Re: A way forward - We are kingmakers.

2014-03-05 Thread Stefan Kubicek
This is exactly what I am thinking for years now: 3D software out of the  
hands of large corporations.
All the legal problems that come with public companies (not being able to  
talk freely about future developments at any time for example, safe harbor  
blah) is just to much of a problem for a product that highly depends on  
the input of it's users and proper communication, let alone looming  
bankruptcy in financially difficult times, let alone in times of bad  
management decisions, and combinations thereof. Blender can never go  
bankrupt! That DATEV example is particularly nice since buyers of the  
software automatically become owners of the company, not just the product  
or license.

Some thoughts:
It would be cool if subscribes could actively contribute to the  
development through feature requests and/or code contributions, and  
everybody gets access to daily builds. Through regular code contributions  
members could get developer status, freeing them from having to pay a  
member fee.
It could be legally challenging to get that business model established on  
an international level though, not sure how the Genossenschaft  
translates to the US and other countries. Any ideas how this could work?



after laying around the whole night and couldn't sleep here are my 2  
cents on the whole situation.


When you look at the history of Softimage it's quite obvious that  
developing a software for this industry is quite a challenge. I think  
there is reason why Daniel Langlois sold Softimage to Microsoft, because  
he couldn't stand the developing costs for a complete rewrite anymore.  
And when you see how long it took until XSI and later Moondust got on  
the market you may have glimpse what it means to develop a piece  
Software with this kind of sophistication.


I can only hope that FabricEngine and all the others develop a better  
business model then the traditional one with investors outside of the  
industry who are not bound to the company they are invested in and can  
sell their investment at anytime to anywhom. I think the only solution  
are strong bounds into the 3D industry itself.


I want to show you an example. In the Germany there is a company called  
DATEV. They do a very unsexy thing: tax accounting software. But the  
interesting part is that this company has been built by its customers  
and is owned by its customers in form of a cooperative society. The  
company exists since 1966 which gives you an idea about the stability  
and longevity of such the business model.

More info about you find here: http://en.wikipedia.org/wiki/Datev

As manufacturing 3D software is obviously not a highly profitable  
business (or why else Softimage got sold from the founder via Microsoft  
throught AVID to Autodesk, Maya from Wavefront through Alias to  
Autodesk, 3dsmax from Kinetix through discreet* to Autodesk)
I can only strongly recommend to stay away from financal investors and  
the stock market and try to finance the development through the 3D  
industry itself.


By the way if you look at Autodesk's latest business figures then you  
get the impression that big troubles can arise. Last years revenue  
dropped significantly especially when you compare it to the performance  
of the competition in the engineering sector. Engineering is 93% of  
their business by the way. ME only contributes 7% to their revenue and  
is decreasing.
Related to that I don't think that cloud based services which is  
supposedly the next big thing is wanted by such a conservative industry  
like the engineering industry is. And believe me or not they are  
conservative. I have some clients in this field. When this cloud based  
thing goes down the drain it is likely that Autodesk gets in big trouble  
and will therefore concentrate on its core business and will as  
consequence sell its stepchild ME to whomever may have an interest in  
it (hopefully not a financial investor).


Well I have no glass ball in front of me but I think the 3D industry  
should be prepared for such a situation since Autodesk has a dominant  
market position and apparently no one seems to care.


It's a shame their will be no other software with a  
middle-click-this-button-to-repeat-the-last-command functionality  
anymore because Autodesk owns the patent on this and many other  
innovative concepts which made Softimage unique and stand out. So I  
think I will stay with my second love until I go the Kim Aldis route.


Just my 2 cents. Sorry for the rambling speech.

I am still very thankful that I got in touch with  Softimage at Spans  
und Partner 8 years ago after messing around with 3dsmax and Maya.  
Thanks to the developers and the community for supporting such a great  
product over the last 28 years.


Cheers,
Stephan.

+1

Sent from my iPhone

On Mar 5, 2014, at 5:11, Jeffrey Dates jda...@kungfukoi.com wrote:

This.
Everything Andy said.



On Tue, Mar 4, 2014 at 4:52 PM, Andy Jones andy.jo...@gmail.com wrote:

Many 

Re: A way forward - We are kingmakers.

2014-03-05 Thread Morten Bartholdy
Mr. Doyle are you reading this?

Morten



Den 5. marts 2014 kl. 10:11 skrev Stefan Kubicek s...@tidbit-images.com:

 This is exactly what I am thinking for years now: 3D software out of the
 hands of large corporations.
 All the legal problems that come with public companies (not being able to

 talk freely about future developments at any time for example, safe
harbor
 blah) is just to much of a problem for a product that highly depends on
 the input of it's users and proper communication, let alone looming
 bankruptcy in financially difficult times, let alone in times of bad
 management decisions, and combinations thereof. Blender can never go
 bankrupt! That DATEV example is particularly nice since buyers of the
 software automatically become owners of the company, not just the product

 or license.
 Some thoughts:
 It would be cool if subscribes could actively contribute to the
 development through feature requests and/or code contributions, and
 everybody gets access to daily builds. Through regular code contributions

 members could get developer status, freeing them from having to pay a
 member fee.
 It could be legally challenging to get that business model established on

 an international level though, not sure how the Genossenschaft
 translates to the US and other countries. Any ideas how this could work?


  after laying around the whole night and couldn't sleep here are my 2
  cents on the whole situation.
 
  When you look at the history of Softimage it's quite obvious that
  developing a software for this industry is quite a challenge. I think
  there is reason why Daniel Langlois sold Softimage to Microsoft,
because
  he couldn't stand the developing costs for a complete rewrite anymore.
  And when you see how long it took until XSI and later Moondust got on
  the market you may have glimpse what it means to develop a piece
  Software with this kind of sophistication.
 
  I can only hope that FabricEngine and all the others develop a better
  business model then the traditional one with investors outside of the
  industry who are not bound to the company they are invested in and can
  sell their investment at anytime to anywhom. I think the only solution
  are strong bounds into the 3D industry itself.
 
  I want to show you an example. In the Germany there is a company called

  DATEV. They do a very unsexy thing: tax accounting software. But the
  interesting part is that this company has been built by its customers
  and is owned by its customers in form of a cooperative society. The
  company exists since 1966 which gives you an idea about the stability
  and longevity of such the business model.
  More info about you find here: http://en.wikipedia.org/wiki/Datev
 
  As manufacturing 3D software is obviously not a highly profitable
  business (or why else Softimage got sold from the founder via Microsoft

  throught AVID to Autodesk, Maya from Wavefront through Alias to
  Autodesk, 3dsmax from Kinetix through discreet* to Autodesk)
  I can only strongly recommend to stay away from financal investors and
  the stock market and try to finance the development through the 3D
  industry itself.
 
  By the way if you look at Autodesk's latest business figures then you
  get the impression that big troubles can arise. Last years revenue
  dropped significantly especially when you compare it to the performance

  of the competition in the engineering sector. Engineering is 93% of
  their business by the way. ME only contributes 7% to their revenue and

  is decreasing.
  Related to that I don't think that cloud based services which is
  supposedly the next big thing is wanted by such a conservative industry

  like the engineering industry is. And believe me or not they are
  conservative. I have some clients in this field. When this cloud based
  thing goes down the drain it is likely that Autodesk gets in big
trouble
  and will therefore concentrate on its core business and will as
  consequence sell its stepchild ME to whomever may have an interest in
  it (hopefully not a financial investor).
 
  Well I have no glass ball in front of me but I think the 3D industry
  should be prepared for such a situation since Autodesk has a dominant
  market position and apparently no one seems to care.
 
  It's a shame their will be no other software with a
  middle-click-this-button-to-repeat-the-last-command functionality
  anymore because Autodesk owns the patent on this and many other
  innovative concepts which made Softimage unique and stand out. So I
  think I will stay with my second love until I go the Kim Aldis
route.
 
  Just my 2 cents. Sorry for the rambling speech.
 
  I am still very thankful that I got in touch with  Softimage at Spans
  und Partner 8 years ago after messing around with 3dsmax and Maya.
  Thanks to the developers and the community for supporting such a great
  product over the last 28 years.
 
  Cheers,
  Stephan.
 
  +1
 
  Sent from my iPhone
 
  On Mar 5, 2014, at 

Re: A way forward - We are kingmakers.

2014-03-05 Thread Felix Geremus
He Stephan and all. Thanks for your words. But let's try to keep this
thread constructive and on topic. Which is about what to do next, and if
there is interest in a combined effort to create a scene assembly tool
based on fabric (or something else) specifically. There are more than
enough threads to vent your feelings about this messed up situation
already.


2014-03-05 5:48 GMT+01:00 Alex Arce aa.li...@gmail.com:

 Wow Stephan,

 Thanks for sharing. I remember in some of my early days with Softimage CE
 (starting 21 years ago), Spans+Partners work on some of the early Softimage
 reels inspiring me to explore more. It makes me happy to be reminded of
 this so many years later, even at such a depressing moment it Softimage
 history.

 Thanks again,

 Alex


 On Tue, Mar 4, 2014 at 11:10 PM, Stephan Hempel elh...@gmail.com wrote:

 after laying around the whole night and couldn't sleep here are my 2
 cents on the whole situation.

 When you look at the history of Softimage it's quite obvious that
 developing a software for this industry is quite a challenge. I think there
 is reason why Daniel Langlois sold Softimage to Microsoft, because he
 couldn't stand the developing costs for a complete rewrite anymore. And
 when you see how long it took until XSI and later Moondust got on the
 market you may have glimpse what it means to develop a piece Software with
 this kind of sophistication.

 I can only hope that FabricEngine and all the others develop a better
 business model then the traditional one with investors outside of the
 industry who are not bound to the company they are invested in and can sell
 their investment at anytime to anywhom. I think the only solution are
 strong bounds into the 3D industry itself.

 I want to show you an example. In the Germany there is a company called
 DATEV. They do a very unsexy thing: tax accounting software. But the
 interesting part is that this company has been built by its customers and
 is owned by its customers in form of a cooperative society. The company
 exists since 1966 which gives you an idea about the stability and longevity
 of such the business model.
 More info about you find here: http://en.wikipedia.org/wiki/Datev

 As manufacturing 3D software is obviously not a highly profitable
 business (or why else Softimage got sold from the founder via Microsoft
 throught AVID to Autodesk, Maya from Wavefront through Alias to Autodesk,
 3dsmax from Kinetix through discreet* to Autodesk)
 I can only strongly recommend to stay away from financal investors and
 the stock market and try to finance the development through the 3D industry
 itself.

 By the way if you look at Autodesk's latest business figures then you get
 the impression that big troubles can arise. Last years revenue dropped
 significantly especially when you compare it to the performance of the
 competition in the engineering sector. Engineering is 93% of their business
 by the way. ME only contributes 7% to their revenue and is decreasing.
 Related to that I don't think that cloud based services which is
 supposedly the next big thing is wanted by such a conservative industry
 like the engineering industry is. And believe me or not they are
 conservative. I have some clients in this field. When this cloud based
 thing goes down the drain it is likely that Autodesk gets in big trouble
 and will therefore concentrate on its core business and will as consequence
 sell its stepchild ME to whomever may have an interest in it (hopefully
 not a financial investor).

 Well I have no glass ball in front of me but I think the 3D industry
 should be prepared for such a situation since Autodesk has a dominant
 market position and apparently no one seems to care.

 It's a shame their will be no other software with a
 middle-click-this-button-to-repeat-the-last-command functionality anymore
 because Autodesk owns the patent on this and many other innovative concepts
 which made Softimage unique and stand out. So I think I will stay with my
 second love until I go the Kim Aldis route.

 Just my 2 cents. Sorry for the rambling speech.

 I am still very thankful that I got in touch with  Softimage at Spans und
 Partner 8 years ago after messing around with 3dsmax and Maya. Thanks to
 the developers and the community for supporting such a great product over
 the last 28 years.

 Cheers,
 Stephan.

 +1

 Sent from my iPhone

 On Mar 5, 2014, at 5:11, Jeffrey Dates jda...@kungfukoi.com wrote:

 This.
 Everything Andy said.



 On Tue, Mar 4, 2014 at 4:52 PM, Andy Jones andy.jo...@gmail.com wrote:

 Many studios having the same problems at the same time is a HUGE
 opportunity if we leverage it properly.

 I completely agree about the collaboration that will be necessary from
 users.  However, for studios' part, I know a lot of places are interested
 in Fabric already, even if they haven't actually bought licenses yet.  So
 if part of the incentive was some kind of agreement for the FE guys to help
 nurture a scene 

Re: A way forward - We are kingmakers.

2014-03-05 Thread Stefan Kubicek
I admit that I had to look it up in spite of studying business  
administration for two years: The English term for Genossenschaft is  
cooperation.
According to a couple of articles I found it seems to be an increasingly  
popular and successful
type of organization, even more so since the financial crisis. According  
to some statistics it also has the lowest chance of bankruptcy compared to  
any other form of organisation (at least in Germany, according to this  
short article:  
http://www.finanzen.net/nachricht/private-finanzen/Marktwirtschaft-Erfolgsmodell-Genossenschaften-1638921).



This is exactly what I am thinking for years now: 3D software out of the  
hands of large corporations.
All the legal problems that come with public companies (not being able  
to talk freely about future developments at any time for example, safe  
harbor blah) is just to much of a problem for a product that highly  
depends on the input of it's users and proper communication, let alone  
looming bankruptcy in financially difficult times, let alone in times of  
bad management decisions, and combinations thereof. Blender can never go  
bankrupt! That DATEV example is particularly nice since buyers of the  
software automatically become owners of the company, not just the  
product or license.

Some thoughts:
It would be cool if subscribes could actively contribute to the  
development through feature requests and/or code contributions, and  
everybody gets access to daily builds. Through regular code  
contributions members could get developer status, freeing them from  
having to pay a member fee.
It could be legally challenging to get that business model established  
on an international level though, not sure how the Genossenschaft  
translates to the US and other countries. Any ideas how this could work?



after laying around the whole night and couldn't sleep here are my 2  
cents on the whole situation.


