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

2014-03-24 Thread Chris Marshall
Sebastien, Exactly right, which was the idea of this thread. Will we
actually ever get to where we are today with ICE, with the approach AD are
taking with Bifrost? Nothing they can tell us in an open forum like this
will actually answer that question. So read into that what you will.




On 24 March 2014 05:37, Sebastien Sterling sebastien.sterl...@gmail.comwrote:

 If they are already talking about it being a stand alone engine that can
 plug into Maya AND Max, how exactly would it be able to deal with:


 - building custom deformers (thereby reading and driving polygon mesh
 point positions)
  - manipulating shape data (-- reading and driving the per-point shape
 vectors per polygon mesh point position)
 - manipulating UV's
 - manipulating kinematic transforms

 Would there be two context libraries ? one for Maya and one for Max ?
 cause that sounds like an awful amount of work, not that there are any
 plans to port to max i would not think.

 Plus you often hear that phrase, Maya is aware of bitfrost but bitfrost is
 unaware of Maya, it doesn't know where the data it crunches is going.

 At any rate for now its a FLIP solver, next year will it be a FLIP solver
 with a Node based interface ? and a year and X$ subscription dollars after
 that? what will it be ?

 It is going to take at least 3 years for it to be something other then
 what we can expect.



 On 23 March 2014 17:21, Aleksa Orlov aleksaor...@gmail.com wrote:

 Or, to put it more bluntly, we already waited and invested those 5 years.
 It is now expected to do it all over again. *Cui bono*?


 On Sun, Mar 23, 2014 at 5:22 PM, Jordi Bares jordiba...@gmail.comwrote:

 Adrian, we are talking years (5?) of development here to get a full
 solid stable platform... don't you think it is quite a lot to ask to someone
 that already has almost all of that?

 Jordi Bares
 jordiba...@gmail.com

 On 21 Mar 2014, at 17:41, Adrian Graham adrian.gra...@autodesk.com
 wrote:

  Look, I can't comment exactly on where we're going with Bifrost, this
 is where I run into all sorts of SEC limitations and stuff. I could defer
 to ChrisV to answer those questions in a more official manner.
 
  Rest assured we're aware that ICE is more than just FX, more than
 particles and simulation, that it's a complete procedural workflow
 involving all kinds of data, throughout the package.
 
  Adrian
 
  From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastian Kowalski
  Sent: Friday, March 21, 2014 10:38 AM
  To: softimage@listproc.autodesk.com
  Subject: Re: ICE - When will we have todays functionality in Maya?
 
  thats is my concern too. as much as I embrace a decoupling from maya,
 its how ICE is capable to talk to different scene elements that makes it so
 powerful.
  managing data until the very least work process  at render time. and
 we are in full control.
  as beautiful big ass fluid sims look, its not what we day for day.
  please have a look on the 'what uses is ICE?' thread (
 https://groups.google.com/forum/#!topic/xsi_list/7aGyes8lBQE)
 
  thanks
 
  Am 21.03.2014 um 18:29 schrieb Alastair Hearsum 
 hear...@glassworks.co.ukmailto:hear...@glassworks.co.uk:
 
 
  Hi Adrian
 
  I'm no egg head so forgive the simplicity of my question. Would this
 platform agnostic scenario actively prevent any of the procedures and
 scenarios that we currently use ICE for?  Is ICE so functional because its
 embedded in Softimage?  Can we have the same functionality with a non
 embedded engine?
 
  Alastair
  Alastair Hearsum
  Head of 3d
  [GLASSWORKS]
  33/34 Great Pulteney Street
  London
  W1F 9NP
  +44 (0)20 7434 1182
  glassworks.co.ukhttp://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at
 glassworks.co.ukhttp://glassworks.co.uk/
  (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged,
 private and confidential and are intended solely for the stated
 recipient(s). Any views or opinions presented are solely those of the
 author and do not necessarily represent those of the Company. If you are
 not the intended recipient, be advised that you have received this e-mail
 in error and that any use, dissemination, forwarding, printing, or copying
 of this e-mail is strictly prohibited. If this transmission is received in
 error please kindly return it to the sender and delete this message from
 your system.
  On 21/03/2014 16:53, Adrian Graham wrote:
 
  Ah, but may I respectfully point out that this was one of the problems
 with ICE, in that its complete and total integration into Softimage makes
 it difficult to engineer and manage, from a software and, unfortunately, a
 marketing point of view.
 
 
 
  Most modern software libraries are platform-agnostic, and this is what

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

2014-03-24 Thread Peter Agg
Surely if the Fabric guys can deal with those things in multiple programs
Autodesk can find a way as well.


On 24 March 2014 10:01, Chris Marshall chrismarshal...@gmail.com wrote:

 Sebastien, Exactly right, which was the idea of this thread. Will we
 actually ever get to where we are today with ICE, with the approach AD are
 taking with Bifrost? Nothing they can tell us in an open forum like this
 will actually answer that question. So read into that what you will.




 On 24 March 2014 05:37, Sebastien Sterling 
 sebastien.sterl...@gmail.comwrote:

 If they are already talking about it being a stand alone engine that can
 plug into Maya AND Max, how exactly would it be able to deal with:


 - building custom deformers (thereby reading and driving polygon mesh
 point positions)
  - manipulating shape data (-- reading and driving the per-point shape
 vectors per polygon mesh point position)
 - manipulating UV's
 - manipulating kinematic transforms

 Would there be two context libraries ? one for Maya and one for Max ?
 cause that sounds like an awful amount of work, not that there are any
 plans to port to max i would not think.

 Plus you often hear that phrase, Maya is aware of bitfrost but bitfrost
 is unaware of Maya, it doesn't know where the data it crunches is going.

 At any rate for now its a FLIP solver, next year will it be a FLIP solver
 with a Node based interface ? and a year and X$ subscription dollars after
 that? what will it be ?

 It is going to take at least 3 years for it to be something other then
 what we can expect.



 On 23 March 2014 17:21, Aleksa Orlov aleksaor...@gmail.com wrote:

 Or, to put it more bluntly, we already waited and invested those 5
 years. It is now expected to do it all over again. *Cui bono*?


 On Sun, Mar 23, 2014 at 5:22 PM, Jordi Bares jordiba...@gmail.comwrote:

 Adrian, we are talking years (5?) of development here to get a full
 solid stable platform... don't you think it is quite a lot to ask to 
 someone
 that already has almost all of that?

 Jordi Bares
 jordiba...@gmail.com

 On 21 Mar 2014, at 17:41, Adrian Graham adrian.gra...@autodesk.com
 wrote:

  Look, I can't comment exactly on where we're going with Bifrost, this
 is where I run into all sorts of SEC limitations and stuff. I could defer
 to ChrisV to answer those questions in a more official manner.
 
  Rest assured we're aware that ICE is more than just FX, more than
 particles and simulation, that it's a complete procedural workflow
 involving all kinds of data, throughout the package.
 
  Adrian
 
  From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastian
 Kowalski
  Sent: Friday, March 21, 2014 10:38 AM
  To: softimage@listproc.autodesk.com
  Subject: Re: ICE - When will we have todays functionality in Maya?
 
  thats is my concern too. as much as I embrace a decoupling from maya,
 its how ICE is capable to talk to different scene elements that makes it so
 powerful.
  managing data until the very least work process  at render time. and
 we are in full control.
  as beautiful big ass fluid sims look, its not what we day for day.
  please have a look on the 'what uses is ICE?' thread (
 https://groups.google.com/forum/#!topic/xsi_list/7aGyes8lBQE)
 
  thanks
 
  Am 21.03.2014 um 18:29 schrieb Alastair Hearsum 
 hear...@glassworks.co.ukmailto:hear...@glassworks.co.uk:
 
 
  Hi Adrian
 
  I'm no egg head so forgive the simplicity of my question. Would this
 platform agnostic scenario actively prevent any of the procedures and
 scenarios that we currently use ICE for?  Is ICE so functional because its
 embedded in Softimage?  Can we have the same functionality with a non
 embedded engine?
 
  Alastair
  Alastair Hearsum
  Head of 3d
  [GLASSWORKS]
  33/34 Great Pulteney Street
  London
  W1F 9NP
  +44 (0)20 7434 1182
  glassworks.co.ukhttp://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at
 glassworks.co.ukhttp://glassworks.co.uk/
  (Company registered in England with number 04759979. Registered
 office 25 Harley Street, London, W1G 9BR. VAT registration number:
 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged,
 private and confidential and are intended solely for the stated
 recipient(s). Any views or opinions presented are solely those of the
 author and do not necessarily represent those of the Company. If you are
 not the intended recipient, be advised that you have received this e-mail
 in error and that any use, dissemination, forwarding, printing, or copying
 of this e-mail is strictly prohibited. If this transmission is received in
 error please kindly return it to the sender and delete this message from
 your system.
  On 21/03/2014 16:53, Adrian Graham wrote:
 
  Ah, but may I respectfully point out that this was one of the
 problems with ICE, in that its complete and total integration

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

2014-03-24 Thread Sebastien Sterling
Yeah, but you are forgetting, that the Fabric guys, are magic ;)


On 24 March 2014 10:03, Peter Agg peter@googlemail.com wrote:

 Surely if the Fabric guys can deal with those things in multiple programs
 Autodesk can find a way as well.


 On 24 March 2014 10:01, Chris Marshall chrismarshal...@gmail.com wrote:

 Sebastien, Exactly right, which was the idea of this thread. Will we
 actually ever get to where we are today with ICE, with the approach AD are
 taking with Bifrost? Nothing they can tell us in an open forum like this
 will actually answer that question. So read into that what you will.




 On 24 March 2014 05:37, Sebastien Sterling 
 sebastien.sterl...@gmail.comwrote:

 If they are already talking about it being a stand alone engine that can
 plug into Maya AND Max, how exactly would it be able to deal with:


 - building custom deformers (thereby reading and driving polygon mesh
 point positions)
  - manipulating shape data (-- reading and driving the per-point shape
 vectors per polygon mesh point position)
 - manipulating UV's
 - manipulating kinematic transforms

 Would there be two context libraries ? one for Maya and one for Max ?
 cause that sounds like an awful amount of work, not that there are any
 plans to port to max i would not think.

 Plus you often hear that phrase, Maya is aware of bitfrost but bitfrost
 is unaware of Maya, it doesn't know where the data it crunches is going.

 At any rate for now its a FLIP solver, next year will it be a FLIP
 solver with a Node based interface ? and a year and X$ subscription dollars
 after that? what will it be ?

 It is going to take at least 3 years for it to be something other then
 what we can expect.



 On 23 March 2014 17:21, Aleksa Orlov aleksaor...@gmail.com wrote:

 Or, to put it more bluntly, we already waited and invested those 5
 years. It is now expected to do it all over again. *Cui bono*?


 On Sun, Mar 23, 2014 at 5:22 PM, Jordi Bares jordiba...@gmail.comwrote:

 Adrian, we are talking years (5?) of development here to get a full
 solid stable platform... don't you think it is quite a lot to ask to 
 someone
 that already has almost all of that?

 Jordi Bares
 jordiba...@gmail.com

 On 21 Mar 2014, at 17:41, Adrian Graham adrian.gra...@autodesk.com
 wrote:

  Look, I can't comment exactly on where we're going with Bifrost,
 this is where I run into all sorts of SEC limitations and stuff. I could
 defer to ChrisV to answer those questions in a more official manner.
 
  Rest assured we're aware that ICE is more than just FX, more than
 particles and simulation, that it's a complete procedural workflow
 involving all kinds of data, throughout the package.
 
  Adrian
 
  From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastian
 Kowalski
  Sent: Friday, March 21, 2014 10:38 AM
  To: softimage@listproc.autodesk.com
  Subject: Re: ICE - When will we have todays functionality in Maya?
 
  thats is my concern too. as much as I embrace a decoupling from
 maya, its how ICE is capable to talk to different scene elements that 
 makes
 it so powerful.
  managing data until the very least work process  at render time. and
 we are in full control.
  as beautiful big ass fluid sims look, its not what we day for day.
  please have a look on the 'what uses is ICE?' thread (
 https://groups.google.com/forum/#!topic/xsi_list/7aGyes8lBQE)
 
  thanks
 
  Am 21.03.2014 um 18:29 schrieb Alastair Hearsum 
 hear...@glassworks.co.ukmailto:hear...@glassworks.co.uk:
 
 
  Hi Adrian
 
  I'm no egg head so forgive the simplicity of my question. Would this
 platform agnostic scenario actively prevent any of the procedures and
 scenarios that we currently use ICE for?  Is ICE so functional because its
 embedded in Softimage?  Can we have the same functionality with a non
 embedded engine?
 
  Alastair
  Alastair Hearsum
  Head of 3d
  [GLASSWORKS]
  33/34 Great Pulteney Street
  London
  W1F 9NP
  +44 (0)20 7434 1182
  glassworks.co.ukhttp://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at
 glassworks.co.ukhttp://glassworks.co.uk/
  (Company registered in England with number 04759979. Registered
 office 25 Harley Street, London, W1G 9BR. VAT registration number:
 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged,
 private and confidential and are intended solely for the stated
 recipient(s). Any views or opinions presented are solely those of the
 author and do not necessarily represent those of the Company. If you are
 not the intended recipient, be advised that you have received this e-mail
 in error and that any use, dissemination, forwarding, printing, or copying
 of this e-mail is strictly prohibited. If this transmission is received in
 error please kindly return it to the sender and delete this message from
 your system.
  On 21/03/2014 16:53, Adrian Graham wrote

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

2014-03-24 Thread Angus Davidson
Queue the sounds of Queen “its a kinda magic” ;)



From: Sebastien Sterling 
sebastien.sterl...@gmail.commailto:sebastien.sterl...@gmail.com
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Monday 24 March 2014 at 12:22 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: ICE - When will we have todays functionality in Maya?

Yeah, but you are forgetting, that the Fabric guys, are magic ;)


On 24 March 2014 10:03, Peter Agg 
peter@googlemail.commailto:peter@googlemail.com wrote:
Surely if the Fabric guys can deal with those things in multiple programs 
Autodesk can find a way as well.


On 24 March 2014 10:01, Chris Marshall 
chrismarshal...@gmail.commailto:chrismarshal...@gmail.com wrote:
Sebastien, Exactly right, which was the idea of this thread. Will we actually 
ever get to where we are today with ICE, with the approach AD are taking with 
Bifrost? Nothing they can tell us in an open forum like this will actually 
answer that question. So read into that what you will.




On 24 March 2014 05:37, Sebastien Sterling 
sebastien.sterl...@gmail.commailto:sebastien.sterl...@gmail.com wrote:
If they are already talking about it being a stand alone engine that can plug 
into Maya AND Max, how exactly would it be able to deal with:


- building custom deformers (thereby reading and driving polygon mesh point 
positions)
- manipulating shape data (-- reading and driving the per-point shape vectors 
per polygon mesh point position)
- manipulating UV's
- manipulating kinematic transforms

Would there be two context libraries ? one for Maya and one for Max ? cause 
that sounds like an awful amount of work, not that there are any plans to port 
to max i would not think.

Plus you often hear that phrase, Maya is aware of bitfrost but bitfrost is 
unaware of Maya, it doesn't know where the data it crunches is going.

At any rate for now its a FLIP solver, next year will it be a FLIP solver with 
a Node based interface ? and a year and X$ subscription dollars after that? 
what will it be ?

It is going to take at least 3 years for it to be something other then what we 
can expect.



On 23 March 2014 17:21, Aleksa Orlov 
aleksaor...@gmail.commailto:aleksaor...@gmail.com wrote:
Or, to put it more bluntly, we already waited and invested those 5 years. It is 
now expected to do it all over again. Cui bono?


On Sun, Mar 23, 2014 at 5:22 PM, Jordi Bares 
jordiba...@gmail.commailto:jordiba...@gmail.com wrote:
Adrian, we are talking years (5?) of development here to get a full solid 
stable platform… don't you think it is quite a lot to ask to someone that 
already has almost all of that?

Jordi Bares
jordiba...@gmail.commailto:jordiba...@gmail.com

On 21 Mar 2014, at 17:41, Adrian Graham 
adrian.gra...@autodesk.commailto:adrian.gra...@autodesk.com wrote:

 Look, I can't comment exactly on where we're going with Bifrost, this is 
 where I run into all sorts of SEC limitations and stuff. I could defer to 
 ChrisV to answer those questions in a more official manner.

 Rest assured we're aware that ICE is more than just FX, more than particles 
 and simulation, that it's a complete procedural workflow involving all kinds 
 of data, throughout the package.

 Adrian

 From: 
 softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
  
 [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
  On Behalf Of Sebastian Kowalski
 Sent: Friday, March 21, 2014 10:38 AM
 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 Subject: Re: ICE - When will we have todays functionality in Maya?

 thats is my concern too. as much as I embrace a decoupling from maya, its how 
 ICE is capable to talk to different scene elements that makes it so powerful.
 managing data until the very least work process  at render time. and we are 
 in full control.
 as beautiful big ass fluid sims look, its not what we day for day.
 please have a look on the 'what uses is ICE?' thread 
 (https://groups.google.com/forum/#!topic/xsi_list/7aGyes8lBQE)

 thanks

 Am 21.03.2014 um 18:29 schrieb Alastair Hearsum 
 hear...@glassworks.co.ukmailto:hear...@glassworks.co.ukmailto:hear...@glassworks.co.ukmailto:hear...@glassworks.co.uk:


 Hi Adrian

 I'm no egg head so forgive the simplicity of my question. Would this platform 
 agnostic scenario actively prevent any of the procedures and scenarios that 
 we currently use ICE for?  Is ICE so functional because its embedded in 
 Softimage?  Can we have the same functionality with a non embedded engine?

 Alastair
 Alastair Hearsum
 Head of 3d
 [GLASSWORKS]
 33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182tel:%2B44%20%280%2920%207434%201182
 glassworks.co.ukhttp://glassworks.co.ukhttp

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

2014-03-24 Thread Nono
2014-03-21 17:53 GMT+01:00 Adrian Graham adrian.gra...@autodesk.com:

 Ah, but may I respectfully point out that this was one of the problems
 with ICE, in that its complete and total integration into Softimage makes
 it difficult to engineer and manage, from a software and, unfortunately, a
 marketing point of view.

 Most modern software libraries are platform-agnostic, and this is what
 we're aiming for with Bifrost. The problem with ICE is that you had to use
 Softimage in order to gain access to it. Nothing against Softimage, just
 that you're limiting ICE's exposure to the industry at large.

 Would a renderer be more or less popular if it only worked with Maya, and
 not with Max or Houdini? No, it should be available on all applications, on
 all OSs if you want it to be successful.

 Adrian


Hi, the aim is laudably but, as software engineers, wouldn't user
integration and usability be their end goal ?

I mean, an internal engineer difficulty or a managing problem shouldn't be
a penality on the user side or limit the client user in functionality... in
my opinion here the sucess story about ICE is that's all in the level of
integration not on the technology.


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

2014-03-24 Thread Emilio Hernandez
I don't want to start all over again.  But I don't see how Bifrost running
as a parallel process in the background, could get at some point the same
functionality as ICE.  At this moment all you can do from that webinar
ending video is create a particle grid domain, send the interacting geo to
Bifrost, wait for it to simulate, cache using Alembic and get back that
solution in Maya.

Again it could be addressed the same way by Softimage, but with the
interactivity of ICE with the solution.  For this kind of work I don't see
any real advantage over Softimage/Realflow.  Except that of generating the
grid domain straight from the Maya UI and send the data to Bifrost.

It is well known by us that ICE is not only a fluid solver.

Maybe Autodesk will shut up my mouth in 5 years...


---
Emilio Hernández   VFX  3D animation.


