New Press Release


#61

Whatever EIM, v8 and beyond hold I believe its a good time to be an EIAS user. Things are changing and I think its for the better.


#62
     Happy ThanksGiving All. 
     
     Yes, Brian mentioned this and the new framework. It's hopeful. One step at a time towards an intergrated modeler. It's this intergration for the purpose of  better over models in Animator that's my concern. Example, new modeller imports textures then writes a textured fact file for Animator.  Just a modeler I don't need. I'm sure people who needed modern, SOTA, Nurbs and cage modeling tool to get their work done already have one. As SFDD, it's been several years since EIM flopped, what professional could wait that long for new tools? Why backtrack? Who could listen to or make excuses for that long? I would only have myself to blame if I did.
 
     Some people have their own niché environment and don't need to compete with the rest of the world. They don't need to standardize. I'm not so lucky. I need to fit in to a broader market inorder to be successful and so does my tools. I may rig in EI but clients send me Maya files. I hope EI understands this open communication among the rest of the world with data translation and exchange to become current. I hope this modeler/new framework leads to importation of vertex animation blenshapes from MotionBuilder or Maya. Hopefully this "stand alone" modeler will not further back EI into corner and be a "Bridge" to the global needs of the industry.

BTW, All things considered, HDRI in EIAS is freaking gorgeous and worth the upgrade.

#63

Well one thing you must consider Alonzo…bridge or not…a new EIM may be the route EITG takes to new animation features within Animator…or not. Remember, my words in this forum do not equal EITG’s final policies. Everything, right now, is being reexamined with EIM’s return. A “bridge” is just one possibility of many or maybe it means EIM will step up and take on the animation mantle sooner…we just don’t know yet. But the first step will just be getting EIM modernized and UB compatible.

This kind of statement doesn’t mean I’m flip-flopping on the CA movement by any means. I’m continuing to push for CA tools in EIAS, but NOW is the time for all CA and animation users to continue writing Brad and expressing their opinions as to what they would like to see in the entire EIAS lineup. EIM’s return is the junction point we’re looking for.


#64

Well, Modo went from being a modeler to adding texturing and rendering capability, so it’s not unheard of.

If EIAS is simply too dated a structure, then by all means, let EITG explore other possibilities. However EIAS evolves, as long as it continues to improve then I’m all for it.


#65

Hey Brian,

You know as well as I do, though HDRI is awesome in v7 what does it mean if you can’t get the data assets to it inorder to render it. You know as well as I do, that baking data and moving that baked animated geometry around is a must for any renderer. With it, EI doesn’t have to pingeon-hole itself into just doing Matte painting or backplates. Yes I would love to see, a whole character baked and export to EI…but baked data is standard workflow for “Non-CA” and simulation. Importing texture again, is not CA. These are the features needed in any animation production pipeline and prerequisite for determining what job goes to what renderer. Simple stuff, like “Import batch models” for any animation package should be standard.

I’m not being wishy-washy either. I would rather see Animators production technologies optimize before laying out a CA schematic. Why put new wine in old wine skins? New CA feature over an old core is just stacking the same old house of cards higher.

If a new EIM “stand alone” is worth the development dollars…more power to them. Hopefully it’s an asset to Animator development and not a liablity. As someone said, It’s Brad’s call but we are investors to be respectfully considered. So, I will take your suggestion to heart and write up a list and send it to brad.

I have a list on the beta board but I will do a more concise one and submit it. After that…I don’t have to repeat myself.

tanks. :slight_smile:


#66
EDIT: I just want to stress this point. Even an old 3D animation package should have a "import batch 3D model sequence". This could have been used as a vertex interpolator or morph and XP script used to normalize them [ReadyRigs_BLINK]. The point is, Patrick from Ramjac...wrote a EIAS batch import utility for EIAS in a "day". Also, Within that day, I use a Maya script and FBX to trick EI accomplish the same goal. Wha-la ! first imported cloth simulator from Maya into EIAS by AVT. Then Igors write free plug-in...after I have solution. Wha-La! Free Cloth Sim plug in EI after 7 years. 

My frustration is…If a dummie like me can figure out without programming, a smart programmers like Ramjac and Igors can in little to no time…Why is this still an issue and why doesn’t EIAS have vertex animation? or batch imports? Especially after makeshift solution were created in no time. Can’t EITG do minor fixes while looking into some new long term goal of a new Modeler Framework?


