Re: building asset tools

2013-01-29 Thread David Barosin
For importing there is an attach to existing geometry option.  The workflow
we have now is using a previous version 1.0.45 and scripting the export and
import thru their python api.

The behavior is a bit different in the latest version.  There are now
export options for transformations.  Without it in front of me I think it's
(flat hierachy, full hierarchy and baked global)  If I recall correctly I
just selected the geo to export with flat hierarchy selected in the export
options.  In the import scene I needed the same named object to receive the
operator.  With nothing selected I was able to import the data with the
'attach to existing'  option checked.

Overall it seems to be very sensitive with object names and what is
selected.  When I have the time I'll see if I can get our pipeline work
with the latest version.


On Tue, Jan 29, 2013 at 1:40 AM, Nick Angus n...@altvfx.com wrote:

  Hi David, what is your recipe for getting alembic as ‘pointcache only’?,
 we have always found it tries to replace existing geo regardless…

 ** **

 N

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *David Barosin
 *Sent:* Tuesday, 29 January 2013 2:41 AM
 *To:* xsi

 *Subject:* Re: building asset tools

 ** **

 We're currently using alembic from soft to soft here.  Using reference
 models with pre existing envelopes that attach on the fly to our rigs.
 Alembic is basically used for point caching.

 Alembic has also been used here for sharing data between Soft, Max, Maya
 and Houdini quite nicely (cameras, animated geo...)  It has been the most
 robust experience I've had to date compared to FBX or any other data
 format.  The speed can be a little slow if you're also using alembic to
 generated the topology per frame but for point cache only purposes it's
 very nice.


 What are you referring to regarding Maya Alembic?   I haven't heard the
 good side of it.  

 ** **

 On Mon, Jan 28, 2013 at 10:58 AM, Stefan Andersson sander...@gmail.com
 wrote:

 So Maya Alembic wins again...



 

 On Mon, Jan 28, 2013 at 3:31 PM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

 You can't 'out the box', but you could store all the envelope weights and
 static pauses using some Alembic properties. 

 The main problem would be that you would need to interpret those new
 properties in every DCCs alembic plugin too...

 ** **

 So, in short the answer is no :).

 ** **

 Guillaume

 ** **

 ** **

 On Mon, Jan 28, 2013 at 9:07 AM, Stefan Andersson sander...@gmail.com
 wrote:

 Does anyone here on the list knows if you can envelope an alembic file?

 regards
 stefan



 

 On Mon, Jan 28, 2013 at 2:22 PM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

  As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects. 

 ** **

 Hierarchies can be saved using Alembic too. It is a format to bake scenes
 after all :).

 ** **

 FBX advantages are that you don't bake the meshes as they keeps their
 envelope and use the DCC specific code to do the skinning. It can be very
 useful if you do the skinning in a package and the rigging in an other one.
 

 But for every validated assets, I won't use such format as you can't be
 sure your animation will be the same at the end of the pipeline. The
 optimized point cache approach of Alembic is much better.

 ** **

 Cheers,

 ** **

 Guillaume Laforge

 ** **

 On Mon, Jan 28, 2013 at 4:15 AM, Michal Doniec doni...@gmail.com wrote:*
 ***

 *I would say, the most important is to make the right difference between
 the asset and the file on disk.*

 *The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on dis*k.

 I can only second that. The most common design mistake I see in data/asset
 management systems is treating files on disk as the higest level assets.
 Having a higher abstraction level (*asset is just a concept*) from the
 beginning is really beneficial in many cases, including the one pointed out
 by Jo and will for sure lead to much simpler code. If you decide to treat
 ordinary disk files as assets, I can guarantee you will end up with a layer
 of super assets or asset collections, packages (call it what you want)
 sooner or later.

 As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects. The format has a future, is expandable, but be prepared to deal
 with some oddities and bugs from time to time.

 At my previous place, all pipeline was mostly fbx based for rigs and
 similar.

 Cache format, Alembic is imo the best choice.

 ** **

 On 27 January 2013 20:39, jo benayoun jobenay...@gmail.com wrote:

 hey Stefan

 I would say, the most important is to make the right difference between
 the asset and the file on disk.

 The asset is just a concept, often just

Re: building asset tools

2013-01-28 Thread Michal Doniec
*I would say, the most important is to make the right difference between
the asset and the file on disk.*
*The asset is just a concept, often just an entry in whatever storage unit
you choose with metadatas and bind to a file on dis*k.

I can only second that. The most common design mistake I see in data/asset
management systems is treating files on disk as the higest level assets.
Having a higher abstraction level (*asset is just a concept*) from the
beginning is really beneficial in many cases, including the one pointed out
by Jo and will for sure lead to much simpler code. If you decide to treat
ordinary disk files as assets, I can guarantee you will end up with a layer
of super assets or asset collections, packages (call it what you want)
sooner or later.

As far as technicalities go, I'd go for FBX for storing hierarchies of
objects. The format has a future, is expandable, but be prepared to deal
with some oddities and bugs from time to time.
At my previous place, all pipeline was mostly fbx based for rigs and
similar.
Cache format, Alembic is imo the best choice.