2014-03-24 4:33 GMT-06:00 Nono nnois...@gmail.com:

 2014-03-21 17:53 GMT+01:00 Adrian Graham adrian.gra...@autodesk.com:

 Ah, but may I respectfully point out that this was one of the problems
 with ICE, in that its complete and total integration into Softimage makes
 it difficult to engineer and manage, from a software and, unfortunately, a
 marketing point of view.

 Most modern software libraries are platform-agnostic, and this is what
 we're aiming for with Bifrost. The problem with ICE is that you had to use
 Softimage in order to gain access to it. Nothing against Softimage, just
 that you're limiting ICE's exposure to the industry at large.

 Would a renderer be more or less popular if it only worked with Maya, and
 not with Max or Houdini? No, it should be available on all applications, on
 all OSs if you want it to be successful.

 Adrian


 Hi, the aim is laudably but, as software engineers, wouldn't user
 integration and usability be their end goal ?

 I mean, an internal engineer difficulty or a managing problem shouldn't be
 a penality on the user side or limit the client user in functionality... in
 my opinion here the sucess story about ICE is that's all in the level of
 integration not on the technology.



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

2014-03-24 Thread Maurice Patel
Adrian was just trying to give those that are interested some insights into 
where Bifrost is today. Many Softimage users have asked us to know more and so 
we are giving those that want to know as much information as we can. However 
those that don't want to know, or care, about Bifrost can freely ignore our 
answers. It is your right to. But one point we do want to make clear: we have 
never said we will rebuild ICE in Maya. That is not our goal. Nor is our goal 
to rebuild Softimage. Our goal is to make Maya better by completely redesigning 
core areas: modeling, animation, rendering/lighting and effects to make 
something better. In pursuing that goal we will take great design concepts from 
Softimage, as well as new ones the teams create, and use them to build a better 
product.

Maurice


Maurice Patel
Autodesk : Tél:  514 954-7134

attachment: winmail.dat

Re[2]: ICE - When will we have todays functionality in Maya?

2014-03-24 Thread Eugen Sares

Maurice,
fair enough, no harm in Bifröst being a different thing, or improving 
Maya, which it very much needs.

What will be interesting, though: different in which way? What will
Bifröst be capable of? (I know, vow of secrecy)
Will it be a system that provides an equal or even higher level of
flexiblity and versatility as ICE already does? In two years?

If not - why ditch Softimage?? This just got another notch less
understandable to me.

Best,
Eugen



-- Originalnachricht --
Von: Maurice Patel maurice.pa...@autodesk.com
An: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
Gesendet: 24.03.2014 15:47:14
Betreff: RE: ICE - When will we have todays functionality in Maya?


Adrian was just trying to give those that are interested some insights
into where Bifrost is today. Many Softimage users have asked us to know
more and so we are giving those that want to know as much information
as we can. However those that don’t want to know, or care, about
Bifrost can freely ignore our answers. It is your right to. But one
point we do want to make clear: we have never said we will rebuild ICE
in Maya. That is not our goal. Nor is our goal to rebuild Softimage.
Our goal is to make Maya better by completely redesigning core areas:
modeling, animation, rendering/lighting and effects to make something
better. In pursuing that goal we will take great design concepts from
Softimage, as well as new ones the teams create, and use them to build
a better product.



Maurice





Maurice Patel

Autodesk : Tél:  514 954-7134





---
Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz 
ist aktiv.
http://www.avast.com


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

2014-03-24 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Maurice,

You've clearly stated here that AD is attempting to accomplish a complete 
redesign of modeling, animation, rendering, lighting, and effects in Maya.

What is AD's commitment to a complete redesign of the Maya interface?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Maurice Patel
Sent: Monday, March 24, 2014 10:47 AM
To: softimage@listproc.autodesk.com
Subject: RE: ICE - When will we have todays functionality in Maya?

Adrian was just trying to give those that are interested some insights into 
where Bifrost is today. Many Softimage users have asked us to know more and so 
we are giving those that want to know as much information as we can. However 
those that don't want to know, or care, about Bifrost can freely ignore our 
answers. It is your right to. But one point we do want to make clear: we have 
never said we will rebuild ICE in Maya. That is not our goal. Nor is our goal 
to rebuild Softimage. Our goal is to make Maya better by completely redesigning 
core areas: modeling, animation, rendering/lighting and effects to make 
something better. In pursuing that goal we will take great design concepts from 
Softimage, as well as new ones the teams create, and use them to build a better 
product.

Maurice


Maurice Patel
Autodesk : Tél:  514 954-7134



Re: Re[2]: ICE - When will we have todays functionality in Maya?

2014-03-24 Thread Adam Seeley

In my naive business head I imagine that AD's efforts could be well spent in 
creating some truly next generation software instead of polishing.. ahem... 
improving, what seems to be a bit long in the tooth already.

I've had this broom for 10 years, it's had 5 new brushes and 4 new handles.

AD seems to do some great RD work, couldn't they use that and take inspiration 
from what exists in all the new software around, pool all of the resources 
together and create something truly groundbreaking and more futureproof. Of 
course the overhead would be quite high in the short term, but the long term 
may prove rather good.

If anyone is in the position to do it and feed it into their customer base 
surely it's AD.


Also, do we know how many Houdini seats there are floating around? Just 
wondered if it's comparable to Soft as SideFX seem to run a whole company 
focussed around one piece of 3d software?


Adam.
_


Yoyo Digital Ltd.
UK +44 (0) 7956 976 245
http://www.linkedin.com/in/adamseeleyuk
https://vimeo.com/adamseeley





 From: Eugen Sares sof...@mail.sprit.org
To: softimage@listproc.autodesk.com 
Sent: Monday, 24 March 2014, 15:44
Subject: Re[2]: ICE - When will we have todays functionality in Maya?
 


Maurice,
fair enough, no harm in Bifröst being a different thing, or improving Maya, 
which it very much needs.
What will be interesting, though: different in which way? What will Bifröst be 
capable of? (I know, vow of secrecy)
Will it be a system that provides an equal or even higher level of flexiblity 
and versatility as ICE already does? In two years?
 
If not - why ditch Softimage?? This just got another notch less understandable 
to me.
 
Best,
Eugen
 
 
 
-- Originalnachricht --
Von: Maurice Patel maurice.pa...@autodesk.com
An: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
Gesendet: 24.03.2014 15:47:14
Betreff: RE: ICE - When will we have todays functionality in Maya?
 
Adrian was just trying to give those that are interested some insights into 
where Bifrost is today. Many Softimage users have asked us to know more and so 
we are giving those that want to know as much information as we can. However 
those that don’t want to know, or care, about Bifrost can freely ignore our 
answers. It is your right to. But one point we do want to make clear: we have 
never said we will rebuild ICE in Maya. That is not our goal. Nor is our goal 
to rebuild Softimage. Our goal is to make Maya better by completely 
redesigning core areas: modeling, animation, rendering/lighting and effects to 
make something better. In pursuing that goal we will take great design 
concepts from Softimage, as well as new ones the teams create, and use them to 
build a better product. 
 
Maurice
 
 
Maurice Patel
Autodesk : Tél:  514 954-7134
 


 
   Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus 
 Schutz ist aktiv.  





Re: Re[2]: ICE - When will we have todays functionality in Maya?

2014-03-24 Thread Sebastien Sterling
To be fair,Maurice has already answered this question in a previous thread
Adam.

They won't do that, as it would not be commercially viable, and the strain
would sap resources from Maya's and max's development.

paraphrasing:

We are not a new up and coming provider with nothing to loose, we have a
considerable client base and our loyalty must be to them


On 24 March 2014 16:17, Adam Seeley adam_see...@yahoo.com wrote:


 In my naive business head I imagine that AD's efforts could be well spent
 in creating some truly next generation software instead of polishing..
 ahem... improving, what seems to be a bit long in the tooth already.

 I've had this broom for 10 years, it's had 5 new brushes and 4 new
 handles.

 AD seems to do some great RD work, couldn't they use that and take
 inspiration from what exists in all the new software around, pool all of
 the resources together and create something truly groundbreaking and more
 futureproof. Of course the overhead would be quite high in the short term,
 but the long term may prove rather good.

 If anyone is in the position to do it and feed it into their customer base
 surely it's AD.


 Also, do we know how many Houdini seats there are floating around? Just
 wondered if it's comparable to Soft as SideFX seem to run a whole company
 focussed around one piece of 3d software?


 Adam.
 _

 Yoyo Digital Ltd.
 *UK +44 (0) *7956 976 245
 http://www.linkedin.com/in/adamseeleyuk
 https://vimeo.com/adamseeley


   --
  *From:* Eugen Sares sof...@mail.sprit.org
 *To:* softimage@listproc.autodesk.com
 *Sent:* Monday, 24 March 2014, 15:44
 *Subject:* Re[2]: ICE - When will we have todays functionality in Maya?

 Maurice,
 fair enough, no harm in Bifröst being a different thing, or improving
 Maya, which it very much needs.
 What will be interesting, though: different in which way? What will
 Bifröst be capable of? (I know, vow of secrecy)
 Will it be a system that provides an equal or even higher level of
 flexiblity and versatility as ICE already does? In two years?

 If not - why ditch Softimage?? This just got another notch less
 understandable to me.

 Best,
 Eugen



 -- Originalnachricht --
 Von: Maurice Patel maurice.pa...@autodesk.com
 An: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 Gesendet: 24.03.2014 15:47:14
 Betreff: RE: ICE - When will we have todays functionality in Maya?


  Adrian was just trying to give those that are interested some insights
 into where Bifrost is today. Many Softimage users have asked us to know
 more and so we are giving those that want to know as much information as we
 can. However those that don't want to know, or care, about Bifrost can
 freely ignore our answers. It is your right to. But one point we do want to
 make clear: we have never said we will rebuild ICE in Maya. That is not our
 goal. Nor is our goal to rebuild Softimage. Our goal is to make Maya better
 by completely redesigning core areas: modeling, animation,
 rendering/lighting and effects to make something better. In pursuing that
 goal we will take great design concepts from Softimage, as well as new ones
 the teams create, and use them to build a better product.

 Maurice


 *Maurice Patel*
 Autodesk : Tél:  514 954-7134




 --
   http://www.avast.com/
 Diese E-Mail ist frei von Viren und Malware, denn der avast! 
 Antivirushttp://www.avast.com/Schutz ist aktiv.






Re: Re[2]: ICE - When will we have todays functionality in Maya?

2014-03-24 Thread Adam Seeley


Fair enough,I have skimmed past a few emails over the past couple of weeks.

Does anyone know how many Houdini seats there are around though?

Adam. 

_
http://www.linkedin.com/in/adamseeleyuk
https://vimeo.com/adamseeley





 From: Sebastien Sterling sebastien.sterl...@gmail.com
To: Adam Seeley adam_see...@yahoo.com; softimage@listproc.autodesk.com 
Sent: Monday, 24 March 2014, 16:54
Subject: Re: Re[2]: ICE - When will we have todays functionality in Maya?
 


To be fair,Maurice has already answered this question in a previous thread 
Adam.

They won't do that, as it would not be commercially viable, and the strain 
would sap resources from Maya's and max's development.

paraphrasing:

We are not a new up and coming provider with nothing to loose, we have a 
considerable client base and our loyalty must be to them




On 24 March 2014 16:17, Adam Seeley adam_see...@yahoo.com wrote:


In my naive business head I imagine that AD's efforts could be well spent in 
creating some truly next generation software instead of polishing.. ahem... 
improving, what seems to be a bit long in the tooth already.

I've had this broom for 10 years, it's had 5 new brushes and 4 new handles.

AD seems to do some great RD work, couldn't they use that and take 
inspiration from what exists in all the new software around, pool all of the 
resources together and create something truly groundbreaking and more 
futureproof. Of course the overhead would be quite high in the short term, 
but the long term may prove rather good.

If anyone is in the position to do it and feed it into their customer base 
surely it's AD.


Also, do we know how many Houdini seats there are floating around? Just 
wondered if it's comparable to Soft as SideFX seem to run a whole company 
focussed around one piece of 3d software?


Adam.
_


Yoyo Digital Ltd.
UK +44 (0) 7956 976 245
http://www.linkedin.com/in/adamseeleyuk
https://vimeo.com/adamseeley






 From: Eugen Sares sof...@mail.sprit.org
To: softimage@listproc.autodesk.com 
Sent: Monday, 24 March 2014, 15:44
Subject: Re[2]: ICE - When will we have todays functionality in Maya?
 


Maurice,
fair enough, no harm in Bifröst being a different thing, or improving Maya, 
which it very much needs.
What will be interesting, though: different in which way? What will Bifröst 
be capable of? (I know, vow of secrecy)
Will it be a system that provides an equal or even higher level of 
flexiblity and versatility as ICE already does? In two years?
 
If not - why ditch Softimage?? This just got another notch less 
understandable to me.
 
Best,
Eugen
 
 
 
-- Originalnachricht --
Von: Maurice Patel maurice.pa...@autodesk.com
An: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
Gesendet: 24.03.2014 15:47:14
Betreff: RE: ICE - When will we have todays functionality in Maya?
 
Adrian was just trying to give those that are interested some insights into 
where Bifrost is today. Many Softimage users have asked us to know more and 
so we are giving those that want to know as much information as we can. 
However those that don’t want to know, or care, about Bifrost can freely 
ignore our answers. It is your right to. But one point we do want to make 
clear: we have never said we will rebuild ICE in Maya. That is not our goal. 
Nor is our goal to rebuild Softimage. Our goal is to make Maya better by 
completely redesigning core areas: modeling, animation, rendering/lighting 
and effects to make something better. In pursuing that goal we will take 
great design concepts from Softimage, as well as new ones the teams create, 
and use them to build a better product. 
 
Maurice
 
 
Maurice Patel
Autodesk : Tél:  514 954-7134
 


 
   Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus 
 Schutz ist aktiv.  








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

2014-03-23 Thread Jordi Bares
Adrian, we are talking years (5?) of development here to get a full solid 
stable platform… don't you think it is quite a lot to ask to someone that 
already has almost all of that?

Jordi Bares
jordiba...@gmail.com

On 21 Mar 2014, at 17:41, Adrian Graham adrian.gra...@autodesk.com wrote:

 Look, I can't comment exactly on where we're going with Bifrost, this is 
 where I run into all sorts of SEC limitations and stuff. I could defer to 
 ChrisV to answer those questions in a more official manner.
 
 Rest assured we're aware that ICE is more than just FX, more than particles 
 and simulation, that it's a complete procedural workflow involving all kinds 
 of data, throughout the package.
 
 Adrian
 
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastian 
 Kowalski
 Sent: Friday, March 21, 2014 10:38 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: ICE - When will we have todays functionality in Maya?
 
 thats is my concern too. as much as I embrace a decoupling from maya, its how 
 ICE is capable to talk to different scene elements that makes it so powerful.
 managing data until the very least work process  at render time. and we are 
 in full control.
 as beautiful big ass fluid sims look, its not what we day for day.
 please have a look on the 'what uses is ICE?' thread 
 (https://groups.google.com/forum/#!topic/xsi_list/7aGyes8lBQE)
 
 thanks
 
 Am 21.03.2014 um 18:29 schrieb Alastair Hearsum 
 hear...@glassworks.co.ukmailto:hear...@glassworks.co.uk:
 
 
 Hi Adrian
 
 I'm no egg head so forgive the simplicity of my question. Would this platform 
 agnostic scenario actively prevent any of the procedures and scenarios that 
 we currently use ICE for?  Is ICE so functional because its embedded in 
 Softimage?  Can we have the same functionality with a non embedded engine?
 
 Alastair
 Alastair Hearsum
 Head of 3d
 [GLASSWORKS]
 33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.ukhttp://www.glassworks.co.uk/
 Glassworks Terms and Conditions of Sale can be found at 
 glassworks.co.ukhttp://glassworks.co.uk/
 (Company registered in England with number 04759979. Registered office 25 
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
 Please consider the environment before you print this email.
 DISCLAIMER: This e-mail and attachments are strictly privileged, private and 
 confidential and are intended solely for the stated recipient(s). Any views 
 or opinions presented are solely those of the author and do not necessarily 
 represent those of the Company. If you are not the intended recipient, be 
 advised that you have received this e-mail in error and that any use, 
 dissemination, forwarding, printing, or copying of this e-mail is strictly 
 prohibited. If this transmission is received in error please kindly return it 
 to the sender and delete this message from your system.
 On 21/03/2014 16:53, Adrian Graham wrote:
 
 Ah, but may I respectfully point out that this was one of the problems with 
 ICE, in that its complete and total integration into Softimage makes it 
 difficult to engineer and manage, from a software and, unfortunately, a 
 marketing point of view.
 
 
 
 Most modern software libraries are platform-agnostic, and this is what we're 
 aiming for with Bifrost. The problem with ICE is that you had to use 
 Softimage in order to gain access to it. Nothing against Softimage, just that 
 you're limiting ICE's exposure to the industry at large.
 
 
 
 Would a renderer be more or less popular if it only worked with Maya, and not 
 with Max or Houdini? No, it should be available on all applications, on all 
 OSs if you want it to be successful.
 
 
 
 Adrian
 
 
 
 winmail.dat




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

2014-03-23 Thread Aleksa Orlov
Or, to put it more bluntly, we already waited and invested those 5 years.
It is now expected to do it all over again. *Cui bono*?


On Sun, Mar 23, 2014 at 5:22 PM, Jordi Bares jordiba...@gmail.com wrote:

 Adrian, we are talking years (5?) of development here to get a full solid
 stable platform... don't you think it is quite a lot to ask to someone that
 already has almost all of that?

 Jordi Bares
 jordiba...@gmail.com

 On 21 Mar 2014, at 17:41, Adrian Graham adrian.gra...@autodesk.com
 wrote:

  Look, I can't comment exactly on where we're going with Bifrost, this is
 where I run into all sorts of SEC limitations and stuff. I could defer to
 ChrisV to answer those questions in a more official manner.
 
  Rest assured we're aware that ICE is more than just FX, more than
 particles and simulation, that it's a complete procedural workflow
 involving all kinds of data, throughout the package.
 
  Adrian
 
  From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastian Kowalski
  Sent: Friday, March 21, 2014 10:38 AM
  To: softimage@listproc.autodesk.com
  Subject: Re: ICE - When will we have todays functionality in Maya?
 
  thats is my concern too. as much as I embrace a decoupling from maya,
 its how ICE is capable to talk to different scene elements that makes it so
 powerful.
  managing data until the very least work process  at render time. and we
 are in full control.
  as beautiful big ass fluid sims look, its not what we day for day.
  please have a look on the 'what uses is ICE?' thread (
 https://groups.google.com/forum/#!topic/xsi_list/7aGyes8lBQE)
 
  thanks
 
  Am 21.03.2014 um 18:29 schrieb Alastair Hearsum 
 hear...@glassworks.co.ukmailto:hear...@glassworks.co.uk:
 
 
  Hi Adrian
 
  I'm no egg head so forgive the simplicity of my question. Would this
 platform agnostic scenario actively prevent any of the procedures and
 scenarios that we currently use ICE for?  Is ICE so functional because its
 embedded in Softimage?  Can we have the same functionality with a non
 embedded engine?
 
  Alastair
  Alastair Hearsum
  Head of 3d
  [GLASSWORKS]
  33/34 Great Pulteney Street
  London
  W1F 9NP
  +44 (0)20 7434 1182
  glassworks.co.ukhttp://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
 http://glassworks.co.uk/
  (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily represent those of the Company. If you are not the intended
 recipient, be advised that you have received this e-mail in error and that
 any use, dissemination, forwarding, printing, or copying of this e-mail is
 strictly prohibited. If this transmission is received in error please
 kindly return it to the sender and delete this message from your system.
  On 21/03/2014 16:53, Adrian Graham wrote:
 
  Ah, but may I respectfully point out that this was one of the problems
 with ICE, in that its complete and total integration into Softimage makes
 it difficult to engineer and manage, from a software and, unfortunately, a
 marketing point of view.
 
