Re: ICE - When will we have todays functionality in Maya?

2014-03-23 Thread Aleksa Orlov
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/
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  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

2014-03-22 Thread Aleksa Orlov
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

2014-03-22 Thread Aleksa Orlov
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?