#67

I would hope so, because its been impossible so far…

Reuben


#68

Being primarily a stills illustrator - still using EIM almost on a daily basis - I am delighted with the announcement.
As has been mentioned here before some of Modelers capabilities are world class. By now EI knows very well the strengths and weaknesses of the programme. Building on that and maybe even putting Camera into Modeler as a standalone option would be wonderful, as well as fulfilling the potential the app always had.
I guess it all depends what sort of work you are doing, but from my little niche the resurrection of EIM+ is excellent news.
Mike.


#69
 Hey Kurt.
 
 Yes, just connecting the dots with lines of optimism. Would be great if this Re-EIM affords a revisit of the .Fact format teaching it to play nice with more applicable standard model formats. 
 
 It seems obvious, especially with modelers like Modo (though I don't use it) having animation capablities  that verts animation in/out exist for a revamped fact format.
 
 Like I say, if programmers like DanielH, Patrick, Igors can build it in a day...then why doesn't EIAS have it yet?
 
 Let me point out...tho EITG doesn't have a standardize solution to batch model import/vertice animation...I can import and export cloth simulation/vert animation or blendshapes  from Maya into EI at will. Again, I'm not saying this stuff for my benefit. 

but I do feel a Maya to EI vertice animation DVD coming on  :)

#70

Like God, only far less powerful and with far less patience for mankind, I am everywhere. :wink: Even while silient, I lurk, occasionally checking in on my old stablemates.

I hesitate to get into that, because I honestly don’t mean for this to be a XSI hijacking, but, yes, they’re pretty slick and considered by many to be one of the killer strengths of the program. (I’m able to get away with lots of topology booboos that wouldn’t work in Max.) For NURBs, however, it’s very weak. EIM totally spoiled me in that regard and I have yet to recover! That said, though, having a complete construction history for NURBs and polys, really sort of puts one into a different space with regard to modeling. For me, doing aircraft stuff, it’s so nice to be able to just (for example) loft over a bunch of wires and then go back and tweak the wires to the get the shape I’m after. You can even insert new ones and delete those you don’t need. It sort of “feels” like Ubernurbs from EIM. but what’s nice about it is, is that you can do this to create either NURBs or poly surfaces. Then, once you subdivide the poly surfaces, they sort of look like NURBs anyway. :slight_smile:

If anyone is interested in the breadth of possibilities of this $495 “companion product” for EI, take a look at: http://www.vast.ws/resources/xsi/tutorials/tutorials.html These are a bunch of tutorials that were not created by Softimage. (The quality is questionable on some, and the server performance is worse, but they give you a really good sense of all the program could do in its 4.0 incarnation. Keep in mind, it’s at 6.5 now, so lots has been updated.) A few of the things shown are only in the higher priced products, but the vast majority of it applies to all.

Happy Thanksgiving to everyone celebrating! To everyone else, Happy Thursday! (Or Friday, if that’s your timezone. Do you see how politically correct I can be?) :wink:


#71

Hey Everyone,

Comparisons between applications are permitted in posts on CGtalk for the sake of learning but lets be careful not to come across as prosletizing other applications in this forum. I think SFDD’s post is genuine, but such actions could erupt in a flamewar… and the CGTalk management tends to frown on that. I also conceed that he was asked… so I’m not coming down on him. Lets just all remember to play nice.


#72

Thanks Brian!

Yes, seriously, I did not mean that post to be anything more than a pseudo reply to Paul. (In fact, I replied to him in email in more detail.) Let’s turn the focus back to EI:

Things according to SFDD EITG should do to ensure v7 becomes a success:

  1. Build a util into it (a la XSI Crosswalk) that enables data to move seamless into and out of EI. I would still use EI for somethings today if I didn’t think that the data conversions would trounce any benefit I might get from it. Crosswalk enables Max/Maya (and other) data to move into and out of XSI pretty reliably. This is what enables shops to use Max/Maya for modeling and rendering, and stick XSI in the worlflow for animation. EITG should really be thinking in this direction. As was said in a previous post: gone are the days of one app per person!
  2. Dump FACT and standardize on OBJ. There’s no reason to maintain a proprietary format anymore, and it just gets in the way of our workflows.
  3. Lower the price of EI to $249 and forget builidng EIM back into the mix. If it’s already to go as a standalone app, then release it as such for $99. And for god’s sake, make sure it has a killer .obj export from the get go! (Keep in mind Viacad and Moi3D in every move made.)
  4. Release Camera as a plug-in for Maya/Max/XSI. (After you make it multi-processor and multi-core aware!)