On 27 January 2013 20:39, jo benayoun jobenay...@gmail.com wrote:

 hey Stefan
 I would say, the most important is to make the right difference between
 the asset and the file on disk.
 The asset is just a concept, often just an entry in whatever storage unit
 you choose with metadatas and bind to a file on disk.
 So to keep things simple, why not considering your asset as a zip archive
 on disk, in which you may use different file formats to store datas
 depending on the type of the asset and the
 application it's most often used in.  Bundled with the archive, add it a
 json/xml/whatever file used to store the metadatas (creator, ctime,
 asset-type, ...)
 It becomes easy then when an asset is wanted to retrieve the adequat file
 (if exists) or run a converter (if needed).   This allows you to keep
 application-specific file formats while not having trade-offs on their
 re-use in others by abstracting.  Your asset manager don't know about the
 files but only about assets.
 Dont bother with file formats but make your asset manager enough solid to
 handle whatever is used underneath to store datas.
 --jon




 2013/1/27 Stefan Andersson sander...@gmail.com

 Hello everyone,

 I'm building a set of tools for a asset manager for Softimage. I've had
 it working in Maya for a while, but I'm now converting it and re-writing it
 to fit Softimage. I'm quite tempted to use Collada as it's a xml format and
 pretty easy to work with. But I would like to hear what everyone else is
 using? I *need* to be able to export it as collada or fbx for the model
 assets so that it can be imported into other applications. The Rig/Sim
 assets will be native emdl as they are only going to be used in softimage
 (though I have my issues there too...).

 A few things my exporter is doing are

 * exporting MatLib with all materials
 * exporting ColladaXML
 * exporting/converting images to exr (via OIIO)
 * parse MatLib and fix the filepaths for the textures (pointing at asset
 location)


 Big plus for using Collada
 * will work with most applications
 * can be used in Softimage as Reference
 * xml based

 Big plus for FBX
 * will work with most applications

 Big Minus for FBX
 * can NOT be used in Softimage as Reference
 * not a xml format (need to make your own parser)

 Big Minus for dotXSI
 * tends to crash other applications when importing dotXSI

 Big Minus for emdl
 * binary, impossible to edit

 So all of the above points towards Collada, but what do you guys think?
 Any takers?

 regards
 stefan


 --
 *Stefan Andersson | Digital Janitor*
 blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d| cell:
 +46-73-6268850 | skype:sanders3d






-- 
--
Michal
http://uk.linkedin.com/in/mdoniec


Re: building asset tools

2013-01-28 Thread Guillaume Laforge
 As far as technicalities go, I'd go for FBX for storing hierarchies of
objects.

Hierarchies can be saved using Alembic too. It is a format to bake scenes
after all :).

FBX advantages are that you don't bake the meshes as they keeps their
envelope and use the DCC specific code to do the skinning. It can be very
useful if you do the skinning in a package and the rigging in an other one.
But for every validated assets, I won't use such format as you can't be
sure your animation will be the same at the end of the pipeline. The
optimized point cache approach of Alembic is much better.

Cheers,

Guillaume Laforge

On Mon, Jan 28, 2013 at 4:15 AM, Michal Doniec doni...@gmail.com wrote:

 *I would say, the most important is to make the right difference between
 the asset and the file on disk.*
 *The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on dis*k.

 I can only second that. The most common design mistake I see in data/asset
 management systems is treating files on disk as the higest level assets.
 Having a higher abstraction level (*asset is just a concept*) from the
 beginning is really beneficial in many cases, including the one pointed out
 by Jo and will for sure lead to much simpler code. If you decide to treat
 ordinary disk files as assets, I can guarantee you will end up with a layer
 of super assets or asset collections, packages (call it what you want)
 sooner or later.

 As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects. The format has a future, is expandable, but be prepared to deal
 with some oddities and bugs from time to time.
 At my previous place, all pipeline was mostly fbx based for rigs and
 similar.
 Cache format, Alembic is imo the best choice.


 On 27 January 2013 20:39, jo benayoun jobenay...@gmail.com wrote:

 hey Stefan
 I would say, the most important is to make the right difference between
 the asset and the file on disk.
 The asset is just a concept, often just an entry in whatever storage unit
 you choose with metadatas and bind to a file on disk.
 So to keep things simple, why not considering your asset as a zip archive
 on disk, in which you may use different file formats to store datas
 depending on the type of the asset and the
 application it's most often used in.  Bundled with the archive, add it a
 json/xml/whatever file used to store the metadatas (creator, ctime,
 asset-type, ...)
 It becomes easy then when an asset is wanted to retrieve the adequat file
 (if exists) or run a converter (if needed).   This allows you to keep
 application-specific file formats while not having trade-offs on their
 re-use in others by abstracting.  Your asset manager don't know about the
 files but only about assets.
 Dont bother with file formats but make your asset manager enough solid to
 handle whatever is used underneath to store datas.
 --jon




 2013/1/27 Stefan Andersson sander...@gmail.com

 Hello everyone,

 I'm building a set of tools for a asset manager for Softimage. I've had
 it working in Maya for a while, but I'm now converting it and re-writing it
 to fit Softimage. I'm quite tempted to use Collada as it's a xml format and
 pretty easy to work with. But I would like to hear what everyone else is
 using? I *need* to be able to export it as collada or fbx for the model
 assets so that it can be imported into other applications. The Rig/Sim
 assets will be native emdl as they are only going to be used in softimage
 (though I have my issues there too...).