 
 
  Most modern software libraries are platform-agnostic, and this is what
 we're aiming for with Bifrost. The problem with ICE is that you had to use
 Softimage in order to gain access to it. Nothing against Softimage, just
 that you're limiting ICE's exposure to the industry at large.
 
 
 
  Would a renderer be more or less popular if it only worked with Maya,
 and not with Max or Houdini? No, it should be available on all
 applications, on all OSs if you want it to be successful.
 
 
 
  Adrian
 
 
 
  winmail.dat





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

2014-03-23 Thread Sebastien Sterling
If they are already talking about it being a stand alone engine that can
plug into Maya AND Max, how exactly would it be able to deal with:

- building custom deformers (thereby reading and driving polygon mesh point
positions)
- manipulating shape data (-- reading and driving the per-point shape
vectors per polygon mesh point position)
- manipulating UV's
- manipulating kinematic transforms

Would there be two context libraries ? one for Maya and one for Max ? cause
that sounds like an awful amount of work, not that there are any plans to
port to max i would not think.

Plus you often hear that phrase, Maya is aware of bitfrost but bitfrost is
unaware of Maya, it doesn't know where the data it crunches is going.

At any rate for now its a FLIP solver, next year will it be a FLIP solver
with a Node based interface ? and a year and X$ subscription dollars after
that? what will it be ?

It is going to take at least 3 years for it to be something other then what
we can expect.



On 23 March 2014 17:21, Aleksa Orlov aleksaor...@gmail.com wrote:

 Or, to put it more bluntly, we already waited and invested those 5 years.
 It is now expected to do it all over again. *Cui bono*?


 On Sun, Mar 23, 2014 at 5:22 PM, Jordi Bares jordiba...@gmail.com wrote:

 Adrian, we are talking years (5?) of development here to get a full solid
 stable platform... don't you think it is quite a lot to ask to someone that
 already has almost all of that?

 Jordi Bares
 jordiba...@gmail.com

 On 21 Mar 2014, at 17:41, Adrian Graham adrian.gra...@autodesk.com
 wrote:

  Look, I can't comment exactly on where we're going with Bifrost, this
 is where I run into all sorts of SEC limitations and stuff. I could defer
 to ChrisV to answer those questions in a more official manner.
 
  Rest assured we're aware that ICE is more than just FX, more than
 particles and simulation, that it's a complete procedural workflow
 involving all kinds of data, throughout the package.
 
  Adrian
 
  From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastian Kowalski
  Sent: Friday, March 21, 2014 10:38 AM
  To: softimage@listproc.autodesk.com
  Subject: Re: ICE - When will we have todays functionality in Maya?
 
  thats is my concern too. as much as I embrace a decoupling from maya,
 its how ICE is capable to talk to different scene elements that makes it so
 powerful.
  managing data until the very least work process  at render time. and we
 are in full control.
  as beautiful big ass fluid sims look, its not what we day for day.
  please have a look on the 'what uses is ICE?' thread (
 https://groups.google.com/forum/#!topic/xsi_list/7aGyes8lBQE)
 
  thanks
 
  Am 21.03.2014 um 18:29 schrieb Alastair Hearsum 
 hear...@glassworks.co.ukmailto:hear...@glassworks.co.uk:
 
 
  Hi Adrian
 
  I'm no egg head so forgive the simplicity of my question. Would this
 platform agnostic scenario actively prevent any of the procedures and
 scenarios that we currently use ICE for?  Is ICE so functional because its
 embedded in Softimage?  Can we have the same functionality with a non
 embedded engine?
 
  Alastair
  Alastair Hearsum
  Head of 3d
  [GLASSWORKS]
  33/34 Great Pulteney Street
  London
  W1F 9NP
  +44 (0)20 7434 1182
  glassworks.co.ukhttp://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at
 glassworks.co.ukhttp://glassworks.co.uk/
  (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged,
 private and confidential and are intended solely for the stated
 recipient(s). Any views or opinions presented are solely those of the
 author and do not necessarily represent those of the Company. If you are
 not the intended recipient, be advised that you have received this e-mail
 in error and that any use, dissemination, forwarding, printing, or copying
 of this e-mail is strictly prohibited. If this transmission is received in
 error please kindly return it to the sender and delete this message from
 your system.
  On 21/03/2014 16:53, Adrian Graham wrote:
 
  Ah, but may I respectfully point out that this was one of the problems
 with ICE, in that its complete and total integration into Softimage makes
 it difficult to engineer and manage, from a software and, unfortunately, a
 marketing point of view.
 
 
 
  Most modern software libraries are platform-agnostic, and this is what
 we're aiming for with Bifrost. The problem with ICE is that you had to use
 Softimage in order to gain access to it. Nothing against Softimage, just
 that you're limiting ICE's exposure to the industry at large.
 
 
 
  Would a renderer be more or less popular if it only worked with Maya,
 and not with Max or Houdini? No, it should be available on all
 applications, on all OSs if you

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

2014-03-22 Thread David Saber

Same here, I will not count on future promises by AutodesK;
Their last promise one year ago: we won't kill XSI. Yeah right

On 2014-03-21 22:03, Ognjen Vukovic wrote:

I think you are absolutely correct on this.



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

2014-03-21 Thread Juan Brockhaus
Hey Adrian,

this is some great info here. and makes me suddenly feel spmehow better ;-)
maybe in two/three years time, when Soft slowly falls back (just due to no
further development) BiFrost will be in a state where it can take over...?
(wishful thinking)

If I read between the lines I feel there is hope that BiFrost is not 'just'
a fluid simulation system and can be used for far more.

Exactly what I personally (and many others) love about ICE. It is (contrary
to past Autodesk-PR) NOT just a particle-simulation-system, but a swiss
army tool which can manipulate almost every aspect of data in my
scene/objects and build, create, deform, etc...

ie at the moment I build shapes/objects made out of dominos. All
procedurally build in ICE. I made different compounds to stack and pile
dominoes in different ways and methods. And if the objects I have to create
(and even the domino) change (as usual in commercials..) it is all
instantly updated.
Only right at the end I add a Sim node and the whole things collapses...
(obviously controlled with nulls, forces, etc...) The Sim is basically the
last 5% of what I use ICE for.

If I can do stuff like this in BiFrost in the future I'm a happy camper.
Right now the only other software capable of that would be Houdini...

I'll keep an eye on BiFrost ;-)

Cheers,

Juan








On Fri, Mar 21, 2014 at 1:09 AM, joshxsi josh...@gmail.com wrote:

 Part of what made ICE so successful (in my mind) was the large amount of
 built in nodes and compounds that were included as part of the base system
 that were used in mostly non-simulated contexts (raycasting, geometry
 locations, etc).

 From the sound of the development stages, the first two releases will be
 fluid focused, do you expect that the final release will include the non
 particle functionality that ICE became so useful for?

 It sounds like you're expecting the users to build a more generic set of
 functionality using the API? (mesh deforms, curve based flow tools, IK
 solvers etc)

 Thanks again for the information as well.



 On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher 
 davegsoftimagel...@gmail.com wrote:


 Yes, definitely giving them a chance! If they turn Maya/Bifrost into
 something great that can give me back what I just lost, believe me I will
 be one happy guy.


 On 3/20/2014 6:29 PM, Raffaele Fragapane wrote:

 The product will be released within the quarter. To be fair, that info if
 you were on beta has been consistent and available for quite a while now,
 so it's not some last minute stunt.

  Marcus, Adrian and the rest of the team are nice guys, give them a
 chance.


 On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher 
 davegsoftimagel...@gmail.com wrote:

 This email was fascinating. I'm curious though; we've been told we can't
 hear roadmaps because they run afoul of SEC rules. And yet, here we get a
 somewhat detailed roadmap.

 Dave G






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

2014-03-21 Thread Chris Marshall
I think we can see there's some reason to look into Bifrost, but I also
have a nagging feeling it's simply never going to achieve the same level of
functionality as ICE, for the very reason ICE is essentially being shut
down. ICE does what it does and is so much more than a particle system,
because it is built into the very core of Softimage. To attempt to make
Bifrost 'future proof' they are deliberately *not* building it into the
core of Maya, thus allowing for the potential for it to be standalone and /
or plugged into other software / platforms at a later date. But by
approaching it in this way, it'll only ever be a bolt on, that surely can
never achieve that level of flexibility that we have with ICE at the heart
of Softimage. It feels that the very thing that makes ICE such an amazing
tool is actually causing it's downfall, and is the reason Bifrost can never
replace it. And that totally sucks!





On 21 March 2014 10:29, Juan Brockhaus juanxsil...@gmail.com wrote:


 Hey Adrian,

 this is some great info here. and makes me suddenly feel spmehow better ;-)
 maybe in two/three years time, when Soft slowly falls back (just due to no
 further development) BiFrost will be in a state where it can take over...?
 (wishful thinking)

 If I read between the lines I feel there is hope that BiFrost is not
 'just' a fluid simulation system and can be used for far more.

 Exactly what I personally (and many others) love about ICE. It is
 (contrary to past Autodesk-PR) NOT just a particle-simulation-system, but a
 swiss army tool which can manipulate almost every aspect of data in my
 scene/objects and build, create, deform, etc...

 ie at the moment I build shapes/objects made out of dominos. All
 procedurally build in ICE. I made different compounds to stack and pile
 dominoes in different ways and methods. And if the objects I have to create
 (and even the domino) change (as usual in commercials..) it is all
 instantly updated.
 Only right at the end I add a Sim node and the whole things collapses...
 (obviously controlled with nulls, forces, etc...) The Sim is basically the
 last 5% of what I use ICE for.

 If I can do stuff like this in BiFrost in the future I'm a happy camper.
 Right now the only other software capable of that would be Houdini...

 I'll keep an eye on BiFrost ;-)

 Cheers,

 Juan








 On Fri, Mar 21, 2014 at 1:09 AM, joshxsi josh...@gmail.com wrote:

 Part of what made ICE so successful (in my mind) was the large amount of
 built in nodes and compounds that were included as part of the base system
 that were used in mostly non-simulated contexts (raycasting, geometry
 locations, etc).

 From the sound of the development stages, the first two releases will be
 fluid focused, do you expect that the final release will include the non
 particle functionality that ICE became so useful for?

 It sounds like you're expecting the users to build a more generic set of
 functionality using the API? (mesh deforms, curve based flow tools, IK
 solvers etc)

 Thanks again for the information as well.



 On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher 
 davegsoftimagel...@gmail.com wrote:


 Yes, definitely giving them a chance! If they turn Maya/Bifrost into
 something great that can give me back what I just lost, believe me I will
 be one happy guy.


 On 3/20/2014 6:29 PM, Raffaele Fragapane wrote:

 The product will be released within the quarter. To be fair, that info
 if you were on beta has been consistent and available for quite a while
 now, so it's not some last minute stunt.

  Marcus, Adrian and the rest of the team are nice guys, give them a
 chance.


 On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher 
 davegsoftimagel...@gmail.com wrote:

 This email was fascinating. I'm curious though; we've been told we
 can't hear roadmaps because they run afoul of SEC rules. And yet, here we
 get a somewhat detailed roadmap.

 Dave G







-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


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

2014-03-21 Thread Jean-Louis Billard
Perhaps Bifrost is the foundation of the next-gen package from Autodesk……?

Just a thought.

Jean-Louis


On 21 Mar 2014, at 14:52, Chris Marshall chrismarshal...@gmail.com wrote:

 But by approaching it in this way, it'll only ever be a bolt on, that surely 
 can never achieve that level of flexibility that we have with ICE at the 
 heart of Softimage.



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

2014-03-21 Thread Max Evgrafov
I apologize that not talking about maya. let's recall the old  article.
http://frenchdog.wordpress.com/2009/09/12/ice-vs-vop/


2014-03-21 17:52 GMT+04:00 Chris Marshall chrismarshal...@gmail.com:

 I think we can see there's some reason to look into Bifrost, but I also
 have a nagging feeling it's simply never going to achieve the same level of
 functionality as ICE, for the very reason ICE is essentially being shut
 down. ICE does what it does and is so much more than a particle system,
 because it is built into the very core of Softimage. To attempt to make
 Bifrost 'future proof' they are deliberately *not* building it into the
 core of Maya, thus allowing for the potential for it to be standalone and /
 or plugged into other software / platforms at a later date. But by
 approaching it in this way, it'll only ever be a bolt on, that surely can
 never achieve that level of flexibility that we have with ICE at the heart
 of Softimage. It feels that the very thing that makes ICE such an amazing
 tool is actually causing it's downfall, and is the reason Bifrost can never
 replace it. And that totally sucks!





 On 21 March 2014 10:29, Juan Brockhaus juanxsil...@gmail.com wrote:


 Hey Adrian,

 this is some great info here. and makes me suddenly feel spmehow better
 ;-)
 maybe in two/three years time, when Soft slowly falls back (just due to
 no further development) BiFrost will be in a state where it can take
 over...? (wishful thinking)

 If I read between the lines I feel there is hope that BiFrost is not
 'just' a fluid simulation system and can be used for far more.

 Exactly what I personally (and many others) love about ICE. It is
 (contrary to past Autodesk-PR) NOT just a particle-simulation-system, but a
 swiss army tool which can manipulate almost every aspect of data in my
 scene/objects and build, create, deform, etc...

 ie at the moment I build shapes/objects made out of dominos. All
 procedurally build in ICE. I made different compounds to stack and pile
 dominoes in different ways and methods. And if the objects I have to create
 (and even the domino) change (as usual in commercials..) it is all
 instantly updated.
 Only right at the end I add a Sim node and the whole things collapses...
 (obviously controlled with nulls, forces, etc...) The Sim is basically the
 last 5% of what I use ICE for.

 If I can do stuff like this in BiFrost in the future I'm a happy camper.
 Right now the only other software capable of that would be Houdini...

 I'll keep an eye on BiFrost ;-)

 Cheers,

 Juan








 On Fri, Mar 21, 2014 at 1:09 AM, joshxsi josh...@gmail.com wrote:

 Part of what made ICE so successful (in my mind) was the large amount of
 built in nodes and compounds that were included as part of the base system
 that were used in mostly non-simulated contexts (raycasting, geometry
 locations, etc).

 From the sound of the development stages, the first two releases will be
 fluid focused, do you expect that the final release will include the non
 particle functionality that ICE became so useful for?

 It sounds like you're expecting the users to build a more generic set of
 functionality using the API? (mesh deforms, curve based flow tools, IK
 solvers etc)

 Thanks again for the information as well.



 On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher 
 davegsoftimagel...@gmail.com wrote:


 Yes, definitely giving them a chance! If they turn Maya/Bifrost into
 something great that can give me back what I just lost, believe me I will
 be one happy guy.


 On 3/20/2014 6:29 PM, Raffaele Fragapane wrote:

 The product will be released within the quarter. To be fair, that info
 if you were on beta has been consistent and available for quite a while
 now, so it's not some last minute stunt.

  Marcus, Adrian and the rest of the team are nice guys, give them a
 chance.


 On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher 
 davegsoftimagel...@gmail.com wrote:

 This email was fascinating. I'm curious though; we've been told we
 can't hear roadmaps because they run afoul of SEC rules. And yet, here we
 get a somewhat detailed roadmap.

 Dave G







 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk




-- 
Евграфов Максим.(Summatr)
https://vimeo.com/user3098735/videos
---
Хорошего Вам настроения !!! :-)


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

2014-03-21 Thread Adrian Graham
Yes, this first release is liquids-focused (note: *fluids* are an entirely 
different solver, which we call the 'aero' - aerodynamic -- solver). Future 
releases could encompass more types of solvers (rigid, cloth, fluid, liquid, 
etc, all interacting). And from there, it would be amazing to see more 
procedural geometry generation, destruction and stuff like that.

But we gotta take this one step at a time, and design the foundation carefully 
if we want to accommodate all that.
Adrian

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of joshxsi
Sent: Thursday, March 20, 2014 6:09 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE - When will we have todays functionality in Maya?

Part of what made ICE so successful (in my mind) was the large amount of built 
in nodes and compounds that were included as part of the base system that were 
used in mostly non-simulated contexts (raycasting, geometry locations, etc).

From the sound of the development stages, the first two releases will be fluid 
focused, do you expect that the final release will include the non particle 
functionality that ICE became so useful for?

It sounds like you're expecting the users to build a more generic set of 
functionality using the API? (mesh deforms, curve based flow tools, IK solvers 
etc)

Thanks again for the information as well.


On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher 
davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com wrote:

Yes, definitely giving them a chance! If they turn Maya/Bifrost into something 
great that can give me back what I just lost, believe me I will be one happy 
guy.


On 3/20/2014 6:29 PM, Raffaele Fragapane wrote:
The product will be released within the quarter. To be fair, that info if you 
were on beta has been consistent and available for quite a while now, so it's 
not some last minute stunt.

Marcus, Adrian and the rest of the team are nice guys, give them a chance.

On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher 
davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com wrote:
This email was fascinating. I'm curious though; we've been told we can't hear 
roadmaps because they run afoul of SEC rules. And yet, here we get a somewhat 
detailed roadmap.

Dave G



attachment: winmail.dat

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

2014-03-21 Thread Chris Marshall
But just to be clear, everything you're talking about is essentially
particles related? Feels like we're stepping back to ICE zero point five!


On 21 March 2014 16:45, Adrian Graham adrian.gra...@autodesk.com wrote:

 Yes, this first release is liquids-focused (note: *fluids* are an entirely
 different solver, which we call the 'aero' - aerodynamic -- solver). Future
 releases could encompass more types of solvers (rigid, cloth, fluid,
 liquid, etc, all interacting). And from there, it would be amazing to see
 more procedural geometry generation, destruction and stuff like that.

 But we gotta take this one step at a time, and design the foundation
 carefully if we want to accommodate all that.
 Adrian

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of joshxsi
 Sent: Thursday, March 20, 2014 6:09 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: ICE - When will we have todays functionality in Maya?

 Part of what made ICE so successful (in my mind) was the large amount of
 built in nodes and compounds that were included as part of the base system
 that were used in mostly non-simulated contexts (raycasting, geometry
 locations, etc).

 From the sound of the development stages, the first two releases will be
 fluid focused, do you expect that the final release will include the non
 particle functionality that ICE became so useful for?

 It sounds like you're expecting the users to build a more generic set of
 functionality using the API? (mesh deforms, curve based flow tools, IK
 solvers etc)

 Thanks again for the information as well.


 On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher 
 davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com wrote:

 Yes, definitely giving them a chance! If they turn Maya/Bifrost into
 something great that can give me back what I just lost, believe me I will
 be one happy guy.


 On 3/20/2014 6:29 PM, Raffaele Fragapane wrote:
 The product will be released within the quarter. To be fair, that info if
 you were on beta has been consistent and available for quite a while now,
 so it's not some last minute stunt.

 Marcus, Adrian and the rest of the team are nice guys, give them a chance.

 On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher 
 davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com wrote:
 This email was fascinating. I'm curious though; we've been told we can't
 hear roadmaps because they run afoul of SEC rules. And yet, here we get a
 somewhat detailed roadmap.

 Dave G






-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


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

2014-03-21 Thread Adrian Graham
Ah, but may I respectfully point out that this was one of the problems with 
ICE, in that its complete and total integration into Softimage makes it 
difficult to engineer and manage, from a software and, unfortunately, a 
marketing point of view.

Most modern software libraries are platform-agnostic, and this is what we're 
aiming for with Bifrost. The problem with ICE is that you had to use Softimage 
in order to gain access to it. Nothing against Softimage, just that you're 
limiting ICE's exposure to the industry at large.

Would a renderer be more or less popular if it only worked with Maya, and not 
with Max or Houdini? No, it should be available on all applications, on all OSs 
if you want it to be successful.

Adrian

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Marshall
Sent: Friday, March 21, 2014 6:52 AM
To: softimage@listproc.autodesk.com
Subject: Re: ICE - When will we have todays functionality in Maya?

