Search found 107 matches

by craft
26 Nov 2012, 16:53
Forum: WIP
Topic: Justin and the Knights of Valour
Replies: 13
Views: 5208

Justin and the Knights of Valour

oficial trailer of what we're doing here at Kandor, using SI:
http://www.justinandtheknightsofvalour.com/
by craft
27 Apr 2011, 06:05
Forum: Plugins
Topic: navigate ice tree
Replies: 1
Views: 2121

navigate ice tree

hi there! here's a plugin with two commands to navigate in and out of compounds in an ICE Tree view. this is an alternative to using the tiny buttons in the ICE Tree view, which you can assign a keyboard shortcut or something. Not sure if anyone's come up with something similar before, but since in ...
by craft
15 Feb 2011, 21:48
Forum: Plugins
Topic: Grow Rig System Beta
Replies: 26
Views: 13958

Re: Grow Rig System Beta

thanks! i really like your system's concept, Kyle! :)

Haven't tested it, but i like the style a lot: simple, creative and practical way to work things out.
:ympeace:
by craft
09 Feb 2011, 04:24
Forum: Rigging & Face Robot
Topic: Some of my rigs
Replies: 13
Views: 5894

Re: Some of my rigs

very cool! :) thank you. The copter's my favourite - the lag effect is very cool. maybe you could try to do it with ice, so it updates with time. i think that'd be cool, it'll move towards Base even if it's standing still, and you could even add some animatable turbulence effect to that and have the...
by craft
07 Feb 2011, 03:28
Forum: Modeling
Topic: Observations of a New User - Modeling in SI
Replies: 7
Views: 1550

Re: Observations of a New User - Modeling in SI

amen! i think that the following version(s) will set the basis for that kind of stuff to be improved, but SI has a long way to go in that area... one that they seem to be counting on users for. Anyway, consider that a trade for SI's features, which are very different from and complementary to those ...
by craft
21 Jan 2011, 22:32
Forum: Rigging & Face Robot
Topic: rigging questions & feedback
Replies: 6
Views: 1433

Re: rigging questions & feedback

cloths and hair tip: keep it veeeeery simple. surprisingly enouth, straight forward kinematics ends up being a nice solution for animating that stuff. it's reliable, controlable and fast. in many cases, it's like 4 bones and off you go :) these days realtime simulation is getting really good, but th...
by craft
07 Dec 2010, 22:14
Forum: Modeling
Topic: keep translation active
Replies: 4
Views: 949

Re: keep translation active

assuming you have the translate tool locked (press and release the "v" button), press and hold one of the following: - T, to rectangle select points - E, to rectangle select edges - I, to raycast select edges - U, to raycast select polygons - Y, to rectangle select polygons - SPACE, to rec...
by craft
27 Nov 2010, 13:12
Forum: Open Discussion
Topic: xsi book
Replies: 18
Views: 2154

Re: xsi book

the help file was the only xsi 'book' i ever read. turns out it's preety well written. And that's the one that's most likely to be up to date.
Video-tutorials have totally taken over, it seems.
by craft
27 Nov 2010, 13:07
Forum: News
Topic: studioNest GEAR (released)
Replies: 20
Views: 6146

Re: studioNest GEAR (released)

thx for the info, HB ;)
by craft
16 Nov 2010, 22:57
Forum: ICE
Topic: ICE in production..?
Replies: 12
Views: 2826

Re: ICE in production..?

well, aren't you having fun at it? then just go ahead wasting time and never mind what they say hehehe i've been using xsi ever since i started working on 3d and never had any trouble finding a job... hopefully :) Statistics can be tricky! One may think that because a lot more people use other apps ...
by craft
13 Nov 2010, 01:42
Forum: General & Troubleshooting
Topic: Viewport Lag
Replies: 15
Views: 2539

Re: Viewport Lag

you can lock an object to the camera by constraining it to the camera object. it will even work with the default viewport cameras (viewA.userCam, viewB.top etc, etc, etc). Better yet, constrain a null to the cam, hide it and parent the object you want to follow the camera to the null. this way you c...
by craft
05 Nov 2010, 00:45
Forum: Materials & Shaders
Topic: Basemesh+subtools+UVs+rigging export
Replies: 3
Views: 1214

Re: Basemesh+subtools+UVs+rigging export

whatever you feel confortable with. every solution can be valid. avoid having a single mesh with a huge polycount if it's composed of separate pieces. that can be more manageable and give you a better performance. But if you go separating every single detail, it can be a pain in the ass to deal with...
by craft
22 Oct 2010, 11:24
Forum: Models&Scenes
Topic: Craft_Rig and autoRig 1
Replies: 28
Views: 22654

Re: Craft_Rig and autoRig 1

haha don't worry man! i didn't think it was rude in any way either. i actually feel thankfull that people take the time to give me feedback.
by craft
21 Oct 2010, 01:15
Forum: Models&Scenes
Topic: Craft_Rig and autoRig 1
Replies: 28
Views: 22654

Re: Craft_Rig and autoRig 1

Just uploaded a new version to solve some bugs that were reported. check the link at the first post. @ DUAJISIN - with that setup, it should fly. i mean, i use a much older setup and it performs well. i totally have no idea why it's dragging. how do other rigs such as the native softimage Biped perf...
by craft
21 Oct 2010, 01:04
Forum: Plugins
Topic: headlight rig
Replies: 2
Views: 2406

Re: headlight rig

a friend of mine was experience a bug when reopening a scene with an headlight, so i just updated the post with a new version.


;) thanks rray. hope it comes in handy.