When you look at the history of Softimage it's quite obvious that  
developing a software for this industry is quite a challenge. I think  
there is reason why Daniel Langlois sold Softimage to Microsoft,  
because he couldn't stand the developing costs for a complete rewrite  
anymore. And when you see how long it took until XSI and later Moondust  
got on the market you may have glimpse what it means to develop a piece  
Software with this kind of sophistication.


I can only hope that FabricEngine and all the others develop a better  
business model then the traditional one with investors outside of the  
industry who are not bound to the company they are invested in and can  
sell their investment at anytime to anywhom. I think the only solution  
are strong bounds into the 3D industry itself.


I want to show you an example. In the Germany there is a company called  
DATEV. They do a very unsexy thing: tax accounting software. But the  
interesting part is that this company has been built by its customers  
and is owned by its customers in form of a cooperative society. The  
company exists since 1966 which gives you an idea about the stability  
and longevity of such the business model.

More info about you find here: http://en.wikipedia.org/wiki/Datev

As manufacturing 3D software is obviously not a highly profitable  
business (or why else Softimage got sold from the founder via Microsoft  
throught AVID to Autodesk, Maya from Wavefront through Alias to  
Autodesk, 3dsmax from Kinetix through discreet* to Autodesk)
I can only strongly recommend to stay away from financal investors and  
the stock market and try to finance the development through the 3D  
industry itself.


By the way if you look at Autodesk's latest business figures then you  
get the impression that big troubles can arise. Last years revenue  
dropped significantly especially when you compare it to the performance  
of the competition in the engineering sector. Engineering is 93% of  
their business by the way. ME only contributes 7% to their revenue and  
is decreasing.
Related to that I don't think that cloud based services which is  
supposedly the next big thing is wanted by such a conservative industry  
like the engineering industry is. And believe me or not they are  
conservative. I have some clients in this field. When this cloud based  
thing goes down the drain it is likely that Autodesk gets in big  
trouble and will therefore concentrate on its core business and will as  
consequence sell its stepchild ME to whomever may have an interest in  
it (hopefully not a financial investor).


Well I have no glass ball in front of me but I think the 3D industry  
should be prepared for such a situation since Autodesk has a dominant  
market position and apparently no one seems to care.


It's a shame their will be no other software with a  
middle-click-this-button-to-repeat-the-last-command functionality  
anymore because Autodesk owns the patent on this and many other  
innovative concepts which made Softimage unique and stand 

Re: A way forward - We are kingmakers.

2014-03-05 Thread Stephan Hempel
Hi Felix,

well I put this post on purpose in this thread. It's targeted
primarily at FabricEngine because I have the impression that regarding
their business model they are settled (they have a venture capitalist
in their back according to their website) but I suppose not so tight
as other companies (The Foundry being a part of Carlyle Group for
example).

On the other hand I wanted to give Maurice Patel (in all modesty) an
idea about some options in the unlikely event that Autodesk would sell
the ME division in the future (which imho I think is not so unlikely
at all for the stated reasons).

But you are right a separate thread would be better. I leave this to
the others if someone wants to contribute since I have everything said
what I wanted to say.

Cheers,
Stephan.







 He Stephan and all. Thanks for your words. But let's try to keep
 this thread constructive and on topic. Which is about what to do
 next, and if there is interest in a combined effort to create a
 scene assembly tool based on fabric (or something else)
 specifically. There are more than enough threads to vent your
 feelings about this messed up situation already. 


 2014-03-05 5:48 GMT+01:00 Alex Arce aa.li...@gmail.com:
 Wow Stephan,

 Thanks for sharing. I remember in some of my early days with
 Softimage CE (starting 21 years ago), Spans+Partners work on some of
 the early Softimage reels inspiring me to explore more. It makes me
 happy to be reminded of this so many years later, even at such a
 depressing moment it Softimage history.

 Thanks again,

 Alex



 On Tue, Mar 4, 2014 at 11:10 PM, Stephan Hempel elh...@gmail.com wrote:
 after laying around the whole night and couldn't sleep here are my 2 cents on 
 the whole situation.

 When you look at the history of Softimage it's quite obvious that
 developing a software for this industry is quite a challenge. I
 think there is reason why Daniel Langlois sold Softimage to
 Microsoft, because he couldn't stand the developing costs for a
 complete rewrite anymore. And when you see how long it took until
 XSI and later Moondust got on the market you may have glimpse what
 it means to develop a piece Software with this kind of sophistication.

 I can only hope that FabricEngine and all the others develop a
 better business model then the traditional one with investors
 outside of the industry who are not bound to the company they are
 invested in and can sell their investment at anytime to anywhom. I
 think the only solution are strong bounds into the 3D industry itself.

 I want to show you an example. In the Germany there is a company
 called DATEV. They do a very unsexy thing: tax accounting software.
 But the interesting part is that this company has been built by its
 customers and is owned by its customers in form of a cooperative
 society. The company exists since 1966 which gives you an idea about
 the stability and longevity of such the business model.
 More info about you find here: http://en.wikipedia.org/wiki/Datev

 As manufacturing 3D software is obviously not a highly profitable
 business (or why else Softimage got sold from the founder via
 Microsoft throught AVID to Autodesk, Maya from Wavefront through
 Alias to Autodesk, 3dsmax from Kinetix through discreet* to Autodesk)
 I can only strongly recommend to stay away from financal investors
 and the stock market and try to finance the development through the 3D 
 industry itself.

 By the way if you look at Autodesk's latest business figures then
 you get the impression that big troubles can arise. Last years
 revenue dropped significantly especially when you compare it to the
 performance of the competition in the engineering sector.
 Engineering is 93% of their business by the way. ME only
 contributes 7% to their revenue and is decreasing.
 Related to that I don't think that cloud based services which is
 supposedly the next big thing is wanted by such a conservative
 industry like the engineering industry is. And believe me or not
 they are conservative. I have some clients in this field. When this
 cloud based thing goes down the drain it is likely that Autodesk
 gets in big trouble and will therefore concentrate on its core
 business and will as consequence sell its stepchild ME to whomever
 may have an interest in it (hopefully not a financial investor).

 Well I have no glass ball in front of me but I think the 3D
 industry should be prepared for such a situation since Autodesk has
 a dominant market position and apparently no one seems to care.

 It's a shame their will be no other software with a
 middle-click-this-button-to-repeat-the-last-command functionality
 anymore because Autodesk owns the patent on this and many other
 innovative concepts which made Softimage unique and stand out. So I
 think I will stay with my second love until I go the Kim Aldis route.

 Just my 2 cents. Sorry for the rambling speech.

 I am still very thankful that I got in touch with  Softimage at
 Spans und Partner 8 years 

Re: A way forward - We are kingmakers.

2014-03-05 Thread Daniel Jahnel
Hi Andy, cant agree more with your very elaborate email, thanks for 
taking the time so sum it up...


In regards to your loose suggestion of collaborating on developing 
future FE based solutions we at Sehsucht in Hamburg are more than 
interested at this point...


Cheers, Daniel



On 04/03/2014 22:52, Andy Jones wrote:
Many studios having the same problems at the same time is a HUGE 
opportunity if we leverage it properly.


I completely agree about the collaboration that will be necessary from 
users.  However, for studios' part, I know a lot of places are 
interested in Fabric already, even if they haven't actually bought 
licenses yet.  So if part of the incentive was some kind of agreement 
for the FE guys to help nurture a scene assembly tool to life quickly, 
it might help tip the scale for whatever cost/benefit analysis places 
are doing.  The devs working on Fabric are truly some of the best in 
the world (and from what I understand, a big part of the reason AD 
bought Softimage to begin with).  They are a big part of the equation 
for what will happen in the future, even if they don't end up wanting 
to build a scene assembler as a supported product in itself (or who 
knows -- maybe they will?).


It would be great to get a little (or big?) list of studios that are 
interested in this sort of project (or other ones) and possibly have 
some kind of summit with the FE guys about what it would take to 
fast-track FE into certain critical areas of production, assuming a 
certain number of licenses were purchased.  No commitments at this 
point -- just a list of interested parties who might be curious enough 
to be part of the conversation, pending whatever other conversations 
need to be had with superiors.  I.e., it's understood that nobody is 
speaking for their companies at this point.  Just indicating that they 
think their company *might* be interested.


I'll start:

Psyop
Massmarket



On Tue, Mar 4, 2014 at 1:18 PM, Felix Geremus 
felixgere...@googlemail.com mailto:felixgere...@googlemail.com wrote:


You are probably right. But these times are a little bit different
and maybe that's exactly the one chance inside all this mess.
We're all sitting in the same boat at the same time. I know a lot
of studios who entirely rely on Softimage for lighting. All of
these will have to spend time and thus money to move on to another
pipeline during the next two years anyway. So why not invest at
least parts of this time into the same thing? Individuals are
great, and the community should absolutely try. But it's so hard
to put something like this together in your spare time. A few
studios supporting and profiting from this effort would accelerate
the whole process immensely. And about showing potential: wasn't
Stage, and all the other fabric applications build for exactly
this reason? To show the potential of such a project?



2014-03-04 21:55 GMT+01:00 Steven Caron car...@gmail.com
mailto:car...@gmail.com:

it is a bit harder for visual effects vendors/studios, in an
already difficult market, spending money on software
development (not their core business) is a hard sell. seeing a
product or product in development on the other hand drums up
interest which leads to real investment and collaboration.
they need to see if their ideas are aligned with others on the
project. don't take my comment as discouragement, it is just
how i see it... for now it will be on individuals to come
together on a project which shows potential. i hope we, the
remaining softimage community, can do that together. again,
not discouragement to any studio which wants to partner to
make something happen...

steven


On Tue, Mar 4, 2014 at 12:34 PM, Felix Geremus
felixgere...@googlemail.com
mailto:felixgere...@googlemail.com wrote:


So now that Softimage will be gone, isn't there room or
even need for collaboration here? Before everybody tries
to build something themselves, shouldn't people try to
bundle forces? And I'm not only talking about individuals
here. I'm talking about small to medium size companies who
couldn't afford to build something like this alone.







Re: A way forward - We are kingmakers.

2014-03-05 Thread Stefan Kubicek

Hi Andy,Stefan, re-reading my post, I'm not sure I was totally clear about modeling. I'm not sure if this puts us back in agreement or not, but to clarify, what I meant was just that most pipelines have a reasonable degree of choice in which package they use for modeling. I don't spend much time modeling personally so I'm not qualified to comment on the capabilities of the different packages. From what I do know I fully agree that losing XSI is a hit in this area. For me, it's a hit in every area, just due to how I can make use of ICE pretty much across the board. Not to mention the rest of the tools and the operator stack. I think part of why I glossed over modeling is that I think users who want to will be able to stick with XSI for modelling a little longer in that area than in, say, lighting, where things have to be more consistent across the studio.I just re-read your first post as well and I misunderstood the point you were trying to make, and to which I agree: As far as modeling goes there is a broad range of options to go with (both commercial and non-commercial)I would also say, I think my comments don't really at all capture the needs of game studios. We're all more alike than we are different, and I consider us one user community, but as far as my personal experience, I'm definitely coming at this from a primarily commercials/features point of view. Not sure if your a games guy or not, but I'm just realizing that's a broad category of people who are likely not as antsy as me about getting a new scene assembly tool :)I used to be in games for several years. Most studios I've seen are running some sort of home-grown editor to assemble their game worlds, along the lines of the Cryteks Sandbox, Unity, etc..I doubt they would find a scene assembly tool geared towards shading/rendering useful out of the box, unless it was some emerging games company with awareness of what FE could bring to the game development table and the will to build on it with the goal to transform it into their game editing environment. As for FE used in games, I'm quite surprised seemingly nobody has picked that up yet.I wonder how complicated it would be to get it to run on current consoles and even mobile devices.Now I'm truly going on a tangent, but I would also imagine that a scene assembly tool that exports to Arnold would also serve as a good framework for collecting, prepping, optimizing, and exporting game assets :) You're basically exporting things to a "renderer" after all.Like above, to a certain extent. It might be cool for texture baking/lighting, but the general tendency is to go real-time with as much of the lighting pipeline as possible - It's just so much more flexible and cheaper in the end, and I'm sure we'll see more of that happening in the near future (on faster hardware).Here's a nice example of what's already possible: http://molecularmusings.wordpress.com/2012/05/04/real-time-radiosity/#more-298@Andy J.:Thanks for summing it up so nicely and comprehensively. I need to disagree on the modeling part though. Even in XSI I miss a lot, especially in terms of symmetrical modeling and sculpting. There is huge potential for improvement in any existing application out there.


-- ---   Stefan Kubicek---   keyvis digital imagery  Alfred Feierfeilstraße 3   A-2380 Perchtoldsdorf bei Wien Phone:+43/699/12614231  www.keyvis.at  ste...@keyvis.at--  This email and its attachments are   confidential and for the recipient only--

Re: A way forward - We are kingmakers.

2014-03-05 Thread Ahmed Barakat
Hi Everyone

lots of change is going on, never did i imagine that i will see the end of
softimage, really sad but am happy that every one is still positive and
looking for smart alternatives and really great discussions are going on, I
haven't tried Fabric Engine yet i don't know if my poor scripting skills
will be any good to develop things myself but sure if there are enough tool
shared by the community for it i will and more less technical people will
do also.
from what i understand that tools developed inside of Fabric Engine will
work inside it regardless of the host DCC, that will be a great way to
develop tools to help xsi stay alive for a while and also to fill short
comings in other softwares like Modo till its more mature.
I thinks Fabric Engine should support more and more DCC packages to give
the ultimate freedom for every one to chose.

it is really a great effort by everyone there at Fabric Engine and i think
we should all support it.

for me i will keep using soft till it dies completely but i will start
giving modo a chance and use it along side till it matures more i have
faith in The Foundry they have done only good things with the softwares
they acquired.

on another note i haven't been active in the softimage community for couple
of years now as most of my work is supervision now and running my own small
shop that heavily relay on out sourcing and handling freelancers so it is a
bit hectic, but i want to thank every one here specially the people that i
got the pleasure of meeting, for the effort they did to support this
community and make it the best community any software had.

