RE: XSI needs UV editor improvements

Date : Fri, 4 Aug 2006 10:08:12 +0200
To : <XSI(at)Softimage.COM>
From : "jason slabber" <jason(at)waterfrontstudios.co.za>
Subject : RE: XSI needs UV editor improvements
I've done some beta testing on headus UVlayout, I must say for me it's the best UV tool I've ever used, it takes the "boring, slow, I don't want to do this" out of UV layouts, plus the results without any tweaking are pretty dam solid!!! I mean, who wants to spend time doing UV's when u really want to get texturing?

I'd love to see this kind of tool within XSI!!

js

======================
// jason slabber {cgmonkey};
// condor {cape town, SA};
   http://www.condorcape.com/

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Tim Leydecker
Sent: 04 August 2006 01:52 AM
To: XSI(at)Softimage.COM
Subject: Re: XSI needs UV editor improvements

Personally, I find XSI´s UVediting very difficult due to the default
settings and the fumbly handling of things, even if there is probably
more functionality than what the Maya UVtextureeditor has to offer,
I prefer the tidier Maya look&feel for most tasks. But I´d also guess
that headus´ UVlayout is becoming superior for many of the latest tasks.

In a more general look at things, I really like XSI for many of it´s concepts
but must say that I - personally - feel I run into more implementation bugs
compared to Maya, while Maya seems to have significantly slowed down
in innovations/release due to changing owners quite a bit the last three years.
I really hope Autodesk does give them the freedom to invent that made Maya
such a great package in the beginning, as this also will inspire Softimage to
strive for at least the same or even better solutions, e.g. will boost competition.

tim




----- Original Message ----- 
From: "Norm Olsen" <nrg_alpha(at)hotmail.com>
To: <XSI(at)Softimage.COM>
Sent: Friday, August 04, 2006 12:17 AM
Subject: Re: XSI needs UV editor improvements


