賈伯斯給主管的五堂課

天下雜誌: 賈伯斯給主管的五堂課
http://www.cw.com.tw/article/index.jsp?page=1&id=42427


作者:陳孟珠  出處:Cheers 96期 2010/12
蘋果電腦創辦人賈伯斯的傳奇,大家早就耳熟能詳。然而我們除了聽他的故事、用他的產品,毫無疑問地,我們還能向他學管理。
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ICE transfer of FxTree Tracking operator



The compound internally builds a camera frustum and translates fxtree tracking data to 3d data.
Two things you should know before using:

- be sure to align camera and interest Y position before applying the compound. (that's because frustum rotation is not being calculated yet)
- change the image resolution inside the compound to fit your dimensions. (didn't find a way of retrieving image resolution right inside the ice tree)

...being using this one a lot in shots involving simple 2d tracking (no rotation, or hand keyed rotations) for object replacements, prop attachments, etc..

compound will be stored under Tools > Tracking.




softimage 更名軟體 Dafeng Renamer



http://community.softimage.com/downloads/plugins/dafeng_renamer-1

之前我有發過一篇..日本寫的更名工具...可是還是差那麼一點點..就是在添加物件_數字..的時候無法用 01 . 02 在前面多加個 0 ..來命名
其實 softimage 本身在命名時也是有一樣的問題...在自己用的時候是沒什麼差別...可是在要轉給 MAX 用的時候就會有差了..排序會不一樣....
這更名工具.完全可以解決這問題...讚....XD


Interactive Thickness 像是 MAX 的 shell 的工具

介紹一個 像是 max 的 shell 的工具...
【Interactive Thickness ver.1.1】



找的網頁在這..
http://artifacts.sakura.ne.jp/sakanaya/2008/03/softimagexsi_interactive_thick.htm

這可以下載 Interactive Thickness ver.1.1 的版本
http://artifacts.sakura.ne.jp/sakanaya/file/Interactive_Thickness.xsiaddon

softimage ICE 火焰效果測試

持續更新中...如果有突破的話...Orz

2010.10.12



希望可以接近..慢慢接近.....

Face Robot workflow tips for combining heads with bodies

原網址:
http://xsisupport.wordpress.com/2009/10/16/face-robot-workflow-tips-for-combining-heads-with-bodies/

Courtesy of Mr Jeff Wilson, some tips on attaching Face Robot heads to characters:
“There are a few ways to go about it, depending on the pipeline that you are in.If you just want to get the end result from Face Robot onto your character.................
請到原網頁看吧..

Cogwheel gear via ICE

原網址:CGTalk
http://forums.cgsociety.org/showthread.php?f=24&t=922724



恩就是一個..齒輪旋轉的工具...不過看起來還有些問題...
剛好工作上有需要所以特別注意到...希望作者繼續加油嚕....


啥??..為什麼不幫忙......

這...我是有想啦...可是點開他連的 node 後就放棄了.....Orz..很多東西不是一個小美術能懂的

Softimage 2011 Essentials Learning Videos



This collection of videos created by Digital Tutors introduces new users to the features of Sofimage 2011.

http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=15505585&linkID=12544118

Kristinka Hair 2.0




http://www.si-community.com/community/viewtopic.php?f=19&t=856

Short change log for version 2.0


FIXES AND IMPROVEMENTS

- Fixed issue with 'filler' point cloud, that some strands disappear in rendering, when point positions on filler cloud were too close to guides.
- kH Subdivide Strands is about ten times faster in interaction. Now it uses a different way for curve creation.
- kH Cross Sections is re-written from scratch. Now it will adapt automatically to used NURBS surfaces. Added option for filtering, by using another NURBS surface.
- kH Follow NURBS has a new way for using the alternative strand array. Also, now it's able 'extend' it's influence outside of Y(V) of surface.
- kH Follow Curves is re-written from scratch. Also it has a new interface for connections.
- kH Offset Curves node has a few new options (align profile to tangent, clump effect), also a new interface for connections.
- kH Curls has additional, 'roll' option for rotating a whole deformation, along strand tangent. Also it can invert the basic deformation.
- All emitters have built-in grid type emission. Old, random emission is still available. There is unique interface for both emission types.
- kH Point Color is able to display alpha (transparent strands) in view ports.
- kH Bend is re-written from scratch, now it's possible to use multiple kH Bend nodes, one after another, or together with other modifiers.
- 'Point Dynamics' is simplified, should be much more accurate in conversion from point to strand movement.
- Numerous other improvements.