Regards

Ahmed Barakat


On Wed, Mar 5, 2014 at 2:10 PM, Stefan Kubicek s...@tidbit-images.com wrote:

  Hi Andy,


 Stefan, re-reading my post, I'm not sure I was totally clear about
 modeling.  I'm not sure if this puts us back in agreement or not, but to
 clarify, what I meant was just that most pipelines have a reasonable degree
 of choice in which package they use for modeling.  I don't spend much time
 modeling personally so I'm not qualified to comment on the capabilities of
 the different packages.  From what I do know I fully agree that losing XSI
 is a hit in this area.  For me, it's a hit in every area, just due to how I
 can make use of ICE pretty much across the board.  Not to mention the rest
 of the tools and the operator stack.  I think part of why I glossed over
 modeling is that I think users who want to will be able to stick with XSI
 for modelling a little longer in that area than in, say, lighting, where
 things have to be more consistent across the studio.


 I just re-read your first post as well and I misunderstood the point you
 were trying to make, and to which I agree: As far as modeling goes there is
 a broad range of options to go with (both commercial and non-commercial)

 I would also say, I think my comments don't really at all capture the
 needs of game studios.  We're all more alike than we are different, and I
 consider us one user community, but as far as my personal experience, I'm
 definitely coming at this from a primarily commercials/features point of
 view.  Not sure if your a games guy or not, but I'm just realizing that's a
 broad category of people who are likely not as antsy as me about getting a
 new scene assembly tool :)


 I used to be in games for several years. Most studios I've seen are
 running some sort of home-grown editor to assemble their game worlds, along
 the lines of the Cryteks Sandbox, Unity, etc..I doubt they would find a
 scene assembly tool geared towards shading/rendering useful out of the box,
 unless it was some emerging games company with awareness of what FE could
 bring to the game development table and the will to build on it with the
 goal to transform it into their game editing environment. As for FE used in
 games, I'm quite surprised seemingly nobody has picked that up yet.
 I wonder how complicated it would be to get it to run on current consoles
 and even mobile devices.


 Now I'm truly going on a tangent, but I would also imagine that a scene
 assembly tool that exports to Arnold would also serve as a good framework
 for collecting, prepping, optimizing, and exporting game assets :)  You're
 basically exporting things to a renderer after all.


 Like above, to a certain extent. It might be cool for texture
 baking/lighting, but the general tendency is to go real-time with as much
 of the lighting pipeline as possible - It's just so much more flexible and
 cheaper in the end, and I'm sure we'll see more of that happening in the
 near future (on faster hardware).
 Here's a nice example of what's already possible:
 http://molecularmusings.wordpress.com/2012/05/04/real-time-radiosity/#more-298



 @Andy J.:Thanks for summing it up so nicely and comprehensively. I need to
 disagree on the modeling part though. Even in XSI I miss a lot, especially
 in terms of symmetrical modeling and sculpting. There is huge potential for
 improvement 

Re: A way forward - We are kingmakers.

2014-03-05 Thread Paul Doyle
I'm writing up a response today - lots to cover :) We are paying attention.


Re: A way forward - We are kingmakers.

2014-03-05 Thread Mirko Jankovic
Anyone can explain a bit what are options with Fabric Engine for non tech
guys but purely artist type?
Start and work? I understood that it is creation platform for people to get
it and create their tools but what are chances that in time there will be
enough tools and libraries that will enable non tech guys to pickup various
tools and start working?
Or I misunderstood what is behind Fabric Engine completely :)


On Wed, Mar 5, 2014 at 4:30 PM, Paul Doyle technove...@gmail.com wrote:

 I'm writing up a response today - lots to cover :) We are paying attention.




Re: A way forward - We are kingmakers.

2014-03-05 Thread Ahmidou Lyazidi
As it have already been stated modern pipelines tend to be more fractured,
what we definitely miss is a new and innovative solution for
rigging/assembly/animation as there already are plenty of solutions for the
rest.
Looking forward to Fabric :)
Cheers

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com


2014-03-05 16:30 GMT+01:00 Paul Doyle technove...@gmail.com:

 I'm writing up a response today - lots to cover :) We are paying attention.




Re: A way forward - We are kingmakers.

2014-03-05 Thread Andy Jones
I'll take a stab (although I haven't really spent any time using it).

Often in production, we face problems that need solving.  They can be
generic problems that are common across a studio, like fur or grass, or
they can be show-specific, like create time-lapse footage of a building
being constructed.  These examples are fairly small in scope, but studios
may have even broader needs, like We'd like a way to visualize our models
quickly, without turntables, with an embedded Shotgun page for doing
reviews.

There are lots of tools at our disposal for solving these things, but the
most powerful toolsets all exist with various DCC packages.  So any
solution you come up with tends to be tightly coupled with one package.
 For example, a studio might come up with a good procedural forest solution
in Houdini, but then every time they want to use it, they have to make sure
they have a Houdini artist to run it.  If the rest of the show is in Maya,
you now have to deal with porting lots of assets over, and the additional
crew.

Or, more often, the technical artist or rnd person gets asked to simply
port the tool over to the other package. Once you port the tool, you now
have two separate sets of code to keep up to date, and eventually you have
to hire more technical artists and RnD guys to keep up with demand.  And
the ones you have are unhappy because they're spending time keeping code in
sync and porting features back and forth, rather than making cool stuff
artists want.

Perhaps the most common situation is that we see all of the issues above in
advance, and opt to have an artist figure it out themselves, or do it by
hand.  Not because us technical guys are lazy beer-sipping jerks, but
because it's actually cheaper to do it the hard way than to make a tool
that will have to get rewritten by the time you use it again.

From what they've released so far, Fabric Engine goes a long way towards
remedying these kinds of situations, and does so in a very clever way,
that's geared for extremely high performance and flexibility.

At its core, Fabric Engine gives us an API for graphics built with
multi-threading and optimized machine level compiling in mind.  With the
Splice integrations in various DCC packages, we gain a direct way to
integrate tools built in Fabric Engine into all our DCC packages with a
single implementation.  The tool you make for Maya Splice works in
Softimage Splice, and does so far more elegantly than any one-off tool a TD
is likely to create.  Magic.

So, for the artist, it means your studio can build better tools faster, and
make better use of them across packages.  Gone are the days of seeing what
someone has in tool X and wishing you had it in Y.  Also, gone are the days
of worrying about building a toolset for a package (say, Softimage) and
losing your RD investment overnight because a publicly traded corporation
thinks you should be using a clunky pile of aging Mel scripts with serious
scalability and workflow problems instead.

***If Fabric Engine can improve the return on investment of RnD, you not
only make better use of the RnD resources, but in the long term, you are
incentivized to increase the RnD budget.***

Now, taking it one step further, we've made use of sites like rray.de,
xsibase, creative crash, etc.  Imagine if every new script or tool someone
wrote could work in all the Spliced packages!  The same arguments about RnD
budgets at the company level apply to the community efforts as well.  Not
only do we get better utilization from the efforts people are making, but
there's also a stronger incentive for developers to make more tools,
because they can reach a wider audience.  And on top of that, FE gives you
a license for personal use, so there's nothing stopping individuals from
contributing tools right now.

The situation we're in now is a chicken/egg scenario.  In order for all of
the above to take off and revolutionize our industry, we need an audience
of studios and individuals ready to consume all of these tools people will
make.  It's still very early days, so it's not in any way too late for this
to happen -- if anything it's probably closer to being too soon.  What I
mean is, this isn't like Softimage, where the industry is turning a blind
eye to a great tool.  It's exactly the opposite, as some studios (MPC,
Hybride) have already site licensed, when the tools are just getting off
the ground.

Given what's happening right now, there's a very unique opportunity with a
captive audience of Softimage users on a 2-year ticking clock.  Just by
showing an increase of interest and sales, the value of FE is already
growing on paper, which can help a young company get where they need to go
even faster.

That's my pitch.  No affiliations with FE whatsoever, but that's how I
see it playing out.  No guarantees it will happen, but I do believe the
potential is there.

It's important to note that a move in the direction of FE by no means has
to be a move away from other DCCs.  Just as 

Re: A way forward - We are kingmakers.

2014-03-05 Thread Paul Doyle
My new thread doesn't appear to have made it to the list. There's a copy of
it here:
http://www.si-community.com/community/viewtopic.php?f=36t=4950start=0

I honestly don't have much to add to what Andy wrote - he nailed it. The
last two points in my post are:

We can't do it alone - if you want to see change happen, you have to get
involved. Small companies like Fabric need your support, we need you to
kick things around and tell us what you think. We need to know what you
need. It's immensely frustrating to be told this is cool, if only it did
X and then we do X and the response is now if it did Y then I'd take a
look. Get involved - it's free!

Let's get creative - we are open to creating a consortium and finding ways
to open-source work done there. Obviously there are hooks into Fabric and
the concern will be around vendor dependency - however, a lot of that can
be addressed in the design of a particular project. We have done deals that
give source code access to customers after a certain number of years, and
we will work with studios to give that kind of security. We see this as
something where we would not be controlling anything, but working on a
partnership basis with the studios that want to do this. It has to be
driven by studios that want to see some control over their destiny, with
companies like Fabric getting involved to support and drive innovation. We
are a platform, so for us this is the way to success - providing
high-performance, dependable components that can be used to build
production-specific tools. If you are interested in becoming a part of this
Fabric working group then please email me (p...@fabric-engine.com) - right
now I'm just gauging interest with the hope that we can do something
amazing together.

We started Fabric because we thought there was a better way to do things. I
won't lie - we took a few wrong turns with things like web technology.
However, the core engine has been consistently developed throughout, by key
members of the Softimage team. What we have now is an extremely powerful
platform that is hitting maturity - Fabric 2.0 is coming soon and it's got
a lot of people excited. For it to become everything it should be, it needs
support. I see it as a two-way street though - if we want studios to commit
to building on our platform, we have to be open to providing assurances
(contractual!). That's all I want to add - we're there and we are excited
to do something that breaks the studio/vendor mould.


On 5 March 2014 13:00, Andy Jones andy.jo...@gmail.com wrote:

 I'll take a stab (although I haven't really spent any time using it).

 Often in production, we face problems that need solving.  They can be
 generic problems that are common across a studio, like fur or grass, or
 they can be show-specific, like create time-lapse footage of a building
 being constructed.  These examples are fairly small in scope, but studios
 may have even broader needs, like We'd like a way to visualize our models
 quickly, without turntables, with an embedded Shotgun page for doing
 reviews.

 There are lots of tools at our disposal for solving these things, but the
 most powerful toolsets all exist with various DCC packages.  So any
 solution you come up with tends to be tightly coupled with one package.
  For example, a studio might come up with a good procedural forest solution
 in Houdini, but then every time they want to use it, they have to make sure
 they have a Houdini artist to run it.  If the rest of the show is in Maya,
 you now have to deal with porting lots of assets over, and the additional
 crew.

 Or, more often, the technical artist or rnd person gets asked to simply
 port the tool over to the other package. Once you port the tool, you now
 have two separate sets of code to keep up to date, and eventually you have
 to hire more technical artists and RnD guys to keep up with demand.  And
 the ones you have are unhappy because they're spending time keeping code in
 sync and porting features back and forth, rather than making cool stuff
 artists want.

 Perhaps the most common situation is that we see all of the issues above
 in advance, and opt to have an artist figure it out themselves, or do it
 by hand.  Not because us technical guys are lazy beer-sipping jerks, but
 because it's actually cheaper to do it the hard way than to make a tool
 that will have to get rewritten by the time you use it again.

 From what they've released so far, Fabric Engine goes a long way towards
 remedying these kinds of situations, and does so in a very clever way,
 that's geared for extremely high performance and flexibility.

 At its core, Fabric Engine gives us an API for graphics built with
 multi-threading and optimized machine level compiling in mind.  With the
 Splice integrations in various DCC packages, we gain a direct way to
 integrate tools built in Fabric Engine into all our DCC packages with a
 single implementation.  The tool you make for Maya Splice works in
 Softimage 

Re: A way forward - We are kingmakers.

2014-03-05 Thread Paul Doyle
I have just posted a new message to the list covering some of this - I'll
read through this thread again now and respond as best I can.


On 5 March 2014 13:00, Andy Jones andy.jo...@gmail.com wrote:

 I'll take a stab (although I haven't really spent any time using it).

 Often in production, we face problems that need solving.  They can be
 generic problems that are common across a studio, like fur or grass, or
 they can be show-specific, like create time-lapse footage of a building
 being constructed.  These examples are fairly small in scope, but studios
 may have even broader needs, like We'd like a way to visualize our models
 quickly, without turntables, with an embedded Shotgun page for doing
 reviews.

 There are lots of tools at our disposal for solving these things, but the
 most powerful toolsets all exist with various DCC packages.  So any
 solution you come up with tends to be tightly coupled with one package.
  For example, a studio might come up with a good procedural forest solution
 in Houdini, but then every time they want to use it, they have to make sure
 they have a Houdini artist to run it.  If the rest of the show is in Maya,
 you now have to deal with porting lots of assets over, and the additional
 crew.

 Or, more often, the technical artist or rnd person gets asked to simply
 port the tool over to the other package. Once you port the tool, you now
 have two separate sets of code to keep up to date, and eventually you have
 to hire more technical artists and RnD guys to keep up with demand.  And
 the ones you have are unhappy because they're spending time keeping code in
 sync and porting features back and forth, rather than making cool stuff
 artists want.