I think we can see there's some reason to look into Bifrost, but I also have a 
nagging feeling it's simply never going to achieve the same level of 
functionality as ICE, for the very reason ICE is essentially being shut down. 
ICE does what it does and is so much more than a particle system, because it is 
built into the very core of Softimage. To attempt to make Bifrost 'future 
proof' they are deliberately *not* building it into the core of Maya, thus 
allowing for the potential for it to be standalone and / or plugged into other 
software / platforms at a later date. But by approaching it in this way, it'll 
only ever be a bolt on, that surely can never achieve that level of flexibility 
that we have with ICE at the heart of Softimage. It feels that the very thing 
that makes ICE such an amazing tool is actually causing it's downfall, and is 
the reason Bifrost can never replace it. And that totally sucks!



On 21 March 2014 10:29, Juan Brockhaus 
juanxsil...@gmail.commailto:juanxsil...@gmail.com wrote:

Hey Adrian,
this is some great info here. and makes me suddenly feel spmehow better ;-)
maybe in two/three years time, when Soft slowly falls back (just due to no 
further development) BiFrost will be in a state where it can take over...? 
(wishful thinking)
If I read between the lines I feel there is hope that BiFrost is not 'just' a 
fluid simulation system and can be used for far more.

Exactly what I personally (and many others) love about ICE. It is (contrary to 
past Autodesk-PR) NOT just a particle-simulation-system, but a swiss army tool 
which can manipulate almost every aspect of data in my scene/objects and build, 
create, deform, etc...
ie at the moment I build shapes/objects made out of dominos. All procedurally 
build in ICE. I made different compounds to stack and pile dominoes in 
different ways and methods. And if the objects I have to create (and even the 
domino) change (as usual in commercials..) it is all instantly updated.
Only right at the end I add a Sim node and the whole things collapses... 
(obviously controlled with nulls, forces, etc...) The Sim is basically the last 
5% of what I use ICE for.
If I can do stuff like this in BiFrost in the future I'm a happy camper.
Right now the only other software capable of that would be Houdini...
I'll keep an eye on BiFrost ;-)
Cheers,
Juan





On Fri, Mar 21, 2014 at 1:09 AM, joshxsi 
josh...@gmail.commailto:josh...@gmail.com wrote:
Part of what made ICE so successful (in my mind) was the large amount of built 
in nodes and compounds that were included as part of the base system that were 
used in mostly non-simulated contexts (raycasting, geometry locations, etc).

From the sound of the development stages, the first two releases will be fluid 
focused, do you expect that the final release will include the non particle 
functionality that ICE became so useful for?

It sounds like you're expecting the users to build a more generic set of 
functionality using the API? (mesh deforms, curve based flow tools, IK solvers 
etc)

Thanks again for the information as well.


On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher 
davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com wrote:

Yes, definitely giving them a chance! If they turn Maya/Bifrost into something 
great that can give me back what I just lost, believe me I will be one happy 
guy.


On 3/20/2014 6:29 PM, Raffaele Fragapane wrote:
The product will be released within the quarter. To be fair, that info if you 
were on beta has been consistent and available for quite a while now, so it's 
not some last minute stunt.

Marcus, Adrian and the rest of the team are nice guys, give them a chance.

On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher 
davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com wrote:
This email was fascinating. I'm curious though; we've been told we can't hear 
roadmaps because they run afoul of SEC rules. And yet, here we get a somewhat 
detailed roadmap.

Dave

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

2014-03-21 Thread Nuno Conceicao
Hi Adrian
What about access to geometry topology, blend shapes, weights, raycast,
etc, amongst other nodes to enable control over deformations?


On Fri, Mar 21, 2014 at 4:45 PM, Adrian Graham
adrian.gra...@autodesk.comwrote:

 Yes, this first release is liquids-focused (note: *fluids* are an entirely
 different solver, which we call the 'aero' - aerodynamic -- solver). Future
 releases could encompass more types of solvers (rigid, cloth, fluid,
 liquid, etc, all interacting). And from there, it would be amazing to see
 more procedural geometry generation, destruction and stuff like that.

 But we gotta take this one step at a time, and design the foundation
 carefully if we want to accommodate all that.
 Adrian

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of joshxsi
 Sent: Thursday, March 20, 2014 6:09 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: ICE - When will we have todays functionality in Maya?

 Part of what made ICE so successful (in my mind) was the large amount of
 built in nodes and compounds that were included as part of the base system
 that were used in mostly non-simulated contexts (raycasting, geometry
 locations, etc).

 From the sound of the development stages, the first two releases will be
 fluid focused, do you expect that the final release will include the non
 particle functionality that ICE became so useful for?

 It sounds like you're expecting the users to build a more generic set of
 functionality using the API? (mesh deforms, curve based flow tools, IK
 solvers etc)

 Thanks again for the information as well.


 On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher 
 davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com wrote:

 Yes, definitely giving them a chance! If they turn Maya/Bifrost into
 something great that can give me back what I just lost, believe me I will
 be one happy guy.


 On 3/20/2014 6:29 PM, Raffaele Fragapane wrote:
 The product will be released within the quarter. To be fair, that info if
 you were on beta has been consistent and available for quite a while now,
 so it's not some last minute stunt.

 Marcus, Adrian and the rest of the team are nice guys, give them a chance.

 On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher 
 davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com wrote:
 This email was fascinating. I'm curious though; we've been told we can't
 hear roadmaps because they run afoul of SEC rules. And yet, here we get a
 somewhat detailed roadmap.

 Dave G






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

2014-03-21 Thread Adrian Graham
Well, yes and no.

When you see particles in Bifrost, what you're looking at are FLIP particles, 
which are part of how the FLIP solver works. My meager brain understands it as 
the particles contain the velocity data, which generate a level-set, which 
generate voxels, and in turn the voxels affect the velocity data. There's 
people on my team much smarter than me who can explain this better.

So you can view Bifrost sims as particles or voxels, but you're not looking at 
a particle sim, per se.

When I talk about mist, foam and spray, those are generated from the Bifrost 
sim itself, as secondary sims. Now those are particles, but they're Bifrost 
particles, not Maya particles, and there's a big difference. Bifrost particles 
have been developed to utilize the new functionality in Viewport 2.0, which is 
part of the OGS project at Autodesk (One Graphics 
Systemhttp://adndevblog.typepad.com/manufacturing/2012/05/using-intel-threading-building-blocks-tbb-in-autodesk-products.html).
 This means you can display tens of millions of particles in the viewport 
interactively, unlike most other applications (depending on your graphics card, 
obviously).

But as of now, no, Bifrost cannot perform particle simulations and control them 
with fields/forces/collisions as you would in the classic sense. Not yet, at 
least.

Adrian


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Marshall
Sent: Friday, March 21, 2014 9:53 AM
To: softimage@listproc.autodesk.com
Subject: Re: ICE - When will we have todays functionality in Maya?

But just to be clear, everything you're talking about is essentially particles 
related? Feels like we're stepping back to ICE zero point five!

On 21 March 2014 16:45, Adrian Graham 
adrian.gra...@autodesk.commailto:adrian.gra...@autodesk.com wrote:
Yes, this first release is liquids-focused (note: *fluids* are an entirely 
different solver, which we call the 'aero' - aerodynamic -- solver). Future 
releases could encompass more types of solvers (rigid, cloth, fluid, liquid, 
etc, all interacting). And from there, it would be amazing to see more 
procedural geometry generation, destruction and stuff like that.

But we gotta take this one step at a time, and design the foundation carefully 
if we want to accommodate all that.
Adrian

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of joshxsi
Sent: Thursday, March 20, 2014 6:09 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: ICE - When will we have todays functionality in Maya?
Part of what made ICE so successful (in my mind) was the large amount of built 
in nodes and compounds that were included as part of the base system that were 
used in mostly non-simulated contexts (raycasting, geometry locations, etc).

From the sound of the development stages, the first two releases will be fluid 
focused, do you expect that the final release will include the non particle 
functionality that ICE became so useful for?

It sounds like you're expecting the users to build a more generic set of 
functionality using the API? (mesh deforms, curve based flow tools, IK solvers 
etc)

Thanks again for the information as well.

On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher 
davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com
 wrote:

Yes, definitely giving them a chance! If they turn Maya/Bifrost into something 
great that can give me back what I just lost, believe me I will be one happy 
guy.


On 3/20/2014 6:29 PM, Raffaele Fragapane wrote:
The product will be released within the quarter. To be fair, that info if you 
were on beta has been consistent and available for quite a while now, so it's 
not some last minute stunt.

Marcus, Adrian and the rest of the team are nice guys, give them a chance.
On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher 
davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com
 wrote:
This email was fascinating. I'm curious though; we've been told we can't hear 
roadmaps because they run afoul of SEC rules. And yet, here we get a somewhat 
detailed roadmap.

Dave G





--
[http://mintmotion.co.uk/img/mint.png]
Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.ukhttp://www.mintmotion.co.uk

attachment: winmail.dat

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

2014-03-21 Thread Chris Marshall
Yes Exactly, that was my point. I'm totally understanding where Bifrost is
coming from and I'm glad this is now becoming clear. This is what we need
to understand, what the differences are going forward, what the long term
direction is etc. What we can do and what we can't do, compared to ICE
today.
But by it's very nature, Bifrost will never be ICE. All the more reason it
keep Softimage going for the mid-term, not 2 years.


On 21 March 2014 16:53, Adrian Graham adrian.gra...@autodesk.com wrote:

 Ah, but may I respectfully point out that this was one of the problems
 with ICE, in that its complete and total integration into Softimage makes
 it difficult to engineer and manage, from a software and, unfortunately, a
 marketing point of view.

 Most modern software libraries are platform-agnostic, and this is what
 we're aiming for with Bifrost. The problem with ICE is that you had to use
 Softimage in order to gain access to it. Nothing against Softimage, just
 that you're limiting ICE's exposure to the industry at large.

 Would a renderer be more or less popular if it only worked with Maya, and
 not with Max or Houdini? No, it should be available on all applications, on
 all OSs if you want it to be successful.

 Adrian

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Marshall
 Sent: Friday, March 21, 2014 6:52 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: ICE - When will we have todays functionality in Maya?

 I think we can see there's some reason to look into Bifrost, but I also
 have a nagging feeling it's simply never going to achieve the same level of
 functionality as ICE, for the very reason ICE is essentially being shut
 down. ICE does what it does and is so much more than a particle system,
 because it is built into the very core of Softimage. To attempt to make
 Bifrost 'future proof' they are deliberately *not* building it into the
 core of Maya, thus allowing for the potential for it to be standalone and /
 or plugged into other software / platforms at a later date. But by
 approaching it in this way, it'll only ever be a bolt on, that surely can
 never achieve that level of flexibility that we have with ICE at the heart
 of Softimage. It feels that the very thing that makes ICE such an amazing
 tool is actually causing it's downfall, and is the reason Bifrost can never
 replace it. And that totally sucks!




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

2014-03-21 Thread Martin Chatterjee
Hi Adrian,

first of all thanks for all your posts during the last days - they are
highly appreciated.

Now on to this topic:

I think there's a tiny misunderstanding here...  ICE essentially is able to
manipulate any type of point data.

This of course includes any kind of particle work, but also includes stuff
like:

- building custom deformers (thereby reading and driving polygon mesh point
positions)
- manipulating shape data (-- reading and driving the per-point shape
vectors per polygon mesh point position)
- manipulating UV's
- manipulating kinematic transforms
- 


So our question does not so much focus on the decoupled standalone design
of Bifrost (which I personally find awesome).

We are rather wondering if these kinds of manipulations are part of the
Bifrost roadmap at all?

Of course I can't speak for all Softimage users... But I personally have
full confidence in Maya/Bifrost being able to perform in the realm if
simulation work eventually.

However I am utilizing ICE for all of the tasks above on a daily basis -
and this is where I am worried the most what part of Maya might be a proper
replacement for that.


Cheers, Martin

--
   Martin Chatterjee

[ Freelance Technical Director ]
[   http://www.chatterjee.de   ]
[ https://vimeo.com/chatterjee ]


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

2014-03-21 Thread Peter Agg
Future releases could encompass more types of solvers (rigid, cloth,
fluid, liquid, etc, all interacting). And from there, it would be amazing
to see more procedural geometry generation, destruction and stuff like
that.

Just stepping away from solvers etc for a moment though: could I use
Bifrost to do something un-simulated and simple like (for argument's sake)
add the frame number onto the vertex y positions on an object if they're
inside the volume of a polygon sphere?

I know personally I'm not worried about the big effects, it's the small
day-to-day 'simple' stuff which is where I'm concerned about not having
ICE.


On 21 March 2014 16:53, Adrian Graham adrian.gra...@autodesk.com wrote:

 Ah, but may I respectfully point out that this was one of the problems
 with ICE, in that its complete and total integration into Softimage makes
 it difficult to engineer and manage, from a software and, unfortunately, a
 marketing point of view.

 Most modern software libraries are platform-agnostic, and this is what
 we're aiming for with Bifrost. The problem with ICE is that you had to use
 Softimage in order to gain access to it. Nothing against Softimage, just
 that you're limiting ICE's exposure to the industry at large.

 Would a renderer be more or less popular if it only worked with Maya, and
 not with Max or Houdini? No, it should be available on all applications, on
 all OSs if you want it to be successful.

 Adrian

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Marshall
 Sent: Friday, March 21, 2014 6:52 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: ICE - When will we have todays functionality in Maya?

 I think we can see there's some reason to look into Bifrost, but I also
 have a nagging feeling it's simply never going to achieve the same level of
 functionality as ICE, for the very reason ICE is essentially being shut
 down. ICE does what it does and is so much more than a particle system,
 because it is built into the very core of Softimage. To attempt to make
 Bifrost 'future proof' they are deliberately *not* building it into the
 core of Maya, thus allowing for the potential for it to be standalone and /
 or plugged into other software / platforms at a later date. But by
 approaching it in this way, it'll only ever be a bolt on, that surely can
 never achieve that level of flexibility that we have with ICE at the heart
 of Softimage. It feels that the very thing that makes ICE such an amazing
 tool is actually causing it's downfall, and is the reason Bifrost can never
 replace it. And that totally sucks!



 On 21 March 2014 10:29, Juan Brockhaus juanxsil...@gmail.commailto:
 juanxsil...@gmail.com wrote:

 Hey Adrian,
 this is some great info here. and makes me suddenly feel spmehow better ;-)
 maybe in two/three years time, when Soft slowly falls back (just due to no
 further development) BiFrost will be in a state where it can take over...?
 (wishful thinking)
 If I read between the lines I feel there is hope that BiFrost is not
 'just' a fluid simulation system and can be used for far more.

 Exactly what I personally (and many others) love about ICE. It is
 (contrary to past Autodesk-PR) NOT just a particle-simulation-system, but a
 swiss army tool which can manipulate almost every aspect of data in my
 scene/objects and build, create, deform, etc...
 ie at the moment I build shapes/objects made out of dominos. All
 procedurally build in ICE. I made different compounds to stack and pile
 dominoes in different ways and methods. And if the objects I have to create
 (and even the domino) change (as usual in commercials..) it is all
 instantly updated.
 Only right at the end I add a Sim node and the whole things collapses...
 (obviously controlled with nulls, forces, etc...) The Sim is basically the
 last 5% of what I use ICE for.
 If I can do stuff like this in BiFrost in the future I'm a happy camper.
 Right now the only other software capable of that would be Houdini...
 I'll keep an eye on BiFrost ;-)
 Cheers,
 Juan





 On Fri, Mar 21, 2014 at 1:09 AM, joshxsi josh...@gmail.commailto:
 josh...@gmail.com wrote:
 Part of what made ICE so successful (in my mind) was the large amount of
 built in nodes and compounds that were included as part of the base system
 that were used in mostly non-simulated contexts (raycasting, geometry
 locations, etc).

 From the sound of the development stages, the first two releases will be
 fluid focused, do you expect that the final release will include the non
 particle functionality that ICE became so useful for?

 It sounds like you're expecting the users to build a more generic set of
 functionality using the API? (mesh deforms, curve based flow tools, IK
 solvers etc)

 Thanks again for the information as well.


 On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher 
 davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com wrote:

 Yes, definitely giving them a chance

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

2014-03-21 Thread Juan Brockhaus
totally agree with Martin and Peter.
that's exactly what I'm also very much interested in.
will BiFrost be as versatile as ICE? ;-)

Juan



On Fri, Mar 21, 2014 at 5:09 PM, Peter Agg peter@googlemail.com wrote:

 Future releases could encompass more types of solvers (rigid, cloth,
 fluid, liquid, etc, all interacting). And from there, it would be amazing
 to see more procedural geometry generation, destruction and stuff like
 that.

 Just stepping away from solvers etc for a moment though: could I use
 Bifrost to do something un-simulated and simple like (for argument's sake)
 add the frame number onto the vertex y positions on an object if they're
 inside the volume of a polygon sphere?

 I know personally I'm not worried about the big effects, it's the small
 day-to-day 'simple' stuff which is where I'm concerned about not having
 ICE.


 On 21 March 2014 16:53, Adrian Graham adrian.gra...@autodesk.com wrote:

 Ah, but may I respectfully point out that this was one of the problems
 with ICE, in that its complete and total integration into Softimage makes
 it difficult to engineer and manage, from a software and, unfortunately, a
 marketing point of view.

 Most modern software libraries are platform-agnostic, and this is what
 we're aiming for with Bifrost. The problem with ICE is that you had to use
 Softimage in order to gain access to it. Nothing against Softimage, just
 that you're limiting ICE's exposure to the industry at large.

 Would a renderer be more or less popular if it only worked with Maya, and
 not with Max or Houdini? No, it should be available on all applications, on
 all OSs if you want it to be successful.

 Adrian

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Marshall
 Sent: Friday, March 21, 2014 6:52 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: ICE - When will we have todays functionality in Maya?

 I think we can see there's some reason to look into Bifrost, but I also
 have a nagging feeling it's simply never going to achieve the same level of
 functionality as ICE, for the very reason ICE is essentially being shut
 down. ICE does what it does and is so much more than a particle system,
 because it is built into the very core of Softimage. To attempt to make
 Bifrost 'future proof' they are deliberately *not* building it into the
 core of Maya, thus allowing for the potential for it to be standalone and /
 or plugged into other software / platforms at a later date. But by
 approaching it in this way, it'll only ever be a bolt on, that surely can
 never achieve that level of flexibility that we have with ICE at the heart
 of Softimage. It feels that the very thing that makes ICE such an amazing
 tool is actually causing it's downfall, and is the reason Bifrost can never
 replace it. And that totally sucks!



 On 21 March 2014 10:29, Juan Brockhaus juanxsil...@gmail.commailto:
 juanxsil...@gmail.com wrote:

 Hey Adrian,
 this is some great info here. and makes me suddenly feel spmehow better
 ;-)
 maybe in two/three years time, when Soft slowly falls back (just due to
 no further development) BiFrost will be in a state where it can take
 over...? (wishful thinking)
 If I read between the lines I feel there is hope that BiFrost is not
 'just' a fluid simulation system and can be used for far more.

 Exactly what I personally (and many others) love about ICE. It is
 (contrary to past Autodesk-PR) NOT just a particle-simulation-system, but a
 swiss army tool which can manipulate almost every aspect of data in my
 scene/objects and build, create, deform, etc...
 ie at the moment I build shapes/objects made out of dominos. All
 procedurally build in ICE. I made different compounds to stack and pile
 dominoes in different ways and methods. And if the objects I have to create
 (and even the domino) change (as usual in commercials..) it is all
 instantly updated.
 Only right at the end I add a Sim node and the whole things collapses...
 (obviously controlled with nulls, forces, etc...) The Sim is basically the
 last 5% of what I use ICE for.
 If I can do stuff like this in BiFrost in the future I'm a happy camper.
 Right now the only other software capable of that would be Houdini...
 I'll keep an eye on BiFrost ;-)
 Cheers,
 Juan





 On Fri, Mar 21, 2014 at 1:09 AM, joshxsi josh...@gmail.commailto:
 josh...@gmail.com wrote:
 Part of what made ICE so successful (in my mind) was the large amount of
 built in nodes and compounds that were included as part of the base system
 that were used in mostly non-simulated contexts (raycasting, geometry
 locations, etc).