 A few things my exporter is doing are

 * exporting MatLib with all materials
 * exporting ColladaXML
 * exporting/converting images to exr (via OIIO)
 * parse MatLib and fix the filepaths for the textures (pointing at asset
 location)


 Big plus for using Collada
 * will work with most applications
 * can be used in Softimage as Reference
 * xml based

 Big plus for FBX
 * will work with most applications

 Big Minus for FBX
 * can NOT be used in Softimage as Reference
 * not a xml format (need to make your own parser)

 Big Minus for dotXSI
 * tends to crash other applications when importing dotXSI

 Big Minus for emdl
 * binary, impossible to edit

 So all of the above points towards Collada, but what do you guys think?
 Any takers?

 regards
 stefan


 --
 *Stefan Andersson | Digital Janitor*
 blog http://sanders3d.wordpress.com | 
 showreelhttp://vimeo.com/sanders3d|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d| cell:
 +46-73-6268850 | skype:sanders3d






 --
 --
 Michal
 http://uk.linkedin.com/in/mdoniec



Re: building asset tools

2013-01-28 Thread Stefan Andersson
Does anyone here on the list knows if you can envelope an alembic file?

regards
stefan


On Mon, Jan 28, 2013 at 2:22 PM, Guillaume Laforge 
guillaume.laforge...@gmail.com wrote:

  As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects.

 Hierarchies can be saved using Alembic too. It is a format to bake scenes
 after all :).

 FBX advantages are that you don't bake the meshes as they keeps their
 envelope and use the DCC specific code to do the skinning. It can be very
 useful if you do the skinning in a package and the rigging in an other one.
 But for every validated assets, I won't use such format as you can't be
 sure your animation will be the same at the end of the pipeline. The
 optimized point cache approach of Alembic is much better.

 Cheers,

 Guillaume Laforge


 On Mon, Jan 28, 2013 at 4:15 AM, Michal Doniec doni...@gmail.com wrote:

 *I would say, the most important is to make the right difference
 between the asset and the file on disk.*
 *The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on dis*k.

 I can only second that. The most common design mistake I see in
 data/asset management systems is treating files on disk as the higest level
 assets. Having a higher abstraction level (*asset is just a concept*)
 from the beginning is really beneficial in many cases, including the one
 pointed out by Jo and will for sure lead to much simpler code. If you
 decide to treat ordinary disk files as assets, I can guarantee you will end
 up with a layer of super assets or asset collections, packages (call it
 what you want) sooner or later.

 As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects. The format has a future, is expandable, but be prepared to deal
 with some oddities and bugs from time to time.
 At my previous place, all pipeline was mostly fbx based for rigs and
 similar.
 Cache format, Alembic is imo the best choice.


 On 27 January 2013 20:39, jo benayoun jobenay...@gmail.com wrote:

 hey Stefan
 I would say, the most important is to make the right difference between
 the asset and the file on disk.
 The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on disk.
 So to keep things simple, why not considering your asset as a zip
 archive on disk, in which you may use different file formats to store datas
 depending on the type of the asset and the
 application it's most often used in.  Bundled with the archive, add it a
 json/xml/whatever file used to store the metadatas (creator, ctime,
 asset-type, ...)
 It becomes easy then when an asset is wanted to retrieve the adequat
 file (if exists) or run a converter (if needed).   This allows you to keep
 application-specific file formats while not having trade-offs on their
 re-use in others by abstracting.  Your asset manager don't know about the
 files but only about assets.
 Dont bother with file formats but make your asset manager enough solid
 to handle whatever is used underneath to store datas.
 --jon




 2013/1/27 Stefan Andersson sander...@gmail.com

 Hello everyone,

 I'm building a set of tools for a asset manager for Softimage. I've had
 it working in Maya for a while, but I'm now converting it and re-writing it
 to fit Softimage. I'm quite tempted to use Collada as it's a xml format and
 pretty easy to work with. But I would like to hear what everyone else is
 using? I *need* to be able to export it as collada or fbx for the
 model assets so that it can be imported into other applications. The
 Rig/Sim assets will be native emdl as they are only going to be used in
 softimage (though I have my issues there too...).

 A few things my exporter is doing are

 * exporting MatLib with all materials
 * exporting ColladaXML
 * exporting/converting images to exr (via OIIO)
 * parse MatLib and fix the filepaths for the textures (pointing at
 asset location)


 Big plus for using Collada
 * will work with most applications
 * can be used in Softimage as Reference
 * xml based

 Big plus for FBX
 * will work with most applications

 Big Minus for FBX
 * can NOT be used in Softimage as Reference
 * not a xml format (need to make your own parser)

 Big Minus for dotXSI
 * tends to crash other applications when importing dotXSI

 Big Minus for emdl
 * binary, impossible to edit

 So all of the above points towards Collada, but what do you guys think?
 Any takers?

 regards
 stefan


 --
 *Stefan Andersson | Digital Janitor*
 blog http://sanders3d.wordpress.com | 
 showreelhttp://vimeo.com/sanders3d|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d| cell:
 +46-73-6268850 | skype:sanders3d






 --
 --
 Michal
 http://uk.linkedin.com/in/mdoniec





-- 
*Stefan Andersson | Digital Janitor*
blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d|
twitter http://twitter.com/sanders3d |

Re: building asset tools

2013-01-28 Thread Guillaume Laforge
You can't 'out the box', but you could store all the envelope weights and
static pauses using some Alembic properties.
The main problem would be that you would need to interpret those new
properties in every DCCs alembic plugin too...

So, in short the answer is no :).

Guillaume


On Mon, Jan 28, 2013 at 9:07 AM, Stefan Andersson sander...@gmail.comwrote:

 Does anyone here on the list knows if you can envelope an alembic file?

 regards
 stefan



 On Mon, Jan 28, 2013 at 2:22 PM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

  As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects.

 Hierarchies can be saved using Alembic too. It is a format to bake scenes
 after all :).