 Perhaps the most common situation is that we see all of the issues above
 in advance, and opt to have an artist figure it out themselves, or do it
 by hand.  Not because us technical guys are lazy beer-sipping jerks, but
 because it's actually cheaper to do it the hard way than to make a tool
 that will have to get rewritten by the time you use it again.

 From what they've released so far, Fabric Engine goes a long way towards
 remedying these kinds of situations, and does so in a very clever way,
 that's geared for extremely high performance and flexibility.

 At its core, Fabric Engine gives us an API for graphics built with
 multi-threading and optimized machine level compiling in mind.  With the
 Splice integrations in various DCC packages, we gain a direct way to
 integrate tools built in Fabric Engine into all our DCC packages with a
 single implementation.  The tool you make for Maya Splice works in
 Softimage Splice, and does so far more elegantly than any one-off tool a TD
 is likely to create.  Magic.

 So, for the artist, it means your studio can build better tools faster,
 and make better use of them across packages.  Gone are the days of seeing
 what someone has in tool X and wishing you had it in Y.  Also, gone are the
 days of worrying about building a toolset for a package (say, Softimage)
 and losing your RD investment overnight because a publicly traded
 corporation thinks you should be using a clunky pile of aging Mel scripts
 with serious scalability and workflow problems instead.

 ***If Fabric Engine can improve the return on investment of RnD, you not
 only make better use of the RnD resources, but in the long term, you are
 incentivized to increase the RnD budget.***

 Now, taking it one step further, we've made use of sites like rray.de,
 xsibase, creative crash, etc.  Imagine if every new script or tool someone
 wrote could work in all the Spliced packages!  The same arguments about RnD
 budgets at the company level apply to the community efforts as well.  Not
 only do we get better utilization from the efforts people are making, but
 there's also a stronger incentive for developers to make more tools,
 because they can reach a wider audience.  And on top of that, FE gives you
 a license for personal use, so there's nothing stopping individuals from
 contributing tools right now.

 The situation we're in now is a chicken/egg scenario.  In order for all of
 the above to take off and revolutionize our industry, we need an audience
 of studios and individuals ready to consume all of these tools people will
 make.  It's still very early days, so it's not in any way too late for this
 to happen -- if anything it's probably closer to being too soon.  What I
 mean is, this isn't like Softimage, where the industry is turning a blind
 eye to a great tool.  It's exactly the opposite, as some studios (MPC,
 Hybride) have already site licensed, when the tools are just getting off
 the ground.

 Given what's happening right now, there's a very unique opportunity with a
 captive audience of Softimage users on a 2-year ticking clock.  Just by
 showing an increase of interest and sales, the value of FE is already
 growing on paper, which can help a young company get where they need to go
 even faster.

 That's my 

Re: A way forward - We are kingmakers.

2014-03-05 Thread Paul Doyle
(thread appeared in the end)


On 5 March 2014 13:29, Paul Doyle technove...@gmail.com wrote:

 My new thread doesn't appear to have made it to the list. There's a copy
 of it here:
 http://www.si-community.com/community/viewtopic.php?f=36t=4950start=0

 I honestly don't have much to add to what Andy wrote - he nailed it. The
 last two points in my post are:

 We can't do it alone - if you want to see change happen, you have to get
 involved. Small companies like Fabric need your support, we need you to
 kick things around and tell us what you think. We need to know what you
 need. It's immensely frustrating to be told this is cool, if only it did
 X and then we do X and the response is now if it did Y then I'd take a
 look. Get involved - it's free!

 Let's get creative - we are open to creating a consortium and finding ways
 to open-source work done there. Obviously there are hooks into Fabric and
 the concern will be around vendor dependency - however, a lot of that can
 be addressed in the design of a particular project. We have done deals that
 give source code access to customers after a certain number of years, and
 we will work with studios to give that kind of security. We see this as
 something where we would not be controlling anything, but working on a
 partnership basis with the studios that want to do this. It has to be
 driven by studios that want to see some control over their destiny, with
 companies like Fabric getting involved to support and drive innovation. We
 are a platform, so for us this is the way to success - providing
 high-performance, dependable components that can be used to build
 production-specific tools. If you are interested in becoming a part of this
 Fabric working group then please email me (p...@fabric-engine.com) -
 right now I'm just gauging interest with the hope that we can do something
 amazing together.

 We started Fabric because we thought there was a better way to do things.
 I won't lie - we took a few wrong turns with things like web technology.
 However, the core engine has been consistently developed throughout, by key
 members of the Softimage team. What we have now is an extremely powerful
 platform that is hitting maturity - Fabric 2.0 is coming soon and it's got
 a lot of people excited. For it to become everything it should be, it needs
 support. I see it as a two-way street though - if we want studios to commit
 to building on our platform, we have to be open to providing assurances
 (contractual!). That's all I want to add - we're there and we are excited
 to do something that breaks the studio/vendor mould.


 On 5 March 2014 13:00, Andy Jones andy.jo...@gmail.com wrote:

 I'll take a stab (although I haven't really spent any time using it).

 Often in production, we face problems that need solving.  They can be
 generic problems that are common across a studio, like fur or grass, or
 they can be show-specific, like create time-lapse footage of a building
 being constructed.  These examples are fairly small in scope, but studios
 may have even broader needs, like We'd like a way to visualize our models
 quickly, without turntables, with an embedded Shotgun page for doing
 reviews.

 There are lots of tools at our disposal for solving these things, but the
 most powerful toolsets all exist with various DCC packages.  So any
 solution you come up with tends to be tightly coupled with one package.
  For example, a studio might come up with a good procedural forest solution
 in Houdini, but then every time they want to use it, they have to make sure
 they have a Houdini artist to run it.  If the rest of the show is in Maya,
 you now have to deal with porting lots of assets over, and the additional
 crew.

 Or, more often, the technical artist or rnd person gets asked to simply
 port the tool over to the other package. Once you port the tool, you now
 have two separate sets of code to keep up to date, and eventually you have
 to hire more technical artists and RnD guys to keep up with demand.  And
 the ones you have are unhappy because they're spending time keeping code in
 sync and porting features back and forth, rather than making cool stuff
 artists want.

 Perhaps the most common situation is that we see all of the issues above
 in advance, and opt to have an artist figure it out themselves, or do it
 by hand.  Not because us technical guys are lazy beer-sipping jerks, but
 because it's actually cheaper to do it the hard way than to make a tool
 that will have to get rewritten by the time you use it again.

 From what they've released so far, Fabric Engine goes a long way towards
 remedying these kinds of situations, and does so in a very clever way,
 that's geared for extremely high performance and flexibility.

 At its core, Fabric Engine gives us an API for graphics built with
 multi-threading and optimized machine level compiling in mind.  With the
 Splice integrations in various DCC packages, we gain a direct way to
 integrate tools built 

A way forward - We are kingmakers.

2014-03-04 Thread Jonah Friedman
I think a united Softimage community could be kingmaker. I nominate Fabric
Engine as King.

Here's some facts as I see them: Some of us will continue to use Softimage
for the next few years, others of us will unhappily be forced to use Maya.
The realities of production, studios, and freelancers will dictate this.

Softimage gave us ICE. ICE has made us smart, because ICE is a ladder. ICE
is a magical place where the slightest bit of linear algebra is immediately
useful. If you can add two vectors together you can make useful things in
ICE. And if you learn a little more, it's a little more useful. And in so
doing, ICE has elevated many us from people who use 3D applications to
people who create our own tools in 3D applications. Our community is not
totally unique in this matter, but I think our community is remarkable in
its knowledge of the core math of CG. That combined with our formidable
production experience, self-sufficiency, and early-adopter fearlessness is
unique. It makes us mighty.

I think Fabric engine is the way out. That's because Fabric Engine is also
a ladder. For the moment, nothing changes. We may continue to use
Softimage, or we may be forced to use Maya, depending on each of our
circumstance, but the important thing is getting behind Fabric and trying
to get as many of our tools as possible into it. There's no giant painful
leap that's needed, we can start small without breaking existing workflows.
As a bonus, if we open up our tools as much as possible, this will go
exponentially faster. Softimage will remain frozen in time and Maya will
continue to crumble under the weight of its terrible design, and all the
while Fabric Engine will be eating.

Here's how I see this playing out.

   1. First Fabric Engine replaces what we used to do in ICE. There's a lot
   of work to do to make this a reality, but this one seems like a no-brainer
   to me.
   2. The next lowest hanging fruit is rigging. Fabric Engine creations eat
   the deformers used in rigging, and then become the rigs themselves.
   3. Once the native rigging in these programs is eaten, Fabric Engine
   also eats animation as a natural progression. The animators must go where
   the rigs are, and will be happiest where the rigs play back the fastest.
   4. Lighting and rendering is a tough one, but it won't take very much to
   be better than Maya here. Being competent at scene assembly and having a
   pass system that isn't obviously terrible is enough.
   5. We unceremoniously kick the desiccated husk of Maya into a storm
   drain.

Honestly if we do nothing, I think this might happen anyway. But I think
together can make it go much faster.

   1. Embrace open source and put as many of our tools as we can out there.
   2. Keep making stuff- this is natural for us, as we have, after all, all
   become toolmakers.

No giant painful leap is needed. We liberate ourselves, and empower
developers who have passion and care about the right things.

This is the only road I see that leads somewhere that I actually want to
be.

-Jonah


Re: A way forward - We are kingmakers.

2014-03-04 Thread Andy Jones
Since the rumor/news broke (and to a certain extent, before that as well),
I've been putting some serious thought into plans for the future, and I
want to share a few thoughts, as I think this storm will be best weathered
together.  Every studio is different, of course, so what works for me right
now may not work for everyone. To be clear, these are my own speculations
at this time, and NOT any kind of formal plan for my employer.  The
community discussion will have a big impact on our own internal
discussions, though, so I think it is important to be part of the dialog.

As we all plow forward, the hope is that we will leave a trail that makes
it easier for anyone who eventually finds themselves on the same pathway.


-- SCENE ASSEMBLY

For us, the biggest hole left by Softimage's demise will be lighting and
scene assembly.  This, and FX, are the main areas where we currently
utilize Softimage, particularly in our NY office, but in LA as well.

I'm going to run through some of the options I've looked at, leading up to
what I think will be a good solution at the bottom.  Process of elimination
style.


- KATANA

I've spent some (non-hands-on) time looking at Katana, and while it is a
solid, powerful, scaleable solution to scene assembly, I feel it is
actually too open-ended at the surface to address our needs.  I'm also not
satisfied with how it presents shader networks to the end user.  I
appreciate the flexibility of a nodal system at the core of an application,
but what I actually want is a simplified UI that exposes all of that
procedural power in a direct and consistent way.  I could see where Katana
would work well for larger scale projects, but I have major concerns about
how it would fare in small 1-10 man operations for commercials.

A key requirement for me in a scene aggregator is also the ability to have
an ICE-like procedural layer passing data directly to the renderer without
caching to disk.  Caching is great for things with a certain data to
computational complexity ratio, but in so many cases, you're better off
either with a procedural callback, or data in memory.  Simple grass
systems, feathers, hair, fur, rocks, leaves, fuzz, etc.  Largely with the
help of ICE, we have graduated to an era where surfaces that need it can
have more than just high res textures and displacement.  The issues above
are likely fixable in Katana, but getting a procedural FX framework is far
less likely to happen in the timeframe we'd need.

For us, Katana being Linux only, also happens to be an issue (though one we
could work around with enough motivation).


- MAYA

With my last two jobs having been mostly in Maya studios, I don't consider
Maya an option for scene assembly.  The big beefs I have here are
essentially the same as what I mentioned with Katana, plus the frequency of
instability, and the lack of compartmentalization in the data model.  Not
being able to group sets and namespaces being nothing more than a naming
convention are also big issues.  Obviously, people, including ourselves do
some great work lighting in Maya, but I work with some of the smartest and
most talented Maya people I know, and it is a simple fact that their days
are longer and harder than they should be because of Maya, and that
situation hasn't changed at all in the last 5 years, aside from the work
that's been done by Chaos Group and Solid Angle and the MtoA community.

One would think that Maya would actually be a pretty good choice, which I
suppose is how we've ended up in this predicament we're in now, and people
thinking they've chosen a winning horse with Maya.  But the fact is, there
has been little done to improve the situation for far too long, and some of
the problems seem to be far too deeply rooted in the software to get
fixed.  It's not entirely negligence on AD's part, as there are a lot of
big studios relying on certain things in Maya NOT changing.


- HOUDINI

I'm not actually finished assessing Houdini's potential for scene assembly
and lighting, but I'm already aware of a couple of big issues there.
First, Houdini's pricing model is not structured to be conducive to
in-process rendering.  This means that any run-time procedurals need to be
specially built for each renderer.  For example, if you wanted to avoid
writing a grass system to disk, you would need to use something special
purpose to generate the grass at render time (in the best case scenario
leveraging an existing hair procedural) or simply write every blade of
grass out to an ifd/ass.  With the work SideFX is doing on Houdini engine,
maybe there's some hope to get a swiss army knife Houdini procedural into
the renderers, but it doesn't seem like that's the usage case they have in
mind for Houdini engine.

Price is the other big issue with Houdini for scene assembly.  I have every
intention of making use of Houdini as a core FX package, and the price
(while still high) is more tenable in that department. As a studio, we
already own a smattering of 

Re: A way forward - We are kingmakers.

2014-03-04 Thread Eric Thivierge

+1 for Fabric becoming King.

On Tuesday, March 04, 2014 1:43:56 PM, Jonah Friedman wrote:

I think a united Softimage community could be kingmaker. I nominate
Fabric Engine as King.

Here's some facts as I see them: Some of us will continue to use
Softimage for the next few years, others of us will unhappily be
forced to use Maya. The realities of production, studios, and
freelancers will dictate this.