 From the sound of the development stages, the first two releases will be
 fluid focused, do you expect that the final release will include the non
 particle functionality that ICE became so useful for?

 It sounds like you're expecting the users to build a more generic set of
 functionality using the API? (mesh deforms, curve based flow tools

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

2014-03-21 Thread Andi Farhall
same here with Peter's comments. Ice gets used throughout my jobs like glue, or 
really simple procedural tools. Sharing data between objects etc.
Andi

...
http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21

http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/
This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
opinions expressed are solely those of the author and do not necessarily 
represent those of Hackney Effects Ltd.If you are not the intended recipient of 
this email, you must neither take any action based upon its contents, nor copy 
or show it to anyone.Please contact the sender if you believe you have received 
this email in error.

Date: Fri, 21 Mar 2014 17:16:14 +
Subject: Re: ICE - When will we have todays functionality in Maya?
From: juanxsil...@gmail.com
To: softimage@listproc.autodesk.com

totally agree with Martin and Peter.
that's exactly what I'm also very much interested in.
will BiFrost be as versatile as ICE? ;-)

Juan




On Fri, Mar 21, 2014 at 5:09 PM, Peter Agg peter@googlemail.com wrote:

Future releases could encompass more types of solvers (rigid, cloth, 
fluid, liquid, etc, all interacting). And from there, it would be 
amazing to see more procedural geometry generation, destruction and 
stuff like that.

Just stepping away from solvers etc for a moment though: could I use Bifrost to 
do something un-simulated and simple like (for argument's sake) add the frame 
number onto the vertex y positions on an object if they're inside the volume of 
a polygon sphere?




I know personally I'm not worried about the big effects, it's the small 
day-to-day 'simple' stuff which is where I'm concerned about not having ICE. 





On 21 March 2014 16:53, Adrian Graham adrian.gra...@autodesk.com wrote:



Ah, but may I respectfully point out that this was one of the problems with 
ICE, in that its complete and total integration into Softimage makes it 
difficult to engineer and manage, from a software and, unfortunately, a 
marketing point of view.






Most modern software libraries are platform-agnostic, and this is what we're 
aiming for with Bifrost. The problem with ICE is that you had to use Softimage 
in order to gain access to it. Nothing against Softimage, just that you're 
limiting ICE's exposure to the industry at large.






Would a renderer be more or less popular if it only worked with Maya, and not 
with Max or Houdini? No, it should be available on all applications, on all OSs 
if you want it to be successful.



Adrian



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Marshall




Sent: Friday, March 21, 2014 6:52 AM

To: softimage@listproc.autodesk.com

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



I think we can see there's some reason to look into Bifrost, but I also have a 
nagging feeling it's simply never going to achieve the same level of 
functionality as ICE, for the very reason ICE is essentially being shut down. 
ICE does what it does and is so much more than a particle system, because it is 
built into the very core of Softimage. To attempt to make Bifrost 'future 
proof' they are deliberately *not* building it into the core of Maya, thus 
allowing for the potential for it to be standalone and / or plugged into other 
software / platforms at a later date. But by approaching it in this way, it'll 
only ever be a bolt on, that surely can never achieve that level of flexibility 
that we have with ICE at the heart of Softimage. It feels that the very thing 
that makes ICE such an amazing tool is actually causing it's downfall, and is 
the reason Bifrost can never replace it. And that totally sucks!










On 21 March 2014 10:29, Juan Brockhaus 
juanxsil...@gmail.commailto:juanxsil...@gmail.com wrote:






Hey Adrian,

this is some great info here. and makes me suddenly feel spmehow better ;-)

maybe in two/three years time, when Soft slowly falls back (just due to no 
further development) BiFrost will be in a state where it can take over...? 
(wishful thinking)

If I read between the lines I feel there is hope that BiFrost is not 'just' a 
fluid simulation system and can be used for far more.



Exactly what I personally (and many others) love about ICE. It is (contrary to 
past Autodesk-PR) NOT just a particle-simulation-system, but a swiss army tool 
which can manipulate almost every aspect of data in my scene/objects and build, 
create, deform, etc...




ie at the moment I build shapes/objects made out of dominos. All procedurally 
build in ICE. I made different compounds to stack and pile dominoes in 
different ways and methods. And if the objects I have

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

2014-03-21 Thread Alastair Hearsum

Hi Adrian

I'm no egg head so forgive the simplicity of my question. Would this 
platform agnostic scenario actively prevent any of the procedures and 
scenarios that we currently use ICE for?  Is ICE */so/* functional 
because its embedded in Softimage?  Can we have the same functionality 
with a non embedded engine?


Alastair

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
and confidential and are intended solely for the stated recipient(s). 
Any views or opinions presented are solely those of the author and do 
not necessarily represent those of the Company. If you are not the 
intended recipient, be advised that you have received this e-mail in 
error and that any use, dissemination, forwarding, printing, or copying 
of this e-mail is strictly prohibited. If this transmission is received 
in error please kindly return it to the sender and delete this message 
from your system.

On 21/03/2014 16:53, Adrian Graham wrote:

Ah, but may I respectfully point out that this was one of the problems with 
ICE, in that its complete and total integration into Softimage makes it 
difficult to engineer and manage, from a software and, unfortunately, a 
marketing point of view.

Most modern software libraries are platform-agnostic, and this is what we're 
aiming for with Bifrost. The problem with ICE is that you had to use Softimage 
in order to gain access to it. Nothing against Softimage, just that you're 
limiting ICE's exposure to the industry at large.

Would a renderer be more or less popular if it only worked with Maya, and not 
with Max or Houdini? No, it should be available on all applications, on all OSs 
if you want it to be successful.

Adrian




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

2014-03-21 Thread Alastair Hearsum

I agree with martin peter and juan

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
and confidential and are intended solely for the stated recipient(s). 
Any views or opinions presented are solely those of the author and do 
not necessarily represent those of the Company. If you are not the 
intended recipient, be advised that you have received this e-mail in 
error and that any use, dissemination, forwarding, printing, or copying 
of this e-mail is strictly prohibited. If this transmission is received 
in error please kindly return it to the sender and delete this message 
from your system.

On 21/03/2014 17:16, Juan Brockhaus wrote:

totally agree with Martin and Peter.
that's exactly what I'm also very much interested in.
will BiFrost be as versatile as ICE? ;-)

Juan



On Fri, Mar 21, 2014 at 5:09 PM, Peter Agg peter@googlemail.com 
mailto:peter@googlemail.com wrote:


Future releases could encompass more types of solvers (rigid,
cloth, fluid, liquid, etc, all interacting). And from there, it
would be amazing to see more procedural geometry generation,
destruction and stuff like that.

Just stepping away from solvers etc for a moment though: could I
use Bifrost to do something un-simulated and simple like (for
argument's sake) add the frame number onto the vertex y positions
on an object if they're inside the volume of a polygon sphere?

I know personally I'm not worried about the big effects, it's the
small day-to-day 'simple' stuff which is where I'm concerned about
not having ICE.


On 21 March 2014 16:53, Adrian Graham adrian.gra...@autodesk.com
mailto:adrian.gra...@autodesk.com wrote:

Ah, but may I respectfully point out that this was one of the
problems with ICE, in that its complete and total integration
into Softimage makes it difficult to engineer and manage, from
a software and, unfortunately, a marketing point of view.

Most modern software libraries are platform-agnostic, and this
is what we're aiming for with Bifrost. The problem with ICE is
that you had to use Softimage in order to gain access to it.
Nothing against Softimage, just that you're limiting ICE's
exposure to the industry at large.

Would a renderer be more or less popular if it only worked
with Maya, and not with Max or Houdini? No, it should be
available on all applications, on all OSs if you want it to be
successful.

Adrian

From: softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
Chris Marshall
Sent: Friday, March 21, 2014 6:52 AM
To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Subject: Re: ICE - When will we have todays functionality in Maya?

I think we can see there's some reason to look into Bifrost,
but I also have a nagging feeling it's simply never going to
achieve the same level of functionality as ICE, for the very
reason ICE is essentially being shut down. ICE does what it
does and is so much more than a particle system, because it is
built into the very core of Softimage. To attempt to make
Bifrost 'future proof' they are deliberately *not* building it
into the core of Maya, thus allowing for the potential for it
to be standalone and / or plugged into other software /
platforms at a later date. But by approaching it in this way,
it'll only ever be a bolt on, that surely can never achieve
that level of flexibility that we have with ICE at the heart
of Softimage. It feels that the very thing that makes ICE such
an amazing tool is actually causing it's downfall, and is the
reason Bifrost can never replace it. And that totally sucks!



On 21 March 2014 10:29, Juan Brockhaus juanxsil...@gmail.com
mailto:juanxsil...@gmail.commailto:juanxsil...@gmail.com
mailto:juanxsil...@gmail.com wrote:

Hey Adrian,
this is some great info here. and makes me suddenly feel
spmehow better ;-)
maybe in two/three years time, when Soft slowly falls back
(just due to no further development) BiFrost will be in a
state where it can take over...? (wishful thinking)
If I read between

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

2014-03-21 Thread Sebastian Kowalski
thats is my concern too. as much as I embrace a decoupling from maya, its how 
ICE is capable to talk to different scene elements that makes it so powerful.
managing data until the very least work process  at render time. and we are in 
full control. 
as beautiful big ass fluid sims look, its not what we day for day.
please have a look on the ‚what uses is ICE?‘ thread 
(https://groups.google.com/forum/#!topic/xsi_list/7aGyes8lBQE)

thanks

Am 21.03.2014 um 18:29 schrieb Alastair Hearsum hear...@glassworks.co.uk:

 Hi Adrian
 
 I'm no egg head so forgive the simplicity of my question. Would this platform 
 agnostic scenario actively prevent any of the procedures and scenarios that 
 we currently use ICE for?  Is ICE so functional because its embedded in 
 Softimage?  Can we have the same functionality with a non embedded engine?
 
 Alastair
 
 Alastair Hearsum
 Head of 3d
 
 33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk
 Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
 (Company registered in England with number 04759979. Registered office 25 
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
 Please consider the environment before you print this email.
 DISCLAIMER: This e-mail and attachments are strictly privileged, private and 
 confidential and are intended solely for the stated recipient(s). Any views 
 or opinions presented are solely those of the author and do not necessarily 
 represent those of the Company. If you are not the intended recipient, be 
 advised that you have received this e-mail in error and that any use, 
 dissemination, forwarding, printing, or copying of this e-mail is strictly 
 prohibited. If this transmission is received in error please kindly return it 
 to the sender and delete this message from your system.
 On 21/03/2014 16:53, Adrian Graham wrote:
 Ah, but may I respectfully point out that this was one of the problems with 
 ICE, in that its complete and total integration into Softimage makes it 
 difficult to engineer and manage, from a software and, unfortunately, a 
 marketing point of view.
 
 Most modern software libraries are platform-agnostic, and this is what we're 
 aiming for with Bifrost. The problem with ICE is that you had to use 
 Softimage in order to gain access to it. Nothing against Softimage, just 
 that you're limiting ICE's exposure to the industry at large.
 
 Would a renderer be more or less popular if it only worked with Maya, and 
 not with Max or Houdini? No, it should be available on all applications, on 
 all OSs if you want it to be successful.
 
 Adrian
 
 



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

2014-03-21 Thread Sebastian Kowalski
damn, excuse my english.. it nearly weekend.


Am 21.03.2014 um 18:38 schrieb Sebastian Kowalski l...@sekow.com:

 thats is my concern too. as much as I embrace a decoupling from maya, its how 
 ICE is capable to talk to different scene elements that makes it so powerful.
 managing data until the very least work process  at render time. and we are 
 in full control. 
 as beautiful big ass fluid sims look, its not what we day for day.
 please have a look on the ‚what uses is ICE?‘ thread 
 (https://groups.google.com/forum/#!topic/xsi_list/7aGyes8lBQE)
 
 thanks
 
 Am 21.03.2014 um 18:29 schrieb Alastair Hearsum hear...@glassworks.co.uk:
 
 Hi Adrian
 
 I'm no egg head so forgive the simplicity of my question. Would this 
 platform agnostic scenario actively prevent any of the procedures and 
 scenarios that we currently use ICE for?  Is ICE so functional because its 
 embedded in Softimage?  Can we have the same functionality with a non 
 embedded engine?
 
 Alastair
 
 Alastair Hearsum
 Head of 3d
 
 33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk
 Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
 (Company registered in England with number 04759979. Registered office 25 
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
 Please consider the environment before you print this email.
 DISCLAIMER: This e-mail and attachments are strictly privileged, private and 
 confidential and are intended solely for the stated recipient(s). Any views 
 or opinions presented are solely those of the author and do not necessarily 
 represent those of the Company. If you are not the intended recipient, be 
 advised that you have received this e-mail in error and that any use, 
 dissemination, forwarding, printing, or copying of this e-mail is strictly 
 prohibited. If this transmission is received in error please kindly return 
 it to the sender and delete this message from your system.
 On 21/03/2014 16:53, Adrian Graham wrote:
 Ah, but may I respectfully point out that this was one of the problems with 
 ICE, in that its complete and total integration into Softimage makes it 
 difficult to engineer and manage, from a software and, unfortunately, a 
 marketing point of view.
 
 Most modern software libraries are platform-agnostic, and this is what 
 we're aiming for with Bifrost. The problem with ICE is that you had to use 
 Softimage in order to gain access to it. Nothing against Softimage, just 
 that you're limiting ICE's exposure to the industry at large.
 
 Would a renderer be more or less popular if it only worked with Maya, and 
 not with Max or Houdini? No, it should be available on all applications, on 
 all OSs if you want it to be successful.
 
 Adrian
 
 
 



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

2014-03-21 Thread Graham Bell
Can we perhaps avoid trying to pin Adrian up against a wall for a definitive 
answer? :)

I know that people are wanting to know more, but we might not be able to 
comment on future stuff too much, for the reasons Maurice as mentioned before. 
Much of this discussion might be suited for the Beta forums.


G

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Juan Brockhaus
Sent: 21 March 2014 17:16
To: softimage@listproc.autodesk.com
Subject: Re: ICE - When will we have todays functionality in Maya?

totally agree with Martin and Peter.
that's exactly what I'm also very much interested in.
will BiFrost be as versatile as ICE? ;-)

Juan

On Fri, Mar 21, 2014 at 5:09 PM, Peter Agg 
peter@googlemail.commailto:peter@googlemail.com wrote:
Future releases could encompass more types of solvers (rigid, cloth, fluid, 
liquid, etc, all interacting). And from there, it would be amazing to see more 
procedural geometry generation, destruction and stuff like that.
Just stepping away from solvers etc for a moment though: could I use Bifrost to 
do something un-simulated and simple like (for argument's sake) add the frame 
number onto the vertex y positions on an object if they're inside the volume of 
a polygon sphere?
I know personally I'm not worried about the big effects, it's the small 
day-to-day 'simple' stuff which is where I'm concerned about not having ICE.

On 21 March 2014 16:53, Adrian Graham 
adrian.gra...@autodesk.commailto:adrian.gra...@autodesk.com wrote:
Ah, but may I respectfully point out that this was one of the problems with 
ICE, in that its complete and total integration into Softimage makes it 
difficult to engineer and manage, from a software and, unfortunately, a 
marketing point of view.

Most modern software libraries are platform-agnostic, and this is what we're 
aiming for with Bifrost. The problem with ICE is that you had to use Softimage 
in order to gain access to it. Nothing against Softimage, just that you're 
limiting ICE's exposure to the industry at large.

Would a renderer be more or less popular if it only worked with Maya, and not 
with Max or Houdini? No, it should be available on all applications, on all OSs 
if you want it to be successful.

Adrian

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Chris Marshall
Sent: Friday, March 21, 2014 6:52 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: ICE - When will we have todays functionality in Maya?
I think we can see there's some reason to look into Bifrost, but I also have a 
nagging feeling it's simply never going to achieve the same level of 
functionality as ICE, for the very reason ICE is essentially being shut down. 
ICE does what it does and is so much more than a particle system, because it is 
built into the very core of Softimage. To attempt to make Bifrost 'future 
proof' they are deliberately *not* building it into the core of Maya, thus 
allowing for the potential for it to be standalone and / or plugged into other 
software / platforms at a later date. But by approaching it in this way, it'll 
only ever be a bolt on, that surely can never achieve that level of flexibility 
that we have with ICE at the heart of Softimage. It feels that the very thing 
that makes ICE such an amazing tool is actually causing it's downfall, and is 
the reason Bifrost can never replace it. And that totally sucks!


On 21 March 2014 10:29, Juan Brockhaus 
juanxsil...@gmail.commailto:juanxsil...@gmail.commailto:juanxsil...@gmail.commailto:juanxsil...@gmail.com
 wrote:

Hey Adrian,
this is some great info here. and makes me suddenly feel spmehow better ;-)
maybe in two/three years time, when Soft slowly falls back (just due to no 
further development) BiFrost will be in a state where it can take over...? 
(wishful thinking)
If I read between the lines I feel there is hope that BiFrost is not 'just' a 
fluid simulation system and can be used for far more.

Exactly what I personally (and many others) love about ICE. It is (contrary to 
past Autodesk-PR) NOT just a particle-simulation-system, but a swiss army tool 
which can manipulate almost every aspect of data in my scene/objects and build, 
create, deform, etc...
ie at the moment I build shapes/objects made out of dominos. All procedurally 
build in ICE. I made different compounds to stack and pile dominoes in 
different ways and methods. And if the objects I have to create (and even the 
domino) change (as usual in commercials..) it is all instantly updated.
Only right at the end I add a Sim node and the whole things collapses... 
(obviously controlled with nulls, forces, etc...) The Sim is basically the last 
5% of what I use ICE for.
If I can do stuff like this in BiFrost in the future I'm a happy camper.
Right now the only

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

2014-03-21 Thread Adrian Graham
Look, I can't comment exactly on where we're going with Bifrost, this is where 
I run into all sorts of SEC limitations and stuff. I could defer to ChrisV to 
answer those questions in a more official manner.

Rest assured we're aware that ICE is more than just FX, more than particles and 
simulation, that it's a complete procedural workflow involving all kinds of 
data, throughout the package.

Adrian

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastian Kowalski
Sent: Friday, March 21, 2014 10:38 AM
To: softimage@listproc.autodesk.com
Subject: Re: ICE - When will we have todays functionality in Maya?

thats is my concern too. as much as I embrace a decoupling from maya, its how 
ICE is capable to talk to different scene elements that makes it so powerful.
managing data until the very least work process  at render time. and we are in 
full control.
as beautiful big ass fluid sims look, its not what we day for day.
please have a look on the 'what uses is ICE?' thread 
(https://groups.google.com/forum/#!topic/xsi_list/7aGyes8lBQE)

thanks

Am 21.03.2014 um 18:29 schrieb Alastair Hearsum 
hear...@glassworks.co.ukmailto:hear...@glassworks.co.uk:


Hi Adrian

I'm no egg head so forgive the simplicity of my question. Would this platform 
agnostic scenario actively prevent any of the procedures and scenarios that we 
currently use ICE for?  Is ICE so functional because its embedded in Softimage? 
 Can we have the same functionality with a non embedded engine?