Do all of that, and you’ll be in the pefect position for Autodesk to buy you out. (I heard a rumor that Autodesk saw a Chevy commerical that had a 3d rendering of a concept car and now they’re going to buy Chevy.) :wink:


#73

Hey Guys,

All movies we do here are done with EIAS, I posted almost 2-3 per month, we still use EIM last beta in all our jobs…
Sometimes we use Maya when I have new freelancers or when I need lots of complex characteres and I dont have time to rig becuase Im filming directing now, (I got a Houdini freelancer last month to help me because I didnt have Adaptive Displacement in EIAS which will come soon…)
We are happy with EIAS because I can finish everykind of work in really tight deadlines.
The market have tons of options? YES… I read a lot of CG magazines and articles everymonth… I know what tools are the hyppe today everywhere.
Its why Im always chatting with the developers to implement more and more.
Im really happy with Kish coming back… open our door to the future.
EIM UB + Multicore, a possible gap… EIAS adding CA tools and more and more camera tricks… fantastique.
We are happy and we can delivery…

Thanksss

Tomas


#74

(Just how crucial are the FACT and IMAGE formats to EIAS’ speed and things? Would it be too difficult to replace them with OBJ or something else as native formats? What’s the most popular movie file format for output in the 3d industry nowadays (I hate folders filled with thousands of numbered frame files)?)


#75

.obj supports only one set of UVs, so it’s not an option, even .fact can store more than one.

With .image files there is a weird thing i noticed, especially large maps in .img format render faster, maybe they are better formatted for the Camera.


#76
  1. I like this idea…and you’re definitely right about owning more than one application. Our hopes is something like this will become available for the new EIM and Animator, but that has yet to be officially verified. It would be nice to take it an additional step further and bridge to other applications. (At least Maya in some manner)

  2. Dumping Fact? Hmmm… not sure about that. More robust obj export is a good idea for the new EIM, but a proprietary format within EI still seems necessary to me. Perhaps the new EIM will introduce a new format that is more versatile than Fact.

  3. EIM-2 is a go. I don’t think you’ll see a reversal on that, but I believe you can expect to see it as a separate application. The cost range will probably be higher than $99 but I wouldn’t be surprised to see standalone varients that eventually includes Camera which would certainly justify a higher price tag. Whatever comes out, I think it will be reasonable.

  4. Ah yes…this has been a request for years. Questions still remain if this will ever happen. There’s considerable pressure on EITG from users to get Camera multiproc aware. Whether Camera opens up to others remains to be seen.


#77

Hey Brian,

I know SFDD highlights of a NURBS modelers seemed off the beaten trail but I also couldn’t talk about a NURBS modeler without mentioned many of the functionalities he mentioned.

I coudnt imagine using a modeler NURBS modeler that didn’t allow me to go back several iterations and make design changes parametrically to the pelimenary curves, or pre-trimmed object. It’s a completely different experience than any other NURBS modelers I have used and yet everything I have come to expect from any modeler I would use in the future. Lack of better terms, It freaked me out when I realized what a thorough NURBS modeler can do. I totally relate to SFDD on this level and I’m quite glad he mentioned it. I think it would be of great value to EITG to know what others like about other modelers if they wanted to sway any Surface Modelers (as oppose to boolean modelers).

But to a large degree, people who need current surface modeling tools on a daily are using other tools in wake of EIM sudden defunct. Interactivly changing trims, surfaces and tangency curves is what I do now and the least I would expect from any bonifide surface synthesizer.

Not trying to knock EIM, but I never got that hang of that. Edit and surface network that was trim and it seem to blow apart.

A character job I did, I model a mouse as a NURBS to get the form, then convert to polys, and edited as SDS to add character features. It was a cartoon mouse, but I could see this workflow for a Car character. NURBS>SDS>Poly. I don’t think those conversion types were ever possible with EIM even in it’s hayday. I always hand to do a weird .SAT backflip to get cages into EIM.

I don’t think it was possible to import and OBJ nor convert any imported geometry to SDS. That’s something that is typical for many types of models nowadays, CA or HBS.

SIDE NOTE: It’s bad to brush off or polarize my comments as being CA. Mostly all the work flow improvements I suggest is not about CA at all. It’s first production, the merely ANIMATION not CA.

If EI never adds another CA tool, it wouldn’t have an effect on my output. I’m not asking for CA tools now, just a better animation tool.


#78

I converted al lot of ubernurbs models to SDS by exporting them as cages, and always dreamed about the possibility to go the other way. Import poly cages into EIM, convert them to ubernurbs, and be able to use my knives and booleans on them :slight_smile:


#79

I do that now with EIM…

Cj


#80

:slight_smile:

Wouldn’t it be nice if you could do that on models from Wings, Silo, or Modo?