Softimage gave us ICE. ICE has made us smart, because ICE is a ladder.
ICE is a magical place where the slightest bit of linear algebra is
immediately useful. If you can add two vectors together you can make
useful things in ICE. And if you learn a little more, it's a little
more useful. And in so doing, ICE has elevated many us from people who
use 3D applications to people who create our own tools in 3D
applications. Our community is not totally unique in this matter, but
I think our community is remarkable in its knowledge of the core math
of CG. That combined with our formidable production experience,
self-sufficiency, and early-adopter fearlessness is unique. It makes
us mighty.

I think Fabric engine is the way out. That's because Fabric Engine is
also a ladder. For the moment, nothing changes. We may continue to use
Softimage, or we may be forced to use Maya, depending on each of our
circumstance, but the important thing is getting behind Fabric and
trying to get as many of our tools as possible into it. There's no
giant painful leap that's needed, we can start small without breaking
existing workflows. As a bonus, if we open up our tools as much as
possible, this will go exponentially faster. Softimage will remain
frozen in time and Maya will continue to crumble under the weight of
its terrible design, and all the while Fabric Engine will be eating.

Here's how I see this playing out.

 1. First Fabric Engine replaces what we used to do in ICE. There's a
lot of work to do to make this a reality, but this one seems like
a no-brainer to me.
 2. The next lowest hanging fruit is rigging. Fabric Engine creations
eat the deformers used in rigging, and then become the rigs
themselves.
 3. Once the native rigging in these programs is eaten, Fabric Engine
also eats animation as a natural progression. The animators must
go where the rigs are, and will be happiest where the rigs play
back the fastest.
 4. Lighting and rendering is a tough one, but it won't take very much
to be better than Maya here. Being competent at scene assembly and
having a pass system that isn't obviously terrible is enough.
 5. We unceremoniously kick the desiccated husk of Maya into a storm
drain.

Honestly if we do nothing, I think this might happen anyway. But I
think together can make it go much faster.

 1. Embrace open source and put as many of our tools as we can out there.
 2. Keep making stuff- this is natural for us, as we have, after all,
all become toolmakers.

No giant painful leap is needed. We liberate ourselves, and empower
developers who have passion and care about the right things.

This is the only road I see that leads somewhere that I actually want
to be.

-Jonah




Re: A way forward - We are kingmakers.

2014-03-04 Thread Siew Yi Liang
I would like to nominate Blender in that list for animation/rigging. 
While I personally dislike its UI and conventions that go with it, I 
feel it shouldn't be discounted as a serious contender...it has every 
feature that an animator requires to make great poses. But if only they 
would make (yet another) UI overhaul I would be very happy to work with 
it...


Yours sincerely,
Siew Yi Liang

On 3/4/2014 10:49 AM, Andy Jones wrote:


Since the rumor/news broke (and to a certain extent, before that as 
well), I've been putting some serious thought into plans for the 
future, and I want to share a few thoughts, as I think this storm will 
be best weathered together.  Every studio is different, of course, so 
what works for me right now may not work for everyone. To be clear, 
these are my own speculations at this time, and NOT any kind of formal 
plan for my employer.  The community discussion will have a big impact 
on our own internal discussions, though, so I think it is important to 
be part of the dialog.


As we all plow forward, the hope is that we will leave a trail that 
makes it easier for anyone who eventually finds themselves on the same 
pathway.



--- SCENE ASSEMBLY

For us, the biggest hole left by Softimage's demise will be lighting 
and scene assembly.  This, and FX, are the main areas where we 
currently utilize Softimage, particularly in our NY office, but in LA 
as well.


I'm going to run through some of the options I've looked at, leading 
up to what I think will be a good solution at the bottom.  Process of 
elimination style.



- KATANA

I've spent some (non-hands-on) time looking at Katana, and while it is 
a solid, powerful, scaleable solution to scene assembly, I feel it is 
actually too open-ended at the surface to address our needs.  I'm also 
not satisfied with how it presents shader networks to the end user.  I 
appreciate the flexibility of a nodal system at the core of an 
application, but what I actually want is a simplified UI that exposes 
all of that procedural power in a direct and consistent way.  I could 
see where Katana would work well for larger scale projects, but I have 
major concerns about how it would fare in small 1-10 man operations 
for commercials.


A key requirement for me in a scene aggregator is also the ability to 
have an ICE-like procedural layer passing data directly to the 
renderer without caching to disk. Caching is great for things with a 
certain data to computational complexity ratio, but in so many cases, 
you're better off either with a procedural callback, or data in 
memory.  Simple grass systems, feathers, hair, fur, rocks, leaves, 
fuzz, etc.  Largely with the help of ICE, we have graduated to an era 
where surfaces that need it can have more than just high res textures 
and displacement.  The issues above are likely fixable in Katana, but 
getting a procedural FX framework is far less likely to happen in the 
timeframe we'd need.


For us, Katana being Linux only, also happens to be an issue (though 
one we could work around with enough motivation).



- MAYA

With my last two jobs having been mostly in Maya studios, I don't 
consider Maya an option for scene assembly. The big beefs I have here 
are essentially the same as what I mentioned with Katana, plus the 
frequency of instability, and the lack of compartmentalization in the 
data model.  Not being able to group sets and namespaces being nothing 
more than a naming convention are also big issues.  Obviously, people, 
including ourselves do some great work lighting in Maya, but I work 
with some of the smartest and most talented Maya people I know, and it 
is a simple fact that their days are longer and harder than they 
should be because of Maya, and that situation hasn't changed at all in 
the last 5 years, aside from the work that's been done by Chaos Group 
and Solid Angle and the MtoA community.


One would think that Maya would actually be a pretty good choice, 
which I suppose is how we've ended up in this predicament we're in 
now, and people thinking they've chosen a winning horse with Maya.  
But the fact is, there has been little done to improve the situation 
for far too long, and some of the problems seem to be far too deeply 
rooted in the software to get fixed.  It's not entirely negligence on 
AD's part, as there are a lot of big studios relying on certain things 
in Maya NOT changing.



- HOUDINI

I'm not actually finished assessing Houdini's potential for scene 
assembly and lighting, but I'm already aware of a couple of big issues 
there.  First, Houdini's pricing model is not structured to be 
conducive to in-process rendering.  This means that any run-time 
procedurals need to be specially built for each renderer.  For 
example, if you wanted to avoid writing a grass system to disk, you 
would need to use something special purpose to generate the grass at 
render time (in the best case scenario leveraging an existing hair 
procedural) or simply write every 

Re: A way forward - We are kingmakers.

2014-03-04 Thread Steven Caron
hey andy

this is the first step in creating something like the 'stage' demo from
fabric engine...

https://github.com/caron/FabricArnold

i am excited about this and would love to collaborate with others in making
this a possibility. i agree and understand all you have outlined below.


On Tue, Mar 4, 2014 at 10:49 AM, Andy Jones andy.jo...@gmail.com wrote:

  Since the rumor/news broke (and to a certain extent, before that as
 well), I've been putting some serious thought into plans for the future,
 and I want to share a few thoughts, as I think this storm will be best
 weathered together.  Every studio is different, of course, so what works
 for me right now may not work for everyone. To be clear, these are my own
 speculations at this time, and NOT any kind of formal plan for my
 employer.  The community discussion will have a big impact on our own
 internal discussions, though, so I think it is important to be part of the
 dialog.

 As we all plow forward, the hope is that we will leave a trail that makes
 it easier for anyone who eventually finds themselves on the same pathway.


 -- SCENE ASSEMBLY

 For us, the biggest hole left by Softimage's demise will be lighting and
 scene assembly.  This, and FX, are the main areas where we currently
 utilize Softimage, particularly in our NY office, but in LA as well.

 I'm going to run through some of the options I've looked at, leading up to
 what I think will be a good solution at the bottom.  Process of elimination
 style.


 - KATANA

 I've spent some (non-hands-on) time looking at Katana, and while it is a
 solid, powerful, scaleable solution to scene assembly, I feel it is
 actually too open-ended at the surface to address our needs.  I'm also not
 satisfied with how it presents shader networks to the end user.  I
 appreciate the flexibility of a nodal system at the core of an application,
 but what I actually want is a simplified UI that exposes all of that
 procedural power in a direct and consistent way.  I could see where Katana
 would work well for larger scale projects, but I have major concerns about
 how it would fare in small 1-10 man operations for commercials.

 A key requirement for me in a scene aggregator is also the ability to have
 an ICE-like procedural layer passing data directly to the renderer without
 caching to disk.  Caching is great for things with a certain data to
 computational complexity ratio, but in so many cases, you're better off
 either with a procedural callback, or data in memory.  Simple grass
 systems, feathers, hair, fur, rocks, leaves, fuzz, etc.  Largely with the
 help of ICE, we have graduated to an era where surfaces that need it can
 have more than just high res textures and displacement.  The issues above
 are likely fixable in Katana, but getting a procedural FX framework is far
 less likely to happen in the timeframe we'd need.

 For us, Katana being Linux only, also happens to be an issue (though one
 we could work around with enough motivation).





 - XSI

 Still the best tool for scene assembly at the moment, in my opinion.  It's
 important to remember that the software isn't going to stop functioning
 right away.  This means that we can make a decision based on 2-3 years of
 lead-up time, vs making the decision based only on what is available today.




 - FABRIC ENGINE

 This takes me to Fabric Engine, which I feel is the right answer going
 forward.

 The one negative thing about Fabric Engine is just that it's still really
 early days.  None of the software I would like to use built on Fabric
 Engine actually exists yet, so there's a development cost that will be
 required in order to make it happen.  However, this can also be a strength,
 as there's an opportunity to shape the final product in ways that are
 impossible with some of the more long-established players.  Even Softimage
 had many things that I would have done differently in hindsight.
 Streamlined offloading, lighter and more portable shaders/shader
 assignments, per-renderer materials, multiple partition sets, rule-based
 partition membership, to name a few.

 The timing for making a new scene assembly tool is also pretty good right
 now, as USD is on the near horizon, and is aiming to provide a standardized
 data format for this specific task.

 I'm also very encouraged by what we saw with the Stage demo earlier.
 While it is not currently available for testing, the ease with which the
 Fabric guys put that together speaks to the quality of the framework
 they're building, and really shows that it should be possible to build a
 standardized scene assembly tool fairly easily.

 Last, but certainly not least, any scene assembly tool built on top of
 Fabric will naturally have native access to all the proceduralism of Fabric
 Engine.  Although with splice, you don't specifically need it to be
 native, it does mean that there's one less SDK getting in the way of
 getting raw Fabric Engine power.  ALSO, the fact that Splice already 

Re: A way forward - We are kingmakers.

2014-03-04 Thread Jonah Friedman

 you can create arnold scenes with the kl language! this is a step toward
 my own scene assembly tool. i am imagining something between softimage and
 katana.


That sounds exactly like a place I want to be. 3


Re: A way forward - We are kingmakers.

2014-03-04 Thread Juhani Karlsson
Now I`m interested about this mailing list too - its full of Kings!
Is it going to stay? If not where should we go?

Fabric definetly has bright future if you just keep on pushin - and Caron
that sounds really good : )


On 4 March 2014 21:35, Paul p...@bustykelp.com wrote:

 I'm going to be going Fabric too for sure.

 On 4 Mar 2014, at 19:17, Jonah Friedman jon...@gmail.com wrote:

 you can create arnold scenes with the kl language! this is a step toward
 my own scene assembly tool. i am imagining something between softimage and
 katana.


 That sounds exactly like a place I want to be. 3





-- 
-- 
Juhani Karlsson
3D Artist/TD

Talvi Digital Oy
Pursimiehenkatu 29-31 b 2krs.
00150 Helsinki
+358 443443088
juhani.karls...@talvi.fi
www.vimeo.com/talvi


Re: A way forward - We are kingmakers.

2014-03-04 Thread Felix Geremus
Great post Andy! I'm probably biased, because I'm mainly working as a
lighter. But after thinking about the future for the last couple of days, I
came to the very same conclusion. Lighting and scene assembly is the
biggest hole to fill. Houdini will be a great replacement for FX and with
stuff like open VDB, alembic, partiio, etc it should become easier to move
stuff in and out. Modeling can happen anywhere since a while.
Rigging and animation isn't that easy. But animation isn't that technical
and animators usually don't take long to switch. Rigging is more difficult.
But Maya isn't that bad in rigging. And now there is Fabric. And I think
for rigging it is already 90% of where it should be. People like Eric are
already building stuff with it. And the advantage here is that rigging is a
very modular and job specific process. With a few solvers and deformers
you're already up and running, and everything else, you build on top as you
need it. And that's the problem with a Fabric scene assembly application.
You'd basically need to build a complete and highly complex application
from scratch which covers all your needs. Otherwise you won't be able to
work with it. And from what I know that's what keeps many people in smaller
studios from using fabric in this area. It's just financially impossible to
build such an application from scratch. I was really disappointed when I
heard that the Fabric guys won't continue Stage for now (although I
understand their reasons). And all the other efforts I know of (except for
Steven's Arnold connection) are happening inside studios and most likely
won't be shared.
So now that Softimage will be gone, isn't there room or even need for
collaboration here? Before everybody tries to build something themselves,
shouldn't people try to bundle forces? And I'm not only talking about
individuals here. I'm talking about small to medium size companies who
couldn't afford to build something like this alone.




2014-03-04 20:39 GMT+01:00 Juhani Karlsson juhani.karls...@talvi.com:

 Now I`m interested about this mailing list too - its full of Kings!
 Is it going to stay? If not where should we go?

 Fabric definetly has bright future if you just keep on pushin - and Caron
 that sounds really good : )


 On 4 March 2014 21:35, Paul p...@bustykelp.com wrote:

 I'm going to be going Fabric too for sure.

 On 4 Mar 2014, at 19:17, Jonah Friedman jon...@gmail.com wrote:

 you can create arnold scenes with the kl language! this is a step toward
 my own scene assembly tool. i am imagining something between softimage and
 katana.


 That sounds exactly like a place I want to be. 3





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Pursimiehenkatu 29-31 b 2krs.
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi



Re: A way forward - We are kingmakers.