Alastair
Alastair Hearsum
Head of 3d
[GLASSWORKS]
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.ukhttp://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at 
glassworks.co.ukhttp://glassworks.co.uk/
(Company registered in England with number 04759979. Registered office 25 
Harley Street, London, W1G 9BR. VAT registration number: 86729)
Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private and 
confidential and are intended solely for the stated recipient(s). Any views or 
opinions presented are solely those of the author and do not necessarily 
represent those of the Company. If you are not the intended recipient, be 
advised that you have received this e-mail in error and that any use, 
dissemination, forwarding, printing, or copying of this e-mail is strictly 
prohibited. If this transmission is received in error please kindly return it 
to the sender and delete this message from your system.
On 21/03/2014 16:53, Adrian Graham wrote:

Ah, but may I respectfully point out that this was one of the problems with 
ICE, in that its complete and total integration into Softimage makes it 
difficult to engineer and manage, from a software and, unfortunately, a 
marketing point of view.



Most modern software libraries are platform-agnostic, and this is what we're 
aiming for with Bifrost. The problem with ICE is that you had to use Softimage 
in order to gain access to it. Nothing against Softimage, just that you're 
limiting ICE's exposure to the industry at large.



Would a renderer be more or less popular if it only worked with Maya, and not 
with Max or Houdini? No, it should be available on all applications, on all OSs 
if you want it to be successful.



Adrian



attachment: winmail.dat

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

2014-03-21 Thread Chris Marshall
But with respect Graham, for those of us not on the Beta forums, what are
we to do?


On 21 March 2014 17:40, Graham Bell graham.b...@autodesk.com wrote:

 Can we perhaps avoid trying to pin Adrian up against a wall for a
 definitive answer? :)

 I know that people are wanting to know more, but we might not be able to
 comment on future stuff too much, for the reasons Maurice as mentioned
 before. Much of this discussion might be suited for the Beta forums.


 G


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

2014-03-21 Thread Sebastian Kowalski
I (we) understand, it is just that we want to be heard. Finally.
Everything sounds promising and exciting, just do not take too long.


Am 21.03.2014 um 18:41 schrieb Adrian Graham adrian.gra...@autodesk.com:

 Look, I can't comment exactly on where we're going with Bifrost, this is 
 where I run into all sorts of SEC limitations and stuff. I could defer to 
 ChrisV to answer those questions in a more official manner.
 
 Rest assured we're aware that ICE is more than just FX, more than particles 
 and simulation, that it's a complete procedural workflow involving all kinds 
 of data, throughout the package.
 
 Adrian
 
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastian 
 Kowalski
 Sent: Friday, March 21, 2014 10:38 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: ICE - When will we have todays functionality in Maya?
 
 thats is my concern too. as much as I embrace a decoupling from maya, its how 
 ICE is capable to talk to different scene elements that makes it so powerful.
 managing data until the very least work process  at render time. and we are 
 in full control.
 as beautiful big ass fluid sims look, its not what we day for day.
 please have a look on the 'what uses is ICE?' thread 
 (https://groups.google.com/forum/#!topic/xsi_list/7aGyes8lBQE)
 
 thanks
 
 Am 21.03.2014 um 18:29 schrieb Alastair Hearsum 
 hear...@glassworks.co.ukmailto:hear...@glassworks.co.uk:
 
 
 Hi Adrian
 
 I'm no egg head so forgive the simplicity of my question. Would this platform 
 agnostic scenario actively prevent any of the procedures and scenarios that 
 we currently use ICE for?  Is ICE so functional because its embedded in 
 Softimage?  Can we have the same functionality with a non embedded engine?
 
 Alastair
 Alastair Hearsum
 Head of 3d
 [GLASSWORKS]
 33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.ukhttp://www.glassworks.co.uk/
 Glassworks Terms and Conditions of Sale can be found at 
 glassworks.co.ukhttp://glassworks.co.uk/
 (Company registered in England with number 04759979. Registered office 25 
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
 Please consider the environment before you print this email.
 DISCLAIMER: This e-mail and attachments are strictly privileged, private and 
 confidential and are intended solely for the stated recipient(s). Any views 
 or opinions presented are solely those of the author and do not necessarily 
 represent those of the Company. If you are not the intended recipient, be 
 advised that you have received this e-mail in error and that any use, 
 dissemination, forwarding, printing, or copying of this e-mail is strictly 
 prohibited. If this transmission is received in error please kindly return it 
 to the sender and delete this message from your system.
 On 21/03/2014 16:53, Adrian Graham wrote:
 
 Ah, but may I respectfully point out that this was one of the problems with 
 ICE, in that its complete and total integration into Softimage makes it 
 difficult to engineer and manage, from a software and, unfortunately, a 
 marketing point of view.
 
 
 
 Most modern software libraries are platform-agnostic, and this is what we're 
 aiming for with Bifrost. The problem with ICE is that you had to use 
 Softimage in order to gain access to it. Nothing against Softimage, just that 
 you're limiting ICE's exposure to the industry at large.
 
 
 
 Would a renderer be more or less popular if it only worked with Maya, and not 
 with Max or Houdini? No, it should be available on all applications, on all 
 OSs if you want it to be successful.
 
 
 
 Adrian
 
 
 
 winmail.dat



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

2014-03-21 Thread John Richard Sanchez
Is that the Softimage Beta or Maya Beta? :)


On Fri, Mar 21, 2014 at 1:45 PM, Sebastian Kowalski l...@sekow.com wrote:

 I (we) understand, it is just that we want to be heard. Finally.
 Everything sounds promising and exciting, just do not take too long.


 Am 21.03.2014 um 18:41 schrieb Adrian Graham adrian.gra...@autodesk.com:

 Look, I can't comment exactly on where we're going with Bifrost, this is
 where I run into all sorts of SEC limitations and stuff. I could defer to
 ChrisV to answer those questions in a more official manner.

 Rest assured we're aware that ICE is more than just FX, more than
 particles and simulation, that it's a complete procedural workflow
 involving all kinds of data, throughout the package.

 Adrian

 From: softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 On Behalf Of Sebastian Kowalski
 Sent: Friday, March 21, 2014 10:38 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: ICE - When will we have todays functionality in Maya?

 thats is my concern too. as much as I embrace a decoupling from maya, its
 how ICE is capable to talk to different scene elements that makes it so
 powerful.
 managing data until the very least work process  at render time. and we
 are in full control.
 as beautiful big ass fluid sims look, its not what we day for day.
 please have a look on the 'what uses is ICE?' thread (
 https://groups.google.com/forum/#!topic/xsi_list/7aGyes8lBQE)

 thanks

 Am 21.03.2014 um 18:29 schrieb Alastair Hearsum hear...@glassworks.co.uk
 mailto:hear...@glassworks.co.uk hear...@glassworks.co.uk:


 Hi Adrian

 I'm no egg head so forgive the simplicity of my question. Would this
 platform agnostic scenario actively prevent any of the procedures and
 scenarios that we currently use ICE for?  Is ICE so functional because its
 embedded in Softimage?  Can we have the same functionality with a non
 embedded engine?

 Alastair
 Alastair Hearsum
 Head of 3d
 [GLASSWORKS]
 33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.ukhttp://www.glassworks.co.uk/
 Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
 http://glassworks.co.uk/
 (Company registered in England with number 04759979. Registered office 25
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
 Please consider the environment before you print this email.
 DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily represent those of the Company. If you are not the intended
 recipient, be advised that you have received this e-mail in error and that
 any use, dissemination, forwarding, printing, or copying of this e-mail is
 strictly prohibited. If this transmission is received in error please
 kindly return it to the sender and delete this message from your system.
 On 21/03/2014 16:53, Adrian Graham wrote:

 Ah, but may I respectfully point out that this was one of the problems
 with ICE, in that its complete and total integration into Softimage makes
 it difficult to engineer and manage, from a software and, unfortunately, a
 marketing point of view.



 Most modern software libraries are platform-agnostic, and this is what
 we're aiming for with Bifrost. The problem with ICE is that you had to use
 Softimage in order to gain access to it. Nothing against Softimage, just
 that you're limiting ICE's exposure to the industry at large.



 Would a renderer be more or less popular if it only worked with Maya, and
 not with Max or Houdini? No, it should be available on all applications, on
 all OSs if you want it to be successful.



 Adrian



 winmail.dat





-- 
www.johnrichardsanchez.com


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

2014-03-21 Thread Mirko Jankovic
In the one side it is understandable that there are limits for revealing
what future hole
But also that limit makes bifrost like cat in the bag.
People will loose ICE, for some vague promises of what bifrost will be.
Sorry but vaporware...

Imagine some other more known company announce that they are creating
application to rule them all top of the to will do all this and that.. and
promises... just you wait and see.. come pay subscription and you will see
it will be great!!!

SO you will flockand buy what? bag of promisses?
DO you even see and understand what AD is doing? Selling promise of
something that will work, not really like ICE but something... and don;t
wanna reveal anything and people need to base their future plans and
investments in promises?
Honestly only smart thing woul dbe to stick to what is working now, yes
ICE! and see after couple years of what bifrost is shaping into.. or i it
will be around after couple years at all..
Bifrost future is bright.. click!?


On Fri, Mar 21, 2014 at 6:53 PM, John Richard Sanchez 
youngupstar...@gmail.com wrote:

 Is that the Softimage Beta or Maya Beta? :)


 On Fri, Mar 21, 2014 at 1:45 PM, Sebastian Kowalski l...@sekow.comwrote:

 I (we) understand, it is just that we want to be heard. Finally.
 Everything sounds promising and exciting, just do not take too long.


 Am 21.03.2014 um 18:41 schrieb Adrian Graham adrian.gra...@autodesk.com
 :

 Look, I can't comment exactly on where we're going with Bifrost, this is
 where I run into all sorts of SEC limitations and stuff. I could defer to
 ChrisV to answer those questions in a more official manner.

 Rest assured we're aware that ICE is more than just FX, more than
 particles and simulation, that it's a complete procedural workflow
 involving all kinds of data, throughout the package.

 Adrian

 From: softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 On Behalf Of Sebastian Kowalski
 Sent: Friday, March 21, 2014 10:38 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: ICE - When will we have todays functionality in Maya?

 thats is my concern too. as much as I embrace a decoupling from maya, its
 how ICE is capable to talk to different scene elements that makes it so
 powerful.
 managing data until the very least work process  at render time. and we
 are in full control.
 as beautiful big ass fluid sims look, its not what we day for day.
 please have a look on the 'what uses is ICE?' thread (
 https://groups.google.com/forum/#!topic/xsi_list/7aGyes8lBQE)

 thanks

 Am 21.03.2014 um 18:29 schrieb Alastair Hearsum hear...@glassworks.co.uk
 mailto:hear...@glassworks.co.uk hear...@glassworks.co.uk:


 Hi Adrian

 I'm no egg head so forgive the simplicity of my question. Would this
 platform agnostic scenario actively prevent any of the procedures and
 scenarios that we currently use ICE for?  Is ICE so functional because its
 embedded in Softimage?  Can we have the same functionality with a non
 embedded engine?

 Alastair
 Alastair Hearsum
 Head of 3d
 [GLASSWORKS]
 33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.ukhttp://www.glassworks.co.uk/
 Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
 http://glassworks.co.uk/
 (Company registered in England with number 04759979. Registered office 25
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
 Please consider the environment before you print this email.
 DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily represent those of the Company. If you are not the intended
 recipient, be advised that you have received this e-mail in error and that
 any use, dissemination, forwarding, printing, or copying of this e-mail is
 strictly prohibited. If this transmission is received in error please
 kindly return it to the sender and delete this message from your system.
 On 21/03/2014 16:53, Adrian Graham wrote:

 Ah, but may I respectfully point out that this was one of the problems
 with ICE, in that its complete and total integration into Softimage makes
 it difficult to engineer and manage, from a software and, unfortunately, a
 marketing point of view.



 Most modern software libraries are platform-agnostic, and this is what
 we're aiming for with Bifrost. The problem with ICE is that you had to use
 Softimage in order to gain access to it. Nothing against Softimage, just
 that you're limiting ICE's exposure to the industry at large.



 Would a renderer be more or less popular if it only worked with Maya, and
 not with Max or Houdini? No, it should be available on all applications, on
 all OSs if you want it to be successful.



 Adrian



 winmail.dat





 --
 www.johnrichardsanchez.com



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

2014-03-21 Thread Ognjen Vukovic
I think you are absolutely correct on this.


On Fri, Mar 21, 2014 at 7:21 PM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:

 In the one side it is understandable that there are limits for revealing
 what future hole
 But also that limit makes bifrost like cat in the bag.
 People will loose ICE, for some vague promises of what bifrost will be.
 Sorry but vaporware...

 Imagine some other more known company announce that they are creating
 application to rule them all top of the to will do all this and that.. and
 promises... just you wait and see.. come pay subscription and you will see
 it will be great!!!

 SO you will flockand buy what? bag of promisses?
 DO you even see and understand what AD is doing? Selling promise of
 something that will work, not really like ICE but something... and don;t
 wanna reveal anything and people need to base their future plans and
 investments in promises?
 Honestly only smart thing woul dbe to stick to what is working now, yes
 ICE! and see after couple years of what bifrost is shaping into.. or i it
 will be around after couple years at all..
 Bifrost future is bright.. click!?


 On Fri, Mar 21, 2014 at 6:53 PM, John Richard Sanchez 
 youngupstar...@gmail.com wrote:

 Is that the Softimage Beta or Maya Beta? :)


 On Fri, Mar 21, 2014 at 1:45 PM, Sebastian Kowalski l...@sekow.comwrote:

 I (we) understand, it is just that we want to be heard. Finally.
 Everything sounds promising and exciting, just do not take too long.


 Am 21.03.2014 um 18:41 schrieb Adrian Graham adrian.gra...@autodesk.com
 :

 Look, I can't comment exactly on where we're going with Bifrost, this is
 where I run into all sorts of SEC limitations and stuff. I could defer to
 ChrisV to answer those questions in a more official manner.

 Rest assured we're aware that ICE is more than just FX, more than
 particles and simulation, that it's a complete procedural workflow
 involving all kinds of data, throughout the package.

 Adrian

 From: softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 On Behalf Of Sebastian Kowalski
 Sent: Friday, March 21, 2014 10:38 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: ICE - When will we have todays functionality in Maya?

 thats is my concern too. as much as I embrace a decoupling from maya,
 its how ICE is capable to talk to different scene elements that makes it so
 powerful.
 managing data until the very least work process  at render time. and we
 are in full control.
 as beautiful big ass fluid sims look, its not what we day for day.
 please have a look on the 'what uses is ICE?' thread (
 https://groups.google.com/forum/#!topic/xsi_list/7aGyes8lBQE)

 thanks

 Am 21.03.2014 um 18:29 schrieb Alastair Hearsum 
 hear...@glassworks.co.ukmailto:hear...@glassworks.co.ukhear...@glassworks.co.uk
 :


 Hi Adrian

 I'm no egg head so forgive the simplicity of my question. Would this
 platform agnostic scenario actively prevent any of the procedures and
 scenarios that we currently use ICE for?  Is ICE so functional because its
 embedded in Softimage?  Can we have the same functionality with a non
 embedded engine?

 Alastair
 Alastair Hearsum
 Head of 3d
 [GLASSWORKS]
 33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.ukhttp://www.glassworks.co.uk/
 Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
 http://glassworks.co.uk/
 (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
 Please consider the environment before you print this email.
 DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily represent those of the Company. If you are not the intended
 recipient, be advised that you have received this e-mail in error and that
 any use, dissemination, forwarding, printing, or copying of this e-mail is
 strictly prohibited. If this transmission is received in error please
 kindly return it to the sender and delete this message from your system.
 On 21/03/2014 16:53, Adrian Graham wrote:

 Ah, but may I respectfully point out that this was one of the problems
 with ICE, in that its complete and total integration into Softimage makes
 it difficult to engineer and manage, from a software and, unfortunately, a
 marketing point of view.



 Most modern software libraries are platform-agnostic, and this is what
 we're aiming for with Bifrost. The problem with ICE is that you had to use
 Softimage in order to gain access to it. Nothing against Softimage, just
 that you're limiting ICE's exposure to the industry at large.



 Would a renderer be more or less popular if it only worked with Maya,
 and not with Max or Houdini? No, it should be available on all
 applications, on all

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

2014-03-21 Thread Toonafish
I suspect this is because the money for AD is in getting everyone rental 
on the cloud. Just as they are doing with the CAD side of their 
userbase. So in few years when we're all on Maya 360 they can plug it 
into other software as well and rent in out separately.


-Ronald


On 3/21/2014 14:52, Chris Marshall wrote:
I think we can see there's some reason to look into Bifrost, but I 
also have a nagging feeling it's simply never going to achieve the 
same level of functionality as ICE, for the very reason ICE is 
essentially being shut down. ICE does what it does and is so much more 
than a particle system, because it is built into the very core of 
Softimage. To attempt to make Bifrost 'future proof' they are 
deliberately *not* building it into the core of Maya, thus allowing 
for the potential for it to be standalone and / or plugged into other 
software / platforms at a later date. But by approaching it in this 
way, it'll only ever be a bolt on, that surely can never achieve that 
level of flexibility that we have with ICE at the heart of Softimage. 
It feels that the very thing that makes ICE such an amazing tool is 
actually causing it's downfall, and is the reason Bifrost can never 
replace it. And that totally sucks!






On 21 March 2014 10:29, Juan Brockhaus juanxsil...@gmail.com 
mailto:juanxsil...@gmail.com wrote:



Hey Adrian,

this is some great info here. and makes me suddenly feel spmehow
better ;-)
maybe in two/three years time, when Soft slowly falls back (just
due to no further development) BiFrost will be in a state where it
can take over...? (wishful thinking)

If I read between the lines I feel there is hope that BiFrost is
not 'just' a fluid simulation system and can be used for far more.

Exactly what I personally (and many others) love about ICE. It is
(contrary to past Autodesk-PR) NOT just a
particle-simulation-system, but a swiss army tool which can
manipulate almost every aspect of data in my scene/objects and
build, create, deform, etc...

ie at the moment I build shapes/objects made out of dominos. All
procedurally build in ICE. I made different compounds to stack and
pile dominoes in different ways and methods. And if the objects I
have to create (and even the domino) change (as usual in
commercials..) it is all instantly updated.
Only right at the end I add a Sim node and the whole things
collapses... (obviously controlled with nulls, forces, etc...) The
Sim is basically the last 5% of what I use ICE for.

If I can do stuff like this in BiFrost in the future I'm a happy
camper.
Right now the only other software capable of that would be Houdini...

I'll keep an eye on BiFrost ;-)

Cheers,

Juan








On Fri, Mar 21, 2014 at 1:09 AM, joshxsi josh...@gmail.com
mailto:josh...@gmail.com wrote:

Part of what made ICE so successful (in my mind) was the large
amount of built in nodes and compounds that were included as
part of the base system that were used in mostly non-simulated
contexts (raycasting, geometry locations, etc).

From the sound of the development stages, the first two
releases will be fluid focused, do you expect that the final
release will include the non particle functionality that ICE
became so useful for?

It sounds like you're expecting the users to build a more
generic set of functionality using the API? (mesh deforms,
curve based flow tools, IK solvers etc)

Thanks again for the information as well.



On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher
davegsoftimagel...@gmail.com
mailto:davegsoftimagel...@gmail.com wrote:


Yes, definitely giving them a chance! If they turn
Maya/Bifrost into something great that can give me back
what I just lost, believe me I will be one happy guy.


On 3/20/2014 6:29 PM, Raffaele Fragapane wrote:

The product will be released within the quarter. To be
fair, that info if you were on beta has been consistent
and available for quite a while now, so it's not some
last minute stunt.

Marcus, Adrian and the rest of the team are nice guys,
give them a chance.


On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher
davegsoftimagel...@gmail.com
mailto:davegsoftimagel...@gmail.com wrote:

This email was fascinating. I'm curious though; we've
been told we can't hear roadmaps because they run
afoul of SEC rules. And yet, here we get a somewhat
detailed roadmap.

