Re: ICE - When will we have todays functionality in Maya?
Or, to put it more bluntly, we already waited and invested those 5 years. It is now expected to do it all over again. *Cui bono*? On Sun, Mar 23, 2014 at 5:22 PM, Jordi Bares jordiba...@gmail.com wrote: Adrian, we are talking years (5?) of development here to get a full solid stable platform... don't you think it is quite a lot to ask to someone that already has almost all of that? Jordi Bares jordiba...@gmail.com On 21 Mar 2014, at 17:41, Adrian Graham adrian.gra...@autodesk.com wrote: Look, I can't comment exactly on where we're going with Bifrost, this is where I run into all sorts of SEC limitations and stuff. I could defer to ChrisV to answer those questions in a more official manner. Rest assured we're aware that ICE is more than just FX, more than particles and simulation, that it's a complete procedural workflow involving all kinds of data, throughout the package. Adrian From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastian Kowalski Sent: Friday, March 21, 2014 10:38 AM To: softimage@listproc.autodesk.com Subject: Re: ICE - When will we have todays functionality in Maya? thats is my concern too. as much as I embrace a decoupling from maya, its how ICE is capable to talk to different scene elements that makes it so powerful. managing data until the very least work process at render time. and we are in full control. as beautiful big ass fluid sims look, its not what we day for day. please have a look on the 'what uses is ICE?' thread ( https://groups.google.com/forum/#!topic/xsi_list/7aGyes8lBQE) thanks Am 21.03.2014 um 18:29 schrieb Alastair Hearsum hear...@glassworks.co.ukmailto:hear...@glassworks.co.uk: Hi Adrian I'm no egg head so forgive the simplicity of my question. Would this platform agnostic scenario actively prevent any of the procedures and scenarios that we currently use ICE for? Is ICE so functional because its embedded in Softimage? Can we have the same functionality with a non embedded engine? Alastair Alastair Hearsum Head of 3d [GLASSWORKS] 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 glassworks.co.ukhttp://www.glassworks.co.uk/ Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk http://glassworks.co.uk/ (Company registered in England with number 04759979. Registered office 25 Harley Street, London, W1G 9BR. VAT registration number: 86729) Please consider the environment before you print this email. DISCLAIMER: This e-mail and attachments are strictly privileged, private and confidential and are intended solely for the stated recipient(s). Any views or opinions presented are solely those of the author and do not necessarily represent those of the Company. If you are not the intended recipient, be advised that you have received this e-mail in error and that any use, dissemination, forwarding, printing, or copying of this e-mail is strictly prohibited. If this transmission is received in error please kindly return it to the sender and delete this message from your system. On 21/03/2014 16:53, Adrian Graham wrote: Ah, but may I respectfully point out that this was one of the problems with ICE, in that its complete and total integration into Softimage makes it difficult to engineer and manage, from a software and, unfortunately, a marketing point of view. Most modern software libraries are platform-agnostic, and this is what we're aiming for with Bifrost. The problem with ICE is that you had to use Softimage in order to gain access to it. Nothing against Softimage, just that you're limiting ICE's exposure to the industry at large. Would a renderer be more or less popular if it only worked with Maya, and not with Max or Houdini? No, it should be available on all applications, on all OSs if you want it to be successful. Adrian winmail.dat
Non-destructive non-linearity
I don't like long-winded emotional eulogies. In the light of things, they are a waste of time. I'm trying to figure out in what shape those two abominations are now. I was watching this video https://vimeo.com/88391123 and although it was impressive, one moment in particular pierced right through my ears and exploded in my head. At around 20 minute mark he says: We had a bunch of UV errors, the shaders were wrong, so the night before delivery, i had to reconstruct the entire shot from scratch. Now, I remember a situation we had when a fully rigged, fully animated character in maya had to have some light modifications done to his topology and UV's replaced. It. Was. Hell. I don't know how we solved it. I think a person got involved, black magic was used, i clearly remember a goat missing, etc. Granted, this was long time ago - 2007ish i think. But for all its faults, i never recall a moment when i had to get up from XSI and flat out smash my head with a brick. I dread what lies ahead because non-destructiveness is a really low level paradigm. I don't feel the two alternatives we are being pushed into have the flexibility we got accustomed to. Am i wrong about this?
Re: Non-destructive non-linearity
I sometimes think we, as an industry, are just a bunch of masochists. Even the guy on the video says he was stressed, sleep deprived but it's OK because he got to do it all by himself. How on earth is that ok? It's ok when you're doing some personal work, when a project is a journey as they say. It can't be ok when there are people depending on you delivering tomorrow morning! I do not detest hard work. I detest surprises. On Sat, Mar 22, 2014 at 1:56 PM, olivier jeannel olivier.jean...@noos.frwrote: That's very hard to explain to people that are not in it. Every one will say, go Max, go Maya that's where the job is. But what about the pleasure of cleverness ? Using a complex progam, making things talking to each others, building rules... Ahhh Xsi :) Le 22/03/2014 13:46, Jordi Bares a écrit : You are right, that has been pretty much my experience in every Maya project I have ever embarked on, Simon the ogre wasted so much time because Maya rigging issues it was unbelievable. Unless some sort of miracle I don't see any future with Maya or Max so effectively I am even more committed to finding better approaches to modelling and animation. It's a great opportunity too do let's see Jb Max is out of the question, so there is no option under AD roof. Sent from my iPhone On 22 Mar 2014, at 11:52, Aleksa Orlov aleksaor...@gmail.com wrote: I don't like long-winded emotional eulogies. In the light of things, they are a waste of time. I'm trying to figure out in what shape those two abominations are now. I was watching this video https://vimeo.com/88391123 and although it was impressive, one moment in particular pierced right through my ears and exploded in my head. At around 20 minute mark he says: We had a bunch of UV errors, the shaders were wrong, so the night before delivery, i had to reconstruct the entire shot from scratch. Now, I remember a situation we had when a fully rigged, fully animated character in maya had to have some light modifications done to his topology and UV's replaced. It. Was. Hell. I don't know how we solved it. I think a person got involved, black magic was used, i clearly remember a goat missing, etc. Granted, this was long time ago - 2007ish i think. But for all its faults, i never recall a moment when i had to get up from XSI and flat out smash my head with a brick. I dread what lies ahead because non-destructiveness is a really low level paradigm. I don't feel the two alternatives we are being pushed into have the flexibility we got accustomed to. Am i wrong about this?