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> | >>>> showreel<http://vimeo.com/sanders3d>| >>>> twitter <http://twitter.com/sanders3d> | >>>> LinkedIn<http://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> | showreel<http://vimeo.com/sanders3d>| twitter <http://twitter.com/sanders3d> | LinkedIn<http://www.linkedin.com/in/sanders3d>| cell: +46-73-6268850 | skype:sanders3d