Dave G








--

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk http://www.mintmotion.co.uk





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

2014-03-20 Thread Chris Marshall
Still wondering if we're any nearer getting an answer to this most obvious
of questions?




-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


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

2014-03-20 Thread Cristobal Infante
If you want ICE functionality today, then just use ICE for as long as you
can.
If you want to expand even further then look at houdini.

This is what we know today...


On 20 March 2014 19:44, Chris Marshall chrismarshal...@gmail.com wrote:

 Still wondering if we're any nearer getting an answer to this most obvious
 of questions?




 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk





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

2014-03-20 Thread John Richard Sanchez
Yes. I was opening up Maya again today. I have tried through out the years
to get the rust of my maya skills to try and get Maya work and it is just
not worth it. I will use XSI and learn C4D and dabble in Maya for 2 to 4
years (maybe 6)  at which point I may just leave the biz. I will still  be
an artist but maybe not 3D. There is always editing / compositing/ etc.


On Thu, Mar 20, 2014 at 6:41 PM, Cristobal Infante cgc...@gmail.com wrote:

 If you want ICE functionality today, then just use ICE for as long as you
 can.
 If you want to expand even further then look at houdini.

 This is what we know today...


 On 20 March 2014 19:44, Chris Marshall chrismarshal...@gmail.com wrote:

 Still wondering if we're any nearer getting an answer to this most
 obvious of questions?




 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk






-- 
www.johnrichardsanchez.com


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

2014-03-20 Thread Adrian Graham
I suppose it's time I chime in to this thread, and this discussion board.

I work at Autodesk as the Product Designer for Bifrost (among other FX-related 
components in Maya), working with Marcus Nordenstam.

I'm not entirely sure where to start, as there's a ton of activity surrounding 
the introduction of Bifrost in Maya 2015 and the EOL of Softimage. I've been 
lurking on this board for a couple of weeks, so I'm only familiar with the 
discussions (and rants) that have happened since then.

Let's start here: because Bifrost is a new and complex framework we're 
designing from the ground-up, we're releasing it in stages. We've been 
referring to these as the 'generalist', 'FX TD' and 'developer' releases.

Maya 2015 is essentially the 'generalist' release, meaning it will be most 
useful for people who do not need to gain access to the underlying graph and 
can live with a fairly simplified workflow to get liquid FX jobs done. This 
doesn't mean that other users shouldn't try it out, just that they may feel 
blocked by the current limitations. But note, this will not be, in any way, an 
equivalent to ICE.

The next release, the 'FX TD' release, will expose the procedural graph and 
allow much more control over the solvers and order of operation, just what you 
would expect in an ICE-like procedural workflow. The difference here (and this 
is where Marcus can chime in), is that we're designing Bifrost to be a visual 
programming language, where you will be able to dive down into any compound to 
reveal the basic programmatic or mathematical nodes that drive higher-level 
functionality. This is very much like ICE. Here's the difference, however: 
these graphs are JIT-compiled for efficiency, then run as virtual executables 
by the Bifrost Computation Engine. More on that in another thread.

The third (and by no means final) release we call the 'developer' release, 
where you'll be able to write your own custom C++ nodes and utilize the full 
Bifrost API (C++ and possibly Python). You can then insert these nodes into 
your graph, call them as rendertime procedurals or whatever.

So are we simply tacking on a half-baked feature onto Maya? Absolutely not. Are 
we going to stop Bifrost development after Maya 2015? No way, there's SO much 
stuff we're working on, but there's obviously only so many people we can put on 
the team, even for a huge company like Autodesk.

And I know this sounds like a cliche, but we're really trying to do things 
right in designing a future-proof framework. We spent a lot of time figuring 
out how to decouple Bifrost from Maya; to pass data between the two processes 
and not have Bifrost dependent on Maya, but rather Maya be a client to Bifrost. 
This means that we'll eventually be able to run Bifrost as a standalone app, on 
the cloud, on a farm, on your gaming system, iPad, Atari 2600, etc.

If you feel this first release of Bifrost to be limited in functionality, 
consider that we had to postpone development on certain features in order to 
deliver a solid usable, basic (if simplified) initial workflow. We'd have much 
rather done this than pushed an unfinished solution through the pipe to 
increase the number of bullet points on the back of the box. We're just 
laying the foundation at this point.

Mist, foam and spray are some things you may have heard that are indeed missing 
from Bifrost in Maya 2015. We had to choose between developing that or focusing 
on things like threading, furthering development on the FLIP solver or memory 
management, all of which take precedence over furthering the implementation of 
Bifrost particles.

We've also had the opportunity to design the Bifrost codebase from the 
ground-up, utilizing modern libraries that Maya or Softimage would otherwise 
not have access to. This is why everything is so well threaded in Bifrost. I 
have to shamelessly disclose that I have a dual-CPU machine with 32 cores, and 
to see (and hear) them all humming at 100% is a marvelous thing. That, and Maya 
is still interactive and fluid whilst computation takes place in the 
background. This is totally new for Maya, but I know a other apps can do this.

So, is Bifrost ready to take the place of Softimage ICE? No, not yet.

In Maya 2015, Bifrost is a procedural FX framework with a FLIP liquid solver, 
based on the technology seen in Naiad. But as time goes by, Bifrost can be 
involved in more and more components of Maya, and give users access to graphs 
for anything they do in Maya, not unlike how ICE works. As you can guess, it 
sounds like a hell of a lot of work, and would involve all areas of design and 
development. The next step is opening the graph, which means we have to improve 
the Node Editor and devise new workflows to deal with, for example, compounds 
and ports.

Who's on the Bifrost development team? I probably shouldn't name names, but 
there's one of the original authors of the FLIP solver (Bridson), liquid sim 
supergenius (Nielsen), some of the 

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

2014-03-20 Thread Angus Davidson
Hi Adrian

Thanks for chiming in. I have no issues with bifrost and I do believe that its 
essential that it is kept separate from Maya. I like the 3 stages as they make 
practical sense. Only one thing which really wasnt in your control is that 
Softimage should have only been retired once stage 3 was out ;)

Good luck ;)



From: Adrian Graham [adrian.gra...@autodesk.com]
Sent: 21 March 2014 01:30 AM
To: softimage@listproc.autodesk.com
Subject: RE: ICE - When will we have todays functionality in Maya?

I suppose it's time I chime in to this thread, and this discussion board.

I work at Autodesk as the Product Designer for Bifrost (among other FX-related 
components in Maya), working with Marcus Nordenstam.

I'm not entirely sure where to start, as there's a ton of activity surrounding 
the introduction of Bifrost in Maya 2015 and the EOL of Softimage. I’ve been 
lurking on this board for a couple of weeks, so I’m only familiar with the 
discussions (and rants) that have happened since then.

Let’s start here: because Bifrost is a new and complex framework we're 
designing from the ground-up, we're releasing it in stages. We've been 
referring to these as the 'generalist', 'FX TD' and 'developer' releases.

Maya 2015 is essentially the 'generalist' release, meaning it will be most 
useful for people who do not need to gain access to the underlying graph and 
can live with a fairly simplified workflow to get liquid FX jobs done. This 
doesn't mean that other users shouldn't try it out, just that they may feel 
blocked by the current limitations. But note, this will not be, in any way, an 
equivalent to ICE.

The next release, the 'FX TD' release, will expose the procedural graph and 
allow much more control over the solvers and order of operation, just what you 
would expect in an ICE-like procedural workflow. The difference here (and this 
is where Marcus can chime in), is that we're designing Bifrost to be a visual 
programming language, where you will be able to dive down into any compound to 
reveal the basic programmatic or mathematical nodes that drive higher-level 
functionality. This is very much like ICE. Here’s the difference, however: 
these graphs are JIT-compiled for efficiency, then run as virtual executables 
by the Bifrost Computation Engine. More on that in another thread.

The third (and by no means final) release we call the 'developer' release, 
where you'll be able to write your own custom C++ nodes and utilize the full 
Bifrost API (C++ and possibly Python). You can then insert these nodes into 
your graph, call them as rendertime procedurals or whatever.

So are we simply tacking on a half-baked feature onto Maya? Absolutely not. Are 
we going to stop Bifrost development after Maya 2015? No way, there's SO much 
stuff we're working on, but there's obviously only so many people we can put on 
the team, even for a huge company like Autodesk.

And I know this sounds like a cliche, but we're really trying to do things 
right in designing a future-proof framework. We spent a lot of time figuring 
out how to decouple Bifrost from Maya; to pass data between the two processes 
and not have Bifrost dependent on Maya, but rather Maya be a client to Bifrost. 
This means that we'll eventually be able to run Bifrost as a standalone app, on 
the cloud, on a farm, on your gaming system, iPad, Atari 2600, etc.

If you feel this first release of Bifrost to be limited in functionality, 
consider that we had to postpone development on certain features in order to 
deliver a solid usable, basic (if simplified) initial workflow. We'd have much 
rather done this than pushed an unfinished solution through the pipe to 
increase the number of bullet points on the back of the box. We’re just 
laying the foundation at this point.

Mist, foam and spray are some things you may have heard that are indeed missing 
from Bifrost in Maya 2015. We had to choose between developing that or focusing 
on things like threading, furthering development on the FLIP solver or memory 
management, all of which take precedence over furthering the implementation of 
Bifrost particles.

We've also had the opportunity to design the Bifrost codebase from the 
ground-up, utilizing modern libraries that Maya or Softimage would otherwise 
not have access to. This is why everything is so well threaded in Bifrost. I 
have to shamelessly disclose that I have a dual-CPU machine with 32 cores, and 
to see (and hear) them all humming at 100% is a marvelous thing. That, and Maya 
is still interactive and fluid whilst computation takes place in the 
background. This is totally new for Maya, but I know a other apps can do this.

So, is Bifrost ready to take the place of Softimage ICE? No, not yet.

In Maya 2015, Bifrost is a procedural FX framework with a FLIP liquid solver, 
based on the technology seen in Naiad. But as time goes by, Bifrost can be 
involved in more and more components of Maya, and give users

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

2014-03-20 Thread David Gallagher
This email was fascinating. I'm curious though; we've been told we can't 
hear roadmaps because they run afoul of SEC rules. And yet, here we get 
a somewhat detailed roadmap.


Dave G

On 3/20/2014 5:30 PM, Adrian Graham wrote:

I suppose it's time I chime in to this thread, and this discussion board.

I work at Autodesk as the Product Designer for Bifrost (among other FX-related 
components in Maya), working with Marcus Nordenstam.

I'm not entirely sure where to start, as there's a ton of activity surrounding 
the introduction of Bifrost in Maya 2015 and the EOL of Softimage. I've been 
lurking on this board for a couple of weeks, so I'm only familiar with the 
discussions (and rants) that have happened since then.

Let's start here: because Bifrost is a new and complex framework we're 
designing from the ground-up, we're releasing it in stages. We've been 
referring to these as the 'generalist', 'FX TD' and 'developer' releases.

Maya 2015 is essentially the 'generalist' release, meaning it will be most 
useful for people who do not need to gain access to the underlying graph and 
can live with a fairly simplified workflow to get liquid FX jobs done. This 
doesn't mean that other users shouldn't try it out, just that they may feel 
blocked by the current limitations. But note, this will not be, in any way, an 
equivalent to ICE.

The next release, the 'FX TD' release, will expose the procedural graph and 
allow much more control over the solvers and order of operation, just what you 
would expect in an ICE-like procedural workflow. The difference here (and this 
is where Marcus can chime in), is that we're designing Bifrost to be a visual 
programming language, where you will be able to dive down into any compound to 
reveal the basic programmatic or mathematical nodes that drive higher-level 
functionality. This is very much like ICE. Here's the difference, however: 
these graphs are JIT-compiled for efficiency, then run as virtual executables 
by the Bifrost Computation Engine. More on that in another thread.

The third (and by no means final) release we call the 'developer' release, 
where you'll be able to write your own custom C++ nodes and utilize the full 
Bifrost API (C++ and possibly Python). You can then insert these nodes into 
your graph, call them as rendertime procedurals or whatever.

So are we simply tacking on a half-baked feature onto Maya? Absolutely not. Are 
we going to stop Bifrost development after Maya 2015? No way, there's SO much 
stuff we're working on, but there's obviously only so many people we can put on 
the team, even for a huge company like Autodesk.

And I know this sounds like a cliche, but we're really trying to do things 
right in designing a future-proof framework. We spent a lot of time figuring 
out how to decouple Bifrost from Maya; to pass data between the two processes 
and not have Bifrost dependent on Maya, but rather Maya be a client to Bifrost. 
This means that we'll eventually be able to run Bifrost as a standalone app, on 
the cloud, on a farm, on your gaming system, iPad, Atari 2600, etc.

If you feel this first release of Bifrost to be limited in functionality, consider that 
we had to postpone development on certain features in order to deliver a solid usable, 
basic (if simplified) initial workflow. We'd have much rather done this than pushed an 
unfinished solution through the pipe to increase the number of bullet points on the 
back of the box. We're just laying the foundation at this point.

Mist, foam and spray are some things you may have heard that are indeed missing 
from Bifrost in Maya 2015. We had to choose between developing that or focusing 
on things like threading, furthering development on the FLIP solver or memory 
management, all of which take precedence over furthering the implementation of 
Bifrost particles.

We've also had the opportunity to design the Bifrost codebase from the 
ground-up, utilizing modern libraries that Maya or Softimage would otherwise 
not have access to. This is why everything is so well threaded in Bifrost. I 
have to shamelessly disclose that I have a dual-CPU machine with 32 cores, and 
to see (and hear) them all humming at 100% is a marvelous thing. That, and Maya 
is still interactive and fluid whilst computation takes place in the 
background. This is totally new for Maya, but I know a other apps can do this.

So, is Bifrost ready to take the place of Softimage ICE? No, not yet.

In Maya 2015, Bifrost is a procedural FX framework with a FLIP liquid solver, 
based on the technology seen in Naiad. But as time goes by, Bifrost can be 
involved in more and more components of Maya, and give users access to graphs 
for anything they do in Maya, not unlike how ICE works. As you can guess, it 
sounds like a hell of a lot of work, and would involve all areas of design and 
development. The next step is opening the graph, which means we have to improve 
the Node Editor and devise new workflows to deal with, for 

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

2014-03-20 Thread Raffaele Fragapane
The product will be released within the quarter. To be fair, that info if
you were on beta has been consistent and available for quite a while now,
so it's not some last minute stunt.

Marcus, Adrian and the rest of the team are nice guys, give them a chance.


On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher 
davegsoftimagel...@gmail.com wrote:

 This email was fascinating. I'm curious though; we've been told we can't
 hear roadmaps because they run afoul of SEC rules. And yet, here we get a
 somewhat detailed roadmap.

 Dave G




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

2014-03-20 Thread Rob Chapman
Adrian,

well written and a lot of facts  information, thank you! the team and
the project sounds amazing and exciting stuff indeed. am happy that
you are happy, its refreshing indeed. so welcome!

first question:
you mention it can run on clouds, consoles , Atari 2600's will that
list include softimage? :D

2nd question, is of course, when is an estimate for stage 2 ICE like
node editing. is that likely to be a service pack in current Maya or a
2016. or?

again. good news. for a change!


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

2014-03-20 Thread Adrian Graham
Perhaps, but it is a general enough roadmap that has already been discussed in 
a few channels (if unofficial).

Also, the 'generalist' release is Maya 2015, so no surprises there.

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Gallagher
Sent: Thursday, March 20, 2014 5:17 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE - When will we have todays functionality in Maya?

This email was fascinating. I'm curious though; we've been told we can't hear 
roadmaps because they run afoul of SEC rules. And yet, here we get a somewhat 
detailed roadmap.

Dave G

On 3/20/2014 5:30 PM, Adrian Graham wrote:
 I suppose it's time I chime in to this thread, and this discussion board.

 I work at Autodesk as the Product Designer for Bifrost (among other 
 FX-related components in Maya), working with Marcus Nordenstam.

 I'm not entirely sure where to start, as there's a ton of activity 
 surrounding the introduction of Bifrost in Maya 2015 and the EOL of 
 Softimage. I've been lurking on this board for a couple of weeks, so I'm only 
 familiar with the discussions (and rants) that have happened since then.

 Let's start here: because Bifrost is a new and complex framework we're 
 designing from the ground-up, we're releasing it in stages. We've been 
 referring to these as the 'generalist', 'FX TD' and 'developer' releases.

 Maya 2015 is essentially the 'generalist' release, meaning it will be most 
 useful for people who do not need to gain access to the underlying graph and 
 can live with a fairly simplified workflow to get liquid FX jobs done. This 
 doesn't mean that other users shouldn't try it out, just that they may feel 
 blocked by the current limitations. But note, this will not be, in any way, 
 an equivalent to ICE.

 The next release, the 'FX TD' release, will expose the procedural graph and 
 allow much more control over the solvers and order of operation, just what 
 you would expect in an ICE-like procedural workflow. The difference here (and 
 this is where Marcus can chime in), is that we're designing Bifrost to be a 
 visual programming language, where you will be able to dive down into any 
 compound to reveal the basic programmatic or mathematical nodes that drive 
 higher-level functionality. This is very much like ICE. Here's the 
 difference, however: these graphs are JIT-compiled for efficiency, then run 
 as virtual executables by the Bifrost Computation Engine. More on that in 
 another thread.

 The third (and by no means final) release we call the 'developer' release, 
 where you'll be able to write your own custom C++ nodes and utilize the full 
 Bifrost API (C++ and possibly Python). You can then insert these nodes into 
 your graph, call them as rendertime procedurals or whatever.

 So are we simply tacking on a half-baked feature onto Maya? Absolutely not. 
 Are we going to stop Bifrost development after Maya 2015? No way, there's SO 
 much stuff we're working on, but there's obviously only so many people we can 
 put on the team, even for a huge company like Autodesk.

 And I know this sounds like a cliche, but we're really trying to do things 
 right in designing a future-proof framework. We spent a lot of time figuring 
 out how to decouple Bifrost from Maya; to pass data between the two processes 
 and not have Bifrost dependent on Maya, but rather Maya be a client to 
 Bifrost. This means that we'll eventually be able to run Bifrost as a 
 standalone app, on the cloud, on a farm, on your gaming system, iPad, Atari 
 2600, etc.

 If you feel this first release of Bifrost to be limited in functionality, 
 consider that we had to postpone development on certain features in order to 
 deliver a solid usable, basic (if simplified) initial workflow. We'd have 
 much rather done this than pushed an unfinished solution through the pipe to 
 increase the number of bullet points on the back of the box. We're just 
 laying the foundation at this point.

 Mist, foam and spray are some things you may have heard that are indeed 
 missing from Bifrost in Maya 2015. We had to choose between developing that 
 or focusing on things like threading, furthering development on the FLIP 
 solver or memory management, all of which take precedence over furthering the 
 implementation of Bifrost particles.

 We've also had the opportunity to design the Bifrost codebase from the 
 ground-up, utilizing modern libraries that Maya or Softimage would otherwise 
 not have access to. This is why everything is so well threaded in Bifrost. I 
 have to shamelessly disclose that I have a dual-CPU machine with 32 cores, 
 and to see (and hear) them all humming at 100% is a marvelous thing. That, 
 and Maya is still interactive and fluid whilst computation takes place in the 
 background. This is totally new for Maya, but I know a other apps can do this.

 So, is Bifrost ready to take the place of Softimage ICE

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

2014-03-20 Thread Adrian Graham
Thanks for the positive words, everyone.

2nd question, is of course, when is an estimate for stage 2 ICE like node 
editing. is that likely to be a service pack in current Maya or a 2016. or?

Sadly, this is *exactly* the kind of question I cannot answer in any official 
capacity. You guys are all free to get on the Maya beta program and be privy to 
this kind of information. That, AND be the first ones on your block to try out 
new Bifrost functionality.

If you want to be signed up for the beta, ping me and I'll get you an invite.

