I was forgetting some stuff:
Shader balls! You can now have multiple shader balls, including
previews in the render tree node itself!
Multiple render regions, in all viewports.
Region comparison: you can comparison "before-after" region renderings.
Animation layering: yes, you can now stack layers of animation in the Mixer.
Animation re-purposing: there are now tools to retarget animatiion. It
works, I think, with operators, and support animation layering already
mentioned.
Cheers
Bernard
On 8/2/06, Bernard Lebel <3dbernard(at)gmail.com> wrote:
It seems the playback button problem has been fixed. Chinny played
back in wireframe and shaded mode a scene with 6 super-mega-hires
characters, and it was "almost" realtime. Impressive.
Also, he demonstrated interactive manipulation of rig controls of a
16M triangles (raw triangles, the mesh was so dense it was a solid
block of black).
Also there was a little demo of Contour, a facial motion capture
device that doesn't need markers. Instead, the subject's face is
painted with a somewhat invisible fluorescent paint, and two shots of
the face are separately taken, one with the normal face, the other is
the painted fluorescent paint. Tracking data can then be extracted
from those shots and remapped onto 3D geometry. Michael Isner shown a
use of this with FaceRobot (as well as other things regarding
character creation pipelines).
Cheers
Bernard
On 8/2/06, James A Coletta <James_A_Coletta(at)raytheon.com> wrote:
>
> Usergroup meeting
>
> The Shader Balls are back, you can do multiple render regions in all windows
> at the same time and animation layers have been implemented.
>
> They also did a very funny demo of the old SI3D on an sgi octane.
>
> Exhibit floor
>
> Big Softimage booth with hands on training from Digital-Toutors.
>
> No major focusing on Maya, in the Autodesk booth.
>
> Jim
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