> "Agreed.  Adding complete new additions is great and worth the massive effort 
> required to do so, but I don't want to see the core tools in my main app fall 
> behind as a result."
>
> Too late (in my case anyway). As a modeler/texture artist, I feel that while XSI's 
> modeling and texturing tools are 'o.k' at best, they have already fallen behind the 
> curve somewhat. I have already submitted to Soft what I would like to personally 
> see improved already, so no need to repeat it all here again. But I will say 
> this...
>
> It is admittedly frustrating when smaller lower cost apps like Silo or Modo can 
> come up with great improvments (on the topic of modelling / texturing..no matter 
> how little they may seem on their own accord),  thus shaving off many small quirks 
> and imperfections which result in better productivity over the long haul while a 
> multi-thousand dollar app like XSI (using ESS and ADV as the example here.. for me 
> especially, ESS, as this is what I bought) cannot seem to get up to speed.
>
> Now I understand that there are many variables and other unknows in the big 
> equation of development. Perhaps it is the many layers of corporate bureaucracy 
> that is partly guilty for the hinderance of tool set developments. Small dev teams 
> like Silo don't have many people to answer to (if at all), which is an extreme 
> blessing in its own right. But apps like Silo are solely focused on modelling, 
> which enables them to develop and refine awesome modelling toolsets while apps like 
> XSI are all general purpose 3d packages (sure, XSI is a character package, but 
> let's be frank, you need to model the characters to be able to  animate them, 
> unless you use another package, which in my opinion starts to bog down things, not 
> to mention additional expenses). So this all pupose functionality is a curse if 
> many of the elements fall behind (which is happening to some extent with XSI).
>
> Perhaps a viable solution is to hire small teams that are solely focused on coding 
> what they are good at (exmaple, two or three kick ass poly modelling toolset 
> designers/programmers who's sole task is to listen to the community, watch what 
> others (like Silo) are doing and develop only kick ass modelling tools XSI version 
> after version.. same for animations, particles, etc.. etc.. Having small focused 
> 'sub teams' of very talented people who are good at what they do, covering all 
> bases of what XSI has, and contantly develope and refine their respective areas of 
> expertise would ensure that XSI is always on the ball in all areas.
>
> Perhaps one of the problems with this is that dedicated kick ass talent may be hard 
> to find. In either case, I constantly wonder what exactly is the current structure 
> at Softimage, and how can they improve on it. Because to be very frank, when I see 
> small apps like Silo and Modo start delivering better workflow (going by what I am 
> hearing and seeing from videos and whatnot), it makes XSI look alittle troublesome 
> (as powerful as it is, and yes, XSI definately has its strong points.. otherwise, I 
> would not be using it. It has its extreme advantages over those (and other) apps).
>
> All in all.. this thread does strike some very interesting (and valid) points. Now, 
> the next version is obviously in development.. And I do know that Softimage does 
> listen to their costumers.. but from the frequent complaints about how people have 
> been asking for features since version (god knows how long ago), and from seeing 
> with my own eyes some of the glaring issues, one has to wonder if it is an issue 
> such as lack of sufficient staffing (not sure if this is an Avid thing or a 
> Softimage thing), or if it is perhaps the quality of its staff (which Im sure this 
> is not the issue.. they seem quite talented).. or lord knows that else. I 
> understand that big clients like Blur are important.. and I am going to hazard a 
> guess that what the big studio clients wants, they get.. but this is the whole 
> point to my response.. Having small focused teams that bolster their respective 
> areas of specialties within XSI will make the app even better than it already is.
>
> People are expecting one hell of a kick ass release for version 6. Time will tell 
> what all in all has been augmented and what has been left behind. I'm still hoping 
> for the best, however. I know Soft is a good company overall, and XSI is a great 
> product overall. But leaving systems to fall behind isn't the most appealing to 
> see.
>
> Just my $0.02.
>
> Cheers,
>
> Norm Olsen
>
>
>
>
>>From: James Edwards <jedwards(at)digitalextremes.com>
>>Reply-To: XSI(at)Softimage.COM
>>To: XSI(at)Softimage.COM
>>Subject: Re: XSI needs UV editor improvements
>>Date: Thu, 03 Aug 2006 16:10:35 -0400
>>
>>Agreed.  Adding complete new additions is great and worth the massive effort 
>>required to do so, but I don't want to see the core tools in my main app fall 
>>behind as a result.  There's plenty that can be done to improve things between 
>>releases and this is exactly what makes applications like Modo and Silo so good. 
>>The refinement and attention to details the developers are putting into tools and 
>>features that have been there since the beginning is what keeps me using those 
>>tools.
>>
>>What softimage did with XSI's tweak tool, I'd like to see happing in more areas 
>>within XSI.  Such a great improvement to an existing, core tool.
>>
>>James
>>
>>
>>Kris Rivel wrote:
>>