 FBX advantages are that you don't bake the meshes as they keeps their
 envelope and use the DCC specific code to do the skinning. It can be very
 useful if you do the skinning in a package and the rigging in an other one.
 But for every validated assets, I won't use such format as you can't be
 sure your animation will be the same at the end of the pipeline. The
 optimized point cache approach of Alembic is much better.

 Cheers,

 Guillaume Laforge


 On Mon, Jan 28, 2013 at 4:15 AM, Michal Doniec doni...@gmail.com wrote:

 *I would say, the most important is to make the right difference
 between the asset and the file on disk.*
 *The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on dis*k.

 I can only second that. The most common design mistake I see in
 data/asset management systems is treating files on disk as the higest level
 assets. Having a higher abstraction level (*asset is just a concept*)
 from the beginning is really beneficial in many cases, including the one
 pointed out by Jo and will for sure lead to much simpler code. If you
 decide to treat ordinary disk files as assets, I can guarantee you will end
 up with a layer of super assets or asset collections, packages (call it
 what you want) sooner or later.

 As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects. The format has a future, is expandable, but be prepared to deal
 with some oddities and bugs from time to time.
 At my previous place, all pipeline was mostly fbx based for rigs and
 similar.
 Cache format, Alembic is imo the best choice.


 On 27 January 2013 20:39, jo benayoun jobenay...@gmail.com wrote:

 hey Stefan
 I would say, the most important is to make the right difference between
 the asset and the file on disk.
 The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on disk.
 So to keep things simple, why not considering your asset as a zip
 archive on disk, in which you may use different file formats to store datas
 depending on the type of the asset and the
 application it's most often used in.  Bundled with the archive, add it
 a json/xml/whatever file used to store the metadatas (creator, ctime,
 asset-type, ...)
 It becomes easy then when an asset is wanted to retrieve the adequat
 file (if exists) or run a converter (if needed).   This allows you to keep
 application-specific file formats while not having trade-offs on their
 re-use in others by abstracting.  Your asset manager don't know about the
 files but only about assets.
 Dont bother with file formats but make your asset manager enough solid
 to handle whatever is used underneath to store datas.
 --jon




 2013/1/27 Stefan Andersson sander...@gmail.com

 Hello everyone,

 I'm building a set of tools for a asset manager for Softimage. I've
 had it working in Maya for a while, but I'm now converting it and
 re-writing it to fit Softimage. I'm quite tempted to use Collada as it's a
 xml format and pretty easy to work with. But I would like to hear what
 everyone else is using? I *need* to be able to export it as collada
 or fbx for the model assets so that it can be imported into other
 applications. The Rig/Sim assets will be native emdl as they are only 
 going
 to be used in softimage (though I have my issues there too...).

 A few things my exporter is doing are

 * exporting MatLib with all materials
 * exporting ColladaXML
 * exporting/converting images to exr (via OIIO)
 * parse MatLib and fix the filepaths for the textures (pointing at
 asset location)


 Big plus for using Collada
 * will work with most applications
 * can be used in Softimage as Reference
 * xml based

 Big plus for FBX
 * will work with most applications

 Big Minus for FBX
 * can NOT be used in Softimage as Reference
 * not a xml format (need to make your own parser)

 Big Minus for dotXSI
 * tends to crash other applications when importing dotXSI

 Big Minus for emdl
 * binary, impossible to edit

 So all of the above points towards Collada, but what do you guys
 think? Any takers?

 regards
 stefan


 --
 *Stefan Andersson | Digital Janitor*
 blog http://sanders3d.wordpress.com | 
 

Re: building asset tools

2013-01-28 Thread Ciaran Moloney
I suppose you could probably attach custom float and string data to the
Alembic geometry description. But you'd then need to do some work to tell
the DCC to rebuild an envelope from that.



On Mon, Jan 28, 2013 at 2:07 PM, Stefan Andersson sander...@gmail.comwrote:

 Does anyone here on the list knows if you can envelope an alembic file?

 regards
 stefan



 On Mon, Jan 28, 2013 at 2:22 PM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

  As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects.

 Hierarchies can be saved using Alembic too. It is a format to bake scenes
 after all :).

 FBX advantages are that you don't bake the meshes as they keeps their
 envelope and use the DCC specific code to do the skinning. It can be very
 useful if you do the skinning in a package and the rigging in an other one.
 But for every validated assets, I won't use such format as you can't be
 sure your animation will be the same at the end of the pipeline. The
 optimized point cache approach of Alembic is much better.

 Cheers,

 Guillaume Laforge


 On Mon, Jan 28, 2013 at 4:15 AM, Michal Doniec doni...@gmail.com wrote:

 *I would say, the most important is to make the right difference
 between the asset and the file on disk.*
 *The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on dis*k.

 I can only second that. The most common design mistake I see in
 data/asset management systems is treating files on disk as the higest level
 assets. Having a higher abstraction level (*asset is just a concept*)
 from the beginning is really beneficial in many cases, including the one
 pointed out by Jo and will for sure lead to much simpler code. If you
 decide to treat ordinary disk files as assets, I can guarantee you will end
 up with a layer of super assets or asset collections, packages (call it
 what you want) sooner or later.

 As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects. The format has a future, is expandable, but be prepared to deal
 with some oddities and bugs from time to time.
 At my previous place, all pipeline was mostly fbx based for rigs and
 similar.
 Cache format, Alembic is imo the best choice.


