Very good point. CoSigned.
Top 10 things v8 'needs'
Shameless Plug Ahead: [http://www.youtube.com/watch?v=D_8izxCbK2M](http://www.youtube.com/watch?v=D_8izxCbK2M)
The Deformer Rig DVD utilizes this technique to improve animator interaction without going back in forth in the deformation window. The DVD also presents info on how to quickly resolve many problems CA animators encounter like IK shifts after reopening a project, and non responsive weightmaps. Not saying those problems don't exist but I took the time to show everybody what causes it, and how I quickly resolve them. Twenty minutes on a DVD section is better than an hour trying to fix it.
I sell the DVD so I can't openly divulge the info, but what I can say is. There was a wmp problem with the Puma Porcupine (a rodent) in EIAS. However the problem stemmed in Maya with my geometry. Maya could fix it because Wmps are better there, but it was my fault that I missed stitching edges in a crucial deformation area. EIAS couldn't resolve the gaps in the armpits.
My point is, eventhough IK jumping problem is resolvable, it shouldn't happen. Moreover, EI could have better fall off on weightmaps.
Fixing Wmps would not be an ENHANCEMENT but a bug fix. It should not be dependant on internal recoding of the core system. If anything, I believe it was core system changes implemented during the FBX upgrade that offset it in the first place. A patch would be inorder here, regardless of the effort. This is not something that should linger because it's harming your user base attendance. Just "Put it back like it was". Unless the FBX upgrade has totally rearranged the wmps system so that it can't be easily tweaked, and must be over-hauled, (which I believe it did also explained in the DVD) then it's going to frustrate users. Unless...(repeat DVD blurb here.)
If I hadn't found fail safe solutions and workflows to all but eliminate abrupt weight map fall off I couldn't use EI for CA. I refuse to use bones to control hanous stray verts.
Maya has a direct selection and manipulation of single verts. EI CA animators are not asking for that. We are asking to correct a problem which didn't exist in previous builds. It was a problem that was incidently created. That's not a feature request...but a bug fix.
Again, I throughly documented the problem in my DVD, and presented solutions. I would be glad to share that part of the videos which identifies the problem. I have also heard rumor of plugs that not only resolve EI wmps but also enhances feature set.
it's somewhere in limbo.
Speaking of enhanced plugs, I keep Endless Trooper so long because it was the only EI plug that I have know to allow users to select vertices with EI having no "Mesh" system.
I'm not in favor of the LW Hub pardigm, not Animator because thrown away and completely rebuilt on a modeler.
Fix Bug or buy DVD. One thing, you can't do clean characters without wmps.
They should be forthcoming about the problem. I have shown it to Matt. It was a long time before they acknowledge the problem exist. Tomas and I investigated both problems, though IK problem wasn't repeatable.
Sorry to be SO FRANK but the wmp problem has been a deal breaker for many. it's very detrimental that this has been allowed to exist. Really you guys plugged the rug under our feet with that one. Please patch it.
Alonzo,
when you mention IK jump, are talking about the pole vector issue or are you
talking about rotation of model in and the world coordinates make the IK chain flip, or both?
Just curious as none of that should be happening…
btw, all your points are my dittos:)
Mike Fitz
www.3dartz.com
So this ten things thread is really just about 1 thing EI needs… A better CA system.
It’s in the queue,
Ian
Hey Mike,
You have the DVD right? Do you have “any” problems with IK?
Actually I was broaching the comments posted here about “Change IK solving after saving a file”. Tomas asked me about the same thing once. I covered it in the DVD which is for “sale” so I won’t openly go over the material in forums. But I can assure you there are many such solution in the DVD. Of course Tomas has a crew of EI users so he has the DVD. There should be no problem if you had the DVD… actually let me change that…if you have the DVD and “watch it”. 
People don’t like boring details I know but it’s better than the 2 months it took me figuring it out when I first started rigging. Actually I thought they fixed the problem. I dont’ care if anyone else post the info, it’s just a conflict of interest for me to do so.
Alonzo,
no worries on my end, I do have my own solution. But since I dont have your CD I don’t know… they might be the same solution to the ik stuff I was asking about.
I transfered my IK rig from Animation:Master to EI to handle the pole vector issue, which
basically dynamically points the pole vector at a target which acts as the roll handle for the
entire arm.
Unfortunately, I can not justify using EI over A:M when I need to animate characters… which leaves me longing to be able to use EI’s render.
Oh Duuhh!!! You sell your own rigging CD 
I didn’t know AM could export IK to EI. cool. Sometimes I wmps in Maya and tranfer FBX to EI. Then I don’t have to deal with naming joints…opps. TMI 
I would trade you DVD if I used AM. I believe in barter. But EI and Maya I think will do it for me. and ZB. I hear ver3 is in beta 
Actually I couldn’t care less about CA. Count my vote for better support for multiprocessor rendering and 64 bit support. Oh, and fix the quicktime/camera mapping gamma issue.
I’m pretty sure you’re requests are going to be solved long before we see any CA development happen within EI.
GUI.Dockable windows,customizing options (like any other modern quality software)
Import/Export capabilities,needs a dramatic improvement.
Particle System( a real one)
Cloth,fur an a liquid system.
As there is no possible way to have an integrated modeler because that will required a lot of money effort than i will expect the modeler be a very nice new product with all the foundations that had the EIM when 2.9 came out but enhanced to the nth power.
Edgard
What i´m most curious about and also a bit concerned about is, what happens if Tesla will be the killer app in general, compared to ViaCAD and MoI for example, if it fits in this price range. Do we have then a lot of new people showing off stuff modeled in Tesla and rendered with other apps at the EITG gallery, killing somewhat EIAS. Or will be Kryptonite EITG´s new secret weapon, when it comes to rendering and combined with Tesla?
BTW. What kind of program will Kryptonite be?
Just to curious!
Regards
Stefan
Hi,
For me the most powerful thing with EIAS is the Incredible beautiful and fast Phong and Ray-tracing render, this make EIAS a unique piece of software. And I need to said that the GI render it is great for emulate the reality but not for fantasy. I actually do my architectural work and product visualisation With C4D and V-ray very easy to use and fast to render, and my clients say all ways: but this is a photo or 3d? But now we are working in a 50 min 1080p fantasy animation movie with a lot of character people, motion capture and 8-15 million polygons. All the movie will be rendered in EIAS Phong and Ray-tracing because it is really nicer and faster than all other softwares: 1 min per frame in EIAS and the same project in C4D ray-tracing is 10 min per frame!.
I find that EIAS needs to have a real occlusion system to use with Ray-tracing renders. the actual GI occlusion solution is very slow to render and a big amount of extra work if you are working in a animation film with a lot of cameras. What i would like is a occlusion system faster, easier and better than GI occlusion solution.
And something like C4D Mograph module could be really nice.
A tracer tool to convert to path the movement of any polygon or vertex and combine it with something like Swage also could be super nice:)
Cheers
Diego
DISCLAIMER: This is my opinion … not official EITG policy.
EIAS won’t disappear. As we know, EIAS is a system of applications. Animator, Rama, Camera and Transporter. When Tesla emerges, we’ll be able to add that back into the mix and the system (EIAS) will be complete again.
However, its important to provide Tesla as a separate technology so EITG can have another revenue stream outside of EIAS users. EIAS will remain in place and developed as normal because it contains Camera. But here’s what I predict. EITG will eventually write hooks into Tesla to access Camera too. How are you going to get Camera if you don’t buy the rest of EIAS too? There’s a pretty good incentive right there to buy the rest of the lineup. The other option would be to just sell Camera by itself to Tesla users.
The only application who’s “future” is uncertain is Animator’s. No one wants to see Animator shelved but the question remains: Is Animator the proper foundation to build character animation capabilities on or should it remain an object level, hard surface program? (In which its quite good at). EITG knows it needs CA tools, but in its current incarnation, Animator has its limitations.
This is what I presented earlier on. Do we bridge Tesla and Animator through a hub, completely gut Animator’s infrastructure to support vertex manipulation and advanced CA tools or do we eventually pass the character animation baton onto a future version of Tesla and only “fix” existing CA tools in Animator. I don’t think its wise to have “two” animation applications however…it could become really difficult to sort that out marketing wise.
There is simply NO reason to drop Animator. But there are plenty of reasons to re-evaluate its role in EITG’s lineup. The other thing to consider is it will be a while before Tesla could ever possess its own animation capabilities so we still need Animator. In that time its possible that things will have advanced enough for Animator to support advanced CA. Its all dependant on where EITG wants to focus its efforts…and its all about resources.
As for Kryptonite…I can’t comment on that technology yet.
Actually, the Paralumino lineup of plugins, along with their animation features, gives EIAS quite a bit of Mograph type capabilities. When combined with even more 3rd party plugins, the potential is quite profound.
As for a tracer tool… some of that functionality could be found with Braider. But without the abilty to select faces and vertices within Animator, its not possible to do what you’re requesting.