2014-03-04 Thread Andy Jones
Yes, that's totally my bad.  I should have already given you a shout out
about FabricArnold.  You, and guys like you, are the reason I think doing
scene assembly in Fabric is such a likely reality.  It's a huge
contribution already.

I need to get my feet wet in Fabric Engine myself, but I'm hoping to be
able to focus some effort on this stuff as well :)


 hey andy
 this is the first step in creating something like the 'stage' demo from
 fabric engine...
 https://github.com/caron/FabricArnold
 i am excited about this and would love to collaborate with others in
 making this a possibility. i agree and understand all you have outlined
 below.





Re: A way forward - We are kingmakers.

2014-03-04 Thread Paul Doyle
Thank you for mentioning us and for the helpful comments. I'll make sure we
respond to the things raised in this thread - in particular scene assembly.
I just don't feel like pimping software today - I'll be back on top of
things tomorrow.


On 4 March 2014 15:34, Felix Geremus felixgere...@googlemail.com wrote:

 Great post Andy! I'm probably biased, because I'm mainly working as a
 lighter. But after thinking about the future for the last couple of days, I
 came to the very same conclusion. Lighting and scene assembly is the
 biggest hole to fill. Houdini will be a great replacement for FX and with
 stuff like open VDB, alembic, partiio, etc it should become easier to move
 stuff in and out. Modeling can happen anywhere since a while.
 Rigging and animation isn't that easy. But animation isn't that technical
 and animators usually don't take long to switch. Rigging is more difficult.
 But Maya isn't that bad in rigging. And now there is Fabric. And I think
 for rigging it is already 90% of where it should be. People like Eric are
 already building stuff with it. And the advantage here is that rigging is a
 very modular and job specific process. With a few solvers and deformers
 you're already up and running, and everything else, you build on top as you
 need it. And that's the problem with a Fabric scene assembly application.
 You'd basically need to build a complete and highly complex application
 from scratch which covers all your needs. Otherwise you won't be able to
 work with it. And from what I know that's what keeps many people in smaller
 studios from using fabric in this area. It's just financially impossible to
 build such an application from scratch. I was really disappointed when I
 heard that the Fabric guys won't continue Stage for now (although I
 understand their reasons). And all the other efforts I know of (except for
 Steven's Arnold connection) are happening inside studios and most likely
 won't be shared.
 So now that Softimage will be gone, isn't there room or even need for
 collaboration here? Before everybody tries to build something themselves,
 shouldn't people try to bundle forces? And I'm not only talking about
 individuals here. I'm talking about small to medium size companies who
 couldn't afford to build something like this alone.




 2014-03-04 20:39 GMT+01:00 Juhani Karlsson juhani.karls...@talvi.com:

 Now I`m interested about this mailing list too - its full of Kings!
 Is it going to stay? If not where should we go?

 Fabric definetly has bright future if you just keep on pushin - and Caron
 that sounds really good : )


 On 4 March 2014 21:35, Paul p...@bustykelp.com wrote:

 I'm going to be going Fabric too for sure.

 On 4 Mar 2014, at 19:17, Jonah Friedman jon...@gmail.com wrote:

 you can create arnold scenes with the kl language! this is a step toward
 my own scene assembly tool. i am imagining something between softimage and
 katana.


 That sounds exactly like a place I want to be. 3





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Pursimiehenkatu 29-31 b 2krs.
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi





Re: A way forward - We are kingmakers.

2014-03-04 Thread Steven Caron
i didn't feel left out, i just wanted to mention it directly :)

i hope to talk more about it with you over the course of this year.


On Tue, Mar 4, 2014 at 12:45 PM, Andy Jones andy.jo...@gmail.com wrote:

 Yes, that's totally my bad.  I should have already given you a shout out
 about FabricArnold.  You, and guys like you, are the reason I think doing
 scene assembly in Fabric is such a likely reality.  It's a huge
 contribution already.

 I need to get my feet wet in Fabric Engine myself, but I'm hoping to be
 able to focus some effort on this stuff as well :)



Re: A way forward - We are kingmakers.

2014-03-04 Thread Felix Geremus
You are probably right. But these times are a little bit different and
maybe that's exactly the one chance inside all this mess. We're all sitting
in the same boat at the same time. I know a lot of studios who entirely
rely on Softimage for lighting. All of these will have to spend time and
thus money to move on to another pipeline during the next two years anyway.
So why not invest at least parts of this time into the same thing?
Individuals are great, and the community should absolutely try. But it's so
hard to put something like this together in your spare time. A few studios
supporting and profiting from this effort would accelerate the whole
process immensely. And about showing potential: wasn't Stage, and all the
other fabric applications build for exactly this reason? To show the
potential of such a project?



2014-03-04 21:55 GMT+01:00 Steven Caron car...@gmail.com:

 it is a bit harder for visual effects vendors/studios, in an already
 difficult market, spending money on software development (not their core
 business) is a hard sell. seeing a product or product in development on the
 other hand drums up interest which leads to real investment and
 collaboration. they need to see if their ideas are aligned with others on
 the project. don't take my comment as discouragement, it is just how i see
 it... for now it will be on individuals to come together on a project which
 shows potential. i hope we, the remaining softimage community, can do that
 together. again, not discouragement to any studio which wants to partner to
 make something happen...

 steven


 On Tue, Mar 4, 2014 at 12:34 PM, Felix Geremus 
 felixgere...@googlemail.com wrote:


 So now that Softimage will be gone, isn't there room or even need for
 collaboration here? Before everybody tries to build something themselves,
 shouldn't people try to bundle forces? And I'm not only talking about
 individuals here. I'm talking about small to medium size companies who
 couldn't afford to build something like this alone.




Re: A way forward - We are kingmakers.

2014-03-04 Thread Steven Caron
we are one of those studios... who should i put my superiors in contact
with?


On Tue, Mar 4, 2014 at 1:18 PM, Felix Geremus
felixgere...@googlemail.comwrote:

 You are probably right. But these times are a little bit different and
 maybe that's exactly the one chance inside all this mess. We're all sitting
 in the same boat at the same time. I know a lot of studios who entirely
 rely on Softimage for lighting. All of these will have to spend time and
 thus money to move on to another pipeline during the next two years anyway.
 So why not invest at least parts of this time into the same thing?
 Individuals are great, and the community should absolutely try. But it's so
 hard to put something like this together in your spare time. A few studios
 supporting and profiting from this effort would accelerate the whole
 process immensely. And about showing potential: wasn't Stage, and all the
 other fabric applications build for exactly this reason? To show the
 potential of such a project?




Re: A way forward - We are kingmakers.

2014-03-04 Thread Andy Jones
Many studios having the same problems at the same time is a HUGE
opportunity if we leverage it properly.

I completely agree about the collaboration that will be necessary from
users.  However, for studios' part, I know a lot of places are interested
in Fabric already, even if they haven't actually bought licenses yet.  So
if part of the incentive was some kind of agreement for the FE guys to help
nurture a scene assembly tool to life quickly, it might help tip the scale
for whatever cost/benefit analysis places are doing.  The devs working on
Fabric are truly some of the best in the world (and from what I understand,
a big part of the reason AD bought Softimage to begin with).  They are a
big part of the equation for what will happen in the future, even if they
don't end up wanting to build a scene assembler as a supported product in
itself (or who knows -- maybe they will?).

It would be great to get a little (or big?) list of studios that are
interested in this sort of project (or other ones) and possibly have some
kind of summit with the FE guys about what it would take to fast-track FE
into certain critical areas of production, assuming a certain number of
licenses were purchased.  No commitments at this point -- just a list of
interested parties who might be curious enough to be part of the
conversation, pending whatever other conversations need to be had with
superiors.  I.e., it's understood that nobody is speaking for their
companies at this point.  Just indicating that they think their company
*might* be interested.

I'll start:

Psyop
Massmarket



On Tue, Mar 4, 2014 at 1:18 PM, Felix Geremus
felixgere...@googlemail.comwrote:

 You are probably right. But these times are a little bit different and
 maybe that's exactly the one chance inside all this mess. We're all sitting
 in the same boat at the same time. I know a lot of studios who entirely
 rely on Softimage for lighting. All of these will have to spend time and
 thus money to move on to another pipeline during the next two years anyway.
 So why not invest at least parts of this time into the same thing?
 Individuals are great, and the community should absolutely try. But it's so
 hard to put something like this together in your spare time. A few studios
 supporting and profiting from this effort would accelerate the whole
 process immensely. And about showing potential: wasn't Stage, and all the
 other fabric applications build for exactly this reason? To show the
 potential of such a project?



 2014-03-04 21:55 GMT+01:00 Steven Caron car...@gmail.com:

 it is a bit harder for visual effects vendors/studios, in an already
 difficult market, spending money on software development (not their core
 business) is a hard sell. seeing a product or product in development on the
 other hand drums up interest which leads to real investment and
 collaboration. they need to see if their ideas are aligned with others on
 the project. don't take my comment as discouragement, it is just how i see
 it... for now it will be on individuals to come together on a project which
 shows potential. i hope we, the remaining softimage community, can do that
 together. again, not discouragement to any studio which wants to partner to
 make something happen...

 steven


 On Tue, Mar 4, 2014 at 12:34 PM, Felix Geremus 
 felixgere...@googlemail.com wrote:


 So now that Softimage will be gone, isn't there room or even need for
 collaboration here? Before everybody tries to build something themselves,
 shouldn't people try to bundle forces? And I'm not only talking about
 individuals here. I'm talking about small to medium size companies who
 couldn't afford to build something like this alone.





Re: A way forward - We are kingmakers.

2014-03-04 Thread Felix Geremus
We're just a small group of individuals (http://www.keller.io/) But we're
maintaining our own pipeline and are definitely interested.


2014-03-04 22:52 GMT+01:00 Andy Jones andy.jo...@gmail.com:

 Many studios having the same problems at the same time is a HUGE
 opportunity if we leverage it properly.

 I completely agree about the collaboration that will be necessary from
 users.  However, for studios' part, I know a lot of places are interested
 in Fabric already, even if they haven't actually bought licenses yet.  So
 if part of the incentive was some kind of agreement for the FE guys to help
 nurture a scene assembly tool to life quickly, it might help tip the scale
 for whatever cost/benefit analysis places are doing.  The devs working on
 Fabric are truly some of the best in the world (and from what I understand,
 a big part of the reason AD bought Softimage to begin with).  They are a
 big part of the equation for what will happen in the future, even if they
 don't end up wanting to build a scene assembler as a supported product in
 itself (or who knows -- maybe they will?).

 It would be great to get a little (or big?) list of studios that are
 interested in this sort of project (or other ones) and possibly have some
 kind of summit with the FE guys about what it would take to fast-track FE
 into certain critical areas of production, assuming a certain number of
 licenses were purchased.  No commitments at this point -- just a list of
 interested parties who might be curious enough to be part of the
 conversation, pending whatever other conversations need to be had with
 superiors.  I.e., it's understood that nobody is speaking for their
 companies at this point.  Just indicating that they think their company
 *might* be interested.

 I'll start:

 Psyop
 Massmarket



 On Tue, Mar 4, 2014 at 1:18 PM, Felix Geremus felixgere...@googlemail.com
  wrote:

 You are probably right. But these times are a little bit different and
 maybe that's exactly the one chance inside all this mess. We're all sitting
 in the same boat at the same time. I know a lot of studios who entirely
 rely on Softimage for lighting. All of these will have to spend time and
 thus money to move on to another pipeline during the next two years anyway.
 So why not invest at least parts of this time into the same thing?
 Individuals are great, and the community should absolutely try. But it's so
 hard to put something like this together in your spare time. A few studios
 supporting and profiting from this effort would accelerate the whole
 process immensely. And about showing potential: wasn't Stage, and all the
 other fabric applications build for exactly this reason? To show the
 potential of such a project?



 2014-03-04 21:55 GMT+01:00 Steven Caron car...@gmail.com:

 it is a bit harder for visual effects vendors/studios, in an already
 difficult market, spending money on software development (not their core
 business) is a hard sell. seeing a product or product in development on the
 other hand drums up interest which leads to real investment and
 collaboration. they need to see if their ideas are aligned with others on
 the project. don't take my comment as discouragement, it is just how i see
 it... for now it will be on individuals to come together on a project which
 shows potential. i hope we, the remaining softimage community, can do that
 together. again, not discouragement to any studio which wants to partner to
 make something happen...

 steven


 On Tue, Mar 4, 2014 at 12:34 PM, Felix Geremus 
 felixgere...@googlemail.com wrote:


 So now that Softimage will be gone, isn't there room or even need for
 collaboration here? Before everybody tries to build something themselves,
 shouldn't people try to bundle forces? And I'm not only talking about
 individuals here. I'm talking about small to medium size companies who
 couldn't afford to build something like this alone.






Re: A way forward - We are kingmakers.