 On 27 January 2013 20:39, jo benayoun jobenay...@gmail.com wrote:

 hey Stefan
 I would say, the most important is to make the right difference between
 the asset and the file on disk.
 The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on disk.
 So to keep things simple, why not considering your asset as a zip
 archive on disk, in which you may use different file formats to store datas
 depending on the type of the asset and the
 application it's most often used in.  Bundled with the archive, add it
 a json/xml/whatever file used to store the metadatas (creator, ctime,
 asset-type, ...)
 It becomes easy then when an asset is wanted to retrieve the adequat
 file (if exists) or run a converter (if needed).   This allows you to keep
 application-specific file formats while not having trade-offs on their
 re-use in others by abstracting.  Your asset manager don't know about the
 files but only about assets.
 Dont bother with file formats but make your asset manager enough solid
 to handle whatever is used underneath to store datas.
 --jon




 2013/1/27 Stefan Andersson sander...@gmail.com

 Hello everyone,

 I'm building a set of tools for a asset manager for Softimage. I've
 had it working in Maya for a while, but I'm now converting it and
 re-writing it to fit Softimage. I'm quite tempted to use Collada as it's a
 xml format and pretty easy to work with. But I would like to hear what
 everyone else is using? I *need* to be able to export it as collada
 or fbx for the model assets so that it can be imported into other
 applications. The Rig/Sim assets will be native emdl as they are only 
 going
 to be used in softimage (though I have my issues there too...).

 A few things my exporter is doing are

 * exporting MatLib with all materials
 * exporting ColladaXML
 * exporting/converting images to exr (via OIIO)
 * parse MatLib and fix the filepaths for the textures (pointing at
 asset location)


 Big plus for using Collada
 * will work with most applications
 * can be used in Softimage as Reference
 * xml based

 Big plus for FBX
 * will work with most applications

 Big Minus for FBX
 * can NOT be used in Softimage as Reference
 * not a xml format (need to make your own parser)

 Big Minus for dotXSI
 * tends to crash other applications when importing dotXSI

 Big Minus for emdl
 * binary, impossible to edit

 So all of the above points towards Collada, but what do you guys
 think? Any takers?

 regards
 stefan


 --
 *Stefan Andersson | Digital Janitor*
 blog http://sanders3d.wordpress.com | 
 showreelhttp://vimeo.com/sanders3d|
 twitter http://twitter.com/sanders3d | 
 

Re: building asset tools

2013-01-28 Thread Eric Turman
a static pause could be technically correct though ;)


On Mon, Jan 28, 2013 at 8:32 AM, Guillaume Laforge 
guillaume.laforge...@gmail.com wrote:

  static pauses
 static poses...

 (long time since I did my last character pose I guess)


 On Mon, Jan 28, 2013 at 9:31 AM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

 You can't 'out the box', but you could store all the envelope weights and
 static pauses using some Alembic properties.
 The main problem would be that you would need to interpret those new
 properties in every DCCs alembic plugin too...

 So, in short the answer is no :).

 Guillaume


 On Mon, Jan 28, 2013 at 9:07 AM, Stefan Andersson sander...@gmail.comwrote:

 Does anyone here on the list knows if you can envelope an alembic file?

 regards
 stefan



 On Mon, Jan 28, 2013 at 2:22 PM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

  As far as technicalities go, I'd go for FBX for storing hierarchies
 of objects.

 Hierarchies can be saved using Alembic too. It is a format to bake
 scenes after all :).

 FBX advantages are that you don't bake the meshes as they keeps their
 envelope and use the DCC specific code to do the skinning. It can be very
 useful if you do the skinning in a package and the rigging in an other one.
 But for every validated assets, I won't use such format as you can't be
 sure your animation will be the same at the end of the pipeline. The
 optimized point cache approach of Alembic is much better.

 Cheers,

 Guillaume Laforge


 On Mon, Jan 28, 2013 at 4:15 AM, Michal Doniec doni...@gmail.comwrote:

 *I would say, the most important is to make the right difference
 between the asset and the file on disk.*
 *The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on dis*k.

 I can only second that. The most common design mistake I see in
 data/asset management systems is treating files on disk as the higest 
 level
 assets. Having a higher abstraction level (*asset is just a concept*)
 from the beginning is really beneficial in many cases, including the one
 pointed out by Jo and will for sure lead to much simpler code. If you
 decide to treat ordinary disk files as assets, I can guarantee you will 
 end
 up with a layer of super assets or asset collections, packages (call it
 what you want) sooner or later.

 As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects. The format has a future, is expandable, but be prepared to deal
 with some oddities and bugs from time to time.
 At my previous place, all pipeline was mostly fbx based for rigs and
 similar.
 Cache format, Alembic is imo the best choice.


 On 27 January 2013 20:39, jo benayoun jobenay...@gmail.com wrote:

 hey Stefan
 I would say, the most important is to make the right difference
 between the asset and the file on disk.
 The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on disk.
 So to keep things simple, why not considering your asset as a zip
 archive on disk, in which you may use different file formats to store 
 datas
 depending on the type of the asset and the
 application it's most often used in.  Bundled with the archive, add
 it a json/xml/whatever file used to store the metadatas (creator, ctime,
 asset-type, ...)
 It becomes easy then when an asset is wanted to retrieve the adequat
 file (if exists) or run a converter (if needed).   This allows you to 
 keep
 application-specific file formats while not having trade-offs on their
 re-use in others by abstracting.  Your asset manager don't know about the
 files but only about assets.
 Dont bother with file formats but make your asset manager enough
 solid to handle whatever is used underneath to store datas.
 --jon




 2013/1/27 Stefan Andersson sander...@gmail.com

 Hello everyone,

 I'm building a set of tools for a asset manager for Softimage. I've
 had it working in Maya for a while, but I'm now converting it and
 re-writing it to fit Softimage. I'm quite tempted to use Collada as 
 it's a
 xml format and pretty easy to work with. But I would like to hear what
 everyone else is using? I *need* to be able to export it as collada
 or fbx for the model assets so that it can be imported into other
 applications. The Rig/Sim assets will be native emdl as they are only 
 going
 to be used in softimage (though I have my issues there too...).