>>>Yeah, you have some good ideas there.  I will have to give Modo, Unfold3D and 
>>>UVlayout a try but it still would be really nice to have these features in XSI.  I 
>>>could go on about having built in 3d paint but thats a beast of a request and 
>>>going to another app for that is fine for now.  I would much rather have much more 
>>>robust and intuitive UV tools built into XSI.
>>>
>>>Kris
>>>
>>>James Edwards wrote:
>>>
>>>>Kris Rivel wrote:
>>>>
>>>>>The one thing I thought was pretty cool was Modo's UV editor.  I think it blows 
>>>>>XSI's UV editor out of the water in several areas.  I like how you can select 
>>>>>polys in the UV layout just like you would in a viewport. That makes total 
>>>>>sense.  I'm sick and tired of just moving points around sometimes or sinking my 
>>>>>UV selection to a selection I made in a viewport.  We need to have some good 
>>>>>built in pelt mapping stuff too I think.  I know there are some tools out there 
>>>>>for this but really powerful UV tools for quickly laying out character UV maps 
>>>>>is becoming the norm in every other package except XSI.
>>>>>
>>>>>Kris
>>>>>
>>>>>---
>>>>>Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
>>>>>unsubscribe xsi
>>>>>
>>>>>
>>>>This is funny because for the last year or so I've been requesting XSI UV 
>>>>features to be added into Modo whenever the developers ask how we can improve 
>>>>Modo's UV tools.  Stuff like overlapping UV highlight colors is a direct request 
>>>>from XSI users for instance.  =] But then there's stuff like the unwrap tool and 
>>>>the new UV pinning feature of the Relax tool that come more from blender than 
>>>>anywhere else.  Point being that lux does listen very closely and follows through 
>>>>on a lot of user requests.  I do agree that Modo has a great UV editing 
>>>>environment now... especially with the full support of all native 3d selection 
>>>>and transform tools.  I do all my UV editing in Modo now, as unwrap is my most 
>>>>important tool, and the new paint engine just makes it easier to keep more of the 
>>>>3d/2d process in the same application.  I still miss some XSI UV tools though, 
>>>>especially the UV match tool and island healing.  Modo does edge stitching pretty 
>>>>well though so it sort of makes up for lack of island heal, but the match tool in 
>>>>XSI is sorely missed when I'm working in Modo.  One tool I've been drooling over 
>>>>since I first saw it was Polyboosts 3D UV tweak mode.  With this you can tweak 
>>>>UVs right on the 3d mesh in a viewport... this is much easier and more intuitive 
>>>>than doing it in a flat texture view,  as you can see the texture being affected 
>>>>whereever you tweak.
>>>>
>>>>
>>>>Warning, more 'improvements' requested below.  Ignore if you please.
>>>>
>>>>
>>>>Selection workflow in XSI is one of my biggest beefs with the program when it 
>>>>comes to modeling. The one thing that would make everything easier for me is to 
>>>>be able to just have a simple 'edit' mode for models - where all elements are 
>>>>selectable (much the same way that the tweak tool works now) this would eliminate 
>>>>having to use multiple keybinds to switch element selection types.  If you want a 
>>>>really good example of how much this can improve workflow, download Silo and give 
>>>>the demo a try.  It has a multi-selection mode that does just this.  The mode is 
>>>>bound to my thumb button on my mouse and it also doubles as a 'clear selection' 
>>>>tool so that it can revert to being able to select any element your mouse passes 
>>>>over.  Once an element is selected you can only select/deselect more of that 
>>>>element until you drop the selection.
>>>>Something like this could easily be added to the spacebar as a state toggle from 
>>>>object to element selection in XSI.  Then all you'd have to worry about are your 
>>>>methods, such as window, lasso, paint etc.  These could also use some 
>>>>streamlining instead of binding them to specific element types, which more than 
>>>>triples the amount of keybinds you need just for doing basic selections. I'd 
>>>>sooner just have a dropdown menu on one of my toolbars or some kind of mode 
>>>>cycling (perhaps bound to a  key/mousewheel combination).  My point being that 
>>>>selection methods should not be tied to specific element types.
>>>>Paint selection is one of my most used selection methods.  Would be awesome if I 
>>>>could use the mousewheel to grow/shrink an actual paint cursor that gets 
>>>>remembered for each element type.  So for edges and polygons I might have it 
>>>>reduced to just the size of the cursor most of the time - the way it works now. 
>>>>But for verts I might keep it a little larger for capturing more points within a 
>>>>stroke. Being able to combine a modifier (sticky) key with the left mouse button 
>>>>might also be a good way to switch selection methods on the fly.
>>>>Anyway, I ramble because I care.  =D
>>>>Might or might not be the right place to post this but I figure so long as the 
>>>>possibility exists that someone in the right place sees it and something actually 
>>>>happens as a result then it's all worth it.
>>>>
>>>>James
>>>>
>>>>---
>>>>Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
>>>>unsubscribe xsi
>>>>
>>>>
>>>
>>>---
>>>Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
>>>unsubscribe xsi
>>>
>>>
>>
>>
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>>Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
>>unsubscribe xsi
>
>
>
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