Paul ever hear the one about ILM and EIAS…formerly known as the best secret in HollyWood.
I hope you never have to render a 750 mb file. If you do…let me know 
Paul ever hear the one about ILM and EIAS…formerly known as the best secret in HollyWood.
I hope you never have to render a 750 mb file. If you do…let me know 
Hi All,
I have read some but not all of the posts here so forgive me if I repeat some of what has already been said.
I still use EIM regularly . I have a number of machines some of which still run older Mac OS versions so that I can still use apps that are no longer supported like EIM. EIM is still my primary hard body modeling tool.
For Sub d modeling I use Silo. While I like the modeler the import is not always as smooth as I would like. It does work well in most cases.
If EIM could be resurrected with minimal effort and cost I would support it as long as this does not preclude an eventual integrated solution.
I see no reason for EI to create an all new standalone SDS modeling application.
What I do see as key is an integrated modeling solution in EIAS in the near future. SDS which seems like the current industry standard would appear to be the most compatible type of modeler for an integrated solution. Correct me if I am wrong here.
When I bought EIAS in 1995 the most difficult thing was getting used to not having an integrated modeler. Modeling tools had been a key part of my animation process itself and offered me many creative solutions and opportunities. I gave that up for the speed and stability EIAS provided.
Integrated modeling tools would be helpful for a variety of things including but not limited to Charactor Animation, complex Camera Mapping, complex animated deformations and easy creation of morph targets, and quick fixes to problem models.
I read someone say that CA is not an important part of what most EI users do. CA tools are critical even if one does not animate charactors. I’ve been doing a lot of medical stuff recently and man I use the CA stuff all the time for that. I also used CA tools when doing automotive stuff for a client. These are just tools and if you have them handy they can work for a variety of things. A modeler will dramatically expand what can be done in EIAS and at very least make what we currently do easier.
Lets start simple. The ability to pull verticies, faces and edges on imported models would be a great start.
Bill Dempsey
Hi, Alonzo
Are you going to the MAYA route? i can understand being disapointed, i share the sensation of taking the wrong train many years ago. My fault only.
FelixCat
If CA is not important to EIAS users its because the CA tools are not fully developed, The EIAS user interface and other features are nonetheless highly attractive to Character animators. Many use EIAS very successfully in spite of its CA shortcomings.
I agree with Bill that sds (at least) should be integrated into EIAS for a variety of reasons … the least of which would be for editing sds models, even this limited capability in EIAS would enable the development of Char animation deformation control tools.
I agree with Malc. You gotta have at least the ability to push points around on a model with in EIAS, and integrate some kind of sds with in the app, like encage. Rather see it in the app as apart of the sds tools. This would help CA’s a great deal and I know other users as well.
So maybe split ACIS and Ubers. Bring back EIM with ACIS and integrate sds within EIAS. EIAS is a poly app afterall. Not sure you could even integrate ACIS into EIAS?
just a thought
Yes, I have been using Maya with most of my recent CA/rig work. It’s not a “switch” or abrupt move. I have merely only integrated the two, and supplement EIAS with Maya features. (like no texture, batch model, or vertice animation import)
My intial purpose of using Maya was UVs for EIAS, then in the “wake” of EIM…Maya Modeler. After that, FBX eport, then dynamics. My clients and associates generally use EIAS so unless they change, I don’t see myself jumping track. Plus, I really like EIAS. I do get frustrated some times but only with the “simple” stuff.
If feel the simpler interface has it’s strong points. I feel there’s nothing wrong with the CA tools except they can be finessed. Also, though I have had successes as a RigTeck I feel the strongest factor of getting more out of EIAS is learning to better utilize the tools it has.
I have long since forgiven EI for the EIM/ACIS debacle. I feel I have recovered quite nicely :) My concern is not to make the same mistakes. There are many vocations being support from EIAS. No useful tool set of Animator should get shun for the sake of something that wasn't working in the first place. I'm not saying EIM wasn't a useful tool for many artisans... it was. I'm just saying theres are reason why people are kicking butt with EIAS CA tools NOW and EIM is...well...wherever it is. EITG needs to pay attention to the facts not the fiction.
Lastly Felix, until I start rendering in Maya, I don't see me leaving EI too quickly. After the HDRI images I have seen with v7......WOW!!!
I agree. The core tools are there. The FCE is a joy. The interface is a feature.
I do more of rigtech than KF animation, but what I have seen other Character Animators do with EI is great.
Lastly Felix, until I start rendering in Maya, I don’t see me leaving EI too quickly. After the HDRI images I have seen with v7…WOW!!!
Hi Alonzo: where we can see these v7 HDRI images?
Only return to Modeler if you intend on keeping it a part of EIAS for at least the next 10 years.
On - Off again support will only alienate people.
With that said, I think EITG needs a dedicated, fully supported Modeler with EITG having complete control over the development of the software. That way You, and You alone will control your destiny.
Otherwise You could always consider a merger with Hash… CA tools, Cheap software upgrades and if anyone complains you just bounce them out of the forum. 
Cheers,
Mike
I really don’t think $300 is too much- it’s really peanuts. (I’ve filled in the survey).
Martin K
EITG can’t please everyone.
Resurrect EIM? Yes, possibly- for those that use it already, but shouldn’t some of the bugs & issues be sorted. This involves costs. A good set of tutorials explaining the less obvious would give those less familiar a fighting chance to actually produce something (look at Modo). Does anyone need a tutorial on how to lathe an object- no, but it seems you might need a tutorial on how to produce the spline…
With so many other good modellers available does EITG need to reinvent the wheel? What is needed is good import into EIA from outside modellers.
Texture map placement in EIA is incredibly poor compared to my experience in c4d. For me to use EI seriously I want to be able to use UV maps and generally much better texture map placement.
Re release EIM, and tweak it a bit if it doesn’t cost too much, but concentrate on Animator and bring it into the 21st century. I can see how animation is an issue without the need to compete with Maya etc.
Martin K
Hi Phil,
Will users hear back from EITG in the near future if EIM will be reborn or if EITG will not be investing in EIM and that the app is truly dead?
Thank you,
Mike
This is what I have trying to say. There’s really very few speciality Character tools in EI.
Bones are use for many things. Rigging a piston usually takes bones and IK.
To just EI as just a renderer, then you might as well toss animator. That’s just a photographer.
You are right Alonzo.
One of the biggest improvements for Animator would be vertex manipulation.
Obviously this would benefit character animators and “hard surface” people too.
This one feature could lead to major improvements as tools were built on this capability.
Imagine first just the ability to grab and move the vertices of an imported mesh. Very useful by itself even if primitive.
This functionality could lead to new opportunities…
a) Now imagine a very simple “box” modeling plugin coupled with encage.
b) Paralumino’s modeling plugins could allow you to draw and edit directly in world windows.
c) Objects imported from a new version of EI modeler (or Maya, etc.) might have editable nurbs control vertices.
d) Addition of “custom” tools for direct use within animator windows (copy and array tools, measuring/ dimension tools, etc.)
Vertex manipulation is a key feature for moving EIAS forward and really taking it to another level.
Dave
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