2014-03-04 Thread Stefan Kubicek

@Felix: I totally agree on the bundling forces part.I've been on the Fabric Beta since over a year and am pondering over making a standalone application ever since.I have both plans for a hair/fur editing app as well as a general-purpose 3D application (at least the foundation of that) that can be extended and built upon by me and others. Blender comes very close to that ideal but it looks almost like a dead end compared to what FE already has to offer (accessibility of the API, Multithreading, Qt, etc), plus it would take a lot of changes to shape it into what I'd like it to look like, and that will be hard to gety ba the ecisting developers and communits.So far I've been held back by having to earn money in actual production, the (very) little time left gets mostly eaten up by my family.I've been thinking of kickstarting it, but there's a whole slew of steps involved to make that happen successfully. Is anyone familiar with the Blender business model? They do have permanent paid staff, right? Where do they get their funding from?@Andy J.:Thanks for summing it up so nicely and comprehensively. I need to disagree on the modeling part though. Even in XSI I miss a lot, especially in terms of symmetrical modeling and sculpting. There is huge potential for improvement in any existing application out there.If anyone 
(individuals and companies alike) 
is out there who is interested in collaborating on such projects or just wants to share advice and or/ ideas, whether technical or financial - I'm all ears.If this isn't the right moment in time I don't know which one is. Will, need and technology is there. Right now.Great post Andy! I'm probably biased, because I'm mainly working as a lighter. But after thinking about the future for the last couple of days, I came to the very same conclusion. Lighting and scene assembly is the biggest hole to fill. Houdini will be a great replacement for FX and with stuff like open VDB, alembic, partiio, etc it should become easier to move stuff in and out. Modeling can happen anywhere since a while.
Rigging and animation isn't that easy. But animation isn't that technical and animators usually don't take long to switch. Rigging is more difficult. But Maya isn't that bad in rigging. And now there is Fabric. And I think for rigging it is already 90% of where it should be. People like Eric are already building stuff with it. And the advantage here is that rigging is a very modular and job specific process. With a few solvers and deformers you're already up and running, and everything else, you build on top as you need it. And that's the problem with a Fabric scene assembly application. You'd basically need to build a complete and highly complex application from scratch which covers all your needs. Otherwise you won't be able to work with it. And from what I know that's what keeps many people in smaller studios from using fabric in this area. It's just financially impossible to build such an application from scratch. I was really disappointed when I heard that the Fabric guys won't continue Stage for now (although I understand their reasons). And all the other efforts I know of (except for Steven's Arnold connection) are happening inside studios and most likely won't be shared.
So now that Softimage will be gone, isn't there room or even need for collaboration here? Before everybody tries to build something themselves, shouldn't people try to bundle forces? And I'm not only talking about individuals here. I'm talking about small to medium size companies who couldn't afford to build something like this alone.
2014-03-04 20:39 GMT+01:00 Juhani Karlsson juhani.karls...@talvi.com:
Now I`m interested about this mailing list too - its full of Kings! Is it going to stay? If not where should we go? 
Fabric definetly has bright future if you just keep on pushin - and Caron that sounds really good : )
On 4 March 2014 21:35, Paul p...@bustykelp.com wrote:

I'm going to be going Fabric too for sure.On 4 Mar 2014, at 19:17, Jonah Friedman jon...@gmail.com wrote:
you can create arnold scenes with the kl language! this is a step toward my own scene assembly tool. i am imagining something between softimage and katana.


That sounds exactly like a place I want to be. 3
-- 
--
Juhani Karlsson3D Artist/TDTalvi Digital OyPursimiehenkatu 29-31 b 2krs.00150 Helsinki+358 443443088
juhani.karls...@talvi.fi
www.vimeo.com/talvi


-- ---   Stefan Kubicek---   keyvis digital imagery  Alfred Feierfeilstraße 3   A-2380 Perchtoldsdorf bei Wien Phone:+43/699/12614231  www.keyvis.at  ste...@keyvis.at--  This email and its attachments are   confidential and for the recipient only--

Re: A way forward - We are kingmakers.

2014-03-04 Thread Jonah Friedman
For myself, I just want to be heading in a direction of somewhere I
actually want to be. When I think of spending the next 5 years maintaining
a pile of python to make render layers barely work, I just want to cry. And
all of that just to take a massive step backwards. I really just can't.

The alternative of open collaboration between studios to build something
*good* is not only an alternative to despair, it's actually amazingly
exciting. I absolutely can't wait to start using and contributing to a
project like this. So many studios suddenly find themselves in this
situation now, with real urgency. This is a massive opportunity. Like
Stephan just said, if this isn't the right moment, I don't know what is.




On Tue, Mar 4, 2014 at 5:22 PM, Stefan Kubicek s...@tidbit-images.com wrote:

  @Felix: I totally agree on the bundling forces part.
 I've been on the Fabric Beta since over a year and am pondering over
 making a standalone application ever since.
 I have both plans for a hair/fur editing app as well as a general-purpose
 3D application (at least the foundation of that)  that can be extended and
 built upon by me and others. Blender comes very close to that ideal but it
 looks almost like a dead end compared to what FE already has to offer
 (accessibility of the API, Multithreading, Qt, etc), plus it would take a
 lot of changes to shape it into what I'd like it to look like, and that
 will be hard to gety ba the ecisting developers and communits.
 So far I've been held back by having to earn money in actual production,
 the (very)  little time left gets mostly eaten up by my family.
 I've been thinking of kickstarting it, but there's a whole slew of steps
 involved to make that happen successfully. Is anyone familiar with the
 Blender business model? They do have permanent paid staff, right? Where do
 they get their funding from?

 @Andy J.:Thanks for summing it up so nicely and comprehensively. I need to
 disagree on the modeling part though. Even in XSI I miss a lot, especially
 in terms of symmetrical modeling and sculpting. There is huge potential for
 improvement in any existing application out there.

 If anyone (individuals and companies alike) is out there who is interested
 in collaborating on such projects or just wants to share advice and or/
 ideas, whether technical or financial - I'm all ears.
 If this isn't the right moment in time I don't know which one is. Will,
 need and technology is there. Right now.






 Great post Andy! I'm probably biased, because I'm mainly working as a
 lighter. But after thinking about the future for the last couple of days, I
 came to the very same conclusion. Lighting and scene assembly is the
 biggest hole to fill. Houdini will be a great replacement for FX and with
 stuff like open VDB, alembic, partiio, etc it should become easier to move
 stuff in and out. Modeling can happen anywhere since a while.
 Rigging and animation isn't that easy. But animation isn't that technical
 and animators usually don't take long to switch. Rigging is more difficult.
 But Maya isn't that bad in rigging. And now there is Fabric. And I think
 for rigging it is already 90% of where it should be. People like Eric are
 already building stuff with it. And the advantage here is that rigging is a
 very modular and job specific process. With a few solvers and deformers
 you're already up and running, and everything else, you build on top as you
 need it. And that's the problem with a Fabric scene assembly application.
 You'd basically need to build a complete and highly complex application
 from scratch which covers all your needs. Otherwise you won't be able to
 work with it. And from what I know that's what keeps many people in smaller
 studios from using fabric in this area. It's just financially impossible to
 build such an application from scratch. I was really disappointed when I
 heard that the Fabric guys won't continue Stage for now (although I
 understand their reasons). And all the other efforts I know of (except for
 Steven's Arnold connection) are happening inside studios and most likely
 won't be shared.
 So now that Softimage will be gone, isn't there room or even need for
 collaboration here? Before everybody tries to build something themselves,
 shouldn't people try to bundle forces? And I'm not only talking about
 individuals here. I'm talking about small to medium size companies who
 couldn't afford to build something like this alone.




 2014-03-04 20:39 GMT+01:00 Juhani Karlsson juhani.karls...@talvi.com:

 Now I`m interested about this mailing list too - its full of Kings!
 Is it going to stay? If not where should we go?

 Fabric definetly has bright future if you just keep on pushin - and Caron
 that sounds really good : )


 On 4 March 2014 21:35, Paul p...@bustykelp.com wrote:

 I'm going to be going Fabric too for sure.

 On 4 Mar 2014, at 19:17, Jonah Friedman jon...@gmail.com wrote:

 you can create arnold scenes with the kl language! this is a 

Re: A way forward - We are kingmakers.

2014-03-04 Thread Ed Manning
On Tue, Mar 4, 2014 at 5:43 PM, Jonah Friedman jon...@gmail.com wrote:

 For myself, I just want to be heading in a direction of somewhere I
 actually want to be. When I think of spending the next 5 years maintaining
 a pile of python to make render layers barely work, I just want to cry. And
 all of that just to take a massive step backwards. I really just can't.

 The alternative of open collaboration between studios to build something
 *good* is not only an alternative to despair, it's actually amazingly
 exciting. I absolutely can't wait to start using and contributing to a
 project like this. So many studios suddenly find themselves in this
 situation now, with real urgency. This is a massive opportunity. Like
 Stephan just said, if this isn't the right moment, I don't know what is.

 I hope the studio proprietors agree.  All of you guys on-list at studios
that can contribute to this, brush up your convince-the-owner skills!

In all seriousness, is there someone on-list who can put together a
convincing and share-able (i.e. not revealing any proprietary business
data) business case? Maybe based on time and money lost by NOT taking this
opportunity?


Re: A way forward - We are kingmakers.

2014-03-04 Thread Morten Bartholdy
There definately is a going to be a void to fill Paul! And right now and a
couple years forward it will likely be easy to increase a DCC companys
userbase significantly if manages to deliver what is required.

Morten



Den 4. marts 2014 kl. 21:45 skrev Paul Doyle technove...@gmail.com:

 Thank you for mentioning us and for the helpful comments. I'll make sure we
 respond to the things raised in this thread - in particular scene assembly.
 I just don't feel like pimping software today - I'll be back on top of
 things tomorrow.
 
 
 On 4 March 2014 15:34, Felix Geremus  felixgere...@googlemail.com
 mailto:felixgere...@googlemail.com  wrote:
  Great post Andy! I'm probably biased, because I'm mainly working as a
  lighter. But after thinking about the future for the last couple of days, I
  came to the very same conclusion. Lighting and scene assembly is the
  biggest hole to fill. Houdini will be a great replacement for FX and with
  stuff like open VDB, alembic, partiio, etc it should become easier to move
  stuff in and out. Modeling can happen anywhere since a while.
  Rigging and animation isn't that easy. But animation isn't that technical
  and animators usually don't take long to switch. Rigging is more difficult.
  But Maya isn't that bad in rigging. And now there is Fabric. And I think
  for rigging it is already 90% of where it should be. People like Eric are
  already building stuff with it. And the advantage here is that rigging is a
  very modular and job specific process. With a few solvers and deformers
  you're already up and running, and everything else, you build on top as you
  need it. And that's the problem with a Fabric scene assembly application.
  You'd basically need to build a complete and highly complex application
  from scratch which covers all your needs. Otherwise you won't be able to
  work with it. And from what I know that's what keeps many people in smaller
  studios from using fabric in this area. It's just financially impossible to
  build such an application from scratch. I was really disappointed when I
  heard that the Fabric guys won't continue Stage for now (although I
  understand their reasons). And all the other efforts I know of (except for
  Steven's Arnold connection) are happening inside studios and most likely
  won't be shared.
  So now that Softimage will be gone, isn't there room or even need for
  collaboration here? Before everybody tries to build something themselves,
  shouldn't people try to bundle forces? And I'm not only talking about
  individuals here. I'm talking about small to medium size companies who
  couldn't afford to build something like this alone.
  
  
  
  
  2014-03-04 20:39 GMT+01:00 Juhani Karlsson  juhani.karls...@talvi.com
  mailto:juhani.karls...@talvi.com  :
  
   Now I`m interested about this mailing list too - its full of Kings!
   Is it going to stay? If not where should we go?
   Fabric definetly has bright future if you just keep on pushin - and Caron
   that sounds really good : )
   
   
   On 4 March 2014 21:35, Paul  p...@bustykelp.com
   mailto:p...@bustykelp.com  wrote:
I'm going to be going Fabric too for sure.

On 4 Mar 2014, at 19:17, Jonah Friedman  jon...@gmail.com
mailto:jon...@gmail.com  wrote:
  the kl language! this is a step toward my own scene assembly tool. i
  am
  imagining something between softimage and katana.
 
 That sounds exactly like a place I want to be. 3
 
   
   
   --
   --
   Juhani Karlsson
   3D Artist/TD
   
   Talvi Digital Oy
   Pursimiehenkatu 29-31 b 2krs.
   00150 Helsinki
   +358 443443088 tel:%2B358%20443443088
   juhani.karls...@talvi.fi
   www.vimeo.com/talvi http://www.vimeo.com/talvi


Re: A way forward - We are kingmakers.

2014-03-04 Thread Alok Gandhi
+1

Sent from my iPhone

 On Mar 5, 2014, at 5:11, Jeffrey Dates jda...@kungfukoi.com wrote:
 
 This.
 Everything Andy said.
 
 
 On Tue, Mar 4, 2014 at 4:52 PM, Andy Jones andy.jo...@gmail.com wrote:
 Many studios having the same problems at the same time is a HUGE opportunity 
 if we leverage it properly.
 
 I completely agree about the collaboration that will be necessary from 
 users.  However, for studios' part, I know a lot of places are interested in 
 Fabric already, even if they haven't actually bought licenses yet.  So if 
 part of the incentive was some kind of agreement for the FE guys to help 
 nurture a scene assembly tool to life quickly, it might help tip the scale 
 for whatever cost/benefit analysis places are doing.  The devs working on 
 Fabric are truly some of the best in the world (and from what I understand, 
 a big part of the reason AD bought Softimage to begin with).  They are a big 
 part of the equation for what will happen in the future, even if they don't 
 end up wanting to build a scene assembler as a supported product in itself 
 (or who knows -- maybe they will?).
 
 It would be great to get a little (or big?) list of studios that are 
 interested in this sort of project (or other ones) and possibly have some 
 kind of summit with the FE guys about what it would take to fast-track FE 
 into certain critical areas of production, assuming a certain number of 
 licenses were purchased.  No commitments at this point -- just a list of 
 interested parties who might be curious enough to be part of the 
 conversation, pending whatever other conversations need to be had with 
 superiors.  I.e., it's understood that nobody is speaking for their 
 companies at this point.  Just indicating that they think their company 
 *might* be interested.
 
 I'll start:
 
 Psyop
 Massmarket
 
 
 
 On Tue, Mar 4, 2014 at 1:18 PM, Felix Geremus felixgere...@googlemail.com 
 wrote:
 You are probably right. But these times are a little bit different and 
 maybe that's exactly the one chance inside all this mess. We're all sitting 
 in the same boat at the same time. I know a lot of studios who entirely 
 rely on Softimage for lighting. All of these will have to spend time and 
 thus money to move on to another pipeline during the next two years anyway. 
 So why not invest at least parts of this time into the same thing? 
 Individuals are great, and the community should absolutely try. But it's so 
 hard to put something like this together in your spare time. A few studios 
 supporting and profiting from this effort would accelerate the whole 
 process immensely. And about showing potential: wasn't Stage, and all the 
 other fabric applications build for exactly this reason? To show the 
 potential of such a project?
 