Adrian

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: Thursday, March 20, 2014 5:35 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE - When will we have todays functionality in Maya?

Adrian,

well written and a lot of facts  information, thank you! the team and the 
project sounds amazing and exciting stuff indeed. am happy that you are happy, 
its refreshing indeed. so welcome!

first question:
you mention it can run on clouds, consoles , Atari 2600's will that list 
include softimage? :D

2nd question, is of course, when is an estimate for stage 2 ICE like node 
editing. is that likely to be a service pack in current Maya or a 2016. or?

again. good news. for a change!
attachment: winmail.dat

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

2014-03-20 Thread Adrian Graham
Second thought: in my long-winded email I tried to explain the current 
technology in Bifrost, not what's planned for the future. So stuff like the 
Bifrost Computation Server, threading, memory management, Maya being a 'client' 
to Bifrost; these are all things in place right now in Maya 2015.

Adrian

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adrian Graham
Sent: Thursday, March 20, 2014 5:38 PM
To: softimage@listproc.autodesk.com
Subject: RE: ICE - When will we have todays functionality in Maya?

Perhaps, but it is a general enough roadmap that has already been discussed in 
a few channels (if unofficial).

Also, the 'generalist' release is Maya 2015, so no surprises there.

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Gallagher
Sent: Thursday, March 20, 2014 5:17 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE - When will we have todays functionality in Maya?

This email was fascinating. I'm curious though; we've been told we can't hear 
roadmaps because they run afoul of SEC rules. And yet, here we get a somewhat 
detailed roadmap.

Dave G

attachment: winmail.dat

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

2014-03-20 Thread David Gallagher


Yes, definitely giving them a chance! If they turn Maya/Bifrost into 
something great that can give me back what I just lost, believe me I 
will be one happy guy.


On 3/20/2014 6:29 PM, Raffaele Fragapane wrote:
The product will be released within the quarter. To be fair, that info 
if you were on beta has been consistent and available for quite a 
while now, so it's not some last minute stunt.


Marcus, Adrian and the rest of the team are nice guys, give them a chance.


On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher 
davegsoftimagel...@gmail.com mailto:davegsoftimagel...@gmail.com 
wrote:


This email was fascinating. I'm curious though; we've been told we
can't hear roadmaps because they run afoul of SEC rules. And yet,
here we get a somewhat detailed roadmap.

Dave G





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

2014-03-20 Thread joshxsi
Part of what made ICE so successful (in my mind) was the large amount of
built in nodes and compounds that were included as part of the base system
that were used in mostly non-simulated contexts (raycasting, geometry
locations, etc).

From the sound of the development stages, the first two releases will be
fluid focused, do you expect that the final release will include the non
particle functionality that ICE became so useful for?

It sounds like you're expecting the users to build a more generic set of
functionality using the API? (mesh deforms, curve based flow tools, IK
solvers etc)

Thanks again for the information as well.



On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher 
davegsoftimagel...@gmail.com wrote:


 Yes, definitely giving them a chance! If they turn Maya/Bifrost into
 something great that can give me back what I just lost, believe me I will
 be one happy guy.


 On 3/20/2014 6:29 PM, Raffaele Fragapane wrote:

 The product will be released within the quarter. To be fair, that info if
 you were on beta has been consistent and available for quite a while now,
 so it's not some last minute stunt.

  Marcus, Adrian and the rest of the team are nice guys, give them a
 chance.


 On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher 
 davegsoftimagel...@gmail.com wrote:

 This email was fascinating. I'm curious though; we've been told we can't
 hear roadmaps because they run afoul of SEC rules. And yet, here we get a
 somewhat detailed roadmap.

 Dave G





ICE - When will we have todays functionality in Maya?

2014-03-19 Thread Chris Marshall
Looking through the everyone's top 5 features, ICE was in about 95%. We all
know it's the stand-out feature of Soft, though I know there are many more.

*So the question still remains, when will Autodesk deliver an equivalent
ICE system in Maya, that provides the features we have in Softimage TODAY?*

If this has been answered in another thread, I do apologise as it's
difficult to keep track.

Cheers
Chris


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

2014-03-19 Thread Artur Woźniak
Never?! Maya is so mixed bag of good and bad choices that I don't see how
would it fit with Ice. Look at Hypershade and this other shading editor. I
don't think it will ever be that useful and easy to use workflow-wise as it
is in SI.

Almost 99% of my scenes have some reference or contribution in ICE. It is
so useful for everything. Honestly, I don't remember one where there isn't
one.

Artur


2014-03-19 11:38 GMT+01:00 Chris Marshall chrismarshal...@gmail.com:

 Looking through the everyone's top 5 features, ICE was in about 95%. We
 all know it's the stand-out feature of Soft, though I know there are many
 more.

 *So the question still remains, when will Autodesk deliver an equivalent
 ICE system in Maya, that provides the features we have in Softimage TODAY?*

 If this has been answered in another thread, I do apologise as it's
 difficult to keep track.

 Cheers
 Chris




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

2014-03-19 Thread Chris Marshall
My point exactly! If 95% of Softimage users use ICE almost daily, surely
Autodesk need to answer this question? When will we have this crucial
functionality available in an alternative Autodesk product?


On 19 March 2014 10:53, Artur Woźniak artur.w...@gmail.com wrote:

 Never?! Maya is so mixed bag of good and bad choices that I don't see how
 would it fit with Ice. Look at Hypershade and this other shading editor. I
 don't think it will ever be that useful and easy to use workflow-wise as it
 is in SI.

 Almost 99% of my scenes have some reference or contribution in ICE. It is
 so useful for everything. Honestly, I don't remember one where there isn't
 one.

 Artur


 2014-03-19 11:38 GMT+01:00 Chris Marshall chrismarshal...@gmail.com:

 Looking through the everyone's top 5 features, ICE was in about 95%. We
 all know it's the stand-out feature of Soft, though I know there are many
 more.

 *So the question still remains, when will Autodesk deliver an equivalent
 ICE system in Maya, that provides the features we have in Softimage TODAY?*

 If this has been answered in another thread, I do apologise as it's
 difficult to keep track.

 Cheers
 Chris





-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


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

2014-03-19 Thread Artur Woźniak
When I really think about it, I feel little panic inside, because I'll
always look for 8, alt+9 shortcuts for my start of a working day. Lack of
those two and it's functionality is like loosing an arm to me.

Artur


2014-03-19 12:01 GMT+01:00 Chris Marshall chrismarshal...@gmail.com:

 My point exactly! If 95% of Softimage users use ICE almost daily, surely
 Autodesk need to answer this question? When will we have this crucial
 functionality available in an alternative Autodesk product?


 On 19 March 2014 10:53, Artur Woźniak artur.w...@gmail.com wrote:

 Never?! Maya is so mixed bag of good and bad choices that I don't see how
 would it fit with Ice. Look at Hypershade and this other shading editor. I
 don't think it will ever be that useful and easy to use workflow-wise as it
 is in SI.

 Almost 99% of my scenes have some reference or contribution in ICE. It is
 so useful for everything. Honestly, I don't remember one where there isn't
 one.

 Artur


 2014-03-19 11:38 GMT+01:00 Chris Marshall chrismarshal...@gmail.com:

  Looking through the everyone's top 5 features, ICE was in about 95%. We
 all know it's the stand-out feature of Soft, though I know there are many
 more.

 *So the question still remains, when will Autodesk deliver an equivalent
 ICE system in Maya, that provides the features we have in Softimage TODAY?*

 If this has been answered in another thread, I do apologise as it's
 difficult to keep track.

 Cheers
 Chris





 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk




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

2014-03-19 Thread Oscar Juarez
That happens every day to me, pressing 8 and going inside paint mode.


On Wed, Mar 19, 2014 at 12:17 PM, Artur Woźniak artur.w...@gmail.comwrote:

 When I really think about it, I feel little panic inside, because I'll
 always look for 8, alt+9 shortcuts for my start of a working day. Lack of
 those two and it's functionality is like loosing an arm to me.

 Artur


 2014-03-19 12:01 GMT+01:00 Chris Marshall chrismarshal...@gmail.com:

 My point exactly! If 95% of Softimage users use ICE almost daily, surely
 Autodesk need to answer this question? When will we have this crucial
 functionality available in an alternative Autodesk product?


 On 19 March 2014 10:53, Artur Woźniak artur.w...@gmail.com wrote:

 Never?! Maya is so mixed bag of good and bad choices that I don't see
 how would it fit with Ice. Look at Hypershade and this other shading
 editor. I don't think it will ever be that useful and easy to use
 workflow-wise as it is in SI.

 Almost 99% of my scenes have some reference or contribution in ICE. It
 is so useful for everything. Honestly, I don't remember one where there
 isn't one.

 Artur


 2014-03-19 11:38 GMT+01:00 Chris Marshall chrismarshal...@gmail.com:

  Looking through the everyone's top 5 features, ICE was in about 95%.
 We all know it's the stand-out feature of Soft, though I know there are
 many more.

 *So the question still remains, when will Autodesk deliver an
 equivalent ICE system in Maya, that provides the features we have in
 Softimage TODAY?*

 If this has been answered in another thread, I do apologise as it's
 difficult to keep track.

 Cheers
 Chris





 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk





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

2014-03-19 Thread Martin Yara
I would say not even half of SI users use ICE daily, but I agree, we need
an ICE alternative.

As for Autodesk will answer this? I really doubt it.

Martin


On Wed, Mar 19, 2014 at 8:01 PM, Chris Marshall
chrismarshal...@gmail.comwrote:

 My point exactly! If 95% of Softimage users use ICE almost daily, surely
 Autodesk need to answer this question? When will we have this crucial
 functionality available in an alternative Autodesk product?




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

2014-03-19 Thread Martin Yara
lol, I do it all the time when I'm using a Maya in default mode.

That's one of the shortcuts you need to re-assign asap.

Another one is Ctrl+Q.

Martin


On Wed, Mar 19, 2014 at 8:22 PM, Oscar Juarez tridi.animei...@gmail.comwrote:

 That happens every day to me, pressing 8 and going inside paint mode.





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

2014-03-19 Thread Chris Marshall
OK but about 95% put it down as a top 5 feature, so that's pretty darn
crucial!
The more I think about it, the more I can't imagine not having access to
it, and it scares me.


On 19 March 2014 11:24, Martin Yara furik...@gmail.com wrote:

 I would say not even half of SI users use ICE daily, but I agree, we need
 an ICE alternative.

 As for Autodesk will answer this? I really doubt it.

 Martin



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

2014-03-19 Thread Sebastien Sterling
The S key THE S KEY !!!


On 19 March 2014 11:32, Chris Marshall chrismarshal...@gmail.com wrote:

 OK but about 95% put it down as a top 5 feature, so that's pretty darn
 crucial!
 The more I think about it, the more I can't imagine not having access to
 it, and it scares me.



 On 19 March 2014 11:24, Martin Yara furik...@gmail.com wrote:

 I would say not even half of SI users use ICE daily, but I agree, we need
 an ICE alternative.

 As for Autodesk will answer this? I really doubt it.

 Martin






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

2014-03-19 Thread Perry Harovas
Since I jump back and forth between the two all the time, mostly as it applies 
to teaching, but also when I need to do nCloth or make something with PaintFX, 
I can't tell you how many times I have keyed things because I use the S key, 
and never remapped Softimage to use the alt key.
The only two concessions I ever made to Maya workflow were the space bar to 
maximize panels, and the 3 button mouse combo was put in Maya mode (too much 
muscle memory over all the years as a Maya user to give that up). So even after 
10 years as an SI user, I still can't break from using the S key in Maya at 
least once per session and it has F*CKED me so many times I can't even count. 
Even worse, by default, the S key in Maya sets keys on ALL attributes of the 
selected object. ALL OF THEM.



On Mar 19, 2014, at 7:40 AM, Sebastien Sterling sebastien.sterl...@gmail.com 
wrote:

 The S key THE S KEY !!!
 
 
 On 19 March 2014 11:32, Chris Marshall chrismarshal...@gmail.com wrote:
 OK but about 95% put it down as a top 5 feature, so that's pretty darn 
 crucial!
 The more I think about it, the more I can't imagine not having access to it, 
 and it scares me.
 
 
 
 On 19 March 2014 11:24, Martin Yara furik...@gmail.com wrote:
 I would say not even half of SI users use ICE daily, but I agree, we need an 
 ICE alternative. 
 
 As for Autodesk will answer this? I really doubt it.
 
 Martin
 
 
 


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

2014-03-19 Thread Artur Woźniak
Yeah, that sucks. Half of your viewport turns red.


2014-03-19 12:55 GMT+01:00 Perry Harovas perryharo...@gmail.com:

 Since I jump back and forth between the two all the time, mostly as it
 applies to teaching, but also when I need to do nCloth or make something
 with PaintFX, I can't tell you how many times I have keyed things because I
 use the S key, and never remapped Softimage to use the alt key.
 The only two concessions I ever made to Maya workflow were the space bar
 to maximize panels, and the 3 button mouse combo was put in Maya mode (too
 much muscle memory over all the years as a Maya user to give that up). So
 even after 10 years as an SI user, I still can't break from using the S key
 in Maya at least once per session and it has F*CKED me so many times I
 can't even count. Even worse, by default, the S key in Maya sets keys on
 ALL attributes of the selected object. ALL OF THEM.



 On Mar 19, 2014, at 7:40 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 The S key THE S KEY !!!


 On 19 March 2014 11:32, Chris Marshall chrismarshal...@gmail.com wrote:

 OK but about 95% put it down as a top 5 feature, so that's pretty darn
 crucial!
 The more I think about it, the more I can't imagine not having access to
 it, and it scares me.



 On 19 March 2014 11:24, Martin Yara furik...@gmail.com wrote:

 I would say not even half of SI users use ICE daily, but I agree, we
 need an ICE alternative.

 As for Autodesk will answer this? I really doubt it.

 Martin







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

2014-03-19 Thread Chris Marshall
...anyway, the burning question still needs answering


On 19 March 2014 12:01, Artur Woźniak artur.w...@gmail.com wrote:

 Yeah, that sucks. Half of your viewport turns red.


 2014-03-19 12:55 GMT+01:00 Perry Harovas perryharo...@gmail.com:

 Since I jump back and forth between the two all the time, mostly as it
 applies to teaching, but also when I need to do nCloth or make something
 with PaintFX, I can't tell you how many times I have keyed things because I
 use the S key, and never remapped Softimage to use the alt key.
 The only two concessions I ever made to Maya workflow were the space bar
 to maximize panels, and the 3 button mouse combo was put in Maya mode (too
 much muscle memory over all the years as a Maya user to give that up). So
 even after 10 years as an SI user, I still can't break from using the S key
 in Maya at least once per session and it has F*CKED me so many times I
 can't even count. Even worse, by default, the S key in Maya sets keys on
 ALL attributes of the selected object. ALL OF THEM.



 On Mar 19, 2014, at 7:40 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 The S key THE S KEY !!!


 On 19 March 2014 11:32, Chris Marshall chrismarshal...@gmail.com wrote:

 OK but about 95% put it down as a top 5 feature, so that's pretty darn
 crucial!
 The more I think about it, the more I can't imagine not having access to
 it, and it scares me.



 On 19 March 2014 11:24, Martin Yara furik...@gmail.com wrote:

 I would say not even half of SI users use ICE daily, but I agree, we
 need an ICE alternative.

 As for Autodesk will answer this? I really doubt it.

 Martin








-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


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

2014-03-19 Thread Perry Harovas
Yes, you are correct, and I didn't want to divert the original question.
It is a question that needs answering, although I highly doubt they will be
able to answer it in terms of
dates. However, a road map would be a good idea, for anyone left who
decides
to move to Maya, or is trying to evaluate a move like that.

That wouldn't be me, but the people who that applies to, yes, deserve some
sort of road map I would think.





On Wed, Mar 19, 2014 at 10:21 AM, Chris Marshall
chrismarshal...@gmail.comwrote:

 ...anyway, the burning question still needs answering


 On 19 March 2014 12:01, Artur Woźniak artur.w...@gmail.com wrote:

 Yeah, that sucks. Half of your viewport turns red.


 2014-03-19 12:55 GMT+01:00 Perry Harovas perryharo...@gmail.com:

 Since I jump back and forth between the two all the time, mostly as it
 applies to teaching, but also when I need to do nCloth or make something
 with PaintFX, I can't tell you how many times I have keyed things because I
 use the S key, and never remapped Softimage to use the alt key.
 The only two concessions I ever made to Maya workflow were the space bar
 to maximize panels, and the 3 button mouse combo was put in Maya mode (too
 much muscle memory over all the years as a Maya user to give that up). So
 even after 10 years as an SI user, I still can't break from using the S key
 in Maya at least once per session and it has F*CKED me so many times I
 can't even count. Even worse, by default, the S key in Maya sets keys on
 ALL attributes of the selected object. ALL OF THEM.



 On Mar 19, 2014, at 7:40 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 The S key THE S KEY !!!


 On 19 March 2014 11:32, Chris Marshall chrismarshal...@gmail.comwrote:

 OK but about 95% put it down as a top 5 feature, so that's pretty darn
 crucial!
 The more I think about it, the more I can't imagine not having access
 to it, and it scares me.



 On 19 March 2014 11:24, Martin Yara furik...@gmail.com wrote:

 I would say not even half of SI users use ICE daily, but I agree, we
 need an ICE alternative.

 As for Autodesk will answer this? I really doubt it.

 Martin








 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk




-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com http://www.theafterimage.com/


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

2014-03-19 Thread Chris Marshall
Hi Perry,
Yes this is exactly correct. A roadmap of where we go from here, to
actually get back to where we are today in Soft. Ridiculous really, but
that's the situation we're in.



On 19 March 2014 14:24, Perry Harovas perryharo...@gmail.com wrote:

 Yes, you are correct, and I didn't want to divert the original question.
 It is a question that needs answering, although I highly doubt they will
 be able to answer it in terms of
 dates. However, a road map would be a good idea, for anyone left who
 decides
 to move to Maya, or is trying to evaluate a move like that.

 That wouldn't be me, but the people who that applies to, yes, deserve some
 sort of road map I would think.





 On Wed, Mar 19, 2014 at 10:21 AM, Chris Marshall 
 chrismarshal...@gmail.com wrote:

 ...anyway, the burning question still needs answering


 On 19 March 2014 12:01, Artur Woźniak artur.w...@gmail.com wrote:

 Yeah, that sucks. Half of your viewport turns red.


 2014-03-19 12:55 GMT+01:00 Perry Harovas perryharo...@gmail.com:

 Since I jump back and forth between the two all the time, mostly as it
 applies to teaching, but also when I need to do nCloth or make something
 with PaintFX, I can't tell you how many times I have keyed things because I
 use the S key, and never remapped Softimage to use the alt key.
 The only two concessions I ever made to Maya workflow were the space
 bar to maximize panels, and the 3 button mouse combo was put in Maya mode
 (too much muscle memory over all the years as a Maya user to give that up).
 So even after 10 years as an SI user, I still can't break from using the S
 key in Maya at least once per session and it has F*CKED me so many times I
 can't even count. Even worse, by default, the S key in Maya sets keys on
 ALL attributes of the selected object. ALL OF THEM.



 On Mar 19, 2014, at 7:40 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 The S key THE S KEY !!!


 On 19 March 2014 11:32, Chris Marshall chrismarshal...@gmail.comwrote:

 OK but about 95% put it down as a top 5 feature, so that's pretty darn
 crucial!
 The more I think about it, the more I can't imagine not having access
 to it, and it scares me.



 On 19 March 2014 11:24, Martin Yara furik...@gmail.com wrote:

 I would say not even half of SI users use ICE daily, but I agree, we
 need an ICE alternative.

 As for Autodesk will answer this? I really doubt it.

 Martin








 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk




 --





 Perry Harovas
 Animation and Visual Effects

 http://www.TheAfterImage.com http://www.theafterimage.com/




-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk