It would be fantastic if those layers also worked with deformations in a
similar manner that any other layer system works. One could select which
deformations would be done in parallel, normalized fashion and which would
be added on the top of the previous ones. All the blending could be easily
adjusted. I think this is something that is desperately needed in XSI, in
addition of course to a new particle system with decent shaders and all the
technology from CAT (advanced rigs, retargetting, procedural walk system and
pseudo-muscles which minimize skinning, allow for skin sliding and volume
preservation ).
It does look however that the folks at SI are hard at work on most of the
features requested by the userbase.
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of
Andre DeAngelis
Sent: Wednesday, August 02, 2006 2:29 PM
To: XSI(at)Softimage.COM
Subject: RE: XSI user group meeting Boston
Sweet! Thanks Kris,
I'd be curious to knot how general are these layers? Do they just apply to
transforms or are they applicable to all animatable params?
AD
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of
Kris Rivel
Sent: August 2, 2006 2:17 PM
To: XSI(at)Softimage.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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>
>
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