RE: Reference model limitations?
| Date : Wed, 25 Jul 2007 16:44:20 -0400 |
| To : <XSI(at)Softimage.COM> |
| From : "Vincent Fortin" <vincent.fortin(at)ubisoft.com> |
| Subject : RE: Reference model limitations? |
|
Hey Andre, yes that’s
one way to do it but making references local tends to ruin the concept of
referencing. I think what Delta is aiming
at (and I have to salute the clever work done by Soft in recent versions) is to
create a non-linear collaborative pipeline from modeling to rendering. I have
seen this working smoothly with Maya on big pipelines and Delta now simply
seems to make it possible in XSI with the added advantage of having all the
animation-sharing goodies built right into it. Again, I want to express my –almost-
entire satisfaction, this stuff is very powerful and will hopefully change the way companies work in
XSI. However I just feel we’re
still missing the point by denying access to new operators, poly hiding, point
tweaking and the works. The way software often
work is there are connections linking the referenced model to the -later added-
operators although I’m not sure how XSI works internally and that’s
what I meant by “XSI’s
object structure” in my
previous post. From:
owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Andre DeAngelis Simulation and FX are
normally applied here after the animation has been complete. The FX and
sim and done on the models I local mode and the sim backed out to point cahce
which is applied to the final model. The models and made local
anyway in lighting. From:
owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Vincent Fortin Hi there, How come one can’t add operators and clusters to
reference models? I’d have expected to be able to stack stuff on top of
them while keeping the original file’s integrity. I can only guess this is somehow due to XSI’s
object structure that doesn’t have any special mechanism for handling
this. Otherwise, from a user point of view, it just doesn’t make sense. So assuming I didn’t overlook some basic info
in the doc, how would you guys go about implementing a character finaling
workflow in which an animator could do something as simple as connecting a ground
collision to a referenced character that has Syflex
on it? Thanks Vincent |
- Follow-Ups:
- RE: Reference model limitations?
- From: "Andre DeAngelis" <andre.deangelis(at)ubisoft.com>
- RE: Reference model limitations?
- References:
- RE: Reference model limitations?
- From: "Andre DeAngelis" <andre.deangelis(at)ubisoft.com>
- RE: Reference model limitations?
| DATE: | << | >> | THREAD: | << | >> | INDEX: | Main | Thread |
|---|
- Previous by Date: Genie Tail 64bit
- Next by Date: Genie Tail 64bit
- Previous by Thread: Genie Tail 64bit
- Next by Thread: Genie Tail 64bit
- Index(es):
| Search the XSI List archives here or use the advanced search form to search across mailing lists. Searching help is available. |