 A few things my exporter is doing are

 * exporting MatLib with all materials
 * exporting ColladaXML
 * exporting/converting images to exr (via OIIO)
 * parse MatLib and fix the filepaths for the textures (pointing at
 asset location)


 Big plus for using Collada
 * will work with most applications
 * can be used in Softimage as Reference
 * xml based

 Big plus for FBX
 * will work with most applications

 Big Minus for FBX
 * can NOT be used in Softimage as Reference
 * not a xml format (need to make your own parser)

 Big 

Re: building asset tools

2013-01-28 Thread Guillaume Laforge
:)

On Mon, Jan 28, 2013 at 9:36 AM, Eric Turman i.anima...@gmail.com wrote:

 a static pause could be technically correct though ;)


 On Mon, Jan 28, 2013 at 8:32 AM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

  static pauses
 static poses...

 (long time since I did my last character pose I guess)


 On Mon, Jan 28, 2013 at 9:31 AM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

 You can't 'out the box', but you could store all the envelope weights
 and static pauses using some Alembic properties.
 The main problem would be that you would need to interpret those new
 properties in every DCCs alembic plugin too...

 So, in short the answer is no :).

 Guillaume


 On Mon, Jan 28, 2013 at 9:07 AM, Stefan Andersson 
 sander...@gmail.comwrote:

 Does anyone here on the list knows if you can envelope an alembic file?

 regards
 stefan



 On Mon, Jan 28, 2013 at 2:22 PM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

  As far as technicalities go, I'd go for FBX for storing hierarchies
 of objects.

 Hierarchies can be saved using Alembic too. It is a format to bake
 scenes after all :).

 FBX advantages are that you don't bake the meshes as they keeps
 their envelope and use the DCC specific code to do the skinning. It can be
 very useful if you do the skinning in a package and the rigging in an 
 other
 one.
 But for every validated assets, I won't use such format as you can't
 be sure your animation will be the same at the end of the pipeline. The
 optimized point cache approach of Alembic is much better.

 Cheers,

 Guillaume Laforge


 On Mon, Jan 28, 2013 at 4:15 AM, Michal Doniec doni...@gmail.comwrote:

 *I would say, the most important is to make the right difference
 between the asset and the file on disk.*
 *The asset is just a concept, often just an entry in whatever
 storage unit you choose with metadatas and bind to a file on dis*k.

 I can only second that. The most common design mistake I see in
 data/asset management systems is treating files on disk as the higest 
 level
 assets. Having a higher abstraction level (*asset is just a concept*)
 from the beginning is really beneficial in many cases, including the one
 pointed out by Jo and will for sure lead to much simpler code. If you
 decide to treat ordinary disk files as assets, I can guarantee you will 
 end
 up with a layer of super assets or asset collections, packages (call it
 what you want) sooner or later.

 As far as technicalities go, I'd go for FBX for storing hierarchies
 of objects. The format has a future, is expandable, but be prepared to 
 deal
 with some oddities and bugs from time to time.
 At my previous place, all pipeline was mostly fbx based for rigs and
 similar.
 Cache format, Alembic is imo the best choice.


 On 27 January 2013 20:39, jo benayoun jobenay...@gmail.com wrote:

 hey Stefan
 I would say, the most important is to make the right difference
 between the asset and the file on disk.
 The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on disk.
 So to keep things simple, why not considering your asset as a zip
 archive on disk, in which you may use different file formats to store 
 datas
 depending on the type of the asset and the
 application it's most often used in.  Bundled with the archive, add
 it a json/xml/whatever file used to store the metadatas (creator, ctime,
 asset-type, ...)
 It becomes easy then when an asset is wanted to retrieve the adequat
 file (if exists) or run a converter (if needed).   This allows you to 
 keep
 application-specific file formats while not having trade-offs on their
 re-use in others by abstracting.  Your asset manager don't know about 
 the
 files but only about assets.
 Dont bother with file formats but make your asset manager enough
 solid to handle whatever is used underneath to store datas.
 --jon




 2013/1/27 Stefan Andersson sander...@gmail.com

 Hello everyone,

 I'm building a set of tools for a asset manager for Softimage. I've
 had it working in Maya for a while, but I'm now converting it and
 re-writing it to fit Softimage. I'm quite tempted to use Collada as 
 it's a
 xml format and pretty easy to work with. But I would like to hear what
 everyone else is using? I *need* to be able to export it as
 collada or fbx for the model assets so that it can be imported into 
 other
 applications. The Rig/Sim assets will be native emdl as they are only 
 going
 to be used in softimage (though I have my issues there too...).

 A few things my exporter is doing are

 * exporting MatLib with all materials
 * exporting ColladaXML
 * exporting/converting images to exr (via OIIO)
 * parse MatLib and fix the filepaths for the textures (pointing at
 asset location)


 Big plus for using Collada
 * will work with most applications
 * can be used in Softimage as Reference
 * xml based

 Big plus for FBX
 * will work with most applications

 Big Minus for FBX
 * can 

RE: building asset tools

2013-01-28 Thread Sandy Sutherland
I should imagine it would require some sort of build toolset upon importing of 
the alemic file - which BTW can import the mesh too - it cannot hold the 
skeleton data AFAIK.

When I looked it, or at least the Exorcortex version, it looked really exciting 
in many ways, but we had no budget so I settled for a straight forward MDD + 
emdl setup - we are fully softimage here.

If I was to do it again and had the budget it would be the way to go with a 
toolset for assembly in whatever package.

my R0.02

S.


Sandy Sutherlandmailto:sandy.sutherl...@triggerfish.co.za | Technical 
Supervisor
[http://triggerfish.co.za/en/wp-content/uploads/udf_foundry/images/logo.png] 
http://triggerfish.co.za/en
[http://static.ak.fbcdn.net/rsrc.php/v2/ym/x/lFV-lsMcC_0.png] 
http://www.facebook.com/triggerfishanimation

[https://si0.twimg.com/a/1349296073/images/resources/twitter-bird-white-on-blue.png]
 http://www.twitter.com/triggerfishza

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Stefan Andersson 
[sander...@gmail.com]
Sent: 28 January 2013 16:07
To: softimage@listproc.autodesk.com
Subject: Re: building asset tools

Does anyone here on the list knows if you can envelope an alembic file?

regards
stefan


On Mon, Jan 28, 2013 at 2:22 PM, Guillaume Laforge 
guillaume.laforge...@gmail.commailto:guillaume.laforge...@gmail.com wrote:
 As far as technicalities go, I'd go for FBX for storing hierarchies of 
 objects.

Hierarchies can be saved using Alembic too. It is a format to bake scenes after 
all :).

FBX advantages are that you don't bake the meshes as they keeps their 
envelope and use the DCC specific code to do the skinning. It can be very 
useful if you do the skinning in a package and the rigging in an other one.
But for every validated assets, I won't use such format as you can't be sure 
your animation will be the same at the end of the pipeline. The optimized point 
cache approach of Alembic is much better.

Cheers,

Guillaume Laforge


On Mon, Jan 28, 2013 at 4:15 AM, Michal Doniec 
doni...@gmail.commailto:doni...@gmail.com wrote:
I would say, the most important is to make the right difference between the 
asset and the file on disk.
The asset is just a concept, often just an entry in whatever storage unit you 
choose with metadatas and bind to a file on disk.

I can only second that. The most common design mistake I see in data/asset 
management systems is treating files on disk as the higest level assets. Having 
a higher abstraction level (asset is just a concept) from the beginning is 
really beneficial in many cases, including the one pointed out by Jo and will 
for sure lead to much simpler code. If you decide to treat ordinary disk files 
as assets, I can guarantee you will end up with a layer of super assets or 
asset collections, packages (call it what you want) sooner or later.

As far as technicalities go, I'd go for FBX for storing hierarchies of objects. 
The format has a future, is expandable, but be prepared to deal with some 
oddities and bugs from time to time.
At my previous place, all pipeline was mostly fbx based for rigs and similar.
Cache format, Alembic is imo the best choice.


On 27 January 2013 20:39, jo benayoun 
jobenay...@gmail.commailto:jobenay...@gmail.com wrote:
hey Stefan
I would say, the most important is to make the right difference between the 
asset and the file on disk.
The asset is just a concept, often just an entry in whatever storage unit you 
choose with metadatas and bind to a file on disk.
So to keep things simple, why not considering your asset as a zip archive on 
disk, in which you may use different file formats to store datas depending on 
the type of the asset and the
application it's most often used in.  Bundled with the archive, add it a 
json/xml/whatever file used to store the metadatas (creator, ctime, asset-type, 
...)
It becomes easy then when an asset is wanted to retrieve the adequat file (if 
exists) or run a converter (if needed).   This allows you to keep 
application-specific file formats while not having trade-offs on their re-use 
in others by abstracting.  Your asset manager don't know about the files but 
only about assets.
Dont bother with file formats but make your asset manager enough solid to 
handle whatever is used underneath to store datas.
--jon




2013/1/27 Stefan Andersson sander...@gmail.commailto:sander...@gmail.com
Hello everyone,

I'm building a set of tools for a asset manager for Softimage. I've had it 
working in Maya for a while, but I'm now converting it and re-writing it to fit 
Softimage. I'm quite tempted to use Collada as it's a xml format and pretty 
easy to work with. But I would like to hear what everyone else is using? I need 
to be able to export it as collada or fbx for the model assets so that it can 
be imported into other applications. The Rig/Sim assets will be native emdl as 
they are only going to be used in softimage

Re: building asset tools

2013-01-28 Thread David Barosin
We're currently using alembic from soft to soft here.  Using reference
models with pre existing envelopes that attach on the fly to our rigs.
Alembic is basically used for point caching.

Alembic has also been used here for sharing data between Soft, Max, Maya
and Houdini quite nicely (cameras, animated geo...)  It has been the most
robust experience I've had to date compared to FBX or any other data
format.  The speed can be a little slow if you're also using alembic to
generated the topology per frame but for point cache only purposes it's
very nice.


What are you referring to regarding Maya Alembic?   I haven't heard the
good side of it.


On Mon, Jan 28, 2013 at 10:58 AM, Stefan Andersson sander...@gmail.comwrote:

 So Maya Alembic wins again...



 On Mon, Jan 28, 2013 at 3:31 PM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

 You can't 'out the box', but you could store all the envelope weights and
 static pauses using some Alembic properties.
 The main problem would be that you would need to interpret those new
 properties in every DCCs alembic plugin too...

 So, in short the answer is no :).

