Search found 211 matches

by Helli
07 Jun 2014, 15:15
Forum: Maya
Topic: What's the state of the art fur system in Maya?
Replies: 3
Views: 1701

Re: What's the state of the art fur system in Maya?

xgen is good for gras, short fur, feathers and stuff. But if you want to combine combing and curves for stylings thats just not possible. And as far as I know it only support mental ray and Arnold for rendering (so no vray). yeti is quite cool, guides are not dependend on geometry. So you are not fo...
by Helli
31 May 2014, 14:41
Forum: Finished Work
Topic: Demoreel 2014
Replies: 7
Views: 2136

Re: Demoreel 2014

I guess I should start to use twitter ;)

Were did you saw those tweets ??
by Helli
31 May 2014, 13:09
Forum: Finished Work
Topic: Demoreel 2014
Replies: 7
Views: 2136

Re: Demoreel 2014

Wanted to add my Shot Breakdown:
http://www.marioreitbauer.com/MarioReit ... n_2014.pdf

Ty for your comments :)
by Helli
29 May 2014, 22:21
Forum: Finished Work
Topic: Demoreel 2014
Replies: 7
Views: 2136

Demoreel 2014

Hi there This is my actual demoreel. Responsible for Rigging / Animation / Simulation / Hair / Particle / Shading (not everything on all shots, shotbreakdown gonna follow). If you want to get in touch with me, email me at contact@marioreitbauer.com , I am avaible for hire. [media]https://vimeo.com/9...
by Helli
12 May 2014, 19:11
Forum: Open Discussion
Topic: Pixar Presto style rigging in other apps
Replies: 6
Views: 2576

Re: Pixar Presto style rigging in other apps

No this would create a calculation cycle (you want to move the object through a curve which is deformed through the object).
by Helli
12 May 2014, 18:45
Forum: Open Discussion
Topic: Pixar Presto style rigging in other apps
Replies: 6
Views: 2576

Re: Pixar Presto style rigging in other apps

The curves wouldnt deform like the mesh would. So in case of facial controls, your controlls would never fit the actual mesh and it wouldnt be rly intuitive to select through them. What you would need is a plugin. Select a mesh and get the closest controler out of a controller group based on the sel...
by Helli
12 May 2014, 18:04
Forum: Open Discussion
Topic: Pixar Presto style rigging in other apps
Replies: 6
Views: 2576

Re: Pixar Presto style rigging in other apps

This sort of workaround, in my opinion, is just not worth it cause you loose performance.
by Helli
12 May 2014, 15:20
Forum: News
Topic: Mudbox at 10$/month
Replies: 27
Views: 4935

Re: Mudbox at 10$/month

Softimage, ähm Mudbox isn't dead !

Nah just kidding ;) Actually Mudbox is at least unique in there product pool so they will continue developing it.
by Helli
27 Apr 2014, 23:56
Forum: News
Topic: Modo 801 Release
Replies: 81
Views: 17623

Re: Modo 801 Release

reberhart wrote:Another Dorito setup in Modo. This one doesn't require a Wrap deformer.

https://www.youtube.com/watch?v=uFumtHd ... e=youtu.be

okey, awwwwesome
by Helli
27 Apr 2014, 11:03
Forum: News
Topic: Modo 801 Release
Replies: 81
Views: 17623

Re: Modo 801 Release

Well after looking around for a while, I am moving to Modo, I'll keep using XSI for quite a bit still, hopefully until I reach a level where I can be as productive in Modo. I mostly do realtime/videogame assets so Modo seems to be well suited for that, not wanting to use any AD product I don't see ...
by Helli
27 Apr 2014, 03:37
Forum: Softimage Mod Tool
Topic: Is there a version of GEAR that works with Mod Tool?
Replies: 3
Views: 5614

Re: Is there a version of GEAR that works with Mod Tool?

I have to disagree ;) Gear will never be compativle with the mod tool. Never ever. 1) it uses custom solvers. I don't know if those need a minimum version of Softimage. 2) there are maybe 10 people out there still using mod tool 7.5 not worth investing weeks of time to rewrite anything. 3) Why don't...
by Helli
27 Apr 2014, 02:58
Forum: Rigging & Face Robot
Topic: weight painting cursor stays at origin
Replies: 1
Views: 916

Re: weight painting cursor stays at origin

Got no idea, just guessing.

Is your object set to selectable ? Because this also would make painting not working (even if u can select the object through the explorer).
by Helli
26 Apr 2014, 17:02
Forum: News
Topic: Modo 801 Release
Replies: 81
Views: 17623

Re: Modo 801 Release

Hey Mario, just saw this ... but yeah, it needs a clone. Ty for the link. Yea thats a first step to what I was asking for. It works with a cage deform and isn't 100% accurate and probably quite slow cause of what modifier is used here. But maybe they will add some sort of "fit vertex position&...
by Helli
26 Apr 2014, 14:42
Forum: News
Topic: Modo 801 Release
Replies: 81
Views: 17623

Re: Modo 801 Release

Modo with redshift would be a total win ;) Angus, let us know later what you find about those animation tools. They are looking very interesting. They are really great. I showed them to our students who just started their animation module and they got how it worked right away. The weighting to next...
by Helli
18 Apr 2014, 21:00
Forum: Announcements
Topic: emTopolizer2 v.2.2 (featuring "the new polygonizer core")
Replies: 14
Views: 12829

Re: emTopolizer2 v.2.2 (featuring "the new polygonizer core")

I would love to see it on actual high resolution simulations and how it would look then.

Is this now also avaible in maya ?
Would love to compare it to the mesher from naiad and just see the different results.
by Helli
17 Apr 2014, 23:39
Forum: ICE
Topic: ICE and construction modes
Replies: 3
Views: 918

Re: ICE and construction modes

What do you want to access ?
You could store attributes on your input geometry in the operator stack you want to have it in.
And then read those attribues.