Re: XSI needs UV editor improvements

Date : Fri, 4 Aug 2006 15:06:30 +0100
To : XSI(at)Softimage.COM
From : "Alan Jones" <skyphyr(at)gmail.com>
Subject : Re: XSI needs UV editor improvements
If a modeller can't build a good (well structured) mesh with XSI tools
then the problem isn't the tools. Better tools don't make better
modellers.

On 8/4/06, Tim Leydecker <BauerOink(at)gmx.de> wrote:
I can´t resist a snappy remark.

> Of all the stages in 3D production, modelling is the most flexible and
> least critical in terms of interchange and openness. It is easy enough
> to being in models from other apps or visa versa.

I often wish people would take more time to create clean meshes that
will behave and deform well in later stages of a production. I´ve allready
run into so many crap models and people telling me that should do I can
hardly control my temper. It´s a shame, really. My grandma allways says:

"Make sure you´ve build your base right".

In a broader stroke, it´s true, modeling isn´t the most urgent area (imho)
XSI needs to improve, I feel alot of freedom in modeling (with polygons)
coming from Maya. XSI is easy, fast and intuitive in most cases that don´t
require absolute precision, e.g. it rocks for organic modeling +++++++++

tim


----- Original Message ----- From: "Andre DeAngelis" <andre.deangelis(at)ubisoft.com> To: <XSI(at)Softimage.COM> Sent: Friday, August 04, 2006 3:49 PM Subject: RE: XSI needs UV editor improvements


> In all fairness, there are needs in XSI that are far more pressing than > modelling. > > Maya is tragic for poly modelling, but people get by. Modo is hardly a > cheap tool considering modelling is all it does. I don't consider Modo > or Silo to be so far ahead as to be concerned about XSI falling behind. > They (Modo or Silo)both have some niceties, but nothing remotely as > significant in terms of revolutionizing 3D modelling as say, > Zbrush/Mudbox Furthermore, these tools are focused on modelling only, so > the dev teams hardly have to be concerned with prioritising their > roadmap. > > Of all the stages in 3D production, modelling is the most flexible and > least critical in terms of interchange and openness. It is easy enough > to being in models from other apps or visa versa. Animation, texturing, > lighting, simulation and rendering on the other hand, are areas which > are more application centric, and involve a great deal more > dependencies. > > AD > > -----Original Message----- > From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf > Of Norm Olsen > Sent: August 3, 2006 6:18 PM > To: XSI(at)Softimage.COM > 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 >>> >>> >> >> >>--- >>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 > > --- > Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body: > unsubscribe xsi > >


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