layers" of animation. So
>> you have some fcurves or clips driving a character. You then can
>> switch to another "layer" to add more fcurves or clips. The result is
>> an offset animation which you can tweak by going back and fourth
>> through the layers....looks pretty cool.
>>
>> Render Region - A couple cool things to the render region. You can
>> have multiple render regions open. You can also save regions like you
>> would save a view port view and toggle back and fourth to "compare"
>> your current region with a saved one. No more "print screen" and
>> bringing it into Photoshop.
>>
>> Anyway, thats it for now. Hope I don't get in trouble for that but oh
>> well. I'm a bit toasted at the moment and I figure it was shown to
>> the public so what the hell :-)
>>
>>
>> Kris
>>
>>
>> Scott C. Lange wrote:
>>>
>>> Hi peeps,
>>>
>>> I just wanted to reiterate Sascha's request for posting news from
>>> the users group meeting tonight. It would be greatly appreciated.
>>>
>>> Thank you and wishing I could go,
>>>
>>> Scott
>>>
>
>
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