 Guillaume


 On Mon, Jan 28, 2013 at 9:07 AM, Stefan Andersson sander...@gmail.comwrote:

 Does anyone here on the list knows if you can envelope an alembic file?

 regards
 stefan



 On Mon, Jan 28, 2013 at 2:22 PM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

  As far as technicalities go, I'd go for FBX for storing hierarchies
 of objects.

 Hierarchies can be saved using Alembic too. It is a format to bake
 scenes after all :).

 FBX advantages are that you don't bake the meshes as they keeps their
 envelope and use the DCC specific code to do the skinning. It can be very
 useful if you do the skinning in a package and the rigging in an other one.
 But for every validated assets, I won't use such format as you can't be
 sure your animation will be the same at the end of the pipeline. The
 optimized point cache approach of Alembic is much better.

 Cheers,

 Guillaume Laforge


 On Mon, Jan 28, 2013 at 4:15 AM, Michal Doniec doni...@gmail.comwrote:

 *I would say, the most important is to make the right difference
 between the asset and the file on disk.*
 *The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on dis*k.

 I can only second that. The most common design mistake I see in
 data/asset management systems is treating files on disk as the higest 
 level
 assets. Having a higher abstraction level (*asset is just a concept*)
 from the beginning is really beneficial in many cases, including the one
 pointed out by Jo and will for sure lead to much simpler code. If you
 decide to treat ordinary disk files as assets, I can guarantee you will 
 end
 up with a layer of super assets or asset collections, packages (call it
 what you want) sooner or later.

 As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects. The format has a future, is expandable, but be prepared to deal
 with some oddities and bugs from time to time.
 At my previous place, all pipeline was mostly fbx based for rigs and
 similar.
 Cache format, Alembic is imo the best choice.


 On 27 January 2013 20:39, jo benayoun jobenay...@gmail.com wrote:

 hey Stefan
 I would say, the most important is to make the right difference
 between the asset and the file on disk.
 The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on disk.
 So to keep things simple, why not considering your asset as a zip
 archive on disk, in which you may use different file formats to store 
 datas
 depending on the type of the asset and the
 application it's most often used in.  Bundled with the archive, add
 it a json/xml/whatever file used to store the metadatas (creator, ctime,
 asset-type, ...)
 It becomes easy then when an asset is wanted to retrieve the adequat
 file (if exists) or run a converter (if needed).   This allows you to 
 keep
 application-specific file formats while not having trade-offs on their
 re-use in others by abstracting.  Your asset manager don't know about the
 files but only about assets.
 Dont bother with file formats but make your asset manager enough
 solid to handle whatever is used underneath to store datas.
 --jon




 2013/1/27 Stefan Andersson sander...@gmail.com

 Hello everyone,

 I'm building a set of tools for a asset manager for Softimage. I've
 had it working in Maya for a while, but I'm now converting it and
 re-writing it to fit Softimage. I'm quite tempted to use Collada as 
 it's a
 xml format and pretty easy to work with. But I would like to hear what
 everyone else is using? I *need* to be able to export it as collada
 or fbx for the model assets so that it can be imported into other
 applications. The Rig/Sim assets will be native emdl as they are only 
 going
 to be used in softimage (though I have my issues there too...).

 A few 

Re: building asset tools

2013-01-27 Thread jo benayoun
hey Stefan
I would say, the most important is to make the right difference between the
asset and the file on disk.
The asset is just a concept, often just an entry in whatever storage unit
you choose with metadatas and bind to a file on disk.
So to keep things simple, why not considering your asset as a zip archive
on disk, in which you may use different file formats to store datas
depending on the type of the asset and the
application it's most often used in.  Bundled with the archive, add it a
json/xml/whatever file used to store the metadatas (creator, ctime,
asset-type, ...)
It becomes easy then when an asset is wanted to retrieve the adequat file
(if exists) or run a converter (if needed).   This allows you to keep
application-specific file formats while not having trade-offs on their
re-use in others by abstracting.  Your asset manager don't know about the
files but only about assets.
Dont bother with file formats but make your asset manager enough solid to
handle whatever is used underneath to store datas.
--jon




2013/1/27 Stefan Andersson sander...@gmail.com

 Hello everyone,

 I'm building a set of tools for a asset manager for Softimage. I've had it
 working in Maya for a while, but I'm now converting it and re-writing it to
 fit Softimage. I'm quite tempted to use Collada as it's a xml format and
 pretty easy to work with. But I would like to hear what everyone else is
 using? I *need* to be able to export it as collada or fbx for the model
 assets so that it can be imported into other applications. The Rig/Sim
 assets will be native emdl as they are only going to be used in softimage
 (though I have my issues there too...).

 A few things my exporter is doing are

 * exporting MatLib with all materials
 * exporting ColladaXML
 * exporting/converting images to exr (via OIIO)
 * parse MatLib and fix the filepaths for the textures (pointing at asset
 location)


 Big plus for using Collada
 * will work with most applications
 * can be used in Softimage as Reference
 * xml based

 Big plus for FBX
 * will work with most applications

 Big Minus for FBX
 * can NOT be used in Softimage as Reference
 * not a xml format (need to make your own parser)

 Big Minus for dotXSI
 * tends to crash other applications when importing dotXSI

 Big Minus for emdl
 * binary, impossible to edit

 So all of the above points towards Collada, but what do you guys think?
 Any takers?

 regards
 stefan


 --
 *Stefan Andersson | Digital Janitor*
 blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d| cell: +46-73-6268850 | 
 skype:sanders3d