Re: XSI user group meeting Boston

Date : Wed, 02 Aug 2006 14:16:58 -0400
To : XSI(at)Softimage.COM
From : Kris Rivel <kris(at)krisrivel.com>
Subject : Re: XSI user group meeting Boston
When you select a layer from the pulldown menu right next to the timeline, the key frames for that layer are displayed in the timeline. Same goes for the f-curve editor. Switching the layer reveals that layer's fcurves.

Kris

James Edwards wrote:
Would be even better if we could access and edit layers right on the main timeline too. This is how I came to absolutely love using them in Motion Builder and Max/CS... they were always right there at your finger tips so you could continue posing and tweaking (yes, live is good) without destroying what you've already done, then merge them, delete them or just keep adding more as you go. A simple drop down menu for creating/deleting/merging and selecting different layers is all you need in the bottom toolbar to start. Weighting, color coding and viewing of multiple layers on the timeline would also be sweet.

Regardless, I'm really happy to see this feature finally coming to XSI. I've been missing it ever since I started using this program.

James

Andre DeAngelis wrote:

Bernard,

Does the animation layering work in the Mixer only, or can it be applied
in the Animation editor?

It would be nice to work in both, but it must be able live (without
having to use clips) to be practical.

AD

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
Of Bernard Lebel
Sent: August 2, 2006 10:52 AM
To: XSI(at)Softimage.COM
Subject: Re: XSI user group meeting Boston

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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