 
 
 2014-03-04 21:55 GMT+01:00 Steven Caron car...@gmail.com:
 
 it is a bit harder for visual effects vendors/studios, in an already 
 difficult market, spending money on software development (not their core 
 business) is a hard sell. seeing a product or product in development on 
 the other hand drums up interest which leads to real investment and 
 collaboration. they need to see if their ideas are aligned with others on 
 the project. don't take my comment as discouragement, it is just how i see 
 it... for now it will be on individuals to come together on a project 
 which shows potential. i hope we, the remaining softimage community, can 
 do that together. again, not discouragement to any studio which wants to 
 partner to make something happen... 
 
 steven
 
 
 On Tue, Mar 4, 2014 at 12:34 PM, Felix Geremus 
 felixgere...@googlemail.com wrote:
 
 So now that Softimage will be gone, isn't there room or even need for 
 collaboration here? Before everybody tries to build something themselves, 
 shouldn't people try to bundle forces? And I'm not only talking about 
 individuals here. I'm talking about small to medium size companies who 
 couldn't afford to build something like this alone.
 


Re: A way forward - We are kingmakers.

2014-03-04 Thread Stephan Hempel
after laying around the whole night and couldn't sleep here are my 2 cents on 
the whole situation.

When you look at the history of Softimage it's quite obvious that developing a 
software for this industry is quite a challenge. I think there is reason why 
Daniel Langlois sold Softimage to Microsoft, because he couldn't stand the 
developing costs for a complete rewrite anymore. And when you see how long it 
took until XSI and later Moondust got on the market you may have glimpse what 
it means to develop a piece Software with this kind of sophistication. 

I can only hope that FabricEngine and all the others develop a better business 
model then the traditional one with investors outside of the industry who are 
not bound to the company they are invested in and can sell their investment at 
anytime to anywhom. I think the only solution are strong bounds into the 3D 
industry itself. 

I want to show you an example. In the Germany there is a company called DATEV. 
They do a very unsexy thing: tax accounting software. But the interesting part 
is that this company has been built by its customers and is owned by its 
customers in form of a cooperative society. The company exists since 1966 which 
gives you an idea about the stability and longevity of such the business model. 
More info about you find here: http://en.wikipedia.org/wiki/Datev 

As manufacturing 3D software is obviously not a highly profitable business (or 
why else Softimage got sold from the founder via Microsoft throught AVID to 
Autodesk, Maya from Wavefront through Alias to Autodesk, 3dsmax from Kinetix 
through discreet* to Autodesk) 
I can only strongly recommend to stay away from financal investors and the 
stock market and try to finance the development through the 3D industry itself.

By the way if you look at Autodesk's latest business figures then you get the 
impression that big troubles can arise. Last years revenue dropped 
significantly especially when you compare it to the performance of the 
competition in the engineering sector. Engineering is 93% of their business by 
the way. ME only contributes 7% to their revenue and is decreasing. 
Related to that I don't think that cloud based services which is supposedly the 
next big thing is wanted by such a conservative industry like the engineering 
industry is. And believe me or not they are conservative. I have some clients 
in this field. When this cloud based thing goes down the drain it is likely 
that Autodesk gets in big trouble and will therefore concentrate on its core 
business and will as consequence sell its stepchild ME to whomever may have an 
interest in it (hopefully not a financial investor).  

Well I have no glass ball in front of me but I think the 3D industry should be 
prepared for such a situation since Autodesk has a dominant market position and 
apparently no one seems to care.

It's a shame their will be no other software with a 
middle-click-this-button-to-repeat-the-last-command functionality anymore 
because Autodesk owns the patent on this and many other innovative concepts 
which made Softimage unique and stand out. So I think I will stay with my 
second love until I go the Kim Aldis route.

Just my 2 cents. Sorry for the rambling speech.   

I am still very thankful that I got in touch with  Softimage at Spans und 
Partner 8 years ago after messing around with 3dsmax and Maya. Thanks to the 
developers and the community for supporting such a great product over the last 
28 years.

Cheers,
Stephan.

+1

Sent from my iPhone

On Mar 5, 2014, at 5:11, Jeffrey Dates jda...@kungfukoi.com wrote:

This.
Everything Andy said.



On Tue, Mar 4, 2014 at 4:52 PM, Andy Jones andy.jo...@gmail.com wrote:

Many studios having the same problems at the same time is a HUGE opportunity if 
we leverage it properly.

I completely agree about the collaboration that will be necessary from users.  
However, for studios' part, I know a lot of places are interested in Fabric 
already, even if they haven't actually bought licenses yet.  So if part of the 
incentive was some kind of agreement for the FE guys to help nurture a scene 
assembly tool to life quickly, it might help tip the scale for whatever 
cost/benefit analysis places are doing.  The devs working on Fabric are truly 
some of the best in the world (and from what I understand, a big part of the 
reason AD bought Softimage to begin with).  They are a big part of the equation 
for what will happen in the future, even if they don't end up wanting to build 
a scene assembler as a supported product in itself (or who knows -- maybe 
they will?).

It would be great to get a little (or big?) list of studios that are interested 
in this sort of project (or other ones) and possibly have some kind of summit 
with the FE guys about what it would take to fast-track FE into certain 
critical areas of production, assuming a certain number of licenses were 
purchased.  No commitments at this point -- just a list of interested 

Re: A way forward - We are kingmakers.

2014-03-04 Thread Leoung O'Young

Very thoughtful words.
Tears almost come to my eyes when such great piece of software is put 
out to pasture and buried, it is a crime.
All the hard work some many people that has been put in to make it the 
software it is today.

One we have been using for such a long time.
We now have 2 weeks to make some major decision what direction we will 
be taking.

We will take a look at Houdini  and Cinema 4D.
I will not consider Maya or 3D Max.


On 04/03/2014 11:10 PM, Stephan Hempel wrote:

after laying around the whole night and couldn't sleep here are my 2 cents on 
the whole situation.

When you look at the history of Softimage it's quite obvious that developing a 
software for this industry is quite a challenge. I think there is reason why 
Daniel Langlois sold Softimage to Microsoft, because he couldn't stand the 
developing costs for a complete rewrite anymore. And when you see how long it 
took until XSI and later Moondust got on the market you may have glimpse what 
it means to develop a piece Software with this kind of sophistication.

I can only hope that FabricEngine and all the others develop a better business 
model then the traditional one with investors outside of the industry who are 
not bound to the company they are invested in and can sell their investment at 
anytime to anywhom. I think the only solution are strong bounds into the 3D 
industry itself.

I want to show you an example. In the Germany there is a company called DATEV. 
They do a very unsexy thing: tax accounting software. But the interesting part 
is that this company has been built by its customers and is owned by its 
customers in form of a cooperative society. The company exists since 1966 which 
gives you an idea about the stability and longevity of such the business model.
More info about you find here: http://en.wikipedia.org/wiki/Datev

As manufacturing 3D software is obviously not a highly profitable business (or 
why else Softimage got sold from the founder via Microsoft throught AVID to 
Autodesk, Maya from Wavefront through Alias to Autodesk, 3dsmax from Kinetix 
through discreet* to Autodesk)
I can only strongly recommend to stay away from financal investors and the 
stock market and try to finance the development through the 3D industry itself.

By the way if you look at Autodesk's latest business figures then you get the 
impression that big troubles can arise. Last years revenue dropped significantly 
especially when you compare it to the performance of the competition in the 
engineering sector. Engineering is 93% of their business by the way. ME only 
contributes 7% to their revenue and is decreasing.
Related to that I don't think that cloud based services which is supposedly the 
next big thing is wanted by such a conservative industry like the engineering 
industry is. And believe me or not they are conservative. I have some clients in 
this field. When this cloud based thing goes down the drain it is likely that 
Autodesk gets in big trouble and will therefore concentrate on its core business 
and will as consequence sell its stepchild ME to whomever may have an interest 
in it (hopefully not a financial investor).

Well I have no glass ball in front of me but I think the 3D industry should be 
prepared for such a situation since Autodesk has a dominant market position and 
apparently no one seems to care.

It's a shame their will be no other software with a 
middle-click-this-button-to-repeat-the-last-command functionality anymore because Autodesk owns the 
patent on this and many other innovative concepts which made Softimage unique and stand out. So I 
think I will stay with my second love until I go the Kim Aldis route.

Just my 2 cents. Sorry for the rambling speech.

I am still very thankful that I got in touch with  Softimage at Spans und 
Partner 8 years ago after messing around with 3dsmax and Maya. Thanks to the 
developers and the community for supporting such a great product over the last 
28 years.

Cheers,
Stephan.

+1

Sent from my iPhone

On Mar 5, 2014, at 5:11, Jeffrey Dates jda...@kungfukoi.com wrote:

This.
Everything Andy said.



On Tue, Mar 4, 2014 at 4:52 PM, Andy Jones andy.jo...@gmail.com wrote:

Many studios having the same problems at the same time is a HUGE opportunity if 
we leverage it properly.

I completely agree about the collaboration that will be necessary from users.  However, 
for studios' part, I know a lot of places are interested in Fabric already, even if they 
haven't actually bought licenses yet.  So if part of the incentive was some kind of 
agreement for the FE guys to help nurture a scene assembly tool to life quickly, it might 
help tip the scale for whatever cost/benefit analysis places are doing.  The devs working 
on Fabric are truly some of the best in the world (and from what I understand, a big part 
of the reason AD bought Softimage to begin with).  They are a big part of the equation 
for what will happen in the future, even if they don't end up 

Re: A way forward - We are kingmakers.

2014-03-04 Thread Alex Arce
Wow Stephan,

Thanks for sharing. I remember in some of my early days with Softimage CE
(starting 21 years ago), Spans+Partners work on some of the early Softimage
reels inspiring me to explore more. It makes me happy to be reminded of
this so many years later, even at such a depressing moment it Softimage
history.

Thanks again,

Alex


On Tue, Mar 4, 2014 at 11:10 PM, Stephan Hempel elh...@gmail.com wrote:

 after laying around the whole night and couldn't sleep here are my 2 cents
 on the whole situation.

 When you look at the history of Softimage it's quite obvious that
 developing a software for this industry is quite a challenge. I think there
 is reason why Daniel Langlois sold Softimage to Microsoft, because he
 couldn't stand the developing costs for a complete rewrite anymore. And
 when you see how long it took until XSI and later Moondust got on the
 market you may have glimpse what it means to develop a piece Software with
 this kind of sophistication.

 I can only hope that FabricEngine and all the others develop a better
 business model then the traditional one with investors outside of the
 industry who are not bound to the company they are invested in and can sell
 their investment at anytime to anywhom. I think the only solution are
 strong bounds into the 3D industry itself.

 I want to show you an example. In the Germany there is a company called
 DATEV. They do a very unsexy thing: tax accounting software. But the
 interesting part is that this company has been built by its customers and
 is owned by its customers in form of a cooperative society. The company
 exists since 1966 which gives you an idea about the stability and longevity
 of such the business model.
 More info about you find here: http://en.wikipedia.org/wiki/Datev

 As manufacturing 3D software is obviously not a highly profitable business
 (or why else Softimage got sold from the founder via Microsoft throught
 AVID to Autodesk, Maya from Wavefront through Alias to Autodesk, 3dsmax
 from Kinetix through discreet* to Autodesk)
 I can only strongly recommend to stay away from financal investors and the
 stock market and try to finance the development through the 3D industry
 itself.

 By the way if you look at Autodesk's latest business figures then you get
 the impression that big troubles can arise. Last years revenue dropped
 significantly especially when you compare it to the performance of the
 competition in the engineering sector. Engineering is 93% of their business
 by the way. ME only contributes 7% to their revenue and is decreasing.
 Related to that I don't think that cloud based services which is
 supposedly the next big thing is wanted by such a conservative industry
 like the engineering industry is. And believe me or not they are
 conservative. I have some clients in this field. When this cloud based
 thing goes down the drain it is likely that Autodesk gets in big trouble
 and will therefore concentrate on its core business and will as consequence
 sell its stepchild ME to whomever may have an interest in it (hopefully
 not a financial investor).

 Well I have no glass ball in front of me but I think the 3D industry
 should be prepared for such a situation since Autodesk has a dominant
 market position and apparently no one seems to care.

 It's a shame their will be no other software with a
 middle-click-this-button-to-repeat-the-last-command functionality anymore
 because Autodesk owns the patent on this and many other innovative concepts
 which made Softimage unique and stand out. So I think I will stay with my
 second love until I go the Kim Aldis route.

 Just my 2 cents. Sorry for the rambling speech.

 I am still very thankful that I got in touch with  Softimage at Spans und
 Partner 8 years ago after messing around with 3dsmax and Maya. Thanks to
 the developers and the community for supporting such a great product over
 the last 28 years.

 Cheers,
 Stephan.

 +1

 Sent from my iPhone

 On Mar 5, 2014, at 5:11, Jeffrey Dates jda...@kungfukoi.com wrote:

 This.
 Everything Andy said.



 On Tue, Mar 4, 2014 at 4:52 PM, Andy Jones andy.jo...@gmail.com wrote:

 Many studios having the same problems at the same time is a HUGE
 opportunity if we leverage it properly.

 I completely agree about the collaboration that will be necessary from
 users.  However, for studios' part, I know a lot of places are interested
 in Fabric already, even if they haven't actually bought licenses yet.  So
 if part of the incentive was some kind of agreement for the FE guys to help
 nurture a scene assembly tool to life quickly, it might help tip the scale
 for whatever cost/benefit analysis places are doing.  The devs working on
 Fabric are truly some of the best in the world (and from what I understand,
 a big part of the reason AD bought Softimage to begin with).  They are a
 big part of the equation for what will happen in the future, even if they
 don't end up wanting to build a scene assembler as a supported