NEW NODES

- kH Strand Tips: combined node for creating random deformations on hair tips.
- kH Splay Fur
- kH Strand Screen Size In SI Units
- kH Follow NURBS m(ultiple)
- kH Stick To Strand Extrusion

Olivia Ong 王儷婷

You and Me

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Here, There and Everywhere

Introducing Autodesk Homestyler



autodesk 的新線上軟體 Homestyler

點下面連結可以用用看喔...
http://homestyler.com/designer

Two Undocumented Lip sync commands in Softimage 2011 SP1

以下內容來自
http://www.softimageblog.com/archives/517#utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+xsi-blog%2Fcontent+%28XSIBlog%29&utm_content=Google+International

In Softimage 2010, a new lip sync feature was added to Face Robot (here’s the doc). In 2011 SP1, there are three new commands to get the data out into your own tools. One of them doesn’t even require the use of Face Robot and calls the speech recognition library directly.

The commands return VBScript-compatible multi-dimensional arrays. This is transparent in VBScript and Python, but it requires a bit of magic in JScript, so check the example in the first command if that’s what you’re using.

ICE hair 工具 Melena



studioNEST's Melena is a hair styling and simulation framework based on the Autodesk Softimage ICE platform. Its toolset features various hair generation tools, effects as well as custom simulation nodes and forces. By supporting lattices for styling as well as for simulation Melena enables artists to create directable simulations. Melena has been used in production for creating the stylized hair for the No Pets Allowed project that we are working on, and is now released under GPL for download.

http://www.studionestbarcelona.com/opensource/2010/5/3/studionests-melena.html

XSI ICE 用 ICE 來控制物件算圖的顏色

在新的專案中...要去控制物件的漸變消失....嗯..如果要用各別材質求去設動作會有點難修改..
而且物件蠻多的....所以.就用.ICE 來控制...這樣比較方便嚕...

可以看到畫面中...有兩的物件個別有指定材質...


接下來...在其中一個材質..加上 Sprite ..並且用 Intensity 來控制...這樣就可以用灰階來控制....
不過這樣就只有直接控制材質能作到讓物件消失..不同物件材質也就算了..
如果是大量同一種材質...只是.......想到就頭痛...尤其是要修改材質的時候....
所以.接下來我們要用.另一個方式........


嗯...把要修改的物件都加上 color At Vertices Map


接下來..將物件都加上 ice 來控制..然後請照下面的圖..連起來..
這樣..就可以用 HLSA to Color 來控制物件的顏色..不過就這樣雖然物件的顏色改了..
算圖卻還沒變...接下來就是修改材質了....


Spritmatte 加上 Vertex_rgba 這節點...這樣就可以抓 ice 所調得物件灰階...當作物件的 alpha 了...


基本上這樣就完成了....可是為了讓參數比較好調整..不用..打開 Ice tree 再來調.....
我們將物件加上了 Parameter 然後直接關聯給 ice treeHLSA to color Lightness


這樣不管是想再直接在畫面上調整..或是在打開 KP/L 的面板中都很好作調整.....好啦....


結語..雖然乍看下好像麻煩..可是有很多部分可以簡化......而且好處多多阿..
尤其是在要算很多不一樣的質感給後製合的時候....

..嗯??.不懂.........等遇到..你就會知道了 XD

廣告 Biore 高效活性眼唇卸妝液 2010



因為有參與到製作